Urban Shadows
Urban Shadows
Urban Shadows
DEBTS
bb Add two features to your arcane bb Retire your character to safety
Gear network bb Change to a new Archetype
»» An expensive flat, a midsized car, a smart phone, reading glasses bb Change your Faction
Who owes you?
»» Messenger bag (pick 1):
bb Lucky Bag: When someone searches your bag without your per-
mission, the item they are looking for is not there but instead hidden HARM ARMOR owes me Debt(s) for
with your colleagues in your arcane network. Faint
bb Unassuming Bag: Your bag disguises any signs and signals that an
arcane item may emit. An arcane item placed in the bag is completely Grievous owes me Debt(s) for
undetectable.
bb Arcane Bag: The bag itself has an agenda. When you find yourself Critical
SCARS
in a desperate situation, reach into your bag for help. The GM will tell When you suffer harm, mark the
you what item you find... same number of boxes as harm owes me Debt(s) for
received. When you heal harm, bb Shattered (-1 Blood)
Debts erase it in the same order. You heal bb Disfigured (-1 Heart)
»» You’re someone’s hookup for relics and arcane items. They owe you 2 Debts. about 1 harm/day naturally. You can bb Fractured (-1 Mind)
»» Someone has been tipping you off to your enemy’s tactics. You owe mark a Scar to ignore all harm you bb Broken (-1 Spirit)
them 2 Debts. are about to suffer.
»» You scammed someone out of something rare and priceless they
cannot recover. You owe them 3 Debts.
UNDERWORLD MOVES
bb Against the Wall: When you are cornered by your enemies, roll with
Blood. On a hit, trade harm with your enemies as if you were a small
group (3-harm 1-armor) instead of a single person. On a 10+, pick 2. On
a 7-9, pick 1. They took everything from you. Your life. Your love. Your future. They left
you with nothing. But the spirits that grace the other side—the daemons
»» You inflict terrible harm
that tend to the afterlife—they thought you deserved a second chance,
»» You suffer little harm an opportunity to take revenge on the monsters that did this to you. Don’t
»» You create an opportunity squander it.
YOUR CAUL
»» You don’t mark corruption
If you advance this move: You trade harm as if you were a medium
group (4-harm 2-armor) instead of a small group. The injustice of your demise has pulled you back to this world, allowing you
bb Dig for Answers: When you hurt someone to get information, roll to seek revenge on those who have done you wrong. List their names and
with Blood. On a hit, their resolve breaks and they must answer your how they wronged you (max 3).
questions truthfully. On a 10+, ask 2. On a 7-9, ask 1. Each of these people is marked by your caul, the force that has brought you
»» Are you telling the truth about ? back from the lands of the dead. While they live unpunished, you cannot die.
You embody their fate: bloody doom called back to offer judgment for their
»» What do you know about ?
crimes.
»» Where can I find ?
When you punish one of them absolutely—however you see fit—strike their
»» How can you bring me closer to vengeance? name from the list. Your daemon will tell you if the punishment is fitting; if it is,
»» Mark corruption to ask any questions you want, not restrained to advance. If it isn’t, you owe your daemon a Debt.
this list. When you ask your daemon to add someone who has wronged you to
If you advance this move: On a 12+, ask 3 from the list or any 1 ques- your caul, roll with Spirit. On a hit, your daemon acquiesces to your request.
tion—not restrained to this list—without marking corruption. On a 10+, your daemon reveals how you might attack their vulnerabilities or
weaknesses. On a miss, that person is beyond your reach; take -1 ongoing
bb Haunt the Darkness: When you terrorize someone from the shadows,
against them until you offer them forgiveness for the wrongs they have done
roll with Spirit. On a hit, they are frightened, intimidated, or unnerved. On
to you.
a 10+, pick 2. On a 7-9, pick 1.
When you cross out all the names in your caul, your connection to the land
»» You create an opportunity
of the dead is severed. Your daemon returns to the spirit realm; you are no
»» You inflict harm (ap) longer able to avoid the land of the dead if you are killed. You can lay your
»» You remain in shadows own soul to rest by returning your physical form to its final resting place.
CORRUPTION
»» You don’t mark corruption
If you advance this move: On a 12+, all four and one for double effect.
You cannot avoid marking corruption for double effect. bb Strike out escape a situation; take Against the Wall
bb Strike out figure someone out; take Dig for Answers
STATS
On a 10+, take armor+1 against them for the scene. On a miss, they
»» Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern,
reveal that you’ve sprung a trap laid by those who wish to avoid your
White,
judgment.
