This document appears to be a character sheet for an "Alienist" character in a roleplaying game. It includes sections for the character's name, appearance, motivations, primary stats and modifiers, secondary stats, advances, spells/moves, and gear. The character's stats are used to determine abilities like influencing people, detecting lies, analyzing dreams, psychoanalyzing patients, and applying shock therapy. The character sheet provides descriptive and mechanical information to help a player take on the role of an early psychological investigator ("alienist") in a game.
This document appears to be a character sheet for an "Alienist" character in a roleplaying game. It includes sections for the character's name, appearance, motivations, primary stats and modifiers, secondary stats, advances, spells/moves, and gear. The character's stats are used to determine abilities like influencing people, detecting lies, analyzing dreams, psychoanalyzing patients, and applying shock therapy. The character sheet provides descriptive and mechanical information to help a player take on the role of an early psychological investigator ("alienist") in a game.
This document appears to be a character sheet for an "Alienist" character in a roleplaying game. It includes sections for the character's name, appearance, motivations, primary stats and modifiers, secondary stats, advances, spells/moves, and gear. The character's stats are used to determine abilities like influencing people, detecting lies, analyzing dreams, psychoanalyzing patients, and applying shock therapy. The character sheet provides descriptive and mechanical information to help a player take on the role of an early psychological investigator ("alienist") in a game.
involves this person. On a 10+, you can tell Bonds
if they are lying as well as receiving the Name:
__________________________________
benefits of a 7-9 roll.
Looks:
Dream Journal: When you record your Face:
__________________________________
dreams and analyse them, you can Clothing:
_______________________________
sometimes find hints of what to do next or Body:
___________________________________
make connections that your subconscious
recognises but which your conscious mind
rejects. Roll and add Awareness. On a 6-, Motivation:
____________________________
Moves
your dreams are mundane. On a 7-9 you
gain insight into your quest, allowing you to Primary
Stats
Modifier
Debility
þ Access to Records: Because of your carry +1 forward to your next Move. On a 10+ you make a strong connection. Your Awareness
occupation, you can request access to GM may give you a clue you missed official records kept by your organization in Brain
hospitals and mental institutions. earlier, give you advice on what to do next, or, in certain circumstances, even give you Bravery
access to the Dreamlands. Brawn
Psychoanalysis: When you get
Charm
someone on the couch, make a roll and Shock Therapy: When another add Charm. On a 6- you can do little for Co-‐Ordination
them right now – your patient requires lots character falls to 0 Sanity and has to choose between incurable insanity and a
of therapy. On a 7-9 your patient regains 1 Debility, roll and add Brain. On a 12+ they Secondary
Stats
Modifier
Sanity as long as they have taken 3 or less come back to sanity but no not have to Sanity Shock damage. On a 10+ your Mythos
take a Debility. patient regains 1 Sanity regardless of how Wealth
much Sanity loss they have sustained.
The Rational Approach: If you have to Keen Observer: When you watch make a Keep it Together Move, add +1 to Health
your roll and use either Bravery or Brain. someone’s body language, make a roll and Sanity
add Awareness. On a 6- you do not pick
up on any clues they are subconsciously Languages
(___)
giving. On a 7-9 you can learn enough about them to carry +1 forward to any ___________________________________________ Read the Crowd or Make Friends and ___________________________________________
Advances
Creating
Your
Character
Gear
Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
o +2,
+2,
0,
0,
0,
-‐2
Add +1 to any stat (Max +2)
Your
starting
Wealth
is
+1
and
your
starting
Add +1 to any stat (Max +1)
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Add +1 to any stat (Max +1)
Bravery
stat.
Your
Health
is
5
±
your
starting
Brawn
stat.
Shade
in
squares
after
that
number.
Take another Alienist Move
Choose
a
Name
(suggestions):
Take another Alienist Move
Spells
Dr
Markov,
Dr
Anderson,
Dr
Kleinrute
Take another Alienist Move
Choose
a
Look
(some
examples):
Face:
Stern,
Friendly,
Intense
Take another Alienist Move
Clothing:
Smart,
Rumpled,
Expensive
Body:
Well-‐Fed,
Angular,
Hunched
Take a Move from another
Occupation in your Occupation Group
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
Take any 3 Advanced Moves
Choose
one
other
PC.
You
have
a
+2
Bond
When you have taken at least 5 Notes
with
them.
Choose
two
other
PCs.
You
have
a
Advances from the list above:
+1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
Take +1 to any stat (Max +3)
Choose
one
Move
from
the
list
given.
Take a Move from another
Occupation
You
have
the
following
Gear:
Medical
Bag
or
Briefcase,
Choose
one
of:
Automobile,
Pistol,
Take another 4 Advanced Moves Walking
Stick.
XP:
__________
Take another 4 Advanced Moves The
Anthropologist
the immediate threat of violence is gone
and your opponents will be willing to talk. Bonds
Note that some situations are simply too far Name:
__________________________________
gone for diplomacy and calm words to
have any effect (such as when you Looks:
interrupt the insane cultists’ ritual, thus Face:
__________________________________
stopping their lifelong held plans to
summon an elder god and open a rift so it Clothing:
_______________________________
may enter your world). Body:
___________________________________
Linguist: You have great facility with Motivation:
____________________________
Moves
languages, and pick up dialects easily.
Gain an extra 2 (living) languages.
Primary
Stats
Modifier
Debility
þ Well-Travelled: When you arrive in a Forensic Anthropology: When you Awareness
foreign land, you may have already visited Read a Scene, add +1 to your roll and use the place before, or know someone here either Awareness or Brain. Brain
who you met elsewhere. Make a roll and Bravery
add Charm. On a 6- there is no-one here Cultural Anthropology: When you
that can help you; on a 7-9 you make a Read a Crowd, Add +1 to your roll and use Brawn
contact but must help them out first (pay either Awareness or Brain. Charm
their gambling debts, help them attain the Co-‐Ordination
object of their desire, make amends for a At Home in the Jungle: When you have previous disagreement), and on a 10+ they to make any roll to survive in a hazardous
will do what they can to help you for old environment (mostly Defy Danger rolls), Secondary
Stats
Modifier
times’ sake. add +1 to your roll. Mythos
Wealth
Cultural Ties: You have lived
extensively with indigenous people in
several places. When you have any
Health
☐
☐
☐
☐
☐
☐
☐
☐
dealings with native peoples, add +1 to any
Sanity
☐
☐
☐
☐
☐
☐
☐
☐
rolls you make. You can also calm tense
situations through use of diplomacy. If
violence is threatening to break out, make Languages
(___)
a roll and add Charm to your roll. On a 7-9 ___________________________________________ there is still some hostility, and any false ___________________________________________
move could see violence return. On a 10+,
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
+1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Anthropologist Move
that
number.
☐ Take another Anthropologist Move
Choose
a
Name
(suggestions):
Artemis
/
Spells
Artemisia
Cruikshank,
Gerald
/
Geraldine
☐ Take another Anthropologist Move
Carter,
John
/
Jane
Van
Huys
☐ Take another Anthropologist Move
Choose
a
Look
(some
examples):
Face:
Tanned,
Ravaged,
Open
☐ Take a Move from another Clothing:
Khaki,
Tweeds,
Eclectic
Body:
Skinny,
Toned,
Scarred
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Camping
Gear.
☐ Take another 4 Advanced Moves
Choose
one
of
the
following:
Rifle,
Pistol,
XP:
__________
Machete.
