Add all these improvements manually into your stats, they will not be auto-calculated
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Advances available at beginning of play:After 5 advances you may select:
Aware Corruption Move When you ignore your mortal responsibilities to deal with the supernatural, mark corruption.
Intimacy Move When you share a moment of intimacy-physical or emotional- with someone who is not mortal, mark corruption.
End Move When you die, each character chooses whether your death inspires or corrupts a part of their being. If it inspires, they
erase a Corruption Advance they have taken(if any). If it corrupts, they immediately take a Corruption Advance.
Fae Corruption Move When you break a promise or tell an outright lie, mark corruption.
Intimacy Move When you share a moment of intimacy-physical or emotional-with another person, demand a promise from them. If they
refuse you or break the promise, they owe you 2 Debts.
End Move When you die or retire your character, choose a character and bestow the favor of your court upon them. They can choose to
either take Faerie Magic and two of your faerie powers or to advance Persuade an NPC
Hunter Corruption Move When injure a mortal while pursuing the supernatural, mark corruption.
Intimacy Move When you share a moment of intimacy-physical or emotional- with another person, ask them a question, they must answer it honestly. They will ask you a
question in return; answer it honestly or mark corruption.
End Move When you die or retire your character, choose a character belonging to another player and give them one of your chosen Hunter moves. It's theirs for keeps.
Oracle Corruption Move When you give someone a false prophecy, mark corruption.
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, you gain a specific and clear
vision about that person’s future. You can ask up to 3 questions about the vision; mark corruption for each.
End Move When you die or retire your character, announce a proclamation upon the world that will reverberate in dreams worldwide.
Detail the signs of its coming. The MC will make your prophecy come to pass, sooner rather than later.
Spectre Corruption Move When you witness a scene of victimization and do nothing, mark corruption.
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, you hold 1. Whenever they get into trouble, you
can spend your hold to be there.
End Move When you fill up on harm, your corpus is scattered and dispersed. You'll reform in a few days. When your spirit passes on permanently or
you retire your character, any characters present gain +1 Spirit (max +3)
Tainted Corruption Move When you persuade someone on your patron's behalf, mark corruption.
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, they give you a Debt they hold on someone else.
End Move When you die, cash in all the Debts your patron owes you to come back. If you have none, your patron will ask someone else to pay the Debt
for you. If they refuse, time's up. It's been a good run.
Vamp Corruption Move When you feed on an unwilling victim, mark corruption.
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, tell them a secret about yourself or owe them a Debt.
Either way, they enter your Web and owe you a Debt.
End Move When you die or retire your character, name someone in the scene you want dead; your agents and allies relentlessly pursue them.
Veteran Corruption Move When you knowingly head straight into danger, mark corruption.
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, tell them a story about the past and the lessons you learned.
Choose 1: You both take +1 forward, You take +1 forward and they take -1 forward, Hold 1. Spend the hold to Lend a Hand to that character from any distance.
End Move When you die or retire your character, choose a character to inherit your Workspace and True Artist.
Wizard Corruption Move When you strike a deal with someone dark and powerful, mark corruption.
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, decide whether you care about them or not. If you don't,
they go about their business as normal. If you do, they take -1 ongoing to Escape until they get some intimacy somewhere else.
End Move When you die, you may place a devastating curse on someone nearby. Specify the effects of the curse and how they may end it.
Wolf Corruption Move When you begin a hunt for someone, mark corruption.
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, you create a primal bond with them; you always know
where to find them and when they're in trouble. This bond lasts until the end of the next session.
End Move When you die or retire your character, anyone in the scene you wish to protect escapes and reaches safety, no matter the odds.
Scholar Corruption Move When you exploit someone's ignorance of the arcane for personal gain, mark corruption.
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, they get a Debt on you...and you have what they desire.
Ask them to name an item they have been seeking; that item has recently turned up in your arcane network.
End Move When you die or retire your character, choose one character to inherit your collection of tomes and artifacts.
They gain the Private Collection move so long as they care for and protect these arcane holdings.
Revenant Corruption Move When you kill someone not marked by your caul, mark corruption
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, ask them if you should be an agent of justice or vengeance. If they say
justice, ask them how you could relieve the burdens they carry and take +1 ongoing to actions toward that end; if they say vengeance, mark corruption.
End Move When you fill up on harm, your body ceases to function, but you do not die. Anyone who views your corpse with supernatural senses knows that you still
live and how to bring you back, e.g., sprinkling graveyard dirt on your body, performing a lost ritual, etc. Your daemon may attempt to enlist someone else to facilitate your return.
Hallowed Corruption Move When you violate the tenants of your faith (or through inaction allow them to be violated), mark corruption
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, you choose whether or not their intimacy move triggers. If it doesn’t, tell them what mark or aspect of your faith keeps you distant from them.
