Erick

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PLOTS & SCHEMES

Your immortal life is governed by your clever schemes. Choose two projects
on which you have been working for some time. Tell everyone the schemes
you’ve chosen, and the MC will ask you questions about them accordingly.
There are some who have been cursed by gods or blessed by devils to walk
You may never have more than two schemes at a time, but you may halt a this earth knowing neither disease nor age. They are immortals, fated to toy
scheme and begin a new one at the beginning of any session. When you with the mortals whose lives remind them of their eternally delayed demise.
complete a scheme, claim the benefit associated with it. The MC will ensure
that the benefit comes to pass; you may then choose another scheme.
DRAMA MOVES
b Alias: Declare a new identity. Your true name and identity are masked to Immortal Corruption Move
any who knew them and cannot be uncovered without your permission. Set When you make use of someone as an unwitting or unwilling pawn in your
aside any Debts held against you; they are void until you reveal yourself. schemes, mark corruption.
b
✔ Alliance: Name a group within a Faction: you have earned their allegiance. Intimacy Move
Add +1 to their Faction and take +1 ongoing against their members. When you share a moment of intimacy—physical or emotional—with another
person, you imbue them with immortality. When they die, you can mark a
b Leverage: Name an NPC: they owe you a Debt that can never be repaid.
Scar to bring them back to life. Their End Move takes effect before they return.
You always have a Debt on them until they die, and maybe even after
they slip this mortal coil. Mark corruption whenever you cash in that Debt. End Move
When you die, roll with Spirit. On a hit, you come back whenever you
b Revenge: Choose someone who has—in your opinion—wronged you.
choose. On a 10+, choose 1. On a 7–9, choose 2:
You have them alone and exposed, no matter their holdings or allies. If
» Someone troubling sees you return; their silence costs you a Debt.
you show them mercy despite their sins, erase a corruption advance.
» You’re disoriented and exposed; your enemies seize an opportunity.
b
✔ Stewardship: Declare an NPC or thing you protect: it is safe and can
never again be endangered, even by you. Erase a corruption advance. » You witnessed a dark vision on the other side; mark corruption.
» You come back changed; tell the MC how death marks you.
INTERRUPTIONS On a miss, the MC picks 2 and tells you how and when you come back.
Despite your maneuverings, the city has a tendency to disrupt even the best You can truly die. Decide how and tell the MC in secret. If you willingly
of your careful plans. At the start of play, choose three interruptions from reveal it to another character, it counts as sharing a moment of intimacy.
the list below, and tell the MC which scheme each of them has affected and
why they require you to directly intervene in the events to come.
b An ancient foe resurfaces b A clever feint explodes
CORRUPTION
b Take a corruption move b Take a corruption move
b An old friend or lover returns b A new enemy interferes b Take a corruption move
b An arcane asset vanishes b A new ally stumbles b Take a corruption move from another Archetype
You can apply all three interruptions to one scheme or spread them among b Retire your character. They may return as a Threat.
the schemes in which you are engaged. Either way, these intrusions will not
resolve on their own; you must directly engage to protect your investments. CORRUPTION MOVES
START OF SESSION: MACHINATIONS b Ahead of the Game: Mark corruption to roll with Heart instead of Faction
when you make the start of session move. Mark any Faction you wish, and
When you make the start of session move, use this move instead:
take a Debt on someone involved in the situation, even on a miss.
b Poker Face: When someone asks you a question after figuring you out,
» Select one of your active schemes and a Faction. Tell the MC why your
mark corruption to force them to pick a different question from the list.
machinations ensnare members of that Faction, mark the Faction, and
Mark corruption to mislead or trick an NPC as if you rolled a 10+.
roll with it. On a 10+, your plotting pays off: take a Debt on someone
b Under My Thumb: When you cash in a Debt, mark corruption to give a
in that Faction or a useful piece of information, your choice. On a 7-9,
your efforts yield an obvious—and short-lived—opportunity; the MC will player character -2 to refuse to honor a Debt (after rolling) or to make a member of power
tell you what you need to do to seize it before it expires. On a miss, your an NPC give you two things from the list.
scheme is derailed or interrupted; the MC will tell you who is to blame. b Mirror, Mirror: When you breathe new life into the mouth of a corpse,
mark corruption to animate their lifeless body. While animate, they must
answer two questions truthfully; any further conversation may require
you to persuade or mislead them to gain any additional information.
Once the effect dissipates, you cannot animate them a second time.
CHARACTER CREATION NAME Erick Stevan's IMMORTAL MOVES
LOOK
You get these two:
Name (pick one)
; Chameleon: When you perform an important ritual of another Faction in
Anna, Aethelfled, Boris, Brandon Ebele, Essex, Hildred, Hiro, Linsey, their presence, roll with Heart. On a hit, all the members of that Faction
Mildred, Nathaniel, Khari, Thorn, Tsutomu, Zacariah must treat you as if you were one of their own for the rest of the scene.
On a 10+, hold 3. On a 7-9, hold 2. Spend that hold 1 for 1 to roll with
Look (pick as many as apply) Heart instead of their Faction to put a face to a name, investigate a
» Ambiguous, Female, Male, Transgressing place of power, or drop someone’s name. On a miss, your observance
» Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, opens up an opportunity for your enemies within the targeted Faction to
White,
» Antiquated Clothing, Comfortable Clothing, Eccentric/Strange Clothing,
STATS strike openly at you or your interests.
; Dauntless: When you keep your cool in the face of violent threats or
Expensive Clothing
0 3 2 -2 intimidation, treat a 7-9 as a 10+ result. On a miss, you can stand your
ground as if you rolled a 7-9, but your resilience tips your hand; your
Demeanor (pick one) Blood Heart Mind Spirit opposition learns something valuable about your schemes.
Reserved
FACTIONS
Conniving, Detached, Reserved, Self-Satisfied And choose one more:
b Neck Deep: You’ve been in the city a long time. Add +1 to any Faction
Starting Character Stats (Add 1 to one of these) that’s not your own and name an NPC from that Faction with whom you
Blood 0, Heart 2, Mind 1, Spirit -2 0 0 2 0 have extended history. Take + 1 ongoing when you hit the streets to
visit your old friend. On a miss, something from your past has come back
Starting Factions (Add 1 to one of these) Mortality Night Power Wild to haunt you both.

