TEXT: ANTIQUARIAN
  You are an expert in rare things.
  You’re never happier than when
  you’re searching through a forgotten
  antique shop or browsing the back
  rooms of an estate sale. The past,
  and your bank account, come alive
  in the objects you collect and sell.
  You have a particular interest in
  things
  that
  are
  strange
  and
  mysterious.
  Intelligence
  is
  an
  important attribute for you.
  Name (choose one)
  Lawrence Haven, Josephine Wells, Wayland Shore, Shahir El-Afta
  Look (choose one from each line)
  Thick eyebrows, striking blue eyes, glass eye, monocle
  Clean shaven and bald, handlebar mustache, cheek mole
  Balding on top, long shaggy hair, hair pulled back in a bun, bob cut
  Wealth 2+INT=
  Passion (choose one)
  I am a fanatical collector of one type of antique (like watches, weapons, etc)
  Antiques should be used the way they were intended, not just sit on a shelf
  I can only enjoy an antique if I possess it myself
  Equipment
  Small magnifying glass.
  Reference books on antiques and history (5 uses)
  Choose one antique: jewelry, comb, pocket watch (Value 3 each).
  Choose one: dated business suit, ruffled Victorian dress, tweed jacket.
  Choose one: fancy pipe, fashionable lady’s hat, bowler, top hat, scarf
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  I must help _____________________ appreciate the past.
  ____________________ has something I want to add to my collection.
  _____________________ rescued me and I owe him/her.
  
  Antiquarian Starting Moves
  Expert on Old Things
  When you Consult Knowledge about an old man-made item and roll a 7+,
  you may ask the GM two of the following questions in addition to
  the move’s usual effects. You may only use this ability once for a
  given object.
  • Where was it made?
  • When was it made?
  • What was it used for?
  • How many are there like this?
  • How much is it worth?
  The Antique Trade
  Once per session, when you’re looking for an old man-made item, you can
  discover information or an NPC connection that will lead you in the
  right direction. Tell the GM how you came across this information
  or how you know the NPC.
  Antiquarian Profession Moves
  Antique Shop
  You own and run a small antique shop that you purchased years
  ago or inherited from its previous owner. Many of the items have
  been on the shelves since before that time, and you occasionally dis-
  cover things you didn’t know you had. Once per session, when you
  search through your store, you may pull a useful item from the
  shelves. The GM decides what the item is, but you are free to let her
  know what you’re looking for.
  Collector Sense
  When you Detect Truth in a conversation regarding old, man-made items,
  you may use your Intelligence instead of your empathy. When you
  roll a 7-9, you may ask two questions instead of one.
  Dangerous Books
  You are an expert on how to take care of and study old occult
  books. When you study a frightening or dangerous book, you always
  gain at least one piece of information, regardless of what you roll on
  any resulting move.
  Horrors of the Past
  From your studies, you are familiar with some terrible things in hu-
  manity’s past. When you acquire a mental disorder because ofexposure to
  a terrible thing that happened in the distant past, reduce the degree of
  the disorder by one. Explain why it’s not as frightening for you.
  Old Stories
  Once per session, when you hear about an old, man-made object, the GM
  will tell you a story you’ve heard about it. Tell the GM where you
  heard that story.
  Old Weapon
  You own an old weapon with a special power. When you acquire this
  move, describe the weapon, what it does, and where you got it.
  Some suggested powers are as follows:
  • You’re always able to find it after you throw it
  • It injures a type of being normally immune to weapons
  • It's required for an ancient summoning ritual
  • It provides an eerie blue light when rubbed with blood.
  
  ARCHEOLOGIST
  You dig up the past. Whether you’re exploring
  ancient tombs beneath the sands of Egypt,
  uncovering lost Viking ships in the bogs of
  Europe, or studying strange artifacts discovered
  on the plateaus of Antarctica, your job is to bring
  the past to life. Intelligence is an important
  attribute for you.
  Name
  Spade Marachic, Archer Hane,
  Dr. Karen Loran, Professor Shale
  Look (choose one from each line)
  Bulging eyes, bloodshot eyes, eye patch, thick glasses
  Weathered face, hawk nose, saggy jowls, thin mustache
  Wild red hair, very short dark hair, thick black curls
  Wealth
  1+INT=
  Passion (choose one)
  I need to make one memorable discovery, like King Tut’s tomb
  Artifacts must be carefully measured before excavation
  Archeology is all about the money
  Equipment
  Compass, Detailed maps (5 uses)
  Reference books on ancient civilizations (cumbersome, 5 uses)
  Sturdy pair of hiking boots
  Choose one: overalls, wool pants and suspenders, leather jacket,
  aviator breeches and boots
  Choose one: fedora, boater hat, turban, dark sunglasses, ornate cane
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  ______________________ doesn’t realize that I know his/her secret.
  I want to help _____________________ see more of the world.
  I could learn a thing or two from ___________________________.
  
  Archeologist Starting Moves
  Ancient Languages
  You are fluent in two old or ancient languages of your choice. Some
  possible choices are Latin, Ancient Egyptian, Assyrian, Mayan,
  Sanskrit, or Arabic.
  Fascination with the Past
  When you encounter a frightening situation or creature ofancient origin
  and you roll a 10+ on a Consult Knowledge move regarding it, you may
  approach the situation or creature and avoid any Overcome Fear
  move it might cause.
  Archeologist Profession Moves
  Been There, Done That
  When someone else Consults Knowledge about an ancient civilization or
  foreign land and shares their knowledge, you may interrupt them and
  provide an additional interesting fact about that land or civilization.
  The GM will provide the interesting fact, and you should tell the
  GM how you happen to know it.
  Graduate Students
  You teach a small group of graduate students at a local university.
  Once per session, when you call upon your small group ofstudents, they
  show up and help with archeology-related tasks like researching,
  digging, or cleaning and cataloging artifacts. The GM may ask you
  to describe the students.
  Roughing It
  You have endured extreme conditions at archeological sites. When
  you would normally have to resist the effects ofthe natural environment,
  you may avoid any Defy Danger move if you explain how your past
  experience helps you. You may choose to make the Defy Danger
  move anyway, and if you roll a 10+, you come up with some device
  or technique that allows your allies to avoid the danger. Describe
  the device or technique.
  Subterranean Dangers
  You’ve spent a lot of time in dangerous dig sites and caves. When
  you face underground traps or natural underground dangers, you may
  avoid a Defy Danger move if you explain where you saw a similar
  danger in the past. You may instead choose to make the Defy
  Danger move, and if you roll a 10+, you come up with some device
  or technique that allows your allies to avoid the move. Describe the
  device or technique.
  Tenure
  You have a secure position at a university. When people find your
  behavior strange or you come up with controversial theories, your job and
  Wealth are not in jeopardy. When you acquire this move, increase your
  Wealth by 1.
  They’re Digging in the Wrong Place
  When you roll a 7 or higher on a Search for Something move while digging
  for buried items or exploring an underground site, you find one
  additional useful item or piece of information.
  
