CW Playbooks

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The Alienist Name: __________________________________ Looks: Face: __________________________________ Clothing: _______________________________ Body: ___________________________________ Motivation: ____________________________ Primary Stats Modifier Debility Awareness Brain Bravery Brawn Charm CoOrdination Secondary Stats Modifier Mythos Wealth Health Sanity Languages (___) ___________________________________________ ___________________________________________ Bonds Moves Access to Records: Because of your occupation, you can request access to official records kept by your organization in hospitals and mental institutions. Psychoanalysis: When you get someone on the couch, make a roll and add Charm. On a 6- you can do little for them right now – your patient requires lots of therapy. On a 7-9 your patient regains 1 Sanity as long as they have taken 3 or less Sanity Shock damage. On a 10+ your patient regains 1 Sanity regardless of how much Sanity loss they have sustained. Keen Observer: When you watch someone’s body language, make a roll and add Awareness. On a 6- you do not pick up on any clues they are subconsciously giving. On a 7-9 you can learn enough about them to carry +1 forward to any Read the Crowd or Make Friends and Influence People Move you make that involves this person. On a 10+, you can tell if they are lying as well as receiving the benefits of a 7-9 roll. Dream Journal: When you record your dreams and analyse them, you can sometimes find hints of what to do next or make connections that your subconscious recognises but which your conscious mind rejects. Roll and add Awareness. On a 6-, your dreams are mundane. On a 7-9 you gain insight into your quest, allowing you to carry +1 forward to your next Move. On a 10+ you make a strong connection. Your GM may give you a clue you missed earlier, give you advice on what to do next, or, in certain circumstances, even give you access to the Dreamlands. Shock Therapy: When another character falls to 0 Sanity and has to choose between incurable insanity and a Debility, roll and add Brain. On a 12+ they come back to sanity but no not have to take a Debility. The Rational Approach: If you have to make a Keep it Together Move, add +1 to your roll and use either Bravery or Brain.

Transcript of CW Playbooks

Page 1: CW Playbooks

The  Alienist    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   �  �  �  �  �  �  �  �  Sanity   �  �  �  �  �  �  �  �    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Access to Records: Because of your occupation, you can request access to official records kept by your organization in hospitals and mental institutions.  � Psychoanalysis: When you get someone on the couch, make a roll and add Charm. On a 6- you can do little for them right now – your patient requires lots of therapy. On a 7-9 your patient regains 1 Sanity as long as they have taken 3 or less Sanity Shock damage. On a 10+ your patient regains 1 Sanity regardless of how much Sanity loss they have sustained.  � Keen Observer: When you watch someone’s body language, make a roll and add Awareness. On a 6- you do not pick up on any clues they are subconsciously giving. On a 7-9 you can learn enough about them to carry +1 forward to any Read the Crowd or Make Friends and

Influence People Move you make that involves this person. On a 10+, you can tell if they are lying as well as receiving the benefits of a 7-9 roll.  � Dream Journal: When you record your dreams and analyse them, you can sometimes find hints of what to do next or make connections that your subconscious recognises but which your conscious mind rejects. Roll and add Awareness. On a 6-, your dreams are mundane. On a 7-9 you gain insight into your quest, allowing you to carry +1 forward to your next Move. On a 10+ you make a strong connection. Your GM may give you a clue you missed earlier, give you advice on what to do next, or, in certain circumstances, even give you access to the Dreamlands.  � Shock Therapy: When another character falls to 0 Sanity and has to choose between incurable insanity and a Debility, roll and add Brain. On a 12+ they come back to sanity but no not have to take a Debility. � The Rational Approach: If you have to make a Keep it Together Move, add +1 to your roll and use either Bravery or Brain.  

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 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    � Add +1 to any stat (max +3)    � Add +1 to any stat (Max +2)    � Add +1 to any stat (Max +2)    � Add +1 to any stat (Max +1)    � Add +1 to any stat (Max +1)    � Take another Alienist Move    � Take another Alienist Move    � Take another Alienist Move    � Take another Alienist Move    � Take a Move from another Occupation in your Occupation Group    � Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: � Take +1 to any stat (Max +3) � Take a Move from another Occupation � Take another 4 Advanced Moves � Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  +1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):    Dr  Markov,  Dr  Anderson,  Dr  Kleinrute    Choose  a  Look  (some  examples):    Face:  Stern,  Friendly,  Intense  Clothing:  Smart,  Rumpled,  Expensive  Body:  Well-­‐Fed,  Angular,  Hunched    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Medical  Bag  or  Briefcase,  Choose  one  of:  Automobile,  Pistol,  Walking  Stick.      

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The  Anthropologist    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Well-Travelled: When you arrive in a foreign land, you may have already visited the place before, or know someone here who you met elsewhere. Make a roll and add Charm. On a 6- there is no-one here that can help you; on a 7-9 you make a contact but must help them out first (pay their gambling debts, help them attain the object of their desire, make amends for a previous disagreement), and on a 10+ they will do what they can to help you for old times’ sake. � Cultural Ties: You have lived extensively with indigenous people in several places. When you have any dealings with native peoples, add +1 to any rolls you make. You can also calm tense situations through use of diplomacy. If violence is threatening to break out, make a roll and add Charm to your roll. On a 7-9 there is still some hostility, and any false move could see violence return. On a 10+,

the immediate threat of violence is gone and your opponents will be willing to talk. Note that some situations are simply too far gone for diplomacy and calm words to have any effect (such as when you interrupt the insane cultists’ ritual, thus stopping their lifelong held plans to summon an elder god and open a rift so it may enter your world). � Linguist: You have great facility with languages, and pick up dialects easily. Gain an extra 2 (living) languages. � Forensic Anthropology: When you Read a Scene, add +1 to your roll and use either Awareness or Brain. � Cultural Anthropology: When you Read a Crowd, Add +1 to your roll and use either Awareness or Brain. � At Home in the Jungle: When you have to make any roll to survive in a hazardous environment (mostly Defy Danger rolls), add +1 to your roll.        

