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.
Pick one choice from another Family for Before, The Fall, and A Threat. Tell us how you remember it from the end times.
You are eternity. The need for ephemeral resources is beyond you.
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.
Take 2 as Surpluses and the rest as Needs:
Barter Goods, Land, Progress, Medicine, Crops.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Defences, Engineering, Progress, Leadership, Morale.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Barter Goods, Artisans, Recruits, Medicine, Prestige.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Weaponry, Transport, Leadership, Defences, Recruits.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Prestige, Weaponry, Scouts, Transport, Recruits.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Morale, Scouts, Progress, Land, Transport.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Artisans, Leadership, Land, Safety, Recruits.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Defences, Progress, Morale, Leadership, Energy.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Engineering, Energy, Defences, Weaponry, Transport.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Spies, Weaponry, Land, Transport, Recruits.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Morale, Safety, Recruits, Scouts, Fresh Water.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Leadership, Defence, Energy, Land, Progress.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Barter Goods, Defences, Progress, Trade, Transport.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Barter Goods, Culture, Prestige, Luxury, Artisans.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Prestige, Justice, Safety, Luxury, Leadership.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Leadership, Morale, Recruits, Justice, Safety.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Prestige, Energy, Progress, Rare Materials, Spies.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Recruits, Scavengers, Medicine, Leadership, Land.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Hunters, Scavengers, Spies, Leadership, Scouts.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Defences, Engineering, Progress, Leadership, Rare Materials.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Artisans, Defences, Energy, Justice, Progress.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Leadership, Luxury, Prestige, Rare Materials, Spies.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Prestige, Justice, Safety, Defences, Morale.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Prestige, Engineering, Morale, Defences, Transport.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Culture, Contacts, Art, Luxury, Justice.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Hydroponic farm food, Exotic Flora, Domesticated life, Followers, Art.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Culture, Operatives, Leadership, Luxury, Morale
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Culture, Leadership, Recruits/Followers, Art, Artefacts of the Old World
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
New World Tech, Barter Goods, Trained Staff, Construction Vehicles, Researchers
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Take 2 as Surpluses and the rest as Needs:
Ore, Construction Equipment, Leadership, Justice, Transport
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
You are eternity. The need for ephemeral resources is beyond you.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
Pick Culture and one other.
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:
At the start of each age you can skip the months of cultivation and go straight to the harvest.
When an abnormal life form is brought back to your Family’s farm and reshaped to suit your needs, choose one:
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.
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.
When you use Culture, characters gain one of these bonuses the next time they Tool Up according to the Surplus produced:
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:
Your Family has retained access to some of the wonders of the World Before. Choose one:
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:
Your Family has a well-curated and extensive store of records on certain fields. Choose one:
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.
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.
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:
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:
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:
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:
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:
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:
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.
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:
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.
Who always deserves your justice?
You have advantage while pursuing them.
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.
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.
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.
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.
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 Kaiju Threat Alert and one other:
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.
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.
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:
Every time the you use it pick one:
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.
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.
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:
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.
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.
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.
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.
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:
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:
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:
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:
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.
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:
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:
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:
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:
On a 10+ you are given access to a safe house you can use while you’re in that Family or Faction’s territory.
Spend 1 Tech to instantly relocate your Character or one of your assets to the safety of one of your bases.
When you use your grasping lights to abduct someone mentally or bodily,
You’re perfectly adapted to environments lethal to humans. Pick 1-3 tags all your characters have from now on:
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:
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.
You alone control the miraculous nanotechnology. When you use your foundries to break down resources and reassemble them, pick one:
You may spend Tech to boost your follower's Quality, 1-for-1. When Claiming by Force, add this to the availabel options:
Whenever you gain Tech outside of the Hive, you also gain 1 Data.
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.
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:
Choose what gives your Family a ferocious edge in battle:
Start with 3-Arsenal.
When you go all-out on an enemy, you may spend 1-Arsenal to:
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:
When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:
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.
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:
Take two moves:
Choose what gives your Family a ferocious edge in battle:
Start with 3-Savagery.
