The Between Playbooks

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a

American Name

Look Vice

You grew up in a big city on the Eastern Seaboard of the United States, the scion of a prominent family, but you detested that life–the formality, the
pretension, the venomous hypocrisy–and so you went West. You had adventures, got good with a gun, even joined a traveling show for a time… but
then came the curse, and everything changed. You did your best to control it, and some nights were definitely worse than others, but eventually it got
to be too much. Even your days were affected by the changes within you; your behavior became reckless and unpredictable. And then you had to run,
far away. In the end, it was London calling: a thick, throbbing mass of humanity within which to lose yourself—the whole world and all its lovely
pleasures right within your grasp. But the curse has found you, like it always does. Hopefully these new folks, these hunters you’ve thrown in with, can
help you–help you for good, permanent-like—when the time comes.

Playbook Moves Abilities


You start with The Quickening. Choose one more from the reverse side. At the start of the game, add +1 to a single ability.

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. On a 10+, your body is stronger and faster, and you
1 0 0 1 0
manage to keep the quickening in check. You roll with Advantage when taking actions that
use Vitality until the next Dawn phase. On a 7-9, you manage to keep the quickening in Vitality Composure Reason Presence Sensitivity

check, but just barely; take the following Condition: Drained. On a Miss, you are going to
lose control.
◒ Retire this character and tell the Keeper to put The Cursed in play OR
Conditions
◒ Reveal your curse to another hunter and ask for their help controlling you this night.
If they agree, neither of you can take any action that would trigger a move during the
upcoming Night phase, though you should narrate scenes showing how the
cursed character is being controlled throughout the night. During
the Dawn phase, you each mark 1 XP. This option can only be
chosen once.
On a 12+, your heightened sense of hearing and smell will help you
uncover an additional Clue that no other hunter would be able to
detect. During the Dawn phase, tell the Keeper what the Clue is; Dawn Questions
it cannot conclusively answer a Question.
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


Personal Quarters 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?

Advancements
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.


a
American Name

Look Vice

Additional Moves The Mask of the Past


THE AWAKENED SOUL: You are sensitive to the desires and behaviors of animals. When you Mark the first unmarked box.
encounter an animal, you may ask the Keeper, “What does this animal want me to do?” The
Narrate a flashback to your childhood that
Keeper will answer truthfully and completely. When you act on the answer or pursue a course
shows the high level of privilege you were born
of action in which an intuitive understanding of an animal’s behavior would be helpful, any
into.
associated rolls are taken with Advantage.
Narrate a flashback to your youth showing what
FASTEST GUN IN THE WEST: When you take this move, add the 1851 Colt Navy Revolver to
an arrogant, willful brat you were.
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. Narrate a flashback to your young adulthood
that shows the incident that made you start to
AS CRUEL AS THE HARLOT’S CURSE: When you indulge your vice—alone—in the dark and
resent, even despise, your parents.
seedy underbelly of London in order to deaden your senses, roll with Vitality. On a hit, clear a
Condition and choose one from the list below. On a 10+, choose two. Narrate a flashback to the time after you finally
◒ You don’t draw any unwanted attention. went West that shows you happy and free.
◒ You befriend a Side Character. Narrate a flashback to the incident that caused
◒ You gain some resistance to your curse; on your next Quickening roll, increase the you to receive the quickening curse.
success tier by one step.
Narrate a flashback to the time when the
◒ You stumble on a Clue. Tell the Keeper what it is. The Clue cannot conclusively answer a
quickening curse caused you to hurt someone
Question by itself.
you care about.
On a 12+, you take a memento; ask another hunter what it is and then put it in your Personal
Quarters. Narrate a flashback showing the incident that
caused you to go on the run.
TALL TALES: When you tell a story from back home that is wildly unbelievable in order to charm
someone, roll with Presence. On a hit, they fall for your charm and do as you wish OR reveal
a Clue, your choice. On a 10+, they won’t ask for anything in return. On a 12+, they also The Mask of the Future
give you a keepsake to remember them by; ask another hunter what it is and then write it
down in your Personal Quarters. If no boxes are marked, you can retire to safety or
obscurity instead of putting on this mask; tell the other
DISGUISE KIT: You have a trunk full of costumes, wigs, makeup, props, and other supplies to
hunters what the future holds for you.
help you look like someone you are not. When you rifle through the trunk, add a costume to
Otherwise, mark any box you wish.
your Personal Quarters. You can do this up to five times [ ] [ ] [ ] [ ] [ ].
THE GILDED DOOR: Take the following Condition:
Most-Beloved. Tell the other hunters they can no
longer choose The Gilded Door on their own
Notes 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.