☐ Take another 4 Advanced Moves The
Antiquarian
a 10+ you have one at the shop or know a
supplier who owes you a favour or will give Bonds
it to you on the shop’s credit. Name:
__________________________________
Friends in High Places: You frequently Looks:
act as an agent at auctions to important Face:
__________________________________
and wealthy clients, which gives you an “in”
to their soirees and parties and dropping Clothing:
_______________________________
their names frequently gives you access Body:
___________________________________
elsewhere too. When you want to crash a
VIP party, make a roll + Charm. On a 7-9 Motivation:
____________________________
Moves
you gain entrance but the names you drop
might not appreciate you using their names
in such a manner, which will lead to some Primary
Stats
Modifier
Debility
þ Personal Collection: You have complication or other. On a 10+ you gain Awareness
amassed quite the library and know just full access. In addition, if you are strapped where to look: When making a Raid the for cash, you can sell some gewgaw or Brain
Library Move, add +1 and do it in half the other to one of your clients. Once a month Bravery
time. you can add +1 to a Spread the Wealth Brawn
Move to account for your good fortune and Consult the Catalogues!: When making their exquisite taste. Charm
an Express your Erudition Move about Co-‐Ordination
an object, add +1 to your roll to reflect Experts on Retainer: When you make a
your knowledge. Raid the Library Move, you may consult experts in the field on the subject for a Secondary
Stats
Modifier
I Have Just the Thing: If you need a second opinion. If you choose to do so, Mythos
particular artifact for a ritual, to bribe make a second roll at +2. You must abide someone with, or for whatever other by the results of the second roll, so this is Wealth
reason, you know where you can lay hands usually only worth doing if you roll 6- on
on it. On a 6- the item is not for sale, or your original roll. Health
☐
☐
☐
☐
☐
☐
☐
☐
some other buyer beat you to it. On a 7-9 Sanity
☐
☐
☐
☐
☐
☐
☐
☐
you can get it easily but the current owner An Eye for A Bargain: When you Read wants something in return. Make a roll and a Scene, you may also add “what here is
add Charm: There is a bidding war for the valuable?” to the questions you can ask on Languages
(___)
object; you will have to temporarily expend a 7+. ___________________________________________ 1 Wealth (for the next month carry -1
___________________________________________
forward to any Wealth rolls you make). On
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
+1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Antiquarian Move
that
number.
☐ Take another Antiquarian Move
Choose
a
Name
(suggestions):
Algernon
/
Spells
Alicia
Blackstone,
Jean-‐Marie
/
Marie-‐Claire
☐ Take another Antiquarian Move
Leclerc,
Thomas
/
Tilda
Higgins
☐ Take another Antiquarian Move
Choose
a
Look
(some
examples):
Face:
Avuncular,
Conniving,
Interested
☐ Take a Move from another Clothing:
Expensive,
Formal,
Shabby
Body:
Lean,
Tall,
Rounded
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Auction
☐ Take another 4 Advanced Moves
Catalogues.
Choose
one
of
the
following:
XP:
__________
Automobile,
Antique
Swordstick,
Pistol.
☐ Take another 4 Advanced Moves The
Archaeologist
get what you wanted, but choose one of the following complications: Someone is tipped off
Bonds
to your quest; You have to give the accustomed Name:
__________________________________
bribes in order to succeed (your next Spread
the Wealth roll is at -1); You piss off the
bureaucrats (you will always carry -1 ongoing Looks:
with any further dealings with this organisation). Face:
__________________________________
On a 10+ you successfully achieve your goal with no further complications. Clothing:
_______________________________
Body:
___________________________________
Patience is a Necessity, not a Virtue:
Carefully unearthing a brittle artifact takes a lot of patience and time. When time is no problem, Motivation:
____________________________
Moves
carry +1 forward to the next Move you make to
represent the preparation you have done Primary
Stats
Modifier
Debility
þ Special Interest: Choose a speciality (for beforehand. If it involves fine motor control (and example, Ancient Egypt, Incan Civilisation, a Co-ordination roll), add another +1. Awareness
Ancient Chinese Dynasties, etc). When you Personal Collection: You have a variety of Brain
make an Express your Erudition or Raid the artifacts from digs you have attended. Roll 1D6 Library Move applicable to your area of Bravery
interest, add +1 to your roll. twice and choose the best result; you have this many artifacts. They can be sold (each one sold Brawn
will gain you a +1 ongoing to Spread the The Deader the Better: You have a flair for Charm
dead languages. Add two (dead) languages to Wealth rolls for the next month), can be used to ingratiate you with an interested third party (in Co-‐Ordination
your list. Examples are Egyptian Hieroglyphics, order to gain access to otherwise private Latin, Ancient Greek, Hebrew, Mayan
Pictographs and the like. records or collections), or can be traded for another artifact (such as one needed for a Secondary
Stats
Modifier
particular ritual). Close Study: When you have the time to Mythos
inspect a scene thoroughly and make a Read Wealth
the Scene roll, you may roll 3D6 and choose
the best two.
Health
☐
☐
☐
☐
☐
☐
☐
☐
International Bureaucracy: You’re used to a
lot of red tape, applying for licences, visas and Sanity
☐
☐
☐
☐
☐
☐
☐
☐
the like both in your home country and others.
Whenever you face difficulties and Byzantine administrative agencies, use your knowledge Languages
(___)
and credentials to avoid getting the run-around. ___________________________________________ Roll and add Brain. On a 6- you are still ___________________________________________
somewhat stymied. On a 7-9 you successfully
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
+1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Archaeologist Move
that
number.
☐ Take another Archaeologist Move
Choose
a
Name
(suggestions):
Alfred
/
Alice
Spells
Mont-‐Clair,
Augustus
/
Agatha
Carteret,
☐ Take another Archaeologist Move
Jacob
/
Janice
Fotheringham
☐ Take another Archaeologist Move
Choose
a
Look
(some
examples):
Face:
Excited,
Ruddy,
Dour
☐ Take a Move from another Clothing:
Khakis,
Shabby,
Dusty
Body:
Reedy,
Dumpy,
Bronzed
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Dig
Tools.
☐ Take another 4 Advanced Moves
Choose
one
of:
Camping
Gear,
Pistol,
XP:
__________
Crowbar.
☐ Take another 4 Advanced Moves The
Author
Well-Read: Once per session you can
apply your amassed knowledge on a Bonds
subject. You can make a second Express Name:
__________________________________
your Erudition roll, though you have to
abide by the second result, so usually it’s Looks:
best to use this only when you’ve failed the Face:
__________________________________
first roll.
Clothing:
_______________________________
Thinking In Character: When you are Body:
___________________________________
trying to work out an opponent’s plans, you
put yourself into the mind of a character to Motivation:
____________________________
Moves
ask what you would do in a similar
situation. Sometimes, it even works. Roll
and add Awareness. On a 6- you don’t Primary
Stats
Modifier
Debility
þ Personal Collection: You have know enough about your opponent to Awareness
amassed quite the library and know just come up with anything. On a 7-9, you gain where to look: When making a Raid the some insight, and your GM will give you Brain
Library Move, add +1 and do it in half the some clue as to what your opponent is Bravery
time. planning, r what he or she expects you to Brawn
do. On a 10+, you gain the same Publisher’s advance: You can boost a information but also gain a +1 forward to Charm
Spread the Wealth roll by +2 once per your next Move against that opponent. Co-‐Ordination
month, though your next Spread the
Wealth roll carried forward will be at -1, Well-Acquainted with Deadlines: and you cannot get another advance until When time is of the essence, you keep Secondary
Stats
Modifier
you make this penalized roll. your cool. Any rolls you make where time is Mythos
a factor, such as many Defy Danger rolls, Translators: Your publishers translate you may make a second roll but must Wealth
works into other languages all the time, abide by the results of the second roll, so
and have a stable of people willing to help usually it’s best to use this only when Health
☐
☐
☐
☐
☐
☐
☐
☐
you. If you have a text written in another you’ve failed the first roll. Sanity
☐
☐
☐
☐
☐
☐
☐
☐
(human) language, they can translate it into
English for you. It will take around a week
to get the gist of the book and a month to Languages
(___)
get a full translation.
___________________________________________ ___________________________________________
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
0
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Author Move
that
number.
