You know that this world is not your own, and you will never belong here. The dream that is humanity can never belong to you. The darkness grips your heart and the world you were summoned from bleeds into this one. You are a beacon to what has been aching to reach this world.
Describe what terrors are unleashed and how an aspect of your terrible prophecy comes to pass. The Keeper will tell you how the world is now wounded, warped by what you allowed to come through.
This world cannot contain you and all of your power. You can never create, never nurture—you can only break and destroy. It’s time to remember that. It’s time to let go, and let someone else take this burden.
Describe how your power overwhelms you and the obscene amount of collateral damage you cause. The Keeper will tell you how a part of your power is taken by someone, how it molds and breaks them until they are a perfect vessel, ready to evolve.
Time weighs heavily on you, and there is much you have allowed yourself to forget. The puzzle box in your mind opens up, and there is no looking away from the truth.
Describe the terrible flashbacks that reveal your role in ushering in the apocalypse, and what this revelation drives you to do. The Keeper will add layers of heartbreak and despair to your memories. They will then reveal someone from your past determined to destroy you and all you hold dear. What clues do you see that reveal how close they are to tracking you down?
Your delusion shatters, and you are forced to look at the painful state of your hollow soul. Death has left its mark on you—you are a twisted and miserable thing that yearns for mutual destruction. There is no going back for you, there is only the inconceivable void of this pitiful existence.
Describe how the void in your soul pulls at and weakens the life force of everyone and everything around you, hurting the innocent and the weak. The Keeper will tell you how Death gains more power through you, and how something beautiful in the world dies as a result.
You’ve barely been able to keep the grief and anger at bay. It rises in you now, you feel time wither away as you relive the trauma and heartbreak. Your guilt turns you into a weapon.
Describe how you will make everyone and everything around you pay for what happened to your people, and how you go too far. The Keeper will tell you how the faintest hope surfaces before you destroy it, and who walks away to perpetuate this cycle of violence and pain.
You were once beautiful and loved, perfect and beyond despair. You are gripped with how far you have fallen, how much of your glory was ripped away from you. You are unworthy of love, and your heart screams in anguish.
Describe how you use what little power you have left to bring you painfully close to your former divinity, and how it twists and consumes everything around you. The Keeper will tell you what horrors you birth and what twisted shadow of a god escapes quietly into the world.
Whatever was pure and good in you was fed to your hunger long ago, and now you are only emptiness and malice, a mockery of life and dignity. You are nothing but ache and pain, desperation and terror. You are only your hunger, you can only bring misery and suffering to others.
Describe how your hunger ravages and cruelly transforms your body, how you lose control of the monster inside you and leave carnage and terror in your wake. The Keeper will tell you how your hunger infects and creates a multitude of monstrosities as hollow and soulless as you are.
Vengeance rises within you and burns away everything else that held you to this world. All that is left of you is betrayal and pain, shame and fury. You deserve this, to have your humanity stripped away to reveal the monster you’ve always been. You’ll make sure, however, that the world burns with you.
Describe how your betrayal transforms you into a monstrous tool of despair, and what unforgivable horrors you commit to perform cruel justice. The Keeper will tell you how the entity within you claims another to serve vengeance.
You know that your life will never belong to you. You know that there is no use fighting against the chains that weigh you down. You will never be free of your Fury, of your Handler. For this moment, you must choose whether you will be overcome by the violent whims of your Fury, or be subsumed into the layers and schemes of your Handler. At this moment, it’s time to give in.
Choose who you hand control of your chains to. Choose how your monstrous Fury rampages, unfettered by any vestiges of humanity, or how your Handler draws those you care about into the heart of their web, marking them forever as their pawns. Based on which you choose, the Keeper will then tell you how an aspect of your Fury finds a permanent hold in the world, or how your Handler climbs ever higher toward the top of the pyramid.
You almost achieved perfection and it destroyed what was left of your humanity. The last vestiges of compassion and kindness were wrung from you, leaving your heart overgrown with bitterness and despair. Even if you were perfect, you would still be unloved, unwanted, and unworthy. Your soul shatters.
Describe how the anguish of not being enough warps you until you are too much, and bleeds into everyone and everything around you. The Keeper will tell you what bloody doppelganger crawls from the residue to reveal the monster you really are, and what permanent wound this reality suffers as a result.
At the start of every session, choose one to explore during play.
At the end of the session, answer the question—if yes, mark or
At the end of the session, answer all of these questions.
You may spend for an XP advance. (You will still need to select the advance you want from the list below. If you're not ready to decide, add one to your Unused Advances tally.)
You may spend for a Ruin advance. (You will still need to select the advance you want from the list below. If you're not ready to decide, add one to your Unused Advances tally.)
When you Unleash the Dark Unleash the Dark through anger and violence, take before doing so.
Yours is a power that was never meant for you alone to bear.
At the start of each session, choose another PC to be your Heart and share the burden of your power with. Say why you hope they will save you from What the Darkness Demands. What the Darkness Demands.
When you share an intimate moment together, either of you can mark 1 Condition to reflect the nature of your relationship. Choose one:
In addition, when you hit your Breaking Point, Breaking Point, your Heart chooses:
When your Heart hits their Breaking Point, you have the last option to intervene, but if you do nothing, your Conditions don’t clear.
Your heart is a wild thing that surges along with your power, one day your heart will break and your power will consume you. But that day is not today.
Whenever you roll a miss, you can choose to have your power surge beyond your control, causing great collateral damage around you. Choose:
You are sensitive to the surface thoughts and strongest feelings of those around you.
When you deepen your senses, spend Darkness Tokens and roll.
On an 8-10 you sense more under the surface, ask two:
On an 11+ their mind bleeds into yours, choose one above and they will choose one to ask you as well. The Keeper tells you how their heart is corrupted by your power, gain 1 Bond with them.
On a 7- the darkness within you takes hold and will break the mind and heart of who you were connecting to. The Keeper tells you what price you must pay to save them from the worst of your power.
Death reaches all places, and into the heart of all things.
When you seek to reconstruct events or learn something valuable in an area, spend Darkness Tokens and roll.
On an 8-10 Death shows you exactly what happened here. In addition, you draw Death close to you, ask two that Death will answer:
On an 11+ the whispers of Death overwhelm you, choose one from above and one from below.
On a 7- the laws of the dead and dying are compromised somehow. The Keeper will tell you what happens next.
You are the last of your kind, there will never be another.
When you declare how the wisdom of your people may help in a situation, spend Darkness Tokens and roll.
On an 8-10 your wisdom shines brightly in the dark, choose two.
On an 11+ the dark of your despair threatens to consume you, choose one from above. The Keeper will describe how an aspect of your people’s tragedy will be repeated, in spite of or because of your actions.
On a 7- the ashes of your people demand fire and retribution. The Keeper will tell you what happens next.
No one can resist the call of your dark heart, not for long anyway.
When you declare how you mesmerize onlooking NPCs with your faded power, spend Darkness Tokens and roll.
On an 8-10 you have claimed new worshipers. Choose two:
On an 11+ you wonder if this is truly what you desire. Choose one from above and one from below:
On a 7- the song of your dark heart awakens a slumbering horror, the Keeper will tell you what dark and terrifying entity answers you call.
When you surrender to the Hunger within you, describe how your body transforms and what you feed on. Spend Darkness Tokens and roll.
On an 8-10 you blunt the worst edges of your Hunger and feed on only as much as you need. Choose one:
On an 11+ your Hunger grows deeper, edged with endless teeth as your humanity slips further away. Choose one:
On a 7- you lose control of the Hunger completely, the Keeper describes how your form twists into obscene and heartbreaking new shapes. Prepare for the worst.
The entity within you can always sense those nearby who bear the scars of trespass and the burden of regret. When you merge with the entity and deepen your senses to see the full weight of a soul, describe what you find there. Spend Darkness Tokens and roll.
On an 8-10 the entity within you tempers justice with mercy, choose two:
On an 11+ the entity within you demands retribution and horror, choose one:
On a 7- the entity reshapes another part of your soul and replaces it with what may better serve horrific vengeance. The Keeper will tell you what happens next.