  ARTIST
  You are a painter, a sculptor, or
  perhaps a political cartoonist.
  You reflect reality through your
  art, sometimes conveying depth
  and understanding that evades
  the photographer’s camera or the
  writer’s pen. Empathy is an
  important attribute for you.
  Name (choose one)
  Anatoly Krukich, Selena Shae,
  Sebastian DeLune, Wilhelmina Shore
  Look (choose one from each line)
  Bright blue eyes, Sparkling glasses on a chain, permanent scowl
  Hair in a tight bun or ponytail, long dark hair, curly blonde hair
  Goatee, high cheekbones, overbite, full beard
  Wealth
  1+WIL=
  Passion (choose one)
  The stranger the situation, the more it needs to be immortalized in art
  If my art isn’t making me money, I’m doing it wrong
  Forgery is the sincerest form of flattery
  Equipment
  Messenger bag with basic art supplies (10 uses)
  3 decent works of art (Value 3 each)
  Choose one: opera glasses, small pen knife, portable stool
  Choose one: fashionable dress and parasol, wool jacket and beret,
  clean white shirt with tweed pants
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  I’m fascinated by __________________’s appearance.
  I will get _______________________to appreciate art.
  __________________ saved me from myself.
  
  Artist Starting Moves
  Art Expert
  When you Consult Knowledge about a work ofart and roll a 7+, you may
  ask the GM two of the following questions in addition to the move’s
  usual effects. You may only use this ability once for a given object.
  • Where was it made?
  • When was it made?
  • Who made it?
  • Are there more like this?
  • What materials were used to make it?
  • How much is it worth?
  The Devil’s in the Details
  You have a keen eye for details, even in the worst situations. When
  you Overcome Fear and roll a 10+, you discern one useful piece of
  information about the frightening creature, item or situation.
  Artist Profession Moves
  Art Therapy
  Your art can restore your mental health. Once per session, when you
  take a few hours to create a work ofart based on a frightening event that
  gave you a mental disorder, you may reduce the level of that tempor-
  ary disorder by one. This work or art is frightening, with a threat
  level one less than the event it depicts.
  Forger
  You are a skilled forger of art, currency and signatures. When you try
  to pass offone ofyour forgeries as the original, roll+EMP. •On a 10+,
  you succeed. •On a 7-9, experts who take a close look at the work
  will be able to detect that it isn’t the original.
  Gallery
  You have a relationship with a gallery that displays and sells your
  work. This has two effects. When you are interested in a particular work
  ofart, your gallery contacts point you in the right direction. Also,
  once per session, when you have a showing ofyour work, roll+EMP. •On
  a 10+, you may check off a money box of Value 4 or less. Describe
  the work you sold. •On a 7-9, you may check off a money box of
  Value 3 or less, but your work gets panned in reviews and you can’t
  do a showing during the next session.
  Portrait Artist
  You are a skilled portrait artist and you are sometimes
  commissioned to paint important people. Once per session, when you
  are interacting with an important person, you may declare that they
  know your portrait work and take 1 hold. Spend 1 hold during this
  session or the following session to meet with and paint a portrait of
  the important person, then check off a money box of Value 3 or less.
  Studio
  You own or rent an art studio where you can make your art in
  peace, study, hire models, and store all of your previous work and
  reference material. When you create art in your studio, assume you
  have all of the necessary supplies. Once per session, when you spend a
  day creating art in your studio, you trigger a rest move.
  Well Known
  You have created some fairly popular or public works of art. When
  you acquire this move, increase your Wealth by 1. When you try to
  Convince someone who appreciates art, you may use promises of
  private viewings, lectures, or commissioned work as leverage.
  
  AUTHOR
  You write paperback novels, or
  poetry, or popular books on the
  occult. Every new thing you
  encounter is potentially
  inspiration for your next work,
  and every minute of downtime
  is a chance to create and revise.
  You enjoy a bit of fame in certain
  circles, and your way with
  words can come in handy in other aspects of life. Empathy is an
  important attribute for you.
  Name (choose one)
  Francis Moran, Mildred Senate, Bernard Freiberg, Loraine Einrichs,
  Raymond Holbrook Jr.
  Look (choose one from each line)
  Rheumy eyes, horn-rimmed glasses, drawn-on eyebrows
  Bob cut hair, long frizzy hair, bald spot, head scarf, top hat
  Bulbous nose, hollow cheeks, petite mustache, long beard
  Wealth
  1+INT=
  Passion (choose one)
  Great novels come from real suffering and real experiences
  Success in writing is all about finding the right connections
  I want to write the most frightening novel ever written
  Equipment
  Notebook and writing instruments, typewriter
  Choose one: macabre reference books (5 uses), bicycle, library membership
  Choose one: unfashionable suit and tie, house dress,
  jacket and bowtie, small ladies hat and lacy dress
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  I know _________________ would love reading my books.
  I want to base a character in my next novel on
  _____________________.
  
  Author Starting Moves
  Just Like my Heroine/Hero
  You are occasionally inspired to take brave or rash actions, just like
  the heroes in your stories. Once per session, when one ofyour moves
  requires a MGT or SPD roll, and it will save someone else from physical
  harm, you may describe the character you’re emulating and
  substitute your EMP for the attribute. If you roll a 7-9 on a resulting
  move, treat it as a 10+ and take a minor injury in addition to the
  usual results.
  Keen Observer
  When you spend time observing or conversing with other people, you may
  ask one of the questions associated with the Detect Truth move
  without triggering the move. The GM must answer this question
  truthfully.
  Author Profession Moves
  Bestseller
  You have written a bestseller. When you acquire this move, increase
  your Wealth by 1. When you try to Convince someone who appreciates
  your work, you may use promises of signed copies, public readings,
  or a character based on them in your next novel as leverage.
  Salon
  You meet regularly with a group of very smart fellow writers to
  critique each other’s work and discuss a wide range of topics. When
  you Consult Knowledge about a topic in discussion with your group, you
  may add you EMP instead of your INT to your roll. On a 7+, the
  GM will tell you one additional useful piece of information.
  Describe something about the group member who gave you the
  information.
  That was in one of my Stories
  You’ve researched thousands of people and places for your stories.
  When you hear about a location or historical person, you can ask the GM
  to tell you something interesting about that place or person that you
  came across in your research. Tell the GM about the story you were
  researching.
  Weird Fiction
  You have contacts at a magazine that publishes weird fiction. When
  you spend a few days writing a story based on an event that caused you to
  make an Overcome Fear move, you create a story of Value 4. Anyone
  reading the story that knows it is based on true events must also
  Overcome Fear with a threat level one less than the events you de-
  scribe.
  Wild Theories
  When you spend time analyzing a collection ofclues and information and
  come up with a supernatural or unbelievable explanation, roll+EMP. •On
  a 10+, the GM will confirm or deny your explanation. •On a 7-9, the
  GM will confirm or deny one part of your explanation, or give you
  more information you can use to refine your theory, but your theory
  brings you unwanted attention.
  Writer’s Retreat
  You have a secret location you go to for peace and quiet. Once per
  session, when you spend at least a day at your writer’s retreat, you
  trigger a Rest move, and anyone following you loses track of you.
  