☐ Take another Author Move
Choose
a
Name
(suggestions):
Roger
/
Spells
Renee
Boscombe,
Felix
/
Felicia
Connors,
☐ Take another Author Move
Saul
/
Sarah
Portsmouth
☐ Take another Author Move
Choose
a
Look
(some
examples):
Face:
Scattered,
Observant,
Laugh-‐lined
☐ Take a Move from another Clothing:
Bohemian,
Comfortable,
Starchy
Body:
Spare,
Stout,
Elfin
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Notebook.
☐ Take another 4 Advanced Moves
Choose
one
of
the
following:
Typewriter,
XP:
__________
Motorcycle,
Pistol.
☐ Take another 4 Advanced Moves The
Criminal
Kansas City Shuffle: By making
yourself the centre of attention, you can Bonds
distract your target. Roll and add Charm: Name:
__________________________________
On a 6- you have simply annoyed your
target. On a 7-9, you or an accomplice may Looks:
add +1 to your Stay in the Shadows roll (if Face:
__________________________________
you are the recipient of this bonus, it can
only be used to pick your target’s pocket or Clothing:
_______________________________
similar). On a 10+, you or your accomplice Body:
___________________________________
does not need to make a Stay in the
Shadows roll; that person is automatically Motivation:
____________________________
Moves
successful.
Black Market: You know where to get Primary
Stats
Modifier
Debility
þ Intimidate: Replace Charm with hold of things not generally available, or Awareness
Brawn for Make Friends and Influence can quickly find the relevant person in a People rolls when you rely on your new town. Items not usually available to Brain
physical presence. buy using Spread the Wealth Move Bravery
become available to you. Brawn
Cat Burglar: A locked door cannot stop you. Roll + Co-ordination; on a 6- you fail Keeping an Eye on your Enemies: By Charm
to open the lock and must choose one of pulling a few strings, you can get an urchin Co-‐Ordination
the complications listed under 7-9. On a 7- to keep an eye on a house or person and
9 you can open the lock but must choose then report to you later. They will be able to one of the following complications: you watch the house for comings and goings or Secondary
Stats
Modifier
break your lockpick; you have damaged follow a person around (within limits – if Mythos
the lock making it readily apparent that they take a train out of the city, you will be someone has broken in; someone has told which train they took but your spy will Wealth
grown suspicious after noticing you making not follow them there).
your attempt. On a 10+ you have gained
Health
☐
☐
☐
☐
☐
☐
☐
☐
access.
Sanity
☐
☐
☐
☐
☐
☐
☐
☐
Silver-Tongued Devil: You have
mastered the art of the con-man; you gain Languages
(___)
a +1 on all attempts to Make Friends and ___________________________________________ Influence People. ___________________________________________
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
-‐1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Criminal Move
that
number.
☐ Take another Criminal Move
Choose
a
Name
(suggestions):
Jack
/
Jill
Spells
O’Bannon,
Jimmy
/
Janey
“Toots”
Magee,
☐ Take another Criminal Move
Antonio
/
Adriana
Peruggi
☐ Take another Criminal Move
Choose
a
Look
(some
examples):
Face:
Scarred,
Innocent,
Murderous
☐ Take a Move from another Clothing:
Fancy,
Cheap,
Stained
Body:
Thuggish,
Agile,
Lean
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Cosh
or
Knife,
☐ Take another 4 Advanced Moves
Pistol.
Choose
one
of
the
following:
Cheap
XP:
__________
Automobile,
Shotgun,
Baseball
Bat
☐ Take another 4 Advanced Moves The
Clergy
hardships. When called upon to make Defy
Danger rolls, add +1 to your roll. Bonds
Name:
__________________________________
Friends in Very High Places: You have
a guardian angel, it seems. When you Looks:
receive Damage from any source, reduce it Face:
__________________________________
by 1.
Primary
Stats
Modifier
Debility
þ Access to Records: Because of your Awareness
occupation, you can request access to official records kept by your organization in Brain
hospitals, mental institutions or Church Bravery
archives. Brawn
Yea though I Walk…: When you rely on Charm
your faith to get you through a perilous Co-‐Ordination
moment, add +1 to any Bravery roll you
make. Secondary
Stats
Modifier
Gentle Admonishment: When you use Mythos
your religion to attempt to persuade a co- Wealth
religionist to do something for you, add +1 to the Make Friends and Influence
People roll you make. Health
☐
☐
☐
☐
☐
☐
☐
☐
Sanity
☐
☐
☐
☐
☐
☐
☐
☐
Fire and Brimstone: When you Get Stuck In, use Bravery rather than Brawn
as your righteous ire guides you. Languages
(___)
___________________________________________ Missionary Position: You spent years ___________________________________________
abroad on missionary work, enduring
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
0
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Clergy Move
that
number.
☐ Take another Clergy Move
Choose
a
Name
(suggestions):
Sean
/
Serena
Spells
O’Malley,
Moshe
/
Miriam
Birnbaum,
☐ Take another Clergy Move
Cornelius
/
Connie
Haywood
☐ Take another Clergy Move
Choose
a
Look
(some
examples):
Face:
Disagreeable,
Comforting,
Resolute
☐ Take a Move from another Clothing:
Immaculate,
Expensive,
Worn
Body:
Fat,
Ascetic,
Bony
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Holy
Book
and
☐ Take another 4 Advanced Moves
Symbol.
Choose
one
of
the
following:
XP:
__________
Automobile,
Walking
Stick,
Flask
of
Whisky
☐ Take another 4 Advanced Moves The
Dilettante
same effect on you any more. When you
make a Sanity Shock test, add +1 to the Bonds
roll. Name:
__________________________________
Lawyers on Retainer: If you get into Looks:
any legal trouble, your crack team of Face:
__________________________________
lawyers will get on the case. Roll and add
Wealth: On a 6- you are denied bail and Clothing:
_______________________________
have to have your day in court. On a 7-9 Body:
___________________________________
they have you out on bail within hours but
you lose 1 Wealth temporarily for the next Motivation:
____________________________
Moves
month. On a 10+ they have you out and
find grounds on a technicality to get you off
the hook. Primary
Stats
Modifier
Debility
þ Well-Travelled: When you arrive in a foreign land, you may have already visited Awareness
the place before, or know someone here Dabbler: You may choose one Move from another Occupation Playbook to Brain
who you met elsewhere. Make a roll and represent a hobby you have acquired. Bravery
add Charm. On a 6- there is no-one here
that can help you; on a 7-9 you make a Brawn
contact but must help them out first (pay Charm
their gambling debts, help them attain the Co-‐Ordination
object of their desire, make amends for a previous disagreement), and on a 10+ they
will do what they can to help you for old Secondary
Stats
Modifier
times’ sake. Mythos
Fabulous Wealth: When making a Wealth
Spread the Wealth roll, ignore results of 6-
Health
☐
☐
☐
☐
☐
☐
☐
☐
Money Opens Doors: Use your Wealth stat in place of Charm for Make Friends Sanity
☐
☐
☐
☐
☐
☐
☐
☐
and Influence People rolls.
Languages
(___)
Seen the Elephant: You are quite jaded, ___________________________________________ having indulged in as many vices as you ___________________________________________
can. As a result, things just don’t have the
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
+2
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Dilettante Move
that
number.
☐ Take another Dilettante Move
Choose
a
Name
(suggestions):
Peregrine
/
Spells
Penelope
Castleton,
Alexander
/
Alexandra
☐ Take another Dilettante Move
Haselrigg,
Oliver
/
Olivia
Pendleton
☐ Take another Dilettante Move
Choose
a
Look
(some
examples):
Face:
Aquiline,
Bored,
Chinless
☐ Take a Move from another Clothing:
Expensive,
Formal,
Fashionable
Body:
Tall,
Corpulent,
Gangly
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Sporty
☐ Take another 4 Advanced Moves
Automobile.
