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CORE CONCEPTS

COMRADES
THE GAME STATS MOVES EXPERIENCE
Comrades is a tabletop roleplaying game A comrade’s attributes are represented There are two types of player moves: • When a comrade rolls a 6 or less, they
about the dangerous lives of leftist revo- by five stats: modifiers that range from the basic moves and the special moves mark experience.
lutionaries. Players create characters and -3 to +3. When a move asks a player to listed on each playbook. The GM will tell • When one comrade’s bond with anoth-
imagine a story together. Sometimes “roll with” a particular stat, they roll two players when their narration triggers a er reaches +4, they mark experience
they roll dice, but mostly they talk. The six-sided dice (2d6) and add or subtract move. If the move asks them to roll dice, and reset the bond to +1.
gamemaster, or GM, helps keep them on the relevant stat from the result. the results are as follows: • When one comrade’s bond with an-
track, but the players are the stars. other reaches -3, they mark experience
• Body represents physical strength, • 10+: It’s a strong hit. Things go the and reset the bond to 0.
OUR MANIFESTO toughness, constitution, and fighting player’s way. • When a comrade rolls a 7-9 on a path-
Like any revolutionary party, the heroes ability. Roll with body to get rough. • 7-9: It’s a weak hit. Things go the play- way move, all comrades in the party
of Comrades have certain principles they • Mind represents intelligence, book er’s way, sort of. mark experience.
must uphold. Keep these in mind as you learning, critical thinking, and orga- • 6-: It’s a miss. The GM will say what
create your comrades and play the game. nizational skill. Roll with mind to ask, happens. It won’t be good. After marking 5 experience, a player eras-
“what’s going on here?” es all their experience checks and takes
1. FIGHT • Spirit represents energy, passion, dar- HARM an advance.
Respond to injustice not with silence, not ing, and devotion to the revolutionary When a comrade gets hurt, they take
with disapproval, but with fury. Sprint cause. Roll with spirit to take a risk or harm. What constitutes 1 harm is up to GANGS
into battle, head high and heart open, start something. the GM and can be adjusted depending When a comrade acts in concert with their
proud that this day could be your last. • Guile represents trickery, deception, on the situation. Some guidelines: gang, they may add 1 to any relevant rolls
charisma, and all things underhanded. while in conflict with a group of equal or
2. REFUSE COMPROMISE Roll with guile to sway or sneak. • If you get hit with a fist, take 1 harm. lesser size.
Forget being civilized. Fight for what you • Bond represents your connection • If you get hit with a brick, take 2.
want and don’t let anyone—even your to another comrade. Your bond with • If you get shot from distance, take 3. THE X-CARD
comrades—get in the way. them need not match their bond with • If you get shot at close range, take 4. Comrades is supposed to be fun. If the
you. Roll with bond to help or hinder material in the game ever becomes
3. DON’T LET THE BASTARDS GET AWAY WITH IT a comrade, share a quiet moment, At 1-2 harm, injuries heal with time. At upsetting or un-fun, raise or tap the card
In real life, no matter how wrong they or cradle a dying comrade. 3 harm, injuries get worse. Harm can be marked with an X in the middle of the
are, the bastards usually win. Here, they healed using moves like share a quiet table. The unwelcome content will be
don’t. Name them, find them, and show The total modifier applied to a roll can moment. In-game first aid can usually be edited out, and the game will proceed
them what the people can do. never exceed +4. counted on to heal 1 harm. without question or judgment.
BASIC MOVES
COMRADES
GET ROUGH START SOMETHING SHARE A QUIET MOMENT ADJUST BOND
When you try to hurt someone, roll with When you try to provoke a crowd to strike, When you and a comrade share a mo- At the end of each session, name a
body. On a 10+, deal harm and pick two demonstrate, riot, or brawl, roll with spir- ment of affection, honesty, or peace, roll comrade to whom you feel closer and in-
from this list. On a 7-9, deal harm and it. On a 10+, it goes the way you want—at with bond. If the moment is romantic, crease your bond by 1. If this raises your
pick one. first, anyway. On a 7-9, pick one: add 1 to the roll. On a 10+, pick two from bond to +4, mark experience and reset
• You deal great harm • The mob is large the list. On a 7-9, pick one: your bond to +1. If there is no comrade
• You take no harm • The mob is peaceful • Carry 1 ongoing while acting as a team to whom you feel closer, choose one from
• You disengage • The mob heeds your instructions • Add 1 to bond whom you feel alienated and reduce your
• Heal 1 harm bond by 1. If this brings your bond to -3,
“WHAT’S GOING ON HERE?” SWAY mark experience and reset your bond to 0.
When you take a moment to assess a per- When you try to convince an NPC to do CRADLE A DYING COMRADE
son or situation, roll with mind. On a 10+, what you want, roll with guile. On a 10+, When you comfort a comrade who has
ask the GM three questions from this list. they ask something small in return. On a taken 4 harm, but could conceivably sur-
On a 7-9, ask 1 question. On a miss, ask 1 7-9, they ask something big. vive, roll with bond. On a 10+, they live,
question and brace for the worst. barely. Add 1 to bond. On a 7-9, they die,
• What’s the best way in / out / past? SNEAK but you hear their last words. Carry 1
• What should I watch out for? When you try to smuggle a message, forward while acting in their name,
• Who is most vulnerable? an object, a person—even yourself—right and add 1 to any pathways to
• Who is the biggest threat? under the nose of your enemy, roll with revolution roll.
• What do they want? guile. On a 10+, it works, no problem. On
• Who’s in control? a 7-9, pick one:
• Are they lying? • You waste no time
• How do I get them to do ______? • You incur no costs
• What am I missing? • You draw no suspicion

