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.
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
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.
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:
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:
Name: Family: Playbook:
Look:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
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.
Inheritance Get one
of your Family's inheritance moves:
Other 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.
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.
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.
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.
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.
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.
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
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.
History and Notes