Legacy: Life Among the Ruins

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

A Haven

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

Starting Stats (Choose one)

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

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

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

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

Before

  • Check your chosen Family Playbooks.

The Fall

  • Check your chosen Family Playbooks.

A Threat

  • Check your chosen Family Playbooks.

A Haven

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

A Haven

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

A Haven

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

Starting Stats (Choose one)

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

Traditions Choose one of each or invent your own.

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

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

Before

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

The Fall

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

A Threat

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

A Haven

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

Lifestyle

Doctrine

Tech, Data, and Resources

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Resources

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

Surplus Needs

Surplusses:

Needs:

Notable Devices

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

Custom Family Moves

Pick Culture and one other.

Culture

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

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

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

Domestication

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

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

Recycling

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

Investment

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

Evolutionary Leap

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

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

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

Pick two:

Sufficiently Advanced

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

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

It comes with 3-Power.

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

Choose how Power is regained:

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

Deep Knowledge

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

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

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

An Eye for Details

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

Weird Science

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

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

Future Shock

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

Take Stock in Trade and one other:

Stock in Trade

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

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

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

Whaddaya Buying?

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

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

Cabinet of Wonders

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

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

Avaricious Appraisal

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

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

Brand Loyalty

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

Rationing

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

Take Laying Down the Law and one other:

Laying Down the Law

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

Who always deserves protection?

Your Family and Character have advantage while protecting them.

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

Who always deserves your justice?

You have advantage while pursuing them.

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

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

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

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

Ear to the Ground

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

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

This is a Civilised Land

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

Round up the Posse

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

Tooled Up and Looking for Trouble

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

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

Take Kaiju Threat Alert and one other:

Kaiju Threat Alert

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

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

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

Hell Divers

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

,

Ultimate Weapon

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

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

Every time the you use it pick one:

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

Behemoth Tech

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

Doomsday Research

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

Sleep Now in the Fire

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

Take two:

Lords of the Deep

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

Hydra's Children

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

The Dragon in the Sea

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

The Kraken Wakes

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

Startide Rising

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

Take Faith of the Fallen and one other:

Faith of the Fallen

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

The restoration and healing of humanity.

The protection of the unfortunate.

The renunciation of the Before.

Transformation into gods.

Travel to a pristine and unspoiled land.

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

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

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

The Inquisition

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

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

Sacrifice

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

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

A Voice in the Wilderness

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

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

The Plagues

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

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

Take two moves:

Orbital Bombardment

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

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

Invading Armies

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

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

Body Snatchers

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

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

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

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

Wormhole Gates

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

Abduction

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

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

Alien Physiology

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

  • Hardened
  • Sealed
  • Thermo

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

Take Living Machines and one more:

Living Machines

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

Nanofabricators

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

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

Drone Army

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

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

Vast Digital Archives

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

Autonomous Systems

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

Terraformers of Tomorrow

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

Take two moves:

Always Outnumbered, Never Outgunned

Choose what gives your Family a ferocious edge in battle:

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

Start with 3-Arsenal.

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

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

Conscription:

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

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

Dominion

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

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

Lords of War

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

Tyranny

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

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

Take two moves:

Atavistic Nature

Choose what gives your Family a ferocious edge in battle:

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

Start with 3-Savagery.

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

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

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

The Strength of the Pack

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

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

You Are Weak!

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

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

Are We Not Men?

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

Home. Family. Future.

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

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

Take two moves:

Building Bridges

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

Taming the Land

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

Innovative Dissent

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

The Ozaki Way

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

An Arcane Atlas

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

Take Building Synergy and one more move:

Building Synergy

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

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

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

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

Cooperation Across Lines

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

Bipartisan Diplomacy

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

Hostile Takeover

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

Overlapping Networks

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

Take two moves:

The Midnight Carnival

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

One of Us

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

My Mask Is My Face

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

Death Masks

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

The New Zero

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

Take Divine Grace and one more move:

Divine Grace

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

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

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

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

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

I Will Not Abandon You

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

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

The Mandate of Heaven

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

Island of Apples

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

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

Pilgrims of the Silver City

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

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

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

Dreams of Heaven

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

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

Take two moves:

Mighty Renegades

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

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

Hell Can't Stop Us

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

Guerrilla Radio

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

Not A Broken Man

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

People of the Sun

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

Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

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

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

History Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

Ask the other families:

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

History Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

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

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

Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

Ask the other families:

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

History Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

Ask the other families:

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

History Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

Ask the other families:

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

History Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

Judge each other Family:

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

History Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

Ask the other Families:

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

History Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

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

Then ask the other Families:

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

History Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

Ask the other Families:

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

History Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

Ask the other Families:

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

History Notes

Treaty

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

On Us Faction On Them

Faction:

Treaty:

History

Ask the other families:

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

History Notes

Treaty

If you have:

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

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

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

On Us Faction On Them

Faction:

Treaty:

History

Ask the other families for volunteers. If you have:

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

    Treaty

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

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other families:

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

    History Notes

    Treaty

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

    On Us Faction On Them

    Faction:

    Treaty:

    History

    Ask the other families:

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

    History Notes

    Treaty

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

    On Us Faction On Them

    Faction:

    Treaty:

    History

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

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

    History Notes

    Assets

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw on?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw onl?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw onl?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw onl?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw onl?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw onl?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw onl?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw onl?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw onl?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw onl?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw on?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw on?

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

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

    How do you fight?

    How do you defend?

    How do you travel?

    What useful expertise can you draw on?

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw on?

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

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

    How do you fight?

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

    How do you defend?

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

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

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

    What useful expertise can you draw on?

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

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

    How do you fight?

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

    How do you defend?

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

    How do you travel?

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

    What useful expertise can you draw on?

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

    Inheritance

    Cultivator Characters get +1 to Sway or Lore.

    Quick Characters can pick an Inheritance Move:

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

    Enclave Characters get +1 to Steel or Lore.

    Quick Characters can pick an Inheritance Move:

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

    Merchant Characters get +1 to Sway or Lore.

    Quick Characters can pick an Inheritance Move:

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

    Lawgiver Characters get +1 to Force or Steel.

    Quick Characters can pick an Inheritance Move:

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

    Order Characters get +1 to Force or Lore.

    Quick Characters can pick an Inheritance Move:

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

    Pioneer Characters get +1 to Force or Steel.

    Quick Characters can pick an Inheritance Move:

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

    Servant Characters get +1 to Sway or Steel.

    Quick Characters can pick an Inheritance Move:

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

    Starfarer Characters get +1 to Sway or Lore.

    Quick Characters can pick an Inheritance Move:

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

    Hive Characters get +1 to Steel or Lore.

    Quick Characters can pick an Inheritance Move:

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

    Tyrant Characters get +1 to Force or Sway.

    Quick Characters can pick an Inheritance Move:

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

    Uplift Characters get +1 to Steel or Sway.

    Quick Characters can pick an Inheritance Move:

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

    Architect Characters gain +1 to Steel or Lore.

    Quick Characters can pick an Inheritance Move:

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

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

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

    Masquerade Characters get +1 to Lore or Sway.

    Quick Characters can pick one:

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

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

    Quick Characters pick one:

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

    Syndicate Characters get +1 to Steel or Sway.

    Quick Characters pick one:

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

    Other Notes

    Select a Playbook above to get started

    Name: Family: Playbook:

    Look:

    Select a Playbook above to get started

    Stats

    Starting Arrays:

    • Force -1, Lore +2, Steel -1, Sway +1
    • Force +1, Lore -1, Steel -1, Sway +2
    • Force -1, Lore +1, Steel +1, Sway 0

    Add your family bonus to one stat.


    Harm Boxes

    Thrilled

    Shaken (-1 Steel)

    Trembling (-1 Sway)

    Befuddled (-1 Lore)

    Dead

    Death Move
    When you die, the circumstances surrounding your demise become a work of art in itself - with four benefits of The Endless River.

    Looks

    Feminine, masculine, genderfluid, agender.

    Sharp face, round face, juvenile face, ancient face.

    Alert eyes, bloodshot eyes, wide eyes, seductive eyes.

    Scrawny body, heavy body, sculped body, glamorous body.


    Roles Trigger one at character creation:

    Leader: Mark when you issue a manifesto analysing and extrapolating current cultural trends. Say one aspect of your vision that will indeed influence the next Age greatly. The GM describes those who embrace and fight for your vision right now.

    Agent: Mark when you are sent to build bridges with an antagonistic culture. Choose a group among them who will ecstatically embrace your performance and forevermore recognize your genius. The GM chooses the harsh repression it will suffer right now.

    Rebel: Mark when you make a work that satirises or condemns your own family. Say who outside the family most agrees with the work's message and stand by your side. The GM says how those it upsets will clumsily respond and prove you right.

    Outsider: Mark when you passionately exalt aesthetics and values in direct contrast with your culture. The GM describes the Festival born to protect and celebrate them across the Ages.

