The Playbooks
• The Aware (Mortalis) —Inquisitive and clever, the Aware is a mortal investigator who has seen the truth of the city's supernatural streets.
• The Fae (Wild) —Fickle and enigmatic, the Fae is a creature from a distant faerie homeland who values promises and oaths above all else.
• The Hunter (Mortalis) —Determined and deadly, the Hunter is a mortal who has joined a secret order to "protect" humanity from the monsters.
• The Imp (Wild) —Driven and scheming, the Imp owns an establishment in the city that caters to supernatural clientele.
• The Oracle (Power) —Prophetic and cursed, the Oracle is a seer whose benefactor protects them in exchange for the use of their psychic powers.
• The Spectre (Night) —Shattered and alone, the Spectre is a ghost who is anchored to this world, searching for meaning in life after death.
• The Sworn (Power) —Loyal and capable, the Sworn has taken a sacred oath to serve an influential faction within Power.
• The Tainted (Wild) —Brutal and manipulative, the Tainted is a foolish mortal who sold their soul to the dark patron they must now serve.
• The Vamp (Night) —Seductive and merciless, the Vamp is a creature that must feed on humanity to survive from night-to-night.
• The Veteran (Mortalis) —Experienced and clever, the Veteran was retired… until something dragged them back into the city's deadly politics.
• The Wizard (Power) —Potent and skilled, the Wizard can channel intense magics in the service of their obligations… and their ambition.
• The Wolf (Night) —Primal and unstoppable, the Wolf has claimed a territory in the city, but must now confront the troubles of their holdings.
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Aware
[ +- ] Description and Character Creation
Description Inquisitive, resourceful, naive, lucky. The Aware is a mortal investigator who has come to see the truth of the supernatural world. They know humanity isn't alone in the city… and they're enthralled by the shadows.
Play the Aware if you want to dig up the city's secrets… and build messy relationships with the supernatural creatures you meet along the way.
Character Creation
• Name:
• Alisa, Anthony, Cam, Cleo, Cole, Datu, Devon, Galina, Hairi, Hans, Julius, Kim, Kirsten, Laasya, Lara, Miguel, Philip, Rashid, Veronica
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• brand name clothing, business casual, forgettable clothing, uniformed
• Demeanor Options: aggressive, charming, composed, paranoid
• Starting Stats : Blood 0, Heart 1, Mind -1, Spirit 1
• Starting Circles : Mortalis 1, Night 0, Power 1, Wild -1
• Starting Status: Mortalis 1, Night 0, Power 0, Wild 0
• Intro Questions:
• How did you discover the supernatural?
• How long have you been in the city?
• What mortal commitment keeps you from leaving your old life behind?
• What mortal aspiration have you given up?
• What powerful faction or person are you currently investigating?
• Starting Gear:
• A small apartment, a used car, a smart phone.
• A Self-defense Weapon:
• 9mm Beretta (2-harm near loud)
• Taser (stun-harm hand)
• Switchblade (2-harm hand concealable)
• Your kit (detail)
• Starting Debts:
• Someone befriended you long before you discovered the supernatural… and purposefully hid its existence from you when it mattered. They owe you a Debt.
• Someone puts up with your questions about the supernatural. You owe them a Debt.
• You're leveraging dirt you have on someone to get their help dismantling a supernatural scheme that targets innocent mortals. You owe them a Debt.
• Let It Out Abilities:
• gain access to a secure or locked-down location
• draw immediate mortal attention to a person or situation
• spot a previously overlooked clue or advantage in the immediate area
• convince an NPC to act on their kindness, role, or own best interest
Aware Moves (Choose three:)
• I Know a Guy: When you hit the streets to get what you need from a member of your Circle, roll with Heart instead of their Circle. On a 7-9, add this option to the list:
• however you find them requires you to offer a Debt to an intermediary
• Charming, Not Sincere: Take +1 Heart (max+3).
• The Lion's Den: When you gain access to a secure area within a sanctuary, gathering spot, or place of power, you can study it as if you rolled a 10+. If the location is controlled by a Circle other than your own, you also find incriminating evidence implicating a powerful NPC (your choice) within that Circle; handing the documents over to them —or one of their enemies— counts as cashing in a Debt.
• This is My City: When you set up a meeting with a powerful or dangerous individual in a crowded mundane space (museum, restaurant, etc.), hold 2. You can spend your hold, 1 for 1, to:
• create an opening for you or another character to escape a situation
• take +1 forward to escaping a situation
• choose for the MC when you escape a situation and roll a 7-9
• In Sheep's Clothing: When you mislead, distract or trick someone you've previously shared a moment of intimacy with, roll with Heart instead of Mind.
• One Way or Another: When you plead with a member of your Circle for help with a pressing situation, roll with Heart.
• On a hit, they either agree to help or owe you a Debt, their choice.
• On a 10+, their guilt is palpable: if they decline and owe you a Debt, you take +1 ongoing against them as long as you hold that Debt.
• On a miss, you are exposed and vulnerable; they are free to do as they like… but if they do agree to help, treat it as if they cashed in a Debt with you that you can't refuse.
Your Mortal Relationships
While you ride the line between the mortal and supernatural worlds, your friends and family are stuck firmly in the mundane realities of everyday life.
• Choose 3:
• A younger sibling who relies on you for transportation and advice
• A loyal significant other who expects you home by midnight
• A struggling best friend who's always getting into messy altercations
• A demanding boss who calls you into work at inconvenient times
• An elderly parent who always knows when you're lying to them
• An overbearing ex-partner who constantly worries about you
When one of your mortal relationships comes to an end for any reason —they cut you off, they die, they leave the city, you tell them to stop contacting you, etc.— immediately mark a corruption advance. If losing a mortal relationship causes you to retire your character due to corruption, tell the MC whom you most blame for the loss; your character will pursue the person responsible as a Threat until "justice" is served.
• Tending To Your Relationships: When you tend to your mortal relationships during the faction turn, make no other city moves and roll with Heart.
• On a hit, one of the mortals closest to you offers you a way to deepen your bond; clear a corruption advance if you agree to what they propose.
• On a 7-9, agreeing isn't so simple; what they ask of you threatens to expose them to the part of your life you've kept hidden.
• On a miss, one of your mortal ties demands you sacrifice part of your new life to keep them around; manage the conflict or lose the relationship.
Your Kit
You have some gear you've picked up since becoming aware of the supernatural world, mostly stashed away in the trunk of your car or in a bag you carry with you.
• Go to your Kit: When you go to your kit for some mundane gear —road flares, first aid kit, etc.— useful to the situation, roll with Spirit.
• On a hit, you find something you can use that pretty much fits the bill.
• On a 10+, it's perfect; take +1 ongoing to putting it to use in the scene.
• On a miss, the situation escalates while you're trying to prepare —brace yourself!
Intimacy
When you share a moment of intimacy —physical or emotional— with someone new who isn't mortal, mark corruption.
When you figure out someone you've previously shared a moment of intimacy with, roll with Heart instead of Mind.
End Move
When you die, ask another PC to look after up to three of your mortal relationships. If they agree, they immediately advance. If they refuse, they take a corruption advance instead.
Corruption
• Trigger: When you ignore your mortal commitments or relationships to deal with the supernatural, mark corruption.
• In Too Deep: Mark corruption to get in the way of someone from another Circle as if you rolled a 10+.
• If You Can't Beat ‘Em: Take one ability from a playbook from another Circle. Whenever you let it out and roll a 12+, mark an additional corruption.
• Free Agent: Mark corruption to refuse to honor a Debt owed to someone outside your Circle as if you rolled a 10+.
• Sticky Fingers: Mark corruption after meeting with a powerful NPC to reveal that you took something of import from them. Mark corruption again to conceal your role in the theft for some time.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• a new Aware move
• a new Aware move
• a move from another playbook
• a move from another playbook
• open a new mortal relationship
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• obtain Circle Status-2
• erase a scar
• change your Circle
• advance 3 basic moves
• advance 3 basic moves
• change to a new playbook
[ +- ] Details
Details
Most people have no idea what takes place in the shadows of the city, remaining ignorant of the monsters that walk among us. Those awakened to the world as it truly is can't help but feel the pull of the darkness…
Seeing The Unseen
It started with a question. Something innocent, perhaps, like "Is that house really haunted?" Or perhaps it was something personal, a murdered loved one whose case went unsolved or a missing sibling who reappeared years later professing to have been drawn into a distant, fantastical realm. Either way, you found an answer you can still only barely believe —there is a world of monsters just behind the curtain which shelters mortals from the truths they cannot embrace.
Yet, the world you found is more inviting than you could have imagined. You've made friends among the monsters, learned their secrets, and gotten involved in their politics. And now you must keep the city's secrets from the people in your life, protecting them now from the awful and amazing truth you've uncovered that they can never understand.
Your mortal relationships, however, are more than a liability —they are a lifeline, a reminder that no matter how far you go down the rabbit hole, there's something real for you back at home. You have a family, a life, a job, some place where people don't see you as a pawn in a game you barely understand.
The only problem? You feel less like them every day. They think the world is run by billionaires and politicians; you know the people who pull the real strings. And as you feel yourself growing apart from them, taking root in this new world you've found, you can't help but acknowledge that the person you're becoming may not be someone you'd want to be too close to the people you love.
But you can't look away. You can't stop, even when you feel the bonds of your mortal life weaken under the strain. Like a moth to a flame, you are drawn to the seedy werewolf bars and the glimmering faerie balls, compelled to seek out the city's secret seances and midnight strategy meetings. You've seen the city's true face —blistered and broken, blessed and beautiful— and you can never go back to who you once were… or how little you once knew.
That's the problem, of course. You know too much. You've seen too much. And sooner or later, the new friends you've made, the new alliances you've forged, are going to force you to pick a side. Do you really stand with Mortalis, the foolish mortals who spend their lives navigating the boundary between these two worlds? Or are you destined for something greater in a Circle that could unlock and unveil your true worth?
Moves Advice I Know a Guy might not seem useful at first, but your Mortalis Circle rating will fall as you get mixed up in city politics; this move lets you keep up with the important members of your Circle despite that distance, while also offering you an additional option for the costs on a weak hit. The MC decides who acts as an intermediary for the meet, but they are likely from your Circle. Despite rolling with Heart, you still mark your Circle when you make this move.
You must bypass some guard, lock, or barrier to trigger The Lion's Den; it's not a secure location if you can just waltz right in and start poking around. The evidence you find is concrete and tactile —a flash drive, photographs, etc.— and someone will come looking for it when it goes missing. If you turn over the documents to the implicated NPC as if you were cashing in a Debt, they may want assurances you haven't made any copies, but their enemies likely won't care so long as they have the originals. You can always try to use the threat of revealing the information to instead persuade the implicated NPC, but blackmail is a dangerous game to play with powerful enemies. Even though you don't roll, you still mark the appropriate Circle when you make this move.
This Is My City triggers when you meet a powerful or dangerous character —PC or NPC— in a mundane place. You don't have to suggest the meeting spot either; if they say, "Let's meet at the museum at 2pm," the move still triggers. Your hold lasts from the start of the meeting until you get somewhere safe.
In Sheep's Clothing can be used any time after you share a moment of intimacy with the target, even many sessions (or even seasons) later in the story.
One Way or Another is one of the few ways you can ask another character for help without cashing in a Debt or persuading them. Of course, you have to present the problem as pressing and their help as meaningful to trigger the move! You can target PCs or NPCs; as long as they are part of your Circle, you can pull on their heart strings. On a miss, they get to choose if they help, but agreeing to assist you means they act as if they had just cashed in a Debt with you —like asking for a moderate favor— and you can't say no.
Both I Know a Guy and One Way or Another reference your Circle, not Mortalis. If you change Circles, the characters you can target with those moves change as well; the people you know —and the people you can sway— change dramatically when you change Circles.
Notes on Your Mortal Relationships
You have a few relationships with ordinary mortals —people ignorant of the supernatural world and its influence— that demand attention, bonds impossible to sever without losing a part of yourself. At the start of play, work with the MC to create these NPC characters. You don't have to work out every detail before they appear "on screen," but you need to know how you know them, how often you see them, and what your relationship is like as your story begins.
It's essential that these people actually appear in the story! If you select a younger sibling, you have an ongoing, close relationship with at least one member of your family who lives in the city; they aren't off at college, ignoring you and your drama. The specific details are less important —perhaps they are a half-sibling or someone you consider a sibling by circumstance— than the broad obligation: they must regularly come to you for advice on things that matter to them… and the occasional ride to the mall.
Tending to your relationships means taking the time to nurture your remaining mortal relationships —helping a younger sibling with a science fair project, visiting a struggling best friend, etc. As a city move (page 96), these scenes happens off-screen or in a montage; tell the MC what you want to do but don't get bogged down in specifics. On a hit, whatever one of them proposes to deepen your relationship will likely draw you away from city politics, but you clear a corruption advance if you make it work, losing whatever stat bonus or corruption move came with it. On a miss, one of them instead demands you cut out part of your connection to the supernatural and make them a priority; you can lie to them, give into them, or try to talk them out of it, but if you can't manage the conflict… the relationship ends.
Of course, this isn't the only way a mortal relationship comes to an end. They are fragile, ephemeral things! You mark a corruption advance no matter what straw finally broke the camel's back, be it a long-drawn out fight about your secrets or a bullet in your loved one's gut. It is possible to add new mortal relationships to your playbook, either in the fiction or through advancement, but it's rare.
Finally, if you corrupt out because one of your mortal relationships ends, the MC will portray your character —as an NPC— pursuing "justice" against whoever you say is to blame, even if that person is a PC.
Notes on Your Kit
Over the course of your time as a member of Mortalis, you've acquired a good amount of gear, all of it useful for getting out of a tough spot. Whenever you need to see if you have something mundane on hand that could be useful, you can see what's available in your kit. Work with your MC to discuss where you keep it, and remember that you've got to be near it to trigger the move.
On a hit, whatever you find isn't a perfect fit for the job at hand —you might find a wrench that's just a little too big or a road flare when you're looking for a flashlight— but you're scrappy enough to make it work. It might provide an opportunity to escape a situation or a makeshift weapon to turn to violence; work with the MC to figure out how the gear changes your fictional position or improves your effectiveness in the moment.
On a strong hit, what you find in your kit is exactly what you need; you take +1 ongoing to any moves you make that rely on that piece of gear. For example, you might take +1 to sabotaging something —probably misleading, distracting, or tricking someone— with the perfect wrench. The bonus lasts as long as the conflict you were trying to address; the wrench doesn't carry the +1 ongoing into other projects!
That said, the gear you're looking for has to be mundane in nature —stuff you can find at a big box discount store or a local flea market. You aren't going to find any magical amulets or lost spell books or advanced technomagic in your kit, even if it's exactly the right kind of gear for the moment. It's hard to find that kind of stuff at the local antique shop!
Finally, remember that a miss here escalates the situation. While you were scrounging through your bag, trying to find the perfect tool… things got worse. There's a cost to be paid sometimes when everything is on fire and you're caught looking for the right-sized water bucket.
Notes on Intimacy
Most of Mortalis is still mortal, but anyone who could be considered a supernatural creature —including wizards, witches, and oracles— isn't "mortal" anymore. The stat swap from Heart to Mind for figure someone out applies to anyone with whom you've shared a moment of intimacy, including mortals.
Notes on End Move
It's up to you which of your mortal relationships you try to pass on from your feature, but you must choose at least one. If the PC agrees to look after them, they inherit your mortal relationships feature, including the tending to your relationships move; if they refuse to look after even one of the relationships you name, they are refusing in full and take a corruption advance.
Notes on Corruption
Your corruption trigger makes you mark corruption whenever you blow off your mortal life —or the people in it— in favor of the supernatural side of the city. Your mortal connections are often a source of these commitments, but you might find yourself with new obligations —work, romantic relationships, etc.— as your story develops. It doesn't matter why you choose the supernatural over the mundane; even in cases of life and death, focusing on the supernatural at the expense of your mortal life causes you to mark corruption.
You're free to take any ability from any playbook outside your Circle when you take If You Can't Beat ‘Em, but you must mark the additional corruption whenever you roll a 12+, not just when you invoke that particular ability. When you take this advance, work with your MC to explain how you've developed this new ability.
You don't have to decide in advance what you want to steal to use Sticky Fingers —you and the MC can work out what you stole when you mark the corruption after the meeting. If you mark corruption again to conceal the theft, you manage to defeat high-end security systems, magical wards, etc., even if it seems impractical or impossible for you to do so.
Notes on Advances
If you open a new mortal relationship, select a new option from the list in your feature, then work with the MC to determine how that person has come into your life. They may have moved back to the city after an absence or they might work at your new job; either way, they fill the same role in your life as your other mortal relationships.
If you decide to change Circles, the circumstances might also warrant a change in playbook —like joining Power with an oath that would make you the Sworn— but you can stay the Aware so long as your mortal relationships are still key to your character's life in the city.
[3column][col]
[f=h1][_=The Aware][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=0/2][/color][_bloodpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=0/2][/color][_heartpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=1/2][/color][_mindpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=0/2][/color][_spiritpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=1/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=1/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=0/2][/color] [_night_rating_pos=0/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=0/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=0/2][/color] [_power_rating_pos=1/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=0/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=1/2][/color] [_wild_rating_pos=0/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=1/2][/color] [_wild_status_pos=0/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[b]Go to Your Kit[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Tend To Your Relationship[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[_=0/1] [b]I Know a Guy[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[_=0/1] [b]One Way or Another[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[_=0/1] [b]In Sheep's Clothing[/b] ([f=small]mislead, distract, trick[/f] +Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
(Intimacy) [b]Figure Someone Out[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Aware[/f]
[spoiler="Description and Character Creation"]
[f=h2]Description[/f]
[i]Inquisitive, resourceful, naive, lucky. The Aware is a mortal investigator who has come to see the truth of the supernatural world. They know humanity isn't alone in the city… and they're enthralled by the shadows.[/i]
[i]Play the Aware if you want to dig up the city's secrets… and build messy relationships with the supernatural creatures you meet along the way.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Alisa, Anthony, Cam, Cleo, Cole, Datu, Devon, Galina, Hairi, Hans, Julius, Kim, Kirsten, Laasya, Lara, Miguel, Philip, Rashid, Veronica
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• brand name clothing, business casual, forgettable clothing, uniformed
• [b]Demeanor Options[/b]: aggressive, charming, composed, paranoid
• [b]Starting Stats[/b] : Blood 0, Heart 1, Mind -1, Spirit 1
• [b]Starting Circles[/b] : Mortalis 1, Night 0, Power 1, Wild -1
• [b]Starting Status[/b]: Mortalis 1, Night 0, Power 0, Wild 0
• [b]Intro Questions[/b]:
• How did you discover the supernatural?
• How long have you been in the city?
• What mortal commitment keeps you from leaving your old life behind?
• What mortal aspiration have you given up?
• What powerful faction or person are you currently investigating?
• [b]Starting Gear[/b]:
• A small apartment, a used car, a smart phone.
• A Self-defense Weapon:
• [_=0/1] 9mm Beretta (2-harm near loud)
• [_=0/1] Taser (stun-harm hand)
• [_=0/1] Switchblade (2-harm hand concealable)
• Your kit (detail)
• [b]Starting Debts[/b]:
• Someone befriended you long before you discovered the supernatural… and purposefully hid its existence from you when it mattered. They owe you a Debt.
• Someone puts up with your questions about the supernatural. You owe them a Debt.
• You're leveraging dirt you have on someone to get their help dismantling a supernatural scheme that targets innocent mortals. You owe them a Debt.
• [b]Let It Out Abilities[/b]:
• gain access to a secure or locked-down location
• draw immediate mortal attention to a person or situation
• spot a previously overlooked clue or advantage in the immediate area
• convince an NPC to act on their kindness, role, or own best interest
[/spoiler]
[f=h2]Aware Moves (Choose three:)[/f]
• [_=0/1] [b]I Know a Guy[/b]: When you hit the streets to get what you need from a member of your Circle, roll with [b]Heart[/b] instead of their Circle. On a 7-9, add this option to the list:
• however you find them requires you to offer a Debt to an intermediary
• [_=0/1] [b]Charming, Not Sincere[/b]: Take +1 [b]Heart[/b] (max+3).
• [_=0/1] [b]The Lion's Den[/b]: When you gain access to a secure area within a sanctuary, gathering spot, or place of power, you can [b]study[/b] it as if you rolled a 10+. If the location is controlled by a Circle other than your own, you also find incriminating evidence implicating a powerful NPC (your choice) within that Circle; handing the documents over to them —or one of their enemies— counts as [b]cashing in a Debt[/b].
• [_=0/1] [b]This is My City[/b]: When you set up a meeting with a powerful or dangerous individual in a crowded mundane space (museum, restaurant, etc.), hold 2. You can spend your hold, 1 for 1, to:
• create an opening for you or another character to [b]escape a situation[/b]
• take +1 forward to [b]escaping a situation[/b]
• choose for the MC when you [b]escape a situation[/b] and roll a 7-9
• [_=0/1] [b]In Sheep's Clothing[/b]: When you [b]mislead, distract or trick[/b] someone you've previously shared a moment of intimacy with, roll with [b]Heart[/b] instead of [b]Mind[/b].
• [_=0/1] [b]One Way or Another[/b]: When you plead with a member of your Circle for help with a pressing situation, roll with [b]Heart[/b].
• On a hit, they either agree to help or owe you a Debt, their choice.
• On a 10+, their guilt is palpable: if they decline and owe you a Debt, you take +1 ongoing against them as long as you hold that Debt.
• On a miss, you are exposed and vulnerable; they are free to do as they like… but if they do agree to help, treat it as if they [b]cashed in a Debt[/b] with you that you can't refuse.
[f=h2]Your Mortal Relationships[/f]
While you ride the line between the mortal and supernatural worlds, your friends and family are stuck firmly in the mundane realities of everyday life.
• [b]Choose 3[/b]:
• [_=0/1] A younger sibling who relies on you for transportation and advice
• [_=0/1] A loyal significant other who expects you home by midnight
• [_=0/1] A struggling best friend who's always getting into messy altercations
• [_=0/1] A demanding boss who calls you into work at inconvenient times
• [_=0/1] An elderly parent who always knows when you're lying to them
• [_=0/1] An overbearing ex-partner who constantly worries about you
When one of your mortal relationships comes to an end for any reason —they cut you off, they die, they leave the city, you tell them to stop contacting you, etc.— immediately mark a corruption advance. If losing a mortal relationship causes you to retire your character due to corruption, tell the MC whom you most blame for the loss; your character will pursue the person responsible as a Threat until "justice" is served.
• [_=1/1] [b]Tending To Your Relationships[/b]: When you tend to your mortal relationships during the faction turn, make no other city moves and roll with [b]Heart[/b].
• On a hit, one of the mortals closest to you offers you a way to deepen your bond; clear a corruption advance if you agree to what they propose.
• On a 7-9, agreeing isn't so simple; what they ask of you threatens to expose them to the part of your life you've kept hidden.
• On a miss, one of your mortal ties demands you sacrifice part of your new life to keep them around; manage the conflict or lose the relationship.
[f=h2]Your Kit[/f]
You have some gear you've picked up since becoming aware of the supernatural world, mostly stashed away in the trunk of your car or in a bag you carry with you.
• [_=1/1] [b]Go to your Kit[/b]: When you go to your kit for some mundane gear —road flares, first aid kit, etc.— useful to the situation, roll with [b]Spirit[/b].
• On a hit, you find something you can use that pretty much fits the bill.
• On a 10+, it's perfect; take +1 ongoing to putting it to use in the scene.
• On a miss, the situation escalates while you're trying to prepare —brace yourself!
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with someone new who isn't mortal, mark corruption.
When you [b]figure out someone[/b] you've previously shared a moment of intimacy with, roll with [b]Heart[/b] instead of [b]Mind[/b].
[f=h2]End Move[/f]
When you die, ask another PC to look after up to three of your [b]mortal relationships[/b]. If they agree, they immediately advance. If they refuse, they take a corruption advance instead.
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you ignore your mortal commitments or relationships to deal with the supernatural, mark corruption.
• [_=0/1] [b]In Too Deep[/b]: Mark corruption to [b]get in the way[/b] of someone from another Circle as if you rolled a 10+.
• [_=0/1] [b]If You Can't Beat ‘Em[/b]: Take one ability from a playbook from another Circle. Whenever you [b]let it out[/b] and roll a 12+, mark an additional corruption.
• [_=0/1] [b]Free Agent[/b]: Mark corruption to [b]refuse to honor a Debt[/b] owed to someone outside your Circle as if you rolled a 10+.
• [_=0/1] [b]Sticky Fingers[/b]: Mark corruption after meeting with a powerful NPC to reveal that you took something of import from them. Mark corruption again to conceal your role in the theft for some time.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] a new Aware move
• [_=0/1] a new Aware move
• [_=0/1] a move from another playbook
• [_=0/1] a move from another playbook
• [_=0/1] open a new mortal relationship
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] obtain Circle Status-2
• [_=0/1] erase a scar
• [_=0/1] change your Circle
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] change to a new playbook
[spoiler="Details"][f=h2]Details[/f]
Most people have no idea what takes place in the shadows of the city, remaining ignorant of the monsters that walk among us. Those awakened to the world as it truly is can't help but feel the pull of the darkness…
[f=h3]Seeing The Unseen[/f]
It started with a question. Something innocent, perhaps, like "Is that house really haunted?" Or perhaps it was something personal, a murdered loved one whose case went unsolved or a missing sibling who reappeared years later professing to have been drawn into a distant, fantastical realm. Either way, you found an answer you can still only barely believe —there is a world of monsters just behind the curtain which shelters mortals from the truths they cannot embrace.
Yet, the world you found is more inviting than you could have imagined. You've made friends among the monsters, learned their secrets, and gotten involved in their politics. And now [i]you[/i] must keep the city's secrets from the people in [i]your[/i] life, protecting them now from the awful and amazing truth you've uncovered that they can never understand.
Your mortal relationships, however, are more than a liability —they are a lifeline, a reminder that no matter how far you go down the rabbit hole, there's something real for you back at home. You have a family, a life, a job, some place where people don't see you as a pawn in a game you barely understand.
The only problem? You feel less like them every day. They think the world is run by billionaires and politicians; you know the people who pull the real strings. And as you feel yourself growing apart from them, taking root in this new world you've found, you can't help but acknowledge that the person you're becoming may not be someone you'd want to be too close to the people you love.
But you can't look away. You can't stop, even when you feel the bonds of your mortal life weaken under the strain. Like a moth to a flame, you are drawn to the seedy werewolf bars and the glimmering faerie balls, compelled to seek out the city's secret seances and midnight strategy meetings. You've seen the city's true face —blistered and broken, blessed and beautiful— and you can never go back to who you once were… or how little you once knew.
That's the problem, of course. You [i]know[/i] too much. You've [i]seen[/i] too much. And sooner or later, the new friends you've made, the new alliances you've forged, are going to force you to pick a side. Do you really stand with Mortalis, the foolish mortals who spend their lives navigating the boundary between these two worlds? Or are you destined for something greater in a Circle that could unlock and unveil your true worth?
[f=h3]Moves Advice[/f]
[b]I Know a Guy[/b] might not seem useful at first, but your Mortalis Circle rating will fall as you get mixed up in city politics; this move lets you keep up with the important members of your Circle despite that distance, while also offering you an additional option for the costs on a weak hit. The MC decides who acts as an intermediary for the meet, but they are likely from your Circle. Despite rolling with [b]Heart[/b], you still mark your Circle when you make this move.
You must bypass some guard, lock, or barrier to trigger [b]The Lion's Den[/b]; it's not a secure location if you can just waltz right in and start poking around. The evidence you find is concrete and tactile —a flash drive, photographs, etc.— and someone will come looking for it when it goes missing. If you turn over the documents to the implicated NPC as if you were [b]cashing in a Debt[/b], they may want assurances you haven't made any copies, but their enemies likely won't care so long as they have the originals. You can always try to use the threat of revealing the information to instead [b]persuade[/b] the implicated NPC, but blackmail is a dangerous game to play with powerful enemies. Even though you don't roll, you still mark the appropriate Circle when you make this move.
[b]This Is My City[/b] triggers when you meet a powerful or dangerous character —PC or NPC— in a mundane place. You don't have to suggest the meeting spot either; if they say, "Let's meet at the museum at 2pm," the move still triggers. Your hold lasts from the start of the meeting until you get somewhere safe.
[b]In Sheep's Clothing[/b] can be used any time after you share a moment of intimacy with the target, even many sessions (or even seasons) later in the story.
[b]One Way or Another[/b] is one of the few ways you can ask another character for help without [b]cashing in a Debt[/b] or [b]persuading[/b] them. Of course, you have to present the problem as pressing and their help as meaningful to trigger the move! You can target PCs or NPCs; as long as they are part of your Circle, you can pull on their heart strings. On a miss, they get to choose if they help, but agreeing to assist you means they act as if they had just [b]cashed in a Debt[/b] with you —like [b]asking for a moderate favor[/b]— and you can't say no.
Both [b]I Know a Guy[/b] and [b]One Way or Another[/b] reference your Circle, not Mortalis. If you change Circles, the characters you can target with those moves change as well; the people you know —and the people you can sway— change dramatically when you change Circles.
[f=h3]Notes on Your Mortal Relationships[/f]
You have a few relationships with ordinary mortals —people ignorant of the supernatural world and its influence— that demand attention, bonds impossible to sever without losing a part of yourself. At the start of play, work with the MC to create these NPC characters. You don't have to work out every detail before they appear "on screen," but you need to know how you know them, how often you see them, and what your relationship is like as your story begins.
It's essential that these people actually appear in the story! If you select [i]a younger sibling[/i], you have an ongoing, close relationship with at least one member of your family who lives in the city; they aren't off at college, ignoring you and your drama. The specific details are less important —perhaps they are a half-sibling or someone you consider a sibling by circumstance— than the broad obligation: they must regularly come to you for advice on things that matter to them… and the occasional ride to the mall.
[b]Tending to your relationships[/b] means taking the time to nurture your remaining [b]mortal relationships[/b] —helping a [i]younger sibling[/i] with a science fair project, visiting a [i]struggling best friend[/i], etc. As a city move (page 96), these scenes happens off-screen or in a montage; tell the MC what you want to do but don't get bogged down in specifics. On a hit, whatever one of them proposes to deepen your relationship will likely draw you away from city politics, but you clear a corruption advance if you make it work, losing whatever stat bonus or corruption move came with it. On a miss, one of them instead demands you cut out part of your connection to the supernatural and make them a priority; you can lie to them, give into them, or try to talk them out of it, but if you can't manage the conflict… the relationship ends.
Of course, this isn't the only way a mortal relationship comes to an end. They are fragile, ephemeral things! You mark a corruption advance no matter what straw finally broke the camel's back, be it a long-drawn out fight about your secrets or a bullet in your loved one's gut. It is possible to add new mortal relationships to your playbook, either in the fiction or through advancement, but it's rare.
Finally, if you corrupt out because one of your mortal relationships ends, the MC will portray your character —as an NPC— pursuing "justice" against whoever you say is to blame, even if that person is a PC.
[f=h3]Notes on Your Kit[/f]
Over the course of your time as a member of Mortalis, you've acquired a good amount of gear, all of it useful for getting out of a tough spot. Whenever you need to see if you have something mundane on hand that could be useful, you can see what's available in your [b]kit[/b]. Work with your MC to discuss where you keep it, and remember that you've got to be near it to trigger the move.
On a hit, whatever you find isn't a perfect fit for the job at hand —you might find a wrench that's just a little too big or a road flare when you're looking for a flashlight— but you're scrappy enough to make it work. It might provide an opportunity to [b]escape a situation[/b] or a makeshift weapon to [b]turn to violence[/b]; work with the MC to figure out how the gear changes your fictional position or improves your effectiveness in the moment.
On a strong hit, what you find in your kit is exactly what you need; you take +1 ongoing to any moves you make that rely on that piece of gear. For example, you might take +1 to sabotaging something —probably [b]misleading, distracting, or tricking[/b] someone— with the perfect wrench. The bonus lasts as long as the conflict you were trying to address; the wrench doesn't carry the +1 ongoing into other projects!
That said, the gear you're looking for has to be mundane in nature —stuff you can find at a big box discount store or a local flea market. You aren't going to find any magical amulets or lost spell books or advanced technomagic in your kit, even if it's exactly the right kind of gear for the moment. It's hard to find that kind of stuff at the local antique shop!
Finally, remember that a miss here escalates the situation. While you were scrounging through your bag, trying to find the perfect tool… things got worse. There's a cost to be paid sometimes when everything is on fire and you're caught looking for the right-sized water bucket.
[f=h3]Notes on Intimacy[/f]
Most of Mortalis is still mortal, but anyone who could be considered a supernatural creature —including wizards, witches, and oracles— isn't "mortal" anymore. The stat swap from [b]Heart[/b] to [b]Mind[/b] for [b]figure someone out[/b] applies to anyone with whom you've shared a moment of intimacy, including mortals.
[f=h3]Notes on End Move[/f]
It's up to you which of your mortal relationships you try to pass on from your feature, but you must choose at least one. If the PC agrees to look after them, they inherit your [b]mortal relationships[/b] feature, including the [b]tending to your relationships[/b] move; if they refuse to look after even one of the relationships you name, they are refusing in full and take a corruption advance.
[f=h3]Notes on Corruption[/f]
Your corruption trigger makes you mark corruption whenever you blow off your mortal life —or the people in it— in favor of the supernatural side of the city. Your mortal connections are often a source of these commitments, but you might find yourself with new obligations —work, romantic relationships, etc.— as your story develops. It doesn't matter why you choose the supernatural over the mundane; even in cases of life and death, focusing on the supernatural at the expense of your mortal life causes you to mark corruption.
You're free to take any ability from any playbook outside your Circle when you take [b]If You Can't Beat ‘Em[/b], but you must mark the additional corruption whenever you roll a 12+, not just when you invoke that particular ability. When you take this advance, work with your MC to explain how you've developed this new ability.
You don't have to decide in advance what you want to steal to use [b]Sticky Fingers[/b] —you and the MC can work out what you stole when you mark the corruption after the meeting. If you mark corruption again to conceal the theft, you manage to defeat high-end security systems, magical wards, etc., even if it seems impractical or impossible for you to do so.
[f=h3]Notes on Advances[/f]
If you [i]open a new mortal relationship[/i], select a new option from the list in your feature, then work with the MC to determine how that person has come into your life. They may have moved back to the city after an absence or they might work at your new job; either way, they fill the same role in your life as your other mortal relationships.
If you decide to [i]change Circles[/i], the circumstances might also warrant a change in playbook —like joining Power with an oath that would make you the Sworn— but you can stay the Aware so long as your mortal relationships are still key to your character's life in the city.[/spoiler]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Fae
[ +- ] Description and Character Creation
Description Fickle, enigmatic, cold, strange. The Fae is a figure from beyond, able to draw upon the magic of another realm. Oaths are more than pretty words to them; such promises are sources of power all their own.
Play the Fae if you want to portray a stranger in a strange land, caught between the needs of your court and the beauty of the city's streets.
Character Creation
• Name:
• Ava, Brianna, Cesar, Chiko, Chloe, Connor, Dylan, Elliot, Fahim, Fiona, Lucas, Maeve, Manuel, Nora, Rachel, Roman, Salomé, Su-mi, Vicente, Yaki
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• colorful clothing, expensive clothing, messy clothing, revealing clothing
• Demeanor Options: alien, eccentric, seductive, untamed
• Starting Stats : Blood -1, Heart 1, Mind 0, Spirit 1
• Starting Circles : Mortalis 0, Night -1, Power 1, Wild 1
• Starting Status: Mortalis 0, Night 0, Power 0, Wild 1
• Intro Questions:
• Why did you leave your homeland?
• How long have you been in the city?
• What do you love most about humanity?
• Who is your closest confidante or lover?
• What do you desperately need?
• Starting Gear:
• A comfortable house or apartment, a decent car, a smartphone
• A relic from your homeland
• A symbol of your court (sun, moon, storm, winter, spring, etc.)
• Starting Debts:
• Someone disrupted a rare ritual of your court for personal gain, besmirching your reputation with your monarch. They owe you a Debt.
• You are keeping something hidden on behalf of someone else from a powerful member of their Circle. Ask them why. They owe you a Debt.
• You entrusted someone with an important and dangerous task. Ask them if they succeeded or failed. If they succeeded, you owe them a Debt. If they failed, they owe you a Debt.
• Let It Out Abilities:
• summon an elemental storm of your court (2-harm close area ap)
• appear to others as someone you have previously touched
• compel the elements of your court to reveal what they have seen
• create a telepathic link between yourself and another for a scene
Fae Moves (You get Faerie Magic and choose tow more:)
• Faerie Magic: You have access to gifts of your court, powers that call upon your homeland's magic and wonder. Select your powers from the list provided. Whenever you use a faerie power, choose 1:
• suffer 1-harm (ap)
• mark corruption
• give your monarch a Debt
• A Dish Best Served Now: When you commit to enacting revenge on behalf of someone (including yourself) wronged by another, gain +1 ongoing against the target of that vengeance. For every scene in which you do not pursue vengeance after committing to it, suffer 1-harm (ap).
• In Our Blood: When you mislead, distract, or trick someone from a different Circle through lies of omission or clever misdirection, roll with Heart instead of Mind.
• Scales of Justice: Cash in a Debt with someone to target them using a power from Faerie Magic —including powers not normally available to you— at no additional cost.
• Draw Back the Curtain: When you escape a situation, add this option to the list:
• you escape to your homeland, for better or worse
• Words Are Wind: You know instantly if someone has broken their word to you or reneged on a deal you've made; take a Debt on them and +1 ongoing to claim what you deserve from them or their allies until they've made things right.
• Only once you have the relevant Advancements:
• Knightly Title: At the start of each session, hold 3. Spend your hold, 1 for 1, to:
• gain armor+1 against enemies of your court for a scene
• take a +1 to turning to violence in the service of your court
• heal 2-harm inflicted by the enemies of your court
All of your unspent hold is lost at the end of each session.
Faerie Powers (Choose three:)
• Nature's Caress: Your touch heals 2-harm, starting with critical harm; wounds close, bones knit back together, etc. You cannot use this power on yourself.
• Wither: You imbue your touch with the power to kill (3-harm hand ap). The effect is instantly understood by the target as an attack and leaves behind a nasty mark or scar at the point of contact.
• Glamours: You create illusions to fool the senses. The effects don't last long, but they are compelling. You cannot disguise or conceal yourself or your actions with these tricks.
• Shape Change: You change your shape into that of a small animal —a bird, a mouse, a snake, a fish, etc.— for a scene. Up to three people you designate can still understand your speech, but everyone else perceives you to be barking, chirping, etc.
• Bedlam: You can touch a vulnerable target to place them in a specific emotional state (your choice) for the scene. Mark corruption to have that emotion directed toward a target of your choosing.
Your Court
You belong to a faerie court, presided over by a monarch to whom you have sworn loyalty. Your monarch holds 2 Debts over you; tell the MC what favors they granted you to earn such holdings.
• Your court is…
• baroque and formal
• savage and unruly
• aloof and cold
• mysterious and exotic
• Your monarch's standing is represented by…
• a crown, magically imbued with your court's royal authority
• a scepter, forged from the elements of your court
• a magical aura, unconcealable by even faerie magics
• a seat of power, capable of summoning your entire court
• Your rival is…
• a jealous sibling; you owe them a Debt for their loyalty
• a former lover; you owe them a Debt for their kindness
• an old mentor; you owe them a Debt for their tutelage
• a contemptuous peer; you owe them a Debt for their patience
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, demand a promise from them. If they refuse you or break the promise, they owe you a Debt.
End Move
When you die or retire your character, bestow the favor of your court upon someone. They can take Faerie Magic and two of your faerie powers or advance persuade an NPC.
Corruption
• Trigger: When you break a promise or tell an outright lie, mark corruption.
• Air and Darkness: You gain the remaining faerie powers. When you use Faerie Magic, you may no longer choose to suffer harm.
• Shrewd Negotiator: When you refuse to honor a Debt to someone of lesser or equal Status, you may mark corruption to take a 12+ instead of rolling.
• Unearthly Grace: You get +1 Heart (max +4). When you roll with Heart and roll a 12+, mark corruption.
• Everyone's Got One: Touch someone and mark corruption to curse them with an elemental vulnerability. All damage they suffer from a source you select (fire, steel, iron, etc.) is treated as +1 harm and ap.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• a new Fae move
• a new Fae move
• a move from another playbook
• a move from another playbook
• change your Circle
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• obtain Circle Status-2
• acquire a knightly title
• advance 3 basic moves
• advance 3 basic moves
• retire your character to safety
• change to a new playbook
[ +- ] Details
Details
Fickle and enigmatic, the fae are impossible for a mortal to completely understand. Their ways are steeped in tradition, honor, and, above all else, bargains. They do not simply appreciate these virtues; they embody them.
Promises, Promises
Once upon a time, you set out on a journey, a trip that led you to settle far from your faerie homeland. Perhaps you simply desired to see the human world —the mortal world, the one in which things grew and changed and died. Or maybe you were banished, expelled by some monarchical degree after a dreadful faux pas at court. Either way, you left. And, after some time, you found yourself here.
When you first arrived in the city, securing a place for yourself in the hustle and bustle of modern, mortal life, you found something quite strange —humanity is, as you expected, selfish, violent, and cruel… and somehow utterly fascinating. Despite their flaws —their rampant disregard for the rules, their flagrant disinterest in their own safety— you could not help but fall completely in love with them. They delight you and inspire you, and you marvel at how you lived so long without truly knowing them.
Yet the longer you stay in the city, the more you find yourself thinking like them, acting like them, feeling like them. The ways of mortals, once foreign and strange to you, have begun to make sense, and you know something in you is changing. You may never be accepted here, never be fully human, but your homeland seems farther and farther away every day, a memory you can no longer trust.
You visit, of course, for there are infinite doors in the city that lead to your home —in the back rooms of bookstores, in deserted sections of the subway, in brick-laid keyhole windows in pristine parks. Your monarch and your court often call you back, or visit you directly, to remind you that your current residence doesn't mean you've been forgotten. You're simply too important, too beloved, too central for you to be completely ignored… even if they banished you! But visiting home isn't the same as returning home, and you know that particular door has not opened for some time.
But surely your court —and your monarch— must see the cracks in your facade, the way your bindings have frayed after so many years among humanity. You feel a raw power, a churning version of yourself leaking through the edges of your once rigid identity. For what are you loosed from the bounds of your court? Who would you be if you didn't belong to them first and foremost and forever?
You would be free. And that scares you most of all.
Moves Advice Faerie Magic is covered in full under the faerie powers feature on the previous spread (page 118). The only powers you can access through this move directly are those that you've already obtained.
There must be a wrong —however slight— in order for you to trigger A Dish Best Served Now: the vengeance in question must be rooted in (and proportional to) the wrong that was done. Vowing to kill the vampire that killed your friend's son is both rooted and proportional, but committing yourself to murder the vampire who wrote a scathing review of your friend's movie is not. You have failed to pursue vengeance in any scene in which you did not make it your primary concern. Remember that you can never have more than a +4 to any roll.
You must deceive your target with subtle falsehoods or inventive tricks to trigger In Our Blood; you can't just outright lie to their face or throw a rock to distract them. This move relies on some degree of imagination and sleight-of-hand, the moment in which your faerie nature leaps to the surface to confound someone with smoke and mirrors.
Scales of Justice can only be used if you have a Debt on the target; you can cash in a Debt with someone to make them give you a Debt owed to them if you can't get a Debt on your target yourself. All of the other limits of the faerie magic you use still apply. Mark your target's Circle whenever you use this move, as if you cashed in a Debt with them.
You don't have to decide to use Draw Back the Curtain until after you've rolled to escape a situation —it merely adds an additional option to the list that you can choose if you wish. Note that only you can choose this option; the MC cannot force you to escape to your homeland on a 7-9, although you may end up there anyway on a miss! When you select this option, however, the MC can select you end up in another dangerous situation and set the scene for that dangerous situation in your homeland.
If you have taken Words Are Wind, you always know the moment someone has broken their word or reneged on a deal —the MC will tell you if either happens off-screen, but often it will happen when you are the audience member for another PC's scenes. The person who broke their word to you also knows you know —they owe you a Debt— but only you get to say, within reason, what it will take to make things right. Again, you can only ever have at most a +4 to your roll.
Notes on Faerie Powers
While you live in the mortal world, you contain within you a shard of your homeland, a link that can never be broken to a magical realm beyond human comprehension. As such a creature, you have faerie powers that require no incantations or rituals, no external sacrifices or training; they are always accessible to you, provided you're willing to pay the cost (corruption, Debt, or harm) imposed by the move —Faerie Magic (page 120)— used to release such forces into the world.
Your monarch can fuel your powers when you offer them a Debt, but that doesn't mean they gifted you magic. Instead, the Debt given is a promise from which you both draw power, offered at any distance without spoken communication. Similarly, suffering 1-harm ap or marking corruption means you turn your own flesh and blood —or your very soul— into the power needed to perform such feats of fae magic, fueling your powers by other means.
While you cannot use Nature's Caress on your own body, the power heals 2-harm on any other person or creature, including those made of stone, ghosts, undead vampires, etc. So long as the target has suffered harm, this power can heal it. In the case that you are healing someone who is dying, i.e. all of their harm boxes are full, this power counts as receiving full medical treatment, and they can heal normally from that point forward without needing further medical assistance, even if it takes a few weeks.
Wither cannot be used on the same target more than once per day. You may need to mislead, distract, or trick your target into accepting your touch or keep your cool to get close to a resistant target. Most ordinary mortals can only take 1- or 2-harm, so do not be surprised if Wither actually kills them. Anyone affected by this power, including those who were confused for some time by mislead, distract, or trick, instantly know that you attacked them, even if they aren't clear how you did it.
Glamours don't last long, but they are extremely effective, especially on mortals. A generous MC might allow you to mislead, distract, or trick such a person with your glamours as if you rolled a 10+. Note that you cannot alter your own form or conceal yourself with such tricks, but you can alter others' perceptions of you if you instead use Shape Change or let it out to appear to others as someone you have previously touched.
Any small animal, including those that can fly or swim, is an acceptable shape when you use Shape Change. In fact, whatever is true about the animal in question is true for you so long as you maintain the shape —you can only breathe underwater, your bite is venomous, you can see in the dark— and some moves may be harder or easier to trigger. If you designate someone to understand you, they do not necessarily understand you are a faerie pretending to be an animal, especially if they are a mundane mortal. You can release the form at any time.
As with Wither, you must touch your target to use Bedlam; choose any emotional state you want them to experience —love, lust, anger, fear, etc. Note that the target must be vulnerable in some way for the power to take effect; most mortals are always vulnerable, but a wizard or demon may need to be caught off guard or weakened first. The MC will tell you how NPCs act on their new emotions; PCs act as they wish, but may need to keep their cool to stay in control.
Notes on Your Court
Your faerie court is both a society and a regency; everyone within it has sworn an oath to your monarch, a fealty that does little to staunch the gossip and speculation that blossoms and flourishes around every disagreement or romance. The court you serve may be organized around a specific concept —Summer, Technology, Autumn— or may exhibit a more traditional focus like Seelie/Unseelie, but the court's central theme always warps you and all others who serve it.
Your choices give the MC tools for portraying that court in the fiction —the characters within it embody these descriptors and your monarch's rule is typified by whatever it is that represents their standing and authority. Work with the MC to make your court feel real to the point that you find yourself compelled to honor and venerate whatever lies at the center of your fealty, and you find the things opposed to it irritating, frustrating, and even dangerous.
The MC tracks the Debts you owe to your monarch; they start with just a few, but that number is likely to grow as you play. Unlike other characters, your monarch doesn't have to be in your presence or in direct contact with you to cash in a Debt; they can merely make their will known to you telepathically, even while they remain in your homeland and you reside in the city. They do not doubt your loyalty —at least to start— but only a fool trusts everyone.
You may no longer regularly visit your monarch's court, but there is at least one NPC there who thinks of you often —your rival, another faerie whom you find opposes you too regularly for their resistance to be mere happenstance. They too may find a home in the city, but they may also stick close to your monarch and their court; work with the MC to determine who they were to you and why you owe them a Debt.
Notes on Intimacy
The promise you demand can't be impossible —or suicidal— for them to keep, but it can be demanding. For example, you can't ask an ordinary mortal to promise to turn lead into gold, but you can ask that same character to rob a bank for you. As long as the promise is reasonably within their capacity, you earn a Debt if they refuse to make the promise or break the promise they make.
Notes on End Move
Your death bestows the favor of your court; no one, not even your monarch, can stop you from granting it to your chosen vessel. The choice —Faerie Magic and two powers or advancing persuade— is up to the person on whom you bestow the favor. If you choose an NPC, the MC will work with you to determine how the gift they choose appears in the fiction.
Notes on Corruption
Your corruption trigger hinges upon the letter of your agreements, not the spirit; you are free to attempt to weasel out of what you agreed to on technical grounds or mislead someone with the truth. But if you ever intentionally fail to meet the terms of an agreement or tell a direct lie, mark corruption.
When you take Air and Darkness, you gain all of the faerie powers you don't already have, but you lose one of the options in Faerie Magic —you can no longer choose to suffer 1-harm (ap) when you activate one of your powers. From that point forward, you must always mark corruption or give your monarch a Debt.
Both you and your creditor rely on your highest Status to determine if they are of lesser or equal Status for the purposes of Shrewd Negotiator; if you are Status-3, for example, no one can be of greater Status than you.
After you take Unearthly Grace, any Heart roll —for any move— forces you to mark corruption if you roll a 12+.
Whatever you declare as a vulnerability using Everyone's Got One does +1 harm and becomes armor piercing, even if the target wasn't previously vulnerable to that attack. The vulnerability lasts until the end of the scene, but some damage has to occur to add the additional harm.
Notes on Advances Acquiring a knightly title means you are knighted by your monarch and gain the following move:
• At the start of each session, hold 3. Spend your hold, 1 for 1, to:
• gain armor+1 against enemies of your court for a scene
• take a +1 to turning to violence in the service of your court
• heal 2-harm inflicted by the enemies of your court
All of your unspent hold is lost at the end of each session.
So long as you hold your knightly title, treat any formal request from your monarch as if they are cashing in a Debt with you.
[3column][col]
[f=h1][_=The Fae][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=1/2][/color][_bloodpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=0/2][/color][_heartpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=0/2][/color][_mindpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=0/2][/color][_spiritpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=0/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=0/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=1/2][/color] [_night_rating_pos=0/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=0/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=0/2][/color] [_power_rating_pos=1/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=0/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=0/2][/color] [_wild_rating_pos=1/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=1/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=0/1] [b]In Our Blood[/b] ([f=small]mislead, distract, trick[/f] +Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Fae[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Fickle, enigmatic, cold, strange. The Fae is a figure from beyond, able to draw upon the magic of another realm. Oaths are more than pretty words to them; such promises are sources of power all their own.[/i]
[i]Play the Fae if you want to portray a stranger in a strange land, caught between the needs of your court and the beauty of the city's streets.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Ava, Brianna, Cesar, Chiko, Chloe, Connor, Dylan, Elliot, Fahim, Fiona, Lucas, Maeve, Manuel, Nora, Rachel, Roman, Salomé, Su-mi, Vicente, Yaki
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• colorful clothing, expensive clothing, messy clothing, revealing clothing
• [b]Demeanor Options[/b]: alien, eccentric, seductive, untamed
• [b]Starting Stats[/b] : Blood -1, Heart 1, Mind 0, Spirit 1
• [b]Starting Circles[/b] : Mortalis 0, Night -1, Power 1, Wild 1
• [b]Starting Status[/b]: Mortalis 0, Night 0, Power 0, Wild 1
• [b]Intro Questions[/b]:
• Why did you leave your homeland?
• How long have you been in the city?
• What do you love most about humanity?
• Who is your closest confidante or lover?
• What do you desperately need?
• [b]Starting Gear[/b]:
• A comfortable house or apartment, a decent car, a smartphone
• A relic from your homeland
• A symbol of your court (sun, moon, storm, winter, spring, etc.)
• [b]Starting Debts[/b]:
• Someone disrupted a rare ritual of your court for personal gain, besmirching your reputation with your monarch. They owe you a Debt.
