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Long ago, the world belonged to humans. Those days vanished, however, when the Titans came.
The origins of the Titans remain shrouded in mystery. All we know is that their rise was sudden and brutal, and soon, they were everywhere. Massive and
all but indestructible, the Titans sought nothing but to eat humans. And eat they did - before long, humans had been pushed to the brink of extinction.
Now this world belongs to the Titans. All that remains of humanity lives in a single nation, surrounded by three enormous walls. The world beyond the
walls is a dangerous one, full of ravenous Titans that seek nothing more than to consume human flesh. Behind the walls, humanity is safe - but all it would
take is a single breach to plunge humanity into chaos once more. If the first wall were to break, half of humanitys territory would be lost. If the second were
to break, what little remained would not be able to support even its own population, let alone the refugees from outside. If the third wall broke, then every
last human would surely be devoured.
You have just graduated from the military training corps, and been trained in the dangerous craft of fighting Titans. People like you patrol the walls, keep
the peace, and go on expeditions beyond the walls to unearth resources and information. You do not know the true horror of battle between man and Titan.
But you will.
Welcome to Titan World.
The Stats
Agility
Agility is skill in moving quickly, evading Titans, and getting into advantageous positions. It is rolled to avoid harm or get into position to strike.
Agility is the most important stat for The Natural.
Execution
Execution is both skill at dispatching enemies and the mental resolve to move in for the killing blow. It is rolled to deliver crippling or fatal attacks
against Titans, or for fighting humans. Execution is the most important stat for The Warrior.
Awareness
Awareness is the ability to quickly understand the flow of a situation It is rolled to determine probable sources of serious threat and the best ways
to deal with them, as well as anticipate unexpected attacks. Awareness is the most important stat for The Tactician.
Discipline
Discipline is the ability to keep your head when things get seriously dire. It is rolled to avoid panicking in truly horrible situations, and to inspire
the same level of stability in others. Discipline is the most important stat for The Leader.
Rage
Rage is sheer personal drive and hatred of the Titans that plague humanity. It is rolled to break free from hopeless situations where your life is on
the line. Rage is the most important stat for The Shifter.
The Names
Sometimes naming your character is the hardest part. Some example names have been provided, below. If you do not like any of the names available,
make up your own.
When you begin play as a Rookie, choose only a first name. When you make it to Level 1 or start play at Level 1, also choose a last name.
First names (female): Alena, Amelia, Ayla, Beatrix, Carina, Christel, Dilara, Elisa, Emma, Evelyn, Flora, Gisela, Gretel, Hannelore, Havva, Ida, Ilse,
Jana, Juliana, Katarina, Lara, Magdalene, Marina, Michaela, Nina, Olivia, Petra, Regula, Sara, Sonja, Teresa, Valeska, Zehra, Ziska
First names (male): Adrian, Alexander, Altan, Bertram, Conrad, Dieter, Dirk, Eckhart, Erik, Felix, Gervas, Gregor, Hans, Heinrich, Hugo, Joachim,
Julian, Kilian, Lanzo, Leonhard, Levent, Lukas, Markus, Matthias, Nico, Oswald, Reto, Siegfried, Simon, Tobias, Valentin, Walther
Last names: Abel, Achilles, Adler, Baumann, Beckert, Brandt, Dieter, Engel, Faust, Frost, Gerhard, Hafner, Hermann, Jaeger, Kaspar, Kaya, Kneller,
Krantz, Luther, Martin, Maus, Mueller, Neuman, Peters, Richter, Rose, Samson, Schroeder, Stein, Vann, Voss, Wagner, Waltz, Weiss, Winter
The Premise
When you move out of the way of incoming danger, roll +Agility.
On a 10+, you escape the threat without harm.
On a 7-9, you can escape, but the GM will present you with a Disadvantage
or unpleasant choice.
When you seek to get a better handle on the situation, roll +Awareness.
On a 10+, ask two questions from the list below.
On a 7-9, ask one:
What's the safest route out of here?
How long do we have until the Titans close on us?
What can I turn to our advantage in this situation?
What nearby Titan do I truly need to be wary of?
Advantages
Luck
Any time you make a roll, after seeing the result, you can spend
1 Luck to change the roll result to a 12. Any time an ally makes a
roll, after seeing the result, you can spend 1 Luck to increase the
roll result up to a 7.
Disadvantages
Some Moves or situations will result in Disadvantages for the character. These
disadvantages persist for as long as they remain present in the fiction, or until
they are exploited by the GM.
