Download as pdf or txt
Download as pdf or txt
You are on page 1of 54

V3.

0
ABOUT THIS QUICKSTART
This quickstart is a preview of Urban Shadows:
Second Edition, including rules for nine playbooks;
all the basic moves; Debt, Circles, and city moves;
intimacy and corruption; harm and NPCs; and more.
Here, you’ll find everything you need to get started
playing and run through a few sessions of the game.
These rules aren’t intended to be taken as final— we’ll
be updating and adjusting the mechanics as we work on
the final version of the game.
These rules might make more sense to those familiar
with the Powered by the Apocalypse framework and
games like Dungeon World, Masks, or Root: The
RPG, but they are designed to be usable by anyone. If
you have any questions, or want to give feedback, you
can head on over to our Magpie Games Discord server.
Urban Shadows 2e was Kickstarted in 2020 by nearly
4,000 backers—you can still late pledge via Backerkit!

QUICKSTART 3.0 CHANGELOG


Ѽ corrected typos and errors throughout the quickstart
Ѽ clarified The Oracle’s correct Circle as Power (pg 5)
Contents Ѽ completely revised study a place of power (pg 12)
Ѽ slightly expanded text on NPCs and harm (pg 23)
Ѽ revised The Fae’s Faerie Court with expanded options
Ѽ corrected the Hunter’s incorrect starting Debts
About this Quickstart........................2
Ѽ revised The Imp’s Business As Usual and Schemes
Credits............................................................2 Ѽ revised The Oracle’s let it out abilities
An Echo of violence............................3 Ѽ revised The Sworn’s intimacy move
Ѽ revised The Wizard’s Debts, Ward, and On a Pale Horse
Urban Shadows: An Overview....... 4 Ѽ replaced The Wizard’s Memory Wipe with Linking
Making Characters...............................6 Ѽ revised The Vamp’s Debts and Web for first session
Ѽ added The Spectre to the playbooks
The City Hub...............................................8
Playing The Game....................................9
Basic Moves...............................................10
CREDITS
Ѽ Design: Mark Diaz Truman & Marissa Kelly
Circle Moves............................................12 Ѽ Additional Design: Summer Matthews
Debt Moves................................................ 13 & Miguel Ángel Espinoza
Ѽ Writing: Mark Diaz Truman & Andrew Medeiros
City Moves.................................................14 Ѽ Additional Writing: Sarah Doom
Advancement........................................... 15 Ѽ Developmental Editing: Brendan Conway
Ѽ Layout: Miguel Ángel Espinoza & Mark Diaz Truman
Intimacy Moves......................................16 Ѽ Art: Mirco Pagnessi
Corruption.............................................. 17 Ѽ Art Direction: Marissa Kelly
Ѽ Proofreading: Katherine Fackrell
Harm & Violence...................................18
This text draws upon the material found in Urban Shadows: First
The Master of Ceremonies..............21 Edition, which benefited greatly from the editing of Amanda Valentine
and the proofreading of Shelley Harlan.
Creating & Using NPCs...................... 22
Urban Shadows was created by Andrew Medeiros and Mark Diaz
The Faction Turn................................. 24 Truman and is copyright 2015 by Magpie Games, including all text and art.
All rights are reserved.
Play Materials........................................ 27

QUICKSTART 2
An echo of
violence
An Echo of violence
Isabelle inspected the tag attached to the ritual dagger in
Vincent’s back. The handwriting of the magical sigil penned on it
looked familiar. “I do this and we’re even, Calas.. Just knowing
who killed Vincent could be dangerous.”
“Power has a price.”
There was a chuckle in the darkness.
“You’re a smart little ghostie, aren’t you?” The voice was deep
and unfamiliar. “ Oh yes, Vincent was trying to reach into the
afterlife, but not just to talk. No, he thought he could get rid of me.”
A spike of darkness probed the edges of the circle,
Isabelle nodded, her attention already back to the corpse. The then spiraled towards Isabelle. She kept an eye on it, but
wizard’s body lay in an elaborate circle burned into the wooden concentrated on the voice.
floor, black candles marking the cardinal points. A black glass. A “Vincent was afraid of me, of what I knew, of who I knew.
puddle of wine. A small dagger. Standard magical implements. He thought his magics could keep him safe, and he could keep
Isabelle set aside her glass and knelt by the body. She pushed draining people for what he wanted. He thought he could just
her senses out, feeling the weird resistance left over from the snap his fingers and send me packing…”
magic performed earlier, the faintest echo of violence. Isabelle The spike stabbed into the back of Isabelle’s hand. Cold pain
willed the veil to part, and coldness beyond death seeped into her. radiated through her. She cried out and backed into the center of
Strands of glittering matter lifted from her skin, swirling in the circle as the voice laughed again.
the air to form an image: Vincent kneeling at the altar when the “Do you think you can send me into the dark, little ghostie?”
knife rose up and plunged into his back. Isabelle focused on the
blade, and a new visage formed in the ectoplasm­—Elora—an old
friend—her dark curls escaping her headscarf. Elora wasn’t known
for killing wizards, especially connected ones like Vincent, but
perhaps her temper got the best of her?
Another presence appeared: medium height, muscular,
light welling from their heart and shining along the axe they
carried. Isabelle recognized her new lover, Gareth...
“That’s the sentinel the Wizard’s Council knighted,” Calas said.
“They’re supposed to protect the council. Are you sure about this?”
Isabelle hesitated, torn between her affection for Gareth
and her loyalty to Elora. “It looks like these two may have been
involved, but it’s not conclusive...”
Calas started towards her, but stopped as if he hit a wall at the
edge of the circle. Isabelle looked around in alarm as colors began
shining from the sigils burned into the floor. The room darkened,
until the circle Isabelle sat in seemed to float in a void. Calas
screamed, a high sharp sound that cut off abruptly.
AnUrbanoverview
Shadows: THE CIRCLES
The city is a fierce cesspool of politics and corruption,

An Overview but there are clear connections and boundaries


between like-minded residents, spheres of influence
that make up the scope of politics within the city. Most
call these divisions Circles, loose political groupings
SUMMARY that illustrate the differing affiliations and loyalties in
the world, each one a community with its own internal
Ѽ Urban Shadows is a political urban fantasy
politics and dramas. The Circles are:
tabletop roleplaying game in which mortals and
supernatural creatures alike vie for power in a Ѽ Mortalis: Humans who cross the boundary between
modern-day city. Vampires, faeries, hunters, wizards, the mortal and the supernatural to protect humanity,
and more clash in the shadows...or make backroom investigate secrets in the shadows, or steal power
deals for their piece of the streets and skyscrapers. from the monsters.
Ѽ In Urban Shadows, you play unique and powerful Ѽ Night: People who have been irrevocably changed into
characters, protagonists who are attuned to the creatures of the night and monsters of the shadows.
supernatural world. While most of the mortal Vampires, werewolves, and ghosts all belong to Night.
world remains ignorant of the struggles of the city’s Ѽ Power: Entities who have obtained supernatural
supernatural denizens, you are caught in the middle power or gifts through training, blessing, or curse.
of the physical conflicts and political drama of the Wizards, oracles, and immortals all belong to Power.
city’s secret past, present, and future.
Ѽ Wild: Strange beings who hail from outside our world.
Ѽ This game focuses on mature stories of political Faeries and demons belong to Wild, and many creatures
conflict and personal tragedy, as the many bizarre and strange find a home in Wild as well.
communities of the city come into conflict around
you, forcing you to make difficult choices about your Circles aren’t organizations or formal alliances; they
friends and allies...and the price you are willing to are more like broad communities or subcultures. The
pay for power. disagreement between two members of the same Circle
may be as—or more—intense than any conflict between
two differing Circles. A werewolf and a vampire both
THE CITY hail from Night, but that doesn’t mean they get along.
In Urban Shadows, the city is a living, breathing It only means they understand each other...and the
character all its own. It hides dark desires, wicked deeds, violence inherent in the language of their streets.
and devious schemes, its shadowy tendrils a danger to
mortals and supernatural creatures alike. Some residents FACTIONS
have sacred sanctums or secure workshops—places Yet there are factions within each Circle capable of
to weather the storms of the city—but a sprawling acting in unison, alliances who can shape the city’s
metropolis lies just outside those little nooks, caring little future—werewolf packs, witch covens, faerie courts,
if you prosper…or bleed out in the gutters. and more. These organizations and groups work to
But nobody faces the city alone. Even the humblest of claim resources and territory, but the diversity of
spirits has a small community, a circle of those who viewpoints in the city means they can only rarely agree
can offer solace in the face of problems and danger. But on the rules of engagement. One werewolf pack’s den is
community is a double-edged sword—demanding as another wizard covenant’s ley line nexus, and each sees
much as it gives—and the needs and desires of those their claim as the truly legitimate one.
same circles constantly shape and reshape the vibrant Factions sometimes have alliances with characters (or
urban landscape of the city. Nothing lasts forever, but factions) from other Circles, but each faction is always
the city turns over nearly every night, different forces focused on a single Circle. After all, once a werewolf
laying different claims to you and yours. pack decides to stop caring about territory and fully
The city hungers. Will you sate its gnawing desires? Or embrace an alliance with wizards to control the long-
will your enemies make you the feast? term politics of the city, they’ve left Night to join Power.

QUICKSTART 4
THE CHARACTERS Race, Gender and Queerness
In Urban Shadows, you play mortals and supernatural
Urban fantasy, as a genre, is about a part of human so-
creatures caught in the city’s politics and drama. Each
ciety—dense, urban environments—that is saturated with
player chooses an archetype to create a player character diversity. The culture of our cities is the product of gay
(PC). These playbooks (page 29) are a starting point; and trans activists, breakers and graf writers, feminists of
players can bring in ideas to make the character their own: every race and creed, and immigrants from every corner
Ѽ The Aware (Mortalis)—Inquisitive and clever, of the globe. The story of cities is by default the story of
diverse people.
the Aware is a mortal investigator how has seen
through the thin veneer obscuring the supernatural. The divisions that separate communities in Urban
Ѽ The Fae (Wild)—Fickle and enigmatic, the Fae is Shadows are a metaphor for this kind of content. But the
PCs live at the intersection of different identities, and they
a being from a distant faerie homeland who values
have to wrestle with what all of those identities mean to
promises and oaths above all else.
them, both mortal and supernatural.
Ѽ The Hunter (Mortalis)—Determined and
Embrace diversity. Play characters of another race or cul-
deadly, the Hunter is a mortal who has joined a
ture, who expresses a sexuality or gender that is not your
secret order to protect humanity from the mosters.
own. Seize the opportunity to expand what these stories
Ѽ The Imp (Wild)—Fixated and dynamic, the look like—you don’t need to get all the details right to hon-
Imp owns an establishment in the city catering to or the people who worked so hard to make cities beautiful.
supernatural clientele, alongside many other schemes.
Ѽ The Oracle (Power)—Prophetic and cursed, the
Oracle is a seer whose benefactor pampers them in THE MC
exchange for useful glimpses of the future.
One player in your game of Urban Shadows will take
Ѽ The Spectre (Night)—Shattered and alone, the
on a special role: the Master of Ceremonies (MC). The
Spectre is a ghost who is anchored to this world,
MC is responsible for portraying the rest of the city,
searching for meaning in life after death.
including all the non-player characters (NPCs). The MC
Ѽ The Sworn (Power)—Loyal and capable, the isn’t playing against the players; their job is to portray the
Sworn has taken a sacred oath to serve an influential city and make it a chaotic, interesting, political place that
faction within Power. They wield a legendary challenges the players and their characters.
weapon, but often find their morals and duty at odds.
Ѽ The Tainted (Wild)—Brutal and manipulative, TONE AND THEME
the Tainted is a foolish mortal who sold their soul to
a dark patron. They draw strength from the eternal Urban Shadows draws from noir and monster
damnation that flows within their veins. movies—like other urban fantasy roleplaying games—
but its true roots are in a different space: crime fiction.
Ѽ The Vamp (Night)—Seductive and merciless, the
The protagonists of Urban Shadows are not mere
Vamp is a creature that must feed on humanity to
private detectives or monster hunters; they are people
survive. Their web draws in prey and links them to
deeply entrenched in an illicit world, unable to escape the
their assets, minions, and debtors.
debts and obligations they have to the powers-that-be.
Ѽ The Veteran (Mortalis)—Experienced and
clever, the Veteran is retired...until they are dragged Meanwhile, most mortals know there are secrets in the
back onto the streets. They have a workspace to shadows of the city, but they also know enough to avoid
create all manner of things other characters need. them. Vampires, wizards, faeries, werewolves, demons...
these are things best left alone, the same way you might
Ѽ The Wizard (Power)—Powerful and dedicated,
drive past a drug dealer on your street corner and hope
the Wizard is capable of channeling intense magics—
you didn’t attract his attention. Don’t look too closely, and
and might still reach even greater heights.
the shadows won’t catch you watching.
Ѽ The Wolf (Night)—Primal and unstoppable,
the Wolf has claimed a section of the city as their The best Urban Shadows stories aren’t about the
territory, but now must confront the politics that threat of exposing the supernatural to the wider world
arise from the troubles of their hunting grounds. of mortals. They are about two forces in conflict and
the mess of social and political alliances at the city’s
The full game will feature these twelve different heart crashing down on the heads of the PCs.
archetypes, but you may add others with expansions.

QUICKSTART 5
characters
Making Characters CHARACTER STATS
Character stats describe your character, especially their
abilities and weaknesses.The four character stats are:
CHOOSING AN ARCHETYPE Ѽ Blood is the measure of your fight or flight instinct.
Creating player characters for a roleplaying game is It tells us how tough, dangerous, coiled, and quick to
a bit like casting a new television show or movie: you act your character is in a dangerous situation.
want each character to be special and unique, but you Ѽ Heart is the sum of your passion, charm, and charisma.
also want the cast to be more than the sum of its parts. It tells us how proficient your character is at getting
In Urban Shadows, we strike that balance through what they want through negotiation and discussion.
the use of archetypes, templates that capture specific Ѽ Mind is a reflection of your critical thinking and
character types found in urban fantasy fiction. observational skills. It tells us how perceptive your
This quickstart features eight archetypes starting on character is and how good they are at deceiving others.
page 29—the Fae, the Tainted, the Vamp, the Veteran, Ѽ Spirit gauges your connection to the “other” and
the Wizard, and the Wolf. your force of will. It tells us how focused your
character is under pressure, and what kind of
Each player (except for the MC) chooses an archetype
connection they have to the supernatural.
at the start of play and uses it to create their character.
No two players can pick the same archetype; there Each archetype comes with a set of predetermined
might be vampires all over your city, but there can stats, usually one rated at -1, one rated at +0, and two
only be one vampire protagonist. Urban Shadows is rated at +1. Add +1 to any one of the stats!
about the tensions between communities—our starting
cast needs to be as diverse and conflicted as possible. CIRCLE RATINGS
When it’s time for you to select an archetype, pick one Each character also has Circle ratings which represent
that resonates with the kinds of stories you want to tell. how well your character understands that specific
It’s perfectly fine to pick a character type that’s geared Circle. A character with a high rating has contacts
to your style of play or to try to branch out by picking and connections, and can easily interpret rumors and
something that you think goes against your “usual.” Each gossip; a character with a low rating in a particular
archetype is a collection of strengths and weaknesses Circle doesn’t understand how that Circle works or
designed to thrust you immediately into dramatic who the players are within that community.
situations filled with problems and opportunities.
Your archetype defines your starting Circle ratings; add
NAME, LOOK, DEMEANOR +1 to any one of them and write the final numbers in the
middle of your playbook. Your character’s relationships
After you select an archetype, start constructing your with these communities change a bit more often than the
character by selecting your name, look, and demeanor: character stats, so write these ratings in pencil. They’ll
likely change by the end of the first session!
Start with your name. We’ve provided a bunch that
we think are a good fit for each archetype, but feel free
to invent your own name. Characters in urban fantasy CIRCLE STATUS
stories often have mundane or everyday names, but Circle Status represents how members of that Circle
nicknames and callsigns aren’t uncommon. view your character. Only relatively major players in
Move to your look next. Your choices here determine the supernatural world warrant Circle Status: ordinary
how others see you when they encounter you on the mortals don’t have any Status at all, and most of the
streets of the city. Do you have an obvious gender minions and goons that serve the powers-that-be in the
presentation? Are you clearly from one ethnic group? city don’t have any Status either.
Choose as many or as few as apply to your character. All archetypes start with Status-1 in their Circle, but
Finally, decide on your demeanor. Each archetype can earn more in play through advancement (page
has a unique set of demeanors keyed to the archetype’s 15). That said, you can never have a greater Status
specific issues; pick one you present to others from the than Status-1 in a Circle outside your own; people
list and tell the group how your character displays it. outside your community might respect you, but
they’ll never trust you like one of their own.

QUICKSTART 6
MOVES & EXTRAS
Next, choose your moves. Each archetype
has different moves, and gets to choose some
(most often two) to help define its special abilities
and advantages. Many moves require you to roll with
a particular stat—pay close attention to those required
stats, and how they connect with your character stats.
Most of the archetypes also have extras, features that
are unique to that particular archetype. The Wizard
has a sanctum and a focus, for example, while the
Hunter has a set of custom weapons and the Vamp has
a web that slowly draws in their prey. Make whatever
decisions need to be made about these extras when you
decide which moves to take from your playbook.

INTRODUCTIONS & DEBTS


Once everyone has finished filling out their archetypes,
INTRO QUESTIONS it’s time to introduce the characters and assign starting
Once you’ve finished writing in your character’s status, Debts, a network of favors and obligations that bind the
take a few moments to look over your intro questions. characters to each other amidst the chaos of the city.
Each set of questions is a collection of prompts to get you First, each player takes a minute or two to introduce
thinking about your character and how they relate to the their character, sharing their name, look, demeanor,
city itself. Try to jot down a few quick answers so that you and answers to intro questions, as well as any additional
can mention them when you introduce your character. information that the other characters might know about
them. If your character has a reputation in the city for a
GEAR particular kind of work or behavior, now’s a good time
to note that. Other players, especially the MC, might
All the characters in Urban Shadows start with some ask you a few questions about your character to help the
gear. It’s tough to survive in the city if you don’t have group get a better grasp of your life in the city.
the shit you need to get by. For some folks, we’re talking
about weapons—shotguns, knives, and handguns that Once each character has been introduced, assign
keep the darkness at bay. Others are less violent; they Debts. Go around the circle, each player reading aloud
have gear that helps them connect with the mystic and one of the starting Debts listed on their archetype. Each
magical forces that lie just outside of mortal sight. starting Debt establishes a connection between the PC
and another character in the form of backstory and
Sometimes your gear will come from a list, like the ongoing relationships. Most of these relationships will
Oracle’s “set of unique items” or the Wolf ’s “2 practical be with other PCs, but it’s fine for some of them to be
weapons.” In these cases, pick as many off the list as directed at NPCs, especially if there only a few PCs.
indicated. Some gear prompts you to say much more
about your stuff, like the Spectre’s list of “whatever you When someone owes you a Debt, write down both who
had on you when you died, albeit spiritual versions of owes you and what you did for them on your playbook.
each.” In these cases, you can describe whatever makes In order to cash in a Debt later (page 13), you need
sense for your character to have at the start of the story. to remind them why they owe you a favor.

QUICKSTART 7
the
The CityCity
Hub Hub
Cities are giant, complex networks of interconnected
RELATIONSHIPS
In addition to the connections established by the
starting Debts on each playbook, the PCs are also tied
together through personal relationships, each based
communities caught in an almost constant state of
change. In order to focus your characters’ conflicts on events that happened in the fiction before the game
and provide reasons for the players to consistently play began that help us understand both the history the PCs
together across those spaces, Urban Shadows uses share with each other and the conflicts that will likely
City Hubs—dynamic sections of urban life that frame arise in the story as those relationships unfold.
the story you’re telling together with your characters. These relationships are more personal than political,
After you’ve created your characters and introduced more about desire, emotion, and fears than they are
them to each other, each player chooses an anchor about what is owed and the responsibilities the PCs
and a relationship off the City Hub playbook, tying have to each other through their starting Debts.
their character to the local NPCs and creating a new After highlighting an anchor, choose one relationship
dimension of connection with another PC. to share with another PC. Each relationship says a bit
about you and your connection to the other PC, so
ANCHORS think carefully about how you want to interact in the
story when making this choice.
Each City Hub has a number of important NPCs
called anchors, each with a bit of description and their Vivian looks over the relationships available through The
associated Circle. These NPCs are vital members of the University and decides on “You and _________ had a brief, but
City Hub—roughly Status 2 members of their Circles—
passionate love affair late last year, one you kept secret from your
and anyone who sees them or hears their name mentioned
closest friends. Why did things go cold when the weather turned?”
in play can put a name to a face to determine what kind of
relationship they’ve had with the anchor in the past. “I think Roxy and Nathaniel, the Vamp, had a brief love
At the start of play, highlight one anchor from the list affair.” She looks over at Derrick, Nathaniel’s player, and
and establish why that anchor owes your character he nods. We’ve already established that the he lives in
a Debt. Remember that Debts are owed for serious Roxy’s territory, so they definitely know each other.
favors—or because they interfered in your business Mark says,“And why did things go cold? Did the other
without cause—so don’t be afraid to establish that your
wolves give you a hard time about seeing a vampire?”
character did something truly meaningful for the anchor!
“Nah. I just got bored. He’s like...the same all the
Vivian is playing Roxy, the Wolf, in a game set in Boston time, like he’s stuck in the past. He’s not a bad
using The University City Hub. She decides to select Yakov, a guy; I just need a little more excitement...”
homeless immortal who wanders the streets, hunting
unknown foes from the list provided and says “I think Like the anchors, each relationship also gives your
Yakov owes me a Debt because she roughed up me and my group material for starting scenes to kick off the story.
boy Ruiz when we were hunting down a mortal who torched
my tattoo shop. We were going to kill him, but Yakov comes HUB MOVES
out of nowhere and gives the guy a chance to escape.” Finally, all characters have access to Hub moves while
Mark, her MC, has a question: “Did Yakov tell you they’re in the vicinity of the Hub. Most Hub moves
why she did that? Or was it just random?” give players an opportunity to make use of a location’s
special features—scientists at the University or access to
Vivian thinks for a moment, then says, “Yeah, I think she shouted politicians at City Hall—or a way to make use of physical
something like ‘The boy is a chosen vessel of His will, he must space—a campus, the city’s skyscrapers, dark alleys.
live’...but me and Ruiz weren’t exactly listening closely.” Players can only use these moves while near the Hub; you
can’t go across town and expect to still be able to find a
In addition to giving each PC a starting Debt on a spot for a meeting on a campus back by the university!
powerful NPC, the fiction around these moments can
also provide good starting scenes to get PCs moving as
the game gets going.

