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OTHER MOVES
Most people walk around all day with no idea of the power the darkness
holds or what truly takes place in the shadows. Those who are Aware, awak-
ened to the world as it truly is, have the power to stand up and fight for their
people, to spit in the eyes of the dark beasts that roam their world, and—if
they’re very lucky—live to see tomorrow.
DRAMA MOVES
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 some-
one 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.
NOTES
CORRUPTION
b
Take a Corruption move
b
Take a Corruption move
b
Take a Corruption move
b
Take a Corruption move from another archetype
b
Retire your character. They may return as a Threat
CORRUPTION MOVES
b
In Too Deep:
When a non-Mortal tries to
Lend You a Hand
or
Get In
Your Way
, mark corruption to add or subtract 3 from their roll.
b
Eyes On The Door:
When in danger from the supernatural you can mark
corruption to
Escape
as if you rolled a 12+.
b
Free Agent:
Mark corruption to
Refuse to Honor a Debt
owed to a
non–Mortal as if you rolled a 10+.
b
If You Can’t Beat ‘Em:
Take two moves from non-Mortal archetypes.
Whenever you use these moves, mark corruption.
HOLD/GEAR
a member of mortality
CHARACTER CREATION
Name
(pick one)
Alisa, Anthony, Cam, Cleo, Cole, Datu, Devon, Galina, Hairi, Hans, Julius,
Kim, Kirsten, Laasya, Lara, Miguel, Philip, Rashid, Veronica
Look
(pick as many as apply)
»
Ambiguous, Female, Male, Transgressing
»
Asian or South Asian, Black, Caucasian, Hispanic/Latino, Indigenous,
Middle Eastern,
»
Business Casual Clothing, Everyday Clothing, Inconspicuous Clothing,
Uniform Clothing
Demeanor
(pick one)
Aggressive, Charming, Paranoid, Serene
Starting Character Stats
(Add 1 to one of these)
Blood -1, Heart 1, Mind 1, Spirit 0
Starting Factions
(Add 1 to one of these)
Mortality 1, Night 0, Power 1, Wild -1
Intro
»
Who are you?
»
How long have you been in the city?
»
How did you learn about the supernatural?
»
Why is this city worth saving?
»
What mystery are you currently looking into?
Gear
»
A simple apartment, a decent car, a smart phone.
»
1 Self-defence Weapon
b
9mm Beretta (2-harm close loud)
b
Taser (stun-harm hand)
b
Snub-nosed revolver (2-harm close loud reload concealable)
Debts
»
Someone told you their secrets and you haven’t told anyone about them
yet. They owe you 2 Debts.
»
Someone thinks they’re protecting you, but it’s really more like you’re
protecting them. You owe each other a Debt.
»
You’re leveraging dirt you have on someone to get their help with some-
thing. You owe them a Debt.
NAME
LOOK
AWARE MOVES
You get this one:
;
Snoop:
When you keep an eye out for trouble, roll with Mind. On a 10+,
hold 3. On a 7-9, hold 1. While you’re there, spend your hold to ask the
MC questions, 1 for 1:
»
What’s my best way in/out?
»
Who or what here is not what they seem?
»
What happened here recently?
»
What here is the greatest danger to me?
»
Whose turf is this?
Heart
Mind
Spirit
On a miss, you find yourself in over your head. The MC will tell you why
this is a bad spot.
And choose two more:
b
Did Your Homework:
When you
Put a Face to a Name
with someone
STATS
Blood
FACTIONS
Mortality
Night
Power
Wild
ADVANCES
Advances available at beginning of play:
b
+1 Blood (max +3)
b
+1 Heart (max +3)
b
+1 Spirit (max +3)
b
+1 Mind (max +3)
b
A new
Aware
move
b
A new
Aware
move
b
A move from another archetype
b
A move from another archetype
b
Change your
Faction
After 5 advances you may select:
b
+1 to any stat (max +3)
b
+1 any Faction (max +3)
b
Erase a
Scar
b
Join or lead a
Watcher’s Society
b
Erase a Corruption Advance
b
Erase a Corruption Advance
b
Advance 3 basic moves
b
Advance 3 basic moves
b
Change to a new archetype
politically important (your call), roll with Mind instead of Faction. On a
hit, you know a dangerous secret about them or their political mach-
inations. On a 10+, you know how to leverage that information; take
a Debt on them as well. On a miss, your snooping has already landed
you in hot water with your target; they know you’ve been looking into
their business.
b
I Know a Guy:
When you
Hit the Streets
or
Put a Face to a Name
with
Mortality, roll with Mind instead of Faction.
b
I Brought Friends:
When you
Cash In a Debt
with an NPC, add this
option to the list:
»
Back you up in a dangerous situation
b
Expert Marksman:
When you
Unleash
with a firearm, roll with Mind
HARM
Faint
Grievous
Critical
When you suffer harm, mark the
same number of boxes as harm
received. When you heal harm,
erase it in the same order. You heal
about 1 harm/day naturally. You can
mark a Scar to ignore all harm you
are about to suffer.
