TEXT: THE BEGGAR
  NAME
  LEVEL
  XP
  LOOK
  BURNING WILL
  RACE
  STARTING MOVES
  GOAL
  FLAW
  POWER
  BONDS
  REFLEX
  HEAT
  BREATH
  MIND
  BODY
  DAMAGE
  ARMOR
  STAMINA
  WOUNDS
  DEVIL
  You can pass unnoticed as a local in most situations, 
  even if someone is looking for you. In addition, when 
  you’re in trouble or just need some additional help, you 
  can spend a power die and you will always get help 
  from the local Beggar’s guild. The GM will decide what 
  form this help takes, but it will always:
  - show up (no matter how impossible the situation)
  - be genuinely helpful, no matter the situation
  - be slightly dirty
  - annoy someone powerful, whether right away or eventually
  MANTRA OF PEDAM, THE WANDERER
  IMPOSSIBLE WEAPONS
  Gain a power die if you beat anyone in a 
  drinking contest.
  HUMAN
  You cannot fail Query the Cosmos rolls if it 
  relates to folk legend, myth, or storytelling, 
  and you know nearly every story there is.
  SERVANT
  When acting to enrich yourself, you can 
  take +1 to Bend Will rolls.
  Anything you can use or pick up counts as a full 
  weapon for you as long as it is not already a weapon, 
  so you don’t have to make clumsy rolls when using it. 
  You don’t have to be familiar with it, and can simply pick 
  it up. The GM will determine its qualities.
  I’ve deﬁnitely shared good times recently 
  with  ______________________
  ________________  has the stink of wealth 
  around them.
  I met _____________ on the road once, and 
  we barely escaped from ________________
  WAY AND MEANS
  When you’re among small people (in the country or 
  city) and need something from the lay of the land 
  (choose 1: word on the streets, food, booze, supplies, 
  help) roll +heat. On a 10+, it comes to you, mostly 
  intact, and probably a little dirty. On a 7-9 you get it, but 
  in the process of getting it you are lead wildly astray 
  from your original path.
  SPARROW MOCKS DOGS
  When you attempt to humiliate someone, in combat 
  or otherwise, roll +heat. On a 10+, choose two of the 
  following (can’t choose the same twice)
  -Your target gains the [reeling] tag
  -Choose an ally. That ally’s next roll against your target 
  is empowered.
  -Your target drops or is disarmed of something they 
  were holding or wearing (clothing, armor, weapons, etc)
  On a 7-9, Choose only one from the above list, and you 
  expose yourself to damage and reprisals.
  On a miss, you are humiliated instead, and in addition to 
  any other outcomes, the GM may choose one choice 
  from the above list against you.
  Assign as you wish: +2, +1, +1, +0, -1. Body and Heat are the most useful for you.
  Current
  Max
  Starts at (2)
  Current
  Max (3+Breath)
  Current
  Max (3)
  
  WEALTH
  STARTING GEAR
  INVENTORY
  ADVANCED MOVES
  PROFICIENCY
  Choose any:
  Shabby clothing or rags, a hat, a walking 
  stick, gear (well worn traveling, peasant’s), 
  three bottles of questionable liquid (detail  
  -possibly medicine), a wine or liquor jug 
  (full or empty), a begging bowl, prayer 
  beads, an Atru holy symbol or a religious text
  RED STAFF DOG BOXING
  Ignore the [group] tag when ﬁghting (you deal and 
  take normal damage when ﬁghting groups), and 
  your attacks against [group] targets are [ap]. You are 
  especially nimble or adept when surrounded and 
  can ﬁght naturally when ganged up on.
  SPARROW SHARES A DRINK
  When you want to get on good terms with 
  someone indifferent or hostile, roll +heat. On a 10+, 
  you tell them a raucous joke or story that gets you in 
  their good graces for the next few minutes. A guard 
  might forgive your trespass, a bouncer might open a 
  door for you, or a merchant might give you a 
  discount. On a 7-9, they are no longer indifferent or 
  hostile to you, but they won’t give you any special 
  treatment. On a 2-6, your attempt at humor goes 
  badly for you.
  After a few minutes, the effect of your story wears 
  off. Don’t outstay your welcome.
  LADDER FIGHTER
  While using a massive improvised weapon large 
  enough to defend your whole body, gain 1 armor. 
  When you spend that armor, your weapon breaks 
  and you will have to ﬁnd a new one of appropriate 
  size. If you do, gain this armor back.
  DRUNKEN BRAWLER
  When you get drunk, take -1 ongoing, but deal +1 
  damage and your attacks gain the [messy] tag. Lose 
  this damage and tag if you sober up.
  GHOST MEDICINE
  GLEANER
  When you rest, if you have materials you can brew 
  3 doses of ghost medicine, a potent and bizarre 
  healing salve. When you or an ally takes a swig, roll 
  a 1d6.
  1-2 -  The drinker recovers all their stamina or 1 wound
  3-4 - The drinker’s skill in a particular area (You 
  choose from one or roll a 1d6: 1-speech, 2- alcohol 
  tolerance, 3- cooking, 4- gambling, 5- acrobatics, 6- 
  persuasion) increases. They can empower rolls 
  involved in that skill until they rest.
  5-6— The drinker’s mannerism changes drastically 
  until they rest in some bizarre way (Choose 1: they 
  gain an irresistible attraction to the next person they 
  see, they become unbelievable narcissistic, they 
  become unbelievably naive). Whatever effect takes 
  place, it is apparent to anyone, and the drinker also 
  appears and acts as though they are drunk. This 
  effect lasts until the next rest.
  NPCs can also drink Ghost medicine with similar 
  effects.
  When you use Ways and Means, you can addition-
  ally look for something rare or dangerous (could be 
  something rare or dangerous that’s already on the 
  list - word on the streets for example). On a 7+, it’ll 
  come to you, no matter how rare or dangerous, but 
  always with the additional cost that the local folks 
  who found it for you caused a LOT of unwanted 
  attention.
  SPARROW PECKS OX
  You ignore the [huge] tag in combat (deal and take 
  normal damage). In addition, when you roll a 10+ 
  against a [huge] target, you send your target [reeling]
  SUBLIME MOCKERY
  Replace the list of choices on your Sparrow Mocks 
  Dogs move with the following:
  - Deal 1[ap] damage and give your target the 
  [reeling] tag
  - Choose an ally. That ally’s next roll against your 
  target is empowered.
  - You may disarm your target of anything or 
  everything they are  wearing save one item 
  nominated by the GM
  HURL DOGS SKYWARD
  You can ignore the [group] and [huge] tag restric-
  tions when making a Might move. Your might is such 
  that you can wrestle colossal beings or objects, or 
  distract and hinder entire groups.
  Weapon proﬁciencies: Light armor, 
  Improvised (see below), and choose 2: 
  stave, club, spear, empty hand, great 
  weapon, pankration
           ADVANCE: RAINING WINE STYLE
  When you’re very drunk, all your rolls addition-
  ally become broken. However, you gain the 
  [huge] tag, and if you roll doubles on any move 
  (hit or miss, only count the ﬁnal die!), you may 
  empower the next roll of an ally that can see 
  you as they take advantage of your erratic 
  actions. Lose this effect and tags if you sober up.
  ADVANCE: FIFTY TALENT 
  DOG DESTROYER
  When using an improvised weapon large 
  enough to defend your whole body, in addition 
  to the armor gained from Ladder Fighter, gain 
  the [forceful] and [messy] tags. When you 
  spend that armor, your weapon breaks and you 
  lose the tags from this move until you ﬁnd a 
  new one.
  ADVANCE: SQUASH 
  THE DOG’S BACK
  Any damage you do to a target you are wrestling, 
  grappling, or holding is [brutal] and [messy]
  
  THE BOSS
  NAME
  LEVEL
  XP
  RACE
  BONDS
  DEVIL
  Once a session you can loudly and 
  colorfully berate your gang for +1 BOSS.
  HUMAN
  Your gang is tight knit. Once a session, if 
  you tell them an old story, bad joke, or 
  anecdote get +1 BOSS.
  SERVANT
  Once a session, once you get your hands 
  on some seriously good food, liquor, 
  clothing, jewelry, or other loot for your 
  gang, you can get +1 BOSS.
  I know that ____________________ is well 
  known in the underworld.
  My gang and I have beat the crap out of 
  ___________________ before.
  _____________________ would make a 
  ﬁne gang member and/or was formerly a 
  member of my gang.
  Current
  Max
  Current
  Max (3+Breath)
  Current
  Max (3)
  Assign as you wish: +2, +1, +1, +0, -1. Any statistic can be useful for you.
  BOSS starts at 0
  REFLEX
  HEAT
  BREATH
  MIND
  BOSS
  BODY
  LOOK
  BURNING WILL
  GOAL
  FLAW
  PROFICIENCY
  Light armor. Choose 3: Empty hand, 
  pankration, blade, claw, chain, bow, gun, 
  club, knife.
  STARTING GEAR
  Choose any:
  Your gang wears shabby or plain clothing. You wear 
  either the same, or ﬁne clothing, and you have a mark of 
  power (choose: jewelry, accoutrements, a badge, an item 
  of clothing, your weapon). Your gang is equipped with 
  anything from the peasant’s, warrior’s, or urbanite’s list 
  (your choice). Your gang has an assortment of leverage, 
  coin, and barter goods worth 6 wealth, though they 
  won’t cough it all up to you without a ﬁght. You have a 
  weapon you are proﬁcient with, and your gang is armed 
  with a brutal assortment of street weaponry.
  POWER
  DAMAGE
  ARMOR
  STAMINA
  WOUNDS
  Starts at (1)
  