The Chained is pulled in two different directions; lured toward violent and bloody destruction by the monstrous Fury within them, or pulled into a web of schemes and oblivion as a pawn of their Handler. The Chained’s identity is inseparable from their connections to others. You desire any form of connection, and have a bad habit of drawing others into your ever tangling web.
At the start of each session choose one:
You have two personal Doomsday Clocks with 4 ticks each. They are named Edge of Destruction and Spirals and Shadows. When either clock is filled, clear the Doomsday Clock and you are Torn Between. Torn Between. Resolve Torn Between after every other move has been resolved in the scene.
When you spend a Bond with your Fury, tick Edge of Destruction once and clear 1 Condition. If no Conditions are marked, mark instead.
When you spend a Bond with your Handler, tick Spirals and Shadows once and choose one question to put to the Keeper who will answer it honestly and with great detail.
If you spend Bonds with both your Fury and Handler for the same roll, choose only one clock to tick once. In addition, if you spend multiple Bonds at a time with your Fury or Handler, the effect activates only once.
The following choices replace the standard Torn Between Torn Between options when Ego Death is triggered. Choose one:
There exist multiple realities in which your community kept you, but that’s not the one you’re in. When you reach through realities to connect to an alternate version of yourself that your community accepted, spend Darkness Tokens and roll:
On an 8-10 you resonate with your alternate self and subtly rewrite this reality. Choose two:
On an 11+ that alternate version of you tears a hole in reality, manifesting at your side. Choose one from above and one from below.
On a 7- your failure erodes reality around you. The Keeper will tell you what happens next. Prepare for the worst.
The following is a playbook move that the Keeper may offer you during (or before!) the Final Mystery. The move is crafted to specifically address the core emotional theme and unique question of your playbook.
When you place the crown of prophecy on your brow, declare a harrowing aspect of your prophecy and how it comes to pass. Spend Darkness Tokens and roll.
On an 8-10 the prophecy bends to your will. Choose two:
On an 11+ the prophecy shatters and reality breaks around you. Choose one from below:
On a 7- the prophecy comes to bear and will be fulfilled now, in one way or another. The world you were summoned from bleeds violently into this world, the Keeper will tell you what happens next.
The following is a playbook move that the Keeper may offer you during (or before!) the Final Mystery. The move is crafted to specifically address the core emotional theme and unique question of your playbook.
When you share an aspect of your terrible powers with another, ask the Keeper what catastrophic destruction you cause and how it hastens the apocalypse.
Choose one:
The following is a playbook move that the Keeper may offer you during (or before!) the Final Mystery. The move is crafted to specifically address the core emotional theme and unique question of your playbook.
When you sacrifice a recent memory to reclaim an aspect of your past self, declare what the memory is. Spend Darkness Tokens and roll.
On an 8-10 your former and current selves sing in harmony. Choose one:
On an 11+ your lost memories come flooding in and overwhelm you. Choose one:
On a 7- your present self and the life you built are buckling under the truth of your past. Decide for yourself if your past self asserts itself, destroying your present self, or if you lose access to the past forever. No matter what choice you make, the Keeper will tell you what happens next.
The following is a playbook move that the Keeper may offer you during (or before!) the Final Mystery. The move is crafted to specifically address the core emotional theme and unique question of your playbook.
When you allow Death to take hold of you, weaken the veil between death and the living. Spend Darkness Tokens and roll.
On an 8-10 both death and life hold and keep you. Choose one:
On an 11+ Death claims what should not belong to them. Choose one:
On a 7- Death takes hold of you and will not let go, and the veil between death and the living is sundered. The Keeper will tell you what happens next.
The following is a playbook move that the Keeper may offer you during (or before!) the Final Mystery. The move is crafted to specifically address the core emotional theme and unique question of your playbook.
You’ve carried the history of your people long enough to feel the weight and weakness of time itself. When you shatter the laws of time, declare how you take on a new form to reflect the future that was stolen from you and your people. Spend Darkness Tokens and roll.
On an 8-10 time starts again, the threads of your grief rebuilding the future. Choose one:
On an 11+ what you have lost overwhelms you, and grief demands your all. Choose one:
On a 7- time shatters again and again and again. You and all who are vulnerable are pulled into a time loop, the Keeper will tell you what happens next.
The following is a playbook move that the Keeper may offer you during (or before!) the Final Mystery. The move is crafted to specifically address the core emotional theme and unique question of your playbook.
When you gamble all that remains of your divinity, describe how you become a wretched and mortal thing. Spend Darkness Tokens and roll.
On an 8-10 your mortal skin falls away to reveal stolen divinity that is yours, until the end of the Final Mystery. Choose one:
On an 11+ the heavens part and glory be your name, but your imperfect vessel can only hold this form for so long. Choose one:
On a 7- your divinity goes dormant and you are trapped in this mortal shell, for now. The Keeper will tell you what happens next.
The following is a playbook move that the Keeper may offer you during (or before!) the Final Mystery. The move is crafted to specifically address the core emotional theme and unique question of your playbook.
The hunger within you grows and seeks new hosts, offering you power in exchange. When you choose to permanently infect another with your hunger, mark a Condition and choose one:
The weight of vengeance on your soul is beyond measure, and yet, you are human still. When you wield the last of your humanity and take back your soul from the entity of vengeance, spend Darkness Tokens and roll.
On an 8-10 your soul burns away all that holds you back and you take control of the entity of vengeance, for now. Choose one:
On an 11+ your soul will become a new and fearsome thing, unbound and free. Choose one:
On a 7- your soul weakens and falters as more of your humanity turns to ash. The entity of vengeance grows stronger within you and will punish you for your hubris, prepare for the worst.
What happens when the Chained is forced to choose between two terrible forces?
When you choose to finally pledge yourself to one of the forces that have been tearing you apart, give your everything to them and choose one:
Then ask the Keeper what vital, missing aspect of your inner self is locked behind the Final Door, and who, of the options you chose above, will be instrumental in obtaining it, and how. This move may only be used once.
The unthinkable has happened: your first community invites you to come home. Ask the Keeper why they want you back, and how your choice will hasten the apocalypse. This move can only be triggered once during the Final Mystery.
If you return to your community, choose one:
If you reject the invitation, choose one:
When you go up against a colossal and otherworldly opponent, tell everyone how you taunt them and keep their attention. Spend Darkness Tokens and roll.
On an 8-10 you’ve got ‘em just where you want them. Choose two:
On an 11+ you’re locked in an intense battle and you cannot stop until your opponent is destroyed. Choose one from above, and you can only pull back if a player agrees to spend 1 Bond to reach past your rage. If they don’t spend the Bond, you cannot stop fighting until your opponent is destroyed.
On a 7- your power overwhelms you, and you take on a colossal form as your prophecy comes to bear and leaves a permanent mark on you. The Keeper will tell you what happens next.
Along the walls of the world beings of twisted power await your bidding.
When you summon a creature from another world to help you, spend Darkness Tokens and roll.
On an 8-10 the summoning wards hold and you have the upper hand for now. Choose one:
On an 11+ you barely have this creature under control, it will do as you command but the wards will shatter soon after. Choose:
On a 7- something powerful and sinister hijacks the summoning, with no wards to control it. The forbidden comes through. The Keeper will tell you what happens next.
When someone spends a Bond with you to modify a roll by +1 or -1, they choose:
When you are about to mark your fifth box of Ruin, you may choose to declare your love for the first time, or describe how love has changed you. Tell everyone how you bare your heart for all to see, spend Darkness Tokens and roll.
On an 8-10 you hold back the Harbinger within you and your heart shines through. and your love gains 1 Bond with you.
On an 11+ you further entangle your beloved in your prophecy. If your beloved accepts your love and the burden of your prophecy, If they respond otherwise, or not at all, take that as a sign of rejection. Erase and gain 1 Bond with What the Darkness Demands of You. What the Darkness Demands of You.
On a 7- the Harbinger is unleashed and turns on the one you love, the Keeper will tell you what happens next.