TAKE A RISK HELP OR HINDER A COMRADE


When you take a mad risk for the revo- When you try to help or hinder a comrade
lution, roll with spirit. On a 10+, your before they make a move, roll with bond.
gamble succeeds. On a 7-9, your risk pays On a 10+, adjust their roll by +2 or -2—
off—kind of. The GM will tell you what your choice. On a 7-9, it’s +1 or -1.
went wrong.
THE GM
COMRADES
YOUR ROLE YOUR PRINCIPLES SMALL TROUBLE NPCs
Your players tell the story, but you give To satisfy your manifesto, always remem- What happens when… Introduce them to…
it shape. Though it is your duty as GM to ber to: • There’s a roadblock • A fixer
make life hell for the comrades, you must • Make the pain real • They get searched • An academic
be kind to your players. You are playing • Talk to the comrades, not the players • Supplies run short • A drifter
this game with them, not against them. • Lead with the fiction • The heat fails • A mentor
Treat the material with respect and strive • Ask questions and use the answers. • Food runs out • A merchant
to ensure that everyone at the table has • Show consequences • Someone smells smoke • A bartender
an unforgettable time. • Make NPCs human • A rival infiltrates a meeting • A chef
• Keep the revolution moving • Their enemies listen in • An architect
YOUR MANIFESTO • Let the world crumble • Their mail is opened • An engineer
A Comrades GM must: • Share power freely • They are followed everywhere • A nemesis
• An ex-lover reappears • A colleague
1. PLAY TO FIND OUT WHAT HAPPENS YOUR MOVES • A sibling needs help • A killer
If you knew how the game was going Make moves when your players fail rolls, • Ideology gets in the way • A thief
to end before you sat down at the table, when the action drags, or when they give
there would be no reason to play. Put you a golden opportunity by wasting BIG TROUBLE LOCATIONS
the comrades in trouble and give them a time or making a mistake. Never roll the What happens when… Set a scene at…
chance to fight their way out. dice and never say the name of the move • An ally turns traitor • City Hall
you’re making. Your moves are: • The party newspaper folds • The post office
2. OPPRESS THE COMRADES • Promise trouble • Headquarters is burglarized • The morgue
Not the players. Make their enemies ca- • Deliver trouble • One of them disappears • A boxing gym
pricious and cruel. Play dirty. Take every • Deal harm • A foreign power takes an interest • A century-old restaurant
opportunity to make them hurt in ways • Put them in a spot • Allied parties dissolve • A run-down theater
they never thought possible. • Offer a nasty choice • Their neighbors turn against them • An overflowing apartment house
• Tell them the consequences and let • A vanquished enemy reappears • The old fort
3. MAKE THEM HEROES them choose • A party contact doesn’t show • The state museum
Give them the chance to be larger than • Test their weaknesses • An assassin targets them • The fish market
life—to right wrongs, fell tyrants, and die • Separate them • They are threatened with exile • A house party
gloriously for the cause. Make them wor- • Test their principles • Their passports are taken • A scrapyard
thy of legend. • Turn their move back on them • They lose their day jobs • A nightclub
DATE:

THE GM
COMRADES
SESSION PREP SESSION RECORD
KEY NPCs INCIDENTS

FRONT ACTIVITY

NOTES PATHWAY MOVES RESULTS


COMRADES
PATHWAYS TO REVOLUTION
USING THE PATHWAYS PATHWAY MOVES
To better understand what’s happening bond altered during the end of session FORCE MAYHEM
“off-screen,” and to keep the campaign adjust bond process. When your party uses its strength to crush When your party plants bombs, sets fires,
moving to its inevitable climax, each the opposition, roll with body. On a 10+, attempts assassinations, or otherwise
party may progress along one or more If any player rolled 7-9 while cradling a increase your party’s rank in Force. On a uses violence indiscriminately, roll with
pathways to revolution. dying comrade, the dead comrade may 7-9, the public approves of what you have guile. On a 10+, increase your party’s
choose which party move to influence. done. Every comrade gains 1 experience. rank in Mayhem. On a 7-9, the public
Each pathway consists of five levels. They must make their choice before the approves of what you have done. Every
When the final level is reached, the rev- roll is made. If more than one comrade ORGANIZATION comrade gains 1 experience.
olution is at hand, and the next session was able to pass on dying words, these When your party executes a daring plan
will probably be the last. bonuses may stack. As always, the total with precision, roll with mind. On a FELLOWSHIP
modifier to any roll cannot exceed +4. 10+, increase your party’s rank in Orga- When your party members risk their lives
Advancing a level reshapes the world, for nization. On a 7-9, the public approves for each other, roll with bond. On a 10+,
good and bad. Be unsparing about the For a faster campaign, give the comrades of what you have done. Every comrade increase your party’s rank in Fellowship.
ugliness and pain that comes with your the option to advance a pathway level gains 1 experience. On a 7-9, the public approves of what
party’s march to power, particularly if on a 7-9 result in exchange for starting you have done. Every comrade gains 1
your players embrace Force or Mayhem. the next session in serious trouble. What ZEALOTRY experience.
Murder may be effective, but it’s still evil. trouble that form takes is up to you. This When your party does something
option replaces the experience bonus high-profile to inspire the oppressed
At the end of each session, ask your play- that normally comes with a 7-9 result, masses, roll with spirit. On a 10+, in-
ers to choose a comrade whose efforts and can only be taken once per session. crease your party’s rank in Zealotry. On a
best embodied the spirit of the revolu- 7-9, the public approves of what you have
tion. This may be a comrade who fought done. Every comrade gains 1 experience.
bravely or who rescued others from harm.
It may be one who died.

