TEXT: a member of mortality
  Some mortals think the supernatural world holds answers to mysteries or 
  justice for the oppressed. You know the truth: the arcane is a commodity, 
  just like everything else. If you know the right people, you can buy anything. 
  And if you are the right people…then you might just be the person selling 
  instead of the person buying.
  DRAMA MOVES
  Scholar Corruption Move
  When you exploit someone’s ignorance of the arcane for personal gain, 
  mark corruption.
  Intimacy Move
  When you share a moment of intimacy—physical or emotional—with 
  another person, they get a Debt on you...and you have what they desire. Ask 
  them to name an item they have been seeking; that item has recently turned 
  up in your arcane network.
  End Move
  When you die or retire your character, choose one character to inherit 
  your collection of tomes and artifacts. They gain the Private Collection 
  move so long as they care for and protect these arcane holdings. 
  CORRUPTION
   
  b Take a Corruption move
   
  b Take a Corruption move
   
  b Take a Corruption move
   
  b Take a Corruption move from another archetype
   
  b Retire your character. They may return as a Threat
  CORRUPTION MOVES
   
  b Occupational Hazards: Mark corruption to keep your cool with Mind 
  instead of Spirit when faced with arcane or supernatural threats.
   
  b In the Bag: Mark corruption after successfully escaping a situation to 
  reveal that you pilfered an arcane object from the previous scene.
   
  b Don’t Trust Anyone: When someone double-crosses you, mark corrup-
  tion to reveal how you already planned for their sudden but inevitable 
  betrayal. You immediately gain the upper hand in the situation.
   
  b Interested Parties: When you are outnumbered, outgunned, or sur-
  prised, mark corruption for a third party interested in your dealings to 
  interrupt the proceedings. Their intrusion creates an opportunity for you, 
  but you might be going from the frying pan into the fire.
  ARCANE NETWORK
  Your arcane network is a collection of powerful and knowledgeable mortals 
  who trade in arcane items, relics, and ancient tomes. Some of their interests 
  are legitimate and above board; others are the stuff of backroom deals and 
  smoky rooms. They don’t trust you. You don’t trust them. That’s business.
  Your arcane network has the following features (choose three): codes & 
  signals, burner phones, online messaging boards, supernatural bodyguards, 
  ritual meetings, secret drops, a monthly marketplace, secluded safehouses, 
  a neutral appraiser, cops on the payroll
  Your colleagues include these NPCs (at least): Raven Locke, Everett “One-
  Eye” Bunyasarn, Phoenix Pèrez, Diana Stone, The Yoshida Sisters, Count 
  LaMount, Brother Erick, Madam Moorelove, Lady Elaine Malcolm, John 
  Qureshi, Dr. Zang Yi
   » Whose collection do you covet?
   » Who keeps things safe for you? 
   » Who suspects you’re scamming them? 
  When you cash in a Debt with a member of your arcane network to obtain 
  a worthy and useful gift without cost, they must offer you three things. Pick 
  the one you want, but the others will never be “free” again. 
  When you hit the streets to consult your arcane network, you can roll with 
  Mind instead of Mortality. Mark Mortality as normal. In addition, add this 
  option to the 7-9 list:
   » You owe them an object you haven’t yet acquired
  When you refuse to honor a Debt to someone to whom you’ve previously 
  sold arcane objects, add this option to the 7-9 list: 
   » Promise to secure a valuable object for them
  YOUR PRIVATE COLLECTION
  You have a private collection of ancient tomes, books, and arcane objects 
  that you have acquired over your years of less-than-savory deals. Tell the 
  MC about your most prized possession and what dirty deeds you did to 
  acquire it.
  When you retreat to your private collection to research an occult occur-
  rence, object, or individual, roll with Mind. On a 10+, pick 3. On a 7-9, 
  pick 1.
   » You discover a previously unknown weakness or vulnerability
   » You discover a previously unknown resource or ally
   » You don’t attract any supernatural attention to your research
  On a miss, you discover something terrible in your research that spells 
  doom for you, your friends...or the city itself.
  HOLD/GEAR
  