When you seek to defy your prophecy, declare a new destiny. Ask each player if they will defy prophecy with you. Roll, adding +1 for each player who says yes, to a maximum of +3. You cannot spend Darkness Tokens on this roll.
On an 8-10 the prophecy weakens its hold on you for now, choose two:
On an 11+ destiny and prophecy intertwine. Choose one from above and one from below.
On a 7- your prophecy reasserts itself and grows crueller, the Keeper will tell you what happens next.
When you Unleash the Dark Unleash the Dark you can also choose one from below, even on a miss:
You hold on to your power with an intensity that would break most souls— you are always a single breath from shattering under the pressure.
When you allow your power to surge and cause great collateral damage, ask the Keeper what catastrophic destruction you cause. Choose two:
When you Reveal Your Heart to someone, you may first tell them how you could destroy them. If you do, you choose one from below, even on a miss:
Your little monster is a constant reminder of what happens when you allow someone to get too close to you.
When you take this move, describe the person your little monster used to be and how they became twisted by your power. The Keeper will describe why they still love you.
Choose three basic moves and tell the Keeper how your little monster helps you with those moves.
Whenever your companion can help you, you add +1. If your companion ever gets hurt or is betrayed by you,
If you release your little monster from their love of you, Describe how you destroy them. They may return in one form or another, but for now they have found peace. Discard this move and choose a new one from your playbook.
You have learned how to travel through the portals that connect all dreamers. Even locations, objects, and Harbingers dream.
When you seek out insight or wisdom in dreams, spend Darkness Tokens and roll.
On an 8-10 you find exactly what you are looking for. Choose two:
On an 11+ you come across something disturbing, choose one from above and one from below.
On a 7- the dream comes alive and leaks violently out into the world. The Keeper will tell you what happens next.
You have learned how to reflect the thoughts of memories of others, to help them see who they wish to see.
When you allow your form to fluctuate and take on the face of another, spend Darkness Tokens and roll.
On an 8-10 the thoughts and memories come together in song and your form harmonizes with it, choose two:
On an 11+ your own thoughts and memories are discordant and the song falters for a moment, choose one above and one below:
On a 7- a thought or memory bears the mark of a Harbinger, causing you to lose control of your form entirely. The Keeper will tell you what happens next.
When a PC is Torn Between Torn Between and must make a choice, you may reach out to them psychically and tell them why they shouldn’t be afraid.
Mark 1 Condition and ask them, “How do I help you believe in yourself?” They no longer have to make a choice and find a moment of clarity and calm. In addition, both of you gain 1 Bond with each other.
When you Grasp Keys Grasp Keys alone while inviting danger, take 3 Darkness Tokens before doing so.
You spent many years alone before you were found by DIVISION. You have learned the wisdom of solitude, the strength in loneliness. Unlike other PCs you may create a Bond with yourself.
When you choose the wisdom of solitude, tell everyone how you spend time alone. What do you do? How is it calming, fruitful, or insightful? Gain 1 Bond with yourself. You may spend these Bonds with yourself as normal.
Your cold analytical skills help you devise the perfect plan.
When you study a tense situation, spend Darkness Tokens and roll.
On an 8-10 the plan starts to form, ask two:
On an 11+ ask one from above, but you come to a harrowing realization about the situation. The Keeper will ask you a difficult question that you must answer.
On a 7- the Harbinger has prepared for this moment and a trap is sprung. Prepare for the worst.
When someone spends a Bond with you to receive the +1 or -1 bonus, they may ask for your expert advice. If they follow it, they may also choose one:
When you first encounter a named NPC or Faction, you may declare that they have intimate ties with DIVISION. When you do so, spend Darkness Tokens and roll.
The Keeper will tell you something significant and valuable, even on a miss.
On an 8-10 you know much about them, choose one:
On an 11+ they are dangerous to you or DIVISION, the Keeper will say which. Choose one:
On a 7- they have something on you. What terrible secret do they know about you?
You have a mentor, someone ancient and terrifying who wears human skin. They tell you what you need to know, as long as you prove you are worth their care and interest.
At the start of each session, reflect on a moment with your mentor. Spend Darkness Tokens and roll.
On an 8-10 you flashback to a moment when your mentor was pleased with you. Their sinister riddles make sense of what is going on in the present. Choose two:
On an 11+ you flashback to a moment when your mentor expressed their disappointment. Choose one from above, but you must prove your worth. Choose one:
On a 7- you receive a dire warning or difficult orders from your mentor, the Keeper will tell you what happens next.
When another PC is Grasping Keys, Grasping Keys, ask if they desire your expertise. If they do, work together to describe how you correct their method or line of reasoning. They roll as normal but in addition:
On an 8-10 any PC may add or change a detail of the Key the Keeper offers.
On an 11+ the Keeper will provide a golden opportunity to avoid the worst of the consequences.
However, on a 7- all the consequences of the roll affect you rather than the player who rolled, including the option to mark in order to uncover a Key.
Sometimes, your mask of humanity slips.
When you peel away at the mask of humanity, you may mark 1 Condition to tear away your mask and reveal the true alien horror you are.
This will end an attack or interaction as your opponent is momentarily stunned by the revelation. Doing so will provide a fleeting opportunity before they come to their senses.
You will do whatever it takes to avoid the tragedy that befell your people.
When you’re in a tense situation and see the echoes of that tragedy, tell the Keeper what you fear will happen, spend Darkness Tokens and roll.
On an 8-10 you know exactly how your friends can avoid the worst of what is to happen. Each PC around you gains 1 Bond with you.
On an 11+ you realize you must carry this burden alone. Add +1 to every move to avoid impending disaster as long as you are acting alone.
On a 7- it is worse than you feared, the Keeper will tell you what happens next.
When you choose to Unleash the Dark Unleash the Dark describe how your form changes through violence and beauty, causing those around you to despair. When you do, you may choose one from the following options, even on a miss:
At the start of each session, describe a memory you have of your people. Choose to speak with love, sorrow, or both. Say what you hope for, spend Darkness Tokens and roll.
On an 8-10, your memory grants you an epiphany. Choose two:
On an 11+ your memory turns dark, choose one from above and the Keeper will describe a sign of terrible things to come or a significant complication.
On a 7- your hold on the memory falters. The Keeper tells you what price you will have to pay to save your memories from the Harbingers’ grasp.
You are the last, but there is an echo of the past that will never leave your side. Choose one:
Gain 1 Bond with the echo.
When you spend time alone with the echo, gain 1 Bond with it. Tell everyone else at the table how your time together is spent. How is it lonely, sad, or moving?
You have the ability to bring into the world terrifying monsters of beauty. Describe the process and what you wish to bring into the world. Spend Darkness Tokens and roll.
On an 8-10 the child is perfect and obedient. It helps as you wish and sees you as a parent. Describe what dark powers it has.
On an 11+ the child is perfect and rebellious. It does as you ask for now, but it sees you as its lesser. The Keeper describes what powers it has. Choose one:
On a 7- something has gone terribly wrong —the Keeper will tell you what happens next.
You have a collection of beautiful relics that were created in worship of you, and small fragments of your lingering divinity are contained within them.
After any roll you make, you can expend one of these relics to modify the result by +1 or -1.
Whatever happens, it has been used up forever. Mark 1 Condition. You have at your disposal a vast supply of these beautiful relics, which may all be sacrificed at the cost of chipping away at your divinity.
You have only survived in this wretched state because of your ability to lie and charm.
When you Unleash the Dark Unleash the Dark through lies, you can also choose one from below, even on a miss:
When you first encounter a named NPC or Faction, you may declare how they loved or worshiped you before your fall. Spend Darkness Tokens and roll.
The Keeper will tell you something significant and valuable, even on a miss.
On an 8-10 you feel their heart open to you, choose one:
On an 11+ they intoxicate you, choose one:
On a 7- they serve those who forced your fall, their master makes a move against you immediately. The Keeper will tell you what happens next.
You learned through pain that secrets are a key aspect of survival. You may attempt to tap into your latent divinity to cloak reality with your lies for a time.