ADVANCES
Mortality 0, Night 0, Power 1, Wild 0 b Mortal Lover: You once had an intimate and lengthy relationship with a
mortal; you learned something of value from their short life. Tell the MC
Advances available at beginning of play: After 5 advances you may select: what token you carry with you to sustain their memory and take a move
Intro
b +1 Blood (max +3) b +1 to any stat (max +3)
» Who were you? Who are you now? Um monge/ Um CEO from a Mortality archetype.
b +1 Heart (max +3) b +1 to any stat (max +3)
» How long have you lived in this city? Dois meses b Duelist: When you unleash an attack with an elegant weapon, roll
b +1 Mind (max +3) b +1 to any Faction (max +3)
with Heart instead of Blood. On a miss, you are disarmed, outgunned, or
» Which mortal do you trust with your secrets? Stix, meu atual beta-funcionario (Kobas)
b A new Immortal move b Erase a scar overwhelmed (MC’s choice).
» What do you loathe about your immortal existence? O Luto b A new Immortal move b Take Foretellings and prophetic tools
b
✔ Objets d’art: You have acquired a number of objects, relics, and artifacts
» What still entices you about an ordinary mortal life? As relações inter-pessoais b A move from another Archetype b Erase a Corruption Advance
over your many lifetimes. You have enough space to house them at
b A move from another Archetype b Advance 3 basic moves your penthouse and one or two staff (Min-jun and Orlando, maybe) to
Gear b Change your Faction b Advance 3 basic moves care for the most priceless items. Once per session, you may obtain an
» A palatial penthouse, a luxury car and drives, a smart phone b Change your Faction b Change to a new archetype item from your collection that will serve as a perfect gift to an NPC of

HARM ARMOR
» An elegant weapon your choice; tell the MC where you got it from originally. If you bring an
b Silenced 9mm Glock (2-harm close) arcane item home to add to your holdings, you can research it as if you
b Sword Cane (2-harm hand) were a scholar consulting his private collection (Dark Streets, p29).
■ Faint

DEBTS
b Throwing Daggers (2-harm intimate/close)
b Katana (3-harm hand messy) Grievous
» A small black book of notes and records, written in a dead language Who owes you?
Critical
Allister 4 Proteção
Debts
» You have been watching someone’s lineage closely, keeping them safe
When you suffer harm, mark the
same number of boxes as harm SCARS owes me Debt(s) for

from harm. They owe you two Debts. received. When you heal harm, b Shattered (-1 Blood)

» Someone has seen you die and come back to life. They haven’t told erase it in the same order. You heal b Crushed (-1 Heart) Orion 2 Comida
owes me Debt(s) for
anyone your secrets. You owe them a Debt. about 1 harm/day naturally. You can b Fractured (-1 Mind)
» Someone usually accompanies you when you head straight into danger. mark a Scar to ignore all harm you b Broken (-1 Spirit)
Tell them why you trust them. You owe them two Debts. are about to suffer.
Kettlyn 1 Proteger a famil
HOLD/GEAR owes me Debt(s) for
Notes Extra Moves