PREFIX/NICKNAME (pick one or make up your own): Wild, Calamity, Buffalo, The Beast, Razor, Smoke, Night Rider, Sureshot, Painkiller, Hard Case, Gravedigger, Dust
Devil, Snake Eyes, The Angel, Dynamite, Lone Rider, Whiplash, Knife, Tex, Six-Gun, Doc — FIRST NAME (pick one or make up your own): Jake, Jim, Mike, Ross, Roy,
Zeke, Travis, Tom, Hank, Frank, Sam, Annie, Elsie, Constance, Laura, Mary, Rose, Sue, Margaret, Sally, Maureen — SURNAME (pick one or make up your own):
Anderson, Banton, Ferguson, Fletcher, McBain, Porter, Slade, Larabee, Hu, Kaufmann, O’Neil, Candelora, Navarro, Nelson, Stevens, Carson, Baker —
REAL FIRST NAME (pick one or make up your own after you mark the Mask of the Past): Chance, Morton, Newton, Maximilian, Augustus, Julius, Gloriana, Mildred,
Beatrice, Evangeline, Samantha — LOOK (pick three or make up your own): Extravagant coat with fringe on the arms, ten-gallon hat with feathers and rattlesnake tail,
bolo tie with turquoise inlay, frayed duster in black, hair in pigtails, shoulder-length hair with beads woven in, mutton chops, pencil mustache, handlebar mustache,
cheeks that are always smudged, healthy tan, rangey muscles, sharp cheekbones, split lower lip, calfskin gloves, pocket square of purple silk, jewelry with skull and
devil motifs, leather bandolier died saffron yellow, jeweled cigarrillo case, crocodile boots with lapis detail, ostrich boots with gold embroidery, calfskin boots that
have seen better days — VICE (pick one or make up your own): Coffin varnish, Faro, prostitutes, opium, shooting things
a
Explorer Name

Look Vice

You were born into a world of fantastic wealth and privilege. You could have spent your days cosseted by luxury, with nothing more pressing than
deciding what to wear to that evening’s dinner party. But you chose a different life; you chose to serve your queen. You leveraged your wealth and
connections to explore the world, to chart unknown territory. And now you have a mountain range named after you—a fitting honor, considering you
tower over other Britons. Your strength, your intellect, your cunning—none can match it. None except… the Mastermind. The Mastermind, who
plots ceaselessly against Her Majesty, whose mind and resources dwarf your own. You have conquered every trial the gods have placed before you, but
the Mastermind is something altogether different. And your new work, your work with Hargrave House, is connected to them in some way. You spend
your days and nights exploring the true heart of darkness—the monsters that stalk the streets of London—but none are so monstrous as your
opponent, the one who sits on the other side of the chessboard. Will Great Britain still be standing when the grand game is over?

Playbook Moves Abilities


There are two moves: The Grand Game and The Royal Explorers Club. You have them both. At the start of the game, add +1 to a single ability.

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
1 1 1 0 -1
used for the Answer a Question move.
Vitality Composure Reason Presence Sensitivity
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. Conditions
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.
Dawn Questions
Mark a checkbox in order to call on the help of any one
member listed on the reverse side. Unmark a checkbox when The first three are always marked. Mark two more.
Hargrave House resolves a Threat.
Did the hunters answer a Question?
You begin the game with two checkboxes on this move.
Unlock additional checkboxes with advancements. 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?

Personal Quarters 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?

Advancements
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.


a
Explorer Name

Look Vice

Members of The Royal Explorers Club The Mask of the Past


GENERAL HEROD FARSBLET-MOGG (FORTIFY HARGRAVE HOUSE): Silver handlebar The Explorer’s Mask of the Past tells the story of a
mustache. Chest full of medals. Ill-fitting officer’s uniform. General Farsblet-Mogg still has young man, called the Boy, whose village was occupied
many connections in the Army, and can fortify Hargrave House in a pinch. Pick a Threat or for a time by the Explorer and their expeditionary
the Mastermind: the General provides enough security—including any necessary specialists forces. Mark the first unmarked box.
—to keep them, and any dangers associated with them, out of Hargrave House.
Narrate a flashback to the time when the Explorer
LADY WINNIFRED WHEATLEY-GRAINWORTH (DIRECT SCOTLAND YARD): Tailored men’s first arrived at your village. Was it a joyous
suit. Monocle. Always wearing gloves. Lady Winnifred’s family owns 4 Whitehall Palace, moment? Was there something ominous about it?
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 Narrate a flashback that shows your friendship
investigation of that Threat in any way, nor will they follow-up on any criminal activity with the Explorer. What kind of relationship was
Hargrave House engages in in order to resolve the Threat. it? Parent and child? Teacher and pupil? Master
and servant?
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 Narrate a flashback to when your village suffered
most of his time chasing young men and throwing lavish parties. With his help, you throw an atrocity at the hands of the Explorer. How did
an extravagant party at Hargrave House. Name any Side Characters you wish; they will be you help inflict this atrocity?
in attendance. The Mastermind will also show up at some point.
Narrate a flashback showing how you faced a
REAR ADMIRAL ALFRED BINGLY-GREENE (ARMORY): Jowly. Quiet. Eyes that have… seen reckoning for the crimes you helped the Explorer
things. The Rear Admiral is a former member of Hargrave House and has an unmatched commit against your village.
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 Narrate a flashback to the recent past showing
weapon to their Personal Quarters—pick from the list below or write your own. The how the village still suffers the consequences of
weapon must be removed from Personal Quarters once it is marked. the Explorer’s occupation.

Silver bullets, cold iron sword, wooden stake launcher, holy water “bombs,” sword cane, just a Narrate a flashback showing your arrival in London.
fuckton of dynamite, razor rosary, caltrops, balisong, trick umbrella, vicious dogs, elephant gun,
Narrate a flashback to the time when you first
runic gauntlets, exploding pocket watch, poisoned spectacles, acid pen, metal claws, saltpeter gun,
met the Mastermind.
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 The Mask of the Future
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. Mark any box you wish.
SIR ANTONY REES-WOODE (THE OCCULT AND PARANORMAL): Alarmingly pale. Eyes as black
THE GILDED DOOR: Take the following Condition:
as night. Walks with a limp. Sir Antony is London’s foremost scholar on the occult and
Most-Beloved. Tell the other hunters they can no
paranormal. The Keeper reveals two relevant Clues when he advises on such matters.
longer choose The Gilded Door on their own
GARETH KELLOGG (HANSOM CAB): Tartan coat. Deferential manner. Smells of horse. Gareth playbook (this does not count as being marked for
is not a member of the REC, but rather a hansom cab driver the club has on permanent them). You can never clear Most-Beloved.
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 THE MOSS-COVERED GATE: You receive a

mark The Royal Explorers Club and declare you are enlisting Gareth’s help. If you do so, significant inheritance from a recently deceased
immediately play another Night phase. Each hunter, in turn, says what they will be doing relative. Who were they? What is your favorite
during the second Night phase, the Keeper introduces a new Unscene, and the phase plays memory of them? Unmark two checkboxes on
out as normal. The Royal Explorers Club.

