OCCUPATION                                                            LOOKS
Choose your Academic’s occupation from the list below, or invent one  Select or come up with your own distinguishing features for
of your choosing:                                                     your character. Some suggestions:
Professor, Student, Ph.D. candidate, Teacher, Public servant, Advi-   Clothes: Tweed, carefree, ill-fitting, mottled, proper, suit,
sor, Politician, Author, Television show host, Aristocrat, Researcher, casual, nerdy, or old-fashioned clothes.
Psychologist, Archaeologist, Dilettante, Antiquarian.                 Face: Childish, round, ravaged, tired, pale, square, dis-
DARK SECRETS                                                          proportionate, narrow, beaky, ugly, handsome, aged, or
                                                                      bearded face.
Choose 1 or more Dark Secrets. Suggestions:                           Eyes: Skeptical, arrogant, analytical, disinterested, curious,
                                                                      shy, intelligent, distracted, authoritarian, glasses-framed, or
 ◊◊ Forbidden Knowledge                                               tired eyes.
 ◊◊ Guardian
◊◊ Occult Experience                                                  Body: Thin, chubby, tall, wispy, bent, weak, athletic, out
◊◊ Returned from the Other Side                                       of shape, slow, angular, rigid, impaired, large bellied, fat,
◊◊ Strange Disappearance                                              short, compact, or hairy body.
                                                                                 NAME
DISADVANTAGES                                                         Choose a name for your character, suitable to the locale in
Choose 2 Disadvantages. Suggestions:                                  which the campaign is set.
◊◊ Nightmares                                                                     RELATIONS
◊◊ Obsession
◊◊ Phobia                                                             Everyone introduces their character by name, looks, and
◊◊ R  epressed Memories                                               personality. Take your turn. Write down the other player
◊◊ Rationalist                                                        characters’ names. Go around the table again to establish
◊◊ Stalker                                                            your Relations.
                                                                      If you know any of the other player characters from before,
                                                                      choose one of these options to establish the relationship
           ADVANTAGES                                                 between the two of you.                                          2
Choose 3 Advantages from the list below.                               ◊◊  One of the characters studied at the same cam-
                                                                               pus as you, and you became good friends.
 ◊◊ Academic Network (Charisma)                                               Take +1 Relation with each other.
 ◊◊ Authority (Charisma)
 ◊◊ Elite Education (Charisma)                                        ◊◊  One of the characters is your relative.
 ◊◊ Collector (Reason)                                                ◊◊  One of the characters met you at a
 ◊◊ Data Retrieval (Reason)
 ◊◊ Expert (Reason)                                                           seminar.
 ◊◊ Occult Studies (Reason)
 ◊◊ Elite Sport (–)                                                   ◊◊ Y  ou hired one of the characters as an
                                                                             assistant for a research project.
                                                                      ◊◊ O  ne of the characters is your
                                                                             lover. Take Relation +1 or +2
                                                                             with them.
           AT T R I B U TE S                                          Decide the nature of three addi-
                                                                      tional Relations: One neutral
Assign the modifiers +2, +1, and +0 to the three passive attri-       (0), one meaningful (+1), and
butes: Fortitude, Reflexes, and Willpower.                            one vital (+2).
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven
active attributes: Charisma, Coolness, Intuition, Perception,
Reason, Soul, and Violence.
                                                       Choosing Archetypes                                                             47
The Agent
                                               The Agent does whatever is necessary to protect and serve her employer’s best interests. People are
                                               simply resources to be used, abused, and expended. Anyone standing in the way must be removed.
                                              She gathers and analyzes information at an almost impossible speed. Threats demand rapid
                                              responses, and sometimes there are no good choices. The Agent’s job means accepting great costs,
                                              usually in the form of dangers, but also an ever-growing debt to those sacrificed for the greater good.
                                             When this burden finally becomes too heavy, The Agent’s exits have likely already closed, and ‘good’
                                             and ‘evil’ have lost all meaning.
48 Chapter 2 – Archetypes
OCCUPATION                                                                 LOOKS
Choose your Agents’s occupation from the list below, or invent one Select or come up with your own distinguishing features for your
of your choosing.                                              character.
Open-source officer, Case officer, Counterterrorism analyst,   Clothes: Suit, everyday wear, military uniform, camo, trench-
Analytic methodologist, Special agent, Security professional,  coat, streetwear, or practical clothes.
Operations officer, Collection management officer, Handler,    Face: Scarred, inconspicuous, innocent, grim, one-eyed, expres-
Infiltrator, Spy, Sleeper agent.                               sionless, tense, wrinkled, stern, smiling, chomping, square-
           DARK SECRETS                                          jawed, or handsome face.
Choose 1 or more Dark Secrets. Suggestions:                     Eyes: Penetrating, kind, hardened, avoidant, piercing, suspicious,
                                                                curious, indifferent, intelligent, guilt-laden, or empty eyes.
 ◊◊ Forbidden Knowledge
 ◊◊ Guardian                                                    Body: In shape, chubby, large, emaciated, flexible, hard,
 ◊◊ Occult Experience                                           sinewy, average, right, short, quick, feline, curled, mutilated,
 ◊◊ Strange Disappearance                                       scarred, or trembling body.
◊◊ Victim of Medical Experiments
                                                                          NAME
                                                               Choose a name for your character, suitable to the locale in
DISADVANTAGES                                                  which the campaign is set.
Choose 2 Disadvantages. Suggestions:                                         RELATIONS                                               2
 ◊◊ Lost Identity                                                 Everyone introduces their character by name, looks,
 ◊◊ Nightmares                                                    and personality. Take your turn. Write down the
 ◊◊ Obsession                                                    other player characters’ names. Go around the table
 ◊◊ Rival                                                        again to establish your Relations.
 ◊◊ Stalker
 ◊◊ Wanted                                                       If you know any of the other player characters
                                                                 from before, choose one of these options to
           ADVANTAGES                                            establish the relationship between the two of
                                                                you.
Choose 3 Advantages from the list below.
                                                                ◊◊ One of the characters has been your
 ◊◊ Moles (Charisma)                                                  informant for several years. They take +1
◊◊ Burglar (Coolness)                                                 Relation with you.
◊◊ Analyst (Reason)
◊◊ Explosives Expert (Reason)                                   ◊◊ You possess compromising informa-
◊◊ Tracer (Reason)                                                   tion about one of the characters’ past.
◊◊ Quick Thinker (Reason)
◊◊ Field Agent (Violence)                                       ◊◊ One of the characters is an old
◊◊ Endure Trauma (–)                                                 friend of yours. Take +1 Relation
                                                                     with each other.
                                                               ◊◊ One of the characters is your
                                                                    lover. They take +2 Relation
                                                                    with you. Choose what Rela-
                                                                   tion you have with them.
                                                               ◊◊ One of the characters is your
           AT T R I B U TE S                                    colleague. Take +1 Relation
                                                               with them.
Assign the modifiers +2, +1, and +0 to the three pas-
sive attributes: Fortitude, Reflexes, and Willpower.    Decide the nature of three addi-
                                                        tional Relations: one neutral
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to  (0), one meaningful (+1),
the seven active attributes: Charisma, Coolness, Intu-  and one vital (+2).
ition, Perception, Reason, Soul, and Violence.
                                                        Choosing Archetypes                                                          49
The Artist
                                     The Artist exists only to create, to give themselves, body and soul, over to the arts. They express this desire through
                                      many mediums. A hypnotic painting, music trapping the audience in pure ecstasy, books spellbinding their
                                      readers, or a model’s sculpted flesh are all the purview of The Artist. Artists have the ability to speak to the souls
                                       of others by inviting them into their own, but this ability always comes at a price. The price is paid by The Artist
                                       themselves, be it their sanity or strength.
50 Chapter 2 – Archetypes
OCCUPATION                                                          LOOKS
Choose your Artist’s occupation from the list below, or invent one  Select or come up with your own distinguishing features for your
of your choosing.                                                   character.
Author, Dancer, Actor, Painter, Videographer, Photographer,        Clothes: New Age, Gothic, Metal, peacockish, designer, bohe-
Designer, Model, Musician, Singer, Personal trainer, Cosmetol- mian, worn, or normcore clothes.
ogist, Television Host, Director, Reporter, Blogger.                Face: Haggard, cute, pretty, captivating, beautiful, ascetic,
           DARK SECRETS                                               tired, or expressive face.
Choose 1 or more Dark Secrets. Suggestions:                           Eyes: Easy, cheerful, crystal clear, magnetic, profound,
                                                                      burned out, hypnotizing, or passionate eyes.
◊◊ Curse
◊◊ Heir                                                              Body: Cute, agile, robust, emaciated, sexy, lanky, sensual,
◊◊ Mental Illness                                                    warped, graceful, or voluptuous body.
◊◊ Pact with Dark Forces
◊◊ Victim of Crime                                                              NAME
                                                                    Choose a name for your character, suitable to the locale
                                                                    in which the campaign is set.
      DISADVANTAGES                                                       RELATIONS                                                   2
 Choose 2 Disadvantages. Suggestions:                          Everyone introduces their character by name,
                                                               looks, and personality. Take your turn. Write
  ◊◊ Cursed                                                    down the other player characters’ names.
  ◊◊ Depression                                               Go around the table again to establish your
  ◊◊ Drug Addict                                              Relations.
  ◊◊ Nightmares
  ◊◊ Schizophrenia                                            If you know any of the other player char-
  ◊◊ Victim of Passion                                        acters from before, choose one of these
                                                             options to establish the relationship
            ADVANTAGES                                       between the two of you.
 Choose 3 Advantages from the list below.                  ◊◊ One of the characters is involved
                                                                   in your art. Take +1 Relation with
 ◊◊ Artistic Talent (Charisma)                                     them.
 ◊◊ Fascination (Charisma)
 ◊◊ Notorious (Charisma)                                  ◊◊ One of the characters is your
 ◊◊ Observant (Intuition)                                         lover. Take +1 Relation with
 ◊◊ Body Awareness (Perception)                                  them.
 ◊◊ Enhanced Awareness (Soul)
 ◊◊ Forbidden Inspiration (Soul)                          ◊◊ One of the characters hurt you.
 ◊◊ Snake Charmer (Soul)                                  ◊◊ One of the characters is infat-
           AT T R I B U TE S                                    uated with you. They take
                                                                +2 Relation with you.
Assign the modifiers +2, +1, and +0 to the three pas-
sive attributes: Fortitude, Reflexes, and Willpower.     ◊◊ One of the characters
                                                               commissioned a work of
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2            art from you. They take
to the seven active attributes: Charisma, Coolness,            +1 Relation with you.
Intuition, Perception, Reason, Soul, and Violence.
                                                        Decide the nature of three
                                                       additional Relations: One
                                                       neutral (0), one mean-
                                                       ingful (+1), and one
                                                       vital (+2).
                                                       Choosing Archetypes                                                            51
The Avenger
                                                 The Avenger has been robbed of something dear to them, be it their loved one, job, family,
                                                 humanity, honor, memories, or life goals. Regardless of what was taken from them, its loss can
                                                 only be paid for in blood. The only thing remaining is revenge, and The Avenger isn’t about to let
                                                anything or anyone get in their way, regardless of consequences.
52 Chapter 2 – Archetypes
OCCUPATION                                                        LOOKS
Choose your Avenger’s occupation from the list below, or invent   Select or come up with your own distinguishing features for your
one of your choosing.                                             character.
Homemaker, Police Officer, Panhandler, Unemployed, Stu-           Clothes: Leather, survival, filthy, mismatched, coat-covered,
dent, Criminal, Conspiracy theorist, Refugee, Prison escapee,     casual, or worn clothes.
Prize fighter, Widow(er), Washed-up celebrity, Failed busi-
nessperson, Science experiment on the run.                       Face: Haggard, sharp, neotenic, scarred, bony, thin, mutilated, or
                                                                 dour face.
           DARK SECRETS
                                                                 Eyes: Ruthless, frosty, indifferent, desolate, sorrow-filled, tired,
Choose 1 or more Dark Secrets. Suggestions:                      mad, or dark eyes.
 ◊◊ Guardian                                                     Body: Robust, deformed, plump, mutilated, slender, animal-
 ◊◊ Returned from the Other Side                                 istic, bony, emaciated, willowy, massive, strong, or youthful
 ◊◊ Strange Disappearance                                        body.
 ◊◊ Victim of Crime
◊◊ Victim of Medical Experiments                                            NAME
                                                                 Choose a name for your character, suitable to the locale in which
                                                                 the campaign is set.
            DISADVANTAGES                                                     RELATIONS                                                2
 You automatically receive the Disadvantage:                       Everyone introduces their character by name, looks, and
                                                                   personality. Take your turn. Write down the other player
 ◊◊ Oath of Revenge                                                characters’ names. Go around the table again to establish
                                                                  your Relations.
 Choose 1 additional Disadvantage. Suggestions:
                                                                  If you know any of the other player characters from
 ◊◊ Mental Compulsion                                             before, choose one of these options to establish the
 ◊◊ Nightmares                                                    relationship between the two of you.
 ◊◊ Schizophrenia
 ◊◊ Stalker                                                        ◊◊ You have entrusted one of the characters with a
 ◊◊ Wanted                                                               secret, which could put you away in prison if
                                                                         revealed.
            ADVANTAGES
                                                                   ◊◊ One of the characters tried to get you to
Choose 3 Advantages from the list below.                                forget your oath of revenge. Give them
                                                                        +1 Relation with you.