Debts (cont.)
Eu devo 1 a Ketllyn por saber meu segredo

Eu devo 1 a Orion por matar no meu lugar

Eu devo 2 a David por guardar segredos


SESSION MOVES
SESSION INTRO
At the beginning of every session, announce which character your character
trusts the least; their player will spotlight a Faction for your character (that isn’t
already marked). Mark that Faction. Tell the MC about a rumor or conflict that
you’ve heard about that Faction, building on previous established information
HARM AND HEALING
When your character suffers harm, check off a number of boxes on your
if you’d like, and roll with the Faction. harm track equal to the harm suffered. The different levels of harm reflect
On a 10+, you’re prepared for the conflict you laid out: you’ve got a Debt how badly your character is hurt, moving up from minor injuries to wounds
on someone in that Faction or a useful piece of information or equipment, that require immediate medical attention:
your choice. On a 7-9, you’re neck deep in it: you owe someone in that Fac-
tion a Debt, and someone in that Faction owes a Debt to you. On a miss, » Faint harm is relatively minor, like getting stabbed in a nonvital area or
you’re caught flat-footed, unprepared, or unaware: the MC will tell you who getting into a fist fight that doesn’t last too long.
is coming at you. » Grievous harm is serious stuff, like getting shot in the shoulder or hit by a
If you start a session in the middle of a chaotic situation or with plenty going car. If you suffer grievous harm, you need to get medical attention to keep
on already, the MC might decide to skip this move. things from getting worse, but you’ll be back on your feet in a few days.
» Critical harm means that you’re on the verge of dying, like getting shot in
SESSION END the stomach or beat repeatedly in the head with a metal baseball bat. If
At the end of every session, if you learned something meaningful about a you don’t get to a hospital—or find some magic to patch you up—you’re
Faction, increase your score in that Faction by 1 and decrease your score in a going to die.
different Faction by 1. Tell the MC how your relationships to those commu- Begin by marking harm in the faint tier and moving down the track into griev-
nities have changed. ous and then critical. When you mark a box of harm in a new tier, write a
If someone did you a favor at a cost, tell the group; you owe them a Debt. short description of the injury on your sheet in the space beside the boxes
If you did someone a favor without redress, tell the group; they owe you a to remind yourself what harm your character has suffered (and how best it
Debt. might be treated later). If you ever need to mark harm and can’t— because
all your other boxes are full—you die (and probably trigger your end move).

WORKSPACE/SANCTUM RULES
When someone goes into their Workspace or Sanctum to accomplish
something, the MC uses these rules to decide how they accomplish the goal.
ADVANCED MOVES
The MC tells the player, “Sure, no problem, but…” and then 1 to 4 of the fol- UNLEASH AN ATTACK
bb On a 12+, your target chooses: surrender completely or you
lowing: incapacitate them.
» It’s going to take you hours/days/weeks/months of work or recovery
time ESCAPE A SITUATION
bb On a 12+, you get away and make an important discovery.
» First you’ll have to summon/build/construct
» You’ll require the services of to complete it
PERSUADE AN NPC
» You require a rare and expensive ingredient or material bb On a 12+, they do what you ask and help you see it through to its end.
» It will only work for a short time, and may be unreliable
» It’s going to mean exposing anyone nearby to serious fallout FIGURE SOMEONE OUT
bb On a 12+, you can ask any questions you like, not limited to the list.
» Your Workspace lacks ; add this and you’ll be able to complete it
» It will require a part of yourself to complete MISLEAD, DISTRACT, OR TRICK
» You must journey to in order to complete it bb On a 12+, you get all 4 and choose 1 for double effect.

The MC can combine any set of requirements or offer two sets of costs to the
KEEP YOUR COOL
same task. Once the requirements are completed, what was set out is com- bb On a 12+, your opposition’s cool is compromised. Tell them what it will
pleted. The MC will stat it up, reveal some info, or whatever is called for now. cost to maintain their current course of action.

