A Reshaper
You have pledged yourself to the Forge of Days Starting Stats:
and her principle of Forge, in hopes of attaining +2 to TINKER
power without compare Starting Fascination/Dread: +1 to WRECK
You gain XP when you address a challenge with
ingenuity and will 5|5
Starting Ability Fiery Contacts
The Burning Woman: You wish to shatter the world. Gain +1d every time you destroy
something.
Special Abilities
Forge: You are skilled in the arts of construction and fabrication. As a downtime action, you
may, for free, create small objects, alchemical elixirs, or funds for your crew during
downtime.
Immolate: Fire is no longer a danger - it is your fuel. When you are engulfed in flames, gain
+1d to all actions.
Reshaper's Vision: Under stress, you have insight into the minds of those who shape our
world. Improve your EFFECT when you STUDY or SURVEY from a desperate position
Unbreakable Body: You may be bruised but never broken. Level 3 HARM now acts as a
Level 2.
Fuel to the Fire: The Forge is a source of power. When you push yourself, you may instead
spend 1 fund rather than advance your Fascination/Dread track.
The Hearth: Everyone else in your cult gains "Around the Fireplace" as a VICE. You may
spend a downtime action to move their & your Fascination/Dread tracks. If you overindulge,
they all take the level 2 HARM "burned"
Shining: The Forge of Days will end all nights. Around you, darkness falls away.
All the Love in Her Heart: The Forge of Days cannot regret, but if she could, she would
regret The Division. When you sacrifice something important to you, improve the EFFECT
on your roll.
A Seer
You have pledged yourself to the Watchman, Starting Stats:
also known as the Door-in-the-Eye and the +2 to SURVEY
principle of Lantern, who illuminates through +1 to STUDY
the Glory. Starting Fascination/Dread:
You gain XP when you address a challenge
with insight or mercilessness 3|7
Starting Ability Brilliant Contacts
The Walls of the Mansus: That first secret door is open to you. At any time, you may look
into your dreams and move one further towards Fascination
Special Abilities
Augury: Look into the airs and the influences of the world. Roll ATTUNE:
-On a Critical success, the air is in your favor. The next roll by any player will be a
guaranteed complete success.
-On a Full success, the next roll by any player is in a controlled position
-On a Mixed success, the next roll by any player is in a risky position
-On a Failure, you cannot find the airs. The next roll by any player is in a risky position, and
move one further towards Fascination.
Enlightenment: Peel back the skin of the world. When you push yourself to STUDY, take one
stress instead of two.
I Cast No Shadow: Improve your EFFECT when you PROWL in a well-lit place.
A Know: When you STUDY a source of occult lore while gathering information, you may
learn otherwise-hidden information before the Expedition begins.
The Glory: The light seeps through the cracks. When you succeed on a CONSORT or
SWAY roll, you may choose to drive them mad.
Know Thyself: You will know restraint. When you roll your VICE, you may decrease your
result by any amount, if you wish to avoid overindulgence.
Authorship: As a downtime action, you may use your occult knowledge to publish works. Roll
your STUDY.
-On a Full success or Critical, gain an asset significantly above your cult's current station.
Your book is so popular that it draws the attention of the authorities - take 1 NOTORIETY.
-On a Mixed success, gain an asset at your cult's current station. Your book does well, but
escapes widespread notice.
-On a Failure, only a few people read your book, but they are very appreciative. Gain an
asset significantly below your cult's current station.
Triple Nature: The sun, the eye, the egg. On a critical ATTUNE success, you may fleetingly
act as though these were interchangeable.
A Cyprian
You have pledged yourself to the Red Grail, or Starting Stats:
the Witch-and-Sister under the principle of Grail, +2 to SWAY
seeking desire, seeking sensation, seeking +1 to COMMAND
fulfillment. Starting Fascination/Dread:
Gain XP when you address a challenge with
charisma or hunger. 5|5
Starting Ability Charismatic Contacts
Imperishable: Slick like an over-ripe fruit. When you bleed, improve your POSITION.
Special Abilities
Seduce: You understaind the desires of others, and your own. Move one towards Dread to roll any
other action as CONSORT or SWAY, and tell us how you performed it with charisma.
The Body Malleable: As a downtime action, you may grow a new temporary appendage. What does it
do? What has it taken from you?
Hedonist: At their highest levels, pain is indistinguishable from pleasure. Improve your EFFECT equal
to your degree of HARM.
You Can't Spell Overindulgence Without Indulgence: When you overindulge your vice, the cult begins
their next Expedition with +1 to the engagement roll.