Choose
one
of:
Shotgun,
Fencing
XP:
__________
Sword,
Limousine.
☐ Take another 4 Advanced Moves The
Doctor
your time. Any Sanity Shock rolls you
have to make that involve dead bodies or Bonds
horrible injuries are made at +2. Name:
__________________________________
Don’t Go Into the Light: If another Looks:
character falls to 0 Health, and has to Face:
__________________________________
choose between death and a Debility, roll
and add your Co-ordination. On a 12+, Clothing:
_______________________________
they survive but do not have to take a Body:
___________________________________
Debility.
Motivation:
____________________________
Moves
Diagnosis: When you Read a Crowd,
you can also freely add “what illness is this
person suffering from?” on a 7+ result. Primary
Stats
Modifier
Debility
þ Access to Records: Because of your
Awareness
occupation, you can request access to official records kept by your organization in
Brain
hospitals and mental institutions.
Bravery
Brawn
First Aid and Field Surgery: When you heal someone, use 1 First Aid kit and roll Charm
and add Co-ordination. On a 6- you use Co-‐Ordination
up first aid supplies and stop the bleeding
but do little else for the wound. On a 7-9 your patient recovers 1 Health as long as Secondary
Stats
Modifier
they only have taken 3 or less damage. On Mythos
a 10+ your patient recovers 1 Health Wealth
regardless of how much damage they have taken.
Health
☐
☐
☐
☐
☐
☐
☐
☐
Bedside Manner: Gain a +1 to your Sanity
☐
☐
☐
☐
☐
☐
☐
☐
Make it Alright Move, and if you heal an NPC, take a +1 forward for the next Move
you make that involves them. Languages
(___)
___________________________________________ Inured to Death: You’ve seen a lot of ___________________________________________
blood and gore, and many dead bodies in
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
+1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Doctor Move
that
number.
☐ Take another Doctor Move
Choose
a
Name
(suggestions):
Dr
Madison,
Spells
Dr
Hopkins,
Dr
Kilpatrick
☐ Take another Doctor Move
Choose
a
Look
(some
examples):
☐ Take another Doctor Move
Face:
Engaging,
Dismissive,
Curious
Clothing:
Stained,
Quality,
Smart
☐ Take a Move from another Body:
Chubby,
Spare,
Short
Occupation in your Occupation Group
Choose
a
Motivation
(See
the
back
of
the
☐ Take any 3 Advanced Moves
Basic
Moves
sheet
for
details)
When you have taken at least 5 Choose
one
other
PC.
You
have
a
+2
Bond
Notes
with
them.
Choose
two
other
PCs.
You
have
a
Advances from the list above:
+1
Bond
with
each
of
them.
Mark
a
0
Bond
☐ Take +1 to any stat (Max +3) with
every
other
PC.
Choose
one
Move
from
the
list
given.
☐ Take a Move from another Occupation
You
have
the
following
Gear:
Medical
Bag.
Choose
one
of
the
following:
Handgun,
☐ Take another 4 Advanced Moves
Sharp
Scalpel,
Automobile.
XP:
__________
☐ Take another 4 Advanced Moves
The
Drifter
dog or attract a pigeon, or anything cheap
along those lines, have a rummage in your Bonds
pockets. On a 6- it must have fallen Name:
__________________________________
through a hole in your pocket; on a 7-9 you
have something similar that would work. Looks:
On a 10+ you have the perfect thing, so Face:
__________________________________
much so that it gives you a +1 forward any
Move that uses it. Clothing:
_______________________________
Body:
___________________________________
A Born Survivor: No matter what life
throws at you, you can take it. When you Motivation:
____________________________
Moves
take Damage from any source, reduce it by
1.
Primary
Stats
Modifier
Debility
þ Support Group: You know all the You See a Lot on the Road: After a Awareness
Drifter secret signs and symbols. When while, you get jaded. When you have to you want to call on your support group for make a Sanity Shock roll, add +1 to your Brain
help, roll and add Charm. On a 6- there is roll. Bravery
no-one available right now to help you. On
a 7-9, someone will aid you but wants you Brawn
You Make your Own Luck: Sometimes to do them a favour in return (either before, you have to help people make charitable Charm
at the same time, or in the future), and on a donations. When you pick a pocket or Co-‐Ordination
10+ they give you the required help you similar, make a Stay in the Shadows need. Move at a +1.
Secondary
Stats
Modifier
Hide in Plain Sight: People either
Mythos
(consciously or subconsciously) ignore you or try to avoid looking at you. Either way, it
Wealth
takes the heat off you and allows you to
watch a location or tail a person without Health
☐
☐
☐
☐
☐
☐
☐
☐
them noticing you. Sanity
☐
☐
☐
☐
☐
☐
☐
☐
Drifter’s Pack: You travel light, but your
pockets have a multitude of small items Languages
(___)
hidden away that might prove useful. If you ___________________________________________ need some string, or a bit of wire, some ___________________________________________
small amount of food to distract an angry
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
-‐2
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Drifter Move
that
number.
☐ Take another Drifter Move
Choose
a
Name
(suggestions):
Ramblin’
Spells
Ronnie
/
Rita,
Harry
/
Hetty
the
Hobo,
☐ Take another Drifter Move
Stringy
Bob
/
Babs
☐ Take another Drifter Move
Choose
a
Look
(some
examples):
Face:
Toothless,
Cunning,
Pitiful
☐ Take a Move from another Clothing:
Ragged,
Stinking,
Patched
Body:
Wiry,
Starved,
Toughened
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Knife.
Choose
☐ Take another 4 Advanced Moves
one
of
the
following:
Cardboard
Suitcase,
XP:
__________
Stolen
Handgun,
Another
Knife
☐ Take another 4 Advanced Moves The
Explorer
One Eye on the Road: When you make
a Read the Scene Move, on a 7+ you Bonds
always get to ask “what here should I Name:
__________________________________
beware of?” for free in addition to the other
questions you can ask. Looks:
Face:
__________________________________
Wait Till You See the Whites of Their Eyes: A steady nerve is called for! You can Clothing:
_______________________________
choose to use Bravery instead of Co- Body:
___________________________________
ordination when you make a Go Ballistic
Move. If you do, add +1 to the Damage Motivation:
____________________________
Moves
you do.
Survivor Training: Any rolls you make Primary
Stats
Modifier
Debility
þ Well-Travelled: When you arrive in a to escape hazards or identify edible or toxic Awareness
foreign land, you may have already visited plants and animals are made at a +1. the place before, or know someone here Brain
who you met elsewhere. Make a roll and A Born Leader: When trying to convince Bravery
add Charm. On a 6- there is no-one here someone to follow you, to fund your
that can help you; on a 7-9 you make a Brawn
travels, or generally do as you wish, you contact but must help them out first (pay may use Brawn or Bravery in place of Charm
their gambling debts, help them attain the Charm to bull them into action. Co-‐Ordination
object of their desire, make amends for a
previous disagreement), and on a 10+ they
will do what they can to help you for old
Secondary
Stats
Modifier
times’ sake.
Mythos
Wealth
Prepared for Anything: You keep a well-organised pack. When you suddenly
need something mundane, check your Health
☐
☐
☐
☐
☐
☐
☐
☐
pack and roll + Awareness to find it. On a Sanity
☐
☐
☐
☐
☐
☐
☐
☐
6- it must be in the other trunk that you left behind. On a 7-9 you can’t find the exact
thing, but you have something that might Languages
(___)
be just as useful. On a 10+ you have just ___________________________________________ the thing. ___________________________________________
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
+1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Explorer Move
that
number.
☐ Take another Explorer Move
Choose
a
Name
(suggestions):
Big
Jake
/
Spells
Jenny
Higgs,
Arthur
/
Angela
Rigsby,
George
☐ Take another Explorer Move
/
Georgina
Clarke
☐ Take another Explorer Move
Choose
a
Look
(some
examples):
Face:
Tanned,
Weary,
Perceptive
☐ Take a Move from another Clothing:
Khakis,
Mud-‐Spattered,
Patched
Body:
Stringy,
Athletic,
Exhausted
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Camping
gear.
