
Name: Pronouns: Skin:
Look: Origin:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Faery Contract: If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options to Pulling Strings:
✦ they fuck up something simple at a crucial moment, suffering 1 Harm if appropriate;
✦ add 2 to your roll on an act of vengeance.
Unashamed: You can give someone a String on you to add 3 to your attempt to Turn Them On.
The Wild Hunt: When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn Someone On.
Lure: Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you, you mark experience.
Guide: If you spend a String on someone willing, you can bring them across the veil, into the faery realm. The spell lasts for a scene or two, before you're both returned to the mundane world.
Beyond The Veil: To seek audience with the Faery King, Gaze Into the Abyss. On a 10 up, in addition to other results, the Faery King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, the Faery King demands a favour of you.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Unresolved Trauma: Whenever something brings to mind your death, you choke up and gain the Condition traumatized if you don't have it already. Whenever someone helps you resolve this Condition, you both mark experience.
Helpful Spirit: When you help someone resolve a Condition, gain a String on them.
Transference: Whenever you spend time truly listening to someone else's struggles, they heal 1 Harm, and then transfer their remaining Harm to you.
Projected Blame: While you've got the Condition traumatized, you may act as though others had the Condition at fault for my death.
Creep: When you silently witness someone in one of their most private moments, perhaps sleeping or putting on makeup, gain a String on them.
Limitless: You can walk through walls and fly.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
The Hunger: You have a Hunger for (select 1):
What The Right Hand Wants: Your body contains many histories, and it desires many things. Create another Hunger.
Satiety: When you satiate a Hunger, choose one:
✦ heal 1 Harm;
✦ mark experience;
✦ take 1 Forward.
Short Rest For The Wicked: When you die, wait it out. A few hours later, you wake up fully healed.
Watchful Golem: When you defend someone without them ever knowing about it, mark experience.
Ending: You remember every detail of your death. When you tell someone about it, give them the Condition morbid and roll to Turn Them On with Cold.
Esprit de Corpse: When you Gaze Into the Abyss, the abyss will share with you its Hunger. Treat that Hunger as one of your own until you satiate it, and mark experience when you do so.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Better Than Nothing: When you gain a Condition, mark experience.
A Blank Canvas: When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, cross it off and add 1 to your roll.
Try Harder Next Time: When you screw up, give yourself an appropriate Condition and take 1 Forward.
Fake: Add 1 to any rolls you make while lying.
Metamorphosis: When you Gaze Into the Abyss, on a 7 or higher the abyss will also show you what you must become, and you can permanently swap two of your stats.
Strange Impressions: When a main character either Harms you or helps you heal, you can respond by studying them with wide eyes. If you do, temporarily gain one of their Skin Moves and add it to your character sheet. It disappears once you use it.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Soul Debt: You owe a debt to a Dark Power. Name it, and choose two Bargains it has made with you.
The Dark Power can gain Strings. If ever it has 5 Strings on you, trigger your Darkest Self.
Dark Recruiter: When you bring an innocent soul to the Dark Power, mark experience.
Under Pressure: If someone has 3 or more Strings on you, add 1 to your rolls to carry out their bidding.
Can't Save Myself: When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.
The Power Flows Through You: You can give the Dark Power a String in order to add 2 to your next roll.
Numbing It Out: You can give the Dark Power a String in order to remove a Condition or up to two Harm.
Elsewise Power: You can give the Dark Power a String to use a move you don't have, just this once. This move can come from any Skin.
Uncanny Voices: You can give the Dark Power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths (they choose).
Strings Attached: You can ask the Dark Power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
True Love: You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 Forward to earning your Lover's heart or fancy.
Mess With Me, Mess With Him: When using your Lover's name as a threat, add 2 to your roll to Shut Someone Down or Keep Your Cool. Your Lover gains a String on you.
Entrenched: If you and another character have a combined total of 5 or more Strings on one another, gain 1 to all rolls against them.
Sympathy Is My Weapon: Every time you forgive someone for hurting you, and excuse their base nature, gain a String on them.
Excuses Are My Armour: When you ignore some blatant problem with your Lover or how they treat you, mark experience.
