
Name: Gender: Skin:
Look:
Origin:
Select a Skin above to get started.
Backstory
💔 You have two friends who you can rely on for monster-slaying support. Take a String on each. 💔
💔 There’s someone who knows that you’re the Chosen one and wants you dead. The MC gives them a name and two Strings on you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Mercy: When you decide to spare someone you have reason to kill, take a String on them.
Growing Pains: When you fail to protect your friends, mark experience.
Final Showdown: Spend 4 Strings you have on an NPC to kill them. They are irrevocably dead. They can spend any Strings they have against you to deal you harm, 1-for-1, on the way out.
Come Prepared: You have an outlandishly large armory, complete with ancient artifacts. Just in case the need arises.
To The Books: When the chips are down, and the sinister villain seems unbeatable, you can turn to your friends for research help. Roll with the number of people assisting you. On a 10 up, choose two. On a 7-9, choose one:
💔 ask the MC a question (MC must answer truthfully);
💔 your enemy gains the Condition secret weakness;
💔 gain a String on your enemy;
💔 carry 1 forward.
Take The Blow: When you leap into the way and take the blow instead of someone else, roll with Volatile.
💔 On a 10 up, you take the harm instead of them, but reduce it by 1.
💔 On a 7-9, you take the harm instead of them.
Light The Way: Whenever your friends follow through on your commands or your lead, they add 1 to their roll. (If your friends are NPCs, they instead act at an Advantage.)
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Chosen move. Take another Chosen move.
Take a move from another Skin. Take a move from another Skin.
You have Unholy Allies.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You wear your heart on your sleeve. Give everyone one String. 💔
💔 You’ve captured someone’s fancy. Gain 2 Strings on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Faery Contract: If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options:
💔 they fuck up something simple at a crucial moment;
💔 add 2 to your roll on an act of vengeance;
💔 they suffer 1 harm, whether the cause is obvious or not.
The Constant Bargain: When someone asks you to do something important for them, and you do it, roll with hot.
💔 On a 10 up, they lose a String on you, and you gain one on them.
💔 On a 7-9, choose one or the other.
💔 On a miss, you’ve shown that they can walk all over you, and they take a String on you.
Unashamed: You can give someone a String on you to add 3 to your attempt to turn them on.
The Wild Hunt: When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to turn someone on.
Beyond The Veil: When you attempt to commune with the Faery King, gaze into the abyss.
💔 On a 10 up, add this option to the list: find a hidden String against someone.
💔 On a 7-9, add this option to the list: the visions are clear, but the Faery King demands a favor of you.
Lure: Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you and you seek vengeance, mark experience.
Guide: If you spend a String on someone willing, you can bring them across the veil, into the faery court. The spell doesn’t last long, though, before you’re both returned to the mundane world.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Fae move. Take another Fae move.
Take a move from another Skin. Take a move from another Skin.
You belong to a Jury of Fae.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 Someone knows that you’re dead, and how you died. They gain a String on you. 💔
💔 You’ve been inside someone’s bedroom while they were sleeping. Take a String on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Unresolved Trauma: Whenever you project the blame and trauma of your death onto your current situation, roll with dark. On a 10 up, give two people the blamed condition. On a 7-9, give up to two people the blamed condition, but for each, choose one:
💔 You gain the delusional condition,
💔 You can’t speak during this scene,
💔 You suffer one harm,
💔 You start re-enacting the scene of your death.
Creep: When you secretly witness someone in their most intimate moments, perhaps showering or sleeping, gain a String on them.
Dissipate: You can walk through walls.
Vengeful: Whenever you lash out physically at someone with the blamed condition, roll using Dark. Add 1 extra harm to whatever harm you deal.
Forgive & Forget: Whenever you accept that someone isn’t responsible for your pain and suffering, and absolve them of their blamed condition, mark experience.
Hungry Ghost: You find sustenance in sadness. When others dump their emotional problems on you, roll with dark.
On a 10 up, they lose all their conditions, and you choose one:
💔 Mark experience,
💔 Carry one forward,
💔 Gain a String on them.
On a 7-9, they choose one:
💔 They lose all their conditions,
💔 They gain a String on you.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Ghost move. Take another Ghost move.
Take a move from another Skin. Take a move from another Skin.
You have a House of Spooks.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 Someone reminded you what love was, when you thought that death had stolen it away from you forever. Give them 2 Strings. 💔
💔 Did anyone watch you die, or watch you come back to life? If so, you both gain 2 Strings on each other. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
The Hunger: You have a Hunger for flesh, chaos, power, or fear. When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a feeding opportunity, roll to hold steady.
Disaffected: When you turn someone on, roll with cold.
Short Rest For The Wicked: When you die, wait it out. Some hours later, you wake up fully healed.
What The Right Hand Wants: Your body was stitched together in parts and pieces. And those parts and pieces echo different histories, want different things. Create another Hunger.
Watchful Golem: When you defend someone without them ever knowing about it, mark experience.
Satiety: When you satiate a Hunger, choose one:
💔 heal one harm;
💔 remove a Condition;
💔 mark experience;
💔 carry 1 forward.
Ending: You remember how you died. When you tell someone about it, give them the Condition morbid, and roll to turn them on.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Ghoul move. Take another Ghoul move.
Take a move from another Skin. Take a move from another Skin.
You have Necromatic Caretakers.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You owe debts. Give away 3 Strings, divided any way you like between the dark power and the other characters. 💔
💔 Someone thinks they can save you. Gain a String on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Soul Debt: Name a dark power that you owe a debt to. Choose two Bargains that it has made with you. It can hold Strings against you. Whenever it collects 5 Strings against you, trigger your Darkest Self.
Dark Recruiter: When you bring an innocent soul to the dark power, mark experience.
Unknowable: When you lash out physically against someone; on a 10 up or a 7-9, add to your list of options: they lose 1 String on you.
Can't Save Myself: When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.
BargainsThe Power Flows Through You: You can give the dark power a String in order to add 2 to your next roll (choose before rolling).
Numbing It Out: You can give the dark power a String in order to remove a Condition or up to two harm.
Elsewise Power: You can give the dark power a String to use a move you don’t have, just this once. This move can come from any playbook.
Uncanny Voices: You can give the dark power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths (they choose.)
Strings Attached: You can ask the dark power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Infernal move. Take the remaining Bargains. Create a new Bargain (MC approval).
Take a move from another Skin. Take a move from another Skin.
You supply for Needy Friends.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 The Mortal always declares their backstory last. Declare one person to be your lover. Give them three Strings on you. Take one String on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
True Love: You always have exactly one lover. The first is chosen during your backstory. If you ever fall in love with someone else instead, give them a String and they become your new lover. You always carry 1 forward to earning your lover’s heart or fancy.
Mess With Me, Mess With Them: When you use your lover’s name as a threat, add 2 to your roll to shut someone down or hold steady. Your lover gains a String on you.
