The Seeker

Seekers are explorers of modern, ancient, and forgotten urban myths. They are bloggers, hackers, and storytellers of the Modern Age.
On the Internet, faceless voices whisper of lies and conspiracies. In abandoned subway stations, someone leaves messages in seemingly meaningless graffiti. If you dig deep enough you’ll find the Truth, but most of us cannot see through the thick fog of misinformation, and we become hopelessly lost in the tempest of propaganda, pornography, and mindless entertainment. The Seeker knows
how to use the Internet to uncover secrets under stones best left unturned. For the Seeker, no price is too great to find the Truth and expose it for public consumption.

OCCUPATION

Choose your Seeker’s occupation from the list below, or invent one of your choosing.
Student, Unemployed, Blogger, Hacker, Activist, Academic,
Researcher, Parapsychologist, Author, Journalist, Thief, Medium,
Conspiracy Theorist.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Family Secret
◊◊Forbidden Knowledge
◊◊Guardian
◊◊ Occult Experience
◊◊ Strange Disappearance

DISADVANTAGES

Choose 2 Disadvantages. Suggestions:
◊◊Cursed
◊◊Haunted
◊◊Nightmares
◊◊ Repressed Memories
◊◊Stalker
◊◊Wanted

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Parkour (Coolness)
◊◊Access the Dark Net (Perception)
◊◊Keen-eyed (Perception)
◊◊Hacker (Reason)
◊◊Prepared (Reason)
◊◊Enhanced Awareness (Soul)
◊◊Stubborn (Soul)
◊◊Endure Trauma (–)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive attributes:
Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven
active attributes: Charisma, Coolness, Intuition, Perception,
Reason, Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.
Clothes: Nerdy, second-hand, leather, alternative, casual, durable,
smelly, comfortable, stained or ripped clothes.
Face: Wrinkled, lively, cute, neotenic, pale, grim, smashed, or
innocent face.
Eyes: Clear, hard, tired, bloodshot, doubtful, curious, avoidant,
suspicious, or evaluating eyes.
Body: Lanky, sinewy, robust, fragile, hefty, deformed, wispy,
chubby, bent, short, or youthful body.

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks, and
personality. Take your turn. Write down the other player
characters’ names. Go around the table again to establish your
Relations.
If you know any of the other player characters from before,
choose one of these options to establish the relationship
between the two of you.
◊◊You entrusted one of the characters with a secret, which
could put you away in prison.
◊◊One of the characters helped you with your investigations.
Take +1 Relation with them.
◊◊You look up to one of the characters. Take +1
Relation with them.
◊◊One of the characters saved your life. Take
+1 Relation with them.
◊◊You have discovered one of the characters
in the act of something criminal,
obscene, or extremely shameful.
◊◊You befriended one of the characters
in the process of assisting
them with some supernatural
trouble. Give her +1 Relation
with you.
Decide the nature of three additional
Relations: One neutral
(0), one meaningful (+1),
and one vital (+2).

The Scientist

The Scientist explores the unknown in the hope of finding answers to the questions of life and the universe. Her research often leads to dangerous experiments, where the fabric between our dimension and others is temporarily blown aside. In psychology, medicine, physics, chemistry, and various parasciences, these experiments often lead to terrible consequences. They might call her mad, but she knows this is because they refuse to see the Truth.

OCCUPATION

Choose your Scientist’s occupation from the list below, or invent
one of your choosing.
Doctor, Psychologist, Surgeon, Inventor, Engineer, Technician,
Therapist, Physicist.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Forbidden Knowledge
◊◊Mental Illness
◊◊Responsible for Medical Experiments
◊◊Returned from the Other Side
◊◊Victim of Medical Experiments

DISADVANTAGES

Choose 2 Disadvantages. Suggestions:
◊◊Bad Reputation
◊◊Experiment Gone Wrong
◊◊Fanatic
◊◊Mental Compulsion
◊◊Repressed Memories
◊◊Wanted