  STARTING MOVES
  You are the boss of a large gang of lackeys of 
  questionable morality. Detail your gang and some of 
  its members to your GM and name it. 
  Choose 1 main racket for your gang. This is how 
  your gang makes its living:
  - Extortion and ‘Dues’       
  - Mercenary work and ‘Protection’
  - Smuggling and other ‘Business’
   - Thievery and ‘Acquisitions’
  - Trading in goods of ‘Acceptable legality’
  Your gang completely lacks any semblance of 
  discipline, brains, or bravery, but they love each 
  other very much.
  At any point, you have about 10-15 of these total 
  bastards hanging around, protecting you and doing 
  your dirty work. You’ll always have about that many 
  no matter what or how many you lose (they’ll come 
  out of the woodwork eventually). If they all get 
  wiped out, revolt, or if you get totally separated from 
  them for whatever reason, you lose the [group] tag 
  and the use of your gang-based moves until you rest 
  and can get them back.
  Think about your gang as an extension of yourself. 
  Members of your gang can separate out and 
  perform tasks for you, but when they do, they are 
  handled much like other npcs. Similarly, you can 
  separate from your gang, but can’t command them 
  effectively if you do. You and the gang are basically 
  synonymous.
  When you’re with your gang and commanding 
  them, you gain the [group] tag, so you deal +1 
  damage to non-group targets and take -1 damage 
  from them. When you separate from your gang, you 
  lose this tag. Your gang doesn’t function effectively 
  without you commanding them (they’re a bit thick), 
  and if your gang needs to perform a task separate 
  from you (for example, guarding an area while you 
  split from them) a Dirty Work move will determine 
  how well they do. Otherwise use your statistics to 
  represent the gang.
  Your gang ﬁghts with a motley assortment of 
  weaponry and styles. They might even all ﬁght with 
  the same weapon (there’s a reason they call them 
  the Axe Gang). Decide what weapons they have. 
  It’s totally possible (and likely) for members of your 
  gang to get snuffed in combat, but don’t sweat it too 
  much. You can decide when named members of the 
  gang bite it, but any number of faceless mooks will 
  probably die for you.
  STRENGTH IN NUMBERS
  You have a new statistic, which is tracked as +BOSS 
  (the capitals are important). Your +BOSS statistic 
  represents your poise, command, and general sex 
  appeal, and like other statistics can go from +3 to -3. 
  It starts at 0.
  Any time you make a move, you can declare you are 
  making an example for your gang with your actions. 
  If your roll is a 7+, no matter the result, raise your 
  +BOSS statistic by 1. If it is a 2-6, lower it by 1. If the 
  ﬁnal dice are double 6s, raise it by 2, and if they’re 
  two ones, lower it by 2.
  THE BOSS
  Your wounds, stamina, armor, statistics, and the 
  gang’s are synonymous, though any damage your 
  gang would take ‘off screen’ doesn’t hurt you. Any 
  tags that apply to you or the gang functionally 
  apply to the gang as a whole, even though in 
  ﬁction you may not be personally affected, nor are 
  all the members of a gang affected equally. You 
  can decide whether in ﬁction you personally suffer 
  or members of your gang suffer from the results of 
  a bad roll.
  Making a Shattered or Defy Fate roll represents a 
  direct threat to you, however, not your gang. If you 
  die, your gang disperses over a few days without 
  further leadership or becomes hostile.
  THE MANY
  Any time you’d make a roll requiring you to roll 
  +BOSS, you can instead spend a power die to gain 
  a 10+ result automatically by making an example 
  out of one of your gang members or giving a really 
  damn inspiring speech. After all, you’re the Boss, 
  no matter what your gang thinks of you.
  MANTRA OF THE BEAST-HEADED GOD
  When you give your gang a difﬁcult, demeaning, 
  or humiliating task, or a task where they must 
  separate from you, roll +BOSS to see how they do.
  On a 10+ The gang performs just ﬁne, with 
  minimal complaints and acceptable competency. 
  On a 7-9, they perform their task but they 
  complain like hell and half-ass the job or screw it 
  up somehow (though not to the point of failure).
  On a miss, it’s a total screw-up, and your gang 
  hilariously (and maybe intentionally) messes up 
  the task you gave them. Either they get the wrong 
  guy, defend the wrong location, break your 
  favorite tea set, or something similarly disastrous.
  After you complete this move, lower your +BOSS 
  by 1 as it stretches your good will with your gang. 
  Your gang won’t do anything suicidal or insane 
  regardless of how well you roll!
  DIRTY WORK
  GANG
  NAME
  DESCRIPTION
  TAGS
  LOOK
  WEAPONS & STYLES
  MEMBERS
  MAIN RACKET
  Extortion and ‘Dues’ 
  Mercenary work and ‘Protection’
  Smuggling and other ‘Business’
  Thievery and ‘Acquisitions’
  Trading in goods of ‘Acceptable legality’
  
  INVENTORY
  ADVANCED MOVES
  SQUEEZE ‘EM DRY
  You’ve got some really shifty sorts in your gang, who 
  know the right way to get what they want. When 
  you need something dirty (wealth, information, 
  secrets, goods, work), you can roll +BOSS. On a 10+, 
  you and your gang squeeze a good amount of it out 
  of someone unfortunate, no trouble at all. On a 7-9, 
  you get a little less, and you piss someone important 
  off in the process. On a miss, it’s way dirtier than you 
  were prepared for, and gets you and your allies in 
  some serious trouble.
  THAT’S OUR BOSS!
  If you declare that you are setting an example with 
  your THE BOSS move, you can, at your option, also 
  declare that you are very serious. If your roll was 
  broken, it stays broken, otherwise it becomes 
  clumsy. Instead of raising or lowering your +BOSS by 
  1 after the roll, raise or lower it by 3.
  DIAMONDS OF THE ROUGH
  Choose 2 - Brawny, Street-wise, Sneaky, Quick-
  ﬁngered, Fast Talkers, Brainy, Well Connected. Your 
  gang always has a couple of guys that ﬁt this 
  description. Take +1 on the roll when they do your 
  Dirty Work for you when their expertise would ﬁt 
  the description. You can take on new guys and 
  choose different options when you rest.
  SWELL RANKS
  When in a populated area, you can recruit for your 
  gang. Your personal bodyguard doubles to about 
  20-30 members, and your gang gets the [huge] tag 
  (deal +1 damage against and take -1 damage from 
  targets without the tag).
  While your gang is enlarged in this way, it becomes 
  especially unruly. Your +BOSS is reset to 0 (whether 
  it was positive or negative before) and all your rolls 
  become broken. If you miss a Dirty Work roll while 
  your gang is enlarged in this way, you’ll lose any 
  members created by this move (and the tag) until 
  you can recruit again.
  NOTHING TO F*** WITH
  When your target is [stunned], [reeling], or 
  [crippled], your damage against them is [brutal]
  TOTAL NUTTERS
  Your lackeys will absolutely do something suicidal or 
  insane. You still need to make a Dirty Work roll to 
  see how they do. In addition, on a 10+ Dirty Work 
  roll, you no longer lose +BOSS.
  FAME AND FORTUNE
  Your gang has quite a reputation. Whenever you 
  gain or demand wealth, you can get 2 extra wealth 
  automatically. If a target hasn’t heard if your gang, 
  you can empower the very ﬁrst roll you make 
  against them.
  SHINING BOSS
  When you make a Ply the Market or Gather Power 
  move, you can make it with +BOSS instead of +heat. 
  You can spend +BOSS in any situation as if it were 
  currency (but cannot lower it past -3). Finally, if 
  you’re in the right markets, you can purchase +BOSS 
  by getting sufﬁciently shiny bling for your gang. It 
  costs 2-6 wealth for 1 increase in +BOSS (more or 
  less at GM discretion).
  BIG BOSS
  If you miss a Dirty Work roll, you can treat a 2-6 
  result as a 7-9 instead, but lower your +BOSS by -3 
  instead of -1 after the roll.
  The ﬁrst time you reach maximum +BOSS during a 
  session, or if you start a session with maximum 
  +BOSS, gain a power die.
  FIERCE LOYALTY
  When you or your gang gain the [crippled], 
  [stunned] or [reeling] tags, the next time you deal 
  damage it gains the [brutal][ap] and [destructive] tags
  ADVANCE: I’VE GOT A GUY...
  Choose two - (lockpicking, forgery, swindling, 
  smuggling, thievery, intimidation, seduction, 
  disguise, augury, interrogation, hack-job 
  medicine). When you need to get something 
  shady done, you have a guy or two that do 
  these quickly and professionally. When they do 
  your Dirty Work, get a 10+ result automatically. 
  You can take on new guys and choose different 
  options when you rest.
  ADVANCE: SERIOUS SWAGGER
  When you need some serious loot, choose one 
  - (extravagant wealth, luxury goods, mercenar-
  ies, inter-world transport, vehicles, armaments, 
  friends, dangerous secrets, poisons, artifacts, 
  intoxicants). You always know someone can get 
  it to you high quality if you take care of 
  something for them ﬁrst. At your option, you 
  can have it there for you in no time at all without 
  doing anything for them, and with zero hassle, 
  but it was almost certainly taken from someone 
  important and angry.
  WEALTH
  
