After 5 XP erase them and mark an advance.
Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Choose an additional move from your playbook. Choose an additional move from your playbook. Write a custom move for your character. Unmark everything in your Personal Quarters.
You start with The Quickening. Choose one more below.
THE QUICKENING: You live with a curse that causes you to become savage—even feral—to the point where your body physically changes. At the start of the Dusk phase, roll with Composure or Sensitivity, your choice. THE AWAKENED SOUL: You are sensitive to the desires and behaviors of animals. When you encounter an animal, you may ask the Keeper, “What does this animal want me to do?” "The Keeper will answer truthfully and completely. When you act on the answer or pursue a course of action in which an intuitive understanding of an animal’s behavior would be helpful, any associated rolls are taken with Advantage. FASTEST GUN IN THE WEST: When you take this move, add the 1851 Colt Navy Revolver to your Personal Quarters. This item is never marked when using it to take advantage on a die roll. After a die roll, you can choose to mark it in order to re-roll one die of your choice. AS CRUEL AS THE HARLOT’S CURSE: When you indulge your vice—alone—in the dark and seedy underbelly of London in order to deaden your senses, roll with Vitality. TALL TALES: When you tell a story from back home that is wildly unbelievable in order to charm someone, roll with Presence. DISGUISE KIT: You have a trunk full of costumes, wigs, makeup, props, and other supplies to help you look like someone you are not. When you rifle through the trunk, add a costume to your Personal Quarters. You can do this up to five times.
After 5 XP erase them and mark an advance.
Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Unlock two checkboxes on The REC. Unlock two checkboxes on The REC. Write a custom move for your character. Unmark all checkboxes on The REC.
There are two moves: The Grand Game and The Royal Explorers Club. You have them both.
THE GRAND GAME: The Mastermind is your arch-nemesis, and you can see more clearly than most how they are manipulating events from behind the scenes. Tell the Keeper to lower the Mastermind Clue thresholds on the Mastermind sheet by 1. Mastermind Clues can now be used for the Answer a Question move.

If you have an intimate moment with the Mastermind while you are engaged in your vice, clear an appropriate Condition and the Mastermind can ask you any question they wish; you must answer truthfully and completely.
THE ROYAL EXPLORERS CLUB: You are a member of The Royal Explorers Club (REC), a private dinner club for people who, like you, have led expeditionary forces into parts unknown, or who are members of the upper class with an interest in the geographical sciences. Your status within the club allows you to call in favors with its membership in order to help Hargrave House. That status grows as you do battle with the forces of evil in London and regale the REC with your tales. Mark a checkbox in order to call on the help of any one member listed on the reverse side. Unmark a checkbox when Hargrave House resolves a threat. Starting Checkboxes: First Unlock: Second Unlock:
GENERAL HEROD FARSBLET-MOGG (FORTIFY HARGRAVE HOUSE): Silver handlebar mustache. Chest full of medals. Ill-fitting officer’s uniform. General Farsblet-Mogg still has many connections in the Army, and can fortify Hargrave House in a pinch. Pick a Threat or the Mastermind: the General provides enough security—including any necessary specialists—to keep them, and any dangers associated with them, out of Hargrave House. LADY WINNIFRED WHEATLEY-GRAINWORTH (DIRECT SCOTLAND YARD): Tailored men’s suit. Monocle. Always wearing gloves. Lady Winnifred’s family owns 4 Whitehall Palace, the headquarters of Scotland Yard, and so she can exercise some influence on their operations. Pick a Threat. Scotland Yard will not interfere with Hargrave House’s investigation of that Threat in any way, nor will they follow-up on any criminal activity Hargrave House engages in in order to resolve the Threat. SIR STEWART TREBBLING-WELLES (THROW A PARTY): Fine brocade smoking jacket. Cigarette holder ring. Precisely groomed. Sir Stewart is a former explorer, but now spends most of his time chasing young men and throwing lavish parties. With his help, you throw an extravagant party at Hargrave House. Name any Side Characters you wish; they will be in attendance. The Mastermind will also show up at some point. REAR ADMIRAL ALFRED BINGLY-GREENE (ARMORY): Jowly. Quiet. Eyes that have… seen things. The Rear Admiral is a former member of Hargrave House and has an unmatched collection of specialized weapons he collected from his time there; he is happy to give you access to them from time to time. During the Dusk Phase, each hunter adds a specialized weapon to their Personal Quarters—pick from the list below or write your own. The weapon must be removed from Personal Quarters once it is marked.