QUICKSTART 8
Playing
Playing The Game the Game
Roleplaying is a conversation. Sometimes we take turns
When does the MC roll?
After or between sessions, the MC actually does roll dice
to conduct the faction turn (page 24), determining the
talking, interrupt each other, or all go silent for a moment, outcome of the actions that factions take when time pass-
but the conversation keeps moving, each of us pushing es. The MC might also roll dice to make use of the location,
faction, and NPC generators attached to each City Hub!
it forward by describing what our characters do and say.
All the rules here are about structuring the conversation,
giving you the tools to keep the story interesting. THE BASIC MOVES
Sometimes the conversation will trigger a move, a bit Every character makes use of the basic moves, included
of mechanics that helps to resolve uncertainty in the on the following pages. Here’s a list of the basic moves,
fictional world we’re building. When you shoot a gun along with their associated stat:
at someone, you are turning to violence; when you run Ѽ Turn to Violence (Blood)
through a magical wall of fire, you’re keeping your cool. Ѽ Escape a Situation (Blood)
Either way, the move will tell you how the story Ѽ Persuade an NPC (Heart)
proceeds through uncertainty, using a simple rubric: Ѽ Figure Someone Out (Mind)
“When X happens, then Y”, i.e. “When you turn to Ѽ Mislead, Distract, or Trick (Mind)
violence, roll with Blood” or “When you keep your cool, Ѽ Keep Your Cool (Spirit)
say what you’re trying to avoid and roll with Spirit.” Ѽ Let It Out (Spirit)
The core takeaway is this—if a move is triggered, you These moves help structure the conversation of
follow the instructions. If a move hasn’t been triggered, you the game. Most of the things the characters do will
keep the conversation moving. If you pick up the phone to fall under one of those moves, and they ensure the
call your mentor, no move is triggered—play out the call in conversation moves forward in interesting directions.
a scene. But if you hit the streets to try to see your mentor
face to face and demand answers, then you need to roll OTHER MOVES
some dice to see what happens in the story next.
In addition to the basic moves, all characters also have
access to Circle moves, Debt moves, and city moves.
ROLLING DICE
If a move asks you to roll dice, roll two six-sided dice CIRCLE MOVES
(2d6) and follow the outcomes listed in the move. Circle moves complement the basic moves, allowing
Traditionally, moves ask you to roll with something— your character to interact broadly with the Circles that
like “roll with Blood” or “roll with Power”— which vie for power within the city. Instead of rolling with a
means that you add that stat or Circle rating to the roll. character stat when you trigger one of these moves, you
The outcomes of moves fall into three categories: roll with a Circle rating that describes your knowledge of
the community with which you’re engaging.
Ѽ 10+: a full hit! You mostly get your way.
Ѽ 7-9: a partial hit with costs or consequences.
Ѽ 6-: a miss. The MC tells you what happens.
DEBT MOVES
Once people owe you Debts, you can ask them for all
Some moves tell you what happens for each category— kinds of things. And when you put the weight of a Debt
“On a 10+, you inflict harm.”— while others allow you to behind something, it carries new meaning. Debt moves
choose more options when you roll higher—“On a 10+, deal with interactions fueled by Debts, including how to
pick 3. On a 7-9, pick 1.” Rolling higher is usually better! cash in a Debt to get what you want and how to refuse to
The MC almost never rolls dice. Instead, they tell you honor a Debt to temporarily slip out of your obligations.
what’s happening and respond to the actions your
characters take. They also act as the referee if there’s a CITY MOVES
disagreement, especially if the conflict is between two City moves cover player actions in the faction turn,
players about how a move affects their characters. a section of the game in which the timeline advances
forward a week or two while the various factions of the
city scheme, plot, and battle. Each PC gets to make at
least one of these moves during each faction turn.

QUICKSTART 9
Basic
Basic Moves Moves PERSUADE AN NPC
When you persuade an NPC with seduction, promises, or
threats, roll with Heart. On a hit, they see your point and
TURN TO VIOLENCE do as you ask. On a 7-9, they counter your offer or demand
payment—a Debt, a favor, resources—before agreeing to follow
When you turn to violence, roll with Blood. On a hit, you through. If you cash in a Debt with the NPC before you roll, add
inflict harm as established and your opposition chooses 1: +3 to your total.
• they inflict harm on you
• they put you in a bad spot Persuade an NPC triggers when you try to get an NPC
• they create an opening to flee to do something for you by seducing them, promising
them something, or threatening their interests. Simply
On a 10+, you also choose one: talking isn’t enough here; you have to have some
• you inflict terrible harm leverage for the move to trigger. In other words, they
• you take something from them have to want something you’re offering or be afraid of
• you create an opportunity for an ally the consequences you can bring to bear.
On a 7-9, the NPC can counter your offer, putting a
Turning to violence always involves risk—even on a hit, new deal on the table that’s roughly the same, but with
your opposition gets to strike back. They might instead different terms—“I won’t kill him, but I’ll send my friend
try to flee, but you still get a chance to thwart an NPC to do it.” Some NPCs are more straightfoward: they will
escaping with another move or get in the way of a PC. take your deal, but demand payment like a Debt or an
No matter their choice, you get to inflict your harm on a immediate favor. Give it to them, and they’re in.
hit (page 19). On a 10+, you also get to pick an option:
Ѽ Inflicting terrible harm means that you escalate your FIGURE SOMEONE OUT
attack—adding +1 harm to what you normally inflict.
When you try to figure someone out, roll with Mind. On a
Ѽ Taking something from them can be taking an object hit, ask 2. On a 7-9, they ask 1 of you as well. If you’re in their
they’re holding or something like “the high ground.” Circle, ask an additional question, even on a miss.
Ѽ Creating an opportunity for an ally means you give an
ally a chance to act before your opponent can react.
• who’s pulling your character’s strings?
• what’s your character’s beef with _____?
• what’s your character hoping to get from _____?
ESCAPE A SITUATION • what does your character worry is going to happen?
When you take advantage of an opening to escape a situation, • how could I get your character to _____?
roll with Blood. On a hit, you get away and choose 1. On a 7-9, • how could I put your character in my Debt?
the MC chooses 1 as well:
Figure someone out involves learning another character’s
• you suffer harm during your escape
motivations and worries by scrutinizing their body
• you end up in another dangerous situation language, tone of voice, or other telltale clues. In order to
• you leave something important behind trigger the move, you have to narrate how you’re studying
• you owe an NPC a Debt for their aid the other character, including what things you’re looking
• you give into your base nature and mark corruption for in their behavior and appearance.
Whoever answers the questions you ask off the list—MC
Escape is how you get out of a bad spot. It doesn’t for NPCs, players for their PCs—must do so honestly.
matter how dangerous the circumstance is, so long as On a hit, you see through masks to the truths beneath.
leaving could be considered risky. To trigger escape a
situation you need to either create or take advantage
of an opening—a difficult task when you’re cornered
and have no clear avenue of escape. Turn to violence,
mislead, distract, or trick, and let it out are all excellent
ways to create the opening you need.

QUICKSTART 10
MISLEAD, DISTRACT, OR TRICK Hold, +1 Forward, +1 ongoing
When you try to mislead, distract, or trick someone, roll with Some moves describe your character getting hold as a
Mind. On a hit, they are fooled, at least for a moment. On a result of the move, such as “hold 1” or “hold 3.” These are
10+, pick 3. On a 7-9, pick 2: resources that you can spend according to the move—
• you create an opportunity such as “spend the hold one-for-one to ask the MC ques-
tions”—but once the hold is spent it’s gone. Usually hold
• you expose a weakness or flaw has to be spent during a given conversation or scene,
• you confuse them for some time but moves tell you how long you have before the hold
• you avoid further entanglement expires. If there’s some ambiguity to how long hold should
last, ask your MC for clarification.
Mislead, distract, or trick is used whenever your Other moves describe your character “taking +1 forward”
character tries to gain the upper hand through or “taking +1 ongoing.” +1 forward means your character
deception. The goal could be to deflect someone’s gets +1 to the next applicable roll; +1 ongoing means your
attention away from or toward something, convince character gets +1 to all rolls that fit the situation the move
someone that the lie you’re offering them is the whole describes. Like hold, these bonuses only last as long as
truth, or fool them into taking an action—or not taking the move indicates.
an action—by providing them with false incentives.
If you want your tricks to leave them vulnerable, create target. On a 10+, you can ignore those complications
an opportunity or expose a weakness or flaw; if you and activate your ability in full...or avoid marking
want your lies to stick, confuse them for some time; if corruption and accept the limited use of your ability.
you want to get away clean, avoid further entanglement.
Some of the abilities are quite specific—“heal 2-harm
instantaneously”—but others are broad—“perform a
KEEP YOUR COOL ferocious feat of lupine strength and speed.” For the
broader abilities, work with your MC to figure out how
When things get real and you keep your cool, tell the MC the the outcome of the move will manifest in the fiction
situation you want to avoid and roll with Spirit. On a 10+, all’s before you roll the dice!
well. On a 7–9, the MC will tell you what it’s gonna cost you.
LEND A HAND OR GET IN THE WAY
Keep your cool triggers when your character’s focus
and willpower are needed to accomplish an important When you lend a hand or get in the way after a PC has rolled,
goal or avoid serious danger. On a 10+, you sail through roll with their Circle. On a hit, give them a +1 or -2 to their roll.
without consequences. On a 7-9, the MC tells you the On a 7-9, you expose yourself to danger, entanglement, or cost.
cost—pay it, and you’re good to go. Keep your cool is
one of the most flexible moves in the game. When your
After a player rolls, other players can jump in to help or
MC is looking for a move but isn’t sure which one to
interfere with their plans, provided they are fictionally
use, they’ll probably choose this one.
available to do so. Normally they might trigger a basic
move—tricking another character or persuading—but
LET IT OUT another player has the spotlight. Use this move instead.
When you let out the power within you, roll with Spirit. On a The modifiers for these moves tell you when they’re
hit, mark corruption and activate an ability from your playbook; the useful. You can’t lend a hand (+1) when someone rolls a
MC will tell you how the effect is costly, limited, or unstable. On a 4; you can’t get in the way (-2) when they roll a 12.
10+, ignore the corruption or the complications, your choice.

This move allows you to activate one of the archetype


abilities on your playbook at the cost of corruption.
On a hit, the ability works but has some limitations or
side effects in addition to the corruption—you might
weaken a magic spell instead of dispelling it completely
or inflict collateral damage in addition to harming your

QUICKSTART 11
Circle
Circle Moves Moves STUDY A PLACE OF POWER
When you study a sanctuary, gathering spot, or place of
power, roll with the Circle that controls it. On a hit, you see
PUT A NAME TO A FACE below the surface to the reality underneath; the MC will reveal
an area, NPC, or item located within that is not what it seems.
When you put a name to a face or vice versa, roll with their On a 10+, your insight reveals much about the Circle’s politics
Circle. On a hit, you know their reputation; the MC will tell you and schemes; ask the MC a question about the Circle and take
what most people know about them. On a 10+, you’ve dealt +1 forward when acting on the answer.
with them before; learn something interesting and useful about
them or they owe you a Debt, your choice. On a miss, you don’t This move comes in many forms: you might literally
know them or you owe them, MC’s choice. go through the files in a the wizard’s council archive or
subtly observe the dance floor in a mortal nightclub.
The city is filled with more people than anyone can But you’ve got to be looking for answers beyond what
possibly know, but your character is bound to have you can see with a quick glance. Walking through a
met—or at least heard of—most of the city’s major crowded room only triggers the move if you are putting
players. This move lets you establish history or learn in the effort—or using magical abilities—to extend your
someone’s reputation upon seeing them or hearing senses and see what others overlook.
about them for the first time.
You only roll this move the first time you meet RUMORS
someone new or hear a new name. It’s not something
that you can trigger later when you sit down to really After time passes, the MC will tell you what rumors you
think about the person that you met earlier. hear, according to your Status within each Circle. Choose up to
two options on the list based on what you’ve heard:
HIT THE STREETS • offer up a Debt to ask a follow-up question about a rumor or secret
• cash in a Debt to secure some useful gear or resource
When you hit the streets to get what you need, name who • mark corruption to expose a vulnerability in an enemy’s defenses
you’re going to and roll with their Circle. On a hit, they’re
available and have the stuff. On a 7-9, choose 1: If you have Status in a Circle—yours or another—the
• whoever you’re going to is juggling their own problems MC will tell you what rumors you heard after time
• whatever you need is more costly than anticipated passes. Higher Status means more details, but you
should always hear some gossip about what transpired
in the city during the faction turn (page 24).
Hit the streets lets you seek out contacts within the
city to help you get what you need: info, magical items, When you offer up a Debt, cash in a Debt, or mark
information, your nightly fix, whatever. Any time your corruption, work out what it looks like in the fiction.
character grabs their coat and hat to get out and pound Name the NPCs who provide what you’re seeking and
the pavement for resources, you’re hitting the streets. play out a short scene if you think it’s interesting.
You must say who you’re making contact with before you
roll; they must reasonably be able to provide you with
what you need. Whenever possible, try to circle back to
existing NPCs—like the anchors of your Hub (page 8).

QUICKSTART 12
debt
Debt MovesMoves CASH IN A DEBT
When you cash in a Debt, remind your debtor why they owe
you in order to...
DO SOMEONE A FAVOR
...make a PC:
When you do someone a favor, they owe you a Debt. • answer a question honestly
• do you a favor at moderate cost
Anytime you help someone out without recompense, • lend a hand to your efforts
you get to claim a Debt from them that can be cashed • get in the way of someone else
in at a later time. You can claim Debts from both PCs • erase a Debt they hold on someone
and NPCs, provided you do something useful for them. • give you a Debt they hold on someone else
...make an NPC:
INTERFERE IN SOMEONE’S BUSINESS • answer a question honestly
When you interfere in someone’s business, you owe them a Debt • arrange a meeting with an NPC in their Circle
• grant you a worthy boon or useful gift
• erase a Debt they hold on someone
At the same time, you also owe Debts when you
• give you a Debt they hold on someone else
negatively interfere in someone else’s business without
sufficient cause. If you murder someone’s business
partner, for example, then you owe them a Debt. Whenever you want something from someone who
owes you a Debt, remind them why they owe you and
tell them what you want. Anything from the list is
REFUSE TO HONOR A DEBT always a legit request, including making them answer
When you refuse to honor a Debt, roll with the difference questions honestly or giving you a Debt they’re holding
in Status between you and your creditor. On a hit, you weasel on someone else. Provided they follow through on your
request, the Debt is used up and erased.
out of the obligation for now, but you still owe the Debt. On
a 7-9, you owe them an additional Debt or mark corruption, You can ask an NPC for a moderate favor by cashing
your choice. On a miss, you can’t avoid the noose: either in a Debt to help persuade the NPC with a +3; if you
honor the Debt in full or erase all the Debts owed to you by miss, the NPC weasels out of the obligation for now,
their Circle and take a -1 ongoing to Status with their Circle but you still keep the Debt. Of course, PC debtors can
always refuse to honor a Debt with all the costs and
until after time passes.
consequences that come with going back on their word.

Just because someone has a Debt over you doesn’t mean


you have to honor it…right now. Maybe it’s not a good
time or the thing they’re asking for is just out of your
reach at the moment. And sometimes people ask for
“reasonable” things that are going to cost you too much.
When you roll, determine the difference between your
Status and the Status of the character holding your Debt.
For example, if you try to refuse to honor a Debt to a
vampire lord (Status-3) before raising your Status, you
would roll with a -2.
If you successfully refuse a Debt, the character who tried
to cash in a Debt can’t cash another in with you until the
situation changes. After all, they already asked for one
favor, right? You’ve already said “no” once.

QUICKSTART 13
city Moves
City Moves
City moves trigger as part of the faction turn (page 24).
CONSULT YOUR CONTACTS
When you consult your contacts in another Circle, roll
with Status in that Circle. On a 7-9, ask 1. On a 10+, ask 2. Your
You choose your moves, make the roll, and then wait for contacts will answer to the best of their ability. You can offer
the MC to come back to you with information when the Debts to a contact—one-for-one—to ask additional questions
faction turn ends. PCs can make a number of city moves on the list, even on a miss.
equal to their highest Status, i.e. a Fae with Status 2 (Wild) • What conflict is everyone talking about?
and Status 1 (Power) can make two city moves in any • What happened to ________?
combination—same move twice, two different moves, etc.
• What has ________ been up to recently?
• Who is responsible for ________?
WEAKEN SOMEONE’S STANDING • Who has a Debt on ________?
When you try to weaken someone’s standing in a Circle with On a miss, ask 1, but your contacts have some questions about
rumor and gossip, roll with Status. On a hit, the rumors take your Circle’s politics as well. Answer them honestly, mark
hold; they take -1 ongoing to moves during the faction turn until corruption, or lose them as a contact, your choice.
they find some way to dispel the whispers. On a 10+, one of
their enemies catches wind of your gossip and approaches you Since you can never have more than Status 1 outside
with damaging information about your target’s interests. On a of your own Circle, you need to actively follow up with
miss, your target traces the stories directly back to you...and your contacts in other Circles to learn more about the
catches you in a vulnerable spot before you can react. conflicts and drama within that community. You can
always hit the streets to learn more, but the faction
turn also offers you an opportunity to talk with your
You can use this move to impair NPCs’ and PCs’
contacts and learn what’s going on in the bigger picture.
effectiveness when time passes. Rather than do anything
yourself, you spread rumors and gossip about their flaws. If you miss, your contacts will want you to tell them
Sometimes you might even get lucky and attract their something juicy about your own Circle, probably
enemies to you, giving you crucial new information. information that could only come from you. You can
say no, but your contact will be displeased; you can lie,
The -1 ongoing applies to any faction the character leads.
but you must mark corruption to do so convincingly.
If you want to keep a vampire clan from killing your
friend, spread a rumor that the patriarch of the clan is
enslaved by sorcerous magic to a powerful wizard. TEND TO YOUR BUSINESS
When you tend to your business instead of meddling in
PUT OUT THE WORD
city affairs, tell the MC how you pass the time and roll. On a
When you put out the word you need something to your hit, an interesting opportunity presents itself to you; the MC will
Circle—a magical tome, secret information, a skilled bodyguard, tell you what you need to do to seize it. On a 10+, ask the MC a
etc.—roll with Status. On a 10+ it shows up, more or less; it’s followup question; they will answer it honestly. On a miss, an
yours, assuming you pay a fair price. On a 7-9, you get word back NPC interrupts your ordinary life to cash in a Debt, mixing you
that a member of another Circle has what you need; a friend or up in a mess within your Circle you’d rather have avoided.
ally has already scheduled a meeting to close the deal. On a miss,
you hear an enemy or rival within your Circle is obstructing your If you want to lay low during the faction turn, you can
efforts; deal with them first, and what you need will follow soon. focus on your own affairs instead of getting mixed up in
the politics of the city. Want to just work your regular job
or handle some family affairs instead of mixing yourself
People in your own Circle are always willing to do more up in the city’s politics? This is the city move for you!
for you than anyone else. You get whatever rumors are
echoing around for free after time passes; use this move to Note that you can’t make other city moves and this one in
get resources or secret info from your friends and allies. the same faction turn. Once you’ve decided to lay low and
tend to your business, you’ve given up the chance to cause
On a miss, someone is blocking your request. Once you trouble for others or get your hands on resources or
deal with the obstacle, whatever it is you sought will information through your friends, contacts, and allies.
quickly find its way to you without further delay.

QUICKSTART 14
advancement
Advancement
Characters in Urban Shadows aren’t static: changes
Marking circles on refused Debts
Successfully refusing to honor a Debt means that you don’t
mark the Circle for that Debt. You have to be true to your
that happen in the fiction affect your sheet and changes word to mark the Circle for honoring your Debts! On the
that happen on your sheet affect the fiction. The two other hand, the person cashing in the Debt gets to mark
have to work together, hand in hand. the Circle even if their debtor refuses to honor it; they are
playing by the city’s rules!

MAKING CHANGES
Sometimes you make changes to your sheet because
you actually accomplish something in the fiction:
EARNING RESPECT
Advancement in Urban Shadows isn’t about marking
Roxy’s wolf pack frees another pack held captive by a wizard experience points or killing monsters. You are the
from the east side of town. Without a territory to protect, a monsters, and your characters need the support of power
number of wolves start hanging out with Roxy’s crew. Mark, brokers in the city more than they need a new magic spell.
her MC, tells Roxy’s player to change the pack from small Instead, your character advances by participating in
to medium. A stronger pack, but more mouths to feed. city life, cashing in and honoring Debts, and building
relationships across the city’s Circles. And as you grow
Solomon gets Liam to make him a new sniper rifle in Liam’s your reputation, your power and reach increases in
workspace so that Solomon can offer cover fire at a distance. kind. Of course, you could always seek power through
Andrew, his MC, stats up the rifle and tells Solomon’s player to other, darker means (see Corruption on page 17)...
write the rifle down on Solomon’s sheet. The gun is his now.
MARKING CIRCLES
And sometimes things go to shit in the fiction and you
have to pay the price: In order to advance, you’ve got to mark all four Circles,
earning the respect of the city as you make a reputation
After he unleashes an attack on an intruder in his sanctum for yourself across all four Circles. There isn’t any order
in which you need to mark each Circle, but you can’t
using Elementalism, Wesley’s whole apartment burns down,
mark a Circle again until you’ve marked all of them once;
destroying his collection of relics. Mark, his MC, tells Wesley’s
if you hit the streets with Mortalis when you’ve already
player to cross his sanctum off his sheet. Tough break. got Mortalis marked, you can’t mark it again.
Yolanda’s fiendish underlings are all killed in a battle against Here are all the ways that you can mark a Circle:
another crew of demons. Marissa, her MC, tells Yolanda’s
player to erase the group from his sheet. Everyone’s dead. Ѽ make any Circle move (page 12)
Ѽ make any city move (page 14)
Advancement works the other direction: you make Ѽ trigger intimacy with a PC or NPC (page 16)
changes to your sheet, and the fiction catches up with you: Ѽ cash in or honor a Debt (page 13)
Ѽ lend a hand or get in the way (page 11)
Veronica, the Vamp, advances and selects +1 Status (max+1) Ѽ make a move that tells you to mark Circle
from the list of advancements. She chooses to add +1 Status Once you’ve marked all the Circles once, erase all your
to Wild, since she wants to deal with the demons who keep marks and take your advancement. You can only take each
harassing her when she’s out hunting. She works out with her MC advancement once, but you’re free to mark a Circle again
that she’s made it known her club downtown is now welcoming as soon as you erase the last set of marks and advance.
and friendly to faeries, earning her a bit of prestige among Wild. It’s possible to gain multiple advancements in a single
Pythia, the Oracle, advances and selects Get a sanctum. session, especially if you’re making a lot of Circle moves
She works out with her MC that her collection of tomes and spending Debts. In other words, the pace of your
character’s advancement is entirely within your hands.
and relics has grown to the point that her tarot shop
is functioning as a full sanctum. She grabs a copy of
the Wizard archetype to get all the sanctum rules.