When you have a secret or truth you wish to conceal, describe what lie or distraction will replace it. Spend Darkness Tokens and roll.
On an 8-10 you encase the lie in what remains of your divinity. Choose one:
On an 11+ the lie grows more powerful than you intended and your divinity cracks further. Choose two from above, but choose one below:
On a 7- you lose control of the lie and the spark of your divinity you used to create it. The Keeper will tell you what happens next, prepare for the worst.
When you reflect on the Keys uncovered thus far, you may feed on an aspect of a Key. The Keeper describes how your body violently changes in response. Mark 1 Condition to reflect how the transformation makes you feel.
Choose two questions to ask the Keeper, they will answer honestly and in great detail:
You have acquired a taste of power that only a Harbinger can wield. Under your skin, carved into your bone, burrowing in your flesh, is what remains of the Harbingers you have consumed.
When you tear away at your skin to reveal what remains of a slumbering Harbinger, spend Darkness Tokens and roll.
On an 8-10 your body ripples in perfect sync with what remains of the Harbinger’s power. Choose what your body changes into, for now:
On an 11+ another Harbinger within you seeks to re-form itself, tearing at your flesh and remaking it in their glory. Choose one from above and one from below:
On a 7- a terrifying Harbinger within you awakens, one that you did not mean to call upon. They break you open, feed on your heart and mind, and toss you aside. The Keeper will tell you what happens next, prepare for the worst.
When you Reveal Your Heart Reveal Your Heart to someone, you may show them how your hunger ravages and breaks you. If you do, you choose one from below, even on a miss:
The hunger inside of you yearns for the innocent, to transform mortal flesh into an endless void filled with teeth.
When you share an intimate moment with an NPC willing to become your thrall, ask them if they desire you. If they say yes, describe the feeding. Spend Darkness Tokens and roll.
On an 8-10 they feed on you in turn, and the hunger within you infects them slowly leaving you euphoric. Choose one:
On an 11+ the hunger corrupts them and breaks them, reforming their shape into the seed of a Harbinger. Choose one:
On a 7- something within your would-be thrall seduces the hunger, and they gain more power than you were ready to give. The Keeper describes what happens next. Prepare for the worst.
You’ve fed upon countless victims, and their remnants merged inside you to become a unique consciousness. This alien horror living under your skin will one day consume you in turn.
When you first encounter a named NPC or Faction, you may declare that the remnants within you recognize them. When you do so, spend Darkness Tokens and roll.
The Keeper will tell you something significant and valuable, even on a miss.
On an 8-10, the remnants whisper many secrets, choose one:
On an 11+ the sight of them drives the remnants within you into a frenzy, choose one:
On a 7- they know about the remnants within you and the power of your hunger. They will immediately place you in a vulnerable position, the Keeper will tell you what happens next.
When you hold the vulnerable close, describe how you become vengeance incarnate and perceive what connects them to the encroaching apocalypse. Spend Darkness Tokens and roll.
On an 8-10 the soul reveals all, choose two:
On an 11+ the soul burns and threatens to consume you whole. Choose one:
On a 7- your own soul buckles under the weight of their sin, leaving you vulnerable to the entity residing in what remains of your soul. The Keeper will tell you what happens next.
You are a scion of vengeance, you are enslaved and empowered through eternal punishment. When you
Every soul chosen to mete vengeance is bound to your soul, for better or worse. When you travel the paths of betrayal and vengeance that connect all hearts, ask one and gain 1 Bond with one who the Keeper names:
The Keeper will answer you honestly and with great detail. Mark a Condition that reflects how this makes you feel.
You may ask a second question and uncover a Key but the Keeper will give you a difficult task to appease the entity of vengeance within you. If you are unable to fulfill it by the end of the current Mystery, prepare for the worst.
One day your quest for vengeance will break you and leave nothing of your soul but for now you must persevere and survive all odds. At the end of each session, reflect on your quest for vengeance. Choose two:
There is one human, weak and imperfect, who looks you in the eyes and sees past the monster you are. Declare who your Heart is and what makes them vulnerable. The Keeper will describe what measures DIVISION has taken to ensure their safety. When you share an intimate moment with your Heart, spend Darkness Tokens and roll.
On an 8-10 the entity within you loses its grasp on you, and your humanity blooms in fragile hands. Choose one:
On an 11+ the entity within you seeks control and your Heart goes too far to protect you. Choose one:
On a 7- your enemies use this opportunity to endanger your Heart. The Keeper will tell you what happens next, prepare for the worst.
There are times when you may long for a reprieve from the pull of your Fury and Handler but these chains are inescapable. When you seek an intimate moment with another PC, describe how they remind you of your Fury or your Handler. Spend Darkness Tokens and roll.
On an 8-10 Ask them if their darkness draws them closer to resonate with yours, drawing them closer to you. If they say yes, choose two:
If they say anything that isn’t yes, take it as a rejection. It stings, but you’re used to this. Tick Edge of Destruction or Spirals and Shadows once, and choose two:
On an 11+ They become entangled in your chains, tick Edge of Destruction or Spirals and Shadows once and choose one.
On a 7- The darkness around you all reacts violently, creating a dangerous maelstrom. The Keeper will tell you how both of your darknesses clash against each other to pose a threat to everyone around you.
When you pause to reflect on the Mystery, remembering the cold wisdom and dark advice of your Handler, spend Darkness Tokens and roll.
On an 8-10 your Handler’s instructions come through, as though they were whispering it directly in your ear. Gain 1 Bond with your Handler and choose two:
On an 11+ your Handler unexpectedly tightens the collar around your throat as they bring you to heel. They are far more involved in this Mystery than you could ever have imagined. Tick Spirals and Shadows once and choose one.
On a 7- your Handler continues to erode your sense of self. Tick Spirals and Shadows once. The Keeper will tell you how you play the role of the perfect pawn.
When you admit that you lack the strength to tackle the problem on your own and recede into the hot, grasping flames of your Fury, your Fury violently transforms your body into the perfect weapon for this moment. Spend Darkness Tokens and roll.
On an 8-10 the form your Fury grants you is finely calibrated to the necessary destruction, choose two:
On an 11+ your Fury transmutes you into a form that is raw, unchecked, and truly monstrous. Every step you take leaves storms of destruction in your wake. Tick Edge of Destruction once and choose one:
On a 7- your Fury takes control of your wrathful, weaponous body, running free, rampaging out of control, destroying too much. Tick Edge of Destruction once. The Keeper will tell you something important that you cared for, that your Fury destroys.
Choose one NPC that your chains reach out to, one who will elevate you into something greater. Gain 1 Bond with that NPC. Create another personal Doomsday Clock with 4 ticks and name it Crown, or a Collar? You may only have one Crown, or a Collar? clock active at any given time.
Every time you ask for protection from that NPC, at great personal cost to them, gain 1 Bond with them.
When you spend a Bond with that NPC, choose two.
When the Crown, or a Collar? clock fills, choose one.
You can reinforce the ties that you have with other monsters, with those who are closest to understanding you. When someone spends a Bond with you to modify a roll by +1 or -1, they choose one:
You will be flawless, no matter the cost. You can reach through the fabric of reality and access weaker counterparts of yourself with one redeeming quality. When you take this move, choose one basic move. You cannot choose Unlock Doom’s Door. Unlock Doom’s Door.
When you trigger that basic move, instead of rolling you can shatter one of your alternate selves to harvest their redeeming quality. You add it to your perfection. Choose one:
You have doppelgangers hidden in this reality, and they spy on the hearts of others. When you take this move, you can listen to the whispers of your spies at any time to learn what someone else’s base desire is. When you Unleash the Dark Unleash the Dark by telling someone what they truly want, choose one from below, even on a miss.
You can’t stand to be vulnerable with others, even though your soul screams for it. When you would Reveal Your Heart, Reveal Your Heart, you can choose to lie and maintain the mask of perfection you wear. When you do this, you Conceal Your Heart Conceal Your Heart instead. Spend Darkness Tokens and roll.
