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Fellowship is a game about the journey.

Several heroes will


travel the world together, seeing a variety of interesting
places on their journey to explore the land and find their
the flow of play fellowship principles
purpose. There are many threats and trials on their path. The flow of play for each scene goes like this: Your Principles are the rules you must follow.
Each trial they face is a single scene, and every scene has Do not break them.
a flow to it. Fellowship is all about playing out those little 1 Set the Scene, Set the Stakes: The Empire will set
scenes, stringing them together to create your adventure. the scene, telling everyone what is here and what is • Be Heroic.
going on. The fellowship will decide what they want to You're here to save the day. You have a duty to save
Those scenes are strung together into stories, collections
do next. Once you know what's here and what you're
of scenes that share a central goal. Different kinds of stories this world, and you cannot go back on that. Act like the
doing, the scene is set, and it's time to set the stakes.
have different means of setting scenes and progression. heroes you are.
There will almost always be something in the
fellowship's way, a problem they must overcome. What's • Create solutions, not problems.
on the line here? What could go wrong? You don't need You're the good guys. There's plenty of bad going
to discuss this step by step, but each player should have around already - do not make the world worse.
the stakes in mind as they proceed with the scene. • Address the characters, not the players.
Don't call them "Jesse" or "Sam," call them "Aurora"
2 Swing the Spotlight: Once the stakes are set, it is and "Rumblebelly."
time to take action, and the Spotlight swings around the • Embrace the fantastic.
table. The Spotlight is the turn order of Fellowship, but
this turn order is not rigid or fixed. The Spotlight is
Don't let the world be boring. Do fun things, make
flexible, and it goes where it needs to go, as follows: the world weird, commit to acting and being fantastic.
When someone is in Danger, they get the Spotlight • Make a move that follows.
to tell us how they deal with that. You can only make a move you meet the trigger for,
When someone hasn't done something in a while, and the results of your move will tell us how the story
they get the Spotlight to tell us what they were up to. plays out. You cannot make a move if you don't fulfill
When someone has an idea, leaps into action, the trigger.
speaks for the group, or does something noteworthy, • Remind us of your moves.
they get the Spotlight to do their thing.
Everyone shares the same basic moves, but everyone
When someone's own actions put them directly
into danger, they lose the Spotlight, leaving their has their own moves to call upon when they need them.
moment on a cliffhanger. Be clear which move you are using when you trigger it,
When a player has the Spotlight, they will describe and let us know exactly what happens as a result.
what they are doing, and the Horizon will describe how • Always ask questions. Always answer questions.
the world reacts to their actions, and may require them If you don't know, ask. If someone asks you, answer.
to make a Move. The Spotlight is a dialogue, going back • Begin and end with the fiction.
and forth until something has happened. Start a move with what triggered it, end the move
When their moment has been long enough, or with what it accomplished, and then move to the next
when the danger shifts elsewhere, or when another
player has something to do, or when it would be a
move from there.
good cliffhanger, swing the Spotlight. • Don't steal the spotlight...
Don't let anyone keep the Spotlight for too long. When another player is taking action, let them do so.
Share the Spotlight often, and share the Spotlight with Don't interrupt, don't take over, don't get in their way. If
everyone. Most of the game will be played while the they don't know what to do, you can give them some
is playbook contains the basic rules for playing as the fellowship. Spotlight is swinging, so manage the Spotlight well. suggestions, but your hero shouldn't jump in and take
you should have one copy of this playbook on hand
for every two or three people playing the game. their moment from them. It's their turn, not yours.
3 Quick Recap: Once a scene is done, tell us what • ...But shine on when you have it.

fellowship
happened, briefly, and check in on everyone. It can be When you have the spotlight, use it. Do something
hard to track everything while the Spotlight is swinging.
Take a quick recap to catch up on what happened during cool. Do something fun. Do something wild. It doesn't
EMPIRE BASIC RULES the scene before moving on to the next. matter, so long as you do something.
telling stories the showdown
It doesn't matter what you were doing: a Leader or a Set
tags
Piece has appeared, or you have found the location of an
Scenes are combined together to tell overarching Stories.
The 4 kinds of Stories you will tell in Fellowship are:
imperial Power Source, and now you need to deal with it. range tags
The Showdown always begins with the new threat asserting Range tags tell you where you need to be to use a weapon or
attack successfully.
a little downtime itself. They make a show of power, causing chaos or fear or
fire or explosions. Whatever they do, it is dangerous.
Melee: You need to be up close to hit them.
Downtime is what it sounds like. When the fellowship Ranged: You can hit them if you can see them. Ranged
spends some time in civilization (usually when they Recover), Once the show of force is over, the fellowship is placed in weapons usually need Ammo or require Reloading.
they tell everyone how they pass their time. danger and must take action immediately. The Showdown is Area: Area attacks hit everyone in a group.
Each player sets a single scene describing their downtime. less of a string of scenes, and more an extended, dangerous, Dangerous: Dangerous attacks are like Area attacks, but
The Empire will follow up with a single question about it, high stakes scene, that will not end until either the threat or they always cause collateral damage.
such as "who was there with you?" or "what made that harder the fellowship are defeated or forced to retreat.
than you expected?" or "someone in town didn't like that very item tags
much, who was it?" Answer it.
Once everyone in the fellowship has set one scene, the
quick start Item tags describe the properties that a thing has.
Burning: Burning attacks start fires.
Empire sets a scene. First time playingFellowship? Follow these steps: Clumsy: Clumsy items have -1 to be used, and Clumsy
Then, everyone decides whether to continue their downtime armor gives -1 to Get Away.
and set another scene, or end it. Downtime ends when at least 1: Pick Your Playbook Dragon-Made: This is immune to magic and elements.
half the fellowship is ready to move on. You can't pick a playbook someone else has, and one player Dwarf-Made: This item is nearly indestructible.
must be the Empire. Elf-Made: This does not age. Its touch burns non-elves.
a long journey 2: Choose your Name, Look, and Agenda
Giant: This can be used on up to three targets at once.
Necrotic: Necrotic attacks inflict wounds that do not heal
A Journey is the story of point A to point B. During a
Journey, each player tells us one event that happened along 3: Assign your Stats naturally. Necrotic damage is marked twice, and the first
the way, starting with whoever you like. The Empire may 4: Choose your Moves mark cannot be removed by Filling Your Belly.
frame the event by asking the player a question first, like 5: Choose your Gear Orc-Made: Orc-Made items are Clumsy in any hands but
"what did you find off the beaten path?" or "what was really These steps are all on your playbook. Look it over and an Orc's.
dangerous about this leg of the journey?" or "who did you choose from the options your playbook gives you. Piercing: The attacker always chooses which stat to
meet on the read?" 6: Introduce your Hero damage, and the damage cannot be redirected to armor or
After someone describes the event, they choose another Tell us about your hero, tell us why you are your people's other stats.
player at the table, and they tell us how they handled the champion, and then tell us three facts about your people. Reload: This weapon can only be used once per scene.
event. Give each event as much or as little detail as it needs. Each player must do this. Slow: This takes time and safety to use properly.
The Empire also sets a scene during this journey, telling the Thrown: If you use this weapon as a Ranged weapon, you
fellowship how the environment made the journey harder. 7: Meet the Empire lose it until you can go and get it back.
After every event has been resolved, you make it to your The Empire asserts itself, telling the players of the society
destination. they find themselves in, the names and quick descriptions of
the Leaders who run this Empire, and shares the effects of
limited tags
These tags cost a Use to gain their benefits.
a proper challenge the Empire's three Power Moves with the fellowship.
In addition, the Empire must give the fellowship
Ammo: Spend 1 Use to make a move with this weapon. It
does not cost Ammo unless the move tells you it does.
Challenges are the story of earning something worthwhile.
When the fellowship sets a short term goal, the story to The Rebellion team playbook, which they fill out now. Armor: Spend 1 Use to prevent 1 damage you would take.
Drunk: When you Use this, you have Despair and cannot
achieve it is the Challenge. Everyone works together in every 8: Bonds have Hope for your next roll.
scene, and new scenes are set until the Challenge is overcome Each player fills in however many Bonds their playbook Food: You can spend it to Fill Your Belly.
or the goal is unattainable. says they start with with the names of anyone they know - Fuel: Robots can spend this to Fill Their Belly.
A Challenge usually comes from trying to earn Fellowship. each other or Companions. Healing: Spend 1 Use to heal a damaged stat.
When you come to a community, they will usually have some Precious: Spend 1 Use to Forge a Bond with someone, or to
trouble that they need help with, and your Challenge is 9: Rumors
not have to do a favor for someone.
resolving their troubles. Each player answers this prompt individually:
Repair: Spend 1 Use to fix something broken, or to Heal a
The first scene of a challenge is always spent making a plan. Choose another player, and tell us a rumor or superstition robotic Companion or a Ship.
The fellowship decides what they need to do to get their goal, your people hold about their people. They cannot tell you Useful: Spend 1 Use to produce something helpful.
and the next scene will be either the first step of the plan in whether or not it is true. Vigor: When you Use this, you have Hope and cannot have
action, or gathering what you need to set the plan in motion. Despair for your next roll.
Each scene after that will flow from there. 10: Start playing! Trap: Traps are items you need to place in advance.
overcome blood
Fellowship is a game about the challenge. A lot of
different challenges will get in your way throughout your basic moves When you attempt to avoid, redirect, or prevent the
harm something will cause, roll +Blood. You can
journey, and you will need to stand up and face those Overcome any obstacle, threat, Cut, or Move made against
challenges if you want to succeed. When the result of your
actions is unclear, your Moves will resolve them.
finish them any stat you or an ally, if you are in position to act and have the
means to stop it.
Each move has a Trigger. If you do not meet the trigger, When you attempt to defeat an enemy you hold an
advantage over, tell us what you want to do to them and On a 10+, you stop the obstacle, threat, Cut, or Move
the move doesn't happen. The trigger is the part in bold that from causing harm.
begins with "When you..." at the start of each move. To roll the appropriate stat.
On a 7-9, choose one: Pay a price to take the 10+ result,
perform a move, you must fulfill the trigger. If you do not have an advantage over them, you cannot
or create a temporary solution. A temporary solution will
Most moves have a Check. The Check is what you must attempt to Finish Them. An Advantage is something you
delay the threat, but when time is up, it'll be back in force -
do to perform the move, usually rolling dice and adding a need to get the upper hand, such as teamwork, the element
the Overlord will tell you when.
number. If the check says something like "roll +Blood", of surprise, or a moment's hesitation.
Overcoming harm with a weapon does not cost Ammo.
then you roll two six sided dice and add your Blood stat to If you Finish Them by...
the roll.
Every move has a Result. The result is what happens if
...trying to kill them, roll +Blood. On a 10+, they die by your
hand.
keep them busy courage
When you act as a distraction or buy some time, tell
you meet both the trigger and the check. On moves with a ...forcing them to retreat, roll +Courage. On a 10+, they us how and roll +Courage.
roll, the result will change depending on the numbers you back off. They won't be back anytime soon. On a 7+, you buy some time, and their attention is all
rolled, with higher numbers being better. 7+ means "7 or ...outsmarting, terrifying, or overwhelming them, roll on you, for now.
higher," 9- means "9 or less," and a range like "7-9" means +Grace. On a 10+, they admit defeat, and will not willingly On a 9-, they will retaliate against you when time is up.
"7, 8, or 9". challenge you again. If you Keep Them Busy using a weapon with Ammo,
Once you have hit the trigger, paid for the check, and
...disabling them or knocking them out, roll +Sense. On a use 1 Ammo. If you have no Ammo, you cannot Keep
figured out the result, the move is over, and you figure out
10+, they are physically incapacitated and unable to continue. Them Busy with that weapon. If you have the Clumsy tag,
what your move did and what happens next from there.
...showing them the error of their ways, roll +Wisdom. On you take -1 to Keep Them Busy.

get away
a 10+, you Forge a Bond with them, and they cannot bring
themselves to hurt you. grace
On a 7-9, you deal damage to them and lose your advantage. When you need to get somewhere out of reach or
If an ally was Keeping Them Busy, they aren't anymore. out of sight, tell us where you're going and roll +Grace.
On a 6-, you lose the advantage, and must face retaliation. On a 10+, choose two. On a 7-9, choose one:
If you Finish Them using a weapon with Ammo, use 1 • You get there quickly, avoiding any harm along the way.
Ammo. If you have no Ammo, you cannot Finish Them with • You get there quietly, drawing no attention.
that weapon. • You grab someone nearby and bring them with you.
If you have the Clumsy tag, you take -1 to Finish Them. If you have the Clumsy tag, you take -1 to Get Away.

strike from advantage optional talk sense grace / sense


/ wisdom
When you speak with conviction and ask someone for
When you have Advantage over an enemy you want
help, tell us what you want from them and why they should
to cause harm, you may pay a price and lose this
help you. If they're willing to listen, roll. When you...
Advantage to deal damage to them. You must be carrying a
...detail your plan and their place in it, roll +Sense.
weapon they are within Range of to Strike From Advantage.
...appeal to their emotions or desires, roll +Wisdom.
...impress, dazzle, or trick them, roll +Grace.
is playbook contains the basic rules for playing as the fellowship. What is an Advantage? On a 7+, they do as you ask, to the best of their ability.
You should have one copy of this playbook on hand An Advantage is any means of fictional superiority you On a 9-, you owe them a favor. The more you ask of them,
for every two or three people playing the game. hold over someone else. When you do something that the more they'll ask of you, and they can cash in at any time
sounds like an advantage, then you have an advantage. If - even right now, before they do as you ask.

fellowship BASIC RULES


they are better than you, you do not have an advantage,
and you will need to turn the tables in some way if you want
to Finish Them.
On a 6-, they choose one: They cannot do as you ask and
will tell you why, or the favor you must do them is expensive,
difficult, or demeaning.
hope and despair bond moves
basic moves When you have Hope and make a move, roll three dice
and keep the best two.
look closely sense When you are in Despair and make a move, roll three
dice and keep the worst two.
forge a bond
When you closely examine a situation or a location, When you bond with someone over something you did or
When you have both, they cancel out. shared together, record a new Bond with them on your sheet,
roll +Sense. When someone outside the fellowship is in Despair,
On a 7+, ask three questions from the list. describing the connection you two now hold. A Bond is a single
they cannot do anything meaningful. When you roll with a sentence describing how you feel about them or what you two
On a 9-, you find one of those answers the hard way. stat that has been Damaged, you roll with Despair. have done together. If you already had a Bond with them, you
On a 6-, you may only ask one question. can add another Bond, or rewrite an existing one. You can never
Anyone can answer, but the Empire has the final say. damage have more than three Bonds with someone.
• What is going on here? What do my senses tell me? When you take damage, choose a stat and mark it. If you Forge a Bond with someone outside the fellowship,
• Is something hidden or out of place? If so, what looks suspicious? Sometimes you will not get a choice, and a stat will be they will join you as a Companion, so long as the Bond holds.
• Tell me about _____ . How could it hurt me? How could it help me? damaged for you. While a stat is damaged, you are in