  THE FATED
  NAME
  LEVEL
  XP
  GOAL
  FLAW
  Current
  Max
  Current
  Max (3+Breath)
  Current
  Max (3)
  I’ve known _________________  since I was
  very young.
  I don’t know much about  ______________
  and I should ﬁnd out more before I trust them.
  I consider _______________  a mentor to me.
  HUMAN
  SERVANT
  Write a single sentence that begins with ‘My destiny 
  is to…”. You sought out your destiny, or it sought out 
  you - whether in a slain mentor, a homeland left 
  behind, or a quest to fulﬁll. Once per session, you 
  can empower any roll as long as you think it relates 
  to your destiny.
  DESTINY
  You use a special, renowned, or signiﬁcant weapon, 
  or style of martial arts that was handed down to 
  you. Name a single weapon or martial arts style. 
  When you roll a 10+ on Reach Heaven by Violence, 
  you deal +1 damage in addition to any other effects.
  Your weapon or style is both recognized and 
  contested by a speciﬁc and powerful individual or 
  group. Whether that person or group is overtly 
  hostile or not will be up to the GM.
  FATED STYLE
  INSPIRATIONAL
  Your will is the ﬁercest there is - ﬁerce enough to 
  bend fate itself to your advantage. After a GM has 
  established details about a person, place, location, or 
  situation, you may spend a power die to add a single 
  detail of your own in the form of a sentence that 
  begins with the phrase “Yes, and fortunately…”. The 
  GM must accept this detail as established, unless 
  they choose to spend a break die. 
  MANTRA OF PRIM, THE LOYAL
  Human and Servant - At the end of 
  Session move, ask the question, “Did we 
  further my Destiny this session?” If the 
  answer is yes, everyone in your group can 
  mark experience.
  My destiny is to  _______________________________
  When you make the bolster move you cannot miss - 
  treat a 2-6 result as a 7-9 instead.
  Weapon or Style  ______________________________
  Assign as you wish: +2, +1, +1, +0, -1. Heat, Body, and Reﬂex are important for you.
  LOOK
  BURNING WILL
  RACE
  STARTING MOVES
  POWER
  BONDS
  REFLEX
  HEAT
  BREATH
  MIND
  BODY
  DAMAGE
  ARMOR
  STAMINA
  WOUNDS
  Starts at (2)
  
  Choose any:
  Plain, Fine, or Exotic Clothes, light armor 
  worth 1 armor (detail), and a fated or 
  special weapon.
  Gear (Choose 1: Traveler’s, Peasant’s, or 
  Urbanite’s). An assortment of multi-world 
  coin and barter items worth 1 wealth. A 
  coin giving you passage through one of 
  the seven kingdoms of your choice. A 
  memento from your past (detail).
  ARMOR OF WILL
  Increase your armor by 1. If you have less than 1 
  point of armor left when you take a respite, your 
  armor becomes 1. Your body exudes a natural aura 
  of warmth, light, and heat that you can exude or 
  suppress at will.
  DEFIANCE
  Take +1 when you push a move.
  VENGEFUL STAR
  When you lose your ﬁrst wound in combat (just 
  your ﬁrst!) you can automatically deal your damage 
  to a target of your choice within range without any 
  roll required.
  When you lose your last wound and are forced 
  to make the Shattered roll, you can automati-
  cally deal your damage to all targets of your 
  choice within in range before you make the 
  Shattered roll.
  BLINDING STAR
  When you focus your inner power into a ﬁery aura, 
  roll +body. On a 7+, your body ﬂashes with ﬁery 
  radiance. On a 10+, choose 1-3 of the following options, 
  on a 7-9 choose 1. On a miss, you are [reeling].
  - The radiance blinds and disorients all enemies that 
  can see you for a few moments, leaving them [reeling]
  - The radiance lights the area around you within 
  [hand] range on ﬁre, dealing 1[ap] damage
  - The radiance forces everyone, friend and foe, 
  within [close] distance to avert their eyes, function-
  ally blinding them, and persists for 1 minute.
  RADIANCE
  When you roll a 10+ on Reach Heaven Through 
  Violence, you gain additionally gain 1 stamina on 
  top of dealing +1 damage. This stamina cannot put 
  you over your maximum.
  RISING STAR
  When you lose your ﬁrst or last wound (only your 
  ﬁrst or last) you can rally your group and roll +heat. 
  On a 10+, everyone but you can recover 3 stamina, 
  and take +1 forward. On a 7-9, they only recover 3 
  stamina. On a miss, you are disheartened and your 
  next roll is broken.
  BEND FATE
  A number of times between rests equal to your 
  +heat, you can reach into your inner ﬁre and re-roll a 
  roll you just made OR allow an ally you can see you 
  re-roll a roll they just made, choosing the better of the two 
  results in either case. When you perform this action, a 
  nimbus of ﬂame appears around your body.
  HEART OF THE VOICE
  When you take a few moments to plan before a 
  ﬁght, any allies that listen and act on your plan (no 
  matter how well it actually goes) can ignore the ﬁrst 
  instance of damage they take completely during that 
  ﬁght (no matter how large or small). You yourself 
  don’t receive this beneﬁt.
  MARTYR
  As long as you have only 1 wound remaining, you 
  deal +1 damage and gain the [unstoppable] tag.
  WORD OF THE WORLD-SONG
  Choose a single Word - (roughly translated: The 
  Glory, The Tower, The Flame, The Diamond, The 
  Blade, The Mind, The Beast). This is one part of the 
  seven part name of God. You understand a little of 
  its meaning. Once between rests, when you speak 
  this Word, anyone who can hear you, ally or enemy, 
  takes 1[ap] damage, is knocked off their feet, 
  [reeling], and [crippled] by deafening for a minute 
  after you speak it. The Word causes moderate 
  structural damage and widespread destruction 
  around you.
           ADVANCE: SUPERNOVA
           ADVANCE: BRIGHTEST STAR
  Light and Medium Armor. Empty hand, the 
  weapon granted by your fated style, and 
  one extra weapon style of your choice
  When you spend a power die to channel ﬂame 
  and empower a roll, a single ally that can see you 
  can also empower their next roll, as long as their 
  action follows your action or is against the same 
  target. For example, if you spent a power die to 
  leap across a chasm, another ally could empower 
  their roll to leap across the same chasm.
  WEALTH
  STARTING GEAR
  INVENTORY
  ADVANCED MOVES
  PROFICIENCY
  
  THE FURY
  NAME
  LEVEL
  XP
  GOAL
  FLAW
  DEVIL
  When you roll double 6s on Reach Heaven by 
  Violence, you may spend a power die to brutally 
  annihilate your foe, instantly killing them.
  MANTRA OF METI, THE BLOODY
  SCARRED
  You can scent blood. You can ask your GM 
  the approximate health (wounds/stamina) 
  and emotional state of your opponents 
  once per battle. They’ll tell you.
  ANGEL
  Once per combat, choose someone you 
  can see. You’re now right next to them, in 
  no time at all.
  HUMAN
  When the battle starts, ask the GM the 
  biggest threat and the weakest threat to 
  you. They’ll tell you.
  SERVANT
  When showing someone your scars would 
  help you on a roll, take +1 on the roll
  You have a number of scars, whether physical or 
  emotional. You start play with either 3 or 1d6 scars 
  of your choice. Detail what these are to your GM. 
  Whenever you get a new scar during the course of 
  your story, gain a power die, and write it down.
  You have the ability to ﬂy into a rage in an open, 
  violent conﬂict (it must be open, and it must be 
  violent!). The rage can be a frothing, bestial rage, a 
  focus, honed fury, or a quiet, simmering rage. While 
  raging, your base damage becomes 3 and gains the 
  [destructive] tag, but you take +1 damage from any 
  source. Your rage ends once the current conﬂict ends 
  or you take a respite.
  You must take a rest before you can rage again.
  BATTLE TRANCE
  I’d gladly take a blade in the gut 
  for __________________________________
  _________________  is weak and soft, and 
  will die without my help.
  I fought (for/alongside/agaist) ___________
  in the __________________ war.
  TIGER’S BLOOD
  You are a bloody ﬁgure, made of stronger and more 
  terrifying stuff than normal men or women. You 
  always make the shattered move empowered.
  Current
  Max
  Current
  Max (2+Breath)
  Current
  Max (4)
  Assign as you wish: +2, +1, +1, +0, -1. Body is the most important for you, followed by Breath.
  LOOK
  BURNING WILL
  RACE
  STARTING MOVES
  POWER
  BONDS
  REFLEX
  HEAT
  BREATH
  MIND
  BODY
  DAMAGE
  ARMOR
  STAMINA
  WOUNDS
  Starts at (2)
  