On an 8-10 you turn away from your feelings. Choose two:
On an 11+ your grip on your heart tightens painfully and noticeably. Ask each other, “Why do you trust me?” After you both answer, you each choose one:
On a 7- they know you’re hiding something. If you Concealed Your Heart Concealed Your Heart from a PC: until the end of the Mystery, they have a new way of gaining Darkness Tokens. They choose one:
If you Concealed Your Heart Concealed Your Heart from an NPC: the Keeper describes what flaw of yours they notice and how they take advantage of it.
You hold your allies to the same impossible standards as yourself. When another PC fails to act perfectly, tell them how much they’ve disappointed you and what they should have done instead.
If they accept your truth, they mark a Condition and they choose one:
If they respond otherwise, or not at all, they deny your truth. Choose one:
You have learned to weaponize your multitudinous feelings about your rejection to manipulate others without sacrificing your own integrity. When you share an intimate moment with another and tell them what quality of yours you wished your community accepted, ask them if they accept that part of you. Gain 1 Bond with them and describe how you hint at one of the following emotions.
If they are a PC and they accept: they gain one Bond with you and they choose one:
If they are an NPC and they accept: the Keeper tells you how best to use one of their weaknesses to your advantage.
If they respond otherwise, or not at all, take that as a sign of rejection. You gain 1 Bond with What the Darkness Demands of You What the Darkness Demands of You and the dark whispers one of their secrets to you. Ask them what you learn.
You may at any time choose to kill an NPC who is vulnerable to you. Choose:
Your true parent or creator has reconnected with you, and they bear great power.
When you ask your true parent or creator for help, they will do as you ask if you give them the love they crave from you.
Tell them what you need, the Keeper will describe what form of loyalty or affection they require in return. Choose:
You may always declare a Harbinger knows you and the terrible prophecy that awaits you. Describe what part they will play in your prophecy.
When you declare this, choose:
When you would Reveal Your Heart Reveal Your Heart to a PC or an NPC who may become a Harbinger, you may instead choose to describe why you are destined to become a Harbinger and how this makes you afraid.
If you do, mark and the Harbinger within you stirs and reaches out to the other person, bringing your hearts far closer than any confession ever could. Choose two:
Then the Harbinger within you resonates with the Harbinger within them. If they mark 1 Ruin, they choose one:
The burden of power can be carried between two, should fate choose to be so kind.
When you take this move, declare a PC or NPC you are bound to by fate. If they agree, they declare what shared fate awaits you both. The two of you are connected always, sharing emotions, thoughts, and unable to stay away from each other for very long.
When you wish to deepen the connection between you two, choose:
A Harbinger claims that they will help you, assuring you that they are working against the other Harbingers for their own agenda.
When you call upon your patron and tell them what you need, the Keeper will describe what you must do for them in return. Choose:
You have created an unbreakable covenant with another Omen, in fervent and twisted hope that you can resist the abyss long enough to save each other.
When you take this move, declare which PC you create this covenant with. If they agree, both mark Ruin and bind your power together. They are now your Chosen.
When you create a sacred moment of communion with your Chosen, choose:
You have found someone innocent—a perfect vessel. They are willing to embody your raw power and take your place for a time. Describe who they are and why they love you.
When you take this move, create your own personal Doomsday Clock with 12 ticks and name it My Power Made Flesh.
When you seek relief or comfort through your Anointed One, choose:
When the My Power Made Flesh clock fills, your Anointed One is fully corrupted and consumed by your power and surges into a horrifying new form. The current Mystery is set aside. In this moment, your Anointed One has become the next Harbinger of the apocalypse, emerging from an ancient Door of Power. They wear your power with a strength of will and purity of soul beyond what you were ever capable of. Give them a new name and title befitting the destroyer of worlds they have become.
You and the other PCs must deal with your Anointed One, one way or another. Once this apocalyptic threat is dealt with, decide if you will leave DIVISION or stay. If you leave, retire this character and create a new one. If you stay, clear the Doomsday Clock My Power Made Flesh and choose a new Anointed One.
The darkness wants to be molded by you, and yearns for your control.
When you take this move, create a puppet made from the dark and twisted thoughts you have collected from others over the years. Describe two emotions it can feel and understand.
When you seek to command your puppet mark and choose one:
Once the task is completed, the puppet wishes to escape into the land of dreams. Choose:
You know that the heart is such a strong, but fragile thing.
When you know the desire or emotional state of an NPC (or a PC, if invited), you may touch them and alter it. Mark and choose two:
As long as you remain in control of their desire or emotion, you feel what they are feeling. You may release your hold on their heart at any time.
Somewhere in your memories lies the truth—you were once a terrible and vengeful cosmic being, destroyer of souls and worlds, before heroes forced you into slumber. What you are now is just a dream come to life, while the real you continues to sleep, yearning for a new age of destruction.
When you take this move, create your own personal Doomsday Clock with 12 ticks and name it The Dream Ends.
When you reach out to your true self and take back some of your destructive cosmic power, choose:
When The Dream Ends clock fills, you wake up and regain your True and Cosmic Form. Whatever the current Mystery is, it is set aside. In this moment, you become the next Harbinger of the apocalypse, emerging from an ancient Door of Power. You are whole, complete, but terrifying and beyond mortal comprehension. Give yourself a new name and title befitting the cosmic horror you are.
You are no longer part of DIVISION. The other PCs must deal with you, one way or another. Once your apocalyptic threat is dealt with, retire this character and create a new one.
You have learned how to harness dreams and create great and terrible weapons from them.
When you turn dreams into a dangerous weapon, and choose one:
Your hard earned knowledge can be used as a weapon, and you have learned how to sharpen the truth to its finest edge.
You may at any time reveal a dark and terrible secret of an NPC (or a PC, if invited) in a scene. Choose:
When a PC is about to mark their final Condition and hit their Breaking Point, ask if they wish for you to intervene. If they agree, you summon Death to their side. You do not have to physically be present in the scene to be able to do so.
When Death comes, they ask you for something in return for their assistance. Choose:
You intimately understand that Death and Life are connected to all things.
When a person, object, or location is on the verge of death or decay, you may choose to hold Death hostage and demand Life bargain with you.
When you hold Death hostage, choose:
You have been with DIVISION long enough that they trusted you with a secret. Over the years, DIVISION has managed to collect ancient doors of power, and placed them within a metaphysical space of highly volatile energy. Each door exists within a fluctuating state of open and not open, locked and unlocked.
Only the most powerful in DIVISION know that the Harbinger within you can access these doors. They watch you with great interest.
When you allow the Harbinger within you to access the Corridor of Doors, unlock a door:
When you have unlocked a door, choose:
You have grown attached to your fellow monsters and care deeply about their fates.
When a PC or NPC is in peril, to suddenly appear at the scene, ignoring usual limits of time, distance, or plausibility. In addition, gain 1 Bond with them.
If you wish to appear in a superior position or bearing a golden opportunity, a second time.
You are determined to embody the beauty and terror of your people, no matter the cost. You will be beautiful, and all will look upon you with despair.
When you reach deep into your ancestral memory and embody the paragon of your people, choose:
You once had friends who stood and fought with you, long ago, in the light of better days. They were powerful, brave, and full of hope. They loved you enough to promise that oblivion could not hold them forever. But calling them comes at great cost to you.
When you break the sacred laws of time and space to reach one of these friends, mark and choose one from below. Describe how your friend and their power come through for a time, they are even more powerful than you remember them being. Their time is short on this plane of existence.
When your friend leaves, cross them from the list. The oblivion will claim them again, corrupting their soul forever and turning them into a Harbinger.
You may mark again to offer oblivion a part of your soul instead, allowing your friend to finally find peace in the next world.
Hidden away on Earth is a fortress that was meant for your people. Now, there is no one else but you.
When you take this move, choose two features of this place:
When you call upon the resources of your fortress to immediately solve a problem or address a challenge, say what you want to happen. The Keeper will tell you how your people expect you to use these resources lawfully through honor and duty. Choose:
Your words once swayed gods and broke the gates of heaven. When you speak in your true and ancient voice, all living mortals are driven to despair.