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 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Anthropologist Move    ☐ Take another Anthropologist Move    ☐ Take another Anthropologist Move    ☐ Take another Anthropologist Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  +1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Artemis  /  Artemisia  Cruikshank,  Gerald  /  Geraldine  Carter,  John  /  Jane  Van  Huys    Choose  a  Look  (some  examples):    Face:  Tanned,  Ravaged,  Open  Clothing:  Khaki,  Tweeds,  Eclectic    Body:  Skinny,  Toned,  Scarred    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Camping  Gear.  Choose  one  of  the  following:  Rifle,  Pistol,  Machete.  

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The  Antiquarian    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Personal Collection: You have amassed quite the library and know just where to look: When making a Raid the Library Move, add +1 and do it in half the time.  � Consult the Catalogues!: When making an Express your Erudition Move about an object, add +1 to your roll to reflect your knowledge. � I Have Just the Thing: If you need a particular artifact for a ritual, to bribe someone with, or for whatever other reason, you know where you can lay hands on it. On a 6- the item is not for sale, or some other buyer beat you to it. On a 7-9 you can get it easily but the current owner wants something in return. Make a roll and add Charm: There is a bidding war for the object; you will have to temporarily expend 1 Wealth (for the next month carry -1 forward to any Wealth rolls you make). On

a 10+ you have one at the shop or know a supplier who owes you a favour or will give it to you on the shop’s credit. � Friends in High Places: You frequently act as an agent at auctions to important and wealthy clients, which gives you an “in” to their soirees and parties and dropping their names frequently gives you access elsewhere too. When you want to crash a VIP party, make a roll + Charm. On a 7-9 you gain entrance but the names you drop might not appreciate you using their names in such a manner, which will lead to some complication or other. On a 10+ you gain full access. In addition, if you are strapped for cash, you can sell some gewgaw or other to one of your clients. Once a month you can add +1 to a Spread the Wealth Move to account for your good fortune and their exquisite taste. � Experts on Retainer: When you make a Raid the Library Move, you may consult experts in the field on the subject for a second opinion. If you choose to do so, make a second roll at +2. You must abide by the results of the second roll, so this is usually only worth doing if you roll 6- on your original roll. � An Eye for A Bargain: When you Read a Scene, you may also add “what here is valuable?” to the questions you can ask on a 7+.    

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 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Antiquarian Move    ☐ Take another Antiquarian Move    ☐ Take another Antiquarian Move    ☐ Take another Antiquarian Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  +1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Algernon  /  Alicia  Blackstone,  Jean-­‐Marie  /  Marie-­‐Claire  Leclerc,  Thomas  /  Tilda  Higgins        Choose  a  Look  (some  examples):    Face:  Avuncular,  Conniving,  Interested  Clothing:  Expensive,  Formal,  Shabby  Body:  Lean,  Tall,  Rounded      Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Auction  Catalogues.  Choose  one  of  the  following:  Automobile,  Antique  Swordstick,  Pistol.    

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The  Archaeologist    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Special Interest: Choose a speciality (for example, Ancient Egypt, Incan Civilisation, Ancient Chinese Dynasties, etc). When you make an Express your Erudition or Raid the Library Move applicable to your area of interest, add +1 to your roll. � The Deader the Better: You have a flair for dead languages. Add two (dead) languages to your list. Examples are Egyptian Hieroglyphics, Latin, Ancient Greek, Hebrew, Mayan Pictographs and the like. � Close Study: When you have the time to inspect a scene thoroughly and make a Read the Scene roll, you may roll 3D6 and choose the best two. � International Bureaucracy: You’re used to a lot of red tape, applying for licences, visas and the like both in your home country and others. Whenever you face difficulties and Byzantine administrative agencies, use your knowledge and credentials to avoid getting the run-around. Roll and add Brain. On a 6- you are still somewhat stymied. On a 7-9 you successfully

get what you wanted, but choose one of the following complications: Someone is tipped off to your quest; You have to give the accustomed bribes in order to succeed (your next Spread the Wealth roll is at -1); You piss off the bureaucrats (you will always carry -1 ongoing with any further dealings with this organisation). On a 10+ you successfully achieve your goal with no further complications. � Patience is a Necessity, not a Virtue: Carefully unearthing a brittle artifact takes a lot of patience and time. When time is no problem, carry +1 forward to the next Move you make to represent the preparation you have done beforehand. If it involves fine motor control (and a Co-ordination roll), add another +1. � Personal Collection: You have a variety of artifacts from digs you have attended. Roll 1D6 twice and choose the best result; you have this many artifacts. They can be sold (each one sold will gain you a +1 ongoing to Spread the Wealth rolls for the next month), can be used to ingratiate you with an interested third party (in order to gain access to otherwise private records or collections), or can be traded for another artifact (such as one needed for a particular ritual).      

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 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Archaeologist Move    ☐ Take another Archaeologist Move    ☐ Take another Archaeologist Move    ☐ Take another Archaeologist Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  +1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Alfred  /  Alice  Mont-­‐Clair,  Augustus  /  Agatha  Carteret,  Jacob  /  Janice  Fotheringham    Choose  a  Look  (some  examples):    Face:  Excited,  Ruddy,  Dour  Clothing:  Khakis,  Shabby,  Dusty  Body:  Reedy,  Dumpy,  Bronzed    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Dig  Tools.  Choose  one  of:  Camping  Gear,  Pistol,  Crowbar.    

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The  Author    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Personal Collection: You have amassed quite the library and know just where to look: When making a Raid the Library Move, add +1 and do it in half the time.  � Publisher’s advance: You can boost a Spread the Wealth roll by +2 once per month, though your next Spread the Wealth roll carried forward will be at -1, and you cannot get another advance until you make this penalized roll. � Translators: Your publishers translate works into other languages all the time, and have a stable of people willing to help you. If you have a text written in another (human) language, they can translate it into English for you. It will take around a week to get the gist of the book and a month to get a full translation.