Sympathy Is My Weapon: Every time you forgive someone for hurting you, and excuse their base nature, take a String on them.
Excuses Are My Armour: When you ignore some blatant problem with your lover or how they treat you, mark experience.
Downward Spiral: When you gaze into the abyss, you may cause yourself 1 harm. If you do, add 2 to your roll.
Down The Rabbit Hole: When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.
Entrenched: If you and another character have a total of 5 or more Strings on one another, gain 1 to all rolls against them.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Mortal move. Take another Mortal move.
Take a move from another Skin. Take a move from another Skin . Take a move from another Skin.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 Name three NPCs who are members of your gang. Gain a String on each. 💔
💔 You find someone threatening. Give them a String on you, and take two Strings on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
The Clique: You’re at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
💔 they’re armed (with guns and real dangerous stuff);
💔 they’re connected (with money and designer drugs);
💔 they’re talented (in a band or sports team);
💔 they’re cultists (with dark oaths and willingness to die).
The Shield: When you’re surrounded by your gang, subtract 1 from any rolls against you. (NPCs act at a Disadvantage.)
Bought Loyalty: You can give an NPC a String against you to add 2 to your manipulate an NPC roll against them. (You can only choose to do so before rolling.)
And Your Enemies Closer: When someone betrays you, gain a String on them.
Many Bodies: When you promise one of your gang members to someone, add 2 to your roll to turn someone on. When one of your gang members has sex with someone, it triggers your Sex Move.
Streaming: You have a telepathic connection with your gang members. You can always hear their emotions and fears. When you try to hear specific thoughts, gaze into the abyss about it and add 1 to your roll.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Queen move. Take another Queen move.
Take a move from another Skin. Take a move from another Skin.
Take The Clique again, detailing a second gang.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You’re beautiful. Gain a String on everyone. 💔
💔 Someone once saved your unlife. They gain 2 Strings on you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Hypnotic: You can hypnotize people who have no Strings on you. Roll with hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. On a 7-9, the hypnosis works, but choose one:
💔 they realize you hypnotized them;
💔 they fuck up your commands
💔 their sanity is unhinged.
Invited: You cannot enter a home without being invited. Whenever someone invites you, take a String on them.
Marked For The Hunt: When you feed on someone, you establish a close bond with them. When you gaze into the abyss concerning their whereabouts or well-being, roll as if you had Dark 3.
The Feeding: You feed on hot blood. If this is the first time they’ve ever been fed upon, you both mark experience. When you feed, choose two:
💔 you heal 1 harm previously suffered,
💔 you carry 1 forward,
💔 they don’t die.
Cold As Ice: When you successfully shut someone down (7 up), you may choose an extra option from the 7-9 list.
Inescapable: You may spend a String on someone to demand that they not walk out on you. If they still do, gain 2 Strings on them.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Vampire move. Take another Vampire move.
Take a move from another Skin. Take a move from another Skin.
You belong to a Vampire Coterie.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You lack subtlety. Give a String to everyone. 💔
💔 You’ve spent weeks watching someone from a distance. Their scent and mannerisms are unmistakable to you now. Take 2 Strings on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Scent Of Blood: Add 1 to all rolls against those who have been harmed in this scene already.
Unstable: When you become your Darkest Self, mark experience.
Primal Dominance: When you harm someone, take a String on them.
Uncontainable: When you attempt to escape any form of physical entrapment, roll with volatile. On a 10 up, you escape. On a 7-9 the MC will offer you a hard bargain: agree if you want to escape.
Bare Your Fangs: While you are your Darkest Self, you may use Volatile instead of Cold to shut someone down or hold steady.
Howl At The Moon: When basked in moonlight, add 2 to your Dark score.
Heightened Senses: When you rely on your animal instincts to make sense of a charged situation, roll with dark. On a 10 up, ask the MC three questions. If you act on one of the MC’s answers, add 1 to your first roll. On a 7-9, ask one:
💔 Where’s my best escape route or way in?
💔 Which enemy is the most vulnerable to me?
💔 What’s their secret weakness?
💔 What poses the biggest threat to me?
💔 Who’s in control here?
Spirit Armour: When basked in moonlight, any harm that you suffer is reduced by 1, and you add 2 to hold steady rolls.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Werewolf move. Take another Werewolf move.
Take a move from another Skin. Take a move from another Skin.
You belong to a Wolf Pack.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You start the game with two sympathetic tokens. Decide whose and what they are. 💔
💔 One of the others caught you rummaging through their friend’s stuff, but kept quiet. They get a String on you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Sympathetic Tokens: You gain power from sympathetic tokens - items of personal significance that you take from others. Each sympathetic token counts as a String.
Hex-Casting: You can cast Hexes. Choose two that you know. To cast them, either expend a sympathetic token during a secret ritual, or meet the target’s gaze and chant at them in tongues. Then roll with dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
💔 the casting does you 1 harm;
💔 the Hex has unexpected side effects;
💔 trigger your Darkest Self.
Transgressive Magic: When your ritual transgresses the community’s moral & sexual standards, add 1 to your Hex-Casting roll.
Bide My Time: If you’ve got a sympathetic token against someone, add 1 to all rolls to hold steady against their actions or to run away from them.
Sanctuary: You have a secret place for practising witchcraft. Add 1 to all rolls you make within this space.
HexesWither: The person loses all of their hair, or their teeth start rotting and falling out, or their period comes and it comes by the bucketful, or their skin gets all sickly yellow and spotty. Whatever the specifics, it’s bad.
Binding: The person cannot physically harm others.
Ring Of Lies: Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause harm or even brain damage.
Watching: You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.
Illusions: Pick one: snakes and bugs, demonic visages, false prophecies, non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Witch move. Take the remaining hexes. Create a new hex (MC approval).
Take a move from another Skin. Take a move from another Skin.
You belong to a Witch Coven.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You’ve been watching someone, trying to learn from them what it means to be human. Gain two Strings on them. 💔
💔 Your family seeks to control your every move. The head of your family gains two Strings on you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Failing Dynasty: In the age of serpents, your family was powerful and prolific. Now, they live in a shadow of their former glory. They want to regain (choose one): their political clout; their old wealth; their failing beauty; their web of secret allegiances.
Whenever you are convinced to do the bidding of a family member, carry 1 forward to doing it and that family member gains a String on you. Whenever you help your family regain some of their former glory, mark experience.
Mesmerizing: When you stare at someone without blinking, roll with Hot. On a 10 up, they freeze up until you blink or someone touches them, and they gain the Condition dazed. On a 7-9, they gain the Condition dazed.
The Big Reveal: When you reveal your true form to someone, they gain a String on you. If they accept your true self, they mark experience. If they reject you, carry 1 forward against them.
Temptation: Your suggestions carry a preternatural power. When you convince someone to do something, they carry 1 forward to doing it, and if they succeed choose one: mark experience; gain a String on them.