»» Bloody Clothing, Fetish Clothing, Goth Clothing, Street Clothing
bb Vigilante: when you go into a battle, roll with Blood. On a 10+, hold 3.
Demeanor (pick one) On a 7-9, hold 2. On a miss, hold 1 and take -1 forward. During the fight,
Blood Heart Mind Spirit
you can spend your hold 1 for 1 to:
FACTIONS
Confused, Detached, Forgetful, Volatile
»» Kill, disable, or disarm (your choice) an NPC within reach
Starting Character Stats (Add 1 to one of these) »» Redirect an attack within reach to another character within your
Blood 2, Heart 0, Mind -2, Spirit 1 reach, or else to nowhere—into the ground or a wall or the sky
»» Cross the distance to any character outside of your reach before
Starting Factions (Add 1 to one of these) Mortality Night Power Wild they have time to adjust or react
ADVANCES
Mortality -2, Night 1, Power 1, Wild 1 »» Name a character within your reach; while you fight, you intercept
any attack directed at them and they suffer no harm
Intro Advances available at beginning of play: After 5 advances you may select: bb Is That Gasoline I Smell?: When you search a location for the
bb +1 Blood (max +3) bb +1 to any stat (max +3)
»» Who were you before your death? resources or tools needed to destroy it, roll with Blood. On a hit, you
bb +1 Spirit (max +3) bb +1 to any stat (max +3) find whatever you need to bring the place down around you. On a 10+,
»» What do you remember of your old life?
bb +1 Mind (max +3) bb +1 to any Faction (max +3) everything is already arrayed to your liking; all you have to do is light the
»» Who saw you rise from the grave?
bb Gain armor+1 ongoing bb Erase a scar fuse. On a miss, your search leaves you or an ally vulnerable or exposed
»» What symbol of your old life haunts you? bb A new Revenant move bb Erase a scar to your enemies.
»» Who pulls you away from your vengeance? bb A new Revenant move bb Advance 3 basic moves bb You Don’t Scare Me: You have a mortal confidante who believes in your
bb A move from another Archetype bb Advance an underworld move cause. When you go to your mortal confidante for solace, comfort, or
Gear bb A move from another Archetype bb Advance an underworld move protection, roll with Spirit. On a hit, they tend to your wounds and hide
»» A remnant of death (a bullet, small bones, two silver coins, etc.) bb Change your Faction you from your enemies; clear your harm track. On a 10+, they have been
»» A shotgun or magnum revolver (3-harm loud reload) keeping their eyes and ears open for you; they tell you about an opportu-
»» A handful of photographs and mementos from your old life HARM ARMOR nity you can use against your enemies. On a miss, your condition worries
them; they secretly contact someone they think can help you.
Faint bb Merciful: When you inflict harm with any weapon (or your fists), you can
Debts
»» Someone mourned your death, truly and deeply. You owe them a Debt. choose to inflict s-harm. Decide at the moment you inflict the harm; you
Grievous
»» Someone tried to get justice for your murder, but failed to lay your soul need not tell anyone in advance what kind of harm you intend to inflict.
YOUR DAEMON
to rest. They owe you a Debt. Critical
»» Someone has already come to rely on you and your powers. Ask them
what unique need you fill. They owe you two Debts.
When you suffer harm, mark the
same number of boxes as harm SCARS A daemon guided you back from the land of the dead and walks with you
»» Your daemon carried you back from the land of the dead. You owe it received. When you heal harm, bb Shattered (-1 Blood) now among the living. The two of you are inseparable, and you are con-
two Debts. erase it in the same order. You heal bb Disfigured (-1 Heart) stantly aware of its presence. Choose one from each list:
about 1 harm/day naturally. You can bb Fractured (-1 Mind) They are: a dog, a snake, an owl, a vulture, a bat, a crow, a wolf, a cat, a
mark a Scar to ignore all harm you bb Broken (-1 Spirit)
raven, a rat
are about to suffer. They have: a spectral voice, a dark voice, a patient voice, a maternal voice, a
demanding voice
When your daemon stands with you in battle, take armor+1. Your daemon
will only follow you in the pursuit of your caul or to fulfill a Debt.