  CHARACTER CREATION
  Name (pick one)
  Adrian, Akra, Angelica, Bakari, Crawford, Dalia, Ellis, Emina, Gabriel, Grace, 
  Hart, Jackie, Lionel, Kai, Michaella, Nadia, Rasida, Ricardo, Roderick, Thibault, 
  Valerie, Wanda, Wang, Yana
  Look (pick as many as apply)
   » Ambiguous, Female, Male, Transgressing
   » Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, 
  White,
   » Corduroys and a Button Up, Expensive Clothing, Hoodie and Slacks, 
  Tweed with Elbow Patches
  Demeanor (pick one)
  Charming, Cryptic, Shifty, Smug
  Starting Character Stats (Add 1 to one of these)
  Blood -2, Heart 1, Mind 2, Spirit 0
  Starting Factions (Add 1 to one of these)
  Mortality 2, Night -1, Power 1, Wild -1
  Intro
   » Who are you?
   » How long have you been in the city?
   » How did you learn about the supernatural?
   » Why is this city worth saving?
   » What mystery are you currently looking into?
  Gear
   » An expensive flat, a midsized car, a smart phone, reading glasses
   » Messenger bag (pick 1):
   
  b Lucky Bag: When someone searches your bag without your per-
  mission, the item they are looking for is not there but instead hidden 
  with your colleagues in your arcane network. 
   
  b Unassuming Bag: Your bag disguises any signs and signals that an 
  arcane item may emit. An arcane item placed in the bag is completely 
  undetectable.
   
  b Arcane Bag: The bag itself has an agenda. When you find yourself 
  in a desperate situation, reach into your bag for help. The GM will tell 
  you what item you find...
  Debts
   » You’re someone’s hookup for relics and arcane items. They owe you 2 Debts.
   » Someone has been tipping you off to your enemy’s tactics. You owe 
  them 2 Debts.
   » You scammed someone out of something rare and priceless they 
  cannot recover. You owe them 3 Debts.
  SCHOLAR MOVES
  You get this one:
   
  ; Appraisal: When you appraise an arcane object, roll with Mind. On a hit, 
  ask the MC questions. On a 10+, ask 2. On a 7-9, ask 1.
   » What rumors or lies shroud this object’s value? 
   » What secrets or powers does this object contain?
   » Who knows more about this object or its powers?
   » Who would want to possess this object?
  On a miss, the object is cursed. The MC will tell you what trouble 
  pursues it.
  And choose one more:
   
  b Cowardly: When you abandon someone to escape a situation, roll 
  with Mind instead of Blood.
   
  b Expert Negotiator: When you persuade an NPC by offering an arcane 
  item they need, treat a 7-9 as a 10+ result. On a miss, your offers are 
  accepted as though you rolled a 7-9, but they’ve misled you about their 
  interests in the goods. 
   
  b Arcane Detective: When you interview a knowledgeable NPC while 
  pursuing the arcane, roll with Mind. On a hit, they offer you a concrete 
  lead: an important location, supplier, or tome (your choice). On a 10+, 
  you already have a connection in your arcane network that allows you to 
  make good on this info. On a 7-9, the path forward is blocked or precar-
  ious for you at this time. On a miss, they tell you little, but your questions 
  put them in grave danger. 
   
  b Wielding the Arcane: When you unleash by invoking an arcane item or 
  relic, you may choose to treat your roll as a 10+ without rolling. The item 
  is permanently—and obviously—damaged or consumed by this process.
  Advances available at beginning of play:
   
  b +1 Heart (max +3)
   
  b +1 Spirit (max +3)
   
  b +1 Mind (max +3)
   
  b A new Scholar move
   
  b A new Scholar move
   
  b A move from another Archetype
   
  b A move from another Archetype
   
  b Add two features to your arcane 
  network
   
  b Change your Faction
  After 5 advances you may select:
   
  b +1 to any stat (max +3)
   
  b +1 any Faction (max +3)
   
  b Erase a scar
   
  b Take Channeling and two spells
   
  b Erase a corruption advance
   
  b Advance 3 basic moves
   
  b Advance 3 basic moves
   
  b Retire your character to safety
   
  b Change to a new Archetype
  NAME
  LOOK
  STATS
  FACTIONS
  ADVANCES
   
  owes me 
  Debt(s) for
   
  owes me 
  Debt(s) for
   
  owes me 
  Debt(s) for
  DEBTS
  Who owes you?
   
  b Shattered (-1 Blood)
   
  b Disfigured (-1 Heart)
   
  b Fractured (-1 Mind)
   
  b Broken (-1 Spirit)
  When you suffer harm, mark the 
  same number of boxes as harm 
  received. When you heal harm, 
  erase it in the same order. You heal 
  about 1 harm/day naturally. You can 
  mark a Scar to ignore all harm you 
  are about to suffer.
  HARM
  ARMOR
   
