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01 Rulebook PDF
01 Rulebook PDF
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 humanity’s 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.
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
The Basic Moves
Avoid Harm (Agility) Assess the Situation (Awareness)
When you move out of the way of incoming danger, roll +Agility. When you seek to get a better handle on the situation, roll +Awareness.
On a 10+, you escape the threat without harm. On a 10+, ask two questions from the list below.
On a 7-9, you can escape, but the GM will present you with a Disadvantage On a 7-9, ask one:
or unpleasant choice. • What's the safest route out of here?
• How long do we have until the Titans close on us?
Get Into Position (Agility) • What can I turn to our advantage in this situation?
When you use Maneuver Gear to try and get into position to attack a Titan, • What nearby Titan do I truly need to be wary of?
roll +Agility.
On a 10+, gain an Advantage that can be used to attack that Titan. Keep Your Cool (Discipline)
On a 7-9, you still gain an Advantage, but pick one: When you witness a truly horrible incident in battle, roll +Discipline.
• The Titan notices you moving in to attack, and makes you its top priority. On a 10+, you keep your cool and can continue to fight.
• You overexert yourself moving into position. Take -1 ongoing to Agility On a 7-9, you lose sight of the hope for survival. Take "Panicked"
until you can rest in a safe place for a few minutes. as a Disadvantage.
• You're running low on gas - you'll need to resupply soon. Take "Low on
Gas" as a Disadvantage. Desperate Rescue (Discipline)
When you pull an ally from the jaws of death, roll +Discipline.
Strike to Kill (Execution) On a 10+, you save your ally and escape unharmed.
When you move in for a devastating strike against a Titan, roll +Execution. On a 7-9, you save your ally’s life at the cost of your own.
You must burn an Advantage to use this move. On a 6-, you share your ally’s grim fate.
On a 10+, you damage the Titan. If it was already damaged and you had a
clear shot at the neck, it is destroyed. Escape Death (Rage)
On a 7-9, you damage and possibly destroy the Titan as per 10+, but pick one: When you fall into the clutches of a Titan, roll +Rage.
• You expose yourself to a dangerous and vulnerable situation. On a 10+, you force your way through and escape from harm.
• You have a brush with death, and it shakes your resolve. Take -1 ongoing On a 7-9, you escape with your life, but pick one:
to Execution until you can collect yourself in a safe place for a few minutes. • Take some sort of injury as a Disadvantage.
• You're running out of blades - you'll need to resupply soon. Take "Low on • Your will to fight is worn down. Take -1 Ongoing to Rage until
Blades" as a Disadvantage. you can collect yourself in a safe place for a few minutes.
Hand to Hand (Execution) On a 6-, you meet your untimely end at the hands of the Titans.
When you aim to kill or disable a fellow human, roll +Execution.
On a 10+, you overcome your opponent. Luck
On a 7-9, you gain the upper hand, but pick one: Any time you make a roll, after seeing the result, you can spend
• Your opponent is injured, but manages to get away. 1 Luck to change the roll result to a 12. Any time an ally makes a
• Your victory is hard-earned. Take -1 ongoing to Execution. roll, after seeing the result, you can spend 1 Luck to increase the
roll result up to a 7.
Advantages Disadvantages
Some Moves allow you to create Advantages. These advantages Some Moves or situations will result in Disadvantages for the character. These
persist for as long as they remain present in the fiction, or until disadvantages persist for as long as they remain present in the fiction, or until
they are exploited. they are exploited by the GM.
When you gain an Advantage, write down what it actually means, There are two ways the GM can exploit a Disadvantage. One is to qualify a
fictionally. Depending on the nature of the Advantage, your allies success. When a GM exploits a Disadvantage, your roll of 10+ is instead
may also be able to exploit it. treated as a 7-9. This can’t be done if Luck was used on the roll.