  Choose any:
  Clothing (shabby, plain, ascetic) and Light 
  armor worth 1 armor - detail. Traveler’s 
  gear, and 2-6 items from the warrior’s and 
  traveler’s gear (your choice). A number of 
  scars (detail). A single weapon you are 
  proﬁcient with, battered. Scraped and 
  scattered coin worth 1 wealth.
  BOILING BLOOD
  When you push a move, you can additionally 
  declare you are being insanely reckless. If you do, 
  get 2 power die on a success instead of 1, but also 
  give 2 break die to the GM on a failure.
  PREY ON WEAKNESS
  When you start a ﬁght with multiple participants, 
  ask your GM who a particularly weak (or the 
  weakest) character there is. During the ﬁght, you will 
  inevitably cut this character down, terrify them into 
  submission, or cause them to break and ﬂee. You 
  can decide when this happens, and in what manner.
  METI’S TECHNIQUE
  When you attempt to focus your energy into an 
  incredibly powerful blow, before you roll, declare 
  that you are making a Master Strike. Your next roll is 
  broken but gains two beneﬁts:
  - It can be made at any range as long as you can see 
  your target. If made with a melee weapon, you 
  instantly move adjacent to the target
  - It gains the [ap][brutal] and [messy] tags, and gives 
  your target the [crippled] tag
  SIVRAN’S CLAW
  While raging, at your option, you can choose to 
  enter a sublime rage. Your base damage becomes 4. 
  However, this rage is exhausting, and after your 
  rage ends, all your rolls are broken until you rest.
  LIMITLESS
  You can rage a second time before you rest.
  GHOST MAKING TIGER
  While raging, any damage you deal to threat 0 or 1 
  targets is instantly fatal - you shred them to pieces 
  or cut them down mercilessly. You can still suffer 
  harm or retribution from them on a 7-9 before you 
  end them.
  TIGER’S ROAR
  When you raise your voice in protest, command, or 
  victory, everyone will stop what they’re doing to 
  listen to you, no matter what they are doing (combat 
  or otherwise). You can empower your next bend will 
  roll against them. This will only work once on the 
  same target between rests.
  IMPATIENCE
  You don’t care for pedantry. When you make a Ply 
  Secrets or Query the Cosmos roll, you can automati-
  cally gain the result of a 7-9, but if you do, the GM 
  will give you a brusque and rough answer of only a 
  few words.
  TIGER EYE TECHNIQUE
  You can see well in any conditions (darkness, 
  blindness, and poor weather) and gain good 
  awareness of your surroundings up to [close] 
  distance (even if you can’t see them, such as 
  through a wall) through smell, gut feeling, instincts, 
  or something similar. 
  At your option, gain [focus], and for a few moments, 
  you can see unimpeded up to a mile away. You can 
  see through walls and other obstacles until you lose 
  [focus] in this way, but any objects viewed through 
  an obstacle will be hazy and indistinct. When you 
  use this technique, your eyes take on an unearthly 
  appearance. Detail it to the GM.
  COAT OF SCARS
  You heal 1 wound when you take a respite. In 
  addition, choose a single area of your body (torso, 
  arm, head, leg). You do not feel pain in this part of 
  your body and it cannot be pierced, severed, or burnt 
  by normal means. You cannot be [crippled] in that 
  body part, though you take damage as normal there.
  Light and Medium armor, and choose 2: 
  Empty hand, pankration, blade, chain, 
  spear, great weapon, stave, knife, great 
  gun, great bow
  ADVANCE: BLOODY PATH
  TO HEAVEN
  When you start a ﬁght, choose a target. As 
  long as that target is still alive, you cannot fail a 
  shattered roll (treat a 2-6 as a 7-9 instead).
  ADVANCE: SMASH GATES
  You can rage a third time before you rest, but 
  after you ﬁnish your third rage, you fall 
  unconscious, are [stunned], and cannot be 
  roused until you complete a rest.
  WEALTH
  STARTING GEAR
  INVENTORY
  ADVANCED MOVES
  PROFICIENCY
  
  THE HUNGER
  NAME
  LEVEL
  XP
  GOAL
  FLAW
  I’ve watched _____________  secretly for 
  some time. They may not know about it.
  _______________  tried to stop my 
  machinations in the past.
  ____________’s (blood/ﬂesh/knowledge/skill) 
  is extremely useful to me in my rituals.
  Current
  Max
  Current
  Max (3+Breath)
  Current
  Max (3)
  Assign as you wish: +2, +1, +1, +0, -1. Mind is the most useful for you, followed by Reﬂex.
  LOOK
  BURNING WILL
  POWER
  BONDS
  REFLEX
  HEAT
  BREATH
  MIND
  BODY
  DAMAGE
  ARMOR
  STAMINA
  WOUNDS
  Starts at (2)
  Gain all: Implements, stave, empty hand, 
  needle, knife, blade
  PROFICIENCY
  Choose any:
  (Fine or Ascetic) clothing. An implement (bells, a sword 
  or dagger, a mirror, or something else - detail). Gear 
  (urbanite’s, noble’s). A pack with a collection of books 
  (detail). A sack or pouch for casting sorcery - full of oils, 
  fats, and other reagents. A weapon you are proﬁcient 
  with.
  DEVIL
  When you use Dread Sorcery successfully, 
  you can choose to commune with the Black 
  Flame and ask it one question, which it 
  must answer truthfully. The Flame knows 
  everything, but draws disaster to you.
  HUMAN
  When you use Dread Sorcery successfully, 
  you can also choose to Scry. Scrying 
  requires a mirror and something from the 
  target (a lock of hair, etc). When you scry 
  you get a brief but very clear glimpse of 
  what that person is doing and their 
  immediate vicinity.
  SERVANT
  You are part of a society of sorcerers. 
  When you use Dread Sorcery successfully, 
  you can also choose to contact that society 
  and ask up to 3 questions to them. They 
  are friendly to you, but their knowledge is 
  limited to their expertise.
  RACE
  STARTING GEAR
  
  When you spend a power die to channel ﬂame, 
  you can choose to roll a d6. On a 5+, take the die 
  as a new power die. If it is a 1-4, give it to the GM 
  as a break die.
  MANTRA OF KAON, THE GREEDY
  Your power and prestige comes from a pact or 
  agreement with a patron. Choose 1 and detail: (A 
  devil, a master, a powerful ruler). While your 
  patron is happy with your exploits, you can 
  comfortably ask them for a favor at the beginning 
  of each session, which they will always grant you. 
  If they are unhappy or not conﬁdent in your 
  exploits, they’ll ask you instead. If you don’t fulﬁll 
  this request in due time, lose your ability to ask 
  favors of your patron until you ﬁnd a new patron, 
  and you incur the wrath of your old one.
  PACT
  When you have time (a respite or rest) and 
  materials (alchemical substances, tallow, animal 
  parts, charms), you can perform a dark ritual. 
  Describe what kind of ritual you are performing to 
  the GM. You could do any sort of ritual within the 
  realm of reason - from summoning a dark creature, 
  to resurrecting the dead, to spying remotely, to 
  changing the weather (it still has to be ritual-like in 
  nature).
  It’ll always work, but the GM will tell you one to 
  four of the following you need to do to get it 
  accomplished.
  - You and your group will risk danger from _____
  - It’s going to take signiﬁcant time (hours, days, weeks)
  - It’s going to cost more in materials and money 
  than expected
  - You’ll need to ___________ ﬁrst
  - You’ll have to give up _________ to do it
  - You need help from ______________.
  - You can’t fully accomplish it - only a lesser, more 
  unreliable version
  GEOMANCY
  You can wield the Art, the ability to bend the 
  universe with your will. 
  When you wield your implement, speak words of 
  power, and lie to the universe, choose one of the 
  following effects and roll +mind. On a 10+, the 
  effect takes place fully and as you intend it, your 
  will is made manifest.
  Pyromancy - Deal 3 [area] damage to a target 
  within [close] or [far] range. You choose the form of 
  your pyromancy, whether it’s paper charms, 
  writhing bolts of ﬁre, ﬂoating blades, or lightning. 
  It’s more intense than any Art you cast with your 
  implement and doesn’t require reagents.
  Bind Shade - You pull a shade (a deceased soul) or 
  creature from the void into contact with you, 
  enough to speak with it. It could be a speciﬁc 
  person, or generic. It is bound to answer one 
  question truthfully, then the connection dissipates if 
  it so wishes.
  Red Word- You curse a target that you can see, 
  dooming it. At any point, by merely willing it, you 
  can consume this curse to deal 2 damage to this 
  target, not preventable or reducible in any way. 
  This curse ends only when the target dies, you 
  rest, or you willfully remove it. You may curse a 
  target any number of times, and they are aware of 
  its nature.
  On a 7-9, your Art is successful, but (choose 1:)
  - You are fully exposed to harm, danger, or 
  retribution
  - You can’t speak that particular Art again until you 
  rest
  - Take -1 ongoing to use your Dread Sorcery until 
  you rest
  On a miss, your art writhes catastrophically. It fails, 
  and in addition to other consequences, choose 1: 
  You take 1[ap] damage from the backlash, or deal 
  1[ap] damage to an ally in range from the backlash.
  DREAD SORCERY
  My patron is
  INVENTORY
  WEALTH
  STARTING MOVES
  