    Prophet: Mark when your work condemns current events, icons or culture. Say how it will inspire people to stand against a mencase of your choice. Over the next Age, the GM will describe how every Faction will adopt and subvert the original principles of your work.

    Traitor: Mark when you sell out your artistic vision to suit the tastes of those in power. Describe the influential patron who will support and protect you. The GM will cancel the lasting effects of one of your Roles, as fans lose faith.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    's art collection is remarkable! Where did they get all that?.

    The love of 's life is my wildest pupil - no wonder it ended in heartache.

    has so much talent! If they only devoted themselves fully to art...

    Gear
    When you Tool Up, give a group of Followers a new Specialty.

    Moves Take The Endless River and one other:

    The Endless River What's your artistic medium? Mix two of:

    • Sculpture
    • Song/Music
    • Motion
    • Colour
    • Prose
    • Body mods
    • Fashion
    • Illusions/Projections

    When you plan an artwork, pick 1-3:

    • It's Tantalising. Someone in its audience desires to own or host it at any cost.
    • It's Popular. People intuit your art's message. Those who best emulate it gain Surplus: Morale or Surplus: Culture, your choice.
    • It's Refined. The powerful and influential understand the importance of your art. It's owner or host gains Surplus: Prestige or Surplus: Luxury, your choice.
    • It's Rousing. You inspire people to also pursue art with a passion. Those who most embrace it gain Surplus: Artisans or Surplus: Leadership, their choice.
    • It's Radical. Those who acquire or host it may change any one immaterial Surplus into another.
    • It's Useful. It has a gear category and three tags.

    For each you pick, the GM will give you a requirement:

    • It'll take months of work. Else, it'll take up to a week.
    • It needs a particular venue. Work out where with the GM - the artwork can only be completed there.
    • You need inspiration. Follow a Rebel, Outsider or Prophet as they fulfil their role.
    • It needs odd tools. GM says why, and you must find a Device or Relic that could satisfy those requirements.
    • It needs particular materials. You need access to a specific Surplus.

    The Division Bell If your artwork requiresinspiration and a venue, you may declare that the venue becomes a Haven. All who Shake it Off in a Haven gain fleeting Advantage. This Haven can also replace any one GM requirement for The Endless River.

    When you perform in a Haven, you may trigger The Right Tool for the Job as if you'd erased any immaterial Surplus.

    A Momentary Laps of Reason When you intensely study another's work of art - pre- or post-Fall - ask the GM one question per Role marked:

    • What's the core theme of the work?
    • What did the creator intend with the work?
    • What does the work say about the artist's culture?
    • Would the work appeal to (an audience you've encountered)?
    • How can I use the work to meet a Requirement of my current project?

    Get fleeting Advantage acting on each answer.

    The Piper at the Gates If you create Rousing and Popular artwork for a crowd, tou may declare that the event becomes a Festival. This Festival can also replace any one GM requirement for The Endless River.

    When you perform in a Festival, you may declare a single simple rule for the crowds in audience to follow. All who abide by this rule (including yourself) roll +Sway with Advantage for the duration of the Festival and any of its future reprisals.

    The Dark Side An artist's soul is at once restless and unpredictable. When you finish a Refined or Redical artwork, you can declare your Coda achieved at once - thus retiring your Beacon.

    On the other hand, you don't have to retire once you fulfil your fourth Role, but can instead continue marking Roles.

    Finally, those who own or host a Refined and Radical artwork of yours will find all future artworks of yours Tantalising.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

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

    Add your family bonus to one stat.


    Harm Boxes

    Trembling

    Fearful

    Lose

    Lose

    Dead

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

    Looks

    Masculine, feminine, concealed, ambiguous.

    Wrinkled face, wise face, tired face, rough face.

    Clouded eyes, sharp eyes, laughing eyes, weary eyes.

    Bent body, wiry body, slight body, stocky body.


    Roles Trigger one at character creation:

    Leader: Mark when you take overt control of your Family. They'll bring concerns to you before opposing you.

    Agent: Mark when you become another leader's advisor. Say a topic they're humble in, GM says a topic they're over-confident in.

    Rebel: Mark when you learn something that shakes up your view of the world. Say who you’re hoping will give you answers.

    Outsider: Mark when you reveal your membership in a secret Faction. Say which other groups they’ve infiltrated.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    would make a good match for one of my followers.

    and I sat in council before, and I taught them wisdom.

    I know how ’s parents truly died. I wonder if they would welcome the truth...

    Gear
    Add 1 to the quality of a group of followers when you Zoom In.

    Moves
    You start with this move:

    Loyal Staff Everywhere you go, your trusted agents go with you. Pick two:

    • A Bodyguard: Get +1 Force when they fight at your command.
    • A Scholar: Get +1 Lore when you listen to their advice.
    • A Courtier: Get +1 Sway when they sweet-talk your target.
    • A Guide: Get +1 to Steel when you send them to scout ahead.

    Write their names in your empty Harm slots. When you mark those harm boxes, the blow hits them instead of you . They’re taken out. To heal those slots, convince someone equally skilled to join you, or spend time healing them in a place of safety with access to a relevant surplus.

    Pick one of these:

    Tough Old Soul When anyone in your group suffers Harm, tell everyone about a time something similar happened to you. The first person that acts on this past experience has advantage on their roll.

    Able Leader Add 1 to a group of Follower's Quality when they start following you. If you spend a few days training and instructing them, restore all lost Quality or change their Specialty.

    Political Upheaval When you convince your Family to undergo radical change, roll +Sway. On a hit, shift their Doctrine or Lifestyle to whatever you like or swap one Family move for another. On a 7-9, they gain Need: morale. When passions cool, the populace begins to second-guess the wisdom of their decision.

    Statesman When you draw on your reputation in someone else’s court, roll +Sway. On a hit, everyone seeks out and values your opinion. On a 7-9, choose a group that plots against you: the one in charge, their advisors and allies, or the lesser masses.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves


    History and Notes


    Stats

    Starting Arrays:

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

    Add your family bonus to one stat.


    Harm Boxes

    Cosmetic Wounds

    Angry

    Shell-shocked (-1 Steel)

    Bleeding (-1 Force)

    Dead

    Death Move
    Even when you die, you have one more deal to complete. Hand one companion a message or sigil to deliver, and say what the recipient will be obliged to do if they do so.

    Looks

    Masculine, feminine, concealed, ambiguous.

    Smooth face, handsome face, striking face.

    Piercing eyes, arresting eyes, frosty eyes, welcoming eyes.

    Muscular body, angular body, gorgeous body, bony body.


    Roles Trigger one at character creation:

    Leader: Mark when you promise your Family luxuries if they do what you say. You say how you’ve improved their lot already, GM says what they now expect from you.

    Agent: Mark when you’re sent to bring peace between two groups. Say what grudge is keeping them apart.

    Rebel: Mark when you seek allies to bring a corrupt leader down. Say a group who’s suffering under them, GM says another group they're favouring.

    Outsider: Mark when you disclaim Family ties to build a greater alliance. Say why the larger threat needs everyone to band together to defeat it.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    showed me their family's secrets in confidence.

    will make a good bodyguard.

    I suspect is stealing my secrets for their family.

    Gear
    Add a tag to a Vehicle when you Zoom In. If your family has no vehicles, gain one with land, air, water or void.


    Moves Choose two:

    Wasteland Savant Whenever you roll Wasteland Survival to travel a route you’ve used before, you always get to pick one of the 10+ options even if you roll a 9 or lower.

    Fragile Alliance When you try to bring many groups together to accomplish a goal, roll +Sway. On a hit they’ll stick together long enough to see the job through. On a 10+ some will stick around afterwards to see what you have planned next.

    The Black Dossier Like all successful politicians, you know how to exploit the weakness of others. When you use someone’s shameful or illicit secrets as leverage, one of the requirements they pick for Find Common Ground must be "you promise to keep the secret hidden".

    A Matter of Honour When you win a duel (of swords, riddles, acrobatics, whatever), roll +Sway. On a hit the audience sees you as the correct, or at least most honourable, party; pick one. On a 10+, pick two.

    • Your opponent now views you with friendship or respect.
    • The audience rewards your display with valuable gifts.
    • Someone there offers you a job based on the skills you demonstrated.

    Long Memories When you enter a new court, roll +Lore. On a 7-9 name one secret of the leaders, and an enemy of theirs. On a 10+ you've helped one of those parties in a major way. Say how.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

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

    Add your family bonus to one stat.


    Harm Boxes

    Winded

    Fearful

    Feverish (-1 Sway)

    Bleeding (-1 Force)

    Dead

    Death Move
    When you die, your death becomes a rallying point for those who see you as a martyr. Say who they are, and what your death inspires them to do.

    Looks

    Masculine, feminine, concealed, ambiguous.

    Burned face, surly face, angular face, friendly face.