There are two uses of an exploited Advantage. The first is to The other way is to bring it up in the fiction as a new complication for the scene.
favorably change the outcome of a roll: If you exploit an Advantage The results of this can be wide-ranging and potentially devastating - especially
in the fiction and fail the roll, instead treat the result as a 7-9. If you if you’re trying to flee to safety while you have the “Low on Gas” Disadvantage...
rolled a 7-9, instead treat it as a 10. If you rolled a 10-11, instead
treat it as a 12. Terminology
The other way is to burn them. Some Moves, such as Strike to Kill, Roll +Stat:Roll 2d6 and add your stat to the result. A 10 or higher is a total
require an Advantage in order to be used. When you use them, the success, a 7-9 is a qualified success. Hope to avoid rolling 6 or below.
Advantage is used up, and you don’t get to use it to improve your roll. 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.
The Rules
Name Titan World
Character Creation Starting Moves
Assign +2, +1, +1, +0, -1 to your five stats, write down a first name, You’ll pick a Playbook and last name once you reach
and go. You don’t get a last name until you die or survive the mission. Level 1. Until then, you only have Basic Moves.
Agility You start at Level 0. Your Luck begins at 0.
Gear
Every character starts with the following equipment:
• Maneuvering Gear. This complex piece of equipment uses gas-powered grappling hooks to allow you to move freely through the air,
as long as there are surfaces for you to attach to. You have been trained in its use.
Execution • Two Titan-slaying swords. Because Titans have extraordinarily tough skin, so only these amazingly sharp special blades - or similarly
high-powered ordinance - can harm them. Unfortunately, the downside of these blades is that they’re only good for a few hits before
they are blunted. Accordingly, the swords’ blades are detachable, and you’ll be carrying around several replacement blades with you.
A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, you’ll start every operation with the Disadvantage “Encumbered”.
Awareness A person can carry up to three pieces of equipment. A horse with saddlebags can carry up to four.
Gear
Every character starts with the following equipment:
• Maneuvering Gear. This complex piece of equipment uses gas-powered grappling hooks to allow you to move freely through the air,
as long as there are surfaces for you to attach to. You have been trained in its use.
Execution • Two Titan-slaying swords. Because Titans have extraordinarily tough skin, so only these amazingly sharp special blades - or similarly
high-powered ordinance - can harm them. Unfortunately, the downside of these blades is that they’re only good for a few hits before
they are blunted. Accordingly, the swords’ blades are detachable, and you’ll be carrying around several replacement blades with you.
A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, you’ll start every operation with the Disadvantage “Encumbered”.
Awareness A person can carry up to three pieces of equipment. A horse with saddlebags can carry up to four.
Gear
Every character starts with the following equipment:
• Maneuvering Gear. This complex piece of equipment uses gas-powered grappling hooks to allow you to move freely through the air,
as long as there are surfaces for you to attach to. You have been trained in its use.
Execution • Two Titan-slaying swords. Because Titans have extraordinarily tough skin, so only these amazingly sharp special blades - or similarly
high-powered ordinance - can harm them. Unfortunately, the downside of these blades is that they’re only good for a few hits before
they are blunted. Accordingly, the swords’ blades are detachable, and you’ll be carrying around several replacement blades with you.
A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, you’ll start every operation with the Disadvantage “Encumbered”.
Awareness A person can carry up to three pieces of equipment. A horse with saddlebags can carry up to four.
Gear
Every character starts with the following equipment:
• Maneuvering Gear. This complex piece of equipment uses gas-powered grappling hooks to allow you to move freely through the air,
as long as there are surfaces for you to attach to. You have been trained in its use.
Execution • Two Titan-slaying swords. Because Titans have extraordinarily tough skin, so only these amazingly sharp special blades - or similarly
high-powered ordinance - can harm them. Unfortunately, the downside of these blades is that they’re only good for a few hits before
they are blunted. Accordingly, the swords’ blades are detachable, and you’ll be carrying around several replacement blades with you.
A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, you’ll start every operation with the Disadvantage “Encumbered”.
Awareness A person can carry up to three pieces of equipment. A horse with saddlebags can carry up to four.
Advanced Moves
⃞ Break Through ⃞ Opportunist
When you use your Maneuver Gear to slip through a large When you roll a 12+ on Avoid Harm while fighting a Titan, you
number of Titans, roll +Agility. On a 10+, you come through can evade into a position to counterattack, gaining an Advantage
unharmed on the other side. On a 7-9, pick one: you can use against the Titan.
