victim
victim
The
Notes: The
Name:
Look:
Description:
You discovered the presence of
the supernatural in the worst
possible way, as a victim.
However, since that day you no
longer act as a victim and employ
your limited means to make the
damn beasts pay. Can you grit
your teeth despite your trauma
and survive the night?
Please remember to print double-sided for best results.
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The victim The victim
Background: Advancements
◊ You survived an attack by a
supernatural creature. Tell From the start you can choose the
what happened and how this following advancements:
experience still brings you ◊ +1 Experience (Max +3).
issues today. ◊ +1 Rage (Max +3).
◊ +1 Faith (Max +3).
◊ A move for the Victim.
◊ How long have you been in the ◊ A move for the Victim.
city? ◊ A move for the Victim.
◊ A Move from another playbook.
◊ A Move from another playbook.
◊ How do you want to make the ◊ A Move from another playbook.
creatures who did this to you ◊ A Move from another playbook.
pay?
◊ What are you willing to
sacrifice to get your revenge?
Once you have taken all previous
advancements you can choose from
the following list:
Bonds: ◊ +1 to any trait (Max +3).
◊ +1 to any trait (Max +3).
Bond +1: no bonus ◊ Advance a basic move.
Bond +2: remove an additional level of Guilt when using the Ask ◊ Advance a basic move.
for Forgiveness move. ◊ Change playbook (keep moves and
Bond +3: when using the Bond for the Ask for Forgiveness move, advances already unlocked).
also remove a scar.
Once you have taken all the
PCs: advancements from both lists try
to Break the cycle.
The character to your left saved
you that nefarious night. Ask
them to describe how they did
it, and mark them as a bond.
XP:
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The victim The victim
Moves from other Playbooks: Bonds:
NPCs: Create and describe 2 NPCs
you have formed a bond with.
Then tick 2 boxes for one
and one box for the other.
1. Someone who helps you vent
who doesn’t believe a word
you tell. They listen to you
anyway.
2. Someone who is unaware
of being the target of a
creature and you are trying
to defend them. Describe
why they became a target and
of what.
Add 1 on one of the following:
Faith Influence Experience Rage
Traits: -1 0 1 1
Conditions: Scars:
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The victim The victim
Gulit: Sin: Moves:
Then choose one:
Hesitate to face the During character creation
monsters, remind yourself choose your sin from the list. Emotional: Survivor Complex: When you are alone
that you are still a mortal. You will not be able to change When you let your actions be driven in a dangerous situation roll +Rage.
it. by emotions and as a result act ◊ On a 10+ you get +1 Ongoing until
When you do this mark 1 XP
recklessly or rashly you get +Rage. the end of the scene.
and 1 Guilt. With a success you take +1 Ongoing
Wrath Envy ◊ On a 7-9 you hesitate to act and
until the end of the scene. Also on a get +1 Next to Avoid Claws, Fangs
10+ choose 2, on a 7-9 choose 1. and Curses.
When you reach Guilt 4 for the ◊ On a 6- you are paralysed by fear
first time during a session, ◊ Avoid all consequences. and cannot act.
mark a condition related to ◊ Causes damage to an enemy.
your sin, the MC will tell you ◊ You gain an advantage position
what it is. When you act upon over an enemy.
this condition, remove it and ◊ Eliminate all escape routes of an
enemy. Friendly: You can use the move Ask for
take 1 XP.
Forgiveness with any other mortal even
On a 6- the consequences will be more if they are not your bond. When you do
severe than expected. this, you mark them as a new bond of
Strength 1.
Moves:
You start with:
Wolf in sheep’s clothing: ◊ On a 6- You still gain 1 hold but
You are not the natural predator of become the target of danger. Just a mere mortal: Every time you Monster Friend: Your fragility has
the supernatural and your opponents get a 6- while facing the supernatural made a supernatural creature pity you
are usually not threatened by you. Survival Instinct: When you foresee you gain 1 hold. At any time you can enough to become your ally. When you
Once per scene, when you find yourself that danger is around the corner roll spend the holds you gain to obtain use this move, describe who they are
in a dangerous situation roll +Rage. +Experience. the following effects. When you have and why they took a liking to you.
◊ On a 10+ you hold 2. ◊ On a 10+ you ask the MC what the decided which effect to use, describe
◊ On a 7-9 you hold 1. danger is and know exactly what you how it manifests in the scene.
When you spend a hold, describe how have to do to stay safe.
you use one of the following effects ◊ On a 7-9 the MC tells you how you ◊ Remove a condition.
clumsily or accidentally. could avoid the danger but it is ◊ You may use the move Pierce the
not guaranteed. Veil as if you had gained a 10+.
• You gain a +1 for Let the Rage ◊ On a 6- the danger has turned the ◊ You can find the safest escape
out on Someone until the end of corner, prepare for the worst. routes to avoid a dangerous
the scene. situation.
• You gain a +1 for Avoid claws, ◊ You can avoid the effect of an
fangs and curses until the end of enemy’s ability.
the scene. ◊ You can free yourself from the
• Ignore the next consequences. grip of an enemy.
• You gain a +1 for Charm and
Deception until the end of the
scene.
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