Let this comrade make rolls for the path-


way moves whose criteria have been met
during the session. Roll with the stats in-
dicated for each move. For bond, use the
COMRADES
PATHWAYS TO REVOLUTION
FORCE ORGANIZATION ZEALTORY MAYHEM FELLOWSHIP
1. Your party institutes weap- 1. Your party is tightly struc- 1. You have supporters every- 1. Your party institutes explosives 1. Your party recruits friends.
ons training. All comrades tured. When you need help where. In any setting in which training, allowing comrades to Each new comrade starts with
become proficient in small from party headquarters, you NPCs are not clearly aligned handle a bomb without blow- an additional +2 bond with
arms and basic hand-to-hand can usually get it. When they with another faction, a good ing themselves up. someone in the party.
combat. give you orders, they expect number support you. 2. When you require explosives 2. Your party recruits talented
2. Your party establishes a corps them to be followed to the 2. If your party has a media or- or other weapons of indis- people. Each new comrade
of highly-drilled street fight- letter. gan, it becomes hugely popu- criminate destruction, you starts with an advance.
ers, around 10 of which are 2. Your party plans ahead. When lar, allowing you to bring your can get them that day. 3. Your love for your comrades is
available at a time, who are a you need a safe house, a co- message to the masses. 3. Your party knows how to use powerful. Add 1 to all rolls to
match for similar numbers of vert route, or a person on the 3. Demonstrations in support of weapons for maximum effect. cradle a dying comrade.
police. inside, you have one. your party happen regularly When you plant a bomb or 4. Your bonds transcend all bar-
3. Your party adopts uniforms 3. Your infrastructure is state and with great fanfare. rake a sidewalk with machine riers. A dead comrade returns
or armbands. When these are of the art. When you require 4. You become a sympathetic gun fire, the casualties are from imprisonment, exile, or
worn, most people are fright- supplies, you get them as cause among the rich, who fill horrifying. death.
ened by your appearance, rapidly as the era’s technology your coffers with money. 4. If you wish to assassinate 5. The bond of trust between
while your enemies attack on allows. 5. You may call for a popular someone important—but who your comrades is so great
sight. 4. Your party is respectable. Un- uprising and attempt to seize is not the head of state—you that you may organize a tight-
4. During an election, your less your behavior is blatantly power by flooding the streets can get close enough to plant ly-planned plot to assassinate
party may increase its turnout illegal, the police tend to with your supporters. a bomb or take a shot at them. the head of state and be
through voter intimidation, leave you alone. 5. You may mount a massive reasonably sure that none of
violence, and fraud. 5. You may call for an election campaign of chaos across the your comrades will inform the
5. Your organized shock troops and attempt to seize power capital and attempt to seize authorities.
may take to the streets and through legal channels. power by driving the popu-
attempt to seize power in a lace mad with fear.
pitched battle with govern-
ment forces.
KHRESHT: 1915
COMRADES
FEBRUARY, 1915 shattered the blue-uniformed army that from across Khreshti society; your ac- It doesn’t matter. You will
You are in the city Khresht, on the river was the pride of Khresht. Food runs short. tivities will range from simply illegal to do whatever it takes to
Khresht, in the empire Khresht. After 300 Communications falter. For the moment, outright violent. free your people.
years’ rule, the Makharov dynasty is on the Empress holds on.
its last legs. The army has been broken You will fight the army, the secret police, Perhaps you will
by the Great War; the economy is in THE CITY revolutionary factions on the left and print newspapers,
shambles, and no matter how forcefully Khresht is a compact city on a sluggish right, and dissenters and traitors within make speeches,
the police clamp down, political parties, river, the center of an empire that has your own ranks. Above all, you will risk convince workers to