When you go all-out on an enemy, you may spend 1-Savagery to:
At the start of a new Age, reset to 3-Savagery.
Add +1 Quality to any group of followers entirely made of members of your Family.
When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:
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.
When your Family fights for survival or supremacy, you can gain Need: Recruits, Morale and/or Motivation. For each you take, choose one:
Take two moves:
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.
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.
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.
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.
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:
To keep such a complex alliance running you need a lot of compromise and hard work. Gain 1-Synergy when you:
When you all commit to a task you are far more than the sum of your parts. Spend 1-Synergy to:
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.
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..
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.
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:
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.
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.
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.
When you take a Surplus from another family, you can spend an extra point of Treaty to give them Need: Art, Culture or Luxury.
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:
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.
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 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.
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.
When you consecrate any of the following as a holy anchor, spend 1 Grace:
Your characters may extend their senses to these anchors across any distance, and instantly travel there. Anchors are permanent, unless destroyed or defiled.
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:
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.
When you make a grand collective effort to create a Wonder, you can invest Surplus: Leadership or Morale without erasing it.
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.
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.
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
Pick Wrestle with Dreams and one more:
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:
Go beyond the obvious, for if both visions match it counts as “their future comes to pass”.
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.
At the beginning of any Age, pick one to declare that this Age will be particularly:
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..
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.
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:
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.
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".
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.
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:
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.
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:
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:
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:
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.
With each beast that joins the pack, its hunters multiply in strength. When you hold Key Surpluses, unlock these bonuses:
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.
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.
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?
Where do they need to be?
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:
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:
Choose an uncontrollable defense:
Choose a lurking threat:
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.
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.
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.
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.
Take Dwellers in Darkness and one more move:
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:
Burn 2 Darkness to add one of the following to a scene or the map:
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.
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.
When the Age Turns or a Wonder is unleashed, you may take a Trial instead of a Fortune to gain 5 Darkness points.
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:
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:
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.
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:
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:
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.
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.
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.
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:
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.
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:
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.
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.
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.
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.
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:
Describe your weapons of mass destruction:
Every time you use but a fraction of their power, advance the Doomsday Clock and state the objective:
And choose your collateral damage:
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.
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:
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.
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.
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:
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.
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:
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:
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.
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...
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.
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:
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?
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.
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?
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.
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.
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:
This is the hub of operations, the nominal centre of the colony. Choose one:
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.
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.
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.
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 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.
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.
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:
Take Our Eternal Flame and one other:
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:
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.
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.
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.
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.
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.
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:
On a miss, you're just another voice in the wilderness. Or ranting on a streetcorner.
Take two moves:
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.
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.
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.
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>
You may spend tech to boost your followers’ quality 1-for-1. Describe your robots and what makes them special.
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:
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.
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.
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.
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:
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:
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:
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.
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 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.
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:
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:
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:
When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.
Everyone has a need for your products. Take 1 Treaty on each other Family and Faction. Then ask the other families:
When you spend time and effort showing another group how to use their technology better, gain 1-Treaty on them.
Ask the other families:
When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them.
Everyone, like it or not, has to trade with your Company. Take 1-Treaty on all the other Families. Then, ask the other Families:
When you bring another Family’s or Faction’s hated foe to justice, your Family gains 2-Treaty on them.
Ask the other families:
When you Lend Aid to a group under a Kaiju Threat Alert, gain 1 Treaty on them.
Ask the other families:
When you trade a Family a Surplus harvested from the sea for one harvested from the land, gain 1 Treaty on them.
Ask the other families:
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.
Judge each other Family:
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.
Ask the other Families:
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.
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:
When you give another Family a position of power in your empire’s hierarchy, gain 1-Treaty on them.
Ask the other Families:
When someone adopts your customs, whether on the primal or sapient side, gain 1-Treaty on them.
Ask the other Families:
When a Family or Faction acknowledges your ways as the greatest hope for the future, gain 1-Treaty on them.
Ask the other families:
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.
Ask the other families for volunteers. If you have:
When you perform a display of beauty or wonder, gain 1-Treaty on the Faction or Family you performed for.