  STRENGTHENED BINDING
  When you bind a shade, if there are materials 
  (ash, clay, or dead ﬂesh) nearby, you can addition-
  ally bind it into the shape of a steed or a servant 
  (choose) after or before you ask it your question. 
  The servant shade is bound to follow your 
  commands unthinkingly. It can carry items and 
  perform simple tasks, but cannot ﬁght. The steed 
  will never tire and can at your option ﬂy or swim. It 
  collapses and is destroyed when you rest. You can 
  have any number of shades, but while you have a 
  bound shade, take -1 ongoing to Dread Sorcery rolls.
  PHOENIX BLADE
  If you so choose, you can choose to have your 
  Pyromancy deal 4 instead of 3 damage. However, 
  you now suffer (or an ally suffers) 1[ap] backlash damage 
  on a 7-9, and 2[ap] backlash damage on a miss.
  SPIN WHEEL AND LAUGH AT GOD
  When you grasp the Flame Immortal with your 
  terrible will, roll +mind. On a 10+, you can 
  completely erase the effects of something that just 
  happened as if you had turned back time itself a 
  few moments - damage, someone escaping your 
  grasp, a mistake or misstep, even death. However, 
  there are always minor unforeseen consequences 
  - you turn things back slightly too far, or the result 
  is slightly warped in some way.
  On a 7-9, these consequences are major instead 
  of minor. On a miss, these consequences are even 
  worse.
  You may use this move a number of times equal to 
  your +mind between rests.
  DEVOURING FLAME
  When you fell at least one enemy with your 
  pyromancy, you can draw on their dissipating soul 
  ﬂame to gain 2 stamina or heal 1 wound. This 
  stamina cannot put you above your maximum.
  OVERCHARGE
  When you roll a 10+ on your Dread Sorcery, you 
  can take a downside from the 7-9 list. If you do, 
  your sorcery’s targets are doubled.
  KAON’S GREEDY WORD
  When you speak a Red Word, you can step on the 
  target’s shadow (if they have one). If you do, they 
  are [crippled] in an area of your choosing. 
  Additionally, they can’t move from their spot until 
  your foot is moved.
  CUT THE UNIVERSE
  When you want to cut a ﬁery path of nothing and 
  transport you and your group across the universe 
  instantly, name a location and roll +mind. If you 
  haven’t seen the location you wish to cut to, make 
  a clumsy roll. 
  On a 10+, you come out where you intended, or 
  somewhere close by. On a 7-9, you come out 
  roughly where you intended, but in somewhere 
  very inconvenient (in the middle of enemies, far 
  from where you need to be). When you miss this 
  move, there is a mishap - the GM decides where 
  everyone ends up (and how unscathed they are).
  This Art, often called Division, is extremely rare and 
  coveted by the rulers of the universe. Tell your GM 
  how you came across it.
  ERUDITE
  Choose two areas of study, as if they were a title of a 
  book. (Example: Angels and the Pact, Daemonica 
  Maleﬁcum: The Orders and Features of Daemons). 
  You are a master of these subjects as long as you 
  study them, and can charge 2 wealth per rest for your 
  services in tutoring and advice, as long as there’s 
  work in the area.
  In addition, when you roll a 10+ on Query the 
  Cosmos about these areas of study, you make a 
  breakthrough in your ﬁeld, and you can tell the GM a 
  new piece of useful information, hitherto undiscov-
  ered, about your subject area. The GM must accept 
  this new information as fact, but can add to it in any 
  way they wish.
  You can change subjects that you are studying when 
  you rest, but may only have two at a time that you 
  can devote your full attention to and gain the beneﬁts 
  of this move.
  A HOUSE REMOVED
  You cut a small part of the Wheel (the universe) off 
  for yourself. Your House is a medium sized structure 
  ﬂoating in an empty void. Detail it to your GM. While 
  inside you can’t use your Dread Sorcery, but you can 
  shape ambient features of the House by willing them 
  into existence. Any modiﬁcations to your House can 
  be made by you only and remain even if you leave it.
  To open a door to your House, you need time and 
  safety, a door, door frame, or portal-like structure 
  (existing or self-constructed), and a key, which you 
  forge (3 wealth, rare and dangerous materials). You 
  can re-use the key and the door frame, and open a 
  door to the house from any door in the universe, as 
  long as you have the key.
  Only targets that have the key or your permission can 
  open a door to the House. Once inside, you can close 
  and seal the door at your option. You can only leave 
  your House from the same door you entered it 
  through. However, you can also name a location 
  which you have visited (for example, the 
  glassblower’s guild) and you can open a door from 
  the House to another (real) door somewhere in the 
  rough vicinity of that location. How precise it is and 
  where you open that door is up to the GM.
  Once you personally leave the House for a minute, 
  the entrance disappears, trapping anyone left there 
  within. You can only access your House twice 
  between rests.
  ADVANCE: SMOTHER FLAME
  When you or an ally slay at least one enemy 
  with Reach Heaven Through Violence, or 
  Dread Sorcery, you can instantly bind that 
  enemy’s soul as if you’d just successfully 
  cast Bind Shade.
  ADVANCE: SUBLIME BINDER
  When you bind a shade, you can bind it into 
  a warrior form, as long as there are materials 
  (clay, ash, dead ﬂesh) nearby. Warrior 
  shades are large, strong, and will perform 
  simple, uncomplicated tasks for you on your 
  command. As long as you have at least one 
  warrior shade, deal +1 damage as your 
  shades attack alongside you. However, each 
  time you take damage while you have at 
  least one shade, you lose one shade.
  Take -1 ongoing to Dread Sorcery rolls when 
  you have at least one bound shade. You can 
  have any number of shades, but if you miss a 
  Dread Sorcery roll while you have any 
  warrior shades, they break free and turn on 
  you, dealing 1[ap] damage to you or nearby 
  allies per shade, then dissipate. They will collapse 
  and are destroyed when you take a rest.
  ADVANCE: BLOODY WORD
  When you use your Red Word successfully 
  on a target, you can gain the [stunned] tag to 
  cripple it with fear or disorient it with pain, 
  and cause it to also gain the [stunned] tag as 
  long as you yourself have this tag. It is struck 
  with terrifying visions of its own demise. 
  These [stunned] tags end when you or your 
  target take damage, or someone takes action 
  to assist you or your target as normal.
  ADVANCED MOVES
  
  THE HUNTER
  NAME
  LEVEL
  XP
  GOAL
  FLAW
  WOUNDS
  I met _______________ on a contract once, 
  though they didn’t know it at the time.
  _______________  will slow me down if I 
  need to get out quickly.
  ________________  was one of my targets 
  once, though they may not be aware of it.
  Current
  Max
  Current
  Max (3+Breath)
  Current
  Max (3)
  Assign as you wish: +2, +1, +1, +0, -1. Reﬂex is the most important for you, followed by Mind.
  REFLEX
  HEAT
  BREATH
  MIND
  BODY
  DAMAGE
  ARMOR
  STAMINA
  WOUNDS
  Starts at (2)
  LOOK
  BURNING WILL
  POWER
  BONDS
  DEVIL
  You are invisible in areas of deep shadow 
  or darkness. Targets cannot see you 
  unless you directly attack them.
  ANGEL
  You are an outcast angel, a rogue agent on 
  the path of Petals, reviled by other angels. 
  Your lightning speed allows you to never 
  be caught off guard or surprised, no 
  matter the circumstance.
  HUMAN
  Gain the Great Gun proﬁciency and one 
  other of your choice.
  SERVANT
  You have connections to guild contracts. 
  Whenever you accept a contract from the 
  criminal underworld, you can demand 
  double the wealth.
  RACE
  Choose any:
  Ascetic Clothing. Gear (warrior’s or traveler’s). A religious 
  symbol. Two vials of potent poison. A writ or contract for 
  someone’s life (detail). A dark cloak. A letter from your 
  Shadow Arts school (detail). A brace of knives, and 
  another weapon you are proﬁcient with.
  STARTING GEAR
  PROFICIENCY
  Light armor. Knives. Choose 4: chain, ﬂying 
  blade, empty hand, claw, gun, needle, bow
  PROFICIENCY
  
  INVENTORY
  STARTING MOVES
  WEALTH
  Name a character or location. If you spend a power 
  die, at some point before you next rest, you can tell 
  the GM that you’re there, very close to that character 
  or location, silently observing from a hidden perch. 
  You can’t tell anyone how you got there, not even your 
  GM - for that would be to reveal the Shadow Arts.
  MANTRA OF OVIS, THE EMPTY ONE
  When you attempt to undertake a journey where 
  you must inﬁltrate, deceive, or pass undetected 
  through your enemies in order to accomplish a 
  speciﬁc goal except killing (eavesdrop for informa-
  tion, scout the area, poison the water supply, pass 
  off a secret message, reach a target to assassinate, 
  etc), name the goal, then roll +reﬂex.
  On a 10+, you pass undetected, accomplishing your 
  goal as you choose.
  On a 7-9, the GM chooses 1 from the list below. You 
  pass undetected and accomplish your goal, BUT:
  -You have to dispatch someone unnecessary to stay concealed
  -You take more time or effort than normal
  -You leave marks of your passing
  -You have to leave something behind or give something away
  -You give away someone else’s position
  On a miss, you are detected, and choose 1 from the 
  list above
  CLOSE EYES AND STILL HEARTS
  All your weapons gain the [hidden] tag (large 
  weapons fold) after you spend a rest tinkering with 
  them. After you tinker with them in this way, only 
  you can wield them effectively (everyone else makes 
  a clumsy roll and NPCs can’t use them).
  PRACTICED KILLER
  You are a student of one of several esoteric schools 
  of shadow arts: deadly, hidden, and elite institutions 
  dedicated to reﬁning one aspect of the art of killing.
  Choose one of the following:
  -Viper School: You gain special poison you can 
  apply to ammunition or a weapon. The ﬁrst attack 
  you make after a rest or respite gains the [ap], 
  [brutal], and [lingering] tags.
  -Fox School: You can perfectly impersonate any 
  voice or sound that you have heard. You can 
  remember three voices and any number of sounds.
  -Spider School: When your hands and feet are bare, 
  you can cling to and climb vertical and overhanging 
  surfaces at full speed, even if the surface is sheer or smooth.
  -Bat School: In dim light or darkness, you can glide 
  through the air. You cannot gain altitude, though you 
  lose it very slowly.
  -Lizard School: You can hide instantaneously. As 
  long as you remain still, you are impossible to 
  distinguish from any background. This effect will not 
  work if someone was already aware of or looking at you.
  -Centipede School: You can perform feats of manual 
  dexterity with any part of your body, not just your 
  hands or other primary limbs. You may also wield 
  weapons effectively in this way.
  SHADOW ARTS
  I am a student of the  _______________  school. 
  