QUICKSTART 15
Intimacy
Intimacy Moves Moves
Intimacy moves are unique to each archetype,
Olivia, the Oracle, is snooping around Veronica’s apartment
when she finds Veronica, the Vamp, huddled in a ball near
her car, unconscious after barely escaping a vicious beating
at the hands of some local demons. Olivia picks Veronica
reflecting how your character connects with others up off the ground and gets her upstairs to safety.
during moments of closeness. What defines a moment
Marissa, the MC, says, “Veronica, you start to wake up. You’re
of intimacy is up to the parties involved, but the MC
might ask, “Is this a moment of intimacy?” if no one a bit defensive, but you see that it’s Olivia who saved you.”
brings it up. Intimacy require both or all parties to Sophia, Veronica’s player, nods and says, “Veronica
agree it occurred: it means they’ve shared a poignant chokes out, ‘Thank you…’ and you can see she’s really
and personal moment with one another. grateful. You’ve never seen her this vulnerable.”
There are obvious moments of intimacy—sex, ritual magic, Marissa jumps on that statement. “Great! Sounds like
transcendental psychic experiences—but urban fantasy is
a moment of intimacy to me! Right?” Both players
filled with emotional connections. Two characters might
nod. “Let’s have you both read your intimacy moves
get drunk or tell each other a painful secret or open up
about their real desires. Any and all of these moments aloud and then we’ll see how they turn out.”
are triggers for the characters to go deeper into their Sophia says, “Okay, I have to tell you a secret or I owe you a
connection by activating their intimacy move. Debt. I think I’ll tell you a secret. Veronica says ‘I lied to Liam
When you trigger an intimacy move, read when I said that I didn’t know about Yolanda’s plan. I just thought
the intimacy moves out loud and follow you should know the truth.’ It also says here that you enter my
the instructions given. If an intimacy web and owe me a Debt.” Sophia marks down both on her sheet.
move requires you to hold one,
Hadi, Olivia’s player, says, “Huh. I thought you were
note that on your playbook.
Sometimes an intimacy move telling the truth! My move says that I get a ‘specific
gives other characters and clear vision’ about Veronica, and that I can mark
moves or bonuses. Tell corruption to ask more questions. What do I see?”
them to note those Marissa thinks for a moment, then says, “You see Veronica
on their playbook feeding on Liam! They’re in a dark room, and Liam is opening
as well.
himself up to her, as if he wants her to feed on him. Do you
want to mark corruption to ask two more questions?”
“Yeah, I want to know ‘When is this going to happen?’”
“Tonight. You just know it’s going to be tonight. Ask another!”
“Why does Liam want Veronica to feed on him?”
“He’s dying,” Marissa says, “and he thinks Veronica
can save him. What do you do?”

16
corruption
Corruption
The darkness of the city’s streets isn’t just about
CORRUPTION ADVANCES
Corruption is more than just darkness or evil. It
represents your character slipping toward the worst
parts of their nature, becoming that which should be
shadows and monsters; it lives in your heart,
burrowing its way deeper into your psyche each time feared instead of respected, hated instead of loved. Yet,
you take a step toward your darkest self, each time you as your corruption mounts, your powers only grow...
look for salvation in the worst parts of your soul. Corruption advances allow you to unlock additional
Sin. Darkness. Taboos. Corruption. corruption moves (from your own archetype or
another) or add +1 to a stat (max+3). Corruption
A whisper in the dark when you aren’t expecting it. A moves are powerful, but they also generate additional
sudden flush of lust and greed in a vulnerable moment. corruption when you use them, a downward cycle that
A feeling—all too certain—you’re better than all this, that pushes your character further down the dark path.
you should be ruling this city of weak-willed sycophants.
Corruption eats at you when you’re alone, promising Olivia tells her brother that he has to leave town because she’s
power in exchange for a bit more control. And it’s seen his death, a false prophecy. Since she’s the Oracle, she marks
there when you desperately need an out, ready to trade corruption, her fifth. Her player decides to take a corruption
everything you need for just a piece of your soul. move from another archetype as her corruption advance:
Until one day, you wake up to find there’s nothing left Telekinesis from the Spectre. Now Olivia can move small objects
to give up. The darkness already has it all; it’s gobbled with her mind, and larger objects if she marks corruption.
you up a piece at a time. And now you’re the danger
and the darkness...and a threat to everyone else.
RETIRING AS A THREAT
GAINING CORRUPTION Eventually, your character will no longer have any more
corruption advances left. Instead, you’ll be left with
Corruption is an advancement system, albeit one that
only one, ugly option: retire as a threat.
emphasizes personal power and self-driven motives.
When you’re told to mark corruption, check off a box in If you unlock this advance, your character is no longer
the corruption track; when you’ve checked off all five yours; they now belong to the MC. Unlike retiring to
boxes, you unlock a corruption advance and clear your safety, retiring as a threat means that the MC can now use
corruption track to start anew. These corruption advances, your character like a weapon against the other players’
like standard advances, offer your character new abilities, characters. You slipped over the edge, grew too close to
but they usually come at a high price: more corruption. the darkness, and your friends and allies will pay the price.
There are only a few ways to mark corruption: There’s no hard and fast rule about what it looks like
for your character to fall to darkness. Your new moves
Ѽ Hitting your archetype’s corruption trigger
will drive you toward marking more corruption, but
Ѽ A move tells you to mark corruption
that doesn’t mean that you have to give in all at once;
Ѽ The MC tells you to mark corruption
some characters fight the darkness, hoping to save
The main way archetypes gain corruption is through themselves and the city all at once.
their primary corruption trigger. Each of these moves is
But some characters revel in the thrill of what they’ve
a unique circumstance that represents your character
acquired, the sharp rush of power beyond anything else
stepping further away from a normal mortal life or giving
available. They mark corruption whenever they can,
in to their supernatural nature. In other words, corruption
and they rush toward the cliff, hoping to accomplish as
represents their slide toward inhumanity and darkness.
much as they can before the fall. Judge not lest you be
judged; as Lucifer himself once said, “It’s better to reign
Nathaniel, the Vamp, decides to feed on one of the hunters who
in hell than serve in heaven.”
attacked him outside his haven. Even though his victim attacked
him first, Nathaniel’s corruption trigger is “when you feed on
an unwilling victim, mark corruption,” so he marks his track.

A few of the basic moves (escape a situation and let it


out) also offer you opportunities to mark corruption!

QUICKSTART 17
Harm&VioleNce
NAME PRONOUNS

Harm & Violence


olf’s DEMEANOR
dline carry a
forged into
LOOK
HEALING HARM
The different levels of harm reflect how badly your
Characters in Urban Shadows are no strangers to character is hurt, moving from minor injuries to

ciRclES
violence. The supernatural world is like any community
that focuses on illegal or illicit activity: violence is a
wounds that require immediate medical attention:
Ѽ Faint harm is minor­—getting stabbed in a non-vital
substitute for all the other forms of communication that area or getting into a fist fight that doesn’t last too
are excluded by the nature of the business. You can’t, for long. Most characters can shrug off faint wounds by
example, sue another werewolf pack in municipal court taking a day or two off and getting some rest.
PIRIT mortalis
for taking nightor callpower
your territory wild
the cops to tell them that Ѽ Grievous harm is serious stuff—getting shot in the
an undead vampire lord murdered and ate your brother. shoulder or hit by a car. If you suffer grievous harm,
You’veSTATUS
got to handle all that shitSTATUS
STATUS on your own.STATUS you need medical attention to keep things from getting

rt of the
O
There are methods that help supernatural communities
let it out
resolve conflicts without resorting to physical force—
ancient faeries who serve as neutral arbiters or demonic
• heal 2-harm instantaneously, starting • perform a ferocious feat of lupine
a minimum; contracts that magically enforce nonviolence—but they
worse, but you’ll be back on your feet in a few days.
Ѽ Critical harm means you’re on the verge of dying, like
getting shot in the stomach or beat in the head with a
with critical harm strength and speed metal bat. If you don’t get to a hospital—or find some
your troubles only delay the inevitable. The language of the streets is magic to patch you up—you’re going to die.
• transform from one form into the • enhance your lupine senses to
or if you aren’t
urious.
violence. Always
other without has been, always
a full moon willlevels
supernatural be.
If your character suffers faint harm, it will heal naturally
without any special treatment. But when your character
TRACKING HARM
DRAMA MOVES suffers grievous or critical harm, your injuries need special
ll with Blood When your character suffers injury and trauma, you attention. You might need to hit the streets to find a
CORRUPTION TRIGGER
take
Whenharm.
you begin If you
a hunt for take too
someone, markmuch harm, you die.
corruption.
vampire doctor who can patch you up, a faerie who can
magically close your wounds, or—at the very least—an old
+1. If you’re The harm track
INTIMACY MOVE consists of five boxes moving through friend to pull bullets out of your back and bandage you up.
When you
three shareone
tiers: a moment of intimacy—physical
faint, two grievous, or emotional—with
and two another person,
critical.
you create a primal bond with them until the end of the next session; you always How long before your grievous or critical injuries worsen
When your
know where character
to find them and whensuffers
they’re inharm,
trouble. check off a number
of boxes on your harm track equal to the harm suffered. is entirely up to your MC. They make the decision based
where to
alone or AEND
weaponMOVE
like a gun usually does 2-harm, so getting shot
When you die or retire your character, anyone in the scene you wish to protect
on the injuries you’ve sustained, the conditions in which
finds you first. usually requires you to check off roughly two boxes. you find yourself, and the dramatic tension of the scene.
escapes and reaches safety, no matter the odds.
In other words, your MC will tell you when to mark
hit, you lay another harm when your wounds get worse.

harm
ick 1. At any
ARMOR Once you’ve gotten medical attention or magical
assistance, healing happens slowly, removing one faint
or grievous harm every couple of days and one critical
FAINT harm every week. Your MC tells you when you heal harm;
ve threat you SERIOUS mortals can’t walk off a bullet wound in a day or two, but
sive claim.
CRITICAL some supernatural creatures can bounce back a bit faster.
When you erase harm, you always begin with the harm
Scars ■ Shattered (-1 Blood)
You always■begin byHeart)
Crushed (-1 marking harm
■ Broken
■ Fractured (-1 Mind)
in the faint tier and
(-1 Spirit) in the critical tier and move up the track, removing
moving down the track into grievous and then critical. the critical conditions before the serious and faint
When you suffer harm, mark the same number of boxes
When you mark
as harm received. When youa heal
boxharm, of erase
harm in a new tier, write a
it in the
conditions—your worst injuries heal first while the less
short description
same order. You heal about of the injury
1 harm/day naturally. on your sheet in the severe ones don’t start healing until your body is stable.
You canbeside
space mark a scarthe
to ignore
boxesall harmtoyouremind
are yourself what harm It’s possible you sustain further faint harm while still
about to suffer. healing from grievous and critical injuries.
your character has suffered (and how best it might
be treated later). If you ever need to mark harm and
can’t—because all your other boxes are full—you die.
Death usually triggers your end move (page 20).

QUICKSTART 18
rt of the
let it out O
• heal 2-harm instantaneously, starting • perform a ferocious feat of lupine
a minimum;
your troubles
ARMOR with critical harm strength and speed Harm Ratings
• transform from one form into the • enhance your lupine senses to
or if you aren’t Characters wearing armor (a Kevlar vest, stab-vest,
other without a full moon supernatural levels 1-harm is rough but blunt trauma: fists and baseball bats,
urious. chainmail shirt, etc.) receive a layer of protection from
punches thrown at a rock concert, the kind of thing peo-
most physical attacks. If they suffer harm from which ple sleep off after a bad night.
DRAMA
their MOVES
armor would protect them, they reduce the harm
ll with Blood suffered by the rating of the armor. 2-harm is painful and obvious: a gunshot wound, a bad
CORRUPTION TRIGGER car wreck, wounds that are impossible to hide without
When you
Most begin a is
armor huntrated
for someone, mark corruption.
at 1-armor or 2-armor. 1-armor is bandages and slings.
+1. If you’re typically
INTIMACY lighter
MOVE and less conspicuous—bulletproof vests,
When you share a moment of intimacy—physical or emotional—with another person, 3-harm is worse than all that: a bullet at point-blank range,
heavy leather jackets, etc.—whereas 2-armor is obvious
you create a primal bond with them until the end of the next session; you always a sword cleaving tendon and bone, a beating that leaves
toknow
anyone who sees it—riot gear, plate mail, etc.—and
where to find them and when they’re in trouble. you unrecognizable for a week.
where to bound to attract a great deal of attention; anyone who
END MOVE 4-harm means instant death to a mortal human: a grenade
alone or sees someone walking around the city with riot gear
When you die or retire your character, anyone in the scene you wish to protect blast at close range, losing a limb or internal organ, falling off
finds you first. armor is probably going to call the fucking cops.
escapes and reaches safety, no matter the odds. the top of a ten-story building.
hit, you lay

harm
ick 1. At any
ARMOR SCARS
When you suffer harm, you may always ignore that
FAINT harm by marking a scar. Scars represent your character
ve threat you SERIOUS pushing through the immediate situation at some
sive claim.
CRITICAL permanent cost, ignoring harm suffered by immediately
reducing one of your main stats. In other words, you
Scars ■ Shattered (-1 Blood)
Archetype■moves Crushed (-1may
■ Fractured (-1 Mind)
Heart)grant your
■ Broken character an armor
(-1 Spirit)
get to decide when your character dies from massive
bonus or rating without the need to wear actual armor. trauma by choosing (or not choosing) to negate lethal
Whenarmor
This you suffer harm, mark the samesupernatural
is typically number of boxes or situational in injuries before they happen at a steep price.
as harm received. When
nature, and may not appear you heal harm, eraseto
it in the
the naked, mundane eye.
same order. You heal about 1 harm/day naturally. Your character has four scars available:
That said,
You can mark amortals
scar to ignorewill notice
all harm you are if someone unloads a full
clip Ѽ Shattered: (-1 Blood)
aboutfrom
to suffer.a 9mm at close range and misses every shot.
Ѽ Crushed: (-1 Heart)
If a character’s armor would reduce the harm suffered Ѽ Fractured: (-1 Mind)
to zero, the attack inflicts no harm at all; the armor has Ѽ Broken: (-1 Spirit)
absorbed the damage, even if the attack was successful.
At the same time, attacks that inflict no harm can still Shattered means frightened, weakened, and overly
have consequences. If a faerie troll knocks you off a cautious. Shattered characters hesitate when they
bridge while you’re wearing riot gear, you might avoid should move, and their attempts to turn to violence or
damage from the blow, but you’ll have to find your way escape a situation often come up short.
back to the bridge before you can defend your friends. Crushed means traumatized, timid, and uncertain.
When armor is listed, it’s written in one of two ways: Crushed characters bear the full weight of the wounds
x-armor or armor+x. X-armor is the base value of they’ve suffered, and their attempts to persuade an
a source of armor; armor+x is the value added to a NPC are inhibited by their reticent approach to conflict.
character’s base armor by a supplementary source. Fractured means confused, disoriented, and disjointed.
Thus, x-armor won’t stack with another x-armor. Only Fractured characters are unstable and unsure, and their
armor+x can combine with other armor effects to attempts to figure someone out or mislead, distract, or
increase the amount of armor a character is wearing. trick others are unfocused and imprecise.
Armor piercing (ap) weapons ignore armor when used. Broken means hopeless, forlorn, and cowardly. Broken
If your character is wearing a 2-armor bullet-proof vest characters have lost their will to fight, and their attempts
and suffers 3-harm from a shotgun blast, you would to keep their cool or let it out are often half-hearted.
normally reduce the harm to 1-harm instead of 3-harm.
If you suffer 3-harm from an armor piercing sniper You may only use each scar once. Some archetypes can
rifle, you suffer the entire 3 points of harm normally, heal scars through advancement, restoring the stat and
even if the armor results from a supernatural source. erasing the scar. Healed scars may be marked again.

QUICKSTART 19
Wesley is stuck on the 15th floor
END MOVES of an office building that houses a
End moves may only trigger secret wizard club, caught in the middle
when your character dies or—in many of a bizarre turf war between Wild and Power.
cases—retires. Retirement is only available He’s suffered six harm, filling up his harm track, and it
as a result of character advancement (page 15),
doesn’t look like there’s any way out of the office building.
but death might strike at any time. Note that faking
your death doesn’t trigger the move. You’ve got to go for Mark tells Robey, Wesley’s player, “Okay, Wesley. You’re
real if you want your end move to kick in and trigger. knocking on death’s door. Time for your end move.”
When your character fulfills the criteria of their end Robey smiles. “Let’s see… ‘When you die, you may place a
move—death or retirement—they’re removed from devastating curse on someone nearby. Specify the effects of
the story and their end move triggers. Read the move the curse and how they may end it.’ How close is Belanzaer?
out loud and follow the instruction as written, like any I can curse her, right? Even though she’s a demon?”
other move. Some end moves involve a quick resolution
in the scene that triggered the move; others have long “Yeah, she’s fighting with Nathaniel now. He seems to be
term effects on the remainder of the story. having some trouble with her. You see her throw him into
A few archetypes’ end moves contain opportunities a wall as things start to go dark. She’s still fair game.”
to come back from the dead—the Tainted—or help Robey jumps at the chance:“I curse you, Belanzaer,
to clarify when and how a character who is otherwise to be mortal until you repent for your sins.”
invulnerable might die—the Spectre. Like the other end
moves, these are binding: if someone pays the Tainted’s “Whoa. Nice.” Mark is impressed. He didn’t see that coming.
Debt to their dark patron to bring the Tainted back to “Belanzaer screams. You see her horns pulling back into
life, it’s done. It doesn’t matter if the Tainted was felled her head, her eyes turning from solid black to a soft blue.
by a bullet or explosion or poison or magic...the dark She’s definitely vulnerable. Nathaniel, what do you do?”
patron follows through on returning them to life.
Derrick smiles. “She’s mortal now? I eat her...”

QUICKSTART 20
master
The Master of of
Ceremonies
More on the MC Role

Ceremonies
If you’re interested in reading more about playing the
Master of Ceremonies role, check out the full MC chaper
in Urban Shadows 1E (page 179-246). While some of the
specifics have changed, the advice and tools provided
should serve you well in any Powered by the Apocalypse
AGENDA game, including Urban Shadows 2E.
Ѽ Make the city feel political and dark.
Ѽ Keep the player characters’ lives out of control.
Ѽ Play to find out what happens. IF YOU GET STUCK...
PRINCIPLES USE AN NPC TO CASH IN A DEBT
NPCs can get the Debt economy rolling if the players
Ѽ Display the city, from skyscrapers to slums.
aren’t trying to move forward with their goals. If you
Ѽ Address yourself to the characters, not the players.
don’t have a Debt with a convenient NPC, you can
Ѽ Push the characters together, even across boundaries.
always award a Debt as a move; it’s fine to say “You owe
Ѽ Put the characters at the center of conflicts.
a Debt to this faerie/wizard/hunter who just walked
Ѽ Cloak your moves in darkness.
into your bar. What did they do for you?”
Ѽ Name everyone, give them all drives.
Ѽ Treat everyone according to their station.
Ѽ Ask loads of questions and build on the answers. PUSH THEM TO HIT THE STREETS
Ѽ Be a fan of the players’ characters. If the PCs need information or a direction, encourage
Ѽ Give the players the chance to weigh in. them to hit the streets and get whatever it is they need.
Ѽ Dirty the hands of all involved. The move is designed to keep things moving forward
Ѽ Give everything a price, especially friendship. when the story stalls, avoiding problems that arise like
“Well, we just don’t know who killed this guy, so we
BASIC MOVES can’t do anything about it right now...”

Ѽ Surface a conflict, ancient or modern. LEAN ON AN PC-NPC-PC TRIANGLE


Ѽ Put someone in danger.
NPCs pursue their drives with abandon, but that
Ѽ Inflict (or trade) harm.
doesn’t make them one-dimensional. Show different
Ѽ Inflict corruption
PCs different sides of the NPCs, creating PC-NPC-PC
Ѽ Offer an opportunity with a cost.
triangles where two (or more) PCs have fundamentally
Ѽ Reveal a deal done in their absence.
different relationships with the same NPC, then use the
Ѽ Turn a move back on them.
differing perspectives to create conflict between them.
Ѽ Offer or claim a Debt owed.
Ѽ Shift the odds, suddenly or magically.
Ѽ Warn someone of impending danger. SHOW UP WITH SOME GUNS
Ѽ Lock down, exploit, or claim a place of power. When all else fails, a bunch of vampires or hunters with
Ѽ Tell the consequences and ask. guns can always raise the tension of a scene. The PCs
Ѽ Activate their stuff ’s downside. have plenty of enemies and rivals; it’s only a matter of
Ѽ After every move: “What do you do?” time before someone important decides they need a
particular PC kidnapped, intimidated, or killed.

