NOTE: Mermaids have a dark nature. When they find a man/woman they love, they along with feeling great care for them and wanting them good, their nature is vicious and tragic. They become very jealous, it is their nature, but they also have a strong compulsion to bring their new love back to the sea and in doing so, drowning them. Some mermaids don’t even have the compulsion to pull them back home, but all will always feel a strange urge to drown their lover.
When you have sex, your gentle embrace heal all of your lovers wounds and cure all of their conditions.
If you have sex with someone that doesn’t love you (they basically using you for your body), they gain the Condition “Deep guilt” as the purity of your touch make them see themselves as so much more evil and monstrous than you, sweet Mermaid. You also gain one String on them.
Turned your back on the sea to become human and find a different life on land.
Someone knows where you comes from and what you are, they have 2 Strings on you.
You have saved someones life or have seen them in an intimate moment in the water and have 2 strings on them.
Innocent, sweet, frail, stunning,
Clear eyes, Blue eyes,
Origin: Born in the sea, mermaid blood in family
Playing THE MERMAID
- Take another MERMAID move
You are a mermaid, either born and always knowing you were or awakened in your teen years. Either way, whenever you get covered in water (a large pint should do) you revert back to your true Mermaid form.
You are able to resist this though, by Rolling Hold Steady (Cold). If you roll +10 You maintain your Cool and form. If you roll 7-9 you maintain your form, but get a fitting condition (Terrified, Nervous etc.) and
Tears of true sorrow and regret from a mermaid are different from any other tear. When a mermaid cries from sorrow her tears will heal any wound, cure any poison and remove any Condition, but she will have the condition Deep Sadness or Regret.
Tears of pain, pleasure, love or joy might have other unrecorded effects, but the tears of sadness are the most powerful.
Voice of a Siren
In all situations where you speak and maintain eye-contact with someone
Nature of the Sea
You mark someone as your True Love (can change when fitting). But Mermaids are not meant to love land-dwellers and you have a strong physical urge to hurt or kill your Love, for Mermaids are the innocent looking, breathtakingly beautiful but bloodthirsty Sirens of the sea. By giving your love a string or removing one you have on them, they can remove any current condition you have or give you a +1 bonus to whatever action they recommend or support you as long as you pursue it, until it is finished. But until then you gain a Condition that represent your strange desire to kill. Whether or not you realise what this feeling is is up to the player.
THE FIRE STARTER
Intro text stuff
You automatically hurt your lover for one Level.
If it’s your first time with this person they gain a string on you, but you gain xp. If it isn’t your first time together you gain a string on them and they gain xp (max 1 xp/session).
If you have more than one Condition and/or you feel disgusted or uncomfortable with having sex with this person, you do an additional Harm as you struggle with yourself.
You are consumed by rage and is set ablaze. You seek to destroy everything and anything in the way of whatever’s the target of your rage in a raging inferno. Once you destroy the source of your rage or hurt someone or something you love or deeply care about you return to your normal self.
Someone has seen your Darkest Self without your knowing or remembering. They want to use you for some mysterious goal and have two strings on you.
You have a person whom you are very close with (doesn’t have to be romance). You have one String on them and they have 2 Strings on you. They can spend 2 Strings to pull you out of your Darkest Self, but also get 2 harm.
Wild, Unstable, Angry, Red Head, Disheveled, Icy
Red Eyes, Starring eyes, Burning eyes, Intense Eyes, Fierce eyes,
Origin: Back from Hell, survived house fire, family blood, reincarnated soul
Playing THE FIRE STARTER
- Take another FIRE STARTER move
FIRE STARTER MOVES
- One with Fire
You do not get hurt from open flames and extreme temperatures. You still get hurt from smoke since just like fire, you have to breathe.
Note that it’s you who can’t be hurt by fire, not your clothes or accessories.
- Hot Temper
Whenever you roll Hot, Cold or Volatile, the MC rolls dice. + 10 and the area/room around you become much hotter (not burningly hot). Candles wilt around you, butter melts, popcorn pops, water evaporates, flowers dry out etc.
Heat of the Moment
Whenever you Lash out Physically while also having a Condition (or if you actually want to) you do an additional Harm regardless of success when rolling Volatile.
When completely or mostly covered in fire, you heal up to 2 Harm. You have to rest a large part of you in the fire for a while though, so the flames can “burn away” the hurt.
You can control flame around you, guiding it to your desire. You roll Dark to control fire around you. Your control is limited though. You can’t for example cause a candle light to suddenly explode into a ball of flame, though you could guide it towards some drapes and set them on fire.
You could guide fire away from people in a burning house, creating a semi-safe passage out of there, but you must of course succeed your Dark roll (above 7). They could still choke to death from the smoke.
If you roll below 10 the MC can decide to give you a fitting Condition if they see it fitting for the scene.
When starring at something you can set it on fire with your eyes. You roll Volatile.
With + 10 you set the thing you’re starring at on fire. If you roll 7-9 you; set something right nearby on fire but the MC decides what; you don’t set anything on fire, but the temperature near your target increase greatly and rapidly (popcorn bags will start to pop, candles will wilt etc.)