Silver bullets, cold iron sword, wooden stake launcher, holy water “bombs,” sword cane, just a fuckton of dynamite, razor rosary, caltrops, balisong, trick umbrella, vicious dogs, elephant gun, runic gauntlets, exploding pocket watch, poisoned spectacles, acid pen, metal claws, saltpeter gun, hex bag, flash powder
LADY CRESSIDA BACHELOR-HOWES (ANTIQUITIES AND THE ANCIENT WORLD): Wild hairdo. Dramatic affect. Unrecognizable accent. Lady Cressida is a former explorer and current chair of the Antiquities Department at the University of London. She can advise on matters related to antiquities and the ancient world; the Keeper reveals two relevant Clues. SIR ANTONY REES-WOODE (THE OCCULT AND PARANORMAL): Alarmingly pale. Eyes as black as night. Walks with a limp. Sir Antony is London’s foremost scholar on the occult and paranormal. The Keeper reveals two relevant Clues when he advises on such matters. GARETH KELLOGG (HANSOM CAB): Tartan coat. Deferential manner. Smells of horse. Gareth is not a member of the REC, but rather a hansom cab driver the club has on permanent retainer. When engaged, he will spend an entire night whisking the hunters to and fro, picking them up and dropping them off as needed. At the end of a Night phase, you can mark The Royal Explorers Club and declare you are enlisting Gareth’s help. If you do so, immediately play another Night phase. Each hunter, in turn, says what they will be doing during the second Night phase, the Keeper introduces a new Unscene, and the phase plays out as normal.
After 5 XP erase them and mark an advance.
Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Choose an additional move from your playbook. Choose an additional move from your playbook. Write a custom move for your character. Unmark everything in your Personal Quarters.
You start with The Employer. Choose one more below.
THE EMPLOYER: You are a long-time servant of one of the other hunters. Decide which hunter it is and discuss it with their player. That character is now your employer. The following rules apply:
  • Your employer is the only hunter you can request a scene with for purposes of triggering the Vulnerable Move, though others may request a scene with you in the normal way.
  • Rolls associated with any action done in direct defense of your employer are taken with Advantage.
  • Whenever your employer is retired from play, you are also retired from play and become a Side Character attached to Hargrave House.
MY PERSON FRIDAY: Once per session, you can appear in any scene, at any time, ready for action. If there is an object or tool that would be helpful in the scene, you have it on-hand; add it to your Personal Quarters. MEMORY IS THE SERVANT: During the Dawn phase, you may tell the Keeper you are claiming a memento, which can be any object from a scene in the recently-concluded Night phase you would have reasonably been able to acquire. If you keep the memento, add it to your Personal Quarters. If you give the memento to another hunter, mark XP and tell them to add it to their Personal Quarters. THE GHOST OF HARGRAVE HOUSE: During the Dusk phase, you can remove a marked item from another hunter’s Personal Quarters and add it to your own, unmarked. When you return the item to its original owner in the middle of a scene you are sharing with them, describe how it is slightly altered. They add the item back to their Personal Quarters, unmarked. DAY WORK: You spend most days caring for Hargrave House—tidying-up, managing accounts, answering callers. Each Dusk phase, choose one:
  • You learn something interesting about an active Threat. Ask the Keeper any question you like; they will answer truthfully and completely, or in the form of a Clue, their choice.
  • You find something of use in the house. Say what it is and give it to another hunter. They add it to their Personal Quarters.
THE HARGRAVE HOUSE INFORMALS: You skim money from the Hargrave House accounts in order to maintain a network of spies and enforcers throughout London. When you put out a word that you need help from someone in your network, select one of them from the list below (check off any that are dead) and roll with Presence.
  • Elsie Willow, a prostitute (red hair, laughs a lot, moth eaten dress).
  • Kip Longfellow, a street urchin (quite short, smells of hay, weirdly red)
  • Silas Gren, a butcher (muscular, bloody apron, looks older than he is)
  • Velma Thenwicket, a governess (pretty, usually stern, always tired)
  • Pig’s Ear, a pickpocket (hirsute, smells… bad, surprisingly poetic)
  • Brother Samuel, a disgraced vicar (clean cut, smells of juniper, soft hands)
  • Barrel Staves, a hooligan (an absolute unit)
After 5 XP erase them and mark an advance.
Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Choose an additional move from your playbook. Choose an additional move from your playbook. Write a custom move for your character. Unmark everything in your Personal Quarters.
You start with The Child. Choose one more below.