secret societies, and revolutionary cells been dying for more than a century. Lit your life for your comrades and the revo- organize and soldiers
spring up like weeds. by gaslight and spotty electricity, it is a lutionary dream you hold dear. to strike. Perhaps
warren of narrow streets, winding alleys, you will take to the
You are a member of one of these cells. forgotten tunnels, and toxic canals. Its Your group was formed in coffee shops, streets, breaking
You have a chance to topple an empire citizens toil in tanneries, distilleries, gun classrooms, workhouses, trenches, or the the bones and spirits
and drag your country into the future. But works, and the docks. Its upper crust re- streets of the slums. You loathe the em- of any who disagree
what future will you choose? laxes in ballrooms, cafés, restaurants and pire. You long for freedom—freedom to with you. Perhaps you
the opera. Its small, but vocal, intelligen- vote, to think, to write, to create, to marry, will plant bombs and set
THE EMPIRE tsia lives in the coffee houses, debating to travel, to die as you see fit. fires, killing precisely or
For 300 years, the Makharovs have used the future over and over again. indiscriminately until
military power, regal pomp, great caches You have been targeted by the secret this corrupt empire is
of gold, and strategic terror to hold Above it all sits the Turquoise Palace, police, the Számok. They open your mail, brought to its knees.
together the empire they call Khresht. perched on the cliffs above the river, threaten your family, smash your printing
Countless languages, nationalities, eth- where an Empress struggles to tune out presses, follow you openly and in secret, You will bring about a
nicities, and factions have been bound the whisperings below. and attempt to infiltrate your group. It’s revolution. What sort
beneath the one-eyed eagle, forgetting possible you have been arrested and remains to be seen.
their own ambitions and laying down YOUR PARTY served time in the prison fields at the dis-
their lives—willingly or not—in service of You are a member of a small revolution- tant reaches of this sprawling, backwards
the crown. But the spell is breaking and ary cell affiliated with a larger political empire. It’s possible someone you love
the empire is falling apart. party or movement. Where you fall on has died by their hand.
the spectrum, and how tightly you are
Since the Empress Rachel’s disastrous en- aligned with your larger party, is up to
try into the Great War, the Germans have you. Your membership will be drawn
KHRESHT: 1915
COMRADES
CITIES THE CAPITAL NPCs
• Ajak: A mining town. • Arkady Station: A grand old train sta- • Alicia Rhodopolis: A Greek expatriate • Jan deGrom: An Olympic shot putter
• Bata: A forest village where ancient tion far past its prime, not unlike the and expert in hand-to-hand combat. and unwilling symbol of the regime.
superstitions hold fast. empire it serves. • Anton Vladimirovich Mikhailov: An • Jennifer Power: A proudly crooked
• Dubienka: The second city, where the • Fiedler’s Brewery: A defunct beer AWOL conscript and barracks radical. American newspaper correspondent.
air is cold and the people are hard. works on the banks of the river, seized • Bogdan Kavka: An undercover Számok • Katharina Moroshkin: A classicist and
• Grodek: A mountain resort. by the Sons of Khresht as an unofficial operative who favors the left. rhetorician with a love for jewelry.
• Halbturn: A city on the German border, headquarters. • Brock Barber: An underground fighter • Konstantin Bartov: A hard-drinking
conquered the day the war began. • Lembersky’s Café: Across the boule- with a love for fighting dirty. party loyalist.
• Hevyn: A monastic retreat in the moun- vard from the opera, the beating heart • Brother Jacek Kobro: A religious social- • Kris Herzog: An academic with encyclo-
tains, far above the clouds. of cosmopolitan Khresht. ist whose followers like to get rough. pedic knowledge of Khreshti history.
• Kladniv: A market town, center of the • The Bluffs: Where the nobility built • Carmilla Holstein: Khresht’s most brilliant • Kristoff Paul Lin: A disabled veteran