The New Order: When you learn to meet one of your needs within human society rather than within your family, mark experience. When others help you fit in better with human society, they mark experience.
Patience Is A Virtue: When you bite your tongue and don’t respond to adversity, roll with cold.
💔 On a 10 up, choose one: gain a String on them; they gain the Condition snake food.
💔 On a 7-9, they gain the Condition snake food.
Trespassing: Whenever someone enters your lair without permission, they gain the Condition snake food. Add 1 to all rolls you make that involve infiltrating or escaping someone’s lair.
Hapless Prey: When you lash out physically at someone with the Condition snake food, roll using Cold.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Serpentine move. Take another Serpentine move.
Take a move from another Skin. Take a move from another Skin.
You belong to a Nest of Humans.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You've been a wallflower all your life, but someone finally noticed you. Give them a String. 💔
💔 Someone makes fun of you. What do they say? They give you a Condition, and you gain 2 Strings on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Musk: You have a distinct smell, unpleasant to some, intriguing to others. When you sweat in the presence of other people, roll with volatile. On a 10 up, the MC gives you a String on someone there and they choose:
💔 compliment you,
💔 apologize to you,
💔 give themselves to you.
On a 7-9, the MC gives you a String on someone there, and that character gives you a Condition, delivered in the most appropriate way.
Icebreaker: You radiate awkwardness and people don't know how to talk around you. When someone speaks to break a silence or to start a new conversation, you may roll with dark. On a 10 up, choose two of these questions for them to blurt truthful answers to, whether or not you actually ask. On a 7-9, choose one question and during this conversation you both blurt out truthful answers to it.
💔 Who do you want to make out with?
💔 What don't you want me to find out?
💔 What do you intend to do?
💔 What do you wish I'd do?
💔 What are you scared of?
💔 What are you ashamed of?
💔 Do you like me?
Understanding: When you hold someone close, gain a String on them.
The Long Fuse: When you or someone wrapped in your arms would take harm, you may negate that harm. If you do so, name something that you hold dear - if you don't destroy that something later, do yourself the harm then.
Hidden In The Scenery: When you or someone wrapped in your arms would take harm, you may negate that harm. If you do so, name something that you hold dear - if you don't destroy that something later, do yourself the harm then.
Negatives: When you really, really want specific evidence of yourself to disappear, be it a physical object or something from the memory of someone with no Strings on you, roll with dark. On a 10 up, it happens. Those tracks are gone. On a 7-9 the evidence or memory is gone, but the pieces don't all add up: a mystery remains.
Disappear: When you run away, on a 10 up you may instead choose this result: you slip from view and remain there, invisible. On a 7-9, add this option to the list: you disappear on the spot, causing wild confusion, and the witness who cares the most about you gets a String on you.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Sasquatch move. Take another Sasquatch move.
Take a move from another Skin. Take a move from another Skin.
You find a Secret Club.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 Judge each other PC as either “treasure” or “merely currency.” 💔
💔 If they're treasure, describe the moment they caught your eye, and give them a String. 💔
💔 If they're merely currency, take a String on them. Read them this: "Describe something off-putting that I said to you." 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Bargaining Ceremony: Drinking tea, sharing a cigarette, playing chess, or sitting back to back are all ceremonies.
When negotiating a bargain during a ceremony, both of you can offer Strings as part of that bargain. This can include Strings you have on others, or new Strings that you generate on yourselves. When you're both satisfied, the exchange occurs.
The Bait: You have a collection of beautiful things – maybe zines, jazz records, or old jewelry. When you show it to someone, they inevitably find something they fancy. They will mark experience when it becomes theirs and is no longer yours. Also, choose one:
💔 they see something someone else would like, and when you show that someone the something, carry one forward against them,
💔 the time has flown by and it's hours later than you thought.
Wingman: When you wax poetic about the beauty of another PC, that other PC rolls to turn on the person you're talking to.
Broker: You're attuned to how people value and weaken one another. Whenever you gain a String on someone with any Conditions named in a Skin move, such as blamed, one of them, morbid, dazed, snake food, like a sbling to me, or moth to the flame, mark down 2 Strings on that person instead of 1.
Where I Want You: When you obsess about someone, you may spend 4 Strings on them; you'll frame the next scene either of your characters appear in. Frame a scene with just the two of you, and until you've made a move, no one else can enter and they can't leave.
Jealous Coils: When anyone gets close to someone you covet and you act territorial, roll with dark. On a 10 up, both: they lose a String on your coveted, and you gain a String on your coveted. On a 7-9, gain a String on your coveted, and your coveted chooses:
💔 they give you a Condition,
💔 you say something you'll regret.
Scales: Once per session, you can transform into a terrifying beast of talons and coils. Give yourself the Condition secretly vulnerable. While transformed, you can roll to lash out physically with dark, except do as much harm as you like. When the scene ends, you collapse back into your human form.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Wyrm move. Take another Wyrm move.
Take a move from another Skin. Take a move from another Skin.
You find some willing Collection Curators.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You've stolen an outfit from someone. Record it under Outfits and gain a String on that person. 💔
💔 Someone gave you an outfit so that you could impersonate them - discuss with them and decide why. Record it under Outfits and you each get a String on one another. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Feathers: Your magic lets you pass as the person whose clothes you're wearing. When you're seen wearing someone else's clothes, but aren't yet passing, roll with hot. On a 10 up, you're passing as them - you'd fool their mother and their favorite hookup. Mark the outfit you're wearing below. On a 7-9, same as above, but choose one:
💔 the magic will dissipate if you kiss or get kissed,
💔 the magic will dissipate if you lash out at anyone.
While you're passing as someone, give social Conditions you receive to them instead. Physical Conditions still stick to you. Anyone who takes Feathers also gets Shredding the Looking Glass.
Shredding The Looking Glass: When someone suspects you're not who you appear to be, read them this:
"If the enchantment were to be broken, the edges would be very sharp. You momentarily notice a gap in my magic. Choose one:
💔 tear my magic away - my identity is revealed and the clothes are in tatters, but you get scratched up in the process and take 1 harm,
💔 or, shake your head to clear it - it was nothing."
Close To The Sun: When someone suspects that you're not who you appear to be, mark experience.
That Good: While you're passing as someone, if anyone would gain a String on you, they instead gain it on the person you're passing as.
Brood Parasite: When you can tell that someone wants what you have, or wants to be in your shoes, gain a String on them.
Jumping Out Of Clocks: When you disrobe for someone, take 1 forward to rolling with volatile, and they choose:
💔 offer you an experience point to do what they want,
💔 trigger your Darkest Self.
A Little Bird Told Me: When you blab vicious lies about someone behind their back, roll with cold. On a 10 up, give them a Condition. On a 7-9, give them a Condition, but some people don't believe you, so gain the Condition liar.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Cuckoo move. Take another Cuckoo move.