The Feast of the Grail: When you indulge illiicit pleasures during an expedition, heal 1 level of HARM.
Forbidden Joy: Take 1 NOTORIETY to add +1d to a SWAY roll. You are quite persuasive - but the
authorities know your patterns quite well.
The Blood Must Flow: You may conduct a ritual by successfully ATTUNING. Sacrifice anything with
sufficient life force to grant yourself +1d to your next roll. On a failure, the Hours are angered and you
lose EFFECT.
In Flesh: You have a beyond-mundane understanding of the human body. You may use this to heal
your injured friends as a downtime action, but they must roll RESOLVE to resist taking Fascination
from this.
A Tarantellist
You have pledged yourself to The Thunderskin Starting Stats:
and the Sister-and-Witch, and the Hours which +2 to CONSORT
sustain by the principle of Heart Starting Fascination/Dread: +1 to SWAY
You gain XP when you address a challenge
with impetus or optimism 4|6
Starting Ability Enduring Friends
The New Form: When you dance, you bring us into the future. During downtime, you may free a
part of yourself as an animal companion through fevered dance. It will not last past the next
Expedition.
Special Abilities
Constancy Assured: You may bend, but you will not break. Level 4 HARM will not kill you unless
you take it twice in one Expedition.
Optimism is the Spice which Saves: During downtime, you may host gatherings and parties and
roll CONSORT to reduce your NOTORIETY. If your roll is higher than your current NOTORIETY,
then tell us how this backfires and a secret is revealed to someone inopportune.
The Rhythm of the Storm: The Thunderskin guides our music. When there is music playing, gain
EFFECT.
My Eyes are Clear: The Crossroad-twins preserve us from evil. When resisting the effects of a
cursed place or evil spirits, gain +1d.
Stronger Together: When you rely on others to help resist consquences from your mistake, they
gain +1d.
Less of a Lie: When you remove your own disguise, move your Fascination/Dread track by up to
two spaces in any direction you want.
Infectious Optimism: We dance in maddening hordes. Once per Expedition, save a teammate
from gaining a Dread Quirk and move toward Fascination by as many spaces as you'd like.
God-From-Blood: The Thunderskin knows the value of sacrifice all too well. When something
beautiful is destroyed, improve your POSITION.
A Skintwister
Starting Stats:
You have pledged yourself to the Moth and +2 to PROWL
the other Hours of the Wood Starting Fascination/Dread: +1 to FINESSE
You gain XP when you address a challenge
with subtlety or chaos 3|7
Starting Ability Unreliable Allies
The Old Form: When you dance, you bring us into the past. During an Expedition, you
may lose part of yourself to create an animal companion through graceful dance. It will
only last as long as it wants to be here.
Special Abilities
The Things an Ysabet Does: Take one Fascination to roll any action as PROWL
Garments, Kept: The Ring-Yew tells us that only in disguise may we know ourselves. You
are always in a CONTROLLED or RISKY position while your disguise is still effective.
Infiltration: Once per downtime, you may roll PROWL to destroy evidence, dropping your
Wanted Level by 1 on a Mixed success or higher.
On a failure, +2 NOTORIETY and you may not attempt this again.
Into the Fire we Fly: When you would take Dread damage, you may give it to another
player as Fascination, if you can tell them how they'd find it entrancing.
Thigh-born Thorax Sweet: The skin is permeable with beauty. Any damage to your skin is
only a level 1 HARM.
Vine-Crowned: When you act audaciously in full confidence, gain EFFECT.
Temple of the Wheel: In your dreams, you alone may hear the whispers of the dead Gods-
from-Stone who were sent Nowhere
snip snip snip: On a critical success on SWAY, COMMAND, or CONSORT, you may allow
the recipient of that roll to forget you were ever there.
A Silent
You have pledged yourself to the Sun- Starting Stats:
in-Rags, or the Elegiast, under the +2 to HUNT
principle of Winter, searching for a +1 to PROWL
beautiful ending. Starting Fascination/Dread:
You gain XP when you address a
challenge with patience or stillness 7|3
Starting Ability Quiet Acquaintances
To Know Grace: You are close to the powers of Winter, and their enthralling
beauty. At any time, instead of moving towards the Dread side of the track, you
may move twice as many spaces to the Fascination side of the track.
Special Abilities
Undying and Perishable: If one of your companions is very near death, you may
ask the powers of Winter for a respite. Everyone in the area will take 1d on the
Dread track, but your companion will be preseved.
Words of the Wolf: Take one Dread to gain +1d to any WRECK roll.