 ◊◊ Animal Speaker (Intuition)
 ◊◊ Instinct (Perception)                                         ◊◊ One of the characters tried to help
 ◊◊ Enhanced Awareness (Soul)                                           you fulfill your oath of revenge.
 ◊◊ Intimidating (Violence)                                             Take +1 Relation with them.
 ◊◊ Survival Instinct (Violence)
 ◊◊ Code of Honor (–)                                             ◊◊ One of the characters has ties
 ◊◊ Eye for an Eye (–)                                                  to the target of your revenge.
 ◊◊ Rage (–)
                                                                  ◊◊ One of the characters is
           AT T R I B U TE S                                            connected to your past
                                                                        life somehow.
Assign the modifiers +2, +1, and +0 to the three passive
attributes: Fortitude, Reflexes, and Willpower.                  Decide the nature of three
                                                                 additional Relations: One
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the       neutral (0), one mean-
seven active attributes: Charisma, Coolness, Intuition,          ingful (+1), and one
Perception, Reason, Soul, and Violence.                          vital (+2).
                                                            Choosing Archetypes                                                        53
The Broken
                                           The Broken has gazed into the Abyss and escaped with their mind in tatters. They could be a homeless
                                            person who subconsciously performs rituals to forgotten gods, the mental patient who became a test
                                            subject for experimental medications, or the sinner who was physically dragged down into hell, yet
                                            somehow managed to escape back to the land of the living. The Broken views things and sees through
                                             the Illusion in ways others do not. In exchange for their irreparable trauma, they’ve been granted unique
                                             insights about the Truth. The question is, how far can they trust their own senses?
54 Chapter 2 – Archetypes
OCCUPATION                                                         LOOKS                                                    2
 Choose your Broken’s occupation from the list below, or invent      Select or come up with your own distinguishing features for your
 one of your choosing.                                               character.
 Homeless, Escaped mental patient, Street peddler, Street per-       Clothes: Hobo, streetwear , ripped suit, strange, ragged and
 former, Fence, Thief, Police, Drug dealer, Addict, Street artist,   worn, alternative, casual, kinky, formal, amulets and fetishes, or
 Freelance journalist, Tattoo artist, Abuse survivor, Normal         dirty clothes.
 person in the wrong place at the wrong time.
                                                                     Face: Haggard, tattooed, bony, wild beard and long hair, gri-
            DARK SECRETS                                             macing, cheerful, sorrowful, dirty, scarred, or apprehensive face.
 Choose 1 or more Dark Secrets. Suggestions:                         Eyes: Obscured, staring, desolate, deranged, frightened, anx-
                                                                     ious, furious, unfocused, fearless, darting, intense, or carefree
  ◊◊ Forbidden Knowledge                                             eyes.
  ◊◊ Mental Illness
  ◊◊ Occult Experience                                               Body: Jerky, crouching, feral, skinny, large, tattooed, scarred,
  ◊◊ Returned from the Other Side                                    hairy, misshapen, obese, tall and gangly, dirty, or unsteady body.
 ◊◊ Victim of Medical Experiments
                                                                                NAME
     DISADVANTAGES
                                                                     Choose a name for your character, suitable to the locale in which
 You automatically receive the Disadvantage:                         the campaign is set.
 ◊◊ Broken                                                                      RELATIONS
 Choose 1 additional Disadvantage. Suggestions:                     Everyone introduces their character by name, looks, and
                                                                    personality. Take your turn. Write down the other player
 ◊◊ Drug Addict                                                     characters’ names. Go around the table again to establish
 ◊◊ Involuntary Medium                                              your Relations.
 ◊◊ Obsessive Compulsion
 ◊◊ Schizophrenia                                                   If you know any of the other player characters from
 ◊◊ Stalker                                                         before, choose one of these options to establish the
                                                                    relationship between the two of you.
            ADVANTAGES
                                                                     ◊◊ One of the characters is trying to get you
Choose 3 Advantages from the list below.                                   back on your feet again. Take +1 Relation
                                                                           with each other.
 ◊◊ Street Contacts (Charisma)
 ◊◊ Intuitive (Intuition)                                            ◊◊ One of the characters was with you when
 ◊◊ Daredevil (Perception)                                                 you were broken. Take +1 Relation
 ◊◊ Contagious Insanity (Soul)                                             with them.
 ◊◊ Enhanced Awareness (Soul)
 ◊◊ Magical Intuition (Soul)                                         ◊◊ One of the characters is your clos-
 ◊◊ Sixth Sense (Soul)                                                     est friend. Take +2 Relation with
 ◊◊ Wayfinder (Soul)                                                       them.
           AT T R I B U TE S                                         ◊◊ One of the characters was the
                                                                           reason you were broken. Take
Assign the modifiers +2, +1, and +0 to the three passive attri-           +1 Relation with them.
butes: Fortitude, Reflexes, and Willpower.
                                                                     ◊◊ You are angry with one of
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven          the characters. Take +1
active attributes: Charisma, Coolness, Intuition, Perception,             Relation with them.
Reason, Soul, and Violence.
                                                                    Decide the nature of three
                                                                    additional Relations: One
                                                                    neutral (0), one mean-
                                                                    ingful (+1), and one
                                                                    vital (+2).
Choosing Archetypes                                                                                                                      55
The Careerist
                                        The Careerist is the consummate brown-nosing backstabber. Most remain stuck in a cubicle farm, performing
                                        the same mundane tasks day after day, while the ruthless few climb upwards in the corporate hierarchy.
                                        Potentially, The Careerist could also run their own company, fighting for survival against corporate giants.
                                        In a world where nothing is off limits when it comes to advancing one’s career, success necessitates
                                        being willing to do whatever it takes.
56 Chapter 2 – Archetypes
OCCUPATION
Choose your Careerist’s occupation from the list below, or invent one
of your choosing.
Lawyer, Businessman, Office worker, Director, CEO, Consultant,
Bureaucrat, Politician, Jet setter, Yuppie, Salesman, Trainee,
Aristocrat.
           DARK SECRETS                                                        LOOKS                                               2
Choose 1 or more Dark Secrets. Suggestions:                          Select or come up
                                                                     with your own dis-
 ◊◊ Curse                                                           tinguishing features for
 ◊◊ Guilty of Crime                                                 your character.
 ◊◊ Occult Experience
 ◊◊ Pact with Dark Powers                                           Clothes: Cheap suit, tai-
 ◊◊ Responsible for Medical Experiments                             lored suit, chinos and shirt,
                                                                   latest fashion, casual, polo and
            DISADVANTAGES                                          khakis, or expensive clothes.
Choose 2 Disadvantages. Suggestions:                               Face: Pretty, sharp, round and
                                                                   sweaty, dominant, chiseled, ruthless,
 ◊◊ Cursed                                                         beautiful, boring, or flat face.
 ◊◊ Greedy
 ◊◊ Haunted                                                       Eyes: Attentive, penetrating, ruthless,
 ◊◊ Liar                                                          weary, cunning, sharp, warm, or authoritar-
 ◊◊ Rationalist                                                   ian eyes.
 ◊◊ Rival
                                                                 Body: Slim, sexy, lanky, chubby, big, small, in
            ADVANTAGES                                           shape, thin, or voluptuous body.
 Choose 3 Advantages from the list below.                                  NAME
  ◊◊ Awe-inspiring (Charisma)                                   Choose a name for your character, suitable to the locale in
  ◊◊ Influential Friends (Charisma)                             which the campaign is set.
  ◊◊ Network of Contacts (Charisma)
  ◊◊ Notorious (Charisma)                                                  RELATIONS
  ◊◊ Daredevil (Perception)
  ◊◊ Puppeteer (Reason)                                        Everyone introduces their character by name, looks, and per-
  ◊◊ At Any Cost (–)                                           sonality. Take your turn. Write down the other player characters’
  ◊◊ Opportunist (–)                                           names. Go around the table again to establish your Relations.
             AT T R I B U TE S                                 If you know any of the other player characters from before, choose
                                                              one of these options to establish the relationship between the two
  Assign the modifiers +2, +1, and +0 to the three passive    of you.
  attributes: Fortitude, Reflexes, and Willpower.
  Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to      ◊◊ One of the characters assisted you with removing a company
  the seven active attributes: Charisma, Coolness, Intu-            rival. Take +1 Relation with them.
  ition, Perception, Reason, Soul, and Violence.
                                                              ◊◊ One of the characters opposes your business ventures.
                                                              ◊◊ One of the characters knows your Dark Secret.
                                                             ◊◊ One of the characters also works for your boss.
                                                             ◊◊ You are in love with one of the characters. Take +2 Relation
                                                                   with them.
                                                            Decide the nature of three additional Relations: One neutral (0), one
                                                            meaningful (+1), and one vital (+2).
Choosing Archetypes                                                                                                                57
The Criminal
                                                    Mobsters, gang members, thieves, drug dealers, and hitmen are all driven by two things:
                                                     their quest for money and all the shit they’ve endured during their lives. For a precious
                                                      few, their criminality grants them the life of luxury. But for most, they only catch a fleeting
                                                      glimpse of wealth before someone bigger and meaner takes it all away from them. It’s a
                                                       dog-eat-dog world.
58 Chapter 2 – Archetypes
OCCUPATION                                                        LOOKS
Choose your Criminal’s occupation from the list below, or invent  Select or come up with your own distinguishing features for your
one of your choosing.                                             character.
Thief, Robber, Dealer, Gang member, Homeless, Prize fighter,      Clothes: Streetwear, suit, biker, gangsta, casual, tracksuit, exclu-
Corrupt cop, Enforcer, Club owner, Extortionist, Hitman, Face     sively-cut, or worn clothes.
of the operation, Getaway driver, Con artist, Mobster, Dealer,
Muscle for hire.                                                  Face: Hard, handsome, scarred, battered, dishonest, or cruel
                                                                  face.
            DARK SECRETS                                            Eyes: Grim, calculating, ruthless, cold, mad, piggish, dark, or     2
                                                                    suspicious eyes.
 Choose 1 or more Dark Secrets. Suggestions:
                                                                    Body: Muscular, lanky, enormous, top-heavy, graceful, trun-
 ◊◊ Family Secret                                                   cated, maimed, broken, plump, stocky, or wiry body.
 ◊◊ Forbidden Knowledge
 ◊◊ Guilty of Crime                                                            NAME
 ◊◊ Occult Experience
 ◊◊ Victim of Crime                                                Choose a name for your character, suitable to the locale in which
                                                                   the campaign is set.
            DISADVANTAGES
                                                                               RELATIONS
Choose 2 Disadvantages. Suggestions:
                                                                   Everyone introduces their character by name, looks, and
 ◊◊ Bad Reputation                                                 personality. Take your turn. Write down the other player char-
 ◊◊ Drug Addict                                                    acters’ names. Go around the table again to establish your
 ◊◊ Harassed                                                       Relations.
 ◊◊ Nemesis
 ◊◊ Sexual Neurosis                                                If you know any of the other player characters from before,
 ◊◊ Wanted                                                         choose one of these options to establish the relationship
                                                                   between the two of you.
           ADVANTAGES
                                                                   ◊◊ One of the characters hid you from the police or others
Choose 3 Advantages from the list below.                                 who were after you. Take +1 Relation with them.
 ◊◊ Streetwise (Charisma)                                          ◊◊ One of the characters knows you’ve committed a
 ◊◊ Burglar (Coolness)                                                   terrible crime.
◊◊ Escape Artist (Coolness)
◊◊ Sixth Sense (Soul)                                              ◊◊ One of the characters is indebted to you.
◊◊ Deadly Stare (Violence)                                         ◊◊ One of the characters is connected to
◊◊ Enforcer (Violence)
◊◊ Gang Leader (Violence)                                                one of your rivals.
◊◊ Streetfighter (Violence)
                                                                   ◊◊ One of the characters knew you
          AT T R I B U TE S                                              from before your criminal deal-
                                                                         ings. Take +1 Relation with
                                                                         them.
                                                                  Decide the nature of three
                                                                  additional Relations: one
                                                                  neutral (0), one mean-
                                                                  ingful (+1), and one
                                                                  vital (+2).
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.
                                                            Choosing Archetypes                                                         59
The Cursed
                                                      The Cursed is living on borrowed time. They might be the unfortunate victim of a deadly
                                                      disease or the target of a higher power’s rage. Usually, however, The Cursed has sealed
                                                      their own fate by selling their soul for fortune and fame. Now their time is almost up, and
                                                      The Cursed has realized life itself is the most worthwhile thing they possess. No price is too
                                                      high to pay for The Cursed to thwart their destiny, even if it means sacrificing others.
60 Chapter 2 – Archetypes
OCCUPATION                                                            LOOKS
Choose your Cursed’s occupation from the list below, or invent one    Select or come up with your own distinguishing features for your
of your choosing.                                                    character.
Occultist, Cult escapee, Police officer, CEO, Detective, Military    Clothes: Brand name, unique, tailored suit, unconcerned,
Officer, Gangster, Politician, Disability collector, Amateur         trenchcoat and suit, heavy metal, designer, tattered and stained,
magician, Celebrity, Jailbird, Businessman, Playboy, Refugee,        uniform, all black, foreign, business casual, or blood-soaked
Researcher, Internet celebrity.                                      clothes.
           DARK SECRETS                                              Face: Haggard, emaciated, sharp, model, tanned, smiling,
                                                                     scarred, branded, fleshy, pale, flushed, masculine, sorrowful, or
Choose 1 or more Dark Secrets. Suggestions:                          sickly face.