Downward Spiral: When you Gaze Into the Abyss, you may cause yourself 1 Harm. If you do, add 2 to your roll.
Down The Rabbit Hole: When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
The Clique: You're at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
✦ they're armed (with guns and real dangerous stuff);
✦ they're connected (with money and designer drugs);
✦ they're talented (in a band or sports team);
✦ they're cultists (with dark oaths and willingness to die).
The Shield: When you're surrounded by your gang, subtract 1 from any rolls against you.
Bought Loyalty: You can give a side character a String on you to tempt them to do your bidding. The MC will tell you what sort of bribe, threat, or coaxing it’ll take to get that character to do what you want right now.
And Your Enemies Closer: When someone betrays you, gain a String on them.
Many Bodies: When you promise one of your gang members to someone, add 2 to your roll to Turn Them On. When one of your gang members has sex with someone, it triggers your Sex Move.
Streaming: You have a telepathic connection with your gang members. You can always hear their emotions and fears. If you try to hear specific thoughts, Gaze Into the Abyss about it and add 1 to your roll.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Invited: You cannot enter a home without being invited. Whenever someone invites you in, gain a String on them.
Hypnotic: You can hypnotize people who have no Strings on you. Roll with Hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. • On a 7-9, the hypnosis works, but choose one:
✦ they realize exactly what you've done to them;
✦ they fuck up your commands;
✦ their sanity is unhinged.
Cold As Ice: When you Shut Someone Down and roll a 7 or higher, you may choose an extra option from the list.
The Feeding: You feed on hot blood, direct from the source. If this is the first time they've ever been fed upon, you both mark experience. When you feed, choose two:
✦ you heal 1 Harm;
✦ you take 1 Forward;
✦ they definitely don't die.
Marked For The Hunt: Feeding on someone establishes a preternatural bond. From that point forward, whenever you Gaze Into the Abyss concerning their whereabouts or well-being, roll as if you had Dark 3.
Inescapable: You may spend a String on someone to demand that they remain in your presence. If they still walk out on you, gain 2 Strings on them.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Primal Dominance: When you Harm someone, take a String on them.
Scent Of Blood: Add 1 to all rolls against those who have been Harmed in this scene already.
Howl At The Moon: When basked in moonlight, you may act as if you had Dark 3.
Spirit Armour: When basked in moonlight, any Harm that you suffer is reduced by 1, and you add 2 to all rolls to Keep Your Cool.
Heightened Senses: When you rely on your animal instincts to make sense of a charged situation, roll with Dark. On a 10 up, ask the MC three questions from below and take 1 Forward. • On a 7-9, ask one question from below and take 1 Forward:
✦ Where's my best escape route or way in?
✦ Which enemy is the most vulnerable to me?
✦ What's their secret weakness?
✦ What poses the biggest threat to me?
✦ Who's in control here?
Unstable: When you become your Darkest Self, mark experience.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Sympathetic Tokens: You gain power from Sympathetic Tokens - items of personal significance taken from others. Sympathetic Tokens count as Strings.
Hex-Casting: You can cast Hexes. Choose two that you know. To cast them, either expend a Sympathetic Token during a secret ritual, or meet the target's gaze and chant at them in tongues. Then roll with Dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
✦ the casting does you 1 Harm;
✦ the Hex has weird side effects;
✦ trigger your Darkest Self.
Transgressive Magic: If your ritual transgresses the community's moral or sexual standards, add 1 to your Hex-Casting roll.
Sanctuary: You have a secret place for practicing witchcraft. Add 1 to all rolls you make within this space.
Wither: The hexed loses all of their hair, or their teeth start falling out, or their period arrives unexpected and heavy, or their skin gets all sickly yellow and spotty. Whatever the specifics, it's bad.
Binding: The person cannot physically Harm others.
Ring Of Lies: Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause Harm or even brain damage.
Watching: You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.
Illusions: Pick one: snakes and bugs; demonic visages; false prophecies; non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Growing Pains: When you fail to protect your friends, mark experience.
Mercy: When you decide to spare someone you have reason to kill, take a String on them.
Final Showdown: Spend 4 Strings on a side character to kill them. They are totally and irrevocably dead.