• You are keeping something hidden on behalf of someone else from a powerful member of their Circle. Ask them why. They owe you a Debt.
• You entrusted someone with an important and dangerous task. Ask them if they succeeded or failed. If they succeeded, you owe them a Debt. If they failed, they owe you a Debt.
• [b]Let It Out Abilities[/b]:
• summon an elemental storm of your court (2-harm close area ap)
• appear to others as someone you have previously touched
• compel the elements of your court to reveal what they have seen
• create a telepathic link between yourself and another for a scene[/spoiler]
[f=h2]Fae Moves (You get Faerie Magic and choose tow more:)[/f]
• [_=1/1] [b]Faerie Magic[/b]: You have access to gifts of your court, powers that call upon your homeland's magic and wonder. Select your powers from the list provided. Whenever you use a faerie power, choose 1:
• suffer 1-harm (ap)
• mark corruption
• give your monarch a Debt
• [_=0/1] [b]A Dish Best Served Now[/b]: When you commit to enacting revenge on behalf of someone (including yourself) wronged by another, gain +1 ongoing against the target of that vengeance. For every scene in which you do not pursue vengeance after committing to it, suffer 1-harm (ap).
• [_=0/1] [b]In Our Blood[/b]: When you [b]mislead, distract, or trick[/b] someone from a different Circle through lies of omission or clever misdirection, roll with [b]Heart[/b] instead of [b]Mind[/b].
• [_=0/1] [b]Scales of Justice[/b]: [b]Cash in a Debt[/b] with someone to target them using a power from [b]Faerie Magic[/b] —including powers not normally available to you— at no additional cost.
• [_=0/1] [b]Draw Back the Curtain[/b]: When you [b]escape a situation[/b], add this option to the list:
• you escape to your homeland, for better or worse
• [_=0/1] [b]Words Are Wind[/b]: You know instantly if someone has broken their word to you or reneged on a deal you've made; take a Debt on them and +1 ongoing to claim what you deserve from them or their allies until they've made things right.
• Only once you have the relevant Advancements:
• [_=0/1] [b]Knightly Title[/b]: At the start of each session, hold 3. Spend your hold, 1 for 1, to:
• gain armor+1 against enemies of your court for a scene
• take a +1 to [i]turning to violence[/i] in the service of your court
• heal 2-harm inflicted by the enemies of your court
All of your unspent hold is lost at the end of each session.
[f=h2]Faerie Powers (Choose three:)[/f]
• [_=0/1] [b]Nature's Caress[/b]: Your touch heals 2-harm, starting with critical harm; wounds close, bones knit back together, etc. You cannot use this power on yourself.
• [_=0/1] [b]Wither[/b]: You imbue your touch with the power to kill (3-harm hand ap). The effect is instantly understood by the target as an attack and leaves behind a nasty mark or scar at the point of contact.
• [_=0/1] [b]Glamours[/b]: You create illusions to fool the senses. The effects don't last long, but they are compelling. You cannot disguise or conceal yourself or your actions with these tricks.
• [_=0/1] [b]Shape Change[/b]: You change your shape into that of a small animal —a bird, a mouse, a snake, a fish, etc.— for a scene. Up to three people you designate can still understand your speech, but everyone else perceives you to be barking, chirping, etc.
• [_=0/1] [b]Bedlam[/b]: You can touch a vulnerable target to place them in a specific emotional state (your choice) for the scene. Mark corruption to have that emotion directed toward a target of your choosing.
[f=h2]Your Court[/f]
You belong to a faerie court, presided over by a monarch to whom you have sworn loyalty. Your monarch holds 2 Debts over you; tell the MC what favors they granted you to earn such holdings.
• [b]Your court is…[/b]
• [_=0/1] baroque and formal
• [_=0/1] savage and unruly
• [_=0/1] aloof and cold
• [_=0/1] mysterious and exotic
• [b]Your monarch's standing is represented by…[/b]
• [_=0/1] a crown, magically imbued with your court's royal authority
• [_=0/1] a scepter, forged from the elements of your court
• [_=0/1] a magical aura, unconcealable by even faerie magics
• [_=0/1] a seat of power, capable of summoning your entire court
• [b]Your rival is…[/b]
• [_=0/1] a jealous sibling; you owe them a Debt for their loyalty
• [_=0/1] a former lover; you owe them a Debt for their kindness
• [_=0/1] an old mentor; you owe them a Debt for their tutelage
• [_=0/1] a contemptuous peer; you owe them a Debt for their patience
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, demand a promise from them. If they refuse you or break the promise, they owe you a Debt.
[f=h2]End Move[/f]
When you die or retire your character, bestow the favor of your court upon someone. They can take [b]Faerie Magic[/b] and two of your faerie powers or advance [b]persuade an NPC[/b].
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you break a promise or tell an outright lie, mark corruption.
• [_=0/1] [b]Air and Darkness[/b]: You gain the remaining faerie powers. When you use [b]Faerie Magic[/b], you may no longer choose to suffer harm.
• [_=0/1] [b]Shrewd Negotiator[/b]: When you [b]refuse to honor a Debt[/b] to someone of lesser or equal Status, you may mark corruption to take a 12+ instead of rolling.
• [_=0/1] [b]Unearthly Grace[/b]: You get +1 [b]Heart[/b] (max +4). When you roll with [b]Heart[/b] and roll a 12+, mark corruption.
• [_=0/1] [b]Everyone's Got One[/b]: Touch someone and mark corruption to curse them with an elemental vulnerability. All damage they suffer from a source you select (fire, steel, iron, etc.) is treated as +1 harm and ap.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] a new Fae move
• [_=0/1] a new Fae move
• [_=0/1] a move from another playbook
• [_=0/1] a move from another playbook
• [_=0/1] change your Circle
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] obtain Circle Status-2
• [_=0/1] acquire a knightly title
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] retire your character to safety
• [_=0/1] change to a new playbook
[spoiler="Details"][f=h2]Details[/f]
Fickle and enigmatic, the fae are impossible for a mortal to completely understand. Their ways are steeped in tradition, honor, and, above all else, bargains. They do not simply appreciate these virtues; they embody them.
[f=h3]Promises, Promises[/f]
Once upon a time, you set out on a journey, a trip that led you to settle far from your faerie homeland. Perhaps you simply desired to see the human world —the mortal world, the one in which things grew and changed and died. Or maybe you were banished, expelled by some monarchical degree after a dreadful faux pas at court. Either way, you left. And, after some time, you found yourself here.
When you first arrived in the city, securing a place for yourself in the hustle and bustle of modern, mortal life, you found something quite strange —humanity is, as you expected, selfish, violent, and cruel… and somehow utterly fascinating. Despite their flaws —their rampant disregard for the rules, their flagrant disinterest in their own safety— you could not help but fall completely in love with them. They delight you and inspire you, and you marvel at how you lived so long without truly knowing them.
Yet the longer you stay in the city, the more you find yourself [i]thinking[/i] like them, [i]acting[/i] like them, [i]feeling[/i] like them. The ways of mortals, once foreign and strange to you, have begun to make sense, and you know something in you is changing. You may never be accepted here, never be fully human, but your homeland seems farther and farther away every day, a memory you can no longer trust.
You visit, of course, for there are infinite doors in the city that lead to your home —in the back rooms of bookstores, in deserted sections of the subway, in brick-laid keyhole windows in pristine parks. Your monarch and your court often call you back, or visit you directly, to remind you that your current residence doesn't mean you've been forgotten. You're simply too important, too beloved, too central for you to be completely ignored… even if they banished you! But visiting home isn't the same as [i]returning[/i] home, and you know that particular door has not opened for some time.
But surely your court —and your monarch— must see the cracks in your facade, the way your bindings have frayed after so many years among humanity. You feel a raw power, a churning version of yourself leaking through the edges of your once rigid identity. For what are you loosed from the bounds of your court? Who would you be if you didn't belong to them first and foremost and forever?
You would be free. And [i]that[/i] scares you most of all.
[f=h3]Moves Advice[/f]
[b]Faerie Magic[/b] is covered in full under the faerie powers feature on the previous spread (page 118). The only powers you can access through this move directly are those that you've already obtained.
There must be a wrong —however slight— in order for you to trigger [b]A Dish Best Served Now[/b]: the vengeance in question must be rooted in (and proportional to) the wrong that was done. Vowing to kill the vampire that killed your friend's son is both rooted and proportional, but committing yourself to murder the vampire who wrote a scathing review of your friend's movie is not. You have failed to pursue vengeance in any scene in which you did not make it your primary concern. Remember that you can never have more than a +4 to any roll.
You must deceive your target with subtle falsehoods or inventive tricks to trigger [b]In Our Blood[/b]; you can't just outright lie to their face or throw a rock to distract them. This move relies on some degree of imagination and sleight-of-hand, the moment in which your faerie nature leaps to the surface to confound someone with smoke and mirrors.
[b]Scales of Justice[/b] can only be used if you have a Debt on the target; you can [b]cash in a Debt[/b] with someone to make them give you a Debt owed to them if you can't get a Debt on your target yourself. All of the other limits of the faerie magic you use still apply. Mark your target's Circle whenever you use this move, as if you [b]cashed in a Debt[/b] with them.
You don't have to decide to use [b]Draw Back the Curtain[/b] until after you've rolled to [b]escape a situation[/b] —it merely adds an additional option to the list that you can choose if you wish. Note that only you can choose this option; the MC cannot force you to [i]escape to your homeland[/i] on a 7-9, although you may end up there anyway on a miss! When you select this option, however, the MC can select [i]you end up in another dangerous situation[/i] and set the scene for that dangerous situation in your homeland.
If you have taken [b]Words Are Wind[/b], you always know the moment someone has broken their word or reneged on a deal —the MC will tell you if either happens off-screen, but often it will happen when you are the audience member for another PC's scenes. The person who broke their word to you also knows you know —they owe you a Debt— but only you get to say, within reason, what it will take to make things right. Again, you can only ever have at most a +4 to your roll.
[f=h3]Notes on Faerie Powers[/f]
While you live in the mortal world, you contain within you a shard of your homeland, a link that can never be broken to a magical realm beyond human comprehension. As such a creature, you have [b]faerie powers[/b] that require no incantations or rituals, no external sacrifices or training; they are always accessible to you, provided you're willing to pay the cost (corruption, Debt, or harm) imposed by the move —[b]Faerie Magic[/b] (page 120)— used to release such forces into the world.
Your monarch can fuel your powers when you [i]offer them a Debt[/i], but that doesn't mean they gifted you magic. Instead, the Debt given is a promise from which you both draw power, offered at any distance without spoken communication. Similarly, [i]suffering 1-harm ap[/i] or [i]marking corruption[/i] means you turn your own flesh and blood —or your very soul— into the power needed to perform such feats of fae magic, fueling your powers by other means.
While you cannot use [b]Nature's Caress[/b] on your own body, the power heals 2-harm on [i]any[/i] other person or creature, including those made of stone, ghosts, undead vampires, etc. So long as the target has suffered harm, this power can heal it. In the case that you are healing someone who is dying, i.e. all of their harm boxes are full, this power counts as receiving full medical treatment, and they can heal normally from that point forward without needing further medical assistance, even if it takes a few weeks.
[b]Wither[/b] cannot be used on the same target more than once per day. You may need to [b]mislead, distract, or trick[/b] your target into accepting your touch or [b]keep your cool[/b] to get close to a resistant target. Most ordinary mortals can only take 1- or 2-harm, so do not be surprised if [b]Wither[/b] actually kills them. Anyone affected by this power, including those who were [i]confused for some time[/i] by [b]mislead, distract, or trick[/b], instantly know that you attacked them, even if they aren't clear how you did it.
[b]Glamours[/b] don't last long, but they are extremely effective, especially on mortals. A generous MC might allow you to [b]mislead, distract, or trick[/b] such a person with your glamours as if you rolled a 10+. Note that you cannot alter your own form or conceal yourself with such tricks, but you can alter others' perceptions of you if you instead use [b]Shape Change[/b] or [b]let it out[/b] to [i]appear to others as someone you have previously touched[/i].
Any small animal, including those that can fly or swim, is an acceptable shape when you use [b]Shape Change[/b]. In fact, whatever is true about the animal in question is true for you so long as you maintain the shape —you can only breathe underwater, your bite is venomous, you can see in the dark— and some moves may be harder or easier to trigger. If you designate someone to understand you, they do not necessarily understand you are a faerie pretending to be an animal, especially if they are a mundane mortal. You can release the form at any time.
As with [b]Wither[/b], you must touch your target to use [b]Bedlam[/b]; choose any emotional state you want them to experience —love, lust, anger, fear, etc. Note that the target must be vulnerable in some way for the power to take effect; most mortals are always vulnerable, but a wizard or demon may need to be caught off guard or weakened first. The MC will tell you how NPCs act on their new emotions; PCs act as they wish, but may need to [b]keep their cool[/b] to stay in control.
[f=h3]Notes on Your Court[/f]
Your [b]faerie court[/b] is both a society and a regency; everyone within it has sworn an oath to your monarch, a fealty that does little to staunch the gossip and speculation that blossoms and flourishes around every disagreement or romance. The court you serve may be organized around a specific concept —Summer, Technology, Autumn— or may exhibit a more traditional focus like Seelie/Unseelie, but the court's central theme always warps you and all others who serve it.
Your choices give the MC tools for portraying that court in the fiction —the characters within it embody these descriptors and your monarch's rule is typified by whatever it is that represents their standing and authority. Work with the MC to make your court feel real to the point that you find yourself compelled to honor and venerate whatever lies at the center of your fealty, and you find the things opposed to it irritating, frustrating, and even dangerous.
The MC tracks the Debts you owe to your monarch; they start with just a few, but that number is likely to grow as you play. Unlike other characters, your monarch doesn't have to be in your presence or in direct contact with you to [b]cash in a Debt[/b]; they can merely make their will known to you telepathically, even while they remain in your homeland and you reside in the city. They do not doubt your loyalty —at least to start— but only a fool trusts everyone.
You may no longer regularly visit your monarch's court, but there is at least one NPC there who thinks of you often —your rival, another faerie whom you find opposes you too regularly for their resistance to be mere happenstance. They too may find a home in the city, but they may also stick close to your monarch and their court; work with the MC to determine who they were to you and why you owe them a Debt.
[f=h3]Notes on Intimacy[/f]
The promise you demand can't be impossible —or suicidal— for them to keep, but it can be demanding. For example, you can't ask an ordinary mortal to promise to turn lead into gold, but you can ask that same character to rob a bank for you. As long as the promise is reasonably within their capacity, you earn a Debt if they refuse to make the promise or break the promise they make.
[f=h3]Notes on End Move[/f]
Your death bestows the favor of your court; no one, not even your monarch, can stop you from granting it to your chosen vessel. The choice —[b]Faerie Magic[/b] and two powers or advancing [b]persuade[/b]— is up to the person on whom you bestow the favor. If you choose an NPC, the MC will work with you to determine how the gift they choose appears in the fiction.
[f=h3]Notes on Corruption[/f]
Your corruption trigger hinges upon the letter of your agreements, not the spirit; you are free to attempt to weasel out of what you agreed to on technical grounds or [b]mislead[/b] someone with the truth. But if you ever intentionally fail to meet the terms of an agreement or tell a direct lie, mark corruption.
When you take [b]Air and Darkness[/b], you gain all of the faerie powers you don't already have, but you lose one of the options in [b]Faerie Magic[/b] —you can no longer choose to [i]suffer 1-harm (ap)[/i] when you activate one of your powers. From that point forward, you must always [i]mark corruption[/i] or [i]give your monarch a Debt[/i].
Both you and your creditor rely on your highest Status to determine if they are of lesser or equal Status for the purposes of [b]Shrewd Negotiator[/b]; if you are Status-3, for example, no one can be of greater Status than you.
After you take [b]Unearthly Grace[/b], any [b]Heart[/b] roll —for any move— forces you to mark corruption if you roll a 12+.
Whatever you declare as a vulnerability using [b]Everyone's Got One[/b] does +1 harm and becomes armor piercing, even if the target wasn't previously vulnerable to that attack. The vulnerability lasts until the end of the scene, but some damage has to occur to add the additional harm.
[f=h3]Notes on Advances[/f]
[i]Acquiring a knightly title[/i] means you are knighted by your monarch and gain the following move:
• [_=0/1] At the start of each session, hold 3. Spend your hold, 1 for 1, to:
• gain armor+1 against enemies of your court for a scene
• take a +1 to [i]turning to violence[/i] in the service of your court
• heal 2-harm inflicted by the enemies of your court
All of your unspent hold is lost at the end of each session.
So long as you hold your knightly title, treat any formal request from your monarch as if they are [b]cashing in a Debt[/b] with you.[/spoiler]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Hunter
[ +- ] Description and Character Creation
Description Disciplined, deadly, tenacious, tragic. The Hunter is a mortal devoted to the kill. To them, each night is one more chance to make things right.
Play the Hunter if you want to burn bright on the city's dark streets, striking back at those who made this fallen world.
Character Creation
• Name:
• Abimbola, Amanda, Anwar, Beatrice, Bianca, Christopher, Elora, Eugene, Flaco, Ilyas, Jason, Jessica, Marcus, Moriko, Patty, Paul, Samuel, Sarah, Sean, Solomon, Susan
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• casual clothing, dark clothing, dirty clothing, tactical clothing
• Demeanor Options: calculating, detached, friendly, volatile
• Starting Character Stats: Blood 1, Heart -1, Mind 1, Spirit 0
• Starting Circles: Mortalis 1, Night 1, Power 0, Wild -1
• Starting Status: Mortalis 1, Night 0, Power 0, Wild 0
• Intro Questions:
• What personal tragedy led you to hunt?
• How long have you been in the city?
• What impressive kill are you infamous for?
• What do those you hunt call you behind your back?
• Who inflicted the wound that still haunts you?
• Starting Gear:
• A shitty apartment, a pick-up truck or muscle car, a cell phone
• A symbol of your society (i.e. tattoo, coin, inscription)
• Your arsenal: 3 custom weapons (detail)
• Starting Debts:
• Someone helps you unwind and keeps you sane, despite the horrors of your hunts. You owe them a Debt.
• Your hunts incurred the wrath of a powerful person; someone helped smooth things over. You owe them a Debt.
• Someone has enlisted you to protect them from something dangerous. They owe you a Debt.
• Let It Out Abilities:
• track someone or something through the city with limited information or trail
• treat a mundane object as a weapon (2-harm messy) or 1-armor for a scene
• jury rig an explosive (3-harm loud fire) or smoke bomb (s-harm loud smoke)
• force a vulnerable foe to flee your presence and deliver a message
Hunter Moves (Choose three:)
• Deadly: When you inflict harm, inflict +1 harm. You cannot choose to reduce this harm.
• Safe House: You have a secure location that you can hole up in. Detail it and choose 3:
• high-tech surveillance equipment
• a mystical or magical prison
• fortified walls/windows/doors
• stockpiles of food and water
• explosives set to blow the place
• This Way!: When you lead people out of danger, roll with Blood.
• On 10+, you all get away safely.
• On a 7-9, you get hurt or one of them gets hurt (your choice).
• On a miss, everyone's safe but you; you're left behind… and the way out is closed to you.
• Worse Things Out Tonight: When you persuade an NPC by promising to protect them from harm, roll with Blood instead of Heart.
• Prepared for Anything: You have a well-stocked armory, full of modern and ancient weapons. Take another two custom weapons and select one additional add-on for every custom weapon you own.
• Watch them Closely: When you closely observe a supernatural person or creature, roll with Blood.
• On a hit, the MC will tell you a bit about their nature and at least one unusual weakness or flaw; take +1 ongoing when you take advantage of these unique vulnerabilities.
• On a 10+, ask a followup question, the MC will answer it honestly.
• On a miss, someone takes advantage of your diverted attention and acts against you before you see it coming.
Your Arsenal
Create three custom weapons for your hunts; choose a base and two add-ons for each weapon.
• Ranged Weapons
• base:
• Bow (2-harm near/far reload)
• Shotgun (2-harm close/near loud reload messy)
• SMG (2-harm near autofire loud)
• Pistol (2-harm near loud)
• Rifle (2-harm far loud reload)
• Add-ons (choose 2 for each weapon):
• Silenced (-loud)
• Big (+1 harm)
• Semi-automatic (-reload)
• Automatic (+autofire)
• Antique/Ornate (+cherished)
• Blessed (+holy)
• High-powered (+1 harm)
• Scoped (+far or +1 harm at far)
• Silvered (+silver)
• Magically resistant (+cold iron)
• Hand Weapons
• base:
• Staff (s-harm hand/close)
• Whip (1-harm close)
• Haft (1-harm hand)
• Chain (1-harm close area exhausting)
• Add-ons (choose 2 for each weapon):
• Bladed (+1 harm)
• Heavy (+1 harm)
• Exclusive (+booby-trapped)
• Famed (+reputation)
• Extendable (+close)
• Enchanted (+anchored)
• Silvered (+silver)
• Magically resistant (+cold iron)
• Blessed (+holy)
• Thick (+s-harm)
• Ranged Weapons
• base:
• Bow (2-harm near/far reload)
• Shotgun (2-harm close/near loud reload messy)
• SMG (2-harm near autofire loud)
• Pistol (2-harm near loud)
• Rifle (2-harm far loud reload)
• Add-ons (choose 2 for each weapon):
• Silenced (-loud)
• Big (+1 harm)
• Semi-automatic (-reload)
• Automatic (+autofire)
• Antique/Ornate (+cherished)
• Blessed (+holy)
• High-powered (+1 harm)
• Scoped (+far or +1 harm at far)
• Silvered (+silver)
• Magically resistant (+cold iron)
• Hand Weapons
• base:
• Staff (s-harm hand/close)
• Whip (1-harm close)
• Haft (1-harm hand)
• Chain (1-harm close area exhausting)
• Add-ons (choose 2 for each weapon):
• Bladed (+1 harm)
• Heavy (+1 harm)
• Exclusive (+booby-trapped)
• Famed (+reputation)
• Extendable (+close)
• Enchanted (+anchored)
• Silvered (+silver)
• Magically resistant (+cold iron)
• Blessed (+holy)
• Thick (+s-harm)
• Ranged Weapons
• base:
• Bow (2-harm near/far reload)
• Shotgun (2-harm close/near loud reload messy)
• SMG (2-harm near autofire loud)
• Pistol (2-harm near loud)
• Rifle (2-harm far loud reload)
• Add-ons (choose 2 for each weapon):
• Silenced (-loud)
• Big (+1 harm)
• Semi-automatic (-reload)
• Automatic (+autofire)
• Antique/Ornate (+cherished)
• Blessed (+holy)
• High-powered (+1 harm)
• Scoped (+far or +1 harm at far)
• Silvered (+silver)
• Magically resistant (+cold iron)
• Hand Weapons
• base:
• Staff (s-harm hand/close)
• Whip (1-harm close)
• Haft (1-harm hand)
• Chain (1-harm close area exhausting)
• Add-ons (choose 2 for each weapon):
• Bladed (+1 harm)
• Heavy (+1 harm)
• Exclusive (+booby-trapped)
• Famed (+reputation)
• Extendable (+close)
• Enchanted (+anchored)
• Silvered (+silver)
• Magically resistant (+cold iron)
• Blessed (+holy)
• Thick (+s-harm)
Your Society
You belong to a society of hunters, an affiliation of fellow mortals who stalk dangerous prey to protect the mortal world from the supernatural. Tell your MC to stat up your society as a Size-2, Strength-2 faction within Mortalis.
• What is your prey?
• vampires who feed on the weak and coerced
• demons who corrupt the good and the just
• angels who subjugate the will of the faithful
• ghosts who plague the lives of the innocent
• wizards who abuse their power and authority
• What did you sacrifice to join?
• my soul, forever tainted by magic ritual
• my family, forever excised from my life
• my childhood, forever lost to my training
• my body, forever scarred by ceremony
• Where does your society gather?
• a swanky, expensive hotel
• a dive bar or gambling den
• a union or veterans hall
• hallowed religious ground
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, ask them a question; they must answer it honestly. They will ask you a question in return; answer it honestly or mark corruption.
End Move
When you die, give another PC one of your custom weapons and one of your Hunter moves. Both are theirs for keeps.
Corruption
• Trigger: When you injure or greatly endanger an innocent bystander, mark corruption.
• Divided I Stand: When you enter a dangerous situation alone, mark corruption to advance all your moves and take +1 ongoing to Blood for the scene.
• Hard to Kill: Mark corruption to gain armor+1 until the end of the scene.
• Expecting Company: Mark corruption to have a backup team of mortal hunters arrive in the scene (3-harm small 1-armor trained). Mark a second corruption for them to show up in a superior position.
• Death Wish: If someone nearby is about to suffer harm, mark corruption to suffer the harm instead.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• a new Hunter move
• a new Hunter move
• a move from another playbook
• a move from another playbook
• change your Circle
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• obtain Circle Status-2
• erase a scar
• get a workshop
• advance 3 basic moves
• advance 3 basic moves
• change to a new playbook
[ +- ] Details
Details
Determined and fearless, the Hunter is a mortal who has taken up a cause against the darkness around them, joining the fight alongside other hunters in the night. They carry a heavy burden, one that would eventually crush anyone. How long can they keep from becoming what they hunt?
Stake Your Claim
The city may have sharp fangs and ragged claws, but you are the knife's edge of mortal will, the same force that beat back the monsters at the dawn of humanity. In the time of darkness —before language, before culture, before skyscrapers and cell phones— mortals like you carved a place for humankind with their own flesh and bone, wielding sticks and rocks and whatever else they could find to hold the monsters at bay.
But just as the ordinary mortals of the city have forgotten what it cost to rise from that darkness, so too have the monsters of the world forgotten the terrible violence lurking within the human soul. In this world of shadows and corruption they have made —feeding on the innocent, corrupting the good, destroying the faithful— you intend to remind them.
Over and over and over. As long as it takes.
You would never have walked this path alone. Along the way, you found others like you —a whole society of mortals sworn to this bloody cause. You joined them, earning their trust through struggle and sacrifice, learning from the veterans who know all too well the horrors that lurk in the shadows, and mourning those who fell in the line of duty. You've seen first hand that each day is a chance to give voice to the voiceless, to stand for those who can't stand for themselves. Together, you will make the monsters afraid again.
Yet the longer you fight, the less clear it is which "monsters" to hunt. At first, it was simple —you protected ordinary people from the predators of the night. But the city isn't so neatly divided into saints and sinners. You have friends among the monsters, lovers and family even, and you sometimes struggle to reconcile your cause with what you have seen. In your darkest moments, a thought haunts you: am I not the monster now?
You have long ago lost whatever ties bound you to an ordinary mortal life… but the questions you ask now threaten your bonds with the very people who you used to trust the most. You see yourself in the darkness and the light, caught between it on a tightrope of certainty. You had to become something else to fight what you fight, and you can never go back, only forward. What lies ahead for you?
Moves Advice Deadly applies to all the harm —not including s-harm— you inflict on other NPCs and PCs, even if you just use your bare hands (which are now 2-harm) to attack them. You cannot reduce or mitigate this additional harm; if you strike someone, you do so with deadly force.
Work with the MC to detail your Safe House so that everyone is on the same page. It's up to you who knows that you have it; it's possible you're the only one —at the start of play— who knows about its existence. If you choose explosives set to blow the place, remember that you are sacrificing the safe house in full if you ever use them. See Chapter 7: Advancement on page 185 for more on how such radical changes in the fiction affect your playbook!
In order to trigger This Way! instead of escape a situation, you must be leading a group of at least 2-3 people —any fewer and you're all just escaping. That said, you don't need an opportunity, just a group of people and your raw will. You get to choose if you get hurt or one of them gets hurt on a 7-9, but if you choose to avoid the harm the MC is the one who ultimately says who takes it. As always, the harm inflicted is established by the danger itself.
You can't use Worse Things Out Tonight to threaten or seduce people with Blood; you're making a promise to whoever you're persuading that you're going to keep them safe, and your success is predicated on their belief that your prowess will do so. You can't lie to trigger this move either! You have to be making an honest offer to persuade them or you're just misleading, distracting, or tricking them.
You likely already know quite a bit about your society's prey, but remember that Watch Them Closely is much more about the individual person or creature than the broad category; on a hit, you understand both their nature and learn of some specific weakness or flaw you can use against them. For example, you might realize that one particular troll has a blind spot on her right side or that one particular imp doesn't have any inherent immunity to fire. Whatever weakness you discover doesn't necessarily apply to others of their kind.
Your Arsenal Notes
Building out your arsenal allows you to customize whatever tools your hunter uses on a nightly basis —start with a base, then two add-ons per weapon. There aren't any wrong choices: an SMG that's scoped still gains far as a tag, and a whip that's bladed and heavy now does 3-harm instead of 1-harm. That said, you can only remove a tag if it's on the base weapon; semi-automatic doesn't do anything for the SMG.
Think about how your weapons fit together as you build them. Do you have a weapon that's your nightly standard, something you can use everywhere? Do you have something that's only used in special situations or against specific prey? Take the time to make your arsenal reflect how you hunt.
For more on equipment and more on each of the tags, check out page 311 in the Appendix.
Notes on Your Society
While you often work alone, you also belong to a larger organization of hunters —a faction that wields enough power and prowess to contend with werewolf packs, wizards' councils, and demonic principalities. You are not large (only Size-2) or particularly well-organized (only Strength-2), but there are thirty or so hunters that can be called to order by your faction's leaders when there is a need.
Your MC will make most of the decisions about your society, but work with them to describe the day-to-day realities of the order. Is it an ancient fraternity, sworn to secrecy and dedicated to the hunt? Or is it an online club of anonymous mortals, desperately pushing back against the darkness? Part of this description involves your choice of gathering location as well —a union hall and religious sanctuary suit very different groups.
Since you're already a member of the faction, it's possible that you may one day rise to Status-3 and lead it yourself. Check out page 250 to read more about factions and faction moves, and decide for yourself whether your society might need new leadership as you rise through its ranks!
In order to join such an organization, however, you had to make sacrifices. Not only did you have to discover some way to keep up with the supernatural creatures you hunt and kill, but you also needed to prove your loyalty to the rest of your brethren. Pick from the list and tell the MC what it cost you. Was it your spirit perhaps, now forever changed by the magic done to you? Or was it your childhood, given up to train you in the art of the kill?
A final key element of your society, of course, is what you hunt. A society that targets vampires or demons tends to prize physical force, while a society that focuses on angels, ghosts, or wizards has to contend with the supernatural abilities of prey that can warp reality around them. Pick one prey as your primary target, and work with the MC to describe why the society is particularly capable of hunting such capable monsters.
It's possible you may choose a prey to hunt that could put you at odds with one of the other PCs. After all, if you hunt vampires, then isn't the Vamp automatically on your list? How could you possibly work alongside someone you've sworn to kill?
First, remember that you aren't hunting every single vampire you come across —only the vampires who feed on the weak and coerced. There are far too many bloodsuckers in the city for every hunter organization to declare open war against every last vampire; hunter organizations can only survive if they choose their targets wisely and act carefully.
Second… you're only human. It may be that you are in a relationship that puts you at odds with your hunter society, your mission, and your own morality. You wouldn't be the first hunter to fall in love with a vampire because you realized too late who they really are and what they've really done.
That said, it may be the case that you do find yourself hunting another PC, perhaps when you discover they misled you about who they are or they do something you simply cannot tolerate. At that point, you can pursue them as you would any other prey… but the situation is really no different than any other player character eventually deciding to kill a PC who has betrayed them, wronged them, or simply become inconvenient. If you're nervous about tangling with another PC, you can check out page 211 in Chapter 8: Master of Ceremonies for advice on how the MC should handle such conflicts.
Notes on Intimacy
The question you ask and the answer you get both happen in the fiction; your partner can't get away with body language or other nonverbal communication. They must answer the question you ask in full! In contrast, whatever answer you give seems like the truth. The corruption you mark when lying represents the cost you pay to keep your secrets.
Notes on End Move
When this move triggers, you decide which weapon and move you pass on, not the person receiving your gifts. The other weapons might turn up sooner or later, but at least one makes its way to the PC of your choice, no matter how improbable. If you pass on Prepared for Anything, the PC you select gets to build another two custom weapons with three add-ons each, in addition to the custom weapon you bestowed upon your death.
Notes on Corruption
Your corruption trigger forces you to mark corruption whenever you harm or greatly endanger innocent bystanders, whether you're on a hunt or just chasing down personal business. Shooting into a crowd of people definitely counts as endangering them, even if your shots largely strike true; reckless behavior that could result in serious, even fatal, injuries is always considered to be greatly endangering whatever the outcome turns out to be in the end.
You can still trigger Divided I Stand if you are secretly followed by an ally or know an ally is on the way. As long as you reasonably believe you're going into the situation by yourself (for now), you can mark corruption to get the benefits.
Marking corruption for Expecting Company implies that you've already worked out a plan with the backup team in advance; they may be established characters in the fiction or new NPCs that are appearing on screen for the first time. Gaining a superior position means they enter with better weapons, better gear, or even just the high ground when it counts.
When you use Death Wish to suffer harm for someone else, your armor reduces the harm you would suffer; it's possible that you suffer no harm at all if your armor is sufficient.
Notes on Advances
If you take get a workshop, you gain all the benefits of the Veteran's workshop feature (page 166), including the usual protection any item you make in the workshop has from the MC; i.e. the items you create cannot be destroyed or taken without your permission. Remember to choose three resources your workshop includes, just as if you were starting play with the feature, and work with the MC to describe where you're putting all your new toys and tools. You can create new weapons using the workshop, if you so wish!
Your playbook does not allow you to retire to safety. Die, corrupt out, or change. Your pick.
[3column][col]
[f=h1][_=The Hunter][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=0/2][/color][_bloodpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=1/2][/color][_heartpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=0/2][/color][_mindpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=0/2][/color][_spiritpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=1/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=1/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=0/2][/color] [_night_rating_pos=1/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=0/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=1/2][/color] [_power_rating_pos=0/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=0/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=0/2][/color] [_wild_rating_pos=0/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=0/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=0/1] [b]This Way![/b] | [f=";display:none;"]2d6[/f][_$=+blood]
[_=0/1] [b]Worse Things Out Tonight[/b] ([f=small]persuade an NPC[/f] +Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[_=0/1] [b]Watch them Closely[/b] | [f=";display:none;"]2d6[/f][_$=+blood]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Hunter[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Disciplined, deadly, tenacious, tragic. The Hunter is a mortal devoted to the kill. To them, each night is one more chance to make things right.[/i]
[i]Play the Hunter if you want to burn bright on the city's dark streets, striking back at those who made this fallen world.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Abimbola, Amanda, Anwar, Beatrice, Bianca, Christopher, Elora, Eugene, Flaco, Ilyas, Jason, Jessica, Marcus, Moriko, Patty, Paul, Samuel, Sarah, Sean, Solomon, Susan
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• casual clothing, dark clothing, dirty clothing, tactical clothing
• [b]Demeanor Options[/b]: calculating, detached, friendly, volatile
• [b]Starting Character Stats[/b]: Blood 1, Heart -1, Mind 1, Spirit 0
• [b]Starting Circles[/b]: Mortalis 1, Night 1, Power 0, Wild -1
• [b]Starting Status[/b]: Mortalis 1, Night 0, Power 0, Wild 0
• [b]Intro Questions[/b]:
• What personal tragedy led you to hunt?
• How long have you been in the city?
• What impressive kill are you infamous for?
• What do those you hunt call you behind your back?
• Who inflicted the wound that still haunts you?
• [b]Starting Gear[/b]:
• A shitty apartment, a pick-up truck or muscle car, a cell phone
• A symbol of your society (i.e. tattoo, coin, inscription)
• Your arsenal: 3 custom weapons (detail)
• [b]Starting Debts[/b]:
• Someone helps you unwind and keeps you sane, despite the horrors of your hunts. You owe them a Debt.
• Your hunts incurred the wrath of a powerful person; someone helped smooth things over. You owe them a Debt.
• Someone has enlisted you to protect them from something dangerous. They owe you a Debt.
• [b]Let It Out Abilities[/b]:
• track someone or something through the city with limited information or trail
• treat a mundane object as a weapon (2-harm messy) or 1-armor for a scene
• jury rig an explosive (3-harm loud fire) or smoke bomb (s-harm loud smoke)
• force a vulnerable foe to flee your presence and deliver a message[/spoiler]
[f=h2]Hunter Moves (Choose three:)[/f]
• [_=0/1] [b]Deadly[/b]: When you inflict harm, inflict +1 harm. You cannot choose to reduce this harm.
• [_=0/1] [b]Safe House[/b]: You have a secure location that you can hole up in. Detail it and choose 3:
• high-tech surveillance equipment
• a mystical or magical prison
• fortified walls/windows/doors
• stockpiles of food and water
• explosives set to blow the place
• [_=0/1] [b]This Way![/b]: When you lead people out of danger, roll with [b]Blood[/b].
• On 10+, you all get away safely.
• On a 7-9, you get hurt or one of them gets hurt (your choice).
• On a miss, everyone's safe but you; you're left behind… and the way out is closed to you.
• [_=0/1] [b]Worse Things Out Tonight[/b]: When you [b]persuade an NPC[/b] by promising to protect them from harm, roll with [b]Blood[/b] instead of [b]Heart[/b].
• [_=0/1] [b]Prepared for Anything[/b]: You have a well-stocked armory, full of modern and ancient weapons. Take another two custom weapons and select one additional add-on for every custom weapon you own.
• [_=0/1] [b]Watch them Closely[/b]: When you closely observe a supernatural person or creature, roll with [b]Blood[/b].
• On a hit, the MC will tell you a bit about their nature and at least one unusual weakness or flaw; take +1 ongoing when you take advantage of these unique vulnerabilities.
• On a 10+, ask a followup question, the MC will answer it honestly.
• On a miss, someone takes advantage of your diverted attention and acts against you before you see it coming.
[f=h2]Your Arsenal[/f]
Create three custom weapons for your hunts; choose a base and two add-ons for each weapon.
[3column][col]
• [b]Ranged Weapons[/b]
• [b]base[/b]:
• [_=0/1] Bow (2-harm near/far reload)
• [_=0/1] Shotgun (2-harm close/near loud reload messy)
• [_=0/1] SMG (2-harm near autofire loud)
• [_=0/1] Pistol (2-harm near loud)
• [_=0/1] Rifle (2-harm far loud reload)
• [b]Add-ons[/b] (choose 2 for each weapon):
• [_=0/1] Silenced (-loud)
• [_=0/1] Big (+1 harm)
• [_=0/1] Semi-automatic (-reload)
• [_=0/1] Automatic (+autofire)
• [_=0/1] Antique/Ornate (+cherished)
• [_=0/1] Blessed (+holy)
• [_=0/1] High-powered (+1 harm)
• [_=0/1] Scoped (+far or +1 harm at far)
• [_=0/1] Silvered (+silver)
• [_=0/1] Magically resistant (+cold iron)
• [b]Hand Weapons[/b]
• [b]base[/b]:
• [_=0/1] Staff (s-harm hand/close)
• [_=0/1] Whip (1-harm close)
• [_=0/1] Haft (1-harm hand)
• [_=0/1] Chain (1-harm close area exhausting)
• [b]Add-ons[/b] (choose 2 for each weapon):
• [_=0/1] Bladed (+1 harm)
• [_=0/1] Heavy (+1 harm)
• [_=0/1] Exclusive (+booby-trapped)
• [_=0/1] Famed (+reputation)
• [_=0/1] Extendable (+close)
• [_=0/1] Enchanted (+anchored)
• [_=0/1] Silvered (+silver)
• [_=0/1] Magically resistant (+cold iron)
• [_=0/1] Blessed (+holy)
• [_=0/1] Thick (+s-harm)
[/col][col]
• [b]Ranged Weapons[/b]
• [b]base[/b]:
• [_=0/1] Bow (2-harm near/far reload)
• [_=0/1] Shotgun (2-harm close/near loud reload messy)
• [_=0/1] SMG (2-harm near autofire loud)
• [_=0/1] Pistol (2-harm near loud)
• [_=0/1] Rifle (2-harm far loud reload)
• [b]Add-ons[/b] (choose 2 for each weapon):
• [_=0/1] Silenced (-loud)
• [_=0/1] Big (+1 harm)
• [_=0/1] Semi-automatic (-reload)
• [_=0/1] Automatic (+autofire)
• [_=0/1] Antique/Ornate (+cherished)
• [_=0/1] Blessed (+holy)
• [_=0/1] High-powered (+1 harm)
• [_=0/1] Scoped (+far or +1 harm at far)
• [_=0/1] Silvered (+silver)
• [_=0/1] Magically resistant (+cold iron)
• [b]Hand Weapons[/b]
• [b]base[/b]:
• [_=0/1] Staff (s-harm hand/close)
• [_=0/1] Whip (1-harm close)
• [_=0/1] Haft (1-harm hand)
• [_=0/1] Chain (1-harm close area exhausting)
• [b]Add-ons[/b] (choose 2 for each weapon):
• [_=0/1] Bladed (+1 harm)
• [_=0/1] Heavy (+1 harm)
• [_=0/1] Exclusive (+booby-trapped)
• [_=0/1] Famed (+reputation)
• [_=0/1] Extendable (+close)
• [_=0/1] Enchanted (+anchored)
• [_=0/1] Silvered (+silver)
• [_=0/1] Magically resistant (+cold iron)
• [_=0/1] Blessed (+holy)
• [_=0/1] Thick (+s-harm)
[/col][col]
• [b]Ranged Weapons[/b]
• [b]base[/b]:
• [_=0/1] Bow (2-harm near/far reload)
• [_=0/1] Shotgun (2-harm close/near loud reload messy)
• [_=0/1] SMG (2-harm near autofire loud)
• [_=0/1] Pistol (2-harm near loud)
• [_=0/1] Rifle (2-harm far loud reload)
• [b]Add-ons[/b] (choose 2 for each weapon):
• [_=0/1] Silenced (-loud)
• [_=0/1] Big (+1 harm)
• [_=0/1] Semi-automatic (-reload)
• [_=0/1] Automatic (+autofire)
• [_=0/1] Antique/Ornate (+cherished)
• [_=0/1] Blessed (+holy)
• [_=0/1] High-powered (+1 harm)
• [_=0/1] Scoped (+far or +1 harm at far)
• [_=0/1] Silvered (+silver)
• [_=0/1] Magically resistant (+cold iron)
• [b]Hand Weapons[/b]
• [b]base[/b]:
• [_=0/1] Staff (s-harm hand/close)
• [_=0/1] Whip (1-harm close)
• [_=0/1] Haft (1-harm hand)
• [_=0/1] Chain (1-harm close area exhausting)
• [b]Add-ons[/b] (choose 2 for each weapon):
• [_=0/1] Bladed (+1 harm)
• [_=0/1] Heavy (+1 harm)
• [_=0/1] Exclusive (+booby-trapped)
• [_=0/1] Famed (+reputation)
• [_=0/1] Extendable (+close)
• [_=0/1] Enchanted (+anchored)
• [_=0/1] Silvered (+silver)
• [_=0/1] Magically resistant (+cold iron)
• [_=0/1] Blessed (+holy)
• [_=0/1] Thick (+s-harm)
[/col]
[/3column]
[f=h2]Your Society[/f]
You belong to a society of hunters, an affiliation of fellow mortals who stalk dangerous prey to protect the mortal world from the supernatural. Tell your MC to stat up your society as a Size-2, Strength-2 faction within Mortalis.
• [b]What is your prey?[/b]
• [_=0/1] vampires who feed on the weak and coerced
• [_=0/1] demons who corrupt the good and the just
• [_=0/1] angels who subjugate the will of the faithful
• [_=0/1] ghosts who plague the lives of the innocent
• [_=0/1] wizards who abuse their power and authority
• [b]What did you sacrifice to join?[/b]
• [_=0/1] my soul, forever tainted by magic ritual
• [_=0/1] my family, forever excised from my life
• [_=0/1] my childhood, forever lost to my training
• [_=0/1] my body, forever scarred by ceremony
• [b]Where does your society gather?[/b]
• [_=0/1] a swanky, expensive hotel
• [_=0/1] a dive bar or gambling den
• [_=0/1] a union or veterans hall
• [_=0/1] hallowed religious ground
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, ask them a question; they must answer it honestly. They will ask you a question in return; answer it honestly or mark corruption.
[f=h2]End Move[/f]
When you die, give another PC one of your custom weapons and one of your Hunter moves. Both are theirs for keeps.
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you injure or greatly endanger an innocent bystander, mark corruption.
• [_=0/1] [b]Divided I Stand[/b]: When you enter a dangerous situation alone, mark corruption to advance all your moves and take +1 ongoing to [b]Blood[/b] for the scene.
• [_=0/1] [b]Hard to Kill[/b]: Mark corruption to gain armor+1 until the end of the scene.
• [_=0/1] [b]Expecting Company[/b]: Mark corruption to have a backup team of mortal hunters arrive in the scene (3-harm small 1-armor trained). Mark a second corruption for them to show up in a superior position.
• [_=0/1] [b]Death Wish[/b]: If someone nearby is about to suffer harm, mark corruption to suffer the harm instead.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] a new Hunter move
• [_=0/1] a new Hunter move
• [_=0/1] a move from another playbook
• [_=0/1] a move from another playbook
• [_=0/1] change your Circle
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] obtain Circle Status-2
• [_=0/1] erase a scar
• [_=0/1] get a [i]workshop[/i]
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] change to a new playbook
[spoiler="Details"][f=h2]Details[/f]
Determined and fearless, the Hunter is a mortal who has taken up a cause against the darkness around them, joining the fight alongside other hunters in the night. They carry a heavy burden, one that would eventually crush anyone. How long can they keep from becoming what they hunt?
[f=h3]Stake Your Claim[/f]
The city may have sharp fangs and ragged claws, but you are the knife's edge of mortal will, the same force that beat back the monsters at the dawn of humanity. In the time of darkness —before language, before culture, before skyscrapers and cell phones— mortals like you carved a place for humankind with their own flesh and bone, wielding sticks and rocks and whatever else they could find to hold the monsters at bay.
But just as the ordinary mortals of the city have forgotten what it cost to rise from that darkness, so too have the monsters of the world forgotten the terrible violence lurking within the human soul. In this world of shadows and corruption they have made —feeding on the innocent, corrupting the good, destroying the faithful— you intend to remind them.
Over and over and over. As long as it takes.
You would never have walked this path alone. Along the way, you found others like you —a whole society of mortals sworn to this bloody cause. You joined them, earning their trust through struggle and sacrifice, learning from the veterans who know all too well the horrors that lurk in the shadows, and mourning those who fell in the line of duty. You've seen first hand that each day is a chance to give voice to the voiceless, to stand for those who can't stand for themselves. Together, you will make the monsters afraid again.
Yet the longer you fight, the less clear it is which "monsters" to hunt. At first, it was simple —you protected ordinary people from the predators of the night. But the city isn't so neatly divided into saints and sinners. You have friends among the monsters, lovers and family even, and you sometimes struggle to reconcile your cause with what you have seen. In your darkest moments, a thought haunts you: am I not the monster now?
You have long ago lost whatever ties bound you to an ordinary mortal life… but the questions you ask now threaten your bonds with the very people who you used to trust the most. You see yourself in the darkness and the light, caught between it on a tightrope of certainty. You had to become something else to fight what you fight, and you can never go back, only forward. What lies ahead for you?
[f=h3]Moves Advice[/f]
[b]Deadly[/b] applies to all the harm —not including s-harm— you inflict on other NPCs and PCs, even if you just use your bare hands (which are now 2-harm) to attack them. You cannot reduce or mitigate this additional harm; if you strike someone, you do so with deadly force.
Work with the MC to detail your [b]Safe House[/b] so that everyone is on the same page. It's up to you who knows that you have it; it's possible you're the only one —at the start of play— who knows about its existence. If you choose [i]explosives set to blow the place[/i], remember that you are sacrificing the safe house in full if you ever use them. See [b]Chapter 7: Advancement[/b] on page 185 for more on how such radical changes in the fiction affect your playbook!
In order to trigger [b]This Way![/b] instead of [b]escape a situation[/b], you must be leading a group of at least 2-3 people —any fewer and you're all just [b]escaping[/b]. That said, you don't need an opportunity, just a group of people and your raw will. You get to choose if you get hurt or one of them gets hurt on a 7-9, but if you choose to avoid the harm the MC is the one who ultimately says who takes it. As always, the harm inflicted is established by the danger itself.
You can't use [b]Worse Things Out Tonight[/b] to threaten or seduce people with [b]Blood[/b]; you're making a promise to whoever you're persuading that you're going to keep them safe, and your success is predicated on their belief that your prowess will do so. You can't lie to trigger this move either! You have to be making an honest offer to [b]persuade[/b] them or you're just [b]misleading, distracting, or tricking[/b] them.
You likely already know quite a bit about your society's prey, but remember that [b]Watch Them Closely[/b] is much more about the individual person or creature than the broad category; on a hit, you understand both their nature and learn of some specific weakness or flaw you can use against them. For example, you might realize that one particular troll has a blind spot on her right side or that one particular imp doesn't have any inherent immunity to fire. Whatever weakness you discover doesn't necessarily apply to others of their kind.
[f=h3]Your Arsenal Notes[/f]
Building out your [b]arsenal[/b] allows you to customize whatever tools your hunter uses on a nightly basis —start with a base, then two add-ons per weapon. There aren't any wrong choices: an SMG that's scoped still gains [i]far[/i] as a tag, and a whip that's [i]bladed[/i] and [i]heavy[/i] now does 3-harm instead of 1-harm. That said, you can only remove a tag if it's on the base weapon; [i]semi-automatic[/i] doesn't do anything for the SMG.
Think about how your weapons fit together as you build them. Do you have a weapon that's your nightly standard, something you can use everywhere? Do you have something that's only used in special situations or against specific prey? Take the time to make your [b]arsenal[/b] reflect how you hunt.
For more on equipment and more on each of the tags, check out page 311 in the Appendix.
[f=h3]Notes on Your Society[/f]
While you often work alone, you also belong to a larger organization of hunters —a faction that wields enough power and prowess to contend with werewolf packs, wizards' councils, and demonic principalities. You are not large (only Size-2) or particularly well-organized (only Strength-2), but there are thirty or so hunters that can be called to order by your faction's leaders when there is a need.
Your MC will make most of the decisions about your [b]society[/b], but work with them to describe the day-to-day realities of the order. Is it an ancient fraternity, sworn to secrecy and dedicated to the hunt? Or is it an online club of anonymous mortals, desperately pushing back against the darkness? Part of this description involves your choice of gathering location as well —a union hall and religious sanctuary suit very different groups.
Since you're already a member of the faction, it's possible that you may one day rise to Status-3 and lead it yourself. Check out page 250 to read more about factions and faction moves, and decide for yourself whether your [b]society[/b] might need new leadership as you rise through its ranks!
In order to join such an organization, however, you had to make sacrifices. Not only did you have to discover some way to keep up with the supernatural creatures you hunt and kill, but you also needed to prove your loyalty to the rest of your brethren. Pick from the list and tell the MC what it cost you. Was it your spirit perhaps, now forever changed by the magic done to you? Or was it your childhood, given up to train you in the art of the kill?
A final key element of your society, of course, is what you hunt. A society that targets vampires or demons tends to prize physical force, while a society that focuses on angels, ghosts, or wizards has to contend with the supernatural abilities of prey that can warp reality around them. Pick one prey as your primary target, and work with the MC to describe why the society is particularly capable of hunting such capable monsters.
It's possible you may choose a prey to hunt that could put you at odds with one of the other PCs. After all, if you hunt vampires, then isn't the Vamp automatically on your list? How could you possibly work alongside someone you've sworn to kill?
First, remember that you aren't hunting every single vampire you come across —only the [i]vampires who feed on the weak and coerced[/i]. There are far too many bloodsuckers in the city for every hunter organization to declare open war against every last vampire; hunter organizations can only survive if they choose their targets wisely and act carefully.
Second… you're only human. It may be that you are in a relationship that puts you at odds with your hunter society, your mission, and your own morality. You wouldn't be the first hunter to fall in love with a vampire because you realized too late who they really are and what they've really done.