� Well-Read: Once per session you can apply your amassed knowledge on a subject. You can make a second Express your Erudition roll, though you have to abide by the second result, so usually it’s best to use this only when you’ve failed the first roll. � Thinking In Character: When you are trying to work out an opponent’s plans, you put yourself into the mind of a character to ask what you would do in a similar situation. Sometimes, it even works. Roll and add Awareness. On a 6- you don’t know enough about your opponent to come up with anything. On a 7-9, you gain some insight, and your GM will give you some clue as to what your opponent is planning, r what he or she expects you to do. On a 10+, you gain the same information but also gain a +1 forward to your next Move against that opponent. � Well-Acquainted with Deadlines: When time is of the essence, you keep your cool. Any rolls you make where time is a factor, such as many Defy Danger rolls, you may make a second roll but must abide by the results of the second roll, so usually it’s best to use this only when you’ve failed the first roll.      

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 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Author Move    ☐ Take another Author Move    ☐ Take another Author Move    ☐ Take another Author Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  0  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):    Roger  /  Renee  Boscombe,  Felix  /  Felicia  Connors,  Saul  /  Sarah  Portsmouth    Choose  a  Look  (some  examples):    Face:  Scattered,  Observant,  Laugh-­‐lined  Clothing:  Bohemian,  Comfortable,  Starchy  Body:  Spare,  Stout,  Elfin      Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Notebook.  Choose  one  of  the  following:  Typewriter,  Motorcycle,  Pistol.      

Page 11: CW Playbooks

The  Criminal    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Intimidate: Replace Charm with Brawn for Make Friends and Influence People rolls when you rely on your physical presence.  � Cat Burglar: A locked door cannot stop you. Roll + Co-ordination; on a 6- you fail to open the lock and must choose one of the complications listed under 7-9. On a 7-9 you can open the lock but must choose one of the following complications: you break your lockpick; you have damaged the lock making it readily apparent that someone has broken in; someone has grown suspicious after noticing you making your attempt. On a 10+ you have gained access. � Silver-Tongued Devil: You have mastered the art of the con-man; you gain a +1 on all attempts to Make Friends and Influence People.

� Kansas City Shuffle: By making yourself the centre of attention, you can distract your target. Roll and add Charm: On a 6- you have simply annoyed your target. On a 7-9, you or an accomplice may add +1 to your Stay in the Shadows roll (if you are the recipient of this bonus, it can only be used to pick your target’s pocket or similar). On a 10+, you or your accomplice does not need to make a Stay in the Shadows roll; that person is automatically successful. � Black Market: You know where to get hold of things not generally available, or can quickly find the relevant person in a new town. Items not usually available to buy using Spread the Wealth Move become available to you. � Keeping an Eye on your Enemies: By pulling a few strings, you can get an urchin to keep an eye on a house or person and then report to you later. They will be able to watch the house for comings and goings or follow a person around (within limits – if they take a train out of the city, you will be told which train they took but your spy will not follow them there).      

Page 12: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Criminal Move    ☐ Take another Criminal Move    ☐ Take another Criminal Move    ☐ Take another Criminal Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  -­‐1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Jack  /  Jill  O’Bannon,  Jimmy  /  Janey  “Toots”  Magee,  Antonio  /  Adriana  Peruggi    Choose  a  Look  (some  examples):    Face:  Scarred,  Innocent,  Murderous  Clothing:  Fancy,  Cheap,  Stained  Body:  Thuggish,  Agile,  Lean    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Cosh  or  Knife,  Pistol.  Choose  one  of  the  following:  Cheap  Automobile,  Shotgun,  Baseball  Bat  

Page 13: CW Playbooks

The  Clergy    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Access to Records: Because of your occupation, you can request access to official records kept by your organization in hospitals, mental institutions or Church archives.  � Yea though I Walk…: When you rely on your faith to get you through a perilous moment, add +1 to any Bravery roll you make. � Gentle Admonishment: When you use your religion to attempt to persuade a co-religionist to do something for you, add +1 to the Make Friends and Influence People roll you make. � Fire and Brimstone: When you Get Stuck In, use Bravery rather than Brawn as your righteous ire guides you. � Missionary Position: You spent years abroad on missionary work, enduring

hardships. When called upon to make Defy Danger rolls, add +1 to your roll. � Friends in Very High Places: You have a guardian angel, it seems. When you receive Damage from any source, reduce it by 1.      

Page 14: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Clergy Move    ☐ Take another Clergy Move    ☐ Take another Clergy Move    ☐ Take another Clergy Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  0  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Sean  /  Serena  O’Malley,  Moshe  /  Miriam  Birnbaum,  Cornelius  /  Connie  Haywood    Choose  a  Look  (some  examples):    Face:  Disagreeable,  Comforting,  Resolute  Clothing:  Immaculate,  Expensive,  Worn  Body:  Fat,  Ascetic,  Bony    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Holy  Book  and  Symbol.  Choose  one  of  the  following:  Automobile,  Walking  Stick,  Flask  of  Whisky    

Page 15: CW Playbooks

The  Dilettante    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Well-Travelled: When you arrive in a foreign land, you may have already visited the place before, or know someone here who you met elsewhere. Make a roll and add Charm. On a 6- there is no-one here that can help you; on a 7-9 you make a contact but must help them out first (pay their gambling debts, help them attain the object of their desire, make amends for a previous disagreement), and on a 10+ they will do what they can to help you for old times’ sake.  � Fabulous Wealth: When making a Spread the Wealth roll, ignore results of 6- � Money Opens Doors: Use your Wealth stat in place of Charm for Make Friends and Influence People rolls. � Seen the Elephant: You are quite jaded, having indulged in as many vices as you can. As a result, things just don’t have the

same effect on you any more. When you make a Sanity Shock test, add +1 to the roll. � Lawyers on Retainer: If you get into any legal trouble, your crack team of lawyers will get on the case. Roll and add Wealth: On a 6- you are denied bail and have to have your day in court. On a 7-9 they have you out on bail within hours but you lose 1 Wealth temporarily for the next month. On a 10+ they have you out and find grounds on a technicality to get you off the hook. � Dabbler: You may choose one Move from another Occupation Playbook to represent a hobby you have acquired.  

