TEXT: ANTIQUARIAN
   ANTIQUARIAN
  Name. 
  Looks. 
  (lists/options on back)
  STATS
   
  SYNTH
  COOL
  MIND
  MEAT
  EDGE
  STYLE
  CRED
  HARM
  15:00
  18:00
  21:00
  22:00
  23:00
  00:00
  TRAUMA  TRACK
  When you have a Coping Mechanism Behaviour marked, you 
  gain an additional personal directive:
   
  Ђ When a Behaviour hinders the mission, mark experience.
  DIRECTIVES 
  Choose two:
   
  Ђ Academic addiction: When you put the pursuit of knowledge 
  over the safety of your allies, mark experience.
   
  Ђ Behavioural: Describe your ethical code. When adhering to 
  your code hinders the mission, mark experience.
   
  Ђ Well-respected: When your desire for the respect of your 
  peers hinders the mission, mark experience.
  CYBERWARE
  (starting questions on back)
  Choose one:
   
  Ђ Cybereyes: When you have cybereyes installed, choose three 
  of following tags: +thermographic, +light amplification, 
  +magnification, 
  +flare 
  compensation, 
  +recording, 
  +encrypted, +inaccessible partition. When your enhanced 
  sight helps, you may roll Synth for assess.
   
  Ђ Cybercoms: When you have cybercoms installed, choose 
  two of following tags: +encrypted, +jamming, +recording, 
  +satellite relay, +inaccessible partition. When monitoring 
  communications or giving orders in a tactical environment, 
  you may roll Synth for assess.
   
  Ђ Neural Interface with Data Storage: When you use research to 
  search internally or externally stored data, gain an extra [intel] on 
  a hit. Choose two of following tags: +inaccessible partition, +en-
  crypted, +high capacity, +high speed. You may take the Hacker 
  move jack in as an advance.
  LINKS
    
  MOVES
  You get these two:
   
  Ђ Academic research: When you roll research, add the following 
  questions to the list: 
   » What’s the historical significance of _______?
   » What other subjects have I researched that are related  
  to _______?
   » What unexplained events surround _______?
   » What artifacts are associated with _______?
   
  Ђ Publish or perish: Your research is leading you into some 
  very interesting places and you’ve started to connect the 
  dots. When you work to connect current events with historical 
  precedent, roll Mind.
   » 10+: you’ve found a connection, advance this History 
  Clock
   » 7–9: you get the evidence you need, but your research has 
  opened you up to retribution by dark forces. Advance both 
  this History Clock and the Horror Clock
   » 6–: you know too much—your mind recoils from the awful 
  truth you glimpsed and purges it from your memory. The 
  MC will advance the Horror Clock and make a move
  When a History Clock reaches 0000, you have connected a 
  complex web that spans centuries; explain it to the group. The 
  implications of this history will vary based on your story, but 
  it should be significant and direct. It will expose some truth 
  about the rifts and possibly about the Horror you’re currently 
  involved with. It may trigger an Eldritch Trauma roll; the MC 
  will decide.
  Choose one more:
   
  Ђ Quite the collection: You have collected a number of unique 
  items throughout your career. You gain 2 [artifacts] at the start 
  of a new mission. 
   
  Ђ Academic underground: You know people who will do 
  anything for a bit of knowledge. Once per mission you can 
  exchange any number of [intel] for a like number of creds, or 
  vice versa.
   
  Ђ It belongs in a museum!: When you use fast talk to convince 
  someone to hand over or provide information on an [artifact], 
  you may roll with Mind instead of Style.
  Assign each stat  
  one of these numbers:  
  +2, +1, +1, +0, +0, +0, -1 
  Your Mind should be +2 or +1
  You start with 5 Cred
  TOUCH
  take –1 to Eldritch Trauma
  take –2 to Eldritch Trauma
  take –1 to all moves
  
  GEAR
  Choose two weapons:
   
  Ђ Ancient dagger (2-harm hand/close +artifact)
   
  Ђ Flechette pistol (3-harm close/near quick flechette)
   
  Ђ Hand taser (s-harm hand reload)
   
  Ђ Light revolver (1-harm close/near reload)
   
  Ђ Monofilament whip (4-harm hand messy area dangerous)
   