Ask the other families:
When you reveal yourself at someone's lowest point to guide them back to the light, take 1-Treaty on them.
Ask the other families:
Gain 1-Treaty on any Faction or Family whose common people suffer needlessly.
Each other families gives you 1-Treaty: where there are hierarchies, there are those who support your creed.
Gain 1-Treaty when another Family or Faction uses their Alliance move on you.
Ask the other families for volunteers:
When another group sees the Intellect beneath your mostrous façade, gain 1-Treaty on them.
Ask the other families:
When you help another family bring down foes too dangerous to be faced alone, gain 1-Treaty on them.
Justified or not, everyone fears your practices. Take 1-Treaty on each other Family and Faction.
Then, ask the other Families:
When another Faction or Family realises your current character played a key role in their history, gain 1-Treaty on them.
Ask the other families:
When you share your secrets with another Family or Faction, gain 1-Treaty on them.
Ask the other Families:
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.
Each other Family or Faction discloses their stance in the shadow war:
When you save another Family or Faction from a resurgance of the Seed, gain 2-Treaty on them.
Ask the other Families:
When you assault an enemy to save another Family or Faction, gain 2- Treaty on them.
Ask the other families:
Your characters can always have a friendly pet of some kind. In addition, pick 3:
Your characters can always have battered, half-understood journals from the Before. In addition, pick 3:
Your characters can always have well-fitting and stylish clothing. In addition, pick 3 for your family:
Your characters can always have an obvious symbol of authority. In addition, pick 3:
Your characters can always have a trophy from a previous hunt. In addition, pick 3:
Your characters always have enough breathing equipment to function on land and in water. In addition, pick 3:
Your characters can always have a small holy book or a religious symbol. In addition, pick 3:
Your character always has some feature that marks them as inhuman. In addition, pick 3:
Your character is synthetic – see Living Machines. In addition, pick 3:
Your character can always have some luxury item, recently liberated from its previous owner. In addition, pick 3:
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:
Your characters can always have a tool or secret to help evade the monsters. In addition, pick 3:
Check your chosen Family Playbooks: pick 2 from one Family and 2 from the other
Your characters may always have a mask that hides their true nature. In addition, pick 3:
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:
You can always add another tag to your Gear if you add Unrealiable Tag as well. In addition, pick 3:
Your character always starts with 2-Data about this day and age. In addition, pick 3:
Your character has a personal treatment regimen that keeps the infection at bay. In addition, pick 3:
Your character always has a well-trained and loyal familiar. In addition, pick 3:
Your beasts have the Land and Mount tags. What else do they have?
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:
Your Character can always have a tool or secret to help evade the monsters. In addition, pick 3:
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:
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:
Riders Characters gain 2 extra tags on their Vehicles or Outfit. In addition, pick 3:
Cultivator Characters get +1 to Sway or Lore.
Quick Characters can pick an Inheritance Move:
Enclave Characters get +1 to Steel or Lore.
Quick Characters can pick an Inheritance Move:
Merchant Characters get +1 to Sway or Lore.
Quick Characters can pick an Inheritance Move:
Lawgiver Characters get +1 to Force or Steel.
Quick Characters can pick an Inheritance Move:
Order Characters get +1 to Force or Lore.
Quick Characters can pick an Inheritance Move:
Pioneer Characters get +1 to Force or Steel.
Quick Characters can pick an Inheritance Move:
Servant Characters get +1 to Sway or Steel.
Quick Characters can pick an Inheritance Move:
Starfarer Characters get +1 to Sway or Lore.
Quick Characters can pick an Inheritance Move:
Hive Characters get +1 to Steel or Lore.
Quick Characters can pick an Inheritance Move:
Tyrant Characters get +1 to Force or Sway.
Quick Characters can pick an Inheritance Move:
Uplift Characters get +1 to Steel or Sway.
Quick Characters can pick an Inheritance Move:
Architect Characters gain +1 to Steel or Lore.
Quick Characters can pick an Inheritance Move:
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:
Serene Characters replace any one Harm Slot (other than Dead) with: Bathed in blinding light.
