Legacy: Life Among the Ruins

Starting Stats (Choose one)

  • If mankind was able to protect the natural world from the worst excesses of the Fall: Reach 2, Grasp -1, Sleight 0
  • If the ecosystem had to change in strange and unexpected ways to survive the Fall: Reach 2, Grasp 0, Sleight -1
  • If the Fall completely supplanted the original ecosystem with new and alien forms of life: Reach -1, Grasp 1, Sleight 1

Traditions Choose one of each or invent your own.

  • Populace: Atavistic throwbacks; a carefully-managed bloodline; a co-op of traders and ranchers.
  • Style: Bucolic and laconic; sterile and analytic; wild and unrestrained.
  • Governance: Feudal hierarchy of serfs and landowners; commune of innovators and eccentrics; a pantheon taking on nature’s aspects.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A cathedral-sized automated slaughterhouse.
  • A plantation of heavily modified trees.
  • Ruins filled with deadly spores.

The Fall

  • Catacombs filled with failed genetic experiments.
  • A vast forest filled with calcified trees.
  • A tree that outlasted the city it was meant to nurture.

A Threat

  • A pack of perfectly designed predators.
  • A drought so severe that famine is a certainty.
  • A plague too efficient and dreadful to be natural.

A Haven

  • A fragrant garden, wild and secreted from the world.
  • A lab reclaimed by nature and tended by partially uplifted animals.
  • An ancient farm, miraculously untouched by the Fall.

Starting Stats (Choose one)

  • If the wonders from Before were widely distributed and everyone can benefit from your advice: Reach 1 Grasp 0 Sleight 0
  • If the wonders from Before were hoarded by researchers, the military, the wealthy, and now you: Reach -1 Grasp 2 Sleight 0
  • If the Fall unleashed previously unknown technology and knowledge which you now seek out: Reach 1 Grasp -1 Sleight 1

Traditions Choose one of each or invent your own.

  • Populace: Close-knit families passing secrets to their children; Demagogues and those who seek their knowledge; Vat-grown duplicates.
  • Style: Bulky and concealing environment suits; utilitarian clothes studded with implants; monastic robes embroidered with circuitry.
  • Governance: Meritocratic academic bureaucracy; Anarchic rule of the loudest and most interesting; Hidebound council of elders.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A secret research centre full of untamed wonders.
  • A dangerous and unstable power plant.
  • A site of connection to the stars beyond.

The Fall

  • A spot where the laws of physics were unravelled.
  • A redoubt where the miraculous science from Before almost averted the Fall.
  • The research centre that first understood the Fall's root cause.

A Threat

  • A crude tribe of raiders using advanced tech.
  • A valley where lights appear in the sky.
  • A ruin where creations of science now rule.

A Haven

  • An observatory where one could see the entire universe, given time.
  • Immaculate and neatly ordered halls of quietly humming machines.
  • A temple to ancient knowledge, full of statues and tall elegant windows.

Starting Stats (Choose one)

  • If the Fall was a sudden and terrifying event: Reach 0 Grasp -1 Sleight 2
  • If the Fall was a protracted struggle against extinction: Reach 1 Grasp -1 Sleight 1
  • If the Fall was so long ago that few can remember how it played out: Reach 0 Grasp 1 Sleight 0

Traditions Choose one of each or invent your own.

  • Populace: Loose confederacy of traders; aristocrats living off their pre-Fall heirlooms; enthusiastic but eccentric collectors.
  • Style: Luxurious silks and furs; elegant but hardy trail wear; packs and pockets bulging with curios.
  • Governance: Decadent merchant-princes and their servants; an open market of favours and votes; independent traders under a shared charter.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A vault built to preserve a priceless heritage.
  • A haven for the rich and powerful that lasted longer than most.
  • A huge and sombre building where the fate of nations was decided.

The Fall

  • A huge transport line, choked with abandoned vehicles.
  • A business district, eerily undamaged and devoid of life.
  • A cache of doomsday weapons, built for the Fall.

A Threat

  • Cannibalistic raiders who have refused all attempts to negotiate.
  • A dwindling but vital resource.
  • Privileged survivors hoarding knowledge from the World Before.

A Haven

  • A vast wine cellar, each bottle and drum holding ancestral treasures.
  • A penthouse perched above its owner's once vast dominions.
  • Hot springs baths carved in stone, older than history.

Starting Stats (Choose one)

  • If significant parts of civilization survived the Fall: Reach 1 Grasp 1 Sleight -1
  • If societal collapse strongly contributed to the Fall: Reach -1 Grasp 1 Sleight 1
  • If law and order saved mankind from extinction: Reach 0 Grasp 2 Sleight -1

Traditions Choose one of each or invent your own.

  • Populace: Gathering of the wronged and vengeful; distant descendants of cops and soldiers; corrupt enforcers providing protection and extortion.
  • Style: Bristling weapons and barely-contained violence; simple uniforms and hidden blades; sturdy trail clothes and a deep hood.
  • Governance: Lone vigilantes calling in for support when needed; complex legal codes overseen by elderly judges; hierarchy of respect from leg-breakers to godfathers.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A maximum security prison.
  • A courthouse full of preserved archives.
  • A private security force's headquarters.

The Fall

  • The site of a massacre.
  • A public building destroyed by the riots.
  • A refugee camp torn apart from the inside.

A Threat

  • A looted caravan with a mysterious destination.
  • A settlement dominated by an unknown force.
  • A dangerous ruin full of squatters with nowhere else to go.

A Haven

  • An imposing monument where the righteous faced the end together.
  • An idyllic cabin by a lake, where the last and first lawman retreated.
  • Walls scribbled with the prayers of thousands of grateful victims.

Starting Stats (Choose one)

  • If your studies woke the Behemoths and set them loose: Reach 0 Grasp 0 Sleight 1
  • If the Behemoths brought the Fall to the world: Reach 1 Grasp 1 Sleight -1
  • If humanity carved out a niche in the Behemoths' alien ecosystem: Reach 2 Grasp -1 Sleight 0

Traditions Choose one of each or invent your own.

  • Populace: Hired hunters and indentured servants; an honourable corps giving their lives for the greater good; a tribe of unhinged zealots.
  • Style: Rough and extensive body art; flowing robes of adaptive camouflage; chromed implants, leathers and all kinds of mirrorshades.
  • Governance: Dysfunctional remains of corporate hierarchy; a council of the dead channelled for guidance; an A.I. interpreting signs from beyond.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A toxic dump that poisons the world still.
  • Ruined defences as huge as they were futile.
  • A titan's carcass crawling with scavengers.

The Fall

  • The broken shell of a mighty capital laid low by the first Behemoth attack.
  • The reality tear the Behemoths crawled from.
  • The unused chassis of a vehicle made to kill Behemoths.

A Threat

  • A tall ruin, now a monster's aerie.
  • A horde of ravenous parasites fleeing the corpse of their last host.
  • An artefact of inhuman origin that the Behemoths fiercely guard.

A Haven

  • A sensory deprivation chamber, so gentle it feels like a womb.
  • A holographic garden showing all the beauty and peace of the old world.
  • A mobile bar where veterans traditionally meet to toast the living and the honoured dead.

Starting Stats (Choose one)

  • If the Homeland is mostly covered by seas and oceans: Reach +1 Grasp -1 Sleight +1
  • If the Homeland is only partially covered by seas and oceans: Reach -1 Grasp +2 Sleight 0
  • If the Homeland surrounds the lakes, marshes or aquifiers you call home: Reach 0 Grasp 0 Sleight +1

Traditions Choose one of each or invent your own.

  • Populace: Aquatic cyborgs; genetically modified merfolk; an intrepid crew of submariners.
  • Style: Sleek diving clothing; glossy armour and equipment; diaphanous nets and fabrics.
  • Governance: A technocratic council; a communist collective; enlightened anarchy; the pirate's code.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • Sprawling ruins of docks and berths.
  • A haunted offshore research facility.
  • A ship graveyard.

The Fall

  • A sunken city, poison flowing through its streets.
  • A derelict carrier, larger than most cities.
  • A death stranding where the great sea creatures beached themselves and died.

A Threat

  • A massive volcano not far from the shore, threatening eruption.
  • A precarious cliffside settlement assaulted by the rising tide.
  • An invading flotilla.

A Haven

  • A bay where sea creatures come to play and mate and birth their young.
  • An air pocket in an underwater cave, beautiful beyond words.
  • The shallow ruins of a facility overtaken by bioluminescent coral.

Starting Stats (Choose one)

  • If your religion was built around the forces of the Fall: Reach -1 Grasp 1 Sleight 1
  • If your religion merged fragments of faiths from Before: Reach 1 Grasp 0 Sleight 0
  • If your religion is a response to the threats that haunt the Homeland: Reach -1 Grasp 0 Sleight 2

Traditions Choose one of each or invent your own.

  • Populace: Secluded monastic community; evangelistic cult full of zealous converts; disparate survivors of an unimaginable calamity.
  • Style: Outlandish and impractical ceremonial wear; plain homespun robes; conspicuous symbols of prosperity and devotion.
  • Governance: Acolytes interpreting the utterances of an oracle; dogmatic adherence to a holy text; many shepherds guiding many flocks.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A temple of a lost faith, miraculously untouched by the Fall.
  • A holy site that drew countless pilgrims to their deaths.
  • The grave of the last great preacher of the Before.

The Fall

  • The place where people first battled “demons”.
  • The first cult to revere the agents of the Fall.
  • A fortress of those who banded together to stave off Armageddon.

A Threat

  • A prophet of the End, returned from death.
  • Demons, embodying all the horrors of the Fall.
  • A cabal of Fall-cultists, intent on following mysterious visions.

A Haven

  • The barren site of an act of faith and selfless devotion.
  • A large temple, as venerable as it is silent and robust.
  • A cove where ancient scriptures are kept by silent guardians.

Starting Stats (Choose one)

  • If the Homeland is alien terrain humans had to adapt to: Reach +1 Grasp +1 Sleight -1
  • If the Homeland is suitable for human life: Reach -1 Grasp 0 Sleight +2
  • If the Homeland is artificial and hostile to alien and human alike: Reach 0 Grasp +1 Sleight 0

Traditions Choose one of each or invent your own.

  • Populace: Vaguely humanoid; arachnoid builders; biomechanical cephalopods.
  • Style: Bulky life support; bristling with weaponry; nanogel suits.
  • Governance: Genetics-based autocracy; a council of digitised elders; decentralised cells bound by an alien moral code.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • Evidence of ancient alien contact.
  • A secret vault and prison for aliens.
  • A mega project to reach the stars.

The Fall

  • The crater where the planetary defence centre used to be.
  • A vast alien ship, intact but out of reach.
  • A former internment camp littered with bones.

A Threat

  • A rapidly-expanding alien ecosystem.
  • Signals that destroy the mind of those who try to interpret them.
  • Self-replicating machines carrying on a long forgotten mission.

A Haven

  • A structure, built by ancient humans inspired by your ancestors.
  • A hatchery pool, your most sacred site in this forlorn land.
  • A chamber hosting performances only your people can fully perceive.

Starting Stats (Choose one)

  • If the Homeland’s power infrastructure has been decimated: Reach 0 Grasp -1 Sleight 2
  • If the Fall preserved much of the Homeland’s power infrastructure: Reach 1 Grasp 0 Sleight 0
  • If the Homeland is nothing but artificial infrastructure, ravaged by the Fall: Reach 0 Grasp 2 Sleight -1

Traditions Choose one of each or invent your own.

  • Populace: Part-human cyborgs; anthropomorphic robots; inhuman machines.
  • Style: Sleek and minimalist design; heavy and dirty casing; camouflaged military armour.
  • Governance: Blind obedience to master control; shared consciousness of conjoined minds; one mind replicated to infinity.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • An ancient power plant, dead but mostly intact.
  • A remote node critical to the digital infrastructure of Before.
  • A fortress, still defended by advanced drones.

The Fall

  • A processing plant turned into an abattoir.
  • A wasteland ravaged by weaponized weather.
  • Scars of mankind’s most destructive and desperate tactics.

A Threat

  • A sentient war machine gone rogue.
  • Self-replicating drones on an arcane mission.
  • Digital ghosts haunting the physical landscape.

A Haven

  • A solar power plant, full of glass spheres, light and dark mirrors.
  • A huge clockwork mechanism, with no purpose besides synchronicity and balance.
  • A barren area overlaid with augmented reality of utmost delicacy and beauty.

Starting Stats (Choose one)

  • If wars between nations of Before escalated into the Fall: Reach 0 Grasp 2 Sleight -1
  • If the World Before united their armies to fight the Fall, but only managed to stave off extinction: Reach 0 Grasp 1 Sleight 0
  • If the armies from the world Before burned in the Fall and the scum of the earth inherited their might: Reach -1 Grasp 1 Sleight 1

Traditions Choose one of each or invent your own.

  • Populace: Conscripted soldiers marching on an endless war; vassal villages giving tribute and warriors; Family of veterans that survived the Fall together.
  • Style: Ordered and well-drilled precision; barbaric brutality with leathers and spikes; masks/helmets decorated according to rank.
  • Governance: Rule of the strongest fighting off regular challengers; zealous conqueror and her advisors; battle companies sitting in council.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A fort high command hoped to fall back to.
  • Warehouses full of weaponry too dangerous and too expensive to use.
  • A carrier vessel large enough to shelter thousands and win wars single-handed.

The Fall

  • A metropolis ruined by the battles of the Fall.
  • A massive boneyard, still growing larger.
  • A pass where soldiers were massacred.

A Threat

  • Drone weapons still waging ancient war.
  • A cache of doomsday weapons that fell into the wrong hands.
  • A foreign army stranded in the Homeland.

A Haven

  • A vast cemetary, ordered and serene.
  • At the heart of the city, a mourning fire that won't ever go out.
  • An imposing monument celebrating duty and sacrifice.

Starting Stats (Choose one)

  • If your natural habitat was preserved and ready for your return: Reach -1 Grasp +2 Sleight 0
  • If you needed to adapt to the homeland’s climate or biome: Reach +1 Grasp +1 Sleight -1
  • If you’re struggling to survive in an ecosystem your ancestor species would have no chance in: Reach +1 Grasp -1 Sleight +1

Traditions Choose one of each or invent your own.

  • Populace: A menagerie bound by phenotypic similarity; a Family of the same race; a designed species without clear parallel.
  • Style: Bold dyes and scarification; torn scavenged clothing; crude armours of an original design.
  • Governance: Loud anarchic democracy; a council of elders; tyranny of the strong.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • The ruins of a large zoo.
  • A research facility haunted by failed experiments.
  • A museum of extinct species and biomes.

The Fall

  • The site of a genocidal massacre.
  • Urban areas used to hide from persecution.
  • Strange new habitats growing in the ruins.

A Threat

  • Carrion birds smart enough to herd and harvest livestock.
  • A locust swarm so wide that famine is sure to follow.
  • Extreme weather upsetting the food chain.

A Haven

  • A pristine waterfall hidden from sight.
  • A shrine atop a sheer cliff.
  • A sacred glen covered in tribal art.

Starting Stats (Choose one)

  • If nature reclaimed the land after the Fall, and you steer recovery from the shadows: Reach 0 Grasp -1 Sleight +2
  • If the Fall warped the land into something truly alien, and you can use the land's inhospitality to your advantage: Reach +1 Grasp +1 Sleight -1
  • If the debris of the great constructions of Before blanket the land: Reach +1 Grasp 0 Sleight 0

Traditions Choose one of each or invent your own.

  • Populace: A tribal community preserving the old ways; a secret society rooted in ceremony and ritual; the wise descendants of eco-terrorists.
  • Style: Rough natural clothing, wild hair and too many tattoos; trekking clothing and gear made to last forever; tactical style adorned with tribal motifs.
  • Governance: A council of elders chosen based on achievement; a reputation economy reliant on the exchange of services and know-how; independant cells following messianic texts.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A structure ancient beyond belief.
  • An architectural marvel... without any clear purpose or use.
  • A city of alien beauty, lost in the Wastelands.

The Fall

  • An underground complex, overrun by monsters.
  • A logistics hub, full of destroyed vehicles and bodies.
  • The bridge to the stars.

A Threat

  • Sudden and intense climate change.
  • Creeping changes on the landscape.
  • The dwindling of a vital resource.

A Haven

  • A bridge halfway finished, connecting land with the sunrise beyond.
  • A place to watch nature in its most extreme moments.
  • A large construction that seamlessly blends concrete, steel and nature.

Starting Stats (Choose one)

  • If you were victims and guardians: Reach +1 Grasp 0 Sleight 0
  • If you were victims and aggressors: Reach 0 Grasp 0 Sleight +1
  • If you were aggressors and guardians: Reach 0 Grasp +1 Sleight 0

Traditions Pick two Family Playbooks that are not in play and chose from their Traditions.

  • Populace: A...
  • Style: A...
  • Governance: A...

Landmarks Check your chosen Family Playbooks, drawing a sign of one from each category on the map, or invent your own. For havens, you may also pick from these:

Before

  • Check your chosen Family Playbooks.

The Fall

  • Check your chosen Family Playbooks.

A Threat

  • Check your chosen Family Playbooks.

A Haven

  • A way-station amidst busy crossroads, cosy and reliable.
  • An underground bazaar of spices and candles.
  • An ancient fabric dyeing factory, which never ceased working.

Starting Stats (Choose one)

  • If the ruins of Before reflect all the pain and rage from the tumultuous times of the Fall: Reach -1 Grasp +1 Sleight +1
  • If the ruins of Before are the dull and unassuming remains of buildings made only for function: Reach 0 Grasp -1 Sleight +2
  • If the ruins of Before are places of intricate and affecting beauty: Reach +2 Grasp -1 Sleight +0

Traditions Choose one of each or invent your own.

  • Populace: Ephemeral beings who cling to fleshy husks; degenerates hidden behind gorgeous finery; a carnival of freaks and oddities.
  • Style: Death masks carved from corpses; extreme body modifications; silks and alabaster masks.
  • Governance: A elaborate and punishing caste system; a ringleader that holds the reins of power and passes them on to an appointed successor; seers that interpret portens hidden in lyrics and videos from Before.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A field of mirrors, song and virtual ghosts.
  • Stone and metal warped into haunting beauty.
  • A vault built to preserve art for eternity.

The Fall

  • Screens that still replay the world's last moments.
  • The remains of those who revelled as the world ended.
  • Their greatest museum, ransacked and vandalized by the hopeless.

A Threat

  • A lingering malaise only abated by distraction or spectacle.
  • Mutants that refuse to live by any law or rule.
  • The peddlers of a new drug that removes the desire for beauty.

A Haven

  • An underground bar that has never stopped playing its moody, soothing music.
  • A seasonal parade of raucous music and colourful costumes.
  • A pleasure dome for transcendental drugs and the remixing of dreams.

Starting Stats (Choose one)

  • If you crashed into the homeland in a broken shard of the Presence's realm: Reach +1 Grasp +1 Sleight -1
  • If tears in the star-filled skies dropped you screaming to the earth: Reach +2 Grasp 0 Sleight -1
  • If you stumbled, blind, out of the cthonic caverns under the Homeland: Reach +1 Grasp 0 Sleight 0

Traditions Choose one of each or invent your own.

  • Populace: Veteran warrior-monks; ascetic scientists; artificial servants designed for perfection.
  • Style: Mendicants and their sacred body modifications; flowing and sterile uniforms; brightly coloured robes and armous.
  • Governance: Tyrannical stewards of an empty throne; the overwhelming demands of a holy codex; a council guided by an absolute ethical imperative.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A chop shop for the failed gods of old.
  • A monumental temple, haunted by decrepit icons.
  • Automated catacombs guarding divine relics.

The Fall

  • A site fouled by the betrayal that killed the Presence's faith in us all.
  • The bridge to the heavenly city, severed beyond repair.
  • A mighty containment facility, cracked open from the inside.

A Threat

  • Offenders sentenced to immortal suffering, now escaped and hell-bent on revenge.
  • An earlier creation of the Presence, fundamentally flawed and incredibly potent.
  • A trafficking ring specialized in retro-engineering holy relics.

A Haven

  • An extensive library of fractal architecture.
  • A meditation chamber so ancient that the stones are worn by the knees of the faithful.
  • A sentient garden, beautiful beyond words.

Starting Stats (Choose one)

  • If the masses were exiled from the Before's utopia: Reach -1 Grasp +1 Sleight +1
  • If the masses were kept under the boot of the Before's dystopia: Reach 0 Grasp 0 Sleight +1
  • If the masses were kept in check by the many pleasures of the Before: Reach 0 Grasp -1 Sleight +2

Traditions Choose one of each or invent your own.

  • Populace: Righteous proletariat; a ragtag band of survivors; exotic refugees.
  • Style: Purposefully nondescript and uniform; heavy industrial gear; rags and a striking badge of honour.
  • Governance: A true town hall democracy; ever shifting revolution's leadership; elected commissaries.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A jumbled hive of slums.
  • A stadium, home to grand spectacle and cheap entertainment.
  • A central station for the commuting rank and file.

The Fall

  • The spot where countless vainly awaited for rescue.
  • A vast market turned into a warzone.
  • The filthy underground the desperate fled to.

A Threat

  • An ancient landfill that spawns monsters.
  • Noble hunters chasing after prime genetic specimens.
  • A gang controlling the access to a critical resource.

A Haven

  • A pier by the shore, where loved ones keep vigil for their sailors.
  • A theatre hall, lovingly cared for as the revolution's cradle.
  • A radio station, packed full of powerfull songs and now meaningless memorabilia.

Starting Stats

You're hurtling back towards the bleak future you escaped from. To change it, you need Momentum and Balance.

Momentum varies from -3 to +3, starting at 0. Gain Momentum when you Lend Aid to actions that succeed. Use Momentum instead of Reach, Grasp, and Sleight and decrease it by 1 every time you roll it.

Balance varies from -3 to +3. It is the total number of Treaties you own minus the total number of Treaties you owe to others. If Balance ever exceeds -3 or +3, erase the last Treaty gained or granted. Use Balance instead of Mood or Treaty for rolls.

Traditions Choose one of each or invent your own.

  • Populace: A cult of soothsayers; present bodies possessed by future minds; end times veterans physically sent to the past.
  • Style: Dour military uniformity; dishevelled psychotics; the ultimate prepper outfit.
  • Governance: A rigid chain of command based on future rank; the interpretation of hidden messages left in the past by future control; independent agents occasionally abducted to the future for debriefing.

Landmarks

Pick one choice from another Family for Before, The Fall, and A Threat. Tell us how you remember it from the end times.

Starting Stats (Choose one)

  • If the original pathogen devastated whole swathes of the Homeland before burning itself out: Reach -1, Grasp 2, Sleight 0.
  • If the original pathogen rapidly evolved in the wild, constantly changing vectors and developing new resistances: Reach 0, Grasp 1, Sleight 1.
  • If the original pathogen's spread was subtle and insidious with a long Incubation period: Reach -1, Grasp 0, Sleight 2.

Traditions Choose one of each or invent your own.

  • Populace: The beloved dead arisen; fungal symbiotic hosts; vectors of a sentient pathogen.
  • Style: Filthy rags and mementos of the lost; cancerous growths and visible mutations; the lab coats of those who fought the pandemic in vain.
  • Governance: Viral hive-mind; cabal of prophetic leaders; pack hierarchy.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A haunted asylum.
  • An overrun research hospital.
  • A gigantic, damaged water plant.

The Fall

  • A failed quarantine zone.
  • A tomb city where the remains of patient Zero are said to reside.
  • A stasis facility.

A Threat

  • A cult of fanatical plague doctors.
  • A savage nation, ready to invade.
  • A deadly fungus spreading from a single fruiting body.

A Haven

  • A vast cryo chamber, surrounded by glass and filled with fog
  • An ancient graveyard, lovingly renovated.
  • A temple, repurposed to house the supercomputer that first understood the scope of the affliction.

Starting Stats (Choose one)

  • If the Before's majestic beasts returned from near-extinction to sit atop the food chain: Reach 0, Grasp +1, Sleight -1.
  • If artificial creatures now dominate the Homeland's food chain: Reach -1, Grasp +1, Sleight 0.
  • If urban scavengers now thrive in the ruins: Reach -1, Grasp 0, Sleight +1.

Traditions Choose one of each or invent your own.

  • Populace: High-tech descendants of a tribal culture; animistic remnants of a black ops unit; a shamanistic cult.
  • Style: Cybernetic implants and tribal tattoos; leathers, feathers, and lots of guns; matted hair, exotic blades, and scarification.
  • Governance: A council of elders; a feral pack structure; shared consciousness democracy.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • The last great wilderness.
  • The inner city, reclaimed by nature.
  • An isolated ecosystem, wholly artificial.

The Fall

  • The site where few fought many - and won.
  • Forlorn lands refugees had to retreat to.
  • A battlefield pocked with unexploded munitions.

A Threat

  • A mutated beast, built to hunt humans.
  • A large settlement, hungrily consuming natural resources.
  • The last redoubt of a hostile army.

A Haven

  • A boneyard adorned with the mementos your elders left behind.
  • The obelisk around which you celebrate your holiest ceremonies.
  • A winding trail leading ever higher to a scenic summit.

Starting Stats (Choose one)

  • If the Before's elite transcended the world and watched it burn: Reach 0, Grasp +1, Sleight 0.
  • If the ravenous appetites of the Before's elite caused the Fall: Reach -1, Grasp +1, Sleight +1
  • If the philanthropists among the Before's elite averted extinction: Reach +1, Grasp +1, Sleight -1

Traditions Choose one of each or invent your own.

  • Populace: Direct descendants competing to earn immortality; hereditary worshippers and servants; perfected clones of the elite.
  • Style: Black velvets, lace, fishnets, and tinged leathers; animal masks, diaphanous smart materials and heavy jewellery; black rubber and latex dripping in hooks & chains.
  • Governance: A council of flickering holograms; the demanding voice in their heads; mumblings and dreams of cryogenically preserved elders.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • An artificial island bathed in eternal sunlight.
  • A fortress of glass and stone perched in a remote location.
  • A gigantic forest of symmetry and beauty.

The Fall

  • A luxurious space shuttle, crashed.
  • Crazed weather battering a sterile land.
  • A slender tower turned into a haven for the desperate.

A Threat

  • A violent revolutionary for the destitute.
  • A ring of memory traffickers.
  • A gang of body and organ harvesters.

A Haven

  • A garden of marble statues too realistic to be believed.
  • Hot baths elegantly carved in smooth stone.
  • A vault preserving priceless artistic and historical artefacts.

Starting Stats (Choose one)

  • If the Before's cutting edge tech was the melding of man and machine: Reach -1, Grasp +2, Sleight 0.
  • If the Before's cutting edge tech was genetic grafting and remodelling: Reach -1, Grasp 0, Sleight +2.
  • If the Before's cutting edge tech was the unlocking of psionic powers: Reach -1, Grasp +1, Sleight +1.

Traditions Choose one of each or invent your own.

  • Populace: Criminals who embraced their own prohibited tech; technicians from a doomed habitat; a band of rebels who pushed tech beyond its ethical limits.
  • Style: Robes and neon jewellery; cloaks and practical leathers; vivid body art and little more.
  • Governance: The tyranny of an inhuman creature; a council of runaway AIs; priests worshipping an alien artefact.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A souk of forbidden technology
  • A den of perversity and vice.
  • A sprawling hive of tunnels and vast chambers.

The Fall

  • Extreme weather, somehow kept in check.
  • Debris still raining down from orbit.
  • Vast life support systems, now septic.

A Threat

  • A cult worshipping the monsters below.
  • A derelict corporation, on the hunt for your body parts.
  • A new drug that links the addicted to a monstrous intelligence.

A Haven

  • A nightclub where all the fringe tribes gather to pounding rhythms.
  • A body workshop where you can become anything... for a price.
  • An underground temple offering succor and solace to anyone who truly grieves.

Starting Stats Reach 0 Grasp 0 Sleight 0. Choose what the Eldritch Powers are:

  • Behemoth gods older than time: you always roll Reach with Advantage.
  • Monstrous species from the world's secret places: you always roll Grasp with Advantage.
  • Dark forces from beyond this world: you always roll Sleight with Advantage.

Traditions Choose one of each or invent your own.

  • Populace: The jaded and cynical rich from yore; outcasts from an ethnic minority; scientists or artists driven insane by occult findings.
  • Style: As you'd expect from your Populate, but either immaculate or dishevelled.
  • Governance: Your true masters are something different from your rank and file. When you pick a Doctrine option, also pick one of the other two to be your masters. For example, if your Family is mainly Arcane Cultists, their true leaders may be Monstrous Servants or members of a Twisted Bloodline.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • An isolated and ancient town, your refuge.
  • A primeval temple for bloody sacrifices.
  • An urban hellhole for the poor and shunned.

The Fall

  • A cyclopean temple that invaded our reality.
  • A rift connecting this timeline to the end times.
  • A city whose population was whisked away to an unknown plane.

A Threat

  • A memetic virus spreading devotion.
  • A sentient disease bent on conquering this ecology.
  • Temporal hunters from an advanced timeline.

A Haven

  • A mirror maze where angles bloom into impossible complexity.
  • A summit temple where sunset blazes in tones of jale and ulfire.
  • A fungal forest where mystics search for psychedelic enlightenment.

Starting Stats (Choose one)

  • If the Guardians had contingencies in place for the Fall: Reach -1, Grasp 0, Sleight +2.
  • If the Guardians failed to predict and prepare for the Fall: Reach 0, Grasp -1, Sleight +2.
  • If the Guardians had weaponised the Seed of the Fall: Reach -1, Grasp +1, Sleight +1.

Traditions Choose one of each or invent your own.

  • Populace: A community of sleeper agents; a death squad; master spin doctors.
  • Style: Carefully casual but for their shades; covered in cryptic tattoos; tactical black with a skull motifs obsession.
  • Governance: Independent cells guided by cryptic oracles; an efficient corporate structure; a fascist police state.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A computation center where the comms flow used to be monitored.
  • A bunker hidden under the rubble of a mighty command center.
  • A facility destroyed by Before's cutting edge tech research.

The Fall

  • The ground zero for an WMD used on civilians.
  • A perfectly preserved death camp.
  • A weaponized infrastructure node.

A Threat

  • The remnants of a rogue state, still waging their conquest war.
  • An upcoming resurgence of the Seed.
  • An ancestral conspiracy controlling the land.

A Haven

  • The best mercenaries' favourite bar.
  • An asylum to tend to agents suffering burnout.
  • An opulent pleasure house.

Starting Stats (Choose one)

  • If doomsday weapons were used against the source of the Fall: Reach +2, Sleight 0, Grasp -2
  • If doomsday weapons were widely used by all sides of conflict during the Fall: Reach +1, Sleight 0, Grasp -1.
  • If doomsday weapons were never unleashed during the Fall: Reach 0, Sleight +2, Grasp -2

Traditions Choose one of each or invent your own.

  • Populace: Obscenely jacked up soldiers; pious engineers; elderly heroes of too many wars.
  • Style: Dark uniforms with AR helmets; colorful fatigues and intimidating tribal trophies; military exoskeleton suits.
  • Governance: A council of elders; a brutal religion of penance and sacrifices; interpretations of an instruction video log.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A stern memorial to Before's greatest war.
  • A vast and venerable military academy, sadly vandalized.
  • A holographic war room replaying doomsday scenarios.

The Fall

  • A mighty underground shelter for civilians, savaged from the inside.
  • Borderlands turned into a nightmare landscape by countless battles.
  • A mass of desperate and terrified refugees, streaming from the wastelands.

A Threat

  • An escalating conflict between two settlements.
  • A corrupted warmind programed to bring order by destruction.
  • A metropolis, spiritually twisted by the sudden death of millions.

A Haven

  • A thriving community center for the people you liberated.
  • An augmented reality overlay showing the Homeland's long lost beauty.
  • A huge warmachine, now home to a damn fine mess hall.

Starting Stats (Choose one)

  • If the Scum's artistry was pleasing or useful to the crew, and they built a reputation as creative thinkers valuable to the colonial effort.
  • Reach 2 Grasp -1 Sleight 0
  • If the Scum were controversial and divided opinion among the crew; they were placed under surveillance by Security.Reach 2 Grasp 0 Sleight -1
  • If the Scum were loathed by the majority of the crew for their beliefs and antics; what they lack in diplomany they've made up for in learning to defend themselves.Reach 0 Grasp 1 Sleight 1

Traditions Choose one of each or invent your own.

  • Populace: Expensively educated radicals; scholarship students from hardscrabble origins; collectivists from radical organisations; X Liberation Front.
  • Style: Wild and unrestrained; bureaucratic and rule-bound; avant-garde and academic.
  • Governance: Commune of anarchists; council of community elders; charismatic leadership.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A forest of mushrooms ten storeys high, with reality-altering properties.
  • A secret garden for communing only Scum can find (for now).
  • A lake with alien properties; fun for skinny dipping!

Worldfall

  • An art gallery that promises to change the new world.
  • A community centre that acts as neutral ground for all Cabals.
  • The sex pit.

A Threat

  • Where the narcs meet.
  • The fucking police station.
  • A place so beautiful you know someone else is going to want to exploit it.

Starting Stats (Choose one)

  • If your Guardians are a motley but earnest crew of activists drawn from all classes and walks of life. Reach 1 Grasp 0 Sleight 0
  • If your Cabal if descended from militant eco-feminists who fight valiantly to preserve the ways of the Earth Goddess. Reach 0 Grasp 1 Sleight 0
  • If your Cabal was formed from a branch of an internationalist NGO, or working group from a supranational body like the UN.Reach 2 Grasp 0 Sleight -1

Traditions Choose one of each or invent your own.

