You are on page 1of 164

Grant Howitt and Chris Taylor

2
By Grant Howitt and Chris Taylor, 2016

Cover and internal art: Adrian Stone


Layout and design: Alina Sandu
Proofreading and copy editing: Harry Goldstone
Producer: Mary Hamilton
2
Contents
Welcome to Unbound 5 Gamesmaster 78
The Core Mechanic 8 Twists by Core 80
Running the Game 87
Cores 14
Devout 15 Adversaries 108
Magi 17 The Giant of Moorfell Peaks 113
Outlaw 19 The Demon Prince and his Harem 115
Pactbound 21 The Thin Street Arsonist, Gang Leader 119
Warrior 23 The Great Khan 122
Wild 25 The Twice-Born Queen 126
The Dragon 132
Roles 26
Modern Adversaries 134
The Brawler 27
Narrative Enemies 136
The Deadeye 29
The Protector 31 Appendix 1: Optional Rules 138
The Striker 33 Appendix 2: More Touchstone Tables 140
The Warden 35 Credits 151
Traits 36 Character Sheet 156
Aura 37
Index 158
Companion 39
Captain 41
Dirty Fighter 43
Fire 45
Mighty 47
Rage 49
Shadows 51
Spirit 53
Transform 55
The Unnatural 57
Character Details 58
Playing the Game 62
Dramatic Scenes 63
Battle Scenes 67
Scars, and Going out of Action 76

3
4
WELCOME TO UNBOUND
Welcome to Unbound. With this book, you and your
friends can spin infinite stories in numberless worlds.

Do you want to steal the still-beating heart of the some kind. Every character in Unbound is, by default, able
city from corrupt magi governors and use it to summon to hold their own in a proper fight, and can be expected
griffons? Do you want to strap into a supercharged police to have a few as the game progresses. (Or, alternatively, if
mech suit and fight crime on the dark streets of London they can’t hold their own in a fight, they’ll have access to
2074? To drive back the encroaching tide of extra- allies who can - armies, gangs, protector drones and so on.)
dimensional invaders with nothing but homemade guns
and unstable explosives? To lead armies of disciplined
troops into battle, marching across the nuclear-scarred
HOW DO I PLAY UNBOUND?
wastelands of tomorrow?
In some ways, Unbound is a lot like other roleplaying
Unbound can let you do all of that and more.
games. If you’ve never played one before, here’s how it’s
Unbound is a game of pulp action and rapidly-changing done: one player - called the Gamesmaster - creates a
worlds, with tactical combat sitting alongside storygame fictitious world in their imagination, and the the other
worldbuilding. In it, you’ll uncover secrets of a world players - generally just called the “players” - take on the
of your own creation by playing multiple groups of roles of characters in the world. The gamesmaster’s job is
characters, changing every five or six games, to build a full to make the world challenging and exciting to explore, and
saga. the players’ job is to steer their characters through said
world and have as much fun as possible.
Much of the time, when a player describes their
THE SETTING character making an action, the GM can say if it works. But
if it’s interesting to see whether or not they succeed, the
Unbound has no default setting - you and the other
GM calls for some kind of check - often this is the result of
players will make your own setting during character
a die roll, with bonuses or penalties to the roll dependent
creation and play, and we’ll guide you through every step
on the character’s abilities. If the result is high enough, the
of the process.
action succeeds. If it’s too low, the action fails.
Unbound uses normal playing cards to resolve
challenges - both parties involved draw a card, and the
THE GENRE
higher card wins (in practice it’s a little more complex than
The genre of Unbound is action - the player characters that, but at the heart of it, that’s what’s going on - there
are competent and willing to do what it takes to achieve are more detailed rules for battle scenes and dramatic
their aims, and “what it takes” often refers to combat of scenes later in the book).

5
Unbound is different from many other roleplaying We refer to characters played by the players as
games in that the players and the GM work together to “player characters” or, sometimes, just “characters”.
build the world at the start of the game and explore it Hostile characters controlled by the GM are known as
together as a group, with the GM reacting to the players’ “adversaries”, and non-hostile characters are known as
actions as they perform them. Also, unlike other games “NPCs” or “non-player characters.”
where you might play the same characters for many
We’ve done our best to keep things even with regard to
sessions and take them from obscurity to legend, in
gender; with male, female and non-binary genders being
Unbound each group of characters is only supposed to
represented throughout the book.
hang around for four to six four-hour-long sessions - or an
adventure, to use our word for it.
The base unit of Unbound is the adventure, a story
WHAT DOES BEING A PLAYER INVOLVE?
about the player characters. What’s the most important
thing happening right now? What are the characters trying As a player, you’ll create a character to take part in
to achieve? What challenges and threats await them? an action-packed story - during the adventure, you’ll play
You’ll find out through play. as them, and act using them as your avatar in the world.
A big part of making a character is applying your own
Once you feel the characters have achieved their aims,
descriptions for your role and trait abilities, so get creative!
move on to the next adventure in the same world. What
questions have been raised during play? What other parts (Your character gets their own deck of cards, too. This
of the world are you looking to explore, what characters do will last them until the end of the adventure.)
you wish to play? Pick a different core and make some new When you play, it’s up to you to craft stories with
characters. the other players and the gamesmaster, so make sure that
Lots of adventures together is called a saga. With this you put your character forward into challenging situations
model you can quickly generate a world, figure out what to see what happens. (Even if your character wouldn’t want
the characters want, see if they get it and repeat until the to run into danger, as players it’s exciting to tackle difficult
players and GM have worked together to build something problems - and as an audience, it’s fun to watch it happen.
incredible. So find a reason to get involved!)
You’re also there to make everyone else look
good. Don’t worry about being the coolest, the smartest,
WHAT DO I NEED TO PLAY UNBOUND? or the most inventive player at the table; worry about
helping everyone else be that. When you make other
Every player - including the GM - will need their own
players, and their characters, look good and give them fun
pack of playing cards - just normal ones will do, with 2
opportunities to play with, you generate a good session
Jokers (GM, take your Jokers out and put them to one side
for everyone. (And if you’re worried about feeling left out?
- you don’t need them). We don’t recommend that you use
Don’t worry, everyone else is working to make you look
fancy ones, because you’ll be scribbling on them as your
good, too.)
character grows and changes. You’ll need pens that can
write on playing cards, too. Players - your deck of cards is But you’ll also be responsible, in no small part, for
referred as your character deck. GMs, your deck of cards creating the world that you and the other characters
is called your GM deck. inhabit. During the first session of each adventure, you,
the GM, and the other players will answer questions that
You’ll also need some paper to make notes (we like
shape the world around you. There’s no default setting
using A3 sheets, because there’s lots of room) and either a
for Unbound, and that can be challenging at first for
set of printed character sheets or some paper for players to
some players, but making a world together - and then
note down their character abilities.
exploring it, and probably blowing parts of it up - can be
really satisfying. When you answer questions about the
adventure, try not to say no to things - instead of thinking
CONVENTIONS IN THE TEXT why your character wouldn’t do a thing because it seems
out-of-character, try wrapping your head around what sort
We assume that you’re using a standard pack of playing
of extraordinary circumstances would get them to do such
cards with 2 Jokers. Aces are low. We will refer to specific
a thing!
cards and suits using the following notation: the numerical
value of the card followed by an icon representing the suit.
So the four of diamonds becomes 4 , the Jack of Clubs is
J and so on.

6
WHAT DOES BEING A GAMESMASTER INVOLVE?
The gamesmaster, or “GM” for short, is in charge of
running the game. You’re in control of everything that
isn’t a player character - so that’s all the other characters
in the world, the terrain, the environment, and the pace
of the story. You’re also probably in charge of hosting
the game, deciding when it begins and ends, and when to
move from one adventure to another - or to a new Saga
altogether.
During the first session of an adventure, the GM is in
charge of leading the group in creating the world. Ask
the questions given in the core (which is a background and
motivation that all the player characters share) and keep
asking questions related to the group’s answers until you
feel like you’ve worked out a stable platform to build the
world from. Write everything down, in note form, on a big
piece of paper. When players answer the questions from
their trait, do the same. Make suggestions to players that
connect parts of the world together.
During play, it’s your job to find adventure and
challenge in everything the players do. A common
belief among gamesmasters is that they have to spend
ages preparing a branching plotline for players to
experience, but this can be frustrating when the players
make unexpected decisions and throw the game “off
course”. Instead of writing yourself into a corner, react to
the decisions that players make, and draw from the world
you’ve all created to make each scene exciting.
Part of finding adventure is running battle scenes,
which you’ll do plenty of. Before a battle starts, it’s up
to you to pick out a selection of adversaries for the
characters to tackle. There’s a guide to doing this in the
adversaries section, page 106.
Although every player is responsible for every other
player having a good time, you’re the authority on
that. It’s your job to make sure that people understand the
rules, are comfortable with (and even excited about!) the
plots and characters, and are generally having fun together
as a group.

7
THE CORE MECHANIC
If a character is attempting to perform an action
(hitting an adversary in a battle scene, climbing a
building, picking a lock, dodging incoming fire) then
their player plays a card from the top of their deck.
The GM does the same, drawing from their own deck,
and the person with the higher result gets what they
want out of the exchange. Card values are ranked from
Ace to King, with Ace being low and King high.

Jess’ character is attempting to scale a wall without SHUFFLING


being seen by some nearby guards. She draws a card Players shuffle their character deck at the
- 10 . The GM draws an opposing card. She draws following times:
5 , which is lower than the 10 , so Jess’ character
ĐĐ Before each dramatic or battle scene
manages to ascend unseen.
ĐĐ Immediately after healing from their discards
On a draw, player characters always win. If two player
characters are competing against each other, re-draw on a Players shuffle their discard pile immediately
draw. before they heal.
If a character has an appropriate proficiency, they treat GMs shuffle their deck before each dramatic or battle
some low-value cards as 10 which gives them an edge. scene. When all their cards are in their discard pile, they
Proficiencies are represented with A, 2, 3, etc - this treats shuffle it and it becomes their deck. During a scene, GMs
any card of that value or lower as a 10. shouldn’t shuffle their deck unless their discard pile is full.

A player whose character has STRIKE proficiency 2


plays an Ace on a STRIKE action. They treat that card JOKERS
as though it was a 10 of the same suit.
If a Joker is played as part of an action, it opens up the
This is also true of adversaries - almost every adversary possibility of great success or crippling failure. In a battle
has a proficiency rating that covers all of their actions scene, the player who drew the Joker chooses which of
(some adversaries don’t have proficiency ratings, because their actions to play it on, and then draws another card on
they’re simply not very good at fighting). top of it. If a Joker is drawn as a DEFENCE action, simply
For most actions in battle scenes, if a player plays a draw another card on top of it (remember: GMs don’t use
FACE card, their character gets access to a boost - some Jokers, only players).
special trick or bonus defined by their role. If a face card or a story card is played on a Joker, it
triggers a boost as usual. If the Joker is a story card itself, it
triggers two positive effects on a success and two negative
effects on a failure

8
CRITICAL SUCCESSES IN BATTLE The player draws again to resolve the action and
When a player draws a Joker and the subsequent action gets 7 of hearts. The GM draws a five of diamonds,
succeeds, fate has smiled upon them. The player should so Ten-thousand has succeeded in sneaking into the
choose one of the following benefits and explain how it warehouse - and with that joker, it counts as two
happens:
successes towards completing the scene. “Horatio can’t
ĐĐ Gain the benefits of a boost on the action handle the power of the scroll, it seems,” says the GM,
ĐĐ Recharge a limited power “and upon speaking the first of the koans of drunken
ĐĐ Immediately take a mook-level character within wisdom is blown back through the doors of the
range of the character out of action warehouse with an almighty flash of light! This should
provide Ten-thousand with the distraction she needs
CRITICAL FAILURES IN BATTLE to get in there.”
When a player draws a Joker and the subsequent action If a story card is played on a Joker and the player
fails, circumstances have conspired to really mess their fails, they may redraw a card to replace their story card
character up. Describe a negative effect on the character, (they can only do this once per Joker played), but it is still
often due to outside influence from an unexpected source, treated as being played on top of the Joker. If the Joker
and choose one of the following effects: drawn is a story card itself, the scene now hinges entirely
on the card; on a success, the players win the scene. On a
ĐĐ The character is reduced to 0 stamina failure, they fail.
ĐĐ The player must choose an ally in their or a
connected area; that character makes only one POWERS
action on their next turn
A character’s core, role and trait give them access to
ĐĐ Place one mook-level character on the battlefield; it special abilities called powers. Powers allow a character to
may act as normal next round perform unique actions in battle scenes, and come in one
of three types:
Always-on powers trigger whenever your character
DRAMATIC SCENES satisfies the conditions (inflict a wound, are in the same
area as an ally who is hit, etc). Some of them are only
In a dramatic scene - that’s any scene without a battle usable once per round.
map - players only draw one card at a time, so there’s
no need to choose which action to apply the Joker to. A Boost powers give your character an alternative boost
dramatic scene requires a number of successes before a to use on a certain action, or all actions.
number of failures to resolve one way or the other, and Limited powers are usable once, then unusable until
jokers increase the number of successes or failures possible you meet the conditions required to use them again.
from a single action. The player who drew the Joker When you make an action in combat (including DEFENCE
introduces a new element to the scene, and their successes actions), if the value of the card played on the action is
or failures from the action are doubled. lower than the recharge value of the power, you may
Ten-Thousand Knees, the legendary orc drunken boxer, recharge that power. Declare that you are recharging at
the time of the action. You may only recharge one power
is in a dramatic scene where she is trying to reclaim a per card.
sacred text from the merchants who stole it from her
You cannot recharge a power on the same turn that you
temple. Her player describes Ten-Thousand sneaking
use it unless expressly stated in the power’s description.
through the tunnels underneath the merchants’
warehouse to reach the scroll, but then draws a Joker. You can use multiple powers as part of the same action.

“Ah,” says the player. “Okay: I look up through the


grate and see that the merchant’s brattish son Horatio
is reading our scroll - and it looks like he’s absorbing
its power! I’ll have to move fast.”

9
10
SAGA CREATION CHECKLIST
When you start a new adventure in a new saga, go process in 10 minutes and get playing right away, and some
through the following steps in order (we’ve ordered the like to spend a whole evening slowly building a detailed
book in the same pattern). There might be a few phrases world to explore. Work out what’s right for your group.
in here that you don’t understand yet - don’t worry. We’ll
Once you’ve played your first adventure in the saga,
explain everything in detail in the relevant chapters.
you can skip step one and go straight on to step two, if
You can take as long as you want to build the world and you’d like.
your characters; some groups prefer to rattle through the

ONE. Pick base setting and tone. As a group, select a rough base setting for your saga to
take place in by drawing touchstones to spark your imaginations. Depending on which set of
touchstones (or which sets of touchstones) you use, you can make almost any kind of setting
you desire.

TWO. Pick core. Create core foundation. Answer all core questions as a group, and note down
your core’s RECOVER power.
Every player character will share the same core; it defines what the game’s going to be
about, what sort of adversaries and challenges the characters will face, who the characters
are, and what sort of victories they’ll strive to achieve.

THREE. Each player picks a role for their character, and one power from that role.
Answer the questions from the role.
A character’s role determines what they do in the party; whether they’re a front-line
combatant, a spry ranged fighter, a tactician and motivator, or something entirely different.

FOUR. Each player picks a trait for their character, and one power from that trait.
A character’s trait helps describe their existing abilities and gives them access to
special powers.

FIVE. Each player creates a foundation for their character, and the group works
together to create a second foundation for each character. Check your core foundation
and modify it if necessary.

SIX. Each player creates a fate for their character, and the group creates a fate for each
character. Work together to make interesting fates that will challenge your characters and
put them in difficult situations.

SEVEN. The GM picks a twist, and creates one fate and two factions to start play. Twists
are dirty tricks that the GM uses to level the playing field in battle scenes. Factions are groups
of NPCs that can help or hinder the player characters.

EIGHT. Each player draws for a scar, as detailed in the permanent injury rules on page 76,
redrawing aces.

NINE. Finishing touches. The players and GM describe and name their characters, if they’ve
not done so already. Talk about how their traits manifest, and their relationship to the other
characters.

TEN. Play the game! You’ll discover the rest of the world by getting into it and exploring,
so start playing.

11
INTRODUCING NEW PLAYERS
As Unbound relies on the whole player group to create
the setting, it can feel difficult to introduce new players
into an ongoing saga or adventure - the existing players
have narrative authority over the environment, and they I ALREADY KNOW WHAT THE SETTING IS!
might feel like they’re intruding. Here’s how to rectify We’ve written Unbound with the intention
that: that when everyone sits down to play at the
When the player makes their character, determine first session, no-one knows what the setting
their character’s link to (at least) one existing player is going to look like, and everyone is willing
character, and have them create a story card that describes to be surprised along the way by exploring it
what they learned or experienced through that link. together. But - if you want to, you can use the
system to explore an existing universe. If you
Have the group connect their character to an existing want to play superheroes from your favourite
faction, and explain how they’ve come to blows with, or comics, or gear up for a dark future where
helped out, that faction in the past. there is only war, or get involved in father-son
Finally, have them answer two of the following disputes in a galaxy far, far away, or to learn
questions: and build upon an original setting of your own
creation - go for it.
Why are you risking your life to help
these people?
Why are you the only person that can help?
What do the other characters suspect about
the world that simply isn’t true? SCI-FI. What will the future be like? Our heroes set foot on
alien worlds, battle in zero-gravity, broker peace treaties
Who’s the real threat? between galactic empires (or break them), dual-wield ray
guns and count extra-terrestrials, sentient gases, advanced
Why are you late to the party? robots and manifested AIs amongst their allies. Sci-fi also
includes, usefully, Cyberpunk and Post-Apocalypse, which
What’s the name of your contact in one are perennially popular settings for roleplaying games.
of the existing factions? URBAN HORROR. It’s a dark world out there. Supernatural
forces lie beneath the surface of the city; werewolves hunt
in an abandoned shopping mall, vampires drain kids dry
SETTING in nightclub bathrooms, the sewers are filled with razor-
Before you start making characters, or the world in toothed ghouls and that old guy on the street corner is a
which your saga is going to take place, you’ll need to wizard with power beyond your wildest dreams. Whether
decide on a setting as a group. Talk about what sort of the player characters are hunting down the creatures
stories you’re interested in telling, what sort of characters of the night, or teaming up with them to carve out their
you want to create, and what sort of world you want to niche, it’s going to be a wild ride.
explore. PULP. Derring-do! Biplanes! Nazis! Lost civilisations!
It’s hard to make up a setting from nothing at all, so Danger! Thrilling tales abound as bold adventurers set out
here are a few basic building blocks that you can start to defend, or possibly take over, the world! Daring train
from. After you’ve taken your building blocks, your core robberies - scandalous romances - mobsters with hearts of
will add a slant on what sort of stories you’ll tell, but we’ve gold - an ape with the brain of a MAN - tracking the two-
also provided a table of keywords to help you make your gun terror through the rainy streets of Chinatown - snake-
setting unique. worshippers - the whole shebang, baby!

FANTASY. In days of old, knights roam the land, wizards SUPERHEROES. For whatever reason, some folk have
concoct magical spells, and mighty beasts prowl across the superpowers - flight, incredible speed and strength,
wilderness. Strange creatures - dwarves, elves, orcs - share teleportation, control over the elements, mind-control, etc
the world with men, and the world is one of adventure, - and the player characters are amongst them (or maybe
with vast riches from forgotten kingdoms to be found on they don’t have powers, but they have the means to fight
the edge of civilisation. This is, in many ways, the “default” those who do). Will they use their powers for good or evil?
setting for Unbound, because it’s one of our favourites. Will they fight over a city block, a country, or the world?

12
VARIATIONS
TONE overrun, the mad gods and bestial forces of the underworld
won the war, and the player characters scratch out a
You can change up a lot by deciding on what kind
desperate existence in the ruins of a lost dwarven city,
of theme your saga is going to have with regards to the
fighting for food, fuel and means to survive while they
base setting. If you decide that the tone of your Fantasy
evade patrolling orcs and ravenous tentacled beasts.
saga is going to be light and upbeat, then it could move
to Saturday-morning-TV-heroics; of wicked villains who Not every game is going to sustain the same tone all
kidnap but never kill their targets, and are always foiled; the way through - there’ll be sad moments in lighthearted
of dragons with problems to solve, rather than to be killed campaigns, levity in grim and grimy hopeless ones, and so
outright. on. But getting the overall theme in everyone’s minds right
from the start will help you all work together.
If you make it darker and more serious, though, then
maybe that villain kills people outright - people that
the players care about. Maybe the dragon is a criminal TOUCHSTONES
mastermind with a web of informants and lackeys, Below is a table of 52 different phrases that we thought
bringing them gold to heap on their hoard. Maybe our would be useful to help generate an original world. When
heroes aren’t bold and brave adventuring knights, but we play Unbound, we tell each player to draw a card
demobbed soldiers looking to deal with the fallout of the and tell us what word (or “touchstone”) they get, then
kind of war that’s fought by normal people but won by the brainstorm a setting from the results together. You can
almighty magic of wizards. do the same, or you can use them to flavour a base setting
Or you could make it hopeful; ships that fly on the you’ve all agreed on, or you can each draw four and “pitch”
winds of magic through the sky, lost civilisations ready to your world to each other, or the GM draws three lots of
be explored, player characters as adventurers, sages, bards, four and the players decide which lot they’re interested in
animated statues and talking owls; limitless sources of exploring.
power, noble sacrifice, and save-the-world scenarios. There are several more lists of touchstones by a variety
Or make it hopeless, if that’s your thing; civilisation is of authors in Appendix 2 on page 140.

A Zeppelins Androids Sorcery Narcotics

2 Vampires Virtual A Lost Civilisation Vehicles

3 Demons Aliens Jungles Transhuman

4 Corporations Apocalypse Politics Frontier

5 Dictatorship Heavy Armour Shanty Towns Omens

6 No More Magic Music Pirates Trade

7 Dragons Doors Flooding The Dead

8 Stone Werewolves Guns Walls

9 Ocean Crime Prison War

10 Plants Wizards Beasts Exoskeletons

J Ice Hybrids Shadows Bugs

Q Fire Nanotech Revolution Dust

K Disease Sky Holy Light


13
14
Cores
CORES
Your character’s core determines who they are and dramatic scenes. You’ll get a chance to modify your group
what they’re doing. Every character in the adventure will foundation later on.
choose the same core. Each core has a list of sample foundations to act as
You’ll see that there are five or so questions per core - inspiration for your core and character foundations. There
you, and the other players, will answer these questions to is more information on foundations on page 58, but for now,
help determine the world, your allies and adversaries, and foundations are descriptions of your characters’ abilities
the sort of adventures you’ll embark on. Don’t feel limited and history that help them succeed in dramatic scenes.
by these questions, or that you have to rush through them Every core has a RECOVER power that your character
to get on with the game - take as long as you want, and gains at the start of play.
create more questions, if it helps you get a handle on the
Whatever core, role and trait you choose, your
world.
characters will be capable fighters - that’s just how
Create a group foundation once you’ve answered Unbound works. So if you want to play a librarian, for
the questions. The group foundation is a shared history example, make sure it’s a Librarian who can throw a
between all the characters that they can draw on in punch or two.

DEVOUT
DEVOUT adventures are about the player characters -
paladins, clerics, pilgrims, zealots, agents and priests
- bringing light to dark places because of a strong,
unifying belief in what’s right. Members of a devout
adventure might all follow one god, worship the same
pantheon, be part of a multi-faith team, or just devoted
to noble ideals, but they’re all in broad agreement that
their actions must be right and just.
SAMPLE CORE FOUNDATIONS: The GM and each player should answer the following
questions about the world:
The Ladies of the Chapel Perilous; Dark-Elf Sun-
Worshippers; The Boston Saints; The Heimdallr Private What is sacred to us?
Detective Agency; The Knights of Hammersmith and What evil are we trying to stop?
City; Skull-covered Baroque Space Fascists; Missionary
What will happen if we fail?
Librarians for the God of Knowledge; Cultists of a Tentacled
Doomsday God; Grandfather Passed, but he still talks to us. Where can we find unexpected allies?
What has challenged our faith in the past?
SAMPLE CHARACTER FOUNDATIONS:
The Only Honest Cop in this Dirty Town; Disgraced
Purgemaster General; Hand of God Assault Squad Leader; POWER OF THE RIGHTEOUS:
Idealistic Freedom Fighter; Monk of the Iron Scales;
[Recharge: End of scene] When you make a RECOVER
Starbound Missionary for the Almighty Dollar; Clueless
action, instead of normal stamina recovery, heal 15 and
Leader of a Doomsday Cult; a Fallen Angel, wanted for
either: heal all other allies in your area for 3, or PUSH all
crimes in heaven; Pacifist Cleric, possessed by an Avenging
adversaries in your area.
Spirit.

EVERY PLAYER MUST ANSWER:

What do I believe in? (You can answer the same as


another player, if you’d like; this is encouraged but not
required. It can be a higher power, a noble ideal, or a
philosophical concept.)

15
16
Cores

MAGI
MAGI are members of a magical tradition (or
traditions) that are on a quest for information, people
of note, and items of power - wizards, sorcerers,
swordmages, teachers, researchers, explorers,
interdimensional consultants, and so on. They’ll
travel far and wide to uncover lost secrets, because
knowledge is power and keeping it in the right hands
is of paramount importance. If they happen to attain
some glory along the way, so much the better.
SAMPLE CORE FOUNDATIONS: The GM and each player should answer the following
questions about the world:
Post-Graduate Students on a Field Trip; Apprentices of
old Oximalfucious; The Great Dragon’s Brood; Endlessly What (or who) are we searching for?
Resurrected Minions; Familiar Worker’s Union; Blazing Where do we reckon it’s hidden?
Battle-Wizards; Full-tilt Urban Adepts; Sword-bound
Who would rather we didn’t get our hands on
Spirits of the Ancients; The Council of the Wyrmwood Star;
Augmented Xenobiologists; Mystical Wayfinders for Hire. it?
What happens if we don’t get control of it?
SAMPLE CHARACTER FOUNDATIONS: Where is the first stop on our journey?
Unpaid Part-time Intern Sorcerer; Occluded Acquisitions
Consultant at the Guild of Relics; Exile from the
Brotherhood of Masks; Two-fisted, eight-fingered LAST CHANCE ARCANA:
Archeologist; Jolly Old Dwarven Runesmith; A floating
Collection of Spheres that whisper dark truths; Discount [Recharge: End of scene] When you make a RECOVER action,
Demonologist; the Crystal Shard in my head lets me see the instead of normal stamina recovery, heal 8+ the value of
future, honest; I am a Crystal Shard, and I’m stuck in some the card used and either: gain 2 temporary stamina or
chump’s head who thinks I let him see the future; Sole make an immediate attack action.
Survivor of the Dewey-decimal purges.