THE CHILD: You have a secret laboratory in Hargrave House where you are building a person from body parts you acquire in the city. When the time is right, you will use principles of chemistry and alchemy to give your creation life. When you acquire a body part for the Child, check it off below and narrate a brief, pleasant memory of the person you lost that is triggered by holding the part in your hands.

Hair Head Eyes Blood Lungs Heart Torso Arms Guts Sex Organs Hands Legs Feet

When you acquire all the necessary parts or are instructed to do so by the Mask of the Future, you attempt to bring the Child to life and roll with Reason. If you don’t have all the parts, you have to make do with any old body parts you can find in order to finish the Child and the roll is made at Disadvantage.
NIGHT WORK: When not engaged in the hunt with your colleagues at Hargrave House, you spend your nights doing house calls, helping Scotland Yard examine corpses dragged from the river, and, of course, working on the Child. During the Dusk phase, you can say that you are going to do Night Work, in which case you take no action during the Night phase. Instead, as a player, you are solely responsible for each prompt on the Unscene. Then choose three from the list below during the Dawn phase that follows:
  • You find a Clue; the Keeper will describe it.
  • You find a Clue that can only be used for a future Threat; tell the Keeper what it is.
  • You acquire a body part for the Child (can be chosen more than once).
  • You find a keepsake; ask another hunter what it is and then add it to your Personal Quarters.
FIELD MEDICINE: When you treat someone’s physical injuries during a Night phase, roll with Composure. BENEATH THE SKIN: When you examine a corpse, you may ask the Keeper two of the following:
  • How did this person die? The Keeper will answer with a Clue.
  • What would an untrained eye overlook here? The Keeper will answer with a Clue.
  • Can I take a body part for the Child without anyone noticing? If the Keeper says yes, acquire a body part for the Child. If the Keeper says no, you can still attempt to take the body part, possibly triggering other moves.
INFIRMARY: You have a well-equipped infirmary inside Hargrave House. Add Medical Texts to your Personal Quarters; this item can never be marked. When the Vulnerable Move is triggered in the infirmary, each hunter can clear one additional physical Condition.

Paint the Scene: What do you see that is evidence of how meticulously clean and organized this space is?
THE RESURRECTIONISTS: A gang of graverobbers led by a man called Harley White (dingy workman’s clothes, cracked teeth, smells of gravedirt) is loyal to you. Each Dusk phase, pick two:
  • The graverobbers will dig up corpses that night; during the Dawn phase, acquire a body part for the Child.
  • The graverobbers will search for other valuables that night; during the Dawn phase, ask another hunter what they found and add it to your Personal Quarters.
  • A graverobber, either Harley or another (name them), will accompany you during the upcoming Night Phase. Take the following Condition: Ghoulish. Any rolls associated with actions the graverobber is helping you with are taken at Advantage.
  • You’ll face no blowback or complications from any criminal activities the graverobbers get up to that night.
After 5 XP erase them and mark an advance.
Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Choose an additional move from your playbook. Choose an additional move from your playbook. Write a custom move for your character. Unmark everything in your Personal Quarters.
You start with The Family. Choose one more below. You always have the condition A Disappointment and a Horror
THE FAMILY: You help Hargrave House in order to earn your keep, but the people who live there can never be your family since they are even more broken than you are. There is another group of people in London you watch from afar in the hopes they will someday notice and accept you. Who are they?
  • A theater troupe
  • A gang of rat catchers
  • An actual family
The group you hope to join is suffering from a problem. What is it?
  • They are on the verge of financial ruin
  • A member of the group is deathly ill
  • The group is being threatened by someone
You will secretly help the group solve this problem and then, when the time is right, present yourself to them. From now on, when you would collect a Reward from resolving a Threat, instead mark a box below and describe how something from the recently resolved Threat can be used to help the group with their problem.
CALIBAN’S FURY: You are as strong as ten men, and even stronger when you’re angry. Take Advantage on any die rolls associated with actions involving raw strength. Add 1 to the roll if you have any negative emotional Conditions (A Disappointment and a Horror does not count). DAY WORK: When not engaged in the hunt with the residents of Hargrave House, you spend your days performing small acts of kindness from the shadows. During the Dawn phase, you can say you’re going to do Day Work, in which case you take no action during the Day phase. Instead, as a player, describe something pleasant or hopeful in the other hunters’ scenes. Then choose three from the list below during the Dusk phase that follows:
  • You find a Clue; the Keeper will describe it.
  • You find a Clue that can only be used for a future Threat; tell the Keeper what it is.
  • You make a friend; name them and describe them. Instruct the Keeper to add them to the Mastermind sheet as a significant Side Character.