  ADVANCED MOVES
  SYNCHRONIZE ATUM
  MOTH SCHOOL TECHNIQUE
  When you roll a 10+ on an agility move, you can 
  give the [reeling] tag to any enemies you pass 
  through. You weigh almost nothing if you choose 
  to, and never take damage from falling. You can 
  walk on water and jump off impossible surfaces, 
  such as a sword blade.
  TOAD SCHOOL TECHNIQUE
  You are a ﬂesh crafter. You keep 2 extra small 
  biological weapons hidden in your body. These 
  could be as nefarious as poison spittle, bone spikes, 
  or insects bred in your ﬂesh. When you deal 
  damage, you can expend a weapon as a one-time 
  use to give your attack [messy] and deal +2 
  damage. They regenerate when you rest.
  WOLF SCHOOL TECHNIQUE
  Choose an ally to be your pack brother or sister. 
  When you make the aid move and target your back 
  brother or sister, you can choose to get a 7-9 result 
  without rolling. Additionally, when your pack brother 
  or sister misses a roll and you’re within [close] range, 
  you can get +1 forward to attempt the same task.
  SCORPION SCHOOL TECHNIQUE
  If you have time and materials to prepare an area, 
  you can lay traps, tripwires, and prepare your 
  weapons. Roll +mnd. On a 10+, hold 4. On a 7-9, 
  hold 2. While ﬁghting in the prepared area, you can 
  spend your hold 1 for 1 for the following beneﬁts 
  (can choose the same option more than once):
  - Trip or ensnare a target, giving them [reeling]
  - Deal your damage as [area][forceful][messy]
  - Give a target the [crippled] tag
  - Ignore the [huge] and [group] tags on your next 
  source of damage
  PREDATOR WASP 
  SCHOOL TECHNIQUE
  When you touch a target, willing or not, you can 
  brand them with a small mark that allows you to 
  see through their eyes by gaining [focus]. They are 
  unaware of this mark or ability. The mark fades 
  after you rest, and you can only have one active at 
  a time. In addition, you can consume this mark to 
  [focus] and directly control your targets 
  movements for a few short moments. Your target’s 
  movements are imprecise and jerky, and they are 
  aware of the control.
  When you know the face and name of a target, 
  you can roll +mind to link your heartbeat with 
  theirs.
   
  On a 10+, you create a link, which you can use to 
  determine the approximate location, surface 
  thoughts, and emotional state of your target, no 
  matter the distance. 
  On a 7-9, you create the same link, but your target 
  is aware of your use of it, and can sense the same 
  things about you (with a much weaker effect).
   
  On a miss, you link with the target, but only they 
  can sense information about you (and not the other 
  way around).
  You can only synchronize Atum with one target at 
  a time, and it fades after a rest.
  SILVER BLADES OF OVIS
  When dealing damage to a target unaware of your 
  presence, your attacks deal +1 damage and gain the 
  [ap] tag.
  PANTHER SCHOOL TECHNIQUE
  Empower Close Eyes and Still Hearts when you 
  have sufﬁcient time to survey your target or 
  location. Additionally, you don’t make noise unless 
  you choose to, no matter what you’re doing.
  SENSE ATUM
  You can sense the rough direction, emotional state, 
  and physical health of living beings up to [far] 
  range of your current location by taking a moment 
  to [focus] and sensing their Atum. This ability 
  extends through walls, ﬂoors, and earth, but 
  nothing made of metal. This effect becomes clearer 
  the closer the targets are to you - targets at [close] 
  range will leave much clearer impressions than 
  targets at [far] range, which will be muddled.
  INTENSIVE STUDY
  Gain another basic School’s technique. You can 
  take this move more than once.
  VANISH WITHOUT TRACE
  When you’re in too deep and need to escape, roll 
  +reﬂex. On a 10+ you ﬁnd an escape route and get 
  out without a trace. On a 7-9, you get out, but take 
  something unwanted with you (a wound, pursuers) 
  or lose something important (your weapon, 
  information). You can take a single person with you 
  as you leave.
  ADVANCE: OVIS’ 
  FIVE-WAY SWORD
  When dealing damage to a target unaware 
  of your presence, your attack gains [brutal] 
  and gives your target the [crippled] and 
  [reeling] tags.
  
  THE LAW
  NAME
  LEVEL
  XP
  GOAL
  FLAW
  ARMOR
  STAMINA
  WOUNDS
  You follow the Old Law, a complex, quasi-religious 
  system of iron-clad laws that governed the old world 
  of the gods. The particulars of the Old Law are 
  many, but generally you concern yourself with these 
  three tenets (ﬁll out the last two).
  - Killing of innocents is forbidden
  - The act of  _________ is punishable by __________
  - Trespassing on  _____________  is strictly forbidden
   
  When someone breaks these laws, they are guilty.
  When you have suspicion of a target’s guilt, no 
  matter where or who they are, as long as you spend 
  a power die and declare the wrath of the old law 
  upon their heads, you gain a supernatural dedication 
  to hunting them down. At some point before your 
  next rest, your target will always be within your 
  grasp, willingly or not (though they don’t have to be 
  unarmed nor alone!)
  MANTRA OF HET, THE WATCHFUL
  WIELD THE OLD LAW
  ANGEL
  If you’re not wearing armor, you count as 
  having 2 armor.
  HUMAN
  At any time, you can ask the GM “Where’s 
  the center of scum and villainy here?”, and 
  the GM will tell you exactly where, no 
  matter how hidden.
  SERVANT
  When you ply the market, if you 
  requisition goods in the name of the local 
  authority, you can spend the authority’s 
  wealth instead of your own.
  When you give an order to an NPC, roll +heat. On a 
  7 or up, your target has to either do what you say, 
  ﬂee, or attack you. On a 10+, you can empower your 
  next roll against them, and on a miss, they do what 
  they like and your next roll against them is broken.
  When you make a Pry Secrets roll, you can 
  additionally ask the following questions on a 7+:
  - What kind of crime has been committed here?
  - Is this person guilty of breaking the Old Law?
  WATCHMAN’S EYE
  ______________  helped me out of a tough 
  situation before.
  _________________  seems unstable and 
  perhaps dangerous. I’ll keep an eye on them.
  I arrested ____________________________
  for _________________  before.
  JUGGERNAUT
  Armor and weapons lose the [unwieldy] tag for you.
  Current
  Max
  Current
  Max (3+Breath)
  Current
  Max (3)
  Assign as you wish: +2, +1, +1, +0, -1. Breath and Heat are important for you.
  LOOK
  BURNING WILL
  RACE
  STARTING MOVES
  POWER
  BONDS
  REFLEX
  HEAT
  BREATH
  MIND
  BODY
  DAMAGE
  ARMOR
  STAMINA
  WOUNDS
  Starts at (2)
  
  Choose any:
  Medium Armor worth 2 armor - detail. 
  (Choose: plain, ﬁne) clothing. A uniform 
  (detail). A writ or badge of ofﬁce, and a 
  mark of authority from Throne. Gear 
  (Warriors or Urbanite’s). A thick stave or 
  staff for keeping the peace, and one other 
  weapon. Coinage from local authorities 
  and an assortment of small items (detail) 
  worth 2 wealth.
  FIERCE HORSE SOUL
  When you are in sight of a guilty target, you gain 
  the [unstoppable] tag and all Agility moves you 
  make are empowered.
  EXCUSE ME, CITIZEN
  When you meet someone that falls under your 
  jurisdiction, make a clumsy roll. On a 7+, they are 
  guilty of some minor transgression, and you may use 
  your authority to do one of the following, which they 
  must follow to the best of their ability (though what 
  they do afterwards is up to them):
  - Requisition something they are holding, wearing, 
  or driving
  - Get them out of the way or get them to stay with you
  - Get them to deliver a message, item, or package 
  for you
  - Get them to take you to a speciﬁc location they 
  know about
  On a 10+, you can do any or all of the above. On a 
  miss, they publicly spurn your authority, and you 
  lose the use of this move until you rest.
  WE SHALL MAKE AN ANVIL OF 
  THEIR SKULLS, AND MY HEART 
  SHALL BE THE FORGE
  When you deal damage, choose any ally. Their next 
  attack against the same target deals +1 damage and 
  gives the target [crippled] if it hits.
  BRANDING WORDS
  When you roll a 7+ on a Wield the Old Law roll, 
  you can give a simple one word command that your 
  target must follow before deciding whether to do 
  what you say, ﬂee, or attack you. They carry it out to 
  the best of their ability, and won’t do anything 
  directly self harmful.
  FAMOUS IRON SOUL
  The armor value of any armor you wear becomes at 
  least 3, and repairs cost nothing. In addition, your 
  armor becomes such a part of you that you can rely 
  on it for supernatural feats. Once between rests you 
  can use your current armor as a bonus on any roll 
  instead of the regular statistic.
  WALLS SURROUND, HET PLANTS 
  HER STAFF IN THE HALL
  You can no longer fail an aid move, but treat the 2-6 
  result as a 7-9 instead. In addition, get an additional 
  1 hold when you make the aid move.
  UNLIMITED CHARIOT
  When a physical obstacle or obstruction bars your 
  way, roll +breath. On a 10+, you smash through it, 
  bypass it, or gain you and your group easy passage 
  through it. On a 7-9, you gain passage, but take 
  signiﬁcantly more time and attract unwanted 
  attention. On a 2-6, you take more time and attract 
  unwanted attention, but you still can’t get by.
  This obstruction can be any size or composition (a 
  mountain, for example), but it may take proportion-
  ally more time to get through.
  BURNING FINGER
  When you strike at a guilty target’s vital life force, 
  make a +breath roll. You must be in [hand] range to 
  use this move. On a 10+ the target is in crippling 
  pain and [stunned]. When they recover from being 
  stunned, they are [crippled] in one body part of your 
  choice until they can rest. On a 7-9, they are 
  [crippled] and [reeling] for a short duration, and you 
  expose yourself to retribution before your strike hits. 
  If you miss, your target safely escapes your reach 
  and leaves you [reeling].
  At the GM’s option, if your target is a devil or angel and 
  sufﬁciently weakened you can banish it to the void with 
  this move, removing it from the physical world.
  BODY FORTRESS
  Increase your armor by +1
  BURNING EMBLEM
  Name an source from which you draw your authority 
  (a king, a queen, a guild, an organization, a brother-
  hood or sisterhood). When you raise the emblem of 
  your authority high, those present will always pause 
  and listen to you, even if they are your enemy.
  If your authority holds sway over them, you can 
  command them as if you rolled a 7+ on Wield the Old 
  Law, with no roll required. In addition, your emblem 
  always counts as leverage for the Bend Will move.
  HET TRANSFORMS INTO
  A PILLAR OF BASALT
  When you keep keen watch on an person or 
  object, roll +breath. On a 7+, gain [focus] and your 
  attacks gain [forceful] as long as you remain within 
  reach of that ally or object. On a 10+ you take  -1 
  damage from all sources as long as you remain in 
  this stance.
  If you fail to stay close to the nominated person or 
  object for any reason, you lose this stance, and must 
  make the roll again to regain it.
  Light, Medium, and Heavy Armor. You are 
  proﬁcient with staves, and 2 of the 
  following: Empty hand, pankration, blade, 
  spear, bow, gun, great gun
  ADVANCE: IRON WORDS
  On a successful Wield the Old Law roll, the 
  target is branded supernaturally and takes 2[ap] 
  damage the next time they approach you 
  without your permission or try to harm you. 
  They are aware that they will take this damage 
  if they are sentient.
  WEALTH
  STARTING GEAR
  INVENTORY
  ADVANCED MOVES
  PROFICIENCY
  