 ◊◊ Chosen                                                          Eyes: Desperate, devious, hard, surrendered, fearless, burned,
 ◊◊ Curse                                                           intimidated, beautiful, shades, dark, tired, stubborn, or hopeful
 ◊◊ Occult Experience                                               eyes.
 ◊◊ Pact with Dark Powers
◊◊ Returned from the Other Side                                     Body: Sickly, well-trained, tanned, taut, shaky, trembling, weak,
                                                                    attractive, muscular, slender, corpulent, curvy, crippled, cower-
                                                                    ing, towering, straight-backed, or dejected body.
            DISADVANTAGES                                                  NAME                                                         2
 You automatically receive the Disadvantage:                    Choose a name for your character, suitable to the locale in which the
                                                                campaign is set.
 ◊◊ Condemned
                                                                          RELATIONS
 Choose 1 additional Disadvantage. Suggestions:
                                                               Everyone introduces their character by name, looks, and per-
 ◊◊ Drug Addict                                                sonality. Take your turn. Write down the other player characters’
 ◊◊ Greedy                                                     names. Go around the table again to establish your Relations.
 ◊◊ Haunted
 ◊◊ Nightmares                                                 If you know any of the other player characters from before,
 ◊◊ Stalker                                                    choose one of these options to establish the relationship
                                                              between the two of you.
            ADVANTAGES
                                                              ◊◊ One of the characters knows the fate awaiting you.
Choose 3 Advantages from the list below.                            Take +1 Relation with them.
 ◊◊ Occult Studies (Reason)                                   ◊◊ One of the characters inadvertently caused your
 ◊◊ Bound (Soul)                                                    fate to befall you. They take +1 Relation with
 ◊◊ Magical Intuition (Soul)                                        you.
 ◊◊ Death Drive (Violence)
 ◊◊ Ruthless (Violence)                                       ◊◊ You utilized your prior success to help one of
 ◊◊ Desperate (–)                                                   the other characters. They take +1 Relation
 ◊◊ Sealed fate (–)                                                 with you.
 ◊◊ To the Last Breath (–)
                                                              ◊◊ One of the characters is assisting you in
           AT T R I B U TE S                                       avoiding your fate. Take +2 Relation
                                                                   with each other.
Assign the modifiers +2, +1, and +0 to the three passive
attributes: Fortitude, Reflexes, and Willpower.              ◊◊ One of the characters is standing
                                                                   in your way, preventing you
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the         from avoiding your fate. Deter-
seven active attributes: Charisma, Coolness, Intuition,            mine how together.
Perception, Reason, Soul, and Violence.
                                                            Decide the nature of three addi-
                                                            tional Relations: One neutral
                                                            (0), one meaningful (+1),
                                                            and one vital (+2).
                                                            Choosing Archetypes                                                         61
The Deceiver
                                   You were in love. You finally met Mr. Right. Your future was certain, the wedding was planned, and everyone felt
                                   you were perfect for each other. Then one day, your beloved disappeared along with your bank account and all your
                                    jewelry. You were another target of the Deceiver.
                                    Deceivers are manipulative people who fool others into trusting them to deprive them of money or services. They
                                    are masters of masking their true intentions and feelings, and can become exactly the person their victims want.
                                    Deceivers leave a trail of bitter enemies in their wake. When their past catches up to them, it often ends in tragedy.
62 Chapter 2 – Archetypes
OCCUPATION                                                            LOOKS
Choose your Deceiver’s occupation from the list below, or invent      Select or come up with your own distinguishing features for your
one of your choosing.                                                 character.
Model, Between jobs, Catfisher, Lover, Escort, Heir(ess), Jetsetter,  Clothes: Tight-fitting, designer, sexy, revealing, bohemian,
Party animal, Secretary, Party planner, Marriage swindler, Con        stylish, trendy, proper, peacockish, exclusively-cut, distressed,
artist, Gigolo, Scammer, Thief, Snitch, Pornstar.                     or attention-grabbing clothes.
    DARK SECRETS                                                      Face: Elfin, handsome, neotenic, youthful, chiseled, defined,       2
                                                                      soft, round, gorgeous, innocent, dignified, or cheerful face.
Choose 1 or more Dark Secrets. Suggestions:
                                                                      Eyes: Mischievous, twinkling, intense, vulnerable, innocent,
 ◊◊ Heir                                                              pretty, understanding, friendly, large, penetrating, or warm
 ◊◊ Mental Illness                                                    eyes.
 ◊◊ Occult Experience
 ◊◊ Pact with Dark Powers                                             Body: Slim, sexy, masculine, curvy, towering, sensual, volup-
 ◊◊ Victim of Crime                                                   tuous, petite, toned, youthful, hearty, tall, short, thin, or wiry
                                                                      body.
    DISADVANTAGES
                                                                                  NAME
Choose 2 Disadvantages. Suggestions:
                                                                       Choose a name for your character, suitable to the locale in which
 ◊◊ Cursed                                                             the campaign is set.
 ◊◊ Greedy
 ◊◊ Liar                                                                          RELATIONS
 ◊◊ Nemesis
 ◊◊ Sexual Neurosis                                                    Everyone introduces their character by name, looks, and
 ◊◊ Wanted                                                             personality. Take your turn. Write down the other player
                                                                       characters’ names. Go around the table again to establish
           ADVANTAGES                                                  your Relations.
Choose 3 Advantages from the list below.                               If you know any of the other player characters from before,
                                                                       choose one of these options to establish the relationship
 ◊◊ Erotic (Charisma)                                                   between the two of you.
 ◊◊ Impostor (Charisma)
 ◊◊ Seducer (Charisma)                                                  ◊◊ One of the characters helped you kill one of your
 ◊◊ Backstab (Coolness)                                                       many enemies. Take +1 Relation with them.
 ◊◊ Eye for Detail (Perception)
 ◊◊ Intuitive (Intuition)                                               ◊◊ One of the characters knows one of your
 ◊◊ Grudge (–)                                                                 victims.
 ◊◊ Manipulative (–)
                                                                        ◊◊ One of the characters met you during a rare
                                                                               moment when you were your true self.
                                                                        ◊◊ One of the characters is your current
                                                                               victim. They take +2 Relation with you.
                                                                         ◊◊ One of the characters is attracted to
                                                                                you. They take +1 Relation with
                                                                                you.
           AT T R I B U TE S                                          Decide the nature of three additional
                                                                      Relations: One neutral (0), one
Assign the modifiers +2, +1, and +0 to the three passive attributes:  meaningful (+1), and one vital
Fortitude, Reflexes, and Willpower.                                   (+2).
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven
active attributes: Charisma, Coolness, Intuition, Perception, Rea-
son, Soul, and Violence.
                                             Choosing Archetypes                                                                          63
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.
64 Chapter 2 – Archetypes
OCCUPATION                                                          LOOKS
Choose your Descendant’s occupation from the list below, or invent  Select or come up with your own distinguishing features for your
one of your choosing.                                               character.
Antiquarian, Aristocrat, Author, Homeless, Tattoo artist, Occult-   Clothes: Old fashioned clothes, casual, ragged and worn, tai-
ist, Sect escapee, Preacher, Heir, Unemployed, Office worker,       lored suit, layer upon layer, odd, or black clothes.
Craftsman, Forester.
                                                                    Face: Childish, sharp, sorrowful, scarred, dishonest, sickly,
           DARK SECRETS                                             pretty, pronounced, tense, or round face.
Choose 1 or more Dark Secrets. Suggestions:                         Eyes: Tired, indifferent, anxious, intense, suspicious, fearless,
                                                                    innocent, restless, cunning, or sad eyes.
 ◊◊ Chosen
 ◊◊ Family Secret                                                   Body: Weak, strong, bony, small, sickly, slender, athletic, big,
 ◊◊ Heir                                                            spindly, hunched, stiff, or lean body,
 ◊◊ Occult Experience
 ◊◊ Pact with Dark Powers                                                      NAME
                                                                    Choose a name for your character, suitable to the locale in which
                                                                    the campaign is set.
           DISADVANTAGES                                                       RELATIONS                                               2
Choose 2 Disadvantages. Suggestions:                                Everyone introduces their character by name, looks, and
                                                                    personality. Take your turn. Write down the other player char-
 ◊◊ Cursed                                                          acters’ names. Go around the table again to work out your
 ◊◊ Haunted                                                         Relations.
 ◊◊ Nightmares
 ◊◊ Phobia                                                          If you know any of the other player characters from before,
 ◊◊ Repressed Memories                                              choose one of these options to establish the relationship
 ◊◊ Stalker                                                         between the two of you.
           ADVANTAGES                                                ◊◊ One of the characters grew up alongside you.
                                                                           Take +2 Relation to one another.
Choose 3 Advantages from the list below.
                                                                     ◊◊ One of the characters has seen what is hunt-
 ◊◊ Influential Friends (Charisma)                                         ing you. Take +1 Relation to them.
 ◊◊ Intuitive (Intuition)
 ◊◊ Occult Library (Reason)                                          ◊◊ You are secretly in love with one of the
 ◊◊ Artifact (Soul)                                                        characters. Take +2 Relation to them.
 ◊◊ Bound (Soul)
 ◊◊ Enhanced Awareness (Soul)                                        ◊◊ One of the characters is your contact
 ◊◊ Inner Power (Soul)                                                     person.
 ◊◊ Watchers (–)
                                                                     ◊◊ One of the characters is inter-
            AT T R I B U TE S                                              twined with your dark secrets.
                                                                           Take +1 Relation with them.
                                                                     Decide the nature of three addi-
                                                                     tional Relations: one neutral
                                                                     (0), one meaningful (+1),
                                                                     and one vital (+2).
Assign the modifiers +2, +1, and +0 to the three passive attri-
butes: Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the other
seven active attributes: Charisma, Coolness, Intuition, Percep-
tion, Reason, Soul, and Violence.
                                          Choosing Archetypes                                                                          65
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.
66 Chapter 2 – Archetypes
OCCUPATION                                                          LOOKS                                                   2
Choose your Detective’s occupation from the list below, or invent   Select or come up with your own distinguishing features for your
one of your choosing.                                               character.
Beat cop, Private eye, Lawyer, Investigator, Security guard,
Investigative journalist, Intelligence officer, Detective, Medium,  Clothes: Suit, tweed, trendy, casual, severe, business, or shabby
Hacker, Cryptologist, Conspiracy theorist.                          clothes.
           DARK SECRETS                                             Face: Friendly, sharp, round, sweaty, innocent, determined, or
                                                                    tired face.
Choose 1 or more Dark Secrets. Suggestions:
                                                                    Eyes: Empathic, indifferent, squinty, sharp, suspicious, warm, or
 ◊◊ Forbidden Knowledge                                             concerned eyes.
 ◊◊ Guilty of Crime
 ◊◊ Occult Experience                                               Body: Spindly, fat, wiry, stout, stocky, or muscled body.
 ◊◊ Returned from the Other Side
 ◊◊ Strange Disappearance                                                       NAME
    DISADVANTAGES                                                   Choose a name for your character, suitable to the locale in which
                                                                    the campaign is set.
Choose 2 Disadvantages. Suggestions:
                                                                                RELATIONS
 ◊◊ Drug Addict
 ◊◊ Infirm                                                           Everyone introduces their character by name, looks, and
 ◊◊ Nightmares                                                       personality. Take your turn. Write down the other player char-
 ◊◊ Repressed Memories                                               acters’ names. Go around the table again to establish your
 ◊◊ Stalker                                                          Relations.
           ADVANTAGES                                                If you know any of the other player characters from
                                                                     before, choose one of these options to establish the
Choose 3 Advantages from the list below.                             relationship between the two of you.
 ◊◊ Fast Talk (Coolness)                                              ◊◊ One of the characters saved you from a danger-
 ◊◊ Interrogator (Intuition)                                                ous situation. Take +1 Relation with them.
 ◊◊ Instinct (Perception)
 ◊◊ Read a Crowd (Perception)                                         ◊◊ One of the characters tricked you into pro-
 ◊◊ Shadow (Perception)                                                     tecting someone you were investigating.
 ◊◊ Crime Scene Investigator (Reason)
 ◊◊ Dreamer (Soul)                                                    ◊◊ You helped one of the characters solve
 ◊◊ Enhanced Awareness (Soul)                                               a mystery. They take +1 Relation with
                                                                            you.
           AT T R I B U TE S
                                                                      ◊◊ One of the characters is your
Assign the modifiers +2, +1, and +0 to the three passive attri-             coworker. Take +1 Relation with
butes: Fortitude, Reflexes, and Willpower.                                  them and they take +1 Relation
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven            with you.
active attributes: Charisma, Coolness, Intuition, Perception,
Reason, Soul, and Violence.                                           ◊◊ One of the characters is
                                                                             your informant. Take +1
                                                                             Relation with them.
                                                                      Decide the nature of three
                                                                       additional Relations: One
                                                                       neutral (0), one mean-
                                                                       ingful (+1), and one
                                                                       vital (+2).
Choosing Archetypes                                                                                                                    67
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 submis-
                                                  sion, 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.
68 Chapter 2 – Archetypes
OCCUPATION                                                             LOOKS                                                  2
Choose your Doll’s occupation from the list below, or invent one of    Select or come up with your own distinguishing features for your
your choosing.                                                         character.
Child beauty contestant, Model, Stripper, Trophy wife, Gigolo,         Clothes: Revealing, frilly and fluffy , sexy, strange, trendy,
Actor, Escaped experiment, High school prom queen, Vlogger,           impractical, spectacular, gothic, ornate, bohemian, bright,
Reality TV celebrity, Pornstar, Escort, Abuse survivor, Imprisoned    innocent, ripped, or sharp clothing.
innocent, Trafficking victim.