Agility • You misjudge your landing, and hit the ground just short of safety
• You overexert yourself moving into position. Take -1 ongoing to ⃞ Parkour
Agility until you can get some rest in a safe place. As long as there are climbable surfaces leading to high enough
• You're running low on gas - you'll need to resupply soon. Take ground nearby, you can Get Into Position or Strike to Kill even
"Low on Gas" as a Disadvantage. if you don’t have working Maneuver Gear.
Awareness
Gear
Every character starts with the following equipment:
• Maneuvering Gear, full on fuel. Additional Gear Options: ⃞ Spare blades. ⃞ Spare gas.
• Two Titan-slaying swords, with spare blades. ⃞ Rifle. ⃞ Torch. ⃞ Flare gun.
Discipline A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, you’ll 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.
Rage
Level
Luck The Natural
Name Titan World
The war against the Titans is a business, and humanity's primary export is murder. Determine your Look by picking one from each:
You understand this better than anyone. Scarred body, compact body, overbearing body or
You're not here for the chance to uncover the secrets of the world, intimidating body
or for the chance for fame, or anything else. Hard face, severe face, grim face or war-weary face
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.
Advanced Moves
⃞ Critical Strike ⃞ Intimidate
When you roll a 12+ on Strike to Kill, you instantly kill the Titan. When you threaten someone to get them to cooperate with your
immediate goals, roll +Execution. On a 10+, they submit to the
⃞ Easiest Way Out pressure of your dangerous presence and comply. On a 7-9, the
Agility When you save a doomed ally by attacking the Titan holding GM picks one:
them, roll +Execution. On a 10+, they are rescued, and the Titan • They don’t help, but they don’t actively oppose you, either.
is slain. On a 7-9, pick one: • They help for now, but will want payback for their humiliation
• The Titan is slain, but not fast enough. The endangered ally later.
takes some sort of injury as a Disadvantage. • They snap and attack recklessly. You can overpower them, but
• The ally is rescued, but the Titan is only injured. there may be consequences.
Execution
⃞ This Is How It's Done
When you give an ally a painful lesson in combat technique,
they gain an Advantage that they can use by remembering a
technique you used against them.
Awareness
Gear
Every character starts with the following equipment:
• Maneuvering Gear, full on fuel. Additional Gear Options: ⃞ Spare blades. ⃞ Spare gas.
• Two Titan-slaying swords, with spare blades. ⃞ Rifle. ⃞ Torch. ⃞ Flare gun.
Discipline A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, you’ll 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.
Rage
Level
Luck The Warrior
Name Titan World
Not everybody shines brightest on the front lines. There's much more to this war Determine your Look by picking one from each:
than how fast you can move or how many Titans you've killed. Small body, fragile body, awkward body or lean body
You know better than anyone that this war is going to be won or lost by the flow of information. Calculating face, nervous face, serious face,
You've been tasked with coming up with The Plan. or disinterested face
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.
Advanced Moves
⃞ Appeal to Command ⃞ Bring in the Cavalry
When you explain your plan to a commander, roll +Awareness. When you coordinate with another team before an operation,
On a 10+, you can ask for whatever resources you require for the roll +Awareness. On a 10+, gain 2 Hold. On a 7-9, gain 1 Hold.
operation, and you’ll get them. On a 7-9, Command will either
Agility want some proof of the validity of your plan or add an additional You may spend 1 Hold to have the other team arrive for support
objective before they’ll approve your resources. at a critical moment during the operation.
Awareness
Gear
Every character starts with the following equipment:
• Maneuvering Gear, full on fuel. Additional Gear Options: ⃞ Spare blades. ⃞ Spare gas.
• Two Titan-slaying swords, with spare blades. ⃞ Rifle. ⃞ Torch. ⃞ Flare gun.
Discipline A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, you’ll 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.
Rage
Level
Luck The Tactician
Name Titan World
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.