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Battlefield Medicine (Reason)
◊◊Inventor (Reason)
◊◊Scientist (Reason)
◊◊Enhanced Awareness (Soul)
◊◊Genius (Soul)
◊◊Implanted Messages (Soul)
◊◊Arcane Researcher (–)
◊◊Workaholic (–)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive
attributes: Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the
seven active attributes: Charisma, Coolness, Intuition,
Perception, Reason, Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.
Clothes: Suit, worn and dirty, casual, practical, coat and hat,
peculiar, lab coat, stained, neat, or durable clothes.
Face: Worn, square, scarred, bony, round and sweaty,
pronounced, exhausted, ravaged, or serious face.
Eyes: Calculating, dead, squinting, burning, mad, confused,
or commanding eyes.
Body: Frail, angular, stocky, overweight, emaciated,
skinny, slender, tall, hunched, or strange body.

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks,
and personality. Take your turn. Write down the
other player characters’ names. Go around the
table again to establish your Relations.
If you know any of the other player characters
from before, choose one of these options to
establish the relationship between the two of
you.
◊◊One of the characters received help from
you. They take +1 Relation with you.
◊◊One of the characters assisted you with
an experiment, which went terribly
wrong.
◊◊One of the characters knows details of
your dreams.
◊◊One of the characters volunteered
for one of your experiments. Take +1
Relation with them.
◊◊One of the characters is involved in
your research.
Decide the nature of three additional Relations:
One neutral (0), one meaningful
(+1), and one vital (+2).

The Ronin

The Ronin always teeters at the edge of a bottomless pit. When you’ve run out of options, you
hire The Ronin to solve the problem. They perform any task where compassion and morality are
liabilities, and where mistakes mean prison, death, or worse. The Ronin can never trust anyone.
Yesterday’s employers are tomorrow’s potential targets. Once The Ronin’s hunt has begun, there
is no escape for their prey.

 

OCCUPATION

Choose your Ronin’s occupation from the list below, or invent one of your choosing.
Contract killer, Hitman, Special agent, Special ops, Military
experiment, Sniper, Spree killer.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Curse
◊◊Guardian
◊◊Occult Experience
◊◊Victim of Medical Experiments
◊◊Visitations

DISADVANTAGES

Choose 2 Disadvantages. Suggestions:
◊◊Cursed
◊◊Haunted
◊◊Marked
◊◊Nemesis
◊◊Nightmares
◊◊Wanted

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Weapon Master (Coolness)
◊◊Chameleon (Intuition)
◊◊Exit Strategy (Perception)
◊◊Manhunter (Reason)
◊◊Sixth Sense (Soul)
◊◊Lightning Fast (Violence)
◊◊Sniper (Violence)
◊◊Jaded (–)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive attributes:
Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven
active attributes: Charisma, Coolness, Intuition, Perception,
Reason, Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.
Clothes: Suit, discreet, black, worn, concealing, extravagant,
fashionable, or practical clothes.
Face: Emaciated, expressionless, mundane, friendly, scarred,
tough, pretty, or smooth face.
Eyes: Grim, appraising, cool, obscured, melancholy, merciless,
or challenging eyes.
Body: Graceful, athletic, small, scarred, strong, massive, wiry,
emaciated, toned, or battered body.

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks,
and personality. Take your turn. Write down the
other player characters’ names. Go around the
table again to establish your Relations.
If you know any of the other player characters
from before, choose one of these options to
establish the relationship between the two of
you.
◊◊One of the characters knows who
you really are. Take +1 Relation with
each other.
◊◊One of the characters knows you
under one of your aliases.
◊◊One of the characters knows
your deepest fear.
◊◊One of the characters owes
their life to you. They take
+1 Relation with you.
◊◊You harbor a secret
passion for one of the
character’s partner.
Take +2 Relation
with that partner.
Decide the nature of
three additional Relations:
One neutral
(0), one meaningful
(+1), and one
vital (+2).

The Fixer

The Fixer has all the contacts, and uses them to make quick cash. Drugs, weapons, illegal prizefights,
antiques, cars, apartments – The Fixer can set you up with whatever you need. But everything
she sells comes with a catch. Once The Fixer gets their hooks in you she’ll never let you go.
As long as there’s money involved The Fixer doesn’t care about the stakes, and the more successful
she is, the more enemies she makes along the way. In the underworld, there are always
people hungrily watching you, waiting for the right moment, and willing to step over your
body to take your place.