Tell me about _____ . What are they doing? What will they do next?
What will happen if I _____ ?
Despair whenever you roll that stat. When an enemy's stat the bonds that bind us
or a Companion's stat is damaged, they cannot use it. When two or more players who have Bonds with each

speak softly
When you have a quiet chat with someone, you may
wisdom You cannot mark a stat that has already been marked.
When you heal, remove a mark from one of your stats.
When you take damage while all of your stats are already
other work together side by side, they roll with Hope.
When one of them must pay a price, another may choose
to pay that price instead.
roll +Wisdom. Then, ask three questions from the list. marked, you get Taken Out.
On a 10+, they must answer each question honestly.
On a 9-, one of their answers is not helpful. Either they recover the bonds that break us
When the fellowship rests in a place of safety for over When your actions harm an ally, immediately erase one
refuse to answer or they reveal a terrible truth you didn't of your Bonds with them. When you have no Bonds with a
a week, heal all of your stats and restock all of your Gear.
want to hear, their choice. member of the fellowship, you cannot work alongside them
The Horizon increases the Response Level of this Location by
On a 6-, one of their other answers is false. 1, and lowers the Response Level everywhere else by 2. without getting in each others' way, and you both roll with
• What can they tell us about ________ ?
Despair when working together.
• What were they doing, and what are they going to do next? taken out
• What should I be wary of when dealing with them? When all of your stats are damaged and you take bound in service
• What do they want, and how could we help them get it? further damage, you are Taken Out, and no longer able to When you call upon a Companion for help, you may
• What would they have us do next? help out for the rest of the scene. Tell us how you got Taken damage one of their stats to create an advantage related to
Out. What happened to you? What is going to happen to you that stat. If all of a Companion's stats are damaged and
pay the price next? Can the fellowship save you from your fate? If so, how? they'd take further damage, lose a Bond with them.
When no one has any Bonds with a Companion, they
When a move tells you to pay a price, tell us what it costs
you. A price can be taking damage, losing or using equipment, end of session (empire vers.) leave the fellowship.
suffering a setback, or losing an advantage. Whatever the cost, When you reach the end of a session, the fellowship
you must pay that price immediately before, during, or after the answers these three questions: heart of fire
move you paid for. • Did we strike a blow against the Empire or its Leaders? When you hold a Bond with a Leader, they do not
• Did we protect the common folk from harm? become your Companion, but you still hold sway over them.
command lore
When someone asks something about your character or
• Did we learn something new about the Empire and its plans? You may erase one Bond with them at any time to buy
yourself a reprieve. Choose one: They will show you mercy,
your people, tell them. When you ask about another
For each "yes" answer, the group chooses one. You may tell you something valuable, or ignore you for the time being.
character or their people, they will tell you. When you ask choose an option more than once.
about the Overlord, they alone may choose not to answer. • Each fellowship player refreshes one piece of their Gear to its
full value. notoriety level
When you cause lasting harm to the Empire, the Empire
fill your belly
When you are between scenes, you may Use Food to heal
• Each fellowship player chooses one stat to heal. It doesn't have
to be theirs.
• The fellowship and the Empire each choose one player to Level
will write your name into a Bond. The Empire can have up to
5 Bonds with someone. Your Notoriety Level is equal to the
one damage. When you share a meal with friends, one person Up. You cannot be chosen to Level Up if you are the highest level number of Bonds the Empire has with you. Higher Notoriety
may heal an extra point of damage. player or you have already been chosen to level up this session. makes you more likely to be recognized by the Empire.
Your Notoriety Level affects how the Empire treats you.
name: look Circle one from each list,
or make up your own: what is a dragon?
• Fierce Eyes, Golden Eyes, or Monochromatic Eyes Choose the option that best represents your people:
Choose one or two from each, or make up your own: • Massive Hair, Many Small Horns, or Spiky Frills
Names: Volga, Glaurung, Freya, Najhk, Katla, Montague,
• Armor of Red and Gold, Buff and Shirtless, or Fancy Tunic
a champion, chosen
Mnementh, Smaug, Ridley, Avdol, Temeraire, Ghidorah, Elry, You were not related to the Dragons, until they chose
Vermithrax, Fafnir, Tiamat, Minerva, Bellatoria, Manakeet • Dragon Body, Human-Like Body, or Somewhere In Between you as their champion. Though you have changed, you still
Titles: The Red Magician, Burninator, Swordmelter, remember who you were.
The Golden Conqueror, Dragoon, Of Seven Fires, Daybringer, The
Green Assassin, The Blue Genius, Fire Eater, Hatchling, The Silver agenda When you know not what to do,
consult your Agendas.
Take a Core Move from any other basic playbook. That
playbook's Core and Custom Moves count as Dragon Custom
Moves for you, and you may take Moves from that playbook
Sage, The Bronze Warrior, Hunter of _______ You have these three Agendas: that cannot be Shared.
• Be Brave, Take Risks • Tell Us Of Your People a dragon, reborn
• Improve The World Around You You used to be one of the true dragons, glorious and
unstoppable, and for one reason or another, you have been
And circle a fourth Agenda that only you follow: reduced to this lesser form you now hold. Describe your form
and how you were weakened.
Honor and Glory Your Fire does not have the Reload tag, you may give
Impress others with your conduct, power, and style. yourself the Burning tag at any time, and you may choose one
extra option from each of the Dragon's Gear lists.
Relentless Justice a hatchling, newborn
The laws of the great dragons are absolute. Your power is a simple one: you are a newborn, the child
Do not break them or allow others to do so. of at least one dragon. You have limited control over your
great strength, but it exhausts you.
Unfettered Ambitions When you wish to unleash your true strength, you must
damage your Blood. For the rest of the scene, you gain the
Seize fame and fortune whenever you can. tags Burning and Dangerous, you do not roll with Despair
when rolling Blood or Courage, and you can damage a stat to

stats Your Blood stat is +2.


Assign +2, +1, +0, -1 to your other stats.
use a Dragon Magic spell without marking it.
You cannot transform while your Blood is damaged. When
the scene ends, your transformation also ends.
a kobold, ascended

You are in Despair when you roll a damaged stat.


Blood

When a stat is damaged, mark the small box.


Your people are the lesser dragons, the servants of
dragons, and you have stood above the crowd. Unlike the other
Dragons, you have a people you can Command Lore about: the
Kobolds and their culture.
Courage Add a Group of Kobold Pokers to your Gear. You have one
Bond with them. You also add explosives (Dangerous, Trap, 2
Uses) to your Gear. You can use them to cave in a small room
or narrow tunnel, or to blast open a wall or door on cue.

Grace playing as the dragon


Sense
The Dragon is fire, and everything you could use to describe
fire describes you, too. Glorious, brilliant, warm, comforting,
bright, unstoppable, destructive, devastating, terrible, all-
consuming: these are the things Dragons are.

the dragon
Play as The Dragon if you want to be glorious and cool, if

BASIC PLAYBOOK
Wisdom you like straightforward strength with cool abilities, if you
want to be a real monster, or if you just want to burn
everything that gets in your way.
dragon's core dragon's custom dragon advancement
All Dragons have the following Moves.
champion of fire
Choose two of these Moves to further define
what it means to be a Dragon.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
You do not have your own People. You once did, but no fire and ice O Increase your Courage or Sense by 1 (to a maximum of +3).
longer. Instead, you can Command Lore about the glory of When you take this move, choose Lightning, Ice, or Poison.
The chosen element works like your Fire, as a ranged weapon you use
O Increase one of your stats by 1 (to a maximum of +3).
the dragons, their place in the world, and the magnificent O Take another Dragon Custom.
in the same manner. Add the element you chose to your Gear:
feats they have performed throughout history. O Take another Dragon Custom.
This Move cannot be Shared. O Lightning: Your Lightning is (Ranged, Reload, Piercing).
O Ice: Your Ice slows those it hits, giving Hope to Finish Them, Keep O Take another Dragon Custom, or ask another player to
Them Busy, or Get Away from them. It is also (Ranged, Reload). share a Move with you.
dragon magic O Poison: Your Poison is (Ranged, Reload, Necrotic). O Share one of your Moves with another player.
When you draw upon the draconic power that only a O You have Changed. You must be level 5 or higher to take
You may take this move multiple times, choosing a different element
fool would not call magic, choose a spell from below, then each time. Each of your elements reloads separately. this Advancement. When you Change, choose a Destiny
mark it. You cannot use a spell while it is marked. you meet the requirements for and take its first Move.
When you Fill Your Belly, remove a mark from one spell. eyes of fire
When you Recover, remove all marks on your spells.
shared customs
Your eyes are unnaturally good, and you can see fine detail even
through the darkest night or densest fog. When you Look Closely, you
O Blessing of Strength: Destroy a wall or door in your way. may study any location you can see, no matter how distant, as if you were
standing right there. Record the moves you've learned from your allies here:
O Blessing of Speed: Instantly appear somewhere close by
that you can see. No one else will see you move there. fire eater
O Blessing of Glory: Force someone to listen to you when You may extinguish any flame within arm's reach by touching it,
you Talk Sense to them. tell us what this looks like. Eating a fire instantly reloads your Fire. You
may use this to Overcome attacks with the Burning tag as if you got a 10.
If you also have Fire and Ice, you may apply this move to that
When you Share this Move with another, they choose element too, instantly absorbing electricity, clearing ice, or removing
a single spell from the list. That spell is the only one they can poison from something you touch to Reload your Lightning, your Ice, or
use. You can Share this Move with someone multiple times. your Poison.
Each time you do, they learn another spell.
listen here, you little punk
When you Talk Sense by telling them what will happen to them if
through the fire and the flames they do not do as you ask, Talk Sense with +Blood. On a 7-9, they cannot
You are Dragon-Made, and the elements cannot harm or ask their favor of you until they have done what you asked of them.
change you.
This Move cannot be Shared. strength of a hundred
You can pick up anything and anyone you can firmly grasp with at least
one hand. Objects and enemies you hold have the tags Ranged and Thrown.

treasure hoard
You are rich and powerful. Choose an extra option from each of
your Gear lists.

unique upbringing
Take a Custom Move from any basic playbook.
You may also take an Agenda from the chosen playbook.
This Move cannot be Shared.

wings of a dragon
You can fly. When you fly with a passenger or a heavy load,
you have the Clumsy tag.
Clumsy gives a -1 penalty to Get Away, Keep Them Busy, and Finish
Them.
Dragons represent strength. They have the power to save
the world. Dragons represent wisdom. They have the
foresight to save the world. Dragons represent greed. They
bonds dragon's gear
do not want to save the world if nothing is in it for them. You start with 4 bonds with the other members of the You have extra spicy fruits (Dragon-Made, Food,
So they won't. Instead, I will. I have been gifted their Fellowship. Use these, or make your own: 3 Uses). Your armament also protects you
power and named their champion. I am here to save the (Armor, Dragon-Made, 1 Use).
_____________ shares my burning passion!
world on their behalf. I will do what they have decided is Choose your armaments; all are Melee and Dragon-Made:
beneath them, and I will become glorious. I deeply admire _____________ 's power. O Your dragon-made spear and polished shield.
The Empire will be my stepping stone. Their plans O Your mighty claws and hardened scales.
amount to nothing before the fire of dragons. We will _____________ has the respect of the old dragons.
O Your supernatural strength and speed.
defeat them. We will destroy them. And I will take my place O Your blazing soul, enveloping you in protective fire.
_____________ is my greatest rival.
in history as the greatest champion this world has ever seen.
I am the Dragon, and my enemies will burn. I often bicker with _____________ , Choose your Fire; all are Ranged, Reload, and Burning:
but we would not last long without each other. O You spit primal fireballs from your mouth.
O You conjure rays of fire from your hands.
_____________ saw my strength from before O You throw firebombs of caustic oils and reactive powders.
I became what I am now. O You shoot fire from a flamethrower you made yourself.
I once saved _____________ 's life. Choose your follower:
O A kobold underling (poker, slinger, or thinker).
I would not be the person I am now without _____________ . You have one Bond with them.
_____________ and I have shared in glorious victory. O Your pet (komodo dragon or hell hound).
You have one Bond with them.
My treasures are _____________ 's treasures. O A dragon spirit, advising you on how to best be
their champion (2 Uses). You may Use this to call
Record your other bonds here: your spirit to your side and roll to Speak Softly with them.
They have great knowledge of many things.
O Your minion. Choose another player, and add your
armaments to their Gear: (Melee, Dragon-Made)
and (Armor, Dragon-Made, 1 Use)
Choose your treasure:
O Yourself, and your overwhelming power (2 Uses).
When you use your Dragon Magic, you may spend 1 Use
of your Power instead of marking a Dragon Magic spell.
O Your lair, with unlimited Precious things within.
When you visit your lair, you may take some
treasures with you (Precious, Useful, 3 Uses).
O Your love, who you will keep safe.
Choose a player: ______________________
They gain (Armor, Dragon-Made, 2 Uses)
while you are within arm's reach of them.

dragon-made (Item Tag)


Dragon-Made items cannot be destroyed, damaged, or

the dragon BASIC PLAYBOOK


altered by the elements or magical attacks. Fire, ice, lightning,
acid, arcane energy, dark all-consuming voids - none of them
have any effect on Dragon-Made weapons or armor.
dragon companions earned fellowship dragon notes
Dragon companions are those allies who are particularly When you gain Fellowship with a community, Use this space to take notes.
likely to join arms with you. Many of them are available as the Empire chooses three Fellowship moves from the book. Write about the Dragons, write about the people you've met,
Gear options - a Companion in your Gear will always return Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
to you, heal, or be replaced by another when you Recover. If you think it's important to you or to the Dragons,
write it down.
hell hound
This reddish-brown dog can breathe fire.
name: fire breathing fireproof

kobold poker
This kobold warrior hides behind a shield and pokes their enemies
with a well-used spear.
name: use the pointy bit big shield

group of kobold pokers


These kobolds form a phalanx, each shield protecting the warrior next
to them. As a Group, each of their stats can be damaged twice.
name: use the pointy bit big shield

kobold slinger
These kobolds are well-practiced with their powerful slingshots,
firing rocks at their enemies from afar.
name: rock to the head scamper away

kobold thinker
They've got a plan, and you might be a part of it.
name: master plan back-up plan

komodo dragon
They aren't true dragons, but they're bigger than your dog and have
a much deadlier, more venomous bite.
name: necrotic bite hardened scales
name: look Circle one from each list,
or make up your own: why are you in exile?
• Piercing Eyes, Sad Eyes, or Wise Eyes
Choose one or two from each, or make up your own: Choose the option that best represents your crime:
• Braided Hair, Long Hair, or Dark Hood
Names: Use the Names list from Who You Were. • Concealing Cloak, Prison Garb, or Threadbare Clothes thief
Titles: Abandoned My Duties, Betrayed My Commander, You carry a forbidden item, such as an enchanted sword, a
Cat Burglary, Cavorted With Devils, Drug Smuggling, • Androgynous Bod, Muscled Figure, or Tiny Frame magical crown, or a mighty suit of armor. A large portion of this
Framed By My Nemesis, Impersonation, Mugging, Mutiny, artifact is made of your Forbidden Element. Give it any three tags
Necromancy, Vanished for 100 Years, Weapons Trafficking,
Witchcraft (Advanced)
agenda When you know not what to do,
consult your Agendas.
you like, and it has 3 Uses.
You can spend those Uses for anything its tags would give it.
You can also spend 1 Use to create something out of your Forbidden
You have these three Agendas: Element, such as a stone hut, a blast of lightning, or a blazing fire.
• Be Brave, Take Risks • Tell Us Of Your People When you Fill Your Belly, you restore 1 Use to your artifact.
• Improve The World Around You traitor
You once worked for the Empire, and you have turned on
And circle a fourth Agenda that only you follow: them. You have an elemental monster form that you can take on
when you must. Describe it for us, including what it is you must do
Learn The Truth to activate this form.
Discover the world outside your sheltered past. When you are in this form, you are never in Despair when
rolling Blood or Grace, you have incredible strength, you are Melee
and Giant, and you are immune to harm caused by your Forbidden
My Own Justice Element.
Punish those who break your moral code. When you wish to transform, you must damage your Blood
stat. You cannot transform while your Blood is damaged. When the
On The Run scene ends, your transformation also ends.
Keep a low profile,
and avoid drawing attention to yourself. vigilante
You punish those outside the law, and you must hide your
identity. When you don your disguise themed after your

stats Your Wisdom stat is +2.


Assign +2, +1, +0, -1 to your other stats.
element, you are Melee and Piercing, and you can conjure your
Forbidden Element to attack or defend with as needed. Conjured bits
of your Forbidden Element disappear shortly after you create them.

You are in Despair when you roll a damaged stat.


Blood witch

When a stat is damaged, mark the small box.


You have practiced the forbidden arts. You have telekinetic
control over your Forbidden Element in all its forms, and can reshape
it at will, with some time and effort.

Courage When you have access to a source of your Forbidden Element,


you have the Ranged tag when attacking or defending, and the Slow
tag when creating something useful out of your element, such as a
tunnel or a bridge.

Grace playing as the exile


Sense
The Exile is a traitor. They have lost their people, their
past, and can only live for the future. So they will make their
future as bright as possible. The Exile is determined to create
a better world, no matter what gets in their way.

the exile Wisdom


Play as The Exile if you want a prominent leadership role,
if you like lots of freedom in your character's customization, if
you want to explore your hero's dark past, or if you just want
BASIC PLAYBOOK cool elemental powers.
exile core exile's custom exile's advancement
The Exile has the following Moves.

a lesson learned
Choose two of these Moves
to further define what it means to be the Exile.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.