Take a move from another Skin. Take a move from another Skin.
You've got a Flock of Wannabes.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 Someone is thinking about taking something from you - discuss with them and decide what it is. You each get a String on one another. 💔
💔 Someone's in love with you and has told you about their feelings. Gain 2 Strings on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Integrity:
With Integrity: You judge your own actions harshly, holding yourself to a high moral standard. You have a fifth stat to reflect this, which starts at zero and can climb to 3. Gain a point of Integrity when
💔 you take the moral highground about an issue that matters,
💔 you follow through on something important that you say you'll do.
You can gain up to 1 Integrity per scene. When a move calls for you to roll with integrity, erase 1 Integrity after you roll.
I Believe In You: When you believe in someone who has just done less than their best, make eye contact with them and roll with integrity (& then erase 1). On a 10 up, the roll they just made counts as a 10. On a 7-9, add 1 to the roll they just made. When time seems to stop and fate hangs in the balance, sometimes believing in somebody is enough.
Prophecies: When you predict the outcome of a PC's intended action well before they undertake it, roll with integrity (& then erase 1). On a 10 up, the decisive move's roll will succeed as a result of 10 up, or automatically miss, choose now. • On a 7-9, as above, but you'll have to be there to help it along.
On a successful roll, read this aloud: "A PC may defy this prediction by breaking their own heart."
A Good Person: Spend an Integrity to offer someone an experience point to do what you say. If they undertake to do that thing, and you directed them towards making a third party happier at no one's expense, mark experience.
Speak From The Heart: When you have someone else's best interests at heart, add 2 to your rolls to manipulate an NPC.
Lesser Beasts: When you're near them, animals can converse in human speech. Full sentences and broad concepts, with strange gaps of knowledge.
Hunted: There are things that hunt you, things you often catch out of the corner of your eye. When one of them comes out into the open, choose:
💔 stand up to it and award yourself a point of Integrity,
💔 call out for help and anyone who comes to your rescue marks experience,
💔 look directly at it and ask the MC a question about your hunters.
Blessings: (If you pick this, read it aloud.)
When other people seek your blessing and erase a String on you, tell them whether you approve of their intentions. If you approve, they carry 1 forward to realizing it. If you don't, they take that String on you back.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Unicorn move. Take another Unicorn move.
Take a move from another Skin. Take a move from another Skin.
You've been accepted by a Circle of Friends.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You've revenged yourself on someone. Agree why and how, and give them 2 Strings on you. 💔
💔 You're afraid of what someone can & will do. Give them 2 Strings on you. 💔
💔 You have six blood siblings, each with a gift that can become yours. In your Birthrights section, list their names and ages with at least one born each year after you. Gain a String on each. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Old Family Friend: When you take your fourth harm, fall down dying. You can't avoid death, but you can transfer it to one of your remaining siblings. Death, be it as a robed figure or as a shadow in the door, comes for them instead of you. When you wake into life again, you're fully healed. That is, unless your fourth harm is dealt by your secret weakness. Choose one:
Oxhorn
Applewood
Obsidian
In that case your next remaining sibling inherits your powers, and you just die.
Inheritance Of The Eldest: When someone with one of your Birthrights dies, whether by your hand or not, fill in that Birthright's circle. Their gift is bestowed on you, and you've unlocked that power.
Family Portrait: When you remind your siblings that you're in charge, choose:
💔 gain a String on one of those siblings,
💔 carry 1 forward to confronting non-siblings.
Firstborn: When you get someone to attend to your needs, perhaps combing your hair or bringing you a glass of water, gain a String on them.
Or Else: Spend a String on a blood sibling, then flashback to having told them what to do in the situation at hand. If you told them to do something that kids can do, they're doing it. If it was out of their league, or something which might leave them worse off than what they think you'll do if they don't - they aren't.
Birthrights Name: When you want a sibling to parrot back something you told them to remember, roll with dark. On a 10 up, they say it verbatim. On a 7-9, as above, but they sound like you when they say it.
Name: Characters with the like a sibling to me Condition count as your siblings.
Brief Candles: When you kill someone, mark experience.
Pluralize: If a Condition that you're handing out could apply to two people present, give it to both of them.
Pull The Strings: Siblings that you specify move their bodies exactly as you move yours until you let them stop.
You're All The Same: You can spend Strings on siblings interchangeably.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Heir move. Take another Heir move. Create a new Birthright (MC approval) and agree who's in it.
Take a move from another Skin. Take a move from another Skin.
You've met your Extended Family.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You live next to someone; your bedroom windows face each other. Choose one:
-you watch them through the blinds and they've noticed, each gain 1 String on one another;
-you leave your blinds up while you change, each gain 2 Strings on one another. 💔
💔 You made out with someone a while ago. Gain a String on them and give them 2 Strings on you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Last One Picked: When someone special overlooks you, choose:
💔 publicize it and give them a Condition,
💔 let them see you crying and take a String on them.
Mixed Messages: When you're alone with someone, decide if you're attracted to them or not.
💔 If you are, tell them why you can't be together and roll to shut them down, adding 1 to the roll.
💔 If you're not, tell them all the things they've got going for them (to let them down easy) and roll to turn them on, adding 1 to the roll.
Two Eyes: When you take your glasses off, add 1 to your hot. You actually need your glasses, so subtract 1 from rolls where sight matters.
Lucky I Guess: When you remain oblivious to troubling or supernatural occurrences, carry 1 forward.
All The Wrong Places: When you help someone you're sweet on look for love elsewhere, choose:
💔 they carry 1 forward to realizing that love,
💔 the two of you gain Strings on one another.
Precarious: (If you pick this, read it aloud.)
When someone gives you a gift or another chance, give them a String.
Spooked: When you run into someone's arms, they choose:
💔 you mark experience,
💔 they become their Darkest Self.
If it's an NPC, MC chooses: you mark experience or they make a hard move.
Self-Deprecating: When you talk shit about yourself to someone, they choose:
💔 argue and give you a String,
💔 let it slide and shut you down.
If it's an NPC, MC chooses: they argue and give you a String, or they mock you and the MC makes a hard move.
Home Life: When a monster sees what a normal life you have, they choose:
💔 they gain the Condition monstrous,
💔 you gain the Condition delicious,
💔 you carry 1 forward to making them feel human.
Nap Fan: As soon as you fall asleep somewhere, choose two below for the MC to detail. The MC will tell you when you wake up, and then tell you the details.
💔 something has been left for you,
💔 someone unexpected is nearby,
💔 someone's been trying to contact you,
💔 something happened at home,
💔 something has been canceled,
💔 something has been broken,
💔 you had a nice dream.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Neighbor move. Take another Neighbor move.
Take a move from another Skin. Take a move from another Skin.
