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Welcome to Titan World

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.

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
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.

Choose one additional piece of equipment to begin the game with:


⃞ Spare blades. If someone is running low on blades, then you can give them some to keep them in the fight.
⃞ Spare gas. If someone is running low on gas, then you can refill them if you have a couple of minutes of downtime.
⃞ Rifle. Deadly for humans, won’t kill a Titan but you can shoot out the eyes on a smaller one.
Discipline ⃞ Torch. Titans are inactive during the night, so sources of light are important for journeys beyond the walls.
⃞ Flare gun. Can fire smoke flares of various colors, both to send simple messages over long distances or to dazzle and confuse Titans.
Comes with a complement of flares.

Rage The Rookie


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.

Choose one additional piece of equipment to begin the game with:


⃞ Spare blades. If someone is running low on blades, then you can give them some to keep them in the fight.
⃞ Spare gas. If someone is running low on gas, then you can refill them if you have a couple of minutes of downtime.
⃞ Rifle. Deadly for humans, won’t kill a Titan but you can shoot out the eyes on a smaller one.
Discipline ⃞ Torch. Titans are inactive during the night, so sources of light are important for journeys beyond the walls.
⃞ Flare gun. Can fire smoke flares of various colors, both to send simple messages over long distances or to dazzle and confuse Titans.
Comes with a complement of flares.

Rage The Rookie


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.

Choose one additional piece of equipment to begin the game with:


⃞ Spare blades. If someone is running low on blades, then you can give them some to keep them in the fight.
⃞ Spare gas. If someone is running low on gas, then you can refill them if you have a couple of minutes of downtime.
⃞ Rifle. Deadly for humans, won’t kill a Titan but you can shoot out the eyes on a smaller one.
Discipline ⃞ Torch. Titans are inactive during the night, so sources of light are important for journeys beyond the walls.
⃞ Flare gun. Can fire smoke flares of various colors, both to send simple messages over long distances or to dazzle and confuse Titans.
Comes with a complement of flares.

Rage The Rookie


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.

Choose one additional piece of equipment to begin the game with:


⃞ Spare blades. If someone is running low on blades, then you can give them some to keep them in the fight.
⃞ Spare gas. If someone is running low on gas, then you can refill them if you have a couple of minutes of downtime.
⃞ Rifle. Deadly for humans, won’t kill a Titan but you can shoot out the eyes on a smaller one.
Discipline ⃞ Torch. Titans are inactive during the night, so sources of light are important for journeys beyond the walls.
⃞ Flare gun. Can fire smoke flares of various colors, both to send simple messages over long distances or to dazzle and confuse Titans.
Comes with a complement of flares.

Rage The Rookie


Name Titan World
One of the hardest parts of this business is learning your way around Maneuvering Gear. Determine your Look by picking one from each:
Most trainees need weeks to get from keeping their balance to flying. Light body, athletic body, muscular body or gaunt body
Not you, though. You're a natural. Joyful face, young face, naive face or arrogant face
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.

Character Creation Leveling Up


Come up with a full name, backstory and personality. Every time you survive a mission (what constitutes a “mission” is up to
Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. your GM), your level increases by one, your Luck is set to 2, and you pick
Your Luck begins at 2. one of the following options. Each can only be picked once:
• +1 to Agility.
Starting Moves • +1 to Execution.
• +1 to Awareness.
When you gain this playbook, you gain both of these moves: • +1 to Discipline.
Acrobatic Stunt • +1 to Rage.
When you perform a reckless and difficult stunt during battle, roll +Agility. • Gain one Advanced Move from your Playbook.
Regardless of the result, you gain an Advantage. On a 10+, choose two. • Gain one Advanced Move from your Playbook.
On a 7-9, choose one, but you also draw the attention of your enemies, • Gain one Advanced Move from your Playbook.
who will make attacking you their next priority. • Gain one Advanced Move from your Playbook.
• You wind up in a place safely out of reach of any enemies
• One Titan is disoriented and stops attacking for a moment The following additional options are available once you reach Level 6:
• The rush of exhilaration gives you +1 Forward to any roll exploiting or • +1 to any stat (max +3).
burning the Advantage gained from this move. • Luck is set to 3 each level instead of 2.
• Gain one Starting Move from another Playbook.
Scout Ahead • Gain one Advanced Move from any Playbook you have a Starting Move in.
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
⃞ 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.

Execution ⃞ Lightning Dispatch


When you Strike to Kill, you can roll +Agility instead of
+Execution.

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.

