Elder Truth

User: Joshua
Gender: Male
Role: Leader
Class: Hocus 5, Touchstone 3, Epic 3
Formal Vestments
Innocent Face
Burning Eyes
Fit Body

  • Cool (Highlight): +2
  • Hard : +2
  • Hot : +1
  • Sharp: 0
  • Weird (Highlight):+3

  • Karloff (Jess): +1
  • Specialist Nicholas, Samuel B. (Joe): +1
  • Kaiser (Shawn): +3


Seer: you get +1 weird (weird+3).

Frenzy: When you speak the truth to a mob, roll+weird. On a 10+, hold 3.
On a 7–9, hold 1. Spend your hold 1 for 1 to make the mob:
• bring people forward and deliver them.
• bring forward all their precious things.
• unite and fight for you as a gang (2-harm 0-armor size appropriate).
• fall into an orgy of uninhibited emotion: fucking, lamenting, fighting, sharing,
celebrating, as you choose.
• go quietly back to their lives.
On a miss, the mob turns on you

Divine protection: your gods give you 1-armor. If you wear armor, use that instead, they don’t add.

Visions of death: when you go into battle, roll+weird. On a 10+, name one person who’ll die and one who’ll live. On a 7–9, name one person who’ll
die OR one person who’ll live. Don’t name a player’s character; name NPCs only. the MC will make your vision come true, if it’s even remotely possible. On a miss, you foresee your own death, and accordingly take -1 throughout the battle.

Healing touch: when you put your hands skin-to-skin on a wounded person and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 segment, but you’re acting under fire from your patient’s brain. On a miss: first, you don’t heal them. Second, you’ve opened both your brain and theirs to the world’s psychic maelstrom, without protection or preparation. For you, and for your patient if your patient’s a fellow player’s character, treat it as though you’ve made that move and missed the roll. For patients belonging to the MC, their experience and fate are up to the MC.

Visionary: when you share your vision of the future with another player’s character, roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 over you, on the same terms.

Towering presence: when you give someone an order or a warning,
roll+hard. On a hit, they choose:
• They do it, following your order or heeding your warning.
• They freeze.
• They back away, hands where you can see them.
• They attack you.
On a 10+, take +1 forward against them as well. On a miss, they do what they like and you take -1 forward against them.

Long history: choose a move from another playbook. (During initial character creation, choose it from a playbook that isn’t otherwise in play.)
Nephilim Bodywork.:the way you move unencumbered counts as armor. If you’re naked or nearly naked, 2-armor; if you’re wearing non-armor fashion, 1-armor. If you’re wearing armor, use it instead.

Guided by the Nephilim:When I Seize by Force and invoke the Nephilim roll+weird instead of roll+hard and my tattoos become visible and glow with unidentifiable colour.

Advanced Moves

Do something under fire
On a 12+, you transcend the danger, the pressure, the possibility of harm. You do what you set out to do, and the MC will offer you a better outcome, true beauty, or a moment of grace.

Read a charged situation
On a 12+, ask any 3 questions you want, not limited to the list.

Open your brain to the world’s psychic maelstrom
On a 12+, you reach through the world’s psychic maelstrom to what’s beyond it.

Touchstone Special
If you and another character have sex, you each hold 1. Either of you can spend your hold any time to help or interfere with the other, at a distance or despite any barriers that would normally prevent it.

Handgun: 2-Harm, Close,Loud
Assault Rifle: 3-harm, Close, Loud, Autofire
Combat Knife: 2-Harm, Hand