EVERY PLAYER MUST ANSWER:

What is my magical tradition? (You can answer


the same as another player, if you’d like; this is
encouraged but not required.)
17
18
Cores

OUTLAW
OUTLAWS aren’t bad people, necessarily, but they
end up on the wrong side of the authorities - they’re
thieves, killers, bandits, morally grey professionals,
dealers and heretics. Outlaw adventures are about
breaking the law, for good or bad reasons, and dealing
with the fallout.
SAMPLE CORE FOUNDATIONS: The GM and each player should answer the following
questions about the world:
Roving Jetcycle Gang; The Murkways Thieves’ Guild;
Explosive-collared Supervillains; No Grave Could Hold What’s the name of our city, and
Us Down, and Now we want Revenge; Undercover Cops; what’s weird about it?
This Is Our One Last Job; The Order of the Gilded Pocket;
What do we want, and what happens
Survivors of a Shattered Cult; Hang On, is Anyone here NOT
an Agent Provocateur; The Kingpin’s Chosen Henchmen. if we don’t get it?
Who’s in charge of the law round these parts?
SAMPLE CHARACTER FOUNDATIONS: Who’s the one person we can trust?
Defector from the unsuccessful Half-Orc Navy; Smuggler Who are we looking to screw over?
with a hundred bounties on her head; Owner and
Bartender at The Four Dragons Dancing; The Best-looking
Gunslinger in all of Time and Space; Escaped AI in a stolen DESPERATE MEASURES:
vat-grown body; Vampire Hunter in a corrupted city;
Average Conman, Brilliant Killer; Drone-piloting Hacker [Recharge: End of scene] When you make a RECOVER action,
Wunderkind; Fox-blood Trickster. instead of normal stamina recovery, heal 15 and either:
make an immediate escape move, or make the area you
EVERY PLAYER MUST ANSWER: are currently occupying Dangerous 2 until the end of the
battle.
What is my crime?

19
20
Cores

PACTBOUND
PACTBOUND characters are agents of something
greater than themselves - witches, warlocks,
summoners, elemental-blooded, faesworn, demonic
brokers, angel-touched, and so on - and they’re
on a quest for personal gain. They’re already used
to brokering deals for power, and they’ve banded
together to take on a difficult challenge.
SAMPLE CORE FOUNDATIONS: The GM and each player should answer one of the
following questions about the world:
The Dead God’s Hand; A Ritual Went Wrong; There’s
an Angel tied up in our Basement; A Family of Witches; What is the greatest source of pacts in the
Backwoods swamp cultists; Arsenic and Oldlace, Demonic world?
Attorneys; Soul-bound to The Anima Corporation;
What’s the other big one?
Implanted with Alien Technology; Echoes of a Time-Sultan;
Deluded Pre-teens bound to an Environmental Protector What happens if we break our pacts?
Spirit. Who stands against us?
What did we lose to make our pacts?
SAMPLE CHARACTER FOUNDATIONS:
Silver-tongued Voice of the Void; Bound to the Ship’s AI,
sworn to defend it; Infernal Realtor; Smart-mouthed Cat LIFE-STEALING HEX:
of a Teenaged Witch; Kissed by a Fae Usurper; the blood
transfusion came with Demonic Obligations; Lady Luck’s [Recharge: End of scene] When you make a RECOVER action,
53rd husband; Part-Time Gangster, Part-Time Guardian instead of normal stamina recovery, heal 15 and use your
Angel; 23,000-year-old Identity Thief. RECOVER card to make an immediate attack action. If you
hit, heal equal to the suit damage of the card.
EVERY PLAYER MUST ANSWER:

What have I made a pact with? (You can answer


the same as another player, if you’d like; this is
encouraged but not required.)

21
22
Cores

WARRIOR
WARRIOR adventures are about war; armies are
marching against each other, and our player
characters - soldiers, city guard, mercenaries,
heavily-armed explorers, commandos - are
instrumental in winning or losing the fight.
SAMPLE CORE FOUNDATIONS: The GM and each player should answer the following
questions about the world:
The Screamin’ 33rd; First Assault Recon, Dodayavin Rift;
Queen’s Eternal Guard; Dishonourable Discharges All Who are we fighting?
Round; The Eighth Street Razors; The Half-Elf Liberation Who are our allies?
Front; Hellguard; Last Defenders of Titan; Nordic Bearmen
Where is most of the combat taking place?
on Leave; Occult Task Force; Itinerant Fey Knights.
What’s the name of our commander?
SAMPLE CHARACTER FOUNDATIONS: What do we stand to lose if we’re defeated?
Wide-eyed farm girl; 2nd-best sniper in the Emperor’s
Guard; Sole Survivor of the battle of Dodoyavin Rift;
Wealthiest (and only) Mercenary in all of Nova Despera; NEVER BACK DOWN:
Chief Scale-Borer of the 33rd Dragon Hunters; Suspiciously
Easy-Going Drill Sergeant; The Biggest Woman, carrying [Recharge: End of scene] When you make a RECOVER action,
the Biggest Gun; Demo-man with half a face remaining; instead of normal stamina recovery, heal 15 and either:
3rd-generation Army Brat with a cocky smile. make an immediate attack action, or heal an ally in your
area 6.
EVERY PLAYER MUST ANSWER:

What is the name of our group? (Or regiment, unit,


squad, gang, etc.) All characters should be part of the
same, or allied, groups.

23
24
Cores

WILD
WILD adventures are about something unnatural
encroaching into the wilderness. Characters - wild folk,
faerie emissaries, shapeshifters, rangers, barbarians,
awakened animals, and more besides - fight on
the side of nature against the invaders, whether
they’re an invading army, an expanding city state,
interdimensional invaders, or meddling pilgrims.
SAMPLE CORE FOUNDATIONS: The GM and each player should answer one of the
following questions about the world:
The Summer Court Bailiffs; The roving tribe of Hellvast
Peak; Last of the Wise Women; Poseidon’s Chosen; The What is powerful about the wild?
Parliament of Bears; Children of the Earth-Mother; Why are we the ones to protect it?
Werewolf Motorcycle Gang; Half-ghost Guardians of the
What is the most unnatural thing near here?
Deadlands; Lost Swamp Coven; 1920’s Bridgeless Troll
Drifters. What’s the biggest city near here?
Who would love to see our home destroyed?
SAMPLE CHARACTER FOUNDATIONS:
A Wolf, avenging her fallen Ranger; Librarbarian, Screamer
of the Tomes; I spent my Gap Year as a Tree, darling; FORCE OF NATURE:
Emissary of the Nightmarish Autumn Court; Guardian of
[Recharge: End of scene] When you make a RECOVER action,
the Last Seed; Water-Scryer in the Bleached Wastes; The
instead of normal stamina recovery, heal 15. Until the end
Prince of Bees; Wind-kin exiled for loving an Earthblood;
of your next turn, either: deal +1 damage with all attacks,
Fae-bound, mind-warped Knight of the Flowers; Recently
or take -1 damage from all attacks.
Uncalcified Troll Soothsayer, a thousand years out of date.

EVERY PLAYER MUST ANSWER:

What part of the wild am I most closely


bound to?
25
26
Roles
ROLES
Your role is what you do in battle - think of it like a
character class from a traditional RPG. When you pick your
role, choose one ability from the list at the bottom of each
to represent your particular style.

THE BRAWLER
You’re tough, and you excel at close-range combat.
You’re good at giving out punishment and absorbing
attacks that would take down weaker members of
your team.
Answer the following questions: In addition, choose one:
What do you use to take out your adversaries?
I LIKE THOSE ODDS:
How do you avoid damage?
[Always on] When you are surrounded - when there are
Where did you learn to fight like this? more adversaries than allies in your area - your STRIKE
proficiency is 3.
SAMPLE CONCEPTS:
Advanced: If there are three or more adversaries in your
WARRIOR Bravura Battle Captain; Regimental Boxing
area, inflict +1 damage.
Champion; Armoured Assault Drone
OUTLAW Moustachioed Swashbuckler; Champion SHOCK AND AWE:
Dog-fighter; Drugged-up Cyber-Ronin
[Always on] Once per turn, when you inflict a wound, all
DEVOUT Idealistic Private Investigator; Sanctified other adversaries in the same area take 2 damage. If there
Murderer; Bound Penitent are no adversaries in your area, PULL 1 adversary within 1
area into your area.
WILD Chosen of the Storm; Six Wolves; Gorilla
Guerrilla Advanced: When you use Shock and Awe, you gain 2
temporary stamina.
MAGI Oily Muscle-mage; Shapeshifting Alchemist;
Requisitioned Lab Experiment BRING IT ON:
PACTBOUND Fire-breathing Dragonblood; Blood-Spirit [Always on] When you use a RED card to make a STRIKE
Channeler; Avatar of Carnage action, inflict +1 damage. When you use a RED FACE card to
make a STRIKE action, inflict +2 damage in addition to the
PROFICIENCIES: STRIKE: 2 DEFENCE: 2 effects of the boost.
STAMINA: 6 Advanced: [Always on] When you have 0 stamina, you no
longer take damage from using RED cards to make STRIKE
BOOSTS actions, and RED FACE cards inflict +3 damage instead of +2.
MOVE Tear it up: All adversaries in your starting
and target area take 1 damage. BLOOD IN THE EYES:
SHOOT Get in there: Make an immediate escape move [Limited 2] When you inflict damage on an adversary,
towards your target. declare you are using this power. That adversary
takes BLEED 2, and until they remove the BLEED, their
STRIKE Make it hurt: You inflict +2 damage. PROFICIENCY is 0.
RECOVER Keep going: If you inflict damage before the Advanced: Until the target of this power removes the
end of your next turn, gain 2 temporary BLEED, they inflict -1 damage to a minimum of 0.
Stamina.
DEFENCE Surprise attack: If the attacker misses with
their attack, inflict damage against them as
dictated by the card’s suit.

27
28
Roles

THE DEADEYE
You’re a master of ranged combat; accurate and
deadly, with a focus on speed and mobility.

Answer the following questions: In addition, choose one:


What do you use to take out your adversaries?
RUNNING BATTLE:
How do you avoid damage?
[Limited 4] During your turn, make an escape MOVE or
Where did you learn to fight like this? RECOVER as a free action.
SAMPLE CONCEPTS: Advanced: As above, but you may escape MOVE or
RECOVER at the start of any character’s turn as an
WARRIOR Peasant Crossbowman; Zero-G Railgunner;
interrupt, not just your own.
Mounted Zen Archer
OUTLAW 3 Times City Darts Champion; Avatar of the BOOM:
.45; Duke Smashing, Space Pirate at Law
[Limited 3] When you SHOOT, you also attack all other
DEVOUT Wandering Executioner; Guardian Angel adversaries in your target’s area - if you hit these
with a beanbag shotgun; Voodoo Priestess secondary targets, you inflict half damage.
WILD Elven Hawkmistress; A Vengeful King of Advanced: When you use BOOM, all adversaries in the
Wasps; Postapocalyptic Bullet-Farmer target area may not make MOVE actions until the end of
your next turn. Escape moves function as normal.
MAGI Inventor of the Hex-Cannon; Magic Missile
Enthusiast; Portal-hacking Arcanotechnician OVERWATCH:
PACTBOUND My Gun Speaks To Me; Bearer of the Bow of [Limited 2] [Interrupt] When an adversary hits an ally in
Heaven; Hex-tongued Witch an area you can reach with a SHOOT action, make an
immediate SHOOT action against that adversary. If you hit,
PROFICIENCIES: SHOOT: 3, MOVE: 3 your ally takes half damage from the attack. If you wound,
STAMINA: 4 your ally takes no damage from the attack. If you miss,
your ally gains 1 temporary stamina.
BOOSTS: Advanced: As above, but your ally takes no damage from
MOVE Dive for cover: Regain 2 stamina. the attack if you hit. If you miss, your ally takes half
damage but gains no temporary stamina.
SHOOT Make it count: If your attack is successful, it
inflicts a wound. EXTREME RANGE:
STRIKE Slip away: Make an immediate escape move [Limited special] When you SHOOT, you may attack a target
after this action is triggered. up to 4 areas away. This power recharges when you make a
RECOVER Reload: Your SHOOT proficiency is 4 until the MOVE or RECOVER action, and you may recharge it on the
end of your next turn. turn you use it.

DEFENCE Go to ground: You cannot be targeted with Advanced: When you attack a character that is 3 or more
SHOOT actions until the start of your next areas away from you, inflict +1 damage.
turn.

29
30
Roles

THE PROTECTOR
You support your allies in combat, keeping them safe
from harm.

Answer the following questions: In addition, choose one of the following:


What do you use to take out your adversaries?
ON YOUR FEET:
How do you avoid damage?
[Always on] You may nominate a target other than yourself
How do you help your allies? for RECOVER actions. When you do so, the target heals the
Where did you learn to fight like this? damage from their discard pile, rather than replenishing it
from their character deck.
SAMPLE CONCEPTS:
Advanced: When you use this power, black cards restore
WARRIOR Blood-soaked Medic; Tough-love +1 stamina.
Staff Sergeant; A Swarm of Adaptive
Nanomachines MARTYR:
OUTLAW Back-alley Sawbones; Washed-up Monk; [Always on] When an ally in your area takes a wound, you
Opportunistic Stim Dealer may take half the damage (rounding up) yourself. Any
DEVOUT Bearer of the Grail; Frontier Preacher; other effects are still applied to the original target.
Psychic Surgeon Advanced: If the attacking adversary is within 2 areas,
WILD Horizon-walking Spirit Shaman; they take damage equal to half of their initial wound value.
Broodmother; Guardian of the Spring of
Eternal Life
WE STAND TOGETHER:
[Limited 2] As a USE action, deal a stack of 4 cards in the
MAGI Headstrong Expedition Leader; Divine Magic
centre of the table; when you or an ally in your or an
Hijacker; Angel Summoner
adjacent area takes damage, treat this stack as though it
PACTBOUND Touched by the Spring Fey; Moon-blood was temporary stamina.
Martial Artist; Morrígan Medic
Advanced: As a USE action, add 1 card to the WE STAND
PROFICIENCIES: DEFENCE: 2, and TOGETHER stack.
STRIKE: 2 or SHOOT:2, choose at character creation
COMBAT MEDIC:
STAMINA: 5 [Limited 2] Make a USE action to heal 10 on an ally in your
area.
BOOSTS:
Advanced: You may heal yourself or an additional ally 5
MOVE Keep your head down: Gain +2 temporary when you use COMBAT MEDIC.
stamina.
SHOOT Covering fire: An ally in the target area gains GUARDIAN ANGEL:
+2 temporary stamina. [Limited 3] When you make a SHOOT or STRIKE action, an
STRIKE Get back: You or an ally in your area gains +2 ally in the target area gains 2 temporary stamina. Unlike
temporary stamina. other sources of temporary stamina, this stacks with any
existing temporary stamina that the target possesses.
RECOVER Inspire: All allies in your area heal 2.
Once per round, if an ally within 2 areas of you has no
DEFENCE Distract: Attacks against the adversary until temporary stamina at the end of their turn, make an
the start of your next turn inflict +1 damage. immediate SHOOT or STRIKE action against an adversary in
their area.

31
32
Roles

THE STRIKER
You hit hard and fast. You’re not the toughest around,
but you make up for it with with unparalleled mobility
and the fact that dead enemies can’t fight back.

Answer the following questions: In addition, choose one:


What do you use to take out your adversaries?
MOBILE ASSAULT:
How do you avoid damage?
[Limited 3] At any point during your turn, make an
Where did you learn to fight like this? immediate escape MOVE and gain 2 temporary stamina.
SAMPLE CONCEPTS: Advanced: When you use this power, all adversaries in
your starting area take 2 damage.
WARRIOR Cut-throat Scout; Jetpacked Bounty Hunter;
Wiry Shotgunner
STAY DOWN:
OUTLAW Seditionist Assassin; The Terror of Space
[Limited 2] When you inflict a wound, declare you are using
Station X-63; Thief Without A Heart of Gold
this power. The adversary you wounded makes 1 fewer
DEVOUT Chief of the Assault Exorcism Brigade; God’s action on its next turn. Troop-level adversaries under the
Left Hand; Kung-Fu Cop effect of this power may not act on their next turn.
WILD Bloodthirsty Fey Hedonist; Druid Advanced: Adversaries affected by the power lose 2
Legbreaker; A Swarm of Intelligent Snakes actions on their next turn.
MAGI Swashbuckling Exchange Student; MOMENTUM:
Competitive Wizardball Captain; Master of
Curses [Always on] At the end of your turn, gain temporary
stamina equal to the number of wounds you inflicted that
PACTBOUND Our Lady of Ravens; Shadow-bound turn.
Terrorist; Dead-eyed Company Cyborg
Advanced: [Always on] When you inflict damage, inflict
PROFICIENCIES: STRIKE: 3 MOVE: 3 extra damage equal to your temporary stamina.

STAMINA: 4 DUEL:
[Limited 3] When you STRIKE a target, and you and the
BOOSTS: target are the only characters in your area, if your attack is
MOVE Dash: Move an additional area at the end of successful, it inflicts a wound.
your turn.
Advanced: When you use DUEL, gain 2 temporary stamina.
SHOOT Suppressing fire: PUSH or PULL the target 1
area. SMOKE BOMB:
STRIKE Hit the weak point: If your attack is successful, [Limited A] At the end of your turn, declare you’re using
it inflicts a wound. this power on the area you are occupying. Until the end of
your next turn:
RECOVER Go to ground: If there is another friendly
character in your area, adversary attacks That area is Challenging
must include them until the start of your
Adversaries may not SHOOT into or
next turn.
through the area
DEFENCE Counter: Your STRIKE proficiency against
Adversaries cannot use their proficiencies
your attacker is 4 until the end of your next
while in the area
turn.
Advanced: SMOKE BOMB now affects the area you are
occupying and one connected area.

33
34
Roles

THE WARDEN
You specialise in taking hits and walking away from
dangerous situations intact.

Answer the following questions: In addition, choose one:


What do you use to take out your adversaries?
IRON CONSTITUTION:
How do you avoid damage?
[Always on] When you take a wound, you may gain up to 3
Where did you learn to fight like this? temporary stamina.
SAMPLE CONCEPTS: Advanced: As above, and all allies in your area gain 1
temporary stamina.
WARRIOR Shield Maiden; Masochistic Captain; AEGIS
Operator, Bulwark Division
CENTRE OF ATTENTION:
OUTLAW Stone-jawed Boxer; Disgraced City Guard;
[Limited 3] After you make a MOVE or RECOVER action, pull
Spaceport Mafia Enforcer
every target within 1 area 1 area towards you and inflict 1
DEVOUT Temple Guardian; Sin-eating Flagellant; The damage to each target.
Mother of Lost Children
Advanced: As above, but you may choose to PUSH or PULL
WILD Mountain-born Stonespeaker; the targets.
Environmental Martyr; A Bear
GET DOWN!:
MAGI Necromancer, Followed by a Skeleton
Legion; Headmaster on a Field Trip; [Limited 4] When an ally in your or an adjacent area takes
Unflappable Swordmage damage, you take the damage instead. If the ally is in an
adjacent area, MOVE to their area as an immediate action
PACTBOUND Served my tour of duty in Hell; Fleshcrafting before taking the damage.
Witch; Demonic Golem
Advanced: As above, but the damage is halved.
PROFICIENCIES: DEFENCE: 3, and
STRIKE 2 or SHOOT 2, choose at character creation MARKED:
[Limited Special] When you hit with a STRIKE or SHOOT
DEFENCE: 3 action, use this power. The target deals half basic damage
when it makes STRIKE or SHOOT actions that do not
STAMINA: 7 include you as a target until you take a wound. When you
BOOSTS: take a wound, this power recharges.

MOVE Get moving: One ally within 2 areas may make Advanced: When you use MARKED, gain 2 temporary
an immediate escape move. stamina.

SHOOT Come here: Pull the target one area LINE IN THE SAND:
towards you.
[Limited A] When you make a RECOVER action, mark the
STRIKE Face me: Until the start of your next turn, area you are occupying. In that area, you and your allies
your target’s attacks must include you. gain +1 stamina on RECOVER actions and inflict +1 damage
RECOVER You’re trapped in here with me: All adversaries on STRIKE or SHOOT attacks. When you are no longer in
in your area take 1 damage. this area or take a wound, this power ends.

DEFENCE Call that a hit?: Until the start of your next Advanced: The area you occupy during LINE IN THE SAND
turn, when you take damage, take 1 less becomes DAMAGING: 2 to adversaries.
damage to a minimum of 1.

35
36
Traits
TRAITS
Your trait is your character’s personal style. Traits are Fire trait when you use your Fireburst power, maybe all of
what separate you from anyone else who fills your role. your attacks are wreathed in flame, or maybe you attack
Do you throw fireballs or have a colossal greataxe? Do you with a perpetually red-hot fireplace poker you stole from
have an alien entity living in your head? the Devil.
When you pick your trait, choose one ability from Maybe your SHOOT actions are, instead of a shortbow,
the list beneath it. your trusty wolf Companion slipping through cover and
Don’t feel like you only need to use your trait when biting your adversaries. Maybe your Heavy Weapon is
you’re activating the power - it can inform everything you actually your mighty fists, scarred and calloused from
do, if you want it to. So though you really let rip with your years of martial training. The fiction is up to you.

AURA
You project an aura of some kind from your body,
either figuratively (using your commanding presence,
advanced tactics, or bravura) or in real terms (using
magic, psionics or technology).

Auras are activated as a free action at the start of your Advanced: Once per round, after an ally in your area takes
turn. Auras have end conditions: if these are met, the a wound, they may restore their stamina from their discard
effects of the aura immediately end. You can also choose pile.
to voluntarily end an aura at the start of your turn, if you Who’s the one person you wish you hadn’t
wish.
helped with this power?
If you are taken out of action, the effects of your aura
immediately cease.
Answer one of the following: AURA OF PAIN:
What allows you to project this aura? [Limited 3] Around you, people get hurt. Take 2 damage from
Who is scared of what you can do? your character deck at the end of each turn. The area you
occupy becomes Damaging 1. End: You choose not to take
the damage AURA OF PAIN deals to you.
AURA OF THE BULWARK: Advanced: You may extend the effects of AURA OF PAIN to
all areas connected to your current area, but must discard
[Limited 3] You protect your friends from incoming fire. SHOOT
4 cards per turn to do so.
actions that enter your area inflict half damage. End: You
use a MOVE action, or are PUSHED or PULLED out of your Your aura has some weird side-effects. What
area. are they?
Advanced: Choose one connection attached to your
current area. Until this power ends, adversaries may not
make SHOOT actions using this connection. AURA OF WRATH:
You protected someone not too long ago and [Limited 3] You inspire your allies in battle. All allies in your
earned an unexpected ally - who? area inflict +1 damage with their SHOOT and STRIKE
actions. End: You take a wound.
Advanced: When AURA OF WRATH ends, you or one ally
AURA OF HEALING: in your area may make an immediate SHOOT or STRIKE
[Limited 3] Your very presence binds wounds. When a player action.
character starts their turn in your area, they regain 1 When you use your aura, situations can get
stamina. End: You, or an ally in your area, do not lose out of hand. What’s the most recent example
stamina before the start of your next turn.
of this happening?
37
38
Traits

COMPANION
You go into battle with a powerful ally. Who, or what,
is your ally? Are they a savage beast, a bound demon,
a devoted ward, a scrappy sidekick, a mechanical
construct, a curiously well-trained swarm of bees - or
something else entirely? Where did you learn to fight
so closely with a companion?

Deal 6 cards to make a COMPANION deck at the LOOK OUT, SIR!:


start of a battle.
[Always on] Your ally stands between you and your enemies.
Answer one of the following questions: When you take damage, you may discard cards from your
Is it common to have a companion such as COMPANION deck as though it was your stamina.
yours, and why? Advanced: Your companion deck is now 9 cards.
Who would rather you didn’t have a Why does your ally protect you with
relationship with your ally? such zeal?

COMBINED ASSAULT: WE FIGHT AS ONE:


[Always on] You and your companion team up when the going [Limited 4] You and your companion move with perfect
gets tough. When you hit with a SHOOT or STRIKE action, synchronicity. When you make a SHOOT or STRIKE action,
you may draw a card from your COMPANION deck and add and your target successfully defends, you may make an
damage, derived from its suit, to your attack. In addition, additional SHOOT or STRIKE action against the same target
if the card is BLACK, you may use it face-up as temporary using a card drawn from your COMPANION deck.
stamina.
Advanced: The SHOOT or STRIKE action from your
: +1, : +2, : +3, : +4 damage. COMPANION deck now affects the original target and an
Advanced: No matter the colour of the card, gain it as additional adversary within range.
temporary stamina. Who else has your companion helped in
Who has your ally attacked that you didn’t the past?
want them to?
39
40
Traits

CAPTAIN
You lead from the front. You might lead a military
unit, a research expedition, a cabal of witches and
summoners, or a very active thieves’ guild: the
organisation doesn’t matter, but the fact that you’re
taking point does.

Answer one: KEEP MOVING:


Where did you learn to command
[Limited 3] You lead the charge. Or, some days, the tactical
people like this? withdrawal. When you make a MOVE or RECOVER action,
When did your commands get you all allies within two areas may make an immediate escape
into trouble? MOVE or RECOVER action.
Advanced: When you use KEEP MOVING, all allies on the
battlefield are affected, not just those within 2 areas.
NOT ON MY WATCH: You retreated, once, and you lost something.
[Limited A] You shut down adversary tactics before they become What was it?
a problem. When an adversary within 2 areas uses a boost or
makes a special action when they receive a wound, cancel
that boost or action as an immediate interrupt - it simply STAND FAST:
doesn’t happen. The adversary may not use the ability
again until they inflict a wound. [Boost] You maneuver your ally into a strong defensive position.
Gain the following BOOST on SHOOT or STRIKE actions: one
Advanced: The power becomes [Limited 2]. ally in the target area gains 2 temporary stamina.
Who is the most important person you’ve Advanced: You gain the following BOOST on MOVE and
infuriated with this ability? RECOVER actions: one ally in your area gains 2 temporary
stamina.
Who do you hope you’ll never have to
STAY THERE: protect like this?
[Limited 4] You keep your enemy right where you want them.
When an adversary attempts to move out of your area, use
this power. They take 4 damage and may not move until
the start of their next turn.
Advanced: You may use this power when an adversary
enters or leaves your area.
What enemy got away, and still have
a vendetta?
41
42
Traits

DIRTY FIGHTER
Fighting fair is for chumps. You’re a master of the
hidden razor, the backstab, the kick to the balls, the
salt-in-the-eyes, the twelve-mates-hiding-with-clubs-
down-an-alley. You’ve been kicked out of more bars
than most people have had hot dinners.