grain belt, where the peasants are their mansions in order to stare down philosopher, a leading queer theorist. and bodyguard to the elite.
hungry and enraged. at the city they loathe. • D.B. Babin: The ruthless overlord of • Magda Findle: A legend of the Khresti
• Koshiv: The river city famous for pro- • The Great Bridge: Built and rebuilt Khresht’s burgeoning film industry. stage and champion for feminism.
ducing the Koshiv Dragoons, backbone over the centuries, it connects the two • Erin Holmes: A brilliant, newly home- • Mikhail Sarno: The universally beloved
of the Khreshti army. halves of a city about to crack. less English student. star of Dinamo Khresht.
• Ludin: A seaside resort whose best • The Mire: Vilest slum in a city of slums, • Eugene Jovanović: An elderly carpen- • Milan Golubović: A chain-smoking rev-
days ended a century ago. where the revolution might be born. ter whose fingers dance on wood. olutionary who never does anything.
• Matz: A pinprick hamlet that has found • The New Palace: Home to the extended • Ilanavsky Petrodov: A warrior for indig- • Nikita Novak: A banker secretly under-
unwanted fame as the war’s front line. royal family, built a safe distance out- enous land rights in colonial Khresht. mining Copper Alley from the inside.
• Olari: The winter port, frozen for nine side of town. • Ilse Petrov: A former sniper with a deep • Kolya Orlov: An Anarcho-Syndicalist
months of the year. • The Turkish Quarter: Home to mer- facial scar and radical politics. pacifist who sings songs of revolution.
• Peresika: Birthplace of the Makharovs, chants, artists, and the finest theaters • Ilya Shmakov: A young soldier with a • Pavel Mikhonsky: A cellist, chain smok-
a city turned into a shrine. in the city. keen sense of humor. er, and hopeless amateur sculptor.
• Poromiv: Favorite city of poets, dream- • The Turquoise Palace: Lately reoccu- • Iokab Sosalov: A hard-line Marxist with • Svetlana Yurin: Owner of a soup kitch-
ers, and thieves. pied by the Empress, it is one of the a sideline in bank robbery. en that gives shelter to all.
• Radna: A farming village home to a wonders of Europe. • Jackson Magnus: A radical restaurant • Vasily Eisenstein: An expert organizer
radical agrarian sect. • The Zulawski Works: The towering fac- veteran whose kitchen is open to all. who spills secrets when drunk.
• Tadten: Oldest city in Khresht and the tory that casts the army’s guns, whose • James Ward: A union organizer turned • Vaska Jakovlev: A radical Bolshoi Ballet
empire’s spiritual center. workers are always near revolt. cynical after years in Khresht. star stranded in Khresht.
NEW YORK: 2025
COMRADES
It is springtime in New York, FACTIONS
and the city is tearing itself SMALL TROUBLE
apart. Since seceding from Every block in every borough is home to STRAPHANGERS UNION What happens when…
the United States, this one or more bespoke political groups. A public transit advocacy group turned • The bodega closes
new city-state has been Some are loyal to a larger philosophy or into an all-around crusader for the forgot- • Their rent spikes
overwhelmed by factions movement; some are strictly indepen- ten people of New York: the commuters, • Their jobs disappear
who will bully, bribe, steal, dent. Here are just a few: the nannies, the teachers, and everyone • Their stuff gets stolen
and kill to control the future else without whom this city would die. • Family comes to stay
of the metropolis. SQUATTERS • A lover vanishes
A spontaneous movement to reclaim the LOYALISTS • A pet gets sick
With just four weeks remain- vacant luxury housing that has choked A reactionary sect nostalgic for the imagi- • A neighbor needs help
ing before the constitutional the city like an invasive species, the nary paradise once called America, these • The wifi goes out
convention, the city hangs in the squatters behave like anarchists, free- conservatives demand a return to the • There’s no booze/drugs/water
balance. Now is your chance to gans, or crust punks, but are fluent in the union, and have openly invited the old • The ceiling caves in
seize it as your own. oldest language New York ever spoke: U.S. Army to invade and subjugate the • The cops knock on the door
real estate. city beneath the stars and stripes. • Bedbugs are everywhere