YOUR FLOCK
You lead a religious or spiritual community that meets regularly to profess
their faith. The community is (choose 1): an informal and unbounded group,
a long-standing religious institution, a spontaneous gathering of a traditional
One day you spoke…and your faith spoke through you. You never asked
faith, a new age business, a school or university prayer group, an activist
to be touched by the holy, to be called to offer guidance and solace to the
secular organization
chosen, but you took the reins when the time came for you to lead your
You meet at (choose 1): a church basement, a rec center, a member’s home, flock. Can you live up to their expectations?
a local diner, an underground hideaway, anywhere you can find space
Your rituals and traditions are: esoteric and confusing, traditional and expected,
spontaneous and energetic, solemn and restrained, genuine and improvised
DRAMA MOVES
Hallowed Corruption Move
Your flock is connected to you through a psychic link that offers you unpar- When you violate the tenets of your faith (or through inaction allow them to
alleled access: you can let it out to try to listen in on specific members’ be violated), mark corruption.
thoughts; cash in Debts as if a member of your flock was right in front of Intimacy Move
you; call your flock to action at a distance; or even mark corruption to When you share a moment of intimacy—physical or emotional—with another
take on the physical appearance of a member of your flock for a scene. person, you choose whether or not their intimacy move triggers. If it doesn’t,
At the start of each session, take one Debt against your flock as a whole, tell them what mark or aspect of your faith keeps you distant from them.
provided you were available to perform your religious duties; you can cash End Move
the Debt in with any member of your flock, even other PCs. When you die, you perform a powerful miracle of your faith. The innocent
By default, your flock consists of about fifteen seriously committed fol- may rise, the wicked may fall, so on and so forth. You cannot prevent your
lowers with a few resources (cash, connections, weapons, etc.) and a deep own death.
belief in your particular faith (1-harm group medium scattered devout
0-armor). Then, choose 2: CORRUPTION
bb Your flock embodies the fury and righteousness of their faith. +1 harm. bb Take a corruption advance for your flock
bb Your flock enjoys a modicum of faith-based direct protection against the bb Take a corruption advance for your flock
world. +1 armor. bb Take a corruption advance for your flock
bb Your flock has an explicit hierarchy or organization that serves your bb Take a corruption advance from another Archetype
needs. Change +scattered to +organized. bb Change playbooks to any Mortality playbook; your flock is now a Threat.
bb Your flock has important connections throughout the city, even within
supernatural communities. Take +1 ongoing to hit the streets with
Power, provided you use the flock’s network and contacts. CORRUPTION MOVES
bb Your flock relies on you to perform important religious rituals more bb Rites and Rituals: Your flock, gathered and united, forms a powerful spir-
often than normal. Take an additional Debt at the start of each session, itual tool or weapon, a sanctum (Urban Shadows, page 128) that allows
provided you performed those rituals. you to perform magical rituals and create powerfully blessed objects.
When the GM tells you what you need to complete the ritual, you may
TENETS OF YOUR FAITH ignore one of the requirements if you convince a member of your flock to
give life or limb to the ceremony or mark corruption yourself.
Your followers are committed far more to the faith you wield than to you
bb Augury: Your flock, gathered and united, gives you insight into the ley
personally, at least at first. Choose 2 tenets of your faith that they observe
lines and power centers of the city; when you pray with them, you may
nearly without fail as devout members of your traditions:
investigate a place of power at any distance, provided you are willing
bb Life is precious and unique; kill none of god’s children. to make an appropriate sacrifice to your faith or mark corruption.
bb True faith is spoken freely; deny not the faith nor the flock. bb Infallible: Your flock no longer questions your instructions or advice, fol-
bb God is god above all; give no fealty except to god.
bb The weak demand protection; deny not a righteous request.
lowing your will as best they can without violating the tenets of your faith.
When you call your flock to action, persuade one of its members, or a member of power
bb Lies blemish the righteous; bear not false witness.
mislead, distract, or trick them, treat a 7-9 as a 10+ result. Mark corrup-
tion to extend this effect to requests that violate the tenets of your faith.
Violating any tenet of your faith in the presence of your flock—or if they find bb Apocalypto: Your flock is truly prepared for days of trial and tribulation:
out later that you violated one of the tenets—immediately gives them a Debt add +1 size, +1 armor, +1 harm, and +fanatical. At the end of a session,
over you. Any member of the flock can cash in the Debt with you, even if mark corruption if you did not lead your flock in punishing unbelievers or
they weren’t the one who witnessed or discovered the violation. heretics during the session.