Answer one: GANG UP:


Who carries the most impressive scar that
[Always on] You hold him, I’ll work the body. When you make
you’ve inflicted? a STRIKE action when another ally is in your area, gain +1
What’s the one situation you can’t fight your damage.
way out of? Advanced: Once per round, when you miss with a STRIKE
action, an ally in your area may make an immediate STRIKE
action.
DANGEROUS GROUND: What was the name of your old gang, and
[Limited 3] You make things difficult for your adversaries - traps, where are they now?
caltrops, fire, poison gas, all the old standards. At the beginning
of your turn, use this power on the area you are currently
occupying to make it Damaging 1 for your adversaries. If FEIGN INNOCENCE:
you use this power more than once on the same area, it
stacks, to a maximum of Damaging 4. [Limited 2] You make yourself appear harmless, luring your
adversaries into a false sense of security. Make a contested USE
Advanced: The first time you use this power on an area, it action against an adversary in your or an adjacent area.
becomes Damaging 2. They may not attack you until the end of your next turn,
This power stacks with LET IT BURN. though effects directed against all targets in an area may
still hurt you.
What’s the most beautiful thing you’ve
ever destroyed? Advanced: You may make the USE action as an interrupt.
Who never believed you were harmless, and
never will?

TAKE ADVANTAGE:
You’ll note that DANGEROUS GROUND is
[Always on] Put them on the back foot, and keep up the pressure.
the only power that explicitly stacks with
When you inflict a wound on a target, attacks against that
another power, namely LET IT BURN, which is
target inflict +1 damage until the end of your next turn.
in the next trait. We chose to make it explicit
because to do otherwise seemed petty. Advanced:Until the end of your next turn, if the target
misses with a SHOOT or STRIKE action, they take 2 damage.
What’s your signature move, the one that
people mutter fearfully about when someone
spills your drink?

43
44
Traits

FIRE
You control and command fire. Do you use innate
ability, magical items, weird science, cunning alchemy,
or have you made a pact with some unearthly
creature? What attracted you to fire? What’s your
favourite thing to burn? Do you enjoy using your
power, or is it more of a curse?

Answer one of the following: LET IT BURN:


Where did you learn to control fire like this?
[Always On] Taking advantage of your success in battle, you
Who is scared of what you can do? immediately set the building on fire. Once per turn, when
you inflict a wound, the area you are occupying, or your
target’s area, becomes Damaging 1 for your adversaries.
FIREBURST: If you use this power more than once on the same area, it
stacks, to a maximum of Damaging 4.
[Limited 2] You hurl an explosive blast at your enemies. When
you SHOOT or STRIKE an adversary, declare you’re using Advanced: When you make an area Damaging, all
this power. If you hit, all other adversaries in the target’s connections to that area are Challenging for your
area take damage according to the suit. adversaries.
Advanced: When you inflict damage with FIREBURST, This power stacks with DANGEROUS GROUND.
inflict a minimum of 3 damage. What’s the place you regret burning down the
Who have you harmed with your explosive most?
powers?

PHOENIX:
BLAZING BLADE: [Always on] You summon fiery power when things look to be at
[Boost] Your weapons smoulder and burn with fiery power. Gain their worst. When you take a wound, inflict 2 damage to all
the following boost on SHOOT or STRIKE actions: inflict adversaries in your area and regain 2 stamina.
BLEED 3. Advanced: When you use PHOENIX, you may make an
Advanced: [Always on] If an adversary makes a SHOOT or immediate escape move to any area within 2 areas of your
STRIKE action against you with a RED card, they take 1 current position.
damage. How are you bound so closely with fire?
Who taught you how to fight like this?
45
46
Traits

MIGHTY
You are the bearer of a mighty weapon - it might
be specially-crafted, it could be magical, it could be
legendary, or it might just be enormous. It could even
be your fists, if you’re trained in the right martial arts,
or just big enough and mean enough to do what it
takes. What kind of weapon and fighting style do you
use, and why?

Answer one of the following: Advanced: Once per battle scene, ignore all the effects of a
Who taught you how to fight like this? wound inflicted on you or an ally in your area.
Who thinks that you’re all power and no One time, you protected someone with this -
control? and you wish you hadn’t. Who was it?

SMASHING BLOW: KICK IN THE DOOR:


[Always on] Your attacks throw adversaries off-balance and tear [Boost] You have mastered the element of surprise, and also
shields asunder. When you wound an adversary, the next the element of kicking. Gain the following boost on MOVE
time they would use a BOOST, treat it as a normal attack. actions: the next STRIKE you make before the end of your
next turn does double damage.
Advanced: When you wound an adversary, choose
either the power above or: your target may not use their Advanced: Gain the following power: [Limited 2] You
proficiency value until the end of your next turn. create a connection between two areas; you can use this
to replace a Challenging or Dangerous connection with an
You’ve hurt someone superior to you with this Open one. (Depending on how far away the areas are, you’d
ability - who? better come up with a good reason as to how you find a
suitable door to kick in.)
Which is the bar you most regret getting
COLLATERAL DAMAGE: kicked out of?
[Boost] You have a reputation for causing more than your
fair share of havoc. Gain the following boost on SHOOT or
STRIKE actions: your attack targets another adversary in KNOCKBACK:
the same area. All allies in the target area take 1 damage.
[Always on] You really send ‘em flying. When you inflict a
Advanced: You may target an additional adversary when wound, you may PUSH the target 1 area. If you inflict a
you use COLLATERAL DAMAGE, for three targets total. wound with a STRIKE action, you may also move into the
You’ve hurt someone you didn’t mean to with target’s new area as a free action.
this ability - who? Advanced: If your target enters an area occupied by
another adversary after the PUSH, inflict 2 damage to each
adversary and, if you wish, PUSH the other adversary 1
WALL OF STEEL: area.

[Limited 4] Your fighting style focuses on self-preservation, but


What’s the biggest opponent you’ve
you’re not above defending others. Either: gain 2 temporary taken down?
stamina at the beginning of your turn, or reduce the
damage of an attack on an ally in your area by 2 as an
immediate interrupt.

47
48
Traits

RAGE
When you fight, you fight angry, and you channel that
rage into devastating attacks and displays of martial
power. What powers your rage - is it martial skill,
revolutionary zeal, bestial power, a bond to an animal
spirit, experimental drugs, or a cocktail of black magic
and nightmare science?

Answer one: DRINK THEIR FEAR:


What’s the worst thing you’ve ever done?
[Boost] Sometimes, the best defence is cracking a man’s head off
Who is most scared of you? a table. Gain the following boost on STRIKE actions: restore
stamina as though you used the card to RECOVER.
Advanced: When you use DRINK THEIR FEAR, refill your
CORNERED BEAST: stamina.
[Always on] Stabbing you in the chest was their first mistake. What’ the one kill you can’t shake from
Once per turn, when you take a wound, inflict 4 damage on
an adversary in your area.
your mind?
Advanced: The first time you are taken out of action in a
battle, heal 10 and make an immediate SHOOT or STRIKE BERZERKER:
action.
[Limited A] You are the embodiment of fury. At the start of
When was the first time you realised that you
your turn, you may activate this power. Until you next take
could strike back? a wound, you:
ĐĐ May not use RECOVER or USE actions
RECKLESS: ĐĐ Suffer BLEED 2 (that you may not shake off; when
the power ends, it ends)
[Limited 3] You take risks that others are too smart to even
consider. When you make a SHOOT or STRIKE action, before ĐĐ You inflict +1 basic damage with STRIKE actions
the GM draws to defend, take a face-down card from your ĐĐ Your STRIKE proficiency is 5
stamina (or temporary stamina) and use either card to
resolve the action then discard both. Advanced: The first time you take a wound while using
BERZERKER, you may choose not to end the power but
Advanced: Once per round, when you gain temporary suffer BLEED 4 instead of BLEED 2 every round. Subsequent
stamina, immediately flip the card(s). If any of them are wounds will end the power as normal.
BLACK, make an immediate SHOOT or STRIKE action.
Discard the cards. What lets you enter this volatile state?
What’s the most trouble you’ve ever been in?

49
50
Traits

SHADOWS
You use darkness and misdirection to your advantage,
hiding from your adversaries and striking at them
from corners they thought safe. Maybe you use
magical means; maybe you’re just well-trained in the
art of stealth.

Answer one of the following: IN THE DARK:


Where did you learn to fight like this?
[Limited A] You grab your target and pull them into the shadows.
Why do you fear the light? When you hit an adversary with a STRIKE attack, you and
your target are removed from the battlefield and into your
own separate area - The Shadows. Neither you nor your
AMBUSH: target may leave this area until the power ends. You may
only attack each other using STRIKE actions during this
[Limited 2] You’re waiting for them. As a USE action, disappear
time, and your adversary may not use their proficiencies.
from the battlefield until the start of your next turn. At the
Your target can remove this effect in the same way as a
start of your next turn, return to the area you left; the first
BLEED, and you can choose to end it at the start of any of
time you make a SHOOT or STRIKE attack in your turn, you
your turns.
inflict a wound if your attack is successful.
Advanced: The Shadows is now Damaging 2 to adversaries.
Advanced: If you miss with the SHOOT or STRIKE action,
inflict damage as dictated by the card’s suit. What’s the longest you’ve spent in the
What’s the most interesting thing you’ve seen shadows, and why?
while in hiding? Narrative note: Your target should be small enough to
manhandle into a separate space. We’re not saying that you can’t
use this power on a giant, but that you better have a really good
explanation of how you pull it off.
CLOAK OF SHADOWS:
[Limited 3] You duck into the shadows, using stealth and
misdirection to defend yourself. As a USE action, gain 3
temporary stamina.
EXTRACTION:
[Limited 2] You step into the shadows and sneak away. When
Advanced: You start each battle with 3 temporary
you MOVE, escape MOVE to any area on the battlefield.
stamina.
Who have you humiliated with this ability? Advanced: At the end of a turn when you use
EXTRACTION, use it again as an immediate action.
What’s the most dangerous place you’ve
ever snuck into?

51
52
Traits

SPIRIT
You’re connected to the spirit world. You know the
rituals and rites to contact the dead and have them do
your bidding; and you know the costs, too.

Powers from this trait have two modes: standard and Augment: As above, plus the first time you hit with a
augmented. When you augment a power, draw a card and SHOOT or STRIKE action before the end of your turn, you
consult the table below to see what supernatural fallout cause a wound instead of inflicting normal damage.
occurs. If you get a result you have already had in a battle,
Advanced: Until the end of your next turn, any damage to
draw again. Once all results have been used, reset the
your stamina is halved (rounding up).
count.
What does it feel like when you become
All Spirit powers have a special recharge condition - you
regain access to them when you take a wound. If you suffer ethereal?
a wound as part of using a Spirit power (for example,
you trigger Hungry Ghosts and can’t soak the damage
with your stamina), this counts as a wound for recharge SPIRIT STORM:
purposes.
[Recharge: You take a wound] You rip open the wall between
Hungry Ghosts. You and all creatures in your worlds to let hungry entities claw at your adversaries’ minds.
area take 2 damage. Trigger this power as a USE action on your turn.
Pox. You suffer BLEED 3. Standard: All adversaries in your area take 2 damage.
Chill Wind. You and creatures in your area Augmented: All adversaries in your and adjacent areas take
cannot make a MOVE action before the start of 2 damage.
your next turn.
Advanced: When you take a wound to recharge the power,
Spectral Barrier. The area you are in is now you may immediately activate it as a free action. You may
Challenging 2 to all creatures until the end of not use this power more than once in a single turn.
the battle. Why are your spirits so hungry?

Answer one:
WISDOM OF THE ELDERS:
Who’s the one spirit you wish would
[Recharge: You take a wound] Ancient spirits whisper advice,
leave you alone? encouragement and guidance to you.
Who keeps pestering you to contact the
Standard: Use at the start of your turn. Draw three cards,
other world? play two on your actions, and discard all of them.
Augment: As Standard, but draw five cards.
SPECTRAL FORM: Advanced: When you use WISDOM OF THE ELDERS, make
an immediate RECOVER action.
[Recharge: You take a wound] You shift your body into a semi-
corporeal state to avoid harm or slip past adversary defences. Who is the wisest spirit that accompanies you?
Standard: Activate this power at the start of your turn.
When you STRIKE or SHOOT a target, or are attacked by an
adversary, they lose their proficiency until the end of your
next turn.

53
54
Traits

TRANSFORM
You have the ability to transform into something
other than your standard form. This could be a natural
creature, like a wolf or bear; a supernatural entity, like
an angel or ghoul; a mechanical construct, like a mech
suit or a golem; or whatever else you can imagine - a
legendary ancestor, a swarm of spiders, your own
ghost, and so on. When you transform, you become
unpredictable, and you can’t sustain it for very long,
but the rewards are great.

Answer one of the following: POWERS


Who hates what you can do, and how are they
ARMOUR:
going to try and stop you?
Your alternate form has strong armour and countermeasures.
Is your form of shifting common in the world, When transformed, increase your stamina by 3. On the
or rare? Why? turn you transform, regain 3 stamina. When you transform
You can enter your alternate form as a USE action as you back into your normal form, shuffle any excess stamina
focus yourself. When you take a wound for the first time into your character deck.
in a battle, though, you immediately transform into your Advanced: For the purposes of surrounding adversaries,
alternate form. While in your alternate form, you gain you count as 3 player characters.
access to all the powers you have chosen as part of this
What’s the one thing your armour can’t
trait.
protect you from?
You can return to your original form on your turn with a
USE action. When you go out of action, you return to your
original form.
COMBAT:
DRAWBACKS Your alternate form boasts impressive close-range weapons and
Being in a transformed state makes you hard to predict. agility. When transformed, your STRIKE actions inflict +2
At the end of each turn while you are transformed, draw a damage.
card and consult the table below. Advanced: While in COMBAT form, you may make a free
Out of control: Suffer BLEED 1. MOVE action at the start of your turn.

Lash out: All allies in your area take 1 damage. If you


Who helped you to gain control over your
are bleeding, they take 2 damage. alternate form?
Enervate: Take 2 damage. If you are bleeding, take 4
damage.
SUPERWEAPON:
Chaos: GM chooses: PUSH an ally in your area 1, or
PULL an adversary 1. If you are bleeding, GM may Your alternate form brings with it a mighty long-range weapon.
choose twice. When transformed, your SHOOT actions inflict +2 damage.
Advanced: When transformed, your area becomes
Challenging 2 to adversaries.
What’s the most dangerous prey you’ve taken
down with your weapon?
55
56
Traits

THE UNNATURAL
There is something inside you; something grim and
monstrous and other, something hideous and alien,
something that guides your hand and whispers in your
ear when you sleep. Maybe you asked it inside, maybe
you didn’t, but it’s here now, and you’ll never be the
same again.

Answer one: Advanced: Any allies in your starting area may join you on
What other realm is your power from? your trip through hell, moving to the same area you do, at
cost to you of 1 damage per additional character moved.
Who wants to see you killed and burned for
In addition, the first time you die (you take a scar and draw
harbouring it?
an Ace or an already scarred card), you do not die. You
escape to Somewhere Else at the last second (any port in a
storm) and spend the rest of the scene desperately clinging
WRITHING TENTACLES: to life. You emerge at the end of the scene, although how
[Limited A] Under your skin, a knot of tentacles squirm and long you spent down there in relative terms - and what
writhe, begging for an escape. Make a USE action to activate happened - is between you and GM.
this power. All adversaries in areas connected to yours One time, you didn’t come back for weeks.
must defend as though you attacked them; if they fail, they What did you see?
take 3 damage. In addition, draw a card and consult the
following table:
RED Pay the price: Discard X from your character THE PARASITIC:
deck where X is the number of adversaries you
attacked. [Always on] There is something strange and alien curled around
your heart. Once per round, when you take a wound, look at
BLACK Feed: Heal X, where X is the number of adversaries the last card discarded.
you attacked.
RED Your caustic blood sprays out: Make an immediate
BOOST Die, here, with me: All adversaries hit are STRIKE action.
PULLED into your area.
BLACK Void shift: Push the adversary that wounded you
Advanced: Adversaries in your area, as well as in back 1 area.
connected areas, are targeted by the power.
BOOST Something holds your wound shut from the inside:
In addition, when you die (you take a scar and draw an Ace Regain 4 stamina.
or an already scarred card), any character in your area,
friendly or adversary, is immediately taken out of action as Advanced: When you discard cards from taking a wound,
you devolve into a mess of grasping limbs. discard 2 fewer cards than the amount stated, to a
minimum of 1.
You can hide your tentacles, but not all of the
In addition, the first time you die (you take a scar and
time. What’s the most trouble they’ve gotten
draw an Ace or an already scarred card), you do not die.
you into, before now? Whatever great and terrible thing lived inside you takes
over your body; you pupate, forming a horrendous cocoon,
at the end of the scene a new, taller, better you steps out
THROUGH HELL AND BACK: from a hole in your distended chest cavity. Get ready to do
some explaining.
[Always On] Your blood smokes like brimstone and your skin
cracks as you open a door to Somewhere Else. When you make Who convinced you that taking this thing
a MOVE action, take 2 damage and enter any area on the inside yourself was a good idea?
battlefield.

57
CHARACTER DETAILS
In this chapter you’ll flesh out your characters and
cement their place in the world. Foundations will help
you work out where your character comes from; fates
will determine where they’re going; stories act as a
record of your achievements and allow you to advance
your character as they grow in power.

FOUNDATIONS in a couple of facts about the world (there is - or was - a


Duchess, and she used to go hunting, or still does).
Every character has to come from somewhere.
Foundations tell us what the character has done in the Alex is playing in a sci-fi adventure - their character
past, and how it informs their abilities in play - specifically, is Gelt Dimespinner, a devilishly pretty gunslinger for
in dramatic scenes. You can only use foundations in hire with a pair of dubiously legal laser pistols. Alex
dramatic scenes - and only use proficiencies in battle says that Gelt’s first background is “Sexiest Pistolero
scenes.
in the New West,” which covers all sort of seduction,
Players create their own foundations at character shooting, and knowledge of grimy bars on the wrong
creation. The group creates a core foundation that every
player shares when they pick the core. Every player
side of spaceports. The other players want to give Gelt
creates one foundation for their own character, and the an unusual past, though, so together they brainstorm
group as a whole creates them a second. a second foundation: “Excommunicated from the
A foundation can be a job, an exploit, an event, a Temple of the Endless Sun.” (What is the Endless Sun?
profession or an achievement that helped shape the No-one knows. We’ll find out in play.)
character. A good foundation has a broad variety of When you use a foundation in a dramatic scene,
applications in play and helps define the world around the you treat any cards of 2 or lower as though they had a
character. For example, “Archer” doesn’t give the player value of 10.
a lot of options, nor does it say much about the setting.
“Champion Archer in the Duchess’ Hunting Retinue” has
a much broader array of actions that it could help with
(hunting, tracking, talking to nobles, survival, knowledge
of the natural world, shooting a bow) and also throws
Later, the players are in a dramatic scene. Gelt is
pinned down in a corridor under heavy adversary fire
during an exfiltration. Alex says that the corridor has
heavy blackout shutters on either side, and priests of
the Endless Sun know how to disable those to let the
light of Creation into the dark places of the universe by
chanting activation mantras. Alex draws a card - 2 NOTHING IS SET IN STONE
- but because this is one of Gelt’s foundations, it counts If your core foundation doesn’t fit the
as 10 . Alex describes Gelt slipping on a pair of group so well any more, change it so it does fit.
ultradark goggles as the shutters come down and Character and world creation is going to throw
blinding, unfiltered sunlight floods the corridor, giving up some surprises, so try to roll with them
and adapt rather than rigidly sticking to your
everyone a chance to flee. original concept.
ALTERNATIVE METHOD FOR FOUNDATIONS
Skills: Players define skills that will solve problems in
the world - words like Cut, Run, Heal, Evade, Scare, and so
on. Each player (and the GM) creates 2 skills and adds them
to a central list. Players then choose 3 skills from this list
for their character. As above, actions in dramatic scenes
that use a skill treat cards of a value of 2 or lower as though
they had a value of 10.

59
FATES, STORIES AND EXPERIENCE You can control any part of the world with fates aside
from other player characters - and even then, if you want
Characters gain experience and new abilities by playing to involve them, you can do so with their approval. For
through directed scenes - called fates - that players have example: “Salamander Rex [another player character]
created before the session starts. hauls me out of danger” is fine, so long as you get the
approval of Salamander’s player. But even without other
player characters, you have control over the environment,
of NPCs, over surprise illnesses and random events. Don’t
just think in terms of your character’s goals - think what
would be exciting to see happen to them within the
context of the world.
WHY DIRECTED SCENES?
Every player at the table has veto over everyone else if
We wanted to reward people for two the fate doesn’t fit with the tone of the game or if it makes
things - firstly, for pushing the story forward, them uncomfortable. The gamesmaster is the ultimate
which they do by playing out scenes that arbitrator of this.
they’ve created themselves, and secondly, for
performing for the other players, which they Once you’ve created your own fates, the group creates
do when they play out scenes that the group fates for each other. Working together, go around the table
has created for them. and work out a fate that you’d like to see each character go
through. Maybe there’s a bit of their backstory you’d like
to explore, or a twist you want to put on their character,
or an NPC you’d like them to meet, or a particularly sticky
situation you’d like to see them struggle through.

AT CHARACTER GENERATION
When you make a character, you get to pick a fate for I DON’T LIKE THE FATE THE OTHER
your character. Here are some sample fates: PLAYERS GAVE ME!
ĐĐ I get into trouble with my ex-husband On one hand, the other players might have
ĐĐ The arch-deacon approaches me with a difficult given you a scene that you feel especially
mission uncomfortable with - maybe they’re asking
you to roleplay out something that you
ĐĐ I am captured, and must try to escape don’t want to do. In this case, explain that
ĐĐ I uncover a hidden door you’d rather not do that, and work out an
alternative.
ĐĐ I talk my way out of trouble
On the other hand, you might feel like a
ĐĐ I briefly travel faster than the speed of light scene just doesn’t fit the character that you’ve
ĐĐ I secure the team some alien guns for the raid been trying to build, or that they wouldn’t do
such a thing because it goes against their best
Every fate revolves around something that’s going to interests. Even though these things might
happen to the character in the near future. When you make be true, the other players have chosen the
fates, make them as a group, so you can try to make sure scene because they’re interested in seeing
that it fits the tone of your adventure and the scale of the your character develop in a certain way, and
rest of the players. Don’t try to work in your long-term that’s great. If you can’t think of a reason
goals, otherwise you’ll never advance your character. why your character would take part in a
Choose a fate you’re excited about. It doesn’t have to particular scene, ask the other players for
be positive, and indeed most of the ones above aren’t - it’s input in framing. Your character could be
interesting when bad things happen, after all. You’re free duped into taking part, convinced by an ally,
to pick a positive one, but the GM is responsible for finding make a mistake, or choose poorly under stress.
the adventure in what you do, and placing challenges and Characters don’t grow by only doing what they
drama in your path. want, and what’s best, all the time.

60
RESOLVING FATES AND CREATING STORY CARDS When an echo card is played in combat, the GM should
devote some description to the element on the card - if it
At the end of a scene where a fate plays out, that fate is
relates to the scene at hand, that’s great, but if not, they
resolved. When you resolve a fate, draw a card and write
can quickly cut away to show the current state of the
a phrase on it that represents how you changed and what
element, then cut back to the current scene. If the GM adds
you learned - this is now a story card.
some description with regards to the element, after they
When you play a story card as part of an action, you do so, the adversary they’re currently controlling (whether
gain a BOOST as though it were a FACE card. If the story in attack or defence) may make an immediate additional
card is a FACE card, you may pick any boost you like from action.
your list and work it into a suitable explanation using the
When an echo card is played in a dramatic scene, the
GM’s guidance.
element on the card comes into play. Add a success to the
When you resolve two fates, your character advances. required number of successes to resolve the scene, and
Choose a new power from your role or trait, choose a continue.
power from a new trait entirely, or advance one of your
existing powers. A character can only have three individual DURING PLAY
powers at any one time, but when they advance, they
At the start of each session, remind other players of
can swap out an existing power for a new one. Advanced
your fates. During play, if there’s a pause in proceedings,
powers that are swapped out stay advanced if the character
push play towards one of your fates, or ask other players
later picks them up again - you don’t need to “buy” the
to play out their fates if you’re excited to see what happens
advanced version a second time.
when they do.
When a character advances, they gain two new fates -
as before, their player comes up with one, and the group DURING DEBRIEF
comes up with a second.
At the end of each game, every player discusses with
the others what happened and what their new story cards
are. Players who have resolved all of their fates should get
GAMESMASTER FATES AND new ones, as discussed above.
ECHO CARDS
The GM should create a single fate during character
creation; they and the players should work together to
come up with an interesting fate for the adventure. This
can feature an NPC, a particular location or event, or any
challenging scenario you can dream up - think of it like a
preview of the coming adventure for everyone at the table.
Every time the GM resolves a fate, one of their factions
does something. After the scene in which the fate is
resolved takes place, the GM describes the what the faction
does that changes the world in some way - they make a
move against the player characters, hire a new member,
advance their plans, recover from previous damage, or
herald the arrival of some new and terrible threat. (GM:
your factions can do something at any time, but when you
resolve a scene, they have to.)
At the end of each session, if the GM has resolved
their fate, they write down a phrase on one of their own
cards, drawn at random from their deck - this becomes an
echo card. When writing on an echo card, try to sum up
the events surrounding the fate that played out and the
aftereffects of the scene.

61
PLAYING THE GAME
When playing Unbound, play progresses in scenes.
Each scene is roughly equivalent to its counterpart in
a film or book, but there’s no set length. At the start of
each scene, characters have access to all their Limited
powers and their character deck is restored to full.

THERE ARE THREE TYPES OF SCENES: If the player characters win, they talk their way
Freeform scenes, where there is no particular challenge through the deal without anything going wrong. If
or threat to overcome, and nothing is at stake. Typical their adversaries win, one of the parties involved
freeform scenes are: chatting at a bar, planning an assault, double-crosses the players.
travelling through safe territory, or passing the time when
waiting in hiding. If the player characters win, they show their
Battle scenes, where there is a fight between two parties opponents that they’re a force to be reckoned with and
of roughly equal ability and something is at stake. Battle will be treated with respect. If their adversaries win,
scenes use a tactical map, a rigid turn structure, and every the player characters will be the laughing stock of the
character can take two actions on each of their turns. town.
Dramatic scenes, where the player characters must
overcome a challenge of some kind other than a fair (-ish)
If the player characters win, they lay the violent ghost
fight, and there is something at stake. of this place to rest. If their adversaries win, the ghost
leaves the area but haunts them instead.
In a battle scene, once one side is taken out of action,
the fight is over and the stakes are resolved. In a dramatic
STAKES scene, once the players have succeeded or failed, the scene
is over and the stakes are resolved.
When you begin a battle or a dramatic scene, establish
the stakes before you start. This is important! At any point during a conflict, either side can back
down. When the player characters back down from a
When you determine the stakes of a scene, you work
combat, they lose and their adversaries get what they want
out what happens when one side wins and the other side
- but they aren’t killed, or injured, unless that was what
loses. Here are some examples:
was at stake, or unless they suffered scars during the scene.
If the player characters win, they claw their crummy When their adversaries back down, the player
bar back from the bandits who have taken it over. If characters get what they want.
their adversaries win, the bandits drive them off and You’ll find player characters will back down when a
change the bar into a hideout for stagecoach robberies. fight looks to have gotten the better of them and they
want to survive in the long-term in exchange for a defeat
If the player characters win, they gain access to the in the here and now, or if they are spectacularly failing a
vault. If their adversaries win, the player characters dramatic scene.
are driven out of the arcology and forced to the surface
Their adversaries will back down, more commonly,
world. when the fight has become a formality; when there’s one
If the player characters win, they save the foppish or two injured goons scuffling around the battlefield and
carrying it on any longer is an exercise in maths, rather
Prince from his captors. If their adversaries win, the than narrative. GMs - lead the fight like a director, not like
Prince dies and the player characters lose significant a warlord. Don’t be afraid to cut if the scene is running on
favour at court. too long.

