Hot

When you turn someone on, roll with hot. On a 10 up, take a String against them, or offer them the 7-9 choices below. On a 7-9, they choose one:

  • give themselves to you,
  • promise something they think you want,
  • give you a String against them.

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When you manipulate an NPC, roll with hot. On a 10 up, they’ll do what you want if you give them a bribe, a threat, or a motive. On a 7-9, the MC will tell you what it’ll take to get the NPC to do what you want. Do it and they will.

Cold

When you shut someone down, roll with cold. On a 7 up, they have to hold steady to maintain their course of action. In addition on a 10 up, choose one:

  • give them a Condition;
  • they lose a String against you;
  • if they held no Strings on you, gain a String on them.

On a 7-9, choose one:

  • you each give a Condition to one another;
  • you each lose a String on one another.

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When you hold steady, in a scary or tense situation, roll with cold. On a 10 up, you keep your cool, and choose one:

  • ask the MC a question about the situation;
  • remove a Condition;
  • carry 1 forward during this scene.

On a 7-9, choose:

  • you keep your cool;
  • pick an option from the 10 up list but also gain the Condition terrified.

CLARIFICATION: whether you keep your cool or not, on a 7 up, you do get to continue with your intended course of action. If said course of action requires a roll, you still do that as normal.

Volatile

When you lash out physically, roll with volatile. On a 10 up, you harm them and choose one:

  • you seize something, or control someone,
  • the harm is great (add 1);
  • you gain 1 String on them;
  • they need to hold steady before they can retaliate (during this scene).

On a 7-9, you harm them, but choose 1 from the list below. If you want to seize something or control someone as well, you have to choose 2:

  • they gain 1 String on you;
  • they can deal 1 harm to you for free, if they want to;
  • you become your Darkest Self.

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When you run away, roll with volatile. On a 10 up, you get away, and end up in a safe place. On a 7-9, you get away, but choose one:

  • you cause a big scene;
  • you run directly into something worse;
  • the scariest person there gets a String on you.

Dark

When you gaze into the abyss, roll with dark. On a 10 up, it answers your questions and shows you visions. Choose two:

  • the visions are lucid and detailed;
  • the visions show you what you must do, and you carry 1 forward to doing it;
  • the visions cure you, removing a Condition.

On a 7-9, choose one:

  • the visions are confusing and alarming;
  • the visions are lucid and detailed but they leave you with the Condition drained.