When you forgive someone who did you wrong and bleeding heart O Increase your Blood or Courage by 1 (to a max of +3).
tell them so, heal them, heal yourself, and Forge a Bond You are never in Despair when rolling Wisdom, even if O Increase one of your stats by 1 (to a maximum of +3).
with them. it is damaged.
O Take a Custom move the playbook Who You Were.
This Move cannot be Shared.
O Take another Exile's Custom.
forbidden element O Take another Exile's Custom, or ask another player to
You have been exiled for a reason, even if that reason is chasing smoke
You can always attempt to Get Away, even while bound, Share a Move with you.
not just. You have a gift, and this gift gives you power. O Share your Forbidden Element and your crime with another
trapped, pinned down, crippled, or imprisoned.
Choose a classical element, such as fire, ice, lightning, player. They use your Forbidden Element in the same way
stone, wood, or some other basic component all your elemental mastery you do, gaining your Why Are You In Exile? Move.
powers share. You can call upon your element to aid you, Choose a second Forbidden Element. O You have Changed. You must be level 5 or higher to take
when you need it. Give each of your Forbidden Elements one appropriate tag of this Advancement. When you Change, choose a Destiny
How you use your element to aid you depends upon your choice, such as Armor, Burning, or Precious. you meet the requirements for and take its first Move.
your crime (see Why Are You In Exile?). If that tag is a Limited tag, it has 1 Use.

shared customs
When you Fill Your Belly, restore one of those Uses.
who you were This Move cannot be Shared.
Take one Core Move and one Custom Move from any
basic playbook. You can take Moves that cannot be Shared. love and peace Record the moves you've learned from your allies here:
Both of these Moves must come from the same playbook. When you heal someone else, you may also heal.
That playbook is Who You Were. You cannot Command
Lore about its people, only about the crimes you have savior
When someone within arm's reach would suffer
committed and other exiles like you.
harm, you may take that harm in their place.
This Move cannot be Shared.
speak truth to power (wisdom)
Record the moves from Who You Were here: When you speak out against the status quo before a
crowd, tell us what you want of them, then roll +Wisdom.
On a 7+, they will follow your lead, doing as you do.
On a 9-, you rile them up beyond your ability to control.
They quickly take their own lead and follow their own desires.

survivor
When you Overcome harm directed at you, on a 7+, you
also either heal or Get Away as if you rolled a 7-9, your choice.

who you've become


Take a Custom Move from any basic playbook, other than
the playbook Who You Were.
You may also take an Agenda from the chosen playbook.
This Move cannot be Shared.
bonds exiled gear
I was once a part of the Empire. I know what cruelty they
bring. I have seen it first hand. I have... I have done some of that
cruelty myself. I have hurt you, or the people you care about. I
don't blame you if you can't forgive me. You start with 4 bonds with the other members of the You carry something made of or containing your
But please know that I am very sorry. Fellowship. Use these, or make your own: Forbidden Element, describe it. Give it one
I am here to join your fellowship. I cannot work for them appropriate tag and 2 Uses, if it needs them.
anymore. I cannot keep helping the Empire destroy everything in When I was on the run, _____________ gave me shelter. You also carry stolen food (Food, 3 Uses),
their path. They are monstrous, and I see that now. I can see some bandages (Healing, Slow, 2 Uses),
what they have been doing, what I had been doing. I kept _____________ safe from the law.
and a simple weapon, choose one:
And I want no part of it. I want to stop them. I WILL stop O (Melee)
them. And I'll do it with or without you. But I would really like _____________ is a part of my people.
O (Ranged, 3 Ammo)
to do it with you. I will never forget what _____________ has done for me.
I am an Exile, and there's no one else I can turn to.
How do you protect yourself ? Choose one:
I grew up with_____________ . O By hiding. You carry fake identification and a
disguise kit (2 Uses). You can spend 1 Use to
_____________ knows who I really am.
appear as an average worker of any profession.
_____________ owes me a favor. O By fighting. You carry a simple sword (Melee)
and shield (Armor, 1 Use).
_____________ punched a cop for me. O By running. You have an exploration kit (Useful,
2 Uses) and a map.
I will keep _____________ safe. O By surviving. You have some extra food (Food,
2 Uses) and bandages (Healing, Slow, 2 Uses).
I feel responsible for _____________ .

Record your other bonds here: Your path is a lonely one. Choose one to keep you company:
O An animal (bird, cat, dog, lizard, or ox).
You have one Bond with them.
O A friend (assistant, burglar, sidekick, or thug).
You have one Bond with them.
O Fine wine (Drunk, Healing, 2 Uses).
O Paranoia (2 Uses). Spend 1 Use to ask a question
from the Look Closely list without rolling.

You have some means of controlling your Forbidden Element,


beyond the nature of your crime. Choose your gift:
O You can destroy your Forbidden Element with a touch.
O You can walk along surfaces made of your Forbidden
Element.
O Your Forbidden Element cannot harm you, and you can
breathe while encased in or surrounded by it.

the exile
BASIC PLAYBOOK
exiled companions earned fellowship exiled notes
Exiled companions are those allies who are particularly likely When you gain Fellowship with a community, Use this space to take notes.
to join arms with you. Many of them are available as Gear the Empire chooses three Fellowship moves from the book. Write about your past, write about the people you've met,
options - a Companion in your Gear will always return to Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
you, heal, or be replaced by another when you Recover. If you think it's important to you,
write it down.
bird
A simple singing companion to lift your spirits. They like to collect
small, shiny things, like metal coins or jail keys.
name: lovely song go get the shiny

burglar
They steal what you cannot reach.
name: thief wall walker

cat
A wily pet that does as it pleases.
name: quiet as a cat adorable
distraction

dog
A loyal companion who sticks by your side.
name: loyal friend fetch

lizard
A strange companion powered by instinct.
name: sixth sense strong bite

ox
A large, powerfull, usually gentle beast of burden.
name: strong as an ox seeing red

servant
They help you with your day to day affairs.
name: i'll get that for you food

sidekick
They fight alongside you, through thick or thin.
name: acrobatic fisticuffs loyal friend

thug
They beat things up that need a beating.
name: street tough hard as nails
name: look Circle one from each list,
or make up your own: what is the ogre?
Choose one or two from each, or make up your own: • Jolly Eyes, Vacant Eyes, or Wise Eyes Choose the option that best represents your people:
Names: Gigan, Goliath, Gwyn, Hurricane, Joy, Kroll, Kronos, • Massive Hair, Oily Hair, or Bald with a Big Beard the hills
Lambda, Leveticus, Meredith, Nor, Ocean, Rage, Shiva, Suika, Tarn, • Fancy Robes, Simple Armor, or Just A Loincloth Your people are walking statues, stone or steel
Thursday, Treble, Sigma, Yuga, Zorn • Beautiful Body, Muscled Body, or Twisted Body brought to life. You form a living wall between your allies
Claims: Castletopper, Craterstep, Darkwatcher, Lakebreaker, and danger, and glancing blows do little to you.
Oakmender, Oathspeaker, Ragnarok's Child, Skyeater, Songbringer,
Three Hands, Titan, Truthteller agenda When you know not what to do,
consult your Agendas.
You have (Armor, 3 Uses). You can only spend this
Armor when you Protect The Little Ones.
You have these three Agendas: the swamp
• Be Brave, Take Risks • Tell Us Of Your People Your people are hermits, secluded from the world,
• Improve The World Around You keeping their strength to themselves. Your people heal
fast, although fire can be used to stop your regeneration.
And circle a fourth Agenda that only you follow: When you get a 7+ on any roll, you heal. This
healing cannot remove Necrotic damage.
Don't Stop Me Now Burning attacks against you are also Necrotic.
Destroy anything that gets in the way of your good time.
the trees
Your people are living trees, walkers of the deep
Gentle Giant forest. Your people are easily hidden in spite of your size,
Do not harm anyone who has not harmed you because no one expects a tree to start moving.
or your friends. When you stand entirely still, you become
functionally invisible. No one will think you are anything
World of Cardboard other than a normal tree, although they may find you
Make your enemies prove their worth to you. strange if you stay still in a place trees are not found.
the underworld
stats Your Courage stat is +2.
Assign +2, +1, +0, -1 to your other stats.
Your people are demons, clearly monstrous, with
features like horns or tusks or colorful skin or extra eyes.
When you make a deal with someone, you can

You are in Despair when you roll a damaged stat.


Blood
make it a blood pact. Write a bond describing this blood

When a stat is damaged, mark the small box.


pact. If either of you breaks the blood pact, the oath-
breaker immediately takes damage. This damage does not
remove the blood pact. The pact can only be ended by one

Courage
of your deaths, or by undoing the blood pact with a ritual
of undoing. You must both be present for this ritual, and
it takes time and safety to perform.

Grace playing as the ogre


The Ogre is unreasonably big, but that's not all that's
unreasonable about them. They're unreasonable in every

Sense way, putting everything they have into everything they do.
They love and hate with their entire heart. The Ogre is a
clumsy, reckless, foolish, loyal, loving, unstoppable ally.
Play as the Ogre if you want to toss aside your

the ogre
BASIC PLAYBOOK
Wisdom problems, if you want to play a stubborn fool with a heart
of gold, if you want to be the gentle giant who everyone
loves, or if you just want to flex your overwhelming
physical power.
ogre's core ogre's custom ogre's advancement
level
All Ogres have these moves. Choose two of these moves When you Level Up, increase your level by 1,
to further define what it means to be an Ogre. then choose an option from the list and mark
protect the little ones it. You may only choose each option once. You begin the game at level 1.

Your large size and reckless nature put you in harm's cultural giant O Increase your Blood or Wisdom by 1 (to a max of +3).
way easily, and both allies and enemies need to be careful Take a Custom Move from any basic playbook. O Increase one of your stats by 1 (to a maximum of +3).
You may also take an Agenda from the chosen playbook.
or they'll hit you instead of their target. O Take another Ogre's Custom.
When your body is between someone and incoming This move cannot be shared.
O Take another Ogre's Custom.
harm, you suffer that harm in their place. This happens O Ask another player to share a Move with you.
whether you want it to or not.
free ride
You can carry all of the fellowship with you at once, O Share one of your Moves with another player.
When an ally within your reach would Overcome carrying them on your back or under your arms or some such. O You have Changed. You must be level 5 or higher to take
incoming harm, they may choose to have you take that When you Get Away and choose to bring someone with you, this Advancement. When you Change, choose a Destiny
harm instead of rolling. you may bring along as many folks as you can reach. you meet the requirements for and take its first Move.
Protect The Little Ones does not trigger if you are the

shared customs
source of the incoming harm. For example, if an ally god of war
within your reach suffers from your collateral damage, they When you fight against them by yourself, you can try
cannot make you take that harm instead. to Keep Them Busy no matter who they are, how outnumbered
you are, or how poor your position is, even if they are a Group, Record the moves you've learned from your allies here:
toss aside (courage) Gang, or Army.
You are strong enough to lift anyone, and an ally can ride
on top of you if you let them. When you pick someone up mighty leap
and throw them, roll +Courage. When you jump with all your might, you can land
On a 7+, they go roughly where you wanted them to. anywhere you can see, no matter how far it is.
On a 6-, they go where they wanted to.
On a 10+, you choose one. On a 9-, they choose one: speak only when you mean it
• They land safely on their feet, avoiding harm. When you Speak Softly while saying little, you may ask
• They crash into someone, dealing damage to whoever an additional question. When you Talk Sense using +Wisdom,
they hit. they will always be willing to listen to you.
• They crash through something, taking damage and
destroying it. strong arm
When you Toss Aside your friends or enemies, you may
throw a second enemy or ally with the same roll.
uncontrollable strength On a 10+, you may choose different options for each thrown
You are strong enough to uproot trees, smash doors off target. On a 9-, each target chooses separately from the list.
their hinges, break through wooden walls or supports, and
lift just about anything. superman
You have trouble acting with finesse, and destroy things When you Protect The Little Ones, you can erase a Bond
by accident all the time. You are Dangerous, and any with someone you protected to heal them.
uncontrolled action you take can cause collateral damage
or destroy the world around you. this is the part where you run away
You may always choose to pay a price by causing When you make a show of force to scare them, you
collateral damage. If you do, the Framework will tell you may take damage to send them running. Lesser foes will flee
what important nearby person or thing you damaged by immediately, running for help. Greater foes will rise to your
mistake. challenge, and make a show of force back against you.
bonds ogre's gear
Now let's get one thing straight. I'm only doin' this to push
the Empire outta' my land. I ain't here for no fellowship or no
savin' the world nonsense. I ain't gonna save you if you get in
my way or make any trouble, alright? You take care a' you, and You start with 4 bonds with the other members of the You carry a ton of food (Giant, Food, 2 Uses). You also
I'll take care a' me. You got that? Fellowship. Use these, or make your own: carry your fists, wild and mighty (Melee, Dangerous).
Good. Now stay behind me, I'm a lot bigger'n you. Stronger,
too. I dunno how you were plannin' to topple an empire with _____________ kept up with me in a contest of strength or
skill, and I am most impressed with them. Choose two of these weapons:
just three lil' tykes who'd all fit in my shirt with room t'spare.
Oh, shove off, I don' care how cool y'say y'are, you're puny and I O A massive club of wood, stone, or iron (Giant, Melee).
ain't. The strong need t' protect the weak, in a world like this. I have known _____________ for all their life. O A large sword, tiny in your hands (Piercing, Melee).
I am the Ogre. And nothin' will git past me, alright? So stay O A boulder you found (Giant, Ranged, Melee).
I like to let _____________ ride upon my shoulders.
behind me. You Reload this weapon by finding a new boulder.
_____________ is just the perfect shape for tossing about. O Your little pet: a bear, a donkey, a mountain lion, or a
wyvern. You have one Bond with it.
_____________ knows a secret of the Ogres. O Your little friend: a child, a goblin, a granny, or a wizard.
You have one Bond with them.
_____________ has more courage than I.
I once saved _____________ 's life. Choose two things you love unreasonably:
O Alcohol! You carry a full keg with you
I would not be here today if not for _____________ . (Giant, Vigor then Drunk, 2 Uses).
O Gold! You carry plenty of coins
_____________ is destined for greatness, I can tell. (Giant, Precious, 2 Uses).
What wonders _____________ has shown me! O Nature! You have healing herbs
(Giant, Healing, 1 Use).
Record your other bonds here: O Peace and quiet (2 Uses)! You may spend 1 Use to
deal damage to anyone who gets close while trying
to Talk Sense to you, Speak Softly with you, or use any
other Move or Threat that involves trying to speak
with or placate you. This does not work against a
Threat to the World.
O War! You wear armor (Giant, Armor, 1 Use).

Choose two things you hate unreasonably:


O Fighting! You can Forge a Bond with someone who
has defeated you in battle or who you have defeated
in battle.
O Friends! You can erase two Bonds with anyone
instead of spending Food to Fill Your Belly. If you do,
you cannot share a meal with anyone.
O Kindness! When someone gives you a gift, you may
forge three bonds with them immediately.
O Love! Once per scene, you can erase a bond with someone
you love to heal them, so long as they are in your arms.
O Weaklings! You can erase a bond with someone smaller
or weaker than you to Protect the Little Ones for any harm

the ogre
BASIC PLAYBOOK
they would suffer, even if they are outside your reach.
ogre companions earned fellowship ogre notes
Ogre companions are those allies who are particularly likely When you gain Fellowship with a community, Use this space to take notes.
to join arms with you. Many of them are available as Gear the Empire chooses three Fellowship moves from the book. Write about the Ogres, write about the people you've met,
options - a Companion in your Gear will always return to you, Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
heal, or be replaced by another when you Recover. If you think it's important to you or to the Ogres,
write it down.
bear
Deadly and strong, only an ogre could domesticate a beast so wild.
name: bear hug deadly claws

child
An innocent child who the ogre has sworn to protect.
name: innocent charm troublemaker

donkey
A stubborn but useful animal, they make good companions for
stubborn but useful ogres.
name: pack animal donkey kick

goblin
A simple creature, an ogre is easily confused. That's where their
goblin comes in - a tiny, smart helper that will direct the ogre and
help it make decisions, in exchange for its protection.
name: good ideas clever plans

granny
A kind old lady to bake you cookies.
name: doting caretaker wise advice

mountain lion
A big cat, big as a person, and ready to hunt.
name: pounce stalk from
the shadows

wizard
Wizards are powerful, destroy everything, and cannot be trusted.
Of course ogres naturally work alongside them.
name: overwhelming no sense of right
power and wrong

wyvern
These winged lizards are aggressive, territorial predators. They
normally have poisonous stingers, but that's too dangerous even for
an ogre to handle, and the stinger has been removed.
name: dive bomb get carried away
name: look

Choose one from each
list for each of you:
Cold, Gentle, Manic, Serious, or Sleepy Eyes
who are the pair?
name: • Braided, Immaculate, Poofy, Slicked Back, or Wild Hair Choose the option that best represents your relationship:
• Hunter's, Musketeer's, Samurai's, or Wanderer's Uniform master and student
Choose one or two from each, or make up your own: • Buff, Large, Round, Small, or Wiry Body One of you is teaching the other the ways of the world.
Names: Aka, Beauford, Freya, Godrik, Jesse, Justice, Kenshi, When the Master takes damage while Working Together,

agenda
Lakita, Leonardo, Lynn, Montressor, Redd, Saber, Violet, Zoro When you know not what to do, the Student does not also take damage.
Add the following option to the Paired Advancement list:
Rank: Agent, Blademaster, Brother, Captain, Compass, Hawk, consult your Agendas.
Knight, Licensed, Lion, Mask, Revolutionary, Sister, Soldier, O The Master takes The Mentor Destiny playbook. Your Student
Trespasser, Truthfinder, Wyvern You have these three Agendas: becomes your Apprentice, and takes a Basic Playbook of your choice.
The Student replaces their stats and Gear with those listed in their
If you want to add more granularity to your rank, add a color • Be Brave, Take Risks • Tell Us Of Your People new playbook, and is no longer part of the Pair. The Master can still
or a number to it. Examples: Blue Wyvern, Compass Gold, Third • Improve The World Around You Work Together with their Student, but otherwise, the Student can no
Trespasser, or Sister 44. longer use any of the Pair's Moves or Gear.
And circle one extra Agenda for each of you:
All For One And One For All fated pair
Protect the fellowship and the people they fight for. The two of you are inseparable, a perfect combination.
When you are Working Together, you roll with Hope.
They Will Know Me
Seek fame and glory above all else. war buddies
You've been to hell and back together, and you're prepared
Viva Revolution to go again. Choose an extra option from each of your Gear
You will do anything for the cause. lists, but the other one holds that Gear - the heavily armed one
carries one choice of supplies, and the supplier carries one
You Killed My Father choice of weaponry.
Hunt down your nemesis and destroy them. You also both wear light armor (Armor, 1 Use),
add it to your Gear.
Outside Agenda: ______________________________
Write an Agenda from
any Basic Playbook: the trio name: name:
There are three of you! The third has +1 Grace, and

stats Your Grace stats are +1. assigns +1, +1, +0, -1 to their other stats. They cannot assign
Assign +1, +1, +0, -1 to each set of stats. their -1 to a stat either of the Pair has assigned -1 to. They
You cannot assign -1 to the same stat twice. carry an elegant bladed weapon (Melee) and little else, and
choose their own Agenda to follow.
names:

You are in Despair when you roll a damaged stat.