  • You find a treasure; ask another hunter what it is. If you keep it, add it to your Personal Quarters. If you give it to another hunter, they add it to their Personal Quarters and you mark XP.
THE TITAN’S EMBER: You can produce fire equal to that of a torch from your hands. You can also control existing fires within eyesight by doubling their intensity or reducing their size by half. You can snuff a candle or lantern from twenty paces. QUICKSILVER VOICE: You are a gifted conversationalist and deeply sympathetic to those who hear you speak—but only if they can’t see you. Take Advantage on any die rolls associated with actions involving speech or persuasion so long as you are doing so from the shadows or are otherwise physically obscured. THE BURNING APERTURE: You are a physical manifestation of creative energy; a literal portal between idea and execution. So long as you are present in the scene, when a fellow hunter would mark the Mask of the Future, they can mark this move instead and describe how your energy pushes them to success. When all three boxes are marked, mark XP.
After 5 XP erase them and mark an advance.
Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Choose an additional move from your playbook. Choose an additional move from your playbook. Write a custom move for your character. Unmark all the boxes on The Reflection (the masterwork itself is unchanged).
You start with The Reflection. Choose one more below.
THE REFLECTION: Somewhere in London, hidden from the world, is a masterwork created in your image or otherwise inspired by your beauty. It is guarded by a cult dedicated to your worship. What is it?
  • A portrait painting. How do your worshippers demonstrate they are unworthy to look upon it?
  • A statue carved in your likeness. How do your worshippers punish those foolish enough to touch it?
  • A piece of music inspired by you. How do your worshippers ensure this music is always being played somewhere?
  • A cathedral that is used for traditional religious services, but is secretly a temple dedicated to you. In what subtle ways have your worshippers altered the traditional religious iconography to be about you instead?
The masterwork will gradually degrade so you can remain young and beautiful, and will bear the scars that your evil acts would otherwise leave on your soul. Whenever you scar your Reflection, either as the result of a move or because the Keeper said to, mark a box below and describe how the masterwork has changed for the worse. When all the boxes are marked, you must frame an intimate scene with a fellow hunter where you reveal the masterwork to them and explain some of the terrible things you have done that are reflected in it. Then, if you wish, throw yourself at their feet and beg them for redemption. They can grant it by taking you into a passionate embrace, then and there. If they do so, describe how you embrace a life of humility and grace, then retire this character. If the other hunter does not grant redemption, or if you choose not to ask for it, ask the Keeper to narrate a scene in which we see you become a servant of the Mastermind, then retire this character.
UNQUENCHABLE THIRST: Your physical beauty is not only unparalleled, it is aggressively eternal. During the Dusk phase, clear all Conditions related to your physical appearance. When you do so, scar your Reflection. When you perform an action that leverages your physical appearance, associated rolls are taken with Advantage. GIVETH: At any time, you can declare that a Side Character is secretly one of your worshippers. Describe how the Side Character subtly or not-so-subtly debases themselves before you in the scene, then scar your Reflection. Whenever you make a gift of something from your Personal Quarters to a worshipper, they will do exactly as you say, no questions asked, up to and including destroying themselves. If you demand information from them, it may come in the form of a Clue, at the Keeper’s discretion. If another hunter debases themselves at your feet, they may take the following Condition: Worshipper. If they do so, they mark 1 XP and you scar your Reflection. So long as they have the Condition, the following is added to their Dawn Question list (it is always marked): “Did you continue to perfect your worship of the Undeniable?” You get to answer for them. If you say “Yes,” you mark XP instead of them, then give them something from your Personal Quarters, which goes on their sheet unmarked. TAKETH AWAY: When you destroy a Side Character—physically, spiritually, or socially— describe how it makes you feel, scar your Reflection, and roll with Vitality. If the Side Character is a worshipper, there is no need to roll; choose three. THE COLLECTION: You have access to a collection of rare, one-of-a-kind objects. When you take this move, circle an item and add it to your Personal Quarters. If you ever use one of these items during a sensual encounter with another hunter, erase it from your Personal Quarters and add it to theirs, unmarked. You can circle another item and add it to your Personal Quarters at any time by scarring your Reflection.