ARMOR
instead of Blood.
b
Hard-Boiled:
When you get into trouble while chasing down a lead,
gain armor+1.
DEBTS
Who owes you?
owes me
Debt(s) for
SCARS
b
Shattered (-1 Blood)
b
Disfigured (-1 Heart)
b
Fractured (-1 Mind)
b
Broken (-1 Spirit)
owes me
Debt(s) for
FAERIE POWERS
Choose 3:
b
Wild Fury:
You summon an element of nature capable of striking your
b
b
b
b
b
enemies (2-harm close area or 3-harm close/far).
Nature’s Caress:
Your touch heals 2-harm. You cannot use this power
on yourself.
Wither:
You imbue your touch with the power to kill (3-harm intimate ap).
Glamours:
You create illusions to fool the senses. The effects don’t
last long.
Shape Change:
You can briefly change your shape into that of an animal.
Bedlam:
Touch a target to place them in a specific emotional state (your
choice). Mark corruption to have that emotion directed toward a target
of your choosing.
Fickle and enigmatic, the Fae are impossible for a mortal to completely
understand. Their ways are steeped in tradition, honour, and, above all else,
bargains. They do not simply appreciate these virtues, they embody them.
DRAMA MOVES
OTHER MOVES
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 either to take
Faerie
Magic
and two of your faerie powers or to advance
Persuade an NPC
.
CORRUPTION
b
Take a Corruption move
b
Take a Corruption move
b
Take a Corruption move
b
Take a Corruption move from another archetype
b
Retire your character. They may return as a Threat
CORRUPTION MOVES
b
Gach Cumhacht:
You gain the remaining faerie powers. When you use
NOTES
Faerie Magic
, you may no longer choose to suffer harm.
b
Shrewd Negotiator:
When you roll a 10+ to
Refuse to Honor a Debt
,
mark corruption to cancel the original Debt and claim a Debt from the
person you refused.
b
Unearthly Grace:
You get +1 Heart (max +4). Whenever you roll with
Heart and roll a 12+, mark corruption.
b
Everyone’s Got One:
Touch someone and mark corruption to declare
one of their vulnerabilities. All damage from that source (fire, steel, iron,
etc.) is treated as +1 harm and ap.
a member of wild
HOLD/GEAR
CHARACTER CREATION
Name
(pick one)
Ava, Brianna, Cesar, Chiko, Chloe, Connor, Dylan, Elliot, Fahim, Fiona, Lucas,
Maeve, Manuel, Nora, Roman, Salomé, Su-mi, Rachel, Vicente, Yaki
Look
(pick as many as apply)
»
Ambiguous, Female, Male, Transgressing
»
Asian or South Asian, Black, Caucasian, Hispanic/Latino, Indigenous,
Middle Eastern,
»
Colorful Clothing, Expensive Clothing, Messy Clothing,
Revealing Clothing
Demeanor
(pick one)
Alien, Eccentric, Feral, Seductive
Starting Character Stats
(Add 1 to one of these)
Blood -1, Heart 1, Mind 0, Spirit 1
Starting Factions
(Add 1 to one of these)
Mortality 0, Night -1, Power 1, Wild 1
Intro
»
Who are you?
»
How long have you been in the city?
»
What do you love most about humanity?
»
Who is your closest confidante in the city?
»
What do you desperately need?
Gear
»
A nice house or apartment, a car, a smart phone
»
A relic from your homelands
»
A symbol of your court (sun, moon, storm, winter, spring, etc.)
Debts
»
Someone broke an important promise to you and swore they would
make it up to you. They owe you 2 Debts.
»
You are keeping something hidden for someone. They owe you a Debt.
»
You entrusted someone with a dangerous task. Ask them if they
succeeded or failed. If they succeeded, you owe them a Debt. If they
failed, they owe you 2 Debts.