Advanced Moves
⃞ Combat Medic ⃞ Match My Timing
When you apply medical care to an injured ally during a When you attack alongside an ally with perfect timing,
moment of downtime, roll +Discipline. On a 10+, remove one roll +Discipline. On a 10+, you both gain an Advantage you
Disadvantage relating to physical injury from the ally. can use against the Titan, and the ally gets +1 Forward to
Agility On a 7-9, the fix is only a temporary one - the Disadvantage is their next attack against it. On a 7-9, only your ally gains an
gone, but may resurface later. Advantage, but they still get +1 Forward.
Awareness
Gear
Every character starts with the following equipment:
• Maneuvering Gear, full on fuel. Additional Gear Options: ⃞ Spare blades. ⃞ Spare gas.
• Two Titan-slaying swords, with spare blades. ⃞ Rifle. ⃞ Torch. ⃞ Flare gun.
Discipline A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, you’ll 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.
Rage
Level
Luck The Leader
Name Titan World
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
Their origins are shrouded in mystery, and they're too rare to be easily studied. Skinless titan, hideous titan, sleek titan or steam-covered titan
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.
⃞ Titan's Strength
When Avoid Harm while you’re transformed, you can roll +Rage instead of +Agility.
Awareness
Gear
Every character starts with the following equipment:
• Maneuvering Gear, full on fuel. Additional Gear Options: ⃞ Spare blades. ⃞ Spare gas.
• Two Titan-slaying swords, with spare blades. ⃞ Rifle. ⃞ Torch. ⃞ Flare gun.
Discipline A person can carry one additional piece of equipment and still freely use Maneuvering Gear.
If you carry more than one, you’ll 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.
Rage
Level
Luck The Shifter
GM Agenda Gm Principles Player Agenda
• Show the best and the worst of the world. • Begin and end with the fiction. Read this to the players at the
• Raise the stakes constantly. • Follow every glimpse of despair with a glimpse of hope. beginning of the game:
• Play to find out what happens. • Follow every glimpse of hope with a glimpse of despair. • Risk everything for victory.
• Let nothing worthwhile be easy. • Value your allies above yourself.
• Reward desperate plans with a chance at great success. • Uncover the secrets of the world.
• Show that nothing is guaranteed.
• Make every Titan memorable.
GM Moves
Reveal a new complication Separate them from their Allies
The party’s actions are causing enough commotion to draw more Titans to The battlefield is a confusing place, especially with the speed granted by
the scene of the action. One of the Titans you’re fighting turns out to be an Maneuvering Gear. If someone has to make a desperate move, it might
Aberrant - wild and unpredictable instead of focused and single-minded. A leave them too far from their allies for direct support, possibly with Titans
nearby group of allies signal that they need your help. You’ve run out of gas between them. The result can be a deadly new crisis.
before you could escape the swarm of Titans. And so on.
Throw Them into the Jaws of Death
Inflict a disadvantage The most severe GM Move available, but not one to be shied away from,
If a failure - or partial success - creates an unfortunate situation for a specific either. Titans are dangerous, and a failure at a critical moment can leave
character, it can often easily be represented by a Disadvantage. Ask them to anyone an inch away from death. Put them in a situation where immediate
write it down, then take advantage of it later to make their life difficult. 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 In practice, unless you’re running a Rookie team, this will rarely result
keep the effect true to the fiction. This can either turn a 10+ result (that didn’t in a character dying. Established characters have a lot of tools to avoid
use a point of Luck) into a 7-9 result, or it can be used to reveal a new fatalities, and even if all of them fall through, the victim has a couple
complication. points of Luck as their buffer. If the party does consist of Rookies, then
Damage their Equipment don’t hesitate to kill them off in droves.
A soldier’s equipment is their lifeblood. Take away their blades or their
maneuvering gear and life gets a lot more dangerous. Unless the party
has access to replacement equipment, be sparing with this one. It can
functionally cripple a character, or leave them for dead.
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 don’t need to be recorded - they’re a natural extension of the fiction, and disappear as soon as the situation changes,
so they’re usually only around for a single round of “what do you do?”. You don’t even need to call these out as Advantages or Disadvantages -
just say something like “It looks like you’ve got a clear shot at the Titan’s 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 thought-
out 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 Shifter’s armored hide is also an Advantage, but it can be applied to any situation
where they’re 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.