☐ Take another 4 Advanced Moves
Choose
one
of:
Rifle,
Machete,
Handgun
XP:
__________
☐ Take another 4 Advanced Moves
The
Handyman
you in a move, roll and add Brawn. On a 6-, you only have a right hand angled multi-socket
Bonds
sprocket wrench when you need a left hand Name:
__________________________________
angled multi-socket sprocket wrench. On a 7-9,
you gain a +1 carried forward to your next Move
that utilises a tool, and on a 10+ you may roll Looks:
3d6 on the next Move that utilises the tool and Face:
__________________________________
pick the best two dice from the result. Clothing:
_______________________________
Spot Flaws: When you Read the Scene, you Body:
___________________________________
may also ask “what here is dangerous / what
flaws or weak points are obvious” on a 7+. Gain a +1 forward if you exploit that weakness in Motivation:
____________________________
Moves
some way.
Primary
Stats
Modifier
Debility
þ Intimidate: Replace Charm with Brawn for Brute Force and Ignorance: When you use Make Friends and Influence People rolls your physical might against something, roll and Awareness
when you rely on your physical presence. add Brawn. On a 6- you are unsuccessful. On a 7-9 you are successful but must choose one of Brain
the following options: You make a lot of noise; Patch it up: It’s going to need a proper Bravery
repair, but you’ve patched it up enough to last You damage what you were attempting to move / lift / open; You tire yourself out giving you a -1 Brawn
you in the short term. Broken machinery can be carried forward to your next Move. On a 10+ made to work again, but it’s only just hanging Charm
on. Any time you need to operate it, roll and add you do whatever it is successfully without any complications. Co-‐Ordination
Co-ordination. On a 6-, it stops working again. On a 7-9 it will just make it to your goal but then
fail, and in the meantime you need to keep an Odd Jobs: No matter where you are, you can Secondary
Stats
Modifier
eye on it, which means you are at -1 to all other always spot something in need of repair. Make Moves until you make it to your goal. On a 10+ a roll and add either Charm or Brain (your Mythos
you have done a decent enough job that it will choice). On a 6- there is little money to be made last until you can make a proper repair. hereabouts. On a 7-9 you earn enough that you Wealth
carry +1 forward to your next Spread the Wealth
Tool Kit: You carry a variety of tools around Move. On a 10+, your Wealth temporarily goes up by +1 for the next month. Health
☐
☐
☐
☐
☐
☐
☐
☐
with you for all occasions. Given enough time, you can effect any repairs that you need to
Sanity
☐
☐
☐
☐
☐
☐
☐
☐
make or build a machine of some sort. Your GM
may require you to make a Spread the Wealth roll to buy parts however. This also means you
Languages
(___)
will always have access to something that can ___________________________________________ be used as an improvised weapon that does 2 ___________________________________________
Damage. When you want to use a tool to aid
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
-‐1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Handyman Move
that
number.
☐ Take another Handyman Move
Choose
a
Name
(suggestions):
Al
/
Alice
Spells
Sortino,
Bill
/
Betty
Turner,
Phil
/
Patsy
☐ Take another Handyman Move
Weinberger
☐ Take another Handyman Move
Choose
a
Look
(some
examples):
Face:
Greasy,
Tough,
Stubborn
☐ Take a Move from another Clothing:
Overalls,
Worn,
Stained
Body:
Muscled,
Tattooed,
Paunchy
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Tool
Kit.
☐ Take another 4 Advanced Moves
Choose
one
of
the
following:
Cheap
XP:
__________
Automobile,
Handgun,
Baseball
Bat
☐ Take another 4 Advanced Moves The
Journalist
Cameraman: You are in the habit of
taking pictures whenever you can, and Bonds
sometimes when you look at the photos, Name:
__________________________________
you notice things you missed the first time
around. When you Read the Scene you Looks:
may roll a second time if you wish, but you Face:
__________________________________
have to abide by the results of the second
roll. Clothing:
_______________________________
Body:
___________________________________
Digging Up Dirt: You have a variety of
sources (usually off the record) who can Motivation:
____________________________
Moves
tell you the latest about various people.
Make a roll and add Charm: On a 6-
there’s little gossip, or no-one wants to talk Primary
Stats
Modifier
Debility
þ Cop Talk: You have many contacts about them. On a 7-9, you have to add a Awareness
amongst the police force, and know how few incentives to get people to talk (Take a they work. Use the Make Friends and -1 forward to your next Spread the Wealth Brain
Influence People Move in order to access Move), and on a 10+ your gossip network Bravery
police records, get access to crime scenes comes up with the goods without any
or find out off the record information from coaxing. Brawn
them. Charm
Expense Account: If you fail a Spread Co-‐Ordination
Newspaper Morgue: You can get the Wealth roll, you can have another
access to the archives that newspapers attempt, but doing so means you carry -1 hold, which include notes made by the time ongoing to your next Spread the Wealth Secondary
Stats
Modifier
by the journalist writing. If searching for Moves for the rest of the month. Mythos
news reports about a subject, gain a +1 to
Wealth
your Raid the Library Move and on a 10+
the GM will also pass on any useful notes
left by the writer of the article.
Health
☐
☐
☐
☐
☐
☐
☐
☐
Sanity
☐
☐
☐
☐
☐
☐
☐
☐
Off the Record: When you put someone at ease and put down the notebook, you
can get more out of them. Add +1 to any Languages
(___)
Read the Crowd or Make Friends and ___________________________________________ Influence People Moves you make. ___________________________________________
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
0
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Journalist Move
that
number.
☐ Take another Journalist Move
Choose
a
Name
(suggestions):
“Ace”
Spietzel,
Spells
Johnny
/
Jenny
Arbroath,
Victor
/
Victoria
☐ Take another Journalist Move
Fleming
☐ Take another Journalist Move
Choose
a
Look
(some
examples):
Face:
Nosy,
Cynical,
Comforting
☐ Take a Move from another Clothing:
Disheveled,
Cheap,
Flashy
Body:
Nimble,
Bulky,
Lanky
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Notebook.
☐ Take another 4 Advanced Moves
Choose
one
of
the
following:
Portable
XP:
__________
Typewriter,
Camera,
Handgun
☐ Take another 4 Advanced Moves The
Librarian
misplaced book at a glance. When you
Read the Scene, on a 7+ you also freely Bonds
add the question “what here is out of place Name:
__________________________________
/ not where it should be?”
Looks:
Reference Librarian: You are used to Face:
__________________________________
helping others find the information they
need. When you Help your Friends, you Clothing:
_______________________________
can add your Bond level or your Brain to Body:
___________________________________
the roll, whichever is higher. You also
increase the result (+2 forward on a 7-9, +3 Motivation:
____________________________
Moves
forward on a 10+).
Methodical Worker: When you have Primary
Stats
Modifier
Debility
þ Personal Collection: You have several hours to plan your next course of Awareness
amassed quite the library and know just action, roll and add Brain. On a 6-, you where to look: When making a Raid the gain no benefit (though an Evil GM might Brain
Library Move, add +1 and do it in half the use some Evil GM Move that thwarts your Bravery
time. plan later). On a 7-9, Hold 2 and on a 10+ Brawn
Hold 3. Spend 1 Hold whenever you like ☐ Books are my Trade: You can gain when carrying out your plan to add +1 to Charm
access to private library collections either whatever Move you make (choose whether Co-‐Ordination
because of your credentials or through to add or not before you roll).
being willing to catalogue or estimate the value of the collection. Roll and add
Secondary
Stats
Modifier
Charm. On a 6- you are denied entry. On a Mythos
7-9 you are watched while you work. On a
10+ you are given free reign with no
Wealth
supervision.
