T
H
E
V
E
I
L
YOU'RE HERE BECAUSE THERE'S SOMETHING WRONG...
Simplify:
MAD =
+
PEACEFUL =
+
SAD =
+
JOYFUL =
+
SCARED =
+
POWERFUL =
+
OTHER =
+
MAD
PEACEFUL
SAD
JOYFUL
SCARED
POWERFUL
OTHER
Compress:

Playbook Info
Spiked (+1) :
? Emotion Spikes

When your emotion spike checkboxes are filled for any given emotional state, that emotion is considered "spiked" and becomes +1. All other states become -2.

You may keep using your spiked out emotion at the new value of +1. Each time you use it, mark a checkbox here.

Once you've used the spiked emotion five times, it returns to normal and you clear all the tickmarks.

Alternatively, you may use any other state at a one-time value of -2 and then clear all the tick marks on the spiked state.

Other (-2) :

HOLD

Obligations
?

Obligations are a type of social currency which can be spent to call in favours, force actions, deny responsibilities, etc.

Use this space to track obligations in broad strokes. See the Moves tab to list specfic details about Obligations and Questions related to Obligations.

For more info about obligations, see the peripheral moves: String, Lean On, Refute, and Leverage

(Formerly known as "Giri")

HARM

Light Armor
Moderate
Critical

Look n Jam

BELIEFS

Gear

Cybernetics

IMPROVEMENT

? Advancement

At the end of the session, you’ll go around the table and talk about if a belief was tested or challenged; if so, you mark 1 XP. When a belief gets you into trouble, you’ll mark 2 XP. Finally, when a belief is resolved, you’ll mark 3 XP

Also, whenever you fail a roll with an emotional state, you gain 1 XP.

When you have 5 XP, you may purchase an advancement.

+1 MAD +1 PEACEFUL +1 SAD +1 JOYFUL +1 SCARED +1 POWERFUL

Plugins and Other Improvements


Compress:

Obligations

Moves

Notes

ASSUMPTIONS

ENVIRONMENT

CULTURE & SOCIETY

TECHNOLOGY

QUESTIONS

LINKED PEOPLE

THREATS / ANTAGONISTS

EVENTS

NOTES

{{#name}}
{{name}}
{{/name}}
{{result}}