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The Fury (V2)

You never wanted this. You never wanted to be different or special or a freak. All you ever
wanted was to fit in. To be liked. To be accepted. Maybe even to be loved. Was that so
much to ask? You’re not a bad person. But they wouldn’t let you fit in. They hurt you.
Taunted you. Called you names. Exploited you. Betrayed you. They pushed and pushed and
PUSHED and PUSHED!
They’re all going to be sorry when you start pushing back.

Name (Choose a name):


Alice, Bea, Cam, Carrie, Charlie, Kim, Jill, Joe, Robin, Will
A diminutive name, a nondescript name, an unpopular name, a victim’s name

Look (Circle one in each list):


raggedy, unfashionable, nerdy, nervous, beneath notice, frightened
desperate eyes, brittle eyes, teary eyes, resentful eyes, twitchy eyes

Origin (Choose one):


genetic mutation, government program, confluence of bloodlines, abused child,
psychotherapy experiment

Your Backstory

Someone has been bullying you. Take a string on them.


Someone was kind to you once. Give them two strings on you.

Stats (add 1 to one of these):

Hot: -1
Cold: 1
Volatile: 1
Dark: -1
Strings:

Carry Forward:

Conditions:

Harm: 0

Experience Points (5 per advancement):

Fury Moves
You get this one, and choose one more:

Futile Hope
You are constantly searching for acceptance. When someone acts kindly or accepts you,
gain the hopeful Condition. When someone’s actions make you lose hopeful, mark them as
a betrayer, then roll with Cold. On a 10 up, Choose one. On a 7-9, choose two:
-- give them a string on you,
-- take 1 harm,
-- trigger your Darkest Self
Third Eye
When you gaze into the abyss, roll with Volatile instead.

Petty Vengeance
You may give a betrayer a string on you to have them lose two on their roll against you
(decide before the roll).

Phenomenon
You control the forces of an element. When you lash out with your powers, roll with Volatile.
On a 10 up, do 1 harm and give your victim and give an appropriate Condition (burned,
frostbitten, concussed, etc). On a 7-9, choose one; you both take 1 harm, you both take the
appropriate Condition.

Poltergeist
When someone attempts to run away from you, force them to succeed on a roll of hold
steady before they attempt to do so.

Push
When you manipulate an NPC, Roll with Volatile instead.

Reading
When you try to discern someone’s thoughts or motives. Ask a related question and roll with
Volatile, On a 10 up, they must answer honestly and completely. On a 7-9, The may give
you plausible lie or half truth.

Sex Move
When you have sex with someone, each of you takes a string on the other. Give yourself the
condition Hopeful.

Darkest Self
Nobody loves you. Nobody ever will. It’s all pain and loneliness and watching other people
from the outside, and it will never change. They only pretended to like you so they could hurt
you even more. There’s nothing left for you here but revenge, so burn it all down. Smash
everything to pieces. Rip their secrets out and make them dance like dolls for your
amusement. Your Fury moves are amplified and can affect groups of victims in the
immediate area, and your destructive powers can affect large structures like buildings.
Escape your Darkest Self when you have gotten vengeance on your latest, oldest or closest
betrayer, or are shown an act of genuine kindness.

Advancement
Take another Fury move.
​Take another Fury move.
​Take a move from another Skin.
​Take a move from another Skin.
​You belong to a Psychic Gestalt.
​Add 1 to Hot (max 3).
​Add 1 to Cold (max 3).
​Add 1 to Volatile (max 3).
​Add 1 to Dark (max 3).

Playing The Fury


Vengeful, powerful, naive, trusting. The Fury is about the desperate longing for acceptance
and the rage that accompanies being rejected.
With Futile Hope, the person who creates the hopeful condition need not be the one who
eventually becomes a betrayer, anyone who uses the Fury’s hopeful nature to hurt them can
cause them The Fury to lose hopeful. The Fury itself is can also be marked as a betrayer if
they decide to remove their own hopeful Condition.

The player defines what kind of condition will trigger for phenomena when they take the
move, not at the time of rolling or after the roll.

While the Fury’s names for their moves have strong tendencies towards being supernatural,
many of their effects could have purely natural explanations.

For the MC

Under the Fury’s Skin


You’re going to want to play along with the Fury’s cycle of acceptance and rejection, but be
judicious about it. When it’s time for her to catch a bit of a break or have some downtime,
and if another player hasn’t already jumped in, have an NPC befriend her or at least be nice
to her so she can pick up the Hopeful condition. Let her run with it for a while and build up
momentum - maybe this time things will be different! Then when there’s room in the narrative
for a big dramatic moment and the player is ready for some spotlight time, bring the whole
thing crashing down with a cruel rejection or revelation of treachery. And now that she’s
Betrayed, give her the time she needs to use her amped-up psychic powers and cause a
little mayhem - or if she’s her Darkest Self, a LOT of mayhem. When it feels right, start the
cycle again.
The Fury puts lots of conditions on herself and on others. Be sure to take advantage of
conditions like Hopeful, Betrayed, and Creepy, and remember to play out your NPCs
appropriately if they are Enthralled, Burned, have a Headache, or what have you.
Let her play to her strengths. If her powers are mostly outward-facing (like telekinesis), set
up scenes that are about physical confrontations. If she chose more inward-facing powers
(like telepathy), choose scenes about social manipulation or hidden secrets. Once in a while,
switch things up and put her in a tough spot where her psychic abilities won’t help her out
and let her squirm.

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