Health
☐
☐
☐
☐
☐
☐
☐
☐
Shh!: You are made of stern stuff and Sanity
☐
☐
☐
☐
☐
☐
☐
☐
will not tolerate uncouth behaviour. Add +1 to any Bravery based roll you make while
you give a piece of your mind to someone. Languages
(___)
___________________________________________ Bringing Order to Chaos: You are used ___________________________________________
to correctly shelving books and can spot a
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
0
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Librarian Move
that
number.
☐ Take another Librarian Move
Choose
a
Name
(suggestions):
Larry
/
Linda
Spells
McCormack,
Murray
/
Maisy
Darling,
Hector
☐ Take another Librarian Move
/
Holly
Mainwaring
☐ Take another Librarian Move
Choose
a
Look
(some
examples):
Face:
Studious,
Cheerful,
Indignant
☐ Take a Move from another Clothing:
Modish,
Prim,
Old-‐Fashioned
Body:
Rakishly
Thin,
Pleasantly
Round,
Stiff
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Umbrella.
☐ Take another 4 Advanced Moves
Choose
one
of
the
following:
Cheap
XP:
__________
Automobile,
Magnifying
Glass,
Pistol.
☐ Take another 4 Advanced Moves The
Military
Veteran
Tough as Nails: When you receive
damage from any source, reduce the Bonds
amount taken by 1. Name:
__________________________________
Survival Training: When you use Looks:
Brawn or Co-ordination to Defy Danger, Face:
__________________________________
add a +1 to your roll. Clothing:
_______________________________
Body:
___________________________________
Motivation:
____________________________
Moves
þ Intimidate: Replace Charm with
Primary
Stats
Modifier
Debility
Brawn for Make Friends and Influence
People rolls when you rely on your Awareness
physical presence. Brain
Bravery
☐ Service Branch: Choose either Army, Brawn
Navy or Air Force. If you chose Army, then you get a bonus of +1 to either your Get Charm
Stuck In or Go Ballistic Moves (choose Co-‐Ordination
one). If you chose Navy, then you have the training to pilot boats or all kinds, and f you
chose Air Force, you have the training to Secondary
Stats
Modifier
pilot planes. Mythos
Officer Material: You can use Brawn in Wealth
place of Charm when making Make it
Alright Moves as your barking orders at Health
☐
☐
☐
☐
☐
☐
☐
☐
your target works as well as comforting them does. Sanity
☐
☐
☐
☐
☐
☐
☐
☐
A Crack Shot: You know where to aim Languages
(___)
to do most damage. When you do damage, ___________________________________________ add +1 to the Damage inflicted. ___________________________________________
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
0
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Military Veteran Move
that
number.
☐ Take another Military Veteran Move
Choose
a
Name
(suggestions):
Capt.
Briggs,
Spells
Sgt.
Hunter,
George
/
Gina
Hayes
☐ Take another Military Veteran Move
Choose
a
Look
(some
examples):
☐ Take another Military Veteran Move
Face:
Scarred,
Grim,
Bored
Clothing:
Patched,
Perfectly
Ironed,
Casual
☐ Take a Move from another Body:
Athletic,
Gone
to
Fat,
Weakened
Occupation in your Occupation Group
Choose
a
Motivation
(See
the
back
of
the
☐ Take any 3 Advanced Moves
Basic
Moves
sheet
for
details)
When you have taken at least 5 Choose
one
other
PC.
You
have
a
+2
Bond
Notes
with
them.
Choose
two
other
PCs.
You
have
a
Advances from the list above:
+1
Bond
with
each
of
them.
Mark
a
0
Bond
☐ Take +1 to any stat (Max +3) with
every
other
PC.
Choose
one
Move
from
the
list
given.
☐ Take a Move from another Occupation
You
have
the
following
Gear:
Pistol.
Choose
one
of
the
following:
Rifle,
Saber,
Grenade
☐ Take another 4 Advanced Moves
XP:
__________
☐ Take another 4 Advanced Moves The
Occultist
Conduct Rituals Move, add +1 to your
roll. Bonds
Name:
__________________________________
Prophetic Visions: Once per session
you may have a vision. Roll and add Looks:
Mythos. On a 6-, you receive a fell vision, Face:
__________________________________
and your GM will gain 1 Hold. On a 7-9,
you receive vague hints, allowing you to Clothing:
_______________________________
Hold 1. On a 10+, the vision is wondrous, Body:
___________________________________
and everyone in your group that you reveal
your vision to Holds 1. Spend 1 Hold at any Motivation:
____________________________
Moves
time to receive a +1 to your next roll. If the
GM Holds 1, they can use it to force a -1 to
your next roll. Primary
Stats
Modifier
Debility
þ Support Group: You belong to a secret society of like-minded people. When you Awareness
want to call on your support group for help, Hypnotic Charm: Your mesmerising presence allows you to exert your will over Brain
roll and add Charm. On a 6- there is no- others. When you Make Friends and Bravery
one available right now to help you. On a Influence People you can add Mythos or 7-9, someone will aid you but wants you to Bravery in place of Charm. Brawn
do them a favour in return (either before, at Charm
the same time, or in the future), and on a
10+ they give you the required help you
Co-‐Ordination
need.
Secondary
Stats
Modifier
☐ Forbidden Knowledge: You have Mythos
already delved into Secrets Man Was Not Wealth
Meant To Know. You start with a Mythos score of 0 instead of -1.
Health
☐
☐
☐
☐
☐
☐
☐
☐
Accustomed to Weirdness: When you Sanity
☐
☐
☐
☐
☐
☐
☐
☐
have to make a Sanity Check, add +1 to your roll.
Languages
(___)
Well-Attuned: When you make a Learn ___________________________________________ Esoteric Lore or Cast Spells and ___________________________________________
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
0
and
your
starting
Mythos
is
-‐1.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Occultist Move
that
number.
☐ Take another Occultist Move
Choose
a
Name
(suggestions):
Wilbur
/
Spells
Wilhelmina
Ashe,
Jeremiah
/
Jemima
☐ Take another Occultist Move
Whateley,
Absalom
/
Antonia
Crowe
☐ Take another Occultist Move
Choose
a
Look
(some
examples):
Face:
Staring,
Unremarkable,
Commanding
☐ Take a Move from another Clothing:
Exotic,
Expensive,
Dusty
Body:
Twitchy,
Thin,
Tall
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Charms
and
☐ Take another 4 Advanced Moves
Amulets.
Choose
one
of:
Swordstick,
Pistol,
XP:
__________
Dark
Text.
☐ Take another 4 Advanced Moves The
Private
Eye
someone has grown suspicious after
noticing you making your attempt. On a Bonds
10+ you have gained access. Name:
__________________________________
Working on Instinct: It is impossible to Looks:
surprise you. This gives you a +1 to any Face:
__________________________________
Defy Danger rolls where ambush or quick
thinking is applicable. Clothing:
_______________________________
Body:
___________________________________
Two Fisted Solutions: Sometimes you
get jumped by people who don’t want you Motivation:
____________________________
Moves
to investigate, and sometimes you need to
do some physical persuasion. At the start
of any combat, choose either Attack or Primary
Stats
Modifier
Debility
þ Cop Talk: You have many contacts Defence. For the rest of that fight, either Awareness
amongst the police force, and know how gain +1 Damage when you hit or ignore 1 they work. Use the Make Friends and point of Damage done to you from each Brain
Influence People Move in order to access wound depending which you chose. Bravery
police records, get access to crime scenes
or find out off the record information from Brawn
Surveillance Specialist: When you tail them. someone for a while, you gain information Charm
about them. When you make a Stay in the Co-‐Ordination
☐ Never Bullshit a Bullshitter: You’re no Shadows Move to watch someone or
stranger to liars. When you make a Read somewhere, on a 7+ your GM will give you the Crowd Move, you may add +1 to the information about your quarry that you Secondary
Stats
Modifier
number of questions you can ask on a wouldn’t otherwise have picked up. Mythos
success. Wealth
Shady Methods: A locked door cannot
stop you. Roll + Co-ordination; on a 6-
Health
☐
☐
☐
☐
☐
☐
☐
☐
you fail to open the lock and must choose
Sanity
☐
☐
☐
☐
☐
☐
☐
☐
one of the complications listed under 7-9.