    Dead eyes, fiery eyes, passionate eyes, furtive eyes.

    Muscular body, bony body, compact body, graceful body.


    Roles Trigger one at character creation:

    Leader: Mark when your Family rises up against an oppressor. Say where your forces are waiting in ambush.

    Agent: Mark when you infiltrate a group to bring it down. Say someone who trusts you; GM says one who suspects.

    Rebel: Mark when your actions cause suffering to a group you have no quarrel with. Say one group you need to make amends with.

    Outsider: Mark when your family betrays your creed. Name a principle; those who break it this age risk ruin.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    I respect 's concern for others.

    has grown fat on the backs of other's labour.

    can teach me to understand this new world.

    Gear
    Add 1 Quality to a group of followers when the game Zooms In on you.

    Moves Choose two:

    Anarchist's Cookbook With a few hours and access to volatile chemicals, you can make 1-stock of explosives. 1-stock is sufficient to:

    • Spread fire over a city block-sized area.
    • Bring down a structure as big as a house.
    • Be used as a weapon with tags ranged, area, brutal.

    To do more, ask the GM how much stock it'll take.

    Iconoclast When you find a dark secret of an authority figure and reveal it to the world, roll +Sway. On a 7-9 choose 1, on a 10+ choose 2:

    • Their allies stop providing them support.
    • Their followers plot revolution.
    • Their enemies offer you aid.
      • Social Stealth When you blend in with a crowd of a dozen or more, you won't be recognised and will look unremarkable.

        Words of Revolution When you seek out the troubles of the oppressed and disenfranchised, roll +Sway. On a hit, you learn one:

        • A secret weakness of the authorities.
        • How to move through the area quickly and unseen.
        • The method the authorities use to maintain their control.

        On a 10+ you are given access to a safe house you can use while you’re in this area.

        The Secret Army When you spend a few days training rebels in an area you don’t have any followers, gain followers of Quality 1 with one specialty: Spying, Rioting, Sabotage or Carrying Messages.
        You can spend Tech to boost the follower's Quality, 1-for-1. They won't leave the area, and will go back to their lives once the local authorities have been overthrown.

        Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

    • Force -1, Lore +2, Steel 0, Sway 0
    • Force 0, Lore +1, Steel +1, Sway -1
    • Force 0, Lore +2, Steel -1, Sway 0

    Add your family bonus to one stat.


    Harm Boxes

    Dazed

    Confused (-1 Sway)

    Lost (-1 Steel)

    Blind (-1 Steel)

    Dead

    Death Move
    When you mark off your Dead box, your journey comes to an end. Your Family converts all your remaining Wisdom into Data for the next age, as your studies guide new researches. Describe the library they build.

    Looks

    Masculine, feminine; decide then if elderly or too youthful.

    Cloudy eyes, squinted eyes, cold eyes, haunted eyes.

    Pedantic voice, nothing but whispers, stutter, mute.

    Weathered robes, trekking gear, ancient suit, tattoos and rags.


    Roles Trigger one at character creation:

    Leader: When your people lose their traditional ways, tell us about the sacred text that can unite them under a new vision. The GM will tell us about reactionaries who will violently oppose it.

    Agent: When your family's survival is uncertain, tell us about a forbidden tome which might just turn the tide. The GM will tell you about the book's current guardians.

    Rebel: When your family suffers persecution or violence, tell us about the forgotten tome holding an infectious message of resistance. The GM will tell us about the zealots it will inspire.

    Outsider: When arcane technology runs rampant, tell us about the manual that holds the key to its pwers. The GM will tell us about the heretics that will unleash its more dangerous secrets.

    Prophet: When all hope to defeat a threat is lost, describe the Tome that predicted its rise... and precipitous fall. The GM will tell us about the inhuman oracles that penned it or the terrible curse protecting it.

    Traitor: When the lingering effects of the Fall bring horror and havoc, describe the Tome that chronicles and explains the Fall. The GM will tell us about the cult that will do anything for this Tome as soon as it's unveiled.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish. Note that you only mark the Role and get +1 to a start or a move once you share this lore with your people.

    Backstory

    Ask for a volunteer for at least one:

    I was 's tutor.

    If not for , I'd have died on that expedition.

    once stole a cursed book.

    Gear
    In addition to what you get from your Family, you start owning 1 fully described Tome - see Library of Babel..

    Moves Take Library of Babel and one more move:

    Library of Babel Whenever you witness Data being gained or spent, you may quote a tome linking it to the subject. Every time you do so reveal one detail of the tome:

    • Its baroque title.
    • Its peculiar author.
    • Its arcane topic.
    • Its unique format.

    For each you check off, gain 1-Wisdom. If you find the tome, swap wisdom for Data 1-for-1.

    Writing of God When you plan a grand societal change, study one of your tomes and tell the GM how its lore can be used to change one Surplus into another, or grant a new specialty to Companions.

    Once decided, this effect is fixed for each tome but can be reused at will. The GM will say how long the process takes and what must be sacrificed.

    In Praise of Darkness When you consult your Tomes for clues about a Threat or Faction stemming from the World Before, spend 1-3 Wisdom. For each spent, ask the GM one of these questions:

    • What unrevealed powers can their leader draw on?
    • What's their leader's secret weakness?
    • What's their leader's moral code?

    Gain fleeting Advantage acting on each clue.

    Kings and Labyrinths When another Character agrees to bring you a tome from Library of Babel, spend 1-Wisdom and give them an edditional Role:

    • Finder: Mark when you're the only hope of finding a legendary tome. Describe the dangerous or distant location it can be found. Lay hands on the tome to fulfil your role.
    • Retriever: Mark when you're sent to retrieve a lost tome. Say who else will do anything to find the tome. Deliver the tome to fulfil your role.

    If they fulfil this role, they add 1 to a stat or pick a new move. If they fail, their main Role suffers also.

    The Book of Sand When you use the lore of a Library of Babel Tome to guide you, spend 1-Wisdom and instead of rolling Wasteland Survival narrate one of:

    • A chancy encounter
    • A new vista of solace and beauty
    • A natural hardship overcome
    • An ancient threat eluded

    Anyone who studies the tome later can make the trip without rolling Wasteland Survival.

    Inheritance Choose one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

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

    Add your family bonus to one stat.


    Harm Boxes

    On the defensive

    Out of ammo

    Blood-soaked

    Enraged (-1 Steel)

    Dead

    Death Move
    When you die, you make one final strike, destroying or killing whatever killed you.

    Looks

    Masculine, feminine, concealed, ambiguous.

    Scarred face, blunt face, bony face, gaunt face

    Mad eyes, cunning eyes, sad eyes, wary eyes.

    Hard body, stocky body, compact body, huge body.


    Roles Trigger one at character creation:

    Leader: Mark when you lead the family in a blood hunt. Say who you’re hunting; GM says where they’re hiding.

    Agent: Mark when you take on a mission to hunt down a dangerous target. The GM will say some special gear the Family gives you to help.

    Rebel: Mark when you pursue a personal vendetta. Say where you might find allies against your grudge’s target.

    Outsider: Mark when you kill someone you weren’t meant to. Say what you took from them that might prove you were right to do it.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    has fought shoulder to shoulder with me.

    once left me for dead.

    is smart enough to be worth keeping around.

    Gear
    Add any tag to one of your weapons when the game Zooms In on you.

    Moves Choose two:

    Hunter's Lore When you come upon some sign of an inhuman creature, roll +Lore. On a 7-9 ask 1, on a 10+ ask 3:

    • What special abilities does it have?
    • Where does it make its lair?
    • What does it hunger for?
    • How long before it strikes again?
    • What happened here?

    The first time you act on each answer, roll with advantage.

    Eternal Arsenal You always have more weapons. If your main weapon is taken out, you’ll have lesser replacements (melee or ranged, hidden) to hand. If those are taken from you, you’ll be able to improvise replacements given 5 minutes.

    Hunter for Hire When you Find Common Ground using your combat skills as leverage, roll +Force instead of +Sway.

    Red in Tooth and Claw When you take a few moments to size up your target, roll +Force. On a 7-9 hold 2, on a 10+ hold 3. Once battle’s begun, spend 1 hold at any time to:

    • Slice away their weaponry, giving them -1 Harm.
    • Separate your target from any of their allies.
    • Carve something valuable from your target.
    • Ask the GM what would need to happen to allow you (or your allies) to Fiercely Assault them.

    Lose all hold if you or your quarry flee the fight.


    A Shadow on the Wind When you sneak through cover, nothing they hadn’t already spotted you will notice you. If you would be revealed, the GM will warn you in time to hide. Even when you attack, there’ll be a period of confusion for you to exploit.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

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

    Add your family bonus to one stat.