OCCUPATION

Choose your Fixer’s occupation from the list below, or invent one of your choosing.
Mafia boss, Business person, Real estate agent, Dealer, Restaurateur,
Club owner, Fence, Loan shark, Bookie, Advisor, Extortionist,
Criminal, Consigliere.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Forbidden Knowledge
◊◊Guilty of Crime
◊◊Heir
◊◊Pact with Dark Powers
◊◊Victim of Crime

DISADVANTAGES

Choose 2 Disadvantages. Suggestions:
◊◊Competitor
◊◊Cursed
◊◊Greedy
◊◊Jealousy
◊◊Liar
◊◊Stalker

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Forked Tongue (Charisma)
◊◊Streetwise (Charisma)
◊◊Ace Up the Sleeve (Coolness)
◊◊Backstab (Coolness)
◊◊Boss (Coolness)
◊◊Extortionist (Intuition)
◊◊Sixth Sense (Soul)
◊◊Worldly (–)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive attributes:
Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the
seven active attributes: Charisma, Coolness, Intuition,
Perception, Reason, Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.
Clothes: Suit, street, leather, casual, bizarre, luxury, or sportswear
clothing.
Face: Pleasant, good-looking, attractive, bony, smashed, innocent,
meaty, or open face.
Eyes: Cheerful, calculating, cold, servile, cunning, tough, confused,
or evaluating eyes.
Body: Broad, athletic, skinny, sensual, skipped leg day, tall and
wiry, or stocky body.

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks, and
personality. Take your turn. Write down the other player
characters’ names. Go around the table again to establish
your Relations.
If you know any of the other player characters from
before, choose one of these options to establish the
relationship between the two of you.
◊◊One of the characters endured a beating to
get you out of a bind. Take +1 Relation
with them.
◊◊One of the characters caused a problem
for which they let you take the
blame.
◊◊One of the characters is
indebted to you.
◊◊One of the characters works
for you.
◊◊One of the characters is
a business contact.
Decide the nature of three
additional Relations:
One neutral (0), one
meaningful (+1),
and one vital (+2).

The Veteran

The Veteran has seen death up close. She has spent a major part of her life in combat,
weapon in hand, and adrenaline coursing through her veins. She might be an infantry
soldier crouching in an Afghanistan foxhole, a SWAT officer carrying out frequent missions
against heavily armed criminals, or a civilian from a country devastated by war, now a
refugee but still tortured by memories of the conflict.

 

OCCUPATION

Choose your Veteran’s occupation from the list below, or invent one
of your choosing.
Special agent, Military soldier, Street soldier, Mercenary, MMA
fighter, Military officer, Security guard, Body guard, Hitman,
War refugee, Military police, Retiree, Homeless vet.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Guilty of Crime
◊◊Returned from the Other Side
◊◊Victim of Crime
◊◊Victim of Medical Experiments
◊◊ Visitations

DISADVANTAGES

Choose 2 Disadvantages. Suggestions:
◊◊Drug Addict
◊◊Haunted
◊◊Nightmares
◊◊Phobia
◊◊Repressed Memories
◊◊Stalker

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Hunter (Perception)
◊◊Instinct (Perception)
◊◊Survivalist (Perception)
◊◊Voice of Pain (Soul)
◊◊Martial Arts Expert (Violence)
◊◊Officer (Violence)
◊◊Dead shot (–)
◊◊Hardened (–)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive
attributes: Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the
seven active attributes: Charisma, Coolness, Intuition,
Perception, Reason, Soul, and Violence.

LOOKS

Select or come up
with your own distinguishing
features for your
character.
Clothes: Street, athletic wear,
blood-stained, casual, camo,
uniform, or practical clothes.
Face: Hard, coarse, scarred, weathered,
fragile, harsh, or disfigured face.
Eyes: Hardened, dead, desolate, burning,
sorrowful, angry, or commanding eyes.
Body: Compact, hardy, scarred, huge, hefty, limber,
tall, muscular, sinewy, strong, or brutalized body.

