The Between Playbooks
The Between Playbooks
The Between Playbooks
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.
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.
Advancements
After 5 XP erase them and mark an advance.
Look Vice
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?
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?
Personal Quarters Did you leverage your social status to gain the
upper hand?
Advancements
After 5 XP erase them and mark an advance.
Look Vice
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.
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?
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.
Advancements
After 5 XP erase them and mark an advance.
Look Vice
◒ 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.
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.
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?
Advancements
After 5 XP erase them and mark an advance.
Look Vice
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.
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.
Advancements
After 5 XP erase them and mark an advance.
Look Vice
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.
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?
◒ 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?
Advancements
After 5 XP erase them and mark an advance.
Look Vice
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.
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.
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?
Advancements
After 5 XP erase them and mark an advance.
Look Vice
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