  CLERGY
  You're a priest, or a nun, or a pastor, or
  preacher, or a rabbi. You provide
  spiritual support to a congregation, or
  contemplate in peace at an isolated
  shrine or monastery. The supernatural
  is part of your everyday existence, and
  your faith gives you strength to face
  the challenges of the world. Empathy
  is an important attribute for you.
  Name (choose one)
  Father James MacDill, Sister Mary Rose,
  Constance Hays, Jeremiah Winslow
  Look (choose one from each line)
  Nun’s scarf, short hair, bald spot, tight hair bun
  Bright green eyes, bushy eyebrows, sleepy eyes, thick glasses
  Clean shaven, double chin, full beard, long sideburns
  Wealth
  1+EMP=
  Passion
  The church should not abandon the faithless
  Life only has value if we serve others
  The devil is real, and has to be stopped
  Equipment
  Symbol of faith, Bible or other holy book
  Choose one: Small kit with religious ritual materials (10 uses), oil and
  matches, religious reference books (5 uses)
  Choose one: ceremonial outfit, altar furnishings (Value 5), heavy cane
  Choose one: dark suit and clerical collar, nun’s habit, high-necked
  dress, monk’s robe.
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  __________________ obviously has something to confess.
  I’ll show __________________ the value of spirituality.
  _______________ has a good heart. He/she just needs a little guidance.
  
  Clergy Starting Moves
  Abiding Faith
  You can turn to your faith when you face a frightening situation.
  When you Overcome Fear and roll a 7-9, you may ignore the normal
  results and instead stand or kneel in prayer or meditation for a
  moment.
  Clerical Privilege
  Your position grants you respect, even among criminals and the
  non-religious. When you try to Convince an NPC to grant you access to
  someplace or something, you may use your clerical position as
  leverage. Explain how you do this.
  Clergy Profession Moves
  Confessor
  People trust you with their dark side. When you Detect Truth while in
  private conversation with an NPC and roll a 10+, the NPC will confide
  in you and tell you one regret or something he is sorry he did, in
  addition to the usual results of the move.
  Exhortation
  Just the sound of your voice can steel the hearts of you allies in a
  crisis. When you roll 10+ to Overcome Fear, you may make an
  inspirational speech and choose two companions. They can then
  avoid making an Overcome Fear roll for the same encounter. You
  cannot change the fate of an ally who has already made their roll.
  Language of the faith
  You are fluent in two of the following languages: Arabic, Latin,
  Greek, Hebrew, Coptic, or Sanskrit. Choose them when you acquire
  this move.
  Latin Rites
  You specialize in the Latin rituals of Exorcism and Istud Vas. You
  know these rituals and have the proper materials to perform them
  (5 uses). When you perform these rituals, reduce their threat level by
  one. This does not make you fluent in Latin.
  Collection Plate
  Once per session, when you explain a virtuous goal to your congregation
  or religions community and take up a collection, roll+EMP. •On a 10+
  you collect cash of Value 4. •On a 7-9 you collect cash of Value 3
  and choose one of the following:
  • A member becomes suspicious of your motives
  • Some money is forged or can be traced to criminal activity
  • The largest donor expects something in return
  • You draw the attention of your superiors
  Vow of Poverty
  Your Wealth can never be higher than 1, and you may never have a
  checked money box higher than Value 2, but your church will
  always provide your basic needs for food and shelter. You may
  never take out loans or make investments. When you must Defy
  Danger to resist temptation and spend some time meditating or praying,
  you may treat a roll of 7-9 as a 10+.
  
  CRIMINAL
  You might be a petty mobster, or
  the leader of a crime family, or a
  bootlegger, or a bank robber.
  You have nerve, and are
  probably handy with weapons.
  You know how to avoid the law
  or bribe them to leave you alone.
  Speed is an important attribute
  for you.
  Name (choose one)
  Clara Finch, Russell Shade,
  Christos Abbranna, Bonnie Coalfire
  Look (choose one from each line)
  Beady eyes, bulging eyes, thick brow, wire-rimmed glasses,
  eye patch
  Short bob cut, thick graying hair, bald, braids and pony tail,
  thick sideburns
  Large tattoo, styled mustache, facial scar, harelip, gold tooth
  Wealth
  2+INT=
  Passion (choose one)
  There must be honor among thieves
  People who let themselves get swindled deserve what they get
  Money is all that matters
  Equipment
  Stash of thieving supplies (5 uses)
  Choose one: .38 revolver, unreliable Ford Model T, brass knuckles
  Choose one: aging suit and Panama hat, flapper dress and cloche hat,
  t-shirt with overalls and heavy boots.
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  ________________ has wronged me and I will get revenge.
  I’m going to make a criminal out of ______________________ yet.
  ________________ pulled me out of a tough situation.
  
  Criminal Starting Moves
  Fence
  You are able to buy and sell Illegal items and services through your
  criminal network. When you buy or sell an illegal item, you avoid
  getting into trouble with the police.
  Petty Theft
  You are skilled at basic street thievery. When you have a reasonable
  opportunity to steal a small item, pick a simple lock, or pick someone’s
  pocket, you can do it without making a Defy Danger move. Explain
  how you did it.
  Criminal Profession Moves
  Cheater
  You are practiced at slight of hand, cheating at games, and simple
  deceptions. When you participate in a contest involving manipulating
  small objects, roll+SPD. •On a 10+, you smoothly tip the odds more
  in your favor. Explain how you did it. •On a 7-9, you tip the odds a
  bit in your favor, but choose one of the following:
  • Someone becomes suspicious
  • You gain is less than expected or it comes with a catch
  • You sacrifice resources in the process
  • You succeed, but put yourself or your friends in danger
  Gunman
  You’re handy with firearms. When you Attack at a Distance and roll
  10+, you can declare where you hit the target, increase your threat
  level by one, and if you’re using an automatic weapon, you can
  expend ammunition to force anyone in the same general direction
  as your target to take cover.
  Illegal Stash
  You have a stash of valuable stolen goods. Once per session, when you
  pull an item from the stash to sell, roll+SPD. •On a 10+, you
  successfully sell an item of Value 4 to one of your contacts. Describe
  the item, where you got it, and who you sold it to. •On a 7-9, you
  successfully sell an item, but choose two of the following:
  • You could only sell the item at Value 2
  • The police gain a clue to the location of your stash
  • You end up in a dangerous situation because of the sale
  • Your stash is unavailable during the next session
  Informants
  You hear secrets about people from your network of informants.
  Once per session, when you question your informants for information
  about an NPC, the GM will tell you embarrassing or incriminating
  information about them. Explain who told you and how they found
  out. If the target NPC is squeaky clean, the GM will tell you that.
  Mob Support
  You are part of a criminal mob or gang. Once per session, when you
  get into trouble and request help from your criminal organization,
  roll+INT. •On a 10+, NPCs from your organization step in and fix
  things for you. •On a 7-9, they fix things, but choose two:
  • It’s not a complete fix; you’re left with some residual effect
  • You can’t make a Mob Support move during the next
  session
  • Compensate them with a Value 3 payment
  • Someone significant finds out you have criminal connections
  Wheel Man
  You drive the getaway car. Once per session, when you are driving a car
  and being chased or are chasing another car, you may either avoid one
  Defy Danger move or force the other driver into a dangerous
  situation without endangering yourself. When you gain this move,
  you acquire a Ford Model T. If you already have a car, you can
  trade it in for a Bentley 3 Racer or a Rolls Royce Phantom.
  