Page 16: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Dilettante Move    ☐ Take another Dilettante Move    ☐ Take another Dilettante Move    ☐ Take another Dilettante Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  +2  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Peregrine  /  Penelope  Castleton,  Alexander  /  Alexandra  Haselrigg,  Oliver  /  Olivia  Pendleton      Choose  a  Look  (some  examples):    Face:  Aquiline,  Bored,  Chinless  Clothing:  Expensive,  Formal,  Fashionable  Body:  Tall,  Corpulent,  Gangly    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Sporty  Automobile.  Choose  one  of:  Shotgun,  Fencing  Sword,  Limousine.    

Page 17: CW Playbooks

The  Doctor    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Access to Records: Because of your occupation, you can request access to official records kept by your organization in hospitals and mental institutions.  � First Aid and Field Surgery: When you heal someone, use 1 First Aid kit and roll and add Co-ordination. On a 6- you use up first aid supplies and stop the bleeding but do little else for the wound. On a 7-9 your patient recovers 1 Health as long as they only have taken 3 or less damage. On a 10+ your patient recovers 1 Health regardless of how much damage they have taken. � Bedside Manner: Gain a +1 to your Make it Alright Move, and if you heal an NPC, take a +1 forward for the next Move you make that involves them. � Inured to Death: You’ve seen a lot of blood and gore, and many dead bodies in

your time. Any Sanity Shock rolls you have to make that involve dead bodies or horrible injuries are made at +2. � Don’t Go Into the Light: If another character falls to 0 Health, and has to choose between death and a Debility, roll and add your Co-ordination. On a 12+, they survive but do not have to take a Debility. � Diagnosis: When you Read a Crowd, you can also freely add “what illness is this person suffering from?” on a 7+ result.      

Page 18: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Doctor Move    ☐ Take another Doctor Move    ☐ Take another Doctor Move    ☐ Take another Doctor Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  +1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):    Dr  Madison,  Dr  Hopkins,  Dr  Kilpatrick    Choose  a  Look  (some  examples):    Face:  Engaging,  Dismissive,  Curious    Clothing:  Stained,  Quality,  Smart  Body:  Chubby,  Spare,  Short    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Medical  Bag.  Choose  one  of  the  following:    Handgun,  Sharp  Scalpel,  Automobile.      

Page 19: CW Playbooks

The  Drifter    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Support Group: You know all the Drifter secret signs and symbols. When you want to call on your support group for help, roll and add Charm. On a 6- there is no-one available right now to help you. On a 7-9, someone will aid you but wants you to do them a favour in return (either before, at the same time, or in the future), and on a 10+ they give you the required help you need.  � Hide in Plain Sight: People either (consciously or subconsciously) ignore you or try to avoid looking at you. Either way, it takes the heat off you and allows you to watch a location or tail a person without them noticing you. � Drifter’s Pack: You travel light, but your pockets have a multitude of small items hidden away that might prove useful. If you need some string, or a bit of wire, some small amount of food to distract an angry

dog or attract a pigeon, or anything cheap along those lines, have a rummage in your pockets. On a 6- it must have fallen through a hole in your pocket; on a 7-9 you have something similar that would work. On a 10+ you have the perfect thing, so much so that it gives you a +1 forward any Move that uses it. � A Born Survivor: No matter what life throws at you, you can take it. When you take Damage from any source, reduce it by 1. � You See a Lot on the Road: After a while, you get jaded. When you have to make a Sanity Shock roll, add +1 to your roll. � You Make your Own Luck: Sometimes you have to help people make charitable donations. When you pick a pocket or similar, make a Stay in the Shadows Move at a +1.      

Page 20: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Drifter Move    ☐ Take another Drifter Move    ☐ Take another Drifter Move    ☐ Take another Drifter Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  -­‐2  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Ramblin’  Ronnie  /  Rita,  Harry  /  Hetty  the  Hobo,  Stringy  Bob  /  Babs      Choose  a  Look  (some  examples):    Face:  Toothless,  Cunning,  Pitiful  Clothing:  Ragged,  Stinking,  Patched  Body:  Wiry,  Starved,  Toughened    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Knife.  Choose  one  of  the  following:  Cardboard  Suitcase,  Stolen  Handgun,  Another  Knife    

Page 21: CW Playbooks

The  Explorer    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Well-Travelled: When you arrive in a foreign land, you may have already visited the place before, or know someone here who you met elsewhere. Make a roll and add Charm. On a 6- there is no-one here that can help you; on a 7-9 you make a contact but must help them out first (pay their gambling debts, help them attain the object of their desire, make amends for a previous disagreement), and on a 10+ they will do what they can to help you for old times’ sake.  � Prepared for Anything: You keep a well-organised pack. When you suddenly need something mundane, check your pack and roll + Awareness to find it. On a 6- it must be in the other trunk that you left behind. On a 7-9 you can’t find the exact thing, but you have something that might be just as useful. On a 10+ you have just the thing.

� One Eye on the Road: When you make a Read the Scene Move, on a 7+ you always get to ask “what here should I beware of?” for free in addition to the other questions you can ask. � Wait Till You See the Whites of Their Eyes: A steady nerve is called for! You can choose to use Bravery instead of Co-ordination when you make a Go Ballistic Move. If you do, add +1 to the Damage you do. � Survivor Training: Any rolls you make to escape hazards or identify edible or toxic plants and animals are made at a +1. � A Born Leader: When trying to convince someone to follow you, to fund your travels, or generally do as you wish, you may use Brawn or Bravery in place of Charm to bull them into action.      

