News and Updates

Patch 22.7.1 - Advanced Downtimes, Assets and Liabilities Reimagined

This is a huge update with tons of new content. New systems for structured Downtimes, a major reimagining of Assets and Liabilities, big improvements to the Guide and more!

Advanced Downtimes: Moves and Loose Ends

This update adds two new optional Downtime mechanics, Moves and Loose Ends. These systems support Players who want to do things with their Contractors between Contracts.


Moves allow you to take initiative on your Downtimes to use your newfound Gifts to pursue treasure, power, and influence. Tie up Loose Ends, cultivate advantages for future Contracts, and achieve your Ambition to change the world!

Read more about Moves in the Player’s Guide.

Loose Ends

Contracts don’t always go as smoothly as planned, and sometimes Moves have unanticipated consequences. Loose Ends represent developing issues that pose an ongoing threat to your Contractor. Unless you make a Move to tie them up, each Contract you attend brings their Threat closer. . .

Read more about Loose Ends in the Player’s Guide

Terminology Changes

  • Side-Games have been renamed to “Hustles”
  • The “Augment Other” Effect has been renamed to “Augment”
  • The “Augmentation” Effect has been renamed to “Inhuman Physiology”
  • “Legerdemain” has been renamed to “Thievery”
  • Experience that is earned for GMing or playing Ringers is now called “Bonus Experience”

Assets and Liabilities Reimagined

Assets and Liabilities are now exclusively a character-creation mechanic. All Assets and Liabilities now grant Conditions, Circumstances, Traumas, Battle Scars, Trophies, or Loose Ends. Many– but not all– of the elements that are granted by Assets and Liabilities are also achievable by making Moves.

We have also changed, added, and removed many Assets and Liabilities this update. The overall goal is to make Assets and Liabilities more character-defining and less purely-mechanical.

Changed Assets and Liabilities

  • Changed Clear Conscience to make Trauma rolls unaffected by penalty, and allow you to Exert to auto-succeed.
  • Changed phrasing on Avoidance to say that you get +2 Outcome to any stealth rolls that come up as a result of using this ability
  • Trained Reflexes now gives +3 dice to initiative
  • Changed all of the “attribute must be at 1” Assets to say “Only works if Attribute rating is 1”, so it’s clear that it will stop working if your attribute is ever higher for any reason.
  • Updated Hemophilia to reflect new stabilization rules. Increased to 5 point Liability
  • Expanded Glass Jaw to cover severe Injuries as well as blows to the head, also reduced amount of time spent unconscious
  • Gullible now prevents any rolls to detect lies, and telling lies is +3 Difficulty.
  • Changed Imprisoned to reflect updated Downtime rules
  • Dark Secret now gives a Loose End
  • Outsider now specifies that making Moves to gain new Circumstances is difficult if not impossible in most cases, and allows GMs to give you relevant Loose Ends at their discretion.
  • Accessing Database requires internet/cell connection
  • Contacts now allows you to call in 1 favor per game/downtime (you can pressure your contact for more but you risk burning them instead), renamed to Point of Contact
  • Changed Shy to require Exertion in order to not run away or shut down if you become the center of attention
  • Replacing an exposed Alias now requires making a Move
  • Shy, Vengeful, and Nightmares are now Traumas
  • One Arm, Movement Impaired are now Battle Scars

Name Changes

  • Renamed Concentration to Focused
  • Renamed Shy to Anti-Social
  • Renamed Citizenship to Additional Citizenship

New Assets

  • Cat-Eyes
  • Swimmer’s Build
  • Born Runner
  • Attuned Autoimmune
  • Lanky
  • Bounce Back
  • Nimble Fingers

New Liabilities

  • Split Traumatized into two versions: Traumatized, a 1 point liability which has the same function, and Disorder, which is 2 points and gives you a Trauma but as a Condition, so it’s permanent.
  • Scarred liability, lets you start with a battle scar of at least Severe severity
  • Defective Sight
  • Anosmia
  • Animal
  • Delusions of Grandeur
  • Compulsive Liar
  • Paranoia
  • Generic 3 point Liability for custom supernatural condition (restricted, requires GM approval)
  • Lycanthropy
  • The Hunger
  • Bane
  • Sore Thumb
  • Dark Fate (reworked)
  • Fairy Rules
  • Nightwalker

Cost changes

  • Mute reduced to 2 point Liability
  • Hemophilia increased to 5 point Liability
  • Notoriety reduced to 1 point Liability
  • Daredevil reduced to a 3 point Asset
  • Arsenal reduced to a 4 point Asset
  • Defective Sight increased to a 2 point Liability
  • Outsider reduced to a 3 point Liability
  • Weak-Willed reduced to a 4 point Liability
  • Notoriety reduced to a 1 point Liability
  • Rich increased to a 5 point Asset
  • Wealthy increased to a 4 point Asset

Removed Assets

  • Acute Sense
  • Ambidextrous
  • Cipher
  • Code of Honor
  • Charmed Existence

Removed Liabilities

  • Defective Sense
  • Speech Impediment
  • No Hands
  • Underage
  • Anachronism
  • Soft-Hearted
  • One Eye
  • Prey Exclusion
  • Deformity
  • Echoes
  • Curses

Gift Changes

Trap House

The Trap Style’s proximity targeting has been changed. Previously traps would trigger whenever a valid target entered their range. Now you specify a region within range when you set the trap, and they trigger when a valid target enters that region. This makes it easier to flavor traps as tripwires, pressure plates, or anything else.