  SCARS
  Faint
  Grievous
  Critical
  Blood
  Mortality
  Heart
  Night
  Mind
  Power
  Spirit
  Wild
  
  a member of night
  They took everything from you. Your life. Your love. Your future. They left 
  you with nothing. But the spirits that grace the other side—the daemons 
  that tend to the afterlife—they thought you deserved a second chance, 
  an opportunity to take revenge on the monsters that did this to you. Don’t 
  squander it.
  YOUR CAUL
  The injustice of your demise has pulled you back to this world, allowing you 
  to seek revenge on those who have done you wrong. List their names and 
  how they wronged you (max 3).
  Each of these people is marked by your caul, the force that has brought you 
  back from the lands of the dead. While they live unpunished, you cannot die. 
  You embody their fate: bloody doom called back to offer judgment for their 
  crimes.
  When you punish one of them absolutely—however you see fit—strike their 
  name from the list. Your daemon will tell you if the punishment is fitting; if it is, 
  advance. If it isn’t, you owe your daemon a Debt.
  When you ask your daemon to add someone who has wronged you to 
  your caul, roll with Spirit. On a hit, your daemon acquiesces to your request. 
  On a 10+, your daemon reveals how you might attack their vulnerabilities or 
  weaknesses. On a miss, that person is beyond your reach; take -1 ongoing 
  against them until you offer them forgiveness for the wrongs they have done 
  to you. 
  When you cross out all the names in your caul, your connection to the land 
  of the dead is severed. Your daemon returns to the spirit realm; you are no 
  longer able to avoid the land of the dead if you are killed. You can lay your 
  own soul to rest by returning your physical form to its final resting place.
  CORRUPTION
   
  b Strike out escape a situation; take Against the Wall
   
  b Strike out figure someone out; take Dig for Answers
   
  b Strike out mislead, distract, or trick; take Haunt the Darkness
   
  b Take a corruption move from another playbook
   
  b Retire your character; your daemon returns you to the lands of the dead
  UNDERWORLD MOVES
   
  b Against the Wall: When you are cornered by your enemies, roll with 
  Blood. On a hit, trade harm with your enemies as if you were a small 
  group (3-harm 1-armor) instead of a single person. On a 10+, pick 2. On 
  a 7-9, pick 1.
   » You inflict terrible harm
   » You suffer little harm
   » You create an opportunity
   » You don’t mark corruption
  If you advance this move: You trade harm as if you were a medium 
  group (4-harm 2-armor) instead of a small group.
   
  b Dig for Answers: When you hurt someone to get information, roll 
  with Blood. On a hit, their resolve breaks and they must answer your 
  questions truthfully. On a 10+, ask 2. On a 7-9, ask 1.
   » Are you telling the truth about                                     ?
   » What do you know about                                     ?
   » Where can I find                                     ?
   » How can you bring me closer to vengeance?
   » Mark corruption to ask any questions you want, not restrained to 
  this list.
  If you advance this move: On a 12+, ask 3 from the list or any 1 ques-
  tion—not restrained to this list—without marking corruption.
   
  b Haunt the Darkness: When you terrorize someone from the shadows, 
  roll with Spirit. On a hit, they are frightened, intimidated, or unnerved. On 
  a 10+, pick 2. On a 7-9, pick 1.
   » You create an opportunity
   » You inflict harm (ap)
   » You remain in shadows
   » You don’t mark corruption 
  If you advance this move: On a 12+, all four and one for double effect. 
  You cannot avoid marking corruption for double effect.
  DRAMA MOVES
  Revenant Corruption Move 
  When you kill someone not marked by your caul, mark corruption.
  Intimacy Move
  When you share a moment of intimacy—physical or emotional—with another 
  person, ask them if you should be an agent of justice or vengeance. If they say 
  justice, ask them how you could relieve the burdens they carry and take +1 
  ongoing to actions toward that end; if they say vengeance, mark corruption.
  End Move
  When you fill up on harm, your body ceases to function, but you do not die. 
  Anyone who views your corpse with supernatural senses knows that you still 
  live and how to bring you back, e.g., sprinkling graveyard dirt on your body, 
  performing a lost ritual, etc. Your daemon may attempt to enlist someone 
  else to facilitate your return. 
   
  owes me 
  Debt(s) for
   
  owes me 
  Debt(s) for
  DEBTS
  Who owes you?
  