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks,
and personality. Take your turn. Write down the
other player characters’ names. Go around the
table again to establish your Relations.
If you know any of the other player characters
from before, choose one of these options to establish
the relationship between the two of you.
◊◊One of the characters assisted you when you
were in need. Take +1 Relation with them.
◊◊One of the characters abandoned you when
you needed them most.
◊◊One of the characters followed you into
battle. Take +1 Relation with each other.
◊◊One of the characters listened to your
war stories.
◊◊One of the characters has seen you lose
control.
Decide the nature of three additional Relations:
One neutral (0), one meaningful (+1), and
one vital (+2).

 

The Drifter

The Drifter never stays in one place long enough to feel at home. The road is their home. It could be an uncontrollable urge to never put
down roots, or a reaction to pursuers always on their heels. The Drifter has learned to live with whatever fits in their backpack or the
back of their car. What is important to others lacks meaning to The Drifter, who never gets attached to anything. Other vagabonds and
outcasts are their friends and allies. They seek refuge in rundown motels, boxcars, abandoned homes, and other makeshift shelters. The
eternal question for those who meet them is: what are you running from?

OCCUPATION

Choose your Drifter’s occupation from the list below, or invent one
of your choosing.
Homeless, Vagabond, Runaway, In witness protection, Draft
dodger, Small-time crook, Backpacker, Refugee, Prison escapee,
Traveling salesman, Courier, Day laborer, Outsider.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Curse
◊◊Family Secret
◊◊Mental Illness
◊◊ Returned from the Other Side
◊◊RootlessChoose 1 or more Dark Secrets. Suggestions:
◊◊Curse
◊◊Family Secret
◊◊Mental Illness
◊◊ Returned from the Other Side
◊◊Rootless

DISADVANTAGES

Choose 2 Disadvantages. Suggestions:
◊◊Cursed
◊◊Harassed
◊◊Haunted
◊◊Schizophrenia
◊◊Stalker
◊◊Wanted

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Street Contacts (Charisma)
◊◊Driver (Coolness)
◊◊Improviser (Coolness)
◊◊Character Actor (Intuition)
◊◊Vigilant (Intuition)
◊◊Wanderer (Perception)
◊◊Artifact (Soul)
◊◊Enhanced Awareness (Soul)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive attributes:
Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven active
attributes: Charisma, Coolness, Intuition, Perception, Reason,
Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.
Clothes: Worn, odd, biker, ripped, practical, street, wilderness
survival, layer upon layer, wrong season, cheap suit, or hobo
clothing.
Face: Ravaged, innocent, weathered, pronounced, filthy, friendly,
tough, tattooed, scarred, or memorable face.
Eyes: Cloudy, tired, restless, blind, one-eyed, bloodshot, tense,
suspicious, fearful, cheerful, sarcastic, or intelligent eyes.
Body: Wiry, bony, hobbled, fast, dirty, scarred, big, small, slim,
androgynous, tall, disproportionate, laid back, tense, malformed,
twisted, tattooed, or animalistic body.

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks, and
personality. Take your turn. Write down the other player
characters’ names. Go around the table again to establish your
Relations.
If you know any of the other player characters from before,
choose one of these options to establish the relationship
between the two of you.
◊◊One of the characters lets you stay with them
sometimes. Take +1 Relation with them.
◊◊One of the characters got you out of a bind.
Take +1 Relation with them.
◊◊One of the characters is an old friend.
Take +2 Relation with them.
◊◊One of the characters is someone
you know in the underworld.
◊◊One of the characters gives
you occasional jobs.
Decide the nature of three
additional Relations: One
neutral (0), one meaningful
(+1), and one vital (+2).

The Sleeper

Your past is obscured by flawed memories, and you try not to think about the future. You focus on the here and now, living through your TV’s infinite offerings, Internet forums, and the apps on your phone. Your life and job are fine, but you make sure to only share the best snippets, where everything seems amazing. Everyone else has nice homes and great jobs, and you wouldn’t want people to think you’re worse off than them. After work, you usually watch TV until it’s time to go to bed. You work out in the morning, during lunch, or on the way home. Everyone else seems so perfect, so you’ll motivate yourself to push through your routine on the treadmill while listening to the latest podcast, drinking low-fat shakes, and eating pre-packaged foods. People feel best when they don’t focus on negative thoughts. One of the blogs you read told you that. Above your bed hangs a pretty piece of calligraphy, which reads, “I am in charge of how I feel, and today I am choosing happiness.” That’s nice to think about. You live your life in a bubble, filtering out all shadows and shades of grey in the world.
You are one of the Sleepers.