When you Unleash the Dark Unleash the Dark and enforce your will socially or emotionally, you may choose to mark If you do, treat the move as if you rolled an 8-10 and choose four options instead of two.
The one who orchestrated your fall is out in the world, they thrive as they plot and scheme.
When you take this move, tell the Keeper what grand plans they have and what power they stole from you. Explain why you still care for them. Gain 1 Bond with them.
When you wish to connect to your nemesis, choose one:
You know well that worship comes from desire, selfish and cruel.
When you touch a being, you may imbue them with an uncontrollable desire for someone or something. Choose:
This is not the first time you have fallen. You will claw your way back up to glory and power, no matter the cost. You will do whatever it takes to rebuild what is lost, and you have a plan.
When you secretly work towards reclaiming your glory and power, mark and choose one step of the plan below and strike it out. When you do, the Keeper will choose a consequence from the next list.
The Keeper describes the consequence you face for your growing power, they choose one.
When all steps of the plan have been struck out, you have been reborn to your true glory and immeasurable power. In this moment, you become a Harbinger of the apocalypse, emerging from an ancient Door of Power. You inspire awe and fear as your divinity threatens to tear apart the world. A new Faction serves you to carry out your divine will. Give yourself and your Faction a new name and title befitting the god you are now.
You are no longer part of DIVISION. Describe how you disappear, and what you leave behind in DIVISION. Each PC gains 1 Bond with you and 1 Bond with your Faction. Retire this character and create a new one.
When you share an intimate moment with a PC, ask them if you may feed on the Harbinger within them. If they say yes, describe the feeding and choose:
When you share an intimate moment with a PC, ask them if they will shed their skin for a moment to show you the Harbinger they may one day become.
If they do, you feast upon their Ruin. Erase any number of Ruin marks they have, transferring their Ruin marks to your own track. your own track.
If you share What the Darkness Demands of You What the Darkness Demands of You and how it tempts you, they may choose to feed off your Ruin your Ruin instead.
Imprisoned within DIVISION is your reflection, purified by your hunger. They were once a person, long ago. But now they only mirror the worst aspects of you, showing on their skin what horror lies beneath the surface of you.
When you share an intimate moment with your reflection, describe how their body has changed to show what you hide from all others. The Keeper will describe why they still love you. Choose:
You and the hunger know each other intimately—it has broken and remade you again and again over the years, leaving behind your insides changed and yearning. You know that the hunger is reshaping you to fulfill its greatest desire.
When you take this move, create your own personal Doomsday Clock with 4 ticks and name it Only Hunger Remains.
When you are about to hit your Breaking Point, Breaking Point, you can choose to give into desperation and feed on yourself instead, allowing the hunger within to grow stronger. Mark and tick Only Hunger Remains once. Clear all your Conditions and choose three new unmarked Hunger Conditions:
When the Only Hunger Remains clock fills, you are finally consumed by your hunger. Whatever the current Mystery is, it is set aside. In this moment, you become the next Harbinger of the apocalypse, emerging from an ancient Door of Power. Your bones and flesh have been reshaped to reflect the truth of who you are, displaying the exquisite pain and torture you subjected your victims to. Give yourself a new name and title befitting the grotesque horror you are.
You are no longer part of DIVISION. The other PCs must deal with you, one way or another. Once your apocalyptic threat is dealt with, retire this character and create a new one.
Your betrayal eats away at what remains of your soul as you obsess over who you could have been if life were kinder to you. When you ask the entity within you what could have been, mark and ask one of the questions below. The Keeper will answer you honestly and with great detail.
In your time as serving as a vessel of vengeance, the cosmic forces of the universe have responded to your actions. The spirit of forgiveness was forged but it embodies unknowable laws that are beyond the ken of men. To be forgiven is perhaps a heavier burden to bear than anything in the known universe.
When you call upon the Spirit of Forgiveness, describe how the sharp light cuts through you to reveal a monstrous truth about you. The Keeper will describe the avatar of Forgiveness that comes to your side. Choose one:
When you have replaced all your Conditions with Forgiveness Conditions, replace your Breaking Point with the one below:
The Vengeance you have sought and delivered forces the universe to respond with the cold cosmic nature of Forgiveness. Your humanity hollows out to reveal the vessel you are, the bright light within you burns away the darkness and recolors your memories to the palest shade of nothingness. In this moment you are only the cosmic avatar of Forgiveness, and nothing else.
Describe what cold revelation Forgiveness speaks through you and who you empower to balance the scales of the universe. The Keeper will tell you how celestial fire reshapes the world around you, revealing the terrifying truth beneath the surface of reality.
The entity within you can always recognize another wretched soul broken enough to be vulnerable to vengeance’s desire. When you perceive the full weight of a soul vulnerable to you, describe how you draw down the entity of vengeance into their being. Choose:
You are determined to free yourself from this soul-crushing servitude, even at the expense of the innocent. Describe an innocent being that trusts you. The Keeper will describe how they know you will ultimately betray them and why they still love you.
When you take this move, create your own personal Doomsday Clock with 12 ticks and name it I Had No Other Choice. When you share a vulnerable moment with this innocent, choose:
When the I Had No Other Choice clock fills, their innocence is shattered and your full betrayal comes to pass. They are now a new entity of Vengeance, completely separate from your own power and calling upon the full might of the encroaching apocalypse. The current Mystery is set aside. In this moment, they have become the next Harbinger of the apocalypse, emerging from an ancient Door of Power. The vengeance they offer the world is mesmerizing and cruel, loving and despairing. Give them a new name and title befitting the unspeakable horror they have become.
You and the other PCs must deal with them, one way or another. Once this apocalyptic threat is dealt with, decide if you will be fully consumed by vengeance as penance or seek another innocent. If you are consumed by vengeance, say your last goodbyes and retire this character and create a new one. If you seek another innocent, clear the Doomsday Clock I Had No Other Choice and choose a new innocent to betray.
Your Handler knows that you make mistakes; even the most obedient of dogs will occasionally make a mess. Despite this, they are ever so graciously there for you. This time.
When you are utterly convinced that only your Handler can pull you out of this current disaster, choose one:
When you give in completely and entirely to What the Darkness Demands of You, What the Darkness Demands of You, your wretched Fury temporarily assumes control, subsuming your being and performing feats of terrible, impossible might. Your Fury has placed you in the path of the oncoming storm. In addition, describe how your Fury irreparably changes the current circumstances to better suit What the Darkness Demands of You, What the Darkness Demands of You, leaving an indelible mark upon the world. Choose one:
These are the chains you choose for yourself. When you take this move, declare which monster you wish to chain yourself to forever. Ask them if they will shackle their fate eternally with yours. If they say yes, you both and your destinies become one. They become your Anchor.
Taking this move means you are always attuned to their state. No matter the size of it, you know what danger they might be in. There is something deep within you that neither your Fury nor your Handler can claim, that knows your Anchor must be protected at any cost.
When you choose to protect your precious Anchor, immediately appearing at their side, defying all logic and plausibility, choose one;
Your chains are needy, seeking out connections to bolster your ruinous might. You begin to resemble your Fury and Handler ever more so. Mark to immediately gain 2 Bonds with any NPC that you know.
For any NPC that you have a Bond with, at any time mark and choose one:
You survived the unthinkable; your first community took away the love and safety of your home. That didn’t end you—and neither will holding back the apocalypse. When you are about to hit your Breaking Point, you can choose to embrace perfection instead. Choose one:
The one who made sure you were expelled from your community is alive and well, thriving in your absence. When you take this move, tell the Keeper why they rejected you and what lies they tell about you. Explain why you still crave their approval. Gain 1 Bond with them.
When you wonder if what you’re doing right now would impress them, choose one:
You try to build something beautiful by creating a new community of your own. When you take this move, declare who the first clone you create is, and why they love you. The Keeper will tell you what the new community needs to thrive. Name your community. Then, create your own personal Doomsday Clock with 8 ticks and name it My Happy Family.