The three of you cannot all Work Together. One of you is

When a stat is damaged, mark the small box.


always Working Alone. If all three of you are in the same

Blood place when you make a Move, decide which two are Working
Together before you roll.
blood courage grace sense wisdom

Courage
Grace playing as the pair
The Pair is in this together, and nothing can keep them
apart. You represent a heroic organization, here to right
Sense wrongs and save the world. On your own, neither of you
would be good enough for this impossible task. But together,
there's no way you can lose.

the pair
POWERFUL PLAYBOOK
Wisdom
Play as The Pair if you want to play as buddy cops or
hopeless romantics, if you want the challenge of playing two
characters, if you love having the Spotlight, or if you want
to be everywhere you need to be, right on time.
paired core paired custom paired advancement
The Pair has these moves. None of them can be Shared.
birds of a feather
Choose one of these moves
to further define what it means to be the Pair.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
You play as two characters. The Pair can split up or stay a cunning disguise O Increase one of the Pair's stats by +1, to a max of +2.
together as they like, allowing you to be in two places at once. If you have time and safety, you may disguise yourselves
They each have a separate Look, separate Stats, and a separate O Increase one of the Pair's Blood or Courage by +1, to a
or any member of the fellowship as a common member of any
personal Agenda. maximum of +2.
profession, allowing them to infiltrate any location unnoticed so
The Pair has separate bonds for each of them. Each of the long as they maintain their duties. O Take another Paired Custom.
Pair can only have one Bond with someone else, and others can O Take another Paired Custom.
only have one Bond with each member of the Pair. company secrets O Take another Paired Custom, or have another player
When they Fill Their Belly, they only spend 1 Food, but they When you make use of the secret techniques taught Share a Move with you.
each heal one damage. by your company, choose a spell from below, then mark it. O The Pair's relationship has evolved. Choose another
You cannot use a spell while it is marked. option from the Who Are The Pair? Move list.
working alone When you Fill Your Belly, remove a mark from one spell. O Take a Custom move from any non-Destiny playbook
When the Pair is separated, they make rolls with their When you Recover, remove all marks on your spells. (even this one).
separated stats and get the Spotlight separately.
When one of the Pair is acting to rescue, protect, or • A Way Out: You disappear in a puff of smoke, leaving the O Take a Custom move from any playbook, even this one
rush to the side of the other, they roll with Hope. scene. You may take any allies within arms' reach with you. or a Destiny playbook. The Pair can only use that move
Working Alone is dangerous, as you rely on your teamwork. • A Way In: Tell us about a secret entrance. It's right where while Working Together.
When you take damage while Working Alone, you must also you say it is. O Choose a player. They Share a Move with you. The Pair
pay a price. • The Trick: Create a sudden and massive distraction that can only use that move while Working Together.
draws all eyes. O Choose a player. You Share a Move with them. You must
working together greased palms be level 5 or higher to take this Advancement.
When The Pair is together, they act as a single unit in O Take a Custom Move from any Destiny Playbook. You
perfect harmony. They combine their stats when making a Move, When you are spotted, attacked, or cornered by an
enemy that is not a Threat to the World, you may spend 1 Use must be level 5 or higher to take this Advancement.
and they share the Spotlight together. If either of you has O While Working Together, you are now a Threat to the
Hope or Despair, you both do. of something Precious to have them pretend they never saw you.
Add Bribing Money (1 Use, Precious) to your Gear. World. You must be level 5 or higher to take this
When you Keep Them Busy together, only one of you needs Advancement. When facing another Threat to the
to stay to Keep Them Busy. The other may disengage and begin Whichever of the Pair needs it always has the bribing money.
World, you do not need to pay a price simply to act
Working Alone.
When you Get Away or Look Closely together, you may split heroes of the people against them.
up. If you do, each of you may choose different options from You do not need to roll to Speak Softly with common folk,
that move's list, and you are now Working Alone. friends, or coworkers - simply ask, and they will answer. The Pair are bound together by destiny,
When one of you takes damage while Working Together, and cannot individually become something greater.
the other takes damage to the same stat, if it is undamaged. mismatched pair You cannot take a Destiny playbook, but
Each member of the Pair takes a Custom move from a Destiny Moves can be Shared with you.
heroic association different playbook. Keep track of who took which move. Each of
The Pair Commands Lore about an organization, instead of a them may only use their chosen move while Working Alone.
society. You come from a company of mercenaries, bounty This Move cannot be Shared.
hunters, heroes, or some other such group. You Command Lore
about who they are, what they want, their place in the world, no greater honor
their culture, their rivals, their enemies, and their laws, just as When you speak passionately in defense of another's
everyone else does. honor, Talk Sense with +Blood, and they must listen to you.
daring devils taste my blade!
When you need a cool prop appropriate to your
When you engage in swordplay with an enemy, you
environment, like a chandelier to drop, a window to leap out of,
may Keep Them Busy with +Grace. On a 7-9, after their
or a vine to swing from, its there.
retaliation, you may insult them or make a quip to Keep Them
When you use the terrain to protect you, you may
Busy again, as if you'd rolled another 7-9 result.
Overcome using +Grace instead of +Blood. Leaping off of tall
places to escape danger always counts.
bonds pair's gear
Listen, we heard you needed experts. The best of the best. Top
o' the line.
And that's why they sent me.
That's why they sent us, you clod. Just leave the talkin' to me. Each of you start with 2 bonds with the other members You both carry an elegant bladed weapon (Melee).
Sure sure. So long as you leave the fightin', the cookin', the of the Fellowship. Use these, or make your own:
heavy liftin', the shootin', and pretty much everything else to me. One of you carries your supplies. They carry soup
Okay, cool it, hot shot. Where was I? Ah right. So there's this I have fallen desperately in love with _____________ . (Food, 3 Uses), and choose two:
Empire bothering you, yeah? Taking over the world, oppressing O The hunting gear (Useful, 2 Uses).
the weak, and all that? We can help with that. We're the best of _____________ has joined our cause.
O The money (Precious, 2 Uses).
the best. Top o' the line.
Yeah, no sweat. So what if they've got a massive army? So We still can't believe _____________ did that. O The other musket (Ranged, Reload, Piercing).
what if they're all unstoppable and control everything and stuff ? O The fancy mixed drinks (Slow, Vigor, 2 Uses).
_____________ is our greatest rival. O The tiny bottle of deadly poison (1 Use).
We'll handle it.
You bet we will. We're quite the Pair, don'tcha think? So, are Anyone who drinks it will die. Threats to the
I need _____________ to show us how to do that technique. World who drink it take damage instead of dying.
you in?
I think _____________ is so cool,
but my partner can't stand them. The other carries your weapons. They carry a musket
(Ranged, Reload, Piercing), and choose two:
_____________ loves to hear our tales of old victories. O An attack dog or trained falcon.
You have one Bond with it.
_____________ owes us money. O A grenade (Dangerous, Piercing, Thrown).
O A harpoon gun (Ranged, Piercing). There is a cable
_____________ and I have shared in glorious victory.
attaching the gun to the harpoon. You must retrieve
I would never tarnish _____________ 's honor. the harpoon before you can reload.
O A powerful, over-sized weapon (Melee, Clumsy, Dangerous).
Record your other bonds here: O A set of flintlock pistols (Ranged, 3 Ammo).

the pair
POWERFUL PLAYBOOK
pair's companions earned fellowship shared moves
The Pair's Companions are those allies who are particularly When you gain Fellowship with a community, Normally, you'd use this space to take notes.
likely to join arms with you. Most of them are met while in the Empire chooses three Fellowship moves from the book. However, the Pair can learn a LOT of extra moves, so you need
disguise or undercover, and can be convinced to help you if Choose one of those moves and take it, writing it down here. this space. Remember to take note of which moves can only be
used when Working Together, and (for Mixed Pair) which
you simply Forge A Bond with them. Moves can only be used when Working Alone, and by who.
attack dog
A smart, strong, possibly cute dog that likes you and is trained to
bite people for you and bring you their things.
name: go get 'em fetch

chatty coworker
You met them undercover, and they love to talk. Makes the day go
quicker, they say! They can make a great distraction, and are an
excellent source of up-to-date gossip.
name: talk for days loose lips

quiet coworker
You met them undercover, and they mind their own business. You can
count on them to do what they were going to do anyway.
name: i saw nothin' gets the job done

rowdy coworker
You met them undercover, and they're really on edge. They're just
waiting for an excuse, you just need to give them one.
willing to
name: in your face punch a cop

surly coworker
You met them undercover, and they really don't want to be here. They
hate this place, and will bug off if you need them to.
name: biting sarcasm conveniently
off-duty

trained falcon
A deadly bird of prey, domesticated just enough to follow orders

name: eagle eyes raptor claws


name: look Circle one from each list,
or make up your own: what is your curse?
• Dark Eyes, Empty Eyes, or Searching Eyes Choose the option that best represents what's left of your people:
Choose one from each, or make up your own: • Bald Head, Flowing Hair, or Punk Hair
Your Name: Adelier, Agitha, Burns, Casper, Diggs, Dulcinea,
• Battered Armor, Funeral Clothes, or Tattered Rags a curse of blood
Evangeline, Graves, Ivan, Lilliana, Maverick, Morticia, Necrosa, Your blood boils and writhes beneath your skin. You
Shawl, Telmin, Velebeth, Walpurga • Ambiguous Figure, Emaciated Form, or Shattered Body are constantly on edge, and you need your fix to calm down.
Your Curse: Anchored, Bloodwild, Deathbreaker, Doomridden, Drinking blood gives you a blood-high, temporarily easing
Dustmade, Formbroken, Godblighted, Hopelost, Joyseeker, Nightlocked,
Soultethered, Sunbanned, Terrorfriend, Worldbanished agenda When you know not what to do,
consult your Agendas.
your discomfort. An ally may damage their Blood stat to
trigger Feed On Pain for you.
You have these three Agendas: When you Feed On Pain by drinking their blood, on
your next roll, you roll three dice and keep the best two.
• Be Brave, Take Risks • Tell Us Of Your People
• Improve The World Around You a curse of dust
You are cursed with eternity, and your body will live
And circle a fourth Agenda that only you follow: on even after being ground to dust.
Your natural armor has 2 Uses instead of 1 Use. You can
An Old Grudge spend 1 Use of your Armor to protect an ally within reach.
Hassle, thwart, and destroy your ancient enemies When you Feed On Pain, you may recover 1 Use of your
at every opportunity. Armor instead of healing.

Don't Forget a curse of hunger


Dwell on your pain. Tell us about how things used to be. You are cursed with an unending hunger, and an
overwhelming desire to eat. You still cannot Fill Your Belly,
Live In The Moment because eating provides you no sustence, no fulfillment.
Forget the past. Forget the future. Act in the now. Instead, you can eat anything.
Your bite is a Melee, Necrotic weapon, and anything you
put in your mouth and eat is destroyed forever, unable to be

stats Assign +2, +1, +1, +0, -1 to your stats. retrieved by any means.
a curse of spirit
You are cursed to exist only as a spirit, without the
Blood

When a stat is damaged, mark the small box.


ability to touch, to feel, to eat, or to rest. Your body has long
since disappeared, and only your spirit remainds. You can
float through walls, disappear, and fly, but you also cannot
touch anything or anyone. It all passes through you.
Courage You do not choose a weapon when choosing your Gear,
and you can't use violence to Finish Them or Keep Them Busy.

playing as the remnant


Grace The Remnant is cursed. Your people are shattered shells
of what they once were, living in the dark places outside

Sense civilization. The Remnant offers you the ability to ignore fear
and pain, drain strength from your enemies' weaknesses, and
play a hero enveloped in darkness and angst.
Play as The Remnant if you want to lament your cursed
the remnant BASIC PLAYBOOK
Wisdom existence, if you are drawn to the glamour of the grave, if
you want to play a dark and brooding hero, or if you just
want to be a monster with cool, death themed superpowers.
remnant's core remnant's custom remnant advancement
All Remnants have these moves.
unending despair
Choose two of these moves
to further define what it means to be the Remnant.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
You can never have Hope. The dead simply don't feel ancient history
Take a Custom Move from any basic playbook. O Increase your Blood or Grace by 1 (to a maximum of +3).
things quite like the living do. Your positive emotions are
You may also take an Agenda from the chosen playbook. O Increase one of your stats by 1 (to a maximum of +3).
very small, and pass quickly.
You can never have Despair. Injury and pain do not hold This Move cannot be Shared. O Take another Remnant Custom.
you back, and you cling to this world out of spite. O Strengthen your curse. Choose another Gear option that
boogeyman your curse makes easy, or remove a Gear option that your
This Move cannot be Shared with the Living. When your enemies stand outside the light, you may curse makes difficult.
Keep Them Busy no matter how many there are. O Take another Remnant Custom, ask someone to Share a
feed on pain When an enemy is alone with you in the darkness, you can Move with you, or strength your curse (as above).
When you cause harm to another, you heal. maim or kill them at will.
The type of harm does not matter - emotional or This Move does not work against Threats to the World. O Share one of your Moves with another player.
physical, it all sustains you. O You have Changed. You must be level 5 or higher to take
You no longer need to eat or breathe to survive. In fact, cornered rat this Advancement. When you Change, choose a Destiny
you cannot eat - you can never Fill Your Belly, and Food is While you are damaged, your attacks are Dangerous. you meet the requirements for and take its first Move.
worthless to you.
This Move cannot be Shared with the Living. lifelike
You blend in better than most. No one will immediately shared customs
the lost ones notice your curse, and most who see you find you forgettable.
Record the moves you've learned from your allies here:
Your people are gone, forgotten, but their legacy lives on. When you Get Away into a crowd, you may roll with
You can Command Lore about the curse that plagues you, the +Wisdom instead of +Grace.
nature of undeath, the plight of your people, and the ruins When you sit in a public place and listen a while, you may
they've scattered throughout this world. ask the locals a question from the Speak Softly list without rolling.
When you arrive somewhere you've been before (your
call), tell us what it was like back then, and tell us one thing lash out (blood)
When you wildly strike out with intent to kill them,
that hasn't changed. roll +Blood.
This Move cannot be Shared. On a 7+, you may take damage to deal damage to them.
On a 10+, you deal damage to them, in addition to the 7+ result.
inner darkness On a 6-, you may take 2 damage to deal damage anyway.
You cannot be Taken Out. While all of your stats are
damaged, you lose all of your other Agendas, and gain the remember me?
Agenda Darkness Reigns. Those who you hurt do not forget. When you Feed On Pain,
you may Forge A Bond with them. Bonds forged this way do not
Darkness Reigns make them your Companion. When you taunt or terrorize
Your curse consumes you. someone you have a Bond with, you may erase all of your Bonds
Act with vengeance and lash out in despair. with them to make them run away from you.

When Darkness Reigns within you, you are powerful speak with dead
You can Speak Softly with corpses. When doing so, you
but easily manipulated. You make all rolls by rolling three
may also ask, "How did you die?" and "What do you regret
dice and taking the best two. most?" regardless of the result of your roll.
You cannot disobey an order given to you by the Nemesis
or by a Threat to the World. The Overlord can make you unnatural tenacity
An Offer You Can't Refuse as if you were Taken Out. Anyone Pain means nothing to you. When you roll one of your
trying to Talk Sense to you rolls with Hope to do so. damaged stats, you may take one damage to roll three dice and
take the best two for your result. If this damage triggers your
Inner Darkness or Takes You Out, roll five dice and take the best
two instead.
My people are dead. Our cities are ruins. Our culture is lost.
But some small part of me can't let go. I can't watch it happen
again, happen to more of you living folk. I can't let this pain I bonds remnant's gear
feel be felt again. You start with 4 bonds with the other members of the You carry your memories and little else, although you are
I have seen this Overlord you all fear. You have good reason Fellowship. Use these, or make your own: naturally hard to wound (Armor, 1 Use).
to. It's happening all over again. More will be lost, more
destroyed. The world is ending, you know? I can't help but When _____________ tells me they do not fear me, Choose your weapon, all are Melee:
despair. This is all so very hopeless. We'll never make it. I believe them.
O An ancient weapon, poorly maintained,
But I can't help but try. I can't let it happen again. I can't but it will last a little longer.
watch another become like us, so hollow, so hungry, so empty and _____________ 's fate is bound to mine
in ways we do not yet understand. O A puppet you carry, ready to fight for you.
angry and hurt and empty and hungry and hurt and... and...
Forgive me. I am but a Remnant of the past. O Dark shadowy magic, clinging to your soul.
_____________ found me in the ruins. O Your frightening claws and mighty fangs.
And I can't let go.
_____________ understands the darkness inside me. Your Curse makes some things difficult.
_____________ is a precious light I must protect. Choose one or two difficulties:
O Blessings. You cannot enter holy places, harm
I cannot let _____________ fail in their quest. someone in holy clothes, or approach someone
holding up a holy symbol.
_____________ gives me purpose when nothing else does. O Daytime. Direct sunlight weakens you. You cannot make
I often go hunting alongside _____________ . Moves other than Get Away while in direct sunlight.
O Doors. You cannot enter a room or building without an
_____________ has promised they won't forget me. invitation.
O Water. You cannot swim, and rain makes travel difficult
I've been haunting _____________ for all their life. for you. Touching running water deals damage to you.
Record your other bonds here: O _____________ . Write something common, such as
silver, wood, or birds. Touching this damages you, and
you cannot Overcome attacks made using this thing.