  THE MASTER
  NAME
  LEVEL
  XP
  GOAL
  FLAW
  DEVIL
  You are part of a well respected school of scholarly, 
  martial, and artistic pursuits. You are highly skilled 
  and respected for your mastery of martial arts, and 
  also one of the following (you can make up your own 
  but settle it with the GM ﬁrst): cooking, chess, tea, 
  painting, poetry, writing, calligraphy. 
  Whenever you would suffer from any action (other 
  than your own) that would humiliate you, demean 
  you, or impinge on your personal reputation or that 
  of your school’s, you may spend a power die to tell 
  the GM how it goes badly for the fool that dared to 
  cross you. The GM must accept whatever fate you 
  establish!
  MANTRA OF HANSA, THE WISE
  DRAGON GAZES IN MIRROR
  When using Dragon Gazes in Mirror you 
  can instead commune with the Black 
  Flame. The Flame will give you a much 
  clearer and more concise answer, but 
  attracts disaster to you.
  ANGEL
  When using Query the Cosmos about a 
  historical event, if you roll a 7+, you were 
  there, no matter how long ago.
  HUMAN
  Your reputation is such that you will never 
  be refused lodging and assistance, though 
  its nature is up the GM.
  SERVANT
  Your school of martial arts sends you what 
  resources or information they can muster 
  for your mission at the beginning of each 
  play session, worth 1 wealth.
  My skill is
  When you need the answer to a question, you can 
  spend time meditating on it. The GM will give you an 
  honest answer without requiring you to roll, but 
  phrase it in a way that is obscure or allegorical.
  Choose another character to be your student. A 
  number of times equal to 1 +your mind between 
  rests, when you give that character advice on a 
  course of action, they can take +1 when acting on 
  your advice.
  UNDER MY TUTELAGE
  is my student.
  _____________  has prospered under my 
  tutelage so far.
  _______________  was my former student, 
  but stupidly left.
  _____________________  could really make 
  something of themselves if I teach them.
  HARD BITTEN
  Increase your armor by 1.
  Current
  Max
  Current
  Max (3+Breath)
  Current
  Max (2)
  Assign as you wish: +2, +1, +1, +0, -1. Mind is the most important for you, followed by Breath.
  LOOK
  BURNING WILL
  RACE
  STARTING MOVES
  POWER
  BONDS
  REFLEX
  HEAT
  BREATH
  MIND
  BODY
  DAMAGE
  ARMOR
  STAMINA
  WOUNDS
  Starts at (2)
  
  WEALTH
  STARTING GEAR
  INVENTORY
  Choose any:
  A weapon which you are proﬁcient in, 
  accoutrements and coinage worth 2 
  wealth, (Choose 1: plain, ﬁne, ascetic) 
  clothing, tools of an art you are proﬁcient 
  in (detail - painting, calligraphy, etc), a 
  game set of your choice, gear (traveling, 
  urbanite’s, peasant’s, nobles)
  ADVANCED MOVES
  SWAT AT FLIES
  When you would take damage from a source (an 
  attacker, an obstacle, a weapon, a projectile) roughly 
  the same size or smaller than yourself and you 
  have a hand free, you can deﬂect it effortlessly, 
  reducing the damage to 0.
  You can use this move a number of times between 
  rests equal to your +mnd, but you must choose to 
  use it before the GM tells you the damage you take.
  SIXTH DRAGON 
  INTERNAL TECHNIQUE
  As long as you have time in the morning each day to 
  exercise, perform calisthenics, and align your 
  internal force, gain [unstoppable] as long as you are 
  conscious. You cannot be unwillingly grappled, 
  restrained, disarmed, or touched. You can conceal 
  this fact if you so wish (for example, pretending to 
  be restrained).
  LONG PATH UP THE MOUNTAIN
  Choose a speciﬁc goal for your student or students 
  in the form of a sentence that starts with “This 
  session, I require my (idiotic/foolish/naive) student(s) 
  to _____”
  When your student or students accomplishes this 
  goal, you and your student(s) may gain 1 power die.
  DRAGON SCALE TECHNIQUE
  You take -1 damage from any source long as you 
  have a hand free and are aware of it. You don’t get 
  this damage reduction against damage from a 
  source you can’t see, are not aware of, or if you don’t 
  have a free hand.
  To use this move, you must perform calisthenics 
  when you rest to align your internal force. If you 
  can’t perform them, lose the use of this move until 
  you can.
  DRAGON STRETCHES TAIL
  When you make the defend move and get a 7+, 
  you may choose a target in range. You mark that 
  target for humiliation, giving them the [reeling] tag. 
  The next ally who attacks that target can empower 
  their roll.
  WIDE REPUTATION
  Your mastery in your non-martial arts ﬁeld (such as 
  cooking, chess, tea, etc) demands incredible respect. 
  You can gain a power die whenever you defeat 
  someone in this skill. If that person was also a 
  master, you can also mark experience.
  MOUNTAIN ROOTING STEP
  When you plant your feet and breathe in, you can 
  take the Mountain Dragon stance. In this stance, you 
  cannot move, but nor can you be moved from your 
  spot by any force save divine intervention. While in 
  this stance your physical force multiplies tenfold. 
  Gain the [huge][unstoppable] and [focus] tags, but 
  you cannot take any action that requires you to 
  move your feet. 
  You can carry many times your body weight in this 
  stance if required, and resist forces that would crush 
  a normal person, such as the weight of a boulder, or 
  the foot of a giant. The stance will break if you move 
  from your spot, but you can take it again at will.
  DRAGON SWALLOW 
  THE MOUNTAIN
  When you align your internal force and put 
  yourself in harm’s way, you can completely negate 
  any source of damage within [close] range. You can 
  use this technique once again before you rest. If you 
  attempt to use it a third time or more between rests, 
  immediately make a defy fate roll. The damage will 
  still be negated if you fail this roll.
  GREAT MASTER
  When you roll a 10+, your student can take +1 
  forward to attempt the same task. When your 
  student misses, you can take +1 forward to attempt 
  the same task.
  PROFICIENCY
  Choose 4: Empty hand, pankration, blade, 
  implement, stave, spear, great weapon, 
  bow, gun, great bow
  ADVANCE: DEEP 
  ROOTED DRAGON
  Gain +1 use of Swat at Flies. In addition, you 
  can ignore the size restrictions of the Swat at 
  Flies move - you can strike aside blows from 
  even colossal beings, or house-sized boulders if 
  you so choose.
           ADVANCE: SUBLIME PARRY
  When you Swat at Flies roll +mnd. On a 7+, you 
  can throw or deﬂect the attack back to any 
  enemy in range, dealing 1[ap] damage. If you 
  roll a 10+, however, you deal the same damage 
  back as the attack that came at you - for 
  example, if the damage was 4, you deal 4 
  damage back.
           ADVANCE: GRAND MASTER
  Choose another student. You can give each of 
  your students advice a number of times equal to 
  your +mind between rests, independently.
  