You've started a Special Interest Club.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You’ve seen someone swimming, but they either didn’t see or didn’t recognize you. Gain a String on them. 💔
💔 Someone stole your pelt, withholding it from you to make you their errand boy. They said they'll give it back. Each gain a String on one another, and they say the first task they've given you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Outer Skin: When you wear your pelt you look like a seal. Without it, you can swim like a human, but with it you can breathe underwater and swim like the dickens, and, if you want to, return to The Deep Kingdom. If you do return there, it’s for good, so make a new character.
Their Word: People can steal your pelt, but never destroy it. When someone withholds your pelt and demands that you do something for them before they’ll give it back, add 1 to rolls you make in pursuit of that task. If they don’t return your pelt, take a String on them, and they'll give you another task.
Pelt Held By:
Body Of Water: When you go a day without submerging yourself in water, take 1 harm. Whenever you submerge yourself in water and can relax, heal 1 harm and 1 Condition.
Catch Of The Day: Whenever you don’t understand what’s going on or what someone means, and it gets you into trouble or leads you to make unwise choices, mark experience.
Siren Song: When you’re soaking wet, you can sing a haunting song and roll with cold. On a 10 up, all who hear it stumble entranced toward you, though a character that takes harm will stop suddenly and gain the Condition dazed. On a 7-9, all who hear it stumble entranced toward you until they would face harm or physical danger, and then they choose:
💔 press forward and take the harm,
💔 or stop suddenly and gain the Condition dazed.
Salt: Whenever your tears mix with water, roll with dark. On a 10 up, choose someone you want to see. They show up, with or without reason. On a 7-9 they still do, but they have the Condition drained and they bring trouble with them.
Ocean's Breath: When you feel homesick, roll with cold. On a 10 up, choose one for the MC to detail:
💔 the ocean brings forth something that it thinks will make you feel better,
💔 the ocean takes away something that it thinks is bothering you.
On a 7-9, choose as above, but the ocean doesn’t understand the human world very well and causes serious or unexplainable damage in the process.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Selkie move. Take another Selkie move.
Take a move from another Skin. Take a move from another Skin.
You've enchanted a Group of Fishermen.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 Two of the others have asked you out in the past, but you turned them down. Take a string on each of them. 💔
💔 You try not to have strong feelings about anyone. No one else can start with more than one string on you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Caged Heat: Whenever you are turned on (especially as a result of having turn someone on used on you), your inner beast begins to assert itself. You gain the condition Feral, and for as long as you have that condition you may use Hot instead of Volatile to lash out physically. You can attempt to hold steady in order to remove this condition. Additionally, while Feral choose two:
💔 You mostly retain your human shape.
💔 You mostly retain your human intelligence and personality.
💔 You mostly retain self-control over your violent and malicious impulses.
Green-Eyed Monster: Your Caged Heat move is triggered by intense jealousy, anger, or hatred in addition to by being turned on.
Scaredy Cat: Your Caged Heat move is triggered by intense fear, shame, or sorrow in addition to by being turned on.
Beauty and...: You can spend a string on someone to simultaneously turn them on and shut them down. Roll once and apply all the results; you may choose whether to use Hot or Cold for this roll. On a miss, they choose one:
💔 They carry 1 forward against you.
💔 They shut you down as if they’d rolled a 10 up.
💔 They turn you on as if they’d rolled a 10 up, triggering your Caged Heat move.
Tooth & Claw: If you are Feral and have lost your human shape, add 1 to your roll when you shut someone down by frightening them or when you lash out physically.
Fight Or Flight: If you are Feral and have lost your human intelligence, when you lash out physically and roll 10 up you can pick two options. You can use Cold instead of Volatile to run away.
Predator & Prey: If you are Feral and have lost your impulse control, carry 1 forward against anyone who has a string on you. Take a string on anyone at whom you lash out physically and inflict harm.
Cat's Eye: When you look into someone’s eyes and gaze into the abyss, on a 10 up add this option: You know their deepest fear or secret lust, and add 1 to your roll when using that information to shut them down or turn them on.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Beast move. Take another Beast move.
Take a move from another Skin. Take a move from another Skin.
You're part of a Bloodline of Beasts.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 Someone saw you slipping out of your skin. Each of you take a string on the other. 💔
💔 You gave someone advice that changed their life for the better. Take a string on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Skin & Bones: You can slip out of your skin and viscera at any time to reveal your true skeletal form. If anyone witnesses this process, you each take a string on the other. While in your true form, you take no harm from anything that a skeleton would be immune to (stabbing or slashing, strangling, etc). You cannot turn someone on or manipulate an NPC, but you can use Dark instead of Cold to shut someone down. If your skin is lost or destroyed while you’re out of it, you will have to obtain a replacement in order to pass for human again.
Casting The Bones: When you are offering wisdom, guidance, or advice to a friend and you gaze into the abyss, add the following options when you roll 10 up:
💔 The visions show what your friend must do; they carry 1 forward.
💔 The visions heal your friend; they may remove one condition.
💔 Take a string on your friend.
Add the following option when you roll 7-9:
💔 The visions are lucid and detailed, but your friend takes a string on you.
Connected: In your true form, you can disconnect and reconnect your bones at the joints, and retain full control over all your body parts regardless of whether they are connected. Only your skull can see, hear, or smell; your limbs and other bones are limited to a sense of touch. You can use this ability to be present and active in multiple simultaneous scenes.
Deadpan: Your cheerful morbidity, gallows humor, and deathly aura are fascinating and off-putting. In your human form, you can use Dark instead of Cold to shut someone down.
Morte Alata: In your true form, you have a pair of bony wings. When not in use they fold up and look something like an extra ribcage on your back, but you can use them for flight despite their skeletal nature. You may use Dark instead of Volatile to run away by escaping into the air.
Ossuary: You have a small cache of “extra” bones. When you take your fourth harm, you can hold yourself together just long enough to get to your stash and rebuild yourself with your spares. When this happens, clear all your harm, mark experience, and trade this Move for a different Calaca move. You may take this move again as an Advancement.
Sugar Skull: In your true form, you retain some of the features of the living. You have humanlike hair, eyeballs, a nose, lips, and ears. Your face and hands look like those of a beautiful human - albeit one with skin like fine bone china. You may roll to turn someone on or manipulate an NPC, but if any part of your body aside from your face and hands is exposed, you must use Dark instead of Hot.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Calaca move. Take another Calaca move.
Take a move from another Skin. Take a move from another Skin.
You have a Skeleton Crew.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You have a secret crush on someone. Take a string on them. 💔
💔 Someone has been bullying you. Give them a string on you. 💔
💔 Someone was kind to you once. Give them two strings on you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Futile Hope: Whenever someone acts kind or accepting toward you, you each take a string on the other, and you get the condition Hopeful (which replaces Betrayed if you have it). If someone you trust betrays or hurts you while you are Hopeful, lose all strings on them, replace Hopeful with Betrayed, and roll with Dark. On a 10 up, trigger your Darkest Self. On a 7-9, choose one:
💔 Give them an additional string on you.