Page 22: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Explorer Move    ☐ Take another Explorer Move    ☐ Take another Explorer Move    ☐ Take another Explorer Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  +1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):    Big  Jake  /  Jenny  Higgs,  Arthur  /  Angela  Rigsby,  George  /  Georgina  Clarke    Choose  a  Look  (some  examples):    Face:  Tanned,  Weary,  Perceptive  Clothing:  Khakis,  Mud-­‐Spattered,  Patched  Body:  Stringy,  Athletic,  Exhausted    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Camping  gear.  Choose  one  of:  Rifle,  Machete,  Handgun      

Page 23: CW Playbooks

The  Handyman    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Intimidate: Replace Charm with Brawn for Make Friends and Influence People rolls when you rely on your physical presence.  � Patch it up: It’s going to need a proper repair, but you’ve patched it up enough to last you in the short term. Broken machinery can be made to work again, but it’s only just hanging on. Any time you need to operate it, roll and add Co-ordination. On a 6-, it stops working again. On a 7-9 it will just make it to your goal but then fail, and in the meantime you need to keep an eye on it, which means you are at -1 to all other Moves until you make it to your goal. On a 10+ you have done a decent enough job that it will last until you can make a proper repair. � Tool Kit: You carry a variety of tools around with you for all occasions. Given enough time, you can effect any repairs that you need to make or build a machine of some sort. Your GM may require you to make a Spread the Wealth roll to buy parts however. This also means you will always have access to something that can be used as an improvised weapon that does 2 Damage. When you want to use a tool to aid

you in a move, roll and add Brawn. On a 6-, you only have a right hand angled multi-socket sprocket wrench when you need a left hand angled multi-socket sprocket wrench. On a 7-9, you gain a +1 carried forward to your next Move that utilises a tool, and on a 10+ you may roll 3d6 on the next Move that utilises the tool and pick the best two dice from the result. � Spot Flaws: When you Read the Scene, you may also ask “what here is dangerous / what flaws or weak points are obvious” on a 7+. Gain a +1 forward if you exploit that weakness in some way. � Brute Force and Ignorance: When you use your physical might against something, roll and add Brawn. On a 6- you are unsuccessful. On a 7-9 you are successful but must choose one of the following options: You make a lot of noise; You damage what you were attempting to move / lift / open; You tire yourself out giving you a -1 carried forward to your next Move. On a 10+ you do whatever it is successfully without any complications. � Odd Jobs: No matter where you are, you can always spot something in need of repair. Make a roll and add either Charm or Brain (your choice). On a 6- there is little money to be made hereabouts. On a 7-9 you earn enough that you carry +1 forward to your next Spread the Wealth Move. On a 10+, your Wealth temporarily goes up by +1 for the next month.      

Page 24: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Handyman Move    ☐ Take another Handyman Move    ☐ Take another Handyman Move    ☐ Take another Handyman Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  -­‐1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Al  /  Alice  Sortino,  Bill  /  Betty  Turner,  Phil  /  Patsy  Weinberger    Choose  a  Look  (some  examples):    Face:  Greasy,  Tough,  Stubborn  Clothing:  Overalls,  Worn,  Stained  Body:  Muscled,  Tattooed,  Paunchy    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Tool  Kit.  Choose  one  of  the  following:  Cheap  Automobile,  Handgun,  Baseball  Bat    

Page 25: CW Playbooks

The  Journalist    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Cop Talk: You have many contacts amongst the police force, and know how they work. Use the Make Friends and Influence People Move in order to access police records, get access to crime scenes or find out off the record information from them.  � Newspaper Morgue: You can get access to the archives that newspapers hold, which include notes made by the time by the journalist writing. If searching for news reports about a subject, gain a +1 to your Raid the Library Move and on a 10+ the GM will also pass on any useful notes left by the writer of the article. � Off the Record: When you put someone at ease and put down the notebook, you can get more out of them. Add +1 to any Read the Crowd or Make Friends and Influence People Moves you make.

� Cameraman: You are in the habit of taking pictures whenever you can, and sometimes when you look at the photos, you notice things you missed the first time around. When you Read the Scene you may roll a second time if you wish, but you have to abide by the results of the second roll. � Digging Up Dirt: You have a variety of sources (usually off the record) who can tell you the latest about various people. Make a roll and add Charm: On a 6- there’s little gossip, or no-one wants to talk about them. On a 7-9, you have to add a few incentives to get people to talk (Take a -1 forward to your next Spread the Wealth Move), and on a 10+ your gossip network comes up with the goods without any coaxing. � Expense Account: If you fail a Spread the Wealth roll, you can have another attempt, but doing so means you carry -1 ongoing to your next Spread the Wealth Moves for the rest of the month.      

Page 26: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Journalist Move    ☐ Take another Journalist Move    ☐ Take another Journalist Move    ☐ Take another Journalist Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  0  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  “Ace”  Spietzel,  Johnny  /  Jenny  Arbroath,  Victor  /  Victoria  Fleming      Choose  a  Look  (some  examples):    Face:  Nosy,  Cynical,  Comforting  Clothing:  Disheveled,  Cheap,  Flashy  Body:  Nimble,  Bulky,  Lanky    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Notebook.  Choose  one  of  the  following:  Portable  Typewriter,  Camera,  Handgun    

Page 27: CW Playbooks

The  Librarian    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Personal Collection: You have amassed quite the library and know just where to look: When making a Raid the Library Move, add +1 and do it in half the time.  ☐ Books are my Trade: You can gain access to private library collections either because of your credentials or through being willing to catalogue or estimate the value of the collection. Roll and add Charm. On a 6- you are denied entry. On a 7-9 you are watched while you work. On a 10+ you are given free reign with no supervision. � Shh!: You are made of stern stuff and will not tolerate uncouth behaviour. Add +1 to any Bravery based roll you make while you give a piece of your mind to someone. � Bringing Order to Chaos: You are used to correctly shelving books and can spot a

misplaced book at a glance. When you Read the Scene, on a 7+ you also freely add the question “what here is out of place / not where it should be?” � Reference Librarian: You are used to helping others find the information they need. When you Help your Friends, you can add your Bond level or your Brain to the roll, whichever is higher. You also increase the result (+2 forward on a 7-9, +3 forward on a 10+). � Methodical Worker: When you have several hours to plan your next course of action, roll and add Brain. On a 6-, you gain no benefit (though an Evil GM might use some Evil GM Move that thwarts your plan later). On a 7-9, Hold 2 and on a 10+ Hold 3. Spend 1 Hold whenever you like when carrying out your plan to add +1 to whatever Move you make (choose whether to add or not before you roll).        