That said, it may be the case that you do find yourself hunting another PC, perhaps when you discover they misled you about who they are or they do something you simply cannot tolerate. At that point, you can pursue them as you would any other prey… but the situation is really no different than any other player character eventually deciding to kill a PC who has betrayed them, wronged them, or simply become inconvenient. If you're nervous about tangling with another PC, you can check out page 211 in [b]Chapter 8: Master of Ceremonies[/b] for advice on how the MC should handle such conflicts.
[f=h3]Notes on Intimacy[/f]
The question you ask and the answer you get both happen in the fiction; your partner can't get away with body language or other nonverbal communication. They must answer the question you ask in full! In contrast, whatever answer you give seems like the truth. The corruption you mark when lying represents the cost you pay to keep your secrets.
[f=h3]Notes on End Move[/f]
When this move triggers, you decide which weapon and move you pass on, not the person receiving your gifts. The other weapons might turn up sooner or later, but at least one makes its way to the PC of your choice, no matter how improbable. If you pass on [b]Prepared for Anything[/b], the PC you select gets to build another two custom weapons with three add-ons each, in addition to the custom weapon you bestowed upon your death.
[f=h3]Notes on Corruption[/f]
Your corruption trigger forces you to mark corruption whenever you harm or greatly endanger innocent bystanders, whether you're on a hunt or just chasing down personal business. Shooting into a crowd of people definitely counts as endangering them, even if your shots largely strike true; reckless behavior that could result in serious, even fatal, injuries is always considered to be greatly endangering whatever the outcome turns out to be in the end.
You can still trigger [b]Divided I Stand[/b] if you are secretly followed by an ally or know an ally is on the way. As long as you reasonably believe you're going into the situation by yourself (for now), you can mark corruption to get the benefits.
Marking corruption for [b]Expecting Company[/b] implies that you've already worked out a plan with the backup team in advance; they may be established characters in the fiction or new NPCs that are appearing on screen for the first time. Gaining [i]a superior position[/i] means they enter with better weapons, better gear, or even just the high ground when it counts.
When you use [b]Death Wish[/b] to suffer harm for someone else, your armor reduces the harm you would suffer; it's possible that you suffer no harm at all if your armor is sufficient.
[f=h3]Notes on Advances[/f]
If you take [i]get a workshop[/i], you gain all the benefits of the Veteran's [b]workshop[/b] feature (page 166), including the usual protection any item you make in the workshop has from the MC; i.e. the items you create cannot be destroyed or taken without your permission. Remember to choose three resources your workshop includes, just as if you were starting play with the feature, and work with the MC to describe where you're putting all your new toys and tools. You can create new weapons using the workshop, if you so wish!
Your playbook does not allow you to [i]retire to safety[/i]. Die, corrupt out, or change. Your pick.[/spoiler]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Imp
[ +- ] Description and Character Creation
Description Stubborn, resilient, scheming, free. The Imp is a demon who slipped the noose of fealty, seizing sovereignty that lasts only as long as they can keep it.
Play the Imp if you want to forge your own future, scheming and plotting in the pursuit of a better life for you and yours.
Character Creation
• Name:
• Argent, Babar, Barnaby, Cash, Casper, Doyle, Eve, Gilly, Hamish, Isa, Jezebel, Jun, Lina, Mishka, Nat, Rory, Sabine, Sai, Taryn, Zachariah
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• flashy clothing, formal clothing, underdressed clothing, uniform clothing
• Demeanor Options: beleaguered, charming, frenzied, shrewd
• Starting Stats : Blood -1, Heart 1, Mind 1, Spirit 0
• Starting Circles : Mortalis 0, Night 1, Power -1, Wild 1
• Starting Status: Mortalis 0, Night 0, Power 0, Wild 1
• Intro Questions:
• How did you escape your servitude?
• How long have you been in the city?
• Whom do you call family in the city?
• Whom do you turn to when you're in trouble?
• Whom did you scam that still holds a grudge?
• Starting Gear:
• An upscale house or apartment, a car or utility van, a smartphone
• A sentimental gift from a family member
• A ritual object binding you to this realm (e.g. the first dollar spent at your business)
• Starting Debts:
• Someone is a consistent patron or customer of your establishment, regularly relying on you for your services or assistance. They owe you 2 Debts.
• You offered someone work when no one else would give them the time of day. Ask them if it worked out in your favor. They owe you a Debt either way.
• You partner with someone on your schemes, both of you profiting in equal measure. You owe each other 2 Debts.
• Let It Out Abilities:
• sniff out a secret stash, even when expertly concealed or hidden
• infiltrate a hostile area by appearing unworthy of concern
• teleport into your establishment from any distance or position
• inflict 4-harm (ap) on a vulnerable target who underestimates you
Imp Moves (You get Business as Usual, and choose two more)
• Business as Usual: When time passes —or at the start of the game— roll with Mind.
• On a hit, your usual operations generate a new scheme or provide an opportunity to advance one of your existing schemes, your choice.
• On a 10+, you also pick 1:
• A loyal customer reveals the secrets of a powerful NPC, your choice
• An NPC who owes you a Debt shows up to make good on their obligation
• A Status-3 NPC of your Circle offers you a Debt for your services
• On a miss, a family member or close friend drags you into a scheme you'd rather have avoided; generate a new scheme with three complications, and the MC will tell you what terrible fate could befall your ally should you fail to deliver.
• Measure Your Mark: When you figure someone out, add the following questions to the list:
• What pressing need do you have that I might be able to address?
• What's the most valuable thing you'd offer for sale?
On a miss, ask 1 from this list, but you come off as suspicious or sleazy, your choice.
• Friends in Low Places: When you get a hit while putting a face to a name with a Status-3 NPC, also name a low-level minion or assistant who works for them and describe how this underling recently came to owe you a Debt.
• I'm a Fucking Demon: Ignore all harm the first time someone —or something— inflicts at least 2-harm upon you in a scene. At the end of each scene, clear your Faint harm box.
• Weasel Words: When you refuse to honor a Debt by fast-talking your way out of the obligation, roll with Mind instead of the difference in Status.
• On a hit —in addition to the normal effects— mark your creditor's Circle as though you had honored the Debt.
Your Establishment
You once served a powerful demon, but you seized upon a loophole in your contracted fealty and won your freedom. Now you cater to supernatural clientele from all four Circles, securing your place in this world… for now. By default, your establishment has a permanent location, a small but loyal staff, and many regular customers.
• Choose two services you offer:
• Transporting and selling otherworldly creatures
• Appraising and auctioning magical relics and artifacts
• Creating forgeries, disguises, and stolen identities
• Providing news, gossip, and rumor to the city at large
• Operating a gathering place; name the relevant Circle
• Choose two investments you've made over the years:
• A skilled bodyguard dedicated solely to your security
• An expansive, expert staff appropriate to your services
• A secure venue, impenetrable by intruders and thieves
• A magical dead zone secured by wards and ritual
• A Status-3 regular in another Circle; take three Debts on them
• Choose two problems that plague your business:
• A dangerous competitor edging in on your market
• A hard-to-move acquisition attracting unwanted attention
• A besmirched reputation complicating any new deals
• A demonic ex-liege seeking your immediate return
• A severe state of disrepair endangering your staff
Your Schemes
Schemes are risky deals and shady cons designed to expand your business. When you generate a scheme, choose a primary Circle, one of your services, and two complications —the MC will tell you what opportunity you've seized upon. When you accomplish a scheme, select two boons and a payout; the MC will detail how they arrive. Generate a scheme whenever a boon or a move tells you to generate a new scheme.
• Complications:
• you promised someone involved something you don't yet have
• you require an unreliable or untrustworthy co-conspirator
• you must fool or deceive a powerful and dangerous NPC
• you need to steal something from a secure location
• you need to wait for a predetermined time or event
• you have attracted the attention of dangerous opposition
• boons:
• attract new business; generate a new scheme
• pay down your debts; cancel a Debt you owe
• throw your weight around; take a Debt on an NPC
• grow your reputation; mark a Circle affected by the deal
• Payouts:
• Available at the start of play:
• +1 any Circle (max+3)
• hire Fiendish Underlings
• acquire an arsenal
• secure a new investment
• secure a new investment
• resolve a problem
• After 4+ payouts:
• +1 any Circle (max+3)
• +1 Status (max+2)
• acquire a legendary weapon
• acquire a sanctum
• get 2 new let it out abilities
• retire your character to safety
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, promise to get them something they want without asking for anything in return; give them a Debt and take +1 ongoing to getting what you've promised them.
End Move
When you die, one of your schemes comes to fruition, but someone else reaps the rewards. Choose someone to benefit from the plans you put in motion; select a payout for them.
Corruption
• Trigger: When you make a deal that endangers your family, friends, or community, mark corruption.
• This Is How I Win: When you put out the word to your Circle that you need something, mark corruption to take a 10+ instead of rolling. Mark corruption again to have a lackey handle the deal; make an additional, different city move while they get it done.
• Dirty Money: When you complete a scheme, mark corruption to take all four boons instead of just two.
• Sweeten the Deal: When you persuade an NPC by offering an additional bonus or appealing bribe, mark corruption to take a 10+ instead of rolling.
• On the Shit List: Mark corruption to declare someone an enemy of your people; others of your kind will gaslight, antagonize, or worse. Until you say otherwise, advance mislead, distract, or trick for anyone targeting them; they also take -1 ongoing during each faction turn.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• a new Imp move
• a move from another playbook
• a move from another playbook
• change your Circle
• change your Circle
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• obtain Circle Status-2
• advance 3 basic moves
• advance 3 basic moves
• get The Devil Inside
• change to a new playbook
[ +- ] Details
Details
Not all demons serve the old masters. Some —known as imps— have stolen their freedom through tricks and loopholes and now juggle their scams and schemes in pursuit of a better life. There are some advantages to being underestimated.
A Deal, Straight Up
You know slavery and servitude, the sharp crack of the whip and the cruel sizzle of the brand. You have lived a whole life as the agent of another's will, a lowly servant to demonic principalities and diabolic feudal regimes. You dreamed of freedom, but it was an ephemeral wish, a desire that knew no outlet for there was no hope for someone like you.
And then… a miracle.
You discovered a loophole, an error, an opportunity, something you could twist and turn to escape the certainty of bondage and the yoke of servility. Perhaps it was an assignment from your masters you could extend without end; maybe it was a deal you struck that somehow superseded their hold on you. Whatever you found, it was enough to escape that life and build a new one: the life of an imp, a demon that serves no master but their own will.
Your sovereignty, however, is conditional. It relies on you continuing to exploit that loophole or maintain that deal. Even as you've found a community —fellow imps, trusted friends, lovers and family— you've known the truth: you have exchanged the servitude you hated for a beast that is never satisfied. You must always feed it; if it dies, so too does your self-governance and freedom.
Even worse, your community has come to count on your services. They expect you to shelter them from the storm or help them find what they need. You take a piece for yourself sometimes, but you sometimes worry that there will not be enough left for you when everyone else takes their piece. The temptation to turn your back on them —to seize what's yours after serving others for so long— is almost too great sometimes. Why shouldn't you look out for you first and foremost… and always? Will those you helped be there for you if your schemes fail and your old masters come calling?
You know there's a balance to be struck, a way to plot an even course through the nightly hum of the city's secret markets, but you find yourself dreaming of a new freedom —a retirement perhaps. For as good as this life can be, maybe there's something like true freedom outside of everything you've built…
Moves Advice
Your schemes are covered in full under the schemes feature on the previous spread (page 130) —including what it means to generate a scheme— but Business as Usual assumes you're operating your establishment as normal; if something has interfered with your operations, the move doesn't trigger. If an NPC shows up to make good, they show up with something —or having done something— that clears their Debt to you; if a Status-3 NPC offers a Debt for your services, you get the Debt as soon you finishing doing whatever it is they need.
If you miss while figuring someone out using Measure Your Mark, the choice between coming off as suspicious or sleazy reflects their perception of your reputation and intent. Suspicious means they think you are up to something right now, but their broader opinion of you remains unchanged; sleazy means they come to think of you as a generally unpleasant and dislikable person as a result of this interaction, but don't think too much about your immediate requests or plans. Either way, the MC still makes a move in addition to whatever you have chosen, perhaps even drawing upon your choice!
For Friends in Low Places, you can choose an existing NPC who could believably work for the Status-3 NPC or create an entirely new NPC on the spot. Either way, you don't get to put a face to a name with them; you already know that you know them, and that they owe you a Debt.
You don't get to choose which attack I'm a Fucking Demon cancels —it's always the first attack in a scene that inflicts 2-harm or more. That said, the move can trigger once in each scene; if you get in a fight in one scene, then get dragged into a different fight in the next scene, you can ignore all harm from two different attacks. Injuries caused by environmental effects or attacks with unclear origins, like a car crash or a bomb, are also covered by the move.
In order to trigger Weasel Words, you've got to offer an explanation for why you can't honor the Debt that has a reasonable chance of bamboozling your creditor. You might, for example, claim that the favor is too great based on how much it will cost you to perform —"I'd love to do that for you, but look at what its going to cost me!"— or pivot to a different set of actions the creditor could take to get the same thing and still keep you in their Debt —"It's way cheaper to just go down there and ask for it yourself!"
Notes on Your Establishment
Your establishment is more than just a place of business; it's a metaphysical key to your continued freedom, a crucial part of the loophole you seized upon to get out from under the thumb of your master. As long as your establishment is running, you're free to do as you please; if it were to ever fail, the people you escaped might once again have a claim to their ownership of you and your services.
But your establishment's location isn't what's most important; it's a business, after all. You've got a staff and customers, regular services, and investments you've made over the years. In fact, your central area of operations may be little more than a warehouse in which you store contraband and take orders. As long as you're operating, providing services and taking payments, you're secure. You might be up to your eyeballs in problems, but so long as your establishment is running you've left behind the servitude that once defined you.
That said, you don't have to keep track of the books or payments owed to you. Instead, use Business as Usual (page 132) to check in on the business when you first start playing, and then again after each faction turn. So long as your establishment is running as normal, you can get Debts, secrets, and opportunities, all by handling your day-to-day operations.
Your investments —the advantages you've carefully built up over the years— and problems are important aspects of your establishment's fictional position. If you chose a skilled bodyguard, they are always on-hand when anyone tries to rough you up; if you chose a magical dead zone, even other PCs can't fire off spells inside your place of business. At the same time, the troubles that haunt you are going to show up repeatedly. If you chose a demonic ex-liege seeking your immediate return, then the demon in question is likely a Status-3 NPC who lives in the city and regularly sends goons to mess with you in the hopes of disrupting your usual operations.
You can secure new investments (and run into new troubles) as the story progresses, but don't forget your schemes —the deals you handle outside of your usual operations— can also improve your establishment. If you secure a new investment, pick a new one from the list provided or work with your MC to outline something similar; if you resolve a trouble, then cross off one of the troubles you selected at character creation, and know it will no longer trouble you!
Notes on Your Schemes
Starting a scheme means you've found an opportunity which might yield a payout: choose a Circle as a focus, the service you're providing, and two of the complications that have already arisen —the MC gives you the details of the deal. For example, if you choose Power, selling magical relics and artifacts, you must fool or deceive a powerful and dangerous NPC and you require an unreliable or untrustworthy co-conspirator, the MC might tell you "a Status-3 wizard has hired you to broker the sale of an ancient artifact, but requires you to work closely with his untrustworthy enforcer to deceive the appraiser of its true value" or "a vampire is in need of a rare magical component, one which you can only procure from an unreliable oracle who is currently in hiding from a relentless inquisitor loyal to Power."
The complications might be the sole focus of the scheme —like the unreliable dealer— or they might be mere obstacles to the final goal —like the untrustworthy enforcer— but they are a permanent feature of the deal. If you attract the attention of dangerous opposition, that opposition will persist until you complete the scheme (or utterly destroy the opposing force); if you require an unreliable co-conspirator, the person the MC describes at the start of the scheme is crucial to the scheme's function throughout.
You don't have to pursue a scheme you've started, especially if things get messy, but you might have to explain to whoever is involved —your client, a fellow con artist, etc.— why you've decided to abandon your plans and pursue other opportunities.
Finishing a scheme nets you boons and a payout. The former allows you to start new schemes, take or cancel Debts, and grow your reputation; the latter unlocks unique and powerful advancements. In addition to getting new assets (and resolving troubles) for your establishment, you can use payouts to obtain other playbook's features or abilities, like an arsenal (The Hunter), a legendary weapon (The Sworn), a sanctum (The Wizard), or let it out abilities. Payouts arrive without strings; you don't owe anyone for them and there are no extra requirements for using them. Work with your MC to describe and detail them as needed, especially when gaining new let it out abilities!
Note that you can only retire to safety through a payout; if you want to get out of the game for good, you're going to have to do one last job…
Notes on Intimacy
You can ask your partner what they want most from you, but ultimately what you offer to get for them is up to you. As long it's something they broadly want —and you give them a Debt— you get the +1 ongoing. If you deliver, the Debt you gave them is resolved; if they already spent it, they now owe you a Debt.
Notes on End Move
You get to pick which scheme resolves, who the scheme benefits, and what payout they get —even payouts from the second list if you have secured four or more payouts before you die. It's possible that you could help someone retire to safety who otherwise wouldn't be able to do so, like the Hunter.
Notes on Corruption
Your corruption trigger forces you to mark corruption whenever your deals put your loved ones or community in danger. Sometimes that's obvious, like agreeing to give the location of a friend to someone who means them harm, but the trigger is broad: if you arrange for a whole nest of demons to move into the building next to your business —knowing the damage they might do— mark corruption.
The additional bonus or appealing bribe you offer an NPC to trigger Sweeten the Deal has to be something concrete and tangible in the fiction —a Debt isn't immediate enough. Useful information, a briefcase of cash, luxury goods, or other "sweeteners" are all acceptable, provided the target actually wants them. That said, these are cherries on top of your deal; you still have to have leverage to persuade them, and you still have to seduce them, threaten them, or make a promise.
When you mark a corruption to trigger On the Shit List, you pass the word to every other imp in the city that your target needs a lesson —they will continue to make the target's life miserable until you call it off. You can't keep your role in this community-wide project a secret; your target knows you were the one who declared them an enemy of your people, and they may attempt to force you to retract your position. Of course, it's hard to retract something if you're dead…
Notes on Advances
If you take get The Devil Inside, you gain the move from the Tainted playbook (page 156); work with the MC to explain how you gained access to a fuller demonic form and choose options from the demon form feature to reflect the new form you can summon. On a miss, you can take 2-harm (ap) instead of giving your patron a Debt —you work for yourself!
In addition to your Circle advancements and corruption advancements, you also have access to payouts through your schemes. Check out page 131 for more on those payouts and their effects.
[3column][col]
[f=h1][_=The Imp][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=1/2][/color][_bloodpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=0/2][/color][_heartpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=0/2][/color][_mindpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=1/2][/color][_spiritpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=0/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=0/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=0/2][/color] [_night_rating_pos=1/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=0/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=1/2][/color] [_power_rating_pos=0/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=0/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=0/2][/color] [_wild_rating_pos=1/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=1/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=1/1] [b]Business as Usual[/b] | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Weasel Words[/b] ([f=small]refuse to honor a Debt[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Imp[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Stubborn, resilient, scheming, free. The Imp is a demon who slipped the noose of fealty, seizing sovereignty that lasts only as long as they can keep it.[/i]
[i]Play the Imp if you want to forge your own future, scheming and plotting in the pursuit of a better life for you and yours.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Argent, Babar, Barnaby, Cash, Casper, Doyle, Eve, Gilly, Hamish, Isa, Jezebel, Jun, Lina, Mishka, Nat, Rory, Sabine, Sai, Taryn, Zachariah
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• flashy clothing, formal clothing, underdressed clothing, uniform clothing
• [b]Demeanor Options[/b]: beleaguered, charming, frenzied, shrewd
• [b]Starting Stats[/b] : Blood -1, Heart 1, Mind 1, Spirit 0
• [b]Starting Circles[/b] : Mortalis 0, Night 1, Power -1, Wild 1
• [b]Starting Status[/b]: Mortalis 0, Night 0, Power 0, Wild 1
• [b]Intro Questions[/b]:
• How did you escape your servitude?
• How long have you been in the city?
• Whom do you call family in the city?
• Whom do you turn to when you're in trouble?
• Whom did you scam that still holds a grudge?
• [b]Starting Gear[/b]:
• An upscale house or apartment, a car or utility van, a smartphone
• A sentimental gift from a family member
• A ritual object binding you to this realm (e.g. the first dollar spent at your business)
• [b]Starting Debts[/b]:
• Someone is a consistent patron or customer of your establishment, regularly relying on you for your services or assistance. They owe you 2 Debts.
• You offered someone work when no one else would give them the time of day. Ask them if it worked out in your favor. They owe you a Debt either way.
• You partner with someone on your schemes, both of you profiting in equal measure. You owe each other 2 Debts.
• [b]Let It Out Abilities[/b]:
• sniff out a secret stash, even when expertly concealed or hidden
• infiltrate a hostile area by appearing unworthy of concern
• teleport into your establishment from any distance or position
• inflict 4-harm (ap) on a vulnerable target who underestimates you[/spoiler]
[f=h2]Imp Moves (You get Business as Usual, and choose two more)[/f]
• [_=1/1] [b]Business as Usual[/b]: When time passes —or at the start of the game— roll with [b]Mind[/b].
• On a hit, your usual operations generate a new scheme or provide an opportunity to advance one of your existing schemes, your choice.
• On a 10+, you also pick 1:
• A loyal customer reveals the secrets of a powerful NPC, your choice
• An NPC who owes you a Debt shows up to make good on their obligation
• A Status-3 NPC of your Circle offers you a Debt for your services
• On a miss, a family member or close friend drags you into a scheme you'd rather have avoided; generate a new scheme with three complications, and the MC will tell you what terrible fate could befall your ally should you fail to deliver.
• [_=0/1] [b]Measure Your Mark[/b]: When you [b]figure someone out[/b], add the following questions to the list:
• What pressing need do you have that I might be able to address?
• What's the most valuable thing you'd offer for sale?
On a miss, ask 1 from this list, but you come off as suspicious or sleazy, your choice.
• [_=0/1] [b]Friends in Low Places[/b]: When you get a hit while [b]putting a face to a name[/b] with a Status-3 NPC, also name a low-level minion or assistant who works for them and describe how this underling recently came to owe you a Debt.
• [_=0/1] [b]I'm a Fucking Demon[/b]: Ignore all harm the first time someone —or something— inflicts at least 2-harm upon you in a scene. At the end of each scene, clear your Faint harm box.
• [_=0/1] [b]Weasel Words[/b]: When you [b]refuse to honor a Debt[/b] by fast-talking your way out of the obligation, roll with [b]Mind[/b] instead of the difference in Status.
• On a hit —in addition to the normal effects— mark your creditor's Circle as though you had honored the Debt.
[f=h2]Your Establishment[/f]
You once served a powerful demon, but you seized upon a loophole in your contracted fealty and won your freedom. Now you cater to supernatural clientele from all four Circles, securing your place in this world… for now. By default, your establishment has a permanent location, a small but loyal staff, and many regular customers.
• [b]Choose two services you offer[/b]:
• [_=0/1] Transporting and selling otherworldly creatures
• [_=0/1] Appraising and auctioning magical relics and artifacts
• [_=0/1] Creating forgeries, disguises, and stolen identities
• [_=0/1] Providing news, gossip, and rumor to the city at large
• [_=0/1] Operating a gathering place; name the relevant Circle
• [b]Choose two investments you've made over the years[/b]:
• [_=0/1] A skilled bodyguard dedicated solely to your security
• [_=0/1] An expansive, expert staff appropriate to your services
• [_=0/1] A secure venue, impenetrable by intruders and thieves
• [_=0/1] A magical dead zone secured by wards and ritual
• [_=0/1] A Status-3 regular in another Circle; take three Debts on them
• [b]Choose two problems that plague your business[/b]:
• [_=0/1] A dangerous competitor edging in on your market
• [_=0/1] A hard-to-move acquisition attracting unwanted attention
• [_=0/1] A besmirched reputation complicating any new deals
• [_=0/1] A demonic ex-liege seeking your immediate return
• [_=0/1] A severe state of disrepair endangering your staff
[f=h2]Your Schemes[/f]
Schemes are risky deals and shady cons designed to expand your business. When you generate a scheme, choose a primary Circle, one of your services, and two complications —the MC will tell you what opportunity you've seized upon. When you accomplish a scheme, select two boons and a payout; the MC will detail how they arrive. Generate a scheme whenever a boon or a move tells you to generate a new scheme.
• [b]Complications[/b]:
• you promised someone involved something you don't yet have
• you require an unreliable or untrustworthy co-conspirator
• you must fool or deceive a powerful and dangerous NPC
• you need to steal something from a secure location
• you need to wait for a predetermined time or event
• you have attracted the attention of dangerous opposition
• [b]boons[/b]:
• attract new business; generate a new scheme
• pay down your debts; cancel a Debt you owe
• throw your weight around; take a Debt on an NPC
• grow your reputation; mark a Circle affected by the deal
• [b]Payouts[/b]:
• Available at the start of play:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] hire [b]Fiendish Underlings[/b]
• [_=0/1] acquire an [b]arsenal[/b]
• [_=0/1] secure a new investment
• [_=0/1] secure a new investment
• [_=0/1] resolve a problem
• After 4+ payouts:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 Status (max+2)
• [_=0/1] acquire a [b]legendary weapon[/b]
• [_=0/1] acquire a [b]sanctum[/b]
• [_=0/1] get 2 new [b]let it out[/b] abilities
• [_=0/1] retire your character to safety
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, promise to get them something they want without asking for anything in return; give them a Debt and take +1 ongoing to getting what you've promised them.
[f=h2]End Move[/f]
When you die, one of your schemes comes to fruition, but someone else reaps the rewards. Choose someone to benefit from the plans you put in motion; select a payout for them.
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you make a deal that endangers your family, friends, or community, mark corruption.
• [_=0/1] [b]This Is How I Win[/b]: When you [b]put out the word[/b] to your Circle that you need something, mark corruption to take a 10+ instead of rolling. Mark corruption again to have a lackey handle the deal; make an additional, different city move while they get it done.
• [_=0/1] [b]Dirty Money[/b]: When you complete a scheme, mark corruption to take all four boons instead of just two.
• [_=0/1] [b]Sweeten the Deal[/b]: When you [b]persuade an NPC[/b] by offering an additional bonus or appealing bribe, mark corruption to take a 10+ instead of rolling.
• [_=0/1] [b]On the Shit List[/b]: Mark corruption to declare someone an enemy of your people; others of your kind will gaslight, antagonize, or worse. Until you say otherwise, advance [b]mislead, distract, or trick[/b] for anyone targeting them; they also take -1 ongoing during each faction turn.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] a new Imp move
• [_=0/1] a move from another playbook
• [_=0/1] a move from another playbook
• [_=0/1] change your Circle
• [_=0/1] change your Circle
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] obtain Circle Status-2
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] get [i]The Devil Inside[/i]
• [_=0/1] change to a new playbook
[spoiler="Details"][f=h2]Details[/f]
Not all demons serve the old masters. Some —known as imps— have stolen their freedom through tricks and loopholes and now juggle their scams and schemes in pursuit of a better life. There are some advantages to being underestimated.
[f=h3]A Deal, Straight Up[/f]
You know slavery and servitude, the sharp crack of the whip and the cruel sizzle of the brand. You have lived a whole life as the agent of another's will, a lowly servant to demonic principalities and diabolic feudal regimes. You dreamed of freedom, but it was an ephemeral wish, a desire that knew no outlet for there was no hope for someone like you.
And then… a miracle.
You discovered a loophole, an error, an opportunity, something you could twist and turn to escape the certainty of bondage and the yoke of servility. Perhaps it was an assignment from your masters you could extend without end; maybe it was a deal you struck that somehow superseded their hold on you. Whatever you found, it was enough to escape that life and build a new one: the life of an imp, a demon that serves no master but their own will.
Your sovereignty, however, is conditional. It relies on you continuing to exploit that loophole or maintain that deal. Even as you've found a community —fellow imps, trusted friends, lovers and family— you've known the truth: you have exchanged the servitude you hated for a beast that is never satisfied. You must always feed it; if it dies, so too does your self-governance and freedom.
Even worse, your community has come to count on your services. They expect you to shelter them from the storm or help them find what they need. You take a piece for yourself sometimes, but you sometimes worry that there will not be enough left for you when everyone else takes their piece. The temptation to turn your back on them —to seize what's yours after serving others for so long— is almost too great sometimes. Why shouldn't you look out for you first and foremost… and always? Will those you helped be there for you if your schemes fail and your old masters come calling?
You know there's a balance to be struck, a way to plot an even course through the nightly hum of the city's secret markets, but you find yourself dreaming of a new freedom —a retirement perhaps. For as good as this life can be, maybe there's something like true freedom outside of everything you've built…
[f=h3]Moves Advice[/f]
Your [b]schemes[/b] are covered in full under the schemes feature on the previous spread (page 130) —including what it means to generate a scheme— but [b]Business as Usual[/b] assumes you're operating your establishment as normal; if something has interfered with your operations, the move doesn't trigger. If an [b]NPC shows up to make good[/b], they show up with something —or having done something— that clears their Debt to you; if a [b]Status-3 NPC offers a Debt for your services[/b], you get the Debt as soon you finishing doing whatever it is they need.
If you miss while [b]figuring someone out[/b] using [b]Measure Your Mark[/b], the choice between coming off as [b]suspicious[/b] or [b]sleazy[/b] reflects their perception of your reputation and intent. [b]Suspicious[/b] means they think you are up to something [i]right now[/i], but their broader opinion of you remains unchanged; [b]sleazy[/b] means they come to think of you as a generally unpleasant and dislikable person as a result of this interaction, but don't think too much about your immediate requests or plans. Either way, the MC still makes a move in addition to whatever you have chosen, perhaps even drawing upon your choice!
For [b]Friends in Low Places[/b], you can choose an existing NPC who could believably work for the Status-3 NPC or create an entirely new NPC on the spot. Either way, you don't get to [b]put a face to a name[/b] with them; you already know that you know them, and that they owe you a Debt.
You don't get to choose which attack [b]I'm a Fucking Demon[/b] cancels —it's always the first attack in a scene that inflicts 2-harm or more. That said, the move can trigger once in each scene; if you get in a fight in one scene, then get dragged into a different fight in the next scene, you can ignore all harm from two different attacks. Injuries caused by environmental effects or attacks with unclear origins, like a car crash or a bomb, are also covered by the move.
In order to trigger [b]Weasel Words[/b], you've got to offer an explanation for why you can't honor the Debt that has a reasonable chance of bamboozling your creditor. You might, for example, claim that the favor is too great based on how much it will cost you to perform —"I'd love to do that for you, but look at what its going to cost me!"— or pivot to a different set of actions the creditor could take to get the same thing and still keep you in their Debt —"It's way cheaper to just go down there and ask for it yourself!"
[f=h3]Notes on Your Establishment[/f]
Your [b]establishment[/b] is more than just a place of business; it's a metaphysical key to your continued freedom, a crucial part of the loophole you seized upon to get out from under the thumb of your master. As long as your [b]establishment[/b] is running, you're free to do as you please; if it were to ever fail, the people you escaped might once again have a claim to their ownership of you and your services.
But your establishment's location isn't what's most important; it's a business, after all. You've got a staff and customers, regular services, and investments you've made over the years. In fact, your central area of operations may be little more than a warehouse in which you store contraband and take orders. As long as you're operating, providing services and taking payments, you're secure. You might be up to your eyeballs in problems, but so long as your [b]establishment[/b] is running you've left behind the servitude that once defined you.
That said, you don't have to keep track of the books or payments owed to you. Instead, use [b]Business as Usual[/b] (page 132) to check in on the business when you first start playing, and then again after each faction turn. So long as your [b]establishment[/b] is running as normal, you can get Debts, secrets, and opportunities, all by handling your day-to-day operations.
Your investments —the advantages you've carefully built up over the years— and problems are important aspects of your establishment's fictional position. If you chose [b]a skilled bodyguard[/b], they are always on-hand when anyone tries to rough you up; if you chose [b]a magical dead zone[/b], even other PCs can't fire off spells inside your place of business. At the same time, the troubles that haunt you are going to show up repeatedly. If you chose [b]a demonic ex-liege seeking your immediate return[/b], then the demon in question is likely a Status-3 NPC who lives in the city and regularly sends goons to mess with you in the hopes of disrupting your usual operations.
You can secure new investments (and run into new troubles) as the story progresses, but don't forget your schemes —the deals you handle outside of your usual operations— can also improve your [b]establishment[/b]. If you [b]secure a new investment[/b], pick a new one from the list provided or work with your MC to outline something similar; if you resolve a trouble, then cross off one of the troubles you selected at character creation, and know it will no longer trouble you!
[f=h3]Notes on Your Schemes[/f]
Starting a [b]scheme[/b] means you've found an opportunity which might yield a payout: choose a Circle as a focus, the service you're providing, and two of the complications that have already arisen —the MC gives you the details of the deal. For example, if you choose Power, [b]selling magical relics and artifacts[/b], [b]you must fool or deceive a powerful and dangerous NPC[/b] and [b]you require an unreliable or untrustworthy co-conspirator[/b], the MC might tell you "a Status-3 wizard has hired you to broker the sale of an ancient artifact, but requires you to work closely with his untrustworthy enforcer to deceive the appraiser of its true value" or "a vampire is in need of a rare magical component, one which you can only procure from an unreliable oracle who is currently in hiding from a relentless inquisitor loyal to Power."
The complications might be the sole focus of the scheme —like the unreliable dealer— or they might be mere obstacles to the final goal —like the untrustworthy enforcer— but they are a permanent feature of the deal. If you [b]attract the attention of dangerous opposition[/b], that opposition will persist until you complete the [b]scheme[/b] (or utterly destroy the opposing force); if you require an unreliable co-conspirator, the person the MC describes at the start of the [b]scheme[/b] is crucial to the scheme's function throughout.
You don't have to pursue a scheme you've started, especially if things get messy, but you might have to explain to whoever is involved —your client, a fellow con artist, etc.— why you've decided to abandon your plans and pursue other opportunities.
Finishing a scheme nets you boons and a payout. The former allows you to start new schemes, take or cancel Debts, and grow your reputation; the latter unlocks unique and powerful advancements. In addition to getting new assets (and resolving troubles) for your establishment, you can use payouts to obtain other playbook's features or abilities, like an [b]arsenal[/b] (The Hunter), a [b]legendary weapon[/b] (The Sworn), a [b]sanctum[/b] (The Wizard), or [b]let it out[/b] abilities. Payouts arrive without strings; you don't owe anyone for them and there are no extra requirements for using them. Work with your MC to describe and detail them as needed, especially when gaining new [b]let it out[/b] abilities!
Note that you can only [b]retire to safety[/b] through a payout; if you want to get out of the game for good, you're going to have to do one last job…
[f=h3]Notes on Intimacy[/f]
You can ask your partner what they want most from you, but ultimately what you offer to get for them is up to you. As long it's something they broadly want —and you give them a Debt— you get the +1 ongoing. If you deliver, the Debt you gave them is resolved; if they already spent it, they now owe you a Debt.
[f=h3]Notes on End Move[/f]
You get to pick which scheme resolves, who the scheme benefits, and what payout they get —even payouts from the second list if you have secured four or more payouts before you die. It's possible that you could help someone [i]retire to safety[/i] who otherwise wouldn't be able to do so, like the Hunter.
[f=h3]Notes on Corruption[/f]
Your corruption trigger forces you to mark corruption whenever your deals put your loved ones or community in danger. Sometimes that's obvious, like agreeing to give the location of a friend to someone who means them harm, but the trigger is broad: if you arrange for a whole nest of demons to move into the building next to your business —knowing the damage they might do— mark corruption.
The additional bonus or appealing bribe you offer an NPC to trigger [b]Sweeten the Deal[/b] has to be something concrete and tangible in the fiction —a Debt isn't immediate enough. Useful information, a briefcase of cash, luxury goods, or other "sweeteners" are all acceptable, provided the target actually wants them. That said, these are cherries on top of your deal; you still have to have leverage to [b]persuade[/b] them, and you still have to seduce them, threaten them, or make a promise.
When you mark a corruption to trigger [b]On the Shit List[/b], you pass the word to every other imp in the city that your target needs a lesson —they will continue to make the target's life miserable until you call it off. You can't keep your role in this community-wide project a secret; your target knows you were the one who declared them an enemy of your people, and they may attempt to force you to retract your position. Of course, it's hard to retract something if you're dead…
[f=h3]Notes on Advances[/f]
If you take [i]get The Devil Inside[/i], you gain the move from the Tainted playbook (page 156); work with the MC to explain how you gained access to a fuller demonic form and choose options from the [b]demon form[/b] feature to reflect the new form you can summon. On a miss, you can take 2-harm (ap) instead of giving your patron a Debt —you work for yourself!
In addition to your Circle advancements and corruption advancements, you also have access to payouts through your [b]schemes[/b]. Check out page 131 for more on those payouts and their effects.[/spoiler]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Oracle
[ +- ] Description and Character Creation
Description Prophetic, blessed, cursed, intense. The Oracle is a seer and psychic gifted with sight beyond sight. Yet no matter how terrible their visions become… they cannot look away.
Play the Oracle if you want to bear the burdens of a wondrous and terrible gift, fighting a future only you can see clearly.
Character Creation
• Name:
• Daniel, Dodona, Elijah, George, Hala, Humphrey, Joaquin, Joel, Jonathon, Kami,Khan,Malachi, Maria, Martha, Maximus, Olivia, Penelope, Pythia, Saira, Sonam
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• casual clothing, colorful clothing, dirty clothing, revealing clothing
• Demeanor Options: distant, manipulative, paranoid, soothing
• Starting Stats : Blood 0, Heart -1, Mind 1, Spirit 1
• Starting Circles : Mortalis 1, Night -1, Power 1, Wild 0
• Starting Status: Mortalis 0, Night 0, Power 1, Wild 0
• Intro Questions:
• How old were you when your visions began?
• How long have you been in the city?
• How did you originally convince your benefactor to trust you and your visions?
• Who seeks to sway you from your service?
• What signs hint your prophecy grows near?
• Starting Gear:
• Everything provided by your benefactor
• and two sets of prophetic tools:
• Divining objects (i.e. tarot deck, crystal ball, set of runes, etc.)
• Ritual instruments (i.e. an athame, a pentacle, etc.)
• Rare tomes and grimoires (i.e. lost scrolls, secret books, etc.)
• Starting Debts:
• Someone helps decipher your visions with unique insights. You owe them 2 Debts.
• You had a dark vision about someone, but gave bad guidance. You owe them a Debt.
• Someone interfered with your destiny. They owe you a Debt. Tell them if you've forgiven them —they owe you another Debt if you still hold a grudge for their actions.
• Let It Out Abilities:
• uncover the essential truth of a thing or person in your presence
• twist the strands of fate to help or hinder an NPC in your presence
• frighten or impress someone with knowledge of their past
• channel a powerful prophecy from beyond concerning a present character
Oracle Moves (Choose two:)
• Psychometry: When you examine an interesting object, roll with Spirit.
• On a hit, ask the MC questions from the list below. On a 10+, ask 3. On a 7-9, ask 1:
• what is the history of this object?
• what bans, wards, or limits are attached to this object?
• where does this object belong?
• what secrets or mysteries has this object been privy to?
• what strong emotions have most recently been near this object?
• On a miss, ask 1, but the answers you get overwhelm you; take -1 ongoing for the scene.
• Skim the Surface: When you touch someone and attempt to read their surface thoughts, roll with Spirit.
• On a hit, ask their player questions from the list below. On a 10+, ask 3. On a 7-9, ask 1:
• what are you thinking about right now?
• who or what are you protecting?
• what secrets are you currently keeping?
• what is your hidden pain?
• On a miss, you inflict 1-harm (ap) on them and yourself.
• Dual Loyalty: You are known as an ally to the mortal world; take Mortalis as a second Circle. You can earn up to Status-2 in Mortalis and —assuming you have at least Status-1— make one additional city move each faction turn using your new Status. When time passes, the MC will tell you what mortal trouble lands on your doorstep, looking to you for help…
• Soothsayer: When you turn to your prophetic tools to read someone's future, roll with Spirit.
• On a hit, the MC will tell you something new and interesting about their destiny.
• On a 10+, you may ask a followup question; the MC will answer honestly.
• On a miss, you see vague shapes of what is to come, but something is obscuring your prophetic powers; the future you tried to read is beyond your sight until you resolve the interference.
• Foresight: Advance keep your cool for any or all characters you choose in your presence, including yourself.
Your Benefactor
You have a benefactor, a powerful NPC whose fate is intertwined with your own; you came into their service as a result of your prophetic visions, but they now demand more and more from you and your powers.
Name their Circle —Mortalis, Night, Power, or Wild— and choose the prophecy that binds you together, two strengths, and two flaws:
• Name:
• Circle:
• Your Prophecy:
• they alone can guide you to the mystical answers you seek
• they alone can protect you from a dark fate you have foreseen
• they alone can destroy a uniquely evil foe within their own Circle
• they alone must play a critical role in the war against a coming darkness
• Strengths
• they are a Status-3 member of their Circle
• they speak truthfully and honor their word
• they wield significant supernatural power
• their minions are disciplined and loyal
• Flaws
• they are terrifyingly violent and cruel
• they have defenses against your sight
• they are at war with powerful enemies
• they are madly in love with you
Ask the MC what life your benefactor has provided for you after you make your choices. Their continued largesse depends on how well you serve their interests.
• Looking for Help: When you go to your benefactor for help or resources, roll with your Status.
• On a hit, they get you what you need, provided you offer prophetic insight into a problem they have right now.
• On a 10+, the support they give is exceptionally useful.
• On a miss, they reveal you overlooked something that greatly injured their Status; they are determined to remind you of their power over you before they even consider your request.
Foretellings
Before each faction turn —or at the start of the game— roll with Spirit.
• On a hit, pick one of the options below; after the faction turn, the MC will tell you what your prophetic tools have revealed:
• fate has provided an opportunity to fulfill your role for your benefactor; the MC will tell you how to seize it
• an ally has come to own an item that might reveal more about your prophecy; the MC will tell you where they keep it
• a coming tragedy might allow you to escape or alter your prophesized path; the MC will tell you who will suffer if you allow it to occur
• On a 7-9, you must also choose one:
• a threat is closing in; the MC will tell you why it stalks you or your benefactor
• an ally is plotting a betrayal; the MC will tell you when the hammer will fall
• a death lurks in the shadows; the MC will tell you how you can avoid it
• On a miss, you instead receive a terrifying premonition about the prophecy that binds you to your benefactor; take -1 ongoing to efforts you make to stop it from coming to pass.
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, you gain a specific and clear vision about that person's future. Mark corruption to ask the MC up to two followup questions; they must answer honestly.
End Move
When you die or retire your character, choose a PC; the MC will tell you a dark fate you foresee for them. If you issue a warning, they take +1 ongoing to avoid it; if you don't, they take -1 ongoing instead.
Corruption
• Trigger: When you offer a false prophecy —or lie about the details of a true one— mark corruption.
• Empath: When you figure someone out, skim the surface, or use psychometry, mark corruption to ask any questions you'd like, not limited to the lists.
• I, All-Seeing: Mark corruption and suffer 1-harm (ap) to have a vision about the situation at hand. Ask the MC a question; they will answer it honestly. Take +1 ongoing to act on the information provided.
• Dark Fate: Mark corruption to curse a city faction with terrible luck; they take -1 ongoing in the next faction turn. Mark corruption again to obscure your role or ensure the curse lasts for a long time.
• Eyes That Burrow: Mark corruption to lock eyes with someone and force them to be still for as long as you maintain the gaze. Mark corruption again to make them forget the experience.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• a new Oracle move
• a new Oracle move
• a move from another playbook
• a move from another playbook
• change your Circle
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• obtain Circle Status-2
• get a sanctum
• advance 3 basic moves
• advance 3 basic moves
• change to a new playbook
• retire your character to safety
[ +- ] Details
Details
The future is always in motion, like a great river dragging us all to our inevitable ends. There are some who can raise themselves above the surface to see what awaits us, looking into a future both unclear and terrifying. These oracles are blessed with the sight… and cursed by what they see.
The Road Ahead
The true curse of prophecy is not simply knowing what the future will hold and watching it unfold despite your best efforts to forestall what you have seen; the worst part about sight beyond sight is that people seem so eager to hear the truths only you see, right up until the moment you tell them. Only then, when things are laid bare and the future (or past) is revealed, do they rediscover their skepticism, turning their back on you because you gave them an answer they didn't want to hear.
Yet, you know at least one person who truly believes in you and your visions, even when the news you deliver is dire —your benefactor. While others might dismiss your prophetic gifts or disregard the truths you offer, your benefactor understands your insight… and your value. They have offered you a place to stay, protection from your enemies, and a measure of purpose, provided you continue to lend your sight to their efforts.
While such an offer of patronage is a welcome gift to anyone scraping out a life in the city, you know fate is the one who brought you two together. You have seen what is to come —and what still yet may be changed— and you know your benefactor has an important role to play. Perhaps it is they alone who can protect you from a terrible loss or maybe they need your help to stand against a frightening foe no one has seen coming. Either way, your service is about much more than security.
As the clock ticks down —the fate that lies ahead of the two of you growing ever closer— you know the truth alone may not be enough. You've seen the power of a lie, a fib, an edit to what you've seen that pushes people to productive action. A man who learns to value what he already has because an oracle told him he will lose it all still benefits from his new perspective on life, even if you had to lie a bit to convince him that he was on the verge of losing what he had. He is changed just the same, isn't he?
But you know the truth is the most fragile of gifts, and you fear that your sight may slip away from you as you spin pretty little lies, no matter how effective they are at forging the future. You know that above all else —above your benefactor, above your prophecies, above your safety— the truth rules all. It cannot be fought, for it is what is and what will be…
Moves Advice
You can always use your let it out abilities, especially uncover the essential truth of a thing or person in your presence to learn more information via your psychic powers, but both Psychometry and Skim the Surface allow you to ask a particular set of questions at a much lower cost. If someone is actively resisting you touching them, however, triggering Skim the Surface may require you to mislead, distract, or trick your target into accepting your touch or keep your cool to get close enough to them.
Taking Dual Loyalty means you have some sort of "ordinary" identity in the mortal world in which you deal with mortal problems, like a storefront psychic or a private eye, to the point that members of Mortalis view you as one of their own, despite your concurrent membership in another Circle. When someone targets you with a move that relies on your Circle —like lend a hand or get in the way— you get to decide which Circle is more relevant in the moment.
The extra city move you get with Dual Loyalty —once you obtain Mortalis Status-1— each faction turn must rely on that Status, such as putting out the word or marshaling forces within that community. That said, some mortal trouble always arrives on your doorstep after the faction turn, a cost of splitting yourself between both Circles. Be wary of ignoring these pleas for help; if you don't regularly tend to those requests, you may break the trust of Mortalis as a whole, losing your Status in that community… and possibly even your standing in their Circle.
If you roll a miss on Soothsayer, the interference the MC describes is more than a temporary annoyance. Something —or someone— is blocking your ability to see anything more about that particular person's future; you cannot trigger any other move (or ask any other question) that might reveal more about that character's fate until you resolve whatever is interfering with your sight. You can, however, make moves that might reveal the source of the interference or how to resolve it, including hitting the streets to get some advice on the case.
You get to choose which characters in the scene get to use the advanced version of keep your cool (page 188) as a result of Foresight; in the fiction, it's assumed you're cluing them in to what's about to happen in the scene just before it happens.
Notes on Your Benefactor
Your benefactor is always socially and politically important, at least Status-2, if not higher. Serving a benefactor outside of Power doesn't change your Circle —although such divided loyalties might eventually create problems for you— nor does it grant you additional Status in your benefactor's Circle. You are linked, but the relationship is as personal as it is political —you are seen as working together, but that doesn't mean you have given up on everything else you care about in the city. Of course, there may be members of your Circle who trust you less, but they would be equally suspicious of someone who served a dangerous member of their own Circle.
Work with the MC at character creation to determine what information you have about your prophecy and how it brought you to your benefactor. Your visions may be quite vague —perhaps you know your benefactor will stand against an evil foe without knowing who exactly they will oppose— or you might have concrete details about specific elements like a coming darkness or a dark fate. As you play, you will discover new elements and fill in gaps; don't feel like you have to define everything!
Whatever you choose as your benefactor's strengths and flaws is completely true —a Status-3 benefactor isn't secretly Status-2— but whatever you don't choose is left up to the MC to determine and subject to change. A Status-2 benefactor might, as the result of the narrative, rise to Status-3 and lead a faction; a benefactor who isn't at war with powerful enemies might end up starting one as the story goes on.
If you miss while going to your benefactor for help or resources, your benefactor reveals that you overlooked something that cost them dearly, but that doesn't mean they necessarily want to hurt you or punish you. Instead it can mean that they attempt to reaffirm and codify your relationship before they are willing to consider your request.
The relationship between an Oracle and a benefactor is intentionally fraught; work with your MC to determine what level of conflict seems right to you. It's possible for a benefactor to be terrible and abusive, so it's important to lean on your safety tools (page 12) and communicate early and often about what kind of relationship feels fun. A kind and good benefactor who is deeply dedicated to you can be more interesting (and frustrating) than an abusive monster you can't escape.
Notes on Foretellings
Your foretellings are essentially an additional free city move (page 96); you make the move when the faction turn starts —picking one of the options from the list on a hit— and the MC tells you what you've learned when the faction turn ends, incorporating whatever happened in the faction turn into your visions. When you make the move at the start of the game, you get your vision right away, but the rest of your foretellings visions happen after time passes!
In each case, the option you choose determines the focus of your foretellings. Here are some notes on each option:
• If fate has provided an opportunity to fulfill your role for your benefactor, your foretellings reveal some information —either secret or yet to come to pass— which your benefactor would expect you to reveal as part of your role; it's up to you how you address the information, but remember that altering the details of a true vision forces you to mark corruption.
• If an ally has come to own an item that might reveal more about your prophecy, your foretellings reveal both the item and the ally, but the connection to the prophecy —the one which binds you to your benefactor— is unclear; you need to get your hands on the item to learn more, and you may possibly need help from a different ally or mentor to learn the full truth.
• If a coming tragedy might allow you to escape or alter your prophesized path, your foretellings reveal the tragedy in question to you in full; it can be avoided —if you intervene to stop it— but allowing it to occur provides you with a chance to change the future, either by altering who is involved or how the events will transpire.
On a weak hit, whatever you select is also included in the vision, but with far less certainty. If an ally is plotting a betrayal, the MC may not reveal which ally… only the moment of their betrayal. It's up to you to use whatever tools you have at your disposal —including your let it out abilities, playbook moves, and contacts— to learn more about what is to come.
On a miss, your foretellings only bind you more to the prophecy and your benefactor, revealing just how close you are to a tragic turn. The -1 ongoing you suffer applies to any roll you make intending to avert that future, including learning more about what lies ahead of you.
Notes on Intimacy
The MC supplies whatever vision you have about the person with whom you shared the moment of intimacy. They don't necessarily know that you've had a vision, but remember that you hit your corruption trigger if you intentionally withhold meaningful information you gained from any vision you've had.
Notes on End Move
Your end move isn't optional; when you die (or retire to safety!), you must pick another player character as the subject of your final vision. Any attempt to warn them —talking to them, sending a note, scrawling a message in your own blood— counts as issuing warning; they only take the -1 ongoing if you intentionally withhold what you know.
Notes on Corruption
Your corruption trigger forces you to mark corruption whenever you shirk —or outright betray— your duty as a truthteller. Completely fabricating a prophecy is an obvious falsehood, but you also mark corruption if you omit essential details or offer intentionally incomplete information.
Asking any question using Empath includes "are you telling the truth about ˍˍˍˍˍˍˍˍ?" The answer is always from the perspective of the object or person you're asking.
You can always use I, All-Seeing, even when you're bound, gagged, or otherwise incapacitated, provided you mark the corruption and suffer the harm. The +1 ongoing lasts until whatever knowledge you gained is no longer useful to you.
The -1 ongoing you inflict with Dark Fate applies to all faction moves for the next faction turn; if you ensure the curse lasts, however, the penalty persists until the faction directly addresses it. If you don't obscure your role, they know you are responsible.