LET IT OUT
bb On a 12+, your powers or abilities manifest in an unexpectedly useful
way. Mark corruption to make that manifestation permanent.
BASIC MOVES BASIC MOVES (CONT’D) DEBT MOVES
UNLEASH AN ATTACK KEEP YOUR COOL DO SOMEONE A FAVOR
When you unleash an attack on someone, roll with Blood. On a hit, you When things get real and you keep your cool, tell the MC what situation you When you do someone a favor, they owe you a Debt.
inflict harm as established and choose 1: want to avoid and roll with Spirit. On a 10+, all’s well. On a 7–9, the MC will
tell you what it’s gonna cost you. CASH IN A DEBT
» Inflict terrible harm When you cash in a debt, remind your debtor why they owe you in order to…
» Take something from them LET IT OUT …make a PC:
On a 7-9, choose 1 from below as well: When you let out the power within you, roll with Spirit. On a hit, choose » Do you a favor at moderate cost
1 and mark corruption. On a 10+, ignore the corruption or choose another » Lend a hand to your efforts
» They inflict harm on you
from the list.
» You find yourself in a bad spot » Get in the way of someone else
» Take +1 forward on your next roll » Answer a question honestly
ESCAPE A SITUATION » Extend your senses, supernatural or otherwise » Erase a Debt they hold on someone
When you take advantage of an opening to escape a situation, roll with » Frighten, intimidate, or impress your opposition » Give you a Debt they hold on someone else
Blood. On a hit, you get away. On a 10+, choose 1. On a 7-9, choose 2: » Take definite hold of something vulnerable or exposed
…make an NPC:
» You suffer harm during your escape » Answer a question honestly about their Faction
» You end up in another dangerous situation LEND A HAND OR GET IN THE WAY
When you lend a hand or get in the way after a PC has rolled, roll with their » Introduce you to a powerful member of their Faction
» You leave something important behind » Give you a worthy and useful gift without cost
Faction. On a hit, give them a +1 or -2 to their roll. On a 7-9, you expose
» You owe someone a Debt for your escape yourself to danger, entanglement, or cost. » Erase a Debt they hold on someone
» You give in to your base nature and mark corruption » Give you a Debt they have on someone else
» Give you +3 to Persuade them (choose before rolling)
PERSUADE AN NPC
When you persuade an NPC through seduction, promises, or threats, roll FACTION MOVES REFUSE TO HONOR A DEBT
with Heart. On a hit, they do what you ask. On a 7-9, they modify the terms
or demand a Debt.
HIT THE STREETS When you refuse to honor a debt, roll with Heart. On a hit, you weasel out of
When you hit the streets to get what you need, name who you’re going to the current deal, but still owe the Debt. On a 7-9, you choose 1:
If you cash in a Debt you have with them before rolling, you may add +3 to and roll with their Faction. On a hit, they’re available and have the stuff. On a
your roll. » You owe them an additional Debt
7-9, choose 1:
» You lose face with their Faction
FIGURE SOMEONE OUT » Whoever you’re going to is juggling their own problems » You mark corruption
When you try to figure someone out, roll with Mind. On a hit, hold 2. On a » Whatever you need is more costly than anticipated
7-9, they hold 1 on you as well. While you’re interacting with them, spend On a miss, you can’t avoid the noose. You either honor your Debt or face the
consequences: they pick two from the list above or force you to lose all the
your hold 1-for-1 to ask their player a question: PUT A FACE TO A NAME Debts owed to you.
» Who’s pulling your character’s strings? When you put a face to a name or vice versa, roll with their Faction. On a hit,
you know their reputation; the GM tells you what most people know about DROP SOMEONE’S NAME
» What’s your character’s beef with ?
them. On a 10+, you’ve dealt with them before; learn something interesting When you drop the name of someone who owes you a Debt, roll with their
» What’s your character hoping to get from ? and useful about them or they owe you a Debt. On a miss, you don’t know Faction. On a hit, their name carries weight and gives you an opening or
» How could I get your character to ? them or you owe them; the MC will tell you which. opportunity. On a 10+, you keep the Debt and mark their Faction. On 7-9,
» What does your character worry might happen? you have to cash in the Debt. On a miss, erase the Debt and brace yourself.
» How could I put your character in my Debt? INVESTIGATE A PLACE OF POWER
When you investigate a place of power, roll with the Faction that owns it.
If you’re in their Faction, ask an additional question, even on a miss. On a hit, you see below the surface to the reality underneath. On a 10+, you
can ask the MC one question about the schemes and politics of the Faction
MISLEAD, DISTRACT, OR TRICK in question.
When you try to mislead, distract, or trick someone, roll with Mind. On a

ADVANCEMENT
hit, they are fooled, at least for a moment. On a 10+, pick 3. On a 7-9, pick 2:
» You create an opportunity
When you make a Faction move, trigger an intimacy move, cash in a Debt
» You expose a weakness or flaw
or honor a Debt, mark the Faction involved. When you’ve marked all four
» You confuse them for some time Factions, erase the marks and advance.
» You avoid further entanglement

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