An apple from the Garden, Lot’s wife, Judith’s knife, Cleopatra’s veil, Patroclus’s spear, Caligula’s saddle, Julius Caesar’s blood-stained toga, Joan of Arc’s ashes, the Holy Grail, the Virgin Queen’s neck ruff, Catherine the Great’s hand fan, Marie Antoinette’s stockings, Casanova’s perfume, Barbara Villier’s corset, Madame de Pompadour’s wig, Louis XIV’s shoes, John Wilkes Booth’s death shroud
THE ROOM: You have a secret room in Hargrave House, accessible only with a jeweled, brass key tied to a velvet cord. When you take this move, add the Jeweled Key to your Personal Quarters. During the Night phase, Presence scores are increased by 1 while in this room (no max). If you benefit from this, scar your Reflection. Any other hunter who benefits from this takes the Condition: Tainted. Paint the Scene: What do you see in this room that excites you?
After 5 XP erase them and mark an advance.
Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Increase an ability modifier by 1 (max +3) Choose an additional move from your playbook. Choose an additional move from your playbook. Write a custom move for your character. Unmark everything in your Personal Quarters.
You start with Rites of Salt and Smoke. Choose one more below.
RITES OF SALT AND SMOKE: You are skilled at contacting dark entities in order to perform magical rituals. Choose what kinds of offerings these entities require:
  • Blood sacrifice
  • Perversion of Christian rituals
  • Self-harm
When you give offerings to the dark entities that are always lingering in your peripheral vision, roll with Sensitivity.
A THINNING OF THE VEIL: When you take this move, choose your divination tools and add them to your Personal Quarters:
  • Tarot cards
  • Star charts
  • Rune stones
When you consult your divination tools to glimpse the future, roll with Sensitivity.
A BEACON IN THE DARK: When you walk the streets of London at night, your consciousness spreading across the city like a vast spider web, roll with Sensitivity. WITCH’S CUPBOARD: You have a cupboard in Hargrave House containing supplies needed for rituals and remedies. When you take this move, circle three (or write your own) and add them to your Personal Quarters. The cupboard can then be used five additional times, by you or another hunter. When a hunter searches the cupboard for something to help them with a ritual, they can circle one (or make up their own) and add it to their Personal Quarters.

Candles, altar cloth, frankincense, pendulum, herbs, athamé, essential oils, feathers, salt, florid water, holy water, unholy water, quartz crystals, crystal ball, gravedirt, feathers, charcoal sticks, lavender ash, broom, statues of saints, statue of The Green Man, rosary beads, Christian symbols, chime
RITUAL CHAMBER: You have prepared one of the rooms in Hargrave House to be a ritual chamber. During the Night phase, Presence and Sensitivity scores are increased by 1 while in the chamber (no maximum). Anyone who benefits from this takes the following Condition: Tainted. Paint the Scene: What do we see in this chamber that tells us vile, macabre rites have been performed here? FAMILIAR: You have a small animal companion through which you can work some of your magic. When you take this move, choose your companion, name it, and add it to your Personal Quarters; it can never be marked so long as the die roll you are taking Advantage on is associated with magic related to the familiar’s listed affinity.
  • Toad (harming others)
  • Crow (seeing distant places)
  • Cat (drawing things to you)
  • Snake (uncovering forbidden knowledge)
  • Owl (rituals worked at night)
Vitality Composure Reason Presence Sensitivity
Mark the first unmarked box.
Narrate a flashback to your childhood that shows the high level of privilege you were born into. Narrate a flashback to your youth showing what an arrogant, willful brat you were. Narrate a flashback to your young adulthood that shows the incident that made you start to resent, even despise, your parents. Narrate a flashback to the time after you finally went West that shows you happy and free. Narrate a flashback to the incident that caused you to receive the quickening curse. Narrate a flashback to the time when the quickening curse caused you to hurt someone you care about. Narrate a flashback showing the incident that caused you to go on the run.
If no boxes are marked, you can retire to safety or obscurity instead of putting on this mask; tell the other hunters what the future holds for you. Otherwise, mark any box you wish.
THE GILDED DOOR: Take the following Condition: Most-Beloved. Tell the other hunters they can no longer choose The Gilded Door on their own playbook (this does not count as being marked for them). You can never clear Most-Beloved. THE MOSS-COVERED GATE: Narrate a scene in which you receive a letter from one of your parents urging you to return home. What does the letter say? Then tell the Keeper to put The Pinkerton in play. THE DARKENED THRESHOLD: Narrate a scene in which you hurt an innocent because of your curse. THE COSMIC PASSAGE: Increase your Sensitivity by 1 (Max +3) and reduce your Reason by 2. THE BLOOD-SOAKED PORTAL: Narrate a scene in which you are physically destroyed. This character is now retired.
The first three are always marked. Mark two more.