Eyes That Burrow stops working when something physically affects the target, i.e. if you shoot them, they are no longer mesmerized. Actions you take while maintaining eye contact are limited; you may have to keep your cool to accomplish anything complex. If you make them forget, they forget everything that happened while you maintained eye contact.
Notes on Advances
If you take get a sanctum, you gain all the benefits of the Wizard's sanctum feature and the Sanctum Sanctorum move (page 172). Remember to choose four resources (and two downsides) your sanctum includes, just as if you were starting play with the feature, and work with the MC to describe how you've acquired enough powerful enchantments, ancient tomes, or sacred artifacts you need to create a magical atelier of your very own.
[3column][col]
[f=h1][_=The Oracle][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=0/2][/color][_bloodpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=1/2][/color][_heartpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=0/2][/color][_mindpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=0/2][/color][_spiritpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=1/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=0/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=1/2][/color] [_night_rating_pos=0/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=0/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=0/2][/color] [_power_rating_pos=1/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=1/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=0/2][/color] [_wild_rating_pos=0/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=0/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=0/1] [b]Psychometry[/b] | [f=";display:none;"]2d6[/f][_$=+spirit]
[_=0/1] [b]Skim the Surface[/b] | [f=";display:none;"]2d6[/f][_$=+spirit]
[_=0/1] [b]Soothsayer[/b] | [f=";display:none;"]2d6[/f][_$=+spirit]
[_=1/1] [b]Looking for Help[/b] | [f=";display:none;"]2d6[/f][_$=+power_status]
[_=1/1] [b]Foretellings[/b] | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Oracle[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Prophetic, blessed, cursed, intense. The Oracle is a seer and psychic gifted with sight beyond sight. Yet no matter how terrible their visions become… they cannot look away.[/i]
[i]Play the Oracle if you want to bear the burdens of a wondrous and terrible gift, fighting a future only you can see clearly.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Daniel, Dodona, Elijah, George, Hala, Humphrey, Joaquin, Joel, Jonathon, Kami,Khan,Malachi, Maria, Martha, Maximus, Olivia, Penelope, Pythia, Saira, Sonam
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• casual clothing, colorful clothing, dirty clothing, revealing clothing
• [b]Demeanor Options[/b]: distant, manipulative, paranoid, soothing
• [b]Starting Stats[/b] : Blood 0, Heart -1, Mind 1, Spirit 1
• [b]Starting Circles[/b] : Mortalis 1, Night -1, Power 1, Wild 0
• [b]Starting Status[/b]: Mortalis 0, Night 0, Power 1, Wild 0
• [b]Intro Questions[/b]:
• How old were you when your visions began?
• How long have you been in the city?
• How did you originally convince your benefactor to trust you and your visions?
• Who seeks to sway you from your service?
• What signs hint your prophecy grows near?
• [b]Starting Gear[/b]:
• Everything provided by your benefactor
• and two sets of prophetic tools:
• [_=0/1] Divining objects (i.e. tarot deck, crystal ball, set of runes, etc.)
• [_=0/1] Ritual instruments (i.e. an athame, a pentacle, etc.)
• [_=0/1] Rare tomes and grimoires (i.e. lost scrolls, secret books, etc.)
• [b]Starting Debts[/b]:
• Someone helps decipher your visions with unique insights. You owe them 2 Debts.
• You had a dark vision about someone, but gave bad guidance. You owe them a Debt.
• Someone interfered with your destiny. They owe you a Debt. Tell them if you've forgiven them —they owe you another Debt if you still hold a grudge for their actions.
• [b]Let It Out Abilities[/b]:
• uncover the essential truth of a thing or person in your presence
• twist the strands of fate to help or hinder an NPC in your presence
• frighten or impress someone with knowledge of their past
• channel a powerful prophecy from beyond concerning a present character[/spoiler]
[f=h2]Oracle Moves (Choose two:)[/f]
• [_=0/1] [b]Psychometry[/b]: When you examine an interesting object, roll with [b]Spirit[/b].
• On a hit, ask the MC questions from the list below. On a 10+, ask 3. On a 7-9, ask 1:
• what is the history of this object?
• what bans, wards, or limits are attached to this object?
• where does this object belong?
• what secrets or mysteries has this object been privy to?
• what strong emotions have most recently been near this object?
• On a miss, ask 1, but the answers you get overwhelm you; take -1 ongoing for the scene.
• [_=0/1] [b]Skim the Surface[/b]: When you touch someone and attempt to read their surface thoughts, roll with [b]Spirit[/b].
• On a hit, ask their player questions from the list below. On a 10+, ask 3. On a 7-9, ask 1:
• what are you thinking about right now?
• who or what are you protecting?
• what secrets are you currently keeping?
• what is your hidden pain?
• On a miss, you inflict 1-harm (ap) on them and yourself.
• [_=0/1] [b]Dual Loyalty[/b]: You are known as an ally to the mortal world; take Mortalis as a second Circle. You can earn up to Status-2 in Mortalis and —assuming you have at least Status-1— make one additional city move each faction turn using your new Status. When time passes, the MC will tell you what mortal trouble lands on your doorstep, looking to you for help…
• [_=0/1] [b]Soothsayer[/b]: When you turn to your prophetic tools to read someone's future, roll with [b]Spirit[/b].
• On a hit, the MC will tell you something new and interesting about their destiny.
• On a 10+, you may ask a followup question; the MC will answer honestly.
• On a miss, you see vague shapes of what is to come, but something is obscuring your prophetic powers; the future you tried to read is beyond your sight until you resolve the interference.
• [_=0/1] [b]Foresight[/b]: Advance [b]keep your cool[/b] for any or all characters you choose in your presence, including yourself.
[f=h2]Your Benefactor[/f]
You have a benefactor, a powerful NPC whose fate is intertwined with your own; you came into their service as a result of your prophetic visions, but they now demand more and more from you and your powers.
Name their Circle —Mortalis, Night, Power, or Wild— and choose the prophecy that binds you together, two strengths, and two flaws:
• [b]Name[/b]:
• [b]Circle[/b]:
• [b]Your Prophecy:[/b]
• [_=0/1] they alone can guide you to the mystical answers you seek
• [_=0/1] they alone can protect you from a dark fate you have foreseen
• [_=0/1] they alone can destroy a uniquely evil foe within their own Circle
• [_=0/1] they alone must play a critical role in the war against a coming darkness
• [b]Strengths[/b]
• [_=0/1] they are a Status-3 member of their Circle
• [_=0/1] they speak truthfully and honor their word
• [_=0/1] they wield significant supernatural power
• [_=0/1] their minions are disciplined and loyal
• [b]Flaws[/b]
• [_=0/1] they are terrifyingly violent and cruel
• [_=0/1] they have defenses against your sight
• [_=0/1] they are at war with powerful enemies
• [_=0/1] they are madly in love with you
Ask the MC what life your benefactor has provided for you after you make your choices. Their continued largesse depends on how well you serve their interests.
• [_=1/1] [b]Looking for Help[/b]: When you go to your benefactor for help or resources, roll with your [b]Status[/b].
• On a hit, they get you what you need, provided you offer prophetic insight into a problem they have right now.
• On a 10+, the support they give is exceptionally useful.
• On a miss, they reveal you overlooked something that greatly injured their Status; they are determined to remind you of their power over you before they even consider your request.
[f=h2]Foretellings[/f]
Before each faction turn —or at the start of the game— roll with [b]Spirit[/b].
• On a hit, pick one of the options below; after the faction turn, the MC will tell you what your prophetic tools have revealed:
• fate has provided an opportunity to fulfill your role for your benefactor; the MC will tell you how to seize it
• an ally has come to own an item that might reveal more about your prophecy; the MC will tell you where they keep it
• a coming tragedy might allow you to escape or alter your prophesized path; the MC will tell you who will suffer if you allow it to occur
• On a 7-9, you must also choose one:
• a threat is closing in; the MC will tell you why it stalks you or your benefactor
• an ally is plotting a betrayal; the MC will tell you when the hammer will fall
• a death lurks in the shadows; the MC will tell you how you can avoid it
• On a miss, you instead receive a terrifying premonition about the prophecy that binds you to your benefactor; take -1 ongoing to efforts you make to stop it from coming to pass.
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, you gain a specific and clear vision about that person's future. Mark corruption to ask the MC up to two followup questions; they must answer honestly.
[f=h2]End Move[/f]
When you die or retire your character, choose a PC; the MC will tell you a dark fate you foresee for them. If you issue a warning, they take +1 ongoing to avoid it; if you don't, they take -1 ongoing instead.
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you offer a false prophecy —or lie about the details of a true one— mark corruption.
• [_=0/1] [b]Empath[/b]: When you [b]figure someone out[/b], [b]skim the surface[/b], or use [b]psychometry[/b], mark corruption to ask any questions you'd like, not limited to the lists.
• [_=0/1] [b]I, All-Seeing[/b]: Mark corruption and suffer 1-harm (ap) to have a vision about the situation at hand. Ask the MC a question; they will answer it honestly. Take +1 ongoing to act on the information provided.
• [_=0/1] [b]Dark Fate[/b]: Mark corruption to curse a city faction with terrible luck; they take -1 ongoing in the next faction turn. Mark corruption again to obscure your role or ensure the curse lasts for a long time.
• [_=0/1] [b]Eyes That Burrow[/b]: Mark corruption to lock eyes with someone and force them to be still for as long as you maintain the gaze. Mark corruption again to make them forget the experience.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] a new Oracle move
• [_=0/1] a new Oracle move
• [_=0/1] a move from another playbook
• [_=0/1] a move from another playbook
• [_=0/1] change your Circle
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] obtain Circle Status-2
• [_=0/1] get a [i]sanctum[/i]
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] change to a new playbook
• [_=0/1] retire your character to safety
[spoiler="Details"][f=h2]Details[/f]
The future is always in motion, like a great river dragging us all to our inevitable ends. There are some who can raise themselves above the surface to see what awaits us, looking into a future both unclear and terrifying. These oracles are blessed with the sight… and cursed by what they see.
[f=h3]The Road Ahead[/f]
The true curse of prophecy is not simply knowing what the future will hold and watching it unfold despite your best efforts to forestall what you have seen; the worst part about sight beyond sight is that people seem so eager to hear the truths only you see, right up until the moment you tell them. Only then, when things are laid bare and the future (or past) is revealed, do they rediscover their skepticism, turning their back on you because you [i]gave them an answer they didn't want to hear[/i].
Yet, you know at least one person who truly believes in you and your visions, even when the news you deliver is dire —your benefactor. While others might dismiss your prophetic gifts or disregard the truths you offer, your benefactor understands your insight… and your value. They have offered you a place to stay, protection from your enemies, and a measure of purpose, provided you continue to lend your sight to their efforts.
While such an offer of patronage is a welcome gift to anyone scraping out a life in the city, you know fate is the one who brought you two together. You have seen what is to come —and what still yet may be changed— and you know your benefactor has an important role to play. Perhaps it is they alone who can protect you from a terrible loss or maybe they need your help to stand against a frightening foe no one has seen coming. Either way, your service is about much more than security.
As the clock ticks down —the fate that lies ahead of the two of you growing ever closer— you know the truth alone may not be enough. You've seen the power of a lie, a fib, an edit to what you've seen that pushes people to productive action. A man who learns to value what he already has because an oracle told him he will lose it all still benefits from his new perspective on life, even if you had to lie a bit to convince him that he was on the verge of losing what he had. He is changed just the same, isn't he?
But you know the truth is the most fragile of gifts, and you fear that your sight may slip away from you as you spin pretty little lies, no matter how effective they are at forging the future. You know that above all else —above your benefactor, above your prophecies, above your safety— the truth rules all. It cannot be fought, for it is what is and what will be…
[f=h3]Moves Advice[/f]
You can always use your [b]let it out[/b] abilities, especially [b]uncover the essential truth of a thing or person in your presence[/b] to learn more information via your psychic powers, but both [b]Psychometry[/b] and [b]Skim the Surface[/b] allow you to ask a particular set of questions at a much lower cost. If someone is actively resisting you touching them, however, triggering [b]Skim the Surface[/b] may require you to [b]mislead, distract, or trick[/b] your target into accepting your touch or [b]keep your cool[/b] to get close enough to them.
Taking [b]Dual Loyalty[/b] means you have some sort of "ordinary" identity in the mortal world in which you deal with mortal problems, like a storefront psychic or a private eye, to the point that members of Mortalis view you as one of their own, despite your concurrent membership in another Circle. When someone targets you with a move that relies on your Circle —like [b]lend a hand or get in the way[/b]— you get to decide which Circle is more relevant in the moment.
The extra city move you get with [b]Dual Loyalty[/b] —once you obtain Mortalis Status-1— each faction turn must rely on that Status, such as [b]putting out the word[/b] or [b]marshaling forces[/b] within that community. That said, some mortal trouble always arrives on your doorstep after the faction turn, a cost of splitting yourself between both Circles. Be wary of ignoring these pleas for help; if you don't regularly tend to those requests, you may break the trust of Mortalis as a whole, losing your Status in that community… and possibly even your standing in their Circle.
If you roll a miss on [b]Soothsayer[/b], the interference the MC describes is more than a temporary annoyance. Something —or someone— is blocking your ability to see anything more about that particular person's future; you cannot trigger any other move (or ask any other question) that might reveal more about that character's fate until you resolve whatever is interfering with your sight. You can, however, make moves that might reveal the source of the interference or how to resolve it, including [b]hitting the streets[/b] to get some advice on the case.
You get to choose which characters in the scene get to use the advanced version of [b]keep your cool[/b] (page 188) as a result of [b]Foresight[/b]; in the fiction, it's assumed you're cluing them in to what's about to happen in the scene just before it happens.
[f=h3]Notes on Your Benefactor[/f]
Your [b]benefactor[/b] is always socially and politically important, at least Status-2, if not higher. Serving a benefactor outside of Power doesn't change your Circle —although such divided loyalties might eventually create problems for you— nor does it grant you additional Status in your benefactor's Circle. You are linked, but the relationship is as personal as it is political —you are seen as working together, but that doesn't mean you have given up on everything else you care about in the city. Of course, there may be members of your Circle who trust you less, but they would be equally suspicious of someone who served a dangerous member of their own Circle.
Work with the MC at character creation to determine what information you have about your prophecy and how it brought you to your benefactor. Your visions may be quite vague —perhaps you know your benefactor will stand against [b]an evil foe[/b] without knowing who exactly they will oppose— or you might have concrete details about specific elements like [b]a coming darkness[/b] or [b]a dark fate[/b]. As you play, you will discover new elements and fill in gaps; don't feel like you have to define everything!
Whatever you choose as your benefactor's strengths and flaws is completely true —a Status-3 benefactor isn't secretly Status-2— but whatever you don't choose is left up to the MC to determine and subject to change. A Status-2 benefactor might, as the result of the narrative, rise to Status-3 and lead a faction; a benefactor who isn't at war with powerful enemies might end up starting one as the story goes on.
If you miss while going to your benefactor for help or resources, your benefactor reveals that you overlooked something that cost them dearly, but that doesn't mean they necessarily want to hurt you or punish you. Instead it can mean that they attempt to reaffirm and codify your relationship before they are willing to consider your request.
The relationship between an Oracle and a benefactor is intentionally fraught; work with your MC to determine what level of conflict seems right to you. It's possible for a benefactor to be terrible and abusive, so it's important to lean on your safety tools (page 12) and communicate early and often about what kind of relationship feels fun. A kind and good benefactor who is deeply dedicated to you can be more interesting (and frustrating) than an abusive monster you can't escape.
[f=h3]Notes on Foretellings[/f]
Your [b]foretellings[/b] are essentially an additional free city move (page 96); you make the move when the faction turn starts —picking one of the options from the list on a hit— and the MC tells you what you've learned when the faction turn ends, incorporating whatever happened in the faction turn into your visions. When you make the move at the start of the game, you get your vision right away, but the rest of your foretellings visions happen after time passes!
In each case, the option you choose determines the focus of your foretellings. Here are some notes on each option:
• If [b]fate has provided an opportunity to fulfill your role for your benefactor[/b], your foretellings reveal some information —either secret or yet to come to pass— which your benefactor would expect you to reveal as part of your role; it's up to you how you address the information, but remember that altering the details of a true vision forces you to mark corruption.
• If [b]an ally has come to own an item that might reveal more about your prophecy[/b], your foretellings reveal both the item and the ally, but the connection to the prophecy —the one which binds you to your benefactor— is unclear; you need to get your hands on the item to learn more, and you may possibly need help from a different ally or mentor to learn the full truth.
• If [b]a coming tragedy might allow you to escape or alter your prophesized path[/b], your foretellings reveal the tragedy in question to you in full; it can be avoided —if you intervene to stop it— but allowing it to occur provides you with a chance to change the future, either by altering who is involved or how the events will transpire.
On a weak hit, whatever you select is also included in the vision, but with far less certainty. If [b]an ally is plotting a betrayal[/b], the MC may not reveal which ally… only the moment of their betrayal. It's up to you to use whatever tools you have at your disposal —including your [b]let it out[/b] abilities, playbook moves, and contacts— to learn more about what is to come.
On a miss, your foretellings only bind you more to the prophecy and your benefactor, revealing just how close you are to a tragic turn. The -1 ongoing you suffer applies to any roll you make intending to avert that future, including learning more about what lies ahead of you.
[f=h3]Notes on Intimacy[/f]
The MC supplies whatever vision you have about the person with whom you shared the moment of intimacy. They don't necessarily know that you've had a vision, but remember that you hit your corruption trigger if you intentionally withhold meaningful information you gained from any vision you've had.
[f=h3]Notes on End Move[/f]
Your end move isn't optional; when you die (or [i]retire to safety[/i]!), you [i]must[/i] pick another player character as the subject of your final vision. Any attempt to warn them —talking to them, sending a note, scrawling a message in your own blood— counts as issuing warning; they only take the -1 ongoing if you intentionally withhold what you know.
[f=h3]Notes on Corruption[/f]
Your corruption trigger forces you to mark corruption whenever you shirk —or outright betray— your duty as a truthteller. Completely fabricating a prophecy is an obvious falsehood, but you also mark corruption if you omit essential details or offer intentionally incomplete information.
Asking any question using [b]Empath[/b] includes "are you telling the truth about ˍˍˍˍˍˍˍˍ?" The answer is always from the perspective of the object or person you're asking.
You can always use [b]I, All-Seeing[/b], even when you're bound, gagged, or otherwise incapacitated, provided you mark the corruption and suffer the harm. The +1 ongoing lasts until whatever knowledge you gained is no longer useful to you.
The -1 ongoing you inflict with [b]Dark Fate[/b] applies to all faction moves for the next faction turn; if you ensure the curse lasts, however, the penalty persists until the faction directly addresses it. If you don't obscure your role, they know you are responsible.
[b]Eyes That Burrow[/b] stops working when something physically affects the target, i.e. if you shoot them, they are no longer mesmerized. Actions you take while maintaining eye contact are limited; you may have to [b]keep your cool[/b] to accomplish anything complex. If you make them forget, they forget everything that happened while you maintained eye contact.
[f=h3]Notes on Advances[/f]
If you take [i]get a sanctum[/i], you gain all the benefits of the Wizard's [b]sanctum[/b] feature and the [b]Sanctum Sanctorum[/b] move (page 172). Remember to choose four resources (and two downsides) your sanctum includes, just as if you were starting play with the feature, and work with the MC to describe how you've acquired enough powerful enchantments, ancient tomes, or sacred artifacts you need to create a magical atelier of your very own.[/spoiler]
Won't Be Ignored (mislead, distract, trick +Spirit)
2d6
Lash Out at an NPC
2d6
Commune with Your Anchors
2d6
[table=rolls compact hl]
Move (Stat) | Roll
[_=0/1] [b]Won't Be Ignored[/b] ([f=small]mislead, distract, trick[/f] +Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[_=1/1] [b]Lash Out at an NPC[/b] | [f=";display:none;"]2d6[/f][_$=+blood]
[_=1/1] [b]Commune with Your Anchors[/b] | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Basic Moves
Move
Roll
Turn to Violence (+Blood)
2d6
Escape a Situation (+Blood)
2d6
Persuade an NPC (+Heart)
2d6
Mislead, Distract, Trick (+Mind)
2d6
Figure Someone Out (+Mind)
2d6
Keep Your Cool (+Spirit)
2d6
Let It Out (+Spirit)
2d6
[table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Spectre
[ +- ] Description and Character Creation
Description Vengeful, alienated, incorporeal, alone. The Spectre is the ghost of someone who has died, their spirit anchored on this side of eternity by the memories and legacy of a life already lived.
Play the Spectre if you want to explore a past you cannot forget, all while bearing witness to the city's secret pains and guilty pleasures.
Character Creation
• Name:
• Bert, Cathy, Clarita, Clark, Davis, Emily, Eric, Grace, Grey Light, Hiro, Isabelle, Joy, Karl, Mohammed, Moises, Monica, Patricia, Rebecca, Thomas, Yuri
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• blood-stained clothing, dark clothing, everyday clothing, vintage clothing
• Demeanor Options: antiquated, confused, meek, volatile
• Starting Stats : Blood 1, Heart 0, Mind -1, Spirit 1
• Starting Circles : Mortalis 0, Night 1, Power 1, Wild -1
• Starting Status: Mortalis 0, Night 1, Power 0, Wild 0
• Intro Questions:
• What memories do you still hold of your death?
• How long have you been in the city?
• Who looks after you when your trauma overwhelms you?
• What place in the city still makes you feel alive?
• Which of your anchors has been most recently threatened?
• Starting Gear:
• Whatever was on your person when you died, albeit spiritual versions of each.
• Starting Debts:
• Someone, or someone's progenitor, was involved in your death. They owe you a Debt.
• Someone is actively watching over one of your anchors. Ask them why they agreed to keep it safe. You owe them 2 Debts.
• Someone almost destroyed one of your anchors once, perhaps by accident or carelessness. Ask them what happened. They owe you 2 Debts.
• Let It Out Abilities:
• instantaneously travel to one of your anchors, no matter the distance
• take control of a machine or vehicle by possessing its mechanical form
• let loose a psychic blast of ectoplasmic energy (2-harm close area ap)
• follow an ordinary mortal —no matter where they go
Spectre Moves (You get Manifest and choose two more:)
• Manifest: Regular people can't sense or interact with you unless you manifest; supernatural creatures and perceptive mortals usually know you're present, but can't affect you without magical tools or special powers. If you wish, you can manifest by spending a few quiet moments concentrating —choose 2:
• You can be heard
• You can be seen
• You can touch and be touched
You may mark trauma to instead choose 1 or all 3.
• Won't Be Ignored: When you get in someone's way, take a 10+ instead of rolling. If you mislead, distract, or trick someone with an obvious supernatural display, roll with Spirit instead of Mind.
• Ghost Town: When you hit the streets to consult your ghostly contacts, take +1 ongoing to dealing with them.
• On a miss, you still find a ghost who has what you're looking to get, but they are dangerous or lost, your choice.
• Potent: Take +1 Spirit (max +3).
• Wall? What Wall?: You always have an opening to escape a situation. You can choose an additional option off the list to bring someone with you, even if they would normally be unable to escape.
• On a miss, you —and whoever you brought with you— end up caught in the dangerous space between the worlds of the living and the dead.
• Conduit: Advance let it out for all characters in your presence, including yourself.
Anchors
You have several anchors in the city— important places, people, or objects that keep you from moving on. You might have an opportunity to put an anchor to rest, but anchors can also be ruined or destroyed.
• Choose 4:
• a family member or inheritor, unaware of your existence
• a witness to your death, bound to you by chance or fate
• a friendly household pet, constant companion in your unlife
• a beloved possession of your youth, passed to a new owner
• a marker of your success in life, now claimed by another
• an item related to your death, grimly marking your violent end
• a location of personal importance, a reminder of a past love
• a space you used to live or work, abandoned by the world
When one of your anchors is put in danger, you know; mark trauma and take +1 ongoing to all moves until you see it to safety. When you resolve an anchor, clear your trauma track and erase a corruption advance; when an anchor is destroyed or ruined, fill your trauma track and take a corruption advance.
• Passing On: When your last anchor is resolved or destroyed, you pass on; pick one blessing or haunting you bestow upon the city for each one of your anchors that was resolved or destroyed, respectively. If all four of your anchors are destroyed, you do not pass on, but are instead swallowed by oblivion and inflict all three hauntings.
• Blessings:
• you inspire an NPC to forgive someone who once wronged them, ending a long-standing conflict
• you cleanse or restore a cherished place once thought by all to be ruined or beyond repair
• you heal or restore someone you once injured or wronged
• you reveal to an NPC the truth of your death and passing
• Hauntings:
• you leave behind a psychic reflection of your fear and anger, a terrible thing that hunts mortals in the night
• you imbue an object with nightmarish power; the MC chooses who ends up with the cursed item
• you drive an NPC close to you into a downward spiral
Trauma
• Trauma
Your sense of self has been shattered by your death, leaving you traumatized. You begin each session with at least 2-trauma marked, but can clear it —and any additional trauma you take— via trauma moves. If you ever fill your trauma track, the MC may call for you to make a trauma move at any time, but you may always choose which trauma move you make in the moment.
The first time you take harm in a scene, mark trauma; when you fill up on harm, your corpus is scattered. Mark trauma to reform in a few days at one of your anchors, or mark 3-trauma to reform immediately at an anchor of the MC's choice. If you cannot mark trauma while destroyed, the MC decides how/when you reform.
Trauma Moves
• Lash Out at an NPC: When you lash out at an NPC in furious anger, roll with Blood.
• On a hit, clear all trauma and inflict harm as established.
• On a 7-9, your violence is wild; it leaves you vulnerable, gets out of hand, or causes some collateral damage, MC's choice.
• On a miss, you completely lose control of your ectoplasmic form; mark corruption.
• Commune with Your Anchors: When you commune with one of your anchors, roll with Spirit.
• On a hit, your anchor soothes your fractured psyche; clear 2-trauma.
• On a 10+, your communion reveals a way the anchor might be resolved; clear all trauma.
• On a miss, you only clear 1-trauma; something threatening the anchor interrupts your mediation.
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, you hold 1 and clear 1-trauma.
End Move
When your spirit passes on permanently to the other side, any characters present gain +1 Spirit (max+3) or take a corruption advance, your choice.
Corruption
• Trigger: When you witness a scene of violence or victimization and do nothing, mark trauma and corruption.
• Possession: Mark corruption to possess a weak-minded person (MC's call) in your presence; clear a trauma for each "normal" human experience —eating a meal, shopping for clothes, etc.— you engage in while controlling their body.
• Siphon: Mark corruption to reach into someone's body, inflict 2-harm (ap) on them, and clear your harm track.
• Nightmare: Mark corruption to enter the dreams of someone sleeping in your presence. While you're there, you can interact with them and their dreams as if they were spirits as well.
• Telekinesis: You can move and lift small objects at a distance by concentrating. Mark corruption to move an object up to the size of a car.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• a new Spectre move
• a new Spectre move
• a move from another playbook
• a move from another playbook
• change your Circle
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• obtain Circle Status-2
• erase a scar
• advance 3 basic moves
• advance 3 basic moves
• resolve one of your anchors
• change to a new playbook
[ +- ] Details
Details
Poltergeists, ghosts, spirits —they are our secret fears and unfulfilled dreams, each the echo of one who died. They are the audience for our secret pains and guilty pleasures.
Haunting The Shadows
You are the watcher, the silent witness to the horrors of the modern world. The apathy. The greed. The lust that leaks out from behind the mask when nobody's looking. You see it all. After all, you can go anywhere. No place is truly safe from your eyes.
But you are a solitary witness. And against the horrors of the city, you are often alone and outgunned. It would be foolish to try to stop them all, to try to stand against the whole city without allies or resources. Sometimes… all you can do is watch.
Yet the less you do about the horrors you see, the faster you slide toward oblivion, a kind of hopelessness from which you know you will never recover. You'll remain trapped in this world, of course, but whatever vestigial personhood you have will crumble and wilt, leaving nothing behind but a monster to haunt the city's darkest shadows. You have seen yourself at your worst already; you cannot imagine what you would be if your worst was all that's left.
You also know there is a way out of this liminal prison, a resolution that lies just out of reach. Heaven, perhaps. Or at least some kind of peace. The anchors that hold you here —the people, places, and objects that tie you to this realm— can be resolved and set to rest. You could move on and leave the city behind, if you could make the past the past and let go of what once was.
But the anchors that bind you so securely to this half-life are more fragile than you want to admit. They can be destroyed or corrupted, and the loss of each one pushes you further down that path of darkness. You must guard them fiercely or find yourself driven to the very oblivion you fear so deeply; you must fight to protect them to give yourself time to find the resolution you seek.
Ghost hunters are the most likely to target ghostly anchors for destruction or ruination, but most of the city is aware that a ghost's anchors are the easiest way to deal with a troublesome spectre. You have been wise enough so far to keep your anchors a secret, lest an entrepreneurial hustler attempt to keep you as a pet, but you know it is only a matter of time before the world puts that which matters most to you in the line of fire…
Moves Advice
The Spectre is a surprisingly physical character. Between your high starting Blood and incorporeal form, you can turn to violence against other characters when they're at their most vulnerable. If you're not carrying a weapon, their weapon will work just fine —assuming you take it from them— and you can always choose to do additional harm beyond a 1-harm unarmed attack by selecting inflict terrible harm on a 10+.
In order to Manifest, you need a few moments to yourself; if you mark trauma, the process is nearly instantaneous. Either way, the effect lasts for the scene. You need a few moments to yourself again to manifest a second time in a scene to choose new options. The MC decides who is "regular people" for the purposes of this move, but you should assume that most supernatural creatures can at least sense your presence if not outright affect you with their powers and abilities.
You can hit the streets with Ghost Town whenever you like, but remember that other ghosts tend to be in the Night Circle; it's rare to find a spectre hanging out with wizards or mortals. All ghosts —including you!— are liminal creatures, stuck between this world and the next, and the kinds of problems your ghostly contacts are juggling and things they might ask for as payment will be quite different than even other member of Night. Ghosts that are dangerous are an immediate threat to you and anyone with you; ghosts who are lost are not clear on their identity and surroundings, and may need help themselves before they can help you. The +1 ongoing you get to dealing with them only lasts for the scene that follows you hitting the streets.
Even without Wall? What Wall?, The Spectre has more openings to escape a situation than most characters; taking Wall? What Wall? means that you always have an opening, even if a wizard has trapped you in a magical holding circle or a demon has wrapped you in infernal chains.
The power that flows through you for Conduit affects all characters in your presence, even the ones that might oppose you or try to harm you. You cannot control if they gain new abilities as a result of rolling a 12+, nor can you suppress or temper your effect on them as a conduit.
Notes on Anchors
You have four anchors: people, places, and objects that have kept you from moving on in death. While your memories of your past life are shaky, you are clear about your anchors —you know where they are found and you are alerted when they are threatened. The +1 ongoing you gain when an anchor is in danger applies broadly— it can be used when you're trying to escape a situation to get to the anchor and when you're turning to violence to protect one of them.
Resolving an anchor usually means addressing the underlying connection. You can't move on until you've found some peace with these ties… or they are destroyed. Resolution is always preferable to destruction; a gentle conclusion is easier than another shattering.
For anchor objects or places, resolution often focuses on accepting the anchor as part of your past, but sometimes you can resolve an anchor by ensuring it passes on to someone who cherishes it as you did. People are trickier —resolving a relationship usually means working through whatever bound you to them. If it's your child, you may not be able to resolve the anchor until you know someone else is watching over them; if it's a witness to your passing, you may need to forgive them for their role in your death. Either way, communing with the anchor is the best way to learn what must be done to move on.
Anchors can be destroyed in myriad ways ranging from accidental deaths —people are fragile anchors— to intentional destruction. Ruination is a bit less common but equally destructive; if the essence of the thing itself is fundamentally altered, like using a sanctified cross to complete a demonic ritual, then it is as good as destroyed.
When you pass on, work with your MC to describe your final moments; you get to bestow one blessing for each resolved anchor… and must inflict one haunting on the city for each anchor that was lost. Blessings and hauntings are powerful and broad —you may restore someone with cancer to full health or drive a beloved spouse into suicidal despair. If all four of your anchors are destroyed, you still inflict all three hauntings as you are swallowed by oblivion —leaving a cruel mark upon the city— but your end move (page 50) doesn't trigger.
Notes on Trauma
The trauma of your death lingers on in your ectoplasmic form, the corpus that remembers your old life and how things once were. Each session, remember to begin with at least 2-trauma marked; if you start with 3-trauma or more, there's no need to mark any additional trauma before you start to play.
Clearing your trauma with a trauma move is a function of the moves themselves: each one tells you how much trauma to clear as you make the move. If your trauma track is ever filled, the MC can call for you to make a trauma move, but it's up to you to choose the move itself; you might, for example, flee a tense scene with a loved one to lash out at a stranger, making the trauma move… but protecting your loved one from your spectral needs.
That said, if you delay or avoid making trauma moves while your track is full, you are handing the MC a golden opportunity —spectres who are losing control, whose very forms become more incoherent as their trauma builds, are magnets for chaos and destruction. You may hurt someone without realizing it, attract unwanted attention, or even let the slow creep of corruption warp you further.
Lashing out at an NPC involves more than just words; you must be channeling enough rage for the lashing out to inflict real harm on your target. That said, lashing out is distinct from turning to violence; the latter is a calculated attack while the former is a chaotic explosion aimed in someone's direction.
Communing with your anchors takes time and emotional effort; you can't do it on the fly or while occupied with something else, and you can't do it over and over. Once you've communed with an anchor, you have to take some time away from it before you can commune with it again.
For most objects or places, communing requires that you be in the direct presence of the thing itself, but people are more complicated. You might be able to commune with a descendant of your family by visiting their home while they are away, soaking in the spiritual essence imbued by years of residency, but that depends on the nature of the connection the anchor has to you and the place in question. Regardless, you don't have to speak with a living anchor to commune; it is a spiritual practice, not a linguistic or strategic one.
Notes on Intimacy
Whenever they get into trouble, you can spend your hold to be there. It's up to you if the character is in trouble; you can spend your hold to appear in a scene with them regardless of distance or location. You can't have more than one hold of this type per character; if you have a second moment of intimacy with someone before you spend your hold, you don't get another hold.
Notes on End Move
You can only trigger this move by resolving your anchors (page 142) and passing on. You decide how your end move affects each PC individually; you might grant one character a +1 Spirit and make another character take a corruption advance. If the corruption advance in question is the PC's last, it is possible for you to force someone to retire as a Threat due to corruption.
Notes on Corruption
Your corruption trigger forces you to mark corruption (and trauma) when you stand mute witness to scenes of pain and suffering; you don't have to fully stop whatever's going on to avoid marking the corruption, but you do need to make a real effort. It's not enough to meekly suggest that abusers stop abusing people —you have to intervene!
You can control a mortal with Possession for as long as you like —hours, days, weeks— but lengthy possessions tend to attract attention; no matter how long it lasts, the person remembers the possession and might seek help after it ends. You can still clear trauma by doing "normal" human activities offscreen; work with the MC to figure out what you did while walking around in someone else's body.
When you use Nightmare, your target is especially vulnerable to you. You don't have to manifest to interact with them, nor can they escape the dream. That said, you may find other things in their dreams that endanger you both.
Notes on Advances
If you resolve one of your anchors, choose an anchor to resolve in the fiction and work with your MC to determine how the resolution occurs. For example, you might agree that your beloved household pet passes away while you are present or that your marker of success is passed on again to a new, benevolent owner. However it happens, the resolution is peaceful and permanent.
If you change playbooks, you may need to work with your MC to determine how you return from the dead. That said, a ghost can swear an oath to become the Sworn or gain the sight needed to become the Oracle without acquiring a physical body.
[3column][col]
[f=h1][_=The Spectre][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=0/2][/color][_bloodpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=0/2][/color][_heartpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=1/2][/color][_mindpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=0/2][/color][_spiritpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=0/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=0/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=0/2][/color] [_night_rating_pos=1/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=1/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=0/2][/color] [_power_rating_pos=1/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=0/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=1/2][/color] [_wild_rating_pos=0/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=0/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=0/1] [b]Won't Be Ignored[/b] ([f=small]mislead, distract, trick[/f] +Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[_=1/1] [b]Lash Out at an NPC[/b] | [f=";display:none;"]2d6[/f][_$=+blood]
[_=1/1] [b]Commune with Your Anchors[/b] | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Spectre[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Vengeful, alienated, incorporeal, alone. The Spectre is the ghost of someone who has died, their spirit anchored on this side of eternity by the memories and legacy of a life already lived.[/i]
[i]Play the Spectre if you want to explore a past you cannot forget, all while bearing witness to the city's secret pains and guilty pleasures.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Bert, Cathy, Clarita, Clark, Davis, Emily, Eric, Grace, Grey Light, Hiro, Isabelle, Joy, Karl, Mohammed, Moises, Monica, Patricia, Rebecca, Thomas, Yuri
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• blood-stained clothing, dark clothing, everyday clothing, vintage clothing
• [b]Demeanor Options[/b]: antiquated, confused, meek, volatile
• [b]Starting Stats[/b] : Blood 1, Heart 0, Mind -1, Spirit 1
• [b]Starting Circles[/b] : Mortalis 0, Night 1, Power 1, Wild -1
• [b]Starting Status[/b]: Mortalis 0, Night 1, Power 0, Wild 0
• [b]Intro Questions[/b]:
• What memories do you still hold of your death?
• How long have you been in the city?
• Who looks after you when your trauma overwhelms you?
• What place in the city still makes you feel alive?
• Which of your anchors has been most recently threatened?
• [b]Starting Gear[/b]:
• Whatever was on your person when you died, albeit spiritual versions of each.
• [b]Starting Debts[/b]:
• Someone, or someone's progenitor, was involved in your death. They owe you a Debt.
• Someone is actively watching over one of your anchors. Ask them why they agreed to keep it safe. You owe them 2 Debts.
• Someone almost destroyed one of your anchors once, perhaps by accident or carelessness. Ask them what happened. They owe you 2 Debts.
• [b]Let It Out Abilities[/b]:
• instantaneously travel to one of your anchors, no matter the distance
• take control of a machine or vehicle by possessing its mechanical form
• let loose a psychic blast of ectoplasmic energy (2-harm close area ap)
• follow an ordinary mortal —no matter where they go[/spoiler]
[f=h2]Spectre Moves (You get Manifest and choose two more:)[/f]
• [_=1/1] [b]Manifest[/b]: Regular people can't sense or interact with you unless you manifest; supernatural creatures and perceptive mortals usually know you're present, but can't affect you without magical tools or special powers. If you wish, you can manifest by spending a few quiet moments concentrating —choose 2:
• You can be heard
• You can be seen
• You can touch and be touched
You may mark trauma to instead choose 1 or all 3.
• [_=0/1] [b]Won't Be Ignored[/b]: When you [b]get in someone's way[/b], take a 10+ instead of rolling. If you [b]mislead, distract, or trick[/b] someone with an obvious supernatural display, roll with [b]Spirit[/b] instead of [b]Mind[/b].
• [_=0/1] [b]Ghost Town[/b]: When you [b]hit the streets[/b] to consult your ghostly contacts, take +1 ongoing to dealing with them.
• On a miss, you still find a ghost who has what you're looking to get, but they are dangerous or lost, your choice.
• [_=0/1] [b]Potent[/b]: Take +1 [b]Spirit[/b] (max +3).
• [_=0/1] [b]Wall? What Wall?[/b]: You always have an opening to [b]escape a situation[/b]. You can choose an additional option off the list to bring someone with you, even if they would normally be unable to [b]escape[/b].
• On a miss, you —and whoever you brought with you— end up caught in the dangerous space between the worlds of the living and the dead.
• [_=0/1] [b]Conduit[/b]: Advance [b]let it out[/b] for all characters in your presence, including yourself.
[f=h2]Anchors[/f]
You have several anchors in the city— important places, people, or objects that keep you from moving on. You might have an opportunity to put an anchor to rest, but anchors can also be ruined or destroyed.
• [b]Choose 4[/b]:
• [_=0/1] a family member or inheritor, unaware of your existence
• [_=0/1] a witness to your death, bound to you by chance or fate
• [_=0/1] a friendly household pet, constant companion in your unlife
• [_=0/1] a beloved possession of your youth, passed to a new owner
• [_=0/1] a marker of your success in life, now claimed by another
• [_=0/1] an item related to your death, grimly marking your violent end
• [_=0/1] a location of personal importance, a reminder of a past love
• [_=0/1] a space you used to live or work, abandoned by the world
When [b]one of your anchors is put in danger[/b], you know; mark trauma and take +1 ongoing to all moves until you see it to safety. When you [b]resolve an anchor[/b], clear your trauma track and erase a corruption advance; when [b]an anchor is destroyed or ruined[/b], fill your trauma track and take a corruption advance.
• [_=0/1] [b]Passing On[/b]: When your [b]last anchor is resolved or destroyed[/b], you pass on; pick one blessing or haunting you bestow upon the city for each one of your anchors that was resolved or destroyed, respectively. If all four of your anchors are destroyed, you [b]do not pass on,[/b] but are instead swallowed by oblivion and inflict all three hauntings.
• [b]Blessings[/b]:
• [_=0/1] you inspire an NPC to forgive someone who once wronged them, ending a long-standing conflict
• [_=0/1] you cleanse or restore a cherished place once thought by all to be ruined or beyond repair
• [_=0/1] you heal or restore someone you once injured or wronged
• [_=0/1] you reveal to an NPC the truth of your death and passing
• [b]Hauntings[/b]:
• [_=0/1] you leave behind a psychic reflection of your fear and anger, a terrible thing that hunts mortals in the night
• [_=0/1] you imbue an object with nightmarish power; the MC chooses who ends up with the cursed item
• [_=0/1] you drive an NPC close to you into a downward spiral
[f=h2]Trauma[/f]
• [b]Trauma[/b] [_=2/5]
Your sense of self has been shattered by your death, leaving you traumatized. You begin each session with at least 2-trauma marked, but can clear it —and any additional trauma you take— via trauma moves. If you ever fill your trauma track, the MC may call for you to make a trauma move at any time, but you may always choose which trauma move you make in the moment.
The first time you take harm in a scene, mark trauma; when you fill up on harm, your corpus is scattered. Mark trauma to reform in a few days at one of your anchors, or mark 3-trauma to reform immediately at an anchor of the MC's choice. If you cannot mark trauma while destroyed, the MC decides how/when you reform.
[f=h2]Trauma Moves[/f]
• [_=1/1] [b]Lash Out at an NPC[/b]: When you [b]lash out at an NPC in furious anger[/b], roll with [b]Blood[/b].
• On a hit, clear all trauma and inflict harm as established.
• On a 7-9, your violence is wild; it leaves you vulnerable, gets out of hand, or causes some collateral damage, MC's choice.
• On a miss, you completely lose control of your ectoplasmic form; mark corruption.
• [_=1/1] [b]Commune with Your Anchors[/b]: When you [b]commune with one of your anchors[/b], roll with [b]Spirit[/b].
• On a hit, your anchor soothes your fractured psyche; clear 2-trauma.
• On a 10+, your communion reveals a way the anchor might be resolved; clear all trauma.
• On a miss, you only clear 1-trauma; something threatening the anchor interrupts your mediation.
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, you hold 1 and clear 1-trauma.
[f=h2]End Move[/f]
When your spirit passes on permanently to the other side, any characters present gain +1 Spirit (max+3) or take a corruption advance, your choice.
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you witness a scene of violence or victimization and do nothing, mark trauma and corruption.
• [_=0/1] [b]Possession[/b]: Mark corruption to possess a weak-minded person (MC's call) in your presence; clear a trauma for each "normal" human experience —eating a meal, shopping for clothes, etc.— you engage in while controlling their body.
• [_=0/1] [b]Siphon[/b]: Mark corruption to reach into someone's body, inflict 2-harm (ap) on them, and clear your harm track.
• [_=0/1] [b]Nightmare[/b]: Mark corruption to enter the dreams of someone sleeping in your presence. While you're there, you can interact with them and their dreams as if they were spirits as well.
• [_=0/1] [b]Telekinesis[/b]: You can move and lift small objects at a distance by concentrating. Mark corruption to move an object up to the size of a car.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] a new Spectre move
• [_=0/1] a new Spectre move
• [_=0/1] a move from another playbook
• [_=0/1] a move from another playbook
• [_=0/1] change your Circle
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] obtain Circle Status-2
• [_=0/1] erase a scar
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] resolve one of your anchors
• [_=0/1] change to a new playbook
[spoiler="Details"][f=h2]Details[/f]
Poltergeists, ghosts, spirits —they are our secret fears and unfulfilled dreams, each the echo of one who died. They are the audience for our secret pains and guilty pleasures.
[f=h3]Haunting The Shadows[/f]
You are the watcher, the silent witness to the horrors of the modern world. The apathy. The greed. The lust that leaks out from behind the mask when nobody's looking. You see it all. After all, you can go anywhere. No place is truly safe from your eyes.
But you are a solitary witness. And against the horrors of the city, you are often alone and outgunned. It would be foolish to try to stop them all, to try to stand against the whole city without allies or resources. Sometimes… all you can do is watch.
Yet the less you do about the horrors you see, the faster you slide toward oblivion, a kind of hopelessness from which you know you will never recover. You'll remain trapped in this world, of course, but whatever vestigial personhood you have will crumble and wilt, leaving nothing behind but a monster to haunt the city's darkest shadows. You have seen yourself at your worst already; you cannot imagine what you would be if your worst was all that's left.
You also know there is a way out of this liminal prison, a resolution that lies just out of reach. Heaven, perhaps. Or at least some kind of peace. The anchors that hold you here —the people, places, and objects that tie you to this realm— can be [i]resolved[/i] and set to rest. You could move on and leave the city behind, if you could make the past the past and let go of what once was.
But the anchors that bind you so securely to this half-life are more fragile than you want to admit. They can be destroyed or corrupted, and the loss of each one pushes you further down that path of darkness. You must guard them fiercely or find yourself driven to the very oblivion you fear so deeply; you must fight to protect them to give yourself time to find the resolution you seek.
Ghost hunters are the most likely to target ghostly anchors for destruction or ruination, but most of the city is aware that a ghost's anchors are the easiest way to deal with a troublesome spectre. You have been wise enough so far to keep your anchors a secret, lest an entrepreneurial hustler attempt to keep you as a pet, but you know it is only a matter of time before the world puts that which matters most to you in the line of fire…
[f=h3]Moves Advice[/f]
The Spectre is a surprisingly physical character. Between your high starting Blood and incorporeal form, you can [b]turn to violence[/b] against other characters when they're at their most vulnerable. If you're not carrying a weapon, their weapon will work just fine —assuming you take it from them— and you can always choose to do additional harm beyond a 1-harm unarmed attack by selecting [b]inflict terrible harm[/b] on a 10+.
In order to [b]Manifest[/b], you need a few moments to yourself; if you mark trauma, the process is nearly instantaneous. Either way, the effect lasts for the scene. You need a few moments to yourself again to manifest a second time in a scene to choose new options. The MC decides who is "regular people" for the purposes of this move, but you should assume that most supernatural creatures can at least sense your presence if not outright affect you with their powers and abilities.
You can [b]hit the streets[/b] with [b]Ghost Town[/b] whenever you like, but remember that other ghosts tend to be in the Night Circle; it's rare to find a spectre hanging out with wizards or mortals. All ghosts —including you!— are liminal creatures, stuck between this world and the next, and the kinds of problems your ghostly contacts are juggling and things they might ask for as payment will be quite different than even other member of Night. Ghosts that are dangerous are an immediate threat to you and anyone with you; ghosts who are lost are not clear on their identity and surroundings, and may need help themselves before they can help you. The +1 ongoing you get to dealing with them only lasts for the scene that follows you [b]hitting the streets[/b].
Even without [b]Wall? What Wall?[/b], The Spectre has more openings to escape a situation than most characters; taking [b]Wall? What Wall?[/b] means that you [i]always[/i] have an opening, even if a wizard has trapped you in a magical holding circle or a demon has wrapped you in infernal chains.
The power that flows through you for [b]Conduit[/b] affects all characters in your presence, even the ones that might oppose you or try to harm you. You cannot control if they gain new abilities as a result of rolling a 12+, nor can you suppress or temper your effect on them as a conduit.
[f=h3]Notes on Anchors[/f]
You have four [b]anchors[/b]: people, places, and objects that have kept you from moving on in death. While your memories of your past life are shaky, you are clear about your anchors —you know where they are found and you are alerted when they are threatened. The +1 ongoing you gain when an anchor is in danger applies broadly— it can be used when you're trying to [b]escape a situation[/b] to get to the anchor [i]and[/i] when you're [b]turning to violence[/b] to protect one of them.
Resolving an anchor usually means addressing the underlying connection. You can't move on until you've found some peace with these ties… or they are destroyed. Resolution is always preferable to destruction; a gentle conclusion is easier than another shattering.
For anchor objects or places, resolution often focuses on accepting the anchor as part of your past, but sometimes you can resolve an anchor by ensuring it passes on to someone who cherishes it as you did. People are trickier —resolving a relationship usually means working through whatever bound you to them. If it's your child, you may not be able to resolve the anchor until you know someone else is watching over them; if it's a witness to your passing, you may need to forgive them for their role in your death. Either way, [b]communing with the anchor[/b] is the best way to learn what must be done to move on.
Anchors can be destroyed in myriad ways ranging from accidental deaths —people are fragile anchors— to intentional destruction. Ruination is a bit less common but equally destructive; if the essence of the thing itself is fundamentally altered, like using a sanctified cross to complete a demonic ritual, then it is as good as destroyed.
When you pass on, work with your MC to describe your final moments; you get to bestow one blessing for each resolved anchor… and must inflict one haunting on the city for each anchor that was lost. Blessings and hauntings are powerful and broad —you may restore someone with cancer to full health or drive a beloved spouse into suicidal despair. If all four of your [b]anchors[/b] are destroyed, you still inflict all three hauntings as you are [i]swallowed by oblivion[/i] —leaving a cruel mark upon the city— but your end move (page 50) doesn't trigger.
[f=h3]Notes on Trauma[/f]
The [b]trauma[/b] of your death lingers on in your ectoplasmic form, the corpus that remembers your old life and how things once were. Each session, remember to begin with at least 2-trauma marked; if you start with 3-trauma or more, there's no need to mark any additional trauma before you start to play.
Clearing your trauma with a trauma move is a function of the moves themselves: each one tells you how much trauma to clear as you make the move. If your trauma track is ever filled, the MC can call for you to make a trauma move, but it's up to you to choose the move itself; you might, for example, flee a tense scene with a loved one to [b]lash out[/b] at a stranger, making the trauma move… but protecting your loved one from your spectral needs.
That said, if you delay or avoid making trauma moves while your track is full, you are handing the MC a golden opportunity —spectres who are losing control, whose very forms become more incoherent as their trauma builds, are magnets for chaos and destruction. You may hurt someone without realizing it, attract unwanted attention, or even let the slow creep of corruption warp you further.
[b]Lashing out at an NPC[/b] involves more than just words; you must be channeling enough rage for the [b]lashing out[/b] to inflict real harm on your target. That said, [b]lashing out[/b] is distinct from [b]turning to violence[/b]; the latter is a calculated attack while the former is a chaotic explosion aimed in someone's direction.
[b]Communing with your anchors[/b] takes time and emotional effort; you can't do it on the fly or while occupied with something else, and you can't do it over and over. Once you've [b]communed with an anchor[/b], you have to take some time away from it before you can [b]commune[/b] with it again.
For most objects or places, [b]communing[/b] requires that you be in the direct presence of the thing itself, but people are more complicated. You might be able to [b]commune[/b] with a descendant of your family by visiting their home while they are away, soaking in the spiritual essence imbued by years of residency, but that depends on the nature of the connection the anchor has to you and the place in question. Regardless, you don't have to speak with a living anchor to [b]commune[/b]; it is a spiritual practice, not a linguistic or strategic one.
[f=h3]Notes on Intimacy[/f]
Whenever they get into trouble, you can spend your hold to be there. It's up to you if the character is in trouble; you can spend your hold to appear in a scene with them regardless of distance or location. You can't have more than one hold of this type per character; if you have a second moment of intimacy with someone before you spend your hold, you don't get another hold.