  DETECTIVE
  Whether you work for the police,
  the Bureau of Investigation, or as a
  private eye, your job is to see clues
  that others miss and connect them
  in ways others can’t. You may be
  assigned to find missing objects, to
  keep an eye on suspicious people,
  or to find out who committed a
  crime. Intelligence is an important
  attribute for you.
  Name (choose one)
  Eliot Thorn, Lillian Lace, Raymond Cross, Lady Phyllis Herron
  Look (choose one from each line)
  Baggy eyes, round sunglasses, prominent eyebrows, eyeglasses
  Dark hair parted in the middle, curly red hair, bald spot
  Long nose, red lipstick, cigarette holder, pipe, thick mustache
  Wealth
  1+INT=
  Passion (choose one)
  I love the challenge of a good mystery
  It’s about making the guilty pay for their crimes
  I’m fascinated by the criminal mind
  Equipment
  Flashlight, magnifying glass
  Multiple newspaper subscriptions (5 uses)
  Choose one: .38 revolver, portable camera, unreliable Ford Model T
  Choose one: jacket and tie, sweater and bowtie, women’s pant suit,
  overcoat and deerstalker hat, sensible dress and stockings.
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  I think _________________ is a mystery.
  ________________ is sloppy and could learn from my techniques.
  I have to protect __________________ because no one else will.
  
  Detective Starting Moves
  Eye for Detail
  You notice things others don’t. When you Search for Something and roll
  a 7+, even in an area that has been thoroughly searched by others, you
  receive one additional piece of information that everyone else
  missed.
  Tailing
  You are very adept at following others without being noticed. When
  you secretly follow someone on foot for a while, they don’t notice you
  and you can choose to trigger a Detect Truth move with them as
  your subject.
  Detective Profession Moves
  Forensic Science
  You have a small lab where you can compare fingerprints, examine
  evidence under a microscope, and do simple chemical tests on
  materials. When you analyze a piece ofphysical evidence in your lab,
  roll+INT. •On a 10+, you gain useful information. •On a 7-9, you
  gain useful information and choose two of the following:
  • You use up a valuable resource
  • You destroy the evidence in the process
  • While concentrating, you miss something important
  • Having the evidence puts you or your allies in danger
  Friend of Law Enforcement
  You support the police from time to time, and in exchange, they
  provide you with information. Describe the person who is your
  main contact. When you need information that’s available to the police,
  you can visit or call your contact instead of making a Search for
  Something move. Your contact may ask for information or a favor in
  return
  Paid Informants
  You have a network of informants that work for pay. When you
  contact an informant to help you locate an item or person, and you either
  give the informant an item or cash worth Value 1 or higher, the GM will
  give you information that gets you closer to whatever you’re
  looking for. Tell the GM who your informant is and how you know
  them.
  Private Investigator Office
  You have a small office with a telephone. Once per session, when you
  don’t have a client and spend at least a day at your office, Roll+EMP. •On
  a 10+, you gain an interesting client, like someone wrongly accused
  of a crime. You receive a Value 4 payment if you solve the case. •On
  a 7-9, you gain an uninteresting client, perhaps one who needs you
  to spy on a cheating spouse or find a lost pet. You get a Value 3
  payment if you succeed. Clients also cover some expenses. When you
  uncheck a money box as a direct expense ofa case, you may check your
  Value 1 money box.
  Prominent Client
  You once solved a case for an important client, like a famous
  person, a wealthy industrialist, or a powerful politician. Once per
  session, when you call on this
  client for help, you can do one of the following:
  • Provide protection for an endangered client
  • Use them as leverage in a Convince move to get you out of
  trouble
  • Get introduced to another important person.
  Street Smart
  You know every street and back alley in your city. Whenever you
  follow someone through the streets or study a crime scene in the streets,
  you gain one extra piece of information.
  
  DOCTOR
  You diagnose and heal the physical
  ailments of your patients. You might be
  a general doctor, a nurse, a surgeon, or
  a field medic back from the Great War.
  You are respected in the community
  because of what you do. Intelligence is
  an important attribute for you.
  Name (choose one)
  Adrian Pierce M.D., Dr. Martha Stiles,
  Florence Miller, Jack Hart
  Look (choose one from each line)
  Bright green eyes, bushy eyebrows, sleepy eyes, thick glasses
  Short hair, bald spot, tight hair bun, long wavy hair
  Clean shaven, double chin, pug nose, full beard, long sideburns
  Wealth
  2+Int=
  Passion
  All human lives are worth saving
  I need to find a cure for a loved one's strange disease
  Life can be prolonged forever, and I have to find the way
  Equipment
  Stethoscope, medical bag (5 uses)
  Choose one: medical books (5 uses), ambulance, painkillers (10 uses)
  Choose one: tweed suit and tie, white lab coat and suspenders,
  white dress and cap
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  _________________ has restored my faith in humanity.
  I’ve lost something important, and I think ________________ stole it.
  I think ____________________ needs my care or he/she won’t survive.
  
  Doctor Starting Moves
  Diagnose
  When you carefully examine a patient, roll+INT. •On a 10+, the GM will tell
  you one physical problem (injury, disease, poison) that ails the patient, and
  you may ask two of the questions below. •On a 7-9, the GM will not tell
  you what specifically ails the patient, but you may still ask one of the
  following questions:
  • What here is the most immediate medical threat to life?
  • Could this condition spread to others?
  • What is the best course of treatment?
  • What tests could produce more information?
  Treat Injuries
  When someone gets a few days ofrest and you treat their injuries, roll+INT. •On
  a 10+, you reduce the level of one temporary injury by one. • On a 7-9, you
  reduce the level of one temporary injury by one, but choose two of the
  following:
  • It costs you resources and takes longer than expected
  • You cause a moderate physical injury
  • The patient is immobilized for 3 days (does not trigger Rest)
  • You put yourself or your friends in danger
  • You lose confidence and cannot Treat Injuries this session
  Doctor Profession Moves
  Coroner
  You know how to draw clues from dead bodies. When you examine a dead
  body, roll+INT, •On a 10+, ask three of the following questions. •On a 7-9,
  ask one question and either put yourself in danger or discover something
  disturbing.
  • How did the deceased die?
  • Where did the deceased die?
  • When did the deceased die?
  • Was there someone else with the deceased when they died?
  • What will help identify the deceased?
  Eye for Weakness
  Your knowledge of anatomy allows you to strike in the most vulnerable
  places. When you make an Attack up Close move and roll a 10+, you can
  increase the injury level you inflict on the enemy without taking an injury
  yourself.
  Pathologist
  You are an expert on infection and disease. When you spend at least a few
  hours taking care ofa patient who has not begun to recover from the symptoms of
  their disease, roll+INT. •On a 10+, reduce the maximum symptoms the
  patient will suffer to one level below the normal maximum. •On a 7-9,
  reduce the maximum symptoms as above, and choose one of the following:
  • The patient is incapacitated for 3 days (does not trigger Rest)
  • Someone else contracts the disease (GM chooses)
  Specialist
  You specialize in a narrow branch of medicine, like broken bones, or a
  specific class of disease, or head injuries. Tell the GM what your specialty
  is and how you developed it. When you make a move regarding your specialty
  and roll a 7+, treat the result as a 10+, and the GM may tell you one piece of
  additional information that a non-specialist probably wouldn’t notice.
  Surgeon
  Some injuries require surgery to heal, but it’s a risky choice. Fortunately,
  you’re trained with a scalpel. When you gain this move, you receive
  surgeon’s tools and anesthetics (5 uses). When you operate on a patient to
  correct a permanent physical injury, roll+INT or +SPD. •On a 10+, you reduce
  the level of the permanent injury by one. •On a 7-9, you reduce the level of
  the permanent injury by one, but that particular injury can no longer be
  treated with surgery, and choose one of the following:
  • The patient is incapacitated for 3 days (does not trigger Rest)
  • You inflict a permanent minor injury on yourself or the
  patient
  • The patient gains a moderate mental disorder due to trauma
  Toxicologist
  You are an expert in all types of poison and their treatment. When you treat
  someone suffering from poison, roll +INT. •On a 10+, reduce the maximum
  symptoms the patient will suffer to one level below the normal maximum.
  •On a 7-9, reduce the maximum symptoms as above, and choose one of
  the following:
  • The patient is incapacitated for 1 day
  • You expend one use of a first aid kit or survival kit
  • The minor symptoms of the poison will be permanent
  