Quick Characters pick one:
Syndicate Characters get +1 to Steel or Sway.
Quick Characters pick one:
Refugee characters gain an extra move of their Playbook.
Quick Characters pick one:
Your characters get +1 to Lore or Force.
Quick Characters pick one:
Your characters get +1 to Force or Steel.
Quick characters pick one:
Elite characters gain +1 in Lore or Sway.
Quick Characters pick one:
Evolved characters get +1 to Lore or Steel.
Quick Characters pick one:
Servant characters all get an Inheritance move.
Quick Characters pick one:
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:
Scum of the Universe Characters get +1 to Sway or Foce.
When you Tool Up, pick 1 to get for Free:
Guardian Characters get +1 to Sway or Lore.
When you Tool Up, pick 1 to get for Free:
Officer Characters get +1 to Sway or Lore.
When you Tool Up, pick 1 to get for Free:
Keeper Characters get +1 to Sway or Steel.
When you Tool Up, pick 1 to get for Free:
Envisioneer Characters get +1 to Sway or Steel.
When you Tool Up, pick 1 to get for Free:
Worker Characters get +1 to Sway or Steel.
When you Tool Up, pick 1 to get for Free:
As your only characters are crafted by Worldspeaker, you have no other Inheritance bonus.
Name: Family: Playbook:
Look:
Starting Arrays:
Add your family bonus to one stat.
Trembling
Fearful
Lose
Lose
Dead
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.
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.
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.
Loyal Staff Everywhere you go, your trusted agents go with you. Pick two:
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
Starting Arrays:
Add your family bonus to one stat.
Cosmetic Wounds
Angry
Shell-shocked (-1 Steel)
Bleeding (-1 Force)
Dead
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.
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.
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.
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.
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Winded
Fearful
Feverish (-1 Sway)
Bleeding (-1 Force)
Dead
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.
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.
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.
Anarchist's Cookbook With a few hours and access to volatile chemicals, you can make 1-stock of explosives. 1-stock is sufficient to:
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:
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:
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
On the defensive
Out of ammo
Blood-soaked
Enraged (-1 Steel)
Dead
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.
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.
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.
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:
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:
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Dinged
Bent
Busted (-1 Force)
Glitched (-1 Steel)
Totalled
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.
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.
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.
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.
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Confused
Overwhelmed
Bleeding (-1 Steel)
Feverish (-1 Lore)
Dead
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.
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.
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.
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:
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.
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
Starting Arrays:
Add your family bonus to one stat.
Excited
Wrathful
Strained (-1 Force)
Broken (-1 Steel)
Dead
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.
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.
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).
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:
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:
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.
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
Starting Arrays:
Add your family bonus to one stat.
Angry
Shifting Shape
Exhausted (-1 Force)
Hallucinating (-1 Steel)
Dead
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.
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.
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.
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:
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:
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
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.
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.
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.
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:
The GM will choose one downside:
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:
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:
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
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.
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.
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.
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:
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:
Inheritance Get one
of your Family's inheritance moves:
Other Moves
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Bruised
Angry
Drained
Crippled (-1 Force)
Dead
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
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.
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.
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.
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:
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Bruised
Stressed
Bleeding
Crippled (-1 Force)
Dead
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
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.
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.
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.
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Indifferent
Annoyed
Enraged
Winded
Dead
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.
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.
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?
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:
On a 10+ gain fleeting advantage dealing with your next physical challenge.
Inheritance Get one
of your Family's inheritance moves:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
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.
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.
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.
The Endless River What's your artistic medium? Mix two of:
When you plan an artwork, pick 1-3:
For each you pick, the GM will give you a requirement:
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:
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Dazed
Confused (-1 Sway)
Lost (-1 Steel)
Blind (-1 Steel)
Dead
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.
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.
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..
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:
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:
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:
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:
Anyone who studies the tome later can make the trip without rolling Wasteland Survival.
Inheritance Choose one of your Family's inheritance moves:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Mussed up
Bloody nose (-1 Sway)
Broken ribs (-1 Steel)
Concussed (-1 Lore)
Dead
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.