  • Populace: Hippies, earthsingers, and crypto-anarchist folk musicians; scientists drawn from ranks of elite ecologists, biologists, and zoologists; mystical ac-tivists of passionate conviction who love freely.
  • Style: Flowing, colourful garb made from natural fibres; lab coats and respectable business casual that still admits rude activist pins; nothing at all, if they can help it—bodypaint?
  • Governance: Straight up anarchism where no one knows who the hell is in charge of anything; non-profit industrial complex with ranks and offices; great circles of communal thought, perhaps linked by telekinesis.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A pod of creatures that swim through the skies and just might take you with them.
  • A chasm where it’s impossible to fall through.
  • Chapels of wind in a lost valley with strange healing powers.

Worldfall

  • A greenhouse so vast you could get lost in it.
  • A farm for ethically domesticating native fauna.
  • An aquarium that opens the oceans to you.

A Threat

  • A native disease that could ravage the colony if left unchecked.
  • A fungal mass that demands obedience.
  • A maze of pillars on the verge of collapse—that could take you all with it.

Starting Stats (Choose one)

  • If your Officers were an elite cabal detached from the rest of the crew. Reach 1 Grasp 0 Sleight -1
  • If your Officers executed their responsibilities wisely and with restraint before Worldfall, integrating themselves well with the rest of the crew. Reach 2 Grasp -1 Sleight 0
  • If your Officers were drawn from military ranks. Reach 1 Grasp 1 Sleight -2

Traditions Choose one of each or invent your own.

  • Populace: A tightly bound band of naval officers; open fam-ilies of civil servants and peacekeepers; would-be explorers who want to “see what’s out there”; demagogues in waiting.
  • Style: Casual dress that allows for easy mixing with the crew; functional jumpsuits; crisp naval-themed uniforms that clearly denote ranks and roles.
  • Governance: Council-based democracy; meritocratic bureau-cracy; Triumvir of the highest ranking officers; military junta.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A gorgeous waterfall that serves as a source of fresh water.
  • A nest of jellyfish that somehow float through the air.
  • A piedmont that makes for a perfect observatory site.

Worldfall

  • The council chamber where all the big decisions are made (on paper, at least).
  • A vast library, to preserve Old Earth’s knowledge.
  • A place where physics appears to be suspended, perfect for a lab.

A Threat

  • An unstable anomaly that warps time, space, or worse.
  • A predatory form of plantlife that’s less than thrilled by the colony.
  • A terrible thing brought back from the homeworld that should’ve been left behind.

Starting Stats (Choose one)

  • If your faith evokes the most popular religions from the old world. Reach 2 Grasp 0 Sleight -1
  • If Worldfall was a traumatic event that showed the need for strength. Reach -1 Grasp 2 Sleight 0
  • If you faith focuses on the deep mysteries of the new world. Reach 0 Grasp -1 Sleight 2

Traditions Choose one of each or invent your own.

  • Populace: Ascetics who took the chance to start over quite literally; an opulent class of adherents ranked in a hierarchy of devotion; hedonistic lovers of nature who revere circles.
  • Style: Identikit gowns that efface all difference; opulent silks and trimmed vestments with jeweled holy symbols; earthy, flower child garb in all colours.
  • Governance: A rigid hierarchy with a titular leader and a college of clergy; consensus driven circles with no leaders or ranks; a semi-hierarchical democracy where all parishioners have a vote.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • Standing stones that hint at an ancient intelligence.
  • A copse of glass trees that whisper of the sacred.
  • A series of warrens that promise enlight-enment or death.

Worldfall

  • A cathedral to keep the flame.
  • A monastery far from the main colony.
  • A shrine containing a strange relic from before or after Worldfall.

A Threat

  • A social group devoted to your demise.
  • A sacred location that claims life in sacrifice.
  • An alien text that drives people to extremes.

Starting Stats (Choose one)

  • If your Envisioneers began as a military corps of battle engineers who get the job done without letting anyone get in their way. Reach 0 Grasp 2 Sleight -1
  • If you draw Envisioneers from the franks of civil servants and planners, with an eye for politics. Reach 2 Grasp 0 Sleight -1
  • If your Envisioneers emerged from tech firms specialised in the architecture of invisible networks. Reach -1 Grasp 0 Sleight 2

Traditions Choose one of each or invent your own.

  • Populace: Hardened soldiery and grimly efficient proletarian exemplars who build soaring monuments and overcome all physical challenges; aloof geeks who keep to the lab and their computers, working magic invisibly; cunning rockstar scientists eagerly promoting their projects with slick presentations.
  • Style: Coveralls, hardhats, workwear, steel-toed boots; labcoats, e-Watches, and slacks; black turtlenecks, tight t-shirts, slick suits.
  • Governance: Crown corporation with a strict hierarchy and strident commitment to public service; private corporation with playful ideas about open-concept offices; a trade union with secret ballots and aggressive membership drives.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A power source unlike any you’ve ever known.
  • Geothermal vents and natural spas.
  • A portal - next stop, anywhere.

Worldfall

  • Solar farms.
  • A transport network.
  • Electronic walls.

A Threat

  • A geological anomaly that imperils the entire colony.
  • A ticking time bomb in the heart of the colony’s infrastructure.
  • A type of weather that thwarts technology.

Starting Stats (Choose one)

  • If the Workers come from oranised, mainstream labour movements on their homeworld and were active in electoral politics. Reach 2 Grasp 1 Sleight -2
  • If the Workers are drawn from the ranks of previously un-unionised jobs in tech and other white collar professions. Reach 1 Grasp 0 Sleight 0
  • If the Workers, steeped in militant trade union tradition, collectively endorse using their numbers to fight for their rights with force if necessary. Reach 0 Grasp 2 Sleight -1

Traditions Choose one of each or invent your own.

  • Populace: Traditional workers contracted onto the colony ship; white collar workers who expected better on arrival; well-educated labourers with revolu-tionary praxis in mind.
  • Style: Hardhats, overalls, hi-vis, and cigs; long-coats, long-beards, long-skirts, and longer memories; red star fatigues and green berets.
  • Governance: Traditional hierarchical trade union; representa-tive bodies with no nominal president; organised cells of members collected in micro-unions.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • A deep cavern with many hidden nooks.
  • A geothermal vent that can power a single turbine forever.
  • Stone with really useful properties.

Worldfall

  • The place where an investigative newspaper is printed (or published).
  • A plaza that hosts a monument to a great labour leader (say who).
  • A tavern that hosts the finest synth-liquors, and serves as a salon for radical politics.

A Threat

  • A volcano long overdue for eruption.
  • A nascent corporatist club that thinks unions are obsolete.
  • A herd of mysterious animals on a mass migrato-ry stampede.

Starting Stats (Choose one)

  • If you are a world of furious storms and jagged peaks, where the skies speak in riddles. Rerach -1 Grasp +2 Sleight 0
  • If your lush and teeming forests beckon unwary souls with otherworldly music. Reach 2 Grasp -1 Sleight 0
  • If you are a world shrouded by the dep and lovely dark, where mysteries grow as freely as the trees. Reach 0 Grasp -1 Sleight 2

Traditions Choose one of each or invent your own.

  • Fauna: Spectres and ethereal creatures that straddle plains; a biodiversity of mammals, avians, and sea creatures; gastropods and cephalopods that sparkle with hidden intellect; lithovorous ancients that lumber through the ages.
  • Flora: Fungal skyscrapers and fields of exotic mushroom bloom; heroic forests with pine needles sharp enough to cut; rainforests in rainbow hues; rolling fields of lifegiving violet grass and valleys filled with forest.
  • Geology: Perilous mountains and divine pillars thrown up by clashing continents; eroded beauty carved into sloping curves that gently kiss the seashore; mile-deep canyons and calderas surrounded by thrashing waves.

Landmarks Draw a sign of one from each on the map, or invent your own.

Before

  • The ocean that swallowed the last colonists whole.
  • An endless mountain range that’s buried a horrifying secret.
  • Valleys dotted by ancient shapes that hint at intelligence, yours or some-one else’s.

Worldfall

  • The copse of trees that spies on the colony.
  • A water source that, when used by the colony, will teach you something about the interlopers.
  • A pathway that leads deep into the bowels of the world, which you’ve opened for your new visitors.

A Threat

  • Something the colonists built that’s acting like a nail in the spine of the world.
  • The source of a disease that makes no distinction between native and alien life.
  • A recently crashed meteor that contains something far more worrisome than the new colonists.

Lifestyle

You are eternity. The need for ephemeral resources is beyond you.

Doctrine

Every Deathless Character starts with an extra Move or +1 to a Stat, but they must choose one:

Your Doctrine must differ from the Before's cutting edge tech (defined in Stats). Choose one:

Each of your Doctrines augment Enlightened Madness. What are you to the Eldritch Powers?

Your Doctrine must change when The Age Turns.

Tech, Data, and Resources

Resources

Take 2 as Surpluses and the rest as Needs:
Barter Goods, Land, Progress, Medicine, Crops.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Defences, Engineering, Progress, Leadership, Morale.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Barter Goods, Artisans, Recruits, Medicine, Prestige.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Weaponry, Transport, Leadership, Defences, Recruits.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Prestige, Weaponry, Scouts, Transport, Recruits.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Morale, Scouts, Progress, Land, Transport.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Artisans, Leadership, Land, Safety, Recruits.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Defences, Progress, Morale, Leadership, Energy.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Engineering, Energy, Defences, Weaponry, Transport.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Spies, Weaponry, Land, Transport, Recruits.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Morale, Safety, Recruits, Scouts, Fresh Water.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Leadership, Defence, Energy, Land, Progress.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Barter Goods, Defences, Progress, Trade, Transport.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Barter Goods, Culture, Prestige, Luxury, Artisans.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Prestige, Justice, Safety, Luxury, Leadership.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Leadership, Morale, Recruits, Justice, Safety.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Prestige, Energy, Progress, Rare Materials, Spies.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Recruits, Scavengers, Medicine, Leadership, Land.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Hunters, Scavengers, Spies, Leadership, Scouts.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Defences, Engineering, Progress, Leadership, Rare Materials.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Artisans, Defences, Energy, Justice, Progress.

Surplus Needs

Surplusses:

Needs:

Darkness:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Leadership, Luxury, Prestige, Rare Materials, Spies.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Prestige, Justice, Safety, Defences, Morale.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Prestige, Engineering, Morale, Defences, Transport.

Surplus Needs

Surplusses:

Needs:

Doomsday Clock:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Culture, Contacts, Art, Luxury, Justice.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Hydroponic farm food, Exotic Flora, Domesticated life, Followers, Art.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Culture, Operatives, Leadership, Luxury, Morale

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Culture, Leadership, Recruits/Followers, Art, Artefacts of the Old World

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
New World Tech, Barter Goods, Trained Staff, Construction Vehicles, Researchers

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

Take 2 as Surpluses and the rest as Needs:
Ore, Construction Equipment, Leadership, Justice, Transport

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Resources

You are eternity. The need for ephemeral resources is beyond you.

Surplus Needs

Surplusses:

Needs:

Notable Devices

Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

Custom Family Moves

Pick Culture and one other.

Culture

When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:

  • Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.
  • Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.
  • Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they're used as mounts, add 1 free tag to them.

At the start of each age you can skip the months of cultivation and go straight to the harvest.

Domestication

When an abnormal life form is brought back to your Family’s farm and reshaped to suit your needs, choose one:

  • Archive one of its traits. From now on you can add that trait to the crops and animals created by Culture and have the drugs you create temporarily grant it to their users.
  • Corral a small breeding population of the organism.
  • Find a way for you to resist its abilities or avoid its dangers.

Recycling

When your character dissects the body of unnatural creature, they can improvise a Device from its organs or fluids. In addition, your Family can sacrifice Surplus: Medicine, Crops or Livestock to activate Culture to make one of the other two surpluses.

Investment

Whenever a Family you've traded with gains a Surplus in Land, Progress, Barter Goods or anything organic or medical, they may give you 1-Stake. If this takes you to 3-Stake, give them Surplus: Medicine, Crops or Livestock as if you had used Culture - with your Family gaining the side benefits as normal - and set Stake to 0.

Evolutionary Leap

When you use Culture, characters gain one of these bonuses the next time they Tool Up according to the Surplus produced:

  • Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that'll stop someone's Death move from triggering for an hour.
  • Crops: Food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it's cooked.
  • Livestock: A group of animals with simian-level intelligence. They have quality 2 and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.

In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc.) with the GM providing a downside. Your Family members will all exhibit that trait from then on.

Pick two:

Sufficiently Advanced

Your Family has retained access to some of the wonders of the World Before. Choose one:

  • Medical treatments able to cure any ailment.
  • A ward that shields a wide area from harm.
  • A weapon that couldslay any foe.
  • A vehicle that can swiftly transport a dozen people from horizon to horizon.

It comes with 3-Power.

When you activate it, roll +Power spent (minimum 1). On a 10+ it works perfectly, exactly as desired. On a 7-9 it does what you wanted, but it’s either out of action for the near future or there are weird anomalies (you choose). On a miss, it erupts with chaotic power and bizarre side effects.

Choose how Power is regained:

  • Renewable Energy: 1 Power every few months, climate permitting.
  • Precious Fuels: 1 Power per material Surplus erased.
  • Mystic Sacrifice: 1 Power per named Family member or Player Character sacrificed.

Deep Knowledge

Your Family has a well-curated and extensive store of records on certain fields. Choose one:

  • Grand Architecture, from Surface to Stars.
  • Magic and Artifice of the Glorious Past
  • The Horrors Birthed by the Fall
  • The Fragmented Lands and their Hidden Depths
  • Persons and Proceedings of Historical Significance

When your Character encounters a creature, item or situation covered by this field, tell everyone a fact about it and gain fleeting advantage acting on that information. The GM will also tell you something you can do to gain 1 Tech from the subject. You can erase a Surplus of knowledge (e.g. Progress, Scouts, Lore, etc) to pick an additional field of knowledge.

An Eye for Details

Your Family sees hidden relevance in stories that others overlook. When they use Diplomacy you can ask a follow-up question, and when you Uncover Secrets you always get to ask a second question.

Weird Science

When your Family puts together a device powerful enough to shape the local area for generations, say what they want it to do. The GM will give one to three of the following conditions:

  • It’ll take weeks/months/years to build.
  • You’ll need to erase a certain Surplus.
  • It’ll only work for a limited length of time before needing to recharge.
  • You’ll need to hook it up to a certain power source.
  • You’ll have to sacrifice 1/2/3 Tech.

Future Shock

When you use Power Up, you can spend extra points of Tech. For each point past the first, roll an extra die. You still take the two highest.

Take Stock in Trade and one other:

Stock in Trade

Your Family has a particular product range they trade in, and you can expect to have those wares around unless your Family is deeply in need and Mood is at -3. Once per session, you can draw on one of your Stocks in Trade to boost a roll's results by one category: 6- to 7-9, 7-9 to 10+.

Choose one to three, depending on whether you want to sell one boutique stock or have a wide array of wares:

  • Arms and ammunition.
  • Art, music and culture.
  • Books, maps, and instruction manuals for forgotten things.
  • Drugs, spices and venoms.
  • Food, fresh or preserved.
  • Living creatures, bred or captured.
  • Mementos of the World Before.

Whaddaya Buying?

When your Family brings goods to market, roll +Reach. On a hit you’re able to sell them for a fair price. On a 7-9 pick 1, 10+ pick 2:

  • You hear an interesting rumour; get +1 Data.
  • You make friends with another merchant, giving you easy access to another Stock in Trade while in this area.
  • They don’t realise the true worth of what they paid with.

Cabinet of Wonders

When you delve deep into your Family’s reserves in search of something useful, describe what it is and what you want it for. It should fit with your Stock in Trade or a Surplus of yours. The GM will give you 1-3 downsides, and then you can decide whether you still want to take it:

  • It’ll be useless afterwards.
  • Its value will be immediately obvious to anyone who sees you carrying it.
  • You’re taking it away from an agreed buyer, and there’ll be consequences if it isn’t returned.
  • You’ll need help from a specific character or NPC to use it well.

Avaricious Appraisal

When your Family tries to work out the worth of a new acquisition, roll +Reach. On a hit you have a good idea how much you could get for it, as well as some details on its past owner(s). On a 7-9 choose one:

  • It’s useless to you, but one of your allies could make use of it.
  • It’s incredibly, maddeningly valuable. Someone in your Family becomes obsessed with it, and you’ll have to deal with them or Hold Together to successfully sell it.
  • It’s very valuable, but one of your enemies or rivals knows you have it and they’re making plans.

Brand Loyalty

When you would use Diplomacy to meet someone who's bought from you before, instead automatically get an audience. They will always be willing to at least hear you out.

Rationing

Whenever you lose a Surplus for any reason, hold 1; spend 1 hold to get advantage on an action that surplus could help.

Take Laying Down the Law and one other:

Laying Down the Law

Everything you do is motivated by a strict moral code, held by all the Family. Answer these questions:

Who always deserves protection?

Your Family and Character have advantage while protecting them.

Options: The sick, the poor, the young, the weak, the old, those of a particular faith, doctors, teachers, slaves, etc.

Who always deserves your justice?

You have advantage while pursuing them.

Options: The rich, the strong, murderers, thieves, slavers, cheats, bigots, imperialists, hoarders, etc.

What does your Family’s code prevent you from doing in the name of justice?

Your Family and Character roll with disadvantage on all moves if you go further, until the GM thinks you’ve made amends.

Options: theft, beatings, kidnapping, extortion, murder, betrayal, etc.

Ear to the Ground

When your Family goes into a community looking for information on a target, roll +Reach. On a 7-9 learn 1, on a 10+ learn 3. Tell us how you find this out.

  • Where to find their lair.
  • Who their allies are.
  • How dangerous their gang is.
  • What they’re planning.

This is a Civilised Land

As long as your Family patrols a region and keeps its citizens safe, they’ll know through rumours and whispers when someone breaks their laws. Its people will gradually start behaving according to your principles over time.

Round up the Posse

When you brandish your Family’s authority in a non-hostile land, you can recruit a gang of locals to fight at your side. As long as you work towards bringing that target to justice you can use them as a group of Followers (Quality +1, Expertise: vigilante justice), and when they fight alongside you they reduce the harm you take by 1.

Tooled Up and Looking for Trouble

When you arm up your Family and move out en masse to bring justice to your quarry, get 1 hold for each point of Grasp. You can spend Tech to get extra hold, 1-for-1. While you hunt, you may spend 1 hold to:

  • Take out a specified target immediately.
  • Negate an incoming attack.
  • Force your foes out into the open.
  • Reveal reinforcements.

Take Kaiju Threat Alert and one other:

Kaiju Threat Alert

Your Family is dedicated to hunting Behemoths – titanic creatures that stalk the land and are hostile to human life. Each has unique strengths, hungers and capabilities, but they share a common origin. As a group, work out what sort of form your world’s Behemoths take – are they organic, robotic, elemental, ephemeral?

When you scout for signs of behemoth attack, pick a danger in the world as an omen of an incoming assault. Say how it threatens Families of your choice, who become Alerted. You can spend Treaty you have on one Alerted group on any other.

  • If the behemoth is stopped before the threat becomes plausible, each Alerted Family or Faction gets 1-Treaty on you.
  • If you stop it once it’s a clear threat, gain 1-Treaty on every Alerted Family or Faction, and redistribute Treaty on them as you like.
  • If someone else stops it once it’s a clear threat, you and whoever stopped it gain 1-Treaty on every Alerted Family or Faction.
  • If the behemoth assault happens as you foresaw, you and every Alerted Family or Faction gain a Need of your choice.

Hell Divers

When you first find out about a specific Behemoth, name one Hostile Ground condition it surrounds itself with. Your Vehicles and Outfits automatically avoid disadvantage in that environment, and can augment other's gear to resist it at the cost of 1 Tech each.

,

Ultimate Weapon

Your vehicles are the edge that allow you to bloody the nose of the Behemoth, and wipe the floor with regular foes. When you take one of your special vehicles out of storage, choose 2:

  • They have an extra environment tag: sea, land, air, void, earth, or something stranger.
  • You have advantage on physical actions when piloting it.
  • They're giant and can fight Behemoths on equal terms.

Every time the you use it pick one:

  • Erase Surplus: Transport or Surplus: Energy.
  • It pollutes: gain Need: Medicine or Need: Land.
  • It could break down or blow up at any moment.

Behemoth Tech

If a Behemoth is killed and you get access to its remains, you gain Surplus: Behemoth Tech. When used in a Wonder this replaces any two of its regular requirements. Tell us how the project was warped in alien ways.

Doomsday Research

When you issue a Kaiju Threat Alert, gain 6 hold. When you act against the threat, spend 1 hold to roll with advantage. If your character is directly confronting the threat, spend all remaining hold after rolling to set one of their dice to the hold spent.

Sleep Now in the Fire

When you lure a Behemoth to rampage over a faction or Family under Kaiju Threat Alert, spend up to 3 points of Data and roll +Sleight. On a hit the Behemoth destroys one of their Surpluses per point of data spent; on a 7-9 it also destroys one of your Surpluses. On a 6- it unleashes great power and massive collateral damage, creating a new Hostile Ground. Don’t miss.

Take two:

Lords of the Deep

The water cycle and the life cycle are one, and your Family understands them better than any other. When you erase a Surplus, recover 1 Tech from the depths.

Hydra's Children

When you Claim by Force in a marine environment, assistance from creatures of the deep gives you Advantage to the roll. Spend 1 tech to call a hulking beast onto land, gaining advantage on all Claim by Force rolls as long as it survives.

The Dragon in the Sea

You are free from the hope that the sea will ever rest. Instead, you’ve learned to sail through the tempest. When your Family hits -2 Mood, you can roll +Grasp: on a hit gain 2 of Surplus: Barter Goods, Trade, and Progress, and erase a Need. Say how the sea provides for you in your moment of need. On a miss, the GM can make as hard a move as they like.

The Kraken Wakes

Sometimes we must discard the old, embrace the new, and run headlong down an unwavering course. When your Family faces a Trial during the Turning of Ages, gain Surplus: Motivation and 1 hold per Trial faced. Spend 1 hold to give a Family move advantage.

Startide Rising

The sea, once it casts its spell, holds one in its net of wonder forever. You can spend 1-Tech and work a special ritual to let a Family's characters ignore Disadvantage from underwater hostile grounds. This lasts until the next Age. If you do this for another Family or faction, you have advantage on Conduct Diplomacy or Find Common Ground rolls with them for the rest of time.

Take Faith of the Fallen and one other:

Faith of the Fallen

Your Family has a faith they cling to more ardently than life. Choose one tenet:

The restoration and healing of humanity.

The protection of the unfortunate.

The renunciation of the Before.

Transformation into gods.

Travel to a pristine and unspoiled land.

At the start of each Age past the first, count those who are in line with your tenet as Righteous and everyone else as Corrupt.

When your Family gains something that furthers their tenet, hold 1. When an emissary of your Family – including your Character – draws on this vision of future perfection, spend 1 hold to:

  • Get an insight towards your current goal.
  • Ignore all penalties and Disadvantage for a single roll.
  • Plant the seeds of your faith in the mind of another.

The Inquisition

When your Family makes an example out of a member of a Corrupt Family or Faction, hold 1. Spend hold 1-for-1 to force someone, Righteous or Corrupt, to choose one of the following:

  • Perform a task for you, no matter the risk.
  • Say a secret they don't want you to hear.
  • Give up all their possessions.

Sacrifice

When you whip your Family into a frenzy then send them into battle, you can gain Need: Recruits, Need: Medicine and/or Need: Leadership. For each you take, choose one:

  • Darkness will cloud your enemies’ eyes, allowing you to take them by surprise.
  • One chosen champion of your Family will be unharmed by the foe’s attacks.
  • The site of the battle will be marked and forever stand as a testament to your righteousness.

A Voice in the Wilderness

When your Family condemns a powerful figure or organisation in a public place, roll +Grasp. On a hit, they're now counted as Corrupt. On a 7-9, choose one; on a 10+ choose two.

  • You’ll suffer no reprisals.
  • You receive grateful donations; gain Surplus: barter goods.
  • The crowd delivers a representative of your foe to you.
  • The audience riots, forcing your enemy into retreat.

The Plagues

If you have 5 Treaty or more on a Corrupt Family or Faction, you can denounce their wicked ways. At some point of this Age the GM will unleash a natural disaster upon them, devastating their holdings.

The Corrupt Family or Faction is now considered Righteous. Lose 1-Treaty with every other Family or Faction; deep inside they know all that pain and loss came from your decrees.

Take two moves:

Orbital Bombardment

When you attack from orbit, raze a terrain feature or a Surplus belonging to another Family or Faction. Then roll +Grasp. On a 7-9 choose 2, on a 10+ choose 1:

  • You cause unintended collateral damage.
  • You galvanise your foes against you.
  • You lose 1-Treaty on every other Family or Faction.

Invading Armies

When you march upon an opponent, bringing to bear all your advanced arms and ships, roll +Reach. On a 7-9 choose 1, on a 10+ choose 2:

  • Their allies stop providing them support.
  • Their followers start rioting in panic.
  • One of their enemies will pay you a tribute of 1 Surplus.

Body Snatchers

When you roll a 7+ on Subterfuge, you may declare that some members of the targeted Family or faction have been replaced with duplicates loyal to you.

When you activate the sleeper cell, roll +Sleight. On a hit, choose one:

  • You learn a secret weakness of their defences.
  • You learn ways to move through this area quickly and unseen.
  • You learn clues to a hidden strength or unknown history.

On a 10+ you are given access to a safe house you can use while you’re in that Family or Faction’s territory.

Wormhole Gates

Spend 1 Tech to instantly relocate your Character or one of your assets to the safety of one of your bases.

Abduction

When you use your grasping lights to abduct someone mentally or bodily,

  • The target won't remember this conversation.
  • The target won't be able to lie to you.
  • The abduction happens immediately.
  • Their absence will go unnoticed until it's too late.

Alien Physiology

You’re perfectly adapted to environments lethal to humans. Pick 1-3 tags all your characters have from now on:

  • Hardened
  • Sealed
  • Thermo

For each you take, add an extra penalty to one of their harm boxes - damage to life support reveals how poorly adapted you are to the Homeland.

Take Living Machines and one more:

Living Machines

By default, all your Family members are synthetic. They do not need to eat, drink or breathe, but can only use Professional Care when they have access to technological surpluses: Progress, Research, Engineers, etc.

Nanofabricators

You alone control the miraculous nanotechnology. When you use your foundries to break down resources and reassemble them, pick one:

  • Spend 2-Tech to create any physical Surplus.
  • Erase a physical Surplus to gain 2-Tech.

Drone Army

You may spend Tech to boost your follower's Quality, 1-for-1. When Claiming by Force, add this to the availabel options:

  • “Your drone army suffered the brunt of the losses: spend 2-Tech right now or get disadvantage on Grasp until you do.”

Vast Digital Archives

Whenever you gain Tech outside of the Hive, you also gain 1 Data.

Autonomous Systems

Machines need very little to go on. Your Mood is locked at +2, regardless of Surplus and Needs. You still have limits: if you would ever gain a sixth Need, trigger Fall into Crisis instead.

Terraformers of Tomorrow

When working together with another Family, the effect of one of their long term moves (such as Weird Science, This is a Civilised Land, etc.) will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration.

Take two moves:

Always Outnumbered, Never Outgunned

Choose what gives your Family a ferocious edge in battle:

  • A huge, bristling cornucopia of weaponry.
  • A few ill-tempered but devastating relics of the Fall.
  • A feral, barely-restrained killing instinct.

Start with 3-Arsenal.

When you go all-out on an enemy, you may spend 1-Arsenal to:

  • Dismay and overwhelm your foes.
  • Drastically alter the battlefield or your place in it.
  • Leave the battlefield in whatever direction you wish.
  • At the start of a new Age, reset to 3-Arsenal.

Conscription:

When you show a group of outsiders that you have the power to bring them pain, ruin or glory, your Family can gain Surplus: Recruits but choose one:

  • The conscripts chafe under your rule and are plotting rebellion.
  • They’re green and will likely break in the next major battle.
  • They’ll only fight for you so long as they believe your promises.

Dominion

When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:

  • The heads of the settlement conspire with the Tyrants to keep the people peaceful and cooperative.
  • They uneasily send tribute. Gain 2 Tech.
  • Your Family terrifies their neighbours; gain 1-Treaty on each neighbouring settlement.

Lords of War

When you bring together all your armies and march to battle against a stated target, get advantage when you Claim by Force so long as you stay together. If you give up without conquering your target gain Need: Leadership.

Tyranny

When your Family makes an example out of a dissenter, a defeated foe or a useless minion, hold 1. Spend hold 1-for-1 to force a Family member or a resident of a conquered settlement to:

  • Perform a task for you, no matter the risk.
  • Give up a secret they’d rather you not hear.
  • Give up all their possessions.

Take two moves:

Atavistic Nature

Choose what gives your Family a ferocious edge in battle:

  • Superior senses and teamwork.
  • Superior physical attributes.
  • A feral, barely-restrained killing instinct.

Start with 3-Savagery.

When you go all-out on an enemy, you may spend 1-Savagery to:

  • Separate your target from its allies.
  • Terrify your target with a display of violence.
  • Take out your target’s weakest units.

At the start of a new Age, reset to 3-Savagery.

The Strength of the Pack

Add +1 Quality to any group of followers entirely made of members of your Family.

  • When they act as one, both character and followers roll with advantage.
  • If your pack is ever completely wiped out, gain Need: Vengeance.

You Are Weak!

When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:

  • The people of the settlement are sent away running: one neighbour takes a Need of your choice.
  • Your Family takes the fruit of their foe’s labour: gain one of their Surpluses.
  • Your Family holds back from violence but makes the threat clear: take 2 Treaty on the settlement's leaders.

Are We Not Men?

When your Family Lends Aid or otherwise protects another Family without asking for anything in return, gain advantage on the joint effort. If the venture is a success gain Surplus: Morale, Culture or Motivation.

Home. Family. Future.

When your Family fights for survival or supremacy, you can gain Need: Recruits, Morale and/or Motivation. For each you take, choose one:

  • One of your foe’s champions will be overwhelmed.
  • One chosen champion of your Family will decimate scores of your foe’s regular troops.
  • Those who witness the battle will be forever marked by the strength and power of your people.

Take two moves:

Building Bridges

More than anything, the technology to reshape the landscape defines the lore and craft of your people. When you and another Family or Faction work together to edit the Homeland, spend 2-Treaty on each other. Add a connector (road, bridge, etc), a feature (a fortress, a wall, a plantation, etc), or another large scale construction to the map. Months may pass before these changes occur, according to the Fiction.

Taming the Land

When you and another Family or Faction work to tame Hostile Grounds, spend 2-Tech in a joint effort to turn it into regular terrain, effectively removing the Disadvantage there. It may take weeks for these changes to occur, according to the Fiction, and they last until the end of the next Age.

Innovative Dissent

When you unleash a natural hazard, spend 2-Data to place Hostile Grounds on a section of the Homeland map. This hazard will last until the end of this Age. Determine the source of the Disadvantage and how you triggered said change. It will happen in a matter of days to weeks.

The Ozaki Way

Three things matter in life: to be true to yourself, to give more than you take and to leave no tainted footprints behind. As long as an Architect Character abides by these rules they gain 3-Armor versus natural hazards or injuries from acts of extreme athleticism in the wilds.

An Arcane Atlas

When your Character uncovers a long-hidden secret of the wasteland, spend Data to reveal a: safe passage, natural resource, barrier, or refuge. It'll last at least for this age and maybe longer.

Take Building Synergy and one more move:

Building Synergy

To keep such a complex alliance running you need a lot of compromise and hard work. Gain 1-Synergy when you:

  • Trigger more than one of your Alliance Moves in the same moment: you see yourselves in fact as two Families, not one.
  • Remove a Need: the memory of your shared plight strengthens your bonds.
  • Succeed (10+) on Hold Together: yet another proof of your alliance's resilience.

When you all commit to a task you are far more than the sum of your parts. Spend 1-Synergy to:

  • Perform opposing tasks simultaneously. Combine two of Conduct Diplomacy, Claim by Force and Subterfuge on the same target. Pick one to roll with fleeting Advantage.
  • Seize opportunities in changing times. Pick one extra Fortune on a The Age Turns or Wonder roll. Or pick one extra option when Flush with Resources.

Cooperation Across Lines

When you invite another Family to build a Wonder, mutually spend 1-Treaty in each other to invest one of their Surpluses in your Wonder. They gain fleeting Advantage on the Wonder roll once it's unleashed.

Bipartisan Diplomacy

When someone Calls in a Debt on you, you can immediately Call In a Debt on them without spending Treaty. If you spend 1-Synergy, you can instead shut down their Call in a Debt attempt..

Hostile Takeover

When you bring a Faction to its knees, spend 1-Synergy for each of their Surpluses to assimilate them. Gain their Alliance move, Treaties and Surpluses, and discard their Needs.

Overlapping Networks

When your Character deals with a person or community matching their profile (Victim, Guardian or Aggressor), they roll Find Common Ground and Find Familiar Face with lasting Advantage. Also, you can appropriate another Family's character into your culture: when The Age Turns spend 1-Synergy to trigger Eulogy, even without their Relic. Tell us why the Hero is celebrated, and how.

Take two moves:

The Midnight Carnival

Whenever someone falls to excesses they come to you for their needs. If another Family triggers Flish with Resources or Fall into Crisis, you get 1-Data and they share one of their Surpluses with you. Describe what performance you put on for this boon.

One of Us

The majesty of their way of life draws people like moths to flame. When your Family gains Treaty on another Faction or Family, you gain fleeting Advantage on Family moves targeting them.

My Mask Is My Face

Whenever another Family or Faction gets a 6- on a roll against your Family, gain lasting Advantage on any Sleight rolls against them until you spring your vengeance or until the Age turns, whichever comes first.

Death Masks

When you take a Surplus from another family, you can spend an extra point of Treaty to give them Need: Art, Culture or Luxury.