When you create a clone based on someone you know, choose one:
Mark and tick My Happy Family once. Choose an NPC you have met, and create a clone of them. The Keeper tells you the one sign that reveals they are a clone. You gain 1 Bond with them and they obey one order of yours before going home to your new community.
Mark and tick My Happy Family twice. Choose an NPC you have met, and describe the clone of them that you create right now to aid you. Each PC gains 1 Bond with them. They do everything you ask and they would die for you if you demanded it. When they have carried out your order, they wait for your next command. If you dismiss them, they return to your new community.
When the clock fills, the Keeper tells you what event makes your new community see you, their creator, for the monster you are. They turn against you and become a Faction, intent on hunting you down and destroying you. Give them a new name befitting their hatred. Once this Faction is established, clear the Doomsday Clock My Happy Family, create a new clone for another new community and start a new clock.
A secret facility within DIVISION houses several of your alternate selves. You are drawn to one of your doppelgangers in particular—they are now your Mirror. Choose why you are drawn to your Mirror:
When you take this move, create your own personal Doomsday Clock with 6 ticks and name it Immaculate Reflection. When you have a moment of intimacy with your Mirror, describe how it becomes harder to tell you apart and choose one:
When the Immaculate Reflection clock fills, your Mirror reveals to you that the only way to reach perfection is to give into the darkness. They offer you a choice: embrace them now and join with them to become the next Harbinger of the apocalypse, or remain as you are.
Whatever the current Mystery is, it is set aside. In this moment, if you join with your Mirror, you become the next Harbinger of the apocalypse, emerging from an ancient Door of Power. You are no longer part of DIVISION. You merge and become the most powerful version of yourself that you could ever imagine. Give yourself a new name and title befitting your transcendence. Tell everyone how your first community reacts when your darkness threatens to tear apart the world. The other PCs must deal with you, one way or another. Once your apocalyptic threat is dealt with, retire this character and create a new one.
If you reject your Mirror, you remain as you are and they wield your power with more beauty and devastation than you ever could. Give them a new name and title befitting their flawlessness. You and the other PCs must deal with your Mirror, one way or another. Once this apocalyptic threat is dealt with, decide if you will leave DIVISION or stay. If you leave, retire this character and create a new one. If you stay, clear the Doomsday Clock Immaculate Reflection and choose a new Mirror.
For as long as you remember, you’ve had strange and prophetic dreams. DIVISION suspects that you were once a time traveller in an alternate reality, but you have lost the ability to move through time. DIVISION has the equipment and personnel available to help record and analyze useful information from the dreams, often leading to breakthroughs during an investigation.
When you take this move, answer at least one of the following questions:
At the start of each session, tell the Keeper what kind of dreams you have. Spend Darkness Tokens and roll.
On an 8-10 the experts are able to parse your dreams effectively, and you uncover a Key. In addition, the Keeper describes someone who features prominently in the dream, gain 1 Bond with them.
On an 11+ the experts reveal a living nightmare hiding within your subconscious, but you uncover a Key. The Keeper describes the nightmare you catch a glimpse of before it escapes into the real world. Declare an irrevocable truth about the Mystery that you learn from the nightmare. Rewrite or add a Facet of the Mystery that reflects this.
On a 7- you dream of a broken future that was erased from the timeline by a future you that no longer exists. The Keeper describes the dream and the harrowing future. A part of that future will become real and infect this reality.
DIVISION formed an uneasy alliance with one of the royal courts of the fae, and you were assigned to work with a liaison. They are now invested in your fate, for better or for worse.
When you take this move, answer at least one of the following questions:
When you call upon the Fae Liaison for help, tell the Keeper how large a favor you’re offering the fae in exchange, on a scale of 1-3. The Keeper will describe a fae creature and its power with an intensity equal to the scale of the favor. Roll, and add the level of favor you promised.
On an 8-10 the fae recognizes you as one beloved and chosen by fae magic. Choose a number of actions equal to the scale of the favor you promised. In addition, gain 1 Bond with your fae liaison.
On an 11+ the Harbinger within you responds to the fae’s magic, and awakens for a moment. Choose a number of actions equal to the scale of the favor you promised. In addition, gain 1 Bond with What the Darkness Demands of You. What the Darkness Demands of You.
On a 7- something terrifying and sinister takes notice of the fae and their magic, and they come to claim their prize. The Keeper will tell you what happens next.
DIVISION has within its facilities a maze of libraries and tomes bursting with knowledge. You found a section of the library that very few know about. Some books are so dangerous, they are bound by chains and spell-tech.
When you take this move, answer at least one of the following questions:
When you reveal that you brought one of the forbidden books with you, spend Darkness Tokens and roll.
On an 8-10 the chains bend and the spell-tech weakens, the book recognizes you as its master. Choose two:
On an 11+ the chains break and the spell-tech unravels, the book is free to do as it likes. Choose one from above, and one from below:
On a 7- something or someone has tampered with the book, it opens and something terrible and harrowing uses it as a portal to come through. The Keeper will tell you what happens next.
DIVISION has a high mortality rate—the average agent survives only a few months on the job. Some of them love the work so much, they continue to work for DIVISION, even in death.
When you take this move, answer at least one of the following questions:
When you call upon the Ghostly Agent for help, draw them to your darkness and open your heart to them. Spend Darkness Tokens and roll.
On an 8-10 they walk through the veil between the living and the dead, offering their aid. Choose two:
On an 11+ the Ghostly Agent has witnessed a terrible portent and they have come through the veil to warn you. Choose one from above, but prepare to heed the dire warning the Ghostly Agent gives you.
On a 7- the Ghostly Agent tries to come through the veil but they are ensnared by something dangerous and otherworldly, the Keeper will tell you what happens next.
You impressed a hero who worked with DIVISION for a short time. They entrusted you with this weapon and its legacy.
When you take this move, answer at least one of the following questions:
When you take this move, create 1 Bond with the hero. When you use this weapon to protect someone, choose:
You can describe using the weapon in the field, just as you would a power of darkness. There’s always a risk that the weapon will become damaged or unusable until you return to DIVISION to have someone look at it.
DIVISION curates a collection of certified holy symbols and assigns them to agents as needed. You have shown a divine resonance with a number of holy symbols, but the priest-technicians warn you that using the arsenal may be dangerous to a monster like you.
When you take this move, answer at least one of the following questions:
When you dampen your powers of darkness in order to use the holy symbol arsenal, tell the Keeper how much you open yourself to the divine energies of the arsenal, on a scale of 1-3. The Keeper describes a divine vision and its effects with an intensity equal to your divine vulnerability. Roll, and add your level of divine vulnerability.
On an 8-10 the darkness and divine energies synchronize to activate the Hymn of the Righteous. Choose a number of actions equal to your divine vulnerability. In addition, gain 1 Bond with the divine entity that aids you.
On an 11+ the divine energies turn dangerous and the Harbinger within you takes control. Choose a number of actions equal to your divine vulnerability. In addition, gain 1 Bond with What the Darkness Demands of You. What the Darkness Demands of You.
On a 7- something or someone has corrupted the holy symbol arsenal, the Keeper will tell you what happens next.
While most Omens operate in secret and must hide who they are, you are a celebrity and have become famous enough to earn honorary human status. Being “one of the good ones” is a novelty to humanity, though, and they hold you to impossible expectations.
When you take this move, answer at least one of the following questions:
When you take this move, create 1 Bond with the public. When you hide who you are to be what the public wants you to be, choose:
It is easy for your actions to tarnish your celebrity status and fragile reputation. The Keeper will tell you what the public demands to regain their trust and support.
DIVISION has an orphanage and a professional set of caretakers dedicated to raising young monsters that have the potential to become Omens. You yourself grew up in this way here and/or spent time as a caretaker.
When you take this move, answer at least one of the following questions:
When you have enough time between or during investigations, you may visit the orphanage with at least one other PC or NPC. If you do, each of you describes how you care for the young monsters.
If they’re a PC, you each erase If they’re an NPC, you gain 2 Bonds with them.