  Ђ Shotgun (3-harm close/near loud messy reload)
  Choose two:
   
  Ђ Glasses or goggles (Choose one: +light amplification, +recording, 
  +magnification)
   
  Ђ Library card (once per mission, use the library card to gain [intel])
   
  Ђ Leather jacket (1-armour)
   
  Ђ Recording equipment (+audio, +video, optional tags: 
  +simsense, +discreet, +encrypted)
   
  Ђ Trauma derms (allows you to apply first aid to characters at 
  2100 or less harm)
  NOTES 
  STARTING LISTS
  Names: Amelia, Bakhit, Bhagwan Lal, Cory, Evelyn, Gertrude, Giles, 
  Gudrun, Guillemette, Hafez, Harry, Hamish, Harumi, Ida, Indiana, 
  Iriaka, Kara, Lara, Malcolm, Marion, River, Sepideh, Shahina, 
  Valeria, Zelia, an archaic name, a geographic name, a stuffy name 
  Look. Choose one from each line:
  Eyes: calm, 
  inquisitive, 
  burdened, 
  penetrating, 
  milky, sad
  Face: wizened, 
  friendly, 
  serious, 
  scattered, 
  nervous
  Body: toned, 
  heavyset, 
  wiry, slight, 
  ungainly 
  Wear: dandy, 
  professorial, 
  tattered, 
  haphazard, 
  tactical 
  Skin: artificial, otherworldly, asian, south asian, decorated, black, 
  hispanic/latinx, indigenous, middle eastern, ____________________
  CYBERWEAR
  Why? (Chose one) prosthetic, forced, loyalty, enthusiasm, 
  necessity, junkie, genetics, career, ideology, memory, military
  Cost? (Chose one)
   
  Ђ You scrimped & saved to buy it yourself. Choose one tag to 
  apply to that piece of cyberware: +unreliable, +substandard, 
  +hardware decay, +damaging.
   
  Ђ Someone else paid for it; now you owe them. You’re owned. 
  Choose who.
   
  Ђ You fucked someone over to get it. You’re hunted.  
  Describe who. 
  ADVANCEMENT
  XP
  if(XP) ≥ 10 {run Advancement(1)};
  current.XP = XP-10;
  Ђ choose another move from  
  your playbook (max 3)
  Ђ choose a move from another 
  playbook (max 2)
  Ђ add +1 to Touch
  Ђ +1 Style (max +2)
  Ђ +1 Edge (max +2)
  Ђ +1 Cool (max +2)
  Ђ +1 Mind (max +2)
  Ђ +1 Meat (max +2)
  Ђ +1 Synth (max +3)
  *//after 5 advances you 
  can choose these too//* 
  Ђ +1 to any stat (max +3)
  Ђ add +1 to Touch
  Ђ buy off enemy or owned
  Ђ change your character to a new 
  playbook
  Ђ make a second character
  Ђ rewind a corporate Countdown 
  Clock to 1800  [cost: 10 cred]
  Ђ retire your character to safety 
  and create a new character  
  [requires: 20 cred]
  v.1.2
  Antiquarians have a deep and abiding love 
  of history. They’ve likely spent most of 
  their life in academia or related fields. 
  Antiquarians have a penchant for adventure 
  and often participate in “fieldwork” to fund 
  their research or recover artifacts. 
  It’s likely that an Antiquarian has taken 
  notice of the recent strange happenings and 
  has started to see connections between them 
  and many historical events.
  Continue? [Y/N]
  ANTIQUARIAN
  v.1.0
  