THE COOP MASTERS OF THE UNIVERSE BIG TROUBLE


An increasingly popular radical socialist Based in Wall Street, these ultra-libertar- What happens when…
sect that intends to convert every corner ians call for a return to a happier time, • The subways fail
of the city into a worker’s cooperative, when the city was ruled by robber barons, • The museums go broke
and which isn’t afraid to use violence to and no taxes, labor laws, or financial reg- • The power goes out
ensure that everyone does their part. ulation impeded their freedom to profit • A gas line explodes
off the blood of the weak. • Guns flood the streets
NEW TAMMANY • A hurricane hits
The Democratic splinter group in charge HARDHATS • The cops go on strike
of the Provisional government, these A loose coalition of construction workers, • The Brooklyn Bridge begins to crack
neo-liberals dream of a modern super sandhogs, cops, and wannabe tough • The United States starts a blockade
city: clean, efficient, blandly progressive, guys who believe the city requires a dicta- • The park becomes a warzone
and tightly controlled by a benevolent tri- tor’s iron fist to survive. Who that dictator • The public turns against the party
umvirate of forward-thinking billionaires. will be remains undecided. • A hero is shot dead
NEW YORK: 2025
COMRADES
MANHATTAN THE BLOCK NPCs
A beautiful corpse whose grand avenues • Barb’s Busy Corner: A deli offering bad • Alex Lucero: A guerilla pointillist who • Jack Wolfhand: An eco-fascist obsessed
are infested by needle-thin high rises produce, okay coffee, and killer heroes uses skyscrapers as her canvas with the purity of early Norse culture
owned by mysterious billionaires whose • Porky’s Suds: A cavernous laundromat • Amelia Hill: An expert smuggler who • James Corlin: A perennial Broadway
feet never touch sidewalk. The heart of whose staff is friendly but whose dry- operates out of her family’s diner standby who runs with high society
the city, it hasn’t beat in years. ers can’t be trusted • Anthony Westcott: The rapidly balding • Jean Tamborini: A retired seamstress
• Gin ’n Stuff: A liquor store where dusty heir to Westcott phamraceuticals and dog-walker to the stars
BROOKLYN bottles cower behind bulletproof glass • Birdie: A street fighter with a high tol- • Jeremy Vu Le: A Chinatown native re-
A jumble of neighborhoods where gentri- • Blarney Cove: A narrow dive bar where erance for gin, screamo, and pain developing his old neighborhood
fication’s wounds never healed. Home to teenagers chug whiskey sours and • Charlie: The local bodega cat: wise, • Josh Kaufman: An accordianist busker
violent radicals, intellectually paralyzed old-timers sleep in the booths hungry, and utterly untrustworthy who knows everybody in town
academics, and stubborn old-timers who • Ronnie’s: A fix-it shop run by a grav- • Clyde Fitzgerald: A third-rate vlogger • Kelix Sabo-tabby: A trans Wobbly with
will never let go of their block. el-voiced Brooklyn legend who stumbles onto the odd scoop a deep background in Marxist history
• Abby’s Kitchen: A soup kitchen and • Danae Persaki: A red hot trumpet play- • Little Sinatra: An old school crooner
QUEENS shelter with hot food and warm beds er and occasional contract killer who reworks standards to serve the left
A magnificent, sprawling melting pot. • The Shed: A performance space in the • Douglas Ward: A disgruntled ex-drone • Louise Kelly: An immigration officer
Each group has its own agenda, and no- back yard of a burnt-out brownstone pilot not yet used to civilian life disillusioned with her country’s policy
body’s speaking the same language. • The Abbatoir: An underground gym • Elliot Brooks: Caretaker of an empty • Mary Wright: A statistician and spin
home to the best fight nights in the city church, owner of thousands of pigeons doctor who molds numbers like clay
THE BRONX • Notoma: A Trinidadian bakery famous • Faser Six: A graffiti artist who can paint • Neja Ruwanpathirana: A crooked pri-
Birthplace of Uptown 2020: a mixed for roti, doubles, and sweet rolls your message anywhere in town vate detective and ace blackmailer
media artistic movement whose style is • Mariel’s Hair & Nails: A suspiciously-af- • Fatou Cissé: A sadistic parks commis- • Pilar Verdugo: A cheerful enforcer for
unmistakably New York, and whose lead- fordable second-floor salon sioner with far too much power the upstart Chilean mob
ers grow more radical by the day. • The Playground: Dogs, basketball, • Grit-DMZ: Pirate radio broadcaster • Salima Bey: An ambitious food truck
babies, and gossip sharing new politics and classic beats chef who mistreats her staff
STATEN ISLAND • Shanghai Garden: A Chinese-Caribbe- • Harold Buchanan: A global developer • Shepherd: A radical street preacher
The epicenter of reactionary New York. an takeout spot that delivers anything with the power to topple governments with a rap sheet as long as his beard
Aside from the anarchist collective at the you want in 15 minutes or less • Huang Shanfu: A gay architecture • Sibyl: A trans New Age priestess who
ferry terminal and the traveler commu- • Vicenzo’s Hardware: A labyrinthine student who fled persecution in China ministers to the wayward and queer
nity beneath the Narrows bridge, utterly hardware store that’s been in the • Ivan Reyes: A Cuban immigrant, indie • Yazmin Williamson: A shockingly cor-
overrun with loyalists, fascists, and worse. neighborhood longer than anyone journalist, and master of deepfakes rupt social media influencer
THE PARTY
COMRADES
PARTY NAME:

IDEOLOGY:

PURPOSE:

LEADER:

SLOGAN:

PREFERRED APPROACH PATHWAYS TO REVOLUTION


❍❍ Force +1 Force: ijklmn
❍❍ Organization +1 Organization: ijklmn
❍❍ Zealotry +1 Zealotry: ijklmn
❍❍ Mayhem +1 Mayhem: ijklmn
SIGIL ❍❍ Fellowship +1 Fellowship: ijklmn
THE PARTY
COMRADES
RIVALS HISTORY OF REVOLUTIONARY ACTIVITY

AFFILIATED NPCs

NOTES

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