QUICKSTART 21
using
Creating npcs NPC GOONS
Some NPCs are goons, muscle or minions that don’t

& Using NPCs merit the same level of detail as important NPCs.
Give them names, but characters shouldn’t be able
to put a name to a face with minions who don’t have
Creating and using NPCs in Urban Shadows is a meaningful reputation in the city. Goons aren’t
simple: when you want to introduce a new character, mechanically different from regular NPCs in any other
pick a Circle, give them a name, and describe them way; they still earn Debts, suffer and inflict harm as
a bit to the players. That’s it. No character sheets, no normal, and build relationships with the PCs. And
elaborate forms, no stress. To create an NPC, invent goons all have the same drive—to serve the powerful.
them fictionally and everything else will follow. Using goons helps to avoid your players putting a name
to a face with a bunch of important NPCs at the same
Marissa decides that a faerie would be an interesting NPC, time or trying to track too many important NPCs from
especially since Jahmal’s Fae, Volund, hasn’t spent much time scene to scene. Introduce important NPCs one at a time,
dealing with other courts. She names this new faerie the Queen of each with their own set of minions and lackeys, and your
Winter, and decides she looks like a beautiful, older woman with players can follow what’s going on in a bustling city.
frost blue hair and a blindingly white dress. Right now, Marissa’s
not too worried about how much harm she can inflict or suffer; she NPC DEBTS
can figure that out if the Queen comes to blows with any of the PCs.
NPCs often acquire Debts from the PCs. You need
As you create more NPCs, start to think about how they to track these Debts separately for each NPC; a Debt
relate to each other, who is the enemy of whom, what gained by one NPC can’t be cashed in by a different
other resources they can bring to bear. Think offscreen NPC even though you control both characters. We’ve
about their activities, and reveal deals done between given you space on the MC Worksheet to track NPCs
them to the PCs to get them to engage the city’s politics. and Debts, but you will absolutely need additional
space as your story unfolds over several sessions.
NPC DRIVES Here’s a few ways that NPCs gain Debts on PCs:
In addition to selecting a name, Circle, and look for Ѽ a PC escapes a scene and chooses (or
your NPCs, give them drives, motivations that move you choose) owe an NPC a Debt
the NPCs to simple, self-interested action. A vampire Ѽ a PC rolls a 7-9 while persuading an NPC
hunter probably has a drive like avenge my sister; a Ѽ an NPC does a favor for a PC without recompense or
demon might have a drive like find a way to stay on a PC interferes in the NPC’s business without cause
Earth or move up the corporate ladder. Drives can be Ѽ a PC rolls a 7-9 or miss while refusing
custom, created for each NPC you create, but there’s to honor a Debt to an NPC
also a list of common drives on the MC Worksheet. NPCs can cash in Debts with characters who owe
them Debts per the Debt moves on page 13. Players
Marissa decides the Queen’s drive is to dethrone the King can refuse to honor a Debt if they don’t want to follow
of Summer in an attempt to establish the primacy of the through, same as if a PC cashed in the Debt with them.
Winter Court over all of Chicago. She’s going to want Volund
Remember your principles and moves when your NPCs
to help her do it, even though it will cost him dearly.
cash in Debts. Ask the PCs to do things they’re good
When an NPC is presented with a challenge, think about at doing—be a fan of the characters—but make the
how it impacts their drive. If the challenge opposes it, consequences of those things complicated and messy—
the NPC moves hard and fast against the opposition, dirty the hands of all involved and put the characters in
hoping to knock it down and solve the problem. But if danger. Point the PCs at each other, ask tough questions,
the challenge isn’t directly opposed, the NPC might ask a and push the characters toward situations requiring more
few questions or bide their time to look for opportunities interesting moves to resolve completely.
to make the best of whatever situation the challenge
might create. Clever NPCs might even manipulate the
PCs into helping the NPCs fulfill their drives...

QUICKSTART 22
WHEN NPCS ATTACK Player vs Player Combat
Eventually, some of your NPCs will decide the only way to
When PCs go at each other, it’s important that you share
deal with the PCs is to hurt or kill them. Since one of your
the spotlight between them. One PC may start the con-
moves is inflict harm, you’re free to hit the PCs with harm flict—turning to violence or letting it out—but pass the ac-
whenever it’s appropriate in the fiction, even to the point tion around the table so everyone gets time in the spotlight.
that the NPCs kill the PCs. That said, you want to set up
the punch before you follow through; no player should be Lending a hand and getting in the way become crucial
moves for players engaged in player vs. player conflict. If
surprised an NPC is stomping on their character’s face.
one character attacks the other, then the target of the at-
The best way to set up harm is to make a softer move tack can only respond by getting in the way until the move
and let the PCs decide how to respond: “Solomon, the is resolved. It doesn’t matter if they’re trying to distract the
two vamps that trapped you in the alley run at you. One target, hit back hard, or run away; all attempts to reduce the
of them has a metal baseball bat; the other has a chain. effectiveness of the attack is rolled up into get in the way.
What do you do?” No harm yet, but plenty of pressure.
If Solomon tries to get out of the way, he’s keeping his The PCs might also face vampires, demons, ghosts, or any
cool—maybe saying, “I’m trying to avoid getting hurt”. number of monsters that aren’t as fragile as mortals. Here
He avoids their blows on a hit, but a miss means you can are guidelines for how supernatural NPCs suffer harm:
inflict harm as established (1- or 2-harm, depending on
how hard a move you want to make). Or he might try to FICTIONAL POSITIONING MATTERS
persuade them to back down, trick them into thinking Some supernatural NPCs are simply invulnerable to
he’s the wrong target, or cash in a Debt to stay their hand. certain kinds of damage. Ghosts, for example, might
Once he’s dealt with your move, he can try to seize not have enough physical corpus to suffer harm from
the moment and turn to violence against them. If he traditional weapons; demons might be immune to fire
tries to attack them without getting out of the way or virtually untouchable by magic that relies on the
or just ignores them completely, you can inflict harm presence of a soul in the target. In these cases, push
with impunity. You gave him a chance and he blew it. characters toward other ways of dealing with these foes,
Vampires with bats and chains don’t mess around. using blessed or magic items or magical powers (let it
out, rituals, etc.)...or even seeking outside allies.
Conflicts move fluidly between characters. One side
makes a move; the other side responds. This isn’t a hard
and fast back and forth, though. Sometimes you might
RESISTANCES ACT AS ARMOR
make several moves before the PCs get to react, especially If a creature is resistant to damage or a particular type
if they’re hitting on 7-9s and making tough choices. of attack, treat that as armor. Vampires may not suffer
much harm from bullet wounds—no internal organs!—
NPC HARM AND HEALING so they might get 1-armor even when they’re naked.
Armor piercing weapons might sometimes inflict harm
NPCs take harm like PCs: they suffer damage equal as normal, even if the armor is supernatural in nature.
to the harm of a weapon minus their armor, modified
by move choices like inflict terrible harm or other VULNERABILITIES INCREASE HARM
special circumstances. If a PC shoots a cop wearing a Anything that strikes at a creature’s vulnerability either
bulletproof vest (1-armor) with a 9mm (2-harm close increases the harm done by +1-harm or makes the harm
loud), it’s 1-harm: 2-harm–1-armor. Easy. armor piercing (ap). Minor vulnerabilities (cold iron used
Harm is deadly for mortal NPCs: 2-harm is crippling and against faeries) tend to do +1-harm; major vulnerabilities
3-harm is usually fatal. Armor helps, but few mortals walk (blessed weapons used against demons) tend to be armor
around in bulletproof vests. It draws a lot of attention! piercing or +2-harm, depending on the situation.
If a mortal NPC survives an attack, getting them medical
assistance is crucial. Mortal NPCs who are dying won’t SURVIVING MORE HARM
last long; the PCs may only have a scene or two to get Finally, supernatural NPCs can take more harm: it
a wounded NPC to a doctor. NPCs who survive such might take 4-harm to drop a vampire or other serious
violence probably spend at least two sessions in the threat, and 8-harm or more to bring down something
hospital after an attack that left them near death. terrifying like an enraged werewolf. Let the fiction
establish how much harm a given NPC can take.

QUICKSTART 23
faction
The Faction Turn turn
When time passes, the MC conducts a faction turn:
FACTION MOVES
When you make a faction move, follow the instructions
within the move. You’re controlling the faction for that
moment, so roll dice, answer or ask questions, and
Ѽ The PCs make city moves (page 14) highlighting make choices as the faction!
how their characters use the downtime in the city
as time passes. Each PC makes a number of moves If you’re ever confused about what a faction might
equal to their highest Status. do, look for opportunities to build power, thwart
their enemies, or accomplish a long-term goal. Nearly
Ѽ The MC then chooses one faction from each Circle every faction would like to increase their Size or their
to spotlight. Size 1–2 organizations make a single Strength (consolidate control), even if they don’t have
faction move; Size 3–4 organizations make two an immediate use for those resources.
faction moves. Initiative order for this phase of the
faction turn: Mortalis > Night > Power > Wild.
Ѽ The MC gives the players rumors based on the OPENLY ATTACK A FACTION
events of the faction turn, according to the Status When a faction openly attacks another faction, roll with the
the PCs have in the various Circles, along with the
attacker’s Size. On a hit, the targeted faction sacrifices an
outcomes of their city moves.
appropriate asset or loses a point of Size, their choice. On a 7-9,
Ѽ The PCs then make the rumors move in which they the attacking faction must sacrifice an appropriate asset or lose
can cash in Debts, offer Debts, and mark corruption
a point of Size as well. On a miss, the target instead springs
to set the stage for the next session.
a clever trap; they capture or destroy an asset or reduce the
attacker’s Size, their choice.
FACTIONS
Factions describe organizations, groups, and alliances Sometimes factions go to war with each other, openly
that can take actions during the faction turn. Factions attacking each other’s holdings and members while
have two major mechanical attribues: hoping to minimize their own losses. When a faction
decides to directly engage in open hostilities like
FACTION SIZE (RATING: 1-4) murder, financial seizures, and magical curses, they are
Size directly measures the organization’s core openly attacking another faction.
membership, ranging from a Size-1 werewolf pack (10+ On a hit, the defending faction has to choose: lose an
people) to a Size-4 city-wide mortal conspiracy (100+ asset or suffer a direct reduction in Size as members
people). Factions have a three box recruitment track; are killed, driven off, or abandon the organization. If
if the track fills, the faction adds +1 Size. If something the faction decides to sacrifice an asset, the asset in
reduces the Size of a faction, the track clears as well. question must be fictionally appropriate.

FACTION STRENGTH (RATING: 1-4) On a 7-9, the targeted faction gets some hits in as
well, forcing the attacking faction to make the same
Strength reflects the motivation, resources, and choice between losing an asset and a reduction in
coordination within the faction, ranging from Size. Note that the attacking faction pays this price
Strength-1 (disloyal, weak, or chaotic) to Strength-4 even if they utterly annihilate the defending faction.
(devoted, powerful, or organized). Factions have a three Open war has costs, my friend.
box resource track; if the track fills, the faction adds +1
Strength and gains a new asset. If something reduces If the attacker misses, the open war is cut short. The
the Strength of a faction, the track clears as well. defenders spring a trap—capturing or destroying an asset
or reducing the attacker’s Size—and end the conflict before
FACTION ASSETS it starts. Capturing an asset may lead to the defender
gaining a new asset if the resource is transferable (+money,
Factions also hold assets—tags representing the
+magical tomes, etc), but it could also mean the defenders
various abilities, resources, and descriptors that
take hostages or seize locations. For example, if the
define the group, such as +fanatical, +rituals, +faerie
attackers have the asset +fanatical , the defenders might
magic. Factions begin play with a number of fictionally kidnap an important leader, weakening the attacking
appropriate assets equal to their strength and can gain
faction’s drive but not gaining an asset themselves.
more during play.

QUICKSTART 24
CONSOLIDATE CONTROL TRACK SOMEONE DOWN
When the leaders of a faction consolidate control over their When a faction tries to track someone down within the city, roll.
existing forces and assets, roll with their Strength. On a 10+, • If the faction has a relevant asset, add 1.
they pick 2. On a 7-9, they pick 1: • If their quarry is of the same Circle, add 1.
• they secure new holdings; mark resources • If the faction is Size-1 or Strength-1, subtract 1.
• they seek new members; mark recruitment • If their quarry is Status-1 or Status-0, subtract 1.
• they demand secrecy; cover up another action If the quarry is an NPC: On a 7-9, the faction finds their quarry;
On a miss, their efforts lead to internal strife; an authority is they attack them, kidnap them, or confront them at some cost.
dethroned or humiliated, and a rebel coalition within the faction On a 10+, they catch the quarry exposed or vulnerable; the faction
gains momentum—reduce the faction’s Strength. can act upon the quarry with impunity. On a miss, the faction’s
attempts to track them down succeed, but their agents make a
Anytime a faction tries to get its house in order or build mess of things and allow the quarry to escape unharmed.
resources for future actions, they are consolidating
If the quarry is a PC: On a 7-9, the faction tracks down their
control. That said, it’s easier for factions with lots of
resources and devoted members; the rich get richer
location, but the PC has time to prepare for the limited forces
while the rest of us beg for scraps! coming their way. On a 10+, the tracking faction gets the best of
their quarry; they corner the PC with overwhelming force or careful
On a hit, the faction in question can mark either of their planning that leaves them little room to avoid their pursuers. On a
improvement tracks as they secure new holdings and miss, someone close to the PC tips them off early to the faction’s
recruit new members or they can choose to cover up
search...and an opportunity or weakness the PC can exploit..
another action, hiding their machinations from all but
the most perceptive onlookers. On a 10+, the faction can
also choose the same option on the list twice, marking Eventually, some faction is going to want to track down
one track twice or covering up two other actions they are an NPC or PC—either to get answers or to take their
taking during the faction turn. revenge. Roll with the modifiers, taking into account the
faction’s assets, the Size and Strength of the organization,
When a faction marks the third box on either the Circle of their quarry, and the quarry’s Status.
improvement track, the faction immediately gains an
appropriate point of Size or Strength. Unless the action If the quarry is an NPC, include the outcome of the roll
is covered up, such acquisitions are obvious rumors to in the rumors the PCs hear, provided it makes sense
include for the PCs when the faction turn ends. that someone would deliver the news. The stronger the
quarry, the greater the cost the faction must pay on a
If a faction raises its Size to 3 or 4, it doesn’t get a second 7-9...and the more likely the PCs will hear the full story.
move until the next faction turn; if the faction raises its
Strength, it adds a fictionally appropriate asset, which can When a faction tracks down a PC, frame a scene
be immediately used to defend against a successful attack immediately after time passes with the outcome.
or to track someone down in the same faction turn. Include a rumor or two about the faction searching for
them in the rumors phase, but the die has been cast—
When the faction rolls a miss, the internal politics of the faction will find them or the PC gets tipped off by a
the faction come to bear. Make it messy and obvious! friend to lay low as the faction turn comes to a close.
The faction doesn’t lose an asset along with the lost
point of Strength, but don’t let the loss be abstract— On a 7-9, the PC has a few moments to prepare—
members leave, holdings slip away, and previously perhaps even enought time to escape—before the
secure assets are suddenly under threat. hammer falls. On a 10+, however, the faction corners
the PC; they will have to confront their pursuers before
they can escape the situation and look for help.
Don’t shy away from this move. You can’t be a fan of
the player characters if you avoid putting them in tough
spots. If The Wolf murdered an immortal in broad
daylight, the immortal’s allies may want to have a word
with The Wolf about what happened...and they are not
foolish enough to show up unprepared.

QUICKSTART 25
GOAD AN OPPONENT [MORTALIS] PERFORM A RITUAL [POWER]
When a Mortalis faction tries to goad an opponent into making When a Power faction performs a ritual to enact a powerful
a mistake, roll with their Strength. On a 10+, the target takes ward, summon ethereal servants, or uncover secret knowledge,
the bait; the instigating faction strikes a terrible blow, destroys a roll with their Strength. On a hit, the ritual succeeds; they acquire
vulnerable asset, or undermines a key relationship or alliance. On an appropriate asset. On 7-9, the magic drains their will; they take
a 7-9, the target avoids the worst of the trap, but causes enough -1 ongoing to Strength until after the next faction turn. On a miss,
trouble to embarrass themselves; they take a -1 ongoing to the ritual is disrupted by infighting; a powerful member of the
Strength until time passes. On a miss, the target sees through the organization comes to one of the PCs for help securing control.
scheme; someone from the targeted faction comes to one of the
PCs for help turning the tables against the attacking faction. Power factions have a breadth of magical abilities at
their disposal to enact wards, summon magical agents,
Mortalis factions can goad an opponent into an error, or obtain information (precognition, clairvoyance,
baiting another faction into a mistake through trickery etc.). On a 7-9, the cost of the ritual—or the exhaustion
and deceit. Some Mortalis factions might rely on of piercing the veil—imposes a -1 ongoing on their
schemers and con artists, but others use guerrilla tactics Strength that lasts through the next faction turn. Either
to force a response. Other Circles may plot and plan, but way, the asset created on a hit lasts as long as fictionally
nothing matches the resourcefulness of mortals. appropriate; information may only be valuable for a
On a hit, the instigating faction can land a terrible blow faction turn or two, but many summoned assets or
(perhaps reducing Size by 1 or 2), destroy a vulnerable secure wards are useful for a longer span of time.
asset, or distrupt the target’s networks. On a 7-9, the
embarassment the target experiences is public and OFFER PASSAGE [WILD]
open; everyone knows that they overreached.
When a Wild faction offers passage to someone or something—
SEIZE BY FORCE [NIGHT] into or out of the city—roll with their Strength. On a hit, the way
is made clear, no matter who opposes it. Choose 1:
When a Night faction seizes something by force, roll with • someone or something exits; they are beyond reach until
their Strength. On a hit, they take hold of it, regardless of they decide to return
owner or the strength of their holding; reduce the targeted • someone or something enters; the faction increases in Size
faction’s appropriate attribute and seize a vulnerable asset. On or gains a powerful asset
a 10+, all three. On a 7-9, the attackers choose one:
• they don’t sacrifice an important leader, ally, or asset On a 7-9, also choose one:
• they don’t suffer an immediate, retaliatory attack • something wicked or divine slips through the mystical doors
• they don’t cause serious collateral damage opened for the trip
• a Wild NPC seeks tribute; the faction must sacrifice an asset
On a miss, the strike instead results in the utter destruction of or reduce their Strength
the thing they attempted to seize; someone comes to one of the
PCs looking for help obtaining justice or revenge. On a miss, the passage inadvertently betrays one of the
faction’s previous agreements; someone comes to one of the
PCs seeking help to set things right.
Night factions are known for their brutality, taking assets
and resources—or even hostages—in ways that can often
catch the other Circles off guard. It is difficult to contend Wild factions can move things and people into and out
with an outright assault from a werewolf pack! of the city, placing them beyond reach or introducing
new allies and assets. Other factions must make use of
On a hit, the Night faction seizes the thing, even if it was what’s already in the city—Wild can change the field.
well-defended. On 10+, there are no immediate costs, but
the faction targeted will certainly plot their own response On weak hits or misses, make sure to involve the PCs in
eventually. On a weak hit, the attacking faction can’t avoid the drama that results from the consequences and politics
the costs—whatever they don’t pick comes to pass. that arise. The chaos of something slipping through or a
powerful Wild NPC seeking retribution or tribute must
If the attacking faction misses, the asset/resource/person put pressure on the PCs for them to react to it.
is destroyed; someone affected by that loss seeks justice...

QUICKSTART 26
Basic
BASIC MOVESMoves
TURN TO VIOLENCE KEEP YOUR COOL
When you turn to violence, roll with Blood. On a hit, you When things get real and you keep your cool, tell the
inflict harm as established and your opposition chooses one: MC the situation you want to avoid and roll with Spirit.
• they inflict harm on you On a 10+, all’s well. On a 7-9, the MC will tell you what
• they put you in a bad spot it’s gonna cost you.
• they create an opening to flee
On a 10+, you also choose one: LET IT OUT
• you inflict terrible harm When you let out the power within you, roll with Spirit.
• you take something from them On a hit, mark corruption and activate an ability from
• you create an opportunity for an ally your playbook; the MC will tell you how the effect
is costly, limited, or unstable. On a 10+, ignore the
ESCAPE A SITUATION corruption or the complications, your choice.
When you take advantage of an opening to escape a
situation, roll with Blood. On a hit, you get away and LEND A HAND OR GET IN THE WAY
choose 1. On a 7-9, the MC chooses one as well: When you lend a hand or get in the way after a PC
• you suffer harm during your escape
has rolled, roll with their Circle. On a hit, give them a
• you end up in another dangerous situation
• you leave something important behind
+1 or -2 to their roll. On a 7-9, you expose yourself to
• you owe an NPC a Debt for their aid danger, entanglement, or cost.
• you give into your base nature and mark corruption

PERSUADE AN NPC ADVANCED MOVES


When you persuade an NPC with seduction, promises,
■ Turn to Violence: On a 12+, your target chooses:
or threats, roll with Heart. On a hit, they see your point
and do as you ask. On a 7-9, they counter your offer or surrender completely or you incapacitate them.
demand payment—a Debt, a favor, resources—before ■ Escape a Situation: On a 12+, you get away
agreeing to follow through. If you cash in a Debt with and make an important discovery.
the NPC before you roll, add +3 to your total. ■ Persuade an NPC: On a 12+, they do what you
ask and help you see it through to its end.
FIGURE SOMEONE OUT ■ Figure Someone Out: On a 12+, you can ask
When you try to figure someone out, roll with Mind. any questions you like, not limited to the list.
On a hit, ask two. On a 7-9, they ask one of you as well.
■ Mislead, Distract, or Trick: On a 12+, you
If you’re in their Circle, ask an additional question,
even on a miss. get all 4 and choose 1 for double effect.
• who’s pulling your character’s strings? ■ Keep Your Cool: On a 12+, your opposition’s cool
• what’s your character’s beef with _____? is compromised. Tell them what it will cost to
• what’s your character hoping to get from _____? maintain their current course of action.
• what does your character worry is going to happen? ■ Let It Out: On a 12+, your powers or
• how could I get your character to _____? abilities manifest in an unexpectedly
• how could I put your character in my Debt? useful way. Mark corruption to make
that manifestation a new ability.
MISLEAD, DISTRACT, OR TRICK
When you try to mislead, distract, or trick someone,
roll with Mind. On a hit, they are fooled, at least for a
moment. On a 10+, pick 3. On a 7-9, pick 2:
• you create an opportunity
• you expose a weakness or flaw
• you confuse them for some time
• you avoid further entanglement
Circle Moves Debt Moves
When you do someone a favor, they owe you a Debt.
PUT A NAME TO A FACE
When you put a name to a face or vice versa, roll with When you interfere in someone’s business, you owe
their Circle. On a hit, you know their reputation; the MC them a Debt
will tell you what most people know about them. On
a 10+, you’ve dealt with them before; learn something When you cash in a Debt, remind your debtor why they
interesting and useful about them or they owe you a Debt, owe you in order to...
your choice. On a miss, you don’t know them or you owe
them, MC’s choice. ...make a PC:
• answer a question honestly
HIT THE STREETS • do you a favor at moderate cost
• lend a hand to your efforts
When you hit the streets to get what you need, name • get in the way of someone else
who you’re going to and roll with their Circle. On a hit, • erase a Debt they hold on someone
they’re available and have the stuff. On a 7-9, choose 1: • give you a Debt they hold on someone else
• whoever you’re going to is juggling
their own problems ...make an NPC:
• whatever you need is more costly than anticipated • answer a question honestly
• arrange a meeting with an NPC in their Circle
STUDY A PLACE OF POWER • grant you a worthy boon or useful gift
When you study a sanctuary, gathering spot, or place • erase a Debt they hold on someone
of power, roll with the Circle that controls it. On a hit, • give you a Debt they hold on someone else
you see below the surface to the reality underneath; the When you refuse to honor a Debt, roll with the difference
MC will reveal an area, NPC, or item located within in Status between you and your creditor. On a hit, you
that is not what it seems. On a 10+, your insight reveals weasel out of the obligation for now, but you still owe
much about the Circle’s politics and schemes; ask the the Debt. On a 7-9, you owe them an additional Debt or
MC a question about the Circle and take +1 forward mark corruption, your choice. On a miss, you can’t avoid
when acting on the answer. the noose: either honor the Debt in full or erase all the
Debts owed to you by their Circle and take a -1 ongoing
RUMORS to Status with their Circle until after time passes.
After time passes, the MC will tell you what rumors
you hear, according to your Status within each Circle.
Choose up to two options on the list based on what
you’ve heard:
• offer up a Debt to ask a follow-up
question about a rumor or secret
End of Session
At the end of every session, decide if you’ve grown
• cash in a Debt to secure some closer to a Circle you engaged with this session:
useful gear or resource increase your score in that Circle and decrease your
• mark corruption to expose a vulnerability score in a different Circle. Tell the MC how your
in an enemy’s defenses relationships to these communities have changed
because of the events of the story, and mark one of the
ADVANCEMENT two Circles involved in those changes.
When you make a Circle move, make a city move,
trigger an intimacy move, cash in a Debt or In addition, think about any Debts you may owe—or Debts
honor a Debt, lend a hand or get in the that are owed to you—as a result of the session. Tell the
way, mark the Circle involved. When group and note them down for next session.
you’ve marked all four Circles, erase
the marks and advance.
t
aware
the
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...