Playing Sleepers

Sleeping PCs are weaker than Aware PCs. They lack Advantages and have repressed their Dark Secrets. When Sleepers use Experience to advance, they start to recall their Dark Secrets.
Upon their sixth advance, they wake up and switch Archetypes.
If the GM wishes to include sleeping PCs, the game works best if all the player characters begin as Sleepers and develop into Aware Archetypes together.

OCCUPATION

Choose your Sleeper’s occupation. It could be anything you wish.

DARK SECRETS

Choose any 1 Dark Secret. You get to pick the Dark Secret, but for as long as they’re asleep the PC will not remember anything about it.

DISADVANTAGES

Choose 2 Disadvantages from any Archetype.

ADVANTAGES

You start with no Advantages.

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive attributes:
Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven
active attributes: Charisma, Coolness, Intuition, Perception,
Reason, Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.

Clothes:
Mainstream, hipster, proper, athletic wear, jeans, suit,
trendy, bohemian, gangsta, anonymous, all black, nerdy, chic,
handsome, provocative, flattering, normcore, or alternative
clothes.

Face:
Cute, tired, forced smile, rosy, hard, doughy, swollen, emaciated,
pale, non-expressive, pretty, masculine, soft, grim, long,
round, square, bearded, or tanned face.

Eyes:
Avoidant, large, contemptuous, flirtatious, cheerful,
innocent, intense, drowsy, dominant, demanding, dark, bright,
confused, or bored eyes.

Body:
Thin, muscular, chubby, skinny, tall, short, big, heavy-set,
lean, strong, hearty, bent over, straight-backed, bouncy, serene,
expressive, frantic, jittery, or gray body.

NAME

Choose a name for your character, suitable to the locale in which the campaign is set.

DISTRACTIONS

There is something you use to distract yourself from the world
around you, enabling you to remain asleep.

Choose 1 or several:

  • Dating services.
  • Discussion forums
  • Exercise and fitness
  • Fashion
  • Interior decorating
  • Online games
  • Pornography
  • Reality television
  • Shopping
  • Social media/apps, e.g. Instagram, Facebook, or similar.
  • TV-series
  • Distraction of your own design

When you engage in your Distraction for several hours, you recover +1 stability. When you are unable to engage in your distraction for a few days, you must make a Keep it Together Move to not give in to it – even to your detriment. When you have been forced to interrupt your distraction, you
take −1 to your next roll.

RELATIONS

Everyone introduces their character by name, looks, and personality. Take your turn. Write down the other player characters’ names. Go around the table again to establish your Relations.

If you know any of the other player characters from before, choose one of these options to establish the relationship between the two of you.

  • One of the characters is an associate from work.
  • One of the characters is a lover or a friend. Take +1 Relation with each other
  • One of the characters is connected to your Dark Secret.
  • You secretly follow the character on Instagram, their blog, or similar social media. Take +1 Relation with them
  • One of the characters has something you’re jealous of.

Decide the nature of three additional Relations: One neutral (0), one meaningful (+1), and one vital (+2).

Sleepers and Advancement

A sleeping PC advances in the following steps:
[1] They remember something about their Dark Secret.
[2] They remember something about their Dark Secret.
[3] They remember something about their Dark Secret.
[4] They remember something about their Dark Secret.
[5] They remember something about their Dark Secret.
[6] They awaken. The player chooses an Aware Archetype.

The PC keeps their Dark Secret and their Disadvantages, but the player picks three Advantages from their new Archetype. Depending on how the group wants to play it out, the Sleeper’s memories of their Dark Secret can:

  • Be prepared and delivered by the GM (suitable for prepared scenarios)
  • Be authored by the player
  • Be authored collaboratively by the group
  • Be authored by the other players, but not the person affected.

