Alright, in the end, Christian won and I retitled that stat Unruly.
Hot means fucking gorgeous, alluring, exciting, hot, someone you can't stop thinking about, whose secrets you want to learn about.
Cold means cold-hearted, calculating, steely, unwavering, able to sever ties and move on, able to be cruel.
Steady means calm, cautious, collected, able to blend in, able to handle sketchy situations, good at keeping secrets.
Unruly means volatile, impulsive, wild, feral, quick-tempered, quick to enter fight-or-flight mode.
Dark means spooky, weird, mysterious, sinister, dabbling in the occult, comfortable in darkness, powerful.
So, that's it. Hot, Cold, Steady, Unruly, Dark.
When you manipulate someone, roll +hot. For NPCs: On a 10+, they give you what you want if you make them feel like they're getting what they want. On a 7-9, they'll make a demand of you. Give them concrete assurances, and they'll give you what you want. For PCs: On a 10+, both. On a 7-9, choose one:
*if they do it, they mark experience
*if they don't do it, they need to try to keep it together
The choice is theirs.
When you turn someone on, roll +hot. On a 10+, take 1 String against them. On a 7-9, they choose one: give themselves to you, promise something they think you want, give you 1 String against them. On a miss, you've overplayed your hand.
When you shut others down, roll +cold. On a 10+, choose 3. On a 7-9, choose 2: they lose 1 String against you, they don't see your true weakness, you don't need to try to keep it together next time you see them, you don't look like a harsh asshole.
When you take something from someone, roll +cold. On a 10+, choose 3. On a 7-9, choose 1: you take definite hold of it, you don't leave yourself vulnerable (thus giving them +1forward to retaliate), you harm them, you frighten them.
When you try to keep it together, roll +steady. On a 10+, you're fine. On a 7-9, choose one: you freeze up, you lash out at someone, you garner suspicion. On a miss, you expose your true self to the wrong person.
When you lash out, roll +unruly. On a 10+, you harm them and choose 1: the harm is great (2), you gain 1 String on them, they need to try to keep it together in order to do anything about it. On a 7-9, you harm them and choose 1: they gain 1 String on you, you become your Darkest Self. On a miss, you are left vulnerable (giving them +1forward to retaliate), and the MC makes a hard move.
When you run away from a situation, roll +unruly. On a 10+, you get away and you're safe. On a 7-9, choose 2: you don't cause a commotion, you get away, the biggest threat doesn't gain a String on you, you don't run directly into something worse. On a miss, you don't get away at all, and the MC makes a hard move.
When you gaze into the abyss, roll +dark. On a hit, ask something of the abyss. On a 10+, choose 3: it shows you what you asked to see; it's telling the truth; carry +1 forward when confronting the situation; it could always have been worse. On a 7-9, choose up to 3 from that list, but suffer 1 harm for each. On a miss, the abyss shows you whatever the fuck it wants to, and then threatens you. Meet its demand, or become your Darkest Self.