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


AWARE MOVES STATUS STATUS STATUS STATUS

CHOOSE THREE:
☐ I Know a Guy ADVANCEMENT
When you hit the streets to get what you need from a member of your Circle, roll with When you’ve marked all four Circles,
Heart instead of their Circle. On a 7-9, add this option to the list:
erase the marks and advance.
• wherever you find them requires you to transfer a Debt you hold on someone from
another Circle to an intermediary mortalis Power
☐ Charming, Not Sincere
Take +1 to Heart (max 3)
night Wild
☐ The Lion’s Den
When you gain access to a secure sanctuary, gathering spot, or place of power, you
can study it as if you rolled a 12+. If the location is controlled by a Circle other than Available at the beginning of play: After five advances, you may select:
your own, the MC will tell you what you need to do to get a Debt on a powerful NPC +1 Status (max+1) ■ ■ +1 any Circle (max+3)
(your choice) within that Circle. +1 Status (max+1) ■ ■ +1 any Circle (max+3)
+1 Status (max+1) ■ ■ Mortalis Status: 2
☐ This is My City a new Aware move ■ ■ Erase a scar
When you set up a meeting with a powerful or dangerous individual in a crowded
mundane space (museum, restaurant, mall etc) take +1 forward to escape a situation. a new Aware move ■ ■ change your Circle
On a miss, you tell the MC how and where they manage to get you cornered. a move from another archetype ■ ■ Advance 3 basic moves
a move from another archetype ■ ■ Advance 3 basic moves
☐ In Sheep’s Clothing open a new mortal relationship ■ ■ Change to a new archetype
When you mislead, distract or trick someone you’ve previously shared a moment of
intimacy with, roll with Heart instead of Mind.

harm
☐ One Way or Another
When you ask a member of your Circle for help with a time sensitive situation, roll ARMOR
with Heart. On a hit, they can either agree to lend you aid or owe you a Debt, their
choice. On a 10+, their guilt is palpable if they choose to decline; take the Debt and
a +1 ongoing against them as long as you hold that Debt. On a miss, you’ve asked FAINT
far too much; their help costs you a Debt if they offer it and you take a -1 ongoing to SERIOUS
refusing to honor a Debt to members of your Circle until time passes.
CRITICAL

let it out O TO ACTIVATE THESE ABILITIES

• gain access to a secure or locked • spot a previously overlooked clue or


Scars ■ ■ Shattered
END MOVE
(-1 Blood)
Crushed (-1 Heart)
■ Fractured (-1 Mind)
■ Broken (-1 Spirit)

down location advantage When you die, ask another PC to look after up to three
• draw immediate mortal attention to • charm someone into revealing more of your mortal relationships. If they agree, they
a person or situation than they intended immediately advance. If they refuse, they
take a corruption advance instead.
CHARACTER CREATION YOUR MORTAL RELATIONSHIPS YOUR KIT
NAME (PICK ONE) While you ride the line between the mortal and supernatural worlds, your friends and You have some gear you’ve picked up
Alisa, Anthony, Cam, Cleo, Cole, Datu, family are stuck firmly in the mundane realities of everyday life. Choose 3: since becoming aware of the supernatural
Devon, Galina, Hairi, Hans, Julius, Kim, world, mostly stashed away in the trunk of
Kirsten, Laasya, Lara, Miguel, Philip, ■ A younger sibling who relies on you for transportation and advice
your car or in a bag you carry with you.
Rashid, Veronica ■ A loyal significant other who expects you home by midnight
■ A struggling best friend who’s always getting into messy altercations
LOOK (PICK AS MANY AS APPLY) When you go to your kit for some

•androgynous, conforming, shifting, ■ A demanding boss who calls you into work at inconvenient times
mundane gear—road flares, first aid kit,
nonconforming ■ An elderly parent who always knows when you’re lying to them

•Asian or South Asian, Black, Hispanic/ etc—useful to the situation, roll with
■ An overbearing ex-partner who constantly worries about you
Latinx, Indigenous, Middle Eastern, Spirit. On a hit, you find something
White, _____ When one of your mortal relationships comes to an end for any reason—they cut you can use that pretty much fits the bill.

•forgettable clothing, business casual,
brand name clothing, uniformed you off, they die, they leave the city, you tell them to stop contacting you, etc.— On a 10+, it’s perfect; take a +1 ongoing
immediately mark a corruption advance. If losing a mortal relationship causes you to to putting it to use in the scene. On a
DEMEANOR (PICK ONE) retire your character due to corruption, tell the MC who you most blame for the loss; miss, the situation escalates while you’re
aggressive, charming, paranoid, composed
your character will pursue the person responsible as a Threat until “justice” is served. trying to prepare—brace yourself!
STARTING CHARACTER STATS
(Add 1 to one of these) TENDING TO YOUR RELATIONSHIPS
Blood 0, Heart 1, Mind -1, Spirit 1 When you tend to your mortal relationships during the faction turn, make no other city
STARTING CIRCLES moves and roll with Heart. On a hit, one of the mortals closest to you offers you a way
(Add 1 to one of these) to deepen your bond; clear a corruption advance if you agree to what they propose. On a
Mortalis 1, Night 0, Power 1, Wild -1 7-9, agreeing isn’t so simple; what they ask of you threatens to expose them to the part
STARTING STATUS of your life you’ve kept hidden. On a miss, your attempts to patch things up come too
Mortalis 1, Night 0, Power 0, Wild 0 late; one of your mortal relationships finally cuts ties with you in a painful and public way.
INTRO QUESTIONS
did you discover the supernatural?
•How
long have you been in the city?
•How

•What mortal commitment keeps you from
Gear & Notes INTIMACY
leaving your old life behind? When you share a moment
mortal aspiration have you given up?
•What

•What powerful faction or person are you of intimacy—physical or
currently investigating? emotional— for the first time
with someone who isn’t mortal,
STARTING GEAR mark corruption. When you
An small apartment, a used car, a smart phone.
1 Self-defense Weapon: figure someone out you’ve

•9mm Beretta (2-harm close loud) previously shared a moment of

•Taser (stun-harm hand) intimacy with, roll with Heart

•Switchblade (2-harm hand concealable) instead of Mind.
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.

corruption O
TRIGGER: When you ignore your mortal commitments or relationships to deal with the supernatural, mark corruption.
■ take +1 to any stat (max+3) ■In Too Deep ■Free Agent
■ take +1 to any stat (max+3) Mark corruption to get in the way of someone from another Mark corruption to refuse to honor a Debt owed to someone
■ take a new corruption move Circle as if you rolled a 10+. outside your Circle as if you rolled a 12+
■ take a new corruption move
■ take a new corruption move from ■If You Can’t Beat ‘Em ■Sticky Fingers
another archetype or your own Take one ability from an archetype from another Circle. Mark corruption after meeting with a powerful NPC to reveal
■ retire your character; they Whenever you let it out and roll a 12+, mark an additional that you took something of import from them. Mark corruption
may return as a Threat corruption. again to conceal your role in the theft for some time.
t
Fae
the
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.

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


FAE MOVES STATUS STATUS STATUS STATUS

YOU GET THIS ONE:


☑ FAERIE MAGIC ADVANCEMENT
You have access to gifts of your court, powers that call upon your homeland’s magic When you’ve marked all four Circles,
and wonder. Select your powers from the list provided. Whenever you use a faerie erase the marks and advance.
power, choose 1:
• suffer 1-harm (ap) mortalis Power
• mark corruption
• give your monarch a Debt
night Wild
AND CHOOSE TWO MORE:
☐ A Dish Best Served Now
When you commit to enacting revenge on behalf of someone (including yourself) Available at the beginning of play: After five advances, you may select:
wronged by another, gain +1 ongoing against the target of that vengeance. For every +1 Status (max+1) ■ ■ +1 any Circle (max+3)
scene in which you do not pursue vengeance, suffer 1-harm (ap). +1 Status (max+1) ■ ■ +1 any Circle (max+3)
+1 Status (max+1) ■ ■ Wild status: 2
☐ In Our Blood a new Fae move ■ ■ acquire a knightly title
When you mislead, distract, or trick someone through lies of omission or clever
misdirection, roll with Heart instead of Mind. a new Fae move ■ ■ advance 3 basic moves
a move from another archetype ■ ■ advance 3 basic moves
☐ Scales of Justice a move from another archetype ■ ■ retire your character to safety
Cash in a Debt with someone to use a power from Faerie Magic (including powers change your Circle ■ ■ change to a new archetype
not normally available to you) targeting them at no additional cost.
☐ Draw Back the Curtain

harm
When you escape a situation, add this option to the list:
• you escape to your homeland, for better or worse ARMOR
☐ Words Are Wind
You know instantly if someone has broken their word to you or reneged on a deal FAINT
you’ve made; take a Debt on them and +1 ongoing to claim what you deserve from
them or their allies. SERIOUS
CRITICAL

let it out O TO ACTIVATE THESE ABILITIES

• summon an elemental storm of your • compel the elements of your court to


Scars ■ ■ Shattered
END MOVE
(-1 Blood)
Crushed (-1 Heart)
■ Fractured (-1 Mind)
■ Broken (-1 Spirit)

court (2-harm close area ap) reveal what they have seen When you die or retire your character, bestow the
• appear to others as someone you • create a telepathic link between favor of your court upon someone. They can take
have previously touched yourself and another for a scene Faerie Magic and two of your faerie powers
or advance persuade an NPC.
CHARACTER CREATION FAERIE POWERS YOUR COURT
NAME (PICK ONE) choose three: 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
Ava, Brianna, Cesar, Chiko, Chloe, Connor,
Dylan, Elliot, Fahim, Fiona, Lucas, Maeve, ☐ Nature’s Caress the MC what favors they granted you to earn such holdings.
Manuel, Nora, Roman, Salomé, Su-mi, Your touch heals 2-harm, starting with critical harm; wounds
Rachel, Vicente, Yaki close, bones knit back together, etc. You cannot use this power Your court is...
on yourself. ■ baroque and formal
LOOK (PICK AS MANY AS APPLY)
■ savage and unruly

•androgynous,
nonconforming
conforming, shifting,
☐ Wither ■ aloof and cold

•Asian or South Asian, Black, Hispanic/ You can imbue your touch with the power to kill (3-harm
■ mysterious and exotic
Latinx, Indigenous, Middle Eastern, intimate ap). The effect is instantly understood by the target as
White, _____ an attack and leaves behind a nasty mark or scar at the point Your monarch’s standing is represented by…

•colorful clothing, expensive clothing,
messy clothing, revealing clothing of contact. ■ a crown, magically imbued with your court’s royal authority
■ a scepter, forged from the elements of your court
DEMEANOR (PICK ONE) ☐ Glamours ■ a magical aura, unconcealable by even faerie magics
alien, eccentric, seductive, untamed You create illusions to fool the senses. The effects don’t last
■ a seat of power, capable of summoning your entire court
STARTING CHARACTER STATS long, but they are compelling. You cannot disguise or conceal
(Add 1 to one of these) yourself or your actions with these tricks. Your rival is…
Blood -1, Heart 1, Mind 0, Spirit 1 ■ a jealous sibling; you owe them a Debt for their loyalty
☐ Shape Change ■ a former lover; you owe them a Debt for their kindness
STARTING CIRCLES You can change your shape into that of a medium-sized
(Add 1 to one of these) ■ an old mentor; you owe them a Debt for their tutelage
animal for a scene. Up to three people you designate can still
Mortalis 0, Night -1, Power 1, Wild 1 ■ a contemptuous peer; you them a Debt for their patience
understand your speech, but everyone else perceives you to be
STARTING STATUS barking, chirping, etc.
Mortalis 0, Night 0, Power 0, Wild 1

INTRO QUESTIONS
☐ Bedlam
did you leave your homeland?
•Why
You can touch a target to place them in a specific emotional
long have you been in the city?
•How state (your choice) for the scene. Mark corruption to have that

•What do you love most about humanity? emotion directed toward a target of your choosing.
is your closest confidante or lover?
•Who

•What do you desperately need?

STARTING GEAR Gear & Notes INTIMACY


•A comfortable house or apartment,a
decent car, a smartphone When you share a moment
•A relic from your homeland of intimacy—physical or
•A symbol of your court (sun, moon, storm, emotional—with another
winter, spring, etc.)
person, demand a promise
STARTING DEBTS from them. If they refuse you

•Someone disrupted a rare ritual of your or break the promise, they owe
court for personal gain, besmirching your you a Debt.
reputation with your monarch. They owe
you a Debt.
are keeping something hidden on
•You
behalf of someone else from a powerful
member of their Circle. Ask them why.
They owe you a Debt.
entrusted someone with an important
•You
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.

corruption O
TRIGGER: When you break a promise or tell an outright lie, mark corruption.
■ take +1 to any stat (max+3) ■Gach Cumhacht ■Unearthly Grace
■ take +1 to any stat (max+3) You gain the remaining faerie powers. When you use Faerie You get +1 Heart (max +4). When you roll with Heart
■ take a new corruption move Magic, you may no longer choose to suffer harm. and roll a 12+, mark corruption.
■ take a new corruption move
■ take a new corruption move from ■Shrewd Negotiator ■Everyone’s Got One
another archetype or your own When you refuse to honor a Debt, you may mark corruption Touch someone and mark corruption to curse them with an
■ retire your character; they to take a 12+ instead of rolling. elemental vulnerability. All damage from a source you select
may return as a Threat (fire, steel, iron, etc.) is treated as +1 harm and ap.
t
Hunter
the
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?

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


HUNTER MOVES STATUS STATUS STATUS STATUS

CHOOSE THREE:
☐ Slayer ADVANCEMENT
When you keep your cool or let it out on a hunt, roll with Blood instead of Spirit. When you’ve marked all four Circles,
erase the marks and advance.
☐ Deadly
When you inflict harm, inflict harm+1. You cannot choose to reduce this harm.
mortalis Power
☐ Safe House
You have a secure location that you can hole up in. Detail it and choose 3:
• high-tech surveillance equipment night Wild
• a mystical or magical prison
• fortified walls/windows/doors
• a week’s worth of food and water Available at the beginning of play: After five advances, you may select:
• explosives set to blow the place +1 Status (max+1) ■ ■ +1 any Circle (max+3)
+1 Status (max+1) ■ ■ +1 any Circle (max+3)
☐ This Way! +1 Status (max+1) ■ ■ Mortalis Status: 2
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 (you choose). On a miss, a new Hunter move ■ ■ erase a scar
everyone’s safe but you; you’re left behind and the way out is closed to you. a new Hunter move ■ ■ get a workspace
a move from another archetype ■ ■ advance 3 basic moves
☐ Worse Things Out Tonight a move from another archetype ■ ■ advance 3 basic moves
When you persuade an npc by promising to protect them from harm, roll with change your Circle ■ ■ change to a new archetype
Blood instead of Heart.

☐ Prepared for Anything

harm
You have a well-stocked armory, full of modern and ancient weapons. Take another two
custom weapons and select one additional add on for each of your existing weapons. ARMOR

FAINT
SERIOUS

O
CRITICAL

let it out TO ACTIVATE THESE ABILITIES


Scars ■ ■ Shattered (-1 Blood)
Crushed (-1 Heart)
■ Fractured (-1 Mind)
■ Broken (-1 Spirit)
• track someone or something through • jury rig an explosive (3-harm loud fire)
the city with limited information or trail or smoke bomb (s-harm loud smoke) END MOVE
• improvise a weapon (2-harm hand • force a vulnerable foe to flee your When you die or retire your character, give another
messy) or armor (1-armor fragile) presences and deliver a message PC one of your custom weapons and one of your
Hunter moves. Both are theirs for keeps.
CHARACTER CREATION YOUR SOCIETY YOUR ARSENAL
NAME (PICK ONE) You belong to a society of hunters, an affiliation of Create three custom weapons for your hunts; choose a base and two
Abimbola, Amanda, Anwar, Beatrice, Bianca, fellow mortals who stalk dangerous prey to protect add-ons for each weapon.
Christopher, Elora, Eugene, Flaco, Ilyas, the mortal world from the supernatural. Tell your MC
Jason, Jessica, Marcus, Moriko, Patty, Paul, RANGED WEAPONS BASE
to stat up your society as a Size-2, Strength-2 faction
Samuel, Sarah, Sean, Solomon, Susan • Bow (2-harm close/far reload) • SMG (2-harm close autofire loud)
within Mortalis.
LOOK (PICK AS MANY AS APPLY) • Shotgun (2-harm hand/close loud • Pistol (2-harm close loud)

•androgynous, conforming, shifting, WHAT IS YOUR PREY? reload messy) • Rifle (2-harm far loud)
nonconforming ■ vampires who feed on the weak and coerced Add-ons (choose 2 for each weapon):

•Asian or South Asian, Black, Hispanic/ ■ demons who corrupt the good and the just
Latinx, Indigenous, Middle Eastern, • Silenced (-loud) • Blessed (+holy)
White, _____ ■ angels who subjugate the will of the faithful • Big (+1 harm) • High-powered (+1 harm)

•tactical clothing, casual clothing, dark ■ ghosts who plague the lives of the innocent • Semi-automatic (-reload) • Scoped (+far or +1 harm at far)
clothing, dirty clothing ■ wizards who abuse their power and authority • Automatic (+autofire) • Silvered (+silver)
DEMEANOR (PICK ONE) WHAT DID YOU SACRIFICE TO JOIN? • Antique/Ornate (+valuable) • Magically resistant (+cold iron)

•calculating, detached, friendly, volatile
■ my soul, forever tainted by magic ritual HAND WEAPONS BASE
STARTING CHARACTER STATS ■ my family, forever excised from my life • Staff (s-harm hand/close) • Chain (1-harm hand area
(Add 1 to one of these) ■ my childhood, forever lost to my training
Blood 1, Heart 0, Mind 1, Spirit -1 • Whip (1-harm close) exhausting)
■ my body, forever scarred by ceremony • Haft (1-harm hand)
STARTING CIRCLES
(Add 1 to one of these) WHERE DOES YOUR SOCIETY GATHER? Add-ons (choose 2 for each weapon):
Mortalis 1, Night 1, Power 0, Wild -1 ■ a swanky, expensive hotel • Bladed (+1 harm) • Enchanted (+anchored)
■ a dive bar or gambling den • Heavy (+1 harm) • Silvered (+silver)
STARTING STATUS
Mortalis 1, Night 0, Power 0, Wild 0 ■ a union or veteran’s hall • Exclusive (+booby trapped) • Magically resistant (+cold iron)
■ hallowed religious ground • Famed (+reputation) • Blessed (+holy)
INTRO QUESTIONS

•What personal tragedy led you to hunt? • Extendable (+close) • Thick (+s-harm)
long have you been in the city?
•How
impressive kill are you infamous for?
•What

•What do those you hunt call you
behind your back? Gear & Notes INTIMACY
inflicted the wound that
•Who
still haunts you? When you share a moment
of intimacy—physical or
STARTING GEAR emotional—with another
•A shitty apartment, a pick-up truck or person, ask them a question;
muscle car, a cell phone
•A symbol of your society (i.e. tattoo, coin, they must answer it honestly.
inscription) They will ask you a question in
arsenal: 3 custom weapons (detail)
•Your return; answer it honestly or
mark corruption.
STARTING DEBTS

•Someone helps you unwind and keeps
you sane, despite the horrors of your
hunts. You owe them a Debt.
hunts incurred the wrath of a powerful
•Your
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.

corruption O
TRIGGER: When you injure a mortal while pursuing the supernatural, mark corruption.
■ take +1 to any stat (max+3) ■Divided I Stand ■Expecting Company
■ take +1 to any stat (max+3) When you enter a dangerous situation alone, mark Mark corruption to have a backup team of mortal hunters
■ take a new corruption move corruption to advance all your moves and take +1 ongoing to arrive in the scene (3-harm small 1-armor trained) .Mark a
■ take a new corruption move Blood for the scene. second corruption for them to show up in a superior position.
■ take a new corruption move from
another archetype or your own ■Hard to Kill ■Death Wish
■ retire your character; they Mark corruption to gain armor+1 until the end of the scene. If someone nearby is about to suffer harm, mark corruption
may return as a Threat to suffer the harm instead.
t
Imp
the
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.