  CHARACTER CREATION
  Name (pick one)
  Abdul, Adair, Anamarija, Azarel, Bernhard, Daena, Dilla, Enrique, Faleaka, 
  Farooq, Jeong, Josseline, Kovit, Mwatabu, Natalia, Nikolas, Pablo, Samya, 
  Thomas, Walentyna
  Look (pick as many as apply)
   » Ambiguous, Female, Male, Transgressing
   » Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, 
  White,
   » Bloody Clothing, Fetish Clothing, Goth Clothing, Street Clothing
  Demeanor (pick one)
  Confused, Detached, Forgetful, Volatile
  Starting Character Stats (Add 1 to one of these)
  Blood 2, Heart 0, Mind -2, Spirit 1
  Starting Factions (Add 1 to one of these)
  Mortality -2, Night 1, Power 1, Wild 1
  Intro
   » Who were you before your death?
   » What do you remember of your old life?
   » Who saw you rise from the grave?
   » What symbol of your old life haunts you?
   » Who pulls you away from your vengeance?
  Gear
   » A remnant of death (a bullet, small bones, two silver coins, etc.)
   » A shotgun or magnum revolver (3-harm loud reload)
   » A handful of photographs and mementos from your old life
  Debts
   » Someone mourned your death, truly and deeply. You owe them a Debt.
   » Someone tried to get justice for your murder, but failed to lay your soul 
  to rest. They owe you a Debt.
   » Someone has already come to rely on you and your powers. Ask them 
  what unique need you fill. They owe you two Debts. 
   » Your daemon carried you back from the land of the dead. You owe it 
  two Debts. 
  REVENANT MOVES
  Choose two:
   
  b Abashed the Devil Stood: when you openly present yourself to the 
  agents of your enemies, roll with Spirit. On a hit, they choose:
   » They scatter or flee before you
   » They throw down their weapons and surrender
   » They attack you, ignoring your allies
  On a 10+, take armor+1 against them for the scene. On a miss, they 
  reveal that you’ve sprung a trap laid by those who wish to avoid your 
  judgment.
   
  b Vigilante: when you go into a battle, roll with Blood. On a 10+, hold 3. 
  On a 7-9, hold 2. On a miss, hold 1 and take -1 forward. During the fight, 
  you can spend your hold 1 for 1 to:
   » Kill, disable, or disarm (your choice) an NPC within reach
   » Redirect an attack within reach to another character within your 
  reach, or else to nowhere—into the ground or a wall or the sky
   » Cross the distance to any character outside of your reach before 
  they have time to adjust or react
   » Name a character within your reach; while you fight, you intercept 
  any attack directed at them and they suffer no harm
   
  b Is That Gasoline I Smell?: When you search a location for the 
  resources or tools needed to destroy it, roll with Blood. On a hit, you 
  find whatever you need to bring the place down around you. On a 10+, 
  everything is already arrayed to your liking; all you have to do is light the 
  fuse. On a miss, your search leaves you or an ally vulnerable or exposed 
  to your enemies.
   
  b You Don’t Scare Me: You have a mortal confidante who believes in your 
  cause. When you go to your mortal confidante for solace, comfort, or 
  protection, roll with Spirit. On a hit, they tend to your wounds and hide 
  you from your enemies; clear your harm track. On a 10+, they have been 
  keeping their eyes and ears open for you; they tell you about an opportu-
  nity you can use against your enemies. On a miss, your condition worries 
  them; they secretly contact someone they think can help you.
   
  b Merciful: When you inflict harm with any weapon (or your fists), you can 
  choose to inflict s-harm. Decide at the moment you inflict the harm; you 
  need not tell anyone in advance what kind of harm you intend to inflict.
  YOUR DAEMON
  A daemon guided you back from the land of the dead and walks with you 
  now among the living. The two of you are inseparable, and you are con-
  stantly aware of its presence. Choose one from each list:
  They are: a dog, a snake, an owl, a vulture, a bat, a crow, a wolf, a cat, a 
  raven, a rat
  They have: a spectral voice, a dark voice, a patient voice, a maternal voice, a 
  demanding voice
  When your daemon stands with you in battle, take armor+1. Your daemon 
  will only follow you in the pursuit of your caul or to fulfill a Debt.
  Advances available at beginning of play:
   
  b +1 Blood (max +3)
   
  b +1 Spirit (max +3)
   
  b +1 Mind (max +3)
   
  b Gain armor+1 ongoing
   
  b A new Revenant move
   
  b A new Revenant move
   
  b A move from another Archetype
   
  b A move from another Archetype
   
  b Change your Faction
  After 5 advances you may select:
   
  b +1 to any stat (max +3)
   
  b +1 to any stat (max +3)
   
  b +1 to any Faction (max +3)
   
  b Erase a scar
   
  b Erase a scar
   
  b Advance 3 basic moves
   
  b Advance an underworld move
   
  b Advance an underworld move
   
  b Shattered (-1 Blood)
   
  b Disfigured (-1 Heart)
   
  b Fractured (-1 Mind)
   
  b Broken (-1 Spirit)
  When you suffer harm, mark the 
  same number of boxes as harm 
  received. When you heal harm, 
  erase it in the same order. You heal 
  about 1 harm/day naturally. You can 
  mark a Scar to ignore all harm you 
  are about to suffer.
  NAME
  LOOK
  STATS
  FACTIONS
  ADVANCES
  HARM
  ARMOR
   