  ENTERTAINER
  You earn your living making
  music, or singing, or dancing, or
  perhaps as a comedian. Income is
  sporadic, but the fans make it all
  worthwhile. Your time on stage
  has brought you confidence
  when dealing with people.
  Empathy is an important
  attribute for you.
  Name (choose one)
  Virginia Slim, Artie Chang, Irene Dunn,
  Donald Kayhill
  Look (choose one from each line)
  Light blue eyes, large nose and cheeks, bulging eyes
  Blonde curly hair, straight bangs, short dark hair, curly red hair
  Thin mustache and beard, sunglasses, long earrings, cheek mole
  Wealth
  1+EMP=
  Passion (choose one)
  Performance is an art form and should be taken seriously
  It’s all about the fame and applause
  Life is about manipulating other people
  Equipment
  Stage Makeup kit (10 uses)
  Choose one: jewelry, Ford Model T, share in small theater (Value 7 each)
  Choose one: Vaudeville dress, back tux with top hat,
  plaid suit and straw hat, cowboy outfit and raccoon hat
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  I will get __________________ to appreciate my work.
  What success I have is because of __________________
  I detest ____________________ , but I am fascinated by him/her.
  
  Entertainer Starting Moves
  Performance
  When you give a performance to impress an audience, roll+EMP or
  +SPD. •On a 10+, they are impressed and you either check off a
  money box of Value 3 or lower, or you take 1 hold. Spend hold to
  ask a favor of someone in the audience at some point during the
  current session or the following session. •On a 7-9, you may check
  off a money box of Value 2 or lower and must choose one of the
  following:
  • You cannot make Performance moves any more this session
  • Your performance offended someone significant
  • You are no longer welcome in that venue
  The Show Must Go On
  You know how to push yourself to complete a task. Once per session,
  when you can’t do some task because ofyou physical or mental condition,
  say “The show must go on!” and the GM will allow you to find a
  way to make it happen.
  Entertainer Profession Moves
  Acting
  You are a skilled actor or actress. When you tell a convincing lie or
  deceive someone through your actions, you don’t need to Defy Danger.
  Celebrity
  You are a well-known entertainer. When you acquire this move,
  explain your big break and increase your Wealth by 1. When you try
  to Convince someone who knows and appreciates your work, you can use
  your celebrity as leverage by promising them an autograph or
  tickets to one of your shows.
  Disguise
  You are skilled at changing your appearance so that you’re not
  recognized. When you take time to don a disguise, you can remain in an
  area without being recognized by casual acquaintances. People who
  know you very well will see through your disguise after a few
  minutes.
  Languages of the Arts
  You are fluent in two of the following languages: French, German,
  or Italian.
  Mimic
  When you mimic the voice ofanyone ofyour gender that speaks a language
  in which you are fluent, only close acquaintances have a chance to
  detect the deception.
  Swordplay
  Through your theatrical training, you have become skilled with
  swords. When you make an Attack up Close move when armed with a
  sword, cane, or similar weapon and roll a 10+, you may do one of the
  following in addition to the usual results:
  • Disarm your opponent
  • Force your opponent back a few steps
  • Knock your opponent down
  • Move to an advantageous position
  
  ENTITLED
  You were born with a clear and
  secure path ahead of you. You’ve
  had every advantage growing up, a
  good education, and family
  connections to get you a good job.
  You may not have any particular
  skills, but what does that matter
  when you have money? Willpower
  is an important attribute for you.
  Name
  Elizabeth Rothschild, Gerald Pelgrave, Josephine Carmichael,
  Leonard Wellington
  Look (choose one from each line)
  Pale skin, wild red hair, dark wavy hair, balding
  Bloodshot eyes, sleepy eyes, striking blue eyes, wire-rimmed glasses
  Long mustache, freckles, sideburns, upturned nose, firm chin
  Wealth
  3+WIL
  Passion (choose one)
  I have to prove myself to my father/mother
  Success is all about finding the right match
  I have to find my own life, away from my family
  Equipment
  Large family home
  Choose one: Bentley 3 Racer, Rolls Royce Phantom
  Choose one: gold wristwatch, silver cigarette case, pearl necklace,
  ruby ring (Value 6 each)
  Choose one: polo shirt with white pants, tuxedo with bow tie,
  sack dress with wide hat and parasol, flared jacket and hobble skirt
  Choose one: wide rimmed floral hat, top hat, jeweled headband,
  cigar, cigarette holder
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  My family told me to stay away from _________________.
  I admire _______________’s carefree approach to life.
  I’ve used ________________ as an alibi with my parents.
  
  Entitled Starting Moves
  Trust Fund
  Once per session, when you draw from your trust fund, you may check
  off your Value 4 money box or any lower box.
  High Society
  You’re comfortable in the company of the wealthy and powerful.
  When you Detect Truth among members ofhigh society and roll a 7+, the
  GM will give you one additional piece of information that might
  only be apparent to other members of high society.
  Entitled Advanced Moves
  Family Business
  Your family runs a specific business, like a law firm, automobile
  dealership, firearms factory, or construction firm. When you acquire
  this move, describe your family business. Once per session, when you
  request an item or service provided by your family business, you get it for
  free if it is of Value 5 or less, or purchase it at one less than its Value.
  Family Connections
  Your family roots run deep among influential members of society.
  When you use your family connections to make contact with a powerful,
  rich, or important person, roll+EMP. •On a 10+, a family member
  connects you with the person and they are inclined to help you.
  •On a 7-9, you manage to contact the person through your family,
  but choose one of the following:
  • The person you contact is skeptical of your motives
  • You irritate a family member
  • You miss an important event while making the connection
  • The meeting place is inconvenient or dangerous
  Financier
  You have grown up around money and know how to find it when
  you need it. When you take out a loan, your lender does not require
  collateral.
  Loyal Servant
  You have a loyal family servant that has watched over you since
  you were young. Tell the GM your servant’s name and a little bit
  about him or her. When you give your servant a simple task that is not
  beyond his or her capabilities, roll+WIL. •On a 10+, your servant
  completes the task successfully. •On a 7-9, your servant completes
  the task, but choose two of the following:
  • Your servant misinterpreted your instructions
  • The task took longer than expected
  • You end up in a dangerous or compromising situation
  • Your servant is unavailable for the rest of the session.
  Modern Languages
  You are fluent in two of the following languages: Spanish, French,
  German, Italian, Russian, Japanese, or Mandarin.
  Secret Society
  In college, you joined a secret society, and many of your fellow
  members have become rich and powerful. When you acquire this
  move, describe your secret society. When you make contact with
  members ofyour secret society to help you covertly manipulate events,
  Roll+WIL. •On a 10+, someone from your secret society comes
  through with a very helpful act or piece of information. •On a 7-9,
  someone from your secret society comes through with a somewhat
  helpful act or piece of information, and the GM takes 1 hold. The
  GM can spend hold to have your society approach you for a favor,
  and you risk expulsion if you refuse.
  