Page 28: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Librarian Move    ☐ Take another Librarian Move    ☐ Take another Librarian Move    ☐ Take another Librarian Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  0  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Larry  /  Linda  McCormack,  Murray  /  Maisy  Darling,  Hector  /  Holly  Mainwaring    Choose  a  Look  (some  examples):    Face:  Studious,  Cheerful,  Indignant  Clothing:  Modish,  Prim,  Old-­‐Fashioned  Body:  Rakishly  Thin,  Pleasantly  Round,  Stiff    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Umbrella.  Choose  one  of  the  following:  Cheap  Automobile,  Magnifying  Glass,  Pistol.      

Page 29: CW Playbooks

The  Military  Veteran    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves  þ Intimidate: Replace Charm with Brawn for Make Friends and Influence People rolls when you rely on your physical presence.  ☐ Service Branch: Choose either Army, Navy or Air Force. If you chose Army, then you get a bonus of +1 to either your Get Stuck In or Go Ballistic Moves (choose one). If you chose Navy, then you have the training to pilot boats or all kinds, and f you chose Air Force, you have the training to pilot planes. � Officer Material: You can use Brawn in place of Charm when making Make it Alright Moves as your barking orders at your target works as well as comforting them does. � A Crack Shot: You know where to aim to do most damage. When you do damage, add +1 to the Damage inflicted.

� Tough as Nails: When you receive damage from any source, reduce the amount taken by 1. � Survival Training: When you use Brawn or Co-ordination to Defy Danger, add a +1 to your roll.          

Page 30: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Military Veteran Move    ☐ Take another Military Veteran Move    ☐ Take another Military Veteran Move    ☐ Take another Military Veteran Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  0  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Capt.  Briggs,  Sgt.  Hunter,  George  /  Gina  Hayes    Choose  a  Look  (some  examples):    Face:  Scarred,  Grim,  Bored  Clothing:  Patched,  Perfectly  Ironed,  Casual  Body:  Athletic,  Gone  to  Fat,  Weakened    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Pistol.  Choose  one  of  the  following:  Rifle,  Saber,  Grenade      

Page 31: CW Playbooks

The  Occultist    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Support Group: You belong to a secret society of like-minded people. When you want to call on your support group for help, roll and add Charm. On a 6- there is no-one available right now to help you. On a 7-9, someone will aid you but wants you to do them a favour in return (either before, at the same time, or in the future), and on a 10+ they give you the required help you need. ☐ Forbidden Knowledge: You have already delved into Secrets Man Was Not Meant To Know. You start with a Mythos score of 0 instead of -1. � Accustomed to Weirdness: When you have to make a Sanity Check, add +1 to your roll. � Well-Attuned: When you make a Learn Esoteric Lore or Cast Spells and

Conduct Rituals Move, add +1 to your roll. � Prophetic Visions: Once per session you may have a vision. Roll and add Mythos. On a 6-, you receive a fell vision, and your GM will gain 1 Hold. On a 7-9, you receive vague hints, allowing you to Hold 1. On a 10+, the vision is wondrous, and everyone in your group that you reveal your vision to Holds 1. Spend 1 Hold at any time to receive a +1 to your next roll. If the GM Holds 1, they can use it to force a -1 to your next roll. � Hypnotic Charm: Your mesmerising presence allows you to exert your will over others. When you Make Friends and Influence People you can add Mythos or Bravery in place of Charm.        

Page 32: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Occultist Move    ☐ Take another Occultist Move    ☐ Take another Occultist Move    ☐ Take another Occultist Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  0  and  your  starting  Mythos  is  -­‐1.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Wilbur  /  Wilhelmina  Ashe,    Jeremiah  /  Jemima  Whateley,  Absalom  /  Antonia  Crowe      Choose  a  Look  (some  examples):    Face:  Staring,  Unremarkable,  Commanding  Clothing:  Exotic,  Expensive,  Dusty  Body:  Twitchy,  Thin,  Tall    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Charms  and  Amulets.  Choose  one  of:  Swordstick,  Pistol,  Dark  Text.      

Page 33: CW Playbooks

The  Private  Eye    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Cop Talk: You have many contacts amongst the police force, and know how they work. Use the Make Friends and Influence People Move in order to access police records, get access to crime scenes or find out off the record information from them.  ☐ Never Bullshit a Bullshitter: You’re no stranger to liars. When you make a Read the Crowd Move, you may add +1 to the number of questions you can ask on a success. � Shady Methods: A locked door cannot stop you. Roll + Co-ordination; on a 6- you fail to open the lock and must choose one of the complications listed under 7-9. On a 7-9 you can open the lock but must choose one of the following complications: you break your lockpick; you have damaged the lock making it readily apparent that someone has broken in;

someone has grown suspicious after noticing you making your attempt. On a 10+ you have gained access. � Working on Instinct: It is impossible to surprise you. This gives you a +1 to any Defy Danger rolls where ambush or quick thinking is applicable. � Two Fisted Solutions: Sometimes you get jumped by people who don’t want you to investigate, and sometimes you need to do some physical persuasion. At the start of any combat, choose either Attack or Defence. For the rest of that fight, either gain +1 Damage when you hit or ignore 1 point of Damage done to you from each wound depending which you chose. � Surveillance Specialist: When you tail someone for a while, you gain information about them. When you make a Stay in the Shadows Move to watch someone or somewhere, on a 7+ your GM will give you information about your quarry that you wouldn’t otherwise have picked up.        

