Custom Move: Entering the Darkness

Whenever you have to enter the darkness, roll + Light source

  • On a 10+, you made it to your destination safely.
  • On a 7-9, the darkness creeps in. The MC chooses 1
    • The experience leaves you shaken; -1 ongoing until the next dawn
    • The darkness reshapes your path; you arrive later than you wanted to
    • The path becomes rugged and dangerous; take 1 harm (ap)
    • Whispers get in your head: the darkness takes 1 hold against you
  • On a miss, things get bad. Something bad happens and the darkness takes 2 hold against you.

Light Sources

  • Sprinting through the dark without a light source for a short distance: -3
  • A lit match, candle, or lighter: -2
  • A weak flashlight, or makeshift torch: -1
  • Some Christmas lights, a handful of light sticks, or a few small light bulbs: +0
  • Gas or kerosene lantern, strong flashlight, or well-made torch: +1
  • Electric Lantern, flare, or heavy-duty flashlight: +2
  • A large, bonfire-sized flame: +3
  • Aid of a Spotlight: +4

Take -1 for every 2 people you are trying to shelter in your light

Custom Move: Take Hold of Your Soul

When the darkness has hold on you and wants to influence your actions, it can spend a hold and try to take hold of your soul. To resist, Roll +cool.

  • On a 10+, you’re fine, for now. The darkness loses its spend hold.
  • On a 7-9, I tell you what to do. If you do it, mark experience. If you don’t, you’re acting under fire from brain weirdness.
  • On a miss, you come to some time later; having done whatever the darkness wanted you to do.

Custom Character Moves:

Weird, twisted mind: When the darkness tries to take hold of your soul, roll +weird instead of roll +cool

Get out of my FUCKING HEAD: When the darkness tries to take hold of your soul, roll +hard instead of roll +cool

Wait, I can beat this: When the darkness tries to take hold of your soul, roll +sharp instead of roll +cool.

The Pleasures of Sin: If you ever act with the darkness instead of against it, roll hot. On a 10, choose 2. On a 7-9, choose 1.

  • You get away clean – nobody knows it was you who did that horrible thing.
  • You relish the experience utterly. Mark experience.
  • The act leaves you feeling refreshed. Gain +1 ongoing until the next dawn.


Into Darkness derendel derendel