New Legendary Artifact and Artifact Crafting Effect: Vehicle

This new Effect allows you to fulfill all your signature vehicle fantasies, whether Mach 10, Epona, or something else.

Find it in the Gift Builder.

New Systems and Guide Sections

  • Gas Gas Gas! The Guidebook now has a system for dealing with Vehicles
  • Wolf Pack! We’ve introduced a new system that makes it easier to run Swarms, Mobs, and Packs in the new Mobs article
  • Puff Puff Pass We have expanded the Guidebook’s system for Drugs
  • Self-Control rolls: used as part of system text for Traumas. Roll Mind, Difficulty 8. Any Outcome of 1 or higher is a full success.
  • You can no longer grant Bonus Experience to Contractors if they have a total amount of earned Experience equal or greater to 10 + (12 * number of victories)

Website Updates

Assets and Liabilities

  • Assets and Liabilities now give a Condition, Battle Scar, Trauma, Circumstance, or Loose End when taken.
  • Assets and Liabilities are now hidden on the Edit Contractor page for Contractors who have attended at least one Contract.
  • Assets and Liabilities that have been removed will now be refunded/removed when you re-save your Contractor.

Moves and Loose Ends

  • Moves can be entered on a Playgroup’s homepage or on the character sheet.
  • Moves grant Exp to the GMs who run them, if they write a World Event and summary of sufficient length.
  • Loose Ends can be levied on Contractors via the Character Sheet and appear differently based on whether a GM or player is viewing them.
  • Loose End Cutoffs count down each time the Contractor goes on a Contract.
  • On the Schedule Contract pages, a warning appears next to any Contractor’s name that has Loose Ends with a cutoff of 0.

Character Sheets

  • The overall layout of the Character Sheet has been updated and polished.
  • Conditions and Circumstances are now more prominent, and Assets and Liabilities have been moved to the bottom of the Story tab.
  • The Story tab has been rearranged for clarity, and now has a section for Moves.
  • Conditions, Circumstances, Traumas, and Trophies now all have more advanced creation forms with a dropdown containing “stock” instances that can be granted as-is or customized.
  • Conditions, Circumstances, and Trophies are now editable.
  • The Contractor Timeline now shows the creation / deletion of Conditions, Circumstances, Traumas, and Trophies.
  • The Contractor Timeline now shows Moves and Loose Ends


  • The Profile’s Contract record is now click-to-see, increasing page load time significantly.
  • The Profile’s Contract record also includes any Moves you have run, as well as a total count.
  • The number of Moves you have run now affects your GM title.


  • The Rules Reference has had several visual and quality-of-life improvements.
  • Added art to the Rules Reference.

New Stock Elements

We have added a ton of new stock Traumas, Conditions, Circumstances, Trophies, and Battle scars. These work similarly to the existing Stock Battle Scars and make it much easier to grant all sorts of high-quality character sheet elements to Contractors.

They appear as dropdown options when granting new elements to Contractors and are also detailed in the Player’s Guide.

New Stock Traumas

View their systems in the Stock Traumas Article

  • Nightmares
  • Anti-Social
  • Technophobe
  • Vengeful
  • Pyromania
  • Kleptomania
  • Compulsive Liar
  • Delusions of Grandeur
  • Fear of the Dark
  • Substance Addiction
  • Uncontrollable Rage
  • Paranoia

New Stock Battle Scars

View their systems in the Battle Scars Article

  • Tinnitus
  • Wheezing
  • Enervated
  • Soft Spot
  • Vertigo

New Stock Circumstances

See the full details and systems in the Conditions and Circumstances Artcile


  • Poor
  • Average
  • Comfortable
  • Wealthy
  • Rich


  • Illuminated: Debated
  • Illuminated: Confirmed
  • Gangstalked
  • Trusted Debunker
  • Famous
  • Notorious


  • Diplomatic Immunity
  • Devotees
  • Respected Expert


  • Polyglot
  • Outsider
  • Citizenship
  • Alias


  • Imprisoned
  • Database
  • Stockpile
  • Point of Contact
  • Arsenal

New Stock Conditions

See the full details and systems in the Conditions and Circumstances Artcile


  • Lycanthropy
  • Wild Lycanthropy
  • Hunger
  • Nightwalker
  • Hated by Animals
  • Fairy Rules
  • Liar Liar
  • Dark Fate
  • Slave to Id
  • Sore Thumb
  • Bane
  • Skunk


  • Emotional Shift
  • Regimen / Aftercare
  • Altered Memory
  • Coma
  • Disguised
  • Afflicted
  • Compelled Behavior
  • Marked


  • Imbued
  • Seen Things
  • Unshakable

New Stock Trophies

See the full details and systems in the Equipment Article.


  • Prosthetic limb
  • Thermite Grenade

Black Tech

  • Lazooka
  • P121 Lancer Rifle
  • Inscribed Spell
  • “Bio-goo” first aid patch


  • The Talent’s Phone
  • Detect-o Magic
  • The Holy Grail

New Stock Loose Ends

  • Dark Secret
  • Individual Enemy
  • Group of Enemies
  • Wanted by the Police
  • Debts
  • Hunted
  • Blackmailed
  • Radiation Poisoning
  • Filmed using Powers
  • Public Enemy
  • Known Golden goose

New Limits

Full systems and descriptions available in the Limits Article in the Guide.

  • Old-Fashioned
  • Animal lover