NAME
LOOK
FAE MOVES
You get this one:
;
Faerie Magic:
Whenever you use a Faerie power, choose 1:
»
Mark corruption
»
You owe your monarch a Debt
»
Suffer 1-harm (ap)
STATS
Blood
Heart
Mind
Spirit
And choose two more:
b
A Dish Best Served Now:
When you commit to enact revenge on behalf
b
b
FACTIONS
Mortality
Night
Power
Wild
b
b
ADVANCES
Advances available at beginning of play:
b
+1 Blood (max +3)
b
+1 Heart (max +3)
b
+1 Spirit (max +3)
b
+1 Mind (max +3)
b
A new
Fae
move
b
A new
Fae
move
b
A move from another archetype
b
A move from another archetype
b
Change your
Faction
After 5 advances you may select:
b
+1 to any stat (max +3)
b
+1 any Faction (max +3)
b
Erase a
Scar
b
Join or lead a
Faerie Court
b
Erase a Corruption Advance
b
Advance 3 basic moves
b
Advance 3 basic moves
b
Retire your character to safety
b
Change to a new archetype
of someone (including yourself), gain +1 to all rolls against the target of
that vengeance. For every scene in which you do not pursue vengeance,
suffer 1-harm (ap).
In Our Blood:
When you
Trick
someone, roll with Heart instead of Mind.
Scales of Justice:
You may cash in a Debt with someone to use a power
from
Faerie Magic
(including powers not normally available to you) on
them at no cost.
Draw Back the Curtain:
When you
Escape
, add this option to the list:
»
You escape to your homeland, for better or worse
Words Are Wind:
When someone breaks a promise to you or lies to
you and you find out, they owe you a Debt and you take +1 forward
against them.
DEBTS
Who owes you?
owes me
Debt(s) for
owes me
Debt(s) for
HARM
Faint
Grievous
Critical
When you suffer harm, mark the
same number of boxes as harm
received. When you heal harm,
erase it in the same order. You heal
about 1 harm/day naturally. You can
mark a Scar to ignore all harm you
are about to suffer.
ARMOR
SCARS
b
Shattered (-1 Blood)
b
Disfigured (-1 Heart)
b
Fractured (-1 Mind)
b
Broken (-1 Spirit)
CUSTOM WEAPONS
Ranged Weapons
b
Bow (2-harm close/far reload)
b
Shotgun (2-harm close loud reload messy)
b
SMG (2-harm close area loud)
b
Pistol (2-harm close loud)
b
Rifle (2-harm far loud)
Add-ons (choose 2 for each weapon):
»
Silenced (-loud)
»
Big (+1 harm)
»
Semi-automatic (-reload)
»
Automatic (+autofire)
»
Antique/Ornate (+valuable)
»
Blessed (+holy)
Hand Weapons
b
Staff (1-harm hand/close)
b
Haft (1-harm hand)
b
Handle (1-harm hand)
b
Chain (1-harm hand area)
Add-ons (choose 2 for each weapon):
»
Head (+1 harm)
»
Bladed (+1 harm)
»
Antique/Ornate (+valuable)
»
Famed (+reputation)
»
Extendable (+close)
»
»
»
»
»
Enchanted (+anchored)
Silvered (+silver)
Cold Iron (+cold iron)
Blessed (+holy)
Hidden (+concealable)
»
»
»
»
High-powered (+1 harm)
Scoped (+far or +1 harm at far)
Silvered (+silver)
Cold Iron (+cold iron)
Determined and fearless, the Hunter is a mortal who has taken up a cause
against the darkness around them, perhaps because they were trained to
stalk the night or because they were born with the power to protect their
people. They carry a heavy burden, one that would eventually crush anyone.
How long can they keep from becoming what they hunt?
DRAMA MOVES
Hunter Corruption Move
When you 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.
CORRUPTION
b
Take a Corruption move
b
Take a Corruption move
b
Take a Corruption move
b
Take a Corruption move from another archetype
b
Retire your character. They may return as a Threat
YOUR WEAPONS
CORRUPTION MOVES
b
Divided I Stand:
When you turn down help and enter a dangerous situ-
NOTES
ation alone, mark corruption and advance
Unleash
and
Keep Your Cool
for the scene.
b
Hard to Kill:
Choose a Faction. Mark corruption to gain armor+1 against
that Faction until the end of the scene.
b
Perfect Timing:
Mark corruption to arrive in a scene. Mark an additional
corruption to show up in a superior position.
b
Death Wish:
If someone nearby is about to suffer harm, you may mark
corruption to suffer the harm instead.
HOLD/GEAR
a member of mortality
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