There are two ways the GM can exploit a Disadvantage. One is to qualify a
success. When a GM exploits a Disadvantage, your roll of 10+ is instead
treated as a 7-9. This cant be done if Luck was used on the roll.
The other way is to bring it up in the fiction as a new complication for the scene.
The results of this can be wide-ranging and potentially devastating - especially
if youre trying to flee to safety while you have the Low on Gas Disadvantage...
The other way is to burn them. Some Moves, such as Strike to Kill,
require an Advantage in order to be used. When you use them, the
Advantage is used up, and you dont get to use it to improve your roll.
Roll +Stat:Roll 2d6 and add your stat to the result. A 10 or higher is a total
success, a 7-9 is a qualified success. Hope to avoid rolling 6 or below.
Forward: The next time you roll the thing you have Forward on, add or subtract
the indicated amount to the roll. So, +1 Forward on Rage means that the next time
you roll+Rage, you add one to the result.
Ongoing: Until the condition described ends, add or subtract the indicated
amount to every roll of the thing you have Ongoing on. So, -1 Ongoing on Agility
until you stop and rest means that every Agility roll will be made at a -1 penalty
until you stop and rest.
Terminology
The Rules
Titan World
Name
Starting Moves
Character Creation
Agility
Assign +2, +1, +1, +0, -1 to your five stats, write down a first name,
and go. You dont get a last name until you die or survive the mission.
You start at Level 0. Your Luck begins at 0.
Gear
Execution
Awareness
Discipline
The Rookie
Rage
Titan World
Name
Starting Moves
Character Creation
Agility
Assign +2, +1, +1, +0, -1 to your five stats, write down a first name,
and go. You dont get a last name until you die or survive the mission.
You start at Level 0. Your Luck begins at 0.
Gear
Execution
Awareness
Discipline
Rage
The Rookie
Titan World
Name
Starting Moves
Character Creation
Agility
Assign +2, +1, +1, +0, -1 to your five stats, write down a first name,
and go. You dont get a last name until you die or survive the mission.
You start at Level 0. Your Luck begins at 0.
Gear
Execution
Awareness
Discipline
The Rookie
Rage
Titan World
Name
Starting Moves
Character Creation
Agility
Assign +2, +1, +1, +0, -1 to your five stats, write down a first name,
and go. You dont get a last name until you die or survive the mission.
You start at Level 0. Your Luck begins at 0.
Gear
Execution
Awareness
Discipline
Rage
The Rookie
Titan World
Name
One of the hardest parts of this business is learning your way around Maneuvering Gear.
Most trainees need weeks to get from keeping their balance to flying.
Not you, though. You're a natural.
The moment you put the harness on, you knew that you were made for this.
You take to the air like a fish in water. Others maneuver, you dance.
Even if every Titan died, even if a new weapon was created that made it obsolete,
you wouldn't go back. You may never be truly at home on solid ground - the sky is calling.
Leveling Up
Character Creation
Come up with a full name, backstory and personality.
Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats.
Your Luck begins at 2.
Starting Moves
When you gain this playbook, you gain both of these moves:
Acrobatic Stunt
When you perform a reckless and difficult stunt during battle, roll +Agility.
Regardless of the result, you gain an Advantage. On a 10+, choose two.
On a 7-9, choose one, but you also draw the attention of your enemies,
who will make attacking you their next priority.
You wind up in a place safely out of reach of any enemies
One Titan is disoriented and stops attacking for a moment
The rush of exhilaration gives you +1 Forward to any roll exploiting or
burning the Advantage gained from this move.
Scout Ahead
When you use your Maneuver Gear to scout deep into enemy territory,
roll+Agility. On a 10+, you gain information on the number of titans ahead,
along with their positions. On a 7-9, you're spotted, and must head back with
incomplete information or draw their aggression.
Advanced Moves
Agility
Execution
Awareness
Break Through
Opportunist
When you roll a 12+ on Avoid Harm while fighting a Titan, you
can evade into a position to counterattack, gaining an Advantage
you can use against the Titan.
Rage
Lightning Dispatch
When you Strike to Kill, you can roll +Agility instead of
+Execution.
Gear
Every character starts with the following equipment:
Maneuvering Gear, full on fuel.
Two Titan-slaying swords, with spare blades.
Discipline
Parkour
Spare blades.
Torch.
Spare gas.
Flare gun.
A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, youll start every operation with the Disadvantage Encumbered.
A person can carry up to three pieces of equipment. A horse with saddlebags can carry up to four.
Level
Luck
The Natural
Titan World
Name
The war against the Titans is a business, and humanity's primary export is murder.
You understand this better than anyone.
You're not here for the chance to uncover the secrets of the world,
or for the chance for fame, or anything else.