On a 7-9 you can open the lock but must
choose one of the following complications: Languages
(___)
you break your lockpick; you have ___________________________________________ damaged the lock making it readily ___________________________________________
apparent that someone has broken in;
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
-‐1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Private Eye Move
that
number.
☐ Take another Private Eye Move
Choose
a
Name
(suggestions):
Rick
/
Rita
Spells
Sharp,
Sam
/
Samantha
Jones,
Will
/
Wilma
☐ Take another Private Eye Move
O’Hare
☐ Take another Private Eye Move
Choose
a
Look
(some
examples):
Face:
Alert,
Smiling,
Poker-‐Faced
☐ Take a Move from another Clothing:
Dishevelled,
Cheap,
Slept-‐In
Body:
Hungry,
Wiry,
Square-‐Jawed
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Pistol.
Choose
☐ Take another 4 Advanced Moves
one
of:
Cheap
Automobile,
Camera,
Lockpick
XP:
__________
set.
☐ Take another 4 Advanced Moves The
Professor
concerning your special area of interest,
you can choose to roll a second time, Bonds
though you have to abide by the results of Name:
__________________________________
the second roll. Generally this is only done
when you fail a roll. Looks:
Face:
__________________________________
Research Specialist: Your name and
credentials gain you access to libraries and Clothing:
_______________________________
museums the world over, including special Body:
___________________________________
collections. You might even persuade
private collections to grant you access to Motivation:
____________________________
Moves
study (with a Make Friends and Influence
People Move).
Primary
Stats
Modifier
Debility
þ Special Interest: Choose a speciality Teaching Specialist: When you Help Awareness
(for example, History, Linguistics, Art, your Friends you can choose to use your Geology, etc). When you make an Brain or Charm instead of your Bond level Brain
Express your Erudition or Raid the if you wish. Bravery
Library Move applicable to your area of
interest, add +1 to your roll.
Brawn
Charm
Research Assistants: If you are on
Co-‐Ordination
campus or can phone the university, you
can get your grad students to work on
something for you – in effect giving you an Secondary
Stats
Modifier
extra Raid the Library Move at +1 while Mythos
you deal with other matters. Wealth
Surrounded by Experts: You have a
wide range of contacts in other Health
☐
☐
☐
☐
☐
☐
☐
☐
departments at your university. Once per session you may contact them by some Sanity
☐
☐
☐
☐
☐
☐
☐
☐
means in order to receive information as if
you had made an Express your Erudition Languages
(___)
Move at 10+. ___________________________________________ World’s Leading Expert: When making an Express your Erudition Move ___________________________________________
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
+1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Professor Move
that
number.
☐ Take another Professor Move
Choose
a
Name
(suggestions):
Prof.
McCraig,
Spells
Prof.
Sorbinski,
Prof.
Harris
☐ Take another Professor Move
Choose
a
Look
(some
examples):
☐ Take another Professor Move
Face:
Absent-‐Minded,
Morose,
Jocular
Clothing:
Tweeds,
Chalk-‐Covered,
Outdated
☐ Take a Move from another Body:
Plump,
Slender,
Pot-‐Bellied
Occupation in your Occupation Group
Choose
a
Motivation
(See
the
back
of
the
☐ Take any 3 Advanced Moves
Basic
Moves
sheet
for
details)
When you have taken at least 5 Choose
one
other
PC.
You
have
a
+2
Bond
Notes
with
them.
Choose
two
other
PCs.
You
have
a
Advances from the list above:
+1
Bond
with
each
of
them.
Mark
a
0
Bond
☐ Take +1 to any stat (Max +3) with
every
other
PC.
Choose
one
Move
from
the
list
given.
☐ Take a Move from another Occupation
You
have
the
following
Gear:
Notebooks.
Choose
one
of:
Automobile,
Pistol,
☐ Take another 4 Advanced Moves
Magnifying
Glass.
XP:
__________
☐ Take another 4 Advanced Moves
The
Radical
donation to the cause (Make a Spread the Wealth Move); it’s going to take a while before
Bonds
they can arrange delivery. On a 10+, they can Name:
__________________________________
deliver immediately.
Debout, les Damnés de la Terre: Your Looks:
steadfast belief in revolutionary struggle gives Face:
__________________________________
you great courage. When you make a Keep it Clothing:
_______________________________
Together Move, add +1 to your roll.
Body:
___________________________________
On the Lam: When you seek to escape a
dangerous scene (including if handcuffed or tied up), make a Stay in the Shadows Move. On a Motivation:
____________________________
Moves
7-9 you can escape if you wish, but with a
complication (you leave something behind, you Primary
Stats
Modifier
Debility
þ Support Group: You belong to an take a 2 Damage hit as you leave, you have to underground cell of fellow radicals. When you deal with the guard first). On a 10+ you succeed Awareness
want to call on your support group for help, roll without any complications. Brain
and add Charm. On a 6- there is no-one available right now to help you. On a 7-9, Bomb Throwing Anarchist: You know how Bravery
someone will aid you but wants you to do them to rig up home-made explosives from fairly Brawn
a favour in return (either before, at the same innocuous materials. Make a roll and add Co- time, or in the future), and on a 10+ they give ordination. On a 6-, something has gone badly Charm
you the required help you need. wrong: Roll 1D6 and take that much Damage as you get caught in the explosion. On a 7-9 Co-‐Ordination
you have created a small bomb, but with a Rent a Mob: You can arrange a distraction
on short notice by putting the word out. An complication (choose one of the following): The Secondary
Stats
Modifier
impromptu strike, a demonstration in the street, authorities have been tipped off by whoever or a political march can be organized very sold you the ingredients you needed; the bomb Mythos
quickly, giving you and your comrades the ideal isn’t as powerful as you thought (it might be less opportunity to deal with another matter powerful and not do as much damage, or be too Wealth
powerful and you get caught in the radius of the elsewhere in relative peace and quiet.
explosion); it is unstable (make a roll and add Co-ordination if you get knocked around while Health
☐
☐
☐
☐
☐
☐
☐
☐
International Conspiracies: When you need carrying it; on a 6- it goes off). On a 10+ it works something below the counter in a place you Sanity
☐
☐
☐
☐
☐
☐
☐
☐
have never been to before, roll and add Charm: as intended. The bomb will generally do 1D6
On a 6-, you find no comrades in arms here that Damage to its target.
Languages
(___)
will do business with you. On a 7-9, you find a
few like-minded people who can arrange what ___________________________________________ you need, but with a complication (choose one): ___________________________________________
One of the cell is a police spy; they need a
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
-‐1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Radical Move
that
number.
☐ Take another Radical Move
Choose
a
Name
(suggestions):
Oleg
/
Olga
Spells
Chiminsky,
“Red”
Harry
/
Harriet
Smith,
Ted
☐ Take another Radical Move
/
Dora
Tyler
☐ Take another Radical Move
Choose
a
Look
(some
examples):
Face:
Serious,
Defiant,
Nondescript
☐ Take a Move from another Clothing:
Threadbare,
Scruffy,
Cheap
Body:
Rangy,
Bruised,
Fit
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Knife,
Political
☐ Take another 4 Advanced Moves
Tracts.
Choose
one
of
the
following:
Pistol,
XP:
__________
Homemade
Bomb,
Knuckledusters.