The New Zero

You didn't turn your body into your canvas because you wanted to be different, but because you wanted to become and express who you truly are: a monster, inhuman, otherworldly. Your characters can always substitute Sway for Force moves, but have Disadvantage on attempts to use Familiar Face or Find Common Ground on anyone who isn't an artist, rebel or outcast.

Take Divine Grace and one more move:

Divine Grace

Whatever supernatural authority you drew on died with the Fall. Now it's up to you to find what is holy in this new world, and cherish and protect it. Start with 1 Grace and one commandment: a statement in the format "It is holy to .

Whenever you help another Family perform a holy action, gain 1 Grace.

When you willingly accept a Need in the course of performing a holy action, gain 1 Grace.

Whenever you refuse to perform a holy action, lose all Grace.

Once per age, when you see The Presence in another's actions you may add a new commandment to your list, emulating their deeds. Both of you receive an immaterial Surplus of your choice.

I Will Not Abandon You

The Serene won't rest until the whole world has ascended. When you Zoom In with the goal of trying to save lives or redeem a profound place, gain 1 Grace and Advantage on a roll of your choice crucial to this mission's success.

Also, when a character from another Family sincerely pleads for succour and deliverance, they can spend 2-Treaty on you to summon a Serene Quick Character to their side for a scene. If that character would mark their Dead box, you (or that Quick Character's player) can spend 1 Grace to prevent it.

The Mandate of Heaven

The Presence gave you tools to enact its will on the world, and even in its abscence the choir is mighty. When you are in dire need, spend 1 Grace to give a Weapon or Outfit a tag you need to fulfil a commandment.

Island of Apples

When you invest the land with your divine power, spend 2 Grace to place a source of solace and beauty on the map. In this area, you can mend flesh and bone and cure any disease, poisoning or malady of the mind - providing Professional Care even without a relevant Surplus. This lasts for an Age, at the end of which the Garden withers.

If a Character dies while holding true to a commandment there, you gain 2 Grace and their Death Move will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration.

Pilgrims of the Silver City

When you consecrate any of the following as a holy anchor, spend 1 Grace:

  • A gifted person from any Family or Faction.
  • A seasonal festival or rite of power.
  • A place of power, either a wound of the world or a source of solace and comfort.

Your characters may extend their senses to these anchors across any distance, and instantly travel there. Anchors are permanent, unless destroyed or defiled.

Dreams of Heaven

When you grant a single mortal a vision of the eternal and spend 1 Grace, they may choose to mark Outsider or Prophet and immediately activate their Coda.

When you instead send dreams and visions to a Family's leaders, pick a commandment and spend 1 Grace. If at the end of the Age the group believes they have pursued the commandment, they roll The Age Turns with advantage.

Take two moves:

Mighty Renegades

It doesn't matter that you are everyday people - together you will change the course of history.

When you have one of Surplus: Recruits, Morale or Leadership and gain a second, you also get the third.

Hell Can't Stop Us

When you make a grand collective effort to create a Wonder, you can invest Surplus: Leadership or Morale without erasing it.

Guerrilla Radio

When you broadcast your message far and wide, spend 2-Treaty on anyone with Surplus: Recruits to gain Surplus: Spies or Surplus: Scouts, located right there in the midst.

Not A Broken Man

You don't owe these pigs no shit! When someone uses Call In a Debt on you, get Advantage on the Hold Together roll to resist it. Also, when you Fall Into Crisis, everyone has to erase 2-Treaty on you, or else you gain 1-Treaty on them.

People of the Sun

You have infiltrated every human Family or Faction. When you roll Subterfuge against them, you can spend Treaty on them 1-for-1 to choose extra items from the list. Also, you have a finger on the Homeland people's pulse. When any other faction triggers In Want, you can be the one who chooses what crisis they suffer if you wish.

Pick Wrestle with Dreams and one more:

Wrestle with Dreams

You remember the past that ultimately led to the End Game, but your mere presence here blurs the possible outcomes and spawns unforeseen scenarios.

Each Age, pick one theme per Family: Glory, Ruin, or Upheaval. You and the Family owner both write a future scene fitting the theme on cards and keep them secret. There are three possible outcomes:

  • Your future comes to pass. Gain 2-Treaty on them and 1-Momentum. History will not repeat itself!
  • Their future comes to pass. Bring your mutual Treaty balance to 0, either losing or gaining Treaties with them, their choice. Your actions amount to nothing.
  • Neither comes to pass in this Age. Lose 1-Momentum and they roll the Turn of Ages with fleeting Disadvantage. Your hopes falter!
  • Go beyond the obvious, for if both visions match it counts as “their future comes to pass”.

    Stolen Life

    When you witness a pivotal moment in history, burn 1-Treaty with a Family or Faction also present at the scene to pick out an NPC among their ranks. Give them a role in their Family and they will rise to the occasion, going from obscurity to legend. Your Characters gain lasting Advantage to Find Common Ground with them.

    Contend with Shadows

    At the beginning of any Age, pick one to declare that this Age will be particularly:

  • Bountiful (Barter Goods)
  • Peaceful (Safety)
  • Fortunate (Progress)
  • Prosperous (Trade)
  • You can spend Momentum 1-for-1 to pick more options. Give each option you didn’t pick as a Need to a Family or Faction of your choice.

    All families – including you – can reveal to the table their future scene from Wrestle with Dreams to gain the Surplus linked to one of the options you picked.

    If you picked multiple options, other families can gain a second Surplus if they actively pursue your vision for them..

    Time Slipping Away

    Whenever someone rolls two 1s, you show up at the critical moment to intervene and avert disaster. Gain 1-Treaty on them and roll Lend Aid now, with fleeting Advantage. Whenever someone rolls two 6s, you show up at the critical moment to make use of their success. Reap 2-Tech or 1 Momentum, your choice.

    Sleepwalker's March

    When a Prophet character of any Family seeks your tutelage, they can spend 1-Treaty on you to gain 2-Data. When your characters mark the Prophet role, gain 4-Data. Also, when your character reaches their Coda, its effects will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration.

    Take two moves:

    Survive or Perish

    Evolution is an imperfect and often violent process. Describe the Affliction's first symptoms as a Harm slot descriptor, and give it a Stat penalty of your choice.

    When anyone has any sort of physical contact with you (including combat), they must replace a penalty-free Harm slot with your Affliction. You and anyone else infected by your Affliction are immune to other pathogens.

    The Horde

    Little by little it grows, from a pack to a mob, and as the affliction spreads the horde slowly becomes an unstoppable tide of flesh. You can have multiple instances of Surplus: Recruits, as the masses of infected march to your beck and call.

    This has several effects:

    If you have 2 or more Surplus: Recruits, roll Claim by Force with Advantage.

    When you roll 10+ on Claim by Force, gain Surplus: Recruits as your fallen foes raise to join the infected horde.

    Add the following to Claim by Force options: "The shambling horde takes the brunt of the damage: lose one Surplus: Recruits".

    Blood Remembrance

    When you commune with the infected dead, convert an instance of Surplus: Recruits into 3 Data as you dig deep into the memories of the endless plague victims swirling in your bloodline.

    If other Families take part in the ceremony, they may convert Surplus: Recruits into Surplus: Researchers, Scouts, Operatives, Warriors, etc. as knowledge spreads like an infection.

    Eclipse Phase

    They think they are in control? They have no idea what you are capable of. When you roll Subterfuge, gain one extra thing your agents can achieve, even on a miss. Also add the following options to the Subterfuge list:

  • "They weaken their agents: turn Surplus: Artisans, Scouts or Scavengers into Surplus: Recruits."
  • "They subvert social order: if the target has Surplus: Recruits, you can Erase a Surplus of theirs: Motivation, Morale, or Leadership."
  • Blood Bonds

    The Afflicted share a rudimentary hive mind. As long as your people regularly submit their consciousness to the demands of the Affliction, roll Hold Together with Advantage.

    If other Families partake in the ceremony, they get fleeting Advantage on their next Hold Together.

    Gestalt

    There is strength in unity and clarity of purpose, and no one can hope to match yours. Welcome to the top of the food chain.

    When your character melds the flesh and bone of their Followers with theirs, form one entity - an organic engine of destruction. Sacrifice the Follower's Quality to gain Hold, 1-for-1. Spend this Hold to:

  • Boost any Force roll to 10+.
  • Gain 3 Armour vs one attack.
  • If all Hold is spent your Companions are dead, consumed to keep you alive. Otherwise, your companions can disentangle safely and unharmed.

    Take Stalk the Land and one more move:

    Stalk the Land

    Bonded with their familiars, your rangers roam the land unseen and unchallenged. When you gain one of your Key Resources, put a token on the map. At any time you can reveal the marker to perform an action appropriate to the surplus it represents:

  • Surplus: Hunters. If there's a battle in their vicinity, you may give an involved Family or Faction Needs: Recruits.
  • Surplus: Spies. If someone attempts diplomacy or espionage in their vicinity, you gain 1-Data.
  • Surplus: Scouts. If you Uncover Secrets in their vicinity, pick 2 details to add to the map. If you put them in an unexplored area, gain 1-Data.
  • Surplus: Scavengers. If a Family becomes Flush with Resources in their vicinity, you gain the erased Surplus.
  • Once a marker's revealed, they're vulnerable to attack: if they're wiped out, you lose the Surplus. You can move them with a few days' notice, or sooner by triggering Hold Together.

    The Menagerie

    With each beast that joins the pack, its hunters multiply in strength. When you hold Key Surpluses, unlock these bonuses:

  • Surplus: Hunters. Add "Your ambush is terrifying: gain 1-Treaty on a witness' Family" to the character list of Fiercely Assault options.
  • Surplus: Spies. Gain 1-Data on any Familiar Face hit.
  • Surplus: Scouts. Gain 1-Data on any Wasteland Survival hit.
  • Surplus: Scavengers. Gain 1-Tech on any Wasteland Survival hit.
  • Blood Hunt

    You have learnt to prowl and hunt with your familiars - to bring down the weakest prey first. When you roll 7+ on Subterfuge, you can spend 1-Data to tie one of your target's Surplus to a specific character within their organisation. If you can kill, incapacitate, or recruit the character, they lose the Surplus.

    A Mountain Taller

    Your traditions would die with you should you fall. The world would lose its soul, the sun and moon would weep and the wilds would burn. So you stand. When you roll 7+ on a Hold Together to fend off attackers, give your attacker a Need of your choice.

    Rites of the Moon

    Your people painstakingly reproduce every aspect of the rites handed down by your ancestors. They are the past and the future of the Pack - the chain that binds every hunter to every familiar.

    When does your family perform Bonding Rituals?

  • By the full moon.
  • After great loss of life.
  • When a new leader is chosen.
  • Where do they need to be?

  • On the top of a bare hill.
  • On a clearing, deep in the woods.
  • Around a large bonfire.
  • When you gather under these conditions, you can strengthen your bonds with your familiars. Spend 1-Tech to gain Surplus: Hunters, Scouts, Spies, or Scavengers.

    Take Last Redoubt and one more move:

    Last Redoubt

    You can't ever hope to occupy all its levels, and you have forgotten more of its secrets than you will ever know.

    Choose an amazing but unreliable feature:

  • Its sprawling halls present a lavishing feast.
  • Its ghostly servants offer wise counsel.
  • Its vanishing gardens provide solace.
  • Choose an uncontrollable defense:

  • Deadly wails that echo on and on.
  • Automated shells that kill with brutal precision.
  • Mists that lead the unwary astray.
  • Choose a lurking threat:

  • A curse upon all who venture too deep.
  • Monsters that infest the lower levels.
  • A genius loci guarding a key location.
  • Black Celebration

    When you host an event in the Redoubt, those invited can't help but oblige, or else lose 2-Treaty on you. Once there, the Redoubt's amazing but unreliable feature will perform splendidly and its defences will lower to allow the guests in.

    Describe the grand and decadent festivities that shape the guest's mood to Sorrow, Belligerence, Horror, or Revelry for as long as they remain.

    Parliament of Ghosts

    Those who consult the preserved remains of your ancestors roll Uncover Secrets and Unearth Forgotten Lore with advantage when following their advice - they know much about the past.

    Also, when The Age Turns, they reveal a previously unknown landmark or custom from the past.

    Life Everlasting

    A deserving member of your family can live forever. Your character starts with a Role fulfilled and can always be brought back to action, age after age (also, see your Alliance Move).

    When you take the dead and the dying to the Redoubt's labs, provide Professional Care regardless of Surpluses, though they lose 1 Sway to a minimum of -2. You can even revive them, as long as they have not yet triggered their Death move.

    Storm Lords

    As long as the majority of those in the Redoubt are gripped by profound emotions, its ancient systems hear and obey, shaping the Homeland's weather. The resultant weather system is centred around the Redoubt, spreading a day's travel in each direction and doubling in size each day. Cancel all listed Surpluses in the affected area for as long as the weather persists.

  • Sorrow: a frigid fog or shimmering haze (Scouts & Safety)
  • Belligerence: a fierce wind that will whip dust, sand, snow, etc. into a storm (Crops & Trade)
  • Horror: raging thunder and lightning (Morale & Leadership)
  • Revelry: a fae wind that inebriates the senses (Recruits & Justice)
  • Take Dwellers in Darkness and one more move:

    Dwellers in Darkness

    You know the Homeland's nooks and crannies like no one else, and its dangers and secrets often threaten you first. Gain 1-Darkness when you:

  • Defeat a monster.
  • Face hardship thanks to your adaptations/taboos.
  • Learn a secret of the Fall.
  • Burn 2 Darkness to add one of the following to a scene or the map:

  • Monsters on the hunt for something precious.
  • A perilous route through the dark places of the world.
  • A natural disaster related to your Hostile Grounds.
  • A sign of the next world, source of beauty and solace.
  • A wound of the world, overflowing with power.
  • You can avoid it or exploit it to your advantage - facing it or unleashing it upon your foes. In any case, only you know enough about them to act before it strikes.

    Built on Taboos

    Define a tradition of your people contrary to another Family's Doctrine. As long as you abide by this taboo tradition, their Conduct Diplomacy and Subterfuge rolls against you have Disadvantage. At any point the game is Zoomed Out, you can spend 2-Treaty on another Family to declare a new tradition that offends their Doctrine for the same benefits.

    Litany of Sorrows

    When the Age Turns or a Wonder is unleashed, you may take a Trial instead of a Fortune to gain 5 Darkness points.

    No Longer Human

    When you take this move, pick a settlement or landmark that doesn't belong to a Family and draw Hostile Grounds around (or beneath) it. Describe:

  • Its environmental hazard.
  • How it impedes travel.
  • How it clouds the senses.
  • Your people may be adapted to 1-3 of these elements. For each adaptation, choose one aspect of your humanity irrevocably replaced or changed by your evolution:

  • Some of your limbs.
  • Your face and skin.
  • Your bipedal posture.
  • Your voice and language.
  • When your adaptations give you an edge, roll with Advantage.

    At the start of a new Age, you can sacrifice an intact aspect of your humanity to gain another adaptation, or further mutate an already-altered aspect to change the adaptation it provides - possibly targeting a different Hostile Land altogether.

    Monster Hunters

    When monsters or behemoths threaten the Homeland, your misfits and pariahs prove their worth. When you Tool Up and/or Zoom Out, you may pick one extra choice.

    Also, when you Power Up, you can burn Darkness instead of Tech.

    Take Enlightened Madness and one more move:

    Enlightened Madness

    You have a special ritual to beckon the Eldritch Powers into the world. The next time your Family or Character discards a 1, 2, or 3 thanks to Dis/Advantage, place it in one of these slots:

    Faith

    Lore

    Echoes

    Pride

    Wealth

    Mirage

    Once any row has a sequence from 1 to 3 in any direction, the stars align and you are considered Infused with the quality next to the 3.

    Set all infused dice to 6: when you invoke this power before your family or character takes action, spend an infused dice to set one of the dice to 6 without rolling. Once all infused dice are gone, you are no longer considered infused.

    Blasphemy & Rituals

    When you pronounce judgment on disbelievers, spend 2-Treaty on them to give them your infused quality as a Need.

    When a Family or Faction garners 3 such Needs, the Eldritch Powers turn their horrific gaze upon them as a behemoth visitation, monster assault, or uncanny disaster of your description. Gain 1-Treaty from every Devoted Family & Faction.

    Insane Wonders

    Once the Enlightened Madness sequence is complete, you gain the infused quality as a Surplus. When used in a Wonder this Surplus can replace any of its regular requirements - tell us how the project was warped in eldritch ways.

    Endless City

    Your domains extend to secret places beyond this world, into an infinite city of arcane design. Choose two sectors from the Endless City and place them on the map:

  • A Bizarre Bazaar
  • A Defiled Temple
  • A Secret Street
  • A Den of Vice
  • An Arcane Library
  • Corrupted Gardens
  • The Ancestral Home
  • Tell us how these places pervert mundane expectations and give us a sign of their alien power and wisdom. There you can activate Enlightened Madness with a brief incantation and pick another Stat to roll with Advantage.

    You can change sectors or their location at the beginning of every Age. You may erase infused qualities to gain more sectors, on a one-for-one basis.

    Invocations & Prayers

    When other Families join in with your rituals, they can give you 2-Treaty to gain your infused quality as a Surplus.

    As long as they have this Surplus, you can remove the discarded die from their Dis/Advantage rolls as well to invest in Enlightened Madness.

    Once at least three infused Surpluses are present in the world, you can perform a secret rite with or without the other Families' help to erase 3 infused Surpluses and banish and forbid Eldritch Powers from the land during this Age. Gain 1-Treaty on every Hostile Family & Faction.

    Take two moves:

    Smoke and Mirrors

    You have infiltrated every Family & Faction in the Homeland. Choose an extra thing your agents achieve on any Subterfuge hit.

    If Build the Future is in play, when you invest a Surplus to build a Wonder you gain pick two extra options from any list. If not, when anyone else invests their first Surplus in a Wonder, gain 2-Treaty on them.

    A Wilderness of Mirrors

    All secret agents use your techniques. Whenever anyone gains Surplus: Spies, gain 2-Treaty on them. As long as your camps keep training recruits, gain Surplus: Spies at the beginning of every Age.

    Through a Glass Darkly

    You have adminstrator rights to a secret cyberspace, still active from Before. With a short authentication ritual, you can communicate safely and instantly with others sharing the cyberspace across the Homeland. Tell us about those that haunt it still and the scars it bears from the Fall.

    When a contact pledges to support the war on the Seed, you may grant them entrance to the cyberspace. Those within can spend 1-Treaty on you to gain fleeting Advantage on Conduct Diplomacy rolls targeting other members of the cyberspace.

    The Razor's Edge

    You can reveal a stash of gear where you need the most. Once per session, you may reveal a cache and Tool Up a character mid-expedition. You always find out when a Traitor Character of any Family comes into play, and you can reach them through your Family's secret means of communication - whether they like it or not.

    Fog of War

    When you move all your assets in a carefully planned action, you can roll Subterfuge in parallel to a Claim by Force, Conduct Diplomacy, or Lend Aid roll, so long as both moves target the same Family or Faction.

    Take Doomsday Arsenal and one more move:

    Doomsday Arsenal

    Describe your weapons of mass destruction:

  • Ultimate bombs.
  • Autonomous mecha.
  • Unseen killers.
  • Every time you use but a fraction of their power, advance the Doomsday Clock and state the objective:

  • Destroy vital infrastructure.
  • Kill a Behemoth.
  • Decimate a horde.
  • And choose your collateral damage:

  • Unleash a disaster.
  • Bring ruin to civilians.
  • Create Hostile Grounds.
  • When the clock advances:

    Past 3:00 (2+ marks): switch the values of bolded stats, but you galvanise your foes against you.

    Past 6:00 (3+ marks): double all treaty rewards, but civilians start fleeing in panic from the conflict zone.

    Past 9:00 (4+ Marks): choose two objectives per strike, but a Faction of the GM's choice acquires doomsday weapons of their own.

    If you ever reach 12: there will be an exchange of doomsday weapon strikes. Set the clock back to 6:00.

    These effects are cumulative. Set the clock back 1 segment when The Age Turns.

    Ride to Ruin

    Wherever you are, whoever you fight... the Riders stand ready to save the day. Your allies can spend 2-Treaty on you in order to draw joint battle plans. When they engage in field battle against a powerful foe, they may:

  • Withstand a spirited assault.
  • Retreat to a more defensible position.
  • Counter attack against all hope.
  • Evacuate your civilians.
  • Concede critical parts of the battlefield.
  • Once they evoke three elements, the Riders charge in from an unexpected angle, crippling the targeted force: you cna invoke Doomsday Arsenal without advancing the Clock.

    Aid in Danger

    When you brave Hostile Grounds in a rescue mission, your troops negate all environmental Disadvantages there.

    When you brave a war zone to help the affected populace, erase any Need other Families or Factions there have that you have as a Surplus.

    When you successfully perform any of these missions, set the Doomsday Clock back a tick.

    Search & Destroy

    When you establish a perimeter and concentrate your forces to guard it, gain 1 Alert Level per Surplus invested in the perimeter (max 3).

    When an intruder breaches the perimeter, they suffer one consequence of your choice per Alert Level:

  • Your sentries hurt them.
  • Your defenses slow them.
  • Your patrols pick up their trail.
  • Your barriers halt their advance.
  • Your alarms isolate them.
  • Intruders can act to minimize the consequences, but must use a different method (e.g. Move, Resource) each time. When all alerts are triggered, roll +Grasp. On a 10+ you surround the intruder, on a 7-9 you just drive them away, on a 6- Invaders destroy or steal an invested Surplus of their choice.

    Hammer & Anvil

    When you meet another army in battle, roll +Grasp to determine: the terrain, the weather, any escape routes, and the presence of civilians.

    On a 10+ you choose three elements, then your opponent chooses one. On a 7-9, both of you choose two elements. When you use up an element you control, gain fleeting Advantage on a move or to negate one of your foe's moves.

    Take two moves:

    Art Project

    Your Cabal can spend a Surplus to create an art installation or work of some description in order to gain critical benefits. You must describe:

    1. What it looks like
    2. Where it is located
    3. What, if anything, it may ask of passers-by.

    When you reveal it, roll +Reach. On a 10+ choose 2, on a 7-9 choose 1, on a < 7, the debut is a disaster; choose 1 but with a major downside to be determined by the GM.

    • A Cabal is inspired by the work, granting you +2 Reputation.
    • Communal donations to the artist(s) are redistributed to the Cabal. Choose one Surplus.
    • The Scum initiate a colony-wide conversation or debate that can be used to their benefit; get fleeting advantage.
    • The chatter around the Project leads some to theorise about its connection to the new world, granting you +2 Data.
    • It’s a hit with the Scummune, granting the Cabal +1 Mood for the rest of this Age.
    • The Project inspires a wild change in perspective and practise that turns one Need into a Surplus, but changes a different Surplus into a Need.

    Collective Property

    The Cabal shares everything - everything. While this is a possible source of conflict it also makes for a surprisingly efficient distribution of resources.

    Once per session, you can make anything you need, no matter how complex, materialise as if out of thin air cobbled together from junk lying around the Scummune. Whether it’s built to last, however...

    Community Action

    When you stage a protest, describe it: what kind of action is it? A sit in? Assisting another Cabal’s strike? Occupying an essential structure? Who exactly is participating? Are they carrying signs? If so, what do they say? Roll +Grasp to find out what happens. On a 10+ take one, on a 7 to 9, take one with a cost to be determined by the GM; on a 6- the Action fails with spectacular results.

    • Successfully disrupt a specific faction’s Wonder, causing them to lose a Resource they had previously invested in it (this includes the Constitutional Convention, reducing their influence on it.)
    • Inspire negotiations that give you advantage on Conduct Diplomacy rolls with a Cabal of your choice for the rest of the age.
    • Give an allied Cabal advantage on their next roll.

    Unwritten Rules

    Even non-hierarchical communities have elaborate norms and, of course, hidden social codes. Scum have a highly attuned sense for the nuances and submerged meanings of negotiation and discourse that others may miss.

    When you use Diplomacy, you can ask a follow-up question, anything you like, and get an honest answer. When you Uncover Secrets, you can add two elements instead of one.

    Take two moves:

    Create Your Own Lifeform

    One unique ability of the Guardians is simply this: create the dominant lifeform on the new world. Interacting with the natural world will be important for a variety of reasons - when you construct a desalination plant, for instance, will you need to negotiate with coral? Several Cabals and characters have abilities that modify such interactions. But only you get to play god(dess) for a shining moment and say “this creature exists.” Work it out in concert with the GM. It can be anything; slugs, fish, space bears, a fungal network, cosmic otters. But make it interesting and make it part of the story. What is your Cabal’s evolving relationship to the creature?

    Constellations of the Heart

    Everything about your Cabal’s community has fostered intimate understanding between its members; knowledge you can apply elsewhere. Roll +Reach to uncover the secrets of others. On a hit, ask a question. On a 10+ ask two.

    • What am I missing here?
    • Who is behind all this?
    • Who should I really be speaking to?
    • Where is this all going?

    99 Kriegsminister

    When an opponent is determined to use force against you or the planet, misdirect their militarism and send them running like headless (if pompous) chickens. Roll +Sleight to create a distraction in the colony that scatters or thwarts an attack against your interests—including espionage you may have uncovered. On a hit, you turn them back but with a cost (decided by the GM). On a 10+ you suffer no consequences—hold a rock concert in celebration, why not?

    Tilting at Windfarms

    Build an elegant series of windmills at your colony. For all the surplus power they generate, they might produce other surpluses as well. Twice per session, generate one surplus resource. Each surplus must be different and cannot be Surplus: luxury, or Surplus: art.

    The Politics of Dancing

    Throw a massive festival that promises a cornucopia of pleasures and delights. Present an epicurean smorgasbord of nature’s finest. For the cost of a Surplus: barter goods, your festival can lay the groundwork for propitious diplomatic negotiations. Ply your prospects with wine and all of the Goddess’ ambrosia! On your next diplomacy roll, take a +2 advantage.

    Listen

    Nobody knows this planet quite like your Cabal. Except, of course, the planet itself, and its mysterious alien intelligences. When you genuflect in humble awe before the planet, roll +Reach. On a hit, answer a single burning question of any description. It is, however, up to the planet (and the GM) to decide what exactly to tell you. Expect the kinds of riddles that start adventures rather than end them.

    Take two moves:

    Enclave

    This is the hub of operations, the nominal centre of the colony. Choose one:

    Command Centre

    A sprawling complex of bunkers capped by ostentatious satellite dishes and comm arrays. Training rooms, tactical chambers, and barracks fill the various buildings, many of which stretch deep underground. While the new planet is beautiful, it’s better to be safe than sorry. You erase Need: Fighters as soon as you gain it, and add +1 Quality to any martially-focused Followers.

    Research Lab

    Geodesic domes rich with life; holographic libraries and reading rooms; lab buildings connected by glass tubes to distantly perched observatories; banks of computers to begin assimilating the first tidbits of data being collected by your xenosociologists. It’s a prefab and plasteel palace devoted to the pursuit of knowledge on the farthest frontier humanity has ever known. You’ve landed on a new world, but you keep looking to the stars. You erase Need: Researchers as soon as you gain it, and add +1 Quality to any scientifically-focused Followers.

    Planetary Capitol

    Peace, order, and good government; it all has to start somewhere. Fashioning a great dome out of prefab metals wasn’t easy, but somehow an impressive monument to democracy has been built at the heart of the new colony filled with offices, debating chambers, committee rooms, and record halls. The Planetary Council meets here, beneath elegantly minimalist statues of abstract concepts (Justice, Virtue, etc.) and your choice of slightly pretentious quotes about democracy. You erase Need: Leadership as soon as you gain it, and add +1 Quality to any diplomatically-focused Followers.

    Redsuits

    You command a small army of people who can take on the most difficult and dangerous of tasks. Though they are especially vulnerable to harm, they can allow you to be two places at once. Three times per session, you can use (and sacrifice) Redsuits instead of spending Surplus: Security Staff or Surplus: Recruits.

    The First Duty

    The pursuit of knowledge is paramount for you, whether it’s discovering the scientific truth of the new world or maintaining the historical truth of where we all came from. When you invoke this Duty, roll +Reach. On a 10+, gain your choice of one Tech, one Reputation, or a surplus related to the research (GM’s discretion). On a 7-9, gain one of these at a significant cost. On a 6 or below, explain the explosive trouble your pursuit of truth at any cost has caused.

    Ivan the Terra-Bus

    You have built a large, crewed ATV with lavish facilities - maybe, elaborate comms equipment, an on-board lab capable of analysing most findings in the field, or provisions to last for long trips. It just needs a commander, and a hardy stomach to deal with all the physics-defying bouncing across the landscape. It has land, and three Vehicle tags of your choice. Each time it survives to a new Age, give it a new tag.

    Moonshot

    Your labs have infinite potential, and you aggregate the research of an entire colony made up of engineers, physical-, biological-, and social-scientists, and more. You can do something wonderful, and take it big. Devise a technological project - perhaps launching a satellite, or local terraforming, or developing a hybrid lifeform, be creative! Negotiate with your GM about what, if any, practical benefits it may give you. The GM will then give one to three of the following conditions:

    • It will take weeks/months/years to build.
    • Its byproducts must be shared among all Cabals, without condition or exchange.
    • It will change the colony/planet in a less than desirable way.
    • You will need to sacrifice 2 Tech.
    • Researchers lose their lives, giving you Need: Morale
    • It requires access to a planetary power source that requires negotiation with the planet itself.
    • Turn a GM-chosen Surplus into a Need.

    Take Our Eternal Flame and one other:

    Our Eternal Flame

    The Cabal’s faith can take any number of shapes. Choose one theology and its attendant bonus, or create your own!

    Each theology has a core tenet. When your Cabal successfully furthers their tenet, hold 1. When an emissary of your Cabal - including your Character - draws on this vision of paradise on new earth, spend 1 hold to:

    • Ignore all your Needs for one move.
    • Recover a Wonder surplus you had previously lost due to intrigue.
    • Gain a faithful convert. Describe them.

    Gardeners of the New Eden

    Tenet: The preservation of the new, sacred world.

    Grant your perspective character an animal companion, and an Arboretum that is capable of producing any plant-related surplus, including Medicines. Gain a new instance of it at the start of each Age.

    The Cathedral of Worlds

    Tenet: Reverence for the mysteries of the unknown.

    Gain a towering palace in the heart of the colony. You start with Surplus: Luxury and gain a new instance of it at the start of each Age. Customise a unique group of elite clergy who can serve as your catspaws in political endeavours.

    The Shrine of Ancestors

    Tenet: Honour the world before and the memory of your ancestors; make them proud.

    Place several shrines around the colony. Name and describe at least three. Start with Surplus: Artefacts of the Old World and say what they are. Gain a new instance of them at the start of each age. You can spend 2 Tech to fashion a unique and powerful artefact that somehow resembles a relic of the Old World, once per session. Say what it does.

    No One Colonist Should Have All That Power

    The hedonism of your cult overflows the very cup of life. Your personal opulence, your spiritual ecstasy, leaves you feeling able to do anything you set your mind to. And you’re right. Once per session, gain a 10+ on a move instead of rolling.

    Reliquary

    Your cabal stores and reveres three relics of their religion - describe them. Once per session, you can add an item of your choice to the reliquary and say what your cabal reveres about it. When you cull a relic from the Reliquary, convert it into an appropriate material Surplus.

    Canticle of the Chosen

    When you openly challenge a powerful figure, organisation, or Cabal in public and condemn them for their corruption or violation of your tenets, roll your highest stat. Explain in detail how your faith’s unique strength is involved in this challenge. On a 7-9 choose one, on a 10+ choose two:

    • You suffer no reprisals.
    • You receive alms and donations. Gain Surplus: barter goods, or Surplus: luxuries, or Surplus: art.
    • Your enemy must tactically retreat. If they’ve harmed your Wonder in any way, you can use this opportunity to repair the damage.
    • You create a holy relic. Describe it and how it came to be.
    • You gain important political support on the Council (this can take the shape of e.g. doubling the power of votes friendly to your cause).

    On a miss, you're just another voice in the wilderness. Or ranting on a streetcorner.

    Take two moves:

    Dream of Infrastructure

    As the engineers of the colony, you’re in charge of designing and building it. This ability can be used up to three times per session, and never consecutively. Decide what type of building to make, describe it, and what surplus it will produce for you and every other player. (Each player gets one copy of the surplus. If you try to deny a resource to a player, a conflict is triggered that will have to be resolved by other moves.)

    Roll your highest stat. On a miss, no one gets anything but you do not use one of your three charges for this move. On a 7-9, distribute resources as normal, but the building cannot endure past this session and will have to be rennovated by performing this move again. On a 10+ the structure stands the test of time and can be “reactivated” to produce its surplus at the start of each new session.

    Example Buildings:

    • Monorail: can increase Surplus: barter goods, Surplus: rare ore, Surplus: native flora, or Surplus: water from facilitating the rapid and efficient movement of materials, or simply Surplus: transport.
    • Recycling plant: allows everyone to convert one surplus into another of their choice.
    • Geodesic dome: grants every player Surplus: luxury or Surplus: land.
    • Factory: produce any piece of electronics or machinery you desire.
    • Spaceport: allows every player to add the void tag to one vehicle of their choice.
    • Communication Tower: Each cabal can gain either Surplus: research or Surplus: luxury. They choose which.

    Mind and Hand

    Whenever you gain Tech, you also gain 1 Data. Describe what you’ve learned from the tech that’s so valuable, and why only your intrepid engineers could see it.

    Open Concept Office

    Your labs are a somewhat ridiculous space where limited resources were nevertheless channelled into ballbits, beanbags, and plastic slides. The benefit is that you’ll always have Surplus: morale so long as you spend one tech per session on upkeep for the weird place.