Your Curse makes some things easy.


If you chose one difficulty, choose one:
If you chose two difficulties, choose two:
O Conversation. Your voice is strangly hypnotic, and people
are always willing to listen to you when you Talk Sense.
O Nighttime. You can see perfectly in the dark, and
anyone who meets you at night will fear and avoid
you if they see you.
O Open Ground. You are very fast, and may even be
able to teleport. You can travel across an entire room
in an instant.
O Walls. You can climb along any surface with ease, even
the ceiling, and you climb as quickly as you can run.
O Weaponry. Mundane swords and arrows cannot harm
you. At best, they only slow you down. Weapons made
of supernatural materials, such as silver, cold steel, or
blessed wood, work normally on you.

the remnant BASIC PLAYBOOK


remnant companions earned fellowship remnant notes
Remnant companions are those creatures in the night that When you gain Fellowship with a community, Use this space to take notes.
can be reasoned with. Remnants do not keep much company. the Empire chooses three Fellowship moves from the book. Write about your curse, your history, your ruins.
Choose one of those moves and take it, writing it down here. Write about the people you've met,
ghoul the places you've been, and the things you've found.
If you think it's important to you or what you've le behind,
This undead is endlessly hungry, and always looking for their next write it down.
meal.
name: hungry tough as nails
name: hungry tough as nails

skeleton
These skeletal warriors use whatever weapons they used in life, and
spend most of their time trying not to fall apart.
name: just bones weapons training
name: just bones weapons training

specter
These ghostly spirits like to cause trouble, but they are mostly harmless.
They'd rather scare you than kill you.
name: spooky poltergeist powers
name: spooky poltergeist powers

vampire
These refined undead have more self control than most, but at the
end of the day, they still just want to kill you and eat you.
name: dangerously sexy blood frenzy
name: dangerously sexy blood frenzy
name: look Circle one from each list,
or make up your own: what is a spider?
• Beautiful Eyes, Hard Eyes, or Hungry Eyes Choose the option that best represents your people:
Choose one or two from each, or make up your own: • Dull Coloration, Shimmering Patterns, or Vibrant Tattoos
Names: Parker, Vero, Donut, Tarrana, Ta'Ch'Ch, Carris, Lyrac,
• Simple Clothes, Unusual Armor, or No Clothes At All extra-dimensional
Protil, Truespinner, Lightwalker, Heartthief, Redeye, Va'Roon You are a being from outside the world we know,
Claims: Stole the Moon's Heart, Wandered 4000 Days, • Armored Body, Fuzzy Body, or Segmented Body which means you're a big weird bug nobody understands.
Eaten Every Creature, Infiltrated Hound's Hall in Silence, When someone asks you a question, whether to
Foiled Assassination, Loved by the Elf King Kal'Thul,
Mother of Ten Spider's Grove, Destroyer of the Dusk Owls, agenda When you know not what to do,
consult your Agendas.
Speak Softly with you, Look Closely at you, or ask you to
Command Lore about your people, you may tell them lies.
Swallowed by the Dragon Demothaz and Crawled Back Out, You have these three Agendas: They will believe these lies to be true until evidence
Dueled King Alexandros and Won contradicts them directly.
• Be Brave, Take Risks • Tell Us Of Your People You should still tell the truth to us, the players, but to
• Improve The World Around You everyone in the world of the game, they will only know you
by the lies you tell.
And circle a fourth Agenda that only you follow:
human-like
Alien Mindset You are mostly human shaped, but being human
Disregard the value of art, law, and social customs. shaped is not the same as being human. You are immune to
normal poisons and diseases, and the Piercing tag does not
work on you.
I Hunger
You want food, you want love, you want to lash out. tauric
Your lower body is all bug, your upper half is human.
The Waiting Game When you are Wall Walking with a passenger, your
Make plans, set ambushes, take your time. hands remain free.
When you Get Away, you can always take someone with
you, regardless of your roll. If you also choose to "take

stats Your Sense stat is +2.


Assign +2, +1, +0, -1 to your other stats.
someone with you" from the Get Away list, you can take
up to three people with you instead.
well armed

You are in Despair when you roll a damaged stat.


Blood

When a stat is damaged, mark the small box.


You walk on two legs, and the rest of your many
limbs are arms. You are multidextrous and can use any hand
as well as any other, for any purpose. You always have a
hand free to do something with, even when Wall Walking
Courage with a passenger.
Your many limb make you a master puppeteer. While
you have any Webs, it does not cost a Web to Manipulate

Grace
your surroundings.

playing as the spider


Sense The Spider is patient, sneaky, and clever. They take their
time. They play tricks. They do their own thing. They use
every advantage they can get. A spider is a weird and

the spider
unpredictable monster, and they like it that way.

BASIC PLAYBOOK
Wisdom Play as The Spider if you like planning and traps, if you
want to be strange and weird, if you like to tell lies and play
tricks, or if you just think spiders and bugs are super cool.
spider core spider's custom spider advancement
wall walker
All Spiders have these moves. Choose two of these moves
to further define what it means to be a Spider.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
You can move along walls and ceilings of any solid approximate knowledge of many things O Increase your Grace or Wisdom by 1 (to a max of +3).
material. So long as the surface can support your weight, Take a Custom Move from any basic playbook. O Increase one of your stats by 1 (to a maximum of +3).
you can run, walk, or cling to it without falling. You may also take an Agenda from the chosen playbook.
O Take another Spider's Custom.
When you go solo, you can act normally while Wall This Move cannot be Shared.
O Take another Spider's Custom.
Walking.
carapace O Take another Spider's Custom, OR choose another move
When you have a passenger, they must cling to you
Add your Exoskeleton (Armor, 2 Uses) to your Gear. from the What Is A Spider? list.
with both arms or they will fall, and you must keep all your
limbs on the wall or you will fall. You also gain this Web Spinning trap: O Share one of your Moves with another player.
• Armor: Their attack does nothing to you. O You have Changed. You must be level 5 or higher to take
this Advancement. When you Change, choose a Destiny
web spinning grasshopper you meet the requirements for and take its first Move.
When you Look Closely or Get Away, on a 7+, you gain 1 You can jump to anywhere you can see, and land there near-

shared customs
Web. instantly. You still need to roll to Get Away, if it applies.
When you travel to a new location, you lose 1 Web. You also gain this Web Spinning trap:
You can never hold more than 3 Webs at a time. • Pounce: You leap on top of them. If they are smaller than
When an enemy makes a move against you, you may you, they fall. If they are bigger, you are now riding them. Record the moves you've learned from your allies here:
spend 1 Web to trigger a trap before they make that move.
Choose one: predator
When you Keep Them Busy or Overcome harm, you gain 1
• Escape Route: You Get Away*, rolling with Hope. Web after the roll, regardless of its result.
• Manipulate: Throw, drop, or break a nearby object. You This Move cannot be Shared.
can use this to collapse a doorway, spread a camp fire,
drop a chandelier, cause a rock slide, and other such tricks. silver tongue
• The Catch: Their leg or arm becomes caught and When you Speak Softly, in place of one of your questions
immobilized. Next time they try something, you can you ask them, you may tell them a lie. They will earnestly
Manipulate them as if they were an object. believe this lie to be true until overwhelming or undeniable
• Trapped: Use a Trap from your Gear against them. evidence contradicts them.

This Move cannot be Shared. step into my parlor


When an enemy wanders into your hiding place,
you may attempt to Finish Them with +Sense. On a 10+,
Many of the Spider's Custom Moves give them new traps no one hears them, and you remain hidden.
to use with Web Spinning. When you Share one of those
Moves with someone, they add the trap to their Gear as an weaver
item with the tags (Trap, 2 Uses) instead. You can produce infinite silk rope. You can use it for
anything sticky, durable, flexible rope is good for.
Your Web Spinning traps and Traps in your Gear gain the
Giant tag, letting them affect up to three targets in the area.

widow's kiss
The weapons in your Gear secrete a paralyzing toxin.

0 1 2 3
When you deal damage, they become sluggish, giving you and
webs
Mark your webs with
your allies Hope to Overcome their attacks, to Get Away from
them, or to Finish Them with +Sense or +Grace.
a coin or other marker
bonds spider's gear
I am here to help. You do not believe me yet. But you will, in time.
We have common cause. We are very different. We are all the same.
Death lies before us. An Empire's cruel iron fist. Soon, devastation.
But not yet, not now. We can be more cunning still. A chance lies with us.
You start with 4 bonds with the other members of the You carry strange food that only you enjoy
Fellowship. Use these, or make your own: (Food for Spiders, 3 Uses).
New hope blossoms here. This fellowship needs many. We have but a few.
I am here to help. Spiders know much and see more. My webs keep you safe. _____________ is my partner in crime. How do you fight? Choose two:
I am the Spider. I await our victory. I await our prey.
I like to wait and see what _____________ does. O With your claws and teeth (Melee).
O With a bladed weapon in each hand (Melee).
_____________ wants what's best for me. O With needles or stones you can eject from
your body (Ranged, Reload).
I will never catch _____________ in my web. O With confidence and fast healing
(Healing, 2 Uses, self only).
_____________ understands me like no one else does. O With a strangely shaped bow or rifle
_____________ brought me out of my home, (Ranged, 3 Ammo).
and here we are now.
Spiders never carry more than they need, but you carry some
I can rely on _____________ . things rarely found outside of Spider territory. Choose two:
O The names and faces of your prey, including their sins
When the world was cruel, _____________ was kind.
and their worth, bound in a book of leather and silk.
_____________ believes in me, even when I lie. O Fine silks and strange artifacts for trade
(2 Uses, Precious).
I have shown _____________ my greatest secret. O Various poisons and oils with overly-specific
effects (2 Uses, Useful).
Record your other bonds here: O A swarm of bugs that does your bidding.
You have one Bond with them.
O A variety of special traps (2 Uses, Trap).
When you Use this, choose one of the traps
(Arrow, Bear, Exploding, Flashpowder, or Pit Trap)
and place it as normal, following the rules of that trap.

the spiderBASIC PLAYBOOK


spider companions earned fellowship spider notes
The main Companion to The Spider are baby spiders, and When you gain Fellowship with a community, Use this space to take notes.
traps. The traps listed here can be purchased for a single the Empire chooses three Fellowship moves from the book. Write about the Spider, write about the people you've met,
Precious item in any marketplace. Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
If you think it's important to you or to the Spiders,
write it down.
bug swarm
Many tiny monsters who will crawl all over someone you don't like.
name: swarm consume

arrow trap
A sudden shot fires from a hidden crossbow.
2 uses. deal 1 damage to an undamaged enemy.

bear trap
Surprisingly, not actually a bear.
3 uses. immobilizes them until they pry free.
when triggered, it causes immense, distracting pain.

exploding trap
Nothing better than a bomb to open a path.
dangerous, 2 uses. cave in a small room or narrow tunnel
on cue, or blast open a wall or door on cue.

flashpowder trap
This mystical powder causes temporary blindness.
2 uses. blind everyone in the area for a short time.

pit trap
The classic. Nobody gets out of one of these quickly.
2 uses. they fall into a hole.
name: look

Circle one from each list,
or make up your own:
Dark Eyes, Hard Eyes, or Mischievous Eyes
what is the nemesis?
Choose one or two from each, or make up your own: • Beautiful Hair, Cool Undercut, or Protective Helmet Choose the option that best represents you:
Names: Aris, Catra, Deal, Ego, Fol, Malchior, Ortega, Prince, • Imposing Figure, Lithe Figure, or Tough and Bulky Figure dedicated elite
Trice, Vagris, Zeni, Zula You have been given your target, and everything between you
• Commander's Uniform, Royal Clothes, or Shining Armor
Titles: Baron, Blackguard, Detective, Dragon Slayer, and your target is to be destroyed.
Dutchess, Executioner, Great Evil, High Priest, Honored Warrior,
Judge, Name Eater, Prince of All, The Emperor's Right Hand,
The Living Dead, Truesilver, Unbroken Chain
agenda When you know not what to do,
consult your Agendas.
You can make Cuts against anything between you and your target.
Between sessions, you may change your target. If you do, set a
scene at the beginning of the next session where you are given your
You share the Framework's Agendas. new task.
Mark the correct list: Name your target: _____________________________________
O Overlord: Create Opportunities To Do Good, Further Agenda: honor-bound fool
You can't go home until you have redeemed yourself, and
stopping the fellowship is your path to redemption. You have a code
O Horizon: Make Small Moments Big, Keep Moving
of honor that gives you power, so long as you keep it.
O Empire: Create An Oppressive Atmosphere, Crush Rebellion When someone takes a hostile or deceitful action against
you, you may immediately respond with a Cut.
---And circle an extra Agenda that only you follow--- If you break your code, you take damage and cannot make Cuts
for the rest of this session.
Inferiority Complex When someone honors your code for the first time, you will
Prove your worth, at all costs, and at every opportunity. honor a request they make of you.
Define your code:
Pursue Justice
The law is on your side. Act like it.
Seek Retribution
Hurt them to ease your own pain.
loveless family
stats
One of them is important to you, and you will recruit or save
Your Iron stat is +2. them at all costs. The rest of the fellowship can die, for all you care.
Assign +2, +1, +0, -1 to your other stats. When you act in their best interests (according to you or
your cruel master), you can make Cuts.

You are in Despair when you roll a damaged stat.


Blood

When a stat is damaged, mark the small box.


Profess your love: ____________________________________

betrayed hunter
One of them has hurt you, and you will recruit or destroy them

Courage at all costs. The rest of the fellowship can do whatever they want.
You can always make Cuts against the traitor.
Identify the traitor: ___________________________________