THE DARKENED THRESHOLD: Narrate a scene in


which you inflict violence on someone and the
Notes 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.

HONORIFIC (pick one): Lord, Lady, Sir, Dame — FIRST NAME (pick one or make up your own): Angelica, Chanterelle, Candice, Philippa, Pandora, Florence, Fiona,
Elsbeth, Nicolette, Gennifer, Malcolm, Mason, Alberticus, Georgie, Bully, Evander, Ian, Thomas, Simon, Percival — FIRST PART OF THE SURNAME (pick one or
make up your own): Campbell-, Tengle-, Twombly-, Franter-, Pernenbury-, Horex-, Wilton-, Benbrook-, Sneeg-, Lapin- — SECOND PART OF THE SURNAME
(pick one or make up your own): Reynolds, Davies, Carter, Quartermain, Evans, Robinson, Thompson, White, Edwards, Hughes — LOOK (pick three or make up
your own): Salt & pepper hair, chocolate brown silk hat, gray Müller cut-down top hat, steely eyes, monocle, well-lined face, prominent facial scar, periwinkle
Kingsman, olive green shawl, fox boa, Donegal tweed waistcoat, pale grey three-piece suit, dark blue frock coat, purple silk brocade dress, emerald gown with
plunging neckline, gold pocket watch, signet ring, amethyst and pearl bracelet, Hessian boots, black leather lace-up shoes, violet satin shoes — VICE (pick one or
make up your own): Gin, humiliation, heroin, casinos, boxing
a
Factotum Name

Look Vice

You had a life before you entered the service of your employer, but the details of that life are unimportant. All that matters now is the person you
serve, and Hargrave House, where you will grow ancient and die—if you’re lucky. More likely your employer’s colleagues, these hunters, will be the
end of you, overturning things that should remain hidden and goading-on terrors that dwell in dark places. You’ll do your best to help them, of course,
to keep them alive, because without them, what are you, really?

Playbook Moves Abilities


You start with The Employer. Choose one more from the reverse side. At the start of the game, add +1 to a single ability.

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:
0 1 1 0 0
◒ Your employer is the only hunter you can request a scene with for purposes of triggering
Vitality Composure Reason Presence Sensitivity
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. Conditions
◒ Whenever your employer is retired from play, you are also retired from play and become
a Side Character attached to Hargrave House.

Notes

Dawn Questions
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?
Personal Quarters
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?

Advancements
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.


a
Factotum Name

Look Vice

Additional Moves The Mask of the Past


MY PERSON FRIDAY: Once per session, you can appear in any scene, at any time, ready for Mark the first unmarked box.
action. If there is an object or tool that would be helpful in the scene, you have it on-hand;
Narrate a flashback to your young adulthood,
add it to your Personal Quarters
before you were a servant, that shows your most
MEMORY IS THE SERVANT: During the Dawn phase, you may tell the Keeper you are significant professional triumph.
claiming a memento, which can be any object from a scene in the recently-concluded Night
Narrate a flashback to your young adulthood,
phase you would have reasonably been able to acquire. If you keep the memento, add it to
before you were a servant, that shows what a
your Personal Quarters. If you give the memento to another hunter, mark XP and tell them
charmed life you lived.
to add it to their Personal Quarters.
Narrate a flashback to the event that eventually
THE GHOST OF HARGRAVE HOUSE: During the Dusk phase, you can remove a marked item
forced you into servitude.
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, Narrate a flashback to when you were more of a
describe how it is slightly altered. They add the item back to their Personal Quarters, family member to your employer than someone
unmarked. of their own flesh and blood.
DAY WORK: You spend most days caring for Hargrave House—tidying-up, managing Narrate a flashback to when your employer
accounts, answering callers. Each Dusk phase, choose one: behaved in a way that was utterly indifferent to
◒ You learn something interesting about an active Threat. Ask the Keeper any question you your dignity.
like; they will answer truthfully and completely, or in the form of a Clue, their choice. Narrate a flashback that shows how you had to
◒ You find something of use in the house. Say what it is and give it to another hunter. They engage in emotional labor in order to please or
add it to their Personal Quarters. soothe your employer.
THE HARGRAVE HOUSE INFORMALS: You skim money from the Hargrave House accounts in Narrate a flashback to the first time you saved
order to maintain a network of spies and enforcers throughout London. When you put out a your employer’s life.
word that you need help from someone in your network, select one of them from the list below
and roll with Presence.
On a 10+, they show up right away and do as you wish; any rolls associated with actions they The Mask of the Future
help you with are taken at Advantage.
On a 7-9, as above, but they take awhile to show up or they want something in exchange for If no boxes are marked, you can retire to safety or
their help, Keeper’s choice. obscurity instead of putting on this mask; tell the other
On a miss, word gets back to you that they are dead, from violence, consumption, or worse; hunters what the future holds for you.
cross them off the list. Otherwise, mark any box you wish.