    Harm Boxes

    Dinged

    Bent

    Busted (-1 Force)

    Glitched (-1 Steel)

    Totalled

    Death Move
    When you mark off your Totalled box, anyone can erase a technological Surplus (knowledge, weaponry, transport, etc.) in a place of safety to bring you back to action fully healed. Alternatively, you can be scrapped for 5 Tech and Surplus: Knowledge.

    Looks

    Masculine, feminine, asexual, utterly inhuman.

    Uncanny-valley face, blank face, fluid face, robotic face.

    Techno-organic body, artificial-flesh body, sleek casing, heavy duty casing.

    Cold voice, soft voice, robotic voice, inhuman voice.


    Roles Trigger one at character creation:

    Leader: Mark when you must take charge to save your Family from the edge of extinction. Say what in you saves them: compassion or callousness.

    Agent: Mark when you are sent somewhere no organic should survive. Say what the experience awakens in you: altruism and self-sacrifice, or self-centred coldness.

    Rebel: Mark when you use violence to liberate people from your Family or kill someone they were keeping safe. Say who the victims are and how you become more like them.

    Outsider: Mark when you go through an experience too strange for organics to comprehend. State one fundamental truth about the world you discovered.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    I rescued from a hellish place.

    The last time and I travelled together, they were the only organic to survive.

    and I have fought on opposite sides.

    Gear
    Add any tag to your outfit when the game Zooms In on you.

    Moves You get this move:

    Synthetic Being You can shrug off damage that would maim organics. You have 2-Armor against environmental effects and attacks that are not elegant, brutal or aberrant. In addition, you don’t need food, water or breathable air to survive, but here's a cost: as you're made of custom parts, you need Professional Care to heal any kind of Harm.

    Choose one more:

    Interface When you interface your mind directly with technology, you can use Find Common Ground rolling +Lore instead of Unleash Power to get it to do what you want.

    Scientific Database You gain +1 Data any time you gain Data or Tech.

    Scanning Platform After analysing the current scene, roll +Lore. On a 10+, ask 2 questions. On a 7-9, ask 1.

    • What, if anything, is hidden here?
    • What, if anything, is hazardous here?
    • What, if anything, is valuable here?
    • What, if anything, is vulnerable here?

    Tactical Computer Your tactical analysis and comms all but guarantee your team’s safety. You can always respond to a Call for Aid with Lore, even remotely. When you have time to assess an enemy before acting, you can Fiercely Assault with +Lore.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

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

    Add your family bonus to one stat.


    Harm Boxes

    Mussed up

    Bloody nose (-1 Sway)

    Broken ribs (-1 Steel)

    Concussed (-1 Lore)

    Dead

    Death Move
    When you die, everyone you brought together comes and give you an Eulogy, even without any relics. This great meeting will inspire a friendship, love, or new family that changes history.

    Looks

    (Grand)motherly, (grand)fatherly, androgynous.

    Knowing face, charming face, serene face, aged face.

    Calming eyes, appraising eyes, watery eyes, loving eyes.

    Plump body, wizened body, sultry body, agile body.


    Roles Trigger one at character creation:

    Leader: Mark when you ask those you brought together for help. You say how they can protect you together. The GM secretly chooses which one of them will lose a loved one in defending you.

    Agent: Mark when you're sent to make a match for your Family's benefit. You say who you're tying together, and why it'll be much easier than others expect. The GM will say what's blocking this union.

    Rebel: Mark when you rescue someone from an abusive situation. You say where on the map these people will be safe from those who pursue them. The GM says who the abusers lash out at instead.

    Outsider: Mark when you start tearing down an abusive culture. Say how you plan to forever change the group's social mores. The GM says what'll happen to your Family if your plan falters.

    Prophet: Mark when you foresee greatness in the fruits of an unlikely union. Tell us how you expect them to become the greatest treasure if the next world. The GM tells you which sacrifices and betrayals are required to disentangle the members of this union from their current obligations.

    Traitor: Mark when you see the tumult a marriage or alliance will bring to the world. Name someone who will help you stop this relationship. The GM tells you whose heart they need need to break to follow your plans - and their inevitable revenge.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    met the love of their life because of me.

    I helped deal with their mental trauma.

    I believe I can heal the rift between and their kin.

    Gear
    In addition to what you get from your Family, you add an extre tag to your Outfit.

    Moves Choose two:

    Love Hurts When you take your time to feel the social dynamics of people involved in a rite, celebration or toil, you may roll +Sway. On a 10+ hold 3. On a 7-9 hold 2. On a miss still hold 1. Spend 1 hold to find out:

    • Who has romantic interest in whom.
    • Who is at the peak and the bottom of the group's social hierarchy.
    • The strongest emotional bond tying the group together.
    • The exact thing to say to make someone an emotional wreck.

    When acting on the information you glean act with Fleeting Advantage.

    Careless Whispers When your actions impact other character's relationships with each other, you can write them a new backstory line that will forever affect Call for Aid among them. Also, when you change Roles, write a new Backstory with whoever you wish, based on the changes in your outlook.

    All We Need Is Love When you spend time with those building a Wonder, you can declare that a successful union between different Families and/or Factions may count as one of the Requirements.

    Also, when you protect love or those you love you may roll +Sway instead of +Force.

    Lonely Hearts Club Every time you form a lasting alliance with a Family or Faction (a friendship, a marriage, an adoption, etc) the Faction or Family may give your Family 2-Treaty for the work you did. If they do they may also gain one of the following Surpluses: Morale, Peace, Prestige or Safety.

    You Gotta Be Whenever someone comes to you with their problems and you listen without judgment and offer advice, roll +Sway. On a 10+ choose 2, on a 7-9 choose 1:

    • They are soothed emotionally.
    • They will not act rashly.
    • They see things from the other side.
    • They will not hold a grudge.

    Those who act on your advice gain fleeting Advantage on Sway. On a miss they misconstrue your advice and whatever they do is blamed on you.

    Temple of Love When you behold a Haven, hold 1 for each Role you have marked. You may spend hold, 1-for-1, for the following effects:

    • Summon your allies for a rite, celebration or great task in the Haven.
    • Be there at someone's lowest moment bearing hope.
    • Allow you to find the good in a Monster for one decisive moment.
    • Inspire people to defend the Haven and all it stands for.

    Every time you mark a new Role - or when the Age turns - you gain 1-Hold.

    Inheritance Choose one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

    • Force -2, Lore +1, Steel 0, Sway +2
    • Force -2, Lore +2, Steel -1, Sway +2
    • Force -2, Lore +1, Steel +1, Sway +1

    Add your family bonus to one stat.


    Harm Boxes

    Mussed up

    Bloody nose (-1 Sway)

    Broken ribs (-1 Steel)

    Concussed (-1 Lore)

    Dead

    Death Move
    When you die, everyone who has backstory with you gains lasting Advantage to destroy or overcome whatever killed you.

    Looks

    Masculine, feminine, androgynous, concealed.

    Serious face, pixie face, serene face, painted face.

    Big glasses, playful eyes, mysterious eyes, kind eyes.

    Chubby body, stout body, skinny body, awkward body.


    Roles Trigger one at character creation:

    Leader: Mark when you gather other children of the next world. The GM will give you two choices of where to go to meet your fate. Pick one.

    Agent: Mark when you accept a test of your powers. The GM will pit you against two terrifying foes; pick one.

    Rebel: Mark when you discover the nature of the next world. Decide who isn't ready for the transition: your people or their leaders. The GM will tell you what it will take to prepare them.

    Outsider: Mark when you run away form home. Name another treasure of the next world that fate will lead you to. The GM tells us about the dark forces that are hunting you both.

    Prophet: Mark when you find a place of solace and beauty. Tell us your vision on how to turn this into a place of power. The GM will say who doggedly oppose the change.

    Traitor: Mark when you sacrifice a key to the future or a place of powwer to banish a threat. The GM will say how this will greatly endanger those who believe you can save the future.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    My best friend is 's kid.

    is my foster parent.

    's cult has sworn to protect the keys to the future.

    Gear
    Add 1 to the Quality of a group of Followers when you Zoom In.

    Moves Take Unnaturally Bright and one other move:

    Unnaturally Bright Decide if your intellect shines through your mistimed high-spirits, unflappable severity, intense empathy, or something else.

    When you have a moment to study a foe or hazard, tell your allies what you are ready to sacrifice:

    • The best thing about this place.
    • Precious time.
    • An important alliance.

    And what you are set to control:

    • The harm it can inflict.
    • When it will strike.
    • Where it will strike.

    When you put the plan in motion roll +Lore; on a hit the plan comes through. On a 7-9, your allies chose something else you must sacrifice.

    The Next Step When you unleash your psychic powers, roll +Sway. Say what you are trying to do:

    • Save someone you love.
    • Banish a monster.
    • Soothe a wound to the world.

    And what you might sacrifice to do it:

    • The whole place!
    • Another bit of your innocence...
    • Your health.
    • The admiration of your friends.