💔 Take 1 harm from psychic feedback.
💔 Trigger your Darkest Self.
When you are your Darkest Self, your Fury moves are amplified. You can effortlessly affect groups of victims in the immediate area, and your destructive powers can affect large structures like buildings.
The Eye: When you gaze into the abyss, add 1 to your Dark roll. On a 10 up you can choose all three options. If you are Betrayed and roll 10 up, also mark experience. If you are Betrayed and roll 7-9, choose one of the 10 up options instead of one of the 7-9 options.
Firestarter: Roll with Volatile to summon jets of flame, unleash destructive telekinetic blasts, instantly freeze the air, or otherwise psychically attack your tormentors. On a 10 up, do 2 harm and give your victim an appropriate condition (Burned, Frostbitten, Concussed, etc). On a 7-9, do 1 harm, give them an appropriate condition, and choose one:
💔 Give yourself the same condition.
💔 Take 1 harm.
💔 Trigger your Darkest Self.
If you are Betrayed, you may also carry 1 forward against them.
Poltergeist: You can lash out physically using telekinesis instead of physical attacks, and your victim must roll to hold steady before attempting to run away. If you are Betrayed, do 1 extra harm when you lash out physically.
Push: You can roll with Volatile to turn someone on by using empathic projection to fuck with their head. On a 10 up, in addition to giving you a string, they must follow one short-term command of your choice. On a 7-9 also give yourself the condition Creepy. If you are Betrayed, also give them the condition Enthralled.
Scanners: Roll with Dark to invade someone else's mind. On a 10 up, gain a string on them, and they must honestly answer one question. On a 7-9, gain a string on them and choose one:
💔 They gain a string on you.
💔 You gain the condition Creepy.
💔 You each take 1 harm.
On a 6 or less, they must answer one question with a plausible lie and you must believe it. If you are Betrayed, do 1 harm to them in addition to any other results.
The Shining: You can roll with Dark to manipulate an NPC or shut someone down via telepathy instead of speech. If you are Betrayed, add 1 to your Dark roll and give them the condition Headache.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Fury move. Take another Fury move.
Take a move from another Skin. Take a move from another Skin.
You belong to a Psychic Gestalt.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You have been recording video footage of everyone without their knowledge. Take one string on everyone. Take two extra strings on your subject. 💔
💔 You’ve also been obsessively recording yourself, and someone has discovered and watched some of your footage. That person takes a string on you. 💔
💔 It starts with five strings on you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
The Sickness: Choose one character to be your subject. You may change which character is your subject at any time, but you must have least three strings on your new subject. After the fifth time your subject accepts experience from you when you spend a string, they must use their next advancement to take a Proxy move.
Am I Interrupting?: You can spend two strings on someone to gain complete access to their home and identity. You have full access to all their social media accounts (e-mail, Twitter, YouTube, G+, etc) and may make irreversible changes to those accounts. You can also edit your target’s uploaded videos, inserting scenes, frames, audio, or text, either obviously or subliminally. You may enter their home with sufficient stealth as to record video of them sleeping, without triggering security, being discovered, or leaving accidental traces of your presence.
Cryptic Bullshit: You can use Dark instead of Cold to shut someone down, but only indirectly, through sending them a written or video message. This can consist of mysterious but meaningful images, phrases written in ciphers, or recurring symbols. Add +1 to the roll if it’s against your subject.
The Collective: When you gaze into the abyss about your subject, if you roll 10 up, gain a string on them and do 1 harm to them. If you roll 7-9, choose one:
💔 Gain a string on them, but It gains a string on you.
💔 Gain a string on them, but take 1 harm.
💔 Do 1 harm to them, but take 1 harm.
💔 Do 1 harm to them, but It gains a string on you.
If you roll 6 or less, It gains a string on you and you take 1 harm.
Distortion: You can cause distortion in any photographic, video, or audio recordings of yourself. The distortion may range from mild static to severe interference. Anyone viewing or listening to the distorted recordings of you must roll to hold steady; results of 6 or less give the viewer the condition Fascinated.
Masky: When you are masked, others must hold steady before they can attempt to turn you on, shut you down, or lash out physically at you. If they roll 10 up they may make the second roll normally. If they roll 7-9, they may make the second roll at -1. If they roll 6 or less, give them the condition Hazy Memories and they may not attempt the second roll.
Path Of Black Leaves: Unless you allow it, you cannot be run away from. You will always be around the next corner or hiding behind a nearby tree, or your victims will find themselves repeatedly passing through the same hallways and doors without actually getting anywhere. You may release your victims at any time.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Proxy move. Take another Proxy move.
Take a move from another Skin. Take a move from another Skin.
You belong to a Secret Cult.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You are beneath notice. Erase all strings that other characters have on you so far. 💔
💔 You watch everyone in their private moments. Take 1 string on everyone else. 💔
💔 Someone inadvertantly showed you some very juicy blackmail material. Take 1 extra string on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
They're Not There: You are unnoticeable. Nothing with a mind can see, hear, smell, or otherwise sense you, or anything you wear or carry. People will alter their paths to avoid bumping into you without being conscious of doing so. Evidence of your presence is ignored - if you are dripping wet or standing in a snowdrift, no-one will notice the puddle or footprints (but someone entering the scene after you have left will notice, and can point out the evidence to others, at which point they can see it). Cameras and other recording devices - anything non-sentient - can still register and record you. If you want to make yourself known to others, roll with Cold. On a 10 up, you can interact with others for one scene. On a 7-9, you stay invisible, but you can make yourself noticed by whispering, writing notes, or pushing people or furniture around. On a miss, become your Darkest Self.
See Through You: You are perfectly transparent. Nothing can see you, including cameras. This only affects your body, not anything that you are wearing or carrying, so to be completely invisible you will need to be nude. You can still be heard, smelled, or felt, and evidence of your presence (footprints, floating patches of paint, etc.) may give away your location. If you want to interact with others normally, you will need to wear bandages or a mask, or cover your exposed skin with makeup. If you are disguised in this way and your true invisible nature is exposed, roll with Cold. On a 10 up, you can retain self-control and beat a hasty retreat, leaving viewers wondering what they just saw. On a 7-9, you are enraged and embarrassed. All onlookers get a string on you. On a miss, become your Darkest Self.
Blackmailer: When you observe someone doing something they’d rather keep secret, take a string on them. When you spend a string to offer someone experience, keep the string if they refuse.
Grand Guignol: When you do something violent, perverse, or sadistic in order to attract attention, roll Volatile. On a 10 up, mark experience and treat anyone seeing or experiencing your handiwork as if you had shut someone down and rolled 10 up. On a 7-9, treat them as if you’d shut someone down and rolled 7-9, but also choose one:
💔 They gain a string on you.