  SCARS
  Faint
  Grievous
  Critical
  Blood
  Mortality
  Heart
  Night
  Mind
  Power
  Spirit
  Wild
  
  a member of power
  One day you spoke…and your faith spoke through you. You never asked 
  to be touched by the holy, to be called to offer guidance and solace to the 
  chosen, but you took the reins when the time came for you to lead your 
  flock. Can you live up to their expectations?
  DRAMA MOVES
  Hallowed Corruption Move
  When you violate the tenets of your faith (or through inaction allow them to 
  be violated), mark corruption.
  Intimacy Move
  When you share a moment of intimacy—physical or emotional—with another 
  person, you choose whether or not their intimacy move triggers. If it doesn’t, 
  tell them what mark or aspect of your faith keeps you distant from them.
  End Move
  When you die, you perform a powerful miracle of your faith. The innocent 
  may rise, the wicked may fall, so on and so forth. You cannot prevent your 
  own death.
  CORRUPTION
   
  b Take a corruption advance for your flock
   
  b Take a corruption advance for your flock
   
  b Take a corruption advance for your flock
   
  b Take a corruption advance from another Archetype
   
  b Change playbooks to any Mortality playbook; your flock is now a Threat.
  CORRUPTION MOVES
   
  b Rites and Rituals: Your flock, gathered and united, forms a powerful spir-
  itual tool or weapon, a sanctum (Urban Shadows, page 128) that allows 
  you to perform magical rituals and create powerfully blessed objects. 
  When the GM tells you what you need to complete the ritual, you may 
  ignore one of the requirements if you convince a member of your flock to 
  give life or limb to the ceremony or mark corruption yourself.
   
  b Augury: Your flock, gathered and united, gives you insight into the ley 
  lines and power centers of the city; when you pray with them, you may 
  investigate a place of power at any distance, provided you are willing 
  to make an appropriate sacrifice to your faith or mark corruption. 
   
  b Infallible: Your flock no longer questions your instructions or advice, fol-
  lowing your will as best they can without violating the tenets of your faith. 
  When you call your flock to action, persuade one of its members, or 
  mislead, distract, or trick them, treat a 7-9 as a 10+ result. Mark corrup-
  tion to extend this effect to requests that violate the tenets of your faith.
   
  b Apocalypto: Your flock is truly prepared for days of trial and tribulation: 
  add +1 size, +1 armor, +1 harm, and +fanatical. At the end of a session, 
  mark corruption if you did not lead your flock in punishing unbelievers or 
  heretics during the session.
  YOUR FLOCK
  You lead a religious or spiritual community that meets regularly to profess 
  their faith. The community is (choose 1): an informal and unbounded group, 
  a long-standing religious institution, a spontaneous gathering of a traditional 
  faith, a new age business, a school or university prayer group, an activist 
  secular organization
  You meet at (choose 1): a church basement, a rec center, a member’s home, 
  a local diner, an underground hideaway, anywhere you can find space
  Your rituals and traditions are: esoteric and confusing, traditional and expected, 
  spontaneous and energetic, solemn and restrained, genuine and improvised
  Your flock is connected to you through a psychic link that offers you unpar-
  alleled access: you can let it out to try to listen in on specific members’ 
  thoughts; cash in Debts as if a member of your flock was right in front of 
  you; call your flock to action at a distance; or even mark corruption to 
  take on the physical appearance of a member of your flock for a scene.
  At the start of each session, take one Debt against your flock as a whole, 
  provided you were available to perform your religious duties; you can cash 
  the Debt in with any member of your flock, even other PCs. 
  By default, your flock consists of about fifteen seriously committed fol-
  lowers with a few resources (cash, connections, weapons, etc.) and a deep 
  belief in your particular faith (1-harm group medium scattered devout 
  0-armor). Then, choose 2:
   
  b Your flock embodies the fury and righteousness of their faith. +1 harm.
   
  b Your flock enjoys a modicum of faith-based direct protection against the 
  world. +1 armor.
   
  b Your flock has an explicit hierarchy or organization that serves your 
  needs. Change +scattered to +organized.
   
  b Your flock has important connections throughout the city, even within 
  supernatural communities. Take +1 ongoing to hit the streets with 
  Power, provided you use the flock’s network and contacts.
   