Page 34: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Private Eye Move    ☐ Take another Private Eye Move    ☐ Take another Private Eye Move    ☐ Take another Private Eye Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  -­‐1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Rick  /  Rita  Sharp,  Sam  /  Samantha  Jones,  Will  /  Wilma  O’Hare      Choose  a  Look  (some  examples):    Face:  Alert,  Smiling,  Poker-­‐Faced  Clothing:  Dishevelled,  Cheap,  Slept-­‐In  Body:  Hungry,  Wiry,  Square-­‐Jawed    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Pistol.  Choose  one  of:  Cheap  Automobile,  Camera,    Lockpick  set.    

Page 35: CW Playbooks

The  Professor    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Special Interest: Choose a speciality (for example, History, Linguistics, Art, Geology, etc). When you make an Express your Erudition or Raid the Library Move applicable to your area of interest, add +1 to your roll. � Research Assistants: If you are on campus or can phone the university, you can get your grad students to work on something for you – in effect giving you an extra Raid the Library Move at +1 while you deal with other matters. � Surrounded by Experts: You have a wide range of contacts in other departments at your university. Once per session you may contact them by some means in order to receive information as if you had made an Express your Erudition Move at 10+. � World’s Leading Expert: When making an Express your Erudition Move

concerning your special area of interest, you can choose to roll a second time, though you have to abide by the results of the second roll. Generally this is only done when you fail a roll. � Research Specialist: Your name and credentials gain you access to libraries and museums the world over, including special collections. You might even persuade private collections to grant you access to study (with a Make Friends and Influence People Move). � Teaching Specialist: When you Help your Friends you can choose to use your Brain or Charm instead of your Bond level if you wish.      

Page 36: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Professor Move    ☐ Take another Professor Move    ☐ Take another Professor Move    ☐ Take another Professor Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  +1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Prof.  McCraig,  Prof.  Sorbinski,  Prof.  Harris    Choose  a  Look  (some  examples):    Face:  Absent-­‐Minded,  Morose,  Jocular  Clothing:  Tweeds,  Chalk-­‐Covered,  Outdated    Body:  Plump,  Slender,  Pot-­‐Bellied    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Notebooks.  Choose  one  of:  Automobile,  Pistol,  Magnifying  Glass.      

Page 37: CW Playbooks

The  Radical    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Support Group: You belong to an underground cell of fellow radicals. When you want to call on your support group for help, roll and add Charm. On a 6- there is no-one available right now to help you. On a 7-9, someone will aid you but wants you to do them a favour in return (either before, at the same time, or in the future), and on a 10+ they give you the required help you need. � Rent a Mob: You can arrange a distraction on short notice by putting the word out. An impromptu strike, a demonstration in the street, or a political march can be organized very quickly, giving you and your comrades the ideal opportunity to deal with another matter elsewhere in relative peace and quiet. � International Conspiracies: When you need something below the counter in a place you have never been to before, roll and add Charm: On a 6-, you find no comrades in arms here that will do business with you. On a 7-9, you find a few like-minded people who can arrange what you need, but with a complication (choose one): One of the cell is a police spy; they need a

donation to the cause (Make a Spread the Wealth Move); it’s going to take a while before they can arrange delivery. On a 10+, they can deliver immediately. � Debout, les Damnés de la Terre: Your steadfast belief in revolutionary struggle gives you great courage. When you make a Keep it Together Move, add +1 to your roll. � On the Lam: When you seek to escape a dangerous scene (including if handcuffed or tied up), make a Stay in the Shadows Move. On a 7-9 you can escape if you wish, but with a complication (you leave something behind, you take a 2 Damage hit as you leave, you have to deal with the guard first). On a 10+ you succeed without any complications. � Bomb Throwing Anarchist: You know how to rig up home-made explosives from fairly innocuous materials. Make a roll and add Co-ordination. On a 6-, something has gone badly wrong: Roll 1D6 and take that much Damage as you get caught in the explosion. On a 7-9 you have created a small bomb, but with a complication (choose one of the following): The authorities have been tipped off by whoever sold you the ingredients you needed; the bomb isn’t as powerful as you thought (it might be less powerful and not do as much damage, or be too powerful and you get caught in the radius of the explosion); it is unstable (make a roll and add Co-ordination if you get knocked around while carrying it; on a 6- it goes off). On a 10+ it works as intended. The bomb will generally do 1D6 Damage to its target.  

Page 38: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Radical Move    ☐ Take another Radical Move    ☐ Take another Radical Move    ☐ Take another Radical Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  -­‐1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):    Oleg  /  Olga  Chiminsky,  “Red”  Harry  /  Harriet  Smith,  Ted  /  Dora  Tyler      Choose  a  Look  (some  examples):    Face:  Serious,  Defiant,  Nondescript  Clothing:    Threadbare,  Scruffy,  Cheap  Body:  Rangy,  Bruised,  Fit    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Knife,  Political  Tracts.  Choose  one  of  the  following:    Pistol,  Homemade  Bomb,  Knuckledusters.  