[f=h3]Notes on End Move[/f]
You can only trigger this move by resolving your [b]anchors[/b] (page 142) and passing on. You decide how your end move affects each PC individually; you might grant one character a +1 Spirit and make another character take a corruption advance. If the corruption advance in question is the PC's last, it is possible for you to force someone to [i]retire as a Threat[/i] due to corruption.
[f=h3]Notes on Corruption[/f]
Your corruption trigger forces you to mark corruption (and trauma) when you stand mute witness to scenes of pain and suffering; you don't have to fully stop whatever's going on to avoid marking the corruption, but you do need to make a real effort. It's not enough to meekly suggest that abusers stop abusing people —you have to intervene!
You can control a mortal with [b]Possession[/b] for as long as you like —hours, days, weeks— but lengthy possessions tend to attract attention; no matter how long it lasts, the person remembers the possession and might seek help after it ends. You can still clear trauma by doing "normal" human activities offscreen; work with the MC to figure out what you did while walking around in someone else's body.
When you use [b]Nightmare[/b], your target is especially vulnerable to you. You don't have to manifest to interact with them, nor can they escape the dream. That said, you may find other things in their dreams that endanger you both.
[f=h3]Notes on Advances[/f]
If you [b]resolve one of your anchors[/b], choose an anchor to resolve in the fiction and work with your MC to determine how the resolution occurs. For example, you might agree that your beloved household pet passes away while you are present or that your marker of success is passed on again to a new, benevolent owner. However it happens, the resolution is peaceful and permanent.
If you [b]change playbooks[/b], you may need to work with your MC to determine how you return from the dead. That said, a ghost can swear an oath to become the Sworn or gain the sight needed to become the Oracle without acquiring a physical body.[/spoiler]
[table=rolls compact hl]
Move (Stat) | Roll
[_=0/1] [b]Protect and Serve[/b] | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Hard to Shake[/b] | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Genuine Police[/b] ([f=small]put a face to to a name[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Genuine Police[/b] ([f=small]study a place of power[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[/table]
Basic Moves
Move
Roll
Turn to Violence (+Blood)
2d6
Escape a Situation (+Blood)
2d6
Persuade an NPC (+Heart)
2d6
Mislead, Distract, Trick (+Mind)
2d6
Figure Someone Out (+Mind)
2d6
Keep Your Cool (+Spirit)
2d6
Let It Out (+Spirit)
2d6
[table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Sworn
[ +- ] Description and Character Creation
Description Dutiful, exceptional, driven, conflicted. The Sworn is an agent of powerful masters, pledged to their faction and cause. But can any master truly be trusted?
Play the Sworn if you want to navigate the conflicts between your service and your superiors, wielding their name in the pursuit of something greater.
Character Creation
• Name:
• Charlotte, Dakota, Ellis, Guillermo, Han, Holland, Jek, Kalan, Luna, Morris, Mbawe, Norman, Ophelia, Sadik, Tatenda, Wermund
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• casual clothing, disheveled clothing, expensive clothing, ritual clothing
• Demeanor Options: cunning, emotional, obsessive, stoic
• Starting Stats: Blood 1, Heart 0, Mind 1, Spirit -1
• Starting Circles: Mortalis -1, Night 0, Power 1, Wild 1
• Starting Status: Mortalis 0, Night 0, Power 1, Wild 0
• Intro Questions:
• Why did you swear your oath?
• How long have you been in the city?
• Who trained you in the ways of your order?
• What marks you as different from the masters you serve?
• Whose disappearance are you investigating?
• Starting Gear:
• A luxurious house or apartment, a fancy car, an expensive smartphone.
• One backup weapon of choice:
• 9mm Beretta (2-harm near loud)
• Hunting Knife (2-harm hand concealable)
• Sawed-off shotgun (2-harm close loud reload messy concealable)
• Starting Debts:
• Someone gives you info about a Circle you don't understand. You owe them a Debt.
• You secretly helped someone get justice for a wrong done upon them. They owe you a Debt. Tell them why you helped.
• Your service forced you to punish or kill someone's ally or friend on behalf of your masters. You owe them a Debt.
• Let It Out Abilities:
• shatter a magical spell, illusion, or enchantment with a touch
• cloak yourself in magical armor; expend it to ignore all harm one time
• strike down all lesser foes in your vicinity with a blast of elemental force
• force someone to answer your questions truthfully for a scene
Sworn Moves (Choose two:)
• Protect and Serve: When you read a charged situation, roll with Mind.
• On a hit, ask the MC questions; take +1 ongoing when you act on the answers. On a 10+, ask 2. On a 7-9, ask 1.
• where's my escape route / way in / way past?
• which enemy is most vulnerable to me?
• what should I be on the lookout for?
• what's my enemy's true position?
• who here can't be trusted?
• On a miss, you recognize a weakness in your own position or preparations you should have seen coming.
• Hard to Shake: When you follow an NPC through the streets of the city, roll with Mind.
• On a hit, where they go, you follow.
• On a 7-9, you run into some trouble on the way; deal with it quickly or lose the trail.
• On a miss, your prey leads you exactly where they want you; brace yourself for the closing jaws of the trap.
• Devious: Take +1 Mind (max+3).
• Genuine Police: When you put a face to a name or study a sanctuary, gathering spot, or place of power, roll with Mind instead of the relevant Circle. You always get to ask the MC an additional question about the person or place in question, even on a miss.
• Chess Not Checkers: When you turn to violence with any kind of serious advantage —numbers, position, surprise, etc.— and get a hit, tell your opposition which option they cannot choose from their list before they pick.
Your Oath
You've sworn an oath to serve an influential faction of Power, an organization that relies on you to protect its members, punish its enemies, and defend its holdings.
• Your Masters You serve (choose one):
• an abbey of prescient oracles
• a council of haughty wizards
• an order of secret immortals
• an academy of religious scholars
• a covenant of earthbound deities
• You are charged with: (Choose two)
• protecting and policing their members
• recovering lost artifacts and tomes
• investigating threats and problems
• destroying those who would thwart them
• negotiating with their allies and vassals
Tell your MC to stat up your masters as a Size-3, Strength-3 faction within Power. Ask them what you know about the organization's structure, culture, and assets.
Your Vows
When you break one of your vows, mark corruption. When you take a corruption advance, cross out one of your vows —it no longer binds you. If you strike out every vow, your oath is broken —change playbooks immediately.
• You must… (choose 5):
• …never trespass on another's property
• …never strike the first blow
• …never lie about your identity or purpose
• …never reveal your faction's secrets
• …always avoid collateral damage
• …always protect members of Power from harm
• …always thwart the enemies of your masters
• …always seize that which your masters desire
Your Legendary Weapon
Your masters have given you a weapon (3-harm mythic anchored) to wield, a legendary artifact of an age long lost.
• Choose one:
• a sword wielded by rightful kings (figure someone out)
• a spear stolen from heaven itself (let it out)
• a staff imbued with stealthy sorcery (escape a situation)
• a knife cut from demonic steel (mislead, distract or trick)
• an axe forged in the blood of gods (turn to violence)
• a hammer blessed by otherworldly magic (keep your cool)
So long as you bear this legendary armament, advance the named move. When you wield the weapon in the service of your masters, you can roll with Mind instead of Spirit to keep your cool. But your weapon —like your oath— is bound to your loyalty. If your oath is broken, the weapon will be lost to you, even betraying you to ensure it exits your service.
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, tell them if they matter more than your oath. If you say they do, mark corruption and they hold 1; they can spend the hold at any time to summon you to their location.
End Move
When you die, offer your legendary weapon to the person you trust the most. If they accept, bind them to three vows from your list as if they had sworn an oath to you.
Corruption
• Trigger: When you break one of your vows or work against your masters, mark corruption.
• Ahead of the Game: You get +1 Mind (max+4). Whenever you roll with Mind and roll a 12+, mark corruption.
• Stool Pigeons: Mark corruption to roll with Mind instead of the relevant Circle Status when you consult your contacts.
• On a miss, mark corruption again —then choose to either answer your contact's tough question or owe them a Debt.
• Student of the Arts: Choose three Spells. Mark corruption to gain two hold you can use to cast those spells.
• Infernal Affairs: When you turn to violence, you may mark corruption to take a 10+ instead of rolling.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• a new Sworn move
• a new Sworn move
• a move from another playbook
• a move from another playbook
• obtain Circle Status-2
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• erase a scar
• advance 3 basic moves
• advance 3 basic moves
• change to a new playbook
• retire your character to safety
[ +- ] Details
Details
The machinations of Power rely on many to keep the wheels turning, but none so much as those sworn to serve the many factions of Power —academies, abbeys, and councils. Yet no matter what oath underlies their service, those sworn must make their own decisions about control, loyalty, and justice…
Loyal to a Fault
You've seen the worst of the city. Not just the monsters and murders, no. You've seen what happens when the secret pillars collapse, when someone oversteps their bounds and throws the whole city into disarray. You've seen the real danger of these dark streets, the outcome that inevitably follows the selfish squabbling of the covetous Circles.
Darkness. Mayhem. Chaos.
At some point, you took a stand: you swore yourself to a higher ideal, to work for powerful people who opposed such disorder. You may have once served another —a faerie king? a vampire lord? a municipal police department?— but your new masters offered you power, the most precious of gifts, and you promised them loyalty, the only thing you had to give.
Now you carry forward their word —and a weapon of myth— to fight for the order they represent. The oath you swore is a light in the darkness, a vow to service that makes you capable of shielding the innocent from mayhem and destroying those who covet chaos. Your loyalty has been forged into a sword and shield, and they are the hands that wield you.
Your devotion has limits, though. Sometimes the oath you've sworn chafes against the other relationships you hold dear… or your conscience. There are boundaries you won't cross, things you won't do in the service of your masters, no matter how wise they might be. You're still your own person, capable of breaking from the rules when you know what's right.
And you aren't their patsy. You know your masters have their own agendas, their own schemes and scams, only some of which they deem to share with you. You know that sometimes what they call "order" is really just "control." But in the lawless and chaotic city, you have sworn to serve them in the hopes that some order —even order imposed by smug elites— is better than no order at all.
And whether or not they want to admit it, you know the masters fear you. They fear your purpose, your dedication, the way you see through their lies, and what you might do with the weapon they gave you to wield. You know they whisper in secret meetings about what your future holds, what fate has in store for you. They might make the rules, but you make the choice, each and every night. And one day, you might decide their rules aren't deserving of your loyalty any longer…
Moves Advice Protect and Serve secures information other player characters may struggle to obtain in the middle of a messy conflict; a charged situation means that violence is hovering in the wings… or has already arrived. Make sure to directly indicate to the MC when you want to use it, since it might at first appear that you're figuring someone out or keeping your cool. The +1 applies to all moves you make that rely on the information you've gained, and it lasts until the information isn't useful anymore.
When you get a hit while using Hard to Shake to follow someone, they generally don't know you're tailing them. On a miss, you barely have time to react before the hammer falls —good luck!
You can always use Genuine Police when putting a face to a name or studying a sanctuary, gathering spot, or place of power, but you can choose to roll with the Circle rating instead if it happens to be higher. Either way, you still get to mark the relevant Circle. The additional question you ask the MC can be on any topic, but it is limited to what you might already know about the person (putting a face to a name) or what you can immediately discover about the topic within your surroundings (studying a sanctuary, gathering spot, or place of power); asking "where did the vampire lord hide his kidnapping victim?" while putting a name to his face won't reveal anything… unless the character in question has some reputation for hiding all his kidnapping victims in the exact same spot. If the MC tells you that whatever you're asking is outside the bounds of what you can learn, feel free to change your question.
In order to use Chess Not Checkers, your advantage must be serious and relevant —catching an individual vamp off guard while wielding your legendary weapon is probably enough, but you need much more than surprise to take on a few werewolves by yourself. Any advantage of numbers, for example, is only significant if it's a real difference; bringing one or two more guys to a fight against a dozen faeries won't trigger the move. Remember to frame whatever option you deny your opposition as actions you take in the fiction, i.e. you keep them from counterattacking, secure your own position, or cut off their escape.
Notes on Your Oath
The oath you've sworn to your masters is more than a simple vow of service; it's a commitment to both their faction and a particular set of restrictions and duties. None of this is secret or subtle —everyone who knows your oath, including virtually all of your faction, knows whom you serve, what duties you've taken on, and what vows you promised to keep.
The MC handles creating your masters' faction, but work with them to make sure the organization fits your idea of whom you serve. There may be surprises as you play —you might find that your masters have priorities they haven't shared or secrets they want to keep— but you are an important member of your faction; you know how things work, who to talk to in order to get things done, and who is really in charge in a crisis.
Inevitably, you will break one of your vows, either because it's impossible to maintain two of your vows simultaneously or because you can't afford to pay attention to such niceties. You mark corruption each time you cross the line, but you only cross out a vow when you take a full corruption advance. And when you cross out a vow, you're free to cross out whichever vow you like —even one you've never broken. Once a vow is gone, it's gone; you no longer mark corruption for "breaking" a vow that you've crossed off. If there's ever a dispute about whether or not you broke a vow, the MC makes the call.
Crossing out every single vow ends the oath… but it's also possible that you simply walk away from your masters completely. After all, you chose to enter their service! Just remember that your position and power rely on their authority —whatever playbook you choose upon rejecting the oath is your new reality. On occasion, switching playbooks might mean becoming the equal of some of your masters such as the Wizard or the Oracle, but it more often results in you entering a totally new sphere of influence in a different Circle.
That said, it's possible for you to go far as the Sworn, perhaps even taking on a Status-3 role within your own faction as a kind of "servant monarch" bound to the decrees of the group at large. You could also use your influence in a sizable faction to establish a new faction, either leaving behind your oath —and changing playbooks— or dedicating a sister faction to the one the masters control, like a knighthood or order dedicated to the same service.
Notes on Your Legendary Weapon
Loyalty is not without perks —your masters have gifted unto you a weapon so precious that it alone acts as a mark of their authority, a legendary weapon like Dáinsleif, Nu-endo, Vaishnavastra, etc. Merely holding such an armament would drive most mortals mad; it is frightening, instantly recognizable, and bound to you so long as your oath is true.
You gain the benefits of the advanced move (page 188) as long as you bear the weapon —you don't have to be actively wielding it or using it in the service of your masters to make use of the 12+ result. For example, you advance mislead, distract, or trick even if the knife cut from demonic steel is still sheathed at your hip; you advance let it out even if you're wielding the spear stolen from heaven against the masters themselves.
In order to roll with Mind instead of Spirit, however, you must be keeping your cool in the direct service of your masters, i.e. while fulfilling one of the charges defined by your oath. If you're charged with investigating threats and problems but not destroying those who would thwart your masters, then you only get the stat swap during the investigation. Once you decide to step up and kill the people responsible, your weapon no longer allows you to roll with Mind.
Breaking your oath in full —e.g. walking away from it or striking out every vow— severs your relationship with the weapon. It will not follow you to the next stage of your journey; it may even betray you by failing at a perfect moment or attracting the attention of your enemies when you are most vulnerable. The weapon is a function of your loyalty —if you have left the service of your masters, then the weapon will return to them as soon as it can find a way home.
Finally, the provided list of weapons is merely a suggestion —you can work with your MC to pick any legendary weapon you'd like and attach any advanced move to the weapon. The weapon and the move usually have some alignment —like a sorcerous staff improving escape a situation— but if you feel like Caledfwlch (a sword wielded by rightful kings) is best represented by advancing keep your cool instead of figure someone out, that's totally fine.
Notes on Intimacy
Someone mattering more than your oath can mean many things, but it is usually interpreted as "you would break your oath to protect that person from serious harm." There is no limit to the number of characters that can have this hold at the same time, but each of them can't hold more than 1 hold from you at once.
Notes on End Move
Whoever you offer the weapon doesn't have to be present when you die; the weapon always finds a way to them. If they reject your offer, the weapon finds a way back to your masters. If they accept instead, the vows they swear to you carry penalties —breaking them inflicts corruption, they lose one when taking a corruption advance, and losing all of them means the weapon leaves their service.
Notes on Corruption
Your corruption trigger forces you to mark corruption when you violate your oath or broadly work against your faction's leaders —the MC is the ultimate judge of both. In the event your masters are conflicted or at odds with each other, your actions must reflect the faction's formal authority structures; you're working against your masters if you side with a rogue or minority view, even if you feel like your work serves the faction best in the long run. Until your sect seizes power in full, you're on the wrong side of a civil war.
After you take Ahead of the Game, any Mind roll —for any move— forces you to mark a corruption if you roll a 12+.
The Spells you gain from Student of the Arts are from the Wizard's playbook (page 174); you don't also gain Channelling, but instead mark corruption to gain hold. If you want additional corruption-based magical powers, check out Blood Magic (page 163) or Back At It (page 169).
If you've advanced turn to violence and want a 12+, you have to roll the dice; marking a corruption using Infernal Affairs only gets you a 10+.
Notes on Advances
You can obtain Status-2 in Power right away; this opens up new city moves (page 96) to you during the faction turn.
Changing to a new playbook only rarely allows you to keep your legendary weapon and oath; you're not serving the masters if you're no longer the Sworn. Similarly, you can't keep either if you change Circles as a result of the events in the fiction.
If you retire to safety, you can try to pass on your legendary weapon to another PC, but it's likely your masters still control the armament. Only your death yields the kind of magic powerful enough to usurp their authority.
[3column][col]
[f=h1][_=The Sworn][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=0/2][/color][_bloodpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=0/2][/color][_heartpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=0/2][/color][_mindpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=1/2][/color][_spiritpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=1/2][/color] [_mortalis_rating_pos=0/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=0/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=0/2][/color] [_night_rating_pos=0/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=0/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=0/2][/color] [_power_rating_pos=1/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=1/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=0/2][/color] [_wild_rating_pos=1/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=0/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=0/1] [b]Protect and Serve[/b] | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Hard to Shake[/b] | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Genuine Police[/b] ([f=small]put a face to to a name[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Genuine Police[/b] ([f=small]study a place of power[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Sworn[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Dutiful, exceptional, driven, conflicted. The Sworn is an agent of powerful masters, pledged to their faction and cause. But can any master truly be trusted?[/i]
[i]Play the Sworn if you want to navigate the conflicts between your service and your superiors, wielding their name in the pursuit of something greater.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Charlotte, Dakota, Ellis, Guillermo, Han, Holland, Jek, Kalan, Luna, Morris, Mbawe, Norman, Ophelia, Sadik, Tatenda, Wermund
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• casual clothing, disheveled clothing, expensive clothing, ritual clothing
• [b]Demeanor Options[/b]: cunning, emotional, obsessive, stoic
• [b]Starting Stats[/b]: Blood 1, Heart 0, Mind 1, Spirit -1
• [b]Starting Circles[/b]: Mortalis -1, Night 0, Power 1, Wild 1
• [b]Starting Status[/b]: Mortalis 0, Night 0, Power 1, Wild 0
• [b]Intro Questions[/b]:
• Why did you swear your oath?
• How long have you been in the city?
• Who trained you in the ways of your order?
• What marks you as different from the masters you serve?
• Whose disappearance are you investigating?
• [b]Starting Gear[/b]:
• A luxurious house or apartment, a fancy car, an expensive smartphone.
• One backup weapon of choice:
• [_=0/1] 9mm Beretta (2-harm near loud)
• [_=0/1] Hunting Knife (2-harm hand concealable)
• [_=0/1] Sawed-off shotgun (2-harm close loud reload messy concealable)
• [b]Starting Debts[/b]:
• Someone gives you info about a Circle you don't understand. You owe them a Debt.
• You secretly helped someone get justice for a wrong done upon them. They owe you a Debt. Tell them why you helped.
• Your service forced you to punish or kill someone's ally or friend on behalf of your masters. You owe them a Debt.
• [b]Let It Out Abilities[/b]:
• shatter a magical spell, illusion, or enchantment with a touch
• cloak yourself in magical armor; expend it to ignore all harm one time
• strike down all lesser foes in your vicinity with a blast of elemental force
• force someone to answer your questions truthfully for a scene[/spoiler]
[f=h2]Sworn Moves (Choose two:)[/f]
• [_=0/1] [b]Protect and Serve[/b]: When you read a charged situation, roll with [b]Mind[/b].
• On a hit, ask the MC questions; take +1 ongoing when you act on the answers. On a 10+, ask 2. On a 7-9, ask 1.
• where's my escape route / way in / way past?
• which enemy is most vulnerable to me?
• what should I be on the lookout for?
• what's my enemy's true position?
• who here can't be trusted?
• On a miss, you recognize a weakness in your own position or preparations you should have seen coming.
• [_=0/1] [b]Hard to Shake[/b]: When you follow an NPC through the streets of the city, roll with [b]Mind[/b].
• On a hit, where they go, you follow.
• On a 7-9, you run into some trouble on the way; deal with it quickly or lose the trail.
• On a miss, your prey leads you exactly where they want you; brace yourself for the closing jaws of the trap.
• [_=0/1] [b]Devious[/b]: Take +1 [b]Mind[/b] (max+3).
• [_=0/1] [b]Genuine Police[/b]: When you [b]put a face to a name[/b] or [b]study a sanctuary, gathering spot, or place of power[/b], roll with [b]Mind[/b] instead of the relevant Circle. You always get to ask the MC an additional question about the person or place in question, even on a miss.
• [_=0/1] [b]Chess Not Checkers[/b]: When you [b]turn to violence[/b] with any kind of serious advantage —numbers, position, surprise, etc.— and get a hit, tell your opposition which option they cannot choose from their list before they pick.
[f=h2]Your Oath[/f]
You've sworn an oath to serve an influential faction of Power, an organization that relies on you to protect its members, punish its enemies, and defend its holdings.
• [b]Your Masters[/b] You serve (choose one):
• [_=0/1] an abbey of prescient oracles
• [_=0/1] a council of haughty wizards
• [_=0/1] an order of secret immortals
• [_=0/1] an academy of religious scholars
• [_=0/1] a covenant of earthbound deities
• [b]You are charged with:[/b] (Choose two)
• [_=0/1] protecting and policing their members
• [_=0/1] recovering lost artifacts and tomes
• [_=0/1] investigating threats and problems
• [_=0/1] destroying those who would thwart them
• [_=0/1] negotiating with their allies and vassals
Tell your MC to stat up your masters as a Size-3, Strength-3 faction within Power. Ask them what you know about the organization's structure, culture, and assets.
[f=h2]Your Vows[/f]
When you [b]break one of your vows[/b], mark corruption. When you take a corruption advance, cross out one of your vows —it no longer binds you. If you strike out every vow, your oath is broken —change playbooks immediately.
• [b]You must…[/b] (choose 5):
• [_=0/1] …never trespass on another's property
• [_=0/1] …never strike the first blow
• [_=0/1] …never lie about your identity or purpose
• [_=0/1] …never reveal your faction's secrets
• [_=0/1] …always avoid collateral damage
• [_=0/1] …always protect members of Power from harm
• [_=0/1] …always thwart the enemies of your masters
• [_=0/1] …always seize that which your masters desire
[f=h2]Your Legendary Weapon[/f]
Your masters have given you a weapon ([i]3-harm mythic anchored[/i]) to wield, a legendary artifact of an age long lost.
• Choose one:
• [_=0/1] a sword wielded by rightful kings ([b]figure someone out[/b])
• [_=0/1] a spear stolen from heaven itself ([b]let it out[/b])
• [_=0/1] a staff imbued with stealthy sorcery ([b]escape a situation[/b])
• [_=0/1] a knife cut from demonic steel ([b]mislead, distract or trick[/b])
• [_=0/1] an axe forged in the blood of gods ([b]turn to violence[/b])
• [_=0/1] a hammer blessed by otherworldly magic ([b]keep your cool[/b])
So long as you bear this legendary armament, advance the named move. When you wield the weapon in the service of your masters, you can roll with [b]Mind[/b] instead of [b]Spirit[/b] to [b]keep your cool[/b]. But your weapon —like your oath— is bound to your loyalty. If your oath is broken, the weapon will be lost to you, even betraying you to ensure it exits your service.
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, tell them if they matter more than your oath. If you say they do, mark corruption and they hold 1; they can spend the hold at any time to summon you to their location.
[f=h2]End Move[/f]
When you die, offer your legendary weapon to the person you trust the most. If they accept, bind them to three vows from your list as if they had sworn an oath to you.
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you break one of your vows or work against your masters, mark corruption.
• [_=0/1] [b]Ahead of the Game[/b]: You get +1 [b]Mind[/b] (max+4). Whenever you roll with [b]Mind[/b] and roll a 12+, mark corruption.
• [_=0/1] [b]Stool Pigeons[/b]: Mark corruption to roll with [b]Mind[/b] instead of the relevant Circle Status when you [b]consult your contacts[/b].
• On a miss, mark corruption again —then choose to either answer your contact's tough question or owe them a Debt.
• [_=0/1] [b]Student of the Arts[/b]: Choose three Spells. Mark corruption to gain two hold you can use to cast those spells.
• [_=0/1] [b]Infernal Affairs[/b]: When you [b]turn to violence[/b], you may mark corruption to take a 10+ instead of rolling.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] a new Sworn move
• [_=0/1] a new Sworn move
• [_=0/1] a move from another playbook
• [_=0/1] a move from another playbook
• [_=0/1] obtain Circle Status-2
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] erase a scar
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] change to a new playbook
• [_=0/1] retire your character to safety
[spoiler="Details"][f=h2]Details[/f]
The machinations of Power rely on many to keep the wheels turning, but none so much as those sworn to serve the many factions of Power —academies, abbeys, and councils. Yet no matter what oath underlies their service, those sworn must make their own decisions about control, loyalty, and justice…
[f=h3]Loyal to a Fault[/f]
You've seen the worst of the city. Not just the monsters and murders, no. You've seen what happens when the secret pillars collapse, when someone oversteps their bounds and throws the whole city into disarray. You've seen the real danger of these dark streets, the outcome that inevitably follows the selfish squabbling of the covetous Circles.
Darkness. Mayhem. [i]Chaos[/i].
At some point, you took a stand: you swore yourself to a higher ideal, to work for powerful people who opposed such disorder. You may have once served another —a faerie king? a vampire lord? a municipal police department?— but your new masters offered you power, the most precious of gifts, and you promised them loyalty, the only thing you had to give.
Now you carry forward their word —and a weapon of myth— to fight for the order they represent. The oath you swore is a light in the darkness, a vow to service that makes you capable of shielding the innocent from mayhem and destroying those who covet chaos. Your loyalty has been forged into a sword and shield, and they are the hands that wield you.
Your devotion has limits, though. Sometimes the oath you've sworn chafes against the other relationships you hold dear… or your conscience. There are boundaries you won't cross, things you won't do in the service of your masters, no matter how wise they might be. You're still your own person, capable of breaking from the rules when you know what's right.
And you aren't their patsy. You know your masters have their own agendas, their own schemes and scams, only some of which they deem to share with you. You know that sometimes what they call "order" is really just "control." But in the lawless and chaotic city, you have sworn to serve them in the hopes that some order —even order imposed by smug elites— is better than no order at all.
And whether or not they want to admit it, you know the masters fear you. They fear your purpose, your dedication, the way you see through their lies, and what you might do with the weapon they gave you to wield. You know they whisper in secret meetings about what your future holds, what fate has in store for you. They might make the rules, but you make the choice, each and every night. And one day, you might decide their rules aren't deserving of your loyalty any longer…
[f=h3]Moves Advice[/f]
[b]Protect and Serve[/b] secures information other player characters may struggle to obtain in the middle of a messy conflict; a charged situation means that violence is hovering in the wings… or has already arrived. Make sure to directly indicate to the MC when you want to use it, since it might at first appear that you're [b]figuring someone out[/b] or [b]keeping your cool[/b]. The +1 applies to all moves you make that rely on the information you've gained, and it lasts until the information isn't useful anymore.
When you get a hit while using [b]Hard to Shake[/b] to follow someone, they generally don't know you're tailing them. On a miss, you barely have time to react before the hammer falls —good luck!
You can always use [b]Genuine Police[/b] when [b]putting a face to a name[/b] or [b]studying a sanctuary, gathering spot, or place of power[/b], but you can choose to roll with the Circle rating instead if it happens to be higher. Either way, you still get to mark the relevant Circle. The additional question you ask the MC can be on any topic, but it is limited to what you might already know about the person ([b]putting a face to a name[/b]) or what you can immediately discover about the topic within your surroundings ([b]studying a sanctuary, gathering spot, or place of power[/b]); asking "where did the vampire lord hide his kidnapping victim?" while [b]putting a name to his face[/b] won't reveal anything… unless the character in question has some reputation for hiding all his kidnapping victims in the exact same spot. If the MC tells you that whatever you're asking is outside the bounds of what you can learn, feel free to change your question.
In order to use [b]Chess Not Checkers[/b], your advantage must be serious and relevant —catching an individual vamp off guard while wielding your legendary weapon is probably enough, but you need much more than surprise to take on a few werewolves by yourself. Any advantage of numbers, for example, is only significant if it's a real difference; bringing one or two more guys to a fight against a dozen faeries won't trigger the move. Remember to frame whatever option you deny your opposition as actions you take in the fiction, i.e. you keep them from counterattacking, secure your own position, or cut off their escape.
[f=h3]Notes on Your Oath[/f]
The [b]oath[/b] you've sworn to your masters is more than a simple vow of service; it's a commitment to both their faction and a particular set of restrictions and duties. None of this is secret or subtle —everyone who knows your oath, including virtually all of your faction, knows whom you serve, what duties you've taken on, and what vows you promised to keep.
The MC handles creating your masters' faction, but work with them to make sure the organization fits your idea of whom you serve. There may be surprises as you play —you might find that your masters have priorities they haven't shared or secrets they want to keep— but you are an important member of your faction; you know how things work, who to talk to in order to get things done, and who is really in charge in a crisis.
Inevitably, you will break one of your vows, either because it's impossible to maintain two of your vows simultaneously or because you can't afford to pay attention to such niceties. You mark corruption each time you cross the line, but you only cross out a vow when you take a full corruption advance. And when you cross out a vow, you're free to cross out whichever vow you like —even one you've never broken. Once a vow is gone, it's gone; you no longer mark corruption for "breaking" a vow that you've crossed off. If there's ever a dispute about whether or not you broke a vow, the MC makes the call.
Crossing out every single vow ends the oath… but it's also possible that you simply walk away from your masters completely. After all, you chose to enter their service! Just remember that your position and power rely on their authority —whatever playbook you choose upon rejecting the oath is your new reality. On occasion, switching playbooks might mean becoming the equal of some of your masters such as the Wizard or the Oracle, but it more often results in you entering a totally new sphere of influence in a different Circle.
That said, it's possible for you to go far as the Sworn, perhaps even taking on a Status-3 role within your own faction as a kind of "servant monarch" bound to the decrees of the group at large. You could also use your influence in a sizable faction to establish a new faction, either leaving behind your oath —and changing playbooks— or dedicating a sister faction to the one the masters control, like a knighthood or order dedicated to the same service.
[f=h3]Notes on Your Legendary Weapon[/f]
Loyalty is not without perks —your masters have gifted unto you a weapon so precious that it alone acts as a mark of their authority, a [b]legendary weapon[/b] like [i]Dáinsleif[/i], [i]Nu-endo[/i], [i]Vaishnavastra[/i], etc. Merely holding such an armament would drive most mortals mad; it is frightening, instantly recognizable, and bound to you so long as your oath is true.
You gain the benefits of the advanced move (page 188) as long as you bear the weapon —you don't have to be actively wielding it or using it in the service of your masters to make use of the 12+ result. For example, you advance [b]mislead, distract, or trick[/b] even if the [b]knife cut from demonic steel[/b] is still sheathed at your hip; you advance [b]let it out[/b] even if you're wielding the [b]spear stolen from heaven[/b] against the masters themselves.
In order to roll with [b]Mind[/b] instead of [b]Spirit[/b], however, you must be [b]keeping your cool[/b] in the direct service of your masters, i.e. while fulfilling one of the charges defined by your oath. If you're charged with [b]investigating threats and problems[/b] but not [b]destroying those who would thwart your masters[/b], then you only get the stat swap during the investigation. Once you decide to step up and kill the people responsible, your weapon no longer allows you to roll with [b]Mind[/b].
Breaking your oath in full —e.g. walking away from it or striking out every vow— severs your relationship with the weapon. It will not follow you to the next stage of your journey; it may even betray you by failing at a perfect moment or attracting the attention of your enemies when you are most vulnerable. The weapon is a function of your loyalty —if you have left the service of your masters, then the weapon will return to them as soon as it can find a way home.
Finally, the provided list of weapons is merely a suggestion —you can work with your MC to pick any legendary weapon you'd like and attach any advanced move to the weapon. The weapon and the move usually have some alignment —like [b]a sorcerous staff[/b] improving [b]escape a situation[/b]— but if you feel like [i]Caledfwlch[/i] ([b]a sword wielded by rightful kings[/b]) is best represented by advancing [b]keep your cool[/b] instead of [b]figure someone out[/b], that's totally fine.
[f=h3]Notes on Intimacy[/f]
Someone [b]mattering more than your oath[/b] can mean many things, but it is usually interpreted as "you would break your oath to protect that person from serious harm." There is no limit to the number of characters that can have this hold at the same time, but each of them can't hold more than 1 hold from you at once.
[f=h3]Notes on End Move[/f]
Whoever you offer the weapon doesn't have to be present when you die; the weapon always finds a way to them. If they reject your offer, the weapon finds a way back to your masters. If they accept instead, the vows they swear to you carry penalties —breaking them inflicts corruption, they lose one when taking a corruption advance, and losing all of them means the weapon leaves their service.
[f=h3]Notes on Corruption[/f]
Your corruption trigger forces you to mark corruption when you violate your oath or broadly work against your faction's leaders —the MC is the ultimate judge of both. In the event your masters are conflicted or at odds with each other, your actions must reflect the faction's formal authority structures; you're working against your masters if you side with a rogue or minority view, even if you feel like your work serves the faction best in the long run. Until your sect seizes power in full, you're on the wrong side of a civil war.
After you take [b]Ahead of the Game[/b], any [b]Mind[/b] roll —for any move— forces you to mark a corruption if you roll a 12+.
The Spells you gain from [b]Student of the Arts[/b] are from the Wizard's playbook (page 174); you don't also gain [b]Channelling[/b], but instead mark corruption to gain hold. If you want additional corruption-based magical powers, check out [b]Blood Magic[/b] (page 163) or [b]Back At It[/b] (page 169).
If you've advanced [b]turn to violence[/b] and want a 12+, you have to roll the dice; marking a corruption using [b]Infernal Affairs[/b] only gets you a 10+.
[f=h3]Notes on Advances[/f]
You can [b]obtain Status-2 in Power[/b] right away; this opens up new city moves (page 96) to you during the faction turn.
[b]Changing to a new playbook[/b] only rarely allows you to keep your [b]legendary weapon[/b] and [b]oath[/b]; you're not serving the masters if you're no longer the Sworn. Similarly, you can't keep either if you change Circles as a result of the events in the fiction.
If you [b]retire to safety[/b], you can try to pass on your legendary weapon to another PC, but it's likely your masters still control the armament. Only your death yields the kind of magic powerful enough to usurp their authority.[/spoiler]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Tainted
[ +- ] Description and Character Creation
Description Brutal, callous, shrewd, bound. The Tainted is a mortal who sold their soul for a "fair" price. Caught in the service of a dark patron, they now toil in a trap of their own making.
Play the Tainted if you want to work for alien forces that challenge your human compassion with demonic tasks.
Character Creation
• Name:
• Alfred, Alma, Catarina, Dawa, Fahad, Father Luke, Iris, Jake, Jeremiah, Kaito, Kyo, Lana, Landon, Latifah, Nabhi, Nadia, Ophelia, Shiro, Tamali, Yuina
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• dirty clothing, expensive clothing, formal clothing, trendy clothing
• Demeanor Options: corporate, detached, paranoid, unstable
• Starting Character Stats : Blood 1, Heart 1, Mind -1, Spirit 0
• Starting Circles : Mortalis 1, Night -1, Power 0, Wild 1
• Starting Status: Mortalis 0, Night 0, Power 0, Wild 1
• Intro Questions:
• Why did you trade away your soul?
• How long have you been in the city?
• Which fellow demonic agent do you loathe?
• How do you cope with your demonic dreams and hungers?
• What do you desperately need?
• Starting Gear:
• A house or apartment, a car, a smartphone.
• One brutal weapon of choice:
• Collapsible baton (2-harm hand conceal)
• 9mm Beretta (2-harm near loud)
• Pump-action shotgun (3-harm close/near loud reload messy)
• Sword (3-harm close messy)
• Starting Debts:
• You're protecting someone from a dark power, a rival and enemy of your demonic patron. Your charge owes you a Debt.
• Someone is trying to save you from damnation and keeps suffering for it. Ask them why they care when no one else does. You owe them a Debt.
• You hurt or killed someone's good friend or ally on your demonic patron's orders. You owe them a Debt.
• Let It Out Abilities:
• imbue your touch with demonic corruption (2-harm hand ap)
• impress, dismay, or frighten someone with a display of demonic fury
• move through or past a physical obstacle created by mortal hands
• summon your dark patron's attention directly on your location
Tainted Moves (You get The Devil Inside, and choose two more)
• The Devil Inside: When you assume your demon form, roll with Blood.
• On a 10+, pick 3. On a 7-9, pick 2. On a miss, pick 1 and give your patron a Debt… or go without your form.
• +demonic weapon (3-harm hand or 2-harm close)
• +demonic movement (flight, flaming motorcycle, etc.)
• +demonic senses (infrared sight, smell lies, etc.)
• gain armor+1
• heal 2-harm
• take +1 forward
If you're working a job for your patron, pick 1 more. If you mark corruption, pick 1 more.
• Invocation: You may cash in a Debt with someone to appear in their presence; others may cash in a Debt with you to have you appear as well. Successfully refusing to honor the Debt cancels the invocation completely.
• Tongued and Silver: When you figure someone out by tempting them with power, roll with Heart instead of Mind.
• Dark Bargain: When you seal a bargain with someone in smoke and blood, roll with Heart.
• On a hit, you infuse the agreement with demonic force. On a 10+, pick 2. On a 7-9, pick 1.
• All parties intuitively know if the deal is being honored.
• All parties take +1 ongoing to letting it out while fulfilling the deal.
• Anyone violating the pact instantly suffers 4-harm (ap).
• On a miss, the bargain displeases the powers you called upon to sanctify the deal; you must perform an act of contrition before you can invoke their influence again.
• Tough as Nails: You get 1-armor; blessed or holy sources ignore this armor completely. Weapons designed to stun or impair you have no effect unless blessed or holy. You don't require medical attention or magical assistance to heal harm you've suffered, and you clear critical harm like it was faint or serious harm —one box every few days.
• Only once you have the relevant Advancements:
• Order Your Underlings: When you order your fiendish underlings to solve a problem, roll with Wild.
• On a 10+, they follow your instructions precisely and no one can trace them back to you.
• On a 7-9, either things get messy or you're clearly to blame, your choice.
• On a miss, they do exactly as they are told and it leads to disaster.
Your Dark Patron
Your soul has fallen into the hands of a dark patron, a powerful demon whose reputation precedes them, but whose true name is known to few. They have given you terms of employment, access to terrible power, and terrifying insight into their true nature.
• Choose 2:
• they seduce all who come into contact with them with pleasantries, gifts, and vices
• they govern their sprawling organization through strict and severe rules and punishments
• they require deference from their minions to their strange obsession with a mortal pastime
• they manipulate their friends, allies, and enemies alike into conflicts that serve their secret designs
• they have seeded eyes and ears across the city, always alert to any sign of betrayal or profitable opportunity
• they employ only dedicated and loyal minons who are all too happy to report on your activities
• they are slow to anger, but their commitment to their wrath is unstoppable once truly provoked
Demonic Jobs
Your dark patron keeps you on Earth for a reason; they could always have decided to drag you to hell.
• Choose two jobs you regularly do for them from the list below:
• Collecting souls, tracking down rogue demons, delivering threats and messages, cleaning up gruesome messes, guarding someone or something, destroying your patron's enemies, brokering demonic contracts, hiding and securing demonic contraband, operating a demonic establishment, policing your patron's minions
When you complete a job for your patron, mark Wild. Your patron owes you a Debt for every job completed.
• You can cash in a Debt with your Patron in order to have them:
• answer a question honestly
• arrange a meeting with an NPC from Wild
• grant you a worthy boon or useful gift
• erase a Debt they hold on you or someone else
• give you a Debt they have on someone else
Your patron holds 3 Debts on you. They may one day offer you the chance to buy your freedom, but Debts alone won't be enough. At any time, your patron may cash in any Debts you owe them —1for-1— to inflict corruption on you.
Your Demon Form
Since your patron claimed your soul, you have a new look: a demon form. Pick as many as apply from the lists below:
• Head: bone, concave, crown, flames, halo, horns, spikes
• Eyes: absent, animal, empty, glowing, smoky, unblinking
• Limbs: claws, heavy, hoofed, many, severed, twisted
• Wings: blood, feathers, insects, leather, metal, paper, none
• Skin: chitinous, marked, misty, sticky, stretched, translucent
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, they give you a Debt they hold on someone else.
End Move
When you die, cash in all the Debts your patron owes you to come back, healing all harm. If you have none, your patron asks someone else to pay the Debt for you. If they refuse, time's up.
Corruption
• Trigger: When you convince someone to meaningfully act in your patron's interests, mark corruption.
• Just Below the Surface: Mark corruption to assume your demon form without a roll and gain all the options listed.
• Not to Be Denied: When someone rolls a hit while refusing to honor a Debt you've cashed in on them, you may mark corruption to make their roll a miss instead.
• From Hell: Mark corruption to have your patron send a small gang of demons to work on your behalf for a scene (2-harm 2-armor loyal demonic).
• I'm a Hustler, Baby: Mark corruption to make an additional city move when time passes; if you use your Circle Status for the move, add +1 to your roll.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• erase a scar
• a new Tainted move
• a move from another playbook
• a move from another playbook
• change your Circle
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• obtain Circle Status-2
• gain Fiendish Underlings
• erase a job from your contract
• advance 3 basic moves
• advance 3 basic moves
• change to a new playbook
[ +- ] Details
Details
Most tainted remember a time before all this; before their souls ended up in the hands of demons and devils. Now they're something more than just human, working jobs for patrons who are never satisfied, never finished demanding obedience. But a contract is a contract…
Profits Over People
You made a fucking deal. Maybe it was for a noble cause —a sacrifice you made to ensure someone else didn't take the worst of it— or a selfish desire for money, power, and status… but the result is the same. Now you spend your days (and nights) racketeering for hell, demonic muscle for a dark patron who has jobs that need doing and very little in the way of a retirement plan or healthcare package.
But you're no slave or servant. Your dark patron may have a hold over you, but you make your own choices, pursue your own goals. At least, that's what you tell yourself when you think about what you're capable of doing on your dark patron's behalf. There must be some humanity underneath the flaming horns and chitinous skin, some vestige of who you once were before your contract put you into your dark patron's service. There has to be…
Yet… you don't feel human any more. You're the gun brought to a knife fight, a terrifying force born when your dark patron hollowed you out and replaced something inside you with a demonic core. When you want to destroy something (or someone), your target has seconds to live before you rip them to shreds… and you always walk away from a fight, even the nasty ones that would otherwise leave you bleeding and broken.
It gets worse when you do your work willingly, when you convince people to go along with whatever your dark patron needs so that you don't have to make a mess. You can feel a little part of you die each time you enact your dark patron's will upon the world, and it's a bigger part when you play a big role in making room for his plans. You aren't loyal, but compliance is a big step down that same road.
Is there a way out? Maybe. It would take more than Debts, though. The contract your dark patron holds is serious, enough to drag you down into eternal torment if you aren't willing to play ball. But you would be lying if you said you don't catch yourself thinking about what life would be like without these demonic shackles and bloody hands…
Moves Advice
You can assume your demon form at will using The Devil Inside; the effect happens instantaneously and the benefits end as soon as you release the form. The manner of the weapons, movement, and senses you gain can vary each time you assume your demon form, but they can't shift within a single instance. You can choose to mark the corruption to pick 1 more option immediately after the roll, even on a miss.
Invocation expands the use of Debts into the metaphysical realm, allowing you (and those you owe) to call upon them to fuel powerful magic. As with cashing in any other Debt, the creditor must make it clear what they did for the debtor —speaking aloud the cause, even if no one is there— and the debtor has the option of refusing to honor the Debt and interrupting the ritual. If successful, however, you are physically placed in the new scene, even if you were across the city when the invocation began.
Tongued and Silver requires you to tempt someone with the lure of power while you figure them out. The offer must be seductive enough to catch their interest —and might also lead to you persuading them— but you don't have to follow through on what you promise or even push the issue to see past their facade.
It's up to you how you consecrate your pacts using Dark Bargain, but there must be at least some smoke and blood. If you want to intuitively know if someone is honoring the deal, you must choose that particular option; if someone violates the pact and suffers 4-harm (ap), you don't automatically know they've violated it unless you've chosen that option as well. Note also that all of these clauses are mutually binding —you're on the hook for them too if you're one of the parties. Unless you call upon some other demonic contract or resource, the move assumes your dark patron is the power you're calling to sanctify the deal; on a miss, you're got to make it right with them before you can call upon the move again.
The 1-armor you receive from Tough as Nails doesn't stack with other sources of armor —wearing a bulletproof vest doesn't offer you 2-armor. You still need to rest and tend to your wounds yourself —even if you don't need medical attention or magical assistance— but your most grievous injuries heal so fast you can shrug off a lethal bullet wound in a week. If you want to shrug off even more harm, take I'm a Fucking Demon (page 132).
Notes on Your Dark Patron
Your dark patron —the demon who now owns your soul— is a terrifying force in the city, likely a Status-3 NPC with a faction all their own. Whatever choices you make when you introduce them helps the MC portray them in the fiction; think carefully about how your choices define what interacting with your dark patron is like and how they treat you.
Similarly, picking the jobs you do regularly for your dark patron has a huge impact on what your work for them looks like during a session. Selecting collecting souls and delivering threats makes you more of a messenger; choosing destroying their enemies and policing their minions means you're going to have to break some heads. Ultimately, your dark patron expects you to be more effective than you are loyal —they understand you might be doing other things outside of serving their interests, but they do expect you to get down to business quickly when they give you a job to do.
Your demon patron's interests are not merely a game or a lark, even if they feel odd or bizarre; they are deeply invested in whatever jobs you have been assigned. Each time you finish a job, you mark Wild and claim a Debt on your patron. These Debts can be spent like any other Debt; the list provided merely reminds you what you can get from cashing in a Debt with an NPC. You can't cash in a Debt to escape your servitude, but… you could cash in a Debt to ask your dark patron, "What would it take for me to reclaim my soul?"
You can always let it out to summon your dark patron's attention directly on your location, effectively ensuring whatever is happening around you is made clear to them. Sometimes, this might help you convince your dark patron that someone is or is not a threat, but it's also a way to call for backup if you think you're in over your head (assuming your dark patron cares about you or the outcome)!
Finally, it is possible for you to switch Circles without changing playbooks, but merely changing Circles doesn't free you from the deal you've made. You might be more invested in protecting mortals (Mortalis) or fighting for territory (Night), but when your dark patron comes calling, you're still on the hook. Changing playbooks, on the other hand, usually means you've found some way out of the deal, enough to transition to a different relationship.
Notes on Your Demon Form
Your demon form may be based upon your dark patron's look and aesthetic, but it might also be an expression of your darkened soul, a physical manifestation of the deal you've made. For the most part, you appear as human; you only summon up your demon form when you intentionally activate it using The Devil Inside (page 156) and decide which features of your demon form you want to possess at that time. No choice you make on the demon form list restricts your choices when you summon the form; if you choose to have no wings, then your mode of demonic movement might be a flaming motorcycle; if you choose to have severed limbs, you might call forward a flaming whip that radiates from your exposed bone when you use a demonic weapon.
No matter how you look when you transform, your demon form does little to conceal your identity and your service. You are still recognizable as yourself, and your form conveys —to those who would understand it— the nature of your fealty.
Notes on Intimacy
You don't have to do or say anything in the fiction to compel the other character to offer you a Debt; a moment of intimacy with you is so compelling that they feel obligated to give you something. That said, you don't get to choose which Debt they offer —you just have to live with whichever one they pick. When you cash in such a Debt, just reference whatever the original owner did to earn it.
Notes on End Move
Whether it's one Debt or a dozen, the cost is the same: everything your patron owes you gets used up bringing you back. If you hold no Debts on your patron when you die, they approach someone else —likely a loved one— to pay your bill. Whatever deal they strike is not yours to determine. Your patron can select anyone, not limited to the people directly present for your demise.
Notes on Corruption
Your corruption trigger forces you to mark corruption when you get someone else to go along with your dark patron's operations and schemes, even if you threaten them, hurt them, or otherwise terrorize them. Killing someone —like a rogue demon— doesn't mean they acted in your patron's interests, but you mark corruption every time you somehow manipulate, force, or cajole another character into a meaningful action that suits your dark patron's desires. The MC is the ultimate arbiter of what counts as a meaningful action in line with your patron's interests, but this choice is always conscious to you as a character —you can't accidentally convince someone.
You cannot use Not to be Denied if the person refusing didn't make a roll, i.e. an NPC who refuses a Debt they owe you, a PC using another corruption move to take a 10+, etc.
The demons your patron sends you via From Hell only last for the scene; you need to mark another corruption if you want them to follow you into a subsequent scene. They cannot act independently, and require constant supervision. If you want a regular group of demons to work for you (and handle independent tasks), take Fiendish Underlings!
You can decide to trigger I'm a Hustler, Baby before or after you've rolled your other city moves; you only get the +1 for the additional city move you make.
Notes on Advances Fiendish Underlings gives you a small gang of demons (2-harm 2-armor savage demonic) and:
• When you order your fiendish underlings to solve a problem, roll with Wild.
• On a 10+, they follow your instructions precisely and no one can trace them back to you.
• On a 7-9, either things get messy or you're clearly to blame, your choice.
• On a miss, they do exactly as they are told and it leads to disaster.
Erasing a job means you're done with that task —your dark patron can no longer demand it of you. Tell the MC how you altered your contract to avoid such work.
[3column][col]
[f=h1][_=The Tainted][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=0/2][/color][_bloodpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=0/2][/color][_heartpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=1/2][/color][_mindpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=0/2][/color][_spiritpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=1/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=0/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=1/2][/color] [_night_rating_pos=0/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=0/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=0/2][/color] [_power_rating_pos=0/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=0/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=0/2][/color] [_wild_rating_pos=1/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=1/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=1/1] [b]The Devil Inside[/b] | [f=";display:none;"]2d6[/f][_$=+blood]
[_=0/1] [b]Tongued and Silver[/b] ([f=small]figure someone out[/f] +Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[_=0/1] [b]Dark Bargain[/b] | [f=";display:none;"]2d6[/f][_$=+heart]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Tainted[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Brutal, callous, shrewd, bound. The Tainted is a mortal who sold their soul for a "fair" price. Caught in the service of a dark patron, they now toil in a trap of their own making.[/i]
[i]Play the Tainted if you want to work for alien forces that challenge your human compassion with demonic tasks.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Alfred, Alma, Catarina, Dawa, Fahad, Father Luke, Iris, Jake, Jeremiah, Kaito, Kyo, Lana, Landon, Latifah, Nabhi, Nadia, Ophelia, Shiro, Tamali, Yuina
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• dirty clothing, expensive clothing, formal clothing, trendy clothing
• [b]Demeanor Options[/b]: corporate, detached, paranoid, unstable
• [b]Starting Character Stats[/b] : Blood 1, Heart 1, Mind -1, Spirit 0
• [b]Starting Circles[/b] : Mortalis 1, Night -1, Power 0, Wild 1
• [b]Starting Status[/b]: Mortalis 0, Night 0, Power 0, Wild 1
• [b]Intro Questions[/b]:
• Why did you trade away your soul?
• How long have you been in the city?
• Which fellow demonic agent do you loathe?
• How do you cope with your demonic dreams and hungers?
• What do you desperately need?
• [b]Starting Gear[/b]:
• A house or apartment, a car, a smartphone.