Grace playing as the nemesis


The Nemesis is not an ally of the fellowship. They work for

Sense
the Overlord or the Empire as a powerful, reliable minion. They
will destroy the fellowship, no matter how many weird feelings
they keep getting every time they meet.
Play as the Nemesis if you want to be a bad guy, if you want

the nemesis Iron


to tell a story of redemption and doing the right thing, if you
like the idea of wrecking your friends for fun and profit, or if
your group is just too big and the Empire player needs some
POWERFUL PLAYBOOK extra help against all those heroes.
steel heart
nemesis core You were raised to be cruel. Your Wisdom stat has been replaced by
the Iron stat. Iron represents your competitive spirit and cruel heart.
nemesis custom
The Nemesis has these moves. None of them can be Shared. You cannot Speak Softly without a Wisdom stat. You cannot choose to Choose one of these moves
Finish Them or Talk Sense with +Wisdom without a Wisdom stat, either. to further define the Nemesis.
speak harshly (iron) When you Finish Them by outlasting them in a contest of power These Moves cannot be Shared.
When you demand answers from someone weaker than you, or endurance, roll +Iron. On a 10+, they pass out.
roll +Iron. brainwashing
On a 7+, ask two questions from the list. They must answer tenacity incarnate Choose another Move from the What Is The Nemesis? list.
honestly. On a 6-, you may only ask one question. When you roll a 6- or the fellowship rolls a 10+ against you, you
On a 9-, one of their answers may be a lie, if they want to lie to gain Vigor. Your next roll is made with Hope and cannot have Despair.
you. You will not be told which answer is the lie, or even if there is a brutal lessons
When you Speak Harshly, you may ask an additional
lie at all. cut them question, even on a 6-. If you spend this extra question to
• What can you tell me about the fellowship? The Nemesis can make Cuts under specific situations. How and when
• What are you hiding? deal damage, you may make another Cut against them, other
you make your Cuts is determined by your What Is The Nemesis? choice
• Where is ________? and by your Dark Authority. than deal damage.
• No more questions. Deal damage and end the interrogation. When the fellowship ignores you, you may Cut them.
When you Cut the fellowship or something they protect, it starts cornered rat
the bad guy as a Soft Cut. While the cut is Soft, they may respond to it. When it While you are damaged, your attacks are Dangerous.
You are not part of the fellowship. You are chasing them. becomes a Hard Cut, it happens, and you declare how the Cut plays out.
Every session, you are either hot on their trail, or lying in wait When nobody responds to a Soft Cut you made, or if they dark power
ahead of them. When there is a lull in the action, you may jump in respond but fail to prevent it, it becomes a Hard Cut. You are a Threat to the World. When the fellowship
to mess things up. Tell us where you're coming from, and take the When you Cut a Companion or Threat while the fellowship can makes a Move against you, they must pay a price first. You do
Spotlight. not protect them, your Cuts can be as hard or soft as you like.
If you Finish Them or the fellowship Finishes You with Blood,
not need to pay a price against other Threats to the World.
You cannot make Cuts against a Threat to the World.
on a 10+, the player who was Finished damages all their stats and You cannot make Cuts while you are in Despair.
becomes Taken Out. This happens instead of being killed. When The Cuts are as follows: no lessons learned
rolling with other stats, apply the usual 10+ Finish Them results. When you hurt someone who did you wrong, you heal.
Reveal an unwelcome truth
When you get Taken Out, you are out of play for the rest of Tell them something they don't want to hear.
the session, but you will Recover between session.
You do not Recover when the rest of the fellowship does. Show signs of an approaching threat out of my way!
When you join the fellowship, temporarily or otherwise, replace
Introduce a new danger or complication to the scene. When a threat is between you and the fellowship,
this playbook with The Redeemed. Keep all the same options you Deal damage you may destroy it. Damage all of its stats and tell us what
picked, including your level and Moves and stats, but use the text Hurt them, physically or emotionally. you did to them. You cannot use this move against a Set
found on that playbook instead. Use up or take away their resources Piece or a Threat to the World.
Force them to spend their Gear or supplies.
dark authority Turn their move back on them strength of a hundred
Your Companions are Threats, and follow the Threat rules instead Redirect or punish the move they just made. You can pick up anything and anyone you can firmly
of the Companion rules. They make Cuts and they do not roll dice. Separate them grasp with at least one hand. Objects and enemies you hold
You control them instead of the Framework. Take them away from their allies. have the tags Ranged and Thrown.
When a threat successfully harms the fellowship and survives Put someone on the spot
the scene, you may Forge a Bond with them. Make a situation that needs their immediate attention or else. tragic past
When you need more minions, you may damage a stat to recruit
a Threat and Forge a Bond with them. You can only recruit a Threat Present an opportunity Take a Custom Move from any basic playbook.
that is controlled by the current Framework (ie, from the Overlord's
Give them a chance to succeed or beat you. You may also take an Agenda from the chosen playbook.
Army, from the Horizon's current Location, or from the Empire's Barracks). Show a downside Record them here:
If the Framework is the Empire, you are a Leader, and you have Take advantage of a weak point in their actions or equipment.
one Leadership Move of your choice (Book 3, pg 138). Tell them the consequences or requirements
Write your Leadership Move here: Stop them from doing something they want until they go through you.

a moment's hesitation
When you make a move against the fellowship, they may erase one
Bond they hold with you to make you hesitate. Choose one: You show
them mercy, you tell them something important, or you act anyway,
rolling with Despair.
bonds nemesis gear
I will be your end.
You think your fellowship is so impressive. You think a little
teamwork can stop the full force of the Empire. You think
playing heroes is going to make you famous. You start with 4 bonds with the other members of the You do not carry food or supplies.
You think wrong. You're fools, the lot of you! You will fellowship. Use these, or make your own:
never amount to anything. Your fellowship is weak and pitiful, You are a Melee weapon. In addition, choose two:
while the Empire is strong and unyielding. You will be I will capture _____________ , no matter what the cost.
O A deadly blade (Melee, Piercing)
crushed, and I will be the one to crush you! _____________ has bested me in combat.
I am your Nemesis. You will learn to fear me. O Fiery blasts (Ranged, Burning)
I have defeated _____________ before. O Clever tricks (Useful, 2 Uses)
O Heavy armor (Armor, 1 Use)
_____________ betrayed me.
O High mobility (Armor, 1 Use)
I don't understand why _____________ acts the way they do.
I trusted _____________ .
I will protect _____________ from my cruel master. nemesis advancement
I will bring _____________ to my cruel master.
I need _____________ to understand.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.

My feelings for _____________ confuse me. O Increase one of your stats by +1, to a maximum of +3.
Record your other bonds here: O Increase one of your stats by +1, to a maximum of +2.
O Gain the Wisdom stat at +1. You must be using The
Redeemed playbook to take this Advancement.
O Take another Nemesis Custom.
O Take another Nemesis Custom.
O Take a Custom Move from any Basic or Powerful
playbook.
O Ask a player to Share a Move with you. If they refuse,
take a Nemesis Custom.
O Ask a player to Share a Move with you. If they refuse,
take a Nemesis Custom. You must be level 5 or higher
to take this Advancement.
O Take a Custom move from any Destiny playbook.
O Take a Custom move from any Destiny playbook. You
must be using The Redeemed playbook to take this Advancement.
O Take a Custom Move from any Destiny Playbook. You
must be level 5 or higher to take this Advancement.
O You have Changed. You may only take this Advancement if
the Fellowship has accepted you. Permanently replace your
playbook with The Redeemed playbook, and remove The
Bad Guy and Dark Authority from that playbook. You are
no longer Nemesis, and have been Redeemed.

You cannot take a Destiny playbook, but


Destiny Moves can be Shared with you.

the nemesis
POWERFUL PLAYBOOK
Wisdom
name: look

Circle one from each list,
or make up your own:
Dark Eyes, Hard Eyes, or Mischievous Eyes
what is the nemesis?
Choose one or two from each, or make up your own: • Beautiful Hair, Cool Undercut, or Protective Helmet Choose the option that best represents you:
Names: Aris, Catra, Deal, Ego, Fol, Malchior, Ortega, Prince, • Imposing Figure, Lithe Figure, or Tough and Bulky Figure dedicated elite
Trice, Vagris, Zeni, Zula You can't understand life without a goal to chase. Without your
• Commander's Uniform, Royal Clothes, or Shining Armor
Titles: Baron, Blackguard, Detective, Dragon Slayer, cruel master's guidance, you must set your own goals.
Dutchess, Executioner, Great Evil, High Priest, Honored Warrior,
Judge, Name Eater, Prince of All, The Emperor's Right Hand,
The Living Dead, Truesilver, Unbroken Chain
agenda When you know not what to do,
consult your Agendas.
You can make Cuts against anything between you and your target.
Between sessions, you may change your target.
Name your target: _____________________________________
You have these three Agendas:
• Be Brave, Take Risks • Tell Us Of Your People honor-bound fool
You have a code of honor you must follow. Your code
• Improve The World Around You survives long after your cruel master's control over you.
When someone takes a hostile or deceitful action against
you, you may immediately respond with a Cut.
---And circle an extra Agenda that only you follow--- If you break your code, you take damage and cannot make Cuts
for the rest of this session.
Inferiority Complex When someone honors your code for the first time, you will
honor a request they make of you.
Prove your worth, at all costs, and at every opportunity. Define your code:

Pursue Justice
The law is wrong. Fix it.

Seek Retribution
Hurt those truly responsible for your pain.

stats Your Iron stat is +2.


Assign +2, +1, +0, -1 to your other stats.
loveless family
You are finally united alongside your love. As long as you act
on their behalf, nothing can get in your way.

You are in Despair when you roll a damaged stat.


Blood
When you act in their best interests (according to them),

When a stat is damaged, mark the small box.


you can make Cuts.
Profess your love: ____________________________________

betrayed hunter
Courage You are a powerful hunter, and nobody can safely dispute this.
Wild, untamed, and reckless foes cannot stand up to you.
When you take action against a Beast, a mindless monster, or

Grace
a reckless warrior, you can make Cuts against them.

playing as the redeemed


Sense This playbook can't be taken normally. You must start as
The Nemesis, and replace your playbook with this one when
you are working alongside the fellowship.

the redeemedPOWERFUL PLAYBOOK


Iron You keep the same stats, Moves, and gear options as
when you were The Nemesis, but you use the text found on
this playbook instead of The Nemesis text.
tenacity incarnate
redeemed core When you roll a 6- or take damage, you gain Vigor. Your next roll
is made with Hope and cannot have Despair.
redeemed custom
The Redeemed has these moves. None of them can be Shared. Take the same Customs you had as the Nemesis.
cut them These Moves cannot be Shared.
speak harshly (iron) The Redeemed can make Cuts under specific situations. How and when
When you demand answers from someone weaker than you, you make your Cuts is determined by your What Is The Redeemed? choice.
roll +Iron. When you Cut a Threat, it is always a Hard Cut. After you make a brainwashing
On a 7+, ask two questions from the list. They must answer Cut against them, they can respond with a Cut. After they Cut you, you Choose another Move from the What Is The Redeemed? list.
honestly. On a 6-, you may only ask one question. may Cut them back if you still meet the trigger for your cuts.
On a 9-, one of their answers may be a lie, if they want to lie to Battles between you and a Threat may happen entirely without Moves. brutal lessons
you. You will not be told which answer is the lie, or even if there is a When you Speak Harshly, you may ask an additional
lie at all. You cannot make Cuts against a Threat to the World. question, even on a 6-. This extra question may come from the
• What can you tell me about ________? You cannot make Cuts while you are in Despair. Speak Softly list instead of the Speak Harshly list.
• What are you hiding?
The Cuts are as follows:
• Where is ________? cornered rat
• No more questions. Deal damage and end the interrogation. While you are damaged, your attacks are Dangerous.
Reveal an unwelcome truth
the bad guy (wisdom) Tell them something they don't want to hear.
You are not part of the fellowship, no matter how much you may dark power
wish to be. You have a mission, and working alongside them goes Show signs of an approaching threat You are a Threat to the World. You do not need to pay a
against that mission. Introduce a new danger or complication to the scene. price against other Threats to the World.
When something reminds you of your purpose, roll +Wisdom. Deal damage
On a 7+, you remain on their side, for now. Hurt them, physically or emotionally. no lessons learned
On a 9-, you must erase a Bond you hold with the fellowship. If When you hurt someone who did you wrong, you heal.
you have no Bonds remaining, take the 6- result instead. Use up or take away their resources
On a 6- or if you do not have a Wisdom stat, you will betray Force them to spend their Gear or supplies. out of my way!
them at the earliest good opportunity for you to do so.
You do not need to roll this Move if you intend to betray them Turn their move back on them When a threat is standing in your way, you may knock
anyway. Redirect or punish the move they just made. it aside and stroll past it. Only the greatest of enemies can stop
you. You cannot use this move against a Set Piece or a Threat
Just before you betray the fellowship, temporarily or otherwise, Separate them to the World.
replace this playbook with The Nemesis. Keep all the same options Take them away from their allies.
you picked, including your level and moves and stats, but use the text
found on that playbook instead. strength of a hundred
Put someone on the spot You can pick up anything and anyone you can firmly
dark authority Make a situation that needs their immediate attention or else.
grasp with at least one hand. Objects and enemies you hold
You have pull with your cruel master's minions, and can make Present an opportunity have the tags Ranged and Thrown.
demands of them freely. They will listen to you even if your behavior Give them a chance to succeed or beat you.
is strange or clearly benefits the fellowship, but you can expect them tragic past
to report continued strange behavior to your cruel master. Show a downside Take a Custom Move from any basic playbook.
Your cruel master can take this Move away from you at any time. Take advantage of a weak point in their actions or equipment. You may also take an Agenda from the chosen playbook.
You do not get it back until you return to being The Nemesis. Record them here:
Tell them the consequences or requirements
a moment's clarity Stop them from doing something they want until they go through you.
When you make a move against the fellowship, they may erase one
Bond they hold with you to make you hesitate. Choose one: You show
them mercy, you tell them something important, or you act anyway,
rolling with Despair.

steel heart
You were raised to be cruel. Your Wisdom stat has been replaced by
the Iron stat. Iron represents your competitive spirit and cruel heart.
You cannot Speak Softly without a Wisdom stat. You cannot choose to
Finish Them or Talk Sense with +Wisdom without a Wisdom stat, either.
When you Finish Them by outlasting them in a contest of power
or endurance, roll +Iron. On a 10+, they pass out.
bonds redeemed gear
This is just the beginning.
You think your fellowship is so impressive. You think a little
teamwork can stop the full force of the Empire. You think
playing hero means you will win in the end. You start with 4 bonds with the other members of the You scrounged up some food (Food, 3 Uses).
And maybe you're right. You're fools, the lot of you. But fellowship. Use these, or make your own:
you have done more than I ever expected. Your fellowship is so I will capture _____________ , no matter what the cost. You are a Melee weapon. In addition, choose two:
weak and pitiful, while the Empire is so strong and unyielding.
_____________ has bested me in combat. O A deadly blade (Melee, Piercing)
At this rate, you will be crushed... unless I help you.
I was your Nemesis. But I think... I think I was wrong. I O Fiery blasts (Ranged, Burning)
I have defeated _____________ before. O Clever tricks (Useful, 2 Uses)
was on the wrong side of all of this. The Empire isn't right.
They can't be trusted. I've seen the truth. _____________ betrayed me. O Heavy armor (Armor, 1 Use)
Can you forgive me? Do you think I can be Redeemed? O High mobility (Armor, 1 Use)
I don't understand why _____________ acts the way they do.
I trusted _____________ .
I will protect _____________ from my cruel master.
I will bring _____________ to my cruel master. redeemed advancement
I need _____________ to understand.
My feelings for _____________ confuse me.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
Record your other bonds here: O Increase one of your stats by +1, to a maximum of +3.
O Increase one of your stats by +1, to a maximum of +2.
O Gain the Wisdom stat at +1. You must be using The
Redeemed playbook to take this Advancement.
O Take another Redeemed Custom.
O Take another Redeemed Custom.
O Take a Custom Move from any Basic or Powerful
playbook.
O Ask a player to Share a Move with you. If they refuse,
take a Redeemed Custom.
O Ask a player to Share a Move with you. If they refuse,
take a Redeemed Custom. You must be level 5 or higher
to take this Advancement.
O Take a Custom move from any Destiny playbook.
O Take a Custom move from any Destiny playbook. You
must be using The Redeemed playbook to take this Advancement.
O Take a Custom Move from any Destiny Playbook. You
must be level 5 or higher to take this Advancement.
O You have Changed. You may only take this Advancement if
the Fellowship has accepted you. Permanently remove The
Bad Guy and Dark Authority from this playbook. You are
no longer Nemesis, and have been Redeemed.

You cannot take a Destiny playbook, but


Destiny Moves can be Shared with you.

the redeemed POWERFUL PLAYBOOK


Wisdom
The Empire has rules, just like the fellowship does, but your
rules are not the same rules they play by. framework principles framework cuts
Your Principles are hard rules you cannot break. They help
you run the game in a fair and fun way, while still playing Your Principles are the rules you must follow. Your Cuts are story-telling weapons that
hardball and giving the players a challenge. Do not break them. you use to control the game.
Your Cuts are the main way you influence the game. A Cut • Create problems, not solutions. Cuts come in two strengths: Hard Cuts and Soft Cuts.
is a story-telling weapon you wield, which you can unleash at You're the bad guy. You make things worse. You make things A Soft Cut gives them time to respond. When you make a
basically any time you want. Your Cuts control the flow of the harder. And then you leave them be. Don't overthink things or Soft Cut, before it does anything, you ask someone "So what
game more than anything else, so familiarize yourself with come up with pre-made solutions. If the fellowship has an idea, do you do?" and give them a chance to react to it.
them and use them frequently. let their moves decide how it goes. When they look to you for what happens next, when a
• Address the characters, not the players. new scene starts, or when no one knows what is going on,
Don't call them "Jesse" or "Sam," call them "Aurora" and make a Soft Cut that makes sense.
"Rumblebelly." A Hard Cut just happens and there is nothing they can do
• Embrace the fantastic. about it. If you only ever make Soft Cuts, nothing will ever
Don't let the world be boring. Make the game weird, make happen, so bring down that hammer.
the world interesting, give everyone a reason to remember When a player fails to stop a Soft Cut, when someone
everything they come across. rolls a 6 or less, or when you need to scare 'em a bit, make
• Make a move that follows. a Hard Cut that makes sense.
When you use a Cut, use one that makes sense. Ask yourself:
Which cut makes the most sense? Which cut would cause the Your Cuts are:
most chaos? Which cut would be the most fun? Then use the • Reveal an unwelcome truth.
one you need most - logic, chaos, or fun. Tell them something they don't want to hear.
• Never speak the name of your Cut. • Show signs of an approaching threat.
Just say what happens. Reveal a new problem they need to deal with.
• Ask questions, use the answers. • Deal damage.
Ask them questions, write down the answers, and use those Hurt them. Damage them, damage their companions,
answers later. Make the information they've given you matter. damage the places and people they care about. If the pain is
• Be a fan of their characters. right, you can even damage their Bonds. Hurt them.
Be cool, let them be cool, and appreciate everyone at the • Use up or take away their resources.
table. They have Gear and Companions for a reason. Make them
• Pass the Spotlight. use it, make them lose it, make them burn it up..
You're in charge of the Spotlight, so make sure everyone • Turn their move back on them.
gets a turn. Share the Spotlight, and share it often. When their move goes badly, turn it back against them.
• Think dangerous. • Separate them.
Never be afraid of raising the stakes, increasing the tension, They're strongest together, so put things between them.
and making things more dangerous and exciting. Make them take on the world solo every now and then.
• Begin and end with the fiction. • Put someone on the spot.
Start a move with what triggered it, end the move with what Put someone in danger, then make someone else save them.
it accomplished, and then move to the next move from there. The key phrase for this Cut is "While you're doing that..."
• Think off-screen, too. • Present an opportunity.
Not everything needs to happen right here and right now. This Cut gives them a break. If you think of something
The Overlord is always up to something, but it might not be cool they could do right now, present an opportunity to them.
here. • Show a downside.
• Don't shut them down. Tell them what's wrong with their plan at the exact worst
Never say 'no.' If something is impossible, then Tell Them moment for them to hear about what's wrong with their plan.
The Consequences or Requirements. • Tell them the consequences or requirements.
• Be the referee. Sometimes they can't do what they want without doing or
If someone doesn't know what move to make or how to do