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


IMP MOVES STATUS STATUS STATUS STATUS

YOU GET THIS ONE:


☑ BUSINESS AS USUAL ADVANCEMENT
When time passes—or at the start of the game—roll with Mind. On a hit, your usual When you’ve marked all four Circles,
operations provide an opportunity to advance one of your schemes or generate a new erase the marks and advance.
scheme, your choice. On a 10+, you also pick 1:
• A loyal customer reveals the secrets of a powerful NPC, your choice. mortalis Power
• An NPC who owes you a Debt appears 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 night Wild
avoided; generate a new scheme with four complications, and the MC will tell you
what terrible fate could befall your ally should you fail to deliver.
AND CHOOSE TWO MORE: Available at the beginning of play: After five advances, you may select:
+1 Status (max+1) ■ ■ +1 any Circle (max+3)
☐ Measure your mark +1 Status (max+1) ■ ■ +1 any Circle (max+3)
When you figure someone out, add the following questions to the list: +1 Status (max+1) ■ ■ +1 any Circle (max+3)
• What pressing need do you have that I can address? a new Imp move ■ ■ Wild Status: 2
• What’s the most valuable thing you’d offer for sale? a move from another archetype ■ ■ advance 3 basic moves
On a miss, ask one from the list, but you come off as suspicious or sleazy, your choice. a move from another archetype ■ ■ advance 3 basic moves
change your Circle ■ ■ get The Devil Inside
☐ Friends in Low Places change your Circle ■ ■ change to a new archetype
When you get a hit while putting a face to a name with a Status-2+ 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 you suffer harm in a scene. At the end of each scene,
clear your Faint harm box.
harm ARMOR

☐ Weasel Words FAINT


When you refuse to honor a Debt by fast-talking your way out of the obligation, roll SERIOUS
with Mind instead of the difference in Status. On a hit—in addition to the normal
effects—mark your debtor’s Circle as though you had honored the Debt. CRITICAL

let it out O TO ACTIVATE THESE ABILITIES

• sniff out a secret stash, even when • teleport into your establishment
Scars ■ ■ Shattered
END MOVE
(-1 Blood)
Crushed (-1 Heart)
■ Fractured (-1 Mind)
■ Broken (-1 Spirit)

expertly concealed or hidden from any distance or position When you die, one of your schemes comes to fruition,
• infiltrate a hostile area by appearing • inflict 4-harm (ap) on an unsuspecting but someone else reaps the rewards. Choose
unworthy of concern target who underestimates you someone to benefit from the plans you put in
motion; select a payout for them.
CHARACTER CREATION YOUR ESTABLISHMENT YOUR SCHEMES
NAME (PICK ONE) You once served a powerful demon, but you seized upon a Schemes are risky deals and shady cons designed to expand your
Argent, Babar, Barnaby, Casper, Cash, loophole—a contract that led to your establishment—and won business. When you generate a scheme, choose (and mark) a
Doyle, Eve, Gilly, Hamish, Isa, Jezebel, Jun, your freedom. Now you cater to supernatural clientele from primary Circle, one of your services, and two complications—the
Lina, Mishka, Nat, Rory, Sabine, Sai, Taryn, all four Circles, securing your place in this world...for now. By MC will tell you what opportunity you’ve seized upon. When you
Zachariah
default, your establishment has a permanent location, a small accomplish a scheme, select two boons and a payout; the MC will
LOOK (PICK AS MANY AS APPLY) but loyal staff, and many regular customers. detail how they arrive. Generate a scheme whenever a boon or a

•androgynous, conforming, shifting, move tells you to generate a new scheme.
nonconforming Choose two services you offer:

•Asian or South Asian, Black, Hispanic/ ■ Cleaning up gruesome or illegal messes COMPLICATIONS:
Latinx, Indigenous, Middle Eastern,
White, _____ ■ Holding or transporting otherworldly creatures • you promised someone involved something you don’t yet have

•flashy clothing, formal clothing, uniform ■ Appraising and selling magical objects • you require an unreliable or untrustworthy co-conspirator
clothing, underdressed clothing ■ Creating forgeries, disguises, and stolen identities • you must fool a powerful and dangerous NPC
DEMEANOR (PICK ONE) ■ Operating a gathering place or place of power • you need to steal something from a secure location
shrewd, charming, frenzied, beleaguered
Choose two assets you’ve acquired over the years: • you need to wait for a predetermined time or event
STARTING CHARACTER STATS ■ A skilled bodyguard or bouncer to provide security • you have attracted the attention of dangerous opposition
(Add 1 to one of these) ■ A high-tech surveillance system and impenetrable vault BOONS:
Blood -1, Heart 1, Mind 1, Spirit 0
■ A moving or hidden location to which only you control access • attract new business; generate a new scheme
STARTING CIRCLES ■ A magical dead zone secured by wards and ritual • pay down your debts; cancel a Debt you owe
(Add 1 to one of these) ■ A powerful and loyal regular in another Circle • throw your weight around; take a Debt on an NPC
Mortalis 0, Night 1, Power -1, Wild 1
Choose two troubles that plague your business: • grow your reputation; mark a Circle affected by the deal
STARTING STATUS
Mortalis 0, Night 0, Power 0, Wild 1 ■ A dangerous competitor edging in on your market PAYOUTS
■ A hard-to-move acquisition attracting unwanted attention Available at the start of play: After 4+ payouts:
INTRO QUESTIONS ■ A besmirched reputation complicating any new deals
did you escape your servitude?
•How ■ +1 any Circle (max+3) ■ +1 any Circle (max+3)
long have you been in the city?
•How ■ A demonic ex-liege seeking your immediate return ■ hire Fiendish Underlings ■ +1 Status (max+2)
do you call family in the city?
•Who ■ A severe state of disrepair endangering your staff ■ acquire an arsenal ■ acquire a legendary weapon
do you turn to when you’re in trouble?
•Who
did you scam that still holds a grudge?
•Who ■ acquire a new asset ■ acquire a sanctum
■ acquire a new asset ■ acquire faerie magic
STARTING GEAR ■ resolve a trouble ■ retire your character to safety
upscale house or apartment, a car or
•An
utility van, a smartphone
•A sentimental gift from a family member
•A ritual object binding you to this realm Gear & Notes INTIMACY
(eg. the first dollar spent at your business)
When you share a moment
STARTING DEBTS of intimacy—physical or

•Someone is a consistent patron or
customer of your establishment, regularly emotional—with another
relying on you for your services or person, promise to get them
assistance. They owe you 2 Debts. something they want without
offered someone work when no one
•You asking for anything in return;
else would give them the time of day. Ask give them a Debt and take +1
them if it worked out in your favor. They
owe you a Debt either way. ongoing to getting what you’ve
partner with someone on your
•You promised them.
schemes, both of you profiting in equal
measure. You owe each other 2 Debts.

corruption O
TRIGGER: When you make a deal that endangers your family, friends, or community, mark corruption.
■ take +1 to any stat (max+3) ■This Is How I Win ■Sweeten the Deal
■ take +1 to any stat (max+3) When you put out the word you need something to your When you persuade an NPC with a deal tilted heavily in their
■ take a new corruption move Circle, mark corruption to take a 12+ instead of rolling. Mark favor, mark corruption to take a 12+ instead of rolling.
■ take a new corruption move corruption to give the seller a Debt instead of whatever price
■ take a new corruption move from is asked of you when the thing arrives. ■On the Shit List
another archetype or your own Mark corruption to declare someone an enemy of your
■ retire your character; they ■Dirty Money people; others of your kind will gaslight, antagonize, or
may return as a Threat When you complete a scheme, mark corruption to take all worse. Until you say otherwise, advance mislead, distract,
four boons instead of just two. or trick for anyone targeting them.
t
Oracle
the
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.

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


ORACLE MOVES STATUS STATUS STATUS STATUS

CHOOSE TWO:
☐ Psychometry ADVANCEMENT
When you examine an interesting object, roll with Spirit. On a hit, ask the MC questions When you’ve marked all four Circles,
from the list below. On a 10+, ask 3. On a 7-9, ask 1: erase the marks and advance.
• what is the history of this object? • what secrets or mysteries has this
• what bans, wards, or limits are object been privy to? mortalis Power
attached to this object? • what strong emotions have most
• where does this object belong? recently been near this object?
On a miss, the emotion of the object overwhelms you, take -1 ongoing for the scene. night Wild
☐ 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: Available at the beginning of play: After five advances, you may select:
• what are you thinking about right now? • what secrets are you currently keeping? +1 Status (max+1) ■ ■ +1 any Circle (max+3)
• who or what are you protecting? • what is your hidden pain? +1 Status (max+1) ■ ■ +1 any Circle (max+3)
On a miss, you inflict 1-harm (ap) on them and yourself. +1 Status (max+1) ■ ■ Power Status: 2
a new Oracle move ■ ■ get a sanctum
☐ Dual Loyalty a new Oracle move ■ ■ advance 3 basic moves
You are known as an ally to the mortal world; take Mortalis as a second Circle. You a move from another archetype ■ ■ advance 3 basic moves
can earn up to Status-2 in Mortalis and—assuming you have at least Status-1—make a move from another archetype ■ ■ change to a new archetype
one city move each faction turn using your new status. When time passes, the MC will change your Circle ■ ■ retire your character to safety
tell you what mortal trouble lands on your doorstep, looking to you for help...
☐ Soothsayer

harm
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+, ARMOR
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. FAINT
☐ Foresight SERIOUS
Advance keep your cool for any or all characters you choose in your presence, CRITICAL

O
including yourself.

Scars ■ ■ Shattered (-1 Blood) ■ Fractured (-1 Mind)


let it out TO ACTIVATE THESE ABILITIES Crushed (-1 Heart) ■ Broken (-1 Spirit)

• look into the recent past or coming • frighten or impress someone with END MOVE
future of a place or object nearby knowledge of their past When you die or retire your character, choose a PC and an
• twist the strands of fate to help or • channel a powerful prophecy from option from Foretellings. If you issue a warning before
hinder an NPC in your presence beyond concerning a present character you pass, they take +1 ongoing to avoid fate; if you
don’t, they take -1 ongoing instead.
CHARACTER CREATION YOUR BENEFACTOR FORETELLINGS
NAME (PICK ONE) You have a benefactor, a powerful NPC whose fate is intertwined with your own; you Before each faction turn—or at the start
Daniel, Dodona, Elijah, George, Hala, came into their service as a result of your prorphetic visions, but they now demand more of the game—roll with Spirit. On a hit,
Humphrey, Joel, Jonathon, Joaquin, and more from you and your powers. Name their Circle—Mortalis, Night, Power, or pick one of the options below; the MC
Kami,Khan,Malachi, Maria, Martha, Maximus, Wild—and choose the prophecy that binds you together, two strengths, and two flaws: will tell you whose future you see. On a
Olivia, Penelope, Pythia, Saira, Sonam
10+, you instead choose the character
LOOK (PICK AS MANY AS APPLY) NAME:
the vision concerns.

•androgynous, conforming, shifting, CIRCLE: • A dangerous threat is closing in; the
nonconforming

•Asian or South Asian, Black, Hispanic/ MC will tell you why it stalks them
YOUR PROPHECY:
Latinx, Indigenous, Middle Eastern, • An ally is plotting a betrayal; the MC
White, _____ ■ They alone can guide you to your true destiny and purpose
will tell you when the hammer will fall
clothing, casual clothing, revealing
•dirty ■ They alone can protect you from a dark fate you have foreseen
clothing, colorful clothing • A tragedy lurks in the shadows; the
■ They.alone can destroy a uniquely evil foe within their own Circle
MC will tell you how they can avoid it
DEMEANOR (PICK ONE) ■ They alone must play a critical role in the war against a coming darkness
distant, manipulative, paranoid, soothing
On a miss, you instead receive a
STRENGTHS terrifying premonition about someone
STARTING CHARACTER STATS ■ they are Status-3 member of their Circle close to you; take -1 ongoing to efforts
(Add 1 to one of these) ■ they speak truthfully and honor their word you make to stop it from coming to pass.
Blood 0, Heart -1, Mind 1, Spirit 1
■ they wield significant supernatural power
STARTING CIRCLES ■ their minions are disciplined and loyal
(Add 1 to one of these)
Mortalis 1, Night -1, Power 1, Wild 0 FLAWS
■ they are terrifyingly violent and cruel
STARTING STATUS
Mortality 0, Night 0, Power 1, Wild 0 ■ they have defenses against your sight
■ they are at war with powerful enemies
INTRO QUESTIONS ■ they are madly in love with you
old were you when your visions began?
•How
long have you been in the city?
•How Ask the MC what life your benefactor has provided for you after you make your
did you originally convince your
•How
benefactor to trust you and your visions? choices. Their continued largesse depends on how well you serve their interests.
seeks to sway you from your service?
•Who
signs hint your propehcy grows near?
•What 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
STARTING GEAR have right now. On a 10+, the support they give is abnormally useful. On a miss, they
Everything provided by your benefactor
(detail), and two sets of prophetic tools: reveal you overlooked something that greatly injured their Status; they are determined to
■ Divining objects (i.e. tarot deck, remind you of their power over you before they even consider your request.
crystal ball, set of runes, etc.)
■ Ritual instruments (i.e. an
athame, a pentacle, etc.) Gear & Notes INTIMACY
■ Rare tomes and grimoires (i.e.
lost scrolls, secret books, etc.) When you share a moment
of intimacy—physical or
STARTING DEBTS emotional—with another

•Someone helps decipher your visions with
unique insights. You owe them 2 Debts. person, you gain a specific and
had a dark vision about someone, but
•You clear vision about that person’s
gave bad guidance. You owe them a Debt. future. Mark corruption to ask

•Someone interfered with your destiny. the MC up to two followup
They owe you a Debt. Tell them if you’ve questions; they must answer
forgiven them—they owe you another Debt
if you still hold a grudge for their actions. honestly.

corruption O
TRIGGER: When you offer a false prophecy—or lie about the details of a true one—mark corruption.
■ take +1 to any stat (max+3) ■Empath ■Dark Fate
■ take +1 to any stat (max+3) When you figure someone out, skim the surface, or use Mark corruption when nearby someone to pronounce a potent or
■ take a new corruption move psychometry, mark corruption to ask any questions you’d impressive curse upon them. Mark corruption again to obscure
■ take a new corruption move like, not limited to the lists. your role in the curse or ensure the curse lasts for a long time.
■ take a new corruption move from
another archetype or your own ■I, All-Seeing ■Eyes That Burrow
■ retire your character; they Mark corruption and suffer 1-harm (ap) to have a vision about Mark corruption to lock eyes with someone and force
may return as a Threat the situation at hand. Ask the MC a question; they will answer them to be still for as long as you maintain the gaze. Mark
it honestly. Take +1 ongoing to act on the information provided. corruption again to make them forget the experience.
t
Spectre
the
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.

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


SPECTRE MOVES STATUS STATUS STATUS STATUS

YOU GET THIS ONE:


☑ MANIFEST ADVANCEMENT
Regular people can’t sense or interact with you unless you manifest; supernatural When you’ve marked all four Circles,
creatures and perceptive mortals usually know you’re present, but can’t affect you erase the marks and advance.
without magical tools or special powers. If you wish, you can manifest by spending a
few quiet moments concentrating—choose 2: mortalis Power
• You can be heard
• You can be seen
• You can touch and be touched night Wild
You may mark trauma to instead choose 1 or all 3.
AND CHOOSE TWO MORE:
Available at the beginning of play: After five advances, you may select:
☐ Won’t Be Ignored +1 Status (max+1) ■ ■ +1 any Circle (max+3)
When you get in someone’s way, take a 10+ instead of rolling. If you mislead, +1 Status (max+1) ■ ■ +1 any Circle (max+3)
distract, or trick someone with an obvious supernatural display, roll with Spirit +1 Status (max+1) ■ ■ Night Status: 2
instead of Mind. a new Spectre move ■ ■ erase a scar
a new Spectre move ■ ■ advance 3 basic moves
☐ Ghost Town a move from another archetype ■ ■ advance 3 basic moves
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 a move from another archetype ■ ■ move on through to the other side
they are dangerous or lost, your choice. change your Circle ■ ■ change to a new archetype

☐ 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
harm ARMOR

to escape. On a miss, you—and whoever you brought with you—end up caught in the FAINT
dangerous space between the worlds of the living and the dead. SERIOUS
☐ Conduit CRITICAL

O
Advance let it out for all characters in your presence, including yourself.

Scars ■ ■ Shattered (-1 Blood) ■ Fractured (-1 Mind)


let it out TO ACTIVATE THESE ABILITIES Crushed (-1 Heart) ■ Broken (-1 Spirit)

• instantaneously travel to one of your • let loose a psychic blast of ectoplasmic END MOVE
anchors, no matter the distance energy (2-harm near area ap) When your spirit passes on permanently to the
• take control of a machine or vehicle • follow an ordinary mortal—no matter other side, any characters present gain +1
by possessing its mechanical form where they go Spirit (max+3).
CHARACTER CREATION TRAUMA ANCHORS
NAME (PICK ONE) Your sense of self has been shattered by your death, leaving you You have several anchors that bind you to this existence:
Bert, Cathy, Clarita, Clark, Davis, Emily, traumatized. You begin each session with 2-trauma marked, but important places, people, or objects that keep you from moving
Eric, Grace, Grey Light, Hiro, Isabelle, Joy, can clear it via trauma moves. If you ever fill your trauma track, on to the other side. You might have an opportunity to resolve
Karl, Mohammed, Moises, Monica, Patricia, the MC may call for you to make a trauma move at any time. an anchor and put it to rest, but anchors can also be destroyed
Rebecca, Thomas, Yuri
The first time you take harm in a scene, mark trauma; when you by the malicious or careless.
LOOK (PICK AS MANY AS APPLY) fill up on harm, your corpus is scattered and dispersed. Mark • When one of your anchors is in danger, mark trauma and

•androgynous, conforming, shifting, take a +1 ongoing to all moves until you see it to safety.
nonconforming trauma to reform in a few days at one of your anchors, or mark

•Asian or South Asian, Black, Hispanic/ 3-trauma to reform immediately at an anchor of the MC’s choice. • When you resolve an anchor, you can erase a corruption
Latinx, Indigenous, Middle Eastern, advance; when an anchor is destroyed or ruined, fill your
White, _____ LASH OUT trauma track and take a corruption advance.

•blood-stained clothing, dark clothing,
everyday clothing, vintage clothing When you lash out at an NPC in furious anger, roll with • If your last anchor is ever resolved, you move on through to
Blood. On a hit, clear your trauma track and inflict harm the other side; if your last anchor is ever destroyed or ruined,
DEMEANOR (PICK ONE) as established. On a 7-9, your violence is undirected and wild; so are you.
antiquated, confused, meek, volatile
it leaves you vulnerable, gets out of hand, or causes some
STARTING CHARACTER STATS collateral damage, MC’s choice. On a miss, you completely lose CHOOSE 4:
(add 1 to one of these) control of your ectoplasmic form; mark corruption. ■ a family member or inheritor, unaware
Blood 1, Heart 0, Mind -1, Spirit 1 of your continued existence
COMMUNE WITH ANCHORS ■ a witness to your death or legacy,
STARTING CIRCLES When you commune with one of your anchors, roll with
(Add 1 to one of these) bound to you by chance or fate
Mortalis 0, Night 1, Power 1, Wild -1 Spirit. On a hit, the proximity of your anchor soothes your ■ a friendly household pet, constant companion in your unlife
fractured psyche; clear 2-trauma. On a 10+, your communion ■ a beloved possession of your youth,
STARTING STATUS reveals a way the anchor might be resolved; clear your
Mortalis 0, Night 1, Power 0, Wild 0 passed down to a new owner
trauma track. On a miss, you only clear 1-trauma as ■ a marker of your success in life, now claimed by another
INTRO QUESTIONS something threatening the anchor interrupts your mediation ■ an item related to your death, grimly

•What memories do you still hold of your
death? at a crucial moment. marking your violent end
long have you been in the city?
•How ■ a location of personal importance, a reminder of a past love
looks after you when your trauma
•Who ■ a space you used to live or work, abandoned by the world
overwhelms you?

•What place in the city still makes you
feel alive?

•Which of your anchors has been mostly
recently threatened? Gear & Notes INTIMACY
STARTING GEAR When you share a moment
Whatever was on your person when you
died, albeit spiritual versions of each of intimacy—physical or
emotional—with another
STARTING DEBTS person, you hold 1 and clear

•Someone, or someone’s progenitor, was 1-trauma. Whenever they get
involved in your death. They owe you a Debt. into trouble, you can spend

•Someone is actively watching over one of
your anchors. Ask them why they agreed to your hold to be there.
keep it safe. You owe them 2 Debts.

•Someone almost destroyed one of your
anchors once, perhaps by accident. Ask
them what happened They owe you 2 Debts.

corruption O
TRIGGER: When you witness a scene of violence or victimization and do nothing, mark trauma and corruption.
■ take +1 to any stat (max+3) ■Possession ■Nightmare
■ take +1 to any stat (max+3) Mark corruption to possess a weak-minded person (MC’s call) Mark corruption to enter the dreams of someone sleeping
■ take a new corruption move in your presence; clear a trauma for each “normal” human in your presence. While you’re there, you can interact with
■ take a new corruption move experience—eating a meal, shopping for clothes, etc.—you them and their dreams as if they were spirits as well.
■ take a new corruption move from engage in while controlling their body.
another archetype or your own ■Telekinesis
■ retire your character; they ■Siphon You can move and lift small objects at a distance by
may return as a Threat Mark corruption to reach into someone’s body, inflict 2-harm concentrating. Mark corruption to move an object up to the
(ap) on them, and clear your harm track. size of a car.
t
Sworn
the
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...