    On a hit, you do it. On a 7-9, the GM chooses another thing you must sacrifice.

    A Swiftly Tilting Past When you visit a historical site, say what you want to witness from its past:

    • How its denizens met their end.
    • The terrible cost of all its power.
    • The origin of a menace.

    You and up to 3 people are sent into the past, taking over the bodies of people there. Each one of you pick a Quick Character. At least one of you must trigger your Death move to resolve the scene, but all of you suffer 1-Harm for each one of you who dies in the past. At the end of the scene each one of you gain 1-Data and 1-Tech that can now be harvested from the ruins.

    A Sign of the Next World You can see flashes of the future. When another character marks a new Role, you can provide the story details normally contributed by the GM. When you first witness a Wonder being built, you can forbid everyone from picking one of its Trials, or pick a Fortune that will come to pass, and a Family who will gain the Fortune in addition to the results of their roll.

    Heir to the Future When you open your mind in a place of power, burn 1-Data to add one to the scene:

    • A hidden treasure from the past.
    • A key to the future.
    • A sign of the next world, source of solace and beauty.

    Those who act on your advice gain fleeting Advantage on Sway. On a miss they misconstrue your advice and whatever they do is blamed on you.

    Inheritance Choose one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

    • Force -1, Lore +1, Steel +2, Sway -1
    • Force +1, Lore +1, Steel 0, Sway -1
    • Force -1, Lore +1, Steel +1, Sway 0

    Add your family bonus to one stat.


    Harm Boxes

    Confused

    Overwhelmed

    Bleeding (-1 Steel)

    Feverish (-1 Lore)

    Dead

    Death Move
    When you mark off your Dead box, you knew all along that this was your time to die and made preparations accordingly. Add an extra tag to each piece of gear you leave behind. Also, leave a recorded message behind.

    Looks

    Masculine, feminine, asexual, utterly inhuman.

    Gangly body, large body, frail body, cybernetic body.

    Menacing aura, peaceful aura, eerie aura, prickly aura.

    Cold voice, soft voice, synthetic voice, raspy voice.


    Roles Trigger one at character creation:

    Leader: Mark when calamity is coming and you have a plan to stop it. Say the marvel you're building to stave off disaster, the GM says the terrible cost to build it.

    Agent: Mark when you set off to destroy an unbeatable foe. Name the marvel you built that can turn the tide, the GM tells you the damage it'll unleash.

    Rebel: Mark when you decide to resurrect someone you shouldn’t. Name the technological marvel you’ll build to do it, the GM will tell you who or what else came back along from the dead.

    Outsider: Mark when you remove a Family member’s humanity to upgrade them. Say how they're far more than human, and the GM will say how they're far less.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    has brought me valuable finds before.

    is doomed without my technology.

    Surprisingly, I learned a lot from

    Gear
    Get a free Device when the game Zooms In on you.

    Moves Choose two:

    A Mighty Lesson When you get your hands on a machine and attempt to disable it, roll +Steel. On a 7-9, you do it and pick two; on a 10+, pick three:

    • You do not cause collateral damage.
    • You do not permanently disable the machine.
    • You do it instantly.
    • You gain 1-Tech (can be taken more than once)
    • You gain 1-Data (can be taken more than once)

    A Symbol and a Sign When you have enough time and safety to upgrade a piece of normal equipment, sacrifice a Device to permanently add a tag to it.

    The Wretched Gift When you Unleash Power, you say what slumbering workings the device sets in motion and/or its side effects. When you Unearth Forgotten Lore, you answer instead of the GM.

    Thy Godlike Crime When using grand infrastructure to attack, roll +Steel to use it as a weapon (Melee, Area). On a 10+ pick one, on a 7-9 pick two.

    • It takes some time to go off.
    • There is unintended collateral damage.
    • There are lingering effects in the local area.
    • The infrastructure or technology is ruined.
    • You must sacrifice a Device to power it.

    Pick one extra to add Brutal, Elegant, Ranged, Silent or Aberrant to the attack.

    From a Pure Source When you encounter someone from a different civilization, roll +Lore. On a 10+, you are fluent in that language and culture. On a 7-9, you are limited to technical and scientific concepts.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves


    History and Notes

    Stats

    Starting Arrays:

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

    Add your family bonus to one stat.


    Harm Boxes

    Excited

    Wrathful

    Strained (-1 Force)

    Broken (-1 Steel)

    Dead

    Death Move
    When you mark off your Dead box, you escape the scene and die on your own terms. Leave behind clues to a secret hoard holding Surplus: Barter Goods and Surplus: Transport.

    Looks

    Masculine, feminine, baffling, badly concealed.

    Weathered face, weasel face, dashing face, twisted face.

    Sardonic eyes, angry eyes, cold eyes, single eye.

    Agile body, scarred body, lanky body, stout body.


    Roles Trigger one at character creation:

    Leader: Mark when you lead your Family into your chosen Hostile Grounds. Say how you managed to keep them all safe, sheltered and fed.

    Agent: Mark when you raid under your Family’s orders. Name the treasure you're hunting, the GM says why it's particularly important to its owner.

    Rebel: Mark when you raid your own Family. Name a faction that now considers you a hero.

    Outsider: Mark when you abandon everything and disappear into your chosen Hostile Grounds. Return at any moment when you think you're needed; the GM says what came back with you.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    I saved from slavers.

    If not for I'd have been executed by the law.

    laughs at the most inappropriate times. Scary stuff!

    Gear
    Add a tag to a vehicle when the game Zooms In on you (must be land, water, air or void if your family has no vehicles).

    Moves You get this move:

    My Kingdom, My Rules Thanks to your heritage, strange tech or pure grit, you’re most comfortable in some region outside the safety of the Homeland: the precarious ruins, the deep seas, the immaterial digital realms, off-world void, tunnels underground, or something else.

    You are perfectly adapted to that harsh reality and have Advantage there. Also pick 2 to describe the method of transport you use to travel to the Homeland and back:

    It makes the trip quickly.

    It makes the trip safely.

    It can take others and items too.

    Pick one more:

    Heroism is Optional When you take advantage of an opening to escape a situation, roll +Steel. On a hit, you get away. On a 10+, choose 1. On a 7-9, choose 2. On a 6- choose 3:

    • You get hurt during the escape.
    • You end up in another dangerous situation.
    • You leave something important behind.
    • You owe someone for your escape.

    Act of Rebellion When you infiltrate an outpost, roll +Steel. On a 10+, choose 3. On a 7-9, choose 2. On a 6- choose 1:

    • You enter unnoticed.
    • You have an escape route.
    • No violence is needed.
    • You find the most valuable thing there.

    Beauty is Unbearable When you plan out how to steal something, ask the GM three of these questions. The first time you act on each answer, roll with advantage.

    • What else is valuable there?
    • What’s my target’s most powerful defence?
    • Who will retaliate?
    • Who else wants it?

    Walk Beside Me When you explain a plan of attack to your team, roll +Steel. On a 10+, hold 3. On 7-9, hold 1. While executing the plan, spend 1 hold to give a teammate Advantage on a roll.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves


    History and Notes

    Stats

    Starting Arrays:

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

    Add your family bonus to one stat.


    Harm Boxes

    Angry

    Shifting Shape

    Exhausted (-1 Force)

    Hallucinating (-1 Steel)

    Dead

    Death Move
    Even mortal injury won’t stop the chaos within you. Choose: lose your mind and cut loose, becoming a GM threat. Or enter a cocoon that will transform you into something new; move to a new playbook.

    Looks

    Masculine, feminine, fluctuating, neither.

    Shifting face, blank face, twisted face.

    Shining eyes, human eyes, no eyes, dozens of eyes.

    Humanoid body, fluid body, colossal body, bloated body.


    Roles Trigger one at character creation:

    Leader: Mark when you lead the family in worshipping the power of the Before or the Fall. The GM says one way it's already changing them.

    Agent: Mark and hold 1 when you advise a project with the wisdom of a fallen age. Spend the hold to reveal a forgotten principle or theory the project secretly benefits from.

    Rebel: Mark when you seek answers to the mysteries of your creation. Say one thing you remember of that time.

    Outsider: Mark when you reject baseline humanity to pursue your own evolution. Mark a place on the map where you might use the energies of the Fall as a catalyst.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    I still remember how reacted when they first saw me.

    welcomed me as one of their own.

    made me do something terrible.

    Gear
    When you Tool Up, say how your body has changed since we last saw you and get a free outfit or weapon tag.

    Moves Choose two:

    Protean Form Your body was comprehensively twisted by the Fall, but you've gained some mastery over it. When you contort your body into a new configuration, roll +Steel. On a hit, keep control and hold 2. On a 10+ hold 3. Spend hold to:

    • Grow plates that give you +2 Armour against one hit.
    • Fly or travel to anywhere in sight.
    • Shift a limb into a wicked weapon (melee, aberrant, brutal)
    • Break or slip through an obstruction.