If someone happens to notice your intense stare as you set something alight they gain a String on you.
A person who you have marked as a Lover and whom has +2 Strings on you can spend all of their Strings on you to pull you out of your Darkest Self before they get hurt. Unlike most other Skins, you may have 2 such people, but the second person must have +4 strings.—
Intro text stuff
When you have sex with someone you become in tune with their spirit. Whenever you roll any Dark roll related to them you gain a bonus of 3 and 1 bonus to any interaction directly with them.
This becomes reset whenever you have sex with someone else.
Can’t see the difference between the Spirit world and the Real world and you are easily pulled and controlled by the will of the Spirits around you (hopefully not dark ones).
Calm, Balanced, Stable, Wild, Primal,
Animalistic eyes, Deep eyes, Knowing eyes, Calm eyes, Soulful eyes, Green eyes
Origin: Native blood, Old soul, Touched by a spirit,
Playing THE SHAMAN
- Take another SHAMAN move
Depending on how successfully you roll…
Animals don’t exactly befriend you instantly, but they will see you as something else, something to be respected and listened to. Even guard dogs will hesitate to attack and animals that would normally flee at the sight of a human will remain calm, but watching (unless scared away by something more “dangerous” than yourself). If an animal attacks, something is very wrong.
Asking for guidance
Pick two at the Start
You must have a personal item of theirs or an item/something they have a lot of contact with regularly or a String on them which you spend (the Item or part of the item is burned to ashes in the ceremony, even if it isn’t flammable). You roll dark. When you succeed you enter a deep trance that can’t be interrupted and you see a vision about this person. If you roll Dark +10 you get to ask two questions to the Player/MC about the target characters past and they must answer truthfully. If you roll 7-9 you get to ask one question, but you also get a Condition from what you see. If you fail, you still see a vision. It’s alarming and tainted with other unrelated visions so you get a Condition from it.
You enter a deep sleep and travel far away. You can see & hear a distant place as if you were there. You can’t manipulate anything and people there can’t see you. If you see someone at their most intimate (crying, sex etc.) you gain a String on them.
If you roll Dark + 10 you see everything in a slight cloudy haze, but not so much as to obscure your vision. All your senses are there with you.
If you roll 7-9 you are there but most of your senses are obscured. You might smell some smoke or taste blood in your mouth as you stumble forward trying to make out what’s going on. Only one of your senses are clear enough for you to make out what’s going on.
Eg. You chose hearing so you clearly hear that it’s your classmate Jerry crying over something and mumbling to himself about something he can’t do, but you won’t be able to properly see where he is or what he’s doing.
Entering a sleep-like state you walk in someone else’s dream.
If you roll Dark +10 you can chose if they can see or recognize you or not. If you roll 7-9 they can spot or feel your presence. If you succeed in any case you gain a String on them.
You can roll a second time to see if you can manipulate something in their dream. If you fail you are spotted, but this being a dream the person might not become hostile even though they normally would or should.
If the person is awake when you do this, and you roll a +10 you succeed in a way. You appear somewhere they are, but almost as a ghost or shadow, only them being able to see or hear you. If you roll below 10, then nothing happens. You can’t tell if they’re awake or not by doing this.
You can summon a dead spirit (you can ask for a specific one or a spirit for a specific task/question) from beyond the Veil or one that is still roaming the mortal world and ask for their aid. This can be something like guiding you through a dangerous place or to haunt someone or answer a question that maybe no one else can answer. It has to be something this spirit would know. And even if you thought it would know, it is possible it is something that was lost in the trauma of death.
This spirit will not rest until they’ve fulfilled the favor you’ve asked for. They can not refuse it, but they can delay it if they happen to be averse to doing your favor.
If you roll a 10, the Spirit will finish one task that you ask of it then return back to where it came. If you roll 7-9 you are in debt to that Spirit and it will not leave you until you fulfill that debt. This spirit will become a temporary Ghost Skin, but with its Darkest Self active (except for you and other Shaman & Ghosts, who can see and interact with it normally). The favor it asks of you can be anything from taking it out on “The Perfect Date”, letting it live through you for a day in which case you lose control of your body buy you are still somewhat conscious, finding out how it died, taking it to see its grave (and finding its grave) or simply just ballroom dancing with it to nice music.
NOTE that if you do this for someone else and they are there to ask for the favor, the Ghost will Haunt them instead. If the other person is not a Shaman or a Ghost themselves they will not see or hear the Ghost like you do.
The Ghost is bound to not kill or try to kill the person they’re in debt to. If they do there are dire consequences after death that even a murderous, completely insane, darker than dark ghost wouldn’t want.
THE WHITE LIGHTER
Intro text stuff
You have failed your purpose (or at least you believe you do). You have no faith in yourself or your target.
ALT: The person you are supposed to lead is being corrupted or foolish. The people around them are a bad influence and they refuse to see it and learn. You must enlighten them and keep them away from those that might get in their way to the light.