💔 Gain the condition Urban Legend.
On a miss, your atrocity is blamed on someone else. Become your Darkest Self. If you are already your Darkest Self, gain the condition Enraged.
Out Of Thin Air: When you are invisible and lash out physically, add 1 to your Volatile roll. Others take -1 to attempts to lash out physically at you.
Threatening Whispers: You can roll with Cold to manipulate an NPC by threatening to expose their secrets. Also add 1 to your Cold roll to shut someone down.
Vanishing Act: You can always run away from someone without having to roll, but choose one:
💔 They take a string on you.
💔 You take 1 harm.
💔 You gain the condition Urban Legend.
Voyeur: You may spend a string on someone to insert yourself into any scene that person is in. When you gaze into the abyss about someone you have strings on, spend a string to change a miss into a 7-9, or a 7-9 into a 10 up.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Unseen move. Take another Unseen move.
Take a move from another Skin. Take a move from another Skin.
Take the inital move that you did not choose.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 Somebody asked you for a Gift and did something really bad with it. Ask them what and take 3 Strings on them. 💔
💔 One of them caught you by surprise by doing something for you without asking anything in return. This cannot be. You’re going to discover why, but right now, ask them what they did and give them two Strings on you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Infernal Gifts: When you have time and intimacy with someone, you can bestow them one of the Gifts of Hell. They must be willing. If they accept, you take a String on them and they gain the possibility to spend the Gift in order to gain a nice bonus. When the Gift’s is spent, you mark experience. You can bestow Gifts to everyone you like, but nobody can have more than one Gift bestowed on them at once. Choose 2 Gifts that you can bestow. You can get more through advancement.
Addictive: When you give physical pleasure to somebody else, they gain the condition addicted to [your name].
Just This Time: When you spend a String to offer someone to mark experience if they do something against the community’s moral and sexual standards, and they accept, mark experience.
Mine: When you have 4 or more strings on somebody, gain 1 to all rolls against them.
Unfazeable Beauty: When you hold steady, roll with Hot.
Shapeshifter: You can change your body’s shape and appearance to look like a specific individual or just different from your “usual” look. This includes changing your gender (both aestetically and functionally), apparent age, height, weight, eye and hair color, skin tone, hairstyle, etc. You can even shapeshift clothes and, if you like so, makeup.
The Dark Powers Are Always Willing To Help: You can bestow two different Gifts on a single individual, or the same Gift twice. Every time the individual spends a Gift, mark experience.
The Devil Is A Winner: When you spend a String to gain a bonus against someone, add 2 instead of 1 to your roll.
Wet Dreams: When in the presence of someone who is sleeping and unaware of you, roll with dark. On a hit, you can see their dreams. Ask 2 on a 10+, 1 on a 7-9:
💔 What is this person’s heart’s desire?
💔 Who does this person hate the most?
💔 What does this person desperately need?
When you interact with the one whose dreams you’ve seen and use this knowledge as leverage, carry 1 forward.
Gift Of Beauty: Anyone who has the Gift of Beauty may spend it to get an automatic 10 when turning someone on.
Gift Of Might: Anyone who has the Gift of Might may spend it to get an automatic 10 when lashing out physically.
Gift Of Presence: Anyone who has the Gift of Presence may spend it to get an automatic 10 when shutting someone down or manipulating an NPC.
Gift Of Protection: Anyone who has the Gift of Protection may spend it to counter the effect of any skin move. That move simply doesn’t work on them, this once.
Gift Of Wealth: Anyone who as the Gift of Wealth may spend it to suddenly gain enough money to sustain a person modestly for a year, or for one month of disgusting debauchery, or to buy just anything they might want.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Succubus move. Take another Succubus move.
Take a move from another Skin. Take a move from another Skin.
Take the remaining Gifts.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 Someone has seen beneath your facade. Give them two strings on you. 💔
💔 You were in the right place to possibly save someone’s life and they know it. Gain two strings on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Control Freak: When you convince someone to follow a plan of yours, they carry 1 forward. If it was a complex plan (i.e. a plan requiring more than 1 roll), you mark experience when the plan is completed. If the plan failed, you must gaze into the abyss as soon as you find out to work out what went wrong.
Note: this move does not stack with the Serpentine’s “Temptation”.
In Tune: Add +1 Hot when singing or using a musical instrument.
Controlled Scream: Screaming is always optional for you, including sex, pain, and frustration. The MC may not make you scream.
Polyphonic Scream: You may scream as many Screams as you like with a single move, using the same roll for all. Declare this before rolling.
ScreamsHelp: On a hit, someone will come to you. On a 10+ willing and able to help. On a 7-9, there will be a price or the "help" is a worse threat
Pain: On a hit, carry 1 forward. On a 10+ reduce harm you have just suffered by 1. You may do this whenever hurt.
Frustration: Gaze into the abyss. If taken, this becomes your only way of doing so.
Quiet: On a hit everyone else in the scene rolls to hold steady or freezes up. On a 10+ you may also inflict 1 harm or exempt 1 person.
Despair: Gain the condition Despairing. On a 10+ Choose 2, on a 7-9 Choose 1
💔 Remove a condition
💔 One or all listeners also gain Despairing
💔 One listener carries 1 forward to help you.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
You gain any or all of the remaining Screams. Take another Banshee move.
Take a move from another Skin. Take a move from another Skin.
You belong to a Choir of Banshees.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You revealed your True Nature to someone. They gain two strings on you. 💔
💔 You are terrified of someone finding out. They gain two strings on you. 💔
💔 You are used to secrets and lies. Gain one string against everyone. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Masquerade: You have a True Nature - that of a Deep One. If someone learns your True Nature in your presence gain 1XP. A PC who knows adds 1 to all rolls against you, while an NPC who learns may immediately make an action and gains a string against you.
When you take a Season Advance you may End The Masquerade, and replace Masquerade with any advance. You may trade both Sex Move and Darkest Self with your cover skin. After you’ve Ended The Masquerade the first time you meet:
💔 Any PC who knew your True Nature, you may thank them and give them 1XP, and they can 1 forward.
💔 Any NPC who knew you but not your True Nature may immediately act.
Passing: Choose one move from another skin. The skin this move belongs to becomes your Cover Skin
Cold-Blooded: You are cold-blooded, amphibious, and able to breathe under water. Like many reptiles, you regenerate even lost limbs and heal twice per session for 1 Harm.
Unnatural Desires: Whenever you roll to turn someone on, roll with Dark.
Bringing The Storm: The weather follows your mood. When you run away in the rain, use Cold. When you call on the Old Gods for help in the storm, you may call a lightning strike, lashing out with Dark for +1 harm against someone exposed to the storm.
Corrupting The Youth: When you slowly and intentionally turn someone on. On a hit, you may give them the condition Corrupted. When someone is Corrupted:
💔 Gain +1 on all rolls against them.
