When you fill in this connection, you each mark 2-prestige with the faction you helped, and mark 2-notoriety with the faction you harmed. During play, if you are spotted together, then any prestige or notoriety gains with those factions are doubled for the two of you.
When you help them, you can mark 2-exhaustion to give a +2, instead of 1-exhaustion for a +1.
When they are in reach, mark exhaustion to take a blow meant for them. If you do, take +1 ongoing to weapon moves for the rest of the scene.
When you fill in this connection, you each mark 2-prestige with the faction you helped, and mark 2-notoriety with the faction you harmed. During play, if you are spotted together, then any prestige or notoriety gains with those factions are doubled for the two of you.
If you share information with them after reading a tense situation, you both benefit from the +1 for acting on the answers. If you help them while they attempt a roguish feat, you gain choices on the help move as if you had marked 2-exhaustion when you mark 1-exhaustion.
When you help them, you can mark 2-exhaustion to give a +2, instead of 1-exhaustion for a +1.
When you figure them out, you always hold 1, even on a miss. When you plead with them to go along with you, you can let them clear 2-exhaustion instead of 1.
When they are in reach, mark exhaustion to take a blow meant for them. If you do, take +1 ongoing to weapon moves for the rest of the scene.
When you fill in this connection, you each mark 2-prestige with the faction you helped, and mark 2-notoriety with the faction you harmed. During play, if you are spotted together, then any prestige or notoriety gains with those factions are doubled for the two of you.
When you figure them out, you always hold 1, even on a miss. When you plead with them to go along with you, you can let them clear 2-exhaustion instead of 1.
When you help them, you can mark 2-exhaustion to give a +2, instead of 1-exhaustion for a +1.
When you fill in this connection, you each mark 2-prestige with the faction you helped, and mark 2-notoriety with the faction you harmed. During play, if you are spotted together, then any prestige or notoriety gains with those factions are doubled for the two of you.
If you share information with them after reading a tense situation, you both benefit from the +1 for acting on the answers. If you help them while they attempt a roguish feat, you gain choices on the help move as if you had marked 2-exhaustion when you mark 1-exhaustion.
When you help them, you can mark 2-exhaustion to give a +2, instead of 1-exhaustion for a +1.
If you share information with them after reading a tense situation, you both benefit from the +1 for acting on the answers. If you help them while they attempt a roguish feat, you gain choices on the help move as if you had marked 2-exhaustion when you mark 1-exhaustion.
When you help them fulfill their nature, you both clear your exhaustion track.
When you help them fulfill their nature, you both clear your exhaustion track.
When you figure them out, you always hold 1, even on a miss. When you plead with them to go along with you, you can let them clear 2-exhaustion instead of 1.
When they are in reach, mark exhaustion to take a blow meant for them. If you do, take +1 ongoing to weapon moves for the rest of the scene.
When you help them fulfill their nature, you both clear your exhaustion track.
When you fill in this connection, you each mark 2-prestige with the faction you helped, and mark 2-notoriety with the faction you harmed. During play, if you are spotted together, then any prestige or notoriety gains with those factions are doubled for the two of you.
If you share information with them after reading a tense situation, you both benefit from the +1 for acting on the answers. If you help them while they attempt a roguish feat, you gain choices on the help move as if you had marked 2-exhaustion when you mark 1-exhaustion.
When they are in reach, mark exhaustion to take a blow meant for them. If you do, take +1 ongoing to weapon moves for the rest of the scene.
When you help them fulfill their nature, you both clear your exhaustion track.
When you figure them out, you always hold 1, even on a miss. When you plead with them to go along with you, you can let them clear 2-exhaustion instead of 1.
If you share information with them after reading a tense situation, you both benefit from the +1 for acting on the answers. If you help them while they attempt a roguish feat, you gain choices on the help move as if you had marked 2-exhaustion when you mark 1-exhaustion.
When they are in reach, mark exhaustion to take a blow meant for them. If you do, take +1 ongoing to weapon moves for the rest of the scene.
When you figure them out, you always hold 1, even on a miss. When you plead with them to go along with you, you can let them clear 2-exhaustion instead of 1.
When you fill in this connection, you each mark 2-prestige with the faction you helped, and mark 2-notoriety with the faction you harmed. During play, if you are spotted together, then any prestige or notoriety gains with those factions are doubled for the two of you.
When you help them, you can mark 2-exhaustion to give a +2, instead of 1-exhaustion for a +1.
If you share information with them after reading a tense situation, you both benefit from the +1 for acting on the answers. If you help them while they attempt a roguish feat, you gain choices on the help move as if you had marked 2-exhaustion when you mark 1-exhaustion.
When you help them fulfill their nature, you both clear your exhaustion track.
When you help them, you can mark 2-exhaustion to give a +2, instead of 1-exhaustion for a +1.
When you help them fulfill their nature, you both clear your exhaustion track.
When they are in reach, mark exhaustion to take a blow meant for them. If you do, take +1 ongoing to weapon moves for the rest of the scene.
When you figure them out, you always hold 1, even on a miss. When you plead with them to go along with you, you can let them clear 2-exhaustion instead of 1.
When you fill in this connection, you each mark 2-prestige with the faction you helped, and mark 2-notoriety with the faction you harmed. During play, if you are spotted together, then any prestige or notoriety gains with those factions are doubled for the two of you.
If you share information with them after reading a tense situation, you both benefit from the +1 for acting on the answers. If you help them while they attempt a roguish feat, you gain choices on the help move as if you had marked 2-exhaustion when you mark 1-exhaustion.
When you help them, you can mark 2-exhaustion to give a +2, instead of 1-exhaustion for a +1.
When you fill in this connection, you each mark 2-prestige with the faction you helped, and mark 2-notoriety with the faction you harmed. During play, if you are spotted together, then any prestige or notoriety gains with those factions are doubled for the two of you.
