INJURY
EXHAUSTION
DEPLETION
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Character Your Moves Your Equipment Extras Investments
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
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