• One brutal weapon of choice:
• [_=0/1] Collapsible baton (2-harm hand conceal)
• [_=0/1] 9mm Beretta (2-harm near loud)
• [_=0/1] Pump-action shotgun (3-harm close/near loud reload messy)
• [_=0/1] Sword (3-harm close messy)
• [b]Starting Debts[/b]:
• You're protecting someone from a dark power, a rival and enemy of your demonic patron. Your charge owes you a Debt.
• Someone is trying to save you from damnation and keeps suffering for it. Ask them why they care when no one else does. You owe them a Debt.
• You hurt or killed someone's good friend or ally on your demonic patron's orders. You owe them a Debt.
• [b]Let It Out Abilities[/b]:
• imbue your touch with demonic corruption (2-harm hand ap)
• impress, dismay, or frighten someone with a display of demonic fury
• move through or past a physical obstacle created by mortal hands
• summon your dark patron's attention directly on your location[/spoiler]
[f=h2]Tainted Moves (You get The Devil Inside, and choose two more)[/f]
• [_=1/1] [b]The Devil Inside[/b]: When you assume your demon form, roll with [b]Blood[/b].
• On a 10+, pick 3. On a 7-9, pick 2. On a miss, pick 1 and give your patron a Debt… or go without your form.
• +demonic weapon (3-harm hand or 2-harm close)
• +demonic movement (flight, flaming motorcycle, etc.)
• +demonic senses (infrared sight, smell lies, etc.)
• gain armor+1
• heal 2-harm
• take +1 forward
If you're working a job for your patron, pick 1 more. If you mark corruption, pick 1 more.
• [_=0/1] [b]Invocation[/b]: You may [b]cash in a Debt[/b] with someone to appear in their presence; others may [b]cash in a Debt[/b] with you to have you appear as well. Successfully [b]refusing to honor the Debt[/b] cancels the invocation completely.
• [_=0/1] [b]Tongued and Silver[/b]: When you [b]figure someone out[/b] by tempting them with power, roll with [b]Heart[/b] instead of [b]Mind[/b].
• [_=0/1] [b]Dark Bargain[/b]: When you seal a bargain with someone in smoke and blood, roll with [b]Heart[/b].
• On a hit, you infuse the agreement with demonic force. On a 10+, pick 2. On a 7-9, pick 1.
• All parties intuitively know if the deal is being honored.
• All parties take +1 ongoing to [b]letting it out[/b] while fulfilling the deal.
• Anyone violating the pact instantly suffers 4-harm (ap).
• On a miss, the bargain displeases the powers you called upon to sanctify the deal; you must perform an act of contrition before you can invoke their influence again.
• [_=0/1] [b]Tough as Nails[/b]: You get 1-armor; blessed or holy sources ignore this armor completely. Weapons designed to stun or impair you have no effect unless blessed or holy. You don't require medical attention or magical assistance to heal harm you've suffered, and you clear critical harm like it was faint or serious harm —one box every few days.
• Only once you have the relevant Advancements:
• [_=0/1] [b]Order Your Underlings[/b]: When you order your [b]fiendish underlings[/b] to solve a problem, roll with [b]Wild[/b].
• On a 10+, they follow your instructions precisely and no one can trace them back to you.
• On a 7-9, either things get messy or you're clearly to blame, your choice.
• On a miss, they do exactly as they are told and it leads to disaster.
[f=h2]Your Dark Patron[/f]
Your soul has fallen into the hands of a dark patron, a powerful demon whose reputation precedes them, but whose true name is known to few. They have given you terms of employment, access to terrible power, and terrifying insight into their true nature.
• [b]Choose 2[/b]:
• [_=0/1] they seduce all who come into contact with them with pleasantries, gifts, and vices
• [_=0/1] they govern their sprawling organization through strict and severe rules and punishments
• [_=0/1] they require deference from their minions to their strange obsession with a mortal pastime
• [_=0/1] they manipulate their friends, allies, and enemies alike into conflicts that serve their secret designs
• [_=0/1] they have seeded eyes and ears across the city, always alert to any sign of betrayal or profitable opportunity
• [_=0/1] they employ only dedicated and loyal minons who are all too happy to report on your activities
• [_=0/1] they are slow to anger, but their commitment to their wrath is unstoppable once truly provoked
[f=h2]Demonic Jobs[/f]
Your dark patron keeps you on Earth for a reason; they could always have decided to drag you to hell.
• Choose two jobs you regularly do for them from the list below:
• [i]Collecting souls, tracking down rogue demons, delivering threats and messages, cleaning up gruesome messes, guarding someone or something, destroying your patron's enemies, brokering demonic contracts, hiding and securing demonic contraband, operating a demonic establishment, policing your patron's minions[/i]
When you complete a job for your patron, mark Wild. Your patron owes you a Debt for every job completed.
• You can cash in a Debt with your Patron in order to have them:
• answer a question honestly
• arrange a meeting with an NPC from Wild
• grant you a worthy boon or useful gift
• erase a Debt they hold on you or someone else
• give you a Debt they have on someone else
Your patron holds 3 Debts on you. They may one day offer you the chance to buy your freedom, but Debts alone won't be enough. At any time, your patron may cash in any Debts you owe them —1for-1— to inflict corruption on you.
[f=h2]Your Demon Form[/f]
Since your patron claimed your soul, you have a new look: a demon form. Pick as many as apply from the lists below:
• [b]Head:[/b] bone, concave, crown, flames, halo, horns, spikes
• [b]Eyes:[/b] absent, animal, empty, glowing, smoky, unblinking
• [b]Limbs:[/b] claws, heavy, hoofed, many, severed, twisted
• [b]Wings:[/b] blood, feathers, insects, leather, metal, paper, none
• [b]Skin:[/b] chitinous, marked, misty, sticky, stretched, translucent
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, they give you a Debt they hold on someone else.
[f=h2]End Move[/f]
When you die, cash in all the Debts your patron owes you to come back, healing all harm. If you have none, your patron asks someone else to pay the Debt for you. If they refuse, time's up.
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you convince someone to meaningfully act in your patron's interests, mark corruption.
• [_=0/1] [b]Just Below the Surface[/b]: Mark corruption to assume your demon form without a roll and gain all the options listed.
• [_=0/1] [b]Not to Be Denied[/b]: When someone rolls a hit while [b]refusing to honor a Debt[/b] you've [b]cashed in[/b] on them, you may mark corruption to make their roll a miss instead.
• [_=0/1] [b]From Hell[/b]: Mark corruption to have your patron send a small gang of demons to work on your behalf for a scene (2-harm 2-armor loyal demonic).
• [_=0/1] [b]I'm a Hustler, Baby[/b]: Mark corruption to make an additional city move when time passes; if you use your Circle Status for the move, add +1 to your roll.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] erase a scar
• [_=0/1] a new Tainted move
• [_=0/1] a move from another playbook
• [_=0/1] a move from another playbook
• [_=0/1] change your Circle
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] obtain Circle Status-2
• [_=0/1] gain [i]Fiendish Underlings[/i]
• [_=0/1] erase a job from your contract
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] change to a new playbook
[spoiler="Details"][f=h2]Details[/f]
Most tainted remember a time before all this; before their souls ended up in the hands of demons and devils. Now they're something more than just human, working jobs for patrons who are never satisfied, never finished demanding obedience. But a contract is a contract…
[f=h3]Profits Over People[/f]
You made a fucking deal. Maybe it was for a noble cause —a sacrifice you made to ensure someone else didn't take the worst of it— or a selfish desire for money, power, and status… but the result is the same. Now you spend your days (and nights) racketeering for hell, demonic muscle for a dark patron who has jobs that need doing and very little in the way of a retirement plan or healthcare package.
But you're no slave or servant. Your dark patron may have a hold over you, but you make your own choices, pursue your own goals. At least, that's what you tell yourself when you think about what you're capable of doing on your dark patron's behalf. There must be some humanity underneath the flaming horns and chitinous skin, some vestige of who you once were before your contract put you into your dark patron's service. There has to be…
Yet… you don't [i]feel[/i] human any more. You're the gun brought to a knife fight, a terrifying force born when your dark patron hollowed you out and replaced something inside you with a demonic core. When you want to destroy something (or someone), your target has seconds to live before you rip them to shreds… and you always walk away from a fight, even the nasty ones that would otherwise leave you bleeding and broken.
It gets worse when you do your work willingly, when you convince people to go along with whatever your dark patron needs so that you don't have to make a mess. You can feel a little part of you die each time you enact your dark patron's will upon the world, and it's a bigger part when you play a big role in making room for his plans. You aren't loyal, but compliance is a big step down that same road.
Is there a way out? Maybe. It would take more than Debts, though. The contract your dark patron holds is serious, enough to drag you down into eternal torment if you aren't willing to play ball. But you would be lying if you said you don't catch yourself thinking about what life would be like without these demonic shackles and bloody hands…
[f=h3]Moves Advice[/f]
You can assume your [b]demon form[/b] at will using [b]The Devil Inside[/b]; the effect happens instantaneously and the benefits end as soon as you release the form. The manner of the weapons, movement, and senses you gain can vary each time you assume your demon form, but they can't shift within a single instance. You can choose to mark the corruption to pick 1 more option immediately after the roll, even on a miss.
[b]Invocation[/b] expands the use of Debts into the metaphysical realm, allowing you (and those you owe) to call upon them to fuel powerful magic. As with [b]cashing in[/b] any other Debt, the creditor must make it clear what they did for the debtor —speaking aloud the cause, even if no one is there— and the debtor has the option of [b]refusing to honor the Debt[/b] and interrupting the ritual. If successful, however, you are physically placed in the new scene, even if you were across the city when the invocation began.
[b]Tongued and Silver[/b] requires you to tempt someone with the lure of power while you [b]figure them out[/b]. The offer must be seductive enough to catch their interest —and might also lead to you [b]persuading[/b] them— but you don't have to follow through on what you promise or even push the issue to see past their facade.
It's up to you how you consecrate your pacts using [b]Dark Bargain[/b], but there must be at least some smoke and blood. If you want to [b]intuitively know if someone is honoring the deal[/b], you must choose that particular option; if someone [b]violates the pact and suffers 4-harm (ap)[/b], you don't automatically know they've violated it unless you've chosen that option as well. Note also that all of these clauses are mutually binding —you're on the hook for them too if you're one of the parties. Unless you call upon some other demonic contract or resource, the move assumes your dark patron is the power you're calling to sanctify the deal; on a miss, you're got to make it right with them before you can call upon the move again.
The 1-armor you receive from [b]Tough as Nails[/b] doesn't stack with other sources of armor —wearing a bulletproof vest doesn't offer you 2-armor. You still need to rest and tend to your wounds yourself —even if you don't need medical attention or magical assistance— but your most grievous injuries heal so fast you can shrug off a lethal bullet wound in a week. If you want to shrug off even more harm, take [b]I'm a Fucking Demon[/b] (page 132).
[f=h3]Notes on Your Dark Patron[/f]
Your [b]dark patron[/b] —the demon who now owns your soul— is a terrifying force in the city, likely a Status-3 NPC with a faction all their own. Whatever choices you make when you introduce them helps the MC portray them in the fiction; think carefully about how your choices define what interacting with your dark patron is like and how they treat you.
Similarly, picking the jobs you do regularly for your dark patron has a huge impact on what your work for them looks like during a session. Selecting [b]collecting souls[/b] and [b]delivering threats[/b] makes you more of a messenger; choosing [b]destroying their enemies[/b] and [b]policing their minions[/b] means you're going to have to break some heads. Ultimately, your dark patron expects you to be more effective than you are loyal —they understand you might be doing other things outside of serving their interests, but they do expect you to get down to business quickly when they give you a job to do.
Your demon patron's interests are not merely a game or a lark, even if they feel odd or bizarre; they are deeply invested in whatever jobs you have been assigned. Each time you finish a job, you mark Wild and claim a Debt on your patron. These Debts can be spent like any other Debt; the list provided merely reminds you what you can get from [b]cashing in a Debt[/b] with an NPC. You can't [b]cash in a Debt[/b] to escape your servitude, but… you could [b]cash in a Debt[/b] to ask your dark patron, "What would it take for me to reclaim my soul?"
You can always [b]let it out[/b] to [b]summon your dark patron's attention directly on your location[/b], effectively ensuring whatever is happening around you is made clear to them. Sometimes, this might help you convince your dark patron that someone is or is not a threat, but it's also a way to call for backup if you think you're in over your head (assuming your dark patron cares about you or the outcome)!
Finally, it is possible for you to switch Circles without changing playbooks, but merely changing Circles doesn't free you from the deal you've made. You might be more invested in protecting mortals (Mortalis) or fighting for territory (Night), but when your dark patron comes calling, you're still on the hook. Changing playbooks, on the other hand, usually means you've found some way out of the deal, enough to transition to a different relationship.
[f=h3]Notes on Your Demon Form[/f]
Your [b]demon form[/b] may be based upon your [b]dark patron's[/b] look and aesthetic, but it might also be an expression of your darkened soul, a physical manifestation of the deal you've made. For the most part, you appear as human; you only summon up your demon form when you intentionally activate it using [b]The Devil Inside[/b] (page 156) and decide which features of your demon form you want to possess at that time. No choice you make on the demon form list restricts your choices when you summon the form; if you choose to have [b]no wings[/b], then your mode of [b]demonic movement[/b] might be a flaming motorcycle; if you choose to have [b]severed limbs[/b], you might call forward a flaming whip that radiates from your exposed bone when you use a [b]demonic weapon[/b].
No matter how you look when you transform, your demon form does little to conceal your identity and your service. You are still recognizable as yourself, and your form conveys —to those who would understand it— the nature of your fealty.
[f=h3]Notes on Intimacy[/f]
You don't have to do or say anything in the fiction to compel the other character to offer you a Debt; a moment of intimacy with you is so compelling that they feel obligated to give you something. That said, you don't get to choose which Debt they offer —you just have to live with whichever one they pick. When you [b]cash in[/b] such a Debt, just reference whatever the original owner did to earn it.
[f=h3]Notes on End Move[/f]
Whether it's one Debt or a dozen, the cost is the same: everything your patron owes you gets used up bringing you back. If you hold no Debts on your patron when you die, they approach someone else —likely a loved one— to pay your bill. Whatever deal they strike is not yours to determine. Your patron can select anyone, not limited to the people directly present for your demise.
[f=h3]Notes on Corruption[/f]
Your corruption trigger forces you to mark corruption when you get someone else to go along with your dark patron's operations and schemes, even if you threaten them, hurt them, or otherwise terrorize them. Killing someone —like a rogue demon— doesn't mean they acted in your patron's interests, but you mark corruption every time you somehow manipulate, force, or cajole another character into a meaningful action that suits your dark patron's desires. The MC is the ultimate arbiter of what counts as a meaningful action in line with your patron's interests, but this choice is always conscious to you as a character —you can't accidentally convince someone.
You cannot use [b]Not to be Denied[/b] if the person refusing didn't make a roll, i.e. an NPC who refuses a Debt they owe you, a PC using another corruption move to take a 10+, etc.
The demons your patron sends you via [b]From Hell[/b] only last for the scene; you need to mark another corruption if you want them to follow you into a subsequent scene. They cannot act independently, and require constant supervision. If you want a regular group of demons to work for you (and handle independent tasks), take [b]Fiendish Underlings[/b]!
You can decide to trigger [b]I'm a Hustler, Baby[/b] before or after you've rolled your other city moves; you only get the +1 for the additional city move you make.
[f=h3]Notes on Advances[/f]
[b]Fiendish Underlings[/b] gives you a small gang of demons (2-harm 2-armor savage demonic) and:
• [_=0/1] When you order your [b]fiendish underlings[/b] to solve a problem, roll with [b]Wild[/b].
• On a 10+, they follow your instructions precisely and no one can trace them back to you.
• On a 7-9, either things get messy or you're clearly to blame, your choice.
• On a miss, they do exactly as they are told and it leads to disaster.
[b]Erasing a job[/b] means you're done with that task —your dark patron can no longer demand it of you. Tell the MC how you altered your contract to avoid such work.[/spoiler]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Vamp
[ +- ] Description and Character Creation
Description Seductive, merciless, eternal, starving. The Vamp is a parasite that must feed on humanity to survive. The only thing greater than their hunger… is their ambition.
Play the Vamp if you want to climb your way up from the gutter, relying only on those poor unfortunate souls who find their way into your web.
Character Creation
• Name:
• Adel, Ash, Bilal, Clara, Cleopatra, Damon, Danielle, Hadier, Isa, Joseph, Klaus, Leanne, Marta, Maximillian, Monique, Nathaniel, Orion, Reginald, Salim, Zoe
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• concealing clothing, formal clothing, ordinary clothing, vintage clothing
• Demeanor Options: antiquated, feral, seductive, volatile
• Starting Stats: Blood 1, Heart 1, Mind 0, Spirit -1
• Starting Circles : Mortalis 1, Night 1, Power -1, Wild 0
• Starting Status: Mortalis 0, Night 1, Power 0, Wild 0
• Intro Questions:
• When did you become a vampire?
• How long have you been in the city?
• How do you keep your cravings in check?
• How did you acquire your haven?
• What deal are you invested in right now?
• Starting Gear:
• A secluded apartment, a comfortable car, a smartphone.
• One stylish weapon of choice:
• Dual Colt Double Eagles (3-harm near loud)
• Sword (3-harm close messy)
• Walther PPK (2-harm near reload concealable)
• Starting Debts:
• Someone makes sure you get fed regularly, without attracting too much attention. You owe them 2 Debts.
• Someone relies on you for their fix. Ask them what you provide that keeps them sane. They owe you a Debt; add them to your Web.
• Someone recently sold you out to one of your enemies. You avoided the worst of the attacks, but your betrayer owes you a Debt; add them to your Web.
• Let It Out Abilities:
• create an opportunity to escape, ignoring all mortal bindings
• perform a fantastic feat of vampiric strength or agility
• extend your vampiric senses for a short period of time
• display your dominance; low-Status NPCs flee, PCs must keep their cool
Vamp Moves (You get Eternal Hunger, and choose two more:)
• Eternal Hunger: You hunger for human blood, flesh, or emotions; pick one. When you feed on someone, roll with Blood.
• On a 10+, all 3. On a 7-9, choose 2:
• You heal 1-harm or take +1 forward
• You learn a secret about your prey
• Your prey doesn't suffer 3-harm (ap)
• On a miss, your hunger gets the best of you, and everyone suffers.
• Always Welcome: When you attempt to worm your way into a restricted location by manipulating an underling or guard, roll with your Status in their Circle.
• On a hit, they open the way for you, despite their misgivings.
• On a 10+, they promise to try to keep your name out of any trouble that arises as a result.
• On a miss, they stand strong… but inadvertently give you an opening to gain the access you seek through violence.
• Cold-Blooded: When you keep your cool by flouting mortal social conventions and expectations, roll with Blood instead of Spirit.
• Keep Your Friends Close: When you figure someone out by helping them indulge a true hunger, take a 10+ instead of rolling. If they are in your Circle, take +1 ongoing to act on the answers to your questions until time passes.
• Terrifying: Take +1 Blood (max+3).
• In the Neighborhood: When you hit the streets with someone who owes you a Debt, you can invoke a Debt before rolling to add +3 to your roll. If you get a hit, you also catch them in the middle of a compromising or vulnerable situation; take +1 ongoing against them for the scene.
Your Harbor
You have a safe place —a haven— secure from outside dangers, located within a larger harbor. Your haven is a reinforced bolthole with emergency rations and an escape vector; when someone willingly enters your haven, add them to your Web.
• Your harbor is a public-facing staple of the community (choose one):
• a flashy nightclub
• an outdated library
• a restored theater
• a historic hotel
• an oversized restaurant
• a public transport station
• a religious hospital
• an open-air market
• Choose 2 advantages:
• your harbor is popular with ordinary mortals, giving you easy access to unsuspecting prey
• your harbor hosts a way to quickly dispose of bodies, attracting little to no suspicion
• your harbor is directly controlled by an allied Status-3 NPC from Night, granting you some limited protections
• your harbor allows you a space to entertain and entrance admirers, bringing in a steady stream of gifts and favors
• your harbor is staffed by ghouls loyal to you, bringing you news of anything they hear or see
• Choose 2 dangers:
• your harbor lies within the territory of a Status-3 vampire lord; they often demand tribute and Debts
• your harbor is home to a number of ghostly entities; they range from mildly annoying to deeply dangerous
• your harbor has attracted the attention of a dedicated group of mortal hunters; they may soon make their move
• your harbor is constantly busy, day and night; those who frequent it make strict security impossible
• your harbor is closely tied to several mortals you care for; they have been thrust into the supernatural world by your unlife
Your Web
When someone comes to you to ask for a favor, seek advice, bargain for info, or threaten your interests, they enter your web and owe you a Debt… even if you don't offer them anything in return. People leave your web only when they no longer owe you a Debt.
• When someone is in your web, you gain the following:
• Take +1 ongoing to lend them a hand or get in their way
• Add the following option whenever you figure them out: "what is your character's true hunger?"
• Invoke a Debt (before rolling) when persuading them to advance persuade for the roll in addition to adding +3 to your total
When time passes —or at the start of the game— choose someone in your web and learn a secret about them that they'd rather keep buried. Mark corruption to ask a followup question about the answer; their player must answer you honestly.
Trapped in your web
• ˍˍˍˍˍˍˍˍ
• ˍˍˍˍˍˍˍˍ
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, tell them a secret about yourself or owe them a Debt. Either way, they enter your Web and owe you a Debt.
End Move
When you die, name the person you hold most responsible; your agents and allies relentlessly pursue them until "justice" is served.
Corruption
• Trigger: When you feed on an unwilling victim, mark corruption.
• True Hunter: Mark corruption when pursuing a vulnerable NPC at night. Your prey cannot escape you, no matter where they attempt to flee, and you can prey on them or kill them at will.
• Pull Them Back In: When you cash in your last Debt on someone in your Web, mark corruption to keep the Debt and keep them in your Web.
• Blood Magic: Choose 2 Faerie Powers; mark corruption to use one without additional costs. You may take this corruption advance a second time to gain the remaining Faerie Powers.
• Fake News: When you weaken someone's standing via false rumors, mark corruption to roll with Heart instead of Status. On a miss, mark corruption to have the trail lead back to an ally, not you.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• a new Vamp move
• a new Vamp move
• a move from another playbook
• a move from another playbook
• change your Circle
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• obtain Circle Status-2
• erase a scar
• advance 3 basic moves
• advance 3 basic moves
• retire your character to safety
• change to a new playbook
[ +- ] Details
Details
Strong, fast, eternal in age, and insatiable in hunger, the vampire is an unadulterated predator, a twisted reflection of the person they once were, doomed to walk the earth and feed their hungers. Keep your distance.
A Hunger Like No Other
For many mortals, the allure of eternal life —even an eternal unlife— is the promise of infinite time, infinite wealth, infinite grace. They imagine themselves sitting in a gorgeous library or a sleek boardroom, their sharp fangs mere set dressing for the inherent elegance of their unending vampiric existence. Mortal stories are obsessed with vampires because most mortals believe a vampiric version of their life would be better in every possible way.
You know the truth. You know the hunger.
You can still remember the first few days after you were turned, the hunger gnawing at you for the first time —an ache that could not be alleviated save through indulgence. It has never gotten better. Your appetite distracts you, thwarts you, controls you. Since you became a vampire, you have never had a day without it, even when you've just recently fed.
What do you make of this unlife of yours? You might have infinite time —if you're careful and lucky— but the hunger lurks in the shadows of every minute, every waking thought. And with the craving comes a terrible truth: you're a parasite, a hustler drinking up the lifeblood of the city in whatever form you're doomed to consume. You may live miles above the city's streets, but eventually every vampire ends up in the gutter looking for a fix.
To be fair, your curse isn't without gifts. You're fast, and you're strong; you are hard to kill, and you kill with ease. There might be a place for you in the city, if you can make yourself useful and keep your worst impulses in check. You might even find a home, amassing enough power and influence to weather the aching drum beat of your dark needs and forge a future for yourself.
So you draw people toward you, filling your web with enough flies to never go hungry again. You know your hunger is a pit inside you that can never be filled… but perhaps it can be mastered. Perhaps you can scheme and plot and sacrifice and gamble your way into a place where you'd never go hungry again…
Moves Advice
Make your choice for Eternal Hunger when you make your character; once things are underway, you hunger for that thing in particular. If you choose to take +1 forward, it applies to your next basic or playbook move —not to Circle moves, Debt moves, or city moves. You may try to avoid triggering Eternal Hunger, but the MC will tell you when your hunger becomes unbearable. Ignoring your urgent needs gives the MC a golden opportunity to make a move —as hard as they like— based on your vampirism.
If you roll a miss while trying to worm your way in with Always Welcome, the opening you gain is more of an opportunity than an invitation. The MC will tell you exactly what it costs to seize it, but it usually involves turning to violence. You don't need any leverage to trigger the move —if you are using leverage or invoking a Debt, you are trying to persuade them to let you into the location instead.
Flouting mortal social conventions and expectations with Cold-Blooded means behaving in a way mortals find off-putting or upsetting in order to avoid a messy situation. For example, you might stick a knife into your unliving flesh to avoid a fight with some gangbangers —intimidating them into backing down— or start hissing at people in a crowded store to avoid witnesses sticking around while you're feeding. Anytime your behavior is downright odd and inhuman, you can trigger the move! That said, flouting convention while getting out of the way of a truck barreling toward you is hard to do —you might have to push a stroller out into traffic (or something equally extreme).
You can always ask about the true hungers of anyone in your web (page 161) to help you trigger Keep Your Friends Close, but sometimes people just tell you what they desire. Either way, you have to help them indulge —giving them the thing itself or directly making it possible for them to get it— to trigger the move.
If you take In the Neighborhood, you can invoke Debts with your debtors to force them to make time to see you, adding a +3 to your hit the streets rolls (max+4). You don't have to talk to your debtor directly to invoke the Debt —a text message, voice mail, or other communication is sufficient— and the Debt isn't resolved unless you actually get to see them face-to-face; if you roll a miss and something waylays you or them, the Debt comes back to you.
Notes on Your Harbor
Your harbor is a stomping ground, a combination hunting ground and home turf in which you have found a stable existence… despite your hunger. Your haven, which lies inside that harbor, is especially safe —you can lock people out, escape when you like, and stay there for a considerable time. Anyone you welcome into it owes you a Debt, a sign of the vulnerability you're displaying by allowing them in.
Whatever harbor you select, you have established a concrete and consistent reason for your constant presence. If you choose a religious hospital, perhaps you've secured a job as a night janitor or even a doctor; if you choose an outdated library, perhaps the staff just see you as an innocuous regular. You don't outright own or control your harbor, but your ordinary comings and goings attract little to no attention.
The advantages and dangers you select fictionally position the night-to-night life you've come to know since moving into the harbor. Do you have easy access to prey? A way to dispose of bodies? A Status-3 vampire lord who demands tribute and Debts? Whatever you choose helps you and your group get on the same page about your harbor, as well as defining what resources you can call upon in story and what threats appear consistently on the horizon. Your relationship with these facets of your harbor can change over time, but advantages don't regularly become problems and dangers don't often provide you with aid.
Some options include Status-3 NPCs, ghosts, hunters, and other characters. If you select one of these choices, work with your MC to figure out exactly who (or what) has been added to the story, along with any additional characters who regularly interact with your harbor. One advantage includes ghouls —typically some sort of mortal servant, either hypnotized or addicted to your blood, but you and your MC decide how they appear in the fiction. So long as they appear human and serve you, they count as ghouls.
Note that your harbor must be inside your starting City Hub (page 53). If your group begins play in the Art District, then the bus depot (a public transport station) you've secured as a harbor is within the Art District. As the city grows in your group's collective understanding, you might introduce additional City Hubs with new arenas of conflict, but you need to ensure that your harbor is located close enough to the other PCs that both you and they have reasons to regularly visit it during the course of the story.
Notes on Your Web
No matter how kind or generous you might imagine yourself to be, your parasitic nature always shines through. Nowhere is that more apparent than in your web, a feature that represents your ability to get your hooks into people, forcing them to owe you Debts for innocuous behavior and exposing their secrets when you go digging.
The primary way characters enter your web is simple: they come to you and ask for a favor, advice, or information… or to threaten you. Either way, their interest in you sparks your interest in them! And as a master manipulator, you spin that mutual interest into both an immediate Debt and a long-term parasitic relationship. They came to you, right? They owe you for that imposition on your extremely busy unlife! You can cash in this Debt like any other —"Remember that time you came and threatened me?!"— even if no other character would possibly be able to claim a Debt from someone for the same action.
If someone ends up owing you a Debt as a result of an action that also causes them to enter your web, then you claim two Debts. For example, if someone comes to you looking for information, they automatically owe you one Debt and enter your web, even if you tell them nothing; if you choose to give them valuable info without immediate recompense, they owe you a second Debt for the info itself.
The first benefit you gain from having someone in your web only applies to PCs —you can't lend a hand or get in the way of an NPC— and the third benefit only applies to NPCs —you can't persuade PCs. You can figure out both PCs and NPCs, so you can determine the "true hunger" of any character in your web, and you can learn a secret about any character —PC or NPC— in your web when time passes. No one is safe from your prying eyes, once you've got your hooks in them.
Leaving your web is harder than it might initially appear —whoever is trying to escape your influence can only leave your web when they no longer owe you any Debts at all. Even if they owe you just a single Debt, they are still on the hook. Of course, you can also take Pull Them Back In (page 163) to ensure they never get all the way away from you…
Notes on Intimacy
Whatever secret you share —if that's the option you choose— must be significant, personally or politically; in other words, it must be something you don't want others to know about you. If the other character is already in your web, they still owe you a new Debt: a mark of their gratitude for the time you dropped your guard and let them in.
Notes on End Move
You are free to name anyone —PC or NPC— as most responsible; the MC portrays your people working to ensure they suffer. Depending on the circumstance, such a resolution may only be found in bloody vengeance —if you were murdered in cold blood perhaps— but… true blood feuds are expensive. Your agents and allies will never forget you, but they may settle for a lesser "justice" in which everyone saves face.
Notes on Corruption
Your corruption trigger forces you to mark corruption whenever you feed on someone who doesn't want you to feed on them. People who are coerced by threats and blackmail are still considered unwilling, but if you get someone to agree to a trade —Debts for blood or flesh— then you don't mark corruption.
For the purposes of True Hunter, a vulnerable NPC is someone unable to fight you off alone. Most vampire hunters —isolated from their allies— fall into that category, but you have to catch a wizard or a werewolf quite unprepared to use this move against them.
When you use Pull Them Back In, tell the player whose Debt you are keeping how you manage to bamboozle them into accepting that they still owe you. They may know it's bullshit, but your Web is a mighty sticky thing…
The powers you gain from Blood Magic are from the Fae's playbook (page 118); you don't also gain Faerie Magic, but instead mark corruption to activate the powers. If you want additional corruption-based magical powers, check out Student of the Arts (page 151) or Back At It (page 169).
You must use a rumor you know to be false to trigger Fake News; your target is too likely prepared to address someone spreading rumors which are partially true. On a miss, you can name a PC as the ally in question.
Notes on Advances
If you change to a new playbook, you can leave Eternal Hunger behind! A Vamp who becomes the Hunter or the Tainted may find their new allies have an alternative to messy feeding; a Vamp who becomes the Spectre or the Sworn may find their cravings metaphysically eliminated. That said, you might still be a vampire, even if you no longer hunger.
If you retire to safety, you choose if you're cured of your hunger or merely find a way to keep it in check. Either way, you're safe from the city's streets… and from your own worst self.
[3column][col]
[f=h1][_=The Vamp][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=0/2][/color][_bloodpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=0/2][/color][_heartpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=0/2][/color][_mindpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=1/2][/color][_spiritpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=1/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=0/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=0/2][/color] [_night_rating_pos=1/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=1/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=1/2][/color] [_power_rating_pos=0/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=0/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=0/2][/color] [_wild_rating_pos=0/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=0/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=1/1] [b]Eternal Hunger[/b] | [f=";display:none;"]2d6[/f][_$=+blood]
[_=0/1] [b]Cold-Blooded[/b] ([f=small]keep your cool[/f] +Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[/table][table=rolls compact hlt]
Move | Mortalis | Night | Power | Wild
[_=0/1] [b]Always Welcome[/b] ([f=small]maniplulate[/f] +Status) | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [f=";display:none;"]2d6[/f][_$=+night_status] | [f=";display:none;"]2d6[/f][_$=+power_status] | [f=";display:none;"]2d6[/f][_$=+wild_status]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Vamp[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Seductive, merciless, eternal, starving. The Vamp is a parasite that must feed on humanity to survive. The only thing greater than their hunger… is their ambition.[/i]
[i]Play the Vamp if you want to climb your way up from the gutter, relying only on those poor unfortunate souls who find their way into your web.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Adel, Ash, Bilal, Clara, Cleopatra, Damon, Danielle, Hadier, Isa, Joseph, Klaus, Leanne, Marta, Maximillian, Monique, Nathaniel, Orion, Reginald, Salim, Zoe
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• concealing clothing, formal clothing, ordinary clothing, vintage clothing
• [b]Demeanor Options[/b]: antiquated, feral, seductive, volatile
• [b]Starting Stats[/b]: Blood 1, Heart 1, Mind 0, Spirit -1
• [b]Starting Circles[/b] : Mortalis 1, Night 1, Power -1, Wild 0
• [b]Starting Status[/b]: Mortalis 0, Night 1, Power 0, Wild 0
• [b]Intro Questions[/b]:
• When did you become a vampire?
• How long have you been in the city?
• How do you keep your cravings in check?
• How did you acquire your haven?
• What deal are you invested in right now?
• [b]Starting Gear[/b]:
• A secluded apartment, a comfortable car, a smartphone.
• One stylish weapon of choice:
• [_=0/1] Dual Colt Double Eagles (3-harm near loud)
• [_=0/1] Sword (3-harm close messy)
• [_=0/1] Walther PPK (2-harm near reload concealable)
• [b]Starting Debts[/b]:
• Someone makes sure you get fed regularly, without attracting too much attention. You owe them 2 Debts.
• Someone relies on you for their fix. Ask them what you provide that keeps them sane. They owe you a Debt; add them to your Web.
• Someone recently sold you out to one of your enemies. You avoided the worst of the attacks, but your betrayer owes you a Debt; add them to your Web.
• [b]Let It Out Abilities[/b]:
• create an opportunity to [b]escape[/b], ignoring all mortal bindings
• perform a fantastic feat of vampiric strength or agility
• extend your vampiric senses for a short period of time
• display your dominance; low-Status NPCs flee, PCs must [b]keep their cool[/b][/spoiler]
[f=h2]Vamp Moves (You get Eternal Hunger, and choose two more:)[/f]
• [_=1/1] [b]Eternal Hunger[/b]: You hunger for human blood, flesh, or emotions; pick one. When you feed on someone, roll with [b]Blood[/b].
• On a 10+, all 3. On a 7-9, choose 2:
• You heal 1-harm or take +1 forward
• You learn a secret about your prey
• Your prey doesn't suffer 3-harm (ap)
• On a miss, your hunger gets the best of you, and everyone suffers.
• [_=0/1] [b]Always Welcome[/b]: When you attempt to worm your way into a restricted location by manipulating an underling or guard, roll with your Status in their Circle.
• On a hit, they open the way for you, despite their misgivings.
• On a 10+, they promise to try to keep your name out of any trouble that arises as a result.
• On a miss, they stand strong… but inadvertently give you an opening to gain the access you seek through violence.
• [_=0/1] [b]Cold-Blooded[/b]: When you [b]keep your cool[/b] by flouting mortal social conventions and expectations, roll with [b]Blood[/b] instead of [b]Spirit[/b].
• [_=0/1] [b]Keep Your Friends Close[/b]: When you [b]figure someone out[/b] by helping them indulge a true hunger, take a 10+ instead of rolling. If they are in your Circle, take +1 ongoing to act on the answers to your questions until time passes.
• [_=0/1] [b]Terrifying[/b]: Take +1 [b]Blood[/b] (max+3).
• [_=0/1] [b]In the Neighborhood[/b]: When you [b]hit the streets[/b] with someone who owes you a Debt, you can invoke a Debt before rolling to add +3 to your roll. If you get a hit, you also catch them in the middle of a compromising or vulnerable situation; take +1 ongoing against them for the scene.
[f=h2]Your Harbor[/f]
You have a safe place —a [b]haven[/b]— secure from outside dangers, located within a larger [b]harbor[/b]. Your haven is a reinforced bolthole with emergency rations and an escape vector; when someone willingly enters your haven, add them to your Web.
• Your [b]harbor[/b] is a public-facing staple of the community (choose one):
• [_=0/1] a flashy nightclub
• [_=0/1] an outdated library
• [_=0/1] a restored theater
• [_=0/1] a historic hotel
• [_=0/1] an oversized restaurant
• [_=0/1] a public transport station
• [_=0/1] a religious hospital
• [_=0/1] an open-air market
• [b]Choose 2 advantages[/b]:
• [_=0/1] your harbor is popular with ordinary mortals, giving you easy access to unsuspecting prey
• [_=0/1] your harbor hosts a way to quickly dispose of bodies, attracting little to no suspicion
• [_=0/1] your harbor is directly controlled by an allied Status-3 NPC from Night, granting you some limited protections
• [_=0/1] your harbor allows you a space to entertain and entrance admirers, bringing in a steady stream of gifts and favors
• [_=0/1] your harbor is staffed by ghouls loyal to you, bringing you news of anything they hear or see
• [b]Choose 2 dangers[/b]:
• [_=0/1] your harbor lies within the territory of a Status-3 vampire lord; they often demand tribute and Debts
• [_=0/1] your harbor is home to a number of ghostly entities; they range from mildly annoying to deeply dangerous
• [_=0/1] your harbor has attracted the attention of a dedicated group of mortal hunters; they may soon make their move
• [_=0/1] your harbor is constantly busy, day and night; those who frequent it make strict security impossible
• [_=0/1] your harbor is closely tied to several mortals you care for; they have been thrust into the supernatural world by your unlife
[f=h2]Your Web[/f]
When someone comes to you to ask for a favor, seek advice, bargain for info, or threaten your interests, they enter your web and owe you a Debt… even if you don't offer them anything in return. People leave your web only when they no longer owe you a Debt.
• When someone is in your web, you gain the following:
• Take +1 ongoing to [b]lend them a hand[/b] or [b]get in their way[/b]
• Add the following option whenever you [b]figure them out[/b]: "what is your character's true hunger?"
• Invoke a Debt (before rolling) when [b]persuading[/b] them to advance [b]persuade[/b] for the roll in addition to adding +3 to your total
When time passes —or at the start of the game— choose someone in your web and learn a secret about them that they'd rather keep buried. Mark corruption to ask a followup question about the answer; their player must answer you honestly.
[f=h2]Trapped in your web[/f]
• ˍˍˍˍˍˍˍˍ
• ˍˍˍˍˍˍˍˍ
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, tell them a secret about yourself or owe them a Debt. Either way, they enter your Web and owe you a Debt.
[f=h2]End Move[/f]
When you die, name the person you hold most responsible; your agents and allies relentlessly pursue them until "justice" is served.
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you feed on an unwilling victim, mark corruption.
• [_=0/1] [b]True Hunter[/b]: Mark corruption when pursuing a vulnerable NPC at night. Your prey cannot escape you, no matter where they attempt to flee, and you can prey on them or kill them at will.
• [_=0/1] [b]Pull Them Back In[/b]: When you cash in your last Debt on someone in your Web, mark corruption to keep the Debt and keep them in your Web.
• [_=0/2] [b]Blood Magic[/b]: Choose 2 Faerie Powers; mark corruption to use one without additional costs. You may take this corruption advance a second time to gain the remaining Faerie Powers.
• [_=0/1] [b]Fake News[/b]: When you [b]weaken someone's standing[/b] via false rumors, mark corruption to roll with [b]Heart[/b] instead of Status. On a miss, mark corruption to have the trail lead back to an ally, not you.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] a new Vamp move
• [_=0/1] a new Vamp move
• [_=0/1] a move from another playbook
• [_=0/1] a move from another playbook
• [_=0/1] change your Circle
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] obtain Circle Status-2
• [_=0/1] erase a scar
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] retire your character to safety
• [_=0/1] change to a new playbook
[spoiler="Details"][f=h2]Details[/f]
Strong, fast, eternal in age, and insatiable in hunger, the vampire is an unadulterated predator, a twisted reflection of the person they once were, doomed to walk the earth and feed their hungers. Keep your distance.
[f=h3]A Hunger Like No Other[/f]
For many mortals, the allure of eternal life —even an eternal [i]unlife[/i]— is the promise of infinite time, infinite wealth, infinite grace. They imagine themselves sitting in a gorgeous library or a sleek boardroom, their sharp fangs mere set dressing for the inherent elegance of their unending vampiric existence. Mortal stories are obsessed with vampires because most mortals believe a vampiric version of their life would be better in every possible way.
You know the truth. You know [i]the hunger[/i].
You can still remember the first few days after you were turned, the hunger gnawing at you for the first time —an ache that could not be alleviated save through indulgence. It has never gotten better. Your appetite distracts you, thwarts you, controls you. Since you became a vampire, you have never had a day without it, even when you've just recently fed.
What do you make of this unlife of yours? You might have infinite time —if you're careful and lucky— but the hunger lurks in the shadows of every minute, every waking thought. And with the craving comes a terrible truth: you're a parasite, a hustler drinking up the lifeblood of the city in whatever form you're doomed to consume. You may live miles above the city's streets, but eventually every vampire ends up in the gutter looking for a fix.
To be fair, your curse isn't without gifts. You're fast, and you're strong; you are hard to kill, and you kill with ease. There might be a place for you in the city, if you can make yourself useful and keep your worst impulses in check. You might even find a home, amassing enough power and influence to weather the aching drum beat of your dark needs and forge a future for yourself.
So you draw people toward you, filling your web with enough flies to never go hungry again. You know your hunger is a pit inside you that can never be filled… but perhaps it can be mastered. Perhaps you can scheme and plot and sacrifice and gamble your way into a place where you'd never go hungry again…
[f=h3]Moves Advice[/f]
Make your choice for [b]Eternal Hunger[/b] when you make your character; once things are underway, you hunger for [i]that thing[/i] in particular. If you choose to [b]take +1 forward[/b], it applies to your next basic or playbook move —not to Circle moves, Debt moves, or city moves. You may try to avoid triggering [b]Eternal Hunger[/b], but the MC will tell you when your hunger becomes unbearable. Ignoring your urgent needs gives the MC a golden opportunity to make a move —as hard as they like— based on your vampirism.
If you roll a miss while trying to worm your way in with [b]Always Welcome[/b], the opening you gain is more of an opportunity than an invitation. The MC will tell you exactly what it costs to seize it, but it usually involves [b]turning to violence[/b]. You don't need any leverage to trigger the move —if you are using leverage or invoking a Debt, you are trying to [b]persuade[/b] them to let you into the location instead.
[b]Flouting mortal social conventions and expectations[/b] with [b]Cold-Blooded[/b] means behaving in a way mortals find off-putting or upsetting in order to avoid a messy situation. For example, you might stick a knife into your unliving flesh to avoid a fight with some gangbangers —intimidating them into backing down— or start hissing at people in a crowded store to avoid witnesses sticking around while you're feeding. Anytime your behavior is downright odd and inhuman, you can trigger the move! That said, flouting convention while getting out of the way of a truck barreling toward you is hard to do —you might have to push a stroller out into traffic (or something equally extreme).
You can always ask about the true hungers of anyone in your [b]web[/b] (page 161) to help you trigger [b]Keep Your Friends Close[/b], but sometimes people just tell you what they desire. Either way, you have to help them indulge —giving them the thing itself or directly making it possible for them to get it— to trigger the move.
If you take [b]In the Neighborhood[/b], you can invoke Debts with your debtors to force them to make time to see you, adding a +3 to your [b]hit the streets[/b] rolls (max+4). You don't have to talk to your debtor directly to invoke the Debt —a text message, voice mail, or other communication is sufficient— and the Debt isn't resolved unless you actually get to see them face-to-face; if you roll a miss and something waylays you or them, the Debt comes back to you.
[f=h3]Notes on Your Harbor[/f]
Your [b]harbor[/b] is a stomping ground, a combination hunting ground and home turf in which you have found a stable existence… despite your hunger. Your haven, which lies inside that harbor, is especially safe —you can lock people out, escape when you like, and stay there for a considerable time. Anyone you welcome into it owes you a Debt, a sign of the vulnerability you're displaying by allowing them in.
Whatever harbor you select, you have established a concrete and consistent reason for your constant presence. If you choose [b]a religious hospital[/b], perhaps you've secured a job as a night janitor or even a doctor; if you choose [b]an outdated library[/b], perhaps the staff just see you as an innocuous regular. You don't outright own or control your harbor, but your ordinary comings and goings attract little to no attention.
The advantages and dangers you select fictionally position the night-to-night life you've come to know since moving into the harbor. Do you have easy access to prey? A way to dispose of bodies? A Status-3 vampire lord who demands tribute and Debts? Whatever you choose helps you and your group get on the same page about your harbor, as well as defining what resources you can call upon in story and what threats appear consistently on the horizon. Your relationship with these facets of your harbor can change over time, but advantages don't regularly become problems and dangers don't often provide you with aid.
Some options include Status-3 NPCs, ghosts, hunters, and other characters. If you select one of these choices, work with your MC to figure out exactly who (or what) has been added to the story, along with any additional characters who regularly interact with your harbor. One advantage includes ghouls —typically some sort of mortal servant, either hypnotized or addicted to your blood, but you and your MC decide how they appear in the fiction. So long as they appear human and serve you, they count as ghouls.
Note that your harbor must be inside your starting City Hub (page 53). If your group begins play in the Art District, then the bus depot ([b]a public transport station[/b]) you've secured as a harbor is within the Art District. As the city grows in your group's collective understanding, you might introduce additional City Hubs with new arenas of conflict, but you need to ensure that your harbor is located close enough to the other PCs that both you and they have reasons to regularly visit it during the course of the story.
[f=h3]Notes on Your Web[/f]
No matter how kind or generous you might imagine yourself to be, your parasitic nature always shines through. Nowhere is that more apparent than in your [b]web[/b], a feature that represents your ability to get your hooks into people, forcing them to owe you Debts for innocuous behavior and exposing their secrets when you go digging.
The primary way characters enter your web is simple: they come to you and ask for a favor, advice, or information… or to threaten you. Either way, their interest in you sparks your interest in them! And as a master manipulator, you spin that mutual interest into both an immediate Debt and a long-term parasitic relationship. They came to you, right? They owe you for that imposition on your extremely busy unlife! You can cash in this Debt like any other —"Remember that time you came and threatened me?!"— even if no other character would possibly be able to claim a Debt from someone for the same action.
If someone ends up owing you a Debt as a result of an action that also causes them to enter your web, then you claim two Debts. For example, if someone comes to you looking for information, they automatically owe you one Debt and enter your web, even if you tell them nothing; if you choose to give them valuable info without immediate recompense, they owe you a second Debt for the info itself.
The first benefit you gain from having someone in your web only applies to PCs —you can't [b]lend a hand or get in the way[/b] of an NPC— and the third benefit only applies to NPCs —you can't [b]persuade[/b] PCs. You can [b]figure out[/b] both PCs and NPCs, so you can determine the "true hunger" of any character in your web, and you can learn a secret about any character —PC or NPC— in your web when time passes. No one is safe from your prying eyes, once you've got your hooks in them.
Leaving your web is harder than it might initially appear —whoever is trying to escape your influence can only leave your web when they no longer owe you any Debts at all. Even if they owe you just a single Debt, they are still on the hook. Of course, you can also take [b]Pull Them Back In[/b] (page 163) to ensure they never get all the way away from you…
[f=h3]Notes on Intimacy[/f]
Whatever secret you share —if that's the option you choose— must be significant, personally or politically; in other words, it must be something you don't want others to know about you. If the other character is already in your [b]web[/b], they still owe you a new Debt: a mark of their gratitude for the time you dropped your guard and let them in.
[f=h3]Notes on End Move[/f]
You are free to name anyone —PC or NPC— as most responsible; the MC portrays your people working to ensure they suffer. Depending on the circumstance, such a resolution may only be found in bloody vengeance —if you were murdered in cold blood perhaps— but… true blood feuds are expensive. Your agents and allies will never forget you, but they may settle for a lesser "justice" in which everyone saves face.
[f=h3]Notes on Corruption[/f]
Your corruption trigger forces you to mark corruption whenever you feed on someone who doesn't want you to feed on them. People who are coerced by threats and blackmail are still considered unwilling, but if you get someone to agree to a trade —Debts for blood or flesh— then you don't mark corruption.
For the purposes of [b]True Hunter[/b], a vulnerable NPC is someone unable to fight you off alone. Most vampire hunters —isolated from their allies— fall into that category, but you have to catch a wizard or a werewolf quite unprepared to use this move against them.
When you use [b]Pull Them Back In[/b], tell the player whose Debt you are keeping how you manage to bamboozle them into accepting that they still owe you. They may know it's bullshit, but your Web is a mighty sticky thing…
The powers you gain from [b]Blood Magic[/b] are from the Fae's playbook (page 118); you don't also gain [b]Faerie Magic[/b], but instead mark corruption to activate the powers. If you want additional corruption-based magical powers, check out [b]Student of the Arts[/b] (page 151) or [b]Back At It[/b] (page 169).
You must use a rumor you know to be false to trigger [b]Fake News[/b]; your target is too likely prepared to address someone spreading rumors which are partially true. On a miss, you can name a PC as the ally in question.
[f=h3]Notes on Advances[/f]
If you [b]change to a new playbook[/b], you can leave [b]Eternal Hunger[/b] behind! A Vamp who becomes the Hunter or the Tainted may find their new allies have an alternative to messy feeding; a Vamp who becomes the Spectre or the Sworn may find their cravings metaphysically eliminated. That said, you might still be a vampire, even if you no longer hunger.
If you [b]retire to safety[/b], you choose if you're cured of your hunger or merely find a way to keep it in check. Either way, you're safe from the city's streets… and from your own worst self.[/spoiler]
Old Friends, Old Favors (put a name to a face +Mind)
2d6
Invested (lend a hand/get in the way +Mind)
2d6
The Best Laid Plans
2d6
Gun to a Knife Fight (turn to violence +Mind)
2d6
[table=rolls compact hl]
Move (Stat) | Roll
[_=1/1] [b]Old Friends, Old Favors[/b] ([f=small]put a name to a face[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Invested[/b] ([f=small]lend a hand/get in the way[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]The Best Laid Plans[/b] | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Gun to a Knife Fight[/b] ([f=small]turn to violence[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[/table]
Basic Moves
Move
Roll
Turn to Violence (+Blood)
2d6
Escape a Situation (+Blood)
2d6
Persuade an NPC (+Heart)
2d6
Mislead, Distract, Trick (+Mind)
2d6
Figure Someone Out (+Mind)
2d6
Keep Your Cool (+Spirit)
2d6
Let It Out (+Spirit)
2d6
[table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Veteran
[ +- ] Description and Character Creation
Description Skilled, savvy, clever, wise. The Veteran is a hasbeen who used to be someone important. Once lurking on the fringes of city politics, they are about to be drawn back into the game, for better or worse.
Play the Veteran if you want to walk the path to greatness in the city a second time, now armed with age, experience, and connections…
Character Creation
• Name:
• Alejandro, Bartholomew, Beth, Constance, Danuta, David, Emma, Frank, Joanne, Jose, Julie, Kimiko, Leo, Mahinder, Michelle, Regis, Skylar, Tabitha, Terry, Yakub
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• casual clothing, dirty clothing, formal clothing, uniform clothing
• Demeanor Options: charming, crass, professional, reserved
• Starting Stats : Blood -1, Heart 1, Mind 1, Spirit 0
• Starting Circles : Mortalis 1, Night 0, Power 0, Wild 0
• Starting Status: Mortalis 1, Night 0, Power 0, Wild 0
• Intro Questions:
• What were you once known for in the city?
• How long have you lived here?
• What was your greatest accomplishment?
• Why did you step back from who you were?
• What do you desperately need?
• Starting Gear:
• An apartment or warehouse hideout, a practical car or old pick-up truck, a smartphone, a workshop (detail).