The Sun's Rags: Gather sufficient power of Winter, and a touch of Lantern, and
you may ask the GM to give someone a beautiful ending. This will kill them. You
have no say over who dies.
The Hush House: The world is quiet here. You study in beautiful silence - when
you quiet the scene around you, take +1d to any STUDY roll.
A Medium?: By the grace of the Elegiast and the Flowermaker, and one other
power besides, if you are presented with a corpse, you are capable of preparing
the Elixir Zeboim. Take 1d Dread to learn the memories that the body held in life.
Winter Waits Forever: The patience of the Winter Hours is infinite. You may hold
one benefit at at a time from your other special abilites by marking it on your
character sheet to use at a later time.
My Own Private Conclusion: One concerned with endings must be concerned with
their own. When you take this move, make a deal with the GM. Together, present
a preview of the scene of your death. You will not die until that scene takes place,
but when that scene takes place, your death is inevitable.
Burial of the Dead: The Gods-from-Stone are in Nowhere, but it is always possible
to be deader. On a critical ATTUNE success, you may ask a lost Hour for help, or
an insight into your situation.
An Assassin
You have pledged yourself to the Starting Stats:
indomintable Colonel, or his indefatigable +2 to SKIRMISH
enemy the Lionsmith, a soldier in their army +1 to HUNT
under the principle of Edge Starting Fascination/Dread:
You gain XP when you address a challenge
with violence or force 6|4
Deadly Friends
Starting Ability
Sound and Fury: When you push yourself, flip a coin. On heads, you only need to
take 1 Fascination/Dread to do so.
Special Abilities
The Wolf Comes at Night: Take one Dread to roll any action as WRECK
Rebel's Striving: When you kill someone and they deserve it, you may move your
Fascination/Dread tracker by 2 spots in any direction.
Imprison a Stranger: When you attempt to imprison someone by force, gain
EFFECT.
A Resolution: When you settle matters between two arguing allies, gain +1d on your
next role.
A Soldier's Wounds: You recover from harm faster. Permanently fill in one healing
clock segment and take +1d to your healing roll.
Vengeance: Gain XP when you take vengeance against those who have harmed
you. If the Cult is involved in this vengeance, gain Cult XP as well.
The Names of the Lionsmith: The Labhites are the youngest of the Lionsmith's
Names, and they are as powerful as they are beautiful. Gain +1d and EFFECT to
any SWAY roll, and +1d to any RESOLVE resist.
The Names of the Colonel: The Colonel is blind, but as cunning as only the oldest
things may be. When you cannot see, gain +1d and EFFECT to any STUDY or
SURVEY rolls, and you may always decide whether you can see or not. If you take
this move, you may not take The Names of the Lionsmith.
A Key
You have pledged yourself to the Starting Stats:
Mother of Ants, and the Hours that +2 to FINESSE
open through the principle of Knock Starting Fascination/Dread: +1 to ATTUNE
You gain XP when you address a
challenge with dexterity or surprise 5|5
Starting Ability Clever Contacts
Snake-Thief: When you PROWL somewhere you're not supposed to be, take
increased EFFECT.
Special Abilities
Scarred like a Lock: A locked door presents no barrier to you, although it still
affects your companions.
She Encircles: When you participate in a rite to summmon a being from the
Mansus, you bear a great power of opening. All consequences from the ritual
will be one level less severe.
Phrygian Gates: The Mansus has many secret doors. When you find your
way through one, tell the GM what you find. The GM will tell you what it will
cost you and your companions.
Younger Sisters: Snakes are holy to the Mother of Ants. No snake can be a
threat to you or your companions, ever.
Roll ATTUNE if you ask them for aid:
-Failure: The snake is uninterested, but whispers a terrible secret to you. Take
1 Fascination/Dread, whichever the counter is pointing towards at the
moment.
-Mixed Success: The snake is willing to help, but for a price. Name the help,
and the GM will name the price.
-Full Success: The snake is happy to help for free.
-Critical: The snake is now your constant companion. Where do they live with
you, when you return home?
To Be A Threshold: Eight principles, Knock above all. Any artifacts you
acquire may be turned to your purposes and changed to Knock.
Ligeia: There are those who break the law to hold secret keys. When you
encounter one of them, they will be predisposed to appreciate you.
Mysteries of Opening: Knocks are doors. When you take physical harm, add
dice equal to that level of harm to any ATTUNE, STUDY, or SURVEY rolls
you make.
Liminal Memories: The Horned Axe guards against Nowhere. As you have
her recognition, gain EFFECT whenever you confront anything originating
from Nowhere.