Did the hunters answer a Question? Did the hunters resolve a threat? Did you experience an Echo in the Night? Did you stick out in London society for all the wrong reasons? Did you use violence to solve a problem? Did you encourage a fellow hunter to let loose for a change? Did you have a raw, passionate sexual encounter during which your feral nature manifested? Did you share a treasured memory from the States during an intimate moment with another character?
The Explorer’s Mask of the Past tells the story of a young man, called the Boy, whose village was occupied for a time by the Explorer and their expeditionary forces. Mark the first unmarked box.
Narrate a flashback to the time when the Explorer first arrived at your village. Was it a joyous moment? Was there something ominous about it? Narrate a flashback that shows your friendship with the Explorer. What kind of relationship was it? Parent and child? Teacher and pupil? Master and servant? Narrate a flashback to when your village suffered an atrocity at the hands of the Explorer. How did you help inflict this atrocity? Narrate a flashback showing how you faced a reckoning for the crimes you helped the Explorer commit against your village. Narrate a flashback to the recent past showing how the village still suffers the consequences of the Explorer’s occupation. Narrate a flashback showing your arrival in London. Narrate a flashback to the time when you first met the Mastermind.
Mark any box you wish.
THE GILDED DOOR: Take the following Condition: Most-Beloved. Tell the other hunters they can no longer choose The Gilded Door on their own playbook (this does not count as being marked for them). You can never clear Most-Beloved. THE MOSS-COVERED GATE: You receive a significant inheritance from a recently deceased relative. Who were they? What is your favorite memory of them? Unmark two checkboxes on The Royal Explorers Club. THE DARKENED THRESHOLD: Narrate a scene in which you inflict violence on someone and the authorities look the other way. THE COSMIC PASSAGE: Increase your Sensitivity by 1 (Max +3) and reduce your Reason by 2. THE BLOOD-SOAKED PORTAL: The Keeper narrates a scene in which the Boy physically destroys you; you stay alive long enough for the Mastermind to gloat over their victory.
The first three are always marked. Mark two more.
Did the hunters answer a Question? Did the hunters resolve a threat? Did you experience an Echo in the Night? Did you use your loyalty to Her Majesty to justify your brutal actions? Did you engage in a secret sexual rendezvous with a commoner? Did you leverage your social status to gain the upper hand? Did you deliver a chilling, dead-eyed monologue about the horrors of the world? Did you have a face-to-face encounter with the Mastermind?
Mark the first unmarked box.
Narrate a flashback to your young adulthood, before you were a servant, that shows your most significant professional triumph. Narrate a flashback to your young adulthood, before you were a servant, that shows what a charmed life you lived. Narrate a flashback to the event that eventually forced you into servitude. Narrate a flashback to when you were more of a family member to your employer than someone of their own flesh and blood. Narrate a flashback to when your employer behaved in a way that was utterly indifferent to your dignity. Narrate a flashback that shows how you had to engage in emotional labor in order to please or soothe your employer. Narrate a flashback to the first time you saved your employer’s life.
If no boxes are marked, you can retire to safety or obscurity instead of putting on this mask; tell the other hunters what the future holds for you. Otherwise, mark any box you wish.
THE GILDED DOOR: Tell your employer to take the following Condition: Most-Beloved. Tell the other hunters they can no longer choose The Gilded Door on their own playbook (this does not count as being marked for them). Your employer can never clear Most-Beloved, unless their playbook says otherwise. THE MOSS-COVERED GATE: Unmark the first two boxes on your Mask of the Past. THE DARKENED THRESHOLD: Narrate a scene in which you commit a terrible act of violence in order to help your employer or punish one of their enemies. THE COSMIC PASSAGE: Increase your Sensitivity by 1 (Max +3) and reduce your Reason by 2. THE BLOOD-SOAKED PORTAL: Narrate a scene in which you are physically destroyed. This character is now retired.
The first three are always marked. Mark two more.
Did the hunters answer a Question? Did the hunters resolve a threat? Did you experience an Echo in the Night? Did you ensure your employer got credit for your triumphs? Did you demonstrate obsequious behavior toward your employer in front of others? Did you subtly express sexual desire for your employer in the way you dressed them or served them? Did you engage in a petty reprisal of someone who angered your employer? Did you have a scene showing your secret, private life in London?
Mark the first unmarked box.