CHARACTER CREATION NAME HALLOWED MOVES
Name (pick one)
Aaron, Amandeep, Catherine, Charity, Cornelius, Dael, Elijah, Epidiah,
LOOK You get these two moves:
;; Shepherd: When you call your flock to action in keeping with your
Gabriel, Hadar, Ismail, Jade, Johnny, Kiri, Monica, Naalnish, Reta, Sarah, faith, roll + Spirit. On a 10+, all three. On a 7-9, choose 1:
Shafiq, Tobias
»» They all honor your request for action
Look (pick as many as apply) »» They don’t ask any difficult questions
»» Ambiguous, Female, Male, Transgressing »» They don’t demand a Debt from you
»» Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern,
White, STATS On a miss, a portion of your flock is seized by the faith and moves to
address the problem in ways you did not foresee.
»» Colorful Clothing, Ecclesiastical Clothing, Formal Clothing, Simple Clothing ;; Sanctified: When you bestow the blessings of your faith on another,
roll with Spirit. On a hit, your faith envelops them: heal them (2-harm),
Demeanor (pick one) Blood Heart Mind Spirit bestow protection (+1 armor), or anoint an item they carry (+blessed),
your choice. On a 10+, also choose 1 from below. On a 7-9, choose 2.
FACTIONS
Arrogant, Casual, Clerical, Profane
»» You mark corruption
Starting Character Stats (Add 1 to one of these) »» You suffer 1-harm (ap)
Blood 0, Heart 1, Mind -2, Spirit 2 »» They are marked by your faith
Starting Factions (Add 1 to one of these) Mortality Night Power Wild On a miss, your faith reveals something terrible about the intended
target of your gifts. You must take all three to complete the blessing.
Mortality 1, Night 0, Power 2, Wild -2
ADVANCES
Intro
»» Who are you?
Advances available at beginning of play:
bb +1 Blood (max +3)
After 5 advances you may select:
bb +1 to any stat (max +3)
DEBTS
Who owes you?
bb +1 Heart (max +3) bb +1 to any Faction (max +3)
»» How long have you been in the city?
bb +1 Spirit (max +3) bb Erase a scar
»» When did your faith first choose you? owes me Debt(s) for
bb Add a feature to your flock bb Erase a corruption advance
»» What hypocrisy do you hide from your flock? bb Add a feature to your flock bb Change to a new Archetype
»» What religious mystery are you pursuing in the city? bb A move from another Archetype bb Retire your character to safety
bb A move from another Archetype bb Advance 3 basic moves owes me Debt(s) for
Gear bb Erase a corruption advance bb Advance 3 basic moves
A spartan apartment or communal living space, a prominent symbol of your bb Change your Faction bb Take channeling and three Spells
religious faith: a holy relic, religious tool, or arcane artifact
Debts
HARM ARMOR owes me Debt(s) for
A small apartment in the slums, a crappy car or bike, a dumb phone bb A move from another Archetype
»» Erase a scar thing you want, roll with Blood. On a 10+, you smash or move through
»» A token of your bondage bb A move from another Archetype »» Join or lead a sphere of materia obstacles and get what you want. On a 7-9, you smash or move the
bb Change your Faction »» Advance 3 basic moves scenery and get what you want, but you are disoriented in follow-up
»» A keepsake from your creator
actions, leave something behind, or take something with you (your
»» A clumsy, but effective weapon (3-harm hand/close)
HARM ARMOR choice). On a miss, you crash through to your goal, but you’re disori-
ented and off-balance; you suffer 1-harm (ap) and you’re vulnerable to
Debts Faint reprisals and attacks.
»» Someone convinced you to come to the city to help them with an bb Tireless: When you fight against a gang, you count as a gang of equiv-
ongoing problem. They owe you 2 Debts. Grievous
alent size. Calculate armor and harm as normal, but ignore any size
»» You injured someone in the process of fulfilling an instinct. Tell them difference between you and the gang you’re fighting.
Critical
what instinct you were serving. You owe them 2 Debts. bb Hideous Visage: When you persuade an NPC by revealing your inhu-
»» Someone has a tie to your creator (or their lineage) and possesses
knowledge about your origin they have refused to share. They owe you
When you suffer harm, mark the
SCARS man face and threatening their interests, roll with Spirit instead of Heart.
DEBTS
same number of boxes as harm
a Debt. received. When you heal harm, bb Shattered (-1 Blood)
erase it in the same order. You heal bb Disfigured (-1 Heart) Who owes you?
about 1 harm/day naturally. You can bb Fractured (-1 Mind)
mark a Scar to ignore all harm you bb Broken (-1 Spirit) owes me Debt(s) for
are about to suffer.