  FARMER
  You’ve spent most of
  your life working a farm,
  and maybe you still do.
  You know the seasons,
  how to care for animals,
  and the secrets of the
  land. You’re no stranger to a hard day of work or disappointing
  turns of fate, and you face danger with stoic silence. Might and
  Empathy are important attributes for you.
  Name
  Jedadiah Jones, Carmen Spring, Albert Wren, Helen Wheeler
  Look (choose one from each line)
  Weathered skin, braided pony tail, short curly hair, mostly bald, white hair
  Narrow eyes, bloodshot eyes, eye patch
  Full beard, stubble, facial scar, red cheeks, scarf, corn cob pipe
  Wealth
  1+WIL=
  Passion (choose one)
  I must do what I can to heal this twisted modern society
  Technology will be humanity’s downfall
  I want to see the world
  Equipment
  Farmhouse and small farm (Value 9)
  Farm implements
  Choose one: 8 cows, 12 sheep
  Choose one: unreliable gasoline tractor, silo full of grain (Value 5),
  Choose one: overalls, blue jeans and button shirt, housedress,
  old suit and tie
  Choose one: straw hat, scarf, cowboy hat, bandana, neck towel
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  __________________’s priorities are messed up and need straitening.
  ______________________ is family. And family is family.
  I don’t trust the way _______________smiles and jokes about things.
  
  Farmer Starting Moves
  Animal Empathy
  You have a special understanding of animal behavior. When you try to
  control the behavior ofa single animal, or a group ofanimals, Roll+EMP. •On a
  10+, gain 2 hold. •On a 7-9, gain 1 hold and, after your spend you hold, the
  animals may put you and your friends in danger. Spend 1 hold to do one
  of the following:
  • Calm enraged or fearful animals
  • Convince the animals to move away
  • Touch, examine, harness or mount one animal
  Stoicism
  You are used to physical difficulty. Once per session, When you tough your
  way through hardship without complaining, you may do one of the following:
  • Withstand cold or hot conditions that might otherwise harm you
  • Reduce the level of a physical injury by one when you receive it
  • Change a 6 or less result on a MGT roll to a 7 and take a minor injury
  • Skip one night of sleep without negative effect
  Farmer Advanced Moves
  Country Charm
  You are a novelty for people in the city. When you mingle with city folk and
  try to distract them with your rugged charms, roll+MGT. •ON a 10+, you
  draw their attention away from the activities of your allies. •ON a 7-9, you
  draw the attention of your audience, but choose one of the following:
  • You make a fool of yourself in the process
  • One or two members of the audience lose interest
  • An audience member threatens violence or plots against you
  Dangerous Weather Sense
  You read coming danger in the signs around you. Once per session, when
  you think a dangerous or inconvenient event is approaching, roll+EMP. On a
  10+, the GM will tell you the nature of the approaching danger and the
  time of its arrival. •On a 7-9, the GM will tell you the nature of the
  approaching danger and the time of its arrival, but one of these two pieces
  of information will be wrong.
  Healthy Lifestyle
  Once per session, when you and any ofyou allies spend one day relaxing or
  working in the country, you may each trigger a Rest move. Each player
  should explain how they spent the time.
  Heavy Machinery
  You are familiar with repair and operation of machinery like gears and
  pulleys and gasoline engines. When you try to repair or operate heavy
  machinery, Roll+INT. •On a 10+, it works just like you thought and you
  succeed. Take 2 hold •On a 7-9, you manage to get the machinery going or
  operate it for a short while and take 1 hold, but as soon as you spend the
  hold, you make a dangerous mistake or the machinery fails. Spend hold to
  make the machinery do something beyond normal expectations.
  Shotgun Justice
  You’ve come to rely on a shotgun to drive predators and unwanted visitors
  off of your land. When you acquire this move, you get a shotgun and
  ammunition (3 uses). When you use a shotgun to scare offa person or creature
  that can experience fright, Roll+MGT. On a 10+, you drive the target away
  without harming it. •On a 7-9, your display frightens away the target, but
  choose two of the following:
  • The target returns after a few minutes
  • You lose resources, possibly ammunition
  • You frighten away an NPC ally
  • A nearby player must Overcome Fear at a moderate level
  • You accidently inflict a minor injury on a player or NPC ally
  Simple Wisdom
  Your simple wisdom and quaint sense of humor can lighten heavy
  situations. When you make a pithy joke or observation about a frightening
  situation, reduce its threat level for mental disorders by one level for you
  and one of your allies, but any physical danger then focuses on you.
  
  JOURNALIST
  You’ll do whatever it takes to get the
  story and get it to your editor on time.
  You can sense when things just aren’t
  right, and you have a network of contacts
  that can help you find out what’s really
  going on. You might work for a big city
  newspaper, or one of the local tabloids
  published in every town big enough to
  have any news. Empathy is an important
  attribute for you.
  Name (choose one)
  Sid “Scoop” Johnson, Hazel Harris,
  Stanley Wright, Clara Green
  Look (choose one from each line)
  Short curly hair, straight black hair, short hair with receding hairline
  black-rimmed glasses, long eyelashes, thick eyebrows, heavy mascara
  Pencil behind the ear, thin mustache, thin lips, large teeth
  Wealth
  1+WIL=
  Passion (choose one)
  I must expose lies and corruption, whatever the risks
  One day, I’ll win a Pulitzer
  My job is to tell the stories no one else will
  Equipment
  Typewriter, Pad and pen
  Choose one: portable camera, newspaper subscriptions (10 uses), bicycle
  Choose one: suit and tie, bowtie and vest, lady’s jacket and pencil skirt,
  drop-waist dress
  Choose one: pork pie hat, beret, headband with bow, elaborate hairpin
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  __________________ has secrets, and I’m going to uncover them.
  I once wrote an embarrassing article about __________________.
  __________________ has given me important leads in the past.
  