                                                                      Face: Pretty, smiling, sad, childish, black and blue, chiseled,
           DARK SECRETS                                               reassuring, made-up, androgynous, or happy face.
Choose 1 or more Dark Secrets. Suggestions:                           Eyes: Innocent, beautiful, spellbinding, multicolored,
                                                                      frightened, purple, pale, sapphire blue, emerald green, yel-
 ◊◊ Chosen                                                            low-gold, hungry, dispassionate, large, veiled, devastated,
 ◊◊ Guilty of Crime                                                   or flirtatious eyes.
 ◊◊ Occult Experience
 ◊◊ Victim of Crime                                                   Body: Frail, attractive, small, graceful, petite, curvaceous,
 ◊◊ Victim of Medical Experiments                                     athletic, dignified, lean and fit, slender, willowy, androgy-
                                                                      nous, or tall body.
            DISADVANTAGES
                                                                                 NAME
You automatically receive the Disadvantage:
                                                                      Choose a name for your character, suitable to the locale in
 ◊◊ Object of Desire                                                  which the campaign is set.
Choose 1 additional disadvantage. Suggestions:                                   RELATIONS
 ◊◊ Harassed                                                          Everyone introduces their character by name, looks, and
 ◊◊ Owned                                                             personality. Take your turn. Write down the other player
 ◊◊ Phobia                                                            characters’ names. Go around the table again to establish
 ◊◊ Sexual Neurosis                                                  your Relations.
 ◊◊ Stalker
                                                                     If you know any of the other player characters from
            ADVANTAGES                                               before, choose one of these options to establish the rela-
                                                                     tionship between the two of you.
 Choose 3 Advantages from the list below.
                                                                      ◊◊ One of the characters is in love with you. They take
 ◊◊ Perpetual Victim (Charisma)                                             +2 Relation with you.
 ◊◊ Backstab (Coolness)
 ◊◊ Ice cold (Coolness)                                               ◊◊ One of the characters has taken care of you. Take
  ◊◊ Sneak (Coolness)                                                       +1 Relation with each other.
  ◊◊ Divine (Soul)
  ◊◊ Magnetic Attraction (Soul)                                       ◊◊ You are secretly in love with one of the char-
  ◊◊ Endure Trauma (–)                                                      acters. Take +2 Relation with them.
  ◊◊ Gritted Teeth (–)
                                                                      ◊◊ One of the characters liberated you.
            AT T R I B U TE S                                               Take +1 Relation with each other.
 Assign the modifiers +2, +1, and +0 to the three passive attri-      ◊◊ One of the characters is jealous
 butes: Fortitude, Reflexes, and Willpower.                                of you.
 Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven    Decide the nature of three
 active attributes: Charisma, Coolness, Intuition, Perception,       additional Relations: One
 Reason, Soul, and Violence.                                         neutral (0), one mean-
                                                                     ingful (+1), and one
                                                                     vital (+2).
Choosing Archetypes                                                                                                                      69
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?
70 Chapter 2 – Archetypes
OCCUPATION                                                               LOOKS
Choose your Drifter’s occupation from the list below, or invent one   Select or come up with your own distinguishing features for your
of your choosing.                                                     character.
Homeless, Vagabond, Runaway, In witness protection, Draft             Clothes: Worn, odd, biker, ripped, practical, street, wilderness
dodger, Small-time crook, Backpacker, Refugee, Prison escapee,        survival, layer upon layer, wrong season, cheap suit, or hobo
Traveling salesman, Courier, Day laborer, Outsider.                   clothing.
    DARK SECRETS                                                      Face: Ravaged, innocent, weathered, pronounced, filthy, friendly,
                                                                      tough, tattooed, scarred, or memorable face.
Choose 1 or more Dark Secrets. Suggestions:
                                                                      Eyes: Cloudy, tired, restless, blind, one-eyed, bloodshot, tense,
 ◊◊ Curse                                                             suspicious, fearful, cheerful, sarcastic, or intelligent eyes.
 ◊◊ Family Secret
 ◊◊ Mental Illness                                                    Body: Wiry, bony, hobbled, fast, dirty, scarred, big, small, slim,
 ◊◊  Returned from the Other Side                                     androgynous, tall, disproportionate, laid back, tense, mal-
 ◊◊ Rootless                                                          formed, twisted, tattooed, or animalistic body.
                                                                                  NAME
DISADVANTAGES                                                            Choose a name for your character, suitable to the locale in which
                                                                         the campaign is set.
Choose 2 Disadvantages. Suggestions:                                                RELATIONS                                               2
 ◊◊ Cursed                                                               Everyone introduces their character by name, looks, and
 ◊◊ Harassed                                                             personality. Take your turn. Write down the other player
 ◊◊ Haunted                                                              characters’ names. Go around the table again to establish your
 ◊◊ Schizophrenia                                                        Relations.
 ◊◊ Stalker
 ◊◊ Wanted                                                               If you know any of the other player characters from before,
                                                                         choose one of these options to establish the relationship
           ADVANTAGES                                                    between the two of you.
Choose 3 Advantages from the list below.                                  ◊◊ One of the characters lets you stay with them
                                                                                sometimes. Take +1 Relation with them.
 ◊◊ Street Contacts (Charisma)
 ◊◊ Driver (Coolness)                                                     ◊◊ One of the characters got you out of a bind.
 ◊◊ Improviser (Coolness)                                                       Take +1 Relation with them.
 ◊◊ Character Actor (Intuition)
 ◊◊ Vigilant (Intuition)                                                   ◊◊ One of the characters is an old friend.
 ◊◊ Wanderer (Perception)                                                        Take +2 Relation with them.
 ◊◊ Artifact (Soul)
 ◊◊ Enhanced Awareness (Soul)                                              ◊◊ One of the characters is someone
                                                                                 you know in the underworld.
           AT T R I B U TE S
                                                                           ◊◊ One of the characters gives
Assign the modifiers +2, +1, and +0 to the three passive attributes:             you occasional jobs.
Fortitude, Reflexes, and Willpower.
                                                                           Decide the nature of three
                                                                           additional Relations: One
                                                                           neutral (0), one mean-
                                                                           ingful (+1), and one
                                                                           vital (+2).
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven active
attributes: Charisma, Coolness, Intuition, Perception, Reason,
Soul, and Violence.
                                             Choosing Archetypes                                                                            71
The Fixer
                                                 The Fixer has all the contacts, and uses them to make quick cash. Drugs, weapons, illegal prize-
                                                 fights, antiques, cars, apartments – The Fixer can set you up with whatever you need. But every-
                                                 thing 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 suc-
                                                  cessful 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.
72 Chapter 2 – Archetypes
OCCUPATION                                                              LOOKS
Choose your Fixer’s occupation from the list below, or invent one of   Select or come up with your own distinguishing features for your
your choosing.                                                         character.
Mafia boss, Business person, Real estate agent, Dealer, Restau-        Clothes: Suit, street, leather, casual, bizarre, luxury, or sports-
rateur, Club owner, Fence, Loan shark, Bookie, Advisor, Extor-         wear clothing.
tionist, Criminal, Consigliere.
                                                                       Face: Pleasant, good-looking, attractive, bony, smashed, inno-
           DARK SECRETS                                                cent, meaty, or open face.
Choose 1 or more Dark Secrets. Suggestions:                           Eyes: Cheerful, calculating, cold, servile, cunning, tough, con-
                                                                      fused, or evaluating eyes.
 ◊◊ Forbidden Knowledge
 ◊◊ Guilty of Crime                                                   Body: Broad, athletic, skinny, sensual, skipped leg day, tall and
 ◊◊ Heir                                                              wiry, or stocky body.
 ◊◊ Pact with Dark Powers
◊◊ Victim of Crime                                                               NAME
                                                                      Choose a name for your character, suitable to the locale in which
                                                                      the campaign is set.
            DISADVANTAGES                                                           RELATIONS                                               2
 Choose 2 Disadvantages. Suggestions:                                   Everyone introduces their character by name, looks, and
                                                                        personality. Take your turn. Write down the other player
 ◊◊ Competitor                                                          characters’ names. Go around the table again to establish
 ◊◊ Cursed                                                              your Relations.
 ◊◊ Greedy
 ◊◊ Jealousy                                                            If you know any of the other player characters from
 ◊◊ Liar                                                                before, choose one of these options to establish the
 ◊◊ Stalker                                                            relationship between the two of you.
            ADVANTAGES                                                  ◊◊ One of the characters endured a beating to
                                                                              get you out of a bind. Take +1 Relation
Choose 3 Advantages from the list below.                                      with them.
 ◊◊ Forked Tongue (Charisma)                                            ◊◊ One of the characters caused a prob-
 ◊◊ Streetwise (Charisma)                                                     lem for which they let you take the
 ◊◊ Ace Up the Sleeve (Coolness)                                              blame.
 ◊◊ Backstab (Coolness)
 ◊◊ Boss (Coolness)                                                    ◊◊ One of the characters is
 ◊◊ Extortionist (Intuition)                                                 indebted to you.
 ◊◊ Sixth Sense (Soul)
 ◊◊ Worldly (–)                                                        ◊◊ One of the characters works
                                                                             for you.
           AT T R I B U TE S
                                                                       ◊◊ One of the characters is
Assign the modifiers +2, +1, and +0 to the three passive attri-              a business contact.
butes: Fortitude, Reflexes, and Willpower.
                                                                      Decide the nature of three
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the            additional Relations:
seven active attributes: Charisma, Coolness, Intuition,               One neutral (0), one
Perception, Reason, Soul, and Violence.                               meaningful (+1),
                                                                      and one vital (+2).
Choosing Archetypes                                                                                                                         73
The Occultist
                                                   The Occultist seeks the answers to life’s mysteries through occult theories. Ancient tomes, mad
                                                  sect leaders, and obscure internet forums speak of different dimensions, magical rituals, other-
                                                  worldly creatures, and powers that can turn men into gods. The Occultist has discovered enough
                                                 information to begin experimenting with these forces, but not nearly enough to give them any
                                                 degree of control. Magic always comes at a high price, and The Occultist’s account is coming due.
74 Chapter 2 – Archetypes
OCCUPATION
Choose your Occultist’s occupation from the list below, or invent             LOOKS
one of your choosing.
                                                                   Select or come up
Antiquarian, Medium, Exorcist, Linguist, Unemployed, Theolo-       with your own distin-
gian, Professor, Morgue employee, Teenager, Student, Bureau-       guishing features for your
crat, Disability collector, Librarian, Recent convert, Thelemic.   character.
           DARK SECRETS                                            Clothes: All black, suit and
                                                                   trenchcoat, hippie, occult sym-
Choose 1 or more Dark Secrets. Suggestions:                        bolism, casual, spiritual, flashy,
                                                                   shimmery, tattered, new age, pecu-
◊◊ Forbidden Knowledge                                             liar, discreet, or spectacular clothes.
◊◊ Guardian
◊◊ Occult Experience                                               Face: Big bushy beard, long black hair
◊◊ Pact with Dark Powers                                           and pale skin, bony, disfigured, worn, pretty,
◊◊ Visitations                                                     tense, pallid, indifferent, scornful, bored, wrin-
                                                                   kled or aged face.
    DISADVANTAGES                                                  Eyes: Hollow, lucid, mad, piercing, arresting, inter-
                                                                   rogating, distant, tired, defeated, power-hungry, or sad
Choose 2 Disadvantages. Suggestions:                               eyes.
 ◊◊ Guilt                                                          Body: Emaciated, scarred, broken, towering, trembling,
◊◊ Haunted                                                         tattooed, burned, wispy, hunched, lanky, obese, stiff, or inviting
◊◊ Involuntary Medium                                              body.
◊◊ Nightmares
◊◊ Repressed Memories                                                         NAME
◊◊ Stalker
                                                                   Choose a name for your character, suitable to the locale in which
                                                                   the campaign is set.
            ADVANTAGES                                                         RELATIONS                                               2
 Choose 3 Advantages from the list below.                           Everyone introduces their character by name, looks, and per-
                                                                    sonality. Take your turn. Write down the other player characters’
 ◊◊ Crafty (Intuition)                                              names. Go around the table again to establish your Relations.
 ◊◊ Occult Library (Reason)
 ◊◊ Dabbler in the Occult (Soul)                                   If you know any of the other player characters from before,
 ◊◊ Dreamer (Soul)                                                 choose one of these options to establish the relationship
 ◊◊ Enhanced Awareness (Soul)                                      between the two of you.
 ◊◊ Exorcist (Soul)
 ◊◊ Magical Intuition (Soul)                                        ◊◊ One of the characters participated in one of your rituals.
 ◊◊ Thirst for Knowledge (–)                                        ◊◊ One of the characters is related to someone you lost. Take
           AT T R I B U TE S                                              +1 Relation with them.
Assign the modifiers +2, +1, and +0 to the three passive attri-     ◊◊ One of the characters is your friend. Take +1 Relation with
butes: Fortitude, Reflexes, and Willpower.                                them.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the          ◊◊ One of the characters assists you with acquiring books,
seven active attributes: Charisma, Coolness, Intuition, Per-              information, and artifacts. Take +1 Relation with them.
ception, Reason, Soul, and Violence.
                                                                    ◊◊ One of the characters hates you for doing something to
                                                                          them, despite your love for them. Take +2 Relation with
                                                                          them.
                                                                   Decide the nature of three additional Relations: One neutral (0),
                                                                   one meaningful (+1), and one vital (+2).