framework EMPIRE RULES


something within the rules, tell them. Even if you do not know
either, tell them. Its better to make the call than ruin the flow
by looking up an answer, so make the call, ref.
getting something else first, or without great pain or expense.
If they want to do the impossible, tell them how much the
impossible costs.
secrets places of power
threats Secret enemies do not reveal their stats to the fellowship.
Normally, they can ask about the stats of any enemy they are
The Empire maintains its power using places of power.
These locations are crucial to the Empire, and if all of them
Threats are anything you put in the fellowship's way: facing, and the Overlord must show them all of those stats are destroyed, taken, or removed, the Empire falls.
your minions, traps, wild beasts, blocked paths, etc. immediately. When dealing with a Secret enemy, their stats Each place of power has a Power Move, a Secret
basic enemies are not revealed until they become relevant or say they are.
The fellowship may not even know the enemy is there until
Location Move, and a Secret Weakness. While their Power
Move is not Secret and is known by the fellowship, which
Enemies and obstacles function similarly to the
fellowship's Companions. They have a few stats, usually they strike! place of power has which Power Move is a Secret.
between one and four of them. Each of those stats gives
them access to a Threat. A threat is usually a move, with its set pieces imperial leaders
own trigger and result, but sometimes they are unique rules Set Pieces are large, pre-made encounters found in Chapter The Empire maintains its power through the charisma
the enemy has. Threats are like narrower, more specific Cuts 6. They are bigger than any single threat, and combine and iron grip of its Leaders. These leaders are crucial to
that only this particular enemy can use. multiple events together to create a multi-stage boss fight, a controlling the Empire, and if all of them are destroyed,
When an enemy is damaged, they choose one of their long connected encounter, a chase scene, an obstacle course, exiled, or recruited, the Empire falls.
stats and mark it. A damaged stat takes away the attached or any other sort of thing you might need. They are designed Each Leader has a Leadership Move that increases the
Threat, so that move or rule doesn't apply anymore. As to potentially carry an entire session by themselves.
strength of all enemies working under them. They also
enemies take damage, they will become less powerful. Each section of a Set Piece is Secret, as described above.
have access to as many Basic Soldiers as they need at any
When they take damage and have no more stats to Each section is revealed as they become relevant.
time.
mark, they are Destroyed. Some moves may say they are
Destroyed, which does the same thing. When an enemy is protection the nemesis and the empire
Destroyed, they are no longer a threat and will never Some Gear options or Moves give you Protection. If the Nemesis is being played in a game with the
oppose the fellowship again. Protection allows you to ignore one Location Move, Empire, they are a Leader, and may take one Leadership
Leadership Move, or Power Move while it protects you. Move of their choice. They can never become top dog, even
the rule of three Protection can take many forms, depending on what it is
protecting you from. It may be something like having ID to
if they otherthrow the existing top dog, unless they are the
only Leader left.
The Rule of Three states: The Nemesis answers directly to the top dog, and only to
get through security checkpoints, or knowing a guy who
can get you around the Empire's weapons ban or police state the top dog. Other Leaders have no power over the Nemesis
"When three or more enemies work together, they become a Group. unless the top dog says otherwise, and the Nemesis has no
When thirty or more work together, they become a Gang. When policies, or disrupting a leader's communications to prevent
their leadership from benefiting their soldiers. reason to work alongside other Leaders or to go along with
three hundred or more work together, they become an Army." their plans.
When facing the Overlord while you have Protection,
you choose one of their Overlord stats, and it does not apply When the Nemesis is Redeemed, they are a Weakness
This rule gives you the ability to quickly and easily throw for the Empire. They are not a Leader, and lose their
large groups of enemies in the fellowship's way without to you. You can hurt an Invincible Overlord, or touch a Ghost,
or avoid being destroyed by a Juggernaut. Your Protection Leadership Move.
making things more complicated. To create a Group, Gang, If the Nemesis is the only Leader left, the Empire does
or Army, simply add the appropriate stat to their stat block: keeps you safe from their terrible power.
Unlike a Weakness, Protection doesn't damage or stop not collapse while they are Redeemed. A Leader-less Empire
the chosen stat in any other way. An Overlord with the will only fall if the Nemesis takes the You Have Changed
Group: This enemy can make moves against two players Advancement, making them no longer the Nemesis.
at once. When this enemy is destroyed, this stat is Juggernaut stat can still destroy everything and everyone
damaged, or this is their only stat left, replace the Group else they touch. Just not you, because you have Protection.
with two normal enemies. banned playbooks
Gang: This enemy can make moves against everyone at weakness The Destiny Playbooks The Ascended and The End Of
once. When this enemy is destroyed, this stat is damaged, When you use a Weakness against the Empire, it Days are both heavily tied to the Overlord playbook. In a
or this is their only stat left, replace the Gang with two exposes a Weakness Move. Every place of power has a game with the Empire, these Destiny playbooks and their
Groups of this enemy. This stat can only be damaged by Weakness, but this weakness is Secret and must either be Moves cannot be used by anyone in the fellowship.
Dangerous or Area attacks. learned through play or by using an Overlord's Weakness to The Destiny Playbook The Hot Shot is heavily tied to the
Army: This enemy can make moves against an entire expose it. Ship playbook. In a game without the Ship, this Destiny and
locations at once, and its attacks have the Area tag. When Outside of places of power, you can use a Weakness to its Moves cannot be used by anyone in the fellowship.
this enemy is destroyed, this stat is damaged, or this is expose a gap in the Empire's security. This allows you to
their only stat left, replace the Army with two Gangs of pass by or get into places the Empire would rather you stay
this enemy. This enemy can only be damaged by Dangerous out of, and without drawing attention or raising alarms.
or Area attacks.
The Empire controls the world. notoriety level heart of fire
The Empire does not care about you until you force them When a player has a Bond with a Leader's name in it, you
to care about you. When someone causes lasting harm to do not become their Companion, but it still holds sway over
the Empire, write a Bond with their name in it. The them. The fellowship may erase that Bond with you at any time
Empire can have up to 5 Bonds with someone. to buy themselves reprieve. They choose one: You will show
This world is mine, Each player has a Notoriety Level equal to the number of them mercy, tell them something valuable, or ignore them for
to do with as I please. Bonds the Empire has with them. Higher Notoriety makes the time being.
There are those who you more likely to be recognized by the Empire and their
do not accept my rule, Forces. Your Notoriety Level affects how the Empire crushing rebellion
but they will, treats you: When the Rebellion draws attention, it will soon face
retaliation. This retaliation deals damage equal to the Rebellion's
in time. Notoriety (minimum 1). This damage can be reduced by 1 by
If they do not, 0 Notoriety: The Empire considers you a nobody. You are
never recognized as anything more than a random spending 1 Force, and it can also be reduced by 1 by spending 2
they will be destroyed. Intel. Spending both reduces this damage by 2.
citizen. Soldiers confront you individually or in pairs.
This damage can also be reduced by the fellowship's actions,
1 Notoriety: You are considered a troublemaker. A minor if they are there to defend the Rebellion in its time of need. This
nuisance, nothing more. Soldiers confront you must be played out as a Showdown, where total failure means the
individually, or in a Group if you raise a fuss. Rebellion takes full damage, total success repels all damage, and
2 Notoriety: You are Wanted, and posters bearing your anywhere in between reduces the damage to the Rebellion.
likeness are hung up in places you have caused trouble. If the Rebellion takes damage from this Move, advance
Imperial soldiers pursue you in Groups, never alone. your plans.
3 Notoriety: Your name is known by half the Empire, and
about half of those who know you want you in jail or
dead. Soldiers pursue you in Groups, never alone.
notoriety bonds Record your Notoriety Bonds here,
4 Notoriety: You are extremely Wanted, and posters including the Notoriety Level of each member of the fellowship.
bearing your likeness are found throughout the Empire.
Anyone who recognizes you and is not a rebel will
sound alarms immediately. Anyone seen actively helping
you can earn Notoriety for it. Imperial soldiers pursue
you in Gangs when possible, and Groups when not.
5+ Notoriety: You are the most wanted person in the
Empire, and can expect anybody and everybody on the
Empire's good side to be your enemy. Even those who
are not loyal to the Empire want your bounty money.
Anyone seen with you can earn Notoriety just for
associating with you. Imperial soldiers usually pursue
you in Gangs, in Groups when spread thin, and if they
have no other option, they will still pursue you alone.

you look familiar


When the fellowship meets an official, soldiers, or
civilian for the first time, or when the fellowship enters
a crowded area, the Empire may roll one die. If the roll is
less than or equal to the highest Notoriety Level in the
group, they recognize you and know your deeds.
You do not need to make this roll for particularly well

framework EMPIRE RULES


informed folks, or for people the fellowship has met before.
They already know you.
ending the empire's reign top dog
The Empire is controlled by a group of Leaders. your plans One of your Leaders is currently in charge. They're top dog,
the big cheese, the one every other Leader begrudgingly goes
If the Empire has no Leaders, it will rapidly collapse.
Record your Master Plans here. along with in all things. The top dog is a Threat to the World.
The Empire is kept operational by its power sources. If this top dog is defeated by the fellowship or deposed
If the Empire has no remaining Sources of Power, it in a coup, a new Leader becomes top dog.
cannot maintain itself, and it will collapse. If another Leader was the primary reason the top dog
was toppled, that Leader becomes the new top dog.
master plan defending your power
The Empire is always attempting to expand its power. No
The Empire has several important Locations. Make one
amount of power will ever satisfy them. This expansion is
Location for each Source of Power and one for your top dog.
measured by the progress of two Plans, the completion of This final Location is where the Leaders go when they have
which will grant a new Source of Power or add a new Leader to nowhere else to be, and is widely considered both the capital of
the Empire's forces. the Empire and the most dangerous place within the Empire.
The fellowship can attempt to learn your plans, but this To create a Location, give it a Location Move and a
should require the help of the Rebellion, a successful sneaking Weakness. Both Moves are Secret.
mission, or that they earn this information through great peril.
If the fellowship learns of your plans, they can foil them, basic soldiers
The Empire has soldiers everywhere. They can be brought
stopping the plan from ever being completed.
into any conflict, anywhere, at any time, and at a moment's
You begin the game with two New Plans: write down a notice. Avoiding attention is the best way for the fellowship to
source of power you wish to seize, and a leader you wish to avoid having to deal with loads of soldiers constantly.
recruit. All plans start at stage 0.
Basic Soldier: A loyal minion of the Empire.
Whenever the fellowship Recovers or the Rebellion takes Loyal To A Fault: The basic soldier follows orders without
damage, you advance your plans. When the fellowship has A question. They are easily fooled by false information, disguises,
Little Downtime, you may advance your plans during your and distractions.
turn, but the fellowship will immediately hear about it if you
do. the barracks
In addition to their basic soldiers, the Empire has access to a
When you Advance Your Plans, you choose one of them few stronger minions. The Organization makes up their elite
and move it one step forward. You will always have two plans soldiers, and any given location may have one Organization
going at once - whenever you have only one plan left, write a member somewhere within it.
second new plan immediately. The Empire also chooses one of Beasts, the Machines, or
the Horde. These threats are available as an army the Empire
0) Create A New Plan: Name a Source of Power you wish can deploy to one place at a time, or scatter throughout the
to seize or a Leader you wish to recruit, and write it down. Empire in small squads, depending on the whims of the current
1) Begin The Plan: Your forces move into position to act top dog.
upon your plan. At this point, the fellowship hears that you Each squad of basic troops usually has one advanced Threat
are up to something, but not what you are doing or where to back it up.
your forces are. You can also create new soldiers by adding the Imperial
2) Execute The Plan: Your forces take action. The Modification to any threat. A standard squad of soldiers may
fellowship hears about what you are up to, but stopping you only include one or two Imperial units within it.
now would be very difficult. Imperial: This creature has been trained and recruited into the
3) Victory: You seize the source of power, or the loyalty Empire's services.
of the named Leader. A newly recruited Leader erases all Imperial is a Modification. This threat now counts as a Basic
Bonds the fellowship held with them at this time. A new Soldier, and is no longer associated with any Threat type.
source of power has a new Location created to defend it at To make an Imperial threat, remove all but one of its
normal stats, then give it the Loyal To A Fault stat:
this time.
Loyal To A Fault: The basic soldier follows orders without
question. They are easily fooled by false information, disguises,
and distractions.
name: agenda When you know not what to do,
consult your Agendas. power moves
You have these three Agendas: Mark each Power Move the Empire currently has.
Combine one or two from each, or make up your own:
These Moves are not full-text, only summaries for the
Name: The Empire, The Horde, The Republic, The Nation, Create An Oppressive Atmosphere fellowship to reference as needed.
The Circle, The Council
Dominion: Dragons, Iron, Angels, United, Sun, Democratic, The Empire has an iron fist, and nobody is truly free. ancient pact
Giants, Truth, Gold, Silver, Sky, Fire, Oceans, Moon, Clouds Even those who are happy with their lives could clearly have The Empire has Titans working for them.
Examples: The Empire of Dragons, The Iron Sky Republic, more and better, were they not under the Empire's boot. band of mercenaries
The Angelic Horde of Truth, or The Democratic Moon Nation Show the fellowship a world trampled underfoot, The Organization is working for the Empire.
a world filled with injustice that cannot be ignored.
command center
This page is open knowledge. Give a copy of it to the Play To Find Out What Happens The Empire has three Plans instead of two, and they
fellowship, and update it as the Empire changes. can advance two Plans at a time.
The world is constantly changing and you can
never truly know what happens next. Roll with it. detection array
Let the game evolve naturally, with everyone's input. The Empire knows whenever magic is used within
Don't plan anything more than what your the Empire's borders.
Empire is secretly (or openly) up to. diversified horde
The Empire has a second (or third) Barracks type.
Crush Rebellion
enhanced monsters
All public disobedience will be answered swiftly and cruelly,
The Empire can combine monsters together.
often with overwhelming and unnecessary force.
Escalate all public situations to the worst possible outcome. improved armory
Send a clear message: if you want to oppose the Empire, The Empire's basic troops have a tag added:
you must do so either covertly, information control
or with even more overwhelming force. The Rebellion gains 1 less Intel. When they spend
Intel, there is an ambush waiting for them.
leaders List your Leaders.
Name and describe them here.
Do not include their Leadership Moves or their locations.
mandatory identification
The Empire's stuff is Elf-Made.
necromancer's guild
The Scourge is working for the Empire.
police state
Everyone with Notoriety has +2 Notoriety Level.
orbital laser
The Empire can blow up any location at any time.
training center
Basic soldiers appear in pairs, never alone.
trains on time
The Empire's Leaders and troops can never be
ambushed and quickly arrive anywhere they need to be.

the empire
FRAMEWORK PLAYBOOK
weapons ban
The Rebellion gains 1 less Force. When they spend
Force, they must also spend Health.
critical leadership aloof mastermind
You always have a Trap set up in any location you are
The Empire is controlled by a group of Leaders. These
Leaders bolster the forces beneath them, granting a bonus f Name: in, which you can trigger at any time. When you move to
to everyone they lead. Anywhere a Leader goes is much
Stats: a new place, you always have a new Trap set there.
more difficult to assault. Defeating Leaders makes it more
enthusiastic butcher
difficult for the Empire to hold onto important places. You and Empire Threats under your command are
If the Empire has no Leaders, it will rapidly collapse. Piercing.
You begin the game with three Leaders. To create a
Leader, choose any intelligent Threat from any Fellowship g Name: force commander
book (The Organization and Innocents have most of the Stats: You inspire those working with you. Empire Threats
under your command have Hope, and will dive in to take
good ones, but any category is fine). Then, give them a
damage for you of their own volition.
Name, a Look, and one Leadership Move. Hope on a threat prevents them from falling to Despair,
Record your Leaders here. Circle the current Top Dog. as well as ensures they will always do their absolute best and
fight to the end. Threats with Hope never falter or retreat
A Name: h Name: from overwhelming opposition or due to poor morale.
Stats: Stats: iron general
You and Empire Threats under your command have
(Armor, 1 Use).
mad scientist
You and Empire Threats under your command are
B Name: j Name: Dangerous.
Stats: Stats:
mighty dragon
. You and Empire Threats under your command are
Burning.