  b Your flock relies on you to perform important religious rituals more 
  often than normal. Take an additional Debt at the start of each session, 
  provided you performed those rituals.
  TENETS OF YOUR FAITH
  Your followers are committed far more to the faith you wield than to you 
  personally, at least at first. Choose 2 tenets of your faith that they observe 
  nearly without fail as devout members of your traditions:
   
  b Life is precious and unique; kill none of god’s children.
   
  b True faith is spoken freely; deny not the faith nor the flock.
   
  b God is god above all; give no fealty except to god.
   
  b The weak demand protection; deny not a righteous request.
   
  b Lies blemish the righteous; bear not false witness.
  Violating any tenet of your faith in the presence of your flock—or if they find 
  out later that you violated one of the tenets—immediately gives them a Debt 
  over you. Any member of the flock can cash in the Debt with you, even if 
  they weren’t the one who witnessed or discovered the violation.
  
  CHARACTER CREATION
  Name (pick one)
  Aaron, Amandeep, Catherine, Charity, Cornelius, Dael, Elijah, Epidiah, 
  Gabriel, Hadar, Ismail, Jade, Johnny, Kiri, Monica, Naalnish, Reta, Sarah, 
  Shafiq, Tobias
  Look (pick as many as apply)
   » Ambiguous, Female, Male, Transgressing
   » Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, 
  White, 
   » Colorful Clothing, Ecclesiastical Clothing, Formal Clothing, Simple Clothing
  Demeanor (pick one)
  Arrogant, Casual, Clerical, Profane
  Starting Character Stats (Add 1 to one of these)
  Blood 0, Heart 1, Mind -2, Spirit 2
  Starting Factions (Add 1 to one of these)
  Mortality 1, Night 0, Power 2, Wild -2
  Intro
   » Who are you?
   » How long have you been in the city?
   » When did your faith first choose you?
   » What hypocrisy do you hide from your flock?
   » What religious mystery are you pursuing in the city?
  Gear
  A spartan apartment or communal living space, a prominent symbol of your 
  religious faith: a holy relic, religious tool, or arcane artifact
  Debts
   » You destroyed or banished something (or someone) important at the 
  request of another character. They owe you a Debt.
   » Someone comes to you often to confess their sins and seek forgiveness. 
  Tell them what solace you offer, and ask them if they are comforted by 
  your offering. If they find your efforts sufficient, they owe you a Debt; if 
  you come up short, you owe them a Debt.
   » Someone is intimately engaged with a member of your flock, but you doubt 
  they have your follower’s best interests at heart. They owe you a Debt.
  HALLOWED MOVES
  You get these two moves:
   
  ; Shepherd: When you call your flock to action in keeping with your 
  faith, roll + Spirit. On a 10+, all three. On a 7-9, choose 1: 
   » They all honor your request for action
   » They don’t ask any difficult questions
   » They don’t demand a Debt from you
  On a miss, a portion of your flock is seized by the faith and moves to 
  address the problem in ways you did not foresee.
   
  ; Sanctified: When you bestow the blessings of your faith on another, 
  roll with Spirit. On a hit, your faith envelops them: heal them (2-harm), 
  bestow protection (+1 armor), or anoint an item they carry (+blessed), 
  your choice. On a 10+, also choose 1 from below. On a 7-9, choose 2.
   » You mark corruption
   » You suffer 1-harm (ap)
   » They are marked by your faith 
  On a miss, your faith reveals something terrible about the intended 
  target of your gifts. You must take all three to complete the blessing. 
  Advances available at beginning of play:
   
  b +1 Blood (max +3)
   
  b +1 Heart (max +3)
   
  b +1 Spirit (max +3)
   
  b Add a feature to your flock
   
  b Add a feature to your flock
   
  b A move from another Archetype
   
  b A move from another Archetype
   
  b Erase a corruption advance
   
  b Change your Faction
  After 5 advances you may select:
   
  b +1 to any stat (max +3)
   
  b +1 to any Faction (max +3)
   
  b Erase a scar
   
  b Erase a corruption advance
   
  b Change to a new Archetype
   
  b Retire your character to safety
   
  b Advance 3 basic moves
   
  b Advance 3 basic moves
   
  b Take channeling and three Spells
   
  b Shattered (-1 Blood)
   
  b Disfigured (-1 Heart)
   
  b Fractured (-1 Mind)
   
  b Broken (-1 Spirit)
  When you suffer harm, mark the 
  same number of boxes as harm 
  received. When you heal harm, 
  erase it in the same order. You heal 
  about 1 harm/day naturally. You can 
  mark a Scar to ignore all harm you 
  are about to suffer.
  NAME
  LOOK
  STATS
  FACTIONS
  ADVANCES
  HARM
  ARMOR
   