62
When you’re setting stakes for a conflict, be wary of Work out whether the loss is temporary or permanent.
including death or serious injury as part of them; very Temporary losses can be negated in time; the characters
few fights are just brawls to the death with no reason will need to take a different approach, or wait until the
other than violence, and - whisper it - they’re not very damage done has healed, or source additional materials to
interesting, anyway. Instead, think of what all characters achieve their goals. Permanent losses are just that; there’s
involved have to lose, and work around that. Here are some no way around them, not unless the situation significantly
examples of things to lose: changes.
ĐĐ Property You might mix them up, too. If the characters have a
long-term goal of Gain Respect from the King and their
ĐĐ Items
current goal is Rescue the Prince from Murderous Cultists,
ĐĐ Access to an area and they fail in their quest, then while the Prince is
permanently dead they might still gain respect from the
ĐĐ Respect
King - they’ll just have to find some other way of doing so.
ĐĐ A love interest (or love interests)
ĐĐ An ally (because they die, or because they now
distrust them)
ĐĐ Control over a situation

DRAMATIC SCENES
There are two kinds of structured scene in Unbound.
Battle scenes (detailed later) use a tactical map and lots
of extra rules to simulate pulp action. Dramatic scenes
cover every other kind of challenge - as a rough guide,
if you’re not using a tactical map, it’s a dramatic scene.

Some examples of dramatic scenes: talking your


way past a guard, smuggling contraband from a tightly- CAN DRAMATIC SCENES HAVE FIGHTING
controlled city state, navigating a dangerous meteor IN THEM?
field, bargaining with a recalcitrant AI, bartering for a Yes! Dramatic scenes can cover whatever
superior hat selection, fleeing an oncoming army, taking the GM and the players want them to. If you
out a handful of sentries, researching a magical spell, and want to have a big centrepiece fight with
negotiating a tense drug deal. challenges, tactics and teamwork, make it a
The focus of dramatic scenes is much broader than battle scene. If you want to spend five or ten
battle scenes, but they work in largely the same way. The minutes on a fight - if one side is massively
core is the same - make an action, play a card, and the GM outnumbered or outclassed, say, or the
opposes by drawing a card from their own deck. momentum of the game dictates that keeping
scenes moving would be better than slowing
down - then use a dramatic scene.

63
SYSTEM “Tread. Tread… Nitrous?”
Dramatic scenes have two elements: “I love it,” says the GM. “Okay, you know that Tread
STAKES are what’s going to happen, broadly, after the is the only guy around here who can sort you out, but
scene is over depending on which side comes out on top. he’s really upset about what happened between the
For example: “If we win, I develop a new invisibility potion. pair of you, so he’s going to take some convincing. This
If we fail, I develop a new invisibility poison, but have scene will require 5 successes to complete. We’ll start
no way of telling that until it’s too late.” There are more
details on stakes in the section above.
off outside Tread’s fortress-garage in the badlands
as a couple of his guards - big guys, not many teeth
SUCCESSES is the number of successful actions (i.e. the
player draws higher than the GM) needed to get what
between them, even fewer eyebrows thanks to the
you want out of a scene. The precise nature of the actions heat-wash off the grav-engines, poke you in the chest
themselves doesn’t matter, so long as they make narrative and tell you you’ve got some nerve showing your face
sense. (i.e. If the scene is “sneak into the castle” then the around here.”
characters could: sneak past patrols, steal uniforms, bluff
past guards, eliminate sentries and drug the guard dog’s “What did I do?” asks Frumious’ player.
dinner - all with the same mechanics.)
“I dunno. Let’s find out.”
A scene of average difficulty (with regards to the
setting - see the boxout below for more details) requires 3
successes to complete. An easy scene requires 1 success; a
challenging scene requires 5. A truly epic scene requires
anything from 7 to 10 successes to resolve.
FICTION AND DIFFICULTY
When a player makes an action in a dramatic scene,
they describe what their character does to tip the situation We can’t give examples of scenes of various
in their favour and then draw a card and the GM draws difficulties because everything is relative
to oppose them. (If their action relates to one of their depending on the scale and impact of the
character’s foundations, a player treats any card of 2 or adventure. For example, if the adventure
lower as though it had a value of 10.) If player’s card is focuses around war-crazed cyberbarbarians
equal to or higher than the GM’s card, they succeed - mark with massive robotic legs and arms, opening
off one of the successes on the scene. If their card is lower the front door to a house won’t be a problem;
than the GM’s card, they fail. you might not even describe it happening.
But if the adventure focuses around a group
If the players fail 3 times in a dramatic scene, they of wise-cracking rats, then opening that same
have lost. door presents a monumental challenge.
Players can act in any order in a dramatic scene, but it’s
considered good manners to let everyone have a go before
acting again.

The GM is building a dramatic scene; Frumious Peake


is looking to get transport and supplies for a bank STORY AND ECHO CARDS
raid on the dark side of the planet. While this could be If a player draws a story card during a dramatic scene
a freeform scene, the GM is interested in seeing how and the GM’s card is higher, they can describe how the
story helps them overcome the challenge at hand and draw
Frumious can tackle a challenge, so instead they make a second card to replace it, effectively giving them a second
it a dramatic scene. chance at success.
Looking at their notes, the GM sees that Frumious’ If the GM draws an echo card during a dramatic scene
player invented a grav-racing syndicate (and he’s not and the opposing player’s card is higher, the GM describes
on good terms with them any more), so of course it how the echo has made it difficult to succeed, and the
player must draw a second card to replace it, effectively
makes sense to have them as the only people who can giving them a second chance at failure.
supply the goods at short notice. “What’s the name of
If an echo and a story card are played on the same
the boss at your old racing syndicate?” The GM asks
action, the story card trumps the echo.
Frumious’ player.
64
JOKERS use the foundation. He draws, and beats the GM, and
In dramatic scenes, Jokers introduce new elements.
describes how Roxario lives up to her name and blows
When a player uses a Joker on their action, they should away an incoming drone with a stolen weapon. The
work with the GM to bring a new character, location, GM marks a success, and the scene is resolved - the
opportunity or item into the scene, and then draw another players win!
card as normal. If the action succeeds, it counts as two
successes; if it fails, it counts as two failures. Frumious and the GM describe the vault door
smashing off its hinges and clanging to the ground,
Gelt Dimespinner, Roxario Blast and Frumious Peake
and the characters dashing in through the smoke amid
are trying to break into a bank vault on the dark side
fire from the drones.
of the planet as security drones patrol the area with
laser sensor arrays. The players need three successes
to win this scene.
Roxario’s player, Gareth, says that Roxario is using her
OUTCOME
foundation of “Grew up on the streets of the Arcology If you achieve the required number of successes with
no failures, you get what you want and an unexpected
Carcosa” to sneak past the patrols by using thick
bonus. (“Yes, and.”)
concrete pillars - like the ones in Carcosa - to conceal
her bodyheat signature. Gareth draws a card - a Joker! If you achieve the required number of successes
with some failures, you get what you want with a slight
He draws again on top of it, but the GM’s is higher. The complication related to what happened in the scene. (“Yes,
GM marks two failures (because of the Joker - normally but.”)
they’d mark one) and says that, while the pillars mask
If you suffer 3 failures but achieve some successes,
her heat signature, the ruins are rigged with arcane- you don’t get what you want, but you get a little benefit
looking scrying windows that relay her location to the regardless. (“No, but.”)
drones. If you suffer 3 failures and achieve no successes,
Alex says their character, Gelt, is using the foundation you don’t get what you want and some unexpected
complication is added on top. (“No, and.”)
of “Sexiest gunslinger in the New West” to shoot down
the drone - and all of the scrying windows! Alex draws In the example above, the players had three successes
against the GM and wins; the GM marks a success and and one failure - “Yes, but.” The GM says that they get
describes the drone crashing into a bulkhead. Others the vault door open, but the chaos of the fight against
will come to investigate it soon. the drones has attracted even heavier security, so
Meanwhile, Frumious is attempting to crack open getting out won’t be easy.
the door. His foundations don’t really apply (he’s a
missionary and a grav-racer) so he doesn’t get to
treat any cards as higher than usual. However, his
ALTERNATE OPTIONS
player - Lucy - lucks out and wins the draw. The GM Modify failures: You can tweak the number of failures
needed to make the player characters lose a scene up or
marks a success and Lucy describes Frumious artlessly
down to make a situation safer or more dangerous. You can
spraying plastic explosive into what he reckons the also reduce a scene to one success before one failure if you
weak point of the vault door is. want to represent a knife-edge, all-or-nothing moment.
Gareth takes his turn, and describes Roxario running Apply difficulty: You can treat certain actions as more
forward to rip the auto-laser off the drone to defend difficult than others. When a player makes a difficult
action, if the card you draw to oppose them is 2 or lower,
herself as a fresh wave of adversaries comes in. The
treat it as though it had a value of 10.
GM asks what foundation he’s using to do so, and
Gareth explains how the Arcology Roxario grew up in
was a nightmare of twisted, repurposed machinery
from a forgotten age. The GM buys it, and lets him

65
66
BATTLE SCENES
Every good Saga involves combat in some way. Here’s
how to make that happen.

THE BATTLEFIELD the same way as areas, above. A route from a living room to
a kitchen would be Open, for example, but the route to that
A battlefield is made up of areas and connections. same kitchen from the street outside would be Challenging
What an area is depends on the scale of the fight you’re - there are no easy methods of access, and characters
taking part in - there’s no hard-and-fast rule for the size would have to jump through a window to get in.
of ground an area represents. In a fight that takes place in If both an area and the connection to it are Challenging,
a building, each room might be an area; in a battle with a use the higher of the two to determine the damage
wider scope, that focuses on an entire street, each building inflicted if a character fails.
might be an area; in a combat operation to take a city,
each district might be an area. The GM might even have
different scales present in the same fight - if a character
was defending her family home, say, the home itself might
be made up of six areas while the street and buildings CROWDSOURCE YOUR TERRAIN
outside, despite being larger in square footage, might only
Feeling especially lazy, GM? One of our
get one or two devoted to them.
playtesters, Ant Stiller, gave us an excellent
Think of an area as a location where it is interesting idea: get your players to write down two or
to have a fight, distinct from other nearby areas. There is three ideas for areas on sticky notes, then
a guide to making a battle map in the GM advice section, collect them and arrange them on a wet-erase
page 103. mat (or another piece of paper), then join
When your character occupies an area, they’re not them together with connections as usual.
standing still - they’re moving around inside it to respond
to threats, taking cover, and generally acting like a person
in combat would rather than standing still on a battle map.
Some areas are Challenging X to enter - they’re
locked off, hard to climb up, or dangerous terrain. When a ADVERSARIES AND DIFFICULT TERRAIN
character enters a Challenging area, the card they assign
Some adversaries ignore unusual terrain. A fire golem
to their movement must beat one drawn by the GM, for
isn’t going to be bothered by wading through a pool of
them to get through unharmed. If their card doesn’t beat
lava, and a giant bat isn’t going to stumble on loose rocks
the GM’s, they can choose to either not make the move and
as it flies overhead. The GM is encouraged to use their best
stay in their area, or take damage equal to the Challenging
judgement on this. Generally, if a player character creates
rating of the area.
a Challenging or Dangerous terrain effect, it will affect the
Some areas are Damaging X. When a player or adversaries they’re fighting.
adversary starts their turn in a Damaging area, they take
Sometimes, though, adversaries aren’t suited to the
damage equal to the Damaging rating of the area.
terrain they’re in. In Damaging terrain, they take damage
Connections are more conceptual; they don’t exist in in the same way as a player. When they attempt to enter
real terms, and it’s not possible for a character to occupy Challenging terrain, the GM draws a card - if it’s RED, they
one during their turn - they’re simply used to move from can enter unharmed. If it’s BLACK, they either take the
one area to another. Connections are either Open (so they damage as they enter, or they can choose to cancel their
can be freely used with a MOVE action) or Challenging in move action and stay where they are.

67
INITIATIVE If a character has acted, they can’t act again
immediately afterwards, even if they were last to act
The GM chooses which character (or adversary) in the previous round.
goes first in a scene, according to what makes the most
narrative sense. After that, the player who has just acted We recommend using action tokens to help remember
chooses the next character (or a group of mooks of the who’s acted in a round; each character has a token, or chit,
same type) to act, and so on, until all characters in the that they throw into a cup when they’ve acted. When no-
battle have acted - this is a round. When the round ends - one has any action tokens left, it’s time for a new round.
all players and adversaries have acted - the last player to You could also experiment with an action card that you flip
act gets to choose the character who goes first in the new over when you’ve taken your turn, or some system of jolly
round. little flags.

LAYING OUT YOUR CARDS


Each player should lay out their cards as shown above GMs DURING PLAYER TURNS
at the start of a battle scene. On the top row, going from
Actions the GM may have to perform during player
left to right, is the discard pile, the character’s current
turns are as follows, in no particular order as they are
stamina, and their temporary stamina aligned horizontally
usually responses.
on the far right. Below that is the character deck.
Make DEFEND actions - if the players attacked an
PLAYER TURN SEQUENCE adversary the GM must draw a card for the adversary’s
defence, remembering to factor the adversary’s proficiency
Declare two actions - STRIKE, SHOOT, MOVE, RECOVER or into the result.
USE. Players can declare the same action twice during their
turn if they wish. Resolve powers activated from players wounding an
adversary - some adversaries have reactions that happen
Draw two cards - Taken from the character deck. when they are wounded. These take effect at the end of the
Assign cards - Choose which card to use for which action. current action.
Remember that the suit of the card will have different Mark off damage - the players will damage the
effects during different actions. adversaries, sometimes causing wounds. Be sure to alert
Resolve actions - Play out the actions in any order. If the the players when a wound is dealt. Some player powers
action requires the GM to draw against the player, GM activate when this happens and it should also be an
draws and cards are compared - highest card wins. Play important part of your description during a battle.
out the entirety of one action, and any after-effects, before
beginning the second.
Choose the next character to act - the player chooses the
next character to act, whether an ally or an adversary.

68
GM TURN SEQUENCE When you play a FACE card, you gain a boost. Boosts are
determined by your role (and your chosen powers, maybe)
Declare actions - Most adversaries can make two actions but they all function in the same way - they give you a
during their turn. Legendaries can make three actions, and small reward for accomplishing a particular task with skill.
mooks are limited to one MOVE action and one SHOOT or
STRIKE action. Can players modify their actions if the situation
changes?
Draw cards - Taken from the GM’s deck.
They can’t. If a character makes two STRIKE actions,
Resolve actions - Play out the actions in any order. If
for example, and the first one kills the target, they can’t
the action requires a player to draw against the GM, both
retroactively change that second STRIKE to a different kind
draw and cards are compared - highest wins. Play out
of action. Players are free to simply not perform actions, if
the entirety of one action, and any after-effects, before
they wish, but they cannot replace them with a different
beginning the second.
action altogether.
Choose the next person to act - the GM chooses the next
character or adversary to act.

PLAYER ACTIONS DURING GM TURNS


EVENT ORDER
Sometimes, the precise timing of actions can matter
Actions the player may have to perform during player
quite a lot; if an adversary explodes when a character’s
turns are as follows:
player takes it out of action, and the character can PUSH
Draw defense cards - if an adversary attacked the it when they inflict a wound with a STRIKE action, if they
players, the targeted player must draw a card for their take it out of action does it explode before or after they
defence, remembering to factor proficiency into the value if push it?
applicable.
GMs should err on the ruling that whatever’s more
Resolve powers - Some player character powers trigger interesting, most exciting, or most beneficial to the player,
during the turns of other characters. If the action is an happens. So in the example above, it moves before it
interrupt, it happens immediately and can affect the explodes, and not after, so the player character escapes
current action. If not, it happens when the current action harm.
has been resolved.
Discard damage - If stamina damage is inflicted, discard
stamina starting with temporary stamina. If wound or SURROUNDING
BLEED damage is inflicted, discard directly from the
character deck. When one side has a greater number of characters in an
area than the other, they are surrounding the other force.
Characters who are surrounded double any damage they
TURNS take when they use a SHOOT or MOVE action.
When you act, it’s your turn. Some abilities allow characters to make escape moves.
When you make an escape move, treat it as a normal MOVE
On your turn you can make two actions, chosen from
action, but the user cannot take any damage as a result -
the list of five on the following page. You can make the
just ignore it. You still draw a card to resolve the move.
same action twice, if you’d like. Special abilities from
your role and trait will change the way that some of these When an adversary leaves an area in which they are
actions work. surrounded, they take damage equal to twice the number
of player characters in the area they are leaving.
Declare your action types, draw two cards, then assign
them to the actions however you want. Your card’s colour
and whether or not it is a FACE card will have an effect on
the outcome.

All you need to declare is your action types, not the


specifics of those actions. You don’t need to say: “I’m
going to MOVE to this area and then SHOOT at the orc
holding the auto-crossbow,” but instead “I’m going to
MOVE and SHOOT.” You can move in any direction
and shoot at any target in range. You can even change
the order in which the actions take place, if you’d like.
69
PUSHES, PULLS AND FORCED
MOVEMENT
When you PUSH an adversary, it makes an immediate
move action away from you (usually one area). When you
PULL an adversary, it makes an immediate move action
towards you. If this takes them through Challenging
STRIKE DOESN’T HAVE TO BE
terrain, they test to avoid damage as normal, but they can’t
HAND-TO-HAND
choose to avoid the damage by not entering the area.
When you attack an adversary in your
Unless otherwise stated, the target is moved one area.
area, you’re making a STRIKE action, but that
Longer pushes (which are rare) are denoted by a number
doesn’t have to represent your character going
after the word push or pull - a PUSH 2 effect moves the
toe to toe with the adversaries and putting
target twice.
up their dukes for a rumble. You can describe
the attack in any way you like; if you’re a
gunfighter, you can do room-to-room clearing
ATTACKING MORE THAN with your pistols. If you’re a battle mage,
ONE TARGET you can sling hexes and short-range magic
missiles. Anything goes.
Some powers specify that you may target more than
one adversary with a single attack. When you do so, only
draw one card to attack as normal - all adversaries targeted
draw a card in defence.

ACTION TYPES
MOVE. You move from one area of the battlefield RECOVER. You steel yourself, raise your defences,
into another. or take cover.
BLACK: Lose 1 stamina. BLACK: Recover stamina equal to the value of your suit.
RED: Lose no stamina. RED: Recover stamina equal to the value of your suit.
FACE: As colour, plus you gain a boost. FACE: Recover stamina equal to the value of your suit, plus
you gain a boost.
If a move is Challenging, your card must be higher than
the GM’s card to proceed without taking damage. A Challenging recover action is used to stop a BLEED
effect on a player character.
STRIKE. You attack an adversary in your area.
BLACK: Lose no stamina.
USE. You interact with the environment in a way not
covered by the other actions (defuse a bomb, intimidate
RED: Lose 1 stamina. an adversary, block off a doorway, put out a fire, maintain
position in a gale etc).
FACE: As colour, plus you gain a boost.
BLACK: Lose 1 stamina.
If your card is higher than the GM’s card, you hit and
inflict damage. RED: Lose no stamina.
FACE: As colour, plus you gain a boost (seeing as USE is
SHOOT. You attack an adversary up to two areas such a rare action, the boost will be determined by the GM
away from you. - there aren’t specifics like the other actions).
BLACK: Lose no stamina. If your card is higher than the GM’s, you achieve
RED: Lose 1 stamina. your aims.

FACE: As colour, plus you gain a boost.


If your card is higher than the GM’s card, you hit and
inflict damage.

70
ATTACKS ON MULTIPLE TARGETS DAMAGE
When a power allows you to target multiple Not every hit is going to take you down. Player
adversaries, only one card is drawn for the action and then characters are smart, determined, tough, and experienced
applied to each target. individuals, and they know how to roll with the punches.
Their adversaries are pretty serious operators, too, who
Boosts from attacks may only apply to one affected
won’t give up without a fight.
target unless a boost says otherwise.
Unbound uses slightly different rules for damage and
injury for player characters and adversaries; although
they use the same terms (damage, wounds, stamina) they
Example turn: interact with them a little differently. Adversaries are easy
to run and manage for the GM, but players must make
Alex is playing Gelt Dimespinner, Maverick Sci-Fi round-to-round choices about offensive and defensive
Gunfighter. Gelt is storming an adversary spellship as actions, otherwise they’ll go down in pretty short order.
it attempts to drop off a load of assassins to the royal
palace on the Prince’s half-birthday. Dimespinner’s
role is Deadeye. INFLICTING DAMAGE
Adversaries inflict variable damage depending on
Alex describes Gelt’s actions in-character. “I’m going whether or not they used a BLACK or RED card to make
to draw my hekatomb arcanopistol and scramble up their attack, as detailed in their specific rules. Player
to a firing position on the crow’s nest, then fire down characters inflict variable damage depending on the suit of
at the lead assassin on deck, all the while shouting the card used to make the attack:
encouragement to my team and looking fantastic. ’s inflict 1 damage
That’s a MOVE and a SHOOT action.” ’s inflict 2
Alex draws two cards - a J and a 7 , and they ’s inflict 3
can assign either of them to either action. Taking the ’s inflict 4
stamina loss to get a better chance of inflicting
Some powers cause damage to be halved. When halving
damage, they assign the J to the SHOOT action and damage, always round up. Damage can only be halved
the 7 to the MOVE action. They discard 2 stamina once; you can’t half a half to make a quarter.
- the GM describes assassins’ laser-shuriken smashing
into the solar mast, tearing off chunks of mythsteel
and the haematite binding sigils, causing Gelt to roll
into cover as they reach the crow’s nest.
The move up to the crow’s nest is Challenging, so the
GM draws a card against Alex’s - they get a 5 ,
which is lower, so Gelt doesn’t take any additional AN EASY WAY TO REMEMBER HOW MUCH
DAMAGE EACH SUIT DOES
damage. The GM then draws to defend against the
SHOOT action and gets 8 , which isn’t enough to If you need to remember how much
damage a suit does:
defend. Gelt’s shot hits home. Because Alex played a
FACE card, Alex gets a boost on the SHOOT action - have a single point at the tip (1)
because Gelt is a Deadeye, the boost is that the have two curves on the top (2)
adversary takes a wound rather than normal damage have three circles on them (3)
from the attack.
have four points (4)
“Your pistol rains bolts of fire down on the lead
assassin, and their shimmering chameleon robes
ignite!” says the GM. “Alex, who’s up next?”

71
TAKING DAMAGE it’s time to get descriptive, as their adversary has finally
broken through their defences and landed a decent blow.
Player characters and adversaries alike have a stamina
rating - how many attacks they can endure before one When a player character takes a wound, they discard
breaks through their defences and does some serious a number of cards equal to the wound value from their
damage. When a battle scene starts, a player lays out cards character deck. If a character takes a wound from a source
equal to their stamina as shown on page 68. without a specific description of wound damage, they
discard 6 cards. When an adversary takes a wound - as they
When one character inflicts damage on another, it’s don’t have a character deck - they subtract 1 from their
subtracted from their stamina. If the target has enough wounds total.
stamina to equal the damage taken, they manage to negate
the worst of the damage. Each hit taken reduces the Some powers - generally those used by player
character’s stamina, so multiple small attacks can wear characters - inflict a wound, rather than damage. If a
them down as easily as a single large one. player character is the target of such a power, bypass
their stamina and discard the damage directly from their
character deck. If an adversary is the target of such a
WOUNDS power, reduce their wounds by 1 and restore their stamina
to its full value.
If the character doesn’t have enough stamina to equal
incoming damage, they discard the remainder from their When a player character runs out of cards in their
character deck, and then they take a wound. Wounds character deck, they can play face-down cards from their
are big, serious hits that often come with special effects stamina as though it was their character deck. If, at the
attached to them - adversaries each have their own wound start of their turn, their character deck and stamina both
descriptions, detailed in their entry in the Adversaries hit 0 cards, they’re out of action. An adversary is taken out
chapter, pages 113-137. When a character takes a wound, of action when they lose their last wound.

72
Sally Nines, career criminal and current escapee, is
under fire from a SWAT trooper with an submachine
gun in the offices of a shady insurance company.
Sally has 4 stamina currently out of a maximum of 5
stamina. Her player, Michael, draws to defend against
the GM’s two attacks. Both of his cards are lower
than the GM’s cards, so Sally takes damage from both
attacks. Cross-referencing their card colour against
the adversary’s entry (the SWAT trooper, page 135) the
GM determines that the first attack inflicts 3 damage,
and the second attack inflicts 2. The GM describes the
first attack:
“Your cover is torn apart by incoming fire, sending
wood and plaster chips spraying everywhere,” says the
GM.
“Damnit! I scramble out, dashing towards fresh cover,
but…”
“There’s that second hit.”
Sally takes 2 damage, but only has 1 stamina
remaining. Her 1 stamina is removed and the
additional 1 damage is taken directly from her
character deck. The adversary’s wound result is:
Wound: Discard 5, and Flush Out. Until target leaves
their area, they may not make RECOVER actions.
“What happens?” asks the GM.
“Hm,” says Michael. “I’ve got armour on, so I reckon
that it hits me, but I’m not bleeding or anything.”
“Sure! You’ll have a hell of a bruise, and maybe a
couple of broken ribs, but your armour holds out.
Your momentum carries you forward - discard five
cards from your character deck for the wound. Also,
the special effect on this adversary’s wounds is that
you can’t make RECOVER actions until you leave the
area, so: as you dive into cover and check your torso
for holes, the thin dividing wall is smashed to bits by
heavy incoming fire. You can see the exit door, just
across from you, but right now this place is a kill-
zone.”