You're here to kill Titans, and you're going to kill as many as you can.
Even your fellow soldiers may be intimidated by you, but that doesn't matter.
Your enemy is in front of you, and you're here to make sure it doesn't stay there for long.
Leveling Up
Character Creation
Come up with a full name, backstory and personality.
Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats.
Your Luck begins at 2.
Starting Moves
When you gain this playbook, you gain both of these moves:
Combat Momentum
When you deal the killing blow to a Titan, you gain an Advantage that you
can use against another nearby Titan.
Advanced Moves
Critical Strike
Intimidate
When you roll a 12+ on Strike to Kill, you instantly kill the Titan.
Agility
Execution
Awareness
Gear
Every character starts with the following equipment:
Maneuvering Gear, full on fuel.
Two Titan-slaying swords, with spare blades.
Discipline
Rage
Spare blades.
Torch.
Spare gas.
Flare gun.
A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, youll start every operation with the Disadvantage Encumbered.
A person can carry up to three pieces of equipment. A horse with saddlebags can carry up to four.
Level
Luck
The Warrior
Titan World
Name
Not everybody shines brightest on the front lines. There's much more to this war
than how fast you can move or how many Titans you've killed.
You know better than anyone that this war is going to be won or lost by the flow of information.
You've been tasked with coming up with The Plan.
No matter how large or small the scale of a conflict, there always has to be a plan,
or you're all just running to your deaths. Your burden is heavy and your responsibilities are great,
but few soldiers have more trust and support from their allies than a damn good tactician.
Leveling Up
Character Creation
Starting Moves
When you gain this playbook, you gain both of these moves:
The following additional options are available once you reach Level 6:
+1 to any stat (max +3).
Luck is set to 3 each level instead of 2.
Gain one Starting Move from another Playbook.
Gain one Advanced Move from any Playbook you have a Starting Move in.
On a 7-9, you work out a route towards success, but it's going to be very
dangerous. If you can overcome it, though, your plan will still work.
Spot An Opening
When you watch for the right moment to strike, roll +Awareness.
On a 10+, one nearby ally gains an Advantage they can use against the
enemy. On a 7-9, they gain an Advantage, but its only temporary - theyll
have to recklessly strike right away to exploit it or it will disappear.
Advanced Moves
Agility
Appeal to Command
Battlefield Intuition
When you Assess the Situation, you can ask one additional
question on a 7+.
Execution
Awareness
Gear
Every character starts with the following equipment:
Maneuvering Gear, full on fuel.
Two Titan-slaying swords, with spare blades.
Discipline
Rage
You may spend 1 Hold to have the other team arrive for support
at a critical moment during the operation.
Spare blades.
Torch.
Spare gas.
Flare gun.
A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, youll start every operation with the Disadvantage Encumbered.
A person can carry up to three pieces of equipment. A horse with saddlebags can carry up to four.
Level
Luck
The Tactician
Titan World
Name
The war against the Titans is brutal and unforgiving. Surrounded by death and chaos,
Determine your Look by picking one from each:
it's easy for a soldier to forget what it is they're fighting to protect.
Tall body, beautiful body, handsome body or weathered body
That's why every team needs someone like you - to remind them.
Kind face, inspiring face, open face or confident face
When all hope is lost, you become a beacon of hope.
When panic sets in, you become a pillar of support.
You're the heart of the team, a ray of light reminding your allies that there's always something to fight for,
and a dedicated ally to all, dead set on getting everybody home alive, no matter what it takes.
Leveling Up
Character Creation
Starting Moves
When you gain this playbook, you gain both of these moves:
Heroic Rescue
When you perform a Desperate Rescue, the usual results are replaced
with the following:
On a 10+, you rescue the ally and escape unharmed.
On a 7-9, you dont escape unharmed, but you at least survive. Take some
sort of injury as a Disadvantage.
On a 6-, you give your own life to save theirs.
The following additional options are available once you reach Level 6:
+1 to any stat (max +3).
Luck is set to 3 each level instead of 2.
Gain one Starting Move from another Playbook.
Gain one Advanced Move from any Playbook you have a Starting Move in.
We Stand As One
When you deliver an inspiring speech to a group before an operation,
each person who listens to you gains +1 Forward to their first roll
during the operation.
Advanced Moves
Agility
Execution
Awareness
Combat Medic
Match My Timing
Command's Favorite
Gear
Every character starts with the following equipment:
Maneuvering Gear, full on fuel.
Two Titan-slaying swords, with spare blades.
Discipline
Rage
Spare blades.
Torch.
Spare gas.