• One trusty weapon of choice:
• 9mm Beretta (2-harm near loud)
• Pump-action shotgun (3-harm near/close loud reload messy)
• Magnum revolver (3-harm near loud reload)
• Starting Debts:
• Someone relies on you for training or knowledge. Ask them why they need your help; tell the MC what you've provided and ask how many Debts (1-3) you're owed.
• You're working on something big for someone, and it's nearly ready. They owe you a Debt.
• Someone keeps pulling your ass out of the fire when you forget you're retired. You owe them a Debt.
• Let It Out Abilities:
• blindside an unsuspecting target with a terrible or knockout blow
• barricade or secure a place using minimal supplies
• frighten or intimidate someone with a reminder of the person you used to be
• reveal the ways an old ally or enemy is shaping a current conflict
Veteran Moves (You get Old Friends, Old Favors, and choose two more:)
• Old Friends, Old Favors: When you first encounter an NPC, you may declare them an old friend instead of putting a name to a face and roll with Mind.
• On a hit, they offer you aid, even if it exposes them to danger.
• On a 7-9, tell the MC why you owe them a Debt.
• On a miss, tell the MC why they probably bear an old grudge against you for wronging them in the past.
• True Artist: When you publicly present a valuable or rare gift you've created to a Status-2+ NPC, they must openly refuse or accept your offering. If they refuse, they owe you a Debt; if they accept, take +1 ongoing to consulting your contacts, recruiting allies, and refusing to honor Debts from their Circle until after time passes.
• Invested: When someone owes you 2 or more Debts and you lend them a hand or get in their way, roll with Mind instead of Circle.
• Too Old for This Shit!: When you get caught up in a fight you tried to prevent, you get armor+1 and take +1 ongoing to seeing yourself and others to safety.
• The Best Laid Plans: When you work out a plan with someone, roll with Mind.
• On a 10+, hold 3. On a 7-9, hold 2. You can spend your hold 1-for1, regardless of distance, while the plan is underway to:
• Add +1 to someone's roll (after rolling)
• Dismiss all harm someone suffers from a single attack
• Ensure your people have the exact gear they need on hand
• On a miss, hold 1, but your plan encounters some disastrous opposition right from the start.
• Gun to a Knife Fight: When you turn to violence against someone by seriously escalating the conflict, roll with Mind instead of Blood
Your Workshop
You have a workshop that includes a large space for your tools and/or supplies. When you go into your workshop to work on something, the MC tells you, "Sure, no problem, but…" and then 1 to 4 of the following.
• It's going to take you hours/days/weeks/months of work or recovery time
• First you'll have to summon/build/construct ˍˍˍˍˍˍˍˍ
• You'll require the services of ˍˍˍˍˍˍˍˍ to complete it
• You require a rare and expensive ingredient or material
• It will only work for a short time, and may be unreliable
• It's going to mean exposing anyone nearby to serious fallout
• Your workshop lacks ˍˍˍˍˍˍˍ; add this and you'll be able to complete it
• It will require a part of yourself to complete
• You must journey to ˍˍˍˍˍˍˍˍ in order to complete it
The MC can combine any set of requirements or offer two sets of costs to the same task. Once the requirements are completed, the work is completed. The MC will stat it up, reveal some info, or whatever is called for now that you've finished.
Items created in your workshop are safe from the MC. They can't be destroyed or taken without your permission, even if you sell or give them away to another character. When you create something specifically for another character, mark their Circle when the project is complete.
• Choose and underline 3 resources that your workshop includes:
• automotive hoist and tools, a darkroom, a regulated growing environment, two or three skilled assistants, a junkyard of raw materials, machining tools, transmitters and receivers, a testing ground, deadly booby traps, a library of old books, a scattering of ancient relics, a mystical focus, magical wards, a medical station, an operating room, hightech electronics and computers, an advanced surveillance system, a forge, a science lab, a portal to another dimension
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, tell them a story about your time in the city and offer some advice. If they accept your counsel, hold 1. Spend the hold to give them a 10+ (instead of rolling) on a move they make while following your guidance. If they reject your wisdom, mark corruption.
End Move
When you die or retire your character, choose a character to inherit your workshop.
Corruption
• Trigger: When you knowingly head straight into danger, mark corruption.
• Back At It: Take two abilities from another playbook. When you let it out to use these abilities, you cannot choose to avoid corruption on a 10+.
• Pack Rat: You may mark corruption to reach into your kit and find just the gear you need to deal with your current situation.
• Catch You Fuckers At A Bad Time?: Mark corruption to arrive in a scene. Mark an additional corruption to bring someone willing with you.
• Dark Experiments: When you work over someone (alive or dead) in your workshop, mark corruption to ask up to two questions about their weaknesses or secrets. They must answer honestly.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• a new Veteran move
• a new Veteran move
• obtain Circle Status-2
• a move from another playbook
• change your Circle
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• erase a scar
• add 2 resources to your workshop
• advance 3 basic moves
• advance 3 basic moves
• change to a new playbook
• retire your character to safety
[ +- ] Details
Details
Once upon a time, you were someone important… and dangerous. People knew you and gave you a wide berth. You were a force to be reckoned with in this city. And then you got old, broken, or both.
Yeah, I Guess I'm Back
There was a time when your name had real weight in this city. Someone could drop it in casual conversation and the people they were talking to would know they were talking to someone who mattered… because you mattered. Your enemies feared you, your friends trusted you, and no one ever doubted your influence and status.
That was a long time ago.
Now you're old, broken, or both. Whatever you once were to the city isn't who you are any longer, and it's been ages since anyone has shuddered at the thought of catching your attention. The city never stops churning, and such roiling urban tempests tend to forget the past before it's even the past. You haven't sat on the sidelines completely, but you're more a mentor or coach than an active participant in city politics, the kind of person no one can believe used to speak loudly or carry a big stick.
Until now. You've been drawn back into things —maybe by an old friend or a new protégé— and you're breaking all the rules you set for yourself when you retired. You're walking straight into danger, demanding answers from dangerous people, and reminding everyone that you used to be someone.
And it feels amazing. You might not ever reclaim your old position or status, but age and experience are tools you didn't have the first time around. You can taste your old glory just ahead of you, just a little further down this path, and you know that there's a version of you ready to seize what you once were and take it even further.
Of course, things aren't that simple. Your old enemies were only willing to let things rest because you weren't around anymore; your old Debts never got called in because no one wanted to involve you in this bullshit. Now that you're back, all of those old conflicts and alliances are eager to get back to wherever they were when you first retired. Are you going to figure out the new you before the problems of the old you eat you alive?
Moves Advice Old Friends, Old Favors still counts as a Circle move for the purposes of advancement; mark the Circle of your target as if you put a name to a face. Their assistance on a hit may be obvious, but even old friends you run into at a party can offer you a useful warning about your old enemies or important gossip about your new allies. Either way, any help they offer you is freely given; you don't owe them a Debt. Someone who bears an old grudge against you doesn't necessarily want you dead, but they may be willing to back stab or undercut you if you let them get close.
You must give the valuable or rare gift in a public setting to trigger True Artist; a Status-2+ NPC can refuse your offerings in private without any serious social costs. But if you do present something worthwhile in front of several other members of their Circle, then the move ensures you either get a Debt —"Do you remember that time I brought you that wonderful gift and you turned it down?"— or the respect of the rest of their Circle. Remember that your workshop (page 166) is the perfect place to make rare and valuable gifts!
Too Old For This Shit! grants you additional armor on top of whatever armor you're already wearing, and a +1 ongoing to any move you make that takes you (and those you're trying to protect) closer to safety, including turn to violence, escape a situation, or even let it out. These bonuses end as soon as the scene ends or you reach a safe position.
The Best Laid Plans allows you to skip the tedious process of trying to plan for anything the MC might throw at you; as long as the broad structure of the plan is in place, you're good to go! When you spend your hold, tell the MC how you foresaw this challenge and planned for this particular contingency while laying out your strategy.
Escalating a conflict with Gun to a Knife Fight means you took a physical or social conflict up a notch —attacking someone with a knife or gun when they are trying to intimidate you or triggering an explosive against a group of thugs with guns. If your opposition could reasonably expect the level of force you're bringing to the conflict, the move doesn't trigger.
Notes on Your Workshop
There is no better way to bring your vast experience to bear on a problem than to take it into your workshop. Within the walls of your workshop, anything is possible —even projects that defy physics or make broken things whole. While the focus of your workshop might be more mundane than the Wizard's sanctum (page 172), you can work most miracles just the same, your years of experience allowing you to do the impossible.
There's no limit to what you can try to accomplish in your workshop, but the project is a conversation between you and the MC; you say what you want to do, and the MC tells you what you need to do to get it done. Building a bomb? Fairly easy given your skill level, assuming you have the right tools on hand. Creating a cold iron sword imbued with demonic fire? Possible… but the MC will almost certainly have a number of requirements you have to fulfill to finish the project!
Of course, some of the requirements the MC imposes on your work may be quite difficult to fulfill, especially when you want to accomplish something truly difficult or openly magical: you may need to turn to your PC and NPC allies, cash in Debts, or even make use of city moves —putting out the word (page 98) or marshaling forces (page 101)— in order to complete a project. It's an obvious move for the MC to say "You'll require the services of a wizard/demon/faerie" if you are trying to do something beyond your metaphysical capabilities.
That said, when you do finish a project that creates an item —whether it be a weapon, a tool, or even a vehicle— that item is safe from the MC. It can be damaged or temporarily misplaced, but it cannot be destroyed or lost unless you give your permission. This warranty extends past your own ownership of the thing; any item you give to another character, PC or NPC, enjoys the same protection.
For that reason, the items you create are especially potent; giving one to a character almost always means you're doing them a favor, and you can use moves like True Artist (page 168) to leverage a public gift into an improved reputation. Be thoughtful about giving such gifts, however; you don't get to control how they use whatever you've given them. A faerie king can use the potent weapon you've bestowed upon him to murder your friend, even if you never intended him to make such use of the armament.
Your workshop's resources fictionally position the assets you can use to help solve a problem. If you have machining tools, for example, then you can usually construct weapons or other mechanical devices that require precision-made parts; if you have an operating room, then patching someone up after they've been shot isn't too much of a challenge. In fact, sometimes simply having a resource is enough! The MC isn't obligated to impose additional requirements if what you're doing is easily within your capacities and resources. Work with the MC when you initially select your resources to understand what they make possible, especially if the resource itself has vague or uncertain applications, like a mystical focus or a darkroom.
One resource you can take —two or three skilled assistants— adds new NPCs to the fiction. If you choose this option, give them names and personalities! While they are loyal to you, perhaps even willing to fight for you if things go sideways, they aren't faceless automatons who shut themselves down when you aren't in your workshop. Like any other NPC, the MC portrays them as a full person, so give them something to go on, even if it's as simple as "Edgar wants to learn more about the supernatural" or "Jania and I used to be married." Each detail you add to them makes them more alive, and gives you (and the MC) a better idea of what they can accomplish while working for you in your workshop.
Notes on Intimacy
The other character gets to decide how they evaluate your advice, but you decide when to spend the hold that gives them the 10+ without a roll —it can be any basic move, Debt move, or city move that seems appropriate to you.
Notes on End Move
When your story comes to an end —through death or a more permanent retirement— pass your workshop on to another character. If you choose a PC, they inherit the entire feature, including the usual protection any item they make in the workshop has from the MC, i.e. the items they create cannot be destroyed or taken without their permission. If you give it to an NPC, the MC will represent them as a resource the other PCs can call on by hitting the streets or cashing in Debts.
Notes on Corruption
Your corruption trigger forces you to mark corruption when you take another step out of retirement and back into the city's messy politics. You're obviously heading into danger when you knowingly go into a fight, but you also have to mark corruption whenever you know there's a reasonable chance you could be seriously hurt or injured as the result of your actions —sneaking into a hostile vampire's nest, facing down a group of angry demons at a bar, etc.
The two abilities you gain with Back At It can be from any Urban Shadows playbook, but both must come from the same one. Work with the MC to explain how you've recovered —or newly developed— such magical abilities or physical prowess.
You can use Pack Rat to find any piece of gear you need, but it has to be compact enough to fit into whatever storage you've got with you —a bag, your truck, etc. The item can be magical or highly advanced, but it's got to be something you'd leave in a bag somewhere and not have locked up, i.e. a backup gun, a one-time use magical item, etc.
Dark Experiments requires you to get your hands dirty. Working over someone alive usually means torture; working over someone dead usually means dissection. You can continue to mark corruption to ask additional questions.
Notes on Advances
You can obtain Status-2 in Mortalis right away; this opens up new city moves (page 96) to you during the faction turn.
Adding two resources to your workshop allows you to select additional resources for your feature, new advantages which are fictionally true —adding two or three skilled assistants adds a few friendly NPCs to your story— and helpful when you're navigating requirements the MC puts on your work.
Retiring to safety means you enter a second, more serious retirement: moving out to the suburbs with your kids, traveling to Europe, etc. Staying in the city means you're going to get pulled right back in…
[3column][col]
[f=h1][_=The Veteran][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=1/2][/color][_bloodpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=0/2][/color][_heartpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=0/2][/color][_mindpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=0/2][/color][_spiritpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=1/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=1/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=0/2][/color] [_night_rating_pos=0/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=0/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=0/2][/color] [_power_rating_pos=0/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=0/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=0/2][/color] [_wild_rating_pos=0/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=0/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=1/1] [b]Old Friends, Old Favors[/b] ([f=small]put a name to a face[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Invested[/b] ([f=small]lend a hand/get in the way[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]The Best Laid Plans[/b] | [f=";display:none;"]2d6[/f][_$=+mind]
[_=0/1] [b]Gun to a Knife Fight[/b] ([f=small]turn to violence[/f] +Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Veteran[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Skilled, savvy, clever, wise. The Veteran is a hasbeen who used to be someone important. Once lurking on the fringes of city politics, they are about to be drawn back into the game, for better or worse.[/i]
[i]Play the Veteran if you want to walk the path to greatness in the city a second time, now armed with age, experience, and connections…[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Alejandro, Bartholomew, Beth, Constance, Danuta, David, Emma, Frank, Joanne, Jose, Julie, Kimiko, Leo, Mahinder, Michelle, Regis, Skylar, Tabitha, Terry, Yakub
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• casual clothing, dirty clothing, formal clothing, uniform clothing
• [b]Demeanor Options[/b]: charming, crass, professional, reserved
• [b]Starting Stats[/b] : Blood -1, Heart 1, Mind 1, Spirit 0
• [b]Starting Circles[/b] : Mortalis 1, Night 0, Power 0, Wild 0
• [b]Starting Status[/b]: Mortalis 1, Night 0, Power 0, Wild 0
• [b]Intro Questions[/b]:
• What were you once known for in the city?
• How long have you lived here?
• What was your greatest accomplishment?
• Why did you step back from who you were?
• What do you desperately need?
• [b]Starting Gear[/b]:
• An apartment or warehouse hideout, a practical car or old pick-up truck, a smartphone, a workshop (detail).
• One trusty weapon of choice:
• [_=0/1] 9mm Beretta (2-harm near loud)
• [_=0/1] Pump-action shotgun (3-harm near/close loud reload messy)
• [_=0/1] Magnum revolver (3-harm near loud reload)
• [b]Starting Debts[/b]:
• Someone relies on you for training or knowledge. Ask them why they need your help; tell the MC what you've provided and ask how many Debts (1-3) you're owed.
• You're working on something big for someone, and it's nearly ready. They owe you a Debt.
• Someone keeps pulling your ass out of the fire when you forget you're retired. You owe them a Debt.
• [b]Let It Out Abilities[/b]:
• blindside an unsuspecting target with a terrible or knockout blow
• barricade or secure a place using minimal supplies
• frighten or intimidate someone with a reminder of the person you used to be
• reveal the ways an old ally or enemy is shaping a current conflict[/spoiler]
[f=h2]Veteran Moves (You get Old Friends, Old Favors, and choose two more:)[/f]
• [_=1/1] [b]Old Friends, Old Favors[/b]: When you first encounter an NPC, you may declare them an old friend instead of [b]putting a name to a face[/b] and roll with [b]Mind[/b].
• On a hit, they offer you aid, even if it exposes them to danger.
• On a 7-9, tell the MC why you owe them a Debt.
• On a miss, tell the MC why they probably bear an old grudge against you for wronging them in the past.
• [_=0/1] [b]True Artist[/b]: When you publicly present a valuable or rare gift you've created to a Status-2+ NPC, they must openly refuse or accept your offering. If they refuse, they owe you a Debt; if they accept, take +1 ongoing to [b]consulting your contacts[/b], [b]recruiting allies[/b], and [b]refusing to honor Debts[/b] from their Circle until after time passes.
• [_=0/1] [b]Invested[/b]: When someone owes you 2 or more Debts and you [b]lend them a hand or get in their way[/b], roll with [b]Mind[/b] instead of Circle.
• [_=0/1] [b]Too Old for This Shit![/b]: When you get caught up in a fight you tried to prevent, you get armor+1 and take +1 ongoing to seeing yourself and others to safety.
• [_=0/1] [b]The Best Laid Plans[/b]: When you work out a plan with someone, roll with [b]Mind[/b].
• On a 10+, hold 3. On a 7-9, hold 2. You can spend your hold 1-for1, regardless of distance, while the plan is underway to:
• Add +1 to someone's roll (after rolling)
• Dismiss all harm someone suffers from a single attack
• Ensure your people have the exact gear they need on hand
• On a miss, hold 1, but your plan encounters some disastrous opposition right from the start.
• [_=0/1] [b]Gun to a Knife Fight[/b]: When you [b]turn to violence[/b] against someone by seriously escalating the conflict, roll with [b]Mind[/b] instead of [b]Blood[/b]
[f=h2]Your Workshop[/f]
You have a workshop that includes a large space for your tools and/or supplies. When you go into your workshop to work on something, the MC tells you, "Sure, no problem, but…" and then 1 to 4 of the following.
• It's going to take you hours/days/weeks/months of work or recovery time
• First you'll have to summon/build/construct ˍˍˍˍˍˍˍˍ
• You'll require the services of ˍˍˍˍˍˍˍˍ to complete it
• You require a rare and expensive ingredient or material
• It will only work for a short time, and may be unreliable
• It's going to mean exposing anyone nearby to serious fallout
• Your workshop lacks ˍˍˍˍˍˍˍ; add this and you'll be able to complete it
• It will require a part of yourself to complete
• You must journey to ˍˍˍˍˍˍˍˍ in order to complete it
The MC can combine any set of requirements or offer two sets of costs to the same task. Once the requirements are completed, the work is completed. The MC will stat it up, reveal some info, or whatever is called for now that you've finished.
Items created in your workshop are safe from the MC. They can't be destroyed or taken without your permission, even if you sell or give them away to another character. When you create something specifically for another character, mark their Circle when the project is complete.
• Choose and underline 3 resources that your workshop includes:
• [i]automotive hoist and tools, a darkroom, a regulated growing environment, two or three skilled assistants, a junkyard of raw materials, machining tools, transmitters and receivers, a testing ground, deadly booby traps, a library of old books, a scattering of ancient relics, a mystical focus, magical wards, a medical station, an operating room, hightech electronics and computers, an advanced surveillance system, a forge, a science lab, a portal to another dimension[/i]
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, tell them a story about your time in the city and offer some advice. If they accept your counsel, hold 1. Spend the hold to give them a 10+ (instead of rolling) on a move they make while following your guidance. If they reject your wisdom, mark corruption.
[f=h2]End Move[/f]
When you die or retire your character, choose a character to inherit your [b]workshop[/b].
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you knowingly head straight into danger, mark corruption.
• [_=0/1] [b]Back At It[/b]: Take two abilities from another playbook. When you [b]let it out[/b] to use these abilities, you cannot choose to avoid corruption on a 10+.
• [_=0/1] [b]Pack Rat[/b]: You may mark corruption to reach into your kit and find just the gear you need to deal with your current situation.
• [_=0/1] [b]Catch You Fuckers At A Bad Time?[/b]: Mark corruption to arrive in a scene. Mark an additional corruption to bring someone willing with you.
• [_=0/1] [b]Dark Experiments[/b]: When you work over someone (alive or dead) in your [b]workshop[/b], mark corruption to ask up to two questions about their weaknesses or secrets. They must answer honestly.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] a new Veteran move
• [_=0/1] a new Veteran move
• [_=0/1] obtain Circle Status-2
• [_=0/1] a move from another playbook
• [_=0/1] change your Circle
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] erase a scar
• [_=0/1] add 2 resources to your workshop
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] change to a new playbook
• [_=0/1] retire your character to safety
[spoiler="Details"][f=h2]Details[/f]
Once upon a time, you were someone important… and dangerous. People knew you and gave you a wide berth. You were a force to be reckoned with in this city. And then you got old, broken, or both.
[f=h3]Yeah, I Guess I'm Back[/f]
There was a time when your name had real weight in this city. Someone could drop it in casual conversation and the people they were talking to would know they were talking to someone who mattered… because you mattered. Your enemies feared you, your friends trusted you, and no one ever doubted your influence and status.
That was a long time ago.
Now you're old, broken, or both. Whatever you once were to the city isn't who you are any longer, and it's been ages since anyone has shuddered at the thought of catching your attention. The city never stops churning, and such roiling urban tempests tend to forget the past before it's even the past. You haven't sat on the sidelines completely, but you're more a mentor or coach than an active participant in city politics, the kind of person no one can believe used to speak loudly or carry a big stick.
[i]Until now[/i]. You've been drawn back into things —maybe by an old friend or a new protégé— and you're breaking all the rules you set for yourself when you retired. You're walking straight into danger, demanding answers from dangerous people, and reminding everyone that you used to be someone.
And it feels [i]amazing[/i]. You might not ever reclaim your old position or status, but age and experience are tools you didn't have the first time around. You can taste your old glory just ahead of you, just a little further down this path, and you know that there's a version of you ready to seize what you once were and take it even further.
Of course, things aren't that simple. Your old enemies were only willing to let things rest because you weren't around anymore; your old Debts never got called in because no one wanted to involve you in this bullshit. Now that you're back, all of those old conflicts and alliances are eager to get back to wherever they were when you first retired. Are you going to figure out the new you before the problems of the old you eat you alive?
[f=h3]Moves Advice[/f]
[b]Old Friends, Old Favors[/b] still counts as a Circle move for the purposes of advancement; mark the Circle of your target as if you [b]put a name to a face[/b]. Their assistance on a hit may be obvious, but even old friends you run into at a party can offer you a useful warning about your old enemies or important gossip about your new allies. Either way, any help they offer you is freely given; you don't owe them a Debt. Someone who bears an old grudge against you doesn't necessarily want you dead, but they may be willing to back stab or undercut you if you let them get close.
You must give the valuable or rare gift in a public setting to trigger [b]True Artist[/b]; a Status-2+ NPC can refuse your offerings in private without any serious social costs. But if you do present something worthwhile in front of several other members of their Circle, then the move ensures you either get a Debt —"Do you remember that time I brought you that wonderful gift and you turned it down?"— or the respect of the rest of their Circle. Remember that your [b]workshop[/b] (page 166) is the perfect place to make rare and valuable gifts!
[b]Too Old For This Shit![/b] grants you additional armor on top of whatever armor you're already wearing, and a +1 ongoing to any move you make that takes you (and those you're trying to protect) closer to safety, including [b]turn to violence[/b], [b]escape a situation[/b], or even [b]let it out[/b]. These bonuses end as soon as the scene ends or you reach a safe position.
[b]The Best Laid Plans[/b] allows you to skip the tedious process of trying to plan for anything the MC might throw at you; as long as the broad structure of the plan is in place, you're good to go! When you spend your hold, tell the MC how you foresaw this challenge and planned for this particular contingency while laying out your strategy.
Escalating a conflict with [b]Gun to a Knife Fight[/b] means you took a physical or social conflict up a notch —attacking someone with a knife or gun when they are trying to intimidate you or triggering an explosive against a group of thugs with guns. If your opposition could reasonably expect the level of force you're bringing to the conflict, the move doesn't trigger.
[f=h3]Notes on Your Workshop[/f]
There is no better way to bring your vast experience to bear on a problem than to take it into your [b]workshop[/b]. Within the walls of your workshop, anything is possible —even projects that defy physics or make broken things whole. While the focus of your workshop might be more mundane than the Wizard's [b]sanctum[/b] (page 172), you can work most miracles just the same, your years of experience allowing you to do the impossible.
There's no limit to what you can try to accomplish in your workshop, but the project is a conversation between you and the MC; you say what you want to do, and the MC tells you what you need to do to get it done. Building a bomb? Fairly easy given your skill level, assuming you have the right tools on hand. Creating a cold iron sword imbued with demonic fire? Possible… but the MC will almost certainly have a number of requirements you have to fulfill to finish the project!
Of course, some of the requirements the MC imposes on your work may be quite difficult to fulfill, especially when you want to accomplish something truly difficult or openly magical: you may need to turn to your PC and NPC allies, [b]cash in Debts[/b], or even make use of city moves —[b]putting out the word[/b] (page 98) or [b]marshaling forces[/b] (page 101)— in order to complete a project. It's an obvious move for the MC to say "You'll require the services of a wizard/demon/faerie" if you are trying to do something beyond your metaphysical capabilities.
That said, when you do finish a project that creates an item —whether it be a weapon, a tool, or even a vehicle— that item is safe from the MC. It can be damaged or temporarily misplaced, but it cannot be destroyed or lost unless you give your permission. This warranty extends past your own ownership of the thing; any item you give to another character, PC or NPC, enjoys the same protection.
For that reason, the items you create are especially potent; giving one to a character almost always means you're [b]doing them a favor[/b], and you can use moves like [b]True Artist[/b] (page 168) to leverage a public gift into an improved reputation. Be thoughtful about giving such gifts, however; you don't get to control how they use whatever you've given them. A faerie king can use the potent weapon you've bestowed upon him to murder your friend, even if you never intended him to make such use of the armament.
Your workshop's resources fictionally position the assets you can use to help solve a problem. If you have [b]machining tools[/b], for example, then you can usually construct weapons or other mechanical devices that require precision-made parts; if you have an [b]operating room[/b], then patching someone up after they've been shot isn't too much of a challenge. In fact, sometimes simply having a resource is enough! The MC isn't obligated to impose additional requirements if what you're doing is easily within your capacities and resources. Work with the MC when you initially select your resources to understand what they make possible, especially if the resource itself has vague or uncertain applications, like [b]a mystical focus[/b] or [b]a darkroom[/b].
One resource you can take —[b]two or three skilled assistants[/b]— adds new NPCs to the fiction. If you choose this option, give them names and personalities! While they are loyal to you, perhaps even willing to fight for you if things go sideways, they aren't faceless automatons who shut themselves down when you aren't in your workshop. Like any other NPC, the MC portrays them as a full person, so give them something to go on, even if it's as simple as "Edgar wants to learn more about the supernatural" or "Jania and I used to be married." Each detail you add to them makes them more alive, and gives you (and the MC) a better idea of what they can accomplish while working for you in your workshop.
[f=h3]Notes on Intimacy[/f]
The other character gets to decide how they evaluate your advice, but you decide when to spend the hold that gives them the 10+ without a roll —it can be any basic move, Debt move, or city move that seems appropriate to you.
[f=h3]Notes on End Move[/f]
When your story comes to an end —through death or a more permanent retirement— pass your [b]workshop[/b] on to another character. If you choose a PC, they inherit the entire feature, including the usual protection any item they make in the workshop has from the MC, i.e. the items they create cannot be destroyed or taken without their permission. If you give it to an NPC, the MC will represent them as a resource the other PCs can call on by [b]hitting the streets[/b] or [b]cashing in Debts[/b].
[f=h3]Notes on Corruption[/f]
Your corruption trigger forces you to mark corruption when you take another step out of retirement and back into the city's messy politics. You're obviously heading into danger when you knowingly go into a fight, but you also have to mark corruption whenever you know there's a reasonable chance you could be seriously hurt or injured as the result of your actions —sneaking into a hostile vampire's nest, facing down a group of angry demons at a bar, etc.
The two abilities you gain with [b]Back At It[/b] can be from any [b]Urban Shadows[/b] playbook, but both must come from the same one. Work with the MC to explain how you've recovered —or newly developed— such magical abilities or physical prowess.
You can use [b]Pack Rat[/b] to find any piece of gear you need, but it has to be compact enough to fit into whatever storage you've got with you —a bag, your truck, etc. The item can be magical or highly advanced, but it's got to be something you'd leave in a bag somewhere and not have locked up, i.e. a backup gun, a one-time use magical item, etc.
[b]Dark Experiments[/b] requires you to get your hands dirty. Working over someone alive usually means torture; working over someone dead usually means dissection. You can continue to mark corruption to ask additional questions.
[f=h3]Notes on Advances[/f]
You can [b]obtain Status-2 in Mortalis[/b] right away; this opens up new city moves (page 96) to you during the faction turn.
[b]Adding two resources to your workshop[/b] allows you to select additional resources for your feature, new advantages which are fictionally true —[b]adding two or three skilled assistants[/b] adds a few friendly NPCs to your story— and helpful when you're navigating requirements the MC puts on your work.
[b]Retiring to safety[/b] means you enter a second, more serious retirement: moving out to the suburbs with your kids, traveling to Europe, etc. Staying in the city means you're going to get pulled right back in…[/spoiler]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Wizard
[ +- ] Description and Character Creation
Description Potent, eminent, hermetic, lonely. The Wizard is a mage of the highest order, capable of reshaping reality… yet often oblivious to the city's true face.
Play the Wizard if you want to deal with other people's problems, a hammer in search of the right nail.
Character Creation
• Name:
• Ailea, Alanna, Andrés, Brandon, Calvin, Christine, Desmond, Hugo, Jocelyn, June, Krista, Laura, Marlowe, Miranda, Randall, Vincent, Vivian, Wesley, Wraith, Zoha
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• archaic clothing, casual clothing, expensive clothing, ritual clothing
• Demeanor Options: beleaguered, detached, disheveled, ominous
• Starting Stats : Blood 0, Heart -1, Mind 1, Spirit 1
• Starting Circles : Mortalis 0, Night -1, Power 1, Wild 1
• Starting Status: Mortalis 0, Night 0, Power 1, Wild 0
• Intro Questions:
• How did you learn to wield magic?
• How long have you been in the city?
• What mistake keeps you up at night?
• What have you sacrificed for your power?
• What conflict are you trying to mediate?
• Starting Gear: A nice apartment or simple house, a crappy car, a decent smartphone and a sanctum (detail).
• One useful weapon of choice:
• Snubnosed revolver (2-harm near loud reload concealable)
• 9mm Glock (2-harm near loud)
• Sword (3-harm close messy)
• Starting Debts:
• Someone tempted your ward away from you and into danger. Ask them what it cost your ward to return to you. They owe you a Debt.
• Someone is your go-to when you get into trouble, providing information or muscle to get things done. You owe them 2 Debts.
• You are helping someone keep a dangerous secret from powerful members of their Circle. They owe you a Debt.
• Let It Out Abilities:
• deflect or redirect an oncoming blow before it strikes
• perform a feat of telekinetic strength or precision
• detect the presence and function of magical items or spells
• reshape the essence or nature of an exposed object or magical spell
Your Sanctum
• Choose and underline 4 resources of your sanctum:
• an extremely knowledgeable assistant, a testing ground, magical booby traps, a library of old tomes, a scattering of ancient relics, a mystical prison, magical wards, a portal to another dimension, a focus circle, an apothecary
• Choose and underline 2 downsides of your Sanctum:
• it's cursed by a previous owner, it attracts otherworldly attention, it contains many volatile substances, its location is known by many, it always lacks a key piece or ingredient, it's tough for you to access, it contains secrets unfamiliar even to you
When you go into your sanctum to work on something, the MC will tell you, "Sure, no problem, but…" and then 1 to 4 of the following:
• It's going to take you hours/days/weeks/months of work or recovery time
• First you'll have to summon/build/construct ˍˍˍˍˍˍˍˍ
• You'll require the services of ˍˍˍˍˍˍˍˍ to complete it
• You require a rare and expensive ingredient or material
• It will only work for a short time, and may be unreliable
• It's going to mean exposing anyone nearby to serious fallout
• Your sanctum lacks ˍˍˍˍˍˍˍˍ; add this and you'll be able to complete it
• It will require a part of yourself or comparable sacrifice to complete
• You must journey toˍˍˍˍˍˍˍˍ in order to complete it
The MC can combine any set of requirements or offer two sets of costs to the same task. Once the requirements are completed, the work is completed. The MC will stat it up, reveal some info, or whatever is called for now that you've finished.
• Sanctum Sanctorum: When you go to your sanctum for a spell ingredient, relic, or tome, roll with Spirit.
• On a 10+, you've got pretty much just the thing.
• On a 7-9, you've got something close, but it's flawed or lacking in some significant way.
• On a miss, you don't have what you're looking for, but you know someone from another Circle who probably has it in stock.
Your Ward
A Status-3 member of your Circle has charged you with caring for an important ward. They live and dine with you; their safety is your sworn duty. Choose 2 from each list below.
• Why do they need protection?
• They are the key to a forbidden ritual or magical catastrophe
• They are the heir to a powerful position or inheritance
• They are the secret child of an influential and powerful enemy
• They are a gifted mage in need of a teacher and guardian
• Why did you agree to this arrangement?
• You are in love with the ward (or the Status-3 member)
• Your membership in a faction compels your agreement
• You and your ward are supernaturally linked
• You hope to redeem yourself for a past failure
Channelling
• Channelling: When you channel and collect your magics, roll with Spirit.
• On a 10+, hold 3.
• On a 7-9, hold 3 and choose 1 from the list below.
• Take -1 ongoing until you rest
• Suffer 1-harm (ap)
• Mark corruption
• On a miss, hold 1, but you cannot channel again this scene.
Your hold lasts until you spend it or the scene ends. You can spend it to cast any spell you have as per the spell's details.
Your Spells (Choose three:)
• Tracking: Spend 1 hold to learn the location of a specific person. You must have a personal object that belongs to the target or recent leavings of their body (a lock of hair, fingernail clippings, their blood, etc.).
• Stun: Spend 1 hold to target someone present in the scene with a blast of psychic energy that inflicts s-harm. You can instead spend 2 hold to target a small group or 3 hold to target a medium group.
• Linking: Spend 1 hold to telepathically link up to two characters in your presence for a few hours, allowing them to communicate with each other —and with you— regardless of distance. You may spend additional hold —1 for 1— to add more characters to this network, even if the other members are not present.
• Shielding: Spend 1 hold to provide armor+1 to yourself or someone nearby, or spend 2 hold to provide armor+1 to everyone in a small area, possibly including yourself. This armor lasts until the end of the scene. You can stack multiple uses of Shielding at once.
• Veil: Spend 1 hold to make yourself invisible from sight —mundane, supernatural, electronic, etc.— for a few moments.
• Teleport: Spend 1 hold to teleport yourself a short distance within a scene you're in.
• Trinket: Spend 1 hold to produce a small, mundane object that perfectly fits your needs —a key for a single door, a bullet for a gun, etc.
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, decide if you care about them. If you do, you form a sympathetic connection; you can target each other with magics at any range and intuitively know if the other is in danger. If you don't, mark corruption.
End Move
When you die, you may place a devastating curse —a new prohibition or weakness— on someone present in the scene.
Corruption
• Trigger: When you ignore a genuine plea for help from someone vulnerable, mark corruption.
• The Dark Arts: You get +1 Spirit (max +4). Whenever you roll with Spirit and roll a 12+, mark corruption.
• Eldritch Blast: Mark corruption to turn to violence with Spirit instead of Blood using raw magical force (3-harm close or 2-harm close area).
• Upon a Pale Horse: Mark corruption and speak the secret name of a character in the scene to kill them; PCs cannot mark a scar to avoid this death.
• Black Magic: Mark corruption to ignore a requirement set by the MC when using your sanctum.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• add 2 resources to your sanctum
• learn 3 more spells
• a move from another playbook
• a move from another playbook
• change your Circle
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• obtain Circle Status-2
• bond with a familiar
• advance 3 basic moves
• advance 3 basic moves
• retire your character to safety
• change to a new playbook
[ +- ] Details
Details
Mages are among the deadliest and most powerful of all humans. Their ability to reshape the world around them grants them tremendous powers. But nothing corrupts quite like power…
An Endless Ambition
In a world of cursed monsters and alien creatures, each wizard stands alone —after all you earned your magic. Maybe you wrestled your own essence into alignment through intense study, practicing subtle movements until your muscles screamed in protest; maybe you stole your powers from a dead god, tricking a failing deity into granting you the ability to shift reality with little more than raw will. But no matter how you acquired your gifts, you know this: no one gave them to you. You took them for yourself.
It was your ambition that earned this prize, your drive to do more, see more, be more that pushed you past your own limits to a new kind of consciousness. Now —on the other side of that abyss of failure and self-doubt— you wield power beyond imagination. And as a bearer of such sovereignty, you have been welcomed into an extremely exclusive section of supernatural society, one that only extends itself to those sorcerers who have shown themselves capable of greatness —mages like you.
You realize now that you must live with what you've made of yourself. Around your kind, eternally complicated wizarding politics threaten to drown you in a sea of duplicitous dangers; around everyone else, there is no end to the requests that you intervene with some problem that "only a wizard can solve." You are caught in an impossible trap, further isolated and alone the more power you wield but needing more than ever to stay connected to the rest of the city.
Your fellow wizards —smug and superior in their assessment of their own abilities— don't think much of the rest of the city. Their distance from the bloody gutters and sharp claws often causes them to forget the trials and tribulations of everyone else. It is common among wizards to view the problems of ordinary folks, even vampires and werewolves, as a distraction from the real issues at hand. Better to forget about such problems and focus on what really matters —power, and how to get it.
But you haven't forgotten. You've seen tragedy and heartbreak; you've known loss. And you know that if you turn your back on the vulnerable and the needy, the same ambition that drove you to master yourself will become a dark urge indeed…
Notes on Your Sanctum
Your sanctum is one of three systems you can invoke to perform magic, alongside your let it out abilities (page 83) and your spells (page 174). Your abilities allow you to enact your will in a broad range of situations with little to no planning, risking both complications and corruption; your spells are rotes you've mastered, consistent magical skills which require you to Channel before you can use them; and your sanctum is the home of your magical experiments and rituals, capable of enacting enormous changes or constructing new magical artifacts… if you have the time and resources to finish your work.
Given the kind of power you're capable of wielding as the Wizard, there are few limits to what you can accomplish in your sanctum. Powerful magical items or weapons? Scrying into the city's darkest secrets? Cracking open the doors between dimensions? Yes, yes, and yes. Anything and everything you can dream up can be accomplished, assuming you're able to meet the requirements the MC sets when you go into your sanctum to work on the project.
Some of the requirements may be difficult to fulfill, especially when you want to accomplish something grand: you may need to turn to your PC and NPC allies, cash in Debts, or even make use of city moves —putting out the word (page 98) or marshaling forces (page 101)— in order to complete a project. You can often use Sanctum Santorum to see if you have necessary components on hand —or the materials you need to manufacture or summon them— and Black Magic (page 175) can help you bypass one of the requirements completely if you're willing to mark corruption, but you can't use it more than once per project. That said, once the requirements are set, they cannot be changed; so long as you fulfill them, the work is completed and the MC will provide you the item, info, or effect you sought.
Your sanctum's resources and downsides fictionally position the assets you can bring to bear on a problem and the complications that inevitably arise as you work. If you have a mystical prison, you might use it to imprison a dangerous ghost; assuming you can get the ghost into the prison, the resource means you don't have to do more work to hold it. Similarly, a sanctum whose location is known by many is vulnerable to intruders and thieves; don't be surprised if you come home to discover someone rooting around in your supplies.
Notes on Your Ward
While you might try to avoid the demands of your Circle's broader society, a Status-3 member of Power has charged you with protecting someone —your ward. After all, who better to keep someone safe than a powerful wizard? You may not like this obligation —you might even be trying to pass it off to someone else!— but for now you've accepted the responsibility of caring for someone on behalf of the Status-3 NPC. Until the situation drastically changes, that NPC expects you to broadly care for your charge, ensuring that no harm befalls them and they (mostly) stay out of trouble.
While your ward is vulnerable, requiring protection and guidance, they aren't necessarily a child; they can be any age and from any Circle. All that must be true is that they have a definitive need for your help, you voluntarily agreed to this ongoing obligation, and they live with you. For example, your ward might be a 75-year-old vampire who is the secret child of a potent Status-3 elder of Night, supernaturally linked to you by a ritual gone wrong!
All the reasons your ward requires protection imply both opportunities and dangers. If they are key to a forbidden ritual, they may be able to act as a locus for all sorts of magical undertakings… and they surely have enemies who would wish to snatch them up. Whatever you decide as the reason they need your help frames their role in your story.
At the same time, whatever you choose as your reason for accepting this ongoing duty gives the relationship context. If you are in love with the ward —perhaps a gifted mage in need of a teacher— then work with the MC to define how they came into your care and how your relationship has evolved; if you hope to redeem yourself for your past failure —maybe by protecting a ward who is key to a magical catastrophe— work with the MC to determine what tragedy haunts your past and how it's linked to your ward.
Of course, your relationship with your ward can evolve, just as your relationship with any NPC grows and changes. If you eventually part ways —perhaps because you've resolved the situation (or because you can't stand each other any longer)— then the relationship has run its course… but you still have to deal with the Status-3 NPC if they expect the arrangement to continue. Ultimately, they are the arbiter of your success and failure at the task with which you were charged.
Notes on Channeling
In order to cast spells, you first have to Channel and collect your magics. Each spell tells you how much hold you have to spend to cast it; spending the hold is usually all that's required to activate the spell. On a hit, you hold 3, albeit with some consequences, and you can continue to channel and collect more magic —effectively adding more hold— at any time, even while you still have hold to spend. But if you roll a miss, that's it for the scene; you're too exhausted to continue to marshal your magical powers this way. Note that you don't have to gather any hold to let it out —leveraging your let it out abilities— or use your sanctum (page 172).
If you choose to suffer 1-harm (ap) or mark corruption when you roll a 7-9 while Channeling, the effects are instantaneous and final: you mark the harm or corruption, and you're done. If you choose take -1 ongoing, however, then the effect lasts until you get enough time to rest and recuperate, at least ten or fifteen minutes to catch your breath and recenter.
Tracking requires that you have a sympathetic token to activate the spell. The MC will let you know if the token is sufficient before you spend your hold.
Stun knocks out most mortals and dazes or impairs most supernatural creatures. You don't have to have the target in your line of sight; as long as they are in the same scene, you can target them.
Characters you connect with Linking must be in your presence when the link starts, but they can use the network no matter where they are after the link is set up. Some magical wards and shields may affect the link, but generally communication between nodes of the network is clear and consistent.
You can wait until just before someone is struck to give them armor with Shielding, but you must do so before they suffer harm. Once the MC has declared how much harm they've suffered, it's too late for you to shield them from it.
Veil and Teleport almost always offer you an opportunity to escape a situation, but they can also force your opposition to find you again or close the distance before taking additional actions against you.
Using Trinket can create any mundane object, including something complex like a flash drive or cell phone, but the object must be small. It vanishes as soon as it has served its purpose or within 24 hours, whichever comes first.
Notes on Intimacy
You can ignore distance for any kind of magic relying on the bond and can even cast spells across it —like using Trinket to place an object in the person's pocket or Teleport to move directly to them. The bond lasts until you no longer have the relationship you once had, e.g. one of you betrays the other.
Notes on End Move
The curse can forbid a course of action ("you cannot harm my sister"), remove an ability or gift ("you can no longer shapeshift"), or impose a new vulnerability ("sunlight now burns you"), but you cannot kill the target, even indirectly ("you can no longer breathe air"). The curse lasts indefinitely but can be removed by sufficiently powerful magic —the MC determines what the targeted character must do to discover how to end your malediction.
Notes on Corruption
Your corruption trigger forces you to mark corruption when you turn your back on someone who truly needs your help. If a request is manipulative or the person can handle it on their own, you're in the clear. The MC will always let you know before you mark the corruption that you are ignoring such a request.
After you take The Dark Arts, any Spirit roll —for any move— will force you to mark corruption if you roll a 12+.
The weapon you wield for Eldritch Blast is pure magical energy; you summon it and strike in one fluid attack. If you want to continue your assault, you have to mark another corruption and turn to violence again. Such magic usually ignores mortal armor, but supernatural defenses always reduce the harm.
Everyone has a secret name —an eldritch anchor for their existence. Most do not know their own secret name, but those with power guard them closely, even obscuring them from prophetic sight. Upon a Pale Horse has limited usefulness against things that cannot die (ghosts) or come back (immortals), but it will kill any target regardless of their armor, harm track, etc.
You can only use Black Magic once per project; you can't mark more corruption to ignore additional requirements. Tell the MC what dark power —a corrupted tome, a dark spirit, etc.— you are turning to in order to bypass the requirement.
Notes on Advances
If you add 2 resources to your sanctum or learn 3 more spells, select them from the lists you chose from at character creation.
Bonding with a familiar forges a magical link between you and an animal companion —a cat, a bird, etc. You always know where your familiar is, and you can use its senses as your own. Select two let it out abilities from any playbook —even different playbooks— to represent the animal's powers; when in the presence of your familiar, you can use their abilities as your own when you let it out. If your familiar is ever harmed, take 1-harm (ap); if your familiar is ever killed or destroyed, take a corruption advance.
[3column][col]
[f=h1][_=The Wizard][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=0/2][/color][_bloodpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=1/2][/color][_heartpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=0/2][/color][_mindpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=0/2][/color][_spiritpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=0/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=0/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=1/2][/color] [_night_rating_pos=0/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=0/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=0/2][/color] [_power_rating_pos=1/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=1/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=0/2][/color] [_wild_rating_pos=1/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=0/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=1/1] [b]Sanctum Sanctorum[/b] | [f=";display:none;"]2d6[/f][_$=+spirit]
[_=1/1] [b]Channelling[/b] | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Wizard[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Potent, eminent, hermetic, lonely. The Wizard is a mage of the highest order, capable of reshaping reality… yet often oblivious to the city's true face.[/i]
[i]Play the Wizard if you want to deal with other people's problems, a hammer in search of the right nail.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Ailea, Alanna, Andrés, Brandon, Calvin, Christine, Desmond, Hugo, Jocelyn, June, Krista, Laura, Marlowe, Miranda, Randall, Vincent, Vivian, Wesley, Wraith, Zoha
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• archaic clothing, casual clothing, expensive clothing, ritual clothing
• [b]Demeanor Options[/b]: beleaguered, detached, disheveled, ominous
• [b]Starting Stats[/b] : Blood 0, Heart -1, Mind 1, Spirit 1
• [b]Starting Circles[/b] : Mortalis 0, Night -1, Power 1, Wild 1
• [b]Starting Status[/b]: Mortalis 0, Night 0, Power 1, Wild 0
• [b]Intro Questions[/b]:
• How did you learn to wield magic?
• How long have you been in the city?
• What mistake keeps you up at night?
• What have you sacrificed for your power?
• What conflict are you trying to mediate?
• [b]Starting Gear[/b]: A nice apartment or simple house, a crappy car, a decent smartphone and a sanctum (detail).
• One useful weapon of choice:
• [_=0/1] Snubnosed revolver (2-harm near loud reload concealable)
• [_=0/1] 9mm Glock (2-harm near loud)
• [_=0/1] Sword (3-harm close messy)
• [b]Starting Debts[/b]:
• Someone tempted your ward away from you and into danger. Ask them what it cost your ward to return to you. They owe you a Debt.
• Someone is your go-to when you get into trouble, providing information or muscle to get things done. You owe them 2 Debts.
• You are helping someone keep a dangerous secret from powerful members of their Circle. They owe you a Debt.
• [b]Let It Out Abilities[/b]:
• deflect or redirect an oncoming blow before it strikes
• perform a feat of telekinetic strength or precision
• detect the presence and function of magical items or spells
• reshape the essence or nature of an exposed object or magical spell[/spoiler]
[f=h2]Your Sanctum[/f]
• Choose and underline [b]4 resources[/b] of your sanctum:
• [i]an extremely knowledgeable assistant, a testing ground, magical booby traps, a library of old tomes, a scattering of ancient relics, a mystical prison, magical wards, a portal to another dimension, a focus circle, an apothecary[/i]
• Choose and underline [b]2 downsides[/b] of your Sanctum:
• [i]it's cursed by a previous owner, it attracts otherworldly attention, it contains many volatile substances, its location is known by many, it always lacks a key piece or ingredient, it's tough for you to access, it contains secrets unfamiliar even to you[/i]
When you go into your sanctum to work on something, the MC will tell you, "Sure, no problem, but…" and then 1 to 4 of the following:
• It's going to take you hours/days/weeks/months of work or recovery time
• First you'll have to summon/build/construct ˍˍˍˍˍˍˍˍ
• You'll require the services of ˍˍˍˍˍˍˍˍ to complete it
• You require a rare and expensive ingredient or material
• It will only work for a short time, and may be unreliable
• It's going to mean exposing anyone nearby to serious fallout
• Your sanctum lacks ˍˍˍˍˍˍˍˍ; add this and you'll be able to complete it
• It will require a part of yourself or comparable sacrifice to complete
• You must journey toˍˍˍˍˍˍˍˍ in order to complete it
The MC can combine any set of requirements or offer two sets of costs to the same task. Once the requirements are completed, the work is completed. The MC will stat it up, reveal some info, or whatever is called for now that you've finished.
• [_=1/1] [b]Sanctum Sanctorum[/b]: When you go to your sanctum for a spell ingredient, relic, or tome, roll with [b]Spirit[/b].
• On a 10+, you've got pretty much just the thing.
• On a 7-9, you've got something close, but it's flawed or lacking in some significant way.
• On a miss, you don't have what you're looking for, but you know someone from another Circle who probably has it in stock.
[f=h2]Your Ward[/f]
A Status-3 member of your Circle has charged you with caring for an important ward. They live and dine with you; their safety is your sworn duty. Choose 2 from each list below.
• [b]Why do they need protection?[/b]
• [_=0/1] They are the key to a forbidden ritual or magical catastrophe
• [_=0/1] They are the heir to a powerful position or inheritance
• [_=0/1] They are the secret child of an influential and powerful enemy
• [_=0/1] They are a gifted mage in need of a teacher and guardian
• [b]Why did you agree to this arrangement?[/b]
• [_=0/1] You are in love with the ward (or the Status-3 member)
• [_=0/1] Your membership in a faction compels your agreement
• [_=0/1] You and your ward are supernaturally linked
• [_=0/1] You hope to redeem yourself for a past failure
[f=h2]Channelling[/f]
• [_=1/1] [b]Channelling[/b]: When you channel and collect your magics, roll with [b]Spirit[/b].
• On a 10+, hold 3.
• On a 7-9, hold 3 and choose 1 from the list below.
• Take -1 ongoing until you rest
• Suffer 1-harm (ap)
• Mark corruption
• On a miss, hold 1, but you cannot channel again this scene.
Your hold lasts until you spend it or the scene ends. You can spend it to cast any spell you have as per the spell's details.
[f=h2]Your Spells (Choose three:)[/f]
• [_=0/1] [b]Tracking[/b]: Spend 1 hold to learn the location of a specific person. You must have a personal object that belongs to the target or recent leavings of their body (a lock of hair, fingernail clippings, their blood, etc.).
• [_=0/1] [b]Stun[/b]: Spend 1 hold to target someone present in the scene with a blast of psychic energy that inflicts s-harm. You can instead spend 2 hold to target a small group or 3 hold to target a medium group.
• [_=0/1] [b]Linking[/b]: Spend 1 hold to telepathically link up to two characters in your presence for a few hours, allowing them to communicate with each other —and with you— regardless of distance. You may spend additional hold —1 for 1— to add more characters to this network, even if the other members are not present.
• [_=0/1] [b]Shielding[/b]: Spend 1 hold to provide armor+1 to yourself or someone nearby, or spend 2 hold to provide armor+1 to everyone in a small area, possibly including yourself. This armor lasts until the end of the scene. You can stack multiple uses of Shielding at once.
• [_=0/1] [b]Veil[/b]: Spend 1 hold to make yourself invisible from sight —mundane, supernatural, electronic, etc.— for a few moments.
• [_=0/1] [b]Teleport[/b]: Spend 1 hold to teleport yourself a short distance within a scene you're in.