Page 39: CW Playbooks

The  Retired  Cop    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Cop Talk: You have many contacts amongst the police force, and know how they work. Use the Make Friends and Influence People Move in order to access police records, get access to crime scenes or find out off the record information from them.  � Forensics knowledge: You have a practiced eye at examining crime scenes. When you make a Read the Scene Move, add +1 to the number of questions you can ask on a success. � A Devil with a Nightstick: When you were on the force, you had a reputation for being a bit heavy-handed with the nightstick. When you use a hand to hand weapon like a nightstick, add +1 to your Damage. � A Rat on Every Corner: You have an excellent network of contacts at the street

level. When you want to hear what’s going down on the streets, roll and add Charm or Brawn: On a 6-, no-one can be found to help you. On a 7-9, someone squeals, but there’s a complication (choose one of the following): they want a pay-off before they talk (make a Spread the Wealth Move); They pass the word along that someone’s asking questions to the target of your investigation as well; You don’t get the full story. On a 10+ your informant is happy to help you. You can use this Move in other cities too by picking on local lowlifes that look like they’d know the score. � Duty Stays With You: Even though you left the force, you still can’t help but act to save others. When you make a Move in defence of an innocent (Defy Danger to rush into a burning house to rescue someone, Keep it Together to stand and hold off the gribblies while the others make their escape, etc), gain a +1 to your roll. � Stop! Police!: Your general air of authority and commanding voice lend themselves to help you when you bark an order at someone. Roll and add Brawn: On a 6- they simply ignore you. On a 7-9, the GM chooses one of the following: They do as you say; They try to flee; They attack you. On a 10+ the same occurs but you have a +1 ongoing against them for the rest of the scene if they don’t do as you say.    

Page 40: CW Playbooks

 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Retired Cop Move    ☐ Take another Retired Cop Move    ☐ Take another Retired Cop Move    ☐ Take another Retired Cop Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  0  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Patrick  /  Patricia  Doyle,  Jack  /  Jackie  Stone,  Bart  /  Betsy  Johnson    Choose  a  Look  (some  examples):    Face:  Suspicious,  Guarded,  Cheerful  Clothing:  Worn,  Ill-­‐Fitting,  Comfortable  Body:  Ample,  Athletic,  Muscled    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Nightstick,  Pistol.  Choose  one  of  the  following:  Cheap  Automobile,  Shotgun,  Handcuffs.  

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The  Scientist    Name:  __________________________________    Looks:  Face:    __________________________________  Clothing:  _______________________________  Body:    ___________________________________  

 Motivation:  ____________________________    Primary  Stats   Modifier   Debility  Awareness      Brain      Bravery      Brawn      Charm      Co-­‐Ordination        Secondary  Stats   Modifier  Mythos    Wealth      Health   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐  Sanity   ☐  ☐  ☐  ☐  ☐  ☐  ☐  ☐    Languages  (___)  ______________________________________________________________________________________  

 Bonds  

             

Moves    þ Special Interest: Choose a speciality (for example, Biology, Physics, Chemistry, etc). When you make an Express your Erudition or Raid the Library Move applicable to your area of interest, add +1 to your roll. ☐ Lab Pass: You have access to quality laboratories. When you come across something you wish to analyse, roll and add Brain. On a 6- you learn little about the object or substance. On a 7-9 you can ask 1 question and on a 10+ you can ask 3 questions of the GM about the object or substance. � A Rational Mind: If there is some way you can rationally explain something that appears to be unworldly or unnatural, then any Sanity Shock test you make is at one level lower (to a minimum of 1) than usual. � Replicate the Experiment: If you have a sample of a substance, and analyse it

thoroughly (perhaps using the Lab Pass Move), you can recreate it if you have access to similar materials. If the base materials are expensive, hard to get hold of, or if you want to create large amounts of the substance, then you may need to make a Spread the Wealth Move. Make a roll and add Brain. On a 6-, your experiment is a failure. On a 7-9 you have something similar, but that isn’t exactly the same. On a 10+ you have succeeded in replicating the substance. You cannot replicate a substance that requires exotic materials such as the blood of an elder god. � Mad Science!: If you can get access to a lab, you create something which will help you in the following session in some way. You may choose what item you have created beforehand or wait till an opportune moment and then pull out your vaunted creation with a flourish. Once per session, use your creation to give you a +1 to any roll you have to make. Unfortunately, since it’s a prototype, it isn’t sturdy and will break after use, so you only get one use out of it. � On the Nobel Shortlist: When you make an Express your Erudition Move, you may immediately make a second roll, though you must abide by the results of the second roll. This is usually only useful when you have failed your first roll.  

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 Gear  

                   

Spells                  

Notes                

XP:  __________  

Advances    ☐ Add +1 to any stat (max +3)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +2)    ☐ Add +1 to any stat (Max +1)    ☐ Add +1 to any stat (Max +1)    ☐ Take another Scientist Move    ☐ Take another Scientist Move    ☐ Take another Scientist Move    ☐ Take another Scientist Move    ☐ Take a Move from another Occupation in your Occupation Group    ☐ Take any 3 Advanced Moves    When you have taken at least 5 Advances from the list above: ☐ Take +1 to any stat (Max +3) ☐ Take a Move from another Occupation ☐ Take another 4 Advanced Moves ☐ Take another 4 Advanced Moves

Creating  Your  Character    Choose  one  set  of  stats  and  assign  them  to  your  primary  stats  as  you  please:  

o +2,  +1,  +1,  0,  0,  -­‐1  o +2,  +2,  +1,  0,  -­‐1,  -­‐2  o +2,  +2,  0,  0,  0,  -­‐2  

 Your  starting  Wealth  is  +1  and  your  starting  Mythos  is  -­‐2.  Your  Sanity  is  5  ±  your  starting  Bravery  stat.  Your  Health  is  5  ±  your  starting  Brawn  stat.  Shade  in  squares  after  that  number.    Choose  a  Name  (suggestions):  Dr  Volgakov,  Dr  Albertini,  Dr  Halloran    Choose  a  Look  (some  examples):    Face:  Inquisitive,  Scattered,  Thoughtful  Clothing:  Burn-­‐covered,  Mismatched,  Stained  Body:  Slim,  Corpulent,  Scarred    Choose  a  Motivation  (See  the  back  of  the  Basic  Moves  sheet  for  details)    Choose  one  other  PC.  You  have  a  +2  Bond  with  them.  Choose  two  other  PCs.  You  have  a  +1  Bond  with  each  of  them.  Mark  a  0  Bond  with  every  other  PC.    Choose  one  Move  from  the  list  given.    You  have  the  following  Gear:  Carpet  Bag  with  sample  collection  gear.  Choose  one  of  pistol,  very  sharp  scalpel,  automobile.