◒ Elsie Willow, a prostitute (red hair, laughs a lot, moth eaten dress). THE GILDED DOOR: Tell your employer to take the
◒ Kip Longfellow, a street urchin (quite short, smells of hay, weirdly red) following Condition: Most-Beloved. Tell the other
◒ Silas Gren, a butcher (muscular, bloody apron, looks older than he is) hunters they can no longer choose The Gilded Door
on their own playbook (this does not count as being
◒ Velma Thenwicket, a governess (pretty, usually stern, always tired)
marked for them). Your employer can never clear
◒ Pig’s Ear, a pickpocket (hirsute, smells… bad, surprisingly poetic) Most-Beloved, unless their playbook says otherwise.
◒ Brother Samuel, a disgraced vicar (clean cut, smells of juniper, soft hands)
THE MOSS-COVERED GATE: Unmark the first
◒ Barrel Staves, a hooligan (an absolute unit)
two boxes on your Mask of the Past.
◒ ____________________________(Write your own)
THE DARKENED THRESHOLD: Narrate a scene in
On a 12+, they also tell you something they have seen; the Keeper will give you helpful
which you commit a terrible act of violence in
information or a Clue, their choice.
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.

SURNAME (pick one or make up your own): Churchworth, Crosby, Waldon, Moore, Langfisk, Burnwright, Moseley, Wainson, Willoughby, Grantson, Reeves,
Thomas, Williams, Hornby, Pike, Salk, Taylor, Wilson, Hughes, Green — LOOK (pick three or make up your own): Black “billycock” hat, straw bonnet with Navy
blue ribbon, neatly parted hair, pewter hair clip in the shape of a butterfly, neatly-trimmed mustache, brass brooch in the shape of a labrador retriever, cameo
necklace, moss-colored tweed waistcoat, maroon Kingsman, red toile scarf, simple wool scarf, blue Indian “cone” pattern shawl, black jacket and pinstripe
trousers, black dress with magpie detail, a single piece of gold jewelry, black umbrella, walking stick with duck head handle, hip flask with “Rear Admiral
Boots” cat decoration, black leather Wellington boots, dark maroon boots — VICE (pick one or make up your own): Comedies, history books, fine cigars, brandy,
betting shops
a
Mother Name

Look Vice

Few understand the mysteries of human anatomy like you do. You are one of the most brilliant medical minds in London and could take your place as
a lecturer at any number of esteemed academies. But you have different ideas, different plans; you are no longer interested in merely preserving life,
but creating it! And so you’ll do what you must to survive—tending to the prostitutes dying of consumption, assisting Scotland Yard with grisly,
forensic inquiry, and creeping about in the dark with these new people, these hunters with whom you share a home—but always you are focused on the
new life growing in your secret womb, your child, the one you hope will capture even the faintest reflection of the person you loved and lost.

Playbook Moves Abilities


You start with The Child. Choose one more from the reverse side. At the start of the game, add +1 to a single ability.

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
0 1 1 0 0
for the Child, cross it off from the diagram below and narrate a brief, pleasant memory of the
person you lost that is triggered by holding the part in your hands. Vitality Composure Reason Presence Sensitivity

Arms
Conditions
Legs

Hair Eyes
Lungs
Heart Sex organs
Guts
Torso
Head
Blood
Feet
Hands

Dawn Questions
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 The first three are always marked. Mark two more.
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. On a 10+, the Child is alive, and they love you very much. You Did the hunters answer a Question?
may add the following to your Dawn questions (it is always marked): “Did you teach the Did the hunters resolve a Threat?
Child a lesson about what it means to be human?” On a 7-9, the Child is alive, but it is a
disappointment or a horror. Retire this character to obscurity. The Orphan (Playbook) is Did you experience an Echo in the Night?
now available. On a miss, the Child is alive and consumed by anger and fear. Tell the Keeper Did you dismiss the possibility of a supernatural
to put The Orphan (Threat) in play. 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


Personal Quarters 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?

Advancements
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.