In those cases where the players author the details, they should limit their contributions to vague memory fragments the GM can expand and build on later. Each advancement should not reveal the Dark Secret’s true nature, but should work more like clues the PC can investigate.

The Doll

In the shadows, The Doll stands ready. The Doll strives to break free, to be human again, and
assume control of her own life while others strive to possess her. She has lived a life in submission,
as an outcast, a prisoner, a freak, or a trophy. Feelings of emptiness and tragedy reside
within her, as well as dreams of hope, love, and happiness – dreams which are shattered over
and over again.

OCCUPATION

Choose your Doll’s occupation from the list below, or invent one of
your choosing.
Child beauty contestant, Model, Stripper, Trophy wife, Gigolo,
Actor, Escaped experiment, High school prom queen, Vlogger,
Reality TV celebrity, Pornstar, Escort, Abuse survivor, Imprisoned
innocent, Trafficking victim.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Chosen
◊◊Guilty of Crime
◊◊Occult Experience
◊◊Victim of Crime
◊◊Victim of Medical Experiments

DISADVANTAGES

You automatically receive the Disadvantage:
◊◊Object of Desire
Choose 1 additional disadvantage. Suggestions:
◊◊Harassed
◊◊Owned
◊◊Phobia
◊◊Sexual Neurosis
◊◊Stalker

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Perpetual Victim (Charisma)
◊◊Backstab (Coolness)
◊◊Ice cold (Coolness)
◊◊Sneak (Coolness)
◊◊Divine (Soul)
◊◊Magnetic Attraction (Soul)
◊◊Endure Trauma (–)
◊◊Gritted Teeth (–)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive attributes:
Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven
active attributes: Charisma, Coolness, Intuition, Perception,
Reason, Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.
Clothes: Revealing, frilly and fluffy , sexy, strange, trendy,
impractical, spectacular, gothic, ornate, bohemian, bright,
innocent, ripped, or sharp clothing.
Face: Pretty, smiling, sad, childish, black and blue, chiseled,
reassuring, made-up, androgynous, or happy face.
Eyes: Innocent, beautiful, spellbinding, multicolored,
frightened, purple, pale, sapphire blue, emerald green, yellow-
gold, hungry, dispassionate, large, veiled, devastated,
or flirtatious eyes.
Body: Frail, attractive, small, graceful, petite, curvaceous,
athletic, dignified, lean and fit, slender, willowy, androgynous,
or tall body.

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks, and
personality. Take your turn. Write down the other player
characters’ names. Go around the table again to establish
your Relations.
If you know any of the other player characters from
before, choose one of these options to establish the relationship
between the two of you.
◊◊One of the characters is in love with you. They take
+2 Relation with you.
◊◊One of the characters has taken care of you. Take
+1 Relation with each other.
◊◊You are secretly in love with one of the characters.
Take +2 Relation with them.
◊◊One of the characters liberated you.
Take +1 Relation with each other.
◊◊One of the characters is jealous
of you.
Decide the nature of three
additional Relations: One
neutral (0), one meaningful
(+1), and one vital (+2).

The Detective

Be they the disillusioned private eye in their office shrouded in clouds of cigarette
smoke or the hardened investigator on the homicide unit, The Detective is motivated
by their desperate need to find answers. Meanwhile, their families disintegrate,
friends abandon them, and they fall into a spiral of darkness and addiction. Their
‘noble’ search leads them down lonely and dangerous paths best left untrodden.

OCCUPATION

Choose your Detective’s occupation from the list below, or invent
one of your choosing.
Beat cop, Private eye, Lawyer, Investigator, Security guard,
Investigative journalist, Intelligence officer, Detective, Medium,
Hacker, Cryptologist, Conspiracy theorist.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Forbidden Knowledge
◊◊Guilty of Crime
◊◊Occult Experience
◊◊Returned from the Other Side
◊◊Strange Disappearance

DISADVANTAGES

Choose 2 Disadvantages. Suggestions:
◊◊Drug Addict
◊◊Infirm
◊◊Nightmares
◊◊Repressed Memories
◊◊Stalker