73
TEMPORARY STAMINA WHAT HAPPENS WHEN MY CHARACTER
LOSES STAMINA?
Temporary stamina represents tactical advantage,
combat tricks, canny positioning, magical defences or It depends on your character, and how
emergency measures. When a player character gains they react to danger. But here’s some ideas
temporary stamina, they deal cards equal to the amount - they parry the blow, and shock runs down
of temporary stamina gained next to their normal stamina their arm; several shots punch through their
(we recommend you deal the cards sideways to show that cover, forcing them to relocate; they roll out
they represent something different). of the way of the attack, ending up on their
hands and knees; they turn and run to evade
Temporary stamina doesn’t stack. If a character who
incoming fire; they twist their body so the
has temporary stamina receives additional temporary
blow impacts their shoulder, not their jaw;
stamina, and the new stamina received is lower than or
they blind-fire round a wall and curse as they
equal to their current value, it has no effect. If the new
frantically reload.
value is higher, they may choose to discard their current
temporary stamina and replace it with the new value from What stamina and wounds mean
their character deck. narratively is up to each player and the GM; in
one adventure, regenerating superheroes might
Itinerant Elven Knight Feynault has 3 temporary be able to take bullets to the chest with few
stamina. An infusion of life-giving chemicals from problems, but in another, streetwise urchins
Feynault’s Protector friend, the Alchemist, gives her might get knocked out by a backhanded swipe
2 temporary stamina. Unfortunately, as this is lower from a guard. There are more details on this in
the GM section, page 90.
than Feynault’s current total, the temporary stamina
has no effect and the effect is ignored.
Later on in the battle, Feynault has 1 temporary
stamina after taking a hit. The Alchemist offers help
again, in the form of 2 temporary stamina. Feynault BLEED
accepts it; her player discards his current temporary BLEED damage is an ongoing effect applied to
stamina and deals 2 temporary stamina from her characters that represents damage over time - bleeding,
character deck. fire, poison, acid, bugs crawling over their skin, and so on.
A character suffering a BLEED takes damage equal to the
value of the BLEED at the start of each of their turns.
HEALING AND RECOVERING STAMINA Player characters suffering a BLEED discard the damage
Player characters can (and should, if they want to directly from their character deck, bypassing stamina.
stay alive) restore their stamina up to their maximum by Adversaries take it as normal damage, subtracting from
making RECOVER actions or receiving healing. Adversaries their stamina as usual.
can’t restore their stamina in this way, and instead each BLEED damage doesn’t stack. If a character under the
time they take a wound, they restore their stamina to full. effect of a BLEED is the target of a new BLEED, and it’s of a
When a player makes a RECOVER action, they restore higher value than the BLEED they are currently suffering,
stamina from their character deck equal to the value of the it replaces the old BLEED. If the new BLEED is of a lower
suit used: 1 for , 2 for , 3 for and 4 for . value, they subtract the value of the BLEED from their
character deck immediately but do not apply the new
When a player character regains stamina, they draw BLEED to their character as an ongoing effect.
cards from their character deck and deal into their
stamina. A player character can remove a BLEED by making a
RECOVER action on their turn and describing what they’re
When a character is healed or heals themselves, they doing to mitigate the damage. In addition to recovering
shuffle their discard pile and remove cards equal to the stamina, the GM draws against the character’s RECOVER
amount healed. These cards should first be used to refill card - if the player’s card is higher, they can remove the
stamina, and any remainder should be shuffled into the BLEED effect. Alternatively, an ally in their area may make
character deck. a USE action to remove the BLEED.

74
An adversary can remove a BLEED in the same way, but
they don’t draw against the player who inflicted the BLEED
- instead, they just draw a single card in exchange for
giving up an action on their turn. If it’s RED, they remove
the bleed.
Mook-level adversaries - low level chumps who are
mainly there to make the player characters look good -
don’t take BLEED damage; instead, they take the additional
damage once when the effect is applied and then
immediately remove the BLEED.

RUNNING OUT OF CARDS AND GOING


OUT OF ACTION
When a player goes out of action, they and the GM
work together to describe how their character is taken
out of the fight - if they’re knocked out, incapacitated due
to pain, restrained or arrested, scared off, intimidated
into backing down, etc. The player shuffles their deck and
draws a card which they will then scar as they sustain
a permanent reminder of this failure - or they might be
permanently removed from the adventure. There are more
details on scars on page 76.
When an adversary goes out of action, it’s up to the
GM what fate befell them. Depending on the actions of the
players and the tone of the campaign, adversaries taken
out of action might be rendered unconscious, or driven off,
or flat-out killed, or captured and arrested, or anything
your mind can devise.

75
SCARS, AND GOING OUT OF ACTION
You’ll receive a scar during character generation;
no-one leads a perfect life, and Unbound characters
certainly don’t. You’ll also receive a scar when you go
out of action in combat.

GAINING A SCAR
Shuffle your discard pile, then draw a card from it. This Physical injury such as a broken bone, lacerated
is your scar - something has gone wrong and it’ll leave a skin, permanent limp, a missing limb
lasting impression. What precisely went wrong is up to you
Jealousy, a new adversary, hatred, a trademark scar
and the GM, but here are some ideas based on the suit of
the card you drew. Fear, humiliation, social loss, mental scars,
embarrassment, curses
Loss of an important item, sensory loss, memory
loss, skill loss

76
Write the injury on the card you drew and adjust the
value to represent your scar. For non-FACE cards, half
the numerical value of the card. For FACE cards, Jacks
become 5, Queens become 6, and Kings become 7. Even if
you half the value of a FACE card, it still counts as a FACE
card for the purposes of triggering boosts and powers.
Scars function as normal cards with two exceptions:
they cannot be used to trigger proficiencies or foundations,
and they do not allow you to recharge Limited powers.
If the card is a King, your character drags themselves to
their feet and carries on fighting. The value of the card is
still adjusted, but your character re-enters the fight - deal
27 cards from your discard into your character deck and
take a normal turn.
If the card is an Ace, you take a mortal wound, or are
permanently disabled, or suffer such a massive change of
heart, that you can no longer continue. Deal 27 cards from
your discard into your hand, as though you had drawn a
King, and take another turn, but your character will be
removed from the game at the end of this battle.
If an Ace is drawn during the scar phase of character
creation, redraw. It’s no fun to die straight out of the gate.
Draw a scar each time your character goes out of action
in a battle.
If the card already has a scar on it, your character is
removed from the story at the end of the scene as though
you drew an Ace.
If the card is a story card, scar it anyway. The value is
halved, but it still has all the normal effects of a story card.
If the card is a Joker, the next time you play it on an
action and fail, you are removed from the game at the end
of the scene as though you scarred an Ace after going out
of action. If this happens in a dramatic scene, we’re really
sorry.
Even if you’re out of action, you can be healed by others
if you need to get back in the fight. As recovered and
temporary stamina is taken from the character deck, you
can’t gain any if your character deck is zero: you need to
receive healing to re-enter the fight - a few powers, mainly
those of the Protector, offer healing.

77
GAMESMASTER
While this chapter is intended for gamesmasters,
players can - and should - read it too. Inside are the
rules for factions and twists (the GM’s characters and
powers) but it also has a lot of guidance on how to run,
and play the game.

FACTIONS NAME: The name of the faction, and brief description


of what they’re like.
Factions are the movers and shakers of your adventure
world - they get stuff done, and generally the player STRENGTH: What the faction is skilled at or devoted to.
characters get in their way (or help them out, if they’re WEAKNESS: A fatal flaw that might prove the faction’s
smart). When you’re creating the world, create one faction. downfall.
Each faction has five parts:
WANT: What the faction wants right now. This can -
and should - change from session to session.
FACE: An NPC that represents the organisation - a
leader, a contact, a specialist. Create a face
that the player characters will meet and
interact with.

78
During world creation, create two factions. For example: TWISTS

NAME: Stryx Orbital Mining Company Twists are one-shot powers that wrong-foot the player
characters - starvation, traps, injuries, ambushes, weird
STRENGTH: Acquisition of resources though terrain and other things that make battle scenes harder
staggering force for our heroes to handle. Immediately before every battle
scene, choose a twist to apply. Once you’ve used a twist
WEAKNESS: A greed that strips star systems once in an adventure, you can’t use it again.
WANT: Those protesters to get off that moon;
it is NOT a site of “astounding natural
beauty,” it is a big pile of money floating
in space
FACE: “Col.” Drak Hacksmash, cigar aficionado PREPARING FOR A GAME
and the only person to destroy a sun If you’re the sort of GM who loves spending
and replace it with a multi-storey car time preparing for a session, you can lavish
loads of detail on your factions - they are,
park
after all, the closest thing you get to a player
character of your own. Pick out, or create, art
to represent the face of the organisation and
NAME: The Onrushing Dark, a malevolent where they hang out. Have a think about what
intelligence at the heart of the moon their plans are in the near future and sketch
out some options.
STRENGTHS: Viral possession of humanity through
memetic shadows We aren’t the sort of GMs who like
preparing, though. So we tend to create our
WEAKNESS: Sunlight and overclocked antibiotics factions at the table, and ask the players for
input during the process.
WANT: To infect Earth’s vat-grown flesh farms
FACE: Senator Naismith, currently possessed,
with access to high levels of government
79
TWISTS, BY CORE
We’ve arranged these twists by core for ease of use from the Devout list could represent an entrance from
and to help spark ideas, but there’s no need to stick to the which adversary warriors enter the fight. As ever, use what
adventure core when you choose them. For example, if you like, and reskin it to fit your game.
you’re playing a Magi adventure in a crumbling ancient
Also; we can’t recommend that you use twists when the
ruin, then The Earth Cracks from the Wild list could
players are fighting Legendary adversaries. They’re hard
simulate a temple coming apart at the seams rather
enough already!
than an earthquake - or, say, if you’re playing a Warrior
adventure in a contested mine, then Demonic Incursion

DEVOUT
NO SUCCOUR - The characters are hexed, poisoned INSIDIOUS WHISPERS - “You’re useless,” say the
or otherwise suffering the effects of wicked magick, and they dark voices in your head. “You should just lay down and die.”
will find no real respite until the fight is over. When a player Whenever a character fails a Challenging action, they take
character regains stamina or gains temporary stamina, 1 damage.
they regain -1 stamina to a minimum of 1.
ON DARK WINGS - These creatures have received
WEAKENED - The evil miasmas and thrice-bound curses of the dark blessing of flight, or unnatural speed, and are hard to
this place are starting to take their toll, and the characters feel control. Adversaries take half damage from Dangerous and
weak - their arms are limp, their hands are shaking, and their Challenging areas. When they take a wound, they may
attacks are exhausting. SHOOT and STRIKE actions made with make an immediate escape move.
a inflict 1 damage, not 4.
DEMONIC INCURSION - The land here twists as
HUNTED - Dark figures circle like vultures, looking for an creatures from The Other break through, all teeth and claws and
opening to exploit. If a character is in an area with no other brimstone. Designate an area on the battlefield to hold the
player characters and they take a wound, they take +5 Demonic Incursion - this area is Challenging 4 to enter. At
damage as something malevolent strikes them and retreats the beginning of each round, draw a card: on a black card,
into the shadows. a mook-level adversary emerges from the rift in this area.
On a red card, two mooks emerge. The rift can be closed
SWARM OF FILTH - Shadowy insects, crawling locusts with two successful USE actions in the area, which will stop
or clumps of great bloated flies bite and sting the characters, the flow of adversaries.
making it hard to focus. When a character makes a SHOOT or
STRIKE action with a red card, they take 2 damage. CURSED - The characters are under the influence of
insidious magicks that turn events against them. When a player
DESECRATED TEMPLE - A once-holy place has been plays a Scarred card, treat it as though it was played on top
desecrated, and brings these vile creatures strength. Sanctify it. of a Joker.
Designate an area on the battlefield to hold the Desecrated
Temple - this area is Challenging 4 to enter. A player
character in the area can attempt to consecrate it with a
use action. If they fail they receive BLEED 6. Until it’s been
consecrated, all adversaries on the battlefield inflict +3
damage on a wound.

80
MAGI
TELEPORT - These creatures move unlike others that HYPNOTIC SECRETS - There is power, here, and you
you’ve seen - blinking in and out of existence, appearing just grit your teeth to avoid being tempted to draw on the unearthly
where you don’t want them to. Once per round, a single energies. Every time a player character uses a BOOST, they
adversary may make an escape move to any area on the take 2 damage from magical feedback.
battlefield at the start of their turn. At your discretion,
a player may remove the TELEPORT ability from a single ANCIENT GUARDIANS - The guardians here
adversary with an appropriate USE action. are deathless and implacable. At the start of each round,
restore every adversary character to full stamina. At
SHIELD GENERATOR - One of these creatures is your discretion, players may remove this ability from an
casting a spell or powering a device that protects the others. Pick adversary with a successful Challenging USE action drawn
an adversary; until they are taken out of action, all player against the adversary’s proficiency.
attacks inflict half basic damage.
“THE RITUAL IS ALMOST COMPLETE!”
A LONG WAY FROM HOME - You’ve been cut - They’re summoning something great and powerful. Choose
off from supplies for so long that you’ve started to forget what a an adversary, or a group of mook-level adversaries, to be
proper meal and a good night’s sleep look like. At the beginning the ritualist(s). Every round, draw a card - if it’s a red card,
of combat, each player must go through their deck and the ritual moves closer to completion. Once you’ve drawn
discard until they find a diamond. Describe where they find three red cards, the ritual is complete, and one mook or
the strength to continue, discard the diamond, and start troop level adversary becomes an elite-level adversary
the battle. with full stamina and wounds. If the players take the
ritualist(s) out of action, they cannot complete the ritual.
WIRED TO BLOW - Whether your enemies know it or At your discretion, player characters may counterspell
not, this place is going to explode unless someone does something with USE actions to reduce the number of red cards in your
fast. Designate an area on the battlefield which contains stack.
the bomb. At the start of each round, draw a card; if it’s
red, progress to stage 2. During stage 2, draw a card at the
start of each round. If it’s a FACE card, the bomb explodes
and the fight is over, with the player characters (and
maybe the adversaries) counting it as a loss. The bomb can
be defused with a USE action.

81
Twists by Core

OUTLAW
SCATTERED - Thanks to bad tactics or bad luck, the POLICE ATTENTION - The authorities have got wind
characters are split up from each other. At the start of the of the characters’ plans, and show up at precisely the worst time.
battle, each character discards 3. The GM places their Whenever the GM deems it appropriate, 4 mook-level
forces, then places the player characters wherever they adversaries arrive on the scene - a squad of police officers,
like on the battlefield. looking to apprehend the characters.

BEATEN UP - The characters have taken a beating in PRECARIOUS BATTLEFIELD - The characters
recent memory, and they’re still hurting. At the start of the find themselves fighting on wet rooftops, in slippery waste
battle, each character discards 7. channels, or through unstable catacombs. Add the following
option on a critical failure: the character is reduced to 0
DARKNESS - The battlefield is shrouded in darkness, stamina and can only make one action next round (as they
smog, smoke or steam, which makes ranged attacks difficult. scramble back up).
All SHOOT actions are limited to a range of 1 area,
unless the player characters come up with some way of ASSASSINS - The characters are ambushed by a gang
circumventing the situation (turning on the lights, setting of hired killers, vigilantes or zealots. Before the battle, every
a target on fire before they shoot, etc). character should draw against the GM using a foundation
of their choice and describe how they attempt to defend
THEY TOOK OUR WEAPONS - The characters themselves against the unexpected attack; those who fail
have been disarmed - robbed, imprisoned, caught unawares, discard 10. The assassins flee as the battle starts, but the
or bundled unarmed into some kind of fighting arena. All characters can try to track them down later.
SHOOT and STRIKE actions are at half damage until player
characters reclaim their weapons, which are in an area BAD PART OF TOWN - The characters are not well-
of the battlefield that you specify. At your discretion, loved in this part of the city; anyone could be a threat. Mark
characters may not SHOOT until they reclaim their three areas as Challenging 3. In addition, when a character
weapons. takes a wound they discard 2 additional cards as locals pile
on and take advantage of the situation before dispersing.
SEVERE HANGOVER - The characters went at it
pretty hard last night, and they’re paying for it this morning.
Every time a character makes a MOVE action, they take 1
damage from their stunning headache and overpowering
nausea.

82
PACTBOUND
BAN - This place is anathema to your patrons. 4 contiguous ENCROACHING WEIRDNESS - The walls
areas on the battlefield are Challenging 2, Damaging 2. between worlds are thin, and the Other is seeping through. Pick
two areas at the edges of the battlefield - these areas are
THE STARS ARE RIGHT - The connection between damaging 2. At the start of each round, every adjacent area
you and your patrons is stronger here, and you can exploit it if also becomes damaging 2 until the battlefield is completely
you’re brave enough. A player may make an additional action taken over by fae thorns, grasping tentacles, withered
of any type on their turn, but take BLEED 5 after the action hands, chattering doll heads, choking brimstone etc.
is complete if they do so. Making a successful SHOOT or STRIKE action against an
encroached area will remove this effect from the attacked
HUNGER - Your patrons cry out for sustenance. If a player area.
doesn’t inflict damage on their turn, they discard 2 cards
from their character deck. INFESTATION - Your adversaries are filled with
supernatural weirdness - alien insects, demonic wisps, or other
PORTAL TO THE UNKNOWN - One of your allies swarms of horrors. When an non-mook adversary is taken
has abused their connection to their patron, and weird creatures out of action and at least one other non-mook adversary
emerge from the darkness around them. Each player draws a remains standing, it is replaced with two of the following
card at the start of the battle. The player with the lowest adversary:
card (scars break ties) has abused their powers. At the end
of each of their turns, a mook-level adversary appears in Swarm of Chittering Horrors (mook)
their area. They (or an ally) can suppress this effect for one S:1 W:1
round with a successful USE action.
Proficiency: None
MEMORY HOLE - Ever since you let a cosmic intelligence Range: 0
occupy your brain, your memory has started to fail you. At the
start of the battle, discard 5 and give the top card from Damage: Burning stings. R:1 B:1
your deck to the player on your left. They write a story BOOST: None
on the card that has recently affected your character, but
that they have no memory of. Shuffle the Memory Hole Wound: Discard 3
card into your deck without looking at it. When you play
the Memory Hole card, it functions as a story card, and:
immediately gain an additional fate relating to the story. ENERVATED - Your patrons suck the life out of you, and
This fate must be resolved to advance, as though it was one you need to claw it back out of your adversaries. At the start of
of your normal fates. the battle, discard 20. When you inflict a wound, heal 7.

INVERSION - The laws of space and time start to bend


under the weight of your patrons’ influence. GM: at the start
of round 4, tell the players the full details of this twist. At
the start of round 5, all players swap their discard pile and
their character deck.

83
Twists by Core

WARRIOR
SNIPERS - Unseen snipers lay down covering fire on the WALKING WOUNDED - This war has been going
battlefield and punish any character who breaks cover. Pick on too long, and injuries are commonplace. At the start of the
three areas of the battlefield that the snipers are covering - battle, each player must choose - scar a card, or discard 15
these areas are Challenging 4. The snipers are out of range cards. If the scar would kill them, re-draw.
and well-hidden, so the characters will just have to endure
them until the fight is over. RUNNING DRY - The characters are running low on
ammunition. Every shot might be their last. When a player
CUT OFF THE HEAD - An important enemy is in this plays a FACE card on a SHOOT action, they are out of
group, and reinforcements fill the area until they’re taken care ammunition. Until they find some more (with a USE action
of. Pick an adversary character; they’re the captain, the on a stockpile or dead adversary), they may not make
leader, battle-chanter, or whatever. Until they’re taken out SHOOT actions. Even once they resupply, the effect of
of action, a mook-level adversary will enter the battlefield RUNNING DRY persists.
at the start of each of their turns.
ELITES - These are the big guys; the top dogs. Best be
BOMBARDMENT - This area is under heavy artillery careful. Every adversary in this encounter increases their
fire, and massive projectiles smash down at random into the proficiency value by 1.
earth, but you’ll have to try and fight your way through. At
the start of each round, the GM designates an area that’s AMBUSH - The characters are caught unawares, and find it
under fire, and draws a card face-down. One player in that hard to defend themselves. Every player character fills their
area should try to guess what suit the card is. If they guess stamina up to half their maximum (instead of up to full),
the right colour, they can move the bombardment to a rounding down, at the start of the battle.
connected area. If they guess the correct suit, they can
place the bombardment anywhere they please. If they’re
wrong on both suit and colour, the bombardment stays
where it is. All characters (player and adversary) in an area
under bombardment take 3 damage.

TERRIFIED - Days of fighting have broken the spirit of


the characters, and every engagement could be their last. Fear
fills them. Any area occupied by an adversary becomes
Challenging 2, unless it’s already higher.

84
WILD
BITTER COLD - The cold saps your strength, and your WILDFIRE - Something has set the trees ablaze, and the fire
limbs feel leaden. At the start of the battle, discard 6. At the is already out of control. At the start of the 3rd round, pick an
end of a round when you make a STRIKE or MOVE action, area at the edge of the battlefield - this area is now On Fire
take 1 damage. Fighting in an area with a source of heat, and is Damaging 1. At the start of each round, the following
such as a fire, can negate this penalty - stick in a few areas things happen to areas that are On Fire: they increase their
with heat sources. Damaging rating by 1 to a maximum of 4, and all adjacent
areas gain the On Fire quality at Damaging 1. A USE action
SCORCHING HEAT - The land shimmers ahead of puts out the fire in an area (we recommend using stacks of
you, and you feel the sting of heat on your skin. Pick 3 areas tokens to represent the fire).
of the battlefield that offer shade. Every other area of the
battlefield is Damaging 1. INSECTS - Insects swarm over the battlefield, stinging and
biting, making it impossible to focus. Pick an area that contains
HUNTERS HUNTED - Wild animals and stranger the swarm; this area is Damaging 3. At the start of each
things besides crawl out of the undergrowth, looking for prey. round, move the swarm one area in any direction.
At the start of each turn, draw a card. If it’s black, nothing
happens. If it’s red, deploy a mook-level adversary on
the battlefield as a ravenous beast emerges. If it’s a FACE
card, deploy a troop-level adversary on the battlefield as
a dangerous creature enters the fray, and draw no further
cards for this twist.

THE EARTH CRACKS - The soil and rocks beneath


your feet quake and crumble. During this battle, the GM picks
an area every turn - this area becomes Challenging. If the
GM picks the same area a second time, it collapses. When
an area collapses, all characters in the area take a wound
and are moved to a connected area. The area remains
Challenging, but characters may not end their turn in a
collapsed area.

85
86
RUNNING THE GAME
Every player in Unbound has a character; for the
players on the other side of the table, taking control of
the heroes of the story, they’re brave knights, cunning
mages, down-on-their-luck vampires or a band of
dashing and charismatic space pirates. (Or whatever
this adventure happens to be about.) Your character is
a bit different - your character is everything else in the
world, and the world itself.

You’re in charge of every non-player character - the years spent GMing pretty much every week, and we’re
allies, the adversaries, love interests, rivals, recurring going to distill that experience down into some useful
foils and beloved companions. You direct the action, advice, so if you’re interested in becoming a better GM -
cutting between and establishing scenes as you go. You no matter what your system is - then odds are you’ll find
fill the world with threats, adventure and challenges for something of use to you in this chapter.
the player characters to run headlong into and, maybe,
overcome.
But here’s where things change from most other THE CORE MECHANIC
roleplaying games we’ve read - when we say you’re The core mechanic of Unbound - each party drawing
playing a character, we mean it. When the players leave a card, and the party with the higher card winning the
the table between games, do they do any work? Do they stakes of the conflict - is pretty straightforward. Your main
prep adventures? They don’t! They just rock up, week after job as a GM is to make it exciting, and allow the players to
week, and improvise their way into, and out of, trouble. make it exciting too. Every time a player draws a card, the
That’s what you’re going to do, too. We’ve written world is changing as they exert their will on it, so - don’t
Unbound so the players have as much of a stake in the draw a card if nothing significant will change from the
world as you do, and almost as much control. You can turn outcome, and when you do draw a card, make it mean
up and run a game without any prep, without trying to something. Change the world around the players and let
box the players into pre-ordained situations, and without them feel their impact.
getting frustrated that your players aren’t following your The other job you’ve got is controlling what’s possible
plot. in your current adventure, and how difficult things are.
In other words: this is going to be easy. And when There are no set difficulty values in Unbound because each
running a game is easy, you can focus on the fun. adventure is different, and while in one adventure about
deviant cyberpolice in overclocked power armour, kicking
down a front door might be of no consequence (and, no
doubt, happen several times as part of every scene), in
LOOK BEHIND THE CURTAIN another adventure about - say - tiny mice trapped in a
In this section, we’re going to talk about how the game normal-sized human house, such a monumental challenge
works, how to squeeze the most out of the system and could form the basis of an entire session. All difficulty is
why we made the design choices we made. If you’re not relative.
planning on being a gamesmaster, feel free to read through
You’re in charge of the tone of the game, so if a player
anyway - Unbound is a game with shared narrative
attempts an action that their character simply cannot
responsibility, and you’ll only benefit from learning these
perform, its up to you to maintain that tone by asking
tips and tricks.
them to switch out their action for a different one.
Hell, even if you never run a game of Unbound (though
you should) we’ve got the combined weight of twenty-five

87
ADVENTURE CREATION This doesn’t have to stay in adventure creation alone -
you’ll be doing this all throughout every game as you and
ASK QUESTIONS the players build the world together as you go.

The questions outlined in the cores and traits are


designed to make the players flesh out the world and
design it as they build their characters. But they’re not in DON’T TAKE NO FOR AN ANSWER
charge of the world - that’s your job. They just get to make Some players are scared of putting forward ideas for
the thing. You drive and steer it when they’re done, and as fear of looking foolish - and that’s okay, because we’re
they describe it, it’s your job to direct them to make a rich trained by society to never put our neck out unless we’re
and exciting world that everyone’s eager to explore. absolutely sure of something. But this is a safe place to play
Any time a player says something, that’s your chance around with ideas, so if a player gives you a weak answer
to steer the creation process by asking them a question. or tries to dodge a question, keep asking questions until
So let’s say that a player establishes a Thieves’ Guild in you get something exciting out of them. There’s a story
the adventure; you could ask the some of the following inside every character, and it’s your job to track it down
questions: and make it happen.

“Are these guys with or against you?” So for example:

“Are these the sort of thieves who have a heart of gold, “What have you stolen from the thieves’ guild?”
or the sort of thieves who steal metaphorical hearts “Nothing.”
of gold from poor orphans and flog them on the black That’s not going to make any stories happen on its own.
market?” So follow it up:
“What’s their biggest recent score?” “Great - how have they managed to scare you
“What’s their calling card?” into that?”
“What have you stolen from them?” “Great - what’s the name of the person you respect in
Even better, load your question with a statement the guild enough not to mess with them?”
beforehand. This lets you cut past wooly answers, and get
the chance to tell stories that you’re excited about.
“Great - everyone else has, so what marks you out
as special?”
“This Thieves’ Guild wants you dead - why?”
Note that we’ve put “Great” at the start of each
“There are loads of Thieves’ Guilds in this city - what sentence, up there. This is because it’s a thing we actually
makes this one special?” say when we do this (or “cool,” or “awesome,” or “I like it,”
etc) but also because it’s a good way to give what a player
“The Guild recently stole the Eye of Kamoor, a valuable says weight.
diamond. Did you help them?”
Of course, you might just be hitting against something
“The police have started a campaign against the guild. that the player isn’t at all interested in, in which case
Why’s that?” you shouldn’t push them for an answer, and work out
something else. Which brings us to…
If you can’t think of a useful question to ask, or a
statement to preface it with, try the following template:
“Most [whatever the player came up with] round here are
[some vague descriptor] - what makes this particular one SET LIMITS
special?” You’re in charge of the game, so if you have a particular
“Most bodyguards in this part of the hive are bio- vision for it, you can discuss limits with the other players
(and they can suggest them, too). If you want a gritty,
augmented - what makes this one special?”
low-magic fantasy campaign, you could say - “No high
“Most of the trees in this forest are filled with all kinds magic, no comedy characters.” If you want a sci-fi crime
of life - what makes this one special?” caper, you could say - “Everyone’s an alien aside from one
character who’s a confused human, and everyone’s just got
“Most of the rooms in this house are heavily defended - out of space prison.” Maybe you want to set a saga in your
what makes this one special?” favourite fictional universe, or maybe you just want to see
what the players can do if they all play bears. Go for it!