    On a miss, the GM will tell you how you temporarily lose control.

    Arcane Aberrations When you force the power within out to twist the world around you, roll +Lore. On a hit the energy bursts free and does roughly what you wanted, but on a 7-9 there are unintended side effects decided by the GM.

    Eternal Memories When you come upon a remnant of the Fall, roll +Lore. On a hit, get 1 Data and the GM tells you something you remember about it from before the world was broken. On a 10+ you can ask a follow-up question.

    Inhuman Elegance When you spend time alone with someone, they become fixated on you. Roll +Sway. On a 10+ hold 3, on a 7-9 hold 2. They can spend your hold, 1 for 1, by:

    • Giving you something you want.
    • Giving you secret information.
    • Protecting you from harm.
    • Introducing you to someone important.

    For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1, to inspire or distract them with thoughts of you and give their roll Advantage or Disadvantage.On a miss, they hold 2 over you, on the exact same terms.

    Painfully Immortal When you take Harm, gain +2 Armour against the next hit as your body reflexively protects itself.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

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

    Add your family bonus to one stat.


    Harm Boxes

    Stoically silent

    Laboured breath

    Badly Bruised

    Internal Bleeding (-1 Force)

    Dead

    Death Move
    When any Character makrs off their Dead box, they won't die as long as the Saint actively keeps them alive. If you mark off your Dead box in the process, you won't die until your charge is delivered from harm.

    Looks

    Masculine, feminine, concealed, ambigous.

    Heavy helmet, breathing mask, scarred face, handsome face.

    Goggles, unwavering gaze, fierce eyes, serene eyes.

    Burly body, sinewy body, rugged body, stocky body.


    Roles Trigger one at character creation:

    Leader: Mark when a disaster looms over your people. Take charge of your Family preparations. The GM tells us three of the disaster's horrible consequences, and you tell us which two your leadership averts.

    Agent: Mark when you lend your aid to a disaster. Name a victim who found true companionship in healing. The GM will tell you what threat now looms over them.

    Rebel: Mark when your people cut ties to a Family or Faction. Leave at once to provide them much needed aid.

    Outsider: Mark when you forfeit your family duties to tent to the future of your fellow volunteers. Tell us of the bastion of hope you retreat to. The GM will name the unexpected allies that will show up to support your cause.

    Prophet: Mark when you first visit a Wonder. Say what disaster will bring it down. When the GM inevitably narrates the disaster, you will be in prime condition to save the people or the Wonder, your choice.

    Traitor: Mark when you take advantage of a disaster to fight for the future. Tell us of the timely calamity that will hit your foes. When you charge into this calamity, you can gain the benefits of Saint moves even if your goal isn't to "save lives". The GM will tell us of the calamity's victims.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    is the one who rescued me from myself. I owe them everything.

    I saved and their closest family from disasters.

    still blames me for the way the disaster turned out.

    Gear
    In addition to what you get from your Family, describe a Device you own with a function related to healing, environmental protection, or rescue.

    Moves Choose two:

    Wisdom to Lead When you brave a disaster to save lives, gain 2-Armor against its environmental hazards until you are clear of danger. Those who follow your lead likewise gain 1-Armor.

    Strength to Deliver When you brave a disaster to save lives, gain lasting advantage on all Force rolls until you are clear of danger. Those who follow your lead gain fleeting advantage to Defuse the disaster's hazards.

    Courage to Conquer When you assess the risks of a disaster, roll +Steel. On a 7-9 ask 1, on a 10+ ask 2:

    • What is the safest way to approach this disaster?
    • How can I save the most lives?
    • What hidden danger has yet come to pass?

    Roll with fleeting advantage when acting on this information.

    Compassion to Comfort When you provide succour to victims during a disaster,

    take a moment to heal one of their minor Harm boxes.

    Strength to Bear When disaster befalls your allies, you can show up right where you are needed the most, in the nick of time.

    Bound to Protect As long as you never refuse aid to disaster victims, roll +Steel on Find Common Ground and Familiar Face.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

    • Force -1, Lore +1, Steel +1, Sway 0
    • Force 0, Lore +1, Steel +1, Sway -1
    • Force -1, Lore +1, Steel +2, Sway -1

    Add your family bonus to one stat.


    Harm Boxes

    Sprained

    Winded

    Blinded (-1 Steel)

    Broken Bones (-1 Force)

    Dead

    Death Move
    When you die you leave behind a map to your greatest stash. If found it will hold: 2 Tech, a powerful weapon (any four tags), and 1 years' worth of food and water.

    Looks

    Masculine, feminine, concealed, ambiguous.

    as-masked face, pretty face, grimy face.

    Squinting eyes, calm eyes, appraising eyes, guilty eyes.

    Lithe body, scarred body, worn body, athletic body.


    Roles Trigger one at character creation:

    Leader: Mark when you’re put in charge of a group’s supplies and provisions. So long as you put food on the table, they’ll follow your orders.

    Agent: Mark when a group’s relying on you to find a crucial component. Say who else is looking for it.

    Rebel: Mark when someone convinces you that your Family’s hoarding resources. Say one group whose suffering they could alleviate.

    Outsider: Mark when your hoard starts whispering to you. Work with the GM to figure out what it wants you to do.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    has much to learn about life in the wasteland.

    is why I come back to civilisation.

    shares my lust for discovery.

    Gear
    Add a free tag to your outfit when the game Zooms In on you.

    Moves Choose two:

    Scrapheap Ingenuity When you spend a few hours wiring up and harmonising all the odd junk you carry around, you can do great things. Choose a main feature:

    • Sensors that can detect .
    • A shield against .
    • Communication from afar.
    • Destruction of whatever it’s attached to.

    The GM will choose one downside:

    • Someone must stay with it until it activates.
    • It’ll require some potent energy source.
    • It needs to charge up before it triggers.

    Architectural Eye When you take some time to plan out the exploration of a new ruin, roll +Steel. On a 7-9 hold 2; on a 10+ hold 3. While you explore the ruin, spend your hold 1-for-1 to:

    • Roll +Steel for Forge a Path instead of +Force.
    • Identify and track a danger within in the ruin.
    • Find a way to use the ruin as a weapon.

    Ruin Survivor When you find a bolt hole in a ruin, no-one can find you if you don’t want them to.

    Just Enough Your pack, pockets and carry loops are bulging with hoarded scrap, oddments and barter.

    When you rifle through your pockets, you can count on finding:

    • Enough preserved food to fend off starvation.
    • Some booze, some smokes, or some stims.
    • Enough shiny things or scrap to rent a bunk for the night.
    • Enough medicine/dressings to treat a wound.

    Tech Attunement You can always detect the advanced Tech of the World Before. When it’s within a few hundred meters, the GM will tell you how much there is and roughly where to look.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

    • Force 0, Lore 0, Steel +1, Sway 0
    • Force 0, Lore +1, Steel +1, Sway -1
    • Force 0, Lore 0, Steel +2, Sway -1

    Add your family bonus to one stat.


    Harm Boxes

    On the run

    Pinned

    Feverish (-1 Sway)

    Lame (-1 Force)

    Dead

    Death Move
    When you mark off your Dead box, you return as a Revenant, dead set on fulfilling one last task. Keep all your penalties, but heal two Harm boxes. You gain 3-Armor until the completion of your task, at which point you finally find rest.

    Looks

    Masculine, feminine, concealed, transgressing.

    Weathered face, scarred face, grizzled face, rugged face.

    Keen eyes, clear eyes, canny eyes, haunted eyes.

    Husky body, sinewy body, gaunt body, lanky body.


    Roles Trigger one at character creation:

    Leader: Mark when you take some of your People to settle a new land. Describe its harshest season and how you plan to survive it.

    Agent: Mark when you go on a journey to an unknown land and describe its riches. The GM will tell you what you will have to lose to complete your journey.

    Rebel: Mark when you establish contact with a new community. Tell us about their customs and why you love them. The GM will tell you why they are doomed.

    Outsider: Mark when you fully integrate into a community you've recently discovered. Tell us about how the experience made you much wiser and tougher. The GM will tell you why you were forced away from your new home.

    Prophet: Mark when the invaders come, and you are waiting for them. Describe how you've learned about their arrival. The GM will tell you how they might conquer your people.

    Traitor: Mark when you find a seemingly inexhaustible resource. Tell us why locals haven't exploited it, and the reason for its value to your people. The GM will describe the place of solace and beauty you must ravage to reap these valuables.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    was raised by me in the wild frontiers.

    and I discovered the Dead Men's Gorge and survived it's curse.

    's actions led my adoptive clan to ruin, and I still haven't forgiven them for it.

    Luckily, doesn't know that I led that last ambush against their Family!

    Gear
    In addition to what you get from your Family, you and anyone you travel with may add the Camo tag to their Outfit.