a
Mother Name

Look Vice

Additional Moves The Mask of the Past


NIGHT WORK: When not engaged in the hunt with your colleagues at Hargrave House, you Mark the first unmarked box.
spend your nights doing house calls, helping Scotland Yard examine corpses dragged from the
You lost someone very important to you. Who
river, and, of course, working on the Child. During the Dusk phase, you can say that you are
were they? Name them.
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 Narrate a flashback to the first time you
list below during the Dawn phase that follows: experienced love for the person you lost.
◒ You find a Clue; the Keeper will describe it.
Narrate a flashback to the happiest day you
◒ You find a Clue that can only be used for a future Threat; tell the Keeper what it is. shared with the person you lost.
◒ You acquire a body part for the Child (can be chosen more than once).
Narrate a flashback to the time you had a
◒ You find a keepsake; ask another hunter what it is and then add it to your Personal Quarters.
terrible fight with the person you lost.
FIELD MEDICINE: When you treat someone’s physical injuries during a Night phase, roll with
Narrate a flashback to the time when you first
Composure. On a hit, a fellow hunter suffers no penalty from a physical Condition for the realized you and the person you lost weren’t
remainder of the Night phase. A Side Character is stabilized or their life is saved. On a 10+, going to be together forever.
if appropriate (or with the consent of their player in the case of treating a hunter), you also
manage to get a body part for the Child. Narrate a flashback to the time when the person
you lost was slipping away from you.
BENEATH THE SKIN: When you examine a corpse, you may ask the Keeper two of the following:
Narrate a flashback to the time when you finally
◒ How did this person die? The Keeper will answer with a Clue.
said goodbye to the person you lost.
◒ 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 The Mask of the Future
body part, possibly triggering other moves.
If no boxes are marked, you can retire to safety or
INFIRMARY: You have a well-equipped infirmary inside Hargrave House. Add Medical
obscurity instead of putting on this mask; tell the other
Texts to your Personal Quarters; this item can never be marked. When the Vulnerable Move hunters what the future holds for you.
is triggered in the infirmary, each hunter can clear one additional physical Condition. Otherwise, mark any box you wish.
Paint the Scene: What do you see that is evidence of how meticulously clean and organized this
space is? THE GILDED DOOR: Take the following Condition:
Most-Beloved. Tell the other hunters they can no
THE RESURRECTIONISTS: A gang of graverobbers led by a man called Harley White (dingy longer choose The Gilded Door on their own
workman’s clothes, cracked teeth, smells of gravedirt) is loyal to you. Each Dusk phase, pick playbook (this does not count as being marked for
two: them). You can never clear Most-Beloved.
◒ The graverobbers will dig up corpses that night; during the Dawn phase, acquire a body THE MOSS-COVERED GATE: You must attempt
part for the Child. to bring the Child to life.
◒ 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. THE DARKENED THRESHOLD: Narrate a scene in
which you destroy a professional rival.
◒ A graverobber, either Harley or another (name them), will accompany you during the
upcoming Night Phase. Take the following Condition: Ghoulish. Any rolls associated THE COSMIC PASSAGE: Increase your Sensitivity
with actions the graverobber is helping you with are taken at Advantage. by 1 (Max +3).
◒ You’ll face no blowback or complications from any criminal activities the graverobbers
THE BLOOD-SOAKED PORTAL: Narrate a scene
get up to that night.
in which you are physically destroyed. This
character is now retired.

Notes

FIRST NAME (pick one or make up your own): John, Thomas, William, Richard, Robert, Samuel, Michael, Geoffrey, Jaques, Vishwanath, Malick, Victor, Mary,
Susanna, Elinor, Alice, Dorothy, Grace, Hiba, Shaoming, Ravathi, Paloma — SURNAME (pick one or make up your own): Stockmore, Branford, Beckland,
Fenworth, Swindrake, Somerrich, Norhurst, Clayridge, Wickton, Safby, al-Kabir, Waldschmidt, Ghoshal, Carrión, Blakeman, Johansen, Weiss
LOOK (pick three or make up your own): Bowler hat, second-hand silk hat, close-cropped hair, sunken eyes, piercing eyes, rimless eyeglasses with tortoise shell
detail, spectacles with yellow-smoked lenses, hollowed-out cheeks, pale skin, five o’clock shadow, unkempt beard, tartan dress, Indian “cone” pattern dress,
white shirt and fawn trousers, vermillion waistcoat, Navy blue frock coat, buckskin trousers, clean and unadorned hands, calfskin gloves, leather Wellingtons,
worn work boots — VICE (pick one or make up your own): Cigarettes, coffee, Turkish baths, cleansing tonics, voyeurism.
a
Orphan Name

Look Vice

You were not. And then, quite suddenly, you were. The only thing you remember of your creator is their face, twisted in anguish and disappointment.
They abandoned their work with Hargrave House, and left you here, orphaned… but not alone. The others—the hunters—they found you. They
helped you remember how to speak, and were kind to you in their way. They let you stay in the laboratory, and made it comfortable for you; they gave
you things from the outside world to help you better understand it. Like them, you are a creature of the shadows, and you always will be. But unlike
them, you understand there can be no shadows without light.
Note: This playbook can only be selected as a result of The Child move on The Mother playbook.

Playbook Moves Abilities


You start with The Family. Choose one more from the reverse side. At the start of the game, add +1 to a single ability.

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
2 0 0 0 0
notice and accept you. Who are they?
Vitality Composure Reason Presence Sensitivity
◒ A theater troupe
◒ A gang of rat catchers
An actual family
Conditions

◒ _______________ (someone else)
The group you hope to join is suffering from a problem. What is it? A Disappointment and a Horror
◒ They are on the verge of financial ruin
◒ A member of the group is deathly ill
◒ The group is being threatened by someone
◒ _________________________________ (something else)
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. Dawn Questions
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


Personal Quarters 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?

Advancements
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.