When you help them fulfill their nature, you both clear your exhaustion track.
When you help them, you can mark 2-exhaustion to give a +2, instead of 1-exhaustion for a +1.
When you figure them out, you always hold 1, even on a miss. When you plead with them to go along with you, you can let them clear 2-exhaustion instead of 1.
If you share information with them after reading a tense situation, you both benefit from the +1 for acting on the answers. If you help them while they attempt a roguish feat, you gain choices on the help move as if you had marked 2-exhaustion when you mark 1-exhaustion.
When you figure them out, you always hold 1, even on a miss. When you plead with them to go along with you, you can let them clear 2-exhaustion instead of 1.
If you share information with them after reading a tense situation, you both benefit from the +1 for acting on the answers. If you help them while they attempt a roguish feat, you gain choices on the help move as if you had marked 2-exhaustion when you mark 1-exhaustion.
When they are in reach, mark exhaustion to take a blow meant for them. If you do, take +1 ongoing to weapon moves for the rest of the scene.
When you figure them out, you always hold 1, even on a miss. When you plead with them to go along with you, you can let them clear 2-exhaustion instead of 1.
When they are in reach, mark exhaustion to take a blow meant for them. If you do, take +1 ongoing to weapon moves for the rest of the scene.
When you fill in this connection, you each mark 2-prestige with the faction you helped, and mark 2-notoriety with the faction you harmed. During play, if you are spotted together, then any prestige or notoriety gains with those factions are doubled for the two of you
Delves
EXHAUSTION
INJURY
WEAR
MORALE
Capsize a boat, spilling everyone inside into the water
Strike out above the waves with a quick attack at intimate range
Dive beneath the waves, avoiding harm
Flail about to free itself from restraints
EXHAUSTION
INJURY
WEAR
MORALE
Bury someone beneath a tide of bodies
Clamp down on a limb or weapon
Scurry across rough or even vertical terrain
Summon giant fire ants to the area
Small mob
EXHAUSTION
INJURY
WEAR
MORALE
Swarm
SWARM TRACK
Queen
EXHAUSTION
INJURY
WEAR
MORALE
EXHAUSTION
INJURY
WEAR
MORALE
Bind up a target in silken webs
Spit venom up to far range
Skitter into a strange hiding place
Change their position to a wall or ceiling
EXHAUSTION
INJURY
WEAR
MORALE
Coil around a target, restraining them
Sacrifice a position in favor of a swift and powerful strike
Slip into a hard-to-reach place to avoid damage
Immediately strike and then change range before anyone can react
EXHAUSTION
INJURY
WEAR
MORALE
Sweep multiple targets with its tail
Scale a vertical surface to gain an advantage
Throw up sand or dirt to blind enemies
Rush forward into a target, knocking them prone
EXHAUSTION
INJURY
WEAR
MORALE
Zip into the air to avoid entanglements
Bite through a branch, restraint, or piece of gear
Work in concert to overwhelm an attacker in a swarm of chitin and stingers
Summon nearby giant hornets to the area
Small mob
EXHAUSTION
INJURY
WEAR
MORALE
Swarm
SWARM TRACK
Queen
EXHAUSTION
INJURY
WEAR
MORALE
EXHAUSTION
INJURY
WEAR
MORALE
Buzz lazily into the air, avoiding attackers
Shake violently, releasing a cloud of pollen
Work in concert to bury an attacker in a swarm of bodies
Summon nearby giant bees to the area
Small mob
EXHAUSTION
INJURY
WEAR
MORALE
Swarm
SWARM TRACK
Queen
EXHAUSTION
INJURY
WEAR
MORALE
EXHAUSTION
INJURY
WEAR
MORALE
Take flight, buzzing around on unsteady wings
Smash into an attacker or barricade, knocking it down
Pick up and fling an attacker using its two large horns
Scurry across uneven or even vertical terrain
EXHAUSTION
INJURY
WEAR
MORALE
Lash out with hungry jaws, smashing through obstacles
Dive beneath the water, avoiding all attacks
Trample over attackers on land
Thrash about tearing apart attackers and breaking restraints
EXHAUSTION
INJURY
WEAR
MORALE
Cut through gear or equipment with razor sharp leaves
Ensnare a creature with vines and drag it closer
Trip up a creature with roiling roots
Swallow a creature whole into the plant’s pitcher
EXHAUSTION
INJURY
WEAR
MORALE
Small mob
EXHAUSTION
INJURY
WEAR
MORALE
Swarm
SWARM TRACK
Queen
EXHAUSTION
INJURY
WEAR
MORALE
{{#rollGreater() result 9}}
{{/rollGreater() result 9}}
{{#rollBetween() result 7 9}}
{{/rollBetween() result 7 9}}
{{#rollLess() result 7}}
{{/rollLess() result 7}}
{{#rollGreater() result 9}}
{{/rollGreater() result 9}}
{{#rollBetween() result 7 9}}
{{/rollBetween() result 7 9}}
{{#rollLess() result 7}}
{{/rollLess() result 7}}
{{#rollGreater() result 9}}
{{/rollGreater() result 9}}
{{#rollBetween() result 7 9}}
{{/rollBetween() result 7 9}}
{{#rollLess() result 7}}
{{/rollLess() result 7}}
{{#rollGreater() result 9}}
{{/rollGreater() result 9}}
{{#rollBetween() result 7 9}}
{{/rollBetween() result 7 9}}
{{#rollLess() result 7}}
{{/rollLess() result 7}}
{{#rollGreater() result 9}}
{{/rollGreater() result 9}}
{{#rollBetween() result 7 9}}
{{/rollBetween() result 7 9}}
{{#rollLess() result 7}}