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Fast Talk (Coolness)
◊◊Interrogator (Intuition)
◊◊Instinct (Perception)
◊◊Read a Crowd (Perception)
◊◊Shadow (Perception)
◊◊Crime Scene Investigator (Reason)
◊◊Dreamer (Soul)
◊◊Enhanced Awareness (Soul)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive attributes:
Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven
active attributes: Charisma, Coolness, Intuition, Perception,
Reason, Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.
Clothes: Suit, tweed, trendy, casual, severe, business, or shabby
clothes.
Face: Friendly, sharp, round, sweaty, innocent, determined, or
tired face.
Eyes: Empathic, indifferent, squinty, sharp, suspicious, warm, or
concerned eyes.
Body: Spindly, fat, wiry, stout, stocky, or muscled body.

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks, and
personality. Take your turn. Write down the other player characters’
names. Go around the table again to establish your
Relations.
If you know any of the other player characters from
before, choose one of these options to establish the
relationship between the two of you.
◊◊One of the characters saved you from a dangerous
situation. Take +1 Relation with them.
◊◊One of the characters tricked you into protecting
someone you were investigating.
◊◊You helped one of the characters solve
a mystery. They take +1 Relation with
you.
◊◊One of the characters is your
coworker. Take +1 Relation with
them and they take +1 Relation
with you.
◊◊One of the characters is
your informant. Take +1
Relation with them.
Decide the nature of three
additional Relations: One
neutral (0), one meaningful
(+1), and one
vital (+2).

The Descendant

Blood, soul and heritage weigh heavy on The Descendant’s shoulders. She is an offspring
of some mythic ancestor, a now dead family, a lost god, chosen by a dark cult or maybe
the heir of some unknown power. It is the past that haunts The Descendant – the Sins of
the Fathers. It may be dark pacts, servitude to demons, or a still lingering upbringing filled
with abuse and violence. No matter where The Descendant goes or hides, her past will
eventually catch up to her.

OCCUPATION

Choose your Descendant’s occupation from the list below, or invent
one of your choosing.
Antiquarian, Aristocrat, Author, Homeless, Tattoo artist, Occultist,
Sect escapee, Preacher, Heir, Unemployed, Office worker,
Craftsman, Forester.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Chosen
◊◊Family Secret
◊◊Heir
◊◊Occult Experience
◊◊Pact with Dark Powers

DISADVANTAGES

Choose 2 Disadvantages. Suggestions:
◊◊Cursed
◊◊Haunted
◊◊Nightmares
◊◊Phobia
◊◊Repressed Memories
◊◊Stalker

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Influential Friends (Charisma)
◊◊Intuitive (Intuition)
◊◊Occult Library (Reason)
◊◊Artifact (Soul)
◊◊Bound (Soul)
◊◊Enhanced Awareness (Soul)
◊◊Inner Power (Soul)
◊◊Watchers (–)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive attributes:
Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the other
seven active attributes: Charisma, Coolness, Intuition, Perception, Reason, Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.
Clothes: Old fashioned clothes, casual, ragged and worn, tailored
suit, layer upon layer, odd, or black clothes.
Face: Childish, sharp, sorrowful, scarred, dishonest, sickly,
pretty, pronounced, tense, or round face.
Eyes: Tired, indifferent, anxious, intense, suspicious, fearless,
innocent, restless, cunning, or sad eyes.
Body: Weak, strong, bony, small, sickly, slender, athletic, big,
spindly, hunched, stiff, or lean body,

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks, and
personality. Take your turn. Write down the other player characters’
names. Go around the table again to work out your
Relations.
If you know any of the other player characters from before,
choose one of these options to establish the relationship
between the two of you.
◊◊One of the characters grew up alongside you.
Take +2 Relation to one another.
◊◊One of the characters has seen what is hunting
you. Take +1 Relation to them.
◊◊You are secretly in love with one of the
characters. Take +2 Relation to them.
◊◊One of the characters is your contact
person.
◊◊One of the characters is intertwined
with your dark secrets.
Take +1 Relation with them.
Decide the nature of three additional
Relations: one neutral
(0), one meaningful (+1),
and one vital (+2).