To The Books: When the chips are down and your enemies seem unbeatable, you can turn to your friends for research help. Doing so counts as Gazing Into the Abyss. Add 1 to your roll for each friend who really dives into the work, even when it gets monotonous. On a 10 up, in addition to other results, the visions show you your enemy's secret weakness and you gain a String on them.
Take the Blow: When you leap into the way and take the blow instead of someone else, roll with Volatile. On a 10 up, you take the Harm instead of them, but reduce it by 1. • On a 7-9, you take the Harm instead of them.
Light the Way: Whenever your friends follow your commands or your lead, they add 1 to their rolls.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Failing Dynasty: In the age of serpents, your family was powerful and prolific. Now, they live in a shadow of their former glory. They want to regain (choose one):
✦ their political clout;
✦ their old wealth;
✦ their failing beauty;
✦ their secret allies.
Whenever you are convinced to do the bidding of a family member, take 1 Forward to doing it and that family member gains a String on you. Whenever you help your family regain some of their former glory, mark experience.
Mesmerizing: When you stare at someone without blinking, roll with Hot. On a 10 up, they freeze up until you blink or someone touches them, and afterwards they don't really remember anything unusual happening. • On a 7-9, it'll still work, but only if you hiss loudly the entire time (and they'll definitely know something weird happened).
The Big Reveal: When you reveal your true form to someone, they gain a String on you. If they accept you as you truly are, they mark experience. If they reject you, take 1 Forward against them.
The New Order: When you learn to meet one of your needs within human society rather than within your family, mark experience. When others help you fit in better with human society, they mark experience.
Patience is a Virtue: When you bite your tongue and don't respond to an antagonist, roll with Cold. On a 10 up, gain a String on them. • On a 7-9, take 1 Forward to striking the next time you see them.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Watch Dog: You exist in the liminal space between two communities: one is resplendent with light, the other is damned to the shadows. It is your duty to guard the boundary.
Mark experience whenever you weed out someone on the wrong side of the divide and put them in their place.
Arbiter: When you give someone a Condition, mark experience.
Dig Deeper: When you Gaze Into the Abyss by snooping around for dirt on someone, add 1 to your roll. On a 10 up, the owner of that character will tell you a secret, and you can choose to give them a Condition to reflect what you've learned.
Loyal: Whoever currently has the most Strings on you is your Master. When you take action to protect or help your Master, add 1 to your roll and they gain a String on you.
When you become your Darkest Self, your current Master loses all Strings on you.
Bark, Then Bite: When you take advantage of a Condition that you gave to someone, it adds 2 to your roll instead of 1.
Doomed Outsider: When trying to drive others away from you, or escape their care, you can take advantage of your own Conditions to add to your roll.
Hot Take: When you discover an injustice that has long been hidden or covered up, add 1 to your rolls to bring it to light and to justice as immediately as possible.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
End of the World: You have sworn fealty to a Wicked Master. Once it has accumulated six hundred sixty-six Strings, it can fully materialize in this realm, possessing immeasurable power.
Idols: You create idols to your Wicked Master, in the form of (choose 1):
✦ cloth dolls;
✦ carved sigils;
✦ statues;
✦ videos;
✦ ritual performances;
✦ ceremonial fires;
✦ dark poems.
Each idol counts as a String on you, held by the Wicked Master unless someone else seizes control of it or destroys it.
Blood Offerings: Every time you suffer Harm, the Wicked Master gains a String on you and you mark experience.
Spoken For: Whenever someone else gains a String on you, your Wicked Master gains a String on them.
Secret Mission: Whenever you lie to someone about your true motives, and they foolishly believe you, gain a String on them.
Incantations: When you Gaze Into the Abyss to entreat the Wicked Master, it gains a String on you. On a 10 up, the Wicked Master reveals the next stage of its plan, and you take ongoing 1 Forward to all rolls made to enact this bidding.
Soul Recruiter: When you bring an innocent soul to the Wicked Master, mark experience.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
At No One's Beck and Call: When you blow someone off to just hang out and relax, clear a Condition.
Prowler: You can see perfectly in the dark.
Cat and Mouse: When you roll a 7-9 to Lash Out Physically and the MC decides how bad it is, the Harm cannot be greater than your Volatile stat.