88
(The players can do this, too; but you have ultimate HIT THE GROUND RUNNING
authority over adventure decisions.)
When the game starts proper, don’t wait around for the
You can also use this to set limits around things which fun to begin. It’s tempting to spend a session establishing
make people uncomfortable, such as “No animal cruelty” events, showing the characters going about their ordinary,
or “No drug use in game.” Remember, you’re all there to day-to-day business, before inverting the status quo with
have fun, and if someone’s not having fun, you need to the actual exciting part of the game. So skip to it; you don’t
address that. need to establish what “normal” is, because you just spent
a session talking it through. Find the most exciting thing
Or maybe you’re tired of seeing certain backgrounds,
that can happen and have it happen as an opening scene.
so you could say that there’s “No lone wolves,” “no they
What tensions are at work? What villains do you need to
wiped out my village,” and “no-one without at least one
introduce? What fates can you fulfill in the very first hour
personal connection a crime lord could use as leverage.”
of play? Start with momentum.
Like asking questions, this continues beyond the
adventure creation section - you’re in charge of the tone of
the game, as we said, and that encompasses all this. (And
YOU’RE GOING TO LEAVE THINGS BEHIND,
tones can shift, too, as you play, and as members of a group
AND THAT’S OKAY
get to know one another.)
One of the things we’ve done entirely on purpose with
Here’s a useful phrase to say when you want someone
the world and character creation is set it up so you’ll end
to change their input: “I don’t want to tell a story about
up with too much stuff - even if you’ve got loads of pages
that.” Remember - nothing is sacred, and you’re all people
of A3 covered in notes and ideas for adventure, by the end
having fun at a gaming session, and the story itself is
of session three (generally) the group will have worked out
something that doesn’t really exist. Everything can be
what the story’s about and where the focus lies. You’ll have
undone, retconned and redone until the group is happy -
to leave stuff by the wayside - plotlines, unexplored story
character motivations and actions are not the be-all and
threads, characters, and maybe even entire factions.
end-all of roleplaying.
And that’s fine. Having too much is better than not
One player decides that their character, a dangerous having enough. If the group is really enthusiastic about
bounty hunter, is frustrated at an informant’s part of the world, odds are they’ll plug it into their fates,
insincerity and abuse, so they kill them. Another so they’ll steer the group towards playing through it. Also,
player says: “I don’t want to tell a story about killing if you end up having to sideline something cool, you can
always come back and explore it with new characters for
largely innocent people. Can we change that?” your next adventure.
“Okay,” says the bounty hunter’s player, “but I still
want to let this guy know I mean business.” ABUSING TRUST
The point of this narrative control is to allow “I don’t want to tell a story about that” is a
redefinition of details, not to pull out whole story powerful phrase. It’s a safe-word, give or take,
that establishes that the game has taken a turn
threads. The group takes a step back and examines that you, or one of the players, isn’t interested
what’s happening - the bounty hunter wants to get in exploring. Generally, when it happens,
mean on this guy and exert dominance over him. it’s due to a lack of communication between
That’s absolutely fine. players, and if we assume that all people
are basically decent and want their gaming
“How about you take something from him?” says the companions to have fun, it’s all pretty easily
other player. “Like his car?” chips in a third player. smoothed out.
However, this trust brings with it some
“Yeah, sure, I like that. I need a new car.” They retcon responsibility. If you find a player exerting
the previous description, and instead the bounty control over the narrative to favour their
hunter screeches off in the guy’s souped up ‘76 Impala character’s motivations or further their own
as the informant chases uselessly after him on foot. agendas, that’s not what it’s for; talk to them
after the game and try to get things sorted.
Every group is different, so it’s up to you to establish a And if people are continually asking for
space where you ride the balance between telling a story the narrative to change, maybe it’s time to
that everyone’s interested in that doesn’t upset, irritate, or reframe the narrative entirely, or maybe they
bore other people in the telling. need to find a group that they gel with.

89
CHARACTER CREATION
READ THE RULES Don’t say “oh, you have to pick this power because it’s the
best one for your character,” but make suggestions for
As the GM, you have the job of teaching the other
stuff you might think is useful.
players how to play the game. Unfortunately, you’ll have
to do this while they’re all arguing over who gets to use the (And, as ever, get descriptive! Sell the powers, the roles,
book to make their character first, and explain some fairly the twists to the players as though they were investors and
complicated concepts to several people at once who are all you’ve just run out of money. Get the players excited to
interested in different parts of those concepts. play. Which brings us to…)
Take a read through the character creation section
to get an idea of what the different cores, roles and traits
do - and also what keywords and powers mean, so when a HELP THE PLAYERS MAKE UNIQUE CHARACTERS
player asks “What does [Limited 3] mean?” or “What’s an
Unbound demands a lot from the players during
escape move?” you can answer them without having to
creation - for one, there’s no setting other than what
flick through the book to do so.
they establish, and for two, the character options are
Also, if you know the rules, you can make people aware deliberately bare-bones when it comes to fluff.
of what sort of tactical impact their decisions might have
It’s up to you to help players fully realise their
when it comes to battle scenes. If a player envisages their
characters - to make exciting decisions about who their
character as a tank but picks ranged damage powers, they
character is and how they do what they do. For example:
might have a hard time playing them as they imagined.
Unbound has no rules for weapon damage, because we

90
didn’t want to limit players when they describe what they SCENES, STORIES AND EXPERIENCE
get up to in combat. So using improvised weapons is just
as valid as using a specially-crafted sword, in mechanical This section is more for players than the GM, but we
terms, and a thrown rock does as much damage as a stuck it in here because that’s where it made sense for it
gunshot. to be.

Which means, depending on your adventure - the Fates are how characters grow, change and gain
Deadeye could use a gun, for sure. That’s fun, and there’s a experience in Unbound - they’re the closest thing we have
lot to be done there. But maybe they’re a hunter character, to experience points. We like them, because they not only
and they have a hawk that they’ve trained to make attacks give players a measure of control over the game’s plot (as
at range. Maybe they throw their soul forward out of their they’ll steer towards pre-defined scenes, which takes some
body and attack with ghostly copies of themselves. Maybe pressure off the GM) but that they allow players to perform
they spit hexes and curses that wither their foes. Maybe for each other. When the group says “I want to see your
they have a swarm of attack drones; maybe they summon character do X,” the player can give it their all during the
genies, or undead abominations. scene and not worry so much about hogging the spotlight,
because the other players have asked for the scene to
Ask a player about their character’s weapons, their happen ahead of time.
fighting style, their armour, and how they do their job. Is
the Warden psychically shielded? Is the Brawler a shirtless
muscle mage? Is the Striker using a shotgun, rather than
a melee weapon, for her STRIKE actions? Is the Protector THINK LIKE A DIRECTOR, NOT A PLAYER:
actually five different nuns, working in concert around ENCOURAGE CHANGE
their leader the Sister Superior? It’s hard, sometimes, to separate out your own
And, of course, this extends past combat. When you motivations from your characters, and when given the
ask questions of players, weave their characters’ pasts chance to frame a scene, some players look to this as an
together, and cement them into the world. Never stop opportunity to let their character excel at something
asking questions, and never stop using the answers to they’re already good at.
make a stronger world. We’re going to be honest: that’s kind of boring. So
when you make scenes, both for yourself and others,
think about what sort of scrapes you’d like to see the
character get into. Take a look over their backstory, as it’s
been mentioned so far, and pick out strands that interest
THEY KILLED MY FAMILY!
you. Are there conflicts that you want to see explored, or
Players love it when their characters have resolved? Is there something the character is definitely
dead parents, siblings, children, nephews, terrible at, but you want to see them try? Is there a
goldfish, etc. It’s a really easy way to establish direction, a change, for a character, that you’re interested
a dangerous, revenge-filled on-the-edge loner in exploring?
renegade, but it’s also a bit rubbish when it
Pitch it as a scene. Don’t be afraid to take characters
comes to trying to introduce NPCs because
out of their comfort zone - in fact, really, you should
they’re all dead. So: if a player refuses to have
always look to push characters outside of their comfort
living family members, adversaries, allies, or
zones, because that’s what makes for a good improvised
goldfish, try to talk them out of it. And if you
story. When people are forced into uncomfortable
can’t talk them out of it, work out who isn’t
situations, they change, and change is pretty much always
dead, and connect them back to the character.
more interesting than no change. (If a character hasn’t
Or resurrect their dead nephew as a shambling
developed in some way by the end of the scene, either
atrocity! That’ll teach ‘em.
through some kind of change or the group learning
more about their backstory, then it’s probably not a very
interesting scene.)

91
LINK TO EACH OTHER, AND THE WORLD But, be aware: if you define both ends of a scene, you
lose out on the joy of improvisation. So “Your boyfriend
Internal conflicts are great, but you can help paint the
arrives, confronts you about your lies, and then destroys
world by getting scenes that link to it. Has a character
your bar” is maybe less interesting to play out than the
mentioned an old mentor, a bitter rival, an adversary, a
two alternatives because the arc of the scene is already
lover, a romantic connection? Have they said that they
sketched out.
own a building, or run a gang, or manage a business?
Re-use as much as what’s already been said as possible, LATE PLAYERS
and fold things back in. Work out how characters relate to
Sometimes it’s fun - or necessary - to add in new
the existing structure by throwing them into scenes that
players to a game midway through a adventure. With
explore it.
Unbound, this can be challenging, because those
players who were present from the start have a massive
investment in the setting - they made it! It can be difficult
BE OPEN-ENDED, OR NOT for new players to break into that structure.

There are lots of ways to frame a scene, and none of By using their fates, you can help cement them into the
them are the right or wrong way. You can set up the start, game as quickly as possible - how did they meet the other
such as “Your boyfriend arrives and confronts you about characters, and what sort of trouble have they all got into
your lies,” which gives us a good idea of how the scene in the past? What’s their motivation for taking part in the
starts, but not how it ends. You can set up the outcome, overarching story? How do they prove their loyalty to the
such as “Your bar is destroyed,” which shows us how the cause, or not?
scene ends, but not how it begins.

92
MOVING ON the adventure, and then get in serious trouble. The aim
of the scene is intact, even if the way that it was initially
We’re not all perfect, and one of the problems with
imagined has changed.
writing down scenes ahead of time and then improvising
your way through them is that situations can change fairly Lose it, get a new one. We’re not perfect, and sometimes
rapidly. Maybe you’re keen to have a scene where your things just don’t fit with the tone and aims of a game and
character is confronted by their fear of drowning, but the the characters within it as it develops. If a player really
adventure ends up taking place in the desert, or space, or isn’t excited about exploring a scene, and the rest of the
on an airship. Maybe you want to explore the tensions in table can’t think of a fun way to frame it in the game,
your home town, but the party leaves your home town there’s no shame in ditching it and replacing it with one
behind halfway through the session. that makes more sense. But - use this sparingly! There’s
a lot of fun to be had in working out why something’s
You’ve got two options, here:
happening rather than getting rid of it and trying to find
Make it fit. Relocate, reframe, adjust and mess with something fits perfectly.
the scene until it makes sense. If a player wants a scene
where they defend their family, but they end up miles
away from their family home on an adventure, get in touch
with their character via messenger or phone or letter,
explaining that their family’s under threat and see how
they deal with that. Or bring the family to them, as the
villain kidnaps them and uses them as leverage. Or have
their two daughters arrive on the scene, eager to help on

93
TWISTS AND FACTIONS
TWISTS AND FACTIONS ARE YOUR CHARACTER character thrown to the ground, and winded? Are they
stabbed in the shoulder, or knocked about and dazed? Is
You know how excited some players get when they
there bleeding, lost teeth, broken ribs?
make a character? This is an attempt to give you, GM, that
same kind of excitement when a game is happening. Try Get descriptive, but remember what stamina and
not to think about what fits the campaign best, or to stay wounds mean in practice - rather than in theory - differs
limited to the core that the players have chosen; go with with every adventure, and indeed every character. Maybe
the powers that put that trademark “GM glint” in your one character is a regenerating super-soldier and another
eye when you read them. There’s no reason why your is a plucky street kid - that super-soldier can take bullets to
characters can’t be just as cool as the player characters; go the chest and shrug them off, but the street kid might get
wild, and get enthusiastic with it. taken down with a backhand from the villain.

GET THE PLAYERS INVOLVED


To briefly flash back to the Asking Questions bit above:
that’s the time when you’ll be making your bad guys, your
antagonists, your big bad evil guys and girls, your cosmic HOW DO I HANDLE DIFFERENT POWER
horrors, your tensions that pull at the loyalties of the LEVELS IN THE SAME SCENE?
players. When a player mentions someone that you’re keen
In a word? Narratively. There’s no weapon
to have as an antagonist, start asking questions of everyone
damage in Unbound, and all characters
at the table so you sketch out the villains together.
have the same amount of “hit points” (their
Which means, ultimately, when the lunatic barbarian character deck), so when the adversaries
space reavers and their packs of rabid hunting cyber- attack the super soldier, it’s all bullets and
pitbulls smash into the side of the player characters’ regenerating limbs and buckets of gore, but
elegant spaceship, not only are the players excited to see when they attack the street kid it’s near-
things that they’ve invented come into play, it’s also kind misses, grabs and holds, lucky escapes and
of their fault. bloody noses. How you choose to describe
damage is up to you.

SCARS, DAMAGE AND DEATH


THE DIFFERENCE BETWEEN STAMINA AND WOUNDS
We wanted to move away from normal “hit point”
systems, and do something a bit more cinematic and DEATH DOESN’T HAVE TO BE DEATH
interesting. So, to re-iterate:
Or, in other words - when you draw an Ace after losing
When a character loses stamina, that’s not a serious hit. all your cards, it doesn’t mean that your character is
Stamina represents a character’s skill at evasion, defence, automatically going to die. What it means is that they’re
protection and battlefield control, so if an attack only going to be written out of the narrative as it continues,
knocks off stamina, they’ve probably parried it, or dodged and that affords you a lot of room to manoeuvre. Instead of
it, or rolled with it to such a degree that it isn’t a major dying, a character could:
concern. Their cover gets torn up, and dust flies into the
air, but they’re okay for the time being. Feel disheartened enough to quit, retire into NPChood,
get intimidated into giving up, lose their faith, get
When a character takes a wound, on the other hand
- in that they suffer damage when they have no stamina permanently lost or captured, sustain a career-ending
remaining, or through the effects of a special adversary injury, find love and give up adventuring, defect to the
power they take a wound automatically - then it is a adversary, fall off a massive cliff and out of shot, suffer
serious hit. Describe in detail what happens - is the a moment of horrendous guilt and break down in
94
tears, go utterly insane, become controlled by a demon make the next adventure you play take place before the
parasite, be transported to an alternate dimension, current one, exploring the early lives of all the characters.
permanently transform into their druidic beast form
and never be able to return to civilised society, etc.
MAKING A NEW CHARACTER THAT FITS
In fact, it’s possible to completely remove death from
WITH THE ADVENTURE
your game, if that’s not a story you’re interested in telling.
Plus, characters who are out of the plot but not dead can When a character’s written out of the story, their
return in a future adventure, which is always fun. (Unless player will have to make a new one; work with them to
you’re playing a superhero adventure, in which case, you determine who the character is and what they do. Unlike
can come back from the dead as many times as you want making an adventure, though, they should try to stick as
assuming you’re still shifting copies.) closely to the existing background as possible to help them
gel with the ongoing storyline.
While the start of an adventure might be the perfect
DEALING WITH BEREAVEMENT time to create, say, a group of shadowy kick-ass monks
Death is unlikely in Unbound, but it’s always going to with the power to enslave and control evil ghosts, it’s a bit
come as a surprise - there’s a one-in-thirteen chance every much to drop it in the middle of the story - maybe even if
time a character is taken out of action that it’s going to it’s the kind of story where, with proper planning, ghost-
happen, give or take, and the more scars that a character wrangling kung fu masters might sit comfortably alongside
takes, the more likely it is that they’re going to have to the existing narrative.
retire next time they run out of cards. Instead, try to explore and expand upon the content
Is death permanent in your adventure? We prefer it that’s already been created - you can even use existing
to be permanent in ours, otherwise “killing the villain” characters, if you’d like, by taking an NPC and giving them
doesn’t have quite the impact it often needs. But maybe player character stats. By re-incorporating stuff that’s
you’re playing a transhumanist adventure where the already been established, you lend weight to the story.
characters are consciousnesses uploaded to cybernetic
meat-puppets; maybe everyone’s a zombie or a vampire
already, so revivification is par for the course; or maybe KEEP SCARS INTERESTING AND RELEVANT
it’s as simple a matter as finding 5,000gp and a suitably
high-level cleric. Or maybe, as outlined above, you’ve Don’t let players come up with scars that are boring,
just decided that death isn’t going to be a thing in your bland or ineffectual. Every time that card comes up, you
adventure. want them to be wincing and describing how their injury,
fear, loss or shame is hampering their performance - or
Generally, if you want to bring a character back from how they power through and succeed. For example, the
the dead, it seems like an exciting enough thing to warrant scar “Goblins ate my leg and now I have a wooden one
several dramatic scenes to do it (and maybe a battle, too). which goblins will hopefully not eat” - if a player uses it to
We’ll leave it up to you to decide. succeed against the odds on a STRIKE action, they (or you)
But, in most games, death will be the end. And that’s can describe how they falter on their damaged leg but just
okay; what’s important is to die well. If a death feels so happen to come in under their opponent’s guard. If they
arbitrary, if a character had unfinished business, if fail on the STRIKE action, then they have a good excuse as
their passing is something of a frustration rather than to why that oversized bugbear is now about to crush their
completion, give them a break. Let their death mean companion into paste.
something; let them stay behind to hold off the horde Make scars nasty. “Mild cough” is pretty dull, but “gas-
while the other characters escape; let them bring down ravaged lungs” sounds awful, and helps cement the setting
the villain; let them reveal a secret that changes the game and the actions of the characters in their decks. Similarly,
world. “in trouble” is boring, but “Sergeant Steele has it in for
And, of course, because this is Unbound, you can always me” gives the GM a recurring villain.

95
STAKES
MAKE FAILURE AS INTERESTING AS VICTORY
The first few times you run scenes in Unbound, you’ll
forget to establish stakes. That’s fine - we did it too. But IS DEATH A GOOD STAKE?
they’re so, so crucial to having a fun time with the system
that we can’t stress enough how important they are. Yes and no. It’s a great stake if you’ve built
up to it - if this is a grand battle, an epic clash,
When you set up the stakes, you step back from the or your characters are fighting for something
cut-and-thrust of the game for a second and talk to each that’s so incredibly dear to them that they’re
other as players. No longer bound up in trying to further willing to give their lives to defend it. But it
your characters’ agendas, you can look at the game as a shouldn’t be your go-to stake, because if every
narrative exploration rather than a challenge. character dies, that’s probably the end of your
So let’s say, for example, the player characters are adventure. (But, then again, that depends on
venturing into an ancient cave complex to uncover a your world.)
lost civilisation. They’re being raced by another team
of explorers, equally keen to uncover the secrets of the
caverns, and they come upon a mob of screeching, bat-like
automatons made from what seems to be living crystal. It’s
time for a battle.
The standard stakes for a battle are: “If we win, we NO BATTLE OR DRAMATIC SCENE TAKES PLACE
kick the snot out of our opponents. If we lose, they kick FOR ITS OWN SAKE
the snot out of us.” Which is - let’s be honest - boring. The
Every time a card is drawn to start a scene, stakes need
players get nothing for winning other than the mechanical
to be established. If you can’t think of good stakes for both
satisfaction of doing so, and failing doesn’t advance the
winning and losing, skip the scene. Make it freeform; talk
story at all. Here are a few alternative suggestions:
through it, tell the players what happens, and move on.
“If we win, we’ll overtake the other team of explorers. This isn’t a failure on your part; there’s a whole imaginary
If we lose, they’ll get to the important find first.” world to explore, and sometimes you can’t come up with
“If we win, we can make camp here and establish a exciting contingencies for a randomly selected part of it.
base. If we lose, we’ll get driven off and have to evade the The characters are sneaking into a government-
guardians for days.”
controlled base. This is the sort of thing that normally
“If we win, we’ll find out something exciting about calls for a dramatic scene… but when it comes
the history of the underground network. If we lose, we’ll
to stakes, you can’t come up with anything that
trigger an ancient curse.”
doesn’t sound arbitrary (“you fall down a hole!”),
“If we win, we’ll be able to repurpose the bodies of the uninteresting (“you spend four hours crouching in a
guardians into dangerous weapons and explosives to give
us an edge. If we lose, our rivals will ambush us and take us
vent waiting for the guards to move on!”), or tedious
captive.” (“you have another battle before the proper battle
you came here for, extending this section of the game
When you establish stakes, you and the players talk
about the way that the story could go - one way that’s by two hours!”), or likely to end the narrative thread
good for the characters, and one way that’s bad for them, there and then (“you all get imprisoned on federal
but crucially both ways are interesting for the players to charges and thrown in jail!”).
explore.

96
(Not that there’s anything wrong with those stakes, immediately” and your losing stake is “we get driven off
if you can sell them, and if you can help the players and have to find another way in.”
make them interesting. But for this example, let’s say Which means: you’re getting inside the temple, win or
you’re not feeling any of them right now.) lose. There’s almost no reason to have the fight; if you win,
that just skips the description of finding an alternative
You’ve got a couple of options, now: you can discuss route. There’s no teeth to the stakes, nothing really at
it with the players and see what they think might threat. So, instead, if you’ve made up your mind that the
happen if they’re found out. Maybe one of them has an heroes are going to get inside that temple no matter what,
change what’s going on inside: if they lose the fight, they
excellent idea you never even considered. still power through, but the villagers are sacrificed. If they
Or you can just say that it happens, throwing in lose the fight, they still get inside, but the head of the cult
escapes justice. If they lose the fight, they gain access, but
colour and detail as normal, describing them sneaking
word of their failure spreads and someone accuses them of
through the base, asking the players questions about being allied to the cult.
how their characters are doing it, setting the stage for
later challenges, and so on.
WHAT IF THE STAKES CHANGE?
It’s possible that, halfway through a scene, the stakes
GET MEAN
change - for whatever reason, the established ones just
Work out what’s important to the player characters and don’t make sense. It’s okay to change stakes, but be careful,
try to take it from them in the challenges they face. Does and discuss the situation with your players to get a handle
one player spend ages describing her character’s bar, all on the situation as it develops.
the patrons, the kinds of elven honeywine she serves, etc?
Put it down as a stake in a conflict.
Pride, professional reputation, the safety of friends/
family/allies, possessions, sanity - there’s a lot you can
take from the characters. The fun part, too, is that the
players want you to.
Think of it this way: when you watch a film, do you
want the characters to have an easy time of it, never get
challenged, and never face hardships? No! You want to
see them messed up - humiliated, beaten, bruised, wrong-
footed and outsmarted, because then you can cheer them
on through adversity; you can root for them. Your players
should feel the same way about their characters.
So get nasty, get creative, burn bridges. Unless you try
to destroy the world you’ve built together, the heroes are
never going to get a chance to save it.
Sometimes, it’s easy to come up with stakes for one
side of the battle, but not the other. Maybe your winning
stake is “we get access to the evil cult’s secret temple

97
98
PLANNING THE ADVENTURE
...DON’T FREEFORM SCENES
Ever read a horror story on the internet about a group
of players “breaking” the campaign because they act in a LET THEM HAPPEN
way that the GM couldn’t predict, and the game goes on Not every scene has to have drama in it, or mechanics,
hiatus, or ends completely, while the GM frantically works to make it interesting. Sometimes you need a scene to set
out what’s going to happen? You don’t want that to occur. up the next one, to wrap up loose ends, or to offer players
There are two ways you can counteract this. On one a breather after an intense dramatic or battle scene. Good
hand, you can plan for every eventuality, expect every stories have high points and low points - sometimes they
move the players are going to make, and be prepared to rattle along at breakneck speed, and sometimes they slow
shuffle things behind the scenes once in a while when down and examine things in detail.
the players outfox you. On the other hand, you can refuse Freeform scenes are a great way to establish character,
to plan at all - you can have ideas, sure, you can have too; when we step back from dramatic scenes, we lose the
enthusiasms, you can be excited for things, but if you sensation that there’s a way to win and lose the stakes,
never plan for something in particular to happen, you’ll and characters can often relax and be themselves - and
never be thrown off when it doesn’t. even admit to foibles, play to their weaknesses, and learn
To get all Ancient GM wisdom on you - be like a reed something about the way they act, too.
in the wind: bending, unbroken. We’ve set up Unbound You’re in charge of the imaginary camera that’s filming
so that the overarching plot of the game is determined your imaginary story, so you need to know where to point
at the start of the adventure, and players will frame their it. When you feel like a freeform scene has run out of
own scenes in an attempt to level up their characters, so steam, move on to the next interesting thing that happens
you barely have to plan at all. In fact, if you do precisely as in the world. You can skip forward in time, if you’d like, or
much prep as your players do every week - who just turn just interrupt the scene with a dramatic one or a battle.
up with smiles on their faces and look to you for adventure
- then you should be fine.

FRAMING IS IMPORTANT
BUT IF YOU REALLY WANT TO… The scenes that players have made up for themselves,
and each other, are a great way to play into freeform
Here are some things you can do, if you’ve got an itch scenes because they provide structure. A freeform scene
to create stuff when you’re not at the gaming table: can waver a little if there’s no end-point in sight, but if one
Source images to represent areas for battle scenes or player has asked that their character’s scene is played out
during it, there’s something to work around.
as inspiration in dramatic or freeform scenes, or to
represent NPCs and adversaries; write up the setting For example: a scene where we meet a character’s
family might drag on unless you can find a way to say what
as it is, and create updates detailing the actions of
you want quickly, establish characters and move on. But if
the characters and factions at play; pick out some that same series of events precedes the scene “My beloved
collections of interesting adversaries for the players family is threatened,” then the whole thing becomes
to fight; work out your faction motivations, and how charged with potential. At some point, the family is going
NPCs will react to player actions. to come under threat, and you can lead towards it and
hint at it throughout - and cut to a new scene when the
time is right.