End Move When you die, you perform a powerful miracle of your faith. The innocent may rise, the wicked may fall, so on and so forth. You cannot prevent your own death.
Vessel Redemption Move When you resist serving your instincts to attend to your mortal relationships or responsibilities, mark redemption.
Intimacy Move When you share a moment of intimacy—physical or emotional—with another person, ask them an invasive question about being human. If they answer the question honestly, mark redemption. If they deflect the inquiry or offer falsehoods, they must give you a Debt.
End Move When you die, change playbooks, or retire your character, you leave something of your old body behind, containing a remnant of your instincts, as a permanent mark on the city.
Tell the MC which instinct became most central to your identity; the city will take that instinct into itself. Add the following option to let it out for all PCs:
»»Call upon the city to obey its instinct.
You don’t have a corruption track. Instead, you have the opportunity for redemption.
Each time your redemption track fills, mark a redemption advance. When your redemption track fills and you have no more redemption advances to mark, retire your character to safety or change to a Mortality Archetype.
If a move asks you to mark corruption, mark 1-harm (ap) instead.
Armor:
The Vamp's Web
When someone comes to you to ask for a favor, look for advice/info, or threaten your interests, they enter your
Web and owe you a Debt. When someone is in your Web, you gain the following when dealing with them:
» Get +1 ongoing to Lend a Hand or Get in the Way of their efforts
» Add this question to Figure Someone Out: “What is your character’s true hunger?”
At the start of a session, choose someone in your Web and learn a secret about them that they’d rather keep buried.
They leave your Web only when they no longer owe you a Debt.
Followers
You have a mystical focus item that helps you channel your magics. Without it, take -1 to Channelling.
Choose a benefit your Focus grants you:
Arcane Network Features and Members
When you cash in a Debt with a member of your arcane network to obtain a worthy and useful gift without cost, they must offer you three things. Pick the one you want, but the others will never be “free” again.
When you hit the streets to consult your arcane network, you can roll with Mind instead of Mortality. Mark Mortality as normal. In addition, add this option to the 7-9 list:
»»You owe them an object you haven’t yet acquired
When you refuse to honor a Debt to someone to whom you’ve previously sold arcane objects, add this option to the 7-9 list:
»»Promise to secure a valuable object for them Your Private Collection
What is your most prized possession?
When you retreat to your private collection to research an occult occurrence, object, or individual, roll with Mind. On a 10+, pick 3. On a 7-9, pick 1.
»»You discover a previously unknown weakness or vulnerability
»»You discover a previously unknown resource or ally
»»You don’t attract any supernatural attention to your research
On a miss, you discover something terrible in your research that spells doom for you, your friends...or the city itself.
Your Caul
On whom do you seek revenge?
When you punish one of them absolutely—however you see fit—strike their
name from the list. Your daemon will tell you if the punishment is fitting; if it is,
advance. If it isn’t, you owe your daemon a Debt.
When you ask your daemon to add someone who has wronged you to
your caul, roll with Spirit. On a hit, your daemon acquiesces to your request.
On a 10+, your daemon reveals how you might attack their vulnerabilities or
weaknesses. On a miss, that person is beyond your reach; take -1 ongoing
against them until you offer them forgiveness for the wrongs they have done
to you.
When you cross out all the names in your caul, your connection to the land
of the dead is severed. Your daemon returns to the spirit realm; you are no
longer able to avoid the land of the dead if you are killed. You can lay your
own soul to rest by returning your physical form to its final resting place. Your Daemon
Describe your daemon
When your daemon stands with you in battle, take armor+1. Your daemon will only follow you in the pursuit of your caul or to fulfill a Debt.
Your Flock
Describe your flock: the community, your meeting place, your rituals and traditions, their stats, your starting choices.
Your flock is connected to you through a psychic link that offers you unparalleled access:
you can let it out to try to listen in on specific members’ thoughts; cash in Debts as if a member of your flock was right in front of you; call your flock to action at a distance;
or even mark corruption to take on the physical appearance of a member of your flock for a scene.
At the start of each session, take one Debt against your flock as a whole, provided you were available to perform your religious duties;
you can cash the Debt in with any member of your flock, even other PCs. Tenants of Your Faith
List the tenants of your faith:
Violating any tenet of your faith in the presence of your flock—or if they find out later that you violated one of the tenets—
immediately gives them a Debt over you. Any member of the flock can cash in the Debt with you, even if they weren’t the one who witnessed or discovered the violation.
Materials
What material makes up your component parts?
Once per session, you can heal up to 2-harm by consuming a copious quantity of the materials of which you are made. Anyone who witnesses the consumption sees your true form. Instincts
List your instincts:
Resisting an opportunity to fulfill your instinct counts as keeping your cool.
If a redemption advance allows you to rewrite an instinct, cross it out and write a new instinct of your own choosing. The old one no longer bothers you.