a
Orphan Name

Look Vice

Additional Moves The Mask of the Past


CALIBAN’S FURY: You are as strong as ten men, and even stronger when you’re angry. Take You don’t have a true past. Instead, the spirits attached
Advantage on any die rolls associated with actions involving raw strength. Add 1 to the roll if you to the body parts you are constructed from stir up
have any negative emotional Conditions (A Disappointment and a Horror does not count). memories that are not yours. You can live with these
memories or learn to quiet them.
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 don’t have a true past. Instead, the spirits
you’re going to do Day Work, in which case you take no action during the Day phase. Instead, as attached to the body parts you are constructed
a player, describe something pleasant or hopeful in the other hunters’ scenes. Then choose three from stir up memories that are not yours. You can
from the list below during the Dusk phase that follows: live with these memories or learn to quiet them.
◒ You find a Clue; the Keeper will describe it. Narrate a flashback to someone’s childhood in
◒ You find a Clue that can only be used for a future Threat; tell the Keeper what it is. which they are showered with love. Then, if you
◒ You make a friend; name them and describe them. Instruct the Keeper to add them to the wish, describe how you quiet this part of you.
Mastermind sheet as a significant Side Character. Narrate a flashback to someone’s wedding day.
◒ You find a treasure; ask another hunter what it is. If you keep it, add it to your Personal Then, if you wish, describe how you quiet this
Quarters. If you give it to another hunter, they add it to their Personal Quarters and you part of you.
mark XP.
Narrate a flashback to the time someone lost
THE TITAN’S EMBER: You can produce fire equal to that of a torch from your hands. You can their mother. Then, if you wish, describe how
also control existing fires within eyesight by doubling their intensity or reducing their size you quiet this part of you.
by half. You can snuff a candle or lantern from twenty paces.
Narrate a flashback to the first time someone
QUICKSILVER VOICE: You are a gifted conversationalist and deeply sympathetic to those journeyed across the sea. Then, if you wish,
who hear you speak—but only if they can’t see you. Take Advantage on any die rolls describe how you quiet this part of you.
associated with actions involving speech or persuasion so long as you are doing so from the
shadows or are otherwise physically obscured. Narrate a flashback to the time someone lost all
hope. Then, if you wish, describe how you quiet
THE BURNING APERTURE: You are a physical manifestation of creative energy; a literal portal this part of you.
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 Narrate a flashback to the moment someone was
energy pushes them to success. When all three boxes are marked, mark XP. [ ] [ ] [ ]. brutally murdered. Then, if you wish, describe
how you quiet this part of you.

Notes
Notes The Mask of the Future
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.

NAME (pick one or make up your own): Adam, Josef, Emmet, Rhodes, Clay, Boris, Manu, Adapa, Epimetheus, Ask, Eve, Eliza, Embla, Pandora, Lilith, Mashyana, Elsa,
Mary, Susana, Galatea — LOOK (pick three or make up your own): Moth-eaten top hat, bilgewater black hair, prominent facial scar, empty eye socket, blackened teeth,
exposed jawbone, misshapen head, distended tattoos, prominent stitches holding you together, black duster, twisted spine, taxidermied (pick one: owl/crow/weasel/
something else), oversized and undersized limbs, mutton fists, weeping pustules, trousers covered in patches, black dress with petticoat, striped stockings, shackles,
muddy boots — VICE (pick one or make up your own): Poetry, tea & biscuits, helping animals, high places, breaking things
a
Undeniable Name

Look Vice

You have always been the most beautiful person in the room. Your looks have opened doors for you for as long as you can remember—all the money
and material things anyone could want, laid at your feet. Artists have found inspiration in the brightness of your eyes, the delicate curve of your
cheekbones, the plump softness of your lips. One such artistic work, a masterwork, rises above them all, for it captures the essence of you–it is, quite
simply, more you than you. Lately, people sacrifice everything to be near you, to please you, and, if they’re lucky, to touch you. But what to do when
you get bored with being one of the gods?

Playbook Moves Abilities


You start with The Reflection. Choose one more from the reverse side. At the start of the game, add +1 to a single ability.
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? 1 0 -1 2 0
◒ A portrait painting. How do your worshippers demonstrate they are unworthy to look
upon it? Vitality Composure Reason Presence Sensitivity

◒ A statue carved in your likeness. How do your worshippers punish those foolish enough
to touch it?
Conditions
◒ 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.
Dawn Questions
When all the boxes are marked, you must frame an intimate The first three are always marked. Mark two more.
scene with a fellow hunter where you reveal the master-
work to them and explain some of the terrible things you Did the hunters answer a Question?
have done that are reflected in it. Then, if you wish, throw Did the hunters resolve a Threat?
yourself at their feet and beg them for redemption. They
Did you experience an Echo in the Night?
can grant it by taking you into a passionate embrace, then
and there. If they do so, describe how you embrace a life of Did you express a clear preference for the
humility and grace, then retire this character. beautiful over the mundane?
If the other hunter does not grant redemption, or if you
Did you secretly show a vulnerable side to
choose not to ask for it, ask the Keeper to narrate a scene in
someone?
which we see you become a servant of the Mastermind,
then retire this character. Did you create an ornate, over-the-top erotic
experience for someone else’s pleasure?

Personal Quarters 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?

Advancements
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).
a
Undeniable Name