  SCARS
   
  owes me 
  Debt(s) for
   
  owes me 
  Debt(s) for
   
  owes me 
  Debt(s) for
  DEBTS
  Who owes you?
  NOTES
  Faint
  Grievous
  Critical
  Blood
  Mortality
  Heart
  Night
  Mind
  Power
  Spirit
  Wild
  
  a member of wild
  Someone made you to serve a purpose, to fill a need. But you’ve cast off the 
  chains of your creator and set out on your own, your inhuman form masked 
  to the mortals that walk these city streets. You seek to understand their 
  humble lives, their fragile hearts, their callous truths. Will you find a place 
  among them?
  DRAMA MOVES
  Vessel Redemption Move
  When you resist serving your instincts to attend to your mortal relationships 
  or responsibilities, mark redemption. 
  Intimacy Move
  When you share a moment of intimacy—physical or emotional—with 
  another person, ask them an invasive question about being human. If they 
  answer the question honestly, mark redemption. If they deflect the inquiry 
  or offer falsehoods, they must give you a Debt. 
  End Move
  When you die, change playbooks, or retire your character, you leave some-
  thing of your old body behind, containing a remnant of your instincts, as a 
  permanent mark on the city. Tell the MC which instinct became most cen-
  tral to your identity; the city will take that instinct into itself. Add the follow-
  ing option to let it out for all PCs:
   » Call upon the city to obey its instinct. 
  REDEMPTION MOVES
   
  b Among the Sheep: When you try to disappear in a crowd, roll with 
  Blood. On a 10+, you vanish into the crowd without a trace; take +1 
  ongoing if you make use of your concealment. On a 7-9, you are silent 
  and invisible, but your deception is fragile and incomplete. On a miss, 
  you’re clearly the wolf. Even the crowd knows it.
   
  b Like Them: When you try to figure out a member of Mortality, roll with 
  Spirit instead of Mind.
   
  b Absolution: When you convince someone to be honest with you 
  about their problems, roll with Spirit. On a hit, you may take one Debt 
  they owe (related to the problem) as your own if you promise to see it 
  through. On a 10+, mark redemption when you honor the Debt. On a 
  miss, their problems confuse and perplex you; you owe them a Debt for 
  trying to get mixed up in their business.
   
  b Heartfelt: Replace your existing intimacy move with the following: 
  When you share a moment of intimacy—physical or emotional—with 
  another person, share one of your human experiences as you under-
  stand it. If they reciprocate, mark redemption. If they refuse, they must 
  give you a Debt.
  MATERIALS
  You are the inanimate made living, a monster with the visage of a mortal. 
  Pick one material for your component parts:
   
  b The bones and flesh of the dead
   
  b A block of stone, hewn to form
   
  b Blessed soil, sand, or clay
   
  b An empty shell, found and filled
  Once per session, you can heal up to 2-harm by consuming a copious 
  quantity of the materials of which you are made. Anyone who witnesses the 
  consumption sees your true form.
  INSTINCTS
  Your creator built you to fulfill a particular function, although you’ve proved 
  to be more adaptable than expected. To help you better serve your purpose, 
  your creator imbued you with a number of powerful instincts. Choose four:
   
  b To serve the powerful
   
  b To protect the valuable
   
  b To hunt the disloyal
   
  b To pleasure the worthy
   
  b To entertain the masses
   
  b To break the defiant
   
  b To labor in silence
  Resisting an opportunity to fulfill your instinct counts as keeping your cool. If 
  a redemption advance allows you to rewrite an instinct, cross it out and write 
  a new instinct of your own choosing. The old one no longer bothers you.
  REDEMPTION
  You don’t have a corruption track. Instead, you have the opportunity for 
  redemption. Each time your redemption track fills, mark a redemption 
  advance. When your redemption track fills and you have no more redemp-
  tion advances to mark, retire your character to safety or change to a Mortality 
  Archetype. If a move asks you to mark corruption, mark 1-harm (ap) instead.
   