    Midnight Oil

    Once per session, you can throw everything you’ve got into a marathon crunch session that produces a free surplus required to complete a Wonder./p>

    The Androids You're Looking For

    You may spend tech to boost your followers’ quality 1-for-1. Describe your robots and what makes them special.

    Where do you want to go today?

    Using esoteric technologies cooked up in your engineering labs, once per session you can teleport up to five characters to or from anywhere on the planet. Either the starting point or destination must be in the colony itself.

    Take two moves:

    Strike!

    Your ultimate power lies in what you are: the people who make everything happen. Using that power requires an unflinching willingness to down tools and remind everyone else of your true worth to the colony. When you go on strike, roll your highest stat and theme your strike around that stat’s strengths. Choose a target:

    An Enemy Wonder:Somewhere in your opponent’s supply chain is a link that leads back to your workers, and you can sever it with extreme prejudice. On a hit, remove one of the Surpluses invested in the Wonder. On a 7-9 do it, but at a cost; turn one of your surpluses into a Need. On a miss, there is no effect.

    An Enemy Special Project:This affects a variety of possible moves by other players, including the building of art installations by Scum or an Envisioneer Dream of Infrastructure project. On a 10+ redirect the benefit of the project to your Cabal, depriving others of its benefit for a single session. On a 7-9 you can do it if you spend 1 Reputation, 1 Tech, or 1 Data. On a miss, no effect.

    Monument Valley

    You build infrastructure and necessities for others, but what of the roses to go with your bread? You build towering and inspirational works of art that celebrate your Cabal’s accomplishments. At the start of every session, gain Surplus: Art. Your Character gains +1 Sway.

    Socialist Realism

    What is built in bronze, steel, or new world marble isn’t easy to destroy. Your under-construction Wonders are robust despite being incomplete, and are being built by true believers forging their image in steel - your enemies take disadvantage on any rolls to sabotage them.

    Co-Op Stores

    Your workers aren’t alienated; they can sell their own goods for their benefit and the good of the Cabal. When you bring products to market for a fair trade, roll +Reach. On a 7-9 pick 1, on 10+ pick 2:

    • Buyers don't realise the true worth of what they paid with.
    • You acquire interesting gadgets from another cabal; get +1 Tech.
    • You host a bazaar that generates some goodwill; get +1 Reputation.
    • You get a powerful artefact from the Old World.
    • A fascinating rumour comes across your Cabal leader(s)' desk.
    • There's treasure in the wilds!

    Hardy Souls Indeed

    The rugged life of a new planet challenges some in the colony, but not your people. When working or adventuring far afield in the wilderness, every Worker has advantage and your followers gain Quality +1. You also have advantage on Hold Together.

    Take two moves:

    Worldspeaker

    This is the lifeform that is most likely to act as your avatar. Design your own creature, much like the Guardians - look to their playbook for suggestions on lifeform creation. As the Worldsoul, there’s a twist. You don’t just have a relationship with that lifeform: you are that lifeform, at least partially. This process is your preferred way of creating an “individual” entity that might make you easier for the colonists to understand. When you craft a lifeform to be your avatar, pick two:

    • Give it +1 to a stat.
    • Give it a natural weapon with two tags.
    • Give it natural armour with two tags.
    • Give it a retinue of lesser creatures (1 Quality, a specialisation of your choice).

    Any time you act through this specific lifeform, get Advantage on Subterfuge or Conduct Diplomacy rolls. Each time your Worldspeaker successfully interacts with the colonists, gain 1 Data as they learn something new.

    Flying Sea Monkeys

    You have an army of flying jellyfish - creatures made of a strangely light but durable, flexible gel, who propel themselves through the air. They draw moisture to themselves to increase the viscosity of the air around them, simulating a kind of underwater floating. They won’t collapse and they can walk upright on their tentacles.

    When you deploy them as an extension of your will, roll +Grasp for offence or +Reach for exploration and diplomacy. On a 7-9, choose one, on a 10+ choose two:

    • You learn more about the interlopers' strange technology. Gain 1 Tech.
    • The colony now owes you a favour. Name the cabal who will have to deliver it.
    • You gain new Joiners. Add 1 to the Quality of your Worldspeaker's followers, or gain a new group with a different specialty.
    • You manifest a permanent presence in the colony through a strange new fixed lifeform that the jellies built; describe it.

    The Three Rs

    You can reclaim any colonial Surplus or artificial Landmark and diffuse it into the body of the planet itself in order to study it. Roll your primary stat and on a hit, explain what it looks like when the world absorbs, say, Surplus: luxury into itself and what it learns. Gain +1 Data.

    Cathedral of Winds

    The weather is your ally, your essence, your very being. You write poetry with the skies and sing through storms. Spend 1 Data to create a weather system to act in the world and define that action:

    • If you're attacking the colony, roll +Grasp.
    • If you're aiding the colony, roll +Reach.
    • If you're repairing the ecosystem, roll +Sleight.

    Weather has unpredictable results, however well-designed. On a hit you succeed; on a 7-9 choose 2, on a 10+ choose one. On a < 6, the GM selects 3:

    • The weather hits its target, but creates a strange geological formation elsewhere.
    • You've sparked a forest fire, say where.
    • A tsunami emerges from a very strange place.
    • A stampede of animals ravages a place; say where.
    • A species is cut off from the planetmind for the rest of the Age; name which.
    • Your weather creates an earthquake which, in turn causes an archipelago or island to form somewhere nearby.
    • Ash blocks out the sun for the rest of the session.

    Earthshaper

    Create a new natural feature of the world. Throw up a new hill, carve a new river, sprout a new forest, or reshape a stand of trees or a field. This move can’t be used to create something as grand as a new mountain range or ocean, but what you change will be as noticeable as it is swiftly created.

    Say what you want to create. The GM will name a price for it. Perhaps Tech, or a Resource you’ll be charged with absorbing from a Cabal. When you acquire what you need, you can then create the feature. Some examples and their possible benefits are listed below:

    • Stand of White Pines:every Cabal will be able to get Surplus: trade goods upon its growth and at the start of every Age.
    • Fungal forest:every Cabal gets +1 Data but must sacrifice a weapon tag. If they have no weapons, they get the Data at no cost.
    • Singing Crystal Grove:every Cabal gets a one time use of Surplus: art.
    • Hill of Standing Stones:Any religious Cabal (Keepers and Guardians) are instantly granted Surplus: morale. All other Cabals can win Surplus: ore if they wrest control of this hill from the faithful.

    Treaty

    When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Everyone has a need for your products. Take 1 Treaty on each other Family and Faction. Then ask the other families:

    • Which of you has made agreements with us that might just end up saving mankind AND the planet? You take 1-Treaty on them.
    • Which of you supplies us with resources vital for cultivation? Work out what the supplies are and give that Family 1-Treaty on you.

    History Notes

    Treaty

    When you spend time and effort showing another group how to use their technology better, gain 1-Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other families:

    • Which one of you is civilisation's best chance to regrow? Give them 2-treaty on you.
    • Which of you has seen the true power of our technology? Take 2-Treaty on each other.
    • Which of you has seen the true power of our technology? Give them 1-Treaty on you.

    History Notes

    Treaty

    When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Everyone, like it or not, has to trade with your Company. Take 1-Treaty on all the other Families. Then, ask the other Families:

    • Which of you came to our rescue when a deal went way south? Give them 2-Treaty on you.
    • Which of you harbours a guild of information brokers? Get 1-Treaty on them for their failure to rein in your rivals.

    Notes

    Treaty

    When you bring another Family’s or Faction’s hated foe to justice, your Family gains 2-Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other families:

    • Which of you supports our crusade the most? Give them 2-Treaty on you.
    • Which of you did we save from slaughter at the hand of raiders? Take 2-Treaty on them.
    • Which of you raised the Homeland's worst criminal? Take 1-Treaty on them; they give another Family the criminal's victimised 1-Treaty.

    History Notes

    Treaty

    When you Lend Aid to a group under a Kaiju Threat Alert, gain 1 Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other families:

    • Which of you has given us reason to believe you know things about the behemoths we don't? They take 2-Treaty on your Family.
    • Which of you fought alongside us in the last war, and let us down at the worst possible moment? Get 2-Treaty on them.
    • Which of you currently hosts the greatest hero of the last war in a respected role? Take 1-Treaty on each other.

    History Notes

    Treaty

    When you trade a Family a Surplus harvested from the sea for one harvested from the land, gain 1 Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other families:

    • Which one of you is partly descended from Pioneers who turned their back to the sea? Gain 1-Treaty on each other.
    • Which one of you was our sole contact with drylanders for a long time? What happened to reveal our existence to the other Families? They take 2-Treaty on you.
    • Which of you hosts a brilliant explorer who relies on our secrets? Take 1-Treaty on them.

    History Notes

    Treaty

    When you publicly condemn another group for their sins, hold 1. Publicly absolve them of those same sins and spend that hold to gain 1-Treaty on them. You can only have 1 hold at a time.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Judge each other Family:

    • Righteous: They say what they did to win you over. You give them 1-Treaty.
    • Corrupt: Take 1-Treaty on them. They say what happened to make your Family condemn them.

    History Notes

    Treaty

    Your origin gives you a different perspective on the world. When you Uncover Secrets to reveal something that helps another Family, gain 1-Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other Families:

    • Which one of you controls a resource critical to our survival? They take 2-Treaty on you.
    • Which of you did we save from certain doom with our technology? Get 1-Treaty on them.
    • Which of you did we secretly experiment on in the past? They take 1-Treaty on you.

    History Notes

    Treaty

    When a Family or Faction comes freely to you to ask for support or trade, gain 1-Treaty on them on top of any deals you make.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Everyone worries you could strike at any moment. Each Family says what event caused this fear, and you take 1-Treaty on them.

    Then ask the other Families:

    • Which of you holds an important node of your ancestral infrastructure? Say what prevents them from unlocking its deeper mysteries and give them 2-Treaty.
    • Which of you hosts a leader that could unite everyone and crush us? Why hasn’t she done that yet? Give them 2-Treaty.

    History Notes

    Treaty

    When you give another Family a position of power in your empire’s hierarchy, gain 1-Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other Families:

    • Which of you is a threat even to us? They take 2-treaty on you.
    • Which of you was able to negotiate a peace settlement with us? They take 2-Treaty on your Family.
    • Which of you fought side by side with us in a vicious battle? Take 1-Treaty on each other.

    History Notes

    Treaty

    When someone adopts your customs, whether on the primal or sapient side, gain 1-Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other Families:

    • Which of you came to our rescue and helped us build a community? Say how, and they say when. Give them 2-Treaty on you.
    • Which of you is related to those who uplifted us? Tell us how you found out, and they explain their relationship to your progenitors. Take 2-Treaty on each other.
    • Which of you hunted us as animals, realising their mistake far too late? Take 2-Treaty on them.

    History Notes

    Treaty

    When a Family or Faction acknowledges your ways as the greatest hope for the future, gain 1-Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other families:

    • Which one of you understands the full scope of our ambitions? Tell everyone what gave you away and get 2-Treaty on us.
    • Which of you harbours the most vicious killer in the homeland? Tell us why the killer hounds us at every turn. Take 1-Treaty on them.
    • Which one of you destroyed the balance of an important area of the Homeland? Tell us how or why. Take 1-Treaty on them as you stepped in to control the damage.

    History Notes

    Treaty

    If you have:

    Victims: When a Family or Faction works with you to alleviate the suffering of other victims, gain 1-Treaty on them.

    Guardians: When a Family or Faction lends support to your cause, gain 1-Treaty on them.

    Aggressors: When you bully a Family or Faction into action, gain 1-Treaty on them.

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other families for volunteers. If you have:

    • Victims: Which one of you turned your back at us in our moment of greatest need? They tell us the reason they couldn't help even if they wanted to and give you 2-Treaty.
    • Guardians: Which one of you supplied us with critical resources for our duties? They tell us about what you stood watch against and you exchange 1-Treaty.
    • Aggressors: Which one of you repelled our aggression? They tell us what they had to sacrifice to avoid defeat, and take 2-Treaty on us.
    • History Notes

      Treaty

      When you perform a display of beauty or wonder, gain 1-Treaty on the Faction or Family you performed for.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Ask the other families:

      • Which one of you uses our art in one of your most important rites? They describe the ceremony and give you 2-Treaty.
      • Which one of you sees our lifestyle as decadent? Give them 1-Treaty on you.
      • Whose youth is enthralled by our lifestyle? They say what draws their kids to you like moths to the flame, and give you 2-Treaty.

      History Notes

      Treaty

      When you reveal yourself at someone's lowest point to guide them back to the light, take 1-Treaty on them.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Ask the other families:

      • Which of you worshipped the Presence before the Fall? They say whether they still believe, and give you 2-Treaty.
      • Which of you helped us vanquish a terrible monster? Say how you hunted it down, and they say how they dealt the final blow - exchange 1-Treaty with each other.
      • Which one has removed our faith in the future? Give them 2-Treaty on you, and they describe the holiness expressed in their Doctrine.

      History Notes

      Treaty

      Gain 1-Treaty on any Faction or Family whose common people suffer needlessly.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Each other families gives you 1-Treaty: where there are hierarchies, there are those who support your creed.

      • Which one of you helped us on our moment of greatest need? They describe the triels you faced together and you give them 2-Treaty.
      • Which one of you has conspired with those who oppressed us? They say why they withdrew support from the conspiracy and give you 2-Treaty.

      History Notes

      Treaty

      Gain 1-Treaty when another Family or Faction uses their Alliance move on you.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Ask the other families for volunteers:

      • Which one harbours the kindest soul of the next Age? They tell us hiw this person is nurtured and sheltered. You tell us how their kindness will change the world. Exchange 2-Treaty among you both.
      • Which one harbours the brightest mind of the next Age? They tell us how their intellect is going to waste. You tell us what will be needed to unleash their full potential. Give them 2-Treaty.
      • Which one harbours the darkest heart of the next Age? Tell us of the terrible crime you know they already committed. They tell us about the source of their fame among the Family. Gain 2-Treaty on them.

      History Notes

      Treaty

      When another group sees the Intellect beneath your mostrous façade, gain 1-Treaty on them.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Ask the other families:

      • Which of you helped stabilize the original pathogen in the distant past? Give them 2-Treaty.
      • Which of you had a prominent scion contract the infection? You took them in, ensuring their survival. Get 1-Treaty on their family.
      • Who among you hunted us like dogs in the past? When did you realize we could be saved? Exchange 1-Treaty on each other as guilt and fear waxes and wanes.

      History Notes

      Treaty

      When you help another family bring down foes too dangerous to be faced alone, gain 1-Treaty on them.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Justified or not, everyone fears your practices. Take 1-Treaty on each other Family and Faction.
      Then, ask the other Families:

      • Which of you shares our ancestry? Work out what is shared and how much you've managed to preserve. Take 2-Treaty on each other.
      • Which of you tried to wage war on us, unprepared for our bloody retaliation? Work out what caused bloodshed and how peace was achieved. Take 2-Treaty on them.

      History Notes

      Treaty

      When another Faction or Family realises your current character played a key role in their history, gain 1-Treaty on them.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Ask the other families:

      • Which one of you first found power in the confined of the Redoubt? They say the price they paid for that power and give you 2-Treaty.
      • Which one of you was saved by an inhuman traveller? Give them 2-Treaty as you crave to know more about this wanderer.
      • Whose kin suffer as our thralls? Give them 2-Treaty, and they say why the thralls can't leave.

      History Notes

      Treaty

      When you share your secrets with another Family or Faction, gain 1-Treaty on them.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Ask the other Families:

      • Which one of you uses our tech in rites and ceremonies? They say how, and you gain 2-Treaty on each other.
      • Which one of you did we guide into the dark places of the world? They describe the dark secret they learned there, and give you 2-Treaty on them.
      • Which one of you hunts the monsters that plague us? They describe their chosen hunters and their sacrifices, and get 2-Treaty on you.

      History Notes

      Treaty

      At the beginning of each Age, secretly decide if you are Devoted, Infiltrated By or Hostile towards the Eldritch Powers. Gain 1-Treaty on any Family or Faction who shares your current stance when you support them.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Each other Family or Faction discloses their stance in the shadow war:

      • Devoted: They say what secret practices they hold to honour the Eldritch Powers. You say how they are rewarded. You give them 2-Treaty.
      • Infiltrated: They say who among their people worship the Eldritch Powers. You tell us how. Exchange 2-Treaty.
      • Hostile: They say how they battle against the Eldritch Powers. You tell us how you helped them survive this far. Take 2-Treaty on them.

      History Notes

      Treaty

      When you save another Family or Faction from a resurgance of the Seed, gain 2-Treaty on them.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Ask the other Families:

      • Which one of you did we cultivate as a backup force? They say when they became aware of your interference; exchange 2-Treaty with each other.
      • Which one of you fought as our proxy against the Seed? Tell us how the experience scarred your people forever and we tell you the horrible fate we averted. We give you 2-Treaty.
      • Which one of you do we provide with critical intel and assets? Tell us about those among you who are unaware of this relationship and we tell you why it must remain a secret. Give us 2-Treaty.

      History Notes

      Treaty

      When you assault an enemy to save another Family or Faction, gain 2- Treaty on them.

      On Us Faction On Them

      Faction:

      Treaty:

      History

      Ask the other families:

      • Which one of you holds the most heroic veteran of the Homeland? They describe the battles they won and those they saved. You say how you were always there for them. Exchange 2-Treaty.
      • Which one of you survived a siege thanks to us? They say when and where this siege took place and you describe those who felt the weight of your wrath. They give you 2-Treaty.
      • Which one of you holds a festival that is key to our culture and values? They describe the Festival and you say how it became so important. You give them 2-Treaty.

      History Notes

      Assets

      Your characters can always have a friendly pet of some kind. In addition, pick 3:

      How do you fight?

      • Soporific needles and darts (melee, nonlethal).
      • Surprisingly effective farming tools (melee, unreliable).
      • Trained attack animals (ranged, many).

      How do you defend?

      • Animal hides and homespun fabric (utility, tough).
      • Nearly-pristine labcoats (regal, comms).
      • Forest-strider gear (camo, mobile).

      How do you travel?

      • Pedigree animals (land, mount).
      • Agricultural vehicles (land, mighty).
      • Mobile research station (land, med bay).

      What useful expertise can you draw on?

      • Farmers (Quality 1, Wrangling crops and animals).
      • Surgeons (Quality 1, Healing and dissecting).
      • Rangers (Quality 1, Living off the land).

      Your characters can always have battered, half-understood journals from the Before. In addition, pick 3:

      How do you fight?

      • Morphing pistols (ranged, hidden).
      • High-powered rifles from a distance (far, elegant).
      • Weird grenades (area, aberrant).

      How do you defend?

      • Bulky hazmat suits (utility, sealed).
      • Gleaming power armour (powered, tough).
      • Blood-borne nanomachines (implanted, mantle).

      How do you travel?

      • Flying vehicles (air, canopy).
      • Rugged APCs (land, transport).
      • Mobile ICU (land, medbay).

      What useful expertise can you draw onl?

      • Scholars (Quality 1, Researching).
      • Special Forces (Quality 1, Assault).
      • Scavengers (Quality 1, picking through junk).

      Your characters can always have well-fitting and stylish clothing. In addition, pick 3 for your family:

      How do you fight?

      • Masterwork heirloom weapons (melee, elegant).
      • Disposable prototype guns (ranged, many).
      • Poison-tipped needles (melee, hidden).

      How do you defend?

      • Deluxe executive wear (regal, comms).
      • All-weather travel gear (utility, thermo).
      • Packrat kit (utility, powered).

      How do you travel?

      • Salvaged Fliers (air, canopy).
      • Beast-Drawn Caravans (land, transport).
      • Personal Speeders (land, canopy).

      What useful expertise can you draw onl?

      • Hagglers (Quality 1, Bartering and bargain-hunting).
      • Artisans (Quality 1, crafting and building).
      • Bodyguards (Quality 1, guarding and protecting).

      Your characters can always have an obvious symbol of authority. In addition, pick 3:

      How do you fight?

      • Stun prods (melee, nonlethal).
      • Heavy pistols (ranged, brutal).
      • Assassination blades (melee, hidden).

      How do you defend?

      • Nondescript robes (camo, utility).
      • Improvised armour (tough, armoured).
      • Ancient enforcer gear (tough, comms).

      How do you travel?

      • Battle-hardened Beasts (land, mount).
      • All-terrain trucks (land, transport).
      • Speeder bikes (land, swift).

      What useful expertise can you draw onl?

      • Investigators (Quality 1, questioning and deduction).
      • Enforcers (Quality 1, ensuring compliance).
      • Magistrates (Quality 1, negotiating compromises).

      Your characters can always have a trophy from a previous hunt. In addition, pick 3:

      How do you fight?

      • Silent snipers (far, silent).
      • Carving blades (melee, brutal).
      • Explosive launchers (ranged, area).

      How do you defend?

      • Beast-climbing gear (utility, mobile).
      • Helldiver armour (hardened, sealed).
      • Bright halo (mantle, regal).

      How do you travel?

      • Outrider trucks (land, turret).
      • Tamed beasts (air, mount).
      • Command vehicles (land, med bay).

      What useful expertise can you draw onl?

      • Scouts (Quality 1, spotting approaching threats).
      • Tamers (Quality 1, bringing animals to heel).
      • Soldiers (Quality 1, suppressing fire).

      Your characters always have enough breathing equipment to function on land and in water. In addition, pick 3:

      How do you fight?

      • Fishing Spears (melee, brutal).
      • Claws and fangs (melee, hidden).
      • Pneumatic guns (ranged, silent).

      How do you defend?

      • Environment suits (powered, sealed).
      • Grappling rig (mobile, utility).
      • Hardened scales (regal, plated).

      How do you travel?

      • Amphibious crawlers (land, water).
      • Submersibles (water, canopy).
      • Galleons (water, transport).

      What useful expertise can you draw onl?

      • Fishers (Quality 1, finding food).
      • Raiders (Quality 1, intimidation and extortion).
      • Cetacean Allies (Quality 1, underwater search and rescue).

      Your characters can always have a small holy book or a religious symbol. In addition, pick 3:

      How do you fight?

      • Ceremonial weapons (melee, unreliable).
      • Flamethrowers (ranged, area).
      • Infectious madness (ranged, aberrant).

      How do you defend?

      • By blending in (utility, camo).
      • Blessed heirlooms (regal, armoured).
      • Crude implants (implanted, hardened).

      How do you travel?

      • Caravans (land, transport).
      • Placid livestock (land, mount).
      • Ambulance (land, med-bay).

      What useful expertise can you draw onl?

      • Inquisitors (Quality 1, exposing guilt).
      • Healers (Quality 1, treating illnesses).
      • Evangelists (Quality 1, communicating with outsiders).

      Your character always has some feature that marks them as inhuman. In addition, pick 3:

      How do you fight?

      • Acid spit (ranged, hidden).
      • Energy blasters (ranged, brutal).
      • Psionic amplifiers (ranged, aberrant).

      How do you defend?

      • Adaptive force fields (camo, mantle).
      • Spacesuits (sealed, hardened).
      • Bio-boosting skin (tough, mobile).

      How do you travel?

      • Null-grav fliers (air, swift).
      • Orbital shuttles (air, space).
      • Transport worms (land, mount).

      What useful expertise can you draw onl?

      • Science officers (Quality 1, research).
      • Assimilators (Quality 1, recycling organics).
      • Translators (Quality 1, negotiating).

      Your character is synthetic – see Living Machines. In addition, pick 3:

      How do you fight?

      • Built-in weapons (ranged, hidden).
      • Terrible mechanical strength (melee, brutal).
      • Missile pods (ranged, many).

      How do you defend?

      • Military operations (camo, armoured).
      • Environmental probes (thermo, sealed).
      • Communication relays (hardened, comms).

      How do you travel?

      • Personal artigrav engines (air, swift).
      • Larger bots (land, mount).
      • Transport drones (air, transport).

      What useful expertise can you draw onl?

      • Scanning Droids (Quality 1, mapping and analysis).
      • Killbots (Quality 1, direct force).
      • Protocol AIs (Quality 1, negotiation and diplomacy).

      Your character can always have some luxury item, recently liberated from its previous owner. In addition, pick 3:

      How do you fight?

      • Enforcer’s blade (melee, elegant).
      • Spray-and-pray guns (ranged, area).
      • Homemade explosives (area, unreliable).

      How do you defend?

      • Welded junk armour (tough, armoured).
      • Ambush gear (camo, tough).
      • Survival gear (camo, thermo).

      How do you travel?

      • Spiky junk piles (land, mighty).
      • Scratch-built technicals (land, turret).
      • Lumbering war rigs (land, transport).

      What useful expertise can you draw onl?

      • Brawlers (Quality 1, keeping people busy).
      • Enforcers (Quality 1, intimidation and extortion).
      • Legates (Quality 1, enforcing the hierarchy).

      Your character can always have some accessory that marks them as more than animal - a scarf, engineering tools, a religious symbol, etc. In addition, pick 3:

      How do you fight?

      • Vicious assaults (melee, brutal).
      • Hit-and-run tactics (melee, elegant).
      • Scavenged weaponry (ranged, unreliable).

      How do you defend?

      • Powered exoskeleton (powered, mobile).
      • Natural hide (camo, tough).
      • Uplift implants (implanted, comms).

      How do you travel?

      • Simpler animals (land, mount).
      • Grafted wings (air, swift).
      • Stolen offroad vehicles (land,durable).

      What useful expertise can you draw on?

      • Scavengers (Quality 1, finding food and shinies).
      • Pack Hunters (Quality 1, group tactics).
      • Primal Performers (Quality 1, song and dance).

      Your characters can always have a tool or secret to help evade the monsters. In addition, pick 3:

      How do you fight?

      • Compound bow (ranged, silent).
      • Stone cutting laser (ranged, elegant).
      • Earth current tomahawk (melee, aberrant).

      How do you defend?

      • Weatherproof leather coats (utility, thermo).
      • Work-site exoskeleton (utility, powered).
      • Smart fabrics (camo, mantle).

      How do you travel?

      • Prized horses (land, mount).
      • Tractor (land, durable).
      • Airship (air, transport).

      What useful expertise can you draw on?

      • Ecologist (Quality 1, Heal the land).
      • Geologist (Quality 1, Locate resource).
      • Sapper (Quality 1, Build infrastructure).

      Check your chosen Family Playbooks: pick 2 from one Family and 2 from the other

      How do you fight?

      How do you defend?

      How do you travel?

      What useful expertise can you draw on?

      Your characters may always have a mask that hides their true nature. In addition, pick 3:

      How do you fight?

      • Knives and sharpened nails (melee, hidden).
      • Cutting words (ranged, aberrant).
      • Hordes of groupies (melee, many).

      How do you defend?

      • Insane body modifications (utility, tough).
      • Silks stitched with psionic art (regal, mantle).
      • Shifting tattoos (camo, implanted).

      How do you travel?

      • In ships of air and steam (air, transport).
      • Palanquins drawn by giants (land, mighty).
      • On automated animal golems (land, mount).

      What useful expertise can you draw on?

      • Agents (Quality 1, Seeding interest).
      • Poets (Qiuality 1, Elegant flattery).
      • Sages (Quality 1, Worldly advice).

      Your characters may give two extra tags and a name to a piece of Armoury or Outfit to turn it into a holy relic. If the relic is ever lost or destroyed, pick a Stat to roll with lasting Disadvantage until a new equivalent item is created by or solemnly given to the Character. Pick 3:

      How do you fight?

      • Your sacred blade (melee, elegant).
      • A herald's trumpet (ranged, area).
      • A septre of judgment (ranged, brutal).

      How do you defend?

      • Ceremonial armour (regal, tough).
      • A shining halo (regal, mantle).
      • Blessed jewellery (regal, hardened).

      You eschew mere vehicles! Instead you are summoned by...

      • Incantations performed in places of power.
      • Threats to that which is holy.
      • The plea of your sworn allies.

      What useful expertise can you draw on?

      • Guardians (Quality 1, Watch over the Holy).
      • Scourge (Quality 1, Terrify the Wicked).
      • Heralds (Quality 1, Make them Listen).

      You can always add another tag to your Gear if you add Unrealiable Tag as well. In addition, pick 3:

      How do you fight?

      • Homemade explosives (area, brutal).
      • Heavy and menacing tools (melee, brutal).
      • Sturdy automatic rifles (ranged, area).

      How do you defend?

      • Winter clothing (utility, thermo).
      • Homemade leather (utility, tough).
      • Scavenged military gear (camo, tough).

      How do you travel?

      • Horses (land, mount).
      • Jeeps (land, durable).
      • Motocross bikes (land, swift).

      What useful expertise can you draw on?

      • Agitators (Quality 2, Motivate & Infiltratiion).
      • Terrorists (Quality 2, Sabotage & Infiltration).
      • Subversive (Quality 2, Diplomacy & Infiltration).

      Your character always starts with 2-Data about this day and age. In addition, pick 3:

      What useful expertise can you draw on?

      • You always act faster than your foes: your weapons gain the Area tag.
      • You know your foe's every move: your outfit gains the Mantle tag.
      • You always reach your destination precisely when you want to.
      • You know precisely what you ought to know.

      Your character has a personal treatment regimen that keeps the infection at bay. In addition, pick 3:

      How do you fight?

      • Mono-filament flagella clouds (Far, Area).
      • Overstimulated adrenals (Melee, Brutal).
      • Microbial saliva (Ranged, Aberrant).

      How do you defend?

      • Hardened carapace (Utility, Tough).
      • Swarm intelligence (Mantle, Comms).
      • Boosted musculature (Implanted, Mobile).

      How do you travel?

      • Vast tunnel networks (Land, Transport).
      • In massive symbiotic organisms (Land, Mighty).
      • Aerodynamic restorative cocoons (Air, Med Bay).

      What useful expertise can you draw on?

      • Epidemiologists (Quality 1, Diseases).
      • Asymptomatic carriers (Quality 1, Scouting).
      • Deathspeakers (Quality 1, Genealogy).

      Your character always has a well-trained and loyal familiar. In addition, pick 3:

      How do you fight?

      • Hunting rifles (Far, Ranged)
      • Bows (Ranged, Silent)
      • Blades, fangs and talons (Melee, Elegant)

      How do you defend?

      • Tactical armour (Camo, Armoured)
      • Familiar's senses (Mantle, Camo)
      • Leathers and furs (Thermo, Tough)

      How do you travel?

      Your beasts have the Land and Mount tags. What else do they have?

      • Speed (add the Swift tag)
      • Strength (add the Mighty tag)
      • Other movement (add Air or Water)
      • Intelligence (can follow complex commands)

      What familiars can you call on?

      • Wolf (Quality 2, Track & Hunt)
      • Falcon (Quality 2, Spot & Hunt)
      • Large dog (Quality 2, Keep watch & track)

      All your character gear gains the precious tag - the item is precious beyond their useful value and would be considered a princely gift. In addition, pick 3:

      How do you fight?

      • A blasting bronze staff (Melee, Ranged, Area).
      • Voice amplification torc (Ranged, Aberrant, Area).
      • Rings of power (Melee, Brutal, Area).

      How do you defend?

      • Kinetic shield belt (Regal, Mantle, Hardened).
      • Cybernetic upgrades (Mobile, Implanted, Comms).
      • Ornate power armour (Regal, Powered, Sealed).

      How do you travel?

      • Death on Wings (Air, Swift, Turret).
      • A land fortress (Land, Transport, Durable).
      • A hyper bred charger (Land, Mount, Mighty).

      What useful expertise can you draw on?

      • Bodyguards (Quality 2, Escort & Protect).
      • Nurses (Quality 2, Treat & Care).
      • Stewards (Quality 2, Manage & Purchase).

      Your Character can always have a tool or secret to help evade the monsters. In addition, pick 3:

      How do you fight?

      • Monster-hunting chainsaw (Melee, Brutal).
      • Reinforced bones (Melee, Hidden).
      • Psychic amplifier (Ranged, Abberant).

      How do you defend?

      • Decaying power armour (Utility, Powered).
      • Boosted muscles (Implanted, Mobile).
      • A cloak of nanoparticles (Camo, Mantle).

      How do you travel?

      • Manta ray submarines (Water, Turret).
      • Prowler tricycle (Land, Silent).
      • Heavy gunship (Air, Mighty).

      What useful expertise can you draw on?

      • Harvester (Quality 1, Scavenge tech).
      • Reaper (Quality 1, Invasive medicine).
      • Swarmer (Quality 1, Charge and overwhelm).

      Eldritch characters gain a spell to evoke Hostile Grounds of their choice in the current scene at the cost of 1-Harm. In addition, pick 3:

      How do you fight?

      • Carving blades (Melee, Brutal).
      • Words of madness and power (Ranged, Hidden).
      • Interdimensional hounds (Ranged, Aberrant).

      How do you defend?

      • Entropic halo (Mantle, Regal).
      • Scale armour (Regal, Plated).
      • Sustained by the void (Sealed, Implanted).

      How do you travel?

      • Grafted wings (Air, Implanted, Swift).
      • Transport worms (Land, Transport, Mount).
      • Void walkers (Space, Air, Mount).

      What useful expertise can you draw on?

      • Inquisitors (Quality 1, Exposing heresy).
      • Legates (Quality 1, Enforcing the hierarchy).
      • Magistrates (Quality 1, Negotiating pacts).

      Guardian characters gain means to secretly communicate with the rest of the Family; give it two from instant, safe, or long-ranged. In addition, pick 3:

      How do you fight?

      • Holstered pistol (Ranged, Silent, Hidden).
      • Fighting dagger (Melee, Silent, Elegant).
      • Sniper rifle (Far, Silent, Elegant).

      How do you defend?

      • Armoured clothes (Utility, Tough).
      • Infiltration gear (Camo, Comms).
      • Experimental hazmat suit (Utility, Hardened).