                                             Choosing Archetypes                                                                       75
The Prophet
                                                     Faith and religion bestow power, whether you’re a priest, pastor, imam, rabbi, or
                                                     other sect leader. The Prophet may have chosen to serve their god, but it could also be
                                                     a path they’ve been forced to walk by their family or congregation from an early age.
                                                     Being on the inside of a religious association provides access to community and a sense
                                                     of higher purpose. However, the shadows cast by the Divine’s light often hide abuse of
                                                     power, occultism, perverted doctrine, forced marriages, and the worship of false gods.
76 Chapter 2 – Archetypes
OCCUPATION                                                             LOOKS                                                  2
Choose your Prophet’s occupation from the list below, or invent one    Select or come up with your own distinguishing features for your
of your choosing.                                                      character.
Priest, Pastor, Imam, Rabbi, Sect leader, Sect member, Sect
escapee, Prophet, Medium, Witch, Preacher, Healer, Missionary,         Clothes: Suit, clerical robes, orthodox, organic materials,
Seer, Cultist, Idolater, Iconoclast, Elder, Oracle, Guru.             bohemian, casual, coat and hat, street, strange, or worn
                                                                      clothes.
           DARK SECRETS
                                                                      Face: Handsome, smooth, attractive, childlike, dominant,
Choose 1 or more Dark Secrets. Suggestions:                           narrow, aristocratic, open, or ascetic face.
 ◊◊ Chosen                                                            Eyes: Cheerful, deep, mad, wise, forgiving, mesmerizing,
 ◊◊ Forbidden Knowledge                                               piercing, or passionate eyes.
 ◊◊ Guardian
 ◊◊ Occult Experience                                                 Body: Large, slender, thin, small, spindly, sickly, plump, firm,
 ◊◊ Visitations                                                       energetic, or voluptuous body.
            DISADVANTAGES                                                        NAME
 Choose 2 Disadvantages. Suggestions:                                 Choose a name for your character, suitable to the locale in
                                                                      which the campaign is set.
  ◊◊ Cursed
  ◊◊ Fanatic                                                                     RELATIONS
  ◊◊ Harassed
  ◊◊ Involuntary Medium                                               Everyone introduces their character by name, looks, and
  ◊◊ Sexual Neurosis                                                  personality. Take your turn. Write down the other player
  ◊◊ Stalker                                                          characters’ names. Go around the table again to estab-
                                                                      lish your Relations.
             ADVANTAGES
                                                                      If you know any of the other player characters from
  Choose 3 Advantages from the list below.                           before, choose one of these options to establish
                                                                     the relationship between the two of you.
  ◊◊ Charismatic Aura (Soul)
  ◊◊ Cult Leader (Soul)                                               ◊◊ One of the characters shares your faith.
  ◊◊ Enhanced Awareness (Soul)                                        ◊◊ One of the characters saved you. Take
  ◊◊ Exorcist (Soul)
  ◊◊ Lay on Hands (Soul)                                                    +1 Relation with them.
  ◊◊ Voice of Insanity (Soul)
   ◊◊ Divine Champion (–)                                             ◊◊ One of the characters denied your
   ◊◊ Good Samaritan (–)                                                    god.
              AT T R I B U TE S                                       ◊◊ You saved one of the other char-
                                                                            acter’s immortal soul. They take
   Assign the modifiers +2, +1, and +0 to the three passive                 +1 Relation with you.
   attributes: Fortitude, Reflexes, and Willpower.
   Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the         ◊◊ One of the characters is
   seven active attributes: Charisma, Coolness, Intuition,                  your lover. Take +1 Rela-
   Perception, Reason, Soul, and Violence.                                  tion with them.
                                                                     Decide the nature of three
                                                                     additional Relations: One
                                                                     neutral (0), one mean-
                                                                     ingful (+1), and one
                                                                     vital (+2).
Choosing Archetypes                                                                                                                      77
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.
78 Chapter 2 – Archetypes
OCCUPATION                                                         LOOKS                                                  2
Choose your Ronin’s occupation from the list below, or invent one  Select or come up with your own distinguishing features for your
of your choosing.                                                  character.
Contract killer, Hitman, Special agent, Special ops, Military
experiment, Sniper, Spree killer.                                  Clothes: Suit, discreet, black, worn, concealing, extravagant,
                                                                   fashionable, or practical clothes.
           DARK SECRETS
                                                                   Face: Emaciated, expressionless, mundane, friendly, scarred,
Choose 1 or more Dark Secrets. Suggestions:                        tough, pretty, or smooth face.
 ◊◊ Curse                                                          Eyes: Grim, appraising, cool, obscured, melancholy, merciless,
 ◊◊ Guardian                                                       or challenging eyes.
 ◊◊ Occult Experience
 ◊◊ Victim of Medical Experiments                                  Body: Graceful, athletic, small, scarred, strong, massive, wiry,
 ◊◊ Visitations                                                    emaciated, toned, or battered body.
    DISADVANTAGES                                                              NAME
Choose 2 Disadvantages. Suggestions:                                Choose a name for your character, suitable to the locale in
                                                                    which the campaign is set.
 ◊◊ Cursed
 ◊◊ Haunted                                                                    RELATIONS
 ◊◊ Marked
 ◊◊ Nemesis                                                         Everyone introduces their character by name, looks,
 ◊◊ Nightmares                                                      and personality. Take your turn. Write down the
 ◊◊ Wanted                                                          other player characters’ names. Go around the
                                                                    table again to establish your Relations.
           ADVANTAGES
                                                                    If you know any of the other player characters
Choose 3 Advantages from the list below.                            from before, choose one of these options to
                                                                     establish the relationship between the two of
 ◊◊ Weapon Master (Coolness)                                         you.
 ◊◊ Chameleon (Intuition)
 ◊◊ Exit Strategy (Perception)                                       ◊◊ One of the characters knows who
 ◊◊ Manhunter (Reason)                                                     you really are. Take +1 Relation with
 ◊◊ Sixth Sense (Soul)                                                      each other.
 ◊◊ Lightning Fast (Violence)
 ◊◊ Sniper (Violence)                                                ◊◊ One of the characters knows you
 ◊◊ Jaded (–)                                                               under one of your aliases.
           AT T R I B U TE S                                         ◊◊ One of the characters knows
                                                                            your deepest fear.
Assign the modifiers +2, +1, and +0 to the three passive attri-
butes: Fortitude, Reflexes, and Willpower.                           ◊◊ One of the characters owes
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven            their life to you. They take
active attributes: Charisma, Coolness, Intuition, Perception,               +1 Relation with you.
Reason, Soul, and Violence.
                                                                      ◊◊ You harbor a secret
                                                                             passion for one of the
                                                                             character’s partner.
                                                                             Take +2 Relation
                                                                             with that partner.
                                                                      Decide the nature of
                                                                      three additional Rela-
                                                                      tions: One neutral
                                                                       (0), one meaning-
                                                                       ful (+1), and one
                                                                       vital (+2).
Choosing Archetypes                                                                                                                  79
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 temporar-
                                      ily 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.
80 Chapter 2 – Archetypes
OCCUPATION                                                         LOOKS
Choose your Scientist’s occupation from the list below, or invent  Select or come up with your own distinguishing features for your
one of your choosing.                                              character.
Doctor, Psychologist, Surgeon, Inventor, Engineer, Technician, Clothes: Suit, worn and dirty, casual, practical, coat and hat,
Therapist, Physicist.                                              peculiar, lab coat, stained, neat, or durable clothes.
           DARK SECRETS                                             Face: Worn, square, scarred, bony, round and sweaty,             2
                                                                    pronounced, exhausted, ravaged, or serious face.
Choose 1 or more Dark Secrets. Suggestions:
                                                                    Eyes: Calculating, dead, squinting, burning, mad, con-
 ◊◊ Forbidden Knowledge                                             fused, or commanding eyes.
 ◊◊ Mental Illness
 ◊◊ Responsible for Medical Experiments                             Body: Frail, angular, stocky, overweight, emaciated,
 ◊◊ Returned from the Other Side                                    skinny, slender, tall, hunched, or strange body.
 ◊◊ Victim of Medical Experiments
                                                                               NAME
           DISADVANTAGES
                                                                    Choose a name for your character, suitable to the locale
Choose 2 Disadvantages. Suggestions:                                in which the campaign is set.
 ◊◊ Bad Reputation                                                             RELATIONS
 ◊◊ Experiment Gone Wrong
 ◊◊ Fanatic                                                         Everyone introduces their character by name, looks,
 ◊◊ Mental Compulsion                                               and personality. Take your turn. Write down the
 ◊◊ Repressed Memories                                              other player characters’ names. Go around the
 ◊◊ Wanted                                                          table again to establish your Relations.
           ADVANTAGES                                               If you know any of the other player characters
                                                                    from before, choose one of these options to
Choose 3 Advantages from the list below.                           establish the relationship between the two of
                                                                   you.
 ◊◊ Battlefield Medicine (Reason)
 ◊◊ Inventor (Reason)                                               ◊◊ One of the characters received help from
 ◊◊ Scientist (Reason)                                                    you. They take +1 Relation with you.
 ◊◊ Enhanced Awareness (Soul)
 ◊◊ Genius (Soul)                                                   ◊◊ One of the characters assisted you with
 ◊◊ Implanted Messages (Soul)                                             an experiment, which went terribly
 ◊◊ Arcane Researcher (–)                                                 wrong.
 ◊◊ Workaholic (–)
                                                                    ◊◊ One of the characters knows details of
           AT T R I B U TE S                                              your dreams.
Assign the modifiers +2, +1, and +0 to the three passive            ◊◊ One of the characters volunteered
attributes: Fortitude, Reflexes, and Willpower.                           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 Rela-
                                                                   tions: One neutral (0), one meaningful
                                                                   (+1), and one vital (+2).
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the
seven active attributes: Charisma, Coolness, Intuition,
Perception, Reason, Soul, and Violence.
                       Choosing Archetypes                                                                                           81
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 seem-
                        ingly meaningless graffiti. If you dig deep enough you’ll find the Truth, but most of us cannot see through the thick fog of misinfor-
                         mation, 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.
82 Chapter 2 – Archetypes
OCCUPATION                                                              LOOKS
Choose your Seeker’s occupation from the list below, or invent one of   Select or come up with your own distinguishing features for your
your choosing.                                                          character.
Student, Unemployed, Blogger, Hacker, Activist, Academic,               Clothes: Nerdy, second-hand, leather, alternative, casual, dura-
Researcher, Parapsychologist, Author, Journalist, Thief, Medium,        ble, smelly, comfortable, stained or ripped clothes.
Conspiracy Theorist.
                                                                       Face: Wrinkled, lively, cute, neotenic, pale, grim, smashed, or
    DARK SECRETS                                                       innocent face.
Choose 1 or more Dark Secrets. Suggestions:                            Eyes: Clear, hard, tired, bloodshot, doubtful, curious, avoidant,
                                                                       suspicious, or evaluating eyes.
 ◊◊ Family Secret
 ◊◊ Forbidden Knowledge                                                Body: Lanky, sinewy, robust, fragile, hefty, deformed, wispy,
 ◊◊ Guardian                                                           chubby, bent, short, or youthful body.
 ◊◊  Occult Experience
 ◊◊  Strange Disappearance                                                        NAME
                                                                       Choose a name for your character, suitable to the locale in which
                                                                       the campaign is set.
           DISADVANTAGES                                                            RELATIONS                                             2
Choose 2 Disadvantages. Suggestions:                                     Everyone introduces their character by name, looks, and
                                                                         personality. Take your turn. Write down the other player
 ◊◊ Cursed                                                               characters’ names. Go around the table again to establish your
 ◊◊ Haunted                                                              Relations.
 ◊◊ Nightmares
 ◊◊  Repressed Memories                                                 If you know any of the other player characters from before,
 ◊◊ Stalker                                                             choose one of these options to establish the relationship
 ◊◊ Wanted                                                              between the two of you.
           ADVANTAGES                                                    ◊◊ You entrusted one of the characters with a secret, which
                                                                               could put you away in prison.
Choose 3 Advantages from the list below.
                                                                         ◊◊ One of the characters helped you with your investi-
 ◊◊ Parkour (Coolness)                                                         gations. Take +1 Relation with them.
 ◊◊ Access the Dark Net (Perception)
 ◊◊ Keen-eyed (Perception)                                              ◊◊ You look up to one of the characters. Take +1
 ◊◊ Hacker (Reason)                                                           Relation with them.
 ◊◊ Prepared (Reason)
 ◊◊ Enhanced Awareness (Soul)                                           ◊◊ One of the characters saved your life. Take
 ◊◊ Stubborn (Soul)                                                           +1 Relation with them.
 ◊◊ Endure Trauma (–)
                                                                        ◊◊ You have discovered one of the charac-
           AT T R I B U TE S                                                  ters in the act of something criminal,
                                                                              obscene, or extremely shameful.
Assign the modifiers +2, +1, and +0 to the three passive attri-
butes: Fortitude, Reflexes, and Willpower.                              ◊◊ You befriended one of the charac-
                                                                              ters in the process of assisting
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven              them with some supernatural
active attributes: Charisma, Coolness, Intuition, Perception,                 trouble. Give her +1 Relation
Reason, Soul, and Violence.                                                   with you.
                                                                       Decide the nature of three addi-
                                                                       tional Relations: One neutral
                                                                       (0), one meaningful (+1),
                                                                       and one vital (+2).
Choosing Archetypes                                                                                                                       83
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.