• [_=0/1] [b]Trinket[/b]: Spend 1 hold to produce a small, mundane object that perfectly fits your needs —a key for a single door, a bullet for a gun, etc.
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, decide if you care about them. If you do, you form a sympathetic connection; you can target each other with magics at any range and intuitively know if the other is in danger. If you don't, mark corruption.
[f=h2]End Move[/f]
When you die, you may place a devastating curse —a new prohibition or weakness— on someone present in the scene.
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you ignore a genuine plea for help from someone vulnerable, mark corruption.
• [_=0/1] [b]The Dark Arts[/b]: You get +1 [b]Spirit[/b] (max +4). Whenever you roll with [b]Spirit[/b] and roll a 12+, mark corruption.
• [_=0/1] [b]Eldritch Blast[/b]: Mark corruption to [b]turn to violence[/b] with [b]Spirit[/b] instead of [b]Blood[/b] using raw magical force (3-harm close or 2-harm close area).
• [_=0/1] [b]Upon a Pale Horse[/b]: Mark corruption and speak the secret name of a character in the scene to kill them; PCs cannot mark a scar to avoid this death.
• [_=0/1] [b]Black Magic[/b]: Mark corruption to ignore a requirement set by the MC when using your sanctum.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] add 2 resources to your sanctum
• [_=0/1] learn 3 more spells
• [_=0/1] a move from another playbook
• [_=0/1] a move from another playbook
• [_=0/1] change your Circle
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] obtain Circle Status-2
• [_=0/1] bond with a familiar
• [_=0/1] advance 3 basic moves
• [_=0/1] advance 3 basic moves
• [_=0/1] retire your character to safety
• [_=0/1] change to a new playbook
[spoiler="Details"][f=h2]Details[/f]
Mages are among the deadliest and most powerful of all humans. Their ability to reshape the world around them grants them tremendous powers. But nothing corrupts quite like power…
[f=h3]An Endless Ambition[/f]
In a world of cursed monsters and alien creatures, each wizard stands alone —after all you [i]earned[/i] your magic. Maybe you wrestled your own essence into alignment through intense study, practicing subtle movements until your muscles screamed in protest; maybe you stole your powers from a dead god, tricking a failing deity into granting you the ability to shift reality with little more than raw will. But no matter how you acquired your gifts, you know this: no one [i]gave them to you[/i]. You [i]took[/i] them for yourself.
It was your ambition that earned this prize, your drive to [i]do[/i] more, [i]see[/i] more, [i]be[/i] more that pushed you past your own limits to a new kind of consciousness. Now —on the other side of that abyss of failure and self-doubt— you wield power beyond imagination. And as a bearer of such sovereignty, you have been welcomed into an extremely exclusive section of supernatural society, one that only extends itself to those sorcerers who have shown themselves capable of greatness —mages like you.
You realize now that you must live with what you've made of yourself. Around your kind, eternally complicated wizarding politics threaten to drown you in a sea of duplicitous dangers; around everyone else, there is no end to the requests that you intervene with some problem that "only a wizard can solve." You are caught in an impossible trap, further isolated and alone the more power you wield but needing more than ever to stay connected to the rest of the city.
Your fellow wizards —smug and superior in their assessment of their own abilities— don't think much of the rest of the city. Their distance from the bloody gutters and sharp claws often causes them to forget the trials and tribulations of everyone else. It is common among wizards to view the problems of ordinary folks, even vampires and werewolves, as a distraction from the real issues at hand. Better to forget about such problems and focus on what [i]really[/i] matters —power, and how to get it.
But you haven't forgotten. You've seen tragedy and heartbreak; you've known loss. And you know that if you turn your back on the vulnerable and the needy, the same ambition that drove you to master yourself will become a dark urge indeed…
[f=h3]Notes on Your Sanctum[/f]
Your [b]sanctum[/b] is one of three systems you can invoke to perform magic, alongside your [b]let it out[/b] abilities (page 83) and your spells (page 174). Your abilities allow you to enact your will in a broad range of situations with little to no planning, risking both complications and corruption; your spells are rotes you've mastered, consistent magical skills which require you to [b]Channel[/b] before you can use them; and your sanctum is the home of your magical experiments and rituals, capable of enacting enormous changes or constructing new magical artifacts… if you have the time and resources to finish your work.
Given the kind of power you're capable of wielding as the Wizard, there are few limits to what you can accomplish in your sanctum. Powerful magical items or weapons? Scrying into the city's darkest secrets? Cracking open the doors between dimensions? Yes, yes, and yes. Anything and everything you can dream up can be accomplished, assuming you're able to meet the requirements the MC sets when you go into your sanctum to work on the project.
Some of the requirements may be difficult to fulfill, especially when you want to accomplish something grand: you may need to turn to your PC and NPC allies, [b]cash in Debts[/b], or even make use of city moves —[b]putting out the word[/b] (page 98) or [b]marshaling forces[/b] (page 101)— in order to complete a project. You can often use [b]Sanctum Santorum[/b] to see if you have necessary components on hand —or the materials you need to manufacture or summon them— and [b]Black Magic[/b] (page 175) can help you bypass one of the requirements completely if you're willing to mark corruption, but you can't use it more than once per project. That said, once the requirements are set, they cannot be changed; so long as you fulfill them, the work is completed and the MC will provide you the item, info, or effect you sought.
Your sanctum's resources and downsides fictionally position the assets you can bring to bear on a problem and the complications that inevitably arise as you work. If you have a [b]mystical prison[/b], you might use it to imprison a dangerous ghost; assuming you can get the ghost into the prison, the resource means you don't have to do more work to hold it. Similarly, a sanctum whose [b]location is known by many[/b] is vulnerable to intruders and thieves; don't be surprised if you come home to discover someone rooting around in your supplies.
[f=h3]Notes on Your Ward[/f]
While you might try to avoid the demands of your Circle's broader society, a Status-3 member of Power has charged you with protecting someone —your [b]ward[/b]. After all, who better to keep someone safe than a powerful wizard? You may not like this obligation —you might even be trying to pass it off to someone else!— but for now you've accepted the responsibility of caring for someone on behalf of the Status-3 NPC. Until the situation drastically changes, that NPC expects you to broadly care for your charge, ensuring that no harm befalls them and they (mostly) stay out of trouble.
While your ward is vulnerable, requiring protection and guidance, they aren't necessarily a child; they can be any age and from any Circle. All that must be true is that they have a definitive need for your help, you voluntarily agreed to this ongoing obligation, and they live with you. For example, your ward might be a 75-year-old vampire who is the [b]secret child[/b] of a potent Status-3 elder of Night, [b]supernaturally linked[/b] to you by a ritual gone wrong!
All the reasons your ward requires protection imply both opportunities and dangers. If they are [b]key to a forbidden ritual[/b], they may be able to act as a locus for all sorts of magical undertakings… and they surely have enemies who would wish to snatch them up. Whatever you decide as the reason they need your help frames their role in your story.
At the same time, whatever you choose as your reason for accepting this ongoing duty gives the relationship context. If [b]you are in love with the ward[/b] —perhaps [b]a gifted mage in need of a teacher[/b]— then work with the MC to define how they came into your care and how your relationship has evolved; if you [b]hope to redeem yourself for your past failure[/b] —maybe by protecting a ward who is [b]key to a magical catastrophe[/b]— work with the MC to determine what tragedy haunts your past and how it's linked to your ward.
Of course, your relationship with your ward can evolve, just as your relationship with any NPC grows and changes. If you eventually part ways —perhaps because you've resolved the situation (or because you can't stand each other any longer)— then the relationship has run its course… but you still have to deal with the Status-3 NPC if they expect the arrangement to continue. Ultimately, they are the arbiter of your success and failure at the task with which you were charged.
[f=h3]Notes on Channeling[/f]
In order to cast spells, you first have to [b]Channel[/b] and collect your magics. Each spell tells you how much hold you have to spend to cast it; spending the hold is usually all that's required to activate the spell. On a hit, you hold 3, albeit with some consequences, and you can continue to channel and collect more magic —effectively adding more hold— at any time, even while you still have hold to spend. But if you roll a miss, that's it for the scene; you're too exhausted to continue to marshal your magical powers this way. Note that you don't have to gather any hold to [b]let it out[/b] —leveraging your [b]let it out[/b] abilities— or use your [b]sanctum[/b] (page 172).
If you choose to [b]suffer 1-harm (ap)[/b] or [b]mark corruption[/b] when you roll a 7-9 while [b]Channeling[/b], the effects are instantaneous and final: you mark the harm or corruption, and you're done. If you choose [b]take -1 ongoing[/b], however, then the effect lasts until you get enough time to rest and recuperate, at least ten or fifteen minutes to catch your breath and recenter.
[b]Tracking[/b] requires that you have a sympathetic token to activate the spell. The MC will let you know if the token is sufficient before you spend your hold.
[b]Stun[/b] knocks out most mortals and dazes or impairs most supernatural creatures. You don't have to have the target in your line of sight; as long as they are in the same scene, you can target them.
Characters you connect with [b]Linking[/b] must be in your presence when the link starts, but they can use the network no matter where they are after the link is set up. Some magical wards and shields may affect the link, but generally communication between nodes of the network is clear and consistent.
You can wait until just before someone is struck to give them armor with [b]Shielding[/b], but you must do so before they suffer harm. Once the MC has declared how much harm they've suffered, it's too late for you to shield them from it.
[b]Veil[/b] and [b]Teleport[/b] almost always offer you an opportunity to [b]escape a situation[/b], but they can also force your opposition to find you again or close the distance before taking additional actions against you.
Using [b]Trinket[/b] can create any mundane object, including something complex like a flash drive or cell phone, but the object must be small. It vanishes as soon as it has served its purpose or within 24 hours, whichever comes first.
[f=h3]Notes on Intimacy[/f]
You can ignore distance for any kind of magic relying on the bond and can even cast spells across it —like using [b]Trinket[/b] to place an object in the person's pocket or [b]Teleport[/b] to move directly to them. The bond lasts until you no longer have the relationship you once had, e.g. one of you betrays the other.
[f=h3]Notes on End Move[/f]
The curse can forbid a course of action ("you cannot harm my sister"), remove an ability or gift ("you can no longer shapeshift"), or impose a new vulnerability ("sunlight now burns you"), but you cannot kill the target, even indirectly ("you can no longer breathe air"). The curse lasts indefinitely but can be removed by sufficiently powerful magic —the MC determines what the targeted character must do to discover how to end your malediction.
[f=h3]Notes on Corruption[/f]
Your corruption trigger forces you to mark corruption when you turn your back on someone who truly needs your help. If a request is manipulative or the person can handle it on their own, you're in the clear. The MC will always let you know before you mark the corruption that you are ignoring such a request.
After you take [b]The Dark Arts[/b], any [b]Spirit[/b] roll —for any move— will force you to mark corruption if you roll a 12+.
The weapon you wield for [b]Eldritch Blast[/b] is pure magical energy; you summon it and strike in one fluid attack. If you want to continue your assault, you have to mark another corruption and [b]turn to violence[/b] again. Such magic usually ignores mortal armor, but supernatural defenses always reduce the harm.
Everyone has a secret name —an eldritch anchor for their existence. Most do not know their own secret name, but those with power guard them closely, even obscuring them from prophetic sight. [b]Upon a Pale Horse[/b] has limited usefulness against things that cannot die (ghosts) or come back (immortals), but it will kill any target regardless of their armor, harm track, etc.
You can only use [b]Black Magic[/b] once per project; you can't mark more corruption to ignore additional requirements. Tell the MC what dark power —a corrupted tome, a dark spirit, etc.— you are turning to in order to bypass the requirement.
[f=h3]Notes on Advances[/f]
If you [b]add 2 resources to your sanctum[/b] or [b]learn 3 more spells[/b], select them from the lists you chose from at character creation.
[b]Bonding with a familiar[/b] forges a magical link between you and an animal companion —a cat, a bird, etc. You always know where your familiar is, and you can use its senses as your own. Select two [b]let it out[/b] abilities from any playbook —even different playbooks— to represent the animal's powers; when in the presence of your familiar, you can use their abilities as your own when you [b]let it out[/b]. If your familiar is ever harmed, take 1-harm (ap); if your familiar is ever killed or destroyed, take a corruption advance.[/spoiler]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table]
Circle Moves
Move
Mortalis
Night
Power
Wild
Put a Face to a Name
2d6
2d6
2d6
2d6
Hit the Streets
2d6
2d6
2d6
2d6
Study a Place of Power
2d6
2d6
2d6
2d6
Lend a Hand or Get In The Way
2d6
2d6
2d6
2d6
[table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table]
The Wolf
[ +- ] Description and Character Creation
Description Primal, unstoppable, lethal, unlucky. The Wolf is a lycanthrope who has taken a territory in the city, holding it against all comers.
Play the Wolf if you want to fight for what's yours, no matter who tries to take it from you.
Character Creation
• Name:
• Anders, Brenda, Carmen, Christian, Dana, Habib, Junot, Kareem, Lee, Lucia, Mani, Matt, Mel, Robin, Roxanne, Suze, Tori, Trent, Vanessa, Vic
• Look:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• baggy clothing, dark clothing, dirty clothing, tactical clothing
• Demeanor Options: aggressive, feral, restless, violent
• Starting Character Stats : Blood 1, Heart -1, Mind 0, Spirit 1
• Starting Circles : Mortalis 0, Night 1, Power -1, Wild 1
• Starting Status: Mortalis 0, Night 1, Power 0, Wild 0
• Intro Questions:
• When did you first experience the change?
• How long have you been in the city?
• What is the best part of your other form?
• Who is the most important person in your territory?
• What do you desperately need?
• Starting Gear:
• A duffel bag with your personal belongings, a shitty cell phone.
• Choose two practical weapons:
• Snubnosed revolver (2-harm near loud reload concealable)
• 9mm Beretta (2-harm near loud)
• Butterfly knife (2-harm hand concealable)
• Machete (3-harm close messy)
• Baseball bat (2-harm close stun)
• Starting Debts:
• Someone intervened on your behalf when you crossed a powerful figure from another Circle. You owe them a Debt.
• Someone hired you for a job and you fucked it up. Tell them why another obligation got in the way. You owe them a Debt.
• Someone lives in your territory, benefiting from your protection. They owe you a Debt.
• Let It Out Powers:
• heal 2-harm instantaneously, starting with critical harm
• transform from one form into the other without seeing the moon
• perform a ferocious feat of lupine strength and speed
• enhance your lupine senses to supernatural levels
Wolf Moves (You get Comes With The Territory, and choose one more:)
• Comes With The Territory: If you are actively patrolling your territory when time passes —or at the start of the game— roll with Blood.
• On a 10+, your territory is secure and trouble is at a minimum; take +1 ongoing when you hit the streets in your territory.
• On a 7-9, one of your troubles surfaces (your choice), along with an opportunity to address it.
• On a miss, or if you aren't attending to your territory, things go south and your troubles are fast and furious.
• Alpha Dog : When you persuade an NPC in your territory with threats or promises, roll with Blood instead of Heart.
• Reckless : If you jump right into danger without hedging your bets, you get armor+1. If you're leading a group, it gets armor+1 also.
• Bloodhound: When you hunt someone down, roll with Blood.
• On a hit, you know exactly where to find them and can follow their scent until you do.
• On a 10+, you find them alone or vulnerable; take +1 forward against them.
• On a miss, someone unpleasant finds you first.
• Mark of the Beast: When you mark a building with your signs or sigils, roll with Spirit.
• On a hit, you lay claim to the location for the next few days.
• On a 10+, all 3. On a 7-9, pick 1. At any distance, you can:
• sense who is in the building at all times
• control the doors, locks, and windows
• conceal the building's location or true function
• On a miss, your attempt to claim the building awakens a sleeping or passive threat you had not considered; the MC will tell you who you angered with your impulsive claim.
• Only once you have the relevant Advancements:
• Impose Your Will on Your Pack: When you try to impose your will on your pack, roll with Night.
• On a 10+, all 3. On a 7-9, choose 1:
• they all go along with you
• they follow the plan carefully
• they don't make a fuss
• On a miss, someone in the pack surfaces an old conflict you need to address before you can get them to focus.
Your Territory
You've claimed an area of the city as your own. By default, your territory covers a city block or two and has the trouble: +crime.
• Choose 2 Blessings:
• Your territory spans several city blocks you've owned for years (add blessing: +influence)
• People in your territory work hard to keep the streets safe (remove +crime)
• You are widely accepted as this place's protector (add blessing: +supported)
• Your territory includes open grounds for you to roam and hunt (add blessing: +sanctuary)
• You've made a deal with someone, or something, to protect your territory when you're not around (add blessing: +guardian)
• Choose 2 Troubles:
• Your territory owes fealty to someone more powerful than you (add trouble: +obligations)
• A Status-3 NPC wants your territory and is working to get it (add trouble: +encroachment)
• Mortals in the area are actively trying to revitalize local businesses and infrastructure (add trouble: +upheaval)
• Your territory is plagued by a mystical or supernatural presence (add trouble: +haunted)
• You have offered protection within your territory to someone, and now their problems are yours (add trouble: +fealty)
The Transformation
By default, you can change into your wolf form —at will— in the sight of the moon: you gain natural weaponry (2-harm), 1-armor, and all of the qualities and weaknesses you choose below.
• Choose 3 qualities:
• You are massive: gain armor+1 and harm +1
• You are savage: your harm is armor piercing (ap) and messy
• You are versatile: take +1 ongoing to letting it out
• You are swift: take +1 ongoing to escaping
• You are cunning: take +1 ongoing to keeping your cool
• You are steadfast: you fight like a small group against groups
• Choose 3 weaknesses:
• Silver weapons ignore your armor and inflict harm+1
• Sometimes you lose control while transformed
• Sometimes you transform when you are stressed or angry
• The transformation is brief; you shift back at the end of a scene
• The transformation is violent and painful; suffer 1-harm (ap)
• The transformation draws the attention of supernatural creatures
Intimacy
When you share a moment of intimacy —physical or emotional— with another person, you create a primal bond with them until time passes; you both always know where to find each other and when the other is in trouble.
End Move
When you die, anyone in the scene you wish to protect escapes and reaches safety, no matter the odds.
Corruption
• Trigger: When you destroy a threat to your territory instead of driving it out, mark corruption.
• One with the Beast: Mark corruption when you transform to select two additional qualities or remove two existing weaknesses from your transformation. Mark a second corruption to do both.
• Force of Nature: You get +1 Blood (max +4). Whenever you roll with Blood and roll a 12+, mark corruption.
• Street Hound: Mark corruption to transform into a coyote or dog. While in this form, you can roll with Spirit instead of Mind to figure someone out or mislead, distract, and trick them.
• Familiar Territory: Mark corruption to locate the source of the greatest danger to you or someone you select within your territory or City Hub, even if the threat has concealed itself with magic or misdirection.
• Corruption Advances:
• take +1 to any stat (max+3)
• take +1 to any stat (max+3)
• take a new corruption move
• take a new corruption move
• take a new corruption move from another playbook or your own
• retire your character; they may return as a Threat
Advancement
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• +1 Status (max+1)
• +1 Status (max+1)
• +1 Status (max+1)
• a new Wolf move
• a new Wolf move
• join or lead a wolf pack
• a move from another playbook
• change your Circle
• After five advances, you may select:
• +1 any Circle (max+3)
• +1 any Circle (max+3)
• obtain Circle Status-2
• advance four basic moves
• erase a scar
• erase a scar
• retire your character to safety
• change to a new playbook
[ +- ] Details
Details
Primal, deadly, and awesome. Little in the world can match the werewolf's relentlessness or brute force. Those cursed by a bite or born into a bloodline carry a great fury within them. But fury, like all emotion, can be tempered and forged into something greater…
Unleash The Beast
Ask anyone in the city, and they'll tell it to you straight: ain't nothing as scary as a wolf. Sure, it's tough to fight a vampire or a demon —and faeries and wizards alike have their tricks— but when a wolf has given into their fury, when their blood is hot and they've transformed into a indestructible killing machine… you'd rather be anywhere in the city than under their claws.
In other words, you are the thing the monsters fear.
And why shouldn't they fear you? You are terrifying. You can knit your flesh back together through sheer will and tear through steel with nothing but tooth and claw; you can track someone down no matter where they try to hide and disappear into the darkness —blood dripping from your jaws— before your prey even knows they're dead. You are a primal, feral, deadly wolf, and those who know what you are capable of fear what you can do.
You've used that raw power to hold a region of the city, sating a desire for territory that has blossomed inside you ever since your first change. It's your home —the only place you feel at peace— and while you might at one point have shared control with others, you now lay claim to it by yourself. In day and darkness alike, you patrol it, looking for threats to your rule and enemies that need to be driven out.
But your territory isn't yours and yours alone. It's a living, breathing thing, an ecosystem woven together by everyone who lives within it. And if you taint it —if you turn it into little more than a killing field, soaked with the blood of your enemies, leaving no room for forgiveness or change— then it will taint you in turn. You may not need a pack to hold this place… but you must have a careful hold on the wolf in your heart.
You dream some nights of the hunt, some long ago memory passed down from wolf to wolf, from mother to daughter and father to son. Prey runs… and you follow, the chase as delicious as the blood that fills your maw at the end of the hunt. You hear the howls of a pack long lost and remember that wolves like you were once monarchs and gods, beloved by those who called their territory home and feared by those who would act against it…
Moves Advice
For the purposes of Comes with the Territory, you're assumed to be actively patrolling your territory unless something is actively keeping you from doing so —like if you're kidnapped by someone or locked away in a different dimension. On a strong hit, your territory is at peace and your control is secure; on a weak hit or a miss, your troubles flare up and require your attention. In the case of a weak hit, you get to pick which trouble to focus on (and you get an opportunity to potentially resolve it), but a miss —or an interruption in your patrolling— means things spiral out of control in multiple arenas at the same time. You can read more about your territory's blessings and troubles on page 178.
In order to trigger Alpha Dog, the NPC in question must be inside your territory. If you try to persuade them when they are somewhere else, you can't use the move. Seducing them won't work either; you've got to be direct about what you're going to do for them (or to them) to use the move.
Reckless requires that you jump right into danger, which means little to no planning and even less caution. You only get the armor+1 when you're willing to enter the fray without restraint; a group only gets the armor+1 if they join you in the charge.
You can use Bloodhound anywhere in the city, but you usually need to start somewhere you know they've been. The +1 forward you gain on a 10+ doesn't have to be used to hurt them; you could instead use it to figure them out or persuade them to help you with a problem. On a miss, whoever finds you first may be an established threat or a new character you're meeting for the first time.
It takes at least an hour to mark a building with your signs and sigils for Mark of the Beast, and much longer if it's a large building. On a hit, you pick the control you establish over the structure, and you can make use of that control at any time, without having to make another move. On a miss, the threat you awaken might be supernatural or mystical, but it can also be a mundane threat like a group of hunters or some municipal activity; no matter the origin, the threat has you in its sights as a result of your attempt to claim the building.
Notes on Your Territory
Few werewolves hold territory alone, but you've somehow managed to take control of an area —at least a few city blocks— all by yourself. Perhaps you once had a pack, maybe even some other allies or friends; now you stand alone, holding your territory on your own terms. But can you keep your claws in it without losing yourself? Can you hold it without becoming the monster you sometimes see in the mirror?
The choices you make about your territory define the threats, challenges, and opportunities your claim brings you. Think carefully about what kind of stories you want to see arise over the course of play as you choose —are you looking to fight off encroachment from outside, contend with a haunting, or navigate the politics of mortal upheaval? Your MC will bring whatever you pick into the story early and often.
All of the blessings of your territory are known and present; let the MC know if you want to call upon one of them during a session. Troubles show up less frequently, usually when you roll a 7-9 or a miss on Comes with the Territory (page 180) or you stop patrolling your territory altogether. On occasion, some events in the fiction might cause a trouble to flare up in the middle of a session, but only if something demands that the MC bring it to bear.
Here's a list of the blessings, along with some brief notes on integrating them into the fiction:
• guardian: you have a potent ally in defending the territory; work with the MC to figure out who helps you guard your claim and why.
• influence: your long-term claim on the territory means you've shaped it and expanded it; work with the MC to determine what you've done to make it your own.
• sanctuary: there is at least one place (perhaps a city park or wilderness area) nearby for you to hunt; work with the MC to establish why it offers you solace and security in times of trouble.
• supported: you are openly in control of the territory, even with some mortals; work with the MC to determine who the major mortal NPCs are who accept your ownership.
And here's a list of the troubles with similar notes:
• crime: your territory is beset by dangerous mortal crime organizations; work with the MC to establish who they are and why you haven't addressed them yet.
• encroachment: a high-status NPC from outside your territory is trying to usurp your claim; work with the MC to determine who is plotting against you and what they want from your territory.
• fealty: you offered safe harbor to someone; work with the MC to figure out why you did so and what problems they bring to your door.
• haunted: supernatural phenomena are everywhere in the city, but your territory has something nasty in it; work with the MC to determine what it is that haunts your territory
• obligations: you only hold your territory because someone more powerful than you —likely Status-3— permits it; work out with the MC who you owe and how they come calling.
• upheaval: mortals may not know what goes on in the shadows, but their clumsy maneuvering can still make a mess; work with the MC to determine the locus of their economic efforts.
Notes on Transformation
By default, you can transform at will in the sight of the moon —any phase but a new moon— or by letting it out (even during the day) and selecting transform from one form into the other. At character creation, you choose 3 qualities and 3 weaknesses to add to or modify that default transformation; these don't change unless you take One with the Beast (page 181) or something radically alters your character.
You don't have to transform to access your playbook moves, but you can only access the qualities of your wolf form when you're transformed. Most are self-explanatory, but choosing steadfast means you fight like a group against other groups (page 50): you suffer no additional harm (and inflict harm as normal) when you fight a small group, and you are treated as only one step down from a medium group.
In contrast, your weaknesses apply no matter which form you're in or directly address the transformation itself. Choosing sometimes you transform when you are stressed or angry means the MC can push you to keep your cool or risk a change in difficult situations, and choosing the transformation draws the attention of supernatural creatures means the mystical energy given off by your transformation is obvious to both city residents —vampires, wizards, etc.— and other, stranger things from worlds beyond this one.
Notes on Intimacy
The bond you forge with someone through intimacy is not exclusive; you can forge the same bond with multiple characters, including PCs and NPCs. If either of you wants to find each other, you need only rely on instinct; the MC will tell you what you need to do to get there.
Notes on End Move
You can name anyone in the scene —PC or NPC— to escape under your aegis, even multiple characters; assuming they seize the opportunity and leave right then, they not only escape the scene but get all the way to safety without further rolls. If they stay in the scene after your death, however, the opportunity is lost to them.
Notes on Corruption
Your corruption trigger forces you to mark corruption when you focus on ending threats rather than driving them off. Driving off threats is challenging, however, because it means accepting that the threat may return; things that are dead tend to stay dead. Note that accidentally killing a threat still forces you to mark corruption, even if you intended to drive it off.
You cannot use One with the Beast more than once per transformation, i.e. the maximum number of qualities you can gain is two, and you can't remove more than two weaknesses.
After you take Force of Nature, any Blood roll —for any move— will force you to mark corruption if you roll a 12+.
You can select the look for your Street Hound form when you trigger the move; it can be different each time. You don't get access to any of your qualities in this form, but you also don't suffer any of your weaknesses. If you decide to turn to violence in this form, your bite is a 2-harm messy weapon.
The MC will tell you what the source of the greatest danger is and where you can find it when you use Familiar Territory, but it's still up to you to get to it. Most dangers surround themselves with barriers that you may need to bypass (or crash into) before you can reach them directly.
Notes on Advances Joining or leading a wolf pack gives you a small pack (3-harm 1-armor savage loyal) and:
• When you try to impose your will on your pack, roll with Night.
• On a 10+, all 3. On a 7-9, choose 1:
• they all go along with you
• they follow the plan carefully
• they don't make a fuss
• On a miss, someone in the pack surfaces an old conflict you need to address before you can get them to focus.
If you decide to lead the pack, take a +1 ongoing to this move… but be prepared to adjudicate whatever problems the pack brings to you.
[3column][col]
[f=h1][_=The Wolf][/f]
[/col][col]
[table=ht compact]
[b]Name[/b]|[b]Pronouns[/b]
[_=] | [_=]
[/table]
[/col][col]
[table=hl compact]
[b]Demeanor[/b] | [_=]
[b]Look[/b] | [_=]
[/table]
[/col][/3column]
[2column][col]
[abilities="Stats"][table=rolls compact hl]
Stat | | Scar? | Roll |
[b]Blood[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_bloodneg=0/2][/color][_bloodpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_shattered=0/1][/color] | [f=";display:none;"][_blood$=bloodpos-bloodneg-shattered][/f] [f=";display:none;"]2d6[/f][_$=+blood] | [f=color:red][_$=shattered==1?'Shattered (-1 Blood)':''][/f]
[b]Heart[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_heartneg=1/2][/color][_heartpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_crushed=0/1] [/color] | [f=";display:none;"][_heart$=heartpos-heartneg-crushed][/f] [f=";display:none;"]2d6[/f][_$=+heart] | [f=color:red][_$=crushed==1?'Crushed (-1 Heart)':''][/f]
[b]Mind[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mindneg=0/2][/color][_mindpos=0/3] | [color="; accent-color: cyan; filter:invert(77%);"][_fractured=0/1][/color] | [f=";display:none;"][_mind$=mindpos-mindneg-fractured][/f] [f=";display:none;"]2d6[/f][_$=+mind] | [f=color:red][_$=fractured==1?'Fractured (-1 Mind)':''][/f]
[b]Spirit[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_spiritneg=0/2][/color][_spiritpos=1/3] | [color="; accent-color: cyan; filter:invert(77%);"][_broken=0/1] [/color] | [f=";display:none;"][_spirit$=spiritpos-spiritneg-broken][/f] [f=";display:none;"]2d6[/f][_$=+spirit] | [f=color:red][_$=broken==1?'Broken (-1 Spirit)':''][/f]
[/table][/abilities][abilities="Circles"][table=rolls compact hl]
Circle | | Rating | | Status | Adv?
[b]Mortalis[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_rating_neg=0/2][/color] [_mortalis_rating_pos=0/3] [f=";display:none;"][_mortalis_rating$=mortalis_rating_pos-mortalis_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_mortalis_status_neg=0/2][/color] [_mortalis_status_pos=0/3] [f=";display:none;"][_mortalis_status$=mortalis_status_pos-mortalis_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+mortalis_status] | [color="; accent-color: purple;"] [_mortalis_adv=0/1][/color]
[b]Night[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_rating_neg=0/2][/color] [_night_rating_pos=1/3] [f=";display:none;"][_night_rating$=night_rating_pos-night_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_night_status_neg=0/2][/color] [_night_status_pos=1/3] [f=";display:none;"][_night_status$=night_status_pos-night_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+night_status] | [color="; accent-color: purple;"] [_night_adv=0/1][/color]
[b]Power[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_rating_neg=1/2][/color] [_power_rating_pos=0/3] [f=";display:none;"][_power_rating$=power_rating_pos-power_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_power_status_neg=0/2][/color] [_power_status_pos=0/3] [f=";display:none;"][_power_status$=power_status_pos-power_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+power_status] | [color="; accent-color: purple;"] [_power_adv=0/1][/color]
[b]Wild[/b] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_rating_neg=0/2][/color] [_wild_rating_pos=1/3] [f=";display:none;"][_wild_rating$=wild_rating_pos-wild_rating_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_rating] | [color="; accent-color: grey; filter:invert(85%); direction: rtl;"][_wild_status_neg=0/2][/color] [_wild_status_pos=0/3] [f=";display:none;"][_wild_status$=wild_status_pos-wild_status_neg][/f] | [f=";display:none;"]2d6[/f][_$=+wild_status] | [color="; accent-color: purple;"] [_wild_adv=0/1][/color]
[/table][/abilities][abilities="Harm"]
[table=compact]
[_=0/1] | [b]Faint[/b]: | [_=]
[_=0/2] | [b]Serious[/b]: | [_=]
[_=0/2] | [b]Critical[/b]: | [_=]
[/table][f=right][b]Armor[/b] [_armor=0/3] [_$=+armor][/f]
[/abilities][abilities="Notes and Gear"]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col][col]
[abilities="Playbook Moves"][table=rolls compact hl]
Move (Stat) | Roll
[_=1/1] [b]Comes With The Territory[/b] | [f=";display:none;"]2d6[/f][_$=+blood]
[_=0/1] [b]Alpha Dog[/b] ([f=small]persuade an NPC[/f] +Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[_=0/1] [b]Bloodhound[/b] | [f=";display:none;"]2d6[/f][_$=+blood]
[_=0/1] [b]Mark of the Beast[/b] | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Basic Moves"][table=rolls compact hl]
Move | Roll
[b]Turn to Violence[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Escape a Situation[/b] (+Blood) | [f=";display:none;"]2d6[/f][_$=+blood]
[b]Persuade an NPC[/b] (+Heart) | [f=";display:none;"]2d6[/f][_$=+heart]
[b]Mislead, Distract, Trick[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Figure Someone Out[/b] (+Mind) | [f=";display:none;"]2d6[/f][_$=+mind]
[b]Keep Your Cool[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[b]Let It Out[/b] (+Spirit) | [f=";display:none;"]2d6[/f][_$=+spirit]
[/table][/abilities][abilities="Circle Moves"][table=rolls compact hl]
Move | Mortalis | Night | Power | Wild
Put a Face to a Name | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Hit the Streets | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Study a Place of Power | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
Lend a Hand or Get In The Way | [f=";display:none;"]2d6[/f][_$=+mortalis_rating] | [f=";display:none;"]2d6[/f][_$=+night_rating] | [f=";display:none;"]2d6[/f][_$=+power_rating] | [f=";display:none;"]2d6[/f][_$=+wild_rating]
[/table][/abilities]
[/col]
[/2column]
[linebreak]
[f=h1]The Wolf[/f]
[spoiler="Description and Character Creation"][f=h2]Description[/f]
[i]Primal, unstoppable, lethal, unlucky. The Wolf is a lycanthrope who has taken a territory in the city, holding it against all comers.[/i]
[i]Play the Wolf if you want to fight for what's yours, no matter who tries to take it from you.[/i]
[f=h2]Character Creation[/f]
• [b]Name[/b]:
• Anders, Brenda, Carmen, Christian, Dana, Habib, Junot, Kareem, Lee, Lucia, Mani, Matt, Mel, Robin, Roxanne, Suze, Tori, Trent, Vanessa, Vic
• [b]Look[/b]:
• androgynous, conforming, shifting, nonconforming
• Asian or South Asian, Black, Hispanic/Latinx, Indigenous, Middle Eastern, White, ˍˍˍˍˍ
• baggy clothing, dark clothing, dirty clothing, tactical clothing
• [b]Demeanor Options[/b]: aggressive, feral, restless, violent
• [b]Starting Character Stats[/b] : Blood 1, Heart -1, Mind 0, Spirit 1
• [b]Starting Circles[/b] : Mortalis 0, Night 1, Power -1, Wild 1
• [b]Starting Status[/b]: Mortalis 0, Night 1, Power 0, Wild 0
• [b]Intro Questions[/b]:
• When did you first experience the change?
• How long have you been in the city?
• What is the best part of your other form?
• Who is the most important person in your territory?
• What do you desperately need?
• [b]Starting Gear[/b]:
• A duffel bag with your personal belongings, a shitty cell phone.
• Choose two practical weapons:
• [_=0/1] Snubnosed revolver (2-harm near loud reload concealable)
• [_=0/1] 9mm Beretta (2-harm near loud)
• [_=0/1] Butterfly knife (2-harm hand concealable)
• [_=0/1] Machete (3-harm close messy)
• [_=0/1] Baseball bat (2-harm close stun)
• [b]Starting Debts[/b]:
• Someone intervened on your behalf when you crossed a powerful figure from another Circle. You owe them a Debt.
• Someone hired you for a job and you fucked it up. Tell them why another obligation got in the way. You owe them a Debt.
• Someone lives in your territory, benefiting from your protection. They owe you a Debt.
• [b]Let It Out Powers[/b]:
• heal 2-harm instantaneously, starting with critical harm
• transform from one form into the other without seeing the moon
• perform a ferocious feat of lupine strength and speed
• enhance your lupine senses to supernatural levels[/spoiler]
[f=h2]Wolf Moves (You get Comes With The Territory, and choose one more:)[/f]
• [_=1/1] [b]Comes With The Territory[/b]: If you are actively patrolling your territory when time passes —or at the start of the game— roll with [b]Blood[/b].
• On a 10+, your territory is secure and trouble is at a minimum; take +1 ongoing when you [b]hit the streets[/b] in your territory.
• On a 7-9, one of your troubles surfaces (your choice), along with an opportunity to address it.
• On a miss, or if you aren't attending to your territory, things go south and your troubles are fast and furious.
• [_=0/1] [b]Alpha Dog[/b] : When you [b]persuade an NPC[/b] in your territory with threats or promises, roll with [b]Blood[/b] instead of [b]Heart[/b].
• [_=0/1] [b]Reckless[/b] : If you jump right into danger without hedging your bets, you get armor+1. If you're leading a group, it gets armor+1 also.
• [_=0/1] [b]Bloodhound[/b]: When you hunt someone down, roll with [b]Blood[/b].
• On a hit, you know exactly where to find them and can follow their scent until you do.
• On a 10+, you find them alone or vulnerable; take +1 forward against them.
• On a miss, someone unpleasant finds you first.
• [_=0/1] [b]Mark of the Beast[/b]: When you mark a building with your signs or sigils, roll with [b]Spirit[/b].
• On a hit, you lay claim to the location for the next few days.
• On a 10+, all 3. On a 7-9, pick 1. At any distance, you can:
• sense who is in the building at all times
• control the doors, locks, and windows
• conceal the building's location or true function
• On a miss, your attempt to claim the building awakens a sleeping or passive threat you had not considered; the MC will tell you who you angered with your impulsive claim.
• Only once you have the relevant Advancements:
• [_=0/1] [b]Impose Your Will on Your Pack[/b]: When you try to impose your will on your pack, roll with [b]Night[/b].
• On a 10+, all 3. On a 7-9, choose 1:
• they all go along with you
• they follow the plan carefully
• they don't make a fuss
• On a miss, someone in the pack surfaces an old conflict you need to address before you can get them to focus.
[f=h2]Your Territory[/f]
You've claimed an area of the city as your own. By default, your territory covers a city block or two and has the trouble: +crime.
• [b]Choose 2 Blessings[/b]:
• [_=0/1] Your territory spans several city blocks you've owned for years (add blessing: +influence)
• [_=0/1] People in your territory work hard to keep the streets safe (remove +crime)
• [_=0/1] You are widely accepted as this place's protector (add blessing: +supported)
• [_=0/1] Your territory includes open grounds for you to roam and hunt (add blessing: +sanctuary)
• [_=0/1] You've made a deal with someone, or something, to protect your territory when you're not around (add blessing: +guardian)
• [b]Choose 2 Troubles[/b]:
• [_=0/1] Your territory owes fealty to someone more powerful than you (add trouble: +obligations)
• [_=0/1] A Status-3 NPC wants your territory and is working to get it (add trouble: +encroachment)
• [_=0/1] Mortals in the area are actively trying to revitalize local businesses and infrastructure (add trouble: +upheaval)
• [_=0/1] Your territory is plagued by a mystical or supernatural presence (add trouble: +haunted)
• [_=0/1] You have offered protection within your territory to someone, and now their problems are yours (add trouble: +fealty)
[f=h2]The Transformation[/f]
By default, you can change into your wolf form —at will— in the sight of the moon: you gain natural weaponry (2-harm), 1-armor, and all of the qualities and weaknesses you choose below.
• [b]Choose 3 qualities[/b]:
• [_=0/1] You are massive: gain armor+1 and harm +1
• [_=0/1] You are savage: your harm is armor piercing (ap) and [i]messy[/i]
• [_=0/1] You are versatile: take +1 ongoing to [b]letting it out[/b]
• [_=0/1] You are swift: take +1 ongoing to [b]escaping[/b]
• [_=0/1] You are cunning: take +1 ongoing to [b]keeping your cool[/b]
• [_=0/1] You are steadfast: you fight like a small group against groups
• [b]Choose 3 weaknesses[/b]:
• [_=0/1] Silver weapons ignore your armor and inflict harm+1
• [_=0/1] Sometimes you lose control while transformed
• [_=0/1] Sometimes you transform when you are stressed or angry
• [_=0/1] The transformation is brief; you shift back at the end of a scene
• [_=0/1] The transformation is violent and painful; suffer 1-harm (ap)
• [_=0/1] The transformation draws the attention of supernatural creatures
[f=h2]Intimacy[/f]
When you share a moment of intimacy —physical or emotional— with another person, you create a primal bond with them until time passes; you both always know where to find each other and when the other is in trouble.
[f=h2]End Move[/f]
When you die, anyone in the scene you wish to protect escapes and reaches safety, no matter the odds.
[f=h2]Corruption[/f]
• [b]Trigger[/b]: When you destroy a threat to your territory instead of driving it out, mark corruption.
• [_=0/1] [b]One with the Beast[/b]: Mark corruption when you transform to select two additional qualities or remove two existing weaknesses from your transformation. Mark a second corruption to do both.
• [_=0/1] [b]Force of Nature[/b]: You get +1 [b]Blood[/b] (max +4). Whenever you roll with [b]Blood[/b] and roll a 12+, mark corruption.
• [_=0/1] [b]Street Hound[/b]: Mark corruption to transform into a coyote or dog. While in this form, you can roll with [b]Spirit[/b] instead of [b]Mind[/b] to [b]figure someone out[/b] or [b]mislead, distract, and trick[/b] them.
• [_=0/1] [b]Familiar Territory[/b]: Mark corruption to locate the source of the greatest danger to you or someone you select within your territory or City Hub, even if the threat has concealed itself with magic or misdirection.
• [b]Corruption Advances[/b]:
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take +1 to any stat (max+3)
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move
• [_=0/1] take a new corruption move from another playbook or your own
• [_=0/1] retire your character; they may return as a Threat
[f=h2]Advancement[/f]
When you've marked all four Circles, erase the marks and advance.
• Available at the beginning of play:
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] +1 Status (max+1)
• [_=0/1] a new Wolf move
• [_=0/1] a new Wolf move
• [_=0/1] join or lead a wolf pack
• [_=0/1] a move from another playbook
• [_=0/1] change your Circle
• After five advances, you may select:
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] +1 any Circle (max+3)
• [_=0/1] obtain Circle Status-2
• [_=0/1] advance four basic moves
• [_=0/1] erase a scar
• [_=0/1] erase a scar
• [_=0/1] retire your character to safety
• [_=0/1] change to a new playbook
[spoiler="Details"][f=h2]Details[/f]
Primal, deadly, and awesome. Little in the world can match the werewolf's relentlessness or brute force. Those cursed by a bite or born into a bloodline carry a great fury within them. But fury, like all emotion, can be tempered and forged into something greater…
[f=h3]Unleash The Beast[/f]
Ask anyone in the city, and they'll tell it to you straight: ain't [i]nothing[/i] as scary as a wolf. Sure, it's tough to fight a vampire or a demon —and faeries and wizards alike have their tricks— but when a wolf has given into their fury, when their blood is hot and they've transformed into a indestructible killing machine… you'd rather be anywhere in the city than under their claws.
In other words, [i]you[/i] are the thing the monsters fear.
And why shouldn't they fear you? You are [i]terrifying[/i]. You can knit your flesh back together through sheer will and tear through steel with nothing but tooth and claw; you can track someone down no matter where they try to hide and disappear into the darkness —blood dripping from your jaws— before your prey even knows they're dead. You are a primal, feral, deadly wolf, and those who know what you are capable of fear what you can do.
You've used that raw power to hold a region of the city, sating a desire for territory that has blossomed inside you ever since your first change. It's your home —the only place you feel at peace— and while you might at one point have shared control with others, you now lay claim to it by yourself. In day and darkness alike, you patrol it, looking for threats to your rule and enemies that need to be driven out.
But your territory isn't yours and yours alone. It's a living, breathing thing, an ecosystem woven together by everyone who lives within it. And if you taint it —if you turn it into little more than a killing field, soaked with the blood of your enemies, leaving no room for forgiveness or change— then it will taint you in turn. You may not need a pack to hold this place… but you must have a careful hold on the wolf in your heart.
You dream some nights of the hunt, some long ago memory passed down from wolf to wolf, from mother to daughter and father to son. Prey runs… and you follow, the chase as delicious as the blood that fills your maw at the end of the hunt. You hear the howls of a pack long lost and remember that wolves like you were once monarchs and gods, beloved by those who called their territory home and feared by those who would act against it…
[f=h3]Moves Advice[/f]
For the purposes of [b]Comes with the Territory[/b], you're assumed to be actively patrolling your [b]territory[/b] unless something is actively keeping you from doing so —like if you're kidnapped by someone or locked away in a different dimension. On a strong hit, your territory is at peace and your control is secure; on a weak hit or a miss, your troubles flare up and require your attention. In the case of a weak hit, you get to pick which trouble to focus on (and you get an opportunity to potentially resolve it), but a miss —or an interruption in your patrolling— means things spiral out of control in multiple arenas at the same time. You can read more about your territory's blessings and troubles on page 178.
In order to trigger [b]Alpha Dog[/b], the NPC in question must be inside your territory. If you try to persuade them when they are somewhere else, you can't use the move. Seducing them won't work either; you've got to be direct about what you're going to do for them (or to them) to use the move.
[b]Reckless[/b] requires that you jump right into danger, which means little to no planning and even less caution. You only get the armor+1 when you're willing to enter the fray without restraint; a group only gets the armor+1 if they join you in the charge.
You can use [b]Bloodhound[/b] anywhere in the city, but you usually need to start somewhere you know they've been. The +1 forward you gain on a 10+ doesn't have to be used to hurt them; you could instead use it to [b]figure them out[/b] or [b]persuade[/b] them to help you with a problem. On a miss, whoever finds you first may be an established threat or a new character you're meeting for the first time.
It takes at least an hour to mark a building with your signs and sigils for [b]Mark of the Beast[/b], and much longer if it's a large building. On a hit, you pick the control you establish over the structure, and you can make use of that control at any time, without having to make another move. On a miss, the threat you awaken might be supernatural or mystical, but it can also be a mundane threat like a group of hunters or some municipal activity; no matter the origin, the threat has you in its sights as a result of your attempt to claim the building.
[f=h3]Notes on Your Territory[/f]
Few werewolves hold territory alone, but you've somehow managed to take control of an area —at least a few city blocks— all by yourself. Perhaps you once had a pack, maybe even some other allies or friends; now you stand alone, holding your [b]territory[/b] on your own terms. But can you keep your claws in it without losing yourself? Can you hold it without becoming the monster you sometimes see in the mirror?
The choices you make about your territory define the threats, challenges, and opportunities your claim brings you. Think carefully about what kind of stories you want to see arise over the course of play as you choose —are you looking to fight off [i]encroachment[/i] from outside, contend with a [i]haunting[/i], or navigate the politics of mortal [i]upheaval[/i]? Your MC will bring whatever you pick into the story early and often.
All of the blessings of your territory are known and present; let the MC know if you want to call upon one of them during a session. Troubles show up less frequently, usually when you roll a 7-9 or a miss on [b]Comes with the Territory[/b] (page 180) or you stop patrolling your territory altogether. On occasion, some events in the fiction might cause a trouble to flare up in the middle of a session, but only if something demands that the MC bring it to bear.
Here's a list of the blessings, along with some brief notes on integrating them into the fiction:
• [b]guardian[/b]: you have a potent ally in defending the territory; work with the MC to figure out who helps you guard your claim and why.
• [b]influence[/b]: your long-term claim on the territory means you've shaped it and expanded it; work with the MC to determine what you've done to make it your own.
• [b]sanctuary[/b]: there is at least one place (perhaps a city park or wilderness area) nearby for you to hunt; work with the MC to establish why it offers you solace and security in times of trouble.
• [b]supported[/b]: you are openly in control of the territory, even with some mortals; work with the MC to determine who the major mortal NPCs are who accept your ownership.
And here's a list of the troubles with similar notes:
• [b]crime[/b]: your territory is beset by dangerous mortal crime organizations; work with the MC to establish who they are and why you haven't addressed them yet.
• [b]encroachment[/b]: a high-status NPC from outside your territory is trying to usurp your claim; work with the MC to determine who is plotting against you and what they want from your territory.
• [b]fealty[/b]: you offered safe harbor to someone; work with the MC to figure out why you did so and what problems they bring to your door.
• [b]haunted[/b]: supernatural phenomena are everywhere in the city, but your territory has something nasty in it; work with the MC to determine what it is that haunts your territory
• [b]obligations[/b]: you only hold your territory because someone more powerful than you —likely Status-3— permits it; work out with the MC who you owe and how they come calling.
• [b]upheaval[/b]: mortals may not know what goes on in the shadows, but their clumsy maneuvering can still make a mess; work with the MC to determine the locus of their economic efforts.
[f=h3]Notes on Transformation[/f]
By default, you can transform at will in the sight of the moon —any phase but a new moon— or by [b]letting it out[/b] (even during the day) and selecting [b]transform from one form into the other[/b]. At character creation, you choose 3 qualities and 3 weaknesses to add to or modify that default [b]transformation[/b]; these don't change unless you take [b]One with the Beast[/b] (page 181) or something radically alters your character.
You don't have to transform to access your playbook moves, but you can only access the qualities of your wolf form when you're transformed. Most are self-explanatory, but choosing [b]steadfast[/b] means you fight like a group against other groups (page 50): you suffer no additional harm (and inflict harm as normal) when you fight a small group, and you are treated as only one step down from a medium group.
In contrast, your weaknesses apply no matter which form you're in or directly address the transformation itself. Choosing [b]sometimes you transform when you are stressed or angry[/b] means the MC can push you to [b]keep your cool[/b] or risk a change in difficult situations, and choosing [b]the transformation draws the attention of supernatural creatures[/b] means the mystical energy given off by your transformation is obvious to both city residents —vampires, wizards, etc.— and other, stranger things from worlds beyond this one.
[f=h3]Notes on Intimacy[/f]
The bond you forge with someone through intimacy is not exclusive; you can forge the same bond with multiple characters, including PCs and NPCs. If either of you wants to find each other, you need only rely on instinct; the MC will tell you what you need to do to get there.
[f=h3]Notes on End Move[/f]
You can name anyone in the scene —PC or NPC— to escape under your aegis, even multiple characters; assuming they seize the opportunity and leave [i]right then[/i], they not only escape the scene but get all the way to safety without further rolls. If they stay in the scene after your death, however, the opportunity is lost to them.
[f=h3]Notes on Corruption[/f]
Your corruption trigger forces you to mark corruption when you focus on ending threats rather than driving them off. Driving off threats is challenging, however, because it means accepting that the threat may return; things that are dead tend to stay dead. Note that accidentally killing a threat still forces you to mark corruption, even if you intended to drive it off.
You cannot use [b]One with the Beast[/b] more than once per transformation, i.e. the maximum number of qualities you can gain is two, and you can't remove more than two weaknesses.
After you take [b]Force of Nature[/b], any [b]Blood[/b] roll —for any move— will force you to mark corruption if you roll a 12+.
You can select the look for your [b]Street Hound[/b] form when you trigger the move; it can be different each time. You don't get access to any of your qualities in this form, but you also don't suffer any of your weaknesses. If you decide to [b]turn to violence[/b] in this form, your bite is a 2-harm messy weapon.
The MC will tell you what the source of the greatest danger is and where you can find it when you use [b]Familiar Territory[/b], but it's still up to you to get to it. Most dangers surround themselves with barriers that you may need to bypass (or crash into) before you can reach them directly.
[f=h3]Notes on Advances[/f]
[b]Joining or leading a wolf pack[/b] gives you a small pack (3-harm 1-armor savage loyal) and:
• [_=0/1] When you try to impose your will on your pack, roll with [b]Night[/b].
• On a 10+, all 3. On a 7-9, choose 1:
• they all go along with you
• they follow the plan carefully
• they don't make a fuss
• On a miss, someone in the pack surfaces an old conflict you need to address before you can get them to focus.
If you decide to [b]lead the pack[/b], take a +1 ongoing to this move… but be prepared to adjudicate whatever problems the pack brings to you.[/spoiler]