      How do you travel?

      • Black helicopter (Air, Transport).
      • Extraction vehicle (Land, Swift).
      • Armoured car (Land, Durable).

      What useful expertise can you draw on?

      • Local Assets (Quality 2, navigating the terrain and one other defined by the GM).

      Riders Characters gain 2 extra tags on their Vehicles or Outfit. In addition, pick 3:

      How do you fight?

      • Heavy machine gun (Ranged, Area, Brutal).
      • Missile launcher (Far, Brutal, Elegant).
      • Laser designator (Far, Area, Unreliable).

      How do you defend?

      • CBRN war suit (Camo, Hardened).
      • Tank commander uniform (Regal, Comms).
      • Military exoskeleton (Utility, Powered).

      How do you travel?

      • Amphibious vehicle (Land, Water).
      • Troop carrier (Land, Transport).
      • Anti-aircraft vehicle (Land, Turret).

      What useful expertise can you draw on?

      • Mechanics (Quality 1, Fixing heavy gear).
      • Comms Officer (Quality 1, Scanning frequencies).
      • Navs Officer (Quality 1, Tactical use of terrain).

      Inheritance

      Cultivator Characters get +1 to Sway or Lore.

      Quick Characters can pick an Inheritance Move:

      • Hardy: Automatically reduce by 1 the first Harm you take each day.
      • Green Fingers: You know the medical and culinary uses of any plant or animal you encounter.
      • Animal Companion: You have a reliable mount. It's a vehicle with mount, land and one of air, water, swift or mighty.
      • Master Chef: The food you prepare and augment tastes exceptionally good, and will heal minor ailments and give people energy.
      • Surgeon: With a few hours of dedicated treatment you can clear all of someone’s Harm boxes. With all your effort, you can delay the onset of someone’s Dead box.

      Enclave Characters get +1 to Steel or Lore.

      Quick Characters can pick an Inheritance Move:

      • Radio Rig: You can sense when Tech is within a mile, and track it down to within 100 metres.
      • Pain Box: You have a device that causes intense pain in anyone within a few dozen metres (melee,non-lethal, area, aberrant).
      • Survey drone: You can roll +Lore with Wasteland Survival, so long as your trail is visible from the air.
      • Hot Rod: You have an exceptionally fast vehicle - it has the swift tag, and you can change one of its tags with 15 minutes of tinkering.
      • Educated: The first time you give advice to somebody based on your knowledge of the Before, they gain fleeting advantage acting on it.

      Merchant Characters get +1 to Sway or Lore.

      Quick Characters can pick an Inheritance Move:

      • Salesman’s Eye: After watching someone for 5 minutes ask their player: What do they most desire?
      • Opulence: Your gear is noticeably more luxurious than normal, and most people will be willing to trade for it.
      • The Beggar Prince: Your gear is deceptively shabby-looking, and people will dismiss you out of hand as beneath their notice.
      • Deep Pockets: When you look in your satchel for a helpful item, find it but choose one: it’s fragile, it’s got a side effect, it’s precious to you.
      • Traveller’s Tales: When you reach a new settlement, tell the group a story you’ve heard about it and the GM will confirm one part as true.

      Lawgiver Characters get +1 to Force or Steel.

      Quick Characters can pick an Inheritance Move:

      • Tin Star: You have an impressive symbol of your authority in the Family. When you brandish it, roll +Steel instead of +Sway for Familiar Face.
      • Restraints: You have strangely durable manacles. When you bind someone or something with them they will not break.
      • Loyal Steed: you have a living mount that's always nearby. Whistle and it'll be with you in a few moments.
      • Forensics: When you spend a few hours analysing evidence, the GM will tell you: what it's made of, important marks its history has left on it, signs of who have handled it.
      • Plea Bargain: When you Find Common Ground with someone you know is guilty of a crime, one term they pick must be 'you forgive the crime'.

      Order Characters get +1 to Force or Lore.

      Quick Characters can pick an Inheritance Move:

      • Titan Grip: When you attempt to climb a giant monster, roll +Steel. On a hit hold 3; spend hold to avoid one of the monster’s attacks, or resist being shaken off.
      • Bait: With noise, flailing and bright colours you can attract the attention of everything hostile within a mile or so. They’ll ignore others in their pursuit of you.
      • Grapple: You have a sturdy grappling gun. It can hit targets a hundred metres away, and bear your weight and that of another.
      • Monster Empath: For each minute you spend observing a monster, you can ask the GM one: What does it most want to do, what’s hurting it, what can it sense that I can’t?
      • Suppressing fire: While you attack with the goal of scaring foes and keeping their heads down, give your allies advantage when they flank them, escape them or target their position.

      Pioneer Characters get +1 to Force or Steel.

      Quick Characters can pick an Inheritance Move:

      • The Call of the Deep: If you’re near a large body of water you can summon a beast from its depths. It’ll arrive within a few hours, but will rampage heedless of your wishes.
      • Breathing Apparatus: You can always breathe easy, no matter the circumstance, and can puff out vapours that intoxicate those around you.
      • Entangling Nets: If you get your nets around someone, everyone else has advantage when assaulting or escaping them.
      • Pirate’s Code: So long as you always accept other’s surrender, intelligent foes are willing to give you a chance to parley.
      • Tempest-tossed: When you hurl yourself into a storm, natural disaster or cataclysm, roll +Steel. On a hit, you end up somewhere safe once the disaster’s over. On a 10+ you still have your gear and health.

      Servant Characters get +1 to Sway or Steel.

      Quick Characters can pick an Inheritance Move:

      • Blood for Blood: If you lay hands on someone and burn out your own health, mark harm 1-for-1 to heal them: cosmetic for cosmetic, impairing for impairing, dead for dead.
      • Martyr: If anyone in arm's reach would take harm, you can jump in the way and take it yourself.
      • Paladin: If you spend an hour praying over a weapon, you can give it the aberrant tag.
      • Clergy: When you wear the garb of your faith, people will assume you're: harmless, deadly, mystical, self-sacrificing. Pick one according to your Family's reputation.
      • Confessional: When you spend an hour preaching to an audience, one audience member will approaches you afterwards and confess something that's useful to you.

      Starfarer Characters get +1 to Sway or Lore.

      Quick Characters can pick an Inheritance Move:

      • Neuralyzer: If you can get someone to stare into this gadget’s bright light for a few seconds, you can erase the last 5 minutes of their memory.
      • Telepathy: You speak into minds, not through sound. You can speak to anyone you can see, and no-one else can overhear.
      • Final Form: Instead of activating your Death Move, erase this to enter a chrysalis. An hour later you’ll emerge fully-healed, and with an outfit tag that’d help you resist what killed you.
      • Ride the Lightning: You have a small, wire-threaded gem. If you give it to someone they can break it to summon you instantly to their side.
      • Doppelganger: After a few minutes of painful adaptation you can shapechange into any organism you’ve directly observed.

      Hive Characters get +1 to Steel or Lore.

      Quick Characters can pick an Inheritance Move:

      • Swarm Form: You can dissolve into a swarm of tiny flying bots. Each individual bot has limited intelligence; treat the swarm as Followers with Quality +2. Roll Under Orders to see where you reform and what they do on the way.
      • EMP: You can release a blast that shuts down all technology within eyesight - including yourself. You boot back up a few minutes later, and the EMP is recharged within a few hours.
      • Resource Digester: You can eat any material, a handful at a time. Six hours later you produce its core components out of a chest hatch, purified into one-inch cubes.
      • Turret Mode: If you anchor yourself to a spot and devote all resources to your combat systems, add the brutal and many tags to your weapons.
      • Transmorpher: With a few moments of shifting you can become a vehicle with two tags of your choice.

      Tyrant Characters get +1 to Force or Sway.

      Quick Characters can pick an Inheritance Move:

      • Guerrilla: When in hostile territory, you can hide a group of any size under debris and camouflage.
      • Witness Me: You can mark your Dead box to succeed on Fiercely Assault, Defuse or Unleash Power as if you'd rolled a 10+.
      • All for One: If you have Followers nearby and would take harm, you can first reduce the Harm value by reducing their Quality, 1-for-1. This can't take their Quality below 0.
      • Scrapheap Challenge: When you have access to a pile of mechanical scrap and a few hours, roll +Lore. On a hit you can make a vehicle or weapon with 3 stat points/3 tags. On a 7-9, it will definitely fail sometime in the next day.
      • Legate: When in territory you control, you automatically get a 10+ on Familiar Face.

      Uplift Characters get +1 to Steel or Sway.

      Quick Characters can pick an Inheritance Move:

      • Humane: When you ease another’s suffering, say what they realise you have in common. You have advantage to Find Common Ground with each other.
      • Animal Empathy: You can talk to and command any non-sentient animal of your phenotype. Treat them as Quality 1, with specialities appropriate to the animal in question.
      • Pack Leader: When you charge ahead, heedless of the danger, those that follow you roll with advantage.
      • Loose Uplift: You can shut off your sapience to become a creature of instincts, getting advantage on Force and +2 Armour but losing the ability to talk, reason or use tools.
      • Animal Senses: when you investigate a scene, you can ask the GM one question based on your inhuman senses. The GM must answer truthfully, through a veil of heavy symbolism.

      Architect Characters gain +1 to Steel or Lore.

      Quick Characters can pick an Inheritance Move:

      • Trench Warrior: Given enough time you can build structures that will blunt the assault of much larger forces. Gain lasting Advantage to Defuse attacks there.
      • Airborne Support: Gain a superior vehicle (Air, Canopy, Transport). Given enough time, you can build an air strip where you can repair Air Vehicles.
      • Comms Unit: Given enough time you can build structures that will enable remote communication with each other and any and all gear with Comms tag.
      • Topographical Technician: When your character studies a terrain thoroughly, spend a point of Data and get lasting Advantage on Wasteland Survival, Forge a Path and Fiercely Assault there.
      • Demolition Expert: Given enough time you can prepare explosives that if set up correctly can damage infrastructure, the landscape or anything too big to be hurt otherwise.

      Coalition Characters gain +1 to a Stat of their choice.

      Quick Characters can pick an Inheritance Move from either of your chosen Family Playbooks:

      Masquerade Characters get +1 to Lore or Sway.

      Quick Characters can pick one:

      • When everyone Forgets: If you keep your head down and don't make waves for whatever amount of time the GM says is necessary, you are ignored by those around you.
      • Porcelain Black: If you remove your mask or another piece of clothing, all those around you flinch and hesitate for a critical moment.
      • Dance of Blades: When you have the room to move freely, your melee weapon gains the area tag.
      • Starving Artist: As long as you have a supply of drugs, you no longer need to eat or sleep.
      • Gooble Gobble: You and those in your favour share a secret code embedded in an art of your choice: graffiti, singing, landscaping, etc.

      Serene Characters replace any one Harm Slot (other than Dead) with: Bathed in blinding light.

      Quick Characters pick one:

      • The Gardener: When you shed blood, even the harshest ruin will become verdant and full of life. Mark 2-Harm and tell us how holiness manifests in this new garden.
      • The Champion: When you hurl yourself into conflict, upheaval or disaster, roll +Force. On a hit, you find a manifested sign of holiness. On a 10+ it's not beset by unholy forces.
      • The Sage: When you encounter an unholy manifestation, tell everyone a fact about it and gain 1 Data.
      • The Martyr: When you head into Hostile Grounds, say one blessing your Family has that gives you lasting Advantage on one stat there.
      • The Preceptor: When you spend an hour lecturing about holiness to an audience, one audience member will be revealed as an individuel of great potential.

      Syndicate Characters get +1 to Steel or Sway.

      Quick Characters pick one:

      • The News: When you investigate a scene of corruption, you can ask the GM one question about the corrupter or the corrupted.
      • The Rage: When you voice your message og discontent in a loud and public fashion, you will attract the oppressed to witness your performance. Beware the authorities though, as they'll come too.
      • The Union: You can gather labourers and convince them to stop or resist a project they are involved in until their demands are somehow addressed.
      • The Guerrilla: When you retreat to the edge of wilderness or the depths of the slums and lay low for a while, the Authorities simply can't find you.
      • The Soul: When you hold your revolutionary colleagues back from excessive force or collateral damage, support to the cause swells across all social levels.

      Refugee characters gain an extra move of their Playbook.

      Quick Characters pick one:

      • If You Want to Live: You always have an escape route ready to flee from lethal threats. Take 1-Harm for each person you lead to safety.
      • Johnny B Goode: When you give your all on an artistic performance with a message of the future, the audience will listen and share it feverishly.
      • Ripples in Time: When you mark your Death box, lose 1-Balance and forfeit your Death move. You die, only to be replaced by another timeline’s version of you once danger’s past.
      • You Are My Madness: of your presence in some critical point further in the past, which attracts scientists and researchers to you like moths to the flame. You have no memory of these past actions... yet.
      • Always Prepared: Once per session you can find a piece of equipment stashed where you need the most, no matter how unlikely. Gain 1 free Tool Up per session in the field.

      Your characters get +1 to Lore or Force.

      Quick Characters pick one:

      • Venus Flytrap: Regardless of your cosmetic appearance, others see you as a pleasant and soothing presence.
      • Sins of the Fathers: The infection has extended your lifespan dramatically. You start with 3 Data.
      • Children of Sin: All your melee attacks gain the tag Brutal and you have 1 Armour.
      • Protean: Replace your two last Harm slots with “Adapted” and “Atavistic”, removing any Stat penalty.
      • Typhoid Mary: You look perfectly normal and healthy, but live under the effects of Survive or Perish.

      Your characters get +1 to Force or Steel.

      Quick characters pick one:

      • Hunter: You can always tell the last being to cross this location and where it went from here.
      • Scout: When you first reach a location, your companion finds you a perilous vantage point, a dirty shelter or a unpleasant escape route, your choice.
      • Scavenger: Add the tag unreliable and a tag of your choice to Armoury or Outfit.
      • Spy: While in a settlement, you may spend a few hours hijacking people’s senses. If you do, say two facts you discovered about a traitor here. The GM chooses which one is true.
      • Tamer: You can wordlessly talk to – or hijack – any animal.

      Elite characters gain +1 in Lore or Sway.

      Quick Characters pick one:

      • Reanimator: Revive characters who forfeit their Death move, at the cost of 1 Sway (min -2).
      • Mercenary: In Battlefields you roll Familiar Face and Find a Path with lasting Advantage.
      • Diplomat: You can spend 1-Treaty to roll Familiar Face and Unearth Forgotten Lore with fleeting Advantage.
      • Chamberlain: When you roll Call for Aid you are considered to have a relevant backstory with every character.
      • Chauffeur: Gain Advantage on Defuse rolls while driving a vehicle for someone.

      Evolved characters get +1 to Lore or Steel.

      Quick Characters pick one:

      • Labyrinth Runner: You always know when monsters are coming, and they fear you for that.
      • Fixer Witch: With a few hours' work you can heal all minor harm from synthetic beings and/or one critical harm box from organics.
      • Machine Mind: If you connect your brain to Devices and the infrastructure, gain 1-Data on an Unleash Power hit.
      • Veil Wizard: When you conjure digital ghosts and other remnants of the past, you have lasting Advantage to Find Common Ground with them.
      • Storm Rider: When you commune with a place of power, its energy bursts free and does roughly what you wanted, but there are always unintended side effects decided by the GM.

      Servant characters all get an Inheritance move.

      Quick Characters pick one:

      • Night Stalkers: You can see perfectly and move silently in the utmost darkness - but you become a carrion eater.
      • Scaly Dancer: You can hypnotize others with your swaying motions - but you are bound to always keep a treasure of the next world safe.
      • Dream Lurker: You can visit other peoples' dreams - but you must embrace an addiction to a forbidden drug of your choice.
      • Deep Dweller: You can live and travel without complaint in a particular type of hostile land (sea, void, radiation, etc.) - but you have a compulsion to lure others there despite their inability to survive.
      • Storm Rider: When you commune with a place of power, its energy bursts free and does roughly what you wanted - but there are always unintended side effects decided by the GM.

      Guardians Characters and Quick Characters gain a cover identity in any other Family in play. They can pick Inheritance moves from the infiltrated Family freely. Different Characters may pick different Families.

      Riders Characters get +1 to Force or Steel.

      Quick Characters pick one:

      • The Cover of Night: When deep into enemy territory under the cover of darkness or weather, gain fleeting Advantage to attack one of: your foe’s local command, their logistics supply, a critical part of their defense. Choose two targets if you have the cover of both darkness and weather.
      • Shock & Awe: When you go on an all out Fiercely Assault, you always pick “You inflict savage, terrifying harm, frightening and dismaying your foes” for free.
      • Scorched Earth: When you unleash a campaign of fire, poison or radiation, choose if you want to create a Hostile Ground or to erase a Surplus.
      • Hearts & Minds: When you tend to the needs of those affected by war, someone among them will tell you in confidence about: an incoming attack, the location of a dangerous foe, a spy among your ranks - GM’s choice.
      • Razor's Edge: Gain lasting Advantage when you Defuse or Forge a Path driving or piloting under extreme conditions.

      Scum of the Universe Characters get +1 to Sway or Foce.

      When you Tool Up, pick 1 to get for Free:

      • Some Followers with 1 Quality and artsy.
      • Some Followers with 1 Quality and incendiary.
      • An Outfit with on-trend.
      • An Outfit with sensual.

      Guardian Characters get +1 to Sway or Lore.

      When you Tool Up, pick 1 to get for Free:

      • An Outfit with academic.
      • An Outfit with hippy.
      • Followers with 1 Quality and Cultivation and permaculture.
      • A Vehicle with eco-friendly.

      Officer Characters get +1 to Sway or Lore.

      When you Tool Up, pick 1 to get for Free:

      • An Outfit with comms.
      • An Outfit with dapper.
      • A Weapon with ranged.
      • A point of Data.

      Keeper Characters get +1 to Sway or Steel.

      When you Tool Up, pick 1 to get for Free:

      • Some Followers with 1 Quality and zealous.
      • Some Followers with 1 Quality and compassionate.
      • An Outfit with elegant.
      • An Outfit with ascetic.

      Envisioneer Characters get +1 to Sway or Steel.

      When you Tool Up, pick 1 to get for Free:

      • Followers with Quality 1 and technical expertise.
      • An Outfit with powered.
      • A Vehicle with tough.
      • A Vehicle with hi-tech.

      Worker Characters get +1 to Sway or Steel.

      When you Tool Up, pick 1 to get for Free:

      • An Outfit with tough.
      • An Outfit with academic.
      • A Vehicle with transport.
      • A Vehicle with ragged.

      As your only characters are crafted by Worldspeaker, you have no other Inheritance bonus.

      Other Notes

      Select a Playbook above to get started

      Name: Family: Playbook:

      Look:

      Select a Playbook above to get started

      Stats

      Starting Arrays:

      • Force -1, Lore +1, Steel 0, Sway +1
      • Force -1, Lore 0, Steel +1, Sway +1
      • Force 0, Lore +1, Steel -1, Sway +1

      Add your family bonus to one stat.


      Harm Boxes

      Trembling

      Fearful

      Lose

      Lose

      Dead

      Death Move
      When you die, tell those present who you name as your successor. Your nomination will be respected by all parties, at least initially.

      Looks

      Masculine, feminine, concealed, ambiguous.

      Wrinkled face, wise face, tired face, rough face.

      Clouded eyes, sharp eyes, laughing eyes, weary eyes.

      Bent body, wiry body, slight body, stocky body.


      Roles Trigger one at character creation:

      Leader: Mark when you take overt control of your Family. They'll bring concerns to you before opposing you.

      Agent: Mark when you become another leader's advisor. Say a topic they're humble in, GM says a topic they're over-confident in.

      Rebel: Mark when you learn something that shakes up your view of the world. Say who you’re hoping will give you answers.

      Outsider: Mark when you reveal your membership in a secret Faction. Say which other groups they’ve infiltrated.

      Prophet: Mark when you focus on your Family’s youth, certain they’ll become better leaders than you ever were. Say if they will be wiser, stronger or kinder. The GM says what upheaval they must overcome to mature.

      Traitor: Mark when you depose the leaders you advise. The GM will say who else you need to hurt or sacrifice to assert control. Name who will step in to take over and purge their weakness.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      would make a good match for one of my followers.

      and I sat in council before, and I taught them wisdom.

      I know how ’s parents truly died. I wonder if they would welcome the truth...

      Gear
      Add 1 to the quality of a group of followers when you Zoom In.

      Moves
      You start with this move:

      Loyal Staff Everywhere you go, your trusted agents go with you. Pick two:

      • A Bodyguard: Get +1 Force when they fight at your command.
      • A Scholar: Get +1 Lore when you listen to their advice.
      • A Courtier: Get +1 Sway when they sweet-talk your target.
      • A Guide: Get +1 to Steel when you send them to scout ahead.

      Write their names in your empty Harm slots. When you mark those harm boxes, the blow hits them instead of you . They’re taken out. To heal those slots, convince someone equally skilled to join you, or spend time healing them in a place of safety with access to a relevant surplus.

      Pick one of these:

      Tough Old Soul When anyone in your group suffers Harm, tell everyone about a time something similar happened to you. The first person that acts on this past experience has advantage on their roll.

      Able Leader Add 1 to a group of Follower's Quality when they start following you. If you spend a few days training and instructing them, restore all lost Quality or change their Specialty.

      Political Upheaval When you convince your Family to undergo radical change, roll +Sway. On a hit, shift their Doctrine or Lifestyle to whatever you like or swap one Family move for another. On a 7-9, they gain Need: morale. When passions cool, the populace begins to second-guess the wisdom of their decision.

      Statesman When you draw on your reputation in someone else’s court, roll +Sway. On a hit, everyone seeks out and values your opinion. On a 7-9, choose a group that plots against you: the one in charge, their advisors and allies, or the lesser masses.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves


      History and Notes


      Stats

      Starting Arrays:

      • Force +1, Lore 0, Steel -1, Sway +1
      • Force +1, Lore -1, Steel 0, Sway +1
      • Force 0, Lore +1, Steel -1, Sway +1

      Add your family bonus to one stat.


      Harm Boxes

      Cosmetic Wounds

      Angry

      Shell-shocked (-1 Steel)

      Bleeding (-1 Force)

      Dead

      Death Move
      Even when you die, you have one more deal to complete. Hand one companion a message or sigil to deliver, and say what the recipient will be obliged to do if they do so.

      Looks

      Masculine, feminine, concealed, ambiguous.

      Smooth face, handsome face, striking face.

      Piercing eyes, arresting eyes, frosty eyes, welcoming eyes.

      Muscular body, angular body, gorgeous body, bony body.


      Roles Trigger one at character creation:

      Leader: Mark when you promise your Family luxuries if they do what you say. You say how you’ve improved their lot already, GM says what they now expect from you.

      Agent: Mark when you’re sent to bring peace between two groups. Say what grudge is keeping them apart.

      Rebel: Mark when you seek allies to bring a corrupt leader down. Say a group who’s suffering under them, GM says another group they're favouring.

      Outsider: Mark when you disclaim Family ties to build a greater alliance. Say why the larger threat needs everyone to band together to defeat it.

      Prophet: Mark when you gather allies to build a great project that will change the landscape forever. Tell us what you are ready to sacrifice to see it through. The GM will say what unexpected allies will join your initiative.

      Traitor: Mark when you approach your most vicious foes with an offering of peace or alliance... behind your leaders’ back. Name a rising faction among your foes who is ready to listen. The GM says who you will need to betray to seal this deal.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      showed me their family's secrets in confidence.

      will make a good bodyguard.

      I suspect is stealing my secrets for their family.

      Gear
      Add a tag to a Vehicle when you Zoom In. If your family has no vehicles, gain one with land, air, water or void.


      Moves Choose two:

      Wasteland Savant Whenever you roll Wasteland Survival to travel a route you’ve used before, you always get to pick one of the 10+ options even if you roll a 9 or lower.

      Fragile Alliance When you try to bring many groups together to accomplish a goal, roll +Sway. On a hit they’ll stick together long enough to see the job through. On a 10+ some will stick around afterwards to see what you have planned next.

      The Black Dossier Like all successful politicians, you know how to exploit the weakness of others. When you use someone’s shameful or illicit secrets as leverage, one of the requirements they pick for Find Common Ground must be "you promise to keep the secret hidden".

      A Matter of Honour When you win a duel (of swords, riddles, acrobatics, whatever), roll +Sway. On a hit the audience sees you as the correct, or at least most honourable, party; pick one. On a 10+, pick two.

      • Your opponent now views you with friendship or respect.
      • The audience rewards your display with valuable gifts.
      • Someone there offers you a job based on the skills you demonstrated.

      Long Memories When you enter a new court, roll +Lore. On a 7-9 name one secret of the leaders, and an enemy of theirs. On a 10+ you've helped one of those parties in a major way. Say how.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force +1, Lore -1, Steel 0, Sway +1
      • Force 0, Lore 0, Steel 0, Sway +1
      • Force 0, Lore -1, Steel +1, Sway +1

      Add your family bonus to one stat.


      Harm Boxes

      Winded

      Fearful

      Feverish (-1 Sway)

      Bleeding (-1 Force)

      Dead

      Death Move
      When you die, your death becomes a rallying point for those who see you as a martyr. Say who they are, and what your death inspires them to do.

      Looks

      Masculine, feminine, concealed, ambiguous.

      Burned face, surly face, angular face, friendly face.

      Dead eyes, fiery eyes, passionate eyes, furtive eyes.

      Muscular body, bony body, compact body, graceful body.


      Roles Trigger one at character creation:

      Leader: Mark when your Family rises up against an oppressor. Say where your forces are waiting in ambush.

      Agent: Mark when you infiltrate a group to bring it down. Say someone who trusts you; GM says one who suspects.

      Rebel: Mark when your actions cause suffering to a group you have no quarrel with. Say one group you need to make amends with.

      Outsider: Mark when your family betrays your creed. Name a principle; those who break it this age risk ruin.

      Prophet: Mark when you uncover evidence of society’s stagnation and decay. The GM will say what bastion of order needs to be brought low (or down) to avert this decline. Tell us of the golden age you expect to usher.

      Traitor: Mark when you sacrifice the oppressed to raise your power across the Homeland. Name the leaders who come to listen to your principles. The GM will tell us about those who have seen through your actions and vowed bloody vengeance upon you.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      I respect 's concern for others.

      has grown fat on the backs of other's labour.

      can teach me to understand this new world.

      Gear
      Add 1 Quality to a group of followers when the game Zooms In on you.

      Moves Choose two:

      Anarchist's Cookbook With a few hours and access to volatile chemicals, you can make 1-stock of explosives. 1-stock is sufficient to:

      • Spread fire over a city block-sized area.
      • Bring down a structure as big as a house.
      • Be used as a weapon with tags ranged, area, brutal.

      To do more, ask the GM how much stock it'll take.

      Iconoclast When you find a dark secret of an authority figure and reveal it to the world, roll +Sway. On a 7-9 choose 1, on a 10+ choose 2:

      • Their allies stop providing them support.
      • Their followers plot revolution.
      • Their enemies offer you aid.
        • Social Stealth When you blend in with a crowd of a dozen or more, you won't be recognised and will look unremarkable.

          Words of Revolution When you seek out the troubles of the oppressed and disenfranchised, roll +Sway. On a hit, you learn one:

          • A secret weakness of the authorities.
          • How to move through the area quickly and unseen.
          • The method the authorities use to maintain their control.

          On a 10+ you are given access to a safe house you can use while you’re in this area.

          The Secret Army When you spend a few days training rebels in an area you don’t have any followers, gain followers of Quality 1 with one specialty: Spying, Rioting, Sabotage or Carrying Messages.
          You can spend Tech to boost the follower's Quality, 1-for-1. They won't leave the area, and will go back to their lives once the local authorities have been overthrown.

          Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force +1, Lore 0, Steel +1, Sway -1
      • Force +1, Lore +1, Steel 0, Sway -1
      • Force +1, Lore -1, Steel 0, Sway +1

      Add your family bonus to one stat.


      Harm Boxes

      On the defensive

      Out of ammo

      Blood-soaked

      Enraged (-1 Steel)

      Dead

      Death Move
      When you die, you make one final strike, destroying or killing whatever killed you.

      Looks

      Masculine, feminine, concealed, ambiguous.

      Scarred face, blunt face, bony face, gaunt face

      Mad eyes, cunning eyes, sad eyes, wary eyes.

      Hard body, stocky body, compact body, huge body.


      Roles Trigger one at character creation:

      Leader: Mark when you lead the family in a blood hunt. Say who you’re hunting; GM says where they’re hiding.

      Agent: Mark when you take on a mission to hunt down a dangerous target. The GM will say some special gear the Family gives you to help.

      Rebel: Mark when you pursue a personal vendetta. Say where you might find allies against your grudge’s target.

      Outsider: Mark when you kill someone you weren’t meant to. Say what you took from them that might prove you were right to do it.

      Prophet: Mark when you hunt for a mystic or symbolic beast, in order to change the world in subtle and mysterious ways. The GM will add obstacles and limitations to ritualize the hunt.

      Traitor: Mark when you hunt for the last exemplar of a species. Describe the trophy you seek and the powers it grants. The GM will tells us of your quarry’s lair: pristine, remote, or hostile.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      has fought shoulder to shoulder with me.

      once left me for dead.

      is smart enough to be worth keeping around.

      Gear
      Add any tag to one of your weapons when the game Zooms In on you.

      Moves Choose two:

      Hunter's Lore When you come upon some sign of an inhuman creature, roll +Lore. On a 7-9 ask 1, on a 10+ ask 3:

      • What special abilities does it have?
      • Where does it make its lair?
      • What does it hunger for?
      • How long before it strikes again?
      • What happened here?

      The first time you act on each answer, roll with advantage.

      Eternal Arsenal You always have more weapons. If your main weapon is taken out, you’ll have lesser replacements (melee or ranged, hidden) to hand. If those are taken from you, you’ll be able to improvise replacements given 5 minutes.

      Hunter for Hire When you Find Common Ground using your combat skills as leverage, roll +Force instead of +Sway.

      Red in Tooth and Claw When you take a few moments to size up your target, roll +Force. On a 7-9 hold 2, on a 10+ hold 3. Once battle’s begun, spend 1 hold at any time to:

      • Slice away their weaponry, giving them -1 Harm.
      • Separate your target from any of their allies.
      • Carve something valuable from your target.
      • Ask the GM what would need to happen to allow you (or your allies) to Fiercely Assault them.

      Lose all hold if you or your quarry flee the fight.


      A Shadow on the Wind When you sneak through cover, nothing they hadn’t already spotted you will notice you. If you would be revealed, the GM will warn you in time to hide. Even when you attack, there’ll be a period of confusion for you to exploit.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force +1, Lore +1, Steel 0, Sway -1
      • Force 0, Lore +1, Steel +1, Sway -1
      • Force +1, Lore 0, Steel +1, Sway -1

      Add your family bonus to one stat.


      Harm Boxes

      Dinged

      Bent

      Busted (-1 Force)

      Glitched (-1 Steel)

      Totalled

      Death Move
      When you mark off your Totalled box, anyone can erase a technological Surplus (knowledge, weaponry, transport, etc.) in a place of safety to bring you back to action fully healed. Alternatively, you can be scrapped for 5 Tech and Surplus: Knowledge.

      Looks

      Masculine, feminine, asexual, utterly inhuman.

      Uncanny-valley face, blank face, fluid face, robotic face.

      Techno-organic body, artificial-flesh body, sleek casing, heavy duty casing.

      Cold voice, soft voice, robotic voice, inhuman voice.


      Roles Trigger one at character creation:

      Leader: Mark when you must take charge to save your Family from the edge of extinction. Say what in you saves them: compassion or callousness.

      Agent: Mark when you are sent somewhere no organic should survive. Say what the experience awakens in you: altruism and self-sacrifice, or self-centred coldness.

      Rebel: Mark when you use violence to liberate people from your Family or kill someone they were keeping safe. Say who the victims are and how you become more like them.

      Outsider: Mark when you go through an experience too strange for organics to comprehend. State one fundamental truth about the world you discovered.

      Prophet: Mark when you empathise with your human enemies. Tell us about their drives and fears, and the GM says what you need to do to make them more like you.

      Traitor: Mark when you embark on a genocidal crusade. State your target and say what this awakens in you: hot fury or lethal efficiency.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      I rescued from a hellish place.

      The last time and I travelled together, they were the only organic to survive.

      and I have fought on opposite sides.

      Gear
      Add any tag to your outfit when the game Zooms In on you.

      Moves You get this move:

      Synthetic Being You can shrug off damage that would maim organics. You have 2-Armor against environmental effects and attacks that are not elegant, brutal or aberrant. In addition, you don’t need food, water or breathable air to survive, but here's a cost: as you're made of custom parts, you need Professional Care to heal any kind of Harm.

      Choose one more:

      Interface When you interface your mind directly with technology, you can use Find Common Ground rolling +Lore instead of Unleash Power to get it to do what you want.

      Scientific Database You gain +1 Data any time you gain Data or Tech.

      Scanning Platform After analysing the current scene, roll +Lore. On a 10+, ask 2 questions. On a 7-9, ask 1.

      • What, if anything, is hidden here?
      • What, if anything, is hazardous here?
      • What, if anything, is valuable here?
      • What, if anything, is vulnerable here?

      Tactical Computer Your tactical analysis and comms all but guarantee your team’s safety. You can always respond to a Call for Aid with Lore, even remotely. When you have time to assess an enemy before acting, you can Fiercely Assault with +Lore.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force -1, Lore +1, Steel +2, Sway -1
      • Force +1, Lore +1, Steel 0, Sway -1
      • Force -1, Lore +1, Steel +1, Sway 0

      Add your family bonus to one stat.