When visiting the orphanage, you may discover something that hints at the plans of a Harbinger or witness a terrible portent of what may come to pass. Describe what you find, and the Keeper will tell you its significance and hint at the Harbinger’s plans.
DIVISION has a collection of cursed artifacts. On a previous mission, your soul bonded with a partly cursed weapon. Partly isn’t all that bad, right?
When you take this move, answer at least one of the following questions:
When you take this move, create 1 Bond with the weapon.
When you open your heart to the weapon and let it speak directly to you, choose:
You can describe using the weapon in the field, just as you would a power of darkness. There’s always a risk that the weapon will become damaged or unusable until you return to DIVISION to have someone look at it.
There are many Factions that watch every move DIVISION makes. A tense web exists between numerous Factions, all vying for power, information, and access to the doors of ancient power. You have been chosen to represent DIVISION’s interests and work closely with one Faction in particular, but will the relationship compromise you one day?
When you take this move, ask your Keeper which Factions are in play and choose which one you have a relationship with. Answer at least one of the following questions:
When you reach out to a Faction’s representative for help, tell the Keeper how large a favor you’re willing to offer the Faction in exchange, on a scale of 1-3. The Keeper describes how much the Faction can help you, equal to the scale of the favor. Roll, and add the level of favor you promised.
On an 8-10 the Faction will help as you ask, choose a number of actions based on the scale of the favor you promised. In addition, gain 1 Bond with the Faction.
On an 11+ the Faction agrees to help, but they actively seek to compromise DIVISION and awaken the Harbinger within you. Choose a number of actions based on the scale of the favor you promised. In addition, gain 1 Bond with What the Darkness Demands of You. What the Darkness Demands of You.
On a 7- the Faction is caught up in something truly dangerous that will compromise your investigation. The Keeper will tell you what happens next.
DIVISION has a number of psychics attuned to an agent, sending visions directly into the mind of that agent across vast distances. This connection operates within marginally safe parameters, at a high level of risk DIVISION finds acceptable.
When you take this move, answer at least one of the following questions:
When you increase your psychic vulnerability to receive information, tell the Keeper how much you open your mind to the psychic invocation, on a scale of 1-3. The Keeper describes a vision and its effects with an intensity equal to your psychic vulnerability. Roll, and add your level of psychic vulnerability.
On an 8-10 the connection between you and the psychic invoker registers within safe parameters. Choose a number of questions from the list below equal to your psychic vulnerability, and the psychic invoker will show you the answers in great detail. In addition, gain 1 Bond with the psychic invoker.
On an 11+ you and the psychic invoker fail to sync safely and the Harbinger within you forces the psychic invoker to become a temporary channel. Choose a number of questions equal to your scale of vulnerability— the Keeper reveals what the Harbinger you may become shows you. In addition, gain 1 Bond with What the Darkness Demands of You. What the Darkness Demands of You.
On a 7- something or someone has hijacked the connection between you and the psychic invoker, the Keeper will tell you what happens next.
DIVISION works with various experts in the field and has a number of regular subcontractors. During an investigation, you may call DIVISION to request an expert subcontractor. It’s hard to get good and reliable help in a pinch.
When you take this move, answer at least one of the following questions:
When you call DIVISION and ask them to send someone over, tell them who you need. Ask another player to choose from the list below and describe the subcontractor:
ABYSS has a dozen or so bio-ships in residence at any given time. While conversation takes a bit more effort without an alien liaison, agents are encouraged to interact with those not hibernating—and even use them for transport.
When you take this move, answer at least one of the following questions:
When you ask a bio-ship to take you somewhere, spend Darkness Tokens and roll.
On an 8-10 the bio-ship takes you somewhere interesting or helpful, and you uncover a Key. In addition, gain 1 Bond with that bio-ship.
On an 11+ the bio-ship takes you somewhere confusing or dangerous but you uncover a Key. Draw a line between that Key and a Facet on the Mystery Map. Declare an irrevocable truth about the Mystery.
On a 7- the bio-ship goes without you. The Keeper describes how long it’s gone, and what horror it brings back with it.
When you use the resources of the Department of Change to directly interact with a Reality Shift Incident, describe how you touch the very fabric of the universe. Spend Darkness Tokens and roll.
On an 8-10 reality bends to your will, the truth of the universe being molded to your vision. Choose one:
On an 11+ your meddling causes additional warping of reality, rippling far beyond your touch. Choose one from above and one below:
On a 7- the fabric of the universe collapses onto itself, folding multiple versions of reality together into a horrific paradoxical combination. The Keeper will tell you what happens next.
When you use the resources of Project HOURGLASS to look through the shatterpoint, describe an alternative version of yourself from another timeline and how you reach out to them. Spend Darkness Tokens and roll.
On an 8-10 a part of the shatterpoint heals and the timeline is strengthened. Choose one:
On an 11+ a new crack forms along the shatterpoint. Choose one:
On a 7- the shatterpoint cracks along several timelines as the Harbinger within you stirs, and your alternative self slips into this reality and escapes. This timeline buckles and warps, irreversibly distorting reality. The Keeper will tell you what happens next.
When you unleash the dark within you to enforce your will on someone (physically, socially, or emotionally), spend Darkness Tokens and roll.
On an 8-10 you wield the darkness with control and ease, choose two:
On an 11+ your control falters and you go too far. Choose one, but the Keeper describes an unintended consequence.
On a 7- you have greatly underestimated them, the Keeper will describe the desperate position you find yourself in.
When you push the limits of your supernatural powers, straining to do the extraordinary or avert imminent danger, spend Darkness Tokens and roll.
On an 8-10 you use your powers with great precision and effect, changing the situation before you. Additionally, the Keeper may offer you reprieve, a golden opportunity, or a Bond with someone.
On an 11+ you are on the edge of disaster. Choose one: mark a Condition to exert better control of your powers, or let the Keeper tell you how the situation is not under your control.
On a 7- the Keeper will offer you something connected to What the Darkness Demands of You. Whether or not you take it, prepare for the worst.
When you reveal your heart and try to sincerely connect to someone, spend Darkness Tokens and roll.
On an 8-10 your heart reaches theirs, choose one. If they are a PC and they choose to deepen the connection further, they choose one too.
On an 11+ you have a moment of closeness but also weakness. Ask each other, “How do I scare you at this moment?” After you both answer, you each choose one:
On a 7- something interrupts or undermines the moment —a dire warning, consequence, or an aspect of the Mystery itself. The Keeper will tell you what happens next.
When you are torn between your monstrous nature and your human heart, or when you are tempted by What the Darkness Demands of You, make a choice:
When you search for a clue, investigate the signs of the apocalypse, or use your powers of darkness to gather information, describe how you are doing so. Spend Darkness Tokens and roll.
On an 8-10 you uncover a Key, the Keeper will tell you what it is.
On an 11+ you uncover a Key, but there’s a significant complication, cost, or fall out, the Keeper will tell you what it is.
On a 7- you find more than you were ready for. You may choose to mark Ruin to uncover a Key, but in doing so, the Keeper will reveal how you come closer to becoming a Harbinger.
When you are ready to declare what the door is and how to unlock it, say what you believe it to be. Connect the Keys to the Facets of the Mystery, revealing the Harbinger. Roll, and add the number of connected Keys minus the Mystery’s complexity. This roll is not affected by Darkness Tokens, Bonds, or any other move.
On an 8-10 you have tracked down Doom’s Door. You know exactly where it is and how to unlock it. In addition, the Keeper will present an opportunity to protect what matters most, take down the Harbinger, or otherwise drive back the apocalypse.
On an 11+ you reach the door moments after the Harbinger has unlocked it. They’ve begun to harness the power on the other side of the door, but there is still time to stop them. The Keeper will tell you what sacrifice or risk you will need to endure to interrupt their ascension.
On a 7- the door remains hidden, the theory was the wrong one. Every PC marks In addition, precious time is lost, and the Doomsday Clock ticks forward. If this fills the Doomsday Clock, the Harbinger has claimed the power of the door, and the PCs will face the worst possible circumstances.