  THE REFINED
  NAME
  LEVEL
  XP
  GOAL
  FLAW
  DAMAGE
  ARMOR
  Current
  Max
  STAMINA
  Current
  Max (3+Breath)
  WOUNDS
  Current
  Max (3)
  Assign as you wish: +2, +1, +1, +0, -1. Heat is the most useful for you, followed by Mind.
  _______________________ once served at 
  my whim.
  ___________________  is staining me with 
  their presence.
  _________________   is a person of note, I should 
  keep them around me and cultivate them.
  LOOK
  BURNING WILL
  POWER
  BONDS
  REFLEX
  HEAT
  BREATH
  MIND
  BODY
  DAMAGE
  ARMOR
  STAMINA
  WOUNDS
  Starts at (2)
  DEVIL
  When someone you meet is frightened of 
  you, empower your next Bend Will roll 
  against them.
  HUMAN
  When someone you meet is attracted to 
  you, empower your next Bend Will roll 
  against them.
  SERVANT
  When someone you meet is jealous of 
  you, empower your next Bend Will roll 
  against them
  RACE
  Choose any:
  Fine clothing (detail), accessories (choose 1 or all: 
  hairpins, jewelry, eyeglasses, a cigarette case, other 
  luxuries), an implement for your Art (choose 1: a sword, 
  a mirror, a ley-stone, bells, or something else), writing 
  materials, a musical instrument, Noble’s gear (detail), 
  coinage and luxury items worth 4 wealth, the services of 
  a manservant, handmaiden, or slave (see services) free 
  of charge
  STARTING GEAR
  Proﬁciencies: Your own ﬁne clothing (see 
  below), Implements, and choose 3: empty 
  hand, spear, blade, needle, bow, gun, 
  ﬂying blade, knife
  PROFICIENCY
  
  When you spend a power die to channel ﬂame, 
  you can choose to roll a d6. On a 5+, take the die 
  as a new power die. If it is a 1-4, give it to the GM 
  as a break die.
  MANTRA OF KAON, THE GREEDY
  Your power and prestige comes from a pact or 
  agreement with a patron. Choose 1 and detail: (A 
  devil, a master, a powerful ruler). While your 
  patron is happy with your exploits, you can 
  comfortably ask them for a favor at the beginning 
  of each session, which they will always grant you. 
  If they are unhappy or not conﬁdent in your 
  exploits, they’ll ask you instead. If you don’t fulﬁll 
  this request in due time, lose your ability to ask 
  favors of your patron until you ﬁnd a new patron, 
  and you incur the wrath of your old one.
  PACT
  When you have time (a respite or rest) and 
  materials (alchemical substances, tallow, animal 
  parts, charms), you can perform a dark ritual. 
  Describe what kind of ritual you are performing to 
  the GM. You could do any sort of ritual within the 
  realm of reason - from summoning a dark creature, 
  to resurrecting the dead, to spying remotely, to 
  changing the weather (it still has to be ritual-like in 
  nature).
  It’ll always work, but the GM will tell you one to 
  four of the following you need to do to get it 
  accomplished.
  - You and your group will risk danger from _____
  - It’s going to take signiﬁcant time (hours, days, weeks)
  - It’s going to cost more in materials and money 
  than expected
  - You’ll need to ___________ ﬁrst
  - You’ll have to give up _________ to do it
  - You need help from ______________.
  - You can’t fully accomplish it - only a lesser, more 
  unreliable version
  GEOMANCY
  You can wield the Art, the ability to bend the 
  universe with your will. 
  When you wield your implement, speak words of 
  power, and lie to the universe, choose one of the 
  following effects and roll +mind. On a 10+, the 
  effect takes place fully and as you intend it, your 
  will is made manifest.
  Pyromancy - Deal 3 [area] damage to a target 
  within [close] or [far] range. You choose the form of 
  your pyromancy, whether it’s paper charms, 
  writhing bolts of ﬁre, ﬂoating blades, or lightning. 
  It’s more intense than any Art you cast with your 
  implement and doesn’t require reagents.
  Bind Shade - You pull a shade (a deceased soul) or 
  creature from the void into contact with you, 
  enough to speak with it. It could be a speciﬁc 
  person, or generic. It is bound to answer one 
  question truthfully, then the connection dissipates if 
  it so wishes.
  Red Word- You curse a target that you can see, 
  dooming it. At any point, by merely willing it, you 
  can consume this curse to deal 2 damage to this 
  target, not preventable or reducible in any way. 
  This curse ends only when the target dies, you 
  rest, or you willfully remove it. You may curse a 
  target any number of times, and they are aware of 
  its nature.
  On a 7-9, your Art is successful, but (choose 1:)
  - You are fully exposed to harm, danger, or 
  retribution
  - You can’t speak that particular Art again until you 
  rest
  - Take -1 ongoing to use your Dread Sorcery until 
  you rest
  On a miss, your art writhes catastrophically. It fails, 
  and in addition to other consequences, choose 1: 
  You take 1[ap] damage from the backlash, or deal 
  1[ap] damage to an ally in range from the backlash.
  DREAD SORCERY
  My patron is
  INVENTORY
  WEALTH
  STARTING MOVES
  
  WRITHING SHADOW
  When you Cast Shadows, your illusion can be 
  both an image and a sound, and is completely 
  convincing to all sensations except touch. In 
  addition, you can give it a simple one sentence 
  instruction (‘greet the next person to enter’), and it 
  can move a signiﬁcantly further distance from its 
  casting location (around 100 paces).
  WEAVE OF POWER
  When you pull on your various (and numerous) 
  powerful connections, name to the GM who 
  you’re calling on and roll +heat. On a 10+, hold 3. 
  On a 7-9, hold 1. You can spend your hold 1 for 1 to 
  call in a favor from them. A favor could be goods or 
  weapons worth 2 wealth (not the wealth itself), 
  passage through the king’s road, an escort, dirty 
  secrets, etc. If you miss this move, you can still 
  choose to get hold 1, but if you do, lose the use of 
  that connection afterwards until you can take action 
  to regain their favor.
  EYE SPLITTING FEATHER
  When you use your Court Sorcery to Cast 
  Shadows, you can at your option create the exact 
  mirror image of yourself or a willing creature 
  within sight. This image, unlike a regular shadow, 
  can create sound and noise, and is completely 
  convincing to all sensations except touch. It can 
  move 100 paces in any direction before dissipat-
  ing, and either mimics your movement or follows a 
  simple 1 sentence instruction you give it (walk up 
  the hallway and ask for entrance). If you [focus], you 
  can look through its eyes. 
  When you will it, you and the image both dissolve 
  into smoke, and you appear in the location where 
  the image was.
  FLYING SLEEVES
  Your clothing becomes a deadly weapon. When 
  wearing ﬁne or better clothing you can also wield it 
  as a [close][inﬁnite][forceful] ranged weapon with 
  the following ﬂourish: gain the [ap] tag. You can 
  make this attack with your sleeves, by throwing 
  your hat, or attacking with something more bizarre 
  such as hairpins, your own hair, or your voice.
  DEVOURING SHADOWS
  When you successfully cast shadows, at your option, 
  you can summon a nightmare instead, formed from a 
  target’s fears, that latches onto them, unable to be 
  removed until you rest. While the nightmare is 
  attached, you always know the target’s location, the 
  target cannot gain the [evasive] tag, and when that 
  target takes damage from any source, that damage 
  cannot be reduced in any way (such as from armor, 
  the [group] or [huge] tags)
  MASQUERADE
  When you choose to Slip Masks and Laugh, you 
  can change the appearances and voices of up to 3 
  additional willing or unwilling targets you can see. 
  SUBLIME WARP
  When you choose to Warp Shadows, you can warp 
  something far larger (up to about the size of a large 
  animal, or a vehicle). The same restrictions, penalties, 
  and bonuses apply.
  ENSLAVE FLAME
  When you roll a 10+ on Bend Will, even against a 
  hostile target, you can choose to ensorcel them. 
  While charmed this way, the target treats you as 
  though they are deeply in love with you and your 
  group as friendly acquaintances. This effect lasts until 
  you take a respite or rest, or they are hurt by your or 
  your group. They remember that you ensorcelled 
  them afterwards.
  SUBLIME PERFORMANCE
  When you perform your noble pursuit, if you so 
  choose, it lures those that can see or hear you into a 
  deadly trance. Those that can see or hear you, friend 
  or foe, are [stunned] and can do nothing except pay 
  rapt attention, breaking only if they are touched by 
  someone else or take damage. You choose whether 
  the effect lingers, dazing and giving them the [reeling] 
  tag, intensiﬁes painfully, giving them the [crippled] 
  tag, or snaps, dealing 1[ap] damage to all who can 
  hear or see you.
  HOUSE OF SMOKE
  When you speak mesmerizing words of power 
  and weave the very air with your sorcerous 
  might, roll +mind. On a 7+, you create an illusory 
  realm around you, ﬁlling a cube around 150 paces 
  on each side. The realm must overlap the real 
  world. For example, if you create your realm inside 
  a building, it must follow the same ﬂoor plan. If you 
  create your realm in an empty ﬁeld, it must be 
  roughly ﬂat. However, you can add extra features 
  that don’t really exist - for example, a wall where 
  there is none, a statue, trees, a fountain, etc. These 
  features (and the entire realm) are make of a thin 
  smoke, and can be safely passed through as 
  though they are not there, though they are utterly 
  convincing to every sense except touch. 
  However, on a 10+, you can choose a number of 
  features equal to your +mind. These features 
  become real. For example, you could create an 
  illusory staircase to the second ﬂoor where there is 
  none, or a door where there is none. On a 2-6, the 
  illusory realm is created, but spirals wildly out of 
  your control into a bizarre nightmare, entrapping 
  anyone within.
  The realm lasts until after you rest, after which it 
  dissipates (including any features you made real!)
           ADVANCE: THOUSAND FACES
  When you choose to Slip Masks and Laugh, 
  you can warp other aspects of your person, 
  including your clothing, your height, your 
  weight, and your body size, gender, and shape 
  in addition to your face. Your statistics remain 
  the same. You must remain the same race.  
  If your Slip Masks and Laugh targets other 
  people, it can alter others in the same way. 
  If you’re impersonating someone, anyone who 
  knows them well will be suspicious of you 
  within reason.
           ADVANCE: ADAMANT SILK
  As long as it’s not ﬁlthy, ﬁne or better clothing 
  gives you 2 armor instead of 1, and you gain 
  the [unstoppable] tag while wearing it.
  ADVANCED MOVES
  
SOURCE: textdata/thevault/Broken Worlds (PbtA)/Broken Worlds - Kill 6 Billion Demons - Playsheets.pdf