sadistic horror
c Name: You can give Despair as a Cut. This Despair sticks
Stats:
leadership moves with them as long as they remain in the same scene as you.
Your troops are terrified of you and follow your orders
Assign Leadership Moves by writing the matching letter immediately and without question, or else.
in the box for each Move. For example, if Leader A is a
Mighty Dragon, put an A in the Mighty Dragon Move's box. patient doctor
You have equipment with the tags (Healing, Slow). This
d Name: alert tactician healing gains the Giant tag when used on Empire troops.
Stats: When the fellowship Looks Closely at you or your
troops, you always know you're being watched and where you unbreakable paladin
are being watched from. You and Empire Threats under your command are
When the fellowship tries to Keep You Busy, if you have Dragon-Made.
any troops, you can have them be kept busy in your place.
vile deceiver
E Name: brutal giant You an Empire Threats under your command can tell
Stats: You are Giant. When you deal damage, you may also one lie when the fellowship Speaks Softly to you.
send them flying away from you. Your troops respect your When the fellowship tries to Finish You, if you have
strength and come running for you at any sign of trouble any troops, you can have the fellowship Finish Them instead
they cannot handle. of you.
sources of power enhanced monsters
The Empire can create new monsters. They create them
The Empire is kept operational by its Power Sources.
Each Source of Power gives the Empire and empire- t Name: by combining one Threat from their Barracks with a Beast,
Scourge, or Machine f their choice, creating one monster with
spanning tool it can bring to bear against anyone, at any
Description:
all the stats of both. Then, remove one of the monster's stats
time. Cutting them off weakens the Empire as a whole. (either randomly or choose one). The Empire can have only
If the Empire has no Sources of Power, it cannot one Enhanced Monster per location.
maintain itself, and will collapse. improved armory
You begin the game with three Sources of Power. Each Your basic soldiers add one of the following tags to their
is paired with one Power Move that applies throughout s Name:
weapons and/or armor: Burning, Dragon-Made, Dwarf-Made, or
your entire Empire. Description: Giant. Giant weapons and armor require 2-3 troops to operate.
Each source of power has a Location to keep it safe. This Move can be taken multiple times. Choose a different tag
each time.
Record the names of these Locations below, along with
a description of them. information control
The Rebellion gain 1 less Intel each time they gain Intel.
When the Rebellion spends Intel, you can prepare an ambush
z Name:
Description: power moves for them at the person or place they gathered Intel about.
mandatory identification
Assign Power Moves by writing the matching letter The weapons, armor, equipment, and doors used by the
in the box for each Move. For example, if Location Y is a Empire are Elf-Made, and can only be used by someone with
Command Center, put a Y in the Command Center Move's box. proper ID or by Elves.

z imperial capital necromancer's guild


y Name: This is not a Power Move. This place is home to your The Empire has the Scourge working for them, usually
Description: top dog, and is where your Leaders are when they aren't doing one threat per squad of basic soldiers.
something else. The Imperial Capital has limitless troops and is police state
considered the most dangerous part of the Empire.
Everyone with Notoriety Bonds has +2 Notoriety Level.
ancient pact orbital laser
The Empire has Titans working for them. They can have The Empire can destroy any building in the Empire,
x Name: one or two Titan threats per location. with only 10 minutes' notice. A location destroyed this way is
Description: band of mercenaries annihilated, and everyone and everything inside is Taken Out.
The fellowship will always get a warning when the laser is
The Organization is working for the Empire, usually one about to fire on their current location.
Threat per squad of basic soldiers.
training center
command center Basic Soldiers gain the following stat:
When you Advance Your Plans, you advance two of your Double Up: Troops always appear in pairs, never alone.
w Name: plans instead of just one of them. You can have three plans going Leaders always have two basic soldiers guarding them. Troops
Description: at once instead of only two. always notice anything suspicious happening nearby.

detection array trains on time


When the fellowship or anyone else uses magic Leaders and troops are never found between locations.
within the Empire's borders, the Empire knows about it. They safely arrive at their destinations shortly after leaving
They detect where the magic was used as well as what kind of them, and cannot be ambushed en route. Leaders can arrive
anywhere an alarm was raised shortly after it was raised.
v Name: magic was used.
Description: weapons ban
diversified horde The Rebellion gains 1 less Force each time they gain
Add a second threat type to your Barracks (Beasts, Force. When the Rebellion spends Force, they must also
Horde, or Machines). This Move can be taken twice. spend an equal amount of Health.
sources of power (cont.) neighborhood watch double agent
The civilians here are especially paranoid, and will raise a A higher-up in this location is working for the Rebellion.
fuss over anything even slightly out of the ordinary. They will If you have a Rebellion, this person can get you anything you
location moves quickly catch on to and report most suspicious behavior, but will
also call soldiers to investigate meaningless distractions if they
need here, including a way in, info on this place, and access to
this place's resources. You need to meet with them in secret to
Assign Power Moves by writing the matching letter think it is suspicious. arrange these benefits.
in the box for each Move. For example, if Location Y is an
Elite Outpost, put a Y in the Elite Outpost Move's box. no loitering lax security
Location Moves are Secret. Choose a playbook in use by the fellowship. That Notoriety Levels are reduced by 2 in this Location
ai core playbook's people, including that player, are constantly (minimum 0), as the soldiers here aren't as attentive as they
This Location is also a Leader. Choose one Leadership stopped and harrassed by the soldiers here. should be.
Move - it applies only here, where the AI can watch over this
place. The AI can become top dog. plain sight local resentment
The AI Core does not need to be actual artificial intelligence. This location is hidden right out in the open, where The Empire's brutality has bred resentment here. It is
Any Leader who cannot physically leave a location, like a ghost nobody would expect it. Everyone who knows about it thinks easy to find recruits from the Rebellion or workers willing to
haunting a place or a bed-ridden genius locked in intensive care, nothing of it. This location is Secret. Intel costs to find out sell the Empire out.
can be represented by this Move. about this place are doubled, and it can't be found by Speaking
Softly with anyone other than a Leader. low morale
elite outpost The soldiers here are cowardly, easily demoralized, and
Only the most skilled and eccentric are allowed to work titanic ruins looking for something better. Fear and recruitment are
here. This place is staffed and protected by the Organization. This ancient ruin is guarded by Titans, who threaten every extremely effective against them.
one attempting to despoil the area, including the Empire's forces.
haunted house now hiring
This place is haunted by the Scourge, who threaten and walking castle This place has a severe troop shortage. Groups, Gangs,
attack everyone in the area, including the Empire's forces. This location can move. When its locomotion is
and Armies are never found here, and only the main entrances
destroyed, it crashes.
hazardous conditions are properly defended.
This location is very difficult to reach, such as deep under- wild lands pure of heart
water, on top of a mountain, behind a moat of lava, or other such This land is protected by wild animals, prowling through
ridiculous protections. The Empire has an easy way in, but the area. Several Beast threats are found here, sometimes in The person in charge of this place is not a bad person,
without that way in, this place is nearly unreachable. Groups. They threaten everyone here, including the Empire. and doesn't love the Empire or the things it does. They are
easy to reason with, will always try to do the right thing, and
heavy reinforcement are only working here because the Empire has some leverage
This place is crawling with troops. All basic soldiers are
found in one group size larger than usual - troops become a
weakness over them to keep them here.

Group, Groups become a Gang, and Gangs become Armies. Assign Weaknesses by writing the matching letter self destruction
in the box for each Move. For example, if Location Y requires This place is rigged to blow, if you know the right place
home alone Direct Supervision, put a Y in the Direct Supervision box. to hit it. Hitting this location in its weak point with a Burning or
This location is littered with traps, so many that not even Weaknesses are Secret. Dangerous attack causes the place to explode shortly afterward.
the basic soldiers who patrol this place know where they all are. You can also set it to explode on a 2 minute time, if you can
When anyone makes a Move, a trap also triggers on someone completely open find the big red button hidden here and hit it.
in the scene as a result of their actions. If the move goes well, This location is impossible to defend well. It is easily
entered and easily exited, even with soldiers present.
the trap triggers in their favor. If the move goes poorly, the soul of greed
trap triggers against them or their allies. The person in charge of this place cares only about
crumbling architecture
power and money, and doesn't care about the Empire or its
lockdown This location is poorly maintained. Alternative routes
plans. They are easily bribed and will always try to cut
This location is on total lockdown. Nobody outside is are easily found, and collateral damage is both particularly
allowed in here. Everyone who is not a basic soldier, a Threat destructive and easily overlooked. It is easy to hide any traces corners or make deals in exchange for personal gain.
from the Barracks, or a Leader will be attacked on sight. of your activities here. supply shortage
mad science lab direct supervision This location doesn't have enough supplies. Sieges are
This laboratory is filled with unsafe chemicals and This place cannot function without high level authority. very effective against them, and they never have any
dangerous devices. Every action taken within this place is If a Leader is not here, this location's Power Move does not specialized equipment available.
Dangerous. If you want to use something that was already apply to the Empire. This Weakness can only apply to a
Dangerous here, you must pay a price to do so. Location with a Power Source.
The Rebellion is a communal playbook that needs the fellowship's
support to survive. If properly supported, a rebellion is a powerful tool
against the Empire, providing information, distractions, and a chance
force Current Maximum
intel Current Maximum
health Current Maximum
to win through brute force for a change. If improperly supported, your The Rebellion's maximum Force, Intel, and Health start at 6 each. The Rebellion begins with a current Force, Intel, and Health of 2.
rebellion will be scattered and destroyed by the Empire.
Protect them, and you may still win this.
forming a rebellion
When playing with the Empire, you begin the game with a
Rebellion and do not need to form one. If the Rebellion is destroyed,
agenda When you know not what to do,
consult your Agenda.
Fail to protect them, and you definitely will not. you will need to create a new one. To create a new Rebellion, you The Rebellion has only one Agenda. Circle one:
need three things: a leader, a community, and their fellowship.
A leader can be any charismatic Companion you have at least 2 Institute Anarchy
Bonds with. They become the leader of the rebellion, and will leave Destroy all systems of power,
your Companionship. regardless of who leads them.
A community is any place with a lot of people and no love for the
Empire or Overlord ruling over them. You cannot form a rebellion Protect the Commons
against the Horizon - there is no greater threat to rebel against. The Keep the common folk safe from their leadership.
community where you form your rebellion is its base of operations.
Lastly, you need to earn Fellowship with the community you are Unionize
organizing into rebellion. Without their trust, they will not help you. Put the people in charge of their own futures.
When a Rebellion is formed, if the framework is the Empire, the
Empire forges one Bond with the Rebellion immediately. This gives
the Rebellion a starting Notoriety Level of 1. health
The Rebellion's Health is a measure of how strong the Rebellion is.
force When the Rebellion takes damage, they must spend Health. If they
The Rebellion's Force determines how much power it can use cannot, the Rebellion is dissolved, and the fellowship loses their
against the Empire. Knowing when and where to deploy your support until a new Rebellion is formed.
Rebellion's Forces is key to success. When you bring new recruits or give a Companion to the
When you bring weapons, armor, or tech to the Rebellion, they Rebellion, they gain 2 Health. You can direct Companions to any base
gain 2 Force. They also gain 1 Force each time they gain Health. and they will make it there safely, without needing to be escorted to
When working alongside the Rebellion, the fellowship can the Rebellion by the fellowship.
spend Force to do any of the following things: You can spend 2 Health to have them give you a Companion. The
1 Force: Deal damage to a non-Leader/non-General enemy. player spending the Health Forges A Bond with them, and they can
1 Force: Break a Group of enemies into two single enemies. have any stat block that would be available to your rebels.
2 Force: Negate a Location Move for one scene. When the Rebellion takes damage, they must spend 1 Health.
2 Force: Break a Gang of enemies into a Group of enemies. When the Rebellion does something costly, they must spend 2
3 Force: Negate a Leadership Move for one scene. Health.
3 Force: Negate a Power Move or Overlord Stat for one scene. When the Rebellion suffers catastrophically, they must spend 4
4 Force: Deal damage to a Leader or General. Health.
4 Force: Break an Army into a Gang of enemies. When the Empire Crushes Rebellion, the Rebellion loses Health
equal to the Rebellion's Notoriety. They can reduce this damage by
intel spending Force, spending Intel, or through the fellowship's protection.
The Rebellion's Intel determines how much they know about the Having 0 Health does not destroy the Rebellion. They are only
Empire, and how much they're willing to share with the fellowship. dissolved when they must spend more Health than they have.
When you bring plans, info, or captives to the Rebellion, they
gain 2 Intel. They also gain 1 Intel each time they gain Health. rebel leader
When working alongside the Rebellion, the fellowship can The Rebellion has a leader who keeps them focused. Give them a
spend Force to do any of the following things: Name and a Look. If they are ever killed or captured, the Rebellion
1 Intel: Reveal one Weakness or Weakness Move. cannot spend Force, spend Intel, or gain Health until a new leader is
1 Intel: Discover the last known location of a Leader or General. put in charge. To appoint a new Leader, the fellowship must either
2 Intel: Obtain or exploit a known Weakness. donate a charismatic Companion they have 2 or more Bonds with, or
2 Intel: Learn the latest Master Plan the Empire or Overlord has rescue the previous Leader.
implemented, and what the next step of that Plan is.
name:
the rebellion
3 Intel: Obtain Protection.
3 Intel: Negate a Power Move or Overlord Stat for one scene.

TEAM PLAYBOOK
4 Intel: Discover where a Leader or General is going next.
4 Intel: Discover where a Source of Power is located.
look:
what is the rebellion? rebellion 's core rebellion moves
Choose the option that best represents the rebel forces: The Rebellion has the following moves. The Rebellion does not Level Up and cannot be Advanced.
It can only be improved by expanding its scope and its
base of operations membership by liberating oppressed communities. When you
guerilla troopers The Rebellion initially has one base of operations, a city or would earn Fellowship, instead of taking a Fellowship Move,
Your rebellion is well trained and especially destructive. community from which they can use their full potential. The you may take a Rebellion Move.
The rebels have a maximum Force of 12. When they would fellowship can safely meet with the Rebellion within this base When you take a Rebellion Move, that community becomes
gain Force, they gain twice as much Force. without difficulty, and the Empire's or Overlord's forces within a new base of operations, as described to the left.
In addition, you can spend 3 Force at any time to launch an this base are closely monitored at all times. In addition, you can When the fellowship earns Fellowship while they have
ambush. The guerilla forces will make themselves known, deal spend Force or Intel at any time within a base, for full benefit. a Rebellion, instead of picking from three Fellowship Moves,
damage to an enemy in the scene, then provide a distraction Being present in any base also enables you to defend the the Framework should offer 2 Fellowship Moves and 2
for the fellowship to use as they need. Rebellion if it comes under attack. Rebellion Moves for the fellowship to pick from.
When spending Force or Intel outside of a base of Most Rebellion Moves can only be taken once, but these
insurgents and insiders operations, all costs are increased by 1. The best way to get
Your rebellion is made up of the Empire's own troops moves can be taken as many times as they are offered to the
Intel or use their Forces is to go to them, instead of making fellowship: Diversity, Media Blackout, Recruitment Surge, Tactical
and workers. The rebels have a maximum Intel of 12. When them come to you.
they would gain Intel, they gain twice as much Intel. Advantage, and Valuable Information.
When you take a Rebellion Move, the community that The Rebellion Moves are found in Book 3 on pages 11-13.
In addition, you can spend 3 Intel to have an enemy gave it to you becomes an additional base of operations.
working for the Empire or the Overlord reveal their true Record your Rebellion Moves here:
allegiance as part of your Rebellion, immediately betraying
their allies for your sake. making contact (sense)
Inside a base of operations, you can freely meet up with the
popular support Rebellion and spend Force or Intel to get things done. Outside a
Nobody likes the Empire, and your rebellion has allies base of operations, you need to set up a meeting, and doing so is
everywhere. The rebels have a maximum Health of 12. When risky at best.
they would gain Health, they gain twice as much Health. When you call upon a Rebel contact while outside of a
In addition, anywhere you go, you can spend 2 Health to base, roll +Sense. The player making contact is the one who
find a safe place to hide with the locals. must make the roll.
On a 10+, it goes well - nothing bad happens to you or to
in fellowship your contact for this meeting. You can spend Force or Intel for
The Rebellion does not have its own leader - their leader the appropriate benefits, they may have news to pass along to
is the fellowship itself. Remove the Rebel Leader move from
you, and they will pass your own news or messages or resources
this playbook.
When you give a Companion to the Rebellion, they gain back to the Rebellion for you.
additional Health, Intel, or Force (your choice) equal to the On a 7-9, something goes wrong. The Framework will
number of Bonds you had with that Companion. Each player choose one: you notice an eavesdropper, or your contact was
who had Bonds with the donated Companion may apply their attacked on their way here, or you are ambushed during the
Bonds to a different Rebellion stat. meeting. If you resolve this problem, you may continue as if
you rolled a 10+. If you do not, the meeting cannot proceed.
On a 6-, the meeting was compromised. Your contact cannot
help you, and the meeting is an ambush or a setup. Your contact
is either a turncoat or a sellout, and anything they had for you is
in the hands of the Empire now.

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