Cross My Path: You can spend a String to subtract 1 from a main character's roll against you.
Claws Out: You can give someone a String on you to add 3 to your attempt to Shut Them Down.
Lap Cat: When you make a big show about choosing one person over another, the person you favor marks experience and you gain a String on them.
On Your Feet: You can leap your height from a standing position and take no Harm from falls.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Cheshire Path: You may Run Away with Dark instead of Volatile, but on a 7-9 you must always leave something behind.
Good Omens: When you roll a 10 up to Gaze into the Abyss, you can choose to get confusing and alarming visions, but share them with anyone else in the scene you choose.
Terabithia: When you purposefully lead another main character into a supernatural situation, they mark experience and you gain a String on them.
Fascination Street: When another character Gazes into the Abyss about you, they subtract 1 from their roll unless looking directly into your eyes.
Through the Looking Glass: To slip into a supernatural world, such as an afterlife, a fairy court, or a parallel dimension, roll with Dark. On a 10 up, you can get by reasonably well there and can make your way back easily. On a 7-9, choose 1:
✦ you'll need to find another way back;
✦ something escapes into the mundane world;
✦ you enter your Darkest Self.
Tea In Innsmouth: Add 2 to rolls to Keep Your Cool in dangerous supernatural situations.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Give to Get: If you supply someone with something they desire (physical or other), gain a String on them. If they asked you for it, they mark experience when you do.
Infamous: When you have 3 or more Strings on a character, they gain +1 to doing your bidding.
Master of the Inferno: When a main or side character fights for you, they inflict a minimum Harm equal to your Hot stat.
Mammon's Plaything: You can spend a String you have on a main character to add 1 to their roll. If the roll becomes a 10 up, you choose the results for them.
Gift Horse: When you tempt a character and they refuse, mark experience.
Center of the Sabbath: When you enter your Darkest Self, clear all Conditions you have.
Abyss Born: If you get a 10 up on a roll to Gaze into the Abyss about a desire you can procure, you take 2 Forward instead of 1 Forward.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Draconic Splendor: Until you are given a Condition that makes you unfashionable or unpopular, main characters subtract 1 from rolls to Harm you, and side characters cannot Harm you through Reactions.
Resurgence: When a main character helps to rid you of a Condition, you gain a String on them and they mark experience.
Coin Polisher: When you introduce a character to someone important, roll Dark. On a 10 up you gain a String on the character you introduced and they gain a String on the important person. On a 7-9 the character you introduced gains a String on the important person.
I Am Wrath: You can Lash Out by breathing a deadly substance like fire or acid, or roar with really terrible force. If you do so, deal 1 extra Harm.
Bring Me the Princess: You speak and people listen. Make a reasonable request for an item or someone's attention and you get it by the next scene at the latest.
Chameleon Cousin: The first time in a scene you successfully tempt a side character, mark experience.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Eye of Balor: You can levy curses on people -- choose bad weather, blight, or illness, then roll Volatile. On a 10 up, your curse strikes at the worst time for your target. On a 7-9 it strikes immediately, and you are obviously the source. On a miss it doesn't happen and you gain the Condition enraged.
Malformed Morals: When you spend a String to enhance a roll to Shut Someone Down, add 2 instead of 1.
Cinder Child: You are immune to Harm from fire or smoke.
Dragons Don't Scare Me: When you get a 7-9 on a roll to Keep Your Cool and don't back down, someone else in the scene gets the Condition terrified.
Ruling Over Ashes: When you retaliate with unnecessary force or overkill, gain the Condition enraged and either deal 1 extra Harm or gain a String on a character, whichever is most appropriate.
Whelped Before Promises: If you have the Condition enraged you can tag it yourself when you Shut Someone Down or Lash Out Physically.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Cheating Death: When you take 4 Harm, you come back to life after a few hours unless your Weakness is triggered. Work with the MC to determine what your Weakness is, or choosee one: being beheaded, breaking a geas, hearing your True Name, having an object bound to your soul destroyed.
Been There, Seen That: When you get a 10 up to Keep Your Cool ask two questions instead of one.