💔 They gain 1XP whenever they spread this condition to someone else. NPCs act at advantage.
Projection: When you successfully shut someone down by claiming that they are a Deep One, you may give them the condition Scapegoat. While someone is a Scapegoat, no one can learn your True Nature from anyone but you. Gain 1 on all rolls to hurt them
Metamorphosis: You become a Shoggoth- a horror of dozens of tentacles, rendering the Masquerade irrelevant. The first time a PC sees you, they must hold steady or run away - most NPCs just run. The following skin moves are upgraded:
💔 Cold Blooded: you can regenerate from a single tentacle in hours.
💔 Unnatural Desires: Add 1 to your roll
💔 Bringing the Storm: Buildings may be damaged with this move - an average house can take 6 harm.
💔 Corrupting the Youth: Any building you spend the night in becomes Corrupted and passes the Corrupted condition to anyone who spends the night in it.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Deep One move. Take another Deep One move.
Take a move from your Cover Skin. Take a move from your Cover Skin.
You have a Network of Shoggoth-kin.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 You looked into someone’s you care about’s eyes and hurt them. Tell them if they know why. Either way, they take two strings on you and you take one on them. 💔
💔 Someone is afraid of you and doesn’t know why. Take a string on them. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Petrification: Whenever you look or gaze into someone’s eyes, roll to shut them down. On a hit, give them the condition Petrified - or if they are already Petrified, they take 1 Harm as well as other consequences. If harm from this move would kill them, they turn to stone. If you can see through it, you can Petrify someone through it. If you start a session (including the first) with no social conditions, gain your choice of:
💔 The condition Scary
💔 The condition Freak
💔 Any social condition you’ve had before
💔 Any social condition agreed by the table
Oops: Whenever you accidentally use Petrification on someone you care about, gain an experience point.
Head Full Of Snakes: You can see very blurrily through the snakes on your head without petrifying people. They can pick things up, bite, and give you +1 to run away as you can always see what’s behind you.
Siren's Cousin: When you can’t see anyone else and they can’t see you gain +2 to Hot.
You're Slowing Down: Anyone with the Petrified condition takes -1 to any moves with a physical element made against you.
Numb The Pain: There are times freezing someone can be useful, like when they are hurt. If you give aid immediately after someone has taken harm, they heal 1 harm. If you tend to their wounds, add 1 extra to the harm healed. If they weren’t already Petrified, they become so.
Not On My Watch: When you come to someone’s aid by glaring at someone threatening them, give them +2 to run away or +1 to hold steady, shut down, or lash out .
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Gorgon move. Take another Gorgon move.
Take a move from another Skin. Take a move from another Skin.
You belong to a Museum of Gorgons.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Backstory
💔 The lord loves someone else more than he loves you. Naturally, a rivalry has sprung up. You gain two Strings on them, and they gain one on you. 💔
💔 Someone reminds you of heaven. They gain a String on you. 💔
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Trespass: :Forgiveness
Cast From Heaven: You no longer have a dark stat. Instead, you have a scale, moving between Trespass and Forgiveness. It starts at 0. When asked to roll with dark, roll with Trespass instead.
Whenever you subjugate yourself to someone else’s will, move the marker toward Forgiveness. Whenever you judge and punish others without the lord’s permission, move the marker toward Trespass.
If Trespass or Forgiveness is highlighted, mark experience whenever you roll with that stat or shift the marker in that direction.
Better & More Deserving: When someone else gets the praise that you deserve, gain a String on them.
Smiting: When smiting the wicked, add 1 to your lash out physically roll and add 1 harm to any harm dealt.
Halo: When you turn someone on, roll with Forgiveness.
Profane Powers: When you are at 3 Trespass, you are able to perform miracles: purifying poisoned water, ecstatic flight, returning to life, bi-location, and so on. At the end of any scene in which you performed miracles, reset the Trespass/Forgiveness scale to zero, and gain the Condition drained.
Grace & Brilliance: When you are at 3 Forgiveness, you are able to call upon blessing and divine might. Add 7 to your next roll. After rolling, reset the Trespass/Forgiveness scale to zero, and gain the Condition drained.
Gaze Into Heaven: When you gaze into heaven, as a servant of the lord, roll with Forgiveness. On a 10 up, you are filled with his voice, and may ask him for guidance or command. Carry one forward to whatever you’d like. On a 7-9, you are greeted by one of his emissaries, who will impart to you a mission. Carry one forward to completing that mission.
When you gaze into heaven, as a spurious and hateful child, it counts as gazing into the abyss. On a 10 up, add this option to the list: the visions show you what the lord fears most from you, and you carry 1 forward to realizing that fear. On a 7-9, add this option to the list: the visions show you how you have upset or bewildered the lord.
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Take another Angel move. Take another Angel move. Take another Angel move.
Take a move from another Skin. Take a move from another Skin.
You belong to a Rogue Choir.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3).
Backstory
Bio
Experience:
Advancements:
Harm:
Remember! At 5 Experience, take 1 Advancement. At 4 Harm, your character is dead.
Stats
Check your highlighted stats.
Hot:
Cold:
Volatile:
Dark:
Advancements
Don't forget to manually add any advancements to your sheet. Check any you've already taken.
Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3).
Seasons
After somone buys their fifth advance, the Season Advances are unlocked and there's one more session left after this one before the season ends. In each Season, each character can only take one Season Advance. Once they’ve been unlocked, every character has access to them, regardless of whether or not they’ve earned their 5th advance yet.
Change your character's Skin. Rewrite your Sex Move. Rewrite your Darkest Self Retire your character and start a new one. Gain 2 Growing Up moves.
Make Others Feel Beautiful: When you make others feel beautiful, roll with hot.
On a 10 up, choose two:
💔 they carry 1 forward;
💔 they remove a Condition;
💔 they mark experience;
💔 you carry 1 forward.
On a 7-9, you can offer them an experience point to do what you want.
Call People On Their Shit: When you call people on their shit, roll with cold.
On a 10 up, choose one:
💔 they lose a String against someone else;
💔 they freeze up, break down, or bail.
On a 7-9, choose one, and they give you a Condition.
Intervene Against An Act Of Violence: When you intervene against an act of violence, roll with volatile.
On a 10 up, choose one:
💔 they take -2 to their roll (NPCs either act at a Disadvantage or fail entirely);
💔 deal harm to them;
💔 give them a Condition.
On a 7-9, they choose:
💔 take -2 to their roll (NPCs either act at a Disadvantage or fail entirely);
💔 target you with the violence instead.
Share Your Pain: When you share your pain, roll with dark. On a 10 up, choose two. On a 7-9, choose one:
💔 remove a Condition (from yourself or someone who listened);
💔 carry 1 forward toward helping yourself;
💔 those who listened carry 1 forward toward helping you.