Flare gun.
A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, youll start every operation with the Disadvantage Encumbered.
A person can carry up to three pieces of equipment. A horse with saddlebags can carry up to four.
Level
Luck
The Leader
Titan World
Name
You never quite felt like you were the same as the people around you,
Determine your Look by picking one from each:
and now you finally know why. After all, they're only human.
Huge body, strong body, unassuming body or angular body
Nobody knows what shifters truly are.
Suspicious face, hate-filled face, unreadable face, bleak face
Skinless titan, hideous titan, sleek titan or steam-covered titan
Their origins are shrouded in mystery, and they're too rare to be easily studied.
All that is certain is their abilities: You can change between human and Titan at will.
Titan shifters are the most powerful and dangerous weapons of humanity, the only force we have that can truly fight the Titans on their own terms.
With fists that can topple buildings and a body that can stop cannon fire, you are a manifestation of humanity's hatred of their eternal foe.
Your only impulse is to kill. Just hope, for all our sakes, that you can hold on to enough of your humanity to only kill your enemies.
Leveling Up
Character Creation
Come up with a full name, backstory and personality.
Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats.
Your Luck begins at 2.
Starting Moves
When you gain this playbook, you gain all three of these moves:
Titan Transformation
When you focus on your goal and draw your own blood, roll +Rage.
On a 10+, you become a Titan, and gain 3 Hold. While you are transformed,
you are many times larger and stronger than normal. Most events that would
kill you will instead revert you back to your human form. This transformation
lasts until you dismiss it, but using it for extended periods or multiple times in
a row is exhausting.
On a 7-9+, you become a Titan and gain 2 Hold, but choose one:
You go berserk, temporarily losing your human intelligence and lashing out
at everything around you. Your allies will have to help you recover your mind.
Your body only partially forms, leaving you with less than the usual number
of limbs to work with.
Your over-the-top transformation draws the attention of every Titan
in the area.
The following additional options are available once you reach Level 6:
+1 to any stat (max +3).
Luck is set to 3 each level instead of 2.
Gain one Starting Move from another Playbook.
Gain one Advanced Move from any Playbook you have a Starting Move in.
Advanced Moves
Abberant Form
Pick one of the following. Whatever your choice, you gain it as an Advantage
whenever you transform. You cannot change your choice later.
Your Titan body is covered in thick armor.
Your Titan body is abnormally huge.
Your Titan body regenerates at an incredible speed.
Your Titan body can move with a speed and grace rivaling a human.
Titanic Power
Agility
Burning Cloud
Regeneration
When you take a couple minutes to rest as a human,
in safety or otherwise, remove all Disadvantages related
to mental or physical trauma.
Execution
When you revert back from a Titan into a human, you may emit a huge
cloud of scalding steam. This wont harm you, but any other humans and
smaller Titans will be repelled, and the steam provides enough visual cover
for you to escape.
Deafening Roar
When you let out a titanic roar at an incoming Titan, roll +Rage. On a 10+,
the Titan turns and runs, and you gain an Advantage against it. On a 7-9, the
Titan attacks you above all other threats, and you gain an Advantage against it.
Titan's Strength
Awareness
When Avoid Harm while youre transformed, you can roll +Rage instead of +Agility.
Gear
Every character starts with the following equipment:
Maneuvering Gear, full on fuel.
Two Titan-slaying swords, with spare blades.
Discipline
Rage
Spare blades.
Torch.
Spare gas.
Flare gun.
A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, youll start every operation with the Disadvantage Encumbered.
A person can carry up to three pieces of equipment. A horse with saddlebags can carry up to four.
Level
Luck
The Shifter
GM Agenda
Show the best and the worst of the world.
Raise the stakes constantly.
Play to find out what happens.
Gm Principles
Begin and end with the fiction.
Follow every glimpse of despair with a glimpse of hope.
Follow every glimpse of hope with a glimpse of despair.
Let nothing worthwhile be easy.
Reward desperate plans with a chance at great success.
Show that nothing is guaranteed.
Make every Titan memorable.
Player Agenda
Read this to the players at the
beginning of the game:
Risk everything for victory.
Value your allies above yourself.
Uncover the secrets of the world.
GM Moves
Reveal a new complication
The partys actions are causing enough commotion to draw more Titans to
the scene of the action. One of the Titans youre fighting turns out to be an
Aberrant - wild and unpredictable instead of focused and single-minded. A
nearby group of allies signal that they need your help. Youve run out of gas
before you could escape the swarm of Titans. And so on.