    Moves Choose two moves:

    Paths Untrodden When you lead an expedition through Hostile Grounds, pick two:

    • You leave no tracks.
    • You remain unseen.
    • You travel in forced march.
    • You travel safely.

    Also, when you evade your enemies in the wilds, roll +Steel on Forge a Path.

    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:

    • Whenever you attack with a melee weapon you gain the tag Brutal.
    • Whenever you attack with a ranged weapon you gain the tag Far.
    • Your Outfits always have the Thermo tag.
    • Your mounts always have the Durable tag.

    Shadows Unbound When you prowl, who can hope to be safe? Guard themselves as they may, no one is sufficiently cautious when every moment carries the threat of your ambush.

    When you harass your foes as they travel the Wastelands, hold 1 for each of the following conditions:

    • They traverse Hostile Grounds.
    • They are not natives to this land.
    • They are not expecting you.
    • You have the perfect cover.
    • You lead a team to attack.

    Spend hold to:

    • Savage them. Gain 1-Treaty on one witness' Family or Faction as the terrified tales spread like wildfire.
    • Waylay them. Critically delay their moves or force them to take a route of your choice.
    • Harry them. Pick their numbers apart, paving the way for Fiercely Assault.
    • Sabotage them. Destroy their cargo, their vehicles, or their supplies.
    • Elude them. Keep your position or identity hidden.

    The GM may ask you to spend 1 more hold when triggering these against a force much larger than yours.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves


    History and Notes

    Stats

    Starting Arrays:

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

    Add your family bonus to one stat.


    Harm Boxes

    Glitching Aura

    Winded

    Migraines (-1 Lore)

    Panicking (-1 Steel)

    Dead

    Death Move
    When you die your tech goes haywire. Anywhere from a minute to an hour later (your choice) the entire area is wracked by energy and becomes a scorched, deadly wasteland forever after.

    Looks

    Masculine, feminine, concealed, ambiguous

    Young face, kind face, aged face, pale face.

    Naïve eyes, soft eyes, quick eyes, bright eyes.

    Compact body, awkward body, fit body, energetic body.


    Roles
    Trigger one at character creation:

    Leader: Mark when you lead the family in a great work of creation. Say what it’s meant to do; the GM says what resources you’re lacking.

    Agent: Mark and hold 1 when you search the wasteland for a solution for a one of your Family's problems. Spend the hold to say a Device you’ve found will do the job - if you can bring it back to them.

    Rebel: Mark when you see your family's misusing their tech. Say what it was designed to do; GM says what side effects its misuse is causing.

    Outsider: Mark when your hoard starts whispering to you. Work with the GM to figure out what it wants you to do.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    I fear hates what they don't understand.

    can guide me to the truth.

    will be soon lost without my technology.

    Gear
    When you Tool Up, also gain a device you recently recovered from the wasteland and say what defences you set off in the process.

    Moves Choose two:

    Visionary Archaeologist When you come upon the ruins of a device from the World Before, roll +Lore. On a 7-9 ask 1; on a 10+ ask 2.

    • What’s its power source and how can it be removed?
    • What was this made for, and what’s happened since it stopped performing its function?
    • How was this broken, and how can I repair it?

    Duck and Cover If you seek cover or run instead of fighting, get +1 Armour.

    Curative Admixture When you improvise a high-tech treatment for someone’s wounds, sacrifice a Device and roll +Lore. On a 7-9 pick 1; on a 10+ pick 2:

    • They can trigger Professional Care without a surplus.
    • They ignore wound penalties until they rest.
    • They gain 1 Armour until they rest.

    World Traveller You have an innate sense of direction, boosted by your encyclopaedic knowledge of the world. When you navigate to somewhere you’ve been before with Wasteland Survival, roll +Lore rather than +Steel.

    Experimental Energy Projector You have several chunks of scavenged technology, wired together into a deadly if unstable weapon (ranged, area, aberrant, unreliable). When you Fiercely Assault with it, you roll +Lore instead of +Force, but choose one:

    • It goes haywire, affecting far more than you desired.
    • The energies turn on you, leaving you with lingering physical aberrations.
    • It’s damaged and must be repaired in a place of safety.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves


    History and Notes

    Stats

    Starting Arrays:

    • Force +1, Lore 0, Steel -1, Sway -1
    • Force +1, Lore -1, Steel +1, Sway 0
    • Force 0, Lore -1, Steel +2, Sway 0

    Add your family bonus to one stat.


    Harm Boxes

    Bruised

    Angry

    Drained

    Crippled (-1 Force)

    Dead

    Death Move
    When you die, plant your feet and make your last stand. No matter what, you'll remain fighting until your allies are safe and the danger has passed. Only then do you die.

    Looks

    Masculine, feminine, concealed, ambiguous.

    Handsome face, blunt face, hidden face, scarred face.

    Wise eyes, merciless eyes, judging eyes, one eye

    Huge body, muscular body, stocky body, compact body


    Roles Trigger one at character creation:

    Leader: Mark when you seek sanctuary for your Family. Say where they’ll be safe, GM says what’s in your way.

    Agent: Mark and hold 1 when you guard an expedition. Spend the hold to reveal a shelter your Family prepared on an earlier expedition.

    Rebel: Mark when you fight against a threat that poses no harm to your Family. Say which Faction’s helping you.

    Outsider: Mark when you protect one of your Family's enemies from them. Reveal the secret backstory that led to this.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    I have sworn to protect

    and I stood watch together against the chaos.

    helped me get out of a siege alive.

    Gear
    When you Tool Up, add a free tag to your Outfit.

    Moves Choose two:

    Holding Back the Tide When you stand in defence of a person, place or thing, roll +Steel. On a 7-9, pick one. On a 10+, pick two.

    • No harm comes to the thing you defend.
    • You deflect blows raining down on you harmlessly away.
    • You force the danger back and away.

    Citadel of Dust When you take your time shoring up defences, placing traps and scouting the local area, hold 3. When under assault here, you may spend 1 hold at any time to:

    • Blunt an enemy assault, stopping it in its tracks.
    • Reveal traps with tags area, brutal, hidden.
    • Sneak a small group out behind enemy lines.

    Armoured in Vigilance When you adjust and repair your armoury at camp, gain +2 Armour on top of any Armour you already have. Lose 1 every time you take a hit until this bonus is gone.


    Command When you give someone an order or warning, roll +Force. On a 7-9 they must do it, freeze, get out of there, or attack you. On a 10+, you only give them two of those options.


    Steel Rain When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

    • Force -1, Lore 0, Steel +1, Sway +1
    • Force -1, Lore +1, Steel -1, Sway +2
    • Force 0, Lore 0, Steel 0, Sway +1

    Add your family bonus to one stat.


    Harm Boxes

    Isolated

    Lost (-1 Steel)

    Confused (-1 Lore)

    Babbling (-1 Sway)

    Dead

    Death Move
    When you die, say who you trust to tell your story. If they do, they may mark one of their unmarked roles in the process. If they refuse or fail to tell your story, it is up for grabs. If no one tells it before the age is done, then you are truly forgotten, even as the stories you told in life live on.

    Looks

    Masculine, feminine, concealed, ambiguous.

    Matter-of-fact prose, stage whispers, academic formality, hellfire-and-brimstone speeches.

    Playful eyes, haunted eyes, appraising eyes, excited eyes.

    Perpetual smile, downturned lips, luscious lips, thin lips.


    Roles Trigger one at character creation:

    Leader: Mark when you tell your family a story of a fabled treasure. Whatever you say will grow and spin out of proportion. Say who looks to you to advise their pursuit of it.

    Agent: Mark when your family commissions you to bring a parable to a community. Say who this story affects most deeply, and the GM says how it mutates as it's retold.

    Rebel: Mark when you satirize your own family's values or failures. Name someone important who takes your words to heart. The GM names someone who never will again.

    Outsider: Mark when you teach your own version of your family's underlying doctrine, philosophy, or worldview. The GM will tell us which part of this story you are most viciously mocked for, at least at first. You'll then tell us which part will gradually be assimilated into their orthodoxy.

    Prophet: Mark when you learn of a new discovery. Share what you hope or fear it will bring. Describe a radical extension of this discovery that will capture the homeland's imaginations for generations to come - or else describe an application that they will fear and mistrust for just as long.

    Traitor: Mark when you fabricate a story to demonise and vilify. Tell us how widespread acceptance of this story destroys your target. The GM will tell us what part of your monstrous deciption they live up to as a result.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    's music matches perfectly my best performances.

    I still remember how talented 's parents were.

    I believe draws power from the Icons of Old! Knowingly or not, you wonder.

    Gear
    When you Tool Up, add 1 to Companion's Quality and give them a new Specialty.