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


SWORN MOVES STATUS STATUS STATUS STATUS

CHOOSE TWO:
☐ Protect and Serve ADVANCEMENT
When you read a charged situation, roll with Mind. On a hit, ask the MC questions; When you’ve marked all four Circles,
take +1 when you act on the answers. On a 10+, ask 2. On a 7-9, ask 1. erase the marks and advance.
• where’s my escape route / way in / way past?
• which enemy is most vulnerable to me? mortalis Power
• what should I be on the lookout for?
• what’s my enemy’s true position?
• who here can’t be trusted? night Wild
On a miss, you recognize a weakness in your own position or preparations you should
have seen coming.
Available at the beginning of play: After five advances, you may select:
☐ Hard to Shake +1 Status (max+1) ■ ■ +1 any Circle (max+3)
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 +1 Status (max+1) ■ ■ +1 any Circle (max+3)
it quickly or lose the trail. On a miss, your prey leads you exactly where they want you; +1 Status (max+1) ■ ■ +1 any Circle (max+3)
brace yourself for the closing jaws of the trap. a new Sworn move ■ ■ erase a scar
a new Sworn move ■ ■ advance 3 basic moves
☐ Devious a move from another archetype ■ ■ advance 3 basic moves
Take +1 Mind (max+3). a move from another archetype ■ ■ change to a new archetype
Power Status: 2 ■ ■ retire your character to safety
☐ 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

harm
an additional question about the person or place in question, even on a miss.
ARMOR
☐ Chess Not Checkers
When you turn to violence with any kind of advantage—numbers, position, surprise,
etc.—add the following option to the list you can choose from on a 10+: FAINT
• you force your target to choose a different option from their list
SERIOUS
CRITICAL

let it out O TO ACTIVATE THESE ABILITIES

• shatter a magical spell, illusion, or • strike with a blast of elemental


Scars ■ ■ Shattered
END MOVE
(-1 Blood)
Crushed (-1 Heart)
■ Fractured (-1 Mind)
■ Broken (-1 Spirit)

enchantment with a touch energy (3-harm close/near loud) When you die or retire your character, offer your
• weather a terrible blow or elemental • force someone to answer your weapon to the person you trust the most. If they
danger with minimal injury questions truthfully for a scene accept, bind them to three vows from your
list as if they had sworn an oath to you.
CHARACTER CREATION THE OATH
NAME (PICK ONE) You’ve sworn an oath to serve an influential faction of Power, an organization that relies on you
Daniel, Dodona, Elijah, George, Hala, to protect its members, punish its enemies, and defend its holdings.
Humphrey, Joel, Jonathon, Joaquin,
Kami,Khan,Malachi, Maria, Martha, Maximus, YOUR MASTERS YOU ARE CHARGED WITH:
Olivia, Penelope, Pythia, Saira, Sonam You serve (choose one): (Choose two)
LOOK (PICK AS MANY AS APPLY) ■ an abbey of prescient oracles ■ protecting and policing their members

•androgynous, conforming, shifting, ■ a council of haughty wizards ■ recovering lost artifacts and tomes
nonconforming ■ an order of secret immortals ■ uncovering their threats and enemies

•Asian or South Asian, Black, Hispanic/
Latinx, Indigenous, Middle Eastern, ■ a academy of religious scholars ■ destroying those who would thwart them
White, _____ ■ a covenant of earthbound deities ■ negotiating with their allies and vassals

•expensive clothing, disheveled clothing,
casual clothing, ritual clothing 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.
DEMEANOR (PICK ONE)
cunning, emotional, obsessive, stoic
Your Vows
STARTING CHARACTER STATS When you break one of your vows, mark corruption. When you take a corruption advance, cross out one of your
(Add 1 to one of these) vows—it no longer binds you. If you strike out every vow, your oath is broken—change playbooks immediately.
Blood 1, Heart -1, Mind 1, Spirit 0
You must… (choose 5):
STARTING CIRCLES ■ ...never trespass on another’s property ■ ...always avoid collateral damage
(Add 1 to one of these) ■ ...never strike the first blow ■ ...always protect members of Power from harm
Mortalis -1, Night 0, Power 1, Wild 1
■ ...never lie about your identity or purpose ■ ...always thwart the enemies of your masters
STARTING STATUS ■ ...never reveal your faction’s secrets ■ ...always seize that which your masters desire
Mortality 0, Night 0, Power 1, Wild 0

INTRO QUESTIONS YOUR LEGENDARY WEAPON


did you swear your oath?
•Why
long have you been in the city?
•How Your masters have given you a weapon (3-harm holy anchored) to wield in their name, a legendary artifact of an age long lost.
trained you in the ways of your order?
•Who Choose one:

•What marks you as different from the ■ a sword wielded by rightful kings (figure someone out) ■ a knife cut from demonic steel (mislead, distract or trick)
masters you serve?

•Whose disappearance are you investigating? ■ a hammer stolen from heaven itself (let it out) ■ an axe forged in the blood of gods (turn to violence)
■ a staff imbued with stealthy sorcery (escape a situation) ■ a spear blessed by otherworldly magic (keep your cool)
STARTING GEAR
A luxurious house or apartment, a fancy So long as you bear this legendary armament, advance the named move. But your weapon—like your oath—is bound to your
car, an expensive smartphone loyalty. If your oath is broken, the weapon will be lost to you, even betraying you to ensure it exits your service.
One backup weapon of choice
■ 9mm Beretta (2-harm close loud)
■ Hunting Knife (2-harm
hand concealable) Gear & Notes INTIMACY
■ Sawed-off shotgun (2-harm
close reload concealable)
When you share a moment
of intimacy—physical or
STARTING DEBTS emotional—with another

•Someone gives you info about a Circle you person, tell them if they matter
don’t understand. You owe them a Debt. more than your Oath. If you say
secretly helped someone get justice
•You
for a wrong done upon them. They owe they do, mark corruption and
you a Debt. Tell them why you helped. they hold 1; they can spend the
service forced you to punish or kill
•Your hold at any time to summon you
someone’s ally or friend on behalf of your to their location.
masters. You owe them a Debt.

corruption O
TRIGGER: When you break one of your vows or work against your masters, mark corruption.
■ take +1 to any stat (max+3) ■Ahead of the Game ■Student of the Arts
■ take +1 to any stat (max+3) You get +1 Mind (max+4). Whenever you roll with Mind Choose three Spells. Mark corruption to gain two hold you
■ take a new corruption move and roll a 12+, mark corruption. can use to cast those spells.
■ take a new corruption move
■ take a new corruption move from ■Stool Pigeons ■Infernal Affairs
another archetype or your own Mark corruption to roll with Mind instead of Status when When you turn to violence, you may mark corruption to take
■ retire your character; they you consult your contacts in another Circle. On a miss, a 12+ instead of rolling.
may return as a Threat mark corruption again—then choose to either answer the
questions honestly or lose the contact.
t
Tainted
the
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...

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


TAINTED MOVES STATUS STATUS STATUS STATUS

☑ THE DEVIL INSIDE


When you assume your demon form, roll with Blood. On a 10+, pick 3. On a 7-9, ADVANCEMENT
pick 2. On a miss, pick 1 and give your patron a Debt...or go without your form. When you’ve marked all four Circles,
• +demonic weapon (3-harm hand or 2-harm close) • gain armor+1 erase the marks and advance.
• +demonic movement (flight, flaming motorcycle, etc.) • heal 2-harm
• +demonic senses (infared sight, smell lies, etc.) • take +1 forward
If you’re working a job for your patron, pick 1 more. If you mark corruption, pick 1 more.
mortalis Power
CHOOSE TWO MORE:
night Wild
☐ 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. Available at the beginning of play: After five advances, you may select:
☐ Tongued and Silver +1 Status (max+1) ■ ■ +1 any Circle (max+3)
When you figure someone out by tempting them with power, roll with Heart +1 Status (max+1) ■ ■ +1 any Circle (max+3)
instead of Mind. +1 Status (max+1) ■ ■ Wild Status: 2
a new Tainted move ■ ■ gain Fiendish Underlings
☐ Dark Bargain a new Tainted move ■ ■ erase a job from your contract
When you seal a bargain with someone in smoke and blood, roll with Heart. On a hit, a move from another archetype ■ ■ advance 3 basic moves
you infuse the agreement with demonic force. On a 10+, pick 2. On a 7-9, pick 1. a move from another archetype ■ ■ advance 3 basic moves
• All parties intuitively know if the deal is being honored. change your Circle ■ ■ change to a new archetype
• 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.
☐ Cold as Ice
Take +1 Blood (max +3)
harm ARMOR

☐ Tough as Nails FAINT


You get 1-armor. Blessed or holy sources ignore your armor. Weapons designed SERIOUS
to stun or impair you have no effect.
CRITICAL

let it out O
• imbue your touch with demonic
TO ACTIVATE THESE ABILITIES

• move through or past a physical


Scars ■ ■ Shattered
END MOVE
(-1 Blood)
Crushed (-1 Heart)
■ Fractured (-1 Mind)
■ Broken (-1 Spirit)

corruption (2-harm intimate ap) obstacle created by mortal hands When you die, cash in all the Debts your patron owes
• impress, dismay, or frighten someone • summon your dark patron’s attention you to come back, healing all harm. If you have
with a display of demonic fury directly on your location none, your patron asks someone else to pay
the Debt for you. If they refuse, time’s up.
CHARACTER CREATION DEMONIC JOBS DEMON FORM
NAME (PICK ONE) Your dark patron keeps you on Earth for a reason. Choose two Since your patron claimed your soul, you have a new look: a
Alfred, Alma, Catarina, Dawa, Fahad, jobs from the list below: demon form. Pick as many as apply from the lists below:
Father Luke, Iris, Jake, Jeremiah, Kaito, • Head: horns, flames, spikes, halo, smoke
Kyo, Lana, Landon, Latifah, Nabhi, Nadia, Collecting souls, tracking down rogue demons, delivering • Hands: claws, bones, flames, pincers
Ophelia, Shiro, Tamali, Yuina
threats and messages, guarding someone or something, • Wings: feathers, leather, none
LOOK (PICK AS MANY AS APPLY) assassinating your patron’s enemies, brokering demonic • Skin: chitinous, rocklike, misty

•androgynous, conforming, shifting, contracts, hiding demonic contraband, operating a demonic • Eyes: glowing, burning, empty, smoky, none
nonconforming

•Asian or South Asian, Black, Hispanic/ establishment
Latinx, Indigenous, Middle Eastern,
White, _____ When you complete a job for your patron, mark Wild. Your
clothing, expensive clothing, formal
•dirty
clothing, trendy clothing patron owes you a Debt for every job completed. You can cash
in a Debt with your Patron in order to have them:
DEMEANOR (PICK ONE) • answer a question honestly
corporate, detached, paranoid, unstable
• arrange a meeting with an NPC from Wild
STARTING CHARACTER STATS • grant you a worthy boon or useful gift
(Add 1 to one of these) • erase a Debt they hold on someone
Blood 1, Heart 1, Mind -1, Spirit 0
• give you a Debt they have on someone else
STARTING CIRCLES
(Add 1 to one of these) Your patron holds 3 Debts on you. They may offer you the
Mortalis 1, Night -1, Power 0, Wild 1
chance to buy your freedom, but Debts alone won’t be enough.
STARTING STATUS At any time, your patron may cash in any Debts you owe
Mortalis 0, Night 0, Power 0, Wild 1 them—1-for-1—to inflict corruption on you.
INTRO QUESTIONS
did you trade away your soul?
•Why
long have you been in the city?
•How

•Which fellow demonic agent do you loathe?
do you cope with your demonic
•How
Gear & Notes INTIMACY
dreams and hungers? When you share a moment

•What do you desperately need?
of intimacy—physical or
STARTING GEAR emotional—with another
A house or apartment, a car, a smartphone. person, they give you a Debt
One brutal weapon of choice: they hold on someone else.

•Collapsible baton (2-harm hand conceal)

•9mm Beretta (2-harm close loud)

•Pump shotgun (3-harm close loud messy)

•Sword (3-harm hand messy)

STARTING DEBTS

•You’re protecting someone from a dark
power, a rival and enemy of your demonic
patron. Your ward 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.
hurt or killed someone’s good friend
•You
or ally on your demonic patron’s orders.
You owe them a Debt.

corruption O
TRIGGER: When you persuade someone on your patron’s behalf, mark corruption.
■ take +1 to any stat (max+3) ■Just Below the Surface ■From Hell
■ take +1 to any stat (max+3) Mark corruption to assume your demon form without a roll Mark corruption to have your patron send a gang of
■ take a new corruption move and gain all the options listed. demons to work on your behalf for a scene (2-harm small
■ take a new corruption move 2-armor demonic).
■ take a new corruption move from ■Not to Be Denied
another archetype or your own Mark corruption to make their result a miss (after rolling) when ■Fringe Benefits
■ retire your character; they someone refuses to honor a Debt you’ve cashed in on them. Mark corruption to make an additional city move when
may return as a Threat time passes; if you use your Circle status for the move, add
+1 to your roll.
t
Vamp
the
Strong, fast, eternal in age, and insatiable in hunger, the vampire is a
pure, unadulterated predator. They are a monster, a twisted reflection of
the person they once were, doomed to walk the earth and feed their hungers.
Keep your distance.

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


VAMP MOVES STATUS STATUS STATUS STATUS

YOU GET THIS ONE:


☑ ETERNAL HUNGER ADVANCEMENT
You hunger for human blood, flesh, or emotions, pick one. When you feed on When you’ve marked all four Circles,
someone, roll with Blood. On a 10+, all 3. On a 7-9, choose 2: erase the marks and advance.
• You heal 1-harm or take +1 forward
• You learn a secret about your prey mortalis Power
• Your prey doesn’t suffer 3-harm (ap)
On a miss, your hunger gets the best of you, and everyone suffers.
night Wild
AND CHOOSE TWO MORE:
☐ Haven
You have a safe place, secure from outside dangers. It has emergency rations, a few Available at the beginning of play: After five advances, you may select:
ghouls, and an escape vector. When someone willingly comes to your Haven, they +1 Status (max+1) ■ ■ +1 any Circle (max+3)
enter your Web. +1 Status (max+1) ■ ■ +1 any Circle (max+3)
+1 Status (max+1) ■ ■ Night Status: 2
☐ Cold-Blooded a new Vamp move ■ ■ erase a scar
When you keep your cool by flaunting mortal social conventions and expectations, roll
with Blood instead of Spirit. a new Vamp move ■ ■ advance 3 basic moves
a move from another archetype ■ ■ advance 3 basic moves
☐ Keep Your Friends Close a move from another archetype ■ ■ retire your character to safety
When you figure someone out by helping them indulge their vices, roll with Blood change your Circle ■ ■ change to a new archetype
instead of Mind.
☐ Irresistible

harm
Take +1 Heart (max+3)
ARMOR
☐ In the Neighborhood
When you hit the streets with someone who owes you a Debt, you can cash in the
Debt before rolling to add +3 to your roll. FAINT
SERIOUS
CRITICAL

let it out O TO ACTIVATE THESE ABILITIES

• create an opportunity to escape, • extend your vampiric senses for a


Scars ■ ■ Shattered
END MOVE
(-1 Blood)
Crushed (-1 Heart)
■ Fractured (-1 Mind)
■ Broken (-1 Spirit)

ignoring all mortal bindings short period of time When you die, name the person you hold most
• perform a fantastic feat of vampiric • display your dominance; low-status responsible; your agents and allies relentlessly
strength or agility NPCs flee, PCs must keep their cool pursue them until “justice” is served.
CHARACTER CREATION YOUR WEB trapped in your web
NAME (PICK ONE) When someone comes to you to ask for
Adel, Ash, Bilal, Clara, Cleopatra, Damon, a favor, look for advice/info, or threaten
Danielle, Hadier, Isa, Joseph, Klaus, your interests, they enter your Web and
Leanne, Marta, Maximillian, Monique, owe you a Debt...even if you don’t offer
Nathaniel, Orion, Salim, Reginald, Zoe
them anything in return. People leave
LOOK (PICK AS MANY AS APPLY) your Web only when they no longer owe

•androgynous, conforming, shifting, you a Debt.
nonconforming

•Asian or South Asian, Black, Hispanic/
Latinx, Indigenous, Middle Eastern, When someone is in your Web, you gain
White, _____ the following when dealing with them:

•concealing clothing, formal clothing,
ordinary clothing, vintage clothing • Get +1 ongoing to lend a hand or get
in the way of their efforts
DEMEANOR (PICK ONE) • Add this option to figure someone out:
antiquated, feral, seductive, volatile
“What is your character’s true hunger?”
STARTING CHARACTER STATS • Advance persuade an NPC when
(Add 1 to one of these) spend a Debt with them before rolling
Blood 1, Heart 1, Mind 0, Spirit -1

STARTING CIRCLES When time passes—or at the start of the


(Add 1 to one of these) game—choose someone in your Web and
Mortalis 1, Night 1, Power -1, Wild 0
learn a secret about them that they’d
STARTING STATUS rather keep buried. Mark corruption to ask
Mortalis 0, Night 1, Power 0, Wild 0 a followup question about the answer.
INTRO QUESTIONS

•When did you become a vampire?
long have you been in the city?
•How
do you keep your cravings in check?
•How

•Where do you spend your days and nights? Gear & Notes INTIMACY
scheme are you invested in right now?
•What
When you share a moment
STARTING GEAR of intimacy—physical or
A secluded apartment, a comfortable car, emotional—with another
a smartphone. person, tell them a secret about
One stylish weapon of choice:
Colt Double Eagles (3-harm close loud)
•Dual yourself or owe them a Debt.

•Sword (3-harm hand messy) Either way, they enter your Web

•Walther PPK (2-harm close reload and owe you a Debt.
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
their attacks, but your betrayer owes you
a Debt; add them to your Web.

corruption O
TRIGGER: When you feed on an unwilling victim, mark corruption.
■ take +1 to any stat (max+3) ■True Hunter ■Blood Magic
■ take +1 to any stat (max+3) Mark corruption when pursuing a human NPC at night. Your Choose 2 Faerie Powers. Mark corruption to use one of these
■ take a new corruption move prey cannot escape you, no matter where they attempt to powers. You may take this corruption advance a second time
■ take a new corruption move flee, and you can prey on them or kill them at will. to gain the remaining Faerie Powers.
■ take a new corruption move from
another archetype or your own ■Pull Them Back In ■Fake News
■ retire your character; they When you cash in your last Debt on someone in your Web, mark When you weaken someone’s standing via false rumors, mark
may return as a Threat corruption to keep the Debt and keep them in your Web. corruption to roll with Heart instead of Status. On a miss,
mark corruption to have the trail lead back to an ally, not you.
t
Veteran
the
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.

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


VETERAN MOVES STATUS STATUS STATUS STATUS

YOU GET THIS ONE:


☑ OLD FRIENDS, OLD FAVORS ADVANCEMENT
When you first encounter an NPC, you may declare them an old friend instead of When you’ve marked all four Circles,
putting a name to a face and roll with Mind. On a hit, they offer you comfort and erase the marks and advance.
aid, even if it exposes them to danger or retribution. On a 7-9, tell the MC why you
owe them a Debt. On a miss, tell the MC why they want you dead. mortalis Power
AND CHOOSE TWO MORE:
☐ True Artist night Wild
When you present a valuable or rare gift you’ve created to a Status 2+ NPC of a Circle,
gain +1 ongoing (max+1) to your Status with that Circle until after time passes.
Available at the beginning of play: After five advances, you may select:
☐ Invested +1 Status (max+1) ■ ■ +1 any Circle (max+3)
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. +1 Status (max+1) ■ ■ +1 any Circle (max+3)
+1 Status (max+1) ■ ■ erase a scar
☐ Too Old for This Shit! a new Veteran move ■ ■ Mortalis Status: 2
When you get caught up in a fight you tried to prevent, you get +1-armor and take +1 a new Veteran move ■ ■ advance 3 basic moves
ongoing to seeing yourself and others to safety. add 2 features to your workspace ■ ■ advance 3 basic moves
a move from another archetype ■ ■ change to a new archetype
☐ The Best Laid Plans change your Circle ■ ■ retire to safety
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-for-1, regardless of distance, while the plan is being
carried out to:

harm
• Add +1 to someone’s roll (choose after rolling)
• Dismiss all harm someone suffers from a single attack ARMOR
• 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.
FAINT
☐ Gun to a Knife Fight
When you turn to violence against someone by seriously escalating the conflict, SERIOUS
roll with Mind instead of Blood CRITICAL

let it out O TO ACTIVATE THESE ABILITIES

• blindside an unsuspecting target with • frighten or intimidate someone with


Scars ■ ■ Shattered
END MOVE
(-1 Blood)
Crushed (-1 Heart)
■ Fractured (-1 Mind)
■ Broken (-1 Spirit)

a terrible or knockout blow a reminder of who you used to be When you die or retire your character, choose a
• barricade or secure a place using • reveal the ways an old ally or enemy character to inherit your Workshop.
minimal supplies is shaping a current conflict
CHARACTER CREATION YOUR WORKSHOP
NAME (PICK ONE) You have a workshop that includes a large space for your tools Items created in your workshop are safe from the MC. They
Alejandro, Bartholomew, Beth, Constance, and/or supplies. When you go into your workshop to work on can’t be destroyed or taken without your permission, even if
Danuta, David, Emma, Frank, Joanne, Jose, something, the MC tells you, “Sure, no problem, but…” and you sell or give them away to another character. When you
Julie, Kimiko, Leo, Mahinder, Michelle, then 1 to 4 of the following. create something specifically for another character, mark their
Skylar, Tabitha, Terry, Regis, Yakub
• It’s going to take you hours/days/weeks/months of work or Circle when the project is complete.
LOOK (PICK AS MANY AS APPLY) recovery time

•androgynous, conforming, shifting, • First you’ll have to summon/build/construct ________ Choose and underline 3 features that your workshop includes:
nonconforming

•Asian or South Asian, Black, Hispanic/ • You’ll require the services of ________ to complete it
automotive hoist and tools, a darkroom, a regulated growing
Latinx, Indigenous, Middle Eastern, • You require a rare and expensive ingredient or material
White, _____ environment, two or three skilled assistants, a junkyard of
• It will only work for a short time, and may be unreliable

•casual clothing, dirty clothing, formal raw materials, machining tools, transmitters & receivers, a
clothing, uniform clothing • It’s going to mean exposing anyone nearby to serious fallout
testing ground, deadly booby traps, a library of old books, a
• Your workspace lacks _______; add this and you’ll be able to
DEMEANOR (PICK ONE) scattering of ancient relics, a mystical focus, magical wards, a
complete it
charming, crass, professional, reserved medical station, an operating room, high-tech electronics and
• It will require a part of yourself to complete
STARTING CHARACTER STATS computers, an advanced surveillance system, a forge, a science
• You must journey to ________ in order to complete it
(add 1 to one of these) lab, a portal to another dimension
Blood -1, Heart 1, Mind 1, Spirit 0
The MC can combine any set of requirements or offer two
STARTING CIRCLES sets of costs to the same task. Once the requirements are
(Add 1 to one of these) completed, what was set out is completed. The MC will stat it
Mortalis 1, Night 0, Power 0, Wild 0
up, reveal some info, or whatever is called for now.
STARTING STATUS
Mortalis 1, Night 0, Power 0, Wild 0

INTRO QUESTIONS
were you once known for in the city?
•What
long have you lived here?
•How

•What was your greatest accomplishment?
did you step back from who you were?
•Why Gear & Notes INTIMACY

•What do you desperately need?
When you share a moment
STARTING GEAR of intimacy—physical or
An apartment or warehouse hideout, a emotional—with another
practical car or old pick-up truck, a smart person, tell them a story about
phone, a workshop (detail).
One trusty weapon of choice: the past and the lessons you

•9mm Beretta (2-harm close loud) learned. If they accept your

•Pump-action shotgun (3-harm close loud advice, hold 1. Spend the hold
reload messy) to lend a hand to that character

•Magnum revolver (3-harm close loud
reload) from any distance. If they reject
your wisdom, mark corruption.
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.