Look Vice

Additional Moves The Mask of the Past


UNQUENCHABLE THIRST: Your physical beauty is not only unparalleled, it is aggressively Mark the first unmarked box.
eternal. During the Dusk phase, clear all Conditions related to your physical appearance.
Narrate a flashback to your childhood that
When you do so, scar your Reflection. When you perform an action that leverages your
shows how, even then, people were willing to
physical appearance, associated rolls are taken with Advantage.
suffer in order to make you happy.
GIVETH: At any time, you can declare that a Side Character is secretly one of your
Narrate a flashback to your young adulthood
worshippers. Describe how the Side Character subtly or not-so-subtly debases themselves
that shows the first time you met the artist who
before you in the scene, then scar your Reflection. Whenever you make a gift of something
fell in love with you.
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 Narrate a flashback that shows when you cruelly
may come in the form of a Clue, at the Keeper’s discretion. discarded the artist.
If another hunter debases themselves at your feet, they may take the following Condition: Narrate a flashback to a scene when the artist
Worshipper. If they do so, they mark 1 XP and you scar your Reflection. So long as they destroyed themselves because of your rejection.
have the Condition, the following is added to their Dawn Question list (it is always How did the masterwork change in order to
marked): “Did you continue to perfect your worship of the Undeniable?” You get to answer reflect your cold indifference?
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. Narrate a flashback to when you first met the
person you fell madly in love with.
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. On a 10+, choose Narrate a flashback that shows why you started
two. On a 7-9, choose one. If the Side Character is a worshipper, there is no need to roll; to become jealous of the person you fell madly in
choose three. love with. How did the masterwork change to
reflect this simmering resentment?
◒ Clear any Conditions you wish, including Most-Beloved.
◒ Your next roll is taken with Advantage. Narrate a flashback to when you finally
◒ You may take something from your victim and add it to your Personal Quarters. destroyed the person you fell madly in love with.
◒ There are no long-term consequences for your actions. How did the masterwork change to reflect your
wrath
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
The Mask of the Future
Personal Quarters at any time by scarring your Reflection.
If no boxes are marked, you can retire to safety or obscurity
An apple from the Garden, Lot’s wife, Judith’s knife, Cleopatra’s veil, Patroclus’s spear, Caligula’s instead of putting on this mask; tell the other hunters what
saddle, Julius Caesar’s blood-stained toga, Joan of Arc’s ashes, the Holy Grail, the Virgin Queen’s the future holds for you. Otherwise, mark any box you wish.
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 THE GILDED DOOR: Take the following Condition:
death shroud Most-Beloved. Increase your Presence by 1. Tell the
other hunters they can no longer choose The Gilded
THE ROOM: You have a secret room in Hargrave House, accessible only with a jeweled, brass Door on their own playbook (this does not count as
key tied to a velvet cord. When you take this move, add the Jeweled Key to your Personal being marked for them). Most-Beloved can only be
Quarters. During the Night phase, Presence scores are increased by 1 while in this room (no cleared via the Taketh Away move.
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 THE MOSS-COVERED GATE: Narrate a scene in

you? 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. On a
FIRST NAME (pick one or make up your own): Kemuel, Francis, Ishaq, Baston, Lucas, André, Parsifal, 10+, the masterwork reveals a Clue or a
Benedek, Riccalbano, Dauntay, Bennu, Shai, Cara, Kathegras, Alina, Eva, Cecilie, Adelheid, Mastermind Clue, your choice. On a 7-9, as
Dimitra, Neethi — SURNAME (pick one or make up your own): Robel, Lepince, al-Shirazi, above, but you also scar your Reflection.
Bonhomme, Richter, Andrássy, Giacone, Shibukawa, Saihan, Leuva, Latimer, Tagaris, Kemp, THE BLOOD-SOAKED PORTAL: Narrate a scene
Harington, Gray, Quinn, Falcone — LOOK (pick three or make up your own): Meticulous coiffure, in which you are physically destroyed. This
golden olive branch crown, flawless skin, pearl-studded head cage, blue-gray eyes, long dressing character is now retired.
gown with Hellenic patterns, topaz kimono, dress with gold rope embroidery, peacock blue sari,
ostrich feather cape, plum velvet smoking jacket, gold and maroon sherwani, black mesh shirt,
Turkish style pants, perfectly-tailored corduroy trousers, tight-fitting jodhpurs, sheer gloves,
understated jewelry, ruby-encrusted riding crop, fine silk hosiery, velvet loafers, ermine-lined
slippers, tall boots — VICE (pick one or make up your own): Cocaine, floggings, extravagant
spending, memento mori photographs, comforting the dying
a
Vessel Name

Look Vice

For as long as you can remember, dark entities have been near. They lurk just inside your peripheral vision, just at the mirror’s edge. When you close
your eyes, you can actually feel them: their cold breath, their oily touch… an occasional feverish embrace. They want to be inside you; they want to rub
against your guts and deposit their power. Others are drawn to you as well: those who would use you to master these dark things in order to serve their
own agenda. Some of these interlopers, these usurpers, can be of use, such as the hunters with whom you share a home. Others, like the coven, are best
avoided. In either case, you are no one’s object, tool, or weapon; you are no mere bystander. Your fate is yours to shape.

Playbook Moves Abilities


You start with Rites of Salt and Smoke. Choose one more from the reverse side. At the start of the game, add +1 to a single ability.

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
-1 0 1 1 1
◒ Perversion of Christian rituals
Vitality Composure Reason Presence Sensitivity
◒ Self-harm
◒ ____________________ (write your own)
When you give offerings to the dark entities that are always lingering in your peripheral vision, Conditions
roll with Sensitivity. On a 10+, the magic works without further cost: choose your effect.
On a 7-9, the magic works imperfectly: choose your effect and a complication.
Effects
◒ Do one thing that is beyond human limitations.
◒ Bar a place or portal to a specific person or creature.
◒ Trap a specific person or creature.
◒ Banish a spirit or curse from the person, object, or place it inhabits.
◒ Communicate with someone or something that you do not share a language with.
◒ Observe another place or time.

Complications Dawn Questions


◒ The effect is less than you wanted.
◒ The effect is short-lived. The first three are always marked. Mark two more.
◒ You take a Condition; the Keeper will tell you what.
Did the hunters answer a Question?
◒ The magic draws immediate, unwanted attention.
◒ The magic has a problematic side effect. Did the hunters resolve a Threat?

On a 12+, you can unmark The Cosmic Passage if it is marked. If you do so, increase your Did you experience an Echo in the Night?
Reason by 2 but leave your Sensitivity the same. Ignore this result if your Sensitivity is 3. 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?
Personal Quarters 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?