Character Creation Leveling Up


Come up with a full name, backstory and personality. Every time you survive a mission (what constitutes a “mission” is up to
Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. your GM), your level increases by one, your Luck is set to 2, and you pick
Your Luck begins at 2. one of the following options. Each can only be picked once:
• +1 to Agility.
Starting Moves • +1 to Execution.
• +1 to Awareness.
When you gain this playbook, you gain both of these moves: • +1 to Discipline.
Into The Fray • +1 to Rage.
When you charge ahead of the team to begin a fight with an overwhelming • Gain one Advanced Move from your Playbook.
offensive, roll +Execution. On a 10+, you damage a titan without need of an • Gain one Advanced Move from your Playbook.
Advantage. If you burn an Advantage, you can kill it outright. On a 7-9, your • Gain one Advanced Move from your Playbook.
attack still succeeds, but choose one: • Gain one Advanced Move from your Playbook.
• There are more Titans than you thought, and you end up surrounded
• You have to push your body to finish the attack. Take -1 ongoing to Agility. The following additional options are available once you reach Level 6:
• You're running out of blades - you'll need to resupply soon. Take "Low on • +1 to any stat (max +3).
Blades" as a Disadvantage. • Luck is set to 3 each level instead of 2.
• Gain one Starting Move from another Playbook.
Combat Momentum • Gain one Advanced Move from any Playbook you have a Starting Move in.
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. 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.

Character Creation Leveling Up


Come up with a full name, backstory and personality. Every time you survive a mission (what constitutes a “mission” is up to
Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. your GM), your level increases by one, your Luck is set to 2, and you pick
Your Luck begins at 2. one of the following options. Each can only be picked once:
• +1 to Agility.
Starting Moves • +1 to Execution.
• +1 to Awareness.
When you gain this playbook, you gain both of these moves: • +1 to Discipline.
Here's The Plan • +1 to Rage.
When you take a moment to form a plan towards one specific goal, • Gain one Advanced Move from your Playbook.
roll +Awareness. On a 10+, you successfully work out the safest route • Gain one Advanced Move from your Playbook.
towards success, but the GM will tell you: • Gain one Advanced Move from your Playbook.
• What complication you'll have to overcome on the way. • Gain one Advanced Move from your Playbook.
• What resources are required to carry out the plan.
The following additional options are available once you reach Level 6:
On a 7-9, you work out a route towards success, but it's going to be very • +1 to any stat (max +3).
dangerous. If you can overcome it, though, your plan will still work. • Luck is set to 3 each level instead of 2.
• Gain one Starting Move from another Playbook.
Spot An Opening • Gain one Advanced Move from any Playbook you have a Starting Move in.
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 it’s only temporary - they’ll
have to recklessly strike right away to exploit it or it will disappear.

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.

⃞ Battlefield Intuition ⃞ Wait For My Signal


When you Assess the Situation, you can ask one additional When you direct your team in setting an ambush, roll +Awareness.
question on a 7+. On a 10+, every team member gains an Advantage that can be used
Execution against any enemy at the moment the trap is sprung.
On a 7-9, choose one:
• Only one ally gets the Advantage.
• You all get the Advantage, but another attack comes from an
unexpected direction.

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.

Character Creation Leveling Up


Come up with a full name, backstory and personality. Every time you survive a mission (what constitutes a “mission” is up to
Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. your GM), your level increases by one, your Luck is set to 2, and you pick
Your Luck begins at 2. one of the following options. Each can only be picked once:
• +1 to Agility.
Starting Moves • +1 to Execution.
• +1 to Awareness.
When you gain this playbook, you gain both of these moves: • +1 to Discipline.
Heroic Rescue • +1 to Rage.
When you perform a Desperate Rescue, the usual results are replaced • Gain one Advanced Move from your Playbook.
with the following: • Gain one Advanced Move from your Playbook.
• On a 10+, you rescue the ally and escape unharmed. • Gain one Advanced Move from your Playbook.
• On a 7-9, you don’t escape unharmed, but you at least survive. Take some • Gain one Advanced Move from your Playbook.
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).
We Stand As One • Luck is set to 3 each level instead of 2.
When you deliver an inspiring speech to a group before an operation, • Gain one Starting Move from another Playbook.
each person who listens to you gains +1 Forward to their first roll • Gain one Advanced Move from any Playbook you have a Starting Move in.
during the operation.

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.

⃞ Command's Favorite ⃞ Pull Yourself Together


When you complete a mission, you gain the Advantage When you talk down a panicked ally, roll +Discipline. On a 10+,
“Reputation.” You can burn this Advantage to ask Command your ally is no longer panicked. On a 7-9, your ally is no longer
Execution for a favor or additional information or resources, and they panicked, but your mental endurance is wavering. Take -1 ongoing
will provide it. to Discipline until you can stop and clear your head in safety.

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.