99
CUT TO THE CHASE leaves them stunned and confused, or have someone open
it from inside, etc. These are competent characters - when
Sometimes you, or one of the players, just has a great
something goes wrong, it’s usually the result of outside
idea for a scene, and everyone’s really excited about
interference or unexpected problems rather than a flat
watching it play out - so skip to it! If something feels like
inability to perform the task at hand.
preamble, or a formality, then reframe it as a freeform
scene and talk it through quickly. Dramatic and battle If it helps, think in cinematic terms; the focus of the
scenes are there to lend some uncertainty to proceedings game is like a film camera, so we should strive to have
and take the story in some exciting directions, but if you everything that it “sees” either establish character or
already know what that exciting direction is, take it and advance the narrative. If we can gain something from
keep moving. seeing a character struggle and fail to climb a wall simply
because they’re not good enough at climbing, that’s a fine
resolution to a challenge, but if it doesn’t seem interesting,
it’s not useful to us.
BUSINESS AS USUAL
Dramatic and battle scenes should represent a
challenge for the player characters, so if something
HANG ON, THERE AREN’T ANY RULES FOR NPCS
wouldn’t necessarily be a challenge for them - if it’s part of
ACTING
their established skill set - there’s often no point breaking
out the cards. If you’re playing a clan of ninja, for example, That’s right! You don’t need any. When an NPC acts in
sneaking into a building wouldn’t pose a problem - it can a dramatic scene, they don’t draw cards - they just do what
easily be a freeform scene. If you’re playing a clan of raging you want them to do, as suggested by the tone of the game
barbarians, however, that same scene would present a and the scene as it progresses.
massive challenge, and failure would be interesting.
If you’re interested in seeing what happens if an NPC
succeeds or fails, roll their action into the mechanics of
the dramatic scene. For example: the players are standing
DRAMATIC SCENES up to some bullies in their school. You describe one of
the bullies stomping forward and swinging at a player
FIND THE ADVENTURE character’s chin, and then: “What are you going to do
More philosophy, here: when it comes to roleplaying about that? Draw a card.”
games, there isn’t an adventure to find, but rather:
whatever the players do contains adventure. Don’t plan for
a certain set of events to transpire. Ask the players what DRAMATIC SCENES CAN HAVE FIGHTS IN, TOO
they want to do, and work out what will keep them from
doing it easily by looking at your factions, their adversaries Battle scenes are the centrepiece of a game of Unbound;
and allies, things that are already in motion in the world, dramatic scenes are everything else. But they’re designed
and work from there. to show a stand-up fight that’s fairly equal on both sides
in a static locale; they can’t easily model chase scenes, for
That’s not to say that you pad out the story with example, or eliminating sentries, or escaping a furious
redundant peril; don’t slap challenges into every scene dragon, or leaping out of a building and into an attack
otherwise the players will end up exhausted. helicopter to kill everyone inside.

FAIL FORWARD Don’t be afraid to put violence in dramatic scenes, and


indeed to stick whole fights in them; they’re a quicker, less
When a player character fails to achieve an action - detailed method of storytelling than battle scenes, and
your card is higher than theirs - think of it like a story far more flexible for it. If it’s not a fair fight, or you’re not
branch, rather than a block in the way of the narrative. If a hugely interested in running a full battle to determine the
character tries to pick a lock and fails, don’t just have them stakes, run it as a dramatic scene.
unable to open it, staring at a locked door - have them
discovered by a sentry, or trip an alarm, or open the door
to find a guard dog waiting for them, or trigger a trap that

100
OPTIONAL RULE: USING BATTLE ABILITIES Involve multiple people and multiple approaches
IN DRAMATIC SCENES It’s much more fun to take part in a scene than it is
Most of our rules focus around the nitty- to watch, so find a way for lots of players to be involved.
gritty of combat, so that’s what a character’s Maybe they’re all threatened by the same situation, or
powers and abilities focus on. We’re okay maybe they can all help to solve it. Cut back and forth
with keeping dramatic scenes narrative- between locations, too - maybe two characters are trying
focused with abilities happening as colour, not to hold off waves of adversaries, and a third is racing to
mechanics. If you want to give the players a help them. You could make it two simultaneous scenes, if
chance to use their powers, you can use the you like, but if you’re smart with the stakes you can roll a
following rule: lot of different actions into resolving the same conflict.
A player can use every power their Similarly, encourage players to find a way to contribute
character has (limited, boost or always on) to scenes rather than finding reasons why their characters
once per dramatic scene. When they do, they wouldn’t take part - there can be physical, mental and
should describe how that power helps their social solutions to most problems. Which brings us to our
character achieve their aims, draw two cards, next point...
and play either then discard both.
If a player uses a power in a dramatic scene
and that power is limited, they start their next Keep the situation fluid
battle with the power exhausted and must
recharge it by playing a card of a low enough Describing the same problem over and over is boring,
value. especially if you’ve set yourself up for a long scene, so keep
changing the problems the characters face. If they’re in a
Obviously, using this rule will shift the chase and they’re simply running as fast as they can down
balance in dramatic scenes towards the open streets, give them a locked door to overcome, or an
players, so feel free to amp up the difficulty armed guard to outwit, or a busy marketplace to navigate.
level of scenes, or allow for fewer failures If they’re struggling to keep a ship afloat by bailing out
before the scene is over, to balance it out. water, have some cowardly crew attempt to flee and leave
them to a watery grave, or describe sharks swimming in
through the breach in the hull.
When do I draw?
Not only is this more interesting, but it gives different
It’s hard to say precisely at what point to draw in a players a chance to chip in and take part in the scene.
dramatic scene; during battle, it’s pretty cut-and-dried,
as everything is tied to actions. Dramatic scenes are a bit
woolier, but it depends on the pace of the scene, and on
the players in your group. Quick dashes past adversary
guards could be resolved in a single exchange of sentences
followed by a draw, or long, tense conversations could
warrant a draw every three or four minutes.

In general, draw in one of two situations:

ONE. Something happens during the scene, and you’re not


sure of the outcome and want to see how success or failure
would impact the narrative of the scene.

TWO. When the scene starts to drag, make a draw to see


what happens next - and who gets the upper hand.

101
BATTLE SCENES
COMBAT AS CENTREPIECE, NOT A PUNISHMENT
We think you should have one battle per session. We
think that battle scenes are loads of fun, and shouldn’t be
rushed through. We think that players and GM alike should
be excited to throw down, and no-one should ever groan
when the subject of combat comes up.
When it comes to a battle, make it a great one. Put
important stuff at stake. Throw dangerous adversaries at
the characters and dare them to come out intact.
Remember: if it’s not a fair fight, it’s a dramatic scene
(or maybe even a freeform scene). If it’s a fair fight, it’s a
battle.

102
DRAWING A BATTLE MAP, MAKING AREAS
INTERESTING
“Map” is the wrong word, really, because it implies
scale, but it’s the one we’re using. Here’s how we do it:

The above picture shows a battle map of an underground fighting ring. The solid
lines represent normal connections, and the dashed lines are Challenging.

First, think about the scale of the conflict; is this a interested in fighting over a particular house, then that
down-and-dirty brawl in a bar? Does it take place over house could be broken up into six areas (front door,
miles and miles of ruined cityscape? Your scale is limited kitchen, living room, bedroom, bathroom, stairs, garden),
only by your adventure - and even then, only by the nature and the areas outside, while larger in square footage, don’t
of the fight itself. When your warrior adventure moves up interest you as much so there are only three (street, corner
from clandestine operations to leading an army into an shop, the house next door).
occupied orc fort, the mechanics are the same - it’s just the
set-dressing that changes. Think in terms of set-dressing and props. What can
you use to add weight to descriptions? What’s in the
Then, get a big piece of paper and write down all the background of the shot? What can you throw the player
places you’re interested in seeing the characters fight over. characters through? If there’s nothing interesting in your
If you want to make a list first so you can arrange them in area, get rid of it, or put something interesting in it. Don’t
spatial terms later on, that’s fine, but we just lay them out worry about “filler” areas that bridge the gap between
as areas straight away.
two other areas - like a corridor between two offices, for
Not all areas have to be equal in relative size. If you’re example. That’s what connections are for.

103
One important piece of advice: don’t call two areas BE HONEST, BE TRANSPARENT
the same thing. If you have four areas with “warehouse”
It’s not worth keeping secrets from your players. Make
written on them to represent the fact that the warehouse
it clear how much stamina and how many wounds the
is the biggest thing in the area, all those areas are going
adversaries have remaining, and explain clearly what’s
to blur into one. Break it down into “warehouse floor”
happening as the fight progresses. Having everyone on the
and “gantries” and “maze of crates” and “forklift truck.”
same page means the players trust you more, and when the
There’s no mechanical change, but it makes the scene a lot
players trust you, they can relax and enjoy the challenge
more evocative and engaging.
rather than trying to second-guess you.
Next, once you’ve got your areas written down, it’s
time to think about connections. What areas can you
reach from each area? Is the route between them open, or
WOUNDS AS DRAMA
Challenging? It’s better to have too many areas than too
few, in our experience. Unbound doesn’t do mid-range damage. We have low
damage (which is soaked by stamina) and we have high
damage (which are wounds), because we figured those are
more interesting than mid-range damage, but it requires a
DEPLOYMENT
bit of work on your part.
Put the player characters and any adversaries on the
When a wound happens - on a player character or
map wherever you feel they’d be in accordance with the
adversary - then something changes in the scene. It doesn’t
fiction, and get playing.
have to be huge, or have any mechanical impact past the
normal rules for the wound, but the scene has to react.

104
Maybe the wounded character falls to the floor,
winded; maybe they’re forced to change cover, driven
back by overwhelming fire; maybe they cough up some
blood and spit out a threat; maybe they take on a cowardly
demeanour; maybe you’ve just upset them, and now
they’re getting ready to do some harm; maybe they run out
of ammo for a weapon and draw another one, or are forced
to reload; maybe they yell for reinforcements; etc.
Think of wounds as beats in the scene, where something
interesting happens.

“WHAT DOES THAT LOOK LIKE?”


When your players make actions in combat, ask them
what their attacks look like. When they take an adversary
out of action, ask what they’ve done to remove them from
a fight. When they take a wound, ask them what’s put
them down. Especially if you have some weird characters
knocking around, asking players what the “camera” would
see in combat can keep the description flowing nicely.

KNOW WHEN TO THROW IN THE TOWEL


Odds are, GM, you’re going to lose most of the battles
you fight, and that’s fine. But where players are generally
fine with fighting until they’re all bloody pulp on the
pavement, you don’t have quite as much riding on each
fight (because, you see, you have infinite power). Because
of that, most every fight in Unbound - aside from those
against Legendary adversaries, probably - will end not
when every adversary is out of action, as is traditional in
most games, but when you decide the fight is only really
going to go one way.
When there are only one or two adversaries left on the
battlefield, or you feel like the fight has served its purpose
and is no longer dramatic or entertaining, throw in the
towel. The players win, and no-one’s sat staring at a slowly
dwindling fight waiting to get to the exciting part of the
game. Work with the players to throw together a quick
freeform scene describing how the battle ends, and
move on.
Importantly, the more you do this, the more you
remind the players that battle scenes (and dramatic ones,
too) are about stakes, not the mechanics of winning and
losing for their own sake.

105
ADVERSARIES
SELECTING THE ADVERSARIES Take a look at the adversaries and their powers and
change the descriptions; change their weapons, their
Here’s a rough guide to selecting your adversaries for
attacks, their implied mannerisms. For example, if a
a battle scene. Take the number of sessions that you’ve
ganger-themed adversary summons thugs to the field,
played in this adventure so far, and add 5 per player
then with a quick reskin they could be:
character in the battle - this is your points total. Spend
your points on adversaries as follows: A druid, summoning beasts or shambling mounds
of ambulant vegetation; a military leader, pulling in
ĐĐ 1 Legendary 24pts reinforcements; a death mage, gathering enslaved
ghosts; a mad scientist, animating robots in her secret
ĐĐ 1 Elite 7pts
lair; a time-traveller, dropping in versions of herself
ĐĐ 1 Troop 3pts from other timelines; a mind-control supervillain,
ĐĐ 1 Mook 2pts dominating bystanders; an engineer, deploying
automated defences; etc.
If you’re after a more dangerous, deadly campaign with
the constant threat of failure and death, reduce these costs
by 1 or 2. If you want a more forgiving campaign where DEFINE YOUR OWN POWER LEVEL
player characters win pretty much every fight they’re in,
increase these costs by 1 or 2. When you reskin a monster, you determine the “power
level” for the game. We’ve written the adversaries to
If you want to fight a Legendary adversary, they’re match a “standard” roleplaying game, where powerful,
already statted so they’re a fight all on their own - they human-sized player characters take on an adversary force
don’t need anything alongside them to be a threat. With of equal, or slightly greater, number.
three players, you will find that Legendary fights are
almost insurmountably difficult; we’ve put a suggestion in But if your adventure is about over-zealous police
each Legendary’s entry which modifies them for taking on in mech units carrying weaponry that can level a small
3 characters. building, a single human adversary with normal weapons
isn’t going to - in the fiction, in the world of the game -
scare them all that much. So you reskin the “guy with a
gun” mook to be “a car full of armed men,” and you reskin
RESKIN, RESKIN, RESKIN the “sniper” troop to be “power-armoured criminal with a
We named the adversaries in this book, and gave anti-tank rocket launcher,” and things start to make sense.
them character traits and powers that match their titles, If you’re not sure what kind of threats the characters
because honestly it’s really boring to stat up fifty unique can engage, ask the players.
but utterly generic adversaries for the players to duff up.
So our orcs are proud and warlike and tough and nasty and
straightforward, and our gangers are tricky and sneaky,
and our undead kick out horrendous amounts of damage GIVE EVERYTHING A DEFINING FEATURE
with some clever ways around it, and so on. We did this to
Generic adversaries are boring. Describing an adversary
keep ourselves sane and to make the chapter interesting
as “an orc” is about as exciting as asking your players to
to read.
go and duff up a training dummy; although there’s some
However, do not use the descriptions that we have given you. shared experience to draw on there (in that most everyone
Make your own. We can’t predict what your world is going playing a roleplaying game knows probably what an orc
to look like, and honestly if our characters fitted perfectly looks like), multiple adversaries run together into a single,
into them, we’d be very surprised. undefined mass.

106
Therefore: give every single adversary, and every group At this point, invariably, some player will interrupt you
of mook-level adversaries, a defining feature. It doesn’t and start combat. If you feel you’ve had a chance to ham
have to be a full backstory, and it won’t change their rules up the villain enough, let it slide. But if you want to say a
at all, but by sticking a short phrase next to each adversary few more things, don’t be afraid to say something like “I’m
you can easily liven up a fight. just establishing this scene, you can launch into a brawl in
a second.”
That orc from before? Maybe he’s got clumps of matted
red hair. Maybe she’s a trainee fire mage, and lights her Of course, when adversaries run out of wounds, they
axes aflame when battle is joined. Maybe they’re obsessed don’t automatically die; instead, they’re taken out of
with death and have armour made of tied-together bones. action. So if you want to have a long-running, recurring
Maybe he’s got blood around his mouth, or she’s wearing adversary (and they’re fun, you should) then feel free to
a grey cloak, or they’re carrying a bag of loot from the have them escape at the last minute. In fact, say up-front
building they’ve just sacked. When you affix a detail to an to the players that you’re planning on having them survive
adversary, you build the world around them. the fight, so it doesn’t come as a nasty surprise.
Oh, and give them names, too, if they’d have them -
that way they can yell orders to each other and ask for
help. And relationships to each other, if you’d like! But LEGENDARIES AND DIFFICULTY
that’s quite a lot of work. But to go from “orc” to “Fenrik, Certain adversaries, and especially legendaries,
wears slate armour, has a crush on the half-blood sergeant” are far more complicated to run as a GM than others.
isn’t a lot of work, and can make for some fun encounters. Be aware that the Giant of Moorfell peaks is a very
damaging adversary but is very simple to run and for
players to fight against; the Twice-born queen, however,
MAKE EVERY ELITE SOMEONE THE PLAYERS is challenging and requires some forethought as to the
WOULDN’T MIND SEEING AGAIN layout of the battlefield before the combat. Where the
Giant is a big stompy monster that has to be surrounded
It’s fun to hate people, especially reprehensible jerks,
to fight effectively, the Queen does all sorts of nonsense
and as a GM, it’s your job to play the heel and make villains
with summoning monsters, healing, transporting player
the players are going to be excited to meet over and over.
characters to nightmare otherworlds, and the whole
Think of your favourite film or TV show - which bad guys
“coming back to life after you kill her” thing.
make you jeer and boo (internally or externally) and which
are you bored of, and just can’t wait for the heroes to As ever, knowledge is power. When preparing to use a
defeat so they can get on to the next part of the plot? legendary, foreshadow its abilities or minions that crop up
during a fight - throw them into scenes beforehand to give
“Play the heel” is a phrase taken from professional
the players an idea how to counter them, or have NPCs or
wrestling, by the way - in every match, there’s a bad guy
research warn the characters of the threat. Knowing that,
called a “heel.” Their job is to get the audience riled up
for example, locking down the Dragon to a single location
and spoiling for a fight, and they generally do it by being
and that removing its capability for flight will change the
over-the-top, ostentatiously evil. They’ll take the time
battle is crucial - it’s not necessarily for the better, but
to say how awful the place the match is taking place is,
it certainly changes things, and turns the Dragon from
and how all the fans who came to watch them are idiots.
a mobile ranged skirmisher into a cross between a meat
They’ll badmouth their opponent, saying how terrible they
grinder and a blowtorch. Many of the adversaries in the
are at fighting. They’ll do their best to state the opposite
same hierarchy as a legendary share minor versions of the
of everything the audience is thinking with as much
abilities possessed by adversaries further up the ranks.
conviction as possible.
Use this to your advantage and make it look like you did a
Be that wrestler. Speak from a position of power - from lot more planning than you actually did by teaching your
a throne, from behind a wall of armed guards, from the players how to defeat a legendary before they ever meet
head table at a banquet - and say how great you are, how them.
you’re going to win, and how futile the efforts of the player
characters will be.

107
ADVERSARIES
The world you create in Unbound is not a safe one.
Lurking behind every corner, behind every wicked
scheme and twisted plot, massing on the horizon
and undermining the defences of the heroes, the
adversaries provide challenge and danger to the player
characters.

When in battle, each adversary uses the rules presented Troops. Seasoned operatives who can hold their own in
for them below. combat, or lead a group of lesser warriors into battle. Two
actions of their choice per turn.
There are four tiers of adversary:
Elite. Adversaries so powerful that they probably have a
Mooks. The lowest of the low; chumps, disposable rank
name and history whispered in taverns for miles around.
and file, who only fight well as a group. Mooks only get
Two actions of their choice per turn.
one MOVE and one attack - SHOOT or STRIKE - action per
turn. Mooks don’t take BLEED damage, because they’re Legendaries. The movers and shakers of the world; big,
too unimportant to worry about tracking it - instead, they dangerous, powerful adversaries. Three actions of their
simply take the damage once when the BLEED is inflicted. choice per turn.
Mooks of the same type all act on the same turn in battle,
taking two actions each.

108
HOW ADVERSARIES DIFFER FROM
PLAYER CHARACTERS
Here’s a quick run-down of the rules for adversaries
that differ from player characters:
Because adversaries don’t have a character deck,
they have a set number of wounds. When they run out of
wounds, they’re out of action.
Adversaries can take more than one wound on a turn -
player characters max out at one. REMEMBER - RESKIN!

Some adversaries can summon or “spawn” other We’ve said it before in the GM section, but
adversaries onto the battlefield. When this happens, a it bears repeating here - reskin your bad guys!
summoned adversary is placed on the battlefield when We’ve used the fiction around the following
created, but is not able to make actions until the start of entries to act as shorthand for you to get a
the following round. handle on what they can do, and also for the
sake of our own sanities (as fifty adversaries
Adversaries can’t recover their stamina the way that without any kind of fluff around them would
players characters can, but whenever an adversary loses a be as dull to write as it is to read). When you
wound, they recharge their stamina to its full value. This read over the adversaries here, make sure you
recharge happens as the damage is subtracted, so a big do so with a mind to your adventure - and
enough attack on a weak enough adversary could inflict as your saga - and how you can rewrite their
many as 2 or 3 wounds in a single action - their stamina is descriptions to fit in.
recharged and eroded multiple times over the course of an
attack.
Adversaries don’t take damage as part of making
actions like player characters do, such as when a character
takes 1 damage for playing a RED card on a SHOOT action
(the player characters are enough of a threat already).
As such, adversaries don’t need to play cards on MOVE
actions.

109
BUILDING A FIGHT ĐĐ Elite (Reaper, page 129)

(We’ve reprinted the points values for building a fight ĐĐ 2 x troop (2 Potshots, page 121)
from the GM chapter here for ease of reference.) Take the ĐĐ 4 mooks (4 Angry Mobs, page 134)
number of sessions that you’ve played in this adventure
so far, and add 5 per player character in the battle - this The Reaper deals horrendous amounts of damage on
is your points total. Spend your points on adversaries as a wound and teleports away when hurt; the potshots
follows: are unreliable ranged characters; the angry mobs are
ĐĐ 1 Legendary 24pts groups of unskilled combatants pressed into service.
ĐĐ 1 Elite 7pts Sci-fi: A twisted binding of shadows and meat with a dark
intelligence, 2 mind-controlled peacekeeper snipers,
ĐĐ 1 Troop 3pts
4 groups of shambling, half-born vat-grown abominations
ĐĐ 1 Mook 2pts
Wild West: Preacher Forsyth Who Lost Himself Praying
To Inverted Crosses, 2 guns-for-hire paid for out of church
coffers, the mad-eyed congregation
SAMPLE COMBATS: To give you an idea of what makes an
interesting fight, we’ve put together a couple of groups of Modern Horror: The Grim Reaper (in a sharp suit, with a
adversaries. These assume that the game has four players pocket razor), The Lovers (recently escaped from separate
and is in its first session. We’ve re-skinned the monsters prisons, and hearing the same voices) and the Victims of
for three different genres, too - sci-fi, wild west, and the Lovers who follow them around as ghosts
modern urban horror to show you how it’s done.
The tactics for these two fights are quite different, and
depend on the powers and roles that your players have
chosen, but as a rough guide: in the first fight, the mooks
can operate at range in relative safety if the players focus
ĐĐ 2x elite (2 Giants, page 113 on the elites, so it might be a good idea to send someone
ĐĐ 3 x mook (3 Wildman Ogre-Kin, page 113) along to deal with them while someone else focuses on the
big guys. In the second fight, the Reaper turns out such
The Giants are big, lumbering guys with lots of damage heinous amounts of damage on a wound that it’s too risky
up close, and the Ogre-Kin are weak but long-ranged. to leave it alive for any longer than is strictly necessary, so
deal with it first.
Sci-fi: 2 Stryx Orbital Mining Corporation Mech suits and 3
hovering DrillDrones™
Wild West: The Pigswiller Brothers, Biggest Brawlers in
Town, and 3 of their drunk hangers-on from the bar
Modern Horror: Two drugged-up werewolves from a rival
estate and their devoted harem of girlfriends, spoiling for
a fight

110
ENEMY STATS
PROFICIENCY is a catch-all for how good an adversary
is at what they do. Whenever a player character would
use a specific proficiency (such as MOVE or SHOOT), an
adversary uses their singular proficiency value to resolve
the action.
DAMAGE is how much damage the adversary inflicts on a
successful hit, determined by the colour of the card used to
make the attack. When an adversary inflicts more damage
than a character has stamina remaining, they inflict a
wound, and the character discards directly from their
character deck. The amount discarded and any special
effects are listed after the Wound entry under Damage.
BOOST is the BOOST that the adversary gets when they
play a FACE card on an attack action. Adversaries don’t get
DEFENCE, MOVE or RECOVER boosts like player characters
do.
RANGE is the range of the adversary in areas. An adversary
with a range of 1 can affect players 1 area away, an
adversary with a range of 0 can only affect players in their
own area, etc.
STAMINA (S) is the amount of starting stamina the
adversary possesses. When they take damage, subtract it
from their stamina. If they can’t absorb the damage with
their stamina, they take a wound.
WOUNDS (W) is the number of times an adversary can
be wounded before it’s taken out of action and removed
from the battle. Some adversaries have special effects
that trigger when they lose a wound. When an adversary
loses their last wound, it doesn’t trigger any special effects
unless stated in the description. Instead, they’re taken out
of action.
SPECIAL RULES are unusual rules that the adversary
follows - maybe it can’t be surrounded, or it inflicts
extra damage against lone targets. For example, many
adversaries respond violently to taking a wound by making
a player discard some cards or by triggering a special
effect.

111
112
Hurl rocks: When the giant is not surrounded, it makes a
THE GIANT OF MOORFELL free SHOOT action at the end of its turn against two foes
within range 2.
PEAKS - LEGENDARY Massive feet: When the giant MOVES, it deals 2 damage to all
ĐĐ S:5 W:8 adversaries in its target area.
ĐĐ PROFICIENCY: 4
ĐĐ RANGE: 1 Rockfall: When the giant takes a wound, pick an area on the
battlefield; that area is Challenging 2.
Damage: Mighty fists. RED (R):3 Black (B):4
Quake: the third, fifth and seventh time the giant takes
BOOST: Thrown. Giant PUSHES target 3 areas and inflicts a a wound, choose a random direction. All adversaries are
wound. pushed 2 in that direction.
Wound: Discard 12, and the Giant deals 4 damage to all
other characters in your area.

GIANT - ELITE
ĐĐ S:5 W:5 Hurl rocks: When the giant is not surrounded, it makes
ĐĐ PROFICIENCY: 3 a free SHOOT action at the end of its turn against a foe
ĐĐ RANGE: 1 within range 2.
Damage: Ripped-up trees and boulders. R:2 B:3 Smash: When you lose your 2nd and 4th wound, pick an
area adjacent to the Giant; all targets in that area take 3
BOOST: Thrown: Giant PUSHES target 1 area and inflicts
damage.
a wound.
Wound: Discard 9, and the Giant deals 3 damage to all
other characters in your area.

MOUNTAIN OGRE - TROOP


ĐĐ S:5 W:2 Grab and run: When the ogre takes a wound, PUSH an
ĐĐ PROFICIENCY: 2 adversary 2 areas and follow.
ĐĐ RANGE: 0
Damage: Stolen greatclub. R:2 B:3
BOOST: Thrown: Giant PUSHES target 1 area.
Wound: Discard 7, the ogre deals 2 damage to all other
characters in your area.

WILDMAN OGRE-KIN - MOOK


ĐĐ S:5 W:1
ĐĐ PROFICIENCY: NONE
ĐĐ RANGE: 3
Damage: Hurled stones, heavy spears. R:1 B:2
BOOST: Ancestral rage: All adversaries in the Ogre-Kin’s
area take 2 damage.
Wound: Discard 5.

113
114
THE DEMON PRINCE AND HIS HAREM - LEGENDARY
ĐĐ S:3 W:12 When the Prince takes a wound, choose from one of the
ĐĐ PROFICIENCY: 4 list below. These powers are Limited Special, and they (all)
ĐĐ RANGE: 2 recharge when each power has been used once.
Damage: Hellish whip. Basic: R:3 B:4, Teleport to any area on the battlefield.
BOOST: on SHOOT, he pulls you into his area. On STRIKE, Summon an Incubus in any area on the battlefield.
half damage to all other player characters in target’s area.
Summon a Hellknight in his area.
Wound: Discard 1, BLEED 7
Summon 4 Pyroclast Whelps on the edge of the
battlefield.
Everyone within 2 areas of the Prince takes BLEED 2.