You lost someone very important to you. Who were they? Name them. Narrate a flashback to the first time you experienced love for the person you lost. Narrate a flashback to the happiest day you shared with the person you lost. Narrate a flashback to the time you had a terrible fight with the person you lost. Narrate a flashback to the time when you first realized you and the person you lost weren’t going to be together forever. Narrate a flashback to the time when the person you lost was slipping away from you. Narrate a flashback to the time when you finally said goodbye to the person you lost.
If no boxes are marked, you can retire to safety or obscurity instead of putting on this mask; tell the other hunters what the future holds for you. Otherwise, mark any box you wish.
THE GILDED DOOR: Take the following Condition: Most-Beloved. Tell the other hunters they can no longer choose The Gilded Door on their own playbook (this does not count as being marked for them). You can never clear Most-Beloved. THE MOSS-COVERED GATE: You must attempt to bring the Child to life. THE DARKENED THRESHOLD: Narrate a scene in which you destroy a professional rival. THE COSMIC PASSAGE: Increase your Sensitivity by 1 (Max +3). THE BLOOD-SOAKED PORTAL: Narrate a scene in which you are physically destroyed. This character is now retired.
The first three are always marked. Mark two more.
Did the hunters answer a Question? Did the hunters resolve a threat? Did you experience an Echo in the Night? Did you dismiss the possibility of a supernatural explanation despite everything you’ve experienced? Did you secretly engage in romantic or emotional behavior at odds with your aloof, logical exterior? Did you put your hands in a pile of guts and love every moment of it? Did you show physical affection toward the Child while someone else was looking? Did you have a conversation with the Child while no one was looking? Did you teach the Child a lesson about what it means to be human? (available on 10+ to bring the Child to life)
You don’t have a true past. Instead, the spirits attached to the body parts you are constructed from stir up memories that are not yours. You can live with these memories or learn to quiet them.
You don’t have a true past. Instead, the spirits attached to the body parts you are constructed from stir up memories that are not yours. You can live with these memories or learn to quiet them. Narrate a flashback to someone’s childhood in which they are showered with love. Then, if you wish, describe how you quiet this part of you. Narrate a flashback to someone’s wedding day. Then, if you wish, describe how you quiet this part of you. Narrate a flashback to the time someone lost their mother. Then, if you wish, describe how you quiet this part of you. Narrate a flashback to the first time someone journeyed across the sea. Then, if you wish, describe how you quiet this part of you. Narrate a flashback to the time someone lost all hope. Then, if you wish, describe how you quiet this part of you. Narrate a flashback to the moment someone was brutally murdered. Then, if you wish, describe how you quiet this part of you.
If no boxes are marked, you can retire to safety or obscurity instead of putting on this mask; tell the other hunters what the future holds for you. Otherwise, mark any box you wish.
THE DARKENED THRESHOLD: Narrate a scene in which you engage in self-destructive behavior because of the way society treats you. THE COSMIC PASSAGE: Increase your Sensitivity by 1 (Max +3). THE BLOOD-SOAKED PORTAL: Narrate a scene in which you are physically destroyed. This character is now retired.
The first three are always marked. Mark two more.
Did the hunters answer a Question? Did the hunters resolve a threat? Did you experience an Echo in the Night? Did you watch someone from the shadows, your heart filled with longing? Did you use brute strength to get your way? Did you deliver an embittered monologue about being abandoned by your creator? Were you extra gentle with someone or something because you know how strong you are? Did you openly walk among people during the day?
Mark the first unmarked box.
Narrate a flashback to your childhood that shows how, even then, people were willing to suffer in order to make you happy. Narrate a flashback to your young adulthood that shows the first time you met the artist who fell in love with you. Narrate a flashback that shows when you cruelly discarded the artist. Narrate a flashback to a scene when the artist destroyed themselves because of your rejection. How did the masterwork change in order to reflect your cold indifference? Narrate a flashback to when you first met the person you fell madly in love with. Narrate a flashback that shows why you started to become jealous of the person you fell madly in love with. How did the masterwork change to reflect this simmering resentment? Narrate a flashback to when you finally destroyed the person you fell madly in love with. How did the masterwork change to reflect your wrath?
If no boxes are marked, you can retire to safety or obscurity instead of putting on this mask; tell the other hunters what the future holds for you. Otherwise, mark any box you wish.
THE GILDED DOOR: Take the following Condition: Most-Beloved. Increase your Presence by 1. Tell the other hunters they can no longer choose The Gilded Door on their own playbook (this does not count as being marked for them). Most-Beloved can only be cleared via the Taketh Away move. THE MOSS-COVERED GATE: Narrate a scene in which you express private regret for the harm you have caused. THE DARKENED THRESHOLD: Narrate a scene during which people treat you like you’re nothing special. THE COSMIC PASSAGE: Whenever you gaze upon the masterwork in an attempt to uncover something hidden in the world, roll with Sensitivity. THE BLOOD-SOAKED PORTAL: Narrate a scene in which you are physically destroyed. This character is now retired.