84 Chapter 2 – Archetypes
OCCUPATION
Choose your Veteran’s occupation from the list below, or invent one
of your choosing.
Special agent, Military soldier, Street soldier, Mercenary, MMA                LOOKS
fighter, Military officer, Security guard, Body guard, Hitman,
War refugee, Military police, Retiree, Homeless vet.                 Select or come up
DARK SECRETS                                                         with your own distin-
                                                                     guishing features for your
Choose 1 or more Dark Secrets. Suggestions:                           character.
 ◊◊ Guilty of Crime                                                   Clothes: Street, athletic wear,
 ◊◊ Returned from the Other Side                                     blood-stained, casual, camo,
 ◊◊ Victim of Crime                                                  uniform, or practical clothes.
 ◊◊ Victim of Medical Experiments
◊◊ Visitations                                                       Face: Hard, coarse, scarred, weathered,
                                                                     fragile, harsh, or disfigured face.
                                                                     Eyes: Hardened, dead, desolate, burning,
           DISADVANTAGES                                          sorrowful, angry, or commanding eyes.
                                                                  Body: Compact, hardy, scarred, huge, hefty, limber,
Choose 2 Disadvantages. Suggestions:                              tall, muscular, sinewy, strong, or brutalized body.
 ◊◊ Drug Addict                                                              NAME
 ◊◊ Haunted
 ◊◊ Nightmares                                                   Choose a name for your character, suitable to the locale
 ◊◊ Phobia                                                       in which the campaign is set.
 ◊◊ Repressed Memories
 ◊◊ Stalker                                                                 RELATIONS
                                                                 Everyone introduces their character by name, looks,
                                                                 and personality. Take your turn. Write down the
           ADVANTAGES                                            other player characters’ names. Go around the             2
                                                                 table again to establish your Relations.
Choose 3 Advantages from the list below.
                                                                 If you know any of the other player characters
 ◊◊ Hunter (Perception)                                          from before, choose one of these options to estab-
 ◊◊ Instinct (Perception)                                        lish the relationship between the two of you.
 ◊◊ Survivalist (Perception)
 ◊◊ Voice of Pain (Soul)                                         ◊◊ One of the characters assisted you when you
 ◊◊ Martial Arts Expert (Violence)                                     were in need. Take +1 Relation with them.
 ◊◊ Officer (Violence)
 ◊◊ Dead shot (–)                                                ◊◊ One of the characters abandoned you when
 ◊◊ Hardened (–)                                                      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.
AT T R I B U TE S
                                                                 ◊◊ One of the characters has seen you lose
Assign the modifiers +2, +1, and +0 to the three passive             control.
attributes: Fortitude, Reflexes, and Willpower.             Decide the nature of three additional Relations:
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the  One neutral (0), one meaningful (+1), and
seven active attributes: Charisma, Coolness, Intuition,     one vital (+2).
Perception, Reason, Soul, and Violence.
                                                            Choosing Archetypes                                            85
The Sleeper                                                                      OCCUPATION
                                                                      Choose your Sleeper’s occupation. It could be anything you wish.
Your past is obscured by flawed memories, and you try not to think                DARK SECRETS
about the future. You focus on the here and now, living through       Choose any 1 Dark Secret. You get to pick the Dark Secret, but for as
your TV’s infinite offerings, Internet forums, and the apps on your   long as they’re asleep the PC will not remember anything about it.
phone. Your life and job are fine, but you make sure to only share                DISADVANTAGES
the best snippets, where everything seems amazing. Everyone else
has nice homes and great jobs, and you wouldn’t want people to        Choose 2 Disadvantages from any Archetype.
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             ADVANTAGES
lunch, or on the way home. Everyone else seems so perfect, so
you’ll motivate yourself to push through your routine on the tread-   You start with no Advantages.
mill while listening to the latest podcast, drinking low-fat shakes,             AT T R I B U TE S
and eating pre-packaged foods. People feel best when they don’t
focus on negative thoughts. One of the blogs you read told you        Assign the modifiers +2, +1, and +0 to the three passive attri-
                                                                      butes: Fortitude, Reflexes, and Willpower.
 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         Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven
 happiness.” That’s nice to think about. You live your life in a      active attributes: Charisma, Coolness, Intuition, Perception,
    bubble, filtering out all shadows and shades of grey in the       Reason, Soul, and Violence.
      world. You are one of the Sleepers.
Playing Sleepers                                                                  LOOKS
                                                                      Select or come up with your own distinguishing features for your
Sleeping PCs are weaker than Aware                                    character.
PCs. They lack Advantages and have                                    Clothes: Mainstream, hipster, proper, athletic wear, jeans, suit,
repressed their Dark Secrets. When                                    trendy, bohemian, gangsta, anonymous, all black, nerdy, chic,
Sleepers use Experience to advance,                                   handsome, provocative, flattering, normcore, or alternative
they start to recall their Dark Secrets. clothes.
 Upon their sixth advance, they wake
up and switch Archetypes.                                             Face: Cute, tired, forced smile, rosy, hard, doughy, swollen, ema-
                                                                      ciated, pale, non-expressive, pretty, masculine, soft, grim, long,
If the GM wishes to include sleeping round, square, bearded, or tanned face.
PCs, the game works best if all
               the player characters                                  Eyes: Avoidant, large, contemptuous, flirtatious, cheerful,
                  begin as Sleepers and                               innocent, intense, drowsy, dominant, demanding, dark, bright,
                  develop into Aware                                  confused, or bored eyes.
                  Archetypes together.
                                                                      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:           ◊◊ Reality television.
                                                                                                     ◊◊ Shopping.
                                                                      ◊◊ Dating services.            ◊◊ Social media/apps, e.g.
                                                                      ◊◊ Discussion forums.
                                                                      ◊◊ Exercise and fitness.           Instagram, Facebook,
                                                                      ◊◊ Fashion.                        or similar.
                                                                      ◊◊ Interior decorating.
                                                                      ◊◊ Online games.               ◊◊ TV-series.
                                                                      ◊◊ Pornography.                ◊◊ Distraction of your own
                                                                                                         design.
                                                                      When you engage in your Distraction for several hours, you recover
                                                                      +1 Stability.
86 Chapter 2 – Archetypes
When you are unable to engage in your distraction for a few                                       Creating
days, you must make a Keep it Together Move to not give in
to it – even to your detriment.                               a New Archetype
When you have been forced to interrupt your distraction, you
take −1 to your next roll.                                    Creating a new Archetype for KULT: Divinity Lost requires devel-
RELATIONS                                                     oping a broad and interesting theme for the Archetype and the
Everyone introduces their character by name, looks, and       construction of balanced Advantages. You can extrapolate from
personality. Take your turn. Write down the other player      the established Archetypes and proceed as follows:
characters’ names. Go around the table again to establish
                                                              ◊◊ Write a short description of the Archetype, explaining its
your Relations.                                                   core themes.
If you know any of the other player characters from before,
                                                              ◊◊ Write some suggested occupations for characters of
choose one of these options to establish the relationship          this Archetype.
between the two of you.
                                                              ◊◊ Suggest five Dark Secrets. You can choose from
 ◊◊ One of the characters is an associate from work.              existing ones or develop new ones.
 ◊◊ One of the characters is a lover or a friend. Take +1
                                                              ◊◊ Suggest six Disadvantages. You can also create
    Relation with each other.                                     one or more unique Disadvantages to suit the
                                                                  Archetype.
◊◊ One of the characters is connected to your Dark Secret.
◊◊ You secretly follow the character on Instagram, their      ◊◊ Give the Archetype eight Advantages the player
                                                                  can choose from at the start. You can use
    blog, or similar social media. Take +1 Relation with          existing Advantages or develop new ones
    them.                                                        unique to the Archetype. Some Soul-based
                                                                 Advantages, such as Enhanced Awareness,
◊◊ One of the characters has something you’re jealous of.
Decide the nature of three additional Relations: One neutral  Magical Intuition, and/or Sixth Sense,
(0), one meaningful (+1), and one vital (+2).                 recur in several of the twenty Aware
                                                              Archetypes in KULT: Divinity Lost.
              Sleepers                                        •• Note: if this is your first session of                         2
              and Advancement                                    KULT: Divinity Lost, do not create
                                                                 your own Advantages or Disad-
A sleeping PC advances in the following steps:
                                                              vantages. Play a few sessions first,
[1] They remember something about their Dark Secret.          in order to give you some idea
[2] They remember something about their Dark Secret.          of how Moves work and what
                                                              effects are suitable to apply
[3] They remember something about their Dark Secret.          when PCs roll a success (15+),
  [4] They remember something about their Dark Secret.                success with complications
                                                                      (10–14), and failure (–9).
  [5] They remember something about their Dark Secret.
                                                              ◊◊ Assign suggested looks in the
  [6] They awaken. The player chooses an Aware Arche-             categories of clothes, face,
       type. The PC keeps their Dark Secret and their Disad-      eyes, and body.
       vantages, but the player picks three Advantages from
       their new Archetype.                                   ◊◊ Write down five alter-
                                                                  natives for established
Depending on how the group wants to play it out, the              starting Relations
Sleeper’s memories of their Dark Secret can:                     with other player
                                                                 characters. Some of
 ◊◊ Be prepared and delivered by the GM (suitable for            the alternatives can
       prepared scenarios)                                       establish a Relation
                                                                value of +1 or even
 ◊◊ Be authored by the player                                   +2, either for the
 ◊◊ Be authored collaboratively by the group                    character or the
 ◊◊ Be authored by the other players, but not the per-          PC the character
                                                                has a relation-
      son affected                                              ship with.
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.
                                                Creating a New Archetype                                                        87
Chapter 3
Character
                  Traits
E very player character (PC) has a past, which has shaped the
person they are today. Traumatic events, buried secrets, and encounters
with the supernatural have awakened doubts that things may not be
as they seem. Through pain, fear, guilt, and madness, these events have
forged the PC’s personality and provided her with both strengths
and weaknesses. Dark Secrets, Disadvantages, and Advan-
tages are representations of these experiences and
personality traits. Each character begins                                                   Dark Secrets
the game with one or more Dark                                                         are windows
Secrets, two Disadvan-                                                      into traumatic, mystical,
                                                                  or guilt-laden episodes in the
tages, and three
                                                         character’s past. Each Dark Secret has
Advantages.                                          a theme, which the player and gamemaster
                                           (GM) take into consideration when developing the
                                           Secret’s specifics. However, any Dark Secret can provide
                                     the framework for a great variety of events, serving as inspiration
                  for developing a character’s concept and backstory, as well as acting as a
                  storytelling aid for the GM and player. The PCs’ various Dark Secrets provide the
                  GM with concrete themes for the overall story, such as guilt, revenge, escape, sorrow,
             passion, and redemption. They also serve as anchor points for locations, objects, and entities to
be included when preparing a story.
88 Chapter 3 – Character Traits
Disadvantages can be the character’s personal failings, neg-       rolled by the players, but unlike the basic player Moves, they
ative personality traits, adverse conditions, or external threats  provide the GM with opportunities to affect the PCs later in the
in the form of individuals, institutions, creatures, and/or        story. Examples might include the character’s schizophrenia
supernatural powers. The character might suffer from schizo-        distorting her perception of reality, or the character’s pursuers
phrenia, harbor a rampant urge to take revenge on someone,          finally catching up with her.
or be pursued by faceless enemies. Disadvantages are Moves
List of Disadvantages
Disadvantage           Description                                                                           Page                      3
Bad Reputation         You are hated by the public for something you are accused of.                            96
Broken                 Your Stability can never increase beyond Distressed.                                     96
Competitor             You have a competitor in the criminal underworld.                                        96
Condemned              Your fate is sealed and your Time is ticking down.                                       97
Cursed                 You are afflicted by a curse.                                                            97
Depression             You are struggling with depression.                                                      97
Drug Addict            You are addicted to hard drugs.                                                          97
Experiment Gone Wrong  You carried out an experiment that went terribly wrong.                                  97
Fanatic                You are a fervent adherent of an ideology.                                               97
Greedy                 You are driven by an unquenchable desire for money and wealth.                           98
Guilt                  You carry heavy guilt for your past sins.                                                98
Harassed               You are part of a harassed minority group.                                               98
Haunted                You are haunted by supernatural forces.                                                  98
Infirm                 You suffer from a dangerous physical disease or condition.                               98
Involuntary Medium     You are an open vessel for spirits and demonic entities.                                 98
Jealousy               You want someone else’s life for yourself.                                               98
Liar                   You are a compulsive liar.                                                               99
Lost Identity          You have a repressed true identity that resurfaces sometimes.                            99
Marked                 You are marked by darkness.                                                              99
Mental Compulsion      You have a mental compulsion.                                                            99
Nemesis                You have made an enemy who does everything in their power to take revenge on you.        99
Nightmares             You suffer from recurring nightmares.                                                    99
Oath of Revenge        You are obsessed of taking revenge on someone or an organization.