  Name. 
  TRAUMA  TRACK
  take –1 to Eldritch Trauma
  take –2 to Eldritch Trauma
  take –1 to all moves
  Every character in A Darkening Alley has a Trauma Track. As the 
  trauma of encountering otherworldly horror overwhelms you, you 
  will mark the boxes in this track. Mark the boxes from left to right. 
  Only the rightmost penalty applies. 
  Note that the “-1 to all moves” applies to the harm move. Physical 
  wounds sometimes seem less important when your mind is 
  fixated on more pressing concerns.
  At the end of a mission, remove one of your marked Behaviours 
  and unmark one of the boxes in your Trauma Track.
  ELDRITCH TRAUMA 
  When you face an eldritch creature or force from the beyond the 
  rifts, roll Touch. If you don’t have Touch, roll at -1.
  10+: your mind rationalises the horror. Lower your Trauma 
  Track by one
  7–9: you can only cope with the otherworldly horror by 
  engaging in one of your Coping Mechanisms. Mark a 
  Behaviour from one of the lists associated with your Coping 
  Mechanisms
  6–: the sense of otherworldly horror is too great to be 
  overcome. Mark a Behaviour from one of the lists associated 
  with your Coping Mechanisms. Advance your Trauma Track. 
  The MC will make a move
  TRAUMA DIRECTIVE 
  When you have a Coping Mechanism Behaviour marked, you 
  gain an additional personal directive:
   
  Ђ When a Behaviour hinders the mission, mark experience
  COPING MECHANISMS 
  Everyone has different ways of reacting to and handling stress. 
  When you create a new character in A Darkening Alley, or when 
  you bring a character into A Darkening Alley for the first time, 
  think about how your character reacts in distressing situations and 
  choose two types of Coping Mechanisms:
   
  Ђ Avoidance
   
  Ђ Control
   
  Ђ Unreality
   
  Ђ Internal Focus
   
  Ђ External Focus
  Each of these Coping Mechanisms has an associated list of 
  Behaviours. When you encounter creatures or forces from beyond 
  the rifts, the Eldritch Trauma move will prompt you to select 
  options from those lists.
  AVOIDANCE
   
  Ђ Keep calm when it is dangerous to do so (and not merely 
  inappropriate)
   
  Ђ Insist that other people remain calm when it is wholly inappro-
  priate to do (e.g., “you’re overreacting” to a legitimate threat)
   
  Ђ Ignore a problem until it is too late
   
  Ђ Lie about something dangerous, because other people would 
  be justifiably upset if they knew the truth
   
  Ђ Say whatever you think you have to say to get yourself out of 
  trouble, even if it hurts someone else
   
  Ђ Run away from a dangerous situation, even if it puts your 
  friends, teammates, or the mission in danger
  CONTROL
   
  Ђ Silence a legitimate concern with anger, violence, or mockery
   
  Ђ Insist on maintaining a hierarchy when it is detrimental to do 
  so, and punish people who disobey
   
  Ђ Use excessive force when it is wholly inappropriate
   
  Ђ Berate someone for being “too emotional”
   
  Ђ Ignore something important because it wasn’t your idea
   
  Ђ Verbally or physically abuse your teammates
  UNREALITY
   
  Ђ Fail to notice something important because you’re fixated on 
  something insignificant
   
  Ђ Assume that you are hallucinating when you are actually per-
  ceiving something important
   
  Ђ Feel a deep and unsettling wrongness with the world that 
  you cannot put into words; this feeling causes you to mistrust 
  people who you should probably trust
   
  Ђ Wildly misconstrue an ambiguous or nonthreatening stimulus 
  in a way that puts you or the mission in danger or jeopardizes 
  an important relationship
   
  Ђ Hallucinate something distressing or distracting at a bad time
  INTERNAL FOCUS
   
  Ђ Blame yourself for things that are not your fault
   
  Ђ Avoid standing up for yourself or your friends at an important 
  time
   
  Ђ Show passivity, hopelessness, or indifference in the face of a 
  threat to yourself or others
   
  Ђ Give up when a task proves difficult
   
  Ђ Point out problems in other people’s ideas; offer no solutions
   
  Ђ Sacrifice yourself needlessly
  EXTERNAL FOCUS
   
  Ђ Project your feelings onto other people
   
  Ђ Ignore your own shortcomings
   
  Ђ Be vindictive and mean-spirited to a clearly unwarranted 
  degree
   
  Ђ Insist that any problem is someone else’s fault when it is clearly 
  yours
   
  Ђ Insist that any problem is someone else’s fault when it is clearly 
  an external force
   
  Ђ Assume that others are acting with malicious intent
  ELDRITCH 
                            TRAUMA
  
SOURCE: textdata/thevault/The Sprawl (PbtA)/Suplements/Touched/Touched Playbooks.pdf