Inflict a disadvantage
The most severe GM Move available, but not one to be shied away from,
either. Titans are dangerous, and a failure at a critical moment can leave
anyone an inch away from death. Put them in a situation where immediate
action is necessary to keep their life - either the Escape Death move or
something similar.
Exploit a Disadvantage
Once a Disadvantage is in place, you can expend it at any time, as long as you
keep the effect true to the fiction. This can either turn a 10+ result (that didnt
use a point of Luck) into a 7-9 result, or it can be used to reveal a new
complication.
In practice, unless youre running a Rookie team, this will rarely result
in a character dying. Established characters have a lot of tools to avoid
fatalities, and even if all of them fall through, the victim has a couple
points of Luck as their buffer. If the party does consist of Rookies, then
dont hesitate to kill them off in droves.
Advanced Titans
Titans
Humanitys greatest enemy. Titans are massive, humanoid
creatures, usually ranging from 3 to 15 meters in height.
They have little intelligence, and only one interest: humans.
A Titan will ignore any other obstacles to rush towards
humans, kill them, and eat them. They dont get any
sustenance from this. The act itself of killing and devouring
humans seems to be their only motivation.
Killing a Titan is hard. You cant just leap straight for the
kill (usually). Titans are huge, tough, and fast, and only
have one weak point on the back of the neck. Striking
them anywhere else may do damage, but theyll regenerate
before too long.
Under normal circumstances, the only way to kill a
Titan is to first injure it, then attack their weak point
while its injured. This requires two separate successful
uses of Strike to Kill, each of which requires an
Advantage to execute.
Getting killed by a Titan, however, is all too easy. Make
one mistake and your life will be on the line.
Not all Titans were created equal. Some Titans are extra large, towering upwards of 15 meters
tall. Some have thick armor or increased regeneration speed. Some are Aberrants, moving in
bizarre and unpredictable ways. Some even have human-like intelligence.
If a Titan has traits or abilities that make it more dangerous than your average Titan, these
are represented by Disadvantages. Record each special trait as a party-wide Disadvantage that
can be exploited once against anyone trying to attack the Titan. For extra powerful Titans,
such as a Titan intended to be a deadly challenge for the entire party by itself, stack the
Disadvantage more than once, allowing it to be exploited multiple times.
Temporary Advantages/Disadvantages
A temporary Advantage is something relevant only in a single moment, reflecting the immediate shape of the situation. The most common
of these is the positioning required to take a shot at dispatching a Titan, but a Disadvantage from messing up your positioning and ending
up surrounded would be the same.
These temporary effects dont need to be recorded - theyre a natural extension of the fiction, and disappear as soon as the situation changes,
so theyre usually only around for a single round of what do you do?. You dont even need to call these out as Advantages or Disadvantages just say something like It looks like youve got a clear shot at the Titans neck and the player should get the idea well enough.
Persistant Advantages/Disadvantages
Persistent effects are a bit more involved. They represent long-term problems or advantages, such as being low on gas or having a well thoughtout plan to deal with a Titan. These continue until the fictional event that brought them into play is eliminated - in the above examples, taking
a moment to refuel or executing the plan. These should be more explicitly called out as Advantages or Disadvantages, as they are resources to
be held on to and marked off as they are used. Index cards a la FATE Core could be a good way to keep track of them. Remember that even a
Persistent effect can only be exploited once.
Advantages can vary greatly in their applicability - not ever Advantage can be applied to every situation. Again, the most obvious example is
getting into position to attack a Titan - that Advantage can only be used for a short time, only by the character who created it, and only against
the Titan they moved to attack. As contrast, an Aberrant Shifters armored hide is also an Advantage, but it can be applied to any situation
where theyre under attack, regardless of the source. Remember, exploiting Advantages comes from the fiction, like everything else.
Disadvantages can be considered to come in two flavors - Character Disadvantages and Situation Disadvantages. Character Disadvantages are any
Disadvantage tied to a specific character - unfortunate positioning, running out of supplies, and so forth. Situation Disadvantages are Disadvantages
for the party as a whole - for example, an enemy Titan possessing a powerful special ability. Both types can only be exploited once.
Inspirations
The setting and core concept is lifted wholesale from the ongoing manga Attack on Titan, by Hajime Isayama.
The core engine is, of course, taken from Apocalypse World and its spinoffs.
The Advancement system is very similar to Apocalypse World, with a bit of modification.
The Luck mechanic is approximately lifted from *World hack Monster of the Week.
The Advantage/Disadvantage system draws heavily from FATE Core, but with a lot of changes to integrate it into the system.
The third GM Agenda and first GM Principle were taken from Apocalypse World, as they seemed essential.