Object of Desire       You ignite unhealthy desires in others.                                                100
Obsession              You are obsessed by a conspiracy or supernatural phenomenon.                           100
Owned                  You have fled from someone who kept you as his private property.                       100
Phobia                 You harbour an overpowering fear of something.                                         100
Rationalist            Your mind refuses to acknowledge anything except things confirmed by modern science.   100
Repressed Memories     You have repressed an unpleasant event.                                                100
Rival                  You have an ambitious rival, who will do anything to be in your shoes.                 100
Schizophrenia          You struggle with psychosis and hallucinations.                                        101
Sexual Neurosis        Your sexuality is a destructive, controlling force in your life.                       101
Stalker                You are hunted by a faceless enemy.                                                    101
Victim of Passion      You have an overwhelming passion for someone or something.                             101
Wanted                 You are wanted by the authorities.                                                     101
                                                                                                              101
                       For more information on how Dark Secrets, Disadvantages, and Advantages                                         89
                       work together to create stories, read Chapter 6 – Setting Up a story
                       List of Disadvantages
Advantages are strengths, rare abilities, supernatural powers,      be the leader of a gang of underlings. Advantages are Moves
and valuable resources the character can use in the story to        which either provide the character permanent bonuses on
gain Edges and accomplish things others can’t. The character       rolls of a specific nature, extend the scope of a basic Move, or
might be tough and doesn’t get hurt easily, have special training  provide the player with the opportunity to take special actions
in crime scene investigations, possess influential friends, or     nobody else can.
List of Advantages
Advantage                 Attribute Description                                                            Page
Academic Network                                                                                            102
Access the Dark Net       Charisma You have contacts at universities around the world.                      108
Ace up the Sleeve                                                                                           105
Analyst                   Perception You know how to access and search the Dark Net abyss.                  110
Animal Speaker                                                                                              107
Arcane Researcher         Coolness You are good in a tight spot.                                            119
Artifact                  Reason  You are good at making connections when you Investigate.                  113
Artistic Talent                                                                                             102
At any Cost               Intuition You can control animals.                                                119
Authority                                                                                                   102
Awe-Inspiring             – You know things about alternate planes of existance and creatures from          102
Backstab                                     other dimensions.                                              105
Battlefield Medicine                                                                                        110
Body Awareness            Soul    You have an artifact with mystical powers.                                108
Boss                                                                                                        105
Bound                     Charisma Your work of art have a great effect on audiences.                       113
Burglar                                                                                                     105
Chameleon                 – You can get +2 to a roll by decreasing Stability (−2).                          107
Character Actor                                                                                             107
Charismatic Aura          Charisma You can use your academic authority to influence others.                 113
Code of Honor                                                                                               119
Collector                 Charisma You can inspire awe and obedience in others.                             110
Contagious Insanity                                                                                         113
Crafty                    Coolness You are dangerous when you attack unprepared victims.                    107
Crime Scene Investigator                                                                                    110
Cult Leader               Reason  You are trained in stabilising wounds.                                    113
Dabbler in the Occult                                                                                       114
Daredevil                 Perception You have exceptional control over your body.                           108
Data Retrieval                                                                                              110
Dead Shot                 Coolness You have a gang of criminal henchmen.                                    119
Deadly Stare                                                                                                117
Death Drive               Soul    You can draw powers from an extradimensional entity.                      117
Desperate                                                                                                   119
Divine                    Coolness You are an expert in breaking and entering.                              114
Divine Champion                                                                                             119
                          Intuition You are great at concealing your appearance and imitate others.
Dreamer                                                                                                     114
Driver                    Intuition You are a master at blending in.                                        106
Elite Education                                                                                             102
                          Soul    You can force people to trust you and seek your company.
                          – Gain Stability when you take risks or make sacrifices for your code of honor.
                          Reason  You know how to find unusual or rare items.
                          Soul    You can infect others with temporary insanity.
                          Intuition You can make others trust you.
                          Reason  You are skilled at finding clues at crime scenes.
                          Soul    You can perform rituals with your followers.
                          Soul    You can perform rituals from written instructions.
                          Perception You get Edges when you enter dangerous situations.
                          Reason  You are a skilled researcher.
                          – Any Harm with a firearm is considered +1 Harm.
                          Violence You can freeze an NPC with your stare.
                          Violence You get Edges when you fight with no regard for personal safety.
                          – You have +1 on all rolls when trying to make it through overwhelming odds.
                          Soul    You can make monsters obey you temporarily.
                          – You get stronger when you fight against your deity’s enemies or protect a
                                             sacred object.
                          Soul    You can use dreams to meet people or experience past events.
                          Coolness You are a trained professional at operating motor vehicles.
                          Charisma You have contacts in the world’s social elite.
90 Chapter 3 – Character Traits
Advantage              Attribute Description                                                                Page
Elite Sport                                                                                                  119
Endure Trauma          – You have competed professionally in a sport.                                        119
Enforcer                                                                                                     117
Enhanced Awareness     – Whenever you reduce Stability, you always lose 1 fewer level than normal.           114
Erotic                 Violence You can threat people to do what you want.                                   103
Escape Artist                                                                                                106
Exit Strategy          Soul    You can open yourself to visions and communicate with entities from other     108
Exorcist                       dimensions.                                                                   114
Expert                                                                                                       110
                       Charisma You can use your attractivness to influence others.
Explosives Expert                                                                                            110
Extortionist           Coolness You are a master at slipping away when the shit hits the fan.                107
Eye for an Eye                                                                                               119
Eye for Detail         Perception You are an expert in hiding the tracks of your kills.                      109
Fascination                                                                                                  103
Fast Talk              Soul    You can perform rituals to banish spirits or demons.                          106
Field Agent                                                                                                  117
Forbidden Inspiration  Reason  You get to ask an additonal question about whatever you want when you         114
Forked Tongue                  Investigate things in your fields of knowledge.                               103
Gang Leader                                                                                                  117
Genius                 Reason  You can build and disarm bombs.                                               115
Good Samaritan                                                                                               119
Gritted Teeth          Intuition You can Read others weaknesses.                                             119
Grudge                                                                                                       120
Hacker                 – You get +2 ongoing to all rolls against any one who wounds you.                     110
Hardened                                                                                                     120
Hunter                 Perception You are good at noticing details on people.                                109
Ice Cold                                                                                                     106
Implanted Messages     Charisma You can use your art to seduce an NPC.                                       115
Impostor                                                                                                     103
Improviser             Coolness You are good at distracting NPCs with small talk.                            106
Influental Friends                                                                                           103
Inner Power            Violence You get Edges when you enter combat.                                         115
Instinct                                                                                                     109
Interrogator           Soul    You can use your art to experience visions and lure creatures to you.         108
Intimidating                                                                                                 117
Intuitive              Charisma You can manipulate others into trusting you.                                 108
Inventor                                                                                                     110
Jaded                  Violence You have a gang of criminals.                                                120  3
Keen-Eyed                                                                                                    109
Lay on Hands           Soul    You get Edges in life-threatening situations.                                 115
Lightning Fast                                                                                               118
Magical Intuition      – Gain Stability when you help others at your own expense.                            115
Magnetic Attraction                                                                                          115
                       – You suffer no penalties to rolls from wounds.
                       – You take +1 ongoing to revenge when someone ruin your plans.
                       Reason  You are an expert on penetrating networks.
                       – You take +1 ongoing to Endure Injury.
                       Perception You are a skilled hunter.
                       Coolness You can use your calm and cool in the midst of violence and chaos.
                       Soul    You can get power over humans by experimenting on them.
                       Charisma You have several romantic relationships to use for resources.
                       Coolness You are good at winging it out of dangerous situations.
                       Charisma You have friends with power and influence.
                       Soul    You harbour an uncontrollable, dangerous power.
                       Perception You get +2 on your questions when you Observe a Situation.
                       Intuition You are an expert in Reading when others are lying.
                       Violence You can scare others to submit.
                       Intuition You get to ask an additional question when you succed in Reading someone.
                       Reason  You can create and repair things.
                       – You can suppress the effects of a (10–14) on Keep it Together.
                       Perception You are skilled at determing enemies’ strengths and weaknesses.
                       Soul    You can heal someone by sacrificing yourself or a victim.
                       Violence You get Edges when you move fast in combat.
                       Soul    You can perceive Kirlian auras and sense the presence of magic.
                       Soul    You can draw people to you.
                                              List of Advantages                                                  91
Advantage             Attribute Description                                                           Page
Manhunter                                                                                              110
Manipulative          Reason  You are good at getting information about people.                        120
Martial Arts Expert                                                                                    118
Moles                 – You can use given favors and learned secrets against people.                   104
Network of Contacts                                                                                    104
Notorius              Violence You get Edges when you fight in close quarters.                         104
Observant                                                                                              108
Occult Library        Charisma You have a number of moles to use when needed.                          110
Occult Studies                                                                                         111
Officer               Charisma You can get information about people.                                   118
Opportunist                                                                                            120
Parkour               Charisma You can use your fame to influence others.                              106
Perpetual Victim                                                                                       104
Prepared              Intuition You are good at judging someone’s character.                           111
Puppeteer                                                                                              111
Quick Thinker         Reason  You have a library about supernatural things.                            111
Rage                                                                                                   120
Read a Crowd          Reason  You know things about the occult.                                        109
Ruthless                                                                                               118
Scientist             Violence You get Edges when you fight with allies on your side.                  111
Sealed Fate                                                                                            120
Seducer               – Gain Stability when you sacrifice someone to further your own goals.           104
Shadow                                                                                                 109
Sixth Sense           Coolness You are deft at running, climbing and jumping.                          116
Snake Charmer                                                                                          116
Sneak                 Charisma You can appear defenseless and make others take care of you.            107
Sniper                                                                                                 118
Street Contacts       Reason  You are good at researching places.                                      104
Streetfighter                                                                                          119
Streetwise            Reason  You are good at executing plans with other people as pawns.              105
Stubborn                                                                                               116
Survival Instinct     Reason  You are good at thinking your way out of danger.                         119
Survivalist                                                                                            109
Thirst for Knowledge  – Go into a rage to gain Edges in combat.                                        120
To the Last Breath    Perception You are a master at overhearing information in crowds.                120
Tracer                                                                                                 111
Vigilant              Violence You get Edges when you sacrifice others to save yourself.               108
Voice of Insanity                                                                                      116
Voice of Pain         Reason  You are good at Investigating objects or entities.                       116
Wanderer                                                                                               110
Watchers              – You may mark Time to stabilize wounds.                                         120
Wayfinder                                                                                              116
Weapon Master         Charisma You can make people fall in love with you.                              107
Workaholic                                                                                             120
Worldly               Perception You are skilled in shadowing and shaking of any stalkers.             120
                      Soul    You can sense danger and the right path in front of you.
                      Soul    You can charm intelligent, monstrous creatures with your art.
                      Coolness You can avoid detection when hiding or sneaking.
                      Violence You are a master at firing at distant targets.
                      Charisma You have contacts among the social outsiders and outcasts.
                      Violence You get Edges when you fight in close combat.
                      Charisma You have contacts in the criminal underworld.
                      Soul    You can push yourself to overcome threaths and gain Edges.
                      Violence You get more viscious when you are wounded.
                      Perception You are trained in surviving in the wild.
                      – You gain Stability when you learn about other dimensions and supernatural
                                         entities.
                      – You mark Time to reroll the dice.
                      Reason  You have intelligence networks to trace things or people with.
                      Intuition You can Read when others hide things from you.
                      Soul    You can manipulate crowds.
                      Soul    You learn to fight enemies better when they wound you.
                      Perception You know things about places.
                      – You are watched over and protected by a group of mysterious people.
                      Soul    You can let your madness lead you through shortcuts in the city.
                      Coolness You are a master in armed combat or gunplay.
                      – Gain Stability when you create things or carry out experiments.
                      – Establish facts and relations when you arrive to new locations in the story.
92 Chapter 3 – Character Traits
Dark Secrets                                                            Forbidden Knowledge
Dark Secrets are events from the PCs’ pasts, which haunt and            You have uncovered some horrid truth, which brings
threaten them throughout your story. Each character must have           reality’s very nature into question. It might be unlocking
one or more Dark Secrets. When the player chooses a Dark Secret,        some way to move between dimensions, exposing the
they should, in collaboration with the GM, decide to what degree        mayor’s true demonic visage, finding proof that history
she’s aware of the Dark Secret, as well as choose a personal drive      has been rewritten, or discovering that the world as we
that has emerged from it.                                               know it is actually an illusion. The Illusion’s keepers are
                                                                        now after you and it is only a matter of time before they
                                                                        find you.
Chosen One                                                                      Suggested personal drives:
You have been chosen by a god to become its advocate or sacrifi-        ◊◊ Reveal the Truth to the world.
cial lamb. The god’s disciples watch over you, waiting for the day      ◊◊ Acquire power or knowledge.
of your ascension. You may have grown up in their cult, or were         ◊◊ Explore the forbidden truth.
discovered by them well into your adulthood. Whichever the case,        ◊◊ Fight the enemy.
you’re sure the cult has terrible plans for you. You’ve tried escaping  ◊◊ Escape your pursuers.
from these disciples, but they always end up finding you again.
Suggested personal drives:
◊◊ Avoid your pursuers.
◊◊ Fight the cult and/or their god.                                               Guardian
◊◊ Fulfill your god’s desire.
◊◊ Expand the cult’s membership.                                         You have been chosen to protect an important
◊◊ Find out the truth about your destiny.                               object, place, or person. This sacred duty could
                                                                        have been inherited, assigned to you specifi-
                                                                        cally, or granted to you at your own request.
                                                                        What you are protecting may be intended
                                                                        for accomplishing some great task in the
Curse                                                                   future, or you may be safeguarding it to
                                                                        ensure it doesn’t fall into the wrong
You are afflicted by a curse, knowingly or not. The curse has           hands.                                                       3
started influencing your life and you must find a way to get rid of             Suggested personal drives:                           93
it. The curse may have been inherited or brought upon yourself
through your own actions. Its effects are starting to make you          ◊◊ Keep what you are guarding
lose your grasp on reality and threaten to harm those closest to            safe.
you.