      Harm Boxes

      Confused

      Overwhelmed

      Bleeding (-1 Steel)

      Feverish (-1 Lore)

      Dead

      Death Move
      When you mark off your Dead box, you knew all along that this was your time to die and made preparations accordingly. Add an extra tag to each piece of gear you leave behind. Also, leave a recorded message behind.

      Looks

      Masculine, feminine, asexual, utterly inhuman.

      Gangly body, large body, frail body, cybernetic body.

      Menacing aura, peaceful aura, eerie aura, prickly aura.

      Cold voice, soft voice, synthetic voice, raspy voice.


      Roles Trigger one at character creation:

      Leader: Mark when calamity is coming and you have a plan to stop it. Say the marvel you're building to stave off disaster, the GM says the terrible cost to build it.

      Agent: Mark when you set off to destroy an unbeatable foe. Name the marvel you built that can turn the tide, the GM tells you the damage it'll unleash.

      Rebel: Mark when you decide to resurrect someone you shouldn’t. Name the technological marvel you’ll build to do it, the GM will tell you who or what else came back along from the dead.

      Outsider: Mark when you remove a Family member’s humanity to upgrade them. Say how they're far more than human, and the GM will say how they're far less.

      Prophet: Mark when you build a machine to peer into the future. Tell us of a Faction’s fate: corruption, glory or downfall. The GM tells us how your actions will lead to tragedy for those you care about.

      Traitor: Mark when you decide to hold the Homeland hostage. Describe the doomsday weapon you built and make your demands. The GM will tell us of those who will rise against you.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      has brought me valuable finds before.

      is doomed without my technology.

      Surprisingly, I learned a lot from

      Gear
      Get a free Device when the game Zooms In on you.

      Moves Choose two:

      A Mighty Lesson When you get your hands on a machine and attempt to disable it, roll +Steel. On a 7-9, you do it and pick two; on a 10+, pick three:

      • You do not cause collateral damage.
      • You do not permanently disable the machine.
      • You do it instantly.
      • You gain 1-Tech (can be taken more than once)
      • You gain 1-Data (can be taken more than once)

      A Symbol and a Sign When you have enough time and safety to upgrade a piece of normal equipment, sacrifice a Device to permanently add a tag to it.

      The Wretched Gift When you Unleash Power, you say what slumbering workings the device sets in motion and/or its side effects. When you Unearth Forgotten Lore, you answer instead of the GM.

      Thy Godlike Crime When using grand infrastructure to attack, roll +Steel to use it as a weapon (Melee, Area). On a 10+ pick one, on a 7-9 pick two.

      • It takes some time to go off.
      • There is unintended collateral damage.
      • There are lingering effects in the local area.
      • The infrastructure or technology is ruined.
      • You must sacrifice a Device to power it.

      Pick one extra to add Brutal, Elegant, Ranged, Silent or Aberrant to the attack.

      From a Pure Source When you encounter someone from a different civilization, roll +Lore. On a 10+, you are fluent in that language and culture. On a 7-9, you are limited to technical and scientific concepts.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves


      History and Notes

      Stats

      Starting Arrays:

      • Force 0, Lore -1, Steel +1, Sway +1
      • Force +1, Lore 0, Steel +1, Sway -1
      • Force +1, Lore -1, Steel +1, Sway 0

      Add your family bonus to one stat.


      Harm Boxes

      Excited

      Wrathful

      Strained (-1 Force)

      Broken (-1 Steel)

      Dead

      Death Move
      When you mark off your Dead box, you escape the scene and die on your own terms. Leave behind clues to a secret hoard holding Surplus: Barter Goods and Surplus: Transport.

      Looks

      Masculine, feminine, baffling, badly concealed.

      Weathered face, weasel face, dashing face, twisted face.

      Sardonic eyes, angry eyes, cold eyes, single eye.

      Agile body, scarred body, lanky body, stout body.


      Roles Trigger one at character creation:

      Leader: Mark when you lead your Family into your chosen Hostile Grounds. Say how you managed to keep them all safe, sheltered and fed.

      Agent: Mark when you raid under your Family’s orders. Name the treasure you're hunting, the GM says why it's particularly important to its owner.

      Rebel: Mark when you raid your own Family. Name a faction that now considers you a hero.

      Outsider: Mark when you abandon everything and disappear into your chosen Hostile Grounds. Return at any moment when you think you're needed; the GM says what came back with you.

      Prophet: Mark when you decide to steal a priceless relic for its secret properties. Say where you learned of this secret and the GM will say who will do anything to protect and retrieve the relic.

      Traitor: Mark when you purge a bountiful land of its inhabitants. Say who in your Family turns a blind eye to your predations so they can get rich. The GM says how the bloodshed curses the land.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      I saved from slavers.

      If not for I'd have been executed by the law.

      laughs at the most inappropriate times. Scary stuff!

      Gear
      Add a tag to a vehicle when the game Zooms In on you (must be land, water, air or void if your family has no vehicles).

      Moves You get this move:

      My Kingdom, My Rules Thanks to your heritage, strange tech or pure grit, you’re most comfortable in some region outside the safety of the Homeland: the precarious ruins, the deep seas, the immaterial digital realms, off-world void, tunnels underground, or something else.

      You are perfectly adapted to that harsh reality and have Advantage there. Also pick 2 to describe the method of transport you use to travel to the Homeland and back:

      It makes the trip quickly.

      It makes the trip safely.

      It can take others and items too.

      Pick one more:

      Heroism is Optional When you take advantage of an opening to escape a situation, roll +Steel. On a hit, you get away. On a 10+, choose 1. On a 7-9, choose 2. On a 6- choose 3:

      • You get hurt during the escape.
      • You end up in another dangerous situation.
      • You leave something important behind.
      • You owe someone for your escape.

      Act of Rebellion When you infiltrate an outpost, roll +Steel. On a 10+, choose 3. On a 7-9, choose 2. On a 6- choose 1:

      • You enter unnoticed.
      • You have an escape route.
      • No violence is needed.
      • You find the most valuable thing there.

      Beauty is Unbearable When you plan out how to steal something, ask the GM three of these questions. The first time you act on each answer, roll with advantage.

      • What else is valuable there?
      • What’s my target’s most powerful defence?
      • Who will retaliate?
      • Who else wants it?

      Walk Beside Me When you explain a plan of attack to your team, roll +Steel. On a 10+, hold 3. On 7-9, hold 1. While executing the plan, spend 1 hold to give a teammate Advantage on a roll.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves


      History and Notes

      Stats

      Starting Arrays:

      • Force -1, Lore +1, Steel +1, Sway 0
      • Force -1, Lore +1, Steel 0, Sway +1
      • Force 0, Lore +1, Steel +1, Sway -1

      Add your family bonus to one stat.


      Harm Boxes

      Angry

      Shifting Shape

      Exhausted (-1 Force)

      Hallucinating (-1 Steel)

      Dead

      Death Move
      Even mortal injury won’t stop the chaos within you. Choose: lose your mind and cut loose, becoming a GM threat. Or enter a cocoon that will transform you into something new; move to a new playbook.

      Looks

      Masculine, feminine, fluctuating, neither.

      Shifting face, blank face, twisted face.

      Shining eyes, human eyes, no eyes, dozens of eyes.

      Humanoid body, fluid body, colossal body, bloated body.


      Roles Trigger one at character creation:

      Leader: Mark when you lead the family in worshipping the power of the Before or the Fall. The GM says one way it's already changing them.

      Agent: Mark and hold 1 when you advise a project with the wisdom of a fallen age. Spend the hold to reveal a forgotten principle or theory the project secretly benefits from.

      Rebel: Mark when you seek answers to the mysteries of your creation. Say one thing you remember of that time.

      Outsider: Mark when you reject baseline humanity to pursue your own evolution. Mark a place on the map where you might use the energies of the Fall as a catalyst.

      Prophet: Mark when you guide others through their own transformative processes. Say how they become more than human. The GM tells us how they become much less.

      Traitor: Mark when you sabotage the future in the name of a power or principle from Before. Say whose hopes you will crush. The GM will lead you to a yet-undiscovered source of ancient power or wisdom - your choice.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      I still remember how reacted when they first saw me.

      welcomed me as one of their own.

      made me do something terrible.

      Gear
      When you Tool Up, say how your body has changed since we last saw you and get a free outfit or weapon tag.

      Moves Choose two:

      Protean Form Your body was comprehensively twisted by the Fall, but you've gained some mastery over it. When you contort your body into a new configuration, roll +Steel. On a hit, keep control and hold 2. On a 10+ hold 3. Spend hold to:

      • Grow plates that give you +2 Armour against one hit.
      • Fly or travel to anywhere in sight.
      • Shift a limb into a wicked weapon (melee, aberrant, brutal)
      • Break or slip through an obstruction.

      On a miss, the GM will tell you how you temporarily lose control.

      Arcane Aberrations When you force the power within out to twist the world around you, roll +Lore. On a hit the energy bursts free and does roughly what you wanted, but on a 7-9 there are unintended side effects decided by the GM.

      Eternal Memories When you come upon a remnant of the Fall, roll +Lore. On a hit, get 1 Data and the GM tells you something you remember about it from before the world was broken. On a 10+ you can ask a follow-up question.

      Inhuman Elegance When you spend time alone with someone, they become fixated on you. Roll +Sway. On a 10+ hold 3, on a 7-9 hold 2. They can spend your hold, 1 for 1, by:

      • Giving you something you want.
      • Giving you secret information.
      • Protecting you from harm.
      • Introducing you to someone important.

      For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1, to inspire or distract them with thoughts of you and give their roll Advantage or Disadvantage.On a miss, they hold 2 over you, on the exact same terms.

      Painfully Immortal When you take Harm, gain +2 Armour against the next hit as your body reflexively protects itself.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force -1, Lore +1, Steel +1, Sway 0
      • Force 0, Lore +1, Steel +1, Sway -1
      • Force -1, Lore +1, Steel +2, Sway -1

      Add your family bonus to one stat.


      Harm Boxes

      Sprained

      Winded

      Blinded (-1 Steel)

      Broken Bones (-1 Force)

      Dead

      Death Move
      When you die you leave behind a map to your greatest stash. If found it will hold: 2 Tech, a powerful weapon (any four tags), and 1 years' worth of food and water.

      Looks

      Masculine, feminine, concealed, ambiguous.

      as-masked face, pretty face, grimy face.

      Squinting eyes, calm eyes, appraising eyes, guilty eyes.

      Lithe body, scarred body, worn body, athletic body.


      Roles Trigger one at character creation:

      Leader: Mark when you’re put in charge of a group’s supplies and provisions. So long as you put food on the table, they’ll follow your orders.

      Agent: Mark when a group’s relying on you to find a crucial component. Say who else is looking for it.

      Rebel: Mark when someone convinces you that your Family’s hoarding resources. Say one group whose suffering they could alleviate.

      Outsider: Mark when your hoard starts whispering to you. Work with the GM to figure out what it wants you to do.

      Prophet: Mark when the voices from the depths beckon. Describe the ruins you will have to explore to listen to their message. The GM tells us of the hoard you happen to find there.

      Traitor: Mark when you hoard resources others desperately need. Describe your lair's defences: is it well hidden, too dangerous, or far out the way? The GM will say how your hoard beckons to dark hearts and monstrous foes.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      has much to learn about life in the wasteland.

      is why I come back to civilisation.

      shares my lust for discovery.

      Gear
      Add a free tag to your outfit when the game Zooms In on you.

      Moves Choose two:

      Scrapheap Ingenuity When you spend a few hours wiring up and harmonising all the odd junk you carry around, you can do great things. Choose a main feature:

      • Sensors that can detect .
      • A shield against .
      • Communication from afar.
      • Destruction of whatever it’s attached to.

      The GM will choose one downside:

      • Someone must stay with it until it activates.
      • It’ll require some potent energy source.
      • It needs to charge up before it triggers.

      Architectural Eye When you take some time to plan out the exploration of a new ruin, roll +Steel. On a 7-9 hold 2; on a 10+ hold 3. While you explore the ruin, spend your hold 1-for-1 to:

      • Roll +Steel for Forge a Path instead of +Force.
      • Identify and track a danger within in the ruin.
      • Find a way to use the ruin as a weapon.

      Ruin Survivor When you find a bolt hole in a ruin, no-one can find you if you don’t want them to.

      Just Enough Your pack, pockets and carry loops are bulging with hoarded scrap, oddments and barter.

      When you rifle through your pockets, you can count on finding:

      • Enough preserved food to fend off starvation.
      • Some booze, some smokes, or some stims.
      • Enough shiny things or scrap to rent a bunk for the night.
      • Enough medicine/dressings to treat a wound.

      Tech Attunement You can always detect the advanced Tech of the World Before. When it’s within a few hundred meters, the GM will tell you how much there is and roughly where to look.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force -1, Lore +1, Steel +1, Sway 0
      • Force 0, Lore +1, Steel +1, Sway -1
      • Force -1, Lore +1, Steel 0, Sway 1

      Add your family bonus to one stat.


      Harm Boxes

      Glitching Aura

      Winded

      Migraines (-1 Lore)

      Panicking (-1 Steel)

      Dead

      Death Move
      When you die your tech goes haywire. Anywhere from a minute to an hour later (your choice) the entire area is wracked by energy and becomes a scorched, deadly wasteland forever after.

      Looks

      Masculine, feminine, concealed, ambiguous

      Young face, kind face, aged face, pale face.

      Naïve eyes, soft eyes, quick eyes, bright eyes.

      Compact body, awkward body, fit body, energetic body.


      Roles
      Trigger one at character creation:

      Leader: Mark when you lead the family in a great work of creation. Say what it’s meant to do; the GM says what resources you’re lacking.

      Agent: Mark and hold 1 when you search the wasteland for a solution for a one of your Family's problems. Spend the hold to say a Device you’ve found will do the job - if you can bring it back to them.

      Rebel: Mark when you see your family's misusing their tech. Say what it was designed to do; GM says what side effects its misuse is causing.

      Outsider: Mark when your hoard starts whispering to you. Work with the GM to figure out what it wants you to do.

      Prophet: Mark when you discover that some tech in use will usher the horrors of the Fall anew. The GM states if the trigger is imminent, sudden or somehow useful for someone.

      Traitor: Mark when you weaponize one of the wasteland’s grand structures. Describe the destruction it can unleash. The GM will tell us what you still need to operate it safely.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      I fear hates what they don't understand.

      can guide me to the truth.

      will be soon lost without my technology.

      Gear
      When you Tool Up, also gain a device you recently recovered from the wasteland and say what defences you set off in the process.

      Moves Choose two:

      Visionary Archaeologist When you come upon the ruins of a device from the World Before, roll +Lore. On a 7-9 ask 1; on a 10+ ask 2.

      • What’s its power source and how can it be removed?
      • What was this made for, and what’s happened since it stopped performing its function?
      • How was this broken, and how can I repair it?

      Duck and Cover If you seek cover or run instead of fighting, get +1 Armour.

      Curative Admixture When you improvise a high-tech treatment for someone’s wounds, sacrifice a Device and roll +Lore. On a 7-9 pick 1; on a 10+ pick 2:

      • They can trigger Professional Care without a surplus.
      • They ignore wound penalties until they rest.
      • They gain 1 Armour until they rest.

      World Traveller You have an innate sense of direction, boosted by your encyclopaedic knowledge of the world. When you navigate to somewhere you’ve been before with Wasteland Survival, roll +Lore rather than +Steel.

      Experimental Energy Projector You have several chunks of scavenged technology, wired together into a deadly if unstable weapon (ranged, area, aberrant, unreliable). When you Fiercely Assault with it, you roll +Lore instead of +Force, but choose one:

      • It goes haywire, affecting far more than you desired.
      • The energies turn on you, leaving you with lingering physical aberrations.
      • It’s damaged and must be repaired in a place of safety.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves


      History and Notes

      Stats

      Starting Arrays:

      • Force +1, Lore 0, Steel -1, Sway -1
      • Force +1, Lore -1, Steel +1, Sway 0
      • Force 0, Lore -1, Steel +2, Sway 0

      Add your family bonus to one stat.


      Harm Boxes

      Bruised

      Angry

      Drained

      Crippled (-1 Force)

      Dead

      Death Move
      When you die, plant your feet and make your last stand. No matter what, you'll remain fighting until your allies are safe and the danger has passed. Only then do you die.

      Looks

      Masculine, feminine, concealed, ambiguous.

      Handsome face, blunt face, hidden face, scarred face.

      Wise eyes, merciless eyes, judging eyes, one eye

      Huge body, muscular body, stocky body, compact body


      Roles Trigger one at character creation:

      Leader: Mark when you seek sanctuary for your Family. Say where they’ll be safe, GM says what’s in your way.

      Agent: Mark and hold 1 when you guard an expedition. Spend the hold to reveal a shelter your Family prepared on an earlier expedition.

      Rebel: Mark when you fight against a threat that poses no harm to your Family. Say which Faction’s helping you.

      Outsider: Mark when you protect one of your Family's enemies from them. Reveal the secret backstory that led to this.

      Prophet: Mark when an overwhelming force marches towards conquest. Pick the perfect place to halt them in their tracks. The GM will say who’s inspired by your heroism.

      Traitor: Mark when you let the wolves at the door in. Name the critical tactical or strategic advantage you get from your betrayal. The GM will name two things you hold dear to be ravaged by the attack, pick one.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      I have sworn to protect

      and I stood watch together against the chaos.

      helped me get out of a siege alive.

      Gear
      When you Tool Up, add a free tag to your Outfit.

      Moves Choose two:

      Holding Back the Tide When you stand in defence of a person, place or thing, roll +Steel. On a 7-9, pick one. On a 10+, pick two.

      • No harm comes to the thing you defend.
      • You deflect blows raining down on you harmlessly away.
      • You force the danger back and away.

      Citadel of Dust When you take your time shoring up defences, placing traps and scouting the local area, hold 3. When under assault here, you may spend 1 hold at any time to:

      • Blunt an enemy assault, stopping it in its tracks.
      • Reveal traps with tags area, brutal, hidden.
      • Sneak a small group out behind enemy lines.

      Armoured in Vigilance When you adjust and repair your armoury at camp, gain +2 Armour on top of any Armour you already have. Lose 1 every time you take a hit until this bonus is gone.


      Command When you give someone an order or warning, roll +Force. On a 7-9 they must do it, freeze, get out of there, or attack you. On a 10+, you only give them two of those options.


      Steel Rain When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force 0, Lore +1, Steel +1, Sway -1
      • Force +1, Lore 0, Steel +1, Sway -1
      • Force 0, Lore 0, Steel +2, Sway -1

      Add your family bonus to one stat.


      Harm Boxes

      Bruised

      Stressed

      Bleeding

      Crippled (-1 Force)

      Dead

      Death Move
      When you die, choose one of the people present to learn your final lesson of survival. No matter what they'll survive long enough to get back to safety. If their Dead box is checked, instead of dying they wake up later in a place of safety with their Dead box healed.

      Looks

      Masculine, feminine, concealed, ambiguous

      Weathered face, grimy face, friendly face, scarred face

      Hollow eyes, sunken eyes, wary eyes, cold eyes

      Lean body, bulky body, marked body, quick body


      Roles Trigger one at character creation:

      Leader: Mark when the thing you survived threatens your Family. Say how they’ll need to change to survive it.

      Agent: Mark when you swear to keep someone safe. Say what about them reminds you of your past.

      Rebel: Mark when your Family acts like the thing you survived. Say how you’re hoping to set them to rights.

      Outsider: Mark when it’s time to move on. Say what you were missing in the Family; GM says where you might find it.

      Prophet: Mark when a new calamity looms over your people. Name places, things or people important to your Family it threatens. Warn everyone before it’s too late! The GM will make sure you always arrive barely in time.

      Traitor: Mark when you steer the thing you survived towards your foes. Say how they were never prepared for this. The GM will tell us how it will rage out of your control.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      I saved from certain death.

      reminds me of someone lost long ago.

      will need my help to survive.

      Gear
      When you Tool Up, add a tag to a weapon - say who it used to belong to, and why you took it from their body.

      Moves Choose two:

      The Things I've Seen Choose what destroyed your life:

      The Monsters Birthed by the Fall: When a horrific monstrosity attacks, name one thing that’ll help you survive and take advantage to your first roll that uses it.

      The Insane Magic of the Before: When energies are raging out of control, your Defuse rolls to get out of harm’s way have advantage.

      The Barbaric Excess of Mankind: When you Fiercely Assault a group of humans, roll with advantage if you choose to drive them away rather than kill or capture them.

      Able Guide When you Forge a Path, others can come with you. They decide to come before you roll, and share in the move's effects.

      Lone Survivor After losing so many, each further loss creates not just sorrow but rage. When you fight to avenge a fallen friend or companion, get advantage on your rolls. If you win full justice and/or revenge for their death, instead get a permanent +1 to Force.


      This Won't Kill Me When you suffer Harm, roll +Steel. On a 10+ choose two. On a 7-9, choose one.

      • Take -1 Harm.
      • Get advantage when escaping the source of the harm.
      • Ignore all wounds until the danger has passed.

      Memento You keep reminders of everything you’ve lost. When you make camp, you can tell the story behind one of them to the people there. For the next day, they have advantage when your story is relevant to the situation.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force +2, Lore -1, Steel +1, Sway -1
      • Force +1, Lore -1, Steel +1, Sway 0
      • Force +1, Lore -1, Steel +2, Sway -1

      Add your family bonus to one stat.


      Harm Boxes

      Indifferent

      Annoyed

      Enraged

      Winded

      Dead

      Death Move
      When you die, you manage to overwhelm one last obstacle, be it a wall or a platoon of foes. Say what collateral damage you caused to achieve it.

      Looks

      Masculine, feminine, ambiguous, concealed.

      Wiry body, hirsute body, powerful body, scarred body.

      Menacing eyes, dead eyes, hungry eyes, shifty eyes.

      Husky voice, growling voice, whispering voice, mute.


      Roles Trigger one at character creation:

      Leader: Mark when you take charge after your family falters in the face of impossible odds. Say your plan, the GM says how it'll hurt you.

      Agent: Mark when you volunteer for a suicide mission. Say who'll die, the GM says who'll survive.

      Rebel: Mark when you refuse to fight for your Family in a critical battle. Name something, anything, that'll survive the ordeal unharmed.

      Outsider: Mark when you refuse to settle down and leave your old ways behind. Name one prominent person who leaves the family to follow you, consequences be damned.

      Prophet: Mark when you start a war your people can’t hope to win. Say how your opponents will be crippled by the conflict. The GM is free to give this conflict whatever consequences for your Family they like.

      Traitor: Mark when you bully the weak and desperate into doing your bidding. Say how they make you proud at the eleventh hour. The GM will say how they became stronger, enough to stand up for themselves in the future.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      and I have defied the law together.

      I am very proud of how far has come.

      thinks I am trouble. So why can’t they keep away?

      Gear
      Add a tag to a weapon when you Tool Up.

      Moves Choose two:

      Fierce Agility When you Forge a Path, you can also pick:

      "Take 1 harm pushing straight through an obstacle or danger."

      Keen Senses, Keener Reflexes It’s impossible to surprise you so long as you have the use of your senses. Also, if attacked you can always react before the first blow strikes.

      Reckless Fighter When you roll Fiercely Assault, the GM must always choose:

      “Something or someone important to you is harmed.”


      Hale Beyond Measure You have +1 Armour, and when outnumbered by overwhelming forces you gain an extra +1 Armour.


      Peerless Brute When you use pure strength to destroy something curtailing your freedom, roll +Force. On a hit, pick 2:

      • Nothing of value is destroyed.
      • It doesn’t attract a lot of attention.
      • No one else is hurt or killed.

      On a 10+ gain fleeting advantage dealing with your next physical challenge.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force -1, Lore +2, Steel -1, Sway +1
      • Force +1, Lore -1, Steel -1, Sway +2
      • Force -1, Lore +1, Steel +1, Sway 0

      Add your family bonus to one stat.


      Harm Boxes

      Thrilled

      Shaken (-1 Steel)

      Trembling (-1 Sway)

      Befuddled (-1 Lore)

      Dead

      Death Move
      When you die, the circumstances surrounding your demise become a work of art in itself - with four benefits of The Endless River.

      Looks

      Feminine, masculine, genderfluid, agender.

      Sharp face, round face, juvenile face, ancient face.

      Alert eyes, bloodshot eyes, wide eyes, seductive eyes.

      Scrawny body, heavy body, sculped body, glamorous body.


      Roles Trigger one at character creation:

      Leader: Mark when you issue a manifesto analysing and extrapolating current cultural trends. Say one aspect of your vision that will indeed influence the next Age greatly. The GM describes those who embrace and fight for your vision right now.

      Agent: Mark when you are sent to build bridges with an antagonistic culture. Choose a group among them who will ecstatically embrace your performance and forevermore recognize your genius. The GM chooses the harsh repression it will suffer right now.

      Rebel: Mark when you make a work that satirises or condemns your own family. Say who outside the family most agrees with the work's message and stand by your side. The GM says how those it upsets will clumsily respond and prove you right.

      Outsider: Mark when you passionately exalt aesthetics and values in direct contrast with your culture. The GM describes the Festival born to protect and celebrate them across the Ages.

      Prophet: Mark when your work condemns current events, icons or culture. Say how it will inspire people to stand against a mencase of your choice. Over the next Age, the GM will describe how every Faction will adopt and subvert the original principles of your work.

      Traitor: Mark when you sell out your artistic vision to suit the tastes of those in power. Describe the influential patron who will support and protect you. The GM will cancel the lasting effects of one of your Roles, as fans lose faith.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      's art collection is remarkable! Where did they get all that?.

      The love of 's life is my wildest pupil - no wonder it ended in heartache.

      has so much talent! If they only devoted themselves fully to art...

      Gear
      When you Tool Up, give a group of Followers a new Specialty.

      Moves Take The Endless River and one other:

      The Endless River What's your artistic medium? Mix two of:

      • Sculpture
      • Song/Music
      • Motion
      • Colour
      • Prose
      • Body mods
      • Fashion
      • Illusions/Projections

      When you plan an artwork, pick 1-3:

      • It's Tantalising. Someone in its audience desires to own or host it at any cost.
      • It's Popular. People intuit your art's message. Those who best emulate it gain Surplus: Morale or Surplus: Culture, your choice.
      • It's Refined. The powerful and influential understand the importance of your art. It's owner or host gains Surplus: Prestige or Surplus: Luxury, your choice.
      • It's Rousing. You inspire people to also pursue art with a passion. Those who most embrace it gain Surplus: Artisans or Surplus: Leadership, their choice.
      • It's Radical. Those who acquire or host it may change any one immaterial Surplus into another.
      • It's Useful. It has a gear category and three tags.

      For each you pick, the GM will give you a requirement:

      • It'll take months of work. Else, it'll take up to a week.
      • It needs a particular venue. Work out where with the GM - the artwork can only be completed there.
      • You need inspiration. Follow a Rebel, Outsider or Prophet as they fulfil their role.
      • It needs odd tools. GM says why, and you must find a Device or Relic that could satisfy those requirements.
      • It needs particular materials. You need access to a specific Surplus.

      The Division Bell If your artwork requiresinspiration and a venue, you may declare that the venue becomes a Haven. All who Shake it Off in a Haven gain fleeting Advantage. This Haven can also replace any one GM requirement for The Endless River.

      When you perform in a Haven, you may trigger The Right Tool for the Job as if you'd erased any immaterial Surplus.

      A Momentary Laps of Reason When you intensely study another's work of art - pre- or post-Fall - ask the GM one question per Role marked:

      • What's the core theme of the work?
      • What did the creator intend with the work?
      • What does the work say about the artist's culture?
      • Would the work appeal to (an audience you've encountered)?
      • How can I use the work to meet a Requirement of my current project?

      Get fleeting Advantage acting on each answer.

      The Piper at the Gates If you create Rousing and Popular artwork for a crowd, tou may declare that the event becomes a Festival. This Festival can also replace any one GM requirement for The Endless River.

      When you perform in a Festival, you may declare a single simple rule for the crowds in audience to follow. All who abide by this rule (including yourself) roll +Sway with Advantage for the duration of the Festival and any of its future reprisals.

      The Dark Side An artist's soul is at once restless and unpredictable. When you finish a Refined or Redical artwork, you can declare your Coda achieved at once - thus retiring your Beacon.

      On the other hand, you don't have to retire once you fulfil your fourth Role, but can instead continue marking Roles.

      Finally, those who own or host a Refined and Radical artwork of yours will find all future artworks of yours Tantalising.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force -1, Lore +2, Steel 0, Sway 0
      • Force 0, Lore +1, Steel +1, Sway -1
      • Force 0, Lore +2, Steel -1, Sway 0

      Add your family bonus to one stat.


      Harm Boxes

      Dazed

      Confused (-1 Sway)

      Lost (-1 Steel)

      Blind (-1 Steel)

      Dead

      Death Move
      When you mark off your Dead box, your journey comes to an end. Your Family converts all your remaining Wisdom into Data for the next age, as your studies guide new researches. Describe the library they build.

      Looks

      Masculine, feminine; decide then if elderly or too youthful.

      Cloudy eyes, squinted eyes, cold eyes, haunted eyes.

      Pedantic voice, nothing but whispers, stutter, mute.

      Weathered robes, trekking gear, ancient suit, tattoos and rags.


      Roles Trigger one at character creation:

      Leader: When your people lose their traditional ways, tell us about the sacred text that can unite them under a new vision. The GM will tell us about reactionaries who will violently oppose it.

      Agent: When your family's survival is uncertain, tell us about a forbidden tome which might just turn the tide. The GM will tell you about the book's current guardians.

      Rebel: When your family suffers persecution or violence, tell us about the forgotten tome holding an infectious message of resistance. The GM will tell us about the zealots it will inspire.

      Outsider: When arcane technology runs rampant, tell us about the manual that holds the key to its pwers. The GM will tell us about the heretics that will unleash its more dangerous secrets.

      Prophet: When all hope to defeat a threat is lost, describe the Tome that predicted its rise... and precipitous fall. The GM will tell us about the inhuman oracles that penned it or the terrible curse protecting it.

      Traitor: When the lingering effects of the Fall bring horror and havoc, describe the Tome that chronicles and explains the Fall. The GM will tell us about the cult that will do anything for this Tome as soon as it's unveiled.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish. Note that you only mark the Role and get +1 to a start or a move once you share this lore with your people.

      Backstory

      Ask for a volunteer for at least one:

      I was 's tutor.

      If not for , I'd have died on that expedition.

      once stole a cursed book.

      Gear
      In addition to what you get from your Family, you start owning 1 fully described Tome - see Library of Babel..

      Moves Take Library of Babel and one more move:

      Library of Babel Whenever you witness Data being gained or spent, you may quote a tome linking it to the subject. Every time you do so reveal one detail of the tome:

      • Its baroque title.
      • Its peculiar author.
      • Its arcane topic.
      • Its unique format.

      For each you check off, gain 1-Wisdom. If you find the tome, swap wisdom for Data 1-for-1.

      Writing of God When you plan a grand societal change, study one of your tomes and tell the GM how its lore can be used to change one Surplus into another, or grant a new specialty to Companions.

      Once decided, this effect is fixed for each tome but can be reused at will. The GM will say how long the process takes and what must be sacrificed.

      In Praise of Darkness When you consult your Tomes for clues about a Threat or Faction stemming from the World Before, spend 1-3 Wisdom. For each spent, ask the GM one of these questions:

      • What unrevealed powers can their leader draw on?
      • What's their leader's secret weakness?
      • What's their leader's moral code?

      Gain fleeting Advantage acting on each clue.

      Kings and Labyrinths When another Character agrees to bring you a tome from Library of Babel, spend 1-Wisdom and give them an edditional Role:

      • Finder: Mark when you're the only hope of finding a legendary tome. Describe the dangerous or distant location it can be found. Lay hands on the tome to fulfil your role.
      • Retriever: Mark when you're sent to retrieve a lost tome. Say who else will do anything to find the tome. Deliver the tome to fulfil your role.

      If they fulfil this role, they add 1 to a stat or pick a new move. If they fail, their main Role suffers also.

      The Book of Sand When you use the lore of a Library of Babel Tome to guide you, spend 1-Wisdom and instead of rolling Wasteland Survival narrate one of:

      • A chancy encounter
      • A new vista of solace and beauty
      • A natural hardship overcome
      • An ancient threat eluded

      Anyone who studies the tome later can make the trip without rolling Wasteland Survival.

      Inheritance Choose one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force 0, Lore 0, Steel 0, Sway +1
      • Force 0, Lore +1, Steel -1, Sway +1
      • Force +1, Lore -1, Steel 0, Sway +1

      Add your family bonus to one stat.


      Harm Boxes

      Mussed up

      Bloody nose (-1 Sway)

      Broken ribs (-1 Steel)

      Concussed (-1 Lore)

      Dead

      Death Move
      When you die, everyone you brought together comes and give you an Eulogy, even without any relics. This great meeting will inspire a friendship, love, or new family that changes history.

      Looks

      (Grand)motherly, (grand)fatherly, androgynous.

      Knowing face, charming face, serene face, aged face.

      Calming eyes, appraising eyes, watery eyes, loving eyes.

      Plump body, wizened body, sultry body, agile body.


      Roles Trigger one at character creation:

      Leader: Mark when you ask those you brought together for help. You say how they can protect you together. The GM secretly chooses which one of them will lose a loved one in defending you.

      Agent: Mark when you're sent to make a match for your Family's benefit. You say who you're tying together, and why it'll be much easier than others expect. The GM will say what's blocking this union.

      Rebel: Mark when you rescue someone from an abusive situation. You say where on the map these people will be safe from those who pursue them. The GM says who the abusers lash out at instead.

      Outsider: Mark when you start tearing down an abusive culture. Say how you plan to forever change the group's social mores. The GM says what'll happen to your Family if your plan falters.