O
You owe them a Debt.

corruption
TRIGGER: When you knowingly head straight into danger, mark corruption.
■ take +1 to any stat (max+3) ■Back At It ■Catch You Fuckers At A Bad Time?
■ take +1 to any stat (max+3) Take two abilities from another archetype. When you let Mark corruption to arrive in a scene. Mark an additional
■ take a new corruption move it out to use these abilities, you cannot choose to avoid corruption to bring someone with you.
■ take a new corruption move corruption on a 10+.
■ take a new corruption move from ■Dark Experiments
another archetype or your own ■Pack Rat When you work over someone (alive or dead) in your
■ retire your character; they You may mark corruption to reach into your kit and find just the Workshop, mark corruption to ask up to two questions about
may return as a Threat gear you need to deal with your current situation. their weaknesses or secrets. They must answer honestly.
t
Wizard
the
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...

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


WIZARD MOVES STATUS STATUS STATUS STATUS

☑ CHANNELLING
When you channel and collect your magics, roll with Spirit. On a 10+, hold 3. On a ADVANCEMENT
7-9, hold 3 and choose 1 from the list below. On a miss, hold 1, but you cannot channel When you’ve marked all four Circles,
again this scene. erase the marks and advance.
• Take -1 ongoing until you rest
• Suffer 1-harm (ap)
• Mark corruption mortalis Power
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.
night Wild
☑ 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 Available at the beginning of play: After five advances, you may select:
something close, but it’s flawed or lacking in some significant way. On a miss, you +1 Status (max+1) ■ ■ +1 any Circle (max+3)
don’t have what you’re looking for, but you know someone from another Circle who +1 Status (max+1) ■ ■ +1 any Circle (max+3)
probably has it in stock. +1 Status (max+1) ■ ■ Power Status: 2
add 2 features to your sanctum ■ ■ take on an apprentice
YOUR WARD learn 3 more spells ■ ■ advance 3 basic moves
A status-3 member of your Circle has charged you with caring for an important ward. They a move from another archetype ■ ■ advance 3 basic moves
live and dine with you; their safety is your sworn duty. Choose 2 from each list below. a move from another archetype ■ ■ retire your character to safety
WHY DO THEY NEED PROTECTION? change your Circle ■ ■ change to a new archetype
■ They are the key to a forbidden ritual or magical catastrophe
■ They are the heir to a powerful position or inheritance

harm
■ They are the secret child of an influential and powerful enemy
■ They are a gifted mage in need of a teacher and guardian ARMOR
WHY DID YOU AGREE TO THIS ARRANGEMENT?
■ You are in love with the ward (or the status-3 member)
FAINT
■ Your membership in a faction compels your agreement
■ You and your ward are supernaturally linked SERIOUS
■ You hope to redeem yourself for a past failure
CRITICAL

let it out O TO ACTIVATE THESE ABILITIES

• deflect or redirect an oncoming blow • detect the presence and function of


Scars ■ ■ Shattered
END MOVE
(-1 Blood)
Crushed (-1 Heart)
■ Fractured (-1 Mind)
■ Broken (-1 Spirit)

before it strikes magical items or spells When you die, you may place a devastating curse on
• perform a feat of telekinetic strength • reshape the essence or nature of an someone nearby. Specify the effects of the curse
or precision exposed object or magical spell and how they may end it.
CHARACTER CREATION YOUR SPELLS YOUR SANCTUM
NAME (PICK ONE) choose three: Choose and underline 4 features of your Sanctum:
an extremely knowledgeable assistant, a testing ground,
Ailea, Alanna, Andrés, Brandon, Calvin,
Christine, Desmond, Hugo, Jocelyn, June, ☐ Tracking magical booby traps, a library of old tomes, a scattering of
Krista, Laura, Marlowe, Miranda, Randall, Spend 1 hold to learn the location of a specific person. You must
ancient relics, a mystical prison, magical wards, a portal to
Vincent, Vivian, Wesley, Wraith, Zoha have a personal object that belongs to the target or recent leavings
another dimension, a focus circle, an apothecary
LOOK (PICK AS MANY AS APPLY) of their body (a lock of hair, fingernail clippings, their blood, etc.).
Choose and underline 2 downsides of your Sanctum:

•androgynous,
nonconforming
conforming, shifting,
☐ Elementalism it’s cursed by a previous owner, it attracts otherworldly attention, it

•Asian or South Asian, Black, Hispanic/ You conjure the elements to strike out at your enemies. Spend
contains many volatile substances, its location is known by many, it
Latinx, Indigenous, Middle Eastern, 1 hold to turn to violence with your magic as a weapon
White, _____ always lacks a key piece or ingredient, it’s tough for you to access,
(3-harm close or 2-harm close area).

•archaic clothing, casual clothing, it contains secrets unfamiliar even to you
expensive clothing, ritual clothing
☐ Linking When you go into your sanctum to work on something, the MC
DEMEANOR (PICK ONE) Spend 1 hold to telepathically link up to two characters in your
will tell you, “Sure, no problem, but…” and then 1 to 4 of the
beleaguered, detached, disheveled, presence for a few hours, allowing them to communicate with
ominous following:
each other—and with you—regardless of distance. You may
• It’s going to take you hours/days/weeks/months of work or
STARTING CHARACTER STATS spend additional hold—1 for 1—to add more characters to this
recovery time
(add 1 to one of these) network, even if the other members are not present.
Blood 0, Heart -1, Mind 1, Spirit 1 • First you’ll have to summon/build/construct ________
STARTING CIRCLES
☐ Shielding • You’ll require the services of ________ to complete it
(Add 1 to one of these)
Spend 1 hold to provide armor+1 to yourself or someone nearby, • You require a rare and expensive ingredient or material
Mortalis 0, Night -1, Power 1, Wild 1 or spend 2 hold to provide armor+1 to everyone in a small area, • It will only work for a short time, and may be unreliable
possibly including yourself. This armor lasts until the end of the • It’s going to mean exposing anyone nearby to serious fallout
STARTING STATUS scene. You can stack multiple uses of Shielding at once. • Your sanctum lacks ________; add this and you’ll be able to
Mortalis 0, Night 0, Power 1, Wild 0
complete it
INTRO QUESTIONS ☐ Veil • It will require a part of yourself or comparable sacrifice to
did you learn to wield magic?
•How Spend 1 hold to make yourself invisible from sight—physical
complete
long have you been in the city?
•How and electronic—for a few moments.

•What mistake keeps you up at night? • You must journey to________ in order to complete it

•What

•What
have you sacrificed for your power?
conflict are you trying to mediate?
☐ Teleport The MC can combine any set of requirements or offer two
Spend 1 hold to teleport yourself a short distance within sets of costs to the same task. Once the requirements are
STARTING GEAR a scene you’re in. completed, what was set out is completed. The MC will stat it
A nice apartment or simple house, a crappy car, up, reveal some info, or whatever is called for now.
a decent cell phone and a sanctum (detail). ☐ Hex
One useful weapon of choice: Spend 1 hold to inflict 1-harm (ap) on someone from any distance.

•Snubnosed revolver (2-harm close loud You must have a sample of their hair, blood, or saliva to do so.
reload concealable)

•9mm Glock (2-harm close loud)

•Sword (3-harm hand messy) Gear & Notes INTIMACY
STARTING DEBTS When you share a moment of

•Someone tempted your ward away from you
and into danger. Ask them what it cost your intimacy—physical or emotional—
ward to walk that path. They owe you a Debt. with another person, decide if you

•Someone is your go-to when you get into care about them. If you do, you
trouble, providing information or muscle to form a sympathetic connection;
get things done. You owe them 2 Debts.
are helping someone keep a
•You you can target each other with
dangerous secret from powerful members magics at any range and intuitively
of their Circle. They owe you a Debt. know if the other is in danger. If
you don’t, mark corruption.

corruption O
TRIGGER: When you ignore a genuine plea for help from someone vulnerable, mark corruption.
■ take +1 to any stat (max+3) ■The Dark Arts ■Black Magic
■ take +1 to any stat (max+3) When you turn to violence with magic or psychic energies, Mark corruption to ignore a requirement set by the MC when
■ take a new corruption move mark corruption to roll with Spirit instead of Blood. using your Sanctum.
■ take a new corruption move
■ take a new corruption move from ■Upon a Pale Horse ■Warding
another archetype or your own Mark corruption—1 for 1—and speak the true name of a Mark corruption to create a magical ward the size of a small
■ retire your character; they character in the scene to inflict up to 3-harm (ap) on them; room. The ward lasts for a month and a day or until you
may return as a Threat the token is consumed by this spell. release it.
t
WOLF
the
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...

NAME PRONOUNS
DEMEANOR

LOOK

stats ciRclES

BLOOD HEART MIND SPIRIT mortalis night power wild


WOLF MOVES STATUS STATUS STATUS STATUS

YOU GET THIS ONE:


☑ COMES WITH THE TERRITORY ADVANCEMENT
If you are actively patrolling your territory when time passes—or at the start of the When you’ve marked all four Circles,
game—roll with Blood. On a 10+, your territory is secure and trouble is at a erase the marks and advance.
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 mortalis Power
a miss, or if you aren’t attending to your territory, things go south and your troubles
are fast and furious.
night Wild
AND CHOOSE ONE MORE:
☐ Alpha Dog
When you persuade an NPC in your territory with threats or promises, roll with Available at the beginning of play: After five advances, you may select:
Blood instead of Heart. +1 Status (max+1) ■ ■ +1 any Circle (max+3)
+1 Status (max+1) ■ ■ +1 any Circle (max+3)
☐ Reckless +1 Status (max+1) ■ ■ Night Status: 2
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. A new Wolf move ■ ■ advance four basic moves
A new Wolf move ■ ■ erase a scar
☐ Bloodhound Join or lead a Wolf Pack ■ ■ erase a scar
When you hunt someone down, roll with Blood. On a hit, you know exactly where A move from another archetype ■ ■ retire your character to safety
to find them and can follow their scent until you do. On a 10+, you find them alone or Change your Circle ■ ■ change to a new archetype
vulnerable; take +1 forward against them. On a miss, someone unpleasant finds you first.
☐ Mark of the Beast

harm
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+, pick 3. On a 7-9, pick 1. At ARMOR
any distance, you can:
• sense who is in the building at all times
• control the doors, locks, and windows FAINT
• conceal the building’s location or true function SERIOUS
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. CRITICAL

let it out O TO ACTIVATE THESE ABILITIES

• heal 2-harm instantaneously, starting • perform a ferocious feat of lupine


Scars ■ ■ Shattered
END MOVE
(-1 Blood)
Crushed (-1 Heart)
■ Fractured (-1 Mind)
■ Broken (-1 Spirit)

with critical harm strength and speed When you die or retire your character, anyone in the
• transform from one form into the • enhance your lupine senses to scene you wish to protect escapes and reaches
other without seeing the moon supernatural levels safety, no matter the odds.
CHARACTER CREATION YOUR TERRITORY THE TRANSFORMATION
NAME (PICK ONE) You’ve claimed an area of the city as your own. By default, your By default, you can change into your wolf form—at will—in the
Anders, Brenda, Carmen, Christian, Dana, territory covers a city block or two and has the trouble: +crime. sight of the moon: you gain natural weaponry (2-harm), 1-armor,
Habib, Junot, Kareem, Lee, Lucia, Mani, and all of the qualities and weaknesses you choose below.
Matt, Mel, Robin, Roxanne, Suze, Tori, CHOOSE 2:
Trent, Vanessa, Vic ■ Your territory spans several city blocks you’ve CHOOSE 3 QUALITIES:
owned for years (add blessing: +influence) ■ You are massive: gain armor+1 and harm +1
LOOK (PICK AS MANY AS APPLY)

•androgynous, conforming, shifting, ■ People in your territory work hard to keep ■ You are savage: your harm is armor piercing (ap) and messy
nonconforming the streets safe (remove +crime) ■ You are versatile: take +1 ongoing to letting it out

•Asian or South Asian, Black, Hispanic/ ■ You are widely accepted as this place’s ■ You are swift: take +1 ongoing to escaping
Latinx, Indigenous, Middle Eastern,
White, _____ protector (add blessing: +supported) ■ You are cunning: take +1 ongoing to keeping your cool

•baggy clothing, dark clothing, dirty ■ Your territory includes open grounds for you to ■ You are steadfast: you fight like a small group against groups
clothing, tactical clothing roam and hunt (add blessing: +hunting ground)
CHOOSE 3 WEAKNESSES:
DEMEANOR (PICK ONE) ■ You’ve made a deal with someone, or something,
■ Silver weapons ignore your armor and inflict harm+1
aggressive, feral, restless, violent to protect your territory when you’re not
■ Sometimes you lose control while transformed
STARTING CHARACTER STATS around (add blessing: +guardian)
■ Sometimes you transform when you are stressed or angry
(add 1 to one of these) CHOOSE 2: ■ The transformation is brief; you shift back at the end of a scene
Blood 1, Heart -1, Mind 0, Spirit 1
■ Your territory owes fealty to someone more ■ The transformation is violent and painful; suffer 1 harm
STARTING CIRCLES powerful than you (add trouble: +obligations) ■ The transformation draws the attention of supernatural creatures
(Add 1 to one of these) ■ A status-3 NPC wants your territory and is working
Mortalis 0, Night 1, Power -1, Wild 1
to get it (add trouble: +encroachment)
STARTING STATUS ■ Mortals in the area are actively trying to revitalize local
Mortalis 0, Night 1, Power 0, Wild 0 businesses and infrastructure (add trouble: +upheaval)
INTRO QUESTIONS ■ Your territory is plagued by a mystical or

•When did you first experience the change? supernatural presence (add trouble: +haunted)
long have you been in the city?
•How ■ You have offered protection within your

•What is the best part of your other form?
is the most important person in your
•Who territory to someone, and now their problems
territory? are yours (add trouble: +fealty)

•What do you desperately need?

STARTING GEAR
A duffel bag with your personal belongings, Gear & Notes INTIMACY
a shitty cell phone.
Choose two practical weapons: When you share a moment
Nosed revolver (2-harm close loud
•Snub of intimacy—physical or
reload concealable) emotional—with another

•9mm Beretta (2-harm close loud)

•Butterfly knife (2-harm hand concealable) person, you create a primal

•Machete (3-harm hand messy) bond with them until the end

•Baseball bat (2-harm hand stun) of the next session; you always
know where to find them and
STARTING DEBTS when they’re in trouble.

•Someone intervened on your behalf when
you crossed someone powerful 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.

corruption O
TRIGGER: When you destroy a threat to your territory instead of driving it out, mark corruption.
■ take +1 to any stat (max+3) ■One with the Beast ■Street Hound
■ take +1 to any stat (max+3) Mark corruption when you transform to select two additional Mark corruption to transform into a coyote or dog. While in this
■ take a new corruption move qualities or remove two existing weaknesses from your form, you can roll with SPIRIT instead of mind to figure
■ take a new corruption move Transformation. Mark a second corruption to do both. someone out or mislead, distract, and trick them.
■ take a new corruption move from
another archetype or your own ■Force of Nature ■Familiar Territory
■ retire your character; they You get +1 Blood (max +4). Whenever you roll with Mark corruption to locate the source of the greatest danger to
Blood and roll a 12+, mark corruption. you or someone you select within your territory or city hub, even
may return as a Threat
if the threat has concealed itself with magic or misdirection.
t
t
CIty Hub
Downtown
Downtown only reveals its true nature at sunset—the
moment at which business as usual comes to a halt and
the affairs of Night can be truly addressed. It doesn’t matter
if you’ve lived here your whole life or wandered in last week—
the hustle and bustle of Downtown guarantees you’ll find nearly
anything you seek. That is… if the dangers of the back alleys and deep
shadows don’t find you first.

Anchors PICK ONE, WHY DO THEY OWE YOU A DEBT?


Player Character Anchor Faction Why they owe you?
Maya Lopez, an oracle working the downtown market with a
Power
knack for foretelling your enemy’s path to ruin
Mrs. Lane, a wizard and owner of an exclusive five star hotel
Power
who lives for gossip
Dinesh Chopra, a hunter who keeps his block of boutiques a
Mortalis
vamp-free zone by any means necessary
Cyril Callas, a famous paranormal investigator who gives out
Mortalis
“free” advice from the comfort of his apartment’s bus stop
Taan, a flesh-eating vamp with a particular appetite for
Night
wandering tourists
Gi Riddle, a boisterous ghost who works downtown as a
Night
haunted bar tour guide
Blessing, a fae whose impassioned speeches on ecological crisis
Wild
can be heard outside the aquarium most any time of the day
Akiko Tanaka, a tainted with an impressive history of collecting
Wild
demonic contracts among local entrepreneurs

Relationships PICK ONE, ASSIGN ANOTHER PC TO THE BLANK


HUB MOVES
Player Character Relationship
You've recently fallen for a successful shop owner downtown, but you haven't ended UP FOR GRABS
your relationship with ____________________ yet. Why are you hesitant to break things When you smash and grab something useful from
off, even though the spark is gone? the streets or shops downtown, name what you’re
after and roll + Blood. On a hit, you take what
While doing some delivery work for a few of the more popular eateries downtown, you you want by force. On a 7-9, you spot someone who
caught ____________________ in a scandalous situation. What did they offer to buy your will make trouble for you leaving the scene with
silence and why is it still not enough? evidence of your wrongdoing. On a miss, you get
your hands on something close to what you wanted,
____________________ recently became the owner of a legendary artifact you've been but the victim of your theft takes it personally; the
trying to get your hands on for years. They’ve refused to part with it, but you’re MC will tell you which of your closest allies has
determined to change their mind. How? become an additional target of their ire.

A colleague of yours has recently become a target of a powerful ghost. Why has BAR BUDDIES
____________________ agreed to lend their services to ensure your coworker's safety? When you go drinking downtown in the hopes of
networking with the wealthy and powerful, roll
Your ex-spouse still lives with you, even though you've asked them to move out time + Heart. On a hit, you meet just the person—
and time again. Why has ____________________ agreed to help you remove them from the someone connected to an NPC of your choice; the
premises, even if (when) things get ugly? MC will tell you who they are. On a 10+, you get
along famously; you can count them among your
You and ____________________ go shopping at the faerie market every Sunday. What friends and they (drunkenly) agree to one favor you
underground scheme did the two of you accidentally uncover there last week? ask of them right away. On a 7-9, they are a bit more
cautious, only scratching your back if you scratch
You and ____________________ got into a heated argument over your recent involvement
theirs; take a +1 ongoing to persuade them to help
with an elder vampire’s schemes. What false promise did you make to keep them off
you out if you agree to a small favor before you
your back?
roll. On a miss, you overindulge in whatever vice
You recently got in on the drug trade downtown and decided to take more than your plagues you most; the MC will tell you how your
share of the profits from your dealer. Why is ____________________ covering for you? foolish needs get you in over your head.
Location Rumors
2d6 Control Type (with common NPCs) Nature Atmosphere Trouble 1d6 Rumor
2 Shared sacred space: caretaker, parishoner, pilgrim dilapitated whimsical cursed 1 A Power faction is buying up properties
downtown for reasons unknown.
3 Shared hotel: bellhop, concierge, manager abandoned safe unreliable
2 Someone is selling a mysterious drug that
4 Mortalis street corner: drug dealer, beat cop, homeless bizarre dirty xenophobic afflicts mortals with supernatural abilities.
5 Mortalis illegal gambling hall: dealer, pit boss, degenerate gambler dangerous secretive watched 3 A Wild faction is attempting to acquire a
6 Night office building: doorman, security guard, custodian cramped professional corrupt downtown asset from a local wizard.

7 Night retail store: cashier, buyer, customer noisy cold contested 4 A politician has been spotted meeting with
Night factions across downtown.
8 Night restaurant: waiter, maître d', diner massive dark violent
5 A mortal, an agent of an unknown faction,
9 Wild dive bar: bartender, bouncer, drunk religious intoxicating unstable is snooping on Night's affairs.
10 Wild civic site: security guard, reporter, tourist modern eerie expensive 6 Witnesses report a monster is stalking the
streets, each describing a different threat.
11 Power medical site: doctor, nurse/tech, patient secure inviting despotic
12 Power city park: jogger, drug addict, stalker pristine bright stagnant

factions
2d6 Purpose Structure Mood Size Strength The Faction...
2 to protect and secure magical knowledge (Power) Anarchic rigid, refusing needed change 4 4 ...is being manipulated by a devious immortal
3 to profit from the supernatural world (Mortalis) Anarchic evolving, accepting transformation 1 1 ...is deeply indebted to an elder vampire
4 to discover the truth of the supernatural (Mortalis) Despotic hedonistic, indulging in vices 1 1 ...contains many defectors from other Circles
5 to protect mortals from the supernatural (Mortalis) Despotic paranoid, hunting for traitors 1 1 ...has secret paths throughout the area.
6 to obtain and maintain property or fealty (Night) Oligarchal vengeful, seeking retribution 2 2 ...acts mostly through mortal agents
7 to protect members of the faction from threats (Night) Oligarchal scheming, plotting mischief 2 2 ...limits direct contact with mortals
8 to capture and profit from mortal institutions (Night) Oligarchal territorial, reinforcing borders 2 2 ...recently suffered the loss of a beloved leader
9 to secure a foothold for extradimensional beings (Wild) Divided conflicted, a civil war looms 3 3 ...is new to this area of the city
10 to maintain and fulfill ancient oaths or contracts (Wild) Divided beseiged, fearful of further loss 3 3 ...has many allies within other Circles
11 to hide from extradimensional enemies (Wild) Democratic ritualistic, preparing traditions 3 3 ...has a contract with a demonic patron
12 to train others in the magical arts (Power) Democratic open, pursuing opportunities 4 4 ...has been cursed by a powerful wizard

NPC
2d6 Circle Presenting Look Demeanor Role Trait Quirk Drives
2 Power androgynous South Asian strange aristocracy warped/cursed unable to arrive anywhere on time complete a magnum opus

3 Power androgynous South Asian crass investigator strange aura committed to a rigid code of ethics purchase a location or property

4 Power androgynous Latinx nervous broker odd voice romantically involved with a rival humiliate a rival or enemy

5 Night nonconforming Latinx charming leader unusual hair deeply indebted to a status-3 NPC reconnect with an estranged loved one

6 Mortalis conforming Asian cautious enforcer pierced/tattooed enamored with a mortal hobby secure more power/money/influence

7 Night conforming White violent manipulator scarred always accompanied by lackeys avenge a fallen loved one

8 Mortalis conforming Middle Eastern cunning courier notable accessories deeply concerned with appearance get a fix of blood/drugs/magic

9 Night nonconforming Black aggressive thrall unusual eyes perpetually mourning a personal loss increase/maintain status within the city

10 Wild shifting Black desperate entrepeneur curious gait/posture embraces outlandish fashion protect a neutral party/location

11 Wild shifting Indigenous thoughtful envoy pungent trades in ritual components find a superior employer/faction

12 Wild shifting Indigenous sentimental caretaker radiant/luminous leads a double mortal life create something beautiful in the city

You might also like