  Journalist Starting Moves
  Just the Facts
  When you encounter an interesting situation involving one or more people
  and take time to jot down notes, take 2 hold. Spend hold to make a
  Detect Truth or Search for Something move later on, as if you were
  still in the situation where you took the notes.
  Persistence
  You don’t take “no” for an answer. Once per session, when you make a
  move associated with a story or investigation and roll a 6 or less, describe
  how you persisted and resolve the move as if you rolled a 7.
  Journalist Profession Moves
  Press Pass
  You can obtain a press pass that will get you access to a location
  others can’t visit. When you request a press pass to a private location or
  event that’s important to a story you’re writing, you are issued a press
  pass good for 1 day, or the duration of the special event.
  The Pen is Mightier
  You can be very persuasive in your writing. When you write a letter or
  publish an article to persuade a person or group to change an opinion,
  change behavior, or take action, roll+EMP. •On a 10+, they see your
  point and take it into account in their decisions and actions. •On a
  7-9, your writing only persuades some members of the group, and
  others are upset by it.
  Darkroom
  You have access to a darkroom where you can develop your own
  photos quickly and in private. When you spend a few hours developing
  photographs in your darkroom, the GM will tell you an interesting
  detail you notice on them.
  Expense Account
  Your employer funds legitimate expenses for your stories. When you
  complete a story for which you made at least one purchase, check off a
  money box of the Value of one of the purchases, but no higher than
  Value 3. Legitimate expenses could include travel costs, buying
  dinner, or even bribes.
  Inside Source
  You occasionally get tips from a source inside city government, or
  the police department, or a local mob family. When you acquire this
  move, describe your source, how you make contact with them, and
  what motivates them to give you leads. Once per session, when you
  make secret contact with your inside source, roll+INT. •On a 10+, the
  GM will give you lead on a significant story. •On a 7-9, the GM will
  give you a lead on a mediocre story, and choose two of the
  following:
  • Your source is unavailable during the next session
  • You put yourself in dange
  • You expend resources of Value 2 to make contact
  • Making contact takes too long and you miss a deadline
  • A rival reporter somehowgets the same lead
  What They’re Not Saying
  You’ve done so many interviews that you can read a lot from a
  subject’s body language. When you Detect Truth and roll a 7 or higher,
  the GM will tell you something your subject is hiding from you or is
  reluctant to reveal. This is in addition to the other information you
  gather from the Detect Truth move.
  
  POLICE
  Your job is to protect and serve. You
  walk your beat every day and you
  know many of the people along it.
  You have the authority of the law
  behind you and can make arrests
  and call for backup. In most
  situations, your uniform should
  grant you a degree of respect. Speed
  is an important attribute for you.
  Name
  Andy Malone, Frank Payne,
  Sally Miller, Sean O’Brien
  Look (choose one from each line)
  Very short hair, white hair, curled brown hair, redhead
  Puffy eyes, dark eyes, prominent ears
  Curled mustache, double chin, boney face, dimples
  Wealth
  1+INT=
  Passion (choose one)
  No one is above the law, no matter how rich or powerful
  Someday this neighborhood will be safe again
  I don’t get paid enough, so I must find other sources of revenue
  Equipment
  Badge, .38 revolver
  Choose one: stolen goods (Value 4), nightstick, shotgun, handcuffs
  Choose one: police uniform and hat, suit and tie with fedora
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  I ignored ____________________'s crime after I heard his/her story.
  ________________has no respect for the law; I’m watching him/her.
  __________________ knows a secret about me but hasn’t revealed it.
  
  Police Starting Moves
  Arrest Authority
  When you restrain and question a suspected criminal, you are within
  your legal rights. You can also use the threat of arrest as leverage in
  a Convince move.
  Call for Backup
  You can call for help from your fellow police. When you contact a law
  enforcement agency with a request for immediate help, they will respond
  as effectively as possible.
  Police Profession Moves
  Beat Cop
  You have a regular area that you patrol, and you know it well. When
  you Search for Something on your beat or Consult Knowledge about people
  or places on your beat and roll a 7+, someone will come forward and
  give you information in addition to what you discover with the
  move. Describe the person and the GM will tell you what they
  know.
  Nightstick Tricks
  You are able to use your nightstick for remarkable feats. When you
  use your nightstick in an Attack at a Distance or Attack up Close move
  and roll a 10+, you may either choose the location of your opponent’s
  injury, or choose any of the following effects instead of injuring
  your opponent:
  • Disarm them
  • Trip them
  • Damage an item they’re carrying
  On the Take
  You get regular payments from the local mob for staying out of
  their business. When you acquire this move, describe you mob contact
  and how you get the payment. When you End a Session during which
  you caused no trouble for the local mob and accept a bribe from your
  contact, roll+INT. •On a 10+, your contact gives you cash of Value 4.
  •On a 7-9, your contact gives you cash of Value 3, and choose one of
  the following.
  • Business isn’t so good, so you will get no bribe next session
  • Your contact asks you to perform a dangerous task
  • One of the Bureau’s “untouchable” agents suspects you’re on the
  take
  • Instead of cash, your contact gives you illegal items of
  Value 3
  Police Car
  You have a fast police cruiser available when you need it. When you
  use your police siren, law-abiding drivers and pedestrians will clear a
  path for you and criminals will know you’re coming.
  Police Records
  You have access to police records of past crimes and current
  investigations. When you Consult Knowledge about local events or
  Search for Something associated with a crime and roll a 7+, the GM will
  tell you about a past crime that may provide helpful insights or
  information.
  Special Weapons
  You have access to powerful weapons if you need them for your
  job. Once per session, when you request heavy weapons from your agency,
  you may take one of the following items. Weapons and unused ex-
  plosives must be returned at the end of the day.
  • Tommy Gun
  • 5 sticks of Dynamite
  • 2 Hand grenades
  
  PSYCHOLOGIST
  You’re a practitioner of the quickly
  developing fields of psychology and
  psychoanalysis, following the work of
  contemporaries like Sigmund Freud
  and Carl Jung. You believe there is hope
  for people with psychological disorders,
  not just a future locked up in an
  asylum. Empathy is an important
  attribute for you.
  Name (choose one)
  Thomas Hook, Jean Gerst,
  Eugene Baasch, Marjorie South
  Look (choose one from each line)
  Wild hair, receding hairline, long curly blonde hair, wavy brunette hair
  Bushy eyebrows, heavy eye makeup, wide eyes, baggy eyes
  Prominent cheekbones, long sideburns, facial burn marks, rosy cheeks
  Wealth
  2+EMP
  Passion (choose one)
  I will become an expert on the criminal mind
  I will prove that telepathy and other mental powers really exist
  Even the most mentally ill person can be rehabilitated and cured
  Equipment
  Notepad and pen, anesthetic (5 uses)
  Choose one: psychology journals (5 uses), straight jacket
  Choose one: suit and tie, jacket and skirt, sweater and bowtie, floral dress
  Choose one: large glasses, monocle, pocket watch, diploma in silver frame
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  ___________________ seems unstable and may need treatment.
  ________________ has a relative I could treat but they won't allow it.
  I know five people worth listening to. _____________ is one of them.
  