    Moves Choose two:

    Fairy Tale When you tell your fellows a story of the mythic Before, gain hold equal to the number of Roles you have marked. When the group is in grave peril, spend hold 1-for-1 to:

    • Draw heroism from those following your tale's principles, granting them fleeting advantage.
    • Draw comparison between a foe and the tale's villain, revealing a weak point.
    • Draw hope from the tale, revealing a hidden opportunity or an approaching ally.

    One Thousand and One NightThose who know your work, will always offer you their best hospitality. Also, when you tell a moving story to an aggressor or oppressor, you can always Defuse their menace with Sway - and on a 10+ they tell you something worth 1 Data.

    Pliny's Bestiary When you describe rumours, half-truths, and distant observations of an elusive creature or phenomenon, tell us three of:

    • ...what makes it so difficult to directly observe.
    • ...what it's driven to do.
    • ...where it came from, or what first caused it.
    • ...what hidden peril it brings or heralds.

    The GM will secretly pick one of them to be false. Those in audience gain fleeting Advantage to act on the true lore, and fleeting Disadvantage to act on the false one. Once per Age, you can introduce the object of your story into a scene of your choice.

    Darkest Before Dawn When you weave stories to give someone solace and purpose, they will always take your words to heart - if applicable, heal any Harm boxes marked with mental or emotional conditions.

    Speaker For The Dead When a Character dies, spread their life story as you understand it to the four winds. If they have unleashed their Coda, it will be implemented on a new scale or magnitude - either a much broader scale, or a far longer duration. If not, you give their death a new meaning; they can mark a final Role posthumously, potentially even unleashing their Coda.

    Voice of The Icons When you tell a community stories about their champions, you can grant a Character a new Role of your choice:

    • Hero. Something must be found, rescued or conquered. Should you choose to take on this Role, take the first steps on the quest to find it to add +1 to Force or Steel. Say how your family will suffer if you fail.
    • Anti-Hero. A terrible threat must be confronted. Should you choose to take on this Role, draw first blood on add +1 to Sway or Steel. The GM says what you'll have to sacrifice to overcome it.

    Inheritance Choose one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

    • Force 0, Lore +1, Steel +1, Sway -1
    • Force +1, Lore 0, Steel +1, Sway -1
    • Force 0, Lore 0, Steel +2, Sway -1

    Add your family bonus to one stat.


    Harm Boxes

    Bruised

    Stressed

    Bleeding

    Crippled (-1 Force)

    Dead

    Death Move
    When you die, choose one of the people present to learn your final lesson of survival. No matter what they'll survive long enough to get back to safety. If their Dead box is checked, instead of dying they wake up later in a place of safety with their Dead box healed.

    Looks

    Masculine, feminine, concealed, ambiguous

    Weathered face, grimy face, friendly face, scarred face

    Hollow eyes, sunken eyes, wary eyes, cold eyes

    Lean body, bulky body, marked body, quick body


    Roles Trigger one at character creation:

    Leader: Mark when the thing you survived threatens your Family. Say how they’ll need to change to survive it.

    Agent: Mark when you swear to keep someone safe. Say what about them reminds you of your past.

    Rebel: Mark when your Family acts like the thing you survived. Say how you’re hoping to set them to rights.

    Outsider: Mark when it’s time to move on. Say what you were missing in the Family; GM says where you might find it.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    I saved from certain death.

    reminds me of someone lost long ago.

    will need my help to survive.

    Gear
    When you Tool Up, add a tag to a weapon - say who it used to belong to, and why you took it from their body.

    Moves Choose two:

    The Things I've Seen Choose what destroyed your life:

    The Monsters Birthed by the Fall: When a horrific monstrosity attacks, name one thing that’ll help you survive and take advantage to your first roll that uses it.

    The Insane Magic of the Before: When energies are raging out of control, your Defuse rolls to get out of harm’s way have advantage.

    The Barbaric Excess of Mankind: When you Fiercely Assault a group of humans, roll with advantage if you choose to drive them away rather than kill or capture them.

    Able Guide When you Forge a Path, others can come with you. They decide to come before you roll, and share in the move's effects.

    Lone Survivor After losing so many, each further loss creates not just sorrow but rage. When you fight to avenge a fallen friend or companion, get advantage on your rolls. If you win full justice and/or revenge for their death, instead get a permanent +1 to Force.


    This Won't Kill Me When you suffer Harm, roll +Steel. On a 10+ choose two. On a 7-9, choose one.

    • Take -1 Harm.
    • Get advantage when escaping the source of the harm.
    • Ignore all wounds until the danger has passed.

    Memento You keep reminders of everything you’ve lost. When you make camp, you can tell the story behind one of them to the people there. For the next day, they have advantage when your story is relevant to the situation.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Starting Arrays:

    • Force +2, Lore -1, Steel +1, Sway -1
    • Force +1, Lore -1, Steel +1, Sway 0
    • Force +1, Lore -1, Steel +2, Sway -1

    Add your family bonus to one stat.


    Harm Boxes

    Indifferent

    Annoyed

    Enraged

    Winded

    Dead

    Death Move
    When you die, you manage to overwhelm one last obstacle, be it a wall or a platoon of foes. Say what collateral damage you caused to achieve it.

    Looks

    Masculine, feminine, ambiguous, concealed.

    Wiry body, hirsute body, powerful body, scarred body.

    Menacing eyes, dead eyes, hungry eyes, shifty eyes.

    Husky voice, growling voice, whispering voice, mute.


    Roles Trigger one at character creation:

    Leader: Mark when you take charge after your family falters in the face of impossible odds. Say your plan, the GM says how it'll hurt you.

    Agent: Mark when you volunteer for a suicide mission. Say who'll die, the GM says who'll survive.

    Rebel: Mark when you refuse to fight for your Family in a critical battle. Name something, anything, that'll survive the ordeal unharmed.

    Outsider: Mark when you refuse to settle down and leave your old ways behind. Name one prominent person who leaves the family to follow you, consequences be damned.

    When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

    Backstory

    Ask for a volunteer for at least one:

    and I have defied the law together.

    I am very proud of how far has come.

    thinks I am trouble. So why can’t they keep away?

    Gear
    Add a tag to a weapon when you Tool Up.

    Moves Choose two:

    Fierce Agility When you Forge a Path, you can also pick:

    "Take 1 harm pushing straight through an obstacle or danger."

    Keen Senses, Keener Reflexes It’s impossible to surprise you so long as you have the use of your senses. Also, if attacked you can always react before the first blow strikes.

    Reckless Fighter When you roll Fiercely Assault, the GM must always choose:

    “Something or someone important to you is harmed.”


    Hale Beyond Measure You have +1 Armour, and when outnumbered by overwhelming forces you gain an extra +1 Armour.


    Peerless Brute When you use pure strength to destroy something curtailing your freedom, roll +Force. On a hit, pick 2:

    • Nothing of value is destroyed.
    • It doesn’t attract a lot of attention.
    • No one else is hurt or killed.

    On a 10+ gain fleeting advantage dealing with your next physical challenge.

    Inheritance Get one of your Family's inheritance moves:

    Other Moves

    History and Notes

    Stats

    Split +1, 0, 0, -1 between your stats and add your family bonus to one.


    Looks

    Masculine, feminine, concealed, ambiguous
    Face: Trusting, scowling, angular, worried
    Eyes: Rebellious, squinting, calculating, wise
    Body: Muscular, bony, heavyset, graceful
    Name: Ada, Isis, Brigit, Leo, Lux, Cato, Lin, Elijah, Anders, Buffalo, Nemo, Silver.
    Sibling, child, cousin, aunt, rival, protege or peer of the family's main character.

    Inheritance Get one of your Family's inheritance moves:

    Gear
    Take gear according to your Family's assets. Describe a particular accessory that's notable or significant to you.

    Harm Boxes

    Drained

    Winded

    Hurt (-1 to )

    Mangled (-1 to every stat)

    Dead

    Role Choose one:

    Leader When you train a group for a few days, hold 3. When they do what you trained them for, spend hold 1-for-1 to add +1 to their roll result or take any consequences they suffer onto yourself.

    When you die, gain 3 more hold. Spend it to give anyone's roll advantage. Each beneficiary says how your memory inspires them.

    Agent Say a narrow field you're an expert in: scavenging, diplomacy, hunting, etc. When you use your skills, reveal a secret about the situation and get fleeting advantage acting on it.

    When you die, reveal a shortcut, secret or stratagem that’s an alternate path to the party’s goal. Add it to the map as if you had used Uncover Secrets.

    Rebel When you break your family's code, roll +Steel. On a hit they have higher priorities than punishing you. On a 10+ get fleeting advantage when you socialise with their rivals or enemies.

    When you die, your Family finally respects your outlook. Say a way they change in your honour.


    Outsider You have strange abilities. Pick a stat: you can take 1 harm to roll it with advantage. Describe how side effects twist the area or your body.

    When you die, terrible energies plague the area. Those that brave the maelstrom can find a Device on your body.

    Other Moves

    History and Notes

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