☐ Take another 4 Advanced Moves The
Retired
Cop
level. When you want to hear what’s going
down on the streets, roll and add Charm or Bonds
Brawn: On a 6-, no-one can be found to Name:
__________________________________
help you. On a 7-9, someone squeals, but
there’s a complication (choose one of the Looks:
following): they want a pay-off before they Face:
__________________________________
talk (make a Spread the Wealth Move);
They pass the word along that someone’s Clothing:
_______________________________
asking questions to the target of your Body:
___________________________________
investigation as well; You don’t get the full
story. On a 10+ your informant is happy to Motivation:
____________________________
Moves
help you. You can use this Move in other
cities too by picking on local lowlifes that
look like they’d know the score. Primary
Stats
Modifier
Debility
þ Cop Talk: You have many contacts Awareness
amongst the police force, and know how Duty Stays With You: Even though you they work. Use the Make Friends and left the force, you still can’t help but act to Brain
Influence People Move in order to access save others. When you make a Move in Bravery
police records, get access to crime scenes defence of an innocent (Defy Danger to
or find out off the record information from rush into a burning house to rescue Brawn
them. someone, Keep it Together to stand and Charm
hold off the gribblies while the others make Co-‐Ordination
Forensics knowledge: You have a their escape, etc), gain a +1 to your roll.
practiced eye at examining crime scenes. When you make a Read the Scene Move, Stop! Police!: Your general air of Secondary
Stats
Modifier
add +1 to the number of questions you can authority and commanding voice lend Mythos
ask on a success. themselves to help you when you bark an order at someone. Roll and add Brawn: On Wealth
A Devil with a Nightstick: When you a 6- they simply ignore you. On a 7-9, the
were on the force, you had a reputation for GM chooses one of the following: They do Health
☐
☐
☐
☐
☐
☐
☐
☐
being a bit heavy-handed with the as you say; They try to flee; They attack Sanity
☐
☐
☐
☐
☐
☐
☐
☐
nightstick. When you use a hand to hand you. On a 10+ the same occurs but you weapon like a nightstick, add +1 to your have a +1 ongoing against them for the
Damage. rest of the scene if they don’t do as you Languages
(___)
say. ___________________________________________ A Rat on Every Corner: You have an
___________________________________________
excellent network of contacts at the street
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
0
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Retired Cop Move
that
number.
☐ Take another Retired Cop Move
Choose
a
Name
(suggestions):
Patrick
/
Spells
Patricia
Doyle,
Jack
/
Jackie
Stone,
Bart
/
☐ Take another Retired Cop Move
Betsy
Johnson
☐ Take another Retired Cop Move
Choose
a
Look
(some
examples):
Face:
Suspicious,
Guarded,
Cheerful
☐ Take a Move from another Clothing:
Worn,
Ill-‐Fitting,
Comfortable
Body:
Ample,
Athletic,
Muscled
Occupation in your Occupation Group
☐ Take any 3 Advanced Moves
Choose
a
Motivation
(See
the
back
of
the
Basic
Moves
sheet
for
details)
When you have taken at least 5
Notes
Choose
one
other
PC.
You
have
a
+2
Bond
Advances from the list above:
with
them.
Choose
two
other
PCs.
You
have
a
☐ Take +1 to any stat (Max +3) +1
Bond
with
each
of
them.
Mark
a
0
Bond
with
every
other
PC.
☐ Take a Move from another Occupation Choose
one
Move
from
the
list
given.
You
have
the
following
Gear:
Nightstick,
☐ Take another 4 Advanced Moves
Pistol.
Choose
one
of
the
following:
Cheap
XP:
__________
Automobile,
Shotgun,
Handcuffs.
☐ Take another 4 Advanced Moves The
Scientist
thoroughly (perhaps using the Lab Pass
Move), you can recreate it if you have Bonds
access to similar materials. If the base Name:
__________________________________
materials are expensive, hard to get hold
of, or if you want to create large amounts of Looks:
the substance, then you may need to make Face:
__________________________________
a Spread the Wealth Move. Make a roll
and add Brain. On a 6-, your experiment is Clothing:
_______________________________
a failure. On a 7-9 you have something Body:
___________________________________
similar, but that isn’t exactly the same. On
a 10+ you have succeeded in replicating Motivation:
____________________________
Moves
the substance. You cannot replicate a
substance that requires exotic materials
such as the blood of an elder god. Primary
Stats
Modifier
Debility
þ Special Interest: Choose a speciality Awareness
(for example, Biology, Physics, Chemistry, Mad Science!: If you can get access to etc). When you make an Express your a lab, you create something which will help Brain
Erudition or Raid the Library Move you in the following session in some way. Bravery
applicable to your area of interest, add +1 You may choose what item you have
to your roll. created beforehand or wait till an Brawn
opportune moment and then pull out your Charm
☐ Lab Pass: You have access to quality vaunted creation with a flourish. Once per Co-‐Ordination
laboratories. When you come across session, use your creation to give you a +1
something you wish to analyse, roll and to any roll you have to make. add Brain. On a 6- you learn little about Unfortunately, since it’s a prototype, it isn’t Secondary
Stats
Modifier
the object or substance. On a 7-9 you can sturdy and will break after use, so you only Mythos
ask 1 question and on a 10+ you can ask 3 get one use out of it. Wealth
questions of the GM about the object or substance. On the Nobel Shortlist: When you
make an Express your Erudition Move, Health
☐
☐
☐
☐
☐
☐
☐
☐
A Rational Mind: If there is some way you may immediately make a second roll, Sanity
☐
☐
☐
☐
☐
☐
☐
☐
you can rationally explain something that though you must abide by the results of the appears to be unworldly or unnatural, then second roll. This is usually only useful
any Sanity Shock test you make is at one when you have failed your first roll. Languages
(___)
level lower (to a minimum of 1) than usual.
___________________________________________ Replicate the Experiment: If you have ___________________________________________
a sample of a substance, and analyse it
Advances
Creating
Your
Character
Gear
☐ Add +1 to any stat (max +3)
Choose
one
set
of
stats
and
assign
them
to
your
primary
stats
as
you
please:
☐ Add +1 to any stat (Max +2)
o +2,
+1,
+1,
0,
0,
-‐1
o +2,
+2,
+1,
0,
-‐1,
-‐2
☐ Add +1 to any stat (Max +2)
o +2,
+2,
0,
0,
0,
-‐2
☐ Add +1 to any stat (Max +1)
Your
starting
Wealth
is
+1
and
your
starting
Mythos
is
-‐2.
Your
Sanity
is
5
±
your
starting
Bravery
stat.
Your
Health
is
5
±
your
☐ Add +1 to any stat (Max +1)
starting
Brawn
stat.
Shade
in
squares
after
☐ Take another Scientist Move
that
number.
☐ Take another Scientist Move
Choose
a
Name
(suggestions):
Dr
Volgakov,
Spells
Dr
Albertini,
Dr
Halloran
☐ Take another Scientist Move
Choose
a
Look
(some
examples):
☐ Take another Scientist Move
Face:
Inquisitive,
Scattered,
Thoughtful
Clothing:
Burn-‐covered,
Mismatched,
Stained
☐ Take a Move from another Body:
Slim,
Corpulent,
Scarred
Occupation in your Occupation Group
Choose
a
Motivation
(See
the
back
of
the
☐ Take any 3 Advanced Moves
Basic
Moves
sheet
for
details)
When you have taken at least 5 Choose
one
other
PC.
You
have
a
+2
Bond
Notes
with
them.
Choose
two
other
PCs.
You
have
a
Advances from the list above:
+1
Bond
with
each
of
them.
Mark
a
0
Bond
☐ Take +1 to any stat (Max +3) with
every
other
PC.
Choose
one
Move
from
the
list
given.
☐ Take a Move from another Occupation
You
have
the
following
Gear:
Carpet
Bag
with
sample
collection
gear.
Choose
one
of
☐ Take another 4 Advanced Moves
pistol,
very
sharp
scalpel,
automobile.
XP:
__________
☐ Take another 4 Advanced Moves