The first three are always marked. Mark two more.
Did the hunters answer a Question? Did the hunters resolve a threat? Did you experience an Echo in the Night? Did you express a clear preference for the beautiful over the mundane? Did you secretly show a vulnerable side to someone? Did you create an ornate, over-the-top erotic experience for someone else’s pleasure? Did you appear in London society wearing risque or avant-garde fashion? Did you let someone touch you and then make them pay a price for doing so?
Mark the first unmarked box.
Narrate a flashback to the time when you were in your mother’s womb that shows, even then, dark entities were interested in you. Narrate a flashback to your childhood that shows the first time you encountered a dark entity. Narrate a flashback to your young adulthood that shows your first sexual encounter with a dark entity. Narrate a flashback to your young adulthood that shows a time when you used your supernatural affinities for selfish purposes. Narrate a flashback to your young adulthood that shows when you first met the leader of the coven. Name them. Narrate a flashback to your young adulthood that shows part of your initiation into the coven. Name the coven. Narrate a flashback to an event that influenced you to leave the coven for good.
If no boxes are marked, you can retire to safety or obscurity instead of putting on this mask; tell the other hunters what the future holds for you. Otherwise, mark any box you wish.
THE GILDED DOOR: Take the following Condition: Most-Beloved. Tell the other hunters they can no longer choose The Gilded Door on their own playbook (this does not count as being marked for them). You can never clear Most-Beloved. THE MOSS-COVERED GATE: Tell the Keeper to put The Coven in play. The Keeper should immediately frame a scene showing that the coven has arrived in London. THE DARKENED THRESHOLD: Narrate a scene in which, possessed by a dark entity, you harm an innocent. THE COSMIC PASSAGE: Increase your Sensitivity by 1 (Max +3) and reduce your Reason by 2. THE BLOOD-SOAKED PORTAL: Narrate a scene in which you are physically destroyed. This character is now retired.
The first three are always marked. Mark two more.
Did the hunters answer a Question? Did the hunters resolve a threat? Did you experience an Echo in the Night? Did you have a face-to-face encounter with a dark entity? Did you counsel someone using your supernatural affinities as the basis for that advice? Did you perform a ritual? Did you make love to a human in order to forget the darkness? Did you make love to a dark entity because it felt good?

Clues

{{#statused}} {{/statused}} {{#check}} {{#rollTotal() showroll 1}} {{#success}} {{#rollGreater() check 9}} {{/rollGreater() check 9}} {{/success}} {{#partial}} {{#rollBetween() check 7 9}} {{/rollBetween() check 7 9}} {{/partial}} {{#miss}} {{#rollLess() check 7}} {{/rollLess() check 7}} {{/miss}} {{/rollTotal() showroll 1}} {{/check}}
{{char}}
rolls The {{move}} Move
With {{statused}}
Result: {{check}}
{{#rollGreater() check 9}} Great Success {{/rollGreater() check 9}} {{#rollBetween() check 7 9}} Mild Success {{/rollBetween() check 7 9}} {{#rollLess() check 7}} Miss {{/rollLess() check 7}}
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{{partial}}
{{miss}}
{{#statused}} {{/statused}} {{#check}} {{#rollTotal() showroll 1}} {{#best}} {{#rollGreater() check 11}} {{/rollGreater() check 11}} {{/best}} {{#success}} {{#rollBetween() check 10 11}} {{/rollBetween() check 10 11}} {{/success}} {{#partial}} {{#rollBetween() check 7 9}} {{/rollBetween() check 7 9}} {{/partial}} {{#miss}} {{#rollLess() check 7}} {{/rollLess() check 7}} {{/miss}} {{/rollTotal() showroll 1}} {{/check}}
{{char}}
rolls The {{move}} Move
With {{statused}}
Result: {{check}}
{{#rollGreater() check 11}} Massive Success {{/rollGreater() check 11}} {{#rollBetween() check 10 11}} Great Success {{/rollBetween() check 10 11}} {{#rollBetween() check 7 9}} Mild Success {{/rollBetween() check 7 9}} {{#rollLess() check 7}} Miss {{/rollLess() check 7}}
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{{partial}}
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{{#movedescription}} {{/movedescription}}
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rolls The {{move}} Move
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