Character Creation Leveling Up


Come up with a full name, backstory and personality. Every time you survive a mission (what constitutes a “mission” is up to
Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. your GM), your level increases by one, your Luck is set to 2, and you pick
Your Luck begins at 2. one of the following options. Each can only be picked once:
• +1 to Agility.
Starting Moves • +1 to Execution.
• +1 to Awareness.
When you gain this playbook, you gain all three of these moves:
• +1 to Discipline.
Titan Transformation • +1 to Rage.
When you focus on your goal and draw your own blood, roll +Rage. • Gain one Advanced Move from your Playbook.
On a 10+, you become a Titan, and gain 3 Hold. While you are transformed, • Gain one Advanced Move from your Playbook.
you are many times larger and stronger than normal. Most events that would • Gain one Advanced Move from your Playbook.
kill you will instead revert you back to your human form. This transformation • Gain one Advanced Move from your Playbook.
lasts until you dismiss it, but using it for extended periods or multiple times in
a row is exhausting. The following additional options are available once you reach Level 6:
• +1 to any stat (max +3).
On a 7-9+, you become a Titan and gain 2 Hold, but choose one: • Luck is set to 3 each level instead of 2.
• You go berserk, temporarily losing your human intelligence and lashing out • Gain one Starting Move from another Playbook.
at everything around you. Your allies will have to help you recover your mind. • Gain one Advanced Move from any Playbook you have a Starting Move in.
• 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
Advanced Moves
in the area. ⃞ Abberant Form
Pick one of the following. Whatever your choice, you gain it as an Advantage
Titanic Power whenever you transform. You cannot change your choice later.
While you are a Titan, you may spend 1 Hold to:
⃞ Your Titan body is covered in thick armor.
• Ignore any damage an attack from a Titan would
do to you. ⃞ Your Titan body is abnormally huge.
• Perform an incredible feat of physical strength. ⃞ Your Titan body regenerates at an incredible speed.
• Strike to Kill without requiring an Advantage, ⃞ Your Titan body can move with a speed and grace rivaling a human.
Agility automatically killing the Titan on a successful hit.
⃞ Burning Cloud
When you revert back from a Titan into a human, you may emit a huge
Regeneration
cloud of scalding steam. This won’t harm you, but any other humans and
When you take a couple minutes to rest as a human,
smaller Titans will be repelled, and the steam provides enough visual cover
in safety or otherwise, remove all Disadvantages related
for you to escape.
to mental or physical trauma.

Execution ⃞ 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
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.

Titans Advanced Titans


Humanity’s greatest enemy. Titans are massive, humanoid Not all Titans were created equal. Some Titans are extra large, towering upwards of 15 meters
creatures, usually ranging from 3 to 15 meters in height. tall. Some have thick armor or increased regeneration speed. Some are Aberrants, moving in
They have little intelligence, and only one interest: humans. bizarre and unpredictable ways. Some even have human-like intelligence.
A Titan will ignore any other obstacles to rush towards
If a Titan has traits or abilities that make it more dangerous than your average Titan, these
humans, kill them, and eat them. They don’t get any
are represented by Disadvantages. Record each special trait as a party-wide Disadvantage that
sustenance from this. The act itself of killing and devouring
can be exploited once against anyone trying to attack the Titan. For extra powerful Titans,
humans seems to be their only motivation.
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.
Killing a Titan is hard. You can’t just leap straight for the
kill (usually). Titans are huge, tough, and fast, and only Some types of Advanced Titans:
have one weak point on the back of the neck. Striking • Aberrant: Most Titans simple walk towards humans and attack them. Some exhibit
them anywhere else may do damage, but they’ll regenerate stranger, harder-to-predict behavior, such as running, leaping, or crawling quickly
before too long. on all fours. These Titans are a major destabilizing force on the battlefield, as it’s
impossible to predict what they’ll do next.
Under normal circumstances, the only way to kill a • Armored: Occasionally, a Titan will surface with extra-thick skin, capable of ignoring
Titan is to first injure it, then attack their weak point cannon fire and shattering swords. Attacking at vulnerable points such as joints can help
while it’s injured. This requires two separate successful to bring it down.
uses of Strike to Kill, each of which requires an • Regenerative: All Titans regenerate damage done to anywhere other than their vulnerable
Advantage to execute. point, but some can do it so quickly that any injury only reveals a moment of vulnerability
before it recovers completely.
Getting killed by a Titan, however, is all too easy. Make • Colossal: 3 to 15 meters is the typical range of Titan sizes. Rare larger Titans, upwards
one mistake and your life will be on the line. of 20-30 meters or even taller, are very difficult to take down, since even with Maneuvering
Gear it won’t be easy to reach high enough to attack the neck.
• Intelligent: The most dangerous of all Titans are those with human-like intelligence.
Some extremely rare Titans can think, plan, react intelligently, fight with real technique,
and even talk. Fighting one without a clear plan is suicide. An intelligent Titan more than
likely has a human inside that’s controlling it.

The Game Master


Using Advantages and Disadvantages as the GM
Advantages and Disadvantages can both be tricky to pin down, since they represent a huge range of things - flashes of insight, supply shortages,
combat positioning, special traits, and so on. It can help to break them down into a few categories.

Advantages and Disadvantages can both be Temporary or Persistent.

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.

"Low on Gas" and "Low On Blades"


There are a pair of Disadvantages that come up a few times and are a bit special: Low on Blades and Low on Gas. What makes these Disadvantages
distinct is that they have very specific consequences upon being exploited - you run out of blades or gas. These are fictional consequences, but
devastating ones - someone with no blades will be all but unable to harm Titans, and escaping from Titans on foot without the use of Maneuvering
Gear is a life-threatening crisis.

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.

The Game Master 2

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