  Psychologist Starting Moves
  Treat Mental Disorder
  You can help patients recover from mental disorders caused by traumatic
  events. When someone gets a few days ofrest during which you provide
  counseling, roll+EMP. •On a 10+, you reduce the level of one temporary
  mental disorder by one. •On a 7-9, you reduce the level of one temporary
  mental disorder by one, but the GM gets 2 hold. The GM can spend hold
  for any of the following during this session or the next:
  • Make the patient Overcome Fear when reminded of their trauma
  • Give you symptoms of a moderate mental disorder for a short
  time
  • Increase the threat level by one when the patient encounters a
  familiar trauma
  Predict Behavior
  You understand what motivates people. When you make a Detect Truth move
  and roll a 7+, choose one target NPC and take 1 hold in addition to the
  move's other effects. Spend the hold at any time to ask the question “What
  are they likely to do next?”
  Psychologist Profession Moves
  Criminal Minds
  When you first examine the scene ofa crime or detailed records ofa crime, you
  gain one additional piece of information which could help determine when
  and where the person who did it might commit another crime.
  Electroshock Therapy
  You can sometimes cure permanent mental disorders, or reduce their
  symptoms, through shock treatments. When you acquire this move, you get a
  shock treatment device. When you administer daily electroshock therapy over a
  few days to treat a permanent mental disorder, roll +INT. •On a 10+, you
  reduce the level of the permanent mental disorder by one. •On a 7-9, you
  reduce the level of the permanent mental disorder by one, but that
  particular injury can no longer be treated with shock therapy, and choose
  two of the following:
  • The patient loses memory of an important event
  • The patient is incapacitated for 3 days (does not trigger a Rest
  move)
  • You inflict a permanent minor injury on the patient
  • The patient gains a different moderate mental disorder
  Hypnosis
  You can use hypnosis to heighten a patient’s concentration and make them
  open to suggestion. When you hypnotize a willing patient, roll+EMP. •On a
  10+, you may reduce the symptoms of one mental disorder (temporary or
  permanent) by one level for this session and the following session.
  Alternatively, you may implant one suggestion, changing the way the
  patient reacts to a person or situation for this session and the following
  session. •On a 7-9, you may reduce mental disorder symptoms for the
  current session, or implant a suggestion for the remainder of the current
  session, and you choose one of the following:
  • You implant an additional suggestion chosen secretly by the GM
  • You uncover new trauma, causing a moderate mental disorder
  • You force the patient to change one of their connections
  • You must Overcome Fear one level less than the threat level of
  the subject’s worst mental disorder
  Manipulation
  You can read other people to discover their psychological weak points.
  When you Detect Truth and roll a 10+, choose one person you observed. The
  GM will tell you what you discovered about the subject that you can use as
  leverage in a Convince move targeting that person.
  Personal Theory
  You have written books and papers on your specific theory of behavior or
  mental disorders, which is known by your last name, followed by –ism.
  For example, Baaschism. When you acquire this move, describe you theory
  and check off one of your money boxes of Value 7 or less. When you make a
  Detect Truth or Treat Mental Disorder move and roll 10+, you gain further
  evidence of your theory and take 1 hold. Spend hold before making a
  Detect Truth or Treat Mental Disorder move to adjust the result as if
  someone made a successful Aid or Interfere move to help you.
  Private Practice
  You have a small office where you treat patients. Once per session,
  when you spend a day at your office treating NPC patients, you can
  check off a money box of Value 3 or less, or take 1 hold. You spend
  hold to call upon one of your patients who may be able to help you
  with information or a simple task. Describe the patient and their
  mental disorder.
  
  SCIENTIST
  You might be a college science
  professor, or a researcher in a secret
  government laboratory. You
  understand many of the frontiers of
  modern science – marvels like
  electricity, radio waves, genetics, and
  microbiology. New scientific
  discoveries are being made every
  day, so why not by you? Intelligence
  is an important attribute for you.
  Name (choose one)
  Kathleen Glover, Julio Barka, Mamie Fletcher, William Lawrence
  Look (choose one from each line)
  Crazy white hair, balding, pony tail, dark hair parted down the
  center
  Wire-rimmed glasses, rheumy eyes, light blue eyes, eye patch
  Full beard and mustache, prominent chin, scarf, missing teeth
  Wealth
  1+INT=
  Passion (choose one)
  Everything has a rational explanation
  The frontiers of science are the path to personal power
  I have to make just one great discovery
  Equipment
  Notebook and pencils, Scientific Supplies (5 uses)
  Choose one: microscope, radio, chemistry kit, telescope, big chalkboard
  Choose one: plain black dress, jacket and tie, sweater and bow tie, lab coat
  Choose one: bowler, safety glasses, rubber apron, cane
  Attribute Bonuses (-1, +0, +1, +1, +2)
  Intelligence
  Empathy
  Willpower
  Might
  Speed
  INT
  EMP
  WIL
  MGT
  SPD
  Injury, Poison, and Disease
  Minor
  Moderate
  Serious
  Critical
  Mental Disorders
  Minor
  Moderate
  Serious
  Critical
  Experience
  XP
  Money
  1
  2
  3
  4
  5
  6
  7
  8
  Connections
  _________________ is one of the most rational people I know.
  I’m fascinated by how _________________ can accept things on faith.
  __________________ took me in when I had nowhere else to go.
  
  Scientist Starting Moves
  Specialty
  Choose a scientific specialty, like physics, biology, or anthropology. When
  you Consult Knowledge on a topic within your specialty and roll a 10+, gain 1
  hold. Spend 1 hold at any time to recall something useful within your
  scientific specialty.
  Experimentation
  You can design experiments to discover new information or confirm
  theories. When you spend a day carrying out an experiment to test a creature,
  item or material, roll+INT. •On a 10+, you learn two useful pieces of
  information. •ON a 7-9, you learn one piece of information, and choose
  one of the following.
  • Your experiment angers the subject or endangers it.
  • You must expend 2 uses of scientific supplies.
  • Your experiment takes much longer than expected.
  Scientist Profession Moves
  Advanced Mathematics
  You are a mathematical genius, able to encode the behavior of multiple
  dimensions in mathematical symbols. When you use mathematics to
  understand creatures or events that are alien or from other dimensions, roll+INT.
  •On a 10+, you devise a formula to explain things and take 2 hold. •On a
  7-9, you devise a basic theory and take 1 hold, but your calculations attract
  dangerous attention. Spend 1 hold to do one of the following:
  • delay the appearance of a creature or event
  • predict the next appearance of the creature or event
  • Stop the creature or event with an Invention or Prototypes move
  • ignore an Overcome Fear move involving the creature or event
  Invention
  You can cobble together an assortment of scientific parts or materials to
  modify their function or make them do something completely new. You
  couldn’t modify a ray gun to help you fly, but you might be able to change
  its frequency to jam a radio signal. When you cobble together scientific
  components to serve a new function, roll+INT. On a 10+, the device works for
  3 uses. •On a 7-9, the device works for 1 use and choose one of the
  following.
  • It has unintended, dangerous side effects chosen by the GM
  • It costs you 3 scientific supplies
  Laboratory
  You have a laborator where you examine specimens and perform
  experiments. When you study an iten or creature for an hour in your lab,
  you trigger an Experimentation move. In addition, you may forgo
  one discovered piece of informa- tion and instead ask one of the
  following questions about the item you are studying, and the GM
  must answer truthfully.
  • Where did it come from?
  • What is its weakness
  • What is dangerous about it?
  • What is useful about it?
  • Are there more?
  Prototypes
  You work for a large research organization that is developing lots of
  interesting new devices. Once per session, when you need help with a specific
  task, you may borrow an experimental device that may help you. State the
  task you need help with and the GM will tell you about the device. All
  such devices are unreliable and must be returned by the end of the
  following session.
  Pseudo-science
  You have good instincts about advanced scientific devices. When you try to
  operate an alien or supernatural device that seems to work on scientific principles,
  roll+EMP. •ON a 10+, you successfully activate the device and have some
  idea how to control it. •On a 7-9, you activate the device, but choose one of
  the following:
  • You can’t fully control it, putting yourself of others in danger
  • The device works for a short time, then stops working for good
  • The device has an inconvenient side effect
  • Your operation of the device attracts unwanted attention
  There Must be an Explanation
  You have complete faith that science can explain anything. When you are
  confronted by something frightening and roll a 7-9 on an Overcome Fear move,
  you may move closer to whatever frightened you instead of choosing one
  of the other results. When you do this, you gain one minor mental disorder
  and learn one interesting piece of information.
  
SOURCE: textdata/thevault/Mythos World (PbtA)/Mythos World - Playbooks.pdf