Advancements
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.


a
Vessel Name

Look Vice

Additional Moves The Mask of the Past


A THINNING OF THE VEIL: When you take this move, choose your divination tools and add Mark the first unmarked box.
them to your Personal Quarters:
Narrate a flashback to the time when you were
◒ Tarot cards in your mother’s womb that shows, even then,
◒ Star charts dark entities were interested in you.
◒ Rune stones
◒ ____________________ (write your own) Narrate a flashback to your childhood that
shows the first time you encountered a dark
When you consult your divination tools to glimpse the future, roll with Sensitivity. On a hit, you
entity.
may ask “What is about to happen?” The Keeper will answer truthfully but not necessarily
completely. On a 10+, you may also ask “Why is this about to happen?” On a 12+, you also Narrate a flashback to your young adulthood
find a Clue; the Keeper will describe it. that shows your first sexual encounter with a
On a miss, you instead glimpse a terrible fate awaiting one of your fellow hunters. Hold 1. dark entity.
Just before they roll for a move, you may spend the hold to say “The [cards/stars/runes/x] Narrate a flashback to your young adulthood
have shown me this is how you’re going to die.” They then choose to back down or go that shows a time when you used your
through with it. If they go through with it, they mark a box on their XP track, but the miss supernatural affinities for selfish purposes.
result on their move is replaced with, “Your character is immediately retired from the game.
Narrate a flashback to your young adulthood
The Vessel will describe it.”
that shows when you first met the leader of the
A BEACON IN THE DARK: When you walk the streets of London at night, your consciousness coven. Name them.
spreading across the city like a vast spider web, roll with Sensitivity. On a hit, you are
Narrate a flashback to your young adulthood
immediately confronted by a Threat or a personified Danger related to the Threat. You may
that shows part of your initiation into the coven.
ask them two questions from the list below. They will not answer directly, but rather in the
Name the coven.
form of a Clue. On a 10+, the Threat or Danger departs as soon as the questions are
answered. Narrate a flashback to an event that influenced
◒ Where is your lair? you to leave the coven for good.
◒ How can I get you to ____________________?
◒ What do you intend to do?
◒ What do you want from ____________________? The Mask of the Future
◒ What frightens you?
If no boxes are marked, you can retire to safety or
WITCH’S CUPBOARD: You have a cupboard in Hargrave House containing supplies needed
obscurity instead of putting on this mask; tell the other
for rituals and remedies. When you take this move, circle three (or write your own) and add hunters what the future holds for you.
them to your Personal Quarters. The cupboard can then be used five additional times, by you Otherwise, mark any box you wish.
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. THE GILDED DOOR: Take the following

Candles, altar cloth, frankincense, pendulum, herbs, athamé, essential oils, feathers, salt, florid Condition: Most-Beloved. Tell the other hunters
water, holy water, unholy water, quartz crystals, crystal ball, gravedirt, feathers, charcoal sticks, they can no longer choose The Gilded Door on
lavender ash, broom, statues of saints, statue of The Green Man, rosary beads, Christian symbols, their own playbook (this does not count as being
chime marked for them). You can never clear Most-
Beloved.
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 MOSS-COVERED GATE: Tell the Keeper to
the chamber (no maximum). Anyone who benefits from this takes the following Condition: put The Coven in play. The Keeper should
Tainted. Paint the Scene: What do we see in this chamber that tells us vile, macabre rites have immediately frame a scene showing that the
been performed here? coven has arrived in London.

FAMILIAR: You have a small animal companion through which you can work some of your THE DARKENED THRESHOLD: Narrate a scene in
magic. When you take this move, choose your companion, name it, and add it to your which, possessed by a dark entity, you harm an
Personal Quarters; it can never be marked so long as the die roll you are taking Advantage innocent.
on is associated with magic related to the familiar’s listed affinity. THE COSMIC PASSAGE: Increase your Sensitivity
◒ Toad (harming others) by 1 (Max +3) and reduce your Reason by 2.
◒ Crow (seeing distant places)
THE BLOOD-SOAKED PORTAL: Narrate a scene
◒ Cat (drawing things to you)
in which you are physically destroyed.
◒ Snake (uncovering forbidden knowledge)
This character is now retired.
◒ Owl (rituals worked at night)

FIRST NAME (pick one or make up your own): Helena, Ardent, Hence, Colizabel, Robeth, Isabert, Lepinna, Regess, Priyanka, Roberta, Caul, Bragen, Clance,
Mortio, Orlence, Micham, Lancell, Dai, Liam, Dederich — SURNAME (pick one or make up your own): Talifford, Thop, Arcpenney, Aufford, Henbury, Caesbury,
Sand, al-Najjar, Dolorfino, Sabine, Unruh, Lekas, Bellacqua, Inoue, Rao, Davies, Jaggard — LOOK (pick three or make up your own): Silk hat with purple ribbons,
a dark green veil with tiny onyx woven in, asymmetrical haircut, silver hairpins, red-stained lips, mismatched eyes, jeweled eye patch, black velvet coat with
blood-red trim, choker with an amber jewel, upside down Christian cross necklace, lace shirt with stiffened collar, corset-trained, tailored men’s suit in
burgundy and black, deep purple dress with petticoat, black lace gloves, raven feather cuffs, onyx and amethyst jewelry, bracelet with zodiac charms, parasol
with delicate spider web motif, tall-heeled boots with vermillion laces, short boots with plum velvet trim — VICE (pick one or make up your own): Absinthe,
morphine, sex with dark entities, Sunday morning mass, examining your own blood

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