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.
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.
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:
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:
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:
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Mussed up
Bloody nose (-1 Sway)
Broken ribs (-1 Steel)
Concussed (-1 Lore)
Dead
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.
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.
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.
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:
And what you are set to control:
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:
And what you might sacrifice to do it:
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:
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:
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Stoically silent
Laboured breath
Badly Bruised
Internal Bleeding (-1 Force)
Dead
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.
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.
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.
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:
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
On the run
Pinned
Feverish (-1 Sway)
Lame (-1 Force)
Dead
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.
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.
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.
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:
Spend hold to:
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:
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:
Inheritance Get one
of your Family's inheritance moves:
Other Moves
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Isolated
Lost (-1 Steel)
Confused (-1 Lore)
Babbling (-1 Sway)
Dead
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.
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.
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.
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:
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:
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:
Inheritance Choose one of your Family's inheritance moves:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Rescued by your tribe
Drawn away
Feral (Cut off from your family)
Lost (Cut off from your tribe)
Forsaken
Looks
Masculine, feminine, concealed, ambiguous.
Savage features, not entirely human, shifting features, unremarkable.
An accessory evoking your family.
An accessory evoking your adoptive tribe.
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.
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.
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.
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:
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Wrung by the Neck (-1 in Steel & Force)
Out of your League (-1 in Sway & Lore)
Dead
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.
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.
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.
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:
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:
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:
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:
Those Who Love Me
Somehow they love you. Choose one and tell us who they are:
History and Notes
Starting Arrays:
You have 0 in each, plus your Family bonus.
Dead
Looks
Androgynous, transgressing, concealed.
Sardonic glances, cold stare, piercing gaze.
Menacing aura, peaceful aura, haunted aura.
Husky voice, mellow voice, raspy voice.
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.
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.
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.
History and Notes
Starting Arrays:
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.
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.
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.
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 +Δ 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:
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.
History and Notes
Starting Arrays:
Add your family bonus to one stat.
Busted eye
Bloodsoaked
Limping badly (-1 Steel)
Shell-shocked (-1 Steel)
Dead
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.
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.
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.
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:
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:
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:
History and Notes
Starting Arrays:
Set one stat at +3 and another at -2, describing each stat's weird tells. The last two stats start at 0.
Beset (-1 Lore)
Twisted (-1 Force)
Haunted (-1 Sway)
Hounded (-1 Steel)
Sequestered
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.
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.
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.
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:
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:
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
History and Notes
Choose one and add your Cabal bonus:
Stressed
Bruised
Agonised
Shattered (-1 Sway)
Curtains
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.
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.
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.
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.
Muse
Choose the source of your inspiration:
History and Notes
Choose one and add your Cabal bonus:
Concealable Wound
Winded
No, Not the Face! (-1 Sway)
Collapsing
Taps
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.
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.
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.
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.
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.
History and Notes
Choose one and add your Cabal bonus:
Shivering
Stammering (-1 Sway)
Seeping
Staggering (-1 Force)
Silenced
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.
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.
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.
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:
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.
History and Notes
Choose one and add your Cabal bonus:
Flesh Wound
Beaten Up
Shell-Shocked (-1 Force)
Scarred (-1 Sway)
Amazing Grace
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.
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.
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.
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)
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.
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.
History and Notes
Choose one and add your Cabal bonus:
Wilting
Shrivelled
Drain (-1 Force)
Fading (-1 Sway)
Fertiliser
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.
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.
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.
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:
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.
History and Notes
Choose one and add your Cabal bonus:
Grazed
Wounded
Lashed (-1 Sway)
Agonised (-1 Lore)
In Passion
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.
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.
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.
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.
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.
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.
History and Notes
Choose one and add your Cabal bonus:
Scraped/Glitched
Bleeding/Errored
Scarred/Virus (-1 Steel)
Walking Wounded/Crashed (-1 Lore)
Blue Screen
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
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.
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.
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.
History and Notes
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.
Drained
Winded
Hurt (-1 to )
Mangled (-1 to every stat)
Dead
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.
History and Notes