      Prophet: Mark when you foresee greatness in the fruits of an unlikely union. Tell us how you expect them to become the greatest treasure if the next world. The GM tells you which sacrifices and betrayals are required to disentangle the members of this union from their current obligations.

      Traitor: Mark when you see the tumult a marriage or alliance will bring to the world. Name someone who will help you stop this relationship. The GM tells you whose heart they need need to break to follow your plans - and their inevitable revenge.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      met the love of their life because of me.

      I helped deal with their mental trauma.

      I believe I can heal the rift between and their kin.

      Gear
      In addition to what you get from your Family, you add an extre tag to your Outfit.

      Moves Choose two:

      Love Hurts When you take your time to feel the social dynamics of people involved in a rite, celebration or toil, you may roll +Sway. On a 10+ hold 3. On a 7-9 hold 2. On a miss still hold 1. Spend 1 hold to find out:

      • Who has romantic interest in whom.
      • Who is at the peak and the bottom of the group's social hierarchy.
      • The strongest emotional bond tying the group together.
      • The exact thing to say to make someone an emotional wreck.

      When acting on the information you glean act with Fleeting Advantage.

      Careless Whispers When your actions impact other character's relationships with each other, you can write them a new backstory line that will forever affect Call for Aid among them. Also, when you change Roles, write a new Backstory with whoever you wish, based on the changes in your outlook.

      All We Need Is Love When you spend time with those building a Wonder, you can declare that a successful union between different Families and/or Factions may count as one of the Requirements.

      Also, when you protect love or those you love you may roll +Sway instead of +Force.

      Lonely Hearts Club Every time you form a lasting alliance with a Family or Faction (a friendship, a marriage, an adoption, etc) the Faction or Family may give your Family 2-Treaty for the work you did. If they do they may also gain one of the following Surpluses: Morale, Peace, Prestige or Safety.

      You Gotta Be Whenever someone comes to you with their problems and you listen without judgment and offer advice, roll +Sway. On a 10+ choose 2, on a 7-9 choose 1:

      • They are soothed emotionally.
      • They will not act rashly.
      • They see things from the other side.
      • They will not hold a grudge.

      Those who act on your advice gain fleeting Advantage on Sway. On a miss they misconstrue your advice and whatever they do is blamed on you.

      Temple of Love When you behold a Haven, hold 1 for each Role you have marked. You may spend hold, 1-for-1, for the following effects:

      • Summon your allies for a rite, celebration or great task in the Haven.
      • Be there at someone's lowest moment bearing hope.
      • Allow you to find the good in a Monster for one decisive moment.
      • Inspire people to defend the Haven and all it stands for.

      Every time you mark a new Role - or when the Age turns - you gain 1-Hold.

      Inheritance Choose one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force -2, Lore +1, Steel 0, Sway +2
      • Force -2, Lore +2, Steel -1, Sway +2
      • Force -2, Lore +1, Steel +1, Sway +1

      Add your family bonus to one stat.


      Harm Boxes

      Mussed up

      Bloody nose (-1 Sway)

      Broken ribs (-1 Steel)

      Concussed (-1 Lore)

      Dead

      Death Move
      When you die, everyone who has backstory with you gains lasting Advantage to destroy or overcome whatever killed you.

      Looks

      Masculine, feminine, androgynous, concealed.

      Serious face, pixie face, serene face, painted face.

      Big glasses, playful eyes, mysterious eyes, kind eyes.

      Chubby body, stout body, skinny body, awkward body.


      Roles Trigger one at character creation:

      Leader: Mark when you gather other children of the next world. The GM will give you two choices of where to go to meet your fate. Pick one.

      Agent: Mark when you accept a test of your powers. The GM will pit you against two terrifying foes; pick one.

      Rebel: Mark when you discover the nature of the next world. Decide who isn't ready for the transition: your people or their leaders. The GM will tell you what it will take to prepare them.

      Outsider: Mark when you run away form home. Name another treasure of the next world that fate will lead you to. The GM tells us about the dark forces that are hunting you both.

      Prophet: Mark when you find a place of solace and beauty. Tell us your vision on how to turn this into a place of power. The GM will say who doggedly oppose the change.

      Traitor: Mark when you sacrifice a key to the future or a place of powwer to banish a threat. The GM will say how this will greatly endanger those who believe you can save the future.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      My best friend is 's kid.

      is my foster parent.

      's cult has sworn to protect the keys to the future.

      Gear
      Add 1 to the Quality of a group of Followers when you Zoom In.

      Moves Take Unnaturally Bright and one other move:

      Unnaturally Bright Decide if your intellect shines through your mistimed high-spirits, unflappable severity, intense empathy, or something else.

      When you have a moment to study a foe or hazard, tell your allies what you are ready to sacrifice:

      • The best thing about this place.
      • Precious time.
      • An important alliance.

      And what you are set to control:

      • The harm it can inflict.
      • When it will strike.
      • Where it will strike.

      When you put the plan in motion roll +Lore; on a hit the plan comes through. On a 7-9, your allies chose something else you must sacrifice.

      The Next Step When you unleash your psychic powers, roll +Sway. Say what you are trying to do:

      • Save someone you love.
      • Banish a monster.
      • Soothe a wound to the world.

      And what you might sacrifice to do it:

      • The whole place!
      • Another bit of your innocence...
      • Your health.
      • The admiration of your friends.

      On a hit, you do it. On a 7-9, the GM chooses another thing you must sacrifice.

      A Swiftly Tilting Past When you visit a historical site, say what you want to witness from its past:

      • How its denizens met their end.
      • The terrible cost of all its power.
      • The origin of a menace.

      You and up to 3 people are sent into the past, taking over the bodies of people there. Each one of you pick a Quick Character. At least one of you must trigger your Death move to resolve the scene, but all of you suffer 1-Harm for each one of you who dies in the past. At the end of the scene each one of you gain 1-Data and 1-Tech that can now be harvested from the ruins.

      A Sign of the Next World You can see flashes of the future. When another character marks a new Role, you can provide the story details normally contributed by the GM. When you first witness a Wonder being built, you can forbid everyone from picking one of its Trials, or pick a Fortune that will come to pass, and a Family who will gain the Fortune in addition to the results of their roll.

      Heir to the Future When you open your mind in a place of power, burn 1-Data to add one to the scene:

      • A hidden treasure from the past.
      • A key to the future.
      • A sign of the next world, source of solace and beauty.

      Those who act on your advice gain fleeting Advantage on Sway. On a miss they misconstrue your advice and whatever they do is blamed on you.

      Inheritance Choose one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force -1, Lore +1, Steel +1, Sway 0
      • Force +1, Lore 0, Steel +1, Sway -1
      • Force 0, Lore -1, Steel +1, Sway +1

      Add your family bonus to one stat.


      Harm Boxes

      Stoically silent

      Laboured breath

      Badly Bruised

      Internal Bleeding (-1 Force)

      Dead

      Death Move
      When any Character makrs off their Dead box, they won't die as long as the Saint actively keeps them alive. If you mark off your Dead box in the process, you won't die until your charge is delivered from harm.

      Looks

      Masculine, feminine, concealed, ambigous.

      Heavy helmet, breathing mask, scarred face, handsome face.

      Goggles, unwavering gaze, fierce eyes, serene eyes.

      Burly body, sinewy body, rugged body, stocky body.


      Roles Trigger one at character creation:

      Leader: Mark when a disaster looms over your people. Take charge of your Family preparations. The GM tells us three of the disaster's horrible consequences, and you tell us which two your leadership averts.

      Agent: Mark when you lend your aid to a disaster. Name a victim who found true companionship in healing. The GM will tell you what threat now looms over them.

      Rebel: Mark when your people cut ties to a Family or Faction. Leave at once to provide them much needed aid.

      Outsider: Mark when you forfeit your family duties to tent to the future of your fellow volunteers. Tell us of the bastion of hope you retreat to. The GM will name the unexpected allies that will show up to support your cause.

      Prophet: Mark when you first visit a Wonder. Say what disaster will bring it down. When the GM inevitably narrates the disaster, you will be in prime condition to save the people or the Wonder, your choice.

      Traitor: Mark when you take advantage of a disaster to fight for the future. Tell us of the timely calamity that will hit your foes. When you charge into this calamity, you can gain the benefits of Saint moves even if your goal isn't to "save lives". The GM will tell us of the calamity's victims.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      is the one who rescued me from myself. I owe them everything.

      I saved and their closest family from disasters.

      still blames me for the way the disaster turned out.

      Gear
      In addition to what you get from your Family, describe a Device you own with a function related to healing, environmental protection, or rescue.

      Moves Choose two:

      Wisdom to Lead When you brave a disaster to save lives, gain 2-Armor against its environmental hazards until you are clear of danger. Those who follow your lead likewise gain 1-Armor.

      Strength to Deliver When you brave a disaster to save lives, gain lasting advantage on all Force rolls until you are clear of danger. Those who follow your lead gain fleeting advantage to Defuse the disaster's hazards.

      Courage to Conquer When you assess the risks of a disaster, roll +Steel. On a 7-9 ask 1, on a 10+ ask 2:

      • What is the safest way to approach this disaster?
      • How can I save the most lives?
      • What hidden danger has yet come to pass?

      Roll with fleeting advantage when acting on this information.

      Compassion to Comfort When you provide succour to victims during a disaster,

      take a moment to heal one of their minor Harm boxes.

      Strength to Bear When disaster befalls your allies, you can show up right where you are needed the most, in the nick of time.

      Bound to Protect As long as you never refuse aid to disaster victims, roll +Steel on Find Common Ground and Familiar Face.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force 0, Lore 0, Steel +1, Sway 0
      • Force 0, Lore +1, Steel +1, Sway -1
      • Force 0, Lore 0, Steel +2, Sway -1

      Add your family bonus to one stat.


      Harm Boxes

      On the run

      Pinned

      Feverish (-1 Sway)

      Lame (-1 Force)

      Dead

      Death Move
      When you mark off your Dead box, you return as a Revenant, dead set on fulfilling one last task. Keep all your penalties, but heal two Harm boxes. You gain 3-Armor until the completion of your task, at which point you finally find rest.

      Looks

      Masculine, feminine, concealed, transgressing.

      Weathered face, scarred face, grizzled face, rugged face.

      Keen eyes, clear eyes, canny eyes, haunted eyes.

      Husky body, sinewy body, gaunt body, lanky body.


      Roles Trigger one at character creation:

      Leader: Mark when you take some of your People to settle a new land. Describe its harshest season and how you plan to survive it.

      Agent: Mark when you go on a journey to an unknown land and describe its riches. The GM will tell you what you will have to lose to complete your journey.

      Rebel: Mark when you establish contact with a new community. Tell us about their customs and why you love them. The GM will tell you why they are doomed.

      Outsider: Mark when you fully integrate into a community you've recently discovered. Tell us about how the experience made you much wiser and tougher. The GM will tell you why you were forced away from your new home.

      Prophet: Mark when the invaders come, and you are waiting for them. Describe how you've learned about their arrival. The GM will tell you how they might conquer your people.

      Traitor: Mark when you find a seemingly inexhaustible resource. Tell us why locals haven't exploited it, and the reason for its value to your people. The GM will describe the place of solace and beauty you must ravage to reap these valuables.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      was raised by me in the wild frontiers.

      and I discovered the Dead Men's Gorge and survived it's curse.

      's actions led my adoptive clan to ruin, and I still haven't forgiven them for it.

      Luckily, doesn't know that I led that last ambush against their Family!

      Gear
      In addition to what you get from your Family, you and anyone you travel with may add the Camo tag to their Outfit.

      Moves Choose two moves:

      Shadows Unbound When you prowl, who can hope to be safe? Guard themselves as they may, no one is sufficiently cautious when every moment carries the threat of your ambush.

      When you harass your foes as they travel the Wastelands, hold 1 for each of the following conditions:

      • They traverse Hostile Grounds.
      • They are not natives to this land.
      • They are not expecting you.
      • You have the perfect cover.
      • You lead a team to attack.

      Spend hold to:

      • Savage them. Gain 1-Treaty on one witness' Family or Faction as the terrified tales spread like wildfire.
      • Waylay them. Critically delay their moves or force them to take a route of your choice.
      • Harry them. Pick their numbers apart, paving the way for Fiercely Assault.
      • Sabotage them. Destroy their cargo, their vehicles, or their supplies.
      • Elude them. Keep your position or identity hidden.

      The GM may ask you to spend 1 more hold when triggering these against a force much larger than yours.

      Sights Unseen When you Uncover Secrets in the wilds, pick 2 details to add to the map. If you reach an unexplored area or watch an enemy force from hiding, gain 1 Data.

      Paths Untrodden When you lead an expedition through Hostile Grounds, pick two:

      • You leave no tracks.
      • You remain unseen.
      • You travel in forced march.
      • You travel safely.

      Also, when you evade your enemies in the wilds, roll +Steel on Forge a Path.

      Words Unspoken When you find a new people deep in the Wasteland, you can roll +Lore on Familiar Face and Find Common Ground, even if this is your first time here and in spite of any language barrier.


      La Longue Carabine Not many people can boast of surviving the ordeals you have. Chose two of the following:

      • Whenever you attack with a melee weapon you gain the tag Brutal.
      • Whenever you attack with a ranged weapon you gain the tag Far.
      • Your Outfits always have the Thermo tag.
      • Your mounts always have the Durable tag.

      Inheritance Get one of your Family's inheritance moves:

      Other Moves


      History and Notes

      Stats

      Starting Arrays:

      • Force -1, Lore 0, Steel +1, Sway +1
      • Force -1, Lore +1, Steel -1, Sway +2
      • Force 0, Lore 0, Steel 0, Sway +1

      Add your family bonus to one stat.


      Harm Boxes

      Isolated

      Lost (-1 Steel)

      Confused (-1 Lore)

      Babbling (-1 Sway)

      Dead

      Death Move
      When you die, say who you trust to tell your story. If they do, they may mark one of their unmarked roles in the process. If they refuse or fail to tell your story, it is up for grabs. If no one tells it before the age is done, then you are truly forgotten, even as the stories you told in life live on.

      Looks

      Masculine, feminine, concealed, ambiguous.

      Matter-of-fact prose, stage whispers, academic formality, hellfire-and-brimstone speeches.

      Playful eyes, haunted eyes, appraising eyes, excited eyes.

      Perpetual smile, downturned lips, luscious lips, thin lips.


      Roles Trigger one at character creation:

      Leader: Mark when you tell your family a story of a fabled treasure. Whatever you say will grow and spin out of proportion. Say who looks to you to advise their pursuit of it.

      Agent: Mark when your family commissions you to bring a parable to a community. Say who this story affects most deeply, and the GM says how it mutates as it's retold.

      Rebel: Mark when you satirize your own family's values or failures. Name someone important who takes your words to heart. The GM names someone who never will again.

      Outsider: Mark when you teach your own version of your family's underlying doctrine, philosophy, or worldview. The GM will tell us which part of this story you are most viciously mocked for, at least at first. You'll then tell us which part will gradually be assimilated into their orthodoxy.

      Prophet: Mark when you learn of a new discovery. Share what you hope or fear it will bring. Describe a radical extension of this discovery that will capture the homeland's imaginations for generations to come - or else describe an application that they will fear and mistrust for just as long.

      Traitor: Mark when you fabricate a story to demonise and vilify. Tell us how widespread acceptance of this story destroys your target. The GM will tell us what part of your monstrous deciption they live up to as a result.

      When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

      Backstory

      Ask for a volunteer for at least one:

      's music matches perfectly my best performances.

      I still remember how talented 's parents were.

      I believe draws power from the Icons of Old! Knowingly or not, you wonder.

      Gear
      When you Tool Up, add 1 to Companion's Quality and give them a new Specialty.

      Moves Choose two:

      Fairy Tale When you tell your fellows a story of the mythic Before, gain hold equal to the number of Roles you have marked. When the group is in grave peril, spend hold 1-for-1 to:

      • Draw heroism from those following your tale's principles, granting them fleeting advantage.
      • Draw comparison between a foe and the tale's villain, revealing a weak point.
      • Draw hope from the tale, revealing a hidden opportunity or an approaching ally.

      One Thousand and One NightThose who know your work, will always offer you their best hospitality. Also, when you tell a moving story to an aggressor or oppressor, you can always Defuse their menace with Sway - and on a 10+ they tell you something worth 1 Data.

      Pliny's Bestiary When you describe rumours, half-truths, and distant observations of an elusive creature or phenomenon, tell us three of:

      • ...what makes it so difficult to directly observe.
      • ...what it's driven to do.
      • ...where it came from, or what first caused it.
      • ...what hidden peril it brings or heralds.

      The GM will secretly pick one of them to be false. Those in audience gain fleeting Advantage to act on the true lore, and fleeting Disadvantage to act on the false one. Once per Age, you can introduce the object of your story into a scene of your choice.

      Darkest Before Dawn When you weave stories to give someone solace and purpose, they will always take your words to heart - if applicable, heal any Harm boxes marked with mental or emotional conditions.

      Speaker For The Dead When a Character dies, spread their life story as you understand it to the four winds. If they have unleashed their Coda, it will be implemented on a new scale or magnitude - either a much broader scale, or a far longer duration. If not, you give their death a new meaning; they can mark a final Role posthumously, potentially even unleashing their Coda.

      Voice of The Icons When you tell a community stories about their champions, you can grant a Character a new Role of your choice:

      • Hero. Something must be found, rescued or conquered. Should you choose to take on this Role, take the first steps on the quest to find it to add +1 to Force or Steel. Say how your family will suffer if you fail.
      • Anti-Hero. A terrible threat must be confronted. Should you choose to take on this Role, draw first blood on add +1 to Sway or Steel. The GM says what you'll have to sacrifice to overcome it.

      Inheritance Choose one of your Family's inheritance moves:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force -1, Lore +1, Steel 0, Sway +1
      • Force +1, Lore -1, Steel +1, Sway 0
      • Force +2, Lore 0, Steel 0, Sway -1

      Add your family bonus to one stat.


      Harm Boxes

      Rescued by your tribe

      Drawn away

      Feral (Cut off from your family)

      Lost (Cut off from your tribe)

      Forsaken

      Death Move
      When you mark off your Forsaken box, decide which side you finally choose. If you return to your family, spirit broken, say what wisdom, power, or trait from your tribe you nevertheless pass on to them. If you vanish among your tribe, become the face of a GM threat and name an individual/group/institution your tribe will always watch over... or hunt. You may also decide which group others must visit if they hope to trigger your Eulogy.

      Looks

      Masculine, feminine, concealed, ambiguous.

      Savage features, not entirely human, shifting features, unremarkable.

      An accessory evoking your family.

      An accessory evoking your adoptive tribe.


      Roles Trigger one at character creation:

      Leader: Mark when you forge an alliance between your family and your tribe. The GM will say how this alienates your family from their own kind.

      Agent: Mark when you disguise your family's activities by using your tribe as a proxy. Say who you intend to fool. The GM says who will hold the secret as leverage against you.

      Rebel: Mark when you take up arms against your own family in defence of your tribe. Say why anyone who wishes to harm them must go through you first.

      Outsider: Mark when you give up some of your Family identity to be closer to your tribe. Name someone important who this horrifies; the GM will name someone who is determined to emulate you, cost and danger be damned.

      Prophet: Mark when you uncover a cryptic monster or place of power related to your tribe. Say how it could potentially transform their role in the homeland. The GM says what horror awaits if it falls into the wrong hands.

      Traitor: Mark when you sacrifice your tribe to save someone else. The GM will say what crime you must carry out against your own kind to balance the scales, and what curse will be introduced to your bond if you refuse.

      When you change roles, add 1 to a stat or get a new move. If you mark all roles, narrate an epilogue using some of your Death move or a coda via your final role.

      Backstory

      Ask for a volunteer for at least one:

      knew me before my bond became clear. They appeal firmly to my humanity.

      might actually understand my relationship with my tribe, and that frightens me.

      has had something they love taken by my tribe.

      Gear
      You have an especially close companion or circle from among your adopted tribe. Give them a specialty and Quality 1.

      Moves Take Kith & Kin and one more:

      Kith & Kin
      In addition to your family, you’ve forged a bond with some of the native creatures of the homeland. They may be animals, machines, monsters, behemoths, or something stranger, but you can communicate with them, and they accept you as one of their own. Pick a family playbook to represent them, and gain a stat boost from them in addition to your family.
      Name your tribe:
      When you Find Common Ground with your tribe, roll with Advantage.

      Catalyst
      Through your bond, you become a key to deeper powers. When a member of your tribe permits you to lay hands on them and channel arcane energies, you may Unleash Power as though they were a device.

      Changeling
      Your bond is transformative, letting you become more than an honorary member of your tribe. When you take a moment to emulate their visage and abilities, roll +Roles marked. On a 10+, 3. On a 7-9, 2. On a 6-, still choose 1.

    • Where your tribe goes you can follow. You can emulate their mode of locomotion, and you do not suffer disadvantage in any environment where they would not.
    • You can fight shoulder-to-shoulder with your tribe. Pick up 2-3 weapon tags to reflect the way your violence mirrors theirs.
    • Your foes will recognize you only as a member of your tribe.
    • You do not inherit the native weaknesses and vulnerabilities of your tribe.
    • Your bond does not give you a compulsion to fulfil or otherwise alter your mind.
    • Summoner
      Where you go, your tribe can follow. In any scene where their presence has not been otherwise established, you may narrate a member of your tribe arriving or revealing themselves. Conversely, in any situation where your tribe is present but you are absent, you may arrive on the scene whenever you feel you are needed most.
      The bond is mutual; the GM may, as a reaction, say that members of your tribe appear unbidden at your side, or try to compel you to appear before them.

      Ambassador
      When others follow your lead to navigate interactions with your tribe, you may extend to them the benefits of Kith & Kin. Should a member of your party benefiting from this provoke your tribe, or if you voluntarily rescind your protection from someone, roll +Sway. On a 10+, only the offending party draws their ire. On a 7-9, all of your followers suffer. On a miss, even you temporarily lose the benefits of Kith & Kin.

      Cryptid
      Your bond is a subtle, haunted one. At least one member of your tribe may always go unseen, unnoticed, or unrecognised in your company. You can communicate with them subtly and silently, and if you use Under Orders with a covert companion in this way, they can only be detected if you select “There’ll be unfortunate consequences,” on a 7-9 hit.

      Inheritance
      Gain a quick character move from your family or your tribe:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force -2, Lore +1, Steel 0, Sway +2
      • Force -2, Lore 0, Steel +1, Sway +2
      • Force -1, Lore +1, Steel 0, Sway +1

      Add your family bonus to one stat.


      Harm Boxes

      Wrung by the Neck (-1 in Steel & Force)

      Out of your League (-1 in Sway & Lore)

      Dead

      Death Move
      When you mark off your Dead box, everyone who has backstory with you gains lasting Advantage to destroy or overcome whatever killed you.

      Looks

      Masculine, feminine, concealed, ambiguous.

      Gas masked face, dirty face, wicked face, playful face.

      Goggled, mischevious eyes, mysterious eyes, naughty eyes.

      Chubby body, deformed body, slender body, supple body.


      Roles Trigger one at character creation:

      Leader: Mark when you vow to protect a gang or family. Say who or what is haunting them. It will never see you coming.

      Agent: Mark when you are sent against monsters. State two facts about them. The GM will secretly decide which one is true.

      Rebel: Mark when you radically change your clothes and hair style. Say what you are angry about, and the GM will tell you who’s drawn to start following you.

      Outsider: Mark when you return home. Tell us about the dark forces that kidnapped you. The GM tells us about the place of your captivity.

      Prophet: Mark when you plan to heal a wound in the world. Say what are you ready to sacrifice to do it. The GM will say where you need to go, and which it is of harsh, deadly or crazy distant.

      Traitor: Mark when you invite wicked things into the Homeland. Tell us who they will bring ruin to. The GM says what in them surprises you: their numbers, their wickedness, their power.

      When you change roles, add 1 to a stat or get a new move. If you mark all roles, narrate an epilogue using some of your Death move or a coda via your final role.

      Backstory

      Ask for a volunteer for at least one:

      gave me shelter when I was a runaway.

      knew my real parent(s).

      is also haunted by monsters.

      Gear
      Add 1 to the Quality of a group of your Followers when you Zoom In.

      Moves Choose one of these:

      A Deadly Game
      No one ever needed to teach you these rules! When you have a moment to study your enemy and tell your plan to your allies, say what you are ready to sacrifice:

    • The battlefield
    • The respect of your friends
    • Something precious to you
    • Another bit of your humanity
    • And what you are set to destroy:
    • The enemy’s means of escape
    • The enemy’s’ dignity
    • The enemy’s perception of reality.
    • When you enact your plan, roll +Steel. On a hit the plan comes through. On a 7-9, your allies choose something else you sacrifice. Also, gain a harm slot:
    • Saved by contingency plan.
    • My Pet Monster
      Your best friend in the whole wide world is an otherworldly monster. Describe them and say their name. Choose two monster tricks:

    • Nobody can see it.
    • It goes where no one else can.
    • Only kids and other monsters can hurt it.
    • It can deal out a monstrous beating.
    • Choose two problems:
    • It’s jealous.
    • It has lots of friends.
    • It’s greedy.
    • It’s really lazy.
    • It’s destructive.
    • When you set your monster loose, give it your orders and roll +Lore. On a 10+ manifest both tricks and one problem. On a 7-9, use one trick and both problems. Also, gain a harm slot:
    • Saved by my monster.
    • Pick one more from the following:

      The Tree House
      You have a secret place where you feel safe. It’s yours and it’s cool and not everyone can get in. Choose two and tell us about it:

    • Even you find it hard to reach.
    • It's hidden from everyone, even monsters.
    • It's stocked and spacious.
    • It's safe: you need a password.
    • It's funny - time and space plays tricks on you there.
    • The Weird Stare
      When you let loose the energies boiling inside you to protect, banish or wreak havoc, roll +Sway. Say what you’ll wreck to get it done:

    • The whole place!
    • Another bit of your humanity.
    • Your health.
    • The respect of your friends.
    • Those Who Love Me
      Somehow they love you. Choose one and tell us who they are:

    • Your folks, parents and stuff.
    • Those who created you.
    • The gang who has your back.
    • A cult that reveres you.
    • They are 1-Quality Followers with 5 Loyalty. When you suffer harm in their presence or they lose Quality, you can instead lose 1 Loyalty. When you spend quality time with them, recover 1 Loyalty.

      Other Moves

      History and Notes

      Stats

      Starting Arrays:
      You have 0 in each, plus your Family bonus.


      Harm Boxes

      Dead

      When you mark a harm slot, give it a label that suits your icon; get 2 charges if you give it a penalty. Clear labels when you change Icons. Death Move
      When you die, lose all charges and return to consciousness in a safe location. If you die with no charges, you die for real.

      Looks

      Androgynous, transgressing, concealed.

      Sardonic glances, cold stare, piercing gaze.

      Menacing aura, peaceful aura, haunted aura.

      Husky voice, mellow voice, raspy voice.


      Icons Instead of a role, choose the kind of icon you’re emulating at character creation:

      Mentor: Mark when you vow to protect a gang or family. Say who or what is haunting them. It will never see you coming.

      Hero: Mark when you are sent against monsters. State two facts about them. The GM will secretly decide which one is true.

      Antihero: Mark when you radically change your clothes and hair style. Say what you are angry about, and the GM will tell you who’s drawn to start following you.

      Trickster: Mark when you return home. Tell us about the dark forces that kidnapped you. The GM tells us about the place of your captivity.

      Martyr: Shift to this role when you need to suffer terribly so others may live. When you surrender to pain, add +2 to Sway or Force. The GM says who is changed by your sacrifice: your tormentors, those under your care, or the privileged witnesses. You tell us how.

      Villain: Shift to this role when someone needs to be brought to heel. When your methods appal your Family, add +1 to any two stats. The GM will tell us about the innocents who embraced your wicked ways for good.

      When you shift icons, lose all stat raises and charges. You do not increase a stat or gain a new move, but do apply the stat raise from the new Icon. If you mark all roles, narrate an epilogue using some of your Death move or a coda via your final role.

      Backstory

      Ask for a volunteer for at least one:

      and I met at a secret crossroads, hunting for lost knowledge.

      I loved before, under a different name.

      is helping me usher in my full potential.

      Gear
      When you Zoom In, describe the icon you’re hunting and gain 1 Data to use on finding their memorabilia.

      Moves You get this move:

      With a Thousand Faces
      You gain power by embodying an icon: the gruff sheriff, the martial artist, the femme fatale, etc.
      This power has four sources:
      Props: When you first use an item to make your appearance more like the icon, gain 1 charge.
      Stage: When a scene from the icon’s myth comes to pass - a duel at high noon, an experiment in a lightning storm, a foot-chase through a market - gain 1 charge.
      Actor: When someone becomes a key part of your role’s narrative - mentor, sidekick, beloved, nemesis etc - gain 1 charge.
      When you risk your life to act like the icon would, spend 1 Charge to get advantage on a roll.
      Charge:

      Start with one of the moves below. Spend 5 charges to unlock a new move:

      The Mythic Dimension
      You have a den where props from the icons you’ve embodied are reverently displayed. So long as you store props from an icon there, you don’t lose charges when you move from it to a new icon.

      Method Actor
      When you play a role, you fool the entire world. You may spend a charge to fully submerge yourself in a role: for the next hour, no-one will recognise you as anyone other than the icon.

      The Hero's Journey
      When an actor starts helping you, mark a second role. Combine the two and say what hidden depths the actor has revealed in the icon. To use this again, you must shift to another icon.

      The Masks of God
      If a piece of your gear is also a prop for your current icon, you may spend 1 charge to give it a tag relevant to the icon’s myth.

      Local Hero
      Get an Inheritance move from your Family. Take a new one each time you shift icons.

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force Ω, Lore 0, Steel Δ, Sway 1.
      • Force 1, Lore 0, Steel Ω, Sway Δ.
      • Force Ω, Lore 0, Steel 1, Sway Δ.


      Harm Boxes
      Ω - Sanctuary
      Twisted joint
      Torn flesh
      Broken bones
      Blinding pain
      Δ - Rapture
      Anguished
      Fearful
      Hopeless
      Despairing
      Dead
      Death Move
      When you finally mark your Dead box, you infuse any witnesses with some of your fervour. They gain a new additional Harm box of their choice, Sanctified or Rapturous, which can be marked when only their Dead box is unmarked. They gain the associated benefit for as long as they don’t heal any Harm box.

      Looks

      Masculine, feminine, transgressing, ambiguous.

      Bent body, wiry body, flabby body, lanky body.

      Dead eyes, fiery eyes, sad eyes, steady gaze.

      Weathered face, dime a dozen face, stern face, scarred face.


      Roles Trigger one at character creation:

      Leader: Mark when your people face extreme hardship and want. The GM tell us what you need to sacrifice to show them how to endure with wisdom. Tell us how they are inspired by your example.

      Agent: Mark when there is a job so dirty or so hard that no one will willingly accept it. Take it and tell us how it is even worse than anyone expected. The GM tells us how performing this task will reveal a mysterious treasure or golden opportunity.

      Rebel: Mark when your people are set on their comfortable, safe ways. The GM tells us of two forces that will resist change at all costs. Confront them openly and say how your people change once you resist everything they throw at you.

      Outsider: Mark when you embark on a journey of self discovery. Ritually sacrifice a symbol of your past, your present and your future. The GM will describe those who will leave everything behind to join your quest for wisdom.

      Prophet: Mark when you condemn your people for their wicked or cowardly ways. The GM will describe two calamities for you to pick. If you all survive the ordeal you chose, they will overcome their weakness.

      Traitor: Mark when you meet the greatest tormentor of this Age. To win their heart and soul you must give yourself fully to them. Say if it’s a lesson you must learn or must teach.

      When you change roles, add 1 to a stat or get a new move. If you mark all roles, narrate an epilogue using some of your Death move or a coda via your final role.

      Backstory

      Ask for a volunteer for at least one:

      has experienced loss, but bears their scars with pride.

      Does even realise the harm they've caused my people?

      I respect the wisdom of 's cult. Why keep it a secret?

      Gear
      In addition to what you get from your Family, you start with a memento of a time of turmoil. Spend it to assure a 10+ on one Find Common Ground.

      Moves Take Clear Eyes and one more move:

      Clear Eyes
      When you stand on the brink of defeat with a filled Ω track, you become Sanctified. So long as you’re Sanctified, you gain the undying respect of those who witness you facing your ordeal. Friend or foe, they will from now on defend your reputation, marked by the strength of your devotion.
      When you witnesses a tragedy related to your cause with a filled Δ track, you become Rapturous. So long as you’re Rapturous, you grant new strength and courage for the weak and despairing when you make a stand, and fill the heart of tormentors with fear and doubt if you attack.
      Both states end when any Harm on their tracks is healed.

      Candid Gaze
      When you shield another from death, gain 2-Armour. When you have a quiet moment to tend for the wounded and despairing, heal them of all emotional and psychological harm and take it for yourself - marking 1 harm box for each box of theirs you heal.

      Glazed Sight
      When you find wisdom in pain and sorrow, roll instead of +Lore. When you are hurt while Rapturous or Sanctified, gain 1-Data.

      Hollow Stare
      When you confront a tormentor, bring up flashbacks of pain and sorrow to draw one wicked response from your opponent, GM’s choice:

    • They gloat over their power.
    • They seek to humiliate you.
    • They go out of their way to cause you more pain.
    • Each can only be picked once in a given confrontation. If you can evoke all three, describe the fatal weakness they finally exposed.

      Fiery Glare
      Every time you pass the opportunity to heal your Harm, gain +1 Armour on top of any Armour you already have. Lose 1 Armour every time you take a hit until this bonus is gone.

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      • Force +1, Lore -1, Steel +2, Sway 0
      • Force +2, Lore 0, Steel +1, Sway -1
      • Force +1, Lore -1, Steel +1, Sway +1

      Add your family bonus to one stat.