You are assigned to watch over a special individual. You know more about them than they know about themselves. You have 3 strings on them. You can spend Strings to ask questions about this Character and the Player/MC must answer truthfully.
Someone wants to for whatever reason set you and the one you’re Watching over on the wrong path and knows of your life before becoming a White Lighter. They have 2 strings on you and possibly even on the Forces that guide You
Glowing, Distant, Beautiful, Peaceful,
Piercing eyes, Blue eyes, White/grey eyes, Loving eyes, Calming eyes
Origin: Second chance, Died as a good & pure person,
Stats: You have no Dark stat and you have only ONE highlighted Stat, Light.
Playing THE WHITE LIGHTER
Unlike a normal Angel, a White Lighter can be a fallen Angel seeking redemption, but in some cases they’re a former Mortal or actual Monster who in their death had a great desire to help and goodness within them.
The forces that Be decided that this soul could still be of use or that they hadn’t earned the status of Angel quite yet and are now testing this person by having them become a White Lighter for someone of Interest to the Greater Forces Above.
You as a White Lighter have a duty to help and guide this person in the right direction. You sometimes get help from Forces Above you, but most of the time they trust you to figure out what to do on your own and learn from it.
White Lighters are not mortal and do not need to sleep or eat, even though they still do as a habit from their former life.
You are basically trying to earn your wings and Gloria.
- Take another WHITE LIGHTER move
New Stat: Light
- A White Lighter doesn’t have a Dark Trait. They have a Balance Bar between Dark and Light, starting from 0. It goes from -3 to +3.
- When a White Lighter goes up to +3 they gain a new Move (eg. Wings, Healing hands, Gloria and so on.). You can chose to gain this new Enlightened Move and get your Light stat back to 0 or keep the +3 and gain no Enlightened Move.
- A White Lighter can only increase or decrease their Light Stat by doing good deeds and at the end of the session, if they’ve been good or bad their stat increases or lowers. If they’ve been indifferent it doesn’t change.
- You may roll with your Light Bonus if you’re attempting to do something Good. You can never use it when doing evil or neutral.
WHITE LIGHTER MOVES
Taking in your Sin
By spending Strings on someone you can pull them out of their Darkest Self. The one you’re assigned to watch you can pull out for 3 Strings, while another person takes 5 strings. When you do this you take on whatever is weighing them down, whatever clouds their judgment and cleanse them of this burden. This whole ordeal is very tough on you and you automatically get the Condition: Drained.
You must roll Light as well. If you roll + 10 you cleanse them of their Darkest Self, any Condition they have and become Drained. If you roll 7-9 you cleanse them of their burden (DS & Conditions), but you take on one of their conditions along with Drained.
If you fail (6 and below) you still cleanse them from their Darkest Self and their Conditions, but you also take their conditions, become Drained and take One Harm.
Whenever you do this you gain Experience.
Call on me
When your Lover or Person you are supposed to guide & White Light are in dire need of your aid or in great danger and call out your true name, you may come to their Aid and Carry One Forward to the next action towards helping them.
You can only be Called On your Light +2 each session.
If a person that is not your Lover or Person to guide calls on you, they can roll their Dark and/or you can roll your Light. If any of you succeed, you hear them call on you and you may come to them if you chose to.
Gazing into the Light
Rather than Gazing into the Abyss you gaze into the Light. When you do this you call upon the spirits Above and when they answer you either enter the Great Halls or can communicate through it. There you can ask Greater Powers for guidance, aid and sometimes if they see it fit, a temporary boost to your “power” or something else that could help. Be ware though, they are testing you. You should not need their help, unless things are beyond your control.
Successfully rolling a Light roll, you…
CLOSER TO HEAVEN, Enlightened Moves
You’ve been a good White Lighter and gotten closer to the Light and source of your power and so you’ve earned certain perks.
- Gloria: allows you to sense darkness within and around people (this can be emotional pain and actual dark influences)
- Wings 2.0
- Inner Light
Intro text stuff
Playing THE ANGEL
- Take another ANGEL move
- THE SANDMAN
You prefer the world of dreams and feel at home there more than anywhere else. But lately you seem unable to dream proper dreams of your own and you are becoming more dependent on the people around you to give you the dreams you so desire.
You have to balance your desire to live through the dreams of others and fulfilling your own dreams in the real world.
- The Shade
- The Jinn
- The Watcher/Mentor
- The Alien
You are not of this world and you’ve always known. Your parents are not your real parents (if you have any). You’re learning about this strange human world for reasons unknown to the humans around you. You have on the other hand never encountered anything supernatural…
- The Android
Someone made you. They’re not there anymore and you must learn how to blend in and fend for yourself. You’re programmed for all the basics and as far as you or anyone else know all your emotions and feelings are probably real. Or at least real enough for you.
NEW STAT/MOVE: PROGRAMING.
You were programmed/made for something. What is that? Why did they make you?
Intro text stuff
Playing THE SKIN
- Take another THE SKIN move