                                                                        ◊◊ Find out more about the
                                                                             previous guardians and
        Suggested personal drives:                                           what you are protecting.
◊◊ Find out what the curse is.                                          ◊◊ Pass the guardianship
◊◊ Discover how to break the curse.                                         over to a worthy
◊◊ Transfer the curse to someone else.                                      individual.
◊◊ Find some way to accept your fate.
◊◊ Take revenge on the person responsible for the curse.                ◊◊ Fulfill your
                                                                        purpose.
         Family Secret
Your family has a well-kept secret, which has haunted you for
your entire life. They may have been members of an obscure sect
or exposed to some dreadful horror. You may have been initiated
into this secret as a child, or only recently found out the truth as
an adult. This secret keeps you on edge and threatens to destroy
your life. You likely have to take action to save yourself and your
family.
         Suggested personal drives:
◊◊ Keep the secret.
◊◊ Avoid your family.
◊◊ Confront your family.
◊◊ Help your family.
◊◊ Find out the entire truth.
                                                               Dark Secrets
Guilty of Crime                                    rituals, exposed cults serving disturbing entities, or seen
                                                                    things revealing that the world is not what it seems. Your
        You feel constant remorse for a crime you have com-         experiences make it difficult for you to accept the Illusion that
        mitted. Regardless if you committed the crime on your       most others live in.
        own initiative or because you were coerced by others,
        you feel you are solely to blame. The victim, their rela-             Suggested personal drives:
        tives, and/or the police are probably looking for you.
                                                                     ◊◊ Uncover more of the Truth.
                Suggested personal drives:                           ◊◊ Seek atonement for your actions.
                                                                     ◊◊ Help others realize the Truth.
     ◊◊ Avoid justice.                                               ◊◊ Seek out more occult knowledge and power.
     ◊◊ Confront the victim or their relatives.                      ◊◊ Fight the demons.
     ◊◊ Punish yourself.
     ◊◊ Help other people.                                                   Pact with Dark Forces
     ◊◊ B  ring the other perpetrators to justice – be it of the
                                                                    You have sealed a pact with a powerful entity. You may have
             legal or personal variety.                             made the pact willingly or been tricked into it. Regardless,
                                                                    you are now under the being’s spell. You may have benefited
    ◊◊ T  ake revenge on those who made you commit the              greatly from this pact, but the cost could be your literal soul.
             crime.                                                 Deep inside you understand you must find a way to trick the
                                                                    being into breaking the pact. The question is how?
              Heir
                                                                             Suggested personal drives:
     You have been granted a unique inheritance from rela-
     tives or friends. It could be a small object or something      ◊◊ Find a way to break the pact.
     more substantial, such as a house. The inheritance has         ◊◊ Cheat death.
     instilled an unnatural obsession within you. You know          ◊◊ Slay the being.
     it hides secrets and perhaps unknown forces. Might it          ◊◊ Achieve further power or success.
     reveal what happened to its previous owner? Others             ◊◊ Take revenge on whoever tricked you into the pact.
     want to possess your inheritance also, and you suspect
     they will stop at nothing to acquire it.                                Responsible for Medical Experiments
             Suggested personal drives:                            You were responsible for or assisted in shady medical exper-
                                                                   iments, which ended in horrifying results. Regardless of
   ◊◊ Discover the truth about your inheritance.                   whether the subjects were willing or not, the experiments
   ◊◊ Protect your inheritance.                                    destroyed their lives and they are now dead, missing, or
   ◊◊ Investigate what happened to its previous owner.             transformed into something inhuman. In addition to your
   ◊◊ Confront those who seek to acquire your                      pangs of guilt, you may be pursued by your former test sub-
                                                                   jects, their relatives, the law, former colleagues, employers, or
          inheritance.                                             nameless forces trying to silence you.
            Mental Illness                                                  Suggested personal drives:
   You or one of your close relations suffer from mental            ◊◊ Avoid taking responsibility for the experiments.
  illness. There’s a good chance you have seen with your            ◊◊ Seek forgiveness from subjects and/or their relatives.
  own eyes (or heard from your relative) that reality is            ◊◊ Gather evidence to expose your former employer.
  simply an illusion. But who would believe a crazy per-            ◊◊ Conclude interrupted or failed experiments.
  son? Psychiatric institutions hold many secrets and many          ◊◊ Continue researching your findings.
  doctors have hidden motives. For the insane who end up            ◊◊ Restore the test subjects to their former selves.
 on the streets, disturbed mentors gladly take newcomers
 under their wing to initiate them in the Truth.                            Returned from the Other Side
          Suggested personal drives:                               You experienced an event where the Illusion shattered
                                                                   completely, and you were the only one who returned. Your
 ◊◊ Explore the Illusion.                                          apartment block may have slipped into another dimension,
 ◊◊ Expose the conspiracy.                                         its existence wiped from history. An airplane may have disap-
 ◊◊ Take revenge on your doctors and other caregivers.             peared and you were found twenty years later, without mem-
 ◊◊ Find out the truth about your relative.                        ories and having not aged a day. A company of soldiers in
 ◊◊ Find your missing mentally ill relative.                       Afghanistan may have literally walked into hell and only you
                                                                   returned, covered in your comrades’ blood. Deep down you
         Occult Experience
You have witnessed occult proceedings, which changed
your view of reality. You may have participated in arcane
94 Chapter 3 – Character Traits
feel you were not meant to have survived, and that something is of helplessness torment you, and in order to survive this
coming for you to restore balance and order.                      trauma, you must find a way to heal your wounds.
 ◊◊ Discover the truth about the event.                                    Suggested personal drives:
 ◊◊ Expose what happened to you to the world.
 ◊◊ Elude your fate.                                              ◊◊ Get revenge on the perpetrator.
 ◊◊ Return to the scene.                                          ◊◊ Re-experience the crime again (as victim or as
 ◊◊ Find lost relatives or friends.
                                                                       perpetrator).
         Rootless
                                                                  ◊◊ Find out why it happened to you.
Your family always moved around. Your parents never told you      ◊◊ Stop similar crimes.
                                                                  ◊◊ Confront and forgive the perpetrator.
why, but the haunted look in their eyes and hushed conver-                 Victim of Medical Experiments                                     3
sations hinted that you were running away from something
terrifying. They would rouse you in the middle of night, leaving  You were subjected to medical experiments with unexpected                  95
behind everything you owned, simply to escape. Even-                    outcomes, with or without your consent and knowledge.
tually, they even abandoned you. Maybe they’re still                        The experiments have had enduring mental and/or
on the run, or maybe whatever they feared finally                              physical side effects. They may have shown you
caught up with them. The feeling of being                                        windows into alternate dimensions – resulting in
followed never truly lets go, and wher-                                                          madness. The side effects still torment
ever you end up it’s not long before                                                                  you, and ridding yourself of them
you’re on the road again. You don’t                                                                     requires you to find the respon-
know exactly what would happen                                                                            sible parties. It’s also possible
if you stopped, but you feel it’s                                                                         your parents were the test
something terrible.                                                                                       subjects and you inherited the
                                                                                                         experimental effects, as a result.
         Suggested personal
         drives:                                                                                    Suggested personal
                                                                                                     drives:
 ◊◊ Find out what is pursuing
      you.                                                                              ◊◊  Track down those
                                                                                                                  responsible.
 ◊◊ Find a place where you can
      stop and breathe.                                                                ◊◊  Restore yourself to the
                                                                                                                state you were in before.
 ◊◊ Escape what is pursuing you.
 ◊◊ Find your parents.                                                                  ◊◊ G  et revenge on the per-
 ◊◊ Figure out why this is                                                                                       son(s) responsible.
      happening.                                                                        ◊◊  Find a way to accept the
                                                                                                                person you are now.
         Strange Disappearance
                                                                                     ◊◊ Explore other dimensions.
Someone close to you disappeared after getting                                  ◊◊ Expose the truth to the world.
too close to the truth while investigating some-                           Visitations
thing. You have no idea what happened, but some-
one recently sent you cryptic information, urging                 You have a history of encounters with
you to finish what your colleague started. Since your             beings from the other side. They could be
associate disappeared, you’ve become the victim of                family members or friends tracking you down
unknown stalkers.                                                 post-mortem, entities discovered at haunted
         Suggested personal drives:                               locations, or inhuman forces taking an interest in you.
                                                                  Regardless of what you do, you can’t seem to escape
 ◊◊ Figure out whatever became of the missing person.             them. Every time you think it’s finally over, they reap-
 ◊◊ Finish the investigation they started.                        pear in your life – you are never truly free.
 ◊◊ Escape your pursuers.
 ◊◊ Bring the guilty to justice.                                           Suggested personal drives:
 ◊◊ Reveal the truth to the public.
                                                                  ◊◊ Figure out why you are haunted in this way.
         Victim of Crime                                          ◊◊ Help spirits find peace after death.
                                                                  ◊◊ Fight evil beings.
You have endured a terrible crime. Your whole life is marred      ◊◊ Help people communicate with the dead.
by this event and you cannot mentally suppress the violation,     ◊◊ Escape the entity pursuing you.
no matter how hard you try. Fear, shame, anger, and a sense
                                                             Dark Secrets
Disadvantages                                                      of the chief of police. In situations where
                                                                    the GM determines the Disadvantage’s activation
Disadvantages are Moves representing destructive charac-            wouldn’t make the scene more exciting or interesting, it’s
ter traits, psychological damage, or external threats to the        better to trust the player to play out their character’s Disad-
character.                                                          vantage rather than rolling for it.
                                 Acquiring                          Whenever a player rolls a (10–14) or (–9) result on a Disad-
                          Disadvantages                             vantage Move, there is either an immediate effect or the GM
                                                                    acquires Hold to spend later during the course of the story.
Every character starts play with two Disadvantages, but PCs         The GM doesn’t have to worry about spending these immedi-
can also receive additional Disadvantages from the GM during        ately, and can wait for an opportune moment. For example,
the course of the game, if and when:                                if she has been given Hold on a PC through the Disadvantage
                                                                    Stalker, she can let the PC’s stalker wait until a calm moment
 ◊◊ The PC’s Stability decreases all the way to Broken.             in the story before making their Move, allowing the PC to
 ◊◊ The PC’s actions create new, external threats; e.g., if they    relax and have a false sense of security.
      act in a way to make them Wanted by the police, or they        ••Bad Reputation
      leave an enemy wounded but still alive, allowing them
      to return later as a Nemesis. It is up to the GM to decide    For some reason, you have attracted the public’s disapproval
      the circumstances under which the PC acquires a new           – even animosity. Perhaps you’ve been spotlighted in the
      Disadvantage.                                                 tabloids as a pedophile or murderer, falsely or otherwise.
                                                                    In the first game session and whenever you attract the public’s
                              Overcoming                            attention, roll +0:
                          Disadvantages
                                                                    (15+) You blend in. Nobody is out to get you.
  If a PC manages to overcome one of her two starting Disad-
   vantages during the story, she removes the old Disadvantage      (10–14) You have been recognized. The GM takes 1 Hold.
    and chooses another one appropriate to the situation or
                                                                    (–9) Several people have recognized you. Anger and fear
     character. For example, if a PC kills their Nemesis, they may         control their actions. The GM takes 3 Hold.
     become Wanted for the murder, start having Nightmares
      about the event, or attract the attention of other entities   The GM can spend Hold to make a Move representing how
                                                                    your bad reputation sticks to you. For example, people might
       who become their Stalker. An exception may be made for       react with fear and suspicion towards you, a lynch mob forms
        additional Disadvantages the PC earns through the story     to bring you to justice, your property is vandalized, your allies
        (like becoming Wanted for a crime committed during          turn against you, and you can lose your job, agreements, and
                                                                     relationships.
         play).
                                Rules                                ••Broken
Like other Moves, every Disadvantage has a trigger con-             Some experience in your past has broken your psyche so
dition, which explains when it activates. The GM always             badly you’ve been unable to recuperate from it. As a result,
 has the last word on when this condition is fulfilled.             your Stability can never increase beyond Distressed (6).
  Some Disadvantages only activate in particular situa-              ••Competitor
   tions, subject to the GM’s judgement. As a guideline,
   the GM should not activate a Disadvantage if:                    You have a competitor in the criminal underworld, whose
                                                                    business niche is similar to yours. Whenever you neglect to
  ◊◊  The GM already has one or more Hold for that                  protect your interests or are distracted elsewhere, roll +0 to see
         Disadvantage.                                              if your competitor managed to damage your business:
   ◊◊ A  ctivating the Disadvantage in this situation
           wouldn’t make the situation more interesting or          (15+) You are safe from your competitor, for the moment.
           exciting.
                                                                    (10–14) You have been careless. Your competitor may strike
         For example, the Disadvantage Mental Compul-                      against you. The GM takes 1 Hold.
          sion has the trigger, “in situations where you could
          be distracted by your compulsion.” A good guide-          (–9) You hand your competitor a golden opportunity, and they
                                                                           move against your interests. The GM takes 3 Hold.
           line here is to consider the trigger in the context
            of the compulsion’s exact nature, as chosen             The GM can spend Hold to make Moves for your competitor.
             and described by the player. If the character          For example, your competitor may take control of some of
                                                                    your business dealings, learn one of your secrets, sabotages
              is a hypochondriac, their compulsion might            one of your assets, or harms or buys off someone you care
              be triggered in environments featuring sick           for and trust.
               people, such as a hospital. If they are a klep-
               tomaniac, the compulsion might be triggered
                when a risky situation would arise from
                 stealing something, such as in the office
96 Chapter 3 – Character Traits