      Harm Boxes

      Busted eye

      Bloodsoaked

      Limping badly (-1 Steel)

      Shell-shocked (-1 Steel)

      Dead

      Death Move
      When you mark off your Dead box, your Ride will be somehow destroyed as well. Later you will return in secret, fully healed and on a new Ride, for one last mission. If you ever reveal your identity or refrain from revenge, all your harm boxes except Dead are immediately filled again.

      Looks

      Masculine, feminine, concealed, transgressing.

      Weathered face, hoary face, scarred face, tattooed face.

      Battle fatigues, dusty leathers, tactical jumpsuit, ratty jeans.

      Athletic body, husky body, rugged body, lascivious body.


      Roles Trigger one at character creation:

      Leader: Mark when you lead your Family’s escape from calamity or persecution. Describe the route and obstacles that can be used to your advantage. The GM says who will do anything to stop you all.

      Agent: Mark when your Family is at war and you single out their champion. Tell us two of their strengths and the GM will tell you of their weaknesses. Beat them to break your foe’s morale.

      Rebel: Mark when you walk away from your Family on the eve of battle, and tell us why your Family foes will focus on hunting you down instead.

      Outsider: Mark when you offer help to strangers in need for no apparent reason and without expecting compensation. Say who (from either side of the conflict) will fall in love with you. The GM tells us who will resent you for that.

      Prophet: Mark when you hit the road looking for an almost mythical haven. Say where you learned about it and the what you expect to find there. The GM makes a note of what treasure you will find among its twisted remains.

      Traitor: Mark when you abandon those who love you for a hopeless cause. Tell us about the path of terror you carve among your foes. The GM will say which loved one followed in secret amidst the carnage.

      When you change roles, add 1 to a stat or get a new move. If you mark all roles, narrate an epilogue using some of your Death move or a coda via your final role.

      Backstory

      Ask for a volunteer for at least one:

      and I are the only survivors of a warband.

      defended a place I couldn't.

      I could stare into 's eyes forever.

      Gear
      You have an especially close companion or circle from among your adopted tribe. Give them a specialty and Quality 1.

      Moves Take Clad in Steel and one more move:

      Clad in Steel
      You own the mightiest ride in the wastelands - a Vehicle with 5 tags. In addition to the standard tag list, you have the following options:

    • Armoured. Negates disadvantage stemming from physical impacts – hail, landslide, suppressing fire, etc. Get +1 Armour when these deal harm to you.
    • Imposing. Get fleeting advantage to Find Common Ground when you first arrive in your Ride.
    • Stealth. Get advantage when you Defuse by avoiding detection.
    • Cargo. Your ride can safely haul another Vehicle, plus personnel.
    • Comms. Integrated comms let you send and receive audio, and limited digital data.
    • Additionally, ill fortune of the worst kind befalls anyone who steals your ride.
      Tags:
      Harm
      • Dinged
      • Twisted (-1 to all stats)
      • Busted (cannot move)

      Living Legend
      When you first meet someone important, roll the amount of Roles you have marked. On a hit they’ve heard of you - tell us what they’ve heard. On a failure, the GM will instead say the reason of your notoriety.

      The Beaten Path
      When you navigate to a new and perilous location, roll the amount of Roles you have marked, up to +3. On a hit, you have been there before. Tell us in two words what you lost there, then each other player must ask you a follow up question about the event. Answer truthfully, saying why you’d rather never go back there again. Those who act on this past experience gain fleeting Advantage on their roll.

      Hunted & Haunted
      When you take action during a chase, bring up flashbacks of battle and loss to add a complication to your opponent’s path, forcing them to do one of:

    • Risk harm to keep up with you
    • Lose ground
    • Be exposed to an attack
    • If you evoke all three, you decide where the chase ends.

      Fighting Windmills
      When you vow to fight for a cause, you gain +1 Armour and your Ride gains one extra Dented harm slot. If the cause is hopeless, gain those benefits again.

      Inheritance
      Gain a quick character move from your family or your tribe:

      Other Moves

      History and Notes

      Stats

      Starting Arrays:

      Set one stat at +3 and another at -2, describing each stat's weird tells. The last two stats start at 0.


      Harm Boxes

      Beset (-1 Lore)

      Twisted (-1 Force)

      Haunted (-1 Sway)

      Hounded (-1 Steel)

      Sequestered

      Death Move
      When you mark off your Sequestered box, you are yanked out of this world and locked in your own personal nightmare realm. You can’t escape on your own. But all of those who die with you in the same scene will end up there as well. With their help, you may well all come back to life.

      Looks

      Masculine, feminine, transgressing, inhuman; decide then if eerily beautiful or hideous.

      No eyes, cyber implants, goggles, inhuman eyes.

      A voice in their heads, translating synthesizer, laboured breath, a buzz coming from your chest.

      A persistent cold breeze, a tainting shadow, whispering echoes, flocks of beasts of bad portents.


      Roles Trigger one at character creation:

      Leader: Mark when you gather allies to confront a horror. Describe the strange place you must go and the sacrifice you must make to stop the menace.

      Agent: Mark when people need a symbol to give them hope or direction. Name a treasure of the next world to help them. The GM will pick someone you love or respect as an obstacle; they’ll try to stop you or must be sacrificed, your choice.

      Rebel: Mark when you declare war on a group that gave in to corruption. Name the eldritch force you bargained with to bring them down. The GM will name the terrible price the force asks of you.

      Outsider: Mark when you stand watch against darkness and what lies beyond. The GM will tell us how you keep those things at bay. Name one emotion you will sacrifice and never ever feel again.

      Traitor: Mark when you abandon those who love you for a hopeless cause. Tell us about the path of terror you carve among your foes. The GM will say which loved one followed in secret amidst the carnage.

      When you change roles, add 1 to a stat or get a new move. If you mark all roles, narrate an epilogue using some of your Death move or a coda via your final role.

      Backstory

      Ask for a volunteer for at least one:

      and I are the only survivors of a warband.

      defended a place I couldn't.

      I could stare into 's eyes forever.

      Gear
      You have an especially close companion or circle from among your adopted tribe. Give them a specialty and Quality 1.

      Moves Pick two moves:

      Forbidden Paths
      When you traverse the dark paths of the world, you can always find a way to the forbidden places of this world and beyond. Decide if you travel unnaturally fast or protected from the horrors below. Perform a rite there to:

    • Discover something only the monsters would know.
    • >Find a long-forgotten place of power, a source of solace and beauty.
    • Monsters will hound whoever dallies there or loses their way.

      Weaponised Enigma
      You can always tell the direction to the nearest wound in the world. When you stand in it and direct its energies, roll +Steel to use it as a weapon (Far, Aberrant, Area). On a 10+ pick one, on a 7-9 pick two:

    • It takes some time to go off.
    • There is wide unintended collateral damage.
    • The wound spawns Hostile Grounds around it.
    • You must sacrifice a source of hope for the world.
    • Pick one extra to turn the attack into a disaster that will consume the countryside, bring down infrastructure, and hurt even Behemoths.

      Beyond this Mortal Coil
      When in a place of power, you can beckon to Behemoths and Monsters and command their attention. Roll Find Common Ground with them with fleeting Advantage. Also, when you encounter an inhuman civilization, roll +Lore. On a 10+, they accept you as one of their own. On a 7-9, you are fluent in their language and culture.

      Black Hearts
      When a Character of any Family becomes a Traitor or a Prophet, they are drawn to you like a moth to a flame. Gain lasting Advantage to any Sway rolls with them and provide the story details for their Role Move normally contributed by the GM.

      Don't Rest Your Head
      When you do one common thing unnaturally well, roll with fleeting Advantage and take 1 Harm. Suffer no penalties from the harm slot. When you do something impossible for a human, for the length of a drawn breath, take 1-Harm.

      Inheritance

      Other Moves

      History and Notes

      Stats

      Choose one and add your Cabal bonus:

      • Force +1, Lore +1, Steel 0, Sway -1
      • Force +1, Lore 0, Steel -1, Sway +1
      • Force 0, Lore +1, Steel -1, Sway +1

      Harm Boxes

      Stressed

      Bruised

      Agonised

      Shattered (-1 Sway)

      Curtains

      Death Move

      When you die, you inspire your groupies, fans, and haters to memorialise you in a way you didn't expect and may not entirely approve of. Discuss with the GM what that will involve.

      Looks

      Masculine, feminine, genderfucked, ambigious.

      Scarred face, artful face, mischievous face, enraged face.

      Wild eyes, thoughtful eyes, cunning eyes, inquisitive eyes.

      Hard body, forceful body, goddess' body, unknowable body.


      Roles Trigger one at character creation:

      Leader: Mark when you’re put in charge of a social event or protest action. As long as you bring your charming A-game, they’ll follow you to the ends of the new earth.

      Agent: Mark when a group needs you to uncover information about the colony’s power brokers. Say who you’ve co-opted to help you learn what you need to know.

      Rebel: Mark when you successfully challenge the colony’s order (even if your preferred faction is in the ascendant). Name a group whose suffering could be alleviated by resources you direct to them.

      Outsider: Mark when you become part of an art project that refuses to let you go. Work with the GM to figure out what you’re trying to do and how much it will cost you.

      Backstory

      Ask for a volunteer for at least one:

      has vowed to help me change the world.

      is my inside source - whether they know it or not.

      has a creative spirit that won't be denied.

      Gear
      Add a free tag to your Outfit when you Tool Up.

      Moves Choose two:

      Immolate
      You can turn coffee into gold, and sleep when you’re dead. When you throw everything you have into the completion of an essential project, you can mark one harm box and count that as spending a Resource or a Reputation point, or instantly complete your current art project.

      Cut Piece
      Gain +1 Steel. In addition, when challenged to a fight, gain fleeting advantage regardless of what you decide to do. This does not apply if you attack first.

      Eye for the Eternal
      You see the world just a little differently. Your eyes scan the horizon like a camera, scouring for the perfect shot and that one jolt of inspiration. When you focus your senses describe what you see and how it inspires you, and receive one thing you need to complete an ongoing project.

      Groupies
      You’ve developed a salon, or a coterie of hangers-on. They might do what you ask of them. Or they might let your fire burn out of control. When you unleash your groupies, roll +Sway. On a 10, they do what you ask of them without incident, on a 7-9, you choose one, on < 6 the GM chooses two.

      • A member of your innter circle publicly denounces you.
      • One of your groupies accidentally hurts someone or destroys something valuable.
      • One of your entourage leaks some info about you and/or your Cabal to a rival.
      • Drama causes your inner circle to descent into the bad kind of anarchy. Your groupies are unusable until you resolve the drama.
      • A groupie defects to a rival Cabal, taking a compromising piece of data with them.
      • The action leads to an entire building being destroyed by the wildest party the colony has ever seen. Describe it.

      Muse
      Choose the source of your inspiration:

      • The Decadence of Humankind: When someone uses Reputation to boost a roll against you, your jaundiced worldview gives you advantage on any roll to strike back.
      • The Wild Magic of the New World: When you go on an expedition outside the Colony, take advantage on your first roll.
      • Utopia, Plain and Not-Simple: Once per Age, create a Surplus of your choice for free.
      Other Moves

      History and Notes

      Stats

      Choose one and add your Cabal bonus:

      • Force 0, Lore +1, Steel -1, Sway +1
      • Force -1, Lore +1, Steel 0, Sway +1
      • Force +1, Lore 0, Steel -1, Sway +1

      Harm Boxes

      Concealable Wound

      Winded

      No, Not the Face! (-1 Sway)

      Collapsing

      Taps

      Death Move

      A dead politician can do wonders... as a symbol. Just not necessarily a symbol they may have approved of. When you mark your Taps box, announce what you want your legacy to be. The remaining players will interpret it for themselves and pass legislation bearing your name.

      Looks

      Masculine, feminine, charismatic, arachnine.

      Elegant face, stoic face, angular face, poker face.

      Stark eyes, compelling eyes, passionate eyes, unreadable eyes.

      Wiry body, lanky body, fit body, indulged body.


      Roles Trigger one at character creation:

      Leader: Mark when you promise the Colony luxuries in exchange for material support: gain a Surplus. You say how you’ve improved the Colony’s lot already, and the GM says what they now expect of you.

      Agent: Mark when you are dispatched to win the support of a crucial Cabal for your initiatives. Their player or GM says what they need to make a deal possible.

      Rebel: Mark when you seek to usurp the power of another. Say why you’re not only right, but morally justified. The GM tells you who you will hurt by doing this.

      Outsider: Mark when you put another Cabal’s interests ahead of your own. Justify your decision; the GM will tell you what your independence costs.

      Backstory

      Ask for a volunteer for at least one:

      gave me a secret that could change everything.

      I think is trying to undermine me.

      There is only one person who can be counted on when it hits the fan:

      Gear
      Add a free tag to your Outfit when you Tool Up.

      Moves Choose two:

      Their Finest Hour
      Should the need for fighting arise, your voice can prove decisive. Roll +Sway: on a 10+, hold 3. On a 7-9, hold 1. Spend 1 hold to give an ally’s combat roll advantage.

      Every Vote Counts
      Add +1 to Sway. When a Wonder is completed, add your Sway to your Fortune/Trials roll.

      The Great Game
      You are the mistress of the dead drop, the dossier, the debriefing; you thrive on the hidden web of knowledge that ties the colony together, and the shadows that conceal its nexuses. Roll +Lore. On a hit, an invaluable secret is revealed by a Cabal, a player, or the GM - make sure you ask the right question of the right party! Decide what the cost of the information is. On a 10+, pick one. On a 7-9, pick two. On a <6, the GM decides how the colony’s shadows exact their revenge.

      • Many Cabal members die to bring you this information.
      • A secret of your own is exposed to an unknown third party (GM decides).
      • You mark two harm boxes.
      • Your target knows you were responsible and will exact a very personal revenge.

      Reactor-Side Chat
      Your best defence is your mouth; so is your best offence. When you talk to the colony, feel their pain, and tell them how you’re going to take it all away, roll +Sway. On a 10+ your faction wins a Resource (no luxuries). On a 7-9, you win your non-luxury resource but at a cost. On a failure, the worst fate of all is suffered: you are ignored.

      Article 26
      Above and beyond what others may seek to build, yours is a library of philosophy and politics and accessible to all. Those who know the game can plumb its true secrets, naturally.
      When you use the library, roll +Lore. On a hit, gain 2 Data. On a 10+ gain a Resource as well.
      When another player uses the library, they roll +Lore or +Sway. On a hit, it’ll give an answer to whatever pressing political question they have.

      Other Moves

      History and Notes

      Stats

      Choose one and add your Cabal bonus:

      • Force +1, Lore +1, Steel 0, Sway -1
      • Force +1, Lore -1, Steel +1, Sway 0
      • Force 0, Lore+1, Steel -1, Sway +1

      Harm Boxes

      Shivering

      Stammering (-1 Sway)

      Seeping

      Staggering (-1 Force)

      Silenced

      Death Move

      When you mark your Dead box, everyone you ever helped or saved rallies to your ideals one last time. Say what they do as a group to carry on your work, or avenge you, or redeem you, or all of the above. When all is over, describe the bronze statue fashioned in their honour.

      Looks

      Feminine, masculine, enshrouded, androgynous.

      Realist face, chiseled face, beautiful face, weathered face.

      Stunning eyes, fiery eyes, quiet eyes, half lidded eyes.

      Gangly body, stooped body, muscular body, gorgeous body.


      Roles Trigger one at character creation:

      Leader: Mark when you lead a strike or other communal action, such as a protest or prayer meeting. Say what it’ll take to end the protest; GM will say how your target is trying to break it.

      Agent: Mark when you give (heeded or considered) advice to someone in a position of authority. The GM says what the advisee gets from your counsel.

      Rebel: Mark when you attack someone or some organisation engaged in oppressive behaviour. Say why you’re doing it.

      Outsider: Mark when your affinity for life beyond your Cabal yields knowledge no one else among your number could possess. Explain what it is. GM says why it’s dangerous.

      Backstory

      Ask for a volunteer for at least one:

      would be a hero of the people if they let themselves.

      I know what secret burns in 's heart.

      I saved the life of but they didn't know it was me.

      Gear
      Add a point of Quality to your Followers when you Tool Up.

      Moves Choose two:

      The Wanderer
      Should the need for fighting arise, your voice can prove decisive. Roll +Sway: on a 10+, hold 3. On a 7-9, hold 1. Spend 1 hold to give an ally’s combat roll advantage.

      Peace, Land, Bread
      When you try to rally those who are downtrodden, or simply kept out of the corridors of power... or looking to start trouble, roll +Sway or +Force, whichever is highest. On a hit, you learn one:

      • A hidden weakness of your foes.
      • The location of a resource cache.
      • The secret weapon of an enemy Cabal.

      Of the People
      Coming as you do from the nameless ranks of unknown colonists, you blend in. Among dozens, you won’t be easily recognised. Even alone in the wilderness you may strike observers as simply a roaming worker of no consequence.

      Sword of Burning Gold
      Give others the strength they lack. If you encounter someone in need, whether another player or an NPC, you can inspire them to overcome a challenge they’re confronting. If it’s another player, they get +2 on their next roll. If the NPC is from an opposing force, you can turn them to your side (does not apply to pets or named followers of another player).

      Revolutionary
      When you convince your Cabal to undergo a radical change, roll +Sway or +Steel. On a hit, shift their Doctrine or Lifestyle to whatever you like, or swap one Cabal move for another. On a 7-9 they gain Need: morale or Need: followers. The process changes you, as well. Trigger a new role move. On a miss you are marked; the GM explains how.

      Other Moves

      History and Notes

      Stats

      Choose one and add your Cabal bonus:

      • Force +1, Lore 0, Steel +1, Sway -1
      • Force +1, Lore -1, Steel 0, Sway +1
      • Force 0, Lore +1, Steel -1, Sway +1

      Harm Boxes

      Flesh Wound

      Beaten Up

      Shell-Shocked (-1 Force)

      Scarred (-1 Sway)

      Amazing Grace

      Death Move

      When you die, you are buried with full honours. In your will you leave a relic of the old world to someone. What is it and what does it obligate them to do?

      Looks

      Feminine, masculine, valkryie, warlord

      Stern face, scarred face, cryptic face, stoic face.

      Thousand-mile staring eyes, calculating eyes, knowing eyes, hard eyes.

      Statuesque body, fit body, muscular body, lithe body.


      Roles Trigger one at character creation:

      Leader: Mark when you must take charge to save your Cabal. Explain why it had to be you. The GM decides what your reward will be.

      Agent: Mark when you start an investigation. The GM will say what gear your Cabal gives you for this mission. Explain who’s your greatest weakness on this mission.

      Rebel: Mark when you defy a direct order. Explain why you were right to do so, and what you’re willing to sacrifice for this.

      Outsider: Mark when you break a rule or norm someone of your rank is expected to uphold. Name one person inspired by your deeds, and one enemy you’ve now made.

      Backstory

      Ask for a volunteer for at least one:

      I protected from a disciplinary action.

      There's only one person I trust to fight at my side: .

      With 's help, I found love where I least expected it.

      Gear
      Add a free tag to a weapon or your outfit when you Tool Up.

      Moves Choose two:

      For Cabal and Colony
      Whenever you inspire people with a rousing speech, roll +Sway. On a hit they’ll set aside their differences long enough to allow you to lead them to victory (one hopes). On a 10+ your Cabal gains a new member; say who they are.
      Player-controlled characters aren't beholden to this, though their Cabal-mates or followers may be moved.

      Quarters
      Rank has its privileges, and one is a sweet setup. Your quarters are a nicely appointed bedroom, washroom and livingroom/office area.Even if everyone in the colony have similar lodging, yours is special because it has... (Choose two)

      • Protection against spying, assault and natural disasters.
      • A computer that can tap into any file on any subject on the colony.
      • Luxuries from the old world, including rare paintings and antiques.
      • One of the only honest-to-God weapons caches on the planet.
      • A functioning nano-replicator that can produce one, maybe two surplus before it dies for good.
      • A fussy steward you can trust with your life.
      • A cache of blackmail material locked away.
      • A pet from the old world.
      • A vast, antique, book collection that just so happens to have what you're looking for.

      Your Academy Days
      When you are confronted by a serious challenge, roll +Force. On a 7-9, name a trick from your days at The Academy that’ll help you get out of this jam. On a 10+ the GM will tell you what risk you need to take to win an even greater reward.

      The [Your Name Here] Manoeuvre
      When you win a duel of some sort - pistols at dawn, fisticuffs, debate, interpretive dance - roll +Sway. Describe what incredible thing you did to secure your victory. On a hit the audience is swayed to your side; choose one. On a 10+ pick two.

      • Your opponent views you with new respect.
      • The audience rewards you with valuable gifts, GM decides what.
      • Your Cabal gains a skilled new member.
      • You learn something from the encounter, and get fleeting Advantage acting on it.

      Briefing Room
      When you explain a coordinated action to your team, roll +Force. On a 10+, hold 3. On a 7-9, hold 1. While executing the plan, spend 1 hold to give a teammate Advantage on a roll.

      Other Moves

      History and Notes

      Stats

      Choose one and add your Cabal bonus:

      • Force 0, Lore +1, Steel -1, Sway +1
      • Force -1, Lore +1, Steel 0, Sway +1
      • Force +1, Lore 0, Steel -1, Sway +1

      Harm Boxes

      Wilting

      Shrivelled

      Drain (-1 Force)

      Fading (-1 Sway)

      Fertiliser

      Death Move

      When you die, say what grows in the spot where you fell. If allies are nearby, the planet itself immediately moves to protect them. GM decides how.

      Looks

      Masculine, feminine, brujería, ethereal

      Thoughtful face, zoned out face, friendly face, enchanting face.

      Starry eyes, warm eyes, knowing eyes, yearning eyes.

      Gangly body, divine body, limber body, generous body.


      Roles Trigger one at character creation:

      Leader: Mark when you you discover something new about the natural world. Say how the colony must adapt to your discovery.

      Agent: Mark when you keep something about the planet secret from the other Cabals. Say how you plan to use that knowledge to your (or the planet’s) advantage.

      Rebel: Mark when you protect an aspect of the natural world from colonial meddling. Say how you’re hoping to prevent the colony from doing something like this ever again.

      Outsider: Mark when you retreat to a distant oasis in the wilderness that only you know about. Return whenever you choose, but the GM says what came back with you.

      Backstory

      Ask for a volunteer for at least one:

      There's something in 's eyes that only I can see.

      knows something vital about the planet that they're hiding from everyone else.

      and I grew something together.

      Gear
      Add a tag to your weapon so long as you're exploring the world beyond the colony.

      Moves Choose two:

      Worldspeaker
      Your connection to the planet is deep and abiding. So much so, you have bonded with a native lifeform. Choose from one of the following types:

      • A sea creature: The colony might be near water, and if those oceans are inhabited... An aquatic animal companion might be able to go somewhere you cannot.
      • A vaguely mammalian looking thing: A more traditional animal companion that will stand and fight by your side. While it cannot be too big or too powerful, it may have unique features that set it apart from any of its terrestrial counterparts. You cannot communicate with the creature outside of personal range, but you could be connected in other ways. Describe it. The same guidelines as above apply here.
      • Fungus: an elaborate network of mushrooms dots the planet, linking everything together in a kind of planetary nervous system. You cannot control it, but you can sense things through its branches. Presence, sound, even images may come to you, if you know where to touch.
      • A mount: Choosing a creature that you can domesticate and mount foregoes any other distinctions that might inhere to it. No special features or optional extras, alas. But it can go really, really fast, carry a lot of cargo, and knows the terrain.

      Your City Lies in Dust
      When you infiltrate a Cabal with a technological focus, get advantage on every roll against them.

      The Branching of a Million
      When you encounter a native lifeform, roll +Sway. On a 10+ you can communicate with it directly, permanently learning how to speak with that species. On a 7-9, you can get vague impressions and feelings across, but no permanent communication knowledge is gained.

      Commune
      Amplify your power by joining your consciousness with that of other colonists (they must participate willingly), before binding to the spirit of the world. For this to work to any degree of effectiveness, there must be at least one other party involved. Roll +Lore. On a 10+ ask 2 questions. On a 7-9, ask 1. On a <6 the planet takes an unhealthy interest in everyone who communed.

      • What are we failing to see here?
      • What is the best way forward?
      • Who, if anyone, is a hidden threat?
      • What secret has the planet hidden here?
      Other Moves

      History and Notes

      Stats

      Choose one and add your Cabal bonus:

      • Force -1, Lore +1, Steel 0, Sway +1
      • Force -1, Lore +1, Steel 0, Sway +1
      • Force -1, Lore 0, Steel +1, Sway +1

      Harm Boxes

      Grazed

      Wounded

      Lashed (-1 Sway)

      Agonised (-1 Lore)

      In Passion

      Death Move

      When you die, it births a legend among your followers. You’re not just a martyr but a Book, a Canticle, with Stations to mark your tormented final hours - or the glories of your holy life. Describe how your followers commemorate you and how your death shapes the faith.

      Looks

      Feminine, masculine, mysterious, ambiguous

      Youthful face, wise face, tired face, bewitching face

      Vengeful eyes, knowing eyes, seductive eyes, laughing eyes

      wiry body, curvaceous body, sleek body, well-fed body.


      Roles Trigger one at character creation:

      Leader: Mark when you convert someone to your faith. Say what they’ve sacrificed for you. The GM will explain what the convert now expects from your faith.

      Agent: Mark when you ease tensions in the colony somehow. Explain what the real cause of the dissension was.

      Rebel: Mark when you spiritually denounce an aspect of colony life, or another Cabal. Explain what part of your faith compelled you to do this. The GM will say who in your Cabal disagrees with your interpretation.

      Outsider: Mark whenever you are mocked or excluded because of your faith. Say how you respond and why. The GM may favour you with divine approval.

      Backstory

      Ask for a volunteer for at least one:

      needs to see the light.

      I believe is the key to our faith's survival.

      confesses to me daily.

      Gear
      Add 1 to your Follower's Quality when you Tool Up.

      Moves Choose two:

      Sanctuary
      This is your temple: it might be a prefab building, brick and mortar, a copse of trees or a cave network. Whatever it is, it’s the epicentre of your faith in the colony. Once per age, it can provide two spiritual or artistic Surpluses for you and your Cabal (e.g. Leadership, Lore, or Art, not Crops or Transport).

      Joyful Mastery
      The new planet is not just a world, but a living, breathing creature to you. And you can hear it. When you want to know something important about the planet, roll Sway instead of Lore, to commune with the holy land. On a hit, you can ask the GM questions. On a 10+, ask three, on a 7-9, ask one. On a miss, ask one anyway, but the planet takes exception in a way determined by the GM.

      • What is this thing?
      • How can I use this thing to my advantage?
      • Where is the sacred here?
      • How can this help me procure a needed resource?
      • Is there magic to be learned here?
      • What lurks beyond?

      Book of Shadows
      You keep an elaborate book of rituals, rich with observations and lore about the new world - including your fellow colonists. When you discover a dark secret about an authority figure or cabal leader, roll +Lore. On a 7-9 choose 1. On a 10+ choose 2.

      • You use their darkness to highlight your light. Your cabal gains +1 Reputation.
      • You write a canticle that casts the cabal in a dark light, costing them -1 Reputation.
      • Your shadow writing grants you insight into a secret weakness of the cabal.

      Followers of the Spiral Dance
      If you spend a few days proselytising, you can gather a sizeable number of followers looking for peace and meaning on the new world. Gain followers of Quality 1 with one specialty: Spying, Preaching, Artistry, Diplomacy, or Communing with Nature.
      You can spend Reputation to boost the follower’s Quality 1-for-1. They will not leave the area with you, however.

      Other Moves

      History and Notes

      Stats

      Choose one and add your Cabal bonus:

      • Force +2, Lore -1, Steel -1, Sway -1
      • Force -1, Lore +2, Steel -1, Sway 0
      • Force -1, Lore +1, Steel 0, Sway +1

      Harm Boxes

      Scraped/Glitched

      Bleeding/Errored

      Scarred/Virus (-1 Steel)

      Walking Wounded/Crashed (-1 Lore)

      Blue Screen

      Death Move

      When you die, choose:
      Your kin hold a funeral for you. Describe the rituals, and what your death signifies to them.
      You are scavenged for 5 Data or Tech by a GM-chosen player. Explain what you teach the world, even in death.

      Looks

      Feminine, masculine, beyond, pure light, slimebeast

      Slimebody, furbody, lithe, plastic, steel, ineffable

      LED eyes, black holes, a thousand eyes, humanoid eyes, killer eyes

      Perfect face, glowing face, mammalian face, void face


      Roles Trigger one at character creation:

      Leader: Mark when you advance the position of your kind. The GM says what reactionary forces are moving against you.

      Agent: Mark when you swear to protect another of your kind from persecution. Say what incident from your past caused you to take up their plight.

      Rebel: Mark when you turn a colonist into something more like you. Say who was made uncomfortable by this, GM says why they weren’t able to stand in your way.

      Outsider: Mark when you learn something through means only your kind has access to. Say what it costs and why it was worth it.

      Backstory

      Ask for a volunteer for at least one:

      helped me ascend.

      In order to get what I need to survive, hooks me up.

      did something to my kind that I'll never forget.

      Gear
      The first time you Tool Up, describe an appendage your ascended form possesses and give it two tags.

      Moves Choose Not Even My Final Form and one more:

      Not Even in my Final Form
      You’re the result of some fusion between your species and another intelligence. Perhaps it’s a machine intelligence, or the planet itself. Choose:
      Joiner
      The planet is alive, far beyond the xenobiologists’ predictions. It has a will, a will that called to you. Say who you were before you joined and how that identity changed after you communed with the new world. Gain +1 Force.
      No one knows the planet like you do, because you are the planet. If you touch one part of the planet’s ecosytem, you can look through any other manifestation of it. A tree can become your eyes, a pond your hand. When you try to use the world as your limbs, roll +Force. On a 10+, you can manipulate the world near a biological object. On a 7-9 you do it, but the GM will give you a cost. On a 6-, the planet punishes your insolent presumptions.
      Silicon Life
      Were you the ship’s computer? Or maybe a merger of wounded colonist and cyber-prosthetics? Either way, you’re more machine than human. Gain +1 Lore.
      You aren’t vulnerable to the same maladies as more meatbaggy lifeforms: you can ignore disease and most biological hazards. In addition, you can project three dimensional images at will, and three times per session, you can instantly understand any piece of technology and use it as an expert. Gain +1 Ongoing to use that specific piece of tech.

      Your Strategy and a Sword
      You have become one with your weapon. Describe its unique nature; perhaps it’s a cartilage blade that extends from an appendage, or a photon sword. Gain advantage on any physical combat roll.

      In My Domain
      Agree on a selected Domain with your GM. As a Joiner perhaps it’s a particular kind of swamp. As a light-based AI, perhaps it’s a virtual space environment. In that realm, you have +1 Ongoing.

      Planetmind
      You gain +1 Data any time you gain Data or Tech, or when you upgrade a Device - biomechanical only for Joiners, mechanical only for Silicon Life.

      Machine Learning
      When you Unleash Power you automatically gain sociological insight into the device’s creators, and you get to decide what that is. In addition, the device can never backfire and hurt you or your comrades - at worst, it will simply shut down.

      Other Moves

      History and Notes

      Stats

      Split +1, 0, 0, -1 between your stats and add your family bonus to one.


      Looks

      Masculine, feminine, concealed, ambiguous
      Face: Trusting, scowling, angular, worried
      Eyes: Rebellious, squinting, calculating, wise
      Body: Muscular, bony, heavyset, graceful
      Name: Ada, Isis, Brigit, Leo, Lux, Cato, Lin, Elijah, Anders, Buffalo, Nemo, Silver.
      Sibling, child, cousin, aunt, rival, protege or peer of the family's main character.

      Inheritance Get one of your Family's inheritance moves:

      Gear
      Take gear according to your Family's assets. Describe a particular accessory that's notable or significant to you.

      Harm Boxes

      Drained

      Winded

      Hurt (-1 to )

      Mangled (-1 to every stat)

      Dead

      Role Choose one:

      Leader When you train a group for a few days, hold 3. When they do what you trained them for, spend hold 1-for-1 to add +1 to their roll result or take any consequences they suffer onto yourself.

      When you die, gain 3 more hold. Spend it to give anyone's roll advantage. Each beneficiary says how your memory inspires them.

      Agent Say a narrow field you're an expert in: scavenging, diplomacy, hunting, etc. When you use your skills, reveal a secret about the situation and get fleeting advantage acting on it.

      When you die, reveal a shortcut, secret or stratagem that’s an alternate path to the party’s goal. Add it to the map as if you had used Uncover Secrets.

      Rebel When you break your family's code, roll +Steel. On a hit they have higher priorities than punishing you. On a 10+ get fleeting advantage when you socialise with their rivals or enemies.

      When you die, your Family finally respects your outlook. Say a way they change in your honour.


      Outsider You have strange abilities. Pick a stat: you can take 1 harm to roll it with advantage. Describe how side effects twist the area or your body.

      When you die, terrible energies plague the area. Those that brave the maelstrom can find a Device on your body.

      Prophet When someone acts in a way contrary to your Family's Doctrine, ask the GM how it'll bring them ill fortune. When you act on this information, roll with Advantage.

      When you die, name a Faction you preached to. That Faction will honour your Doctrine above all others from here on out.

      Traitor When you betray kith and kin, hold 3. Spend hold to gain access to: a critical location, secret lore, a device that can be weaponised, or a leader in their moment of weakness. It must always belong to your sworn allies, but for the last hold, to be spent on your truest nemesis.

      When you die, name an enemy that will relent on their aggression thanks to your influence. Tell the backstory behind this.

      Other Moves

      History and Notes

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