  b Rewrite an instinct
   
  b Rewrite an instinct
   
  b Rewrite an instinct
   
  b Take a redemption move
   
  b Take a redemption move
   
  b Take a redemption move
  
  CHARACTER CREATION
  Name (pick one)
  Adrijan, Aisha, Azra, Caieta, Dakota, Emilia, Faddei, Fatma, Laila, Leland, 
  Katashi, Min-Ho, Nayavu, Palmer, Quanah, Rafi, Soledad, Tabor, Viktor, Zain
  Look (pick as many as apply)
   » Ambiguous, Female, Male, Transgressing
   » Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, 
  White, 
   » Bohemian Clothing, Professional Clothing, Rough Clothing, Work Clothing
  Demeanor (pick one)
  Distant, Gentle, Jealous, Lurking
  Starting Character Stats (Add 1 to one of these)
  Blood 1, Heart -2, Mind 0, Spirit 2
  Starting Factions (Add 1 to one of these)
  Mortality -2, Night 0, Power 1, Wild 2
  Intro
   » Who are you?
   » How long have you walked the Earth?
   » Who or what is your creator?
   » Why have you chosen to forsake your bondage?
   » What keeps you here in the city?
  Gear
  A small apartment in the slums, a crappy car or bike, a dumb phone
   » A token of your bondage
   » A keepsake from your creator
   » A clumsy, but effective weapon (3-harm hand/close)
  Debts
   » Someone convinced you to come to the city to help them with an 
  ongoing problem. They owe you 2 Debts.
   » You injured someone in the process of fulfilling an instinct. Tell them 
  what instinct you were serving. You owe them 2 Debts.
   » Someone has a tie to your creator (or their lineage) and possesses 
  knowledge about your origin they have refused to share. They owe you 
  a Debt.
  VESSEL MOVES
  You get this one:
   
  ; Only Flesh: when you come directly at a target, without concern for 
  your own well being, you get 1-armor. If you’re doing so in the service of 
  one of your instincts, you get 2-armor. If you’re wearing armor, use that 
  instead.
  And choose two more:
   
  b Colossus: When you let it out, add this option to the list: 
   » Ignore all harm suffered the next time you suffer harm
   
  b Erase the Shem: When you suffer enough harm to kill you, you can 
  choose to shut down for the remainder of the scene instead of marking 
  the harm. In this state, you suffer no additional harm, nor can anyone 
  detect that you are still alive. You perceive everything that takes place 
  around your body, and you can reawaken at will. If someone dismem-
  bers you or attempts to destroy your body, your flesh will knit itself 
  back together upon revival, even if it has to travel great distances to be 
  reunited.
   
  b Machinist: When you commune with a machine, roll with Spirit. On a 
  10+, ask 2. On a 7-9, ask 1. 
   » What secrets are hidden here, friend?
   » Who made you this way, sister?
   » What purpose do you serve, brother?
   » How could I get you to                    , comrade?
  On a miss, the machine betrays you to your enemies, in whatever way 
  it can.
   
  b Tear It Down: When you smash through the scenery to get at some-
  thing you want, roll with Blood. On a 10+, you smash or move through 
  obstacles and get what you want. On a 7-9, you smash or move the 
  scenery and get what you want, but you are disoriented in follow-up 
  actions, leave something behind, or take something with you (your 
  choice). On a miss, you crash through to your goal, but you’re disori-
  ented and off-balance; you suffer 1-harm (ap) and you’re vulnerable to 
  reprisals and attacks.
   
  b Tireless: When you fight against a gang, you count as a gang of equiv-
  alent size. Calculate armor and harm as normal, but ignore any size 
  difference between you and the gang you’re fighting.
   
  b Hideous Visage: When you persuade an NPC by revealing your inhu-
  man face and threatening their interests, roll with Spirit instead of Heart. 
  Advances available at beginning of play:
   
  b +1 Blood (max +3)
   
  b +1 Spirit (max +3)
   
  b +1 Mind (max +3)
   
  b A new Vessel move
   
  b A new Vessel move
   
  b A new Vessel move
   
  b A move from another Archetype
   
  b A move from another Archetype
   
  b Change your Faction
  After 5 advances you may select:
   » +1 to any stat (max +3)
   » +1 to any stat (max +3)
   » +1 any Faction (max +3)
   » +1 any Faction (max +3)
   » Erase a scar
   » Erase a scar
   » Join or lead a sphere of materia
   » Advance 3 basic moves
   
  b Shattered (-1 Blood)
   
  b Disfigured (-1 Heart)
   
  b Fractured (-1 Mind)
   
  b Broken (-1 Spirit)
  When you suffer harm, mark the 
  same number of boxes as harm 
  received. When you heal harm, 
  erase it in the same order. You heal 
  about 1 harm/day naturally. You can 
  mark a Scar to ignore all harm you 
  are about to suffer.
  NAME
  LOOK
  STATS
  FACTIONS
  ADVANCES
  HARM
  ARMOR
   
  SCARS
   
  owes me 
  Debt(s) for
   
  owes me 
  Debt(s) for
  DEBTS
  Who owes you?
  Faint
  Grievous
  Critical
  Blood
  Mortality
  Heart
  Night
  Mind
  Power
  Spirit
  Wild
  
SOURCE: textdata/thevault/Urban Shadows (PbtA)/Supplements/Urban Shadows - Dark Streets_Playbooks.pdf