Repeated History: When you dismiss your current troubles by alluding to your storied past, roll with Cold. On a 10 up, erase one Condition. On a 7-9 someone listening carries 1 Forward to discover the truth about you.
Heart of Gold: When you help someone clear a Condition by putting their problems into perspective, gain a String on them.
Value of Life: When you Lash Out Physically you can choose to take 1 Harm instead of spending a String to add 1 to the roll or add 1 to the Harm.
Enthralled by Eternity: When you ignore someone's interest in you or push them away, you mark experience and they gain a String on you.
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Gaea's Authority: You can commune with all animals and nature spirits, and hold court over them from a throne room in a natural envirnoment. Inside your throne room add 1 to rolls against anyone who disrespects it or you.
City Slicker: You can commune with man-made items and spirits such as computers, glass, tv, and electricity. Your moves that rely on natural terrain now work in urban environment.
Tree Tyrant: You may roll Volatile to give life to a tree or an equal amount of vegetation. On a 10 up this creation acts as a gang for the rest of the scene and listens to everything you say. On a 7-9 you also choose one from below:
✦ the spirits gossip about you in your throne room;
✦ it has its own agenda;
✦ the vegetation doesn't go back to where it originally was.
Club of Authority: You have a weapon that symbolizes your right to rule. Add 1 to rolls to Lash Out Physically with it.
Skin of Oak: If you go barefoot on natural terrain, subtract 1 from all Harm dealt to you.
Nature's Beauty: When you erotically tend to someone's injuries in natural terrain or with homeopathic remedies, they heal 1 extra Harm.
I Am Lord: Add +1 to Volatile (max Volatile +3).
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Firebringer: You may create grand projects or explore revolutionary ideas. Roll Dark and on a 10 up choose 3, on a 7-9 choose 2:
✦ your project has no weird side effects;
✦ your project is cheap and easy to make and maintain;
✦ your project is accepted or admired by the masses;
✦ your project never randomly fails or backfires.
Da Vinci Science!: Your projects are no longer limited by physics or modern science.
Before Your Time: When someone rejects your ideas out of hand, mark experience.
Solipsism Exercise: Once per session you may tempt any character by spending a String you possess on a different character. If the temptation is rejected, you gain the Condition confused.
Maniacal Laughter: When you get a 10 up to Shut Someone Down you may always gain a String on them even if they have Strings on you.
Fine Line: Add +1 to Dark (max Dark +3).
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
Haunting Melody: When you perform for a crowd, roll Hot. On a 10 up choose 3, on a 7-9 choose 1:
✦ someone in the crowd gives you a gift;
✦ the crowd brings someone you name to you;
✦ the crowd goes to where you tell them to afterward;
✦ someone in the crowd gives you a String;
✦ the crowd goes back to their normal, boring lives afterward.
Rocky Coast: When you convince someone to destroy something (physical or intangible), mark experience.
Imma Let You Finish But...: When you Shut Someone Down they take -1 on rolls against you until they Keep Their Cool.
Diva Tantrum: When you Shut Someone Down you get a new option: the character marks experience if they give you what you want.
Catcher in the Rye: When you successfully tempt a side character, they will think it was their own idea once the current scene ends.
Copper Wire Fire: Add +1 to your rolls when using your Haunting Melody through a recording or broadcast.
Stage Presence: Add +1 to Hot (max Hot +3).
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
YOU PIG!: When someone successfully Turns You On take 1 Forward to Shut Them Down or Run Away from them.
Trauma Bomb!: While you are in your Darkest Self you cannot gain new Conditions.
Unfriended?: Add 1 to your rolls to Shut Someone Down using social media or technology.
This Yours?: Deal 1 extra Harm with objects that are not made for violence or objects that another character treasures.
I'm A Star!: The first time you miss a roll in a scene, clear a Condition.
I'M the Victim Here!: If another character tries to tempt you and you refuse, you each give the other a Condition.
All T All Shade!: Add +1 to your Cold (max Cold +3).
When you have five experience points, erase them and choose one advancement from the list below:
Hot: Cold: Volatile: Dark:
At four Harm, Skirt Death.
When you have five experience points, erase them and choose one advancement from the list below:
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