INCUBUS - MOOK
ĐĐ S:6 W:2 When the Incubus takes a wound, his glamour drops
ĐĐ PROFICIENCY: 2 and he becomes hideously ugly and bestial. He may not
ĐĐ RANGE: 3 SHOOT, but all damage he inflicts is doubled.
Damage: Maddening visions. R:2 B:3
BOOST: SHOOT: Come.Target is pulled 2 towards Incubus
STRIKE: Drained. Target takes BLEED 2
Wound: Discard 5, and target may not make attacks
against the Incubus until Incubus is at 1 wound.

HELLKNIGHT - MOOK
ĐĐ S:15 W:1 Demonic Sentinel: When the Prince takes basic damage, if a
ĐĐ PROFICIENCY: 2 Hellknight is in his area, the Hellknight may take half of
ĐĐ RANGE: 0 it. When the Prince takes a wound, if a Hellknight is in his
area, the Hellknight may take the wound instead.
Damage: Ornate but sturdy sword and shield. R:1 B:2
BOOST: Guardian: Make an immediate escape move
towards the Prince. If you are already in the Prince’s area,
make an immediate free STRIKE action.
Wound: Discard 4, and push target one area.

PYROCLAST WHELP - MOOK


ĐĐ S:3 W:1 Living Bomb: When the whelp enters an area occupied by a
ĐĐ PROFICIENCY: NONE player character, it explodes. All characters (friend or foe)
ĐĐ RANGE: 0 in the area suffer a wound.
Damage: N/A When the whelp is killed, it explodes at the end of the
current turn.
Wound: Discard 5

115
MARQUIS OF HELL - ELITE
ĐĐ S:3 W:9 When the Marquis takes a wound, choose from one of
ĐĐ PROFICIENCY: 2 the list below. These powers are Limited Special, and they
ĐĐ RANGE: 2 (all) recharge when each power has been used once.
Damage: Demonic sword-cane. R:2 B:3 Teleport to any area on the battlefield.
BOOST: He runs you through, and another player character Summon 1 Needle Terror in an adjacent area.
in the same area takes equal damage.
Summon 2 Pyroclast Whelps (see Demon Prince) on the
Wound: BLEED 4, activate a power below: edge of the battlefield.
Everyone within 1 area takes BLEED 2.

NEEDLE TERROR
ĐĐ S:4 W:1
ĐĐ PROFICIENCY: ACE
ĐĐ RANGE: 3
Damage: Coughs up a hail of rusted spikes. R:1 B:2
BOOST: Torrent of nails: Target is pushed 2.
Wound: BLEED 2 and target may not move until they lose
the bleed.

116
INFERNAL SIGNIFER - TROOP
ĐĐ S:4 W:3 When the Infernal Signifier takes a wound, choose from
ĐĐ PROFICIENCY: 2 one of the list below. These powers are Limited Special, and
ĐĐ RANGE: 2 they (all) recharge when each power has been used once.
Damage: Banner of Hell. R:1 B:2 Make an escape move and summon a Fallen Legionnaire
in the area you occupied.
BOOST: Summon a Fallen Legionnaire in the target’s area.
Summon a Fallen Legionnaire in your or an adjacent
Wound: Discard 5
area.
When the last Infernal Signifer dies, so do all Fallen
Legionnaires.

FALLEN LEGIONNAIRE
ĐĐ S:2 W:1 Phalanx: When you attempt to leave an area occupied
ĐĐ PROFICIENCY: NONE by Fallen Legionnaires, the area you enter counts as
ĐĐ RANGE: 0 Challenging X, where X is equal to the number of Fallen
Legionnaires in your current area.
Damage: Archaic military gear. R:1 B:1
BOOST: The Banner Flares: All attacks from Fallen
Legionnaires inflict +1 damage until the end of your next
turn. This effect is cumulative.
Wound: Discard 4

COURTIER OF THE NINTH CIRCLE - MOOK


ĐĐ S:5 W:1 The Deadly Dance: When a Courtier dies, all other Courtiers
ĐĐ PROFICIENCY: ACE within 2 areas may make an immediate move.
ĐĐ RANGE: 2
Damage: Over-designed pistols and swords R:1 B:1
BOOST: Weak spot. +2 damage.
Wound: Discard 6, PUSH target 1 and make an immediate
move action.

117
118
THE THIN STREET ARSONIST,
GANG LEADER - LEGENDARY
THE ARSONIST AND THEIR CREW
ĐĐ S:4 W:7 Pound the alarm: When the arsonist takes a wound, summon
ĐĐ PROFICIENCY: 3 2 Firebombers to an area on the edge of the battlefield.
ĐĐ RANGE: 2
Go to ground: When the arsonist loses their 2nd and 4th
Damage: Firebombs, black-market guns, hit squads of masked wounds, they may move to any area on the battlefield.
goons. R:2 B:3
Fire follows close: When the arsonist leaves an area it
BOOST: Burn it up!: BLEED 5 becomes Damaging 1 to adversaries; this stacks every
time they leave the area and with the Firebomber boost
Wound: Discard 10, and target is PUSHED 1.
Molotovs.

FIREBOMBER - MOOK
ĐĐ S:3 W:1
ĐĐ PROFICIENCY: NONE
ĐĐ RANGE: 1
Damage: Burning brands and flaming bottles. R:1 B:2
BOOST: Molotovs - Area is now on fire, and becomes
Damaging 1 to adversaries; this stacks every time you
trigger the boost and with Fire Follows Close.
Wound: Discard 3

ELITE - CRUSHER
ĐĐ S:6 W:5 Headlong charge: When Crusher misses with an attack, the
ĐĐ PROFICIENCY: 2 target may choose to move Crusher to an adjacent area.
ĐĐ RANGE: 0
Smash through walls: When Crusher moves through a
Damage: Meaty fists or a big club. Basic R:2 B:3 Challenging connection, it takes 3 damage and the
connection becomes Open.
BOOST: Stunning Blow: If target takes damage, they may
only make 1 action next round. Get off!: When Crusher takes a wound from a STRIKE action,
Crusher may PUSH the attacker 1.
Wound: Discard 6, and BLEED 3 until you are no longer
occupying the same area as Crusher. Outta my way!: When Crusher takes a wound from a SHOOT
action, Crusher moves 1 towards the attacker.

119
ELITE - THE MASKED TERROR
ĐĐ S:4 W:4 Surprise Entrance: At the start of the battle, do not deploy
ĐĐ PROFICIENCY: 3 The Masked Terror. When a troop or mook-level adversary
ĐĐ RANGE: 2 dies, replace it with The Masked Terror at full stamina and
wounds and inflict 4 damage to all player characters in
Damage: Crossbow, hit squads, traps and dirty tricks.
the area.
Basic R:1 B:2
Many hands: When The Masked Terror takes a wound
BOOST: We Are Many: Place a Masked Acolyte on the
perform one of the following special actions:
battlefield.
Place a Masked Acolyte on the battlefield
Wound: Discard 4, and BLEED 3
Remove a Masked Acolyte and place The Masked Terror in
the area they were occupying.
Just you and me, sweetheart: When a player character and
the The Masked Terror are alone in an area, The Masked
Terror inflicts double damage (but not double BLEED).

MASKED ACOLYTE - MOOK


ĐĐ S:3 W:1
ĐĐ PROFICIENCY: NONE
ĐĐ RANGE: 1
Damage: Crossbows, thrown knives, razor blades Basic R:1 B:1
BOOST: Critical strike: 5 damage
Wound: Discard 6, and Masked Acolyte PUSHES target 1
towards The Masked Terror and follows.

120
LEGBREAKER - TROOP
ĐĐ S:5 W:2
ĐĐ PROFICIENCY: NONE
ĐĐ RANGE: 0
Damage: Hammer. Basic R:1 B:3
BOOST: Mob Rule: RED damage inflicted by Legbreakers
increases by 1 to a maximum of 3.
Wound: Discard 6, and BLEED 3. Target may not make
MOVE actions until they remove the BLEED.

POTSHOT - TROOP
ĐĐ S:4 W:2 Bad up close: The Potshot does not gain the benefits of its
ĐĐ PROFICIENCY: ACE attack boost on STRIKE actions.
ĐĐ RANGE: 3
Hold ‘em off: Any area occupied by a Potshot is Challenging
Damage: Homemade rifles, stolen crossbows. Basic R:1 B:2 X, where X is the number of Potshots in the area.
BOOST: Lucky shot: Inflict a wound.
Wound: Discard 8

GANGER - MOOK
ĐĐ S:4 W:1
ĐĐ PROFICIENCY: NONE
ĐĐ RANGE: 1 (KNIVES, CLUBS, JUNK)
Damage: Basic R:1 B:2
BOOST: Gang up: +1 damage for every other friendly
character in the area.
Wound: Discard 5

121
THE GREAT KHAN - LEGENDARY
ĐĐ S:6 W:6 Punish Weakness: If you miss The Great Khan with a STRIKE
ĐĐ PROFICIENCY: 4 action, take 1 damage.
ĐĐ RANGE: 0
No Such Thing As Victory: When you fight The Great Khan,
Damage: R:2 B:3 choose two elements that are at stake. If you lose, you lose
both. If you win, you get to win one - choose which. Treat
BOOST: You are a fragile thing: 8 damage.
the other as though you lost the fight.
Wound: Discard 1, and scar the card you discard from your
Honour Guard: The Great Khan is never found without
character deck. The first time you scar an Ace as a result of
the Honour Guard, who are detailed below. Deploy them
this power, it has no effect. After that, you’re dead if you
alongside the Great Khan in battle.
do it again.
Long Live The Khan: When The Great Khan is taken out of
action, all Honour Guard inflict +1 damage.
When the Great Khan takes a wound, choose from one
of the list below. These powers are Limited Special, and
they (all) recharge when each power has been used once.
One Honour Guard takes an immediate turn out of
order.
All player characters take 2 damage.
Until the Great Khan takes another wound, players may
not use RECOVER actions.

THE GREAT KHAN’S HONOUR GUARD


DRAGON LORD
ĐĐ S:6 W:4
ĐĐ PROFICIENCY: 3
ĐĐ RANGE: 0
Damage: Huge dragon-tooth hammer. R:1 B:4
BOOST: The Dragon Roars: All targets in area take 3 damage.
Wound: Discard 3. All other player characters in target
area take 3 damage.

122
THUNDER-BLOOD
ĐĐ S:4 W:5
ĐĐ PROFICIENCY: ACE
ĐĐ RANGE: 3
Damage: Creaking greatbow. R:2 B:3
BOOST: Lightning strike: Make an additional attack against
another player character in the target’s area. If this attack
is successful, repeat against another target until you fail or
run out of targets.
Wound: 6 damage, and all player characters in the target’s
area, aside from the target, take 2 damage and are PUSHED
two areas.

THE UNKILLABLE
ĐĐ S:15 W:3 Rip and tear: If The Unkillable hits with two or more attacks
ĐĐ PROFICIENCY: 2 on a single target in a single round, the target takes 8
ĐĐ RANGE: 0 damage.
Damage: A pair of brutal axes. R:1 B:2 Not Yet: The first time The Unkillable is taken out of action,
they return to play at the start of their next turn with one
BOOST: Frenzy: Make an additional STRIKE action.
wound. Also, if the Unkillable is out of action when the
Wound: Discard 5 Great Khan loses its final wound, they return to play on
their next turn as above.
Seriously, Unkillable, We Mean It: When the Unkillable is
taken out of action, they do not die unless the players go
through some massively complicated rigmarole, probably
for an entire session, to make sure that they’re dead. Every
fight The Unkillable survives increases its Proficiency by 1.

123
BERSERKER - ELITE
ĐĐ S:5 W:4 Fury: When the Berserker inflicts damage, their base
ĐĐ PROFICIENCY: 2 damage increases by 1 to a maximum of 4. This effect is
ĐĐ RANGE: 1 cumulative.
Damage: A pair of meat-hooks on heavy chains. R:1 B:1, Hooked chain: When the Berserker makes a ranged attack it
Special, see below inflicts half damage but PULLS the target 1.
BOOST: Frenzy: Make another STRIKE action. Unstoppable: When an adversary attempts to PUSH or
PULL the Berserker, the Berserker may ignore the forced
Wound: Discard 5 and if there is a mook-level adversary in
movement if they take 2 damage instead.
the Berserker’s area, the Berserker inflicts 8 damage on a
wound instead of 5, and immediately takes the mook out of
action.

BATTLE CAPTAIN - ELITE


ĐĐ S:4 W:4 When the Battle Captain takes or inflicts a wound,
ĐĐ PROFICIENCY: 3 choose from one of the list below. These powers are
ĐĐ RANGE: 1 Limited Special, and they (all) recharge when each power
has been used once.
Damage: Brutal sword and sturdy shield. R:2 B:3
One ally takes an immediate action.
BOOST: Disarmed: Target may not use proficiencies until
the end of the Battle Captain’s next turn. All adversaries within 2 areas take 2 damage.
Wound: Discard 5 and activate a special ability from the Deploy 2 Grunts on the battlefield
list below.

GRUNT - MOOK
ĐĐ S:5 W:1 BOOST: Mob Up: A Grunt in an adjacent area may make an
ĐĐ PROFICIENCY: ACE immediate move into the Grunt’s area.
ĐĐ RANGE: 0
Wound: Discard 4, and deploy another Orc Grunt on the
Damage: Cleavers, axes, swords and clubs. R:1 B:2 battlefield.

WARRIOR - TROOP
ĐĐ S:7 W:2 Gang up: When the Warrior is in an area where they
ĐĐ PROFICIENCY: ACE surround the adversary, they inflict +1 damage.
ĐĐ RANGE: 1
Damage: Jagged spears and javelins. R:1 B:2
BOOST: Throw spear: Make an additional SHOOT action
immediately.
Wound: Discard 7

124
HUNTER - TROOP
ĐĐ S:5 W:3 Reload:The Hunter must make a USE action to reload their
ĐĐ PROFICIENCY: 2 crossbow after firing.
ĐĐ RANGE: 3
Unwieldy: The Hunter deals 1 damage and may not use their
Damage: Dangerous, over-wound crossbow. R:1 B:3 BOOST when making STRIKE actions.
BOOST: Deadeye: +3 damage.
Wound: Discard 2,you may not restore stamina or receive
healing until you or another character makes an opposed
USE action to pull out the bolt.

DREGS - MOOKS
ĐĐ S:4 W:1 Backstabbing: At the start of each round, draw a card. If it
ĐĐ PROFICIENCY: NONE is a FACE card, one Dreg has attempted an escape. Remove
ĐĐ RANGE: 2 one random Dreg, and if they share their area with non-
mook adversaries from this hierarchy, an adversary in
Damage: Sharp bits of metal, heavy manacles, bricks and
their area takes a wound.
discarded orc weapons. R:1 B:2
BOOST: Name and a Backstory: Name the Dreg and give it a
defining feature, and pick from the following: +1 Damage,
+1 Wound, or Remove from the Battlefield and Make A
Recurring Character
Wound: Discard 2 for each Dreg in the area.

SCALEBEAST - MOOK
ĐĐ S:5 W:1 If the Scalebeast is taken out of action, the BLEED ends.
ĐĐ PROFICIENCY: NONE If you make an escape move, the BLEED ends.
ĐĐ RANGE: 0
Damage: Teeth and claws. R:1 B:1
BOOST: Maul 3
Wound: Discard 3, and BLEED 1. Until you remove the
BLEED (and the scalebeast):
The Scalebeast may not make actions, but will follow if you
make a MOVE action.
Attacks made by other adversaries against you are at
proficiency 2 unless their proficiency is higher.

125
THE TWICE-BORN QUEEN - LEGENDARY
The Queen has passed through the veil of death and When the Twice-Born Queen takes a wound, choose
emerged triumphant. Fighting her in her lair isn’t the from one of the list below. These powers are Limited
Special, and they (all) recharge when each power has been
best idea, but she’s not about to leave any time soon. used once.
ĐĐ S:5 W:8
ĐĐ PROFICIENCY: 3 Your Own Personal Hel: The character that wounded
ĐĐ RANGE: 3 her is transported to an area off-battlefield where
they fight a Hel Wraith (see stats below). The player
Damage: Flesh-warping spells and a cursed sceptre. R:3 B:4 character may not return to the battlefield until they
BOOST: Curse of Ages: BLEED 2. fulfill conditions outlined in the Spectre’s entry. Only
one player character may fight the Wraith at any one
Wound: Discard 6, and all Lost Souls on the battlefield
time.
immediately move 1 towards the Queen.
Arcane Geometry: All characters in the Queen’s area are
removed and replaced in any area she desires.
Sunder Veil: Increase wound damage by 2.
Deathless Servitors: Place 3 Undead Knights in the
Queen’s area.
The March Of Lost Souls: At the start of each of the Queen’s
turns, deploy a Lost Soul on a random edge of the
battlefield at the start of the Queen’s turn. When a Lost
Soul enters the same area as the Queen, or she enters the
same area as a Lost Soul, she heals 1 wound.
Activate Phylactery: When the Queen loses her last wound,
remove her from the battlefield. The player characters
have two rounds to destroy her phylactery; if they don’t
manage it, deploy her in the same area as the Phylactery
with 2 wounds. This process will repeat until the players
destroy the Phylactery.

PHYLACTERY - SPECIAL
A bejewelled draconic skull that houses the soul of a
discorporated Necromancer.
ĐĐ S:4 W:2
CURSE: Whoever destroys the Phylactery is cursed. They
accrue an immediate permanent scar (redraw Aces).

126
LOST SOUL - MOOK
ĐĐ S:2 W:1
ĐĐ PROFICIENCY: NONE
ĐĐ RANGE: 0
Damage: Spectral claws. R:1 B:1
Wound: No effect, but Lost Soul makes an immediate
MOVE action towards the Twice-Born Queen.
BOOST: None

UNDEAD KNIGHT - TROOP


ĐĐ S:5 W:2
ĐĐ PROFICIENCY: 2
ĐĐ RANGE: 0
Damage: Ancient shield and sword. R:1 B:2
BOOST: Make an immediate escape move towards the
Twice-Born Queen. If you are already in the Queen’s area,
make an immediate free STRIKE action.
Wound: Discard 4, and Soul Beacon: Place a Lost Soul on a
random edge of the battlefield.

HEL WRAITH - ELITE


ĐĐ S:3 W:6 Come back to us: When you inflict a wound on the Hel
ĐĐ PROFICIENCY: 2 Wraith, make a Challenging USE action. If you succeed,
ĐĐ RANGE: 0 return to the battlefield in the area from which you left.
Damage: Rime-touched teeth and nails. R:1 B:3 Extra-dimensional: You don’t need to take the Hel Wraith
out of action to win the battle.
BOOST: +2 Damage
Feedback: If you take the Hel Wraith out of action, The
Wound: Discard 10, and return the target to the battlefield
Twice-Born Queen takes a wound, and you may return to
in the area from which they left.
the battlefield in any area immediately.

127
128
REAPER - ELITE
ĐĐ S:5 W:5 More sand for your hourglass: When you inflict a wound on
ĐĐ PROFICIENCY: 3 Reaper after it has wounded you, heal 20.
ĐĐ RANGE: 1
Spirit step: When Reaper takes a wound, make an immediate
Damage: Obsidian scythe. R:2 B:4 escape move to any area on the battlefield.
BOOST: Scythe sweep: Attack all targets in Reaper’s area.
Wound: Discard 25.

NECROMANCER - ELITE
ĐĐ S:4 W:5 Rise, My Minion!: When a troop- or mook-category adversary
ĐĐ PROFICIENCY: 2 is taken out of action within 2 areas of the Necromancer,
ĐĐ RANGE: 2 draw a card.
Damage: A cavalcade of hissing curses and a chattering skull- RED: Bah! The Necromancer tries, and fails, to reanimate
staff. R:1 B:3 the corpse into a minion.
BOOST: Enervate: BLEED 3, and until you remove the BLEED, BLACK: Again! Place a Fresh Minion in the corpse’s area.
your attacks inflict half damage.
FACE: Dance! The corpse lashes out. An adversary in the
Wound: Discard 13. corpse’s area takes 3 damage.

FRESH MINION - MOOK


ĐĐ S:4 W:1
ĐĐ PROFICIENCY: NONE
ĐĐ RANGE: 0
Damage: Whatever it was holding just before it died. R:1 B:1
BOOST: Claw and bite: +2 damage.
Wound: Discard 6

ARMOURED SKELETON - TROOP


ĐĐ S:15 W:2
ĐĐ PROFICIENCY: ACE
ĐĐ RANGE: 1
Damage: Mighty gauntlets and screeching platemail. R:1 B:3
BOOST: Boneshaker: +5 damage, and Armoured Skeleton
takes 5 damage.
Wound: Discard 4, and the Armoured Skeleton’s area
becomes Challenging 3 until the start of its next turn.

129
130
BALEFUL CULTIST - TROOP
ĐĐ S:4 W:3 Not a fighter: The cultist does not get its BOOST on STRIKE
ĐĐ PROFICIENCY: ACE actions.
ĐĐ RANGE: 2
Damage: Sacrificial knife and wicked hexes. R:1 B:2
BOOST: Grasping claws: BLEED 1, and target may not MOVE
until BLEED ends.
Wound: Discard 5, and a mook within 2 areas may make an
immediate action.

SHAMBLING HORDE - MOOK


ĐĐ S:10 W:1 (SPECIAL) No wounds: You cannot inflict a wound on a Shambling
ĐĐ PROFICIENCY: NONE Horde by any means other than exhausting its stamina -
ĐĐ RANGE: 0 if you inflict a wound through a boost or power, treat it
as the card value instead (narratively, every one or two
Damage: Necrotic claws. R:1 B:1
stamina removed represents a downed foe).
BOOST: Many hands: Make an additional STRIKE action.
Legion: The above stat block represents a small group of
Wound: Discard 5. reanimated corpses. The Shambling Horde cannot be
surrounded, and any player characters who share an area
with it are treated as surrounded.

DECREPIT SERVITOR - MOOK


ĐĐ S:4 W:1
ĐĐ PROFICIENCY: NONE
ĐĐ RANGE: 1
Damage: A heavy serving tray and half a silver dinner service.
R:1 B:1
BOOST: All yours, sir: An adversary within 1 area may make
an immediate attack against the target.
Wound: Discard 6

131
THE DRAGON - LEGENDARY
The Dragon has two forms - it starts off normal but, ENRAGED
if its wings are destroyed, it crash-lands and becomes Mad: The Dragon’s stamina score drops to 5.
enraged. Inform the players that the wings can be Range: 0
attacked as a separate entity when the fight begins.
ĐĐ S:6 W:10 Damage: Fuming maw and volatile breath. R:2 B:4
ĐĐ PROFICIENCY: 3 BOOST: Rip and Tear: If the Dragon hits, BLEED 4.
Huge: The area The Dragon occupies and all connected Wound: Discard 9 , and lower total stamina by 1 until the
areas are Challenging. end of the battle. This effect stacks.
Canny: The Dragon will fold early if it believes it cannot
win a fight, and return and do something awful later on
At the start of the Dragon’s turn, select one of the
- generally involving a dramatic scene of some kind and
following powers:
huge loss of life. The players must work to trap the dragon
somehow in order to permanently take it out of action or Inhale: PULL every character within 2 areas 1 area.
simply roll with the fact that, while they get what they
Charge up: All normal attacks the Dragon performs
want out of the battle, their village will be burnt to a crisp.
next turn inflict 5 damage. Next turn, the Dragon may
not select a power (tell the players you are using this
power).
NORMAL
Smoke: SHOOT actions against the dragon lose
Flying: At the start of each of the Dragon’s turns, make an proficiency.
immediate escape move action if you wish.
Elemental aura: All characters in the Dragon’s area
Range: 1 discard 4 cards from their character deck.
Damage: Enormous claws and sharp teeth. R:2 B:3
BOOST: Dragon Breath: Attack an additional character
either in your target’s area, or a connected area.
Wound: Discard 6, and lower total stamina by 1 until the
end of the battle. This effect stacks.

At the start of the Dragon’s turn, select one of the


following powers:
Volley: The Dragon’s range is increased to 3 until the
end of its turn.
Swoop: Any characters in an area the Dragon enters
this turn take 2 damage. Characters can only take this
damage once a turn.
Grab: Select a character in the Dragon’s area. When the
Dragon MOVES, this turn this character moves with
them.
Evade: Make an ESCAPE move to any area on the
battlefield.

132
WINGS
ĐĐ S:4 W:4
The Wings may not make actions, but they can be
targeted - they occupy the same area as the dragon and
cannot be pushed or pulled out of its area. If the Wings
are taken out of action, the dragon becomes Enraged (see
below).
When the Wings take a wound, you must choose one
of the following effects. You may not use the same effect
more than once in a battle scene.
Fall Back: 1 damage to all player characters in the
Dragon’s area, and it must make an immediate escape
MOVE.
Thrash: All player characters in the Dragon’s area take 1
damage and are PUSHED 1.
Crash Land: One character in the Dragon’s area takes 5
damage.
Defensive Wall: Until the end of the Dragon’s next turn,
if a player character takes damage from entering the
Dragon’s Challenging areas, that damage is doubled.

133
MODERN

HITMAN - ELITE
ĐĐ S:5 W:4 Hard to pin down: When a character misses the Hitman with
ĐĐ PROFICIENCY: 3 an attack, the Hitman may make an immediate escape
ĐĐ RANGE: 4 move.
Damage: Paired 45s. R:3 B:4
BOOST: Crack shot: No damage, but Hitman inflicts a
wound.
Wound: Discard 12

SWAT CAPTAIN - ELITE


ĐĐ S:4 W:4 Flak Vest: The SWAT Captain takes half damage from SHOOT
ĐĐ PROFICIENCY: 3 actions.
ĐĐ RANGE: 2
Damage: Submachine Gun. R:2 B:3
BOOST: Small Unit Tactics: A SWAT Trooper within two
areas may make an immediate action.
Wound: Discard 7, and each time the SWAT Captain
wounds a target, increase their wound damage against that
target by 4.

SWAT TROOPER - TROOP


ĐĐ S:4 W:3 Flak Vest: SWAT troopers take half damage from SHOOT
actions.
ĐĐ Proficiency: 2
ĐĐ Range: 2
Damage: Submachine Gun.R:2 B:3
BOOST: Suppressive Fire: Choose: PUSH target 1, or all areas
are Challenging 4 to your target until the start of your next
turn.
Wound: Discard 5, and until target leaves their area, they
may not make RECOVER actions.

134
ARMED AND DANGEROUS - TROOP
He’s got a gun, a bare minimum of training, and a
desire to look like a big guy in front of his mates.
ĐĐ S:4 W:2
ĐĐ PROFICIENCY: NONE
ĐĐ RANGE: 2
Damage: The biggest gun he could afford. R:2 B:3
BOOST: Empty the magazine: Make an additional SHOOT
action immediately. Next turn must be spent reloading, so
he can’t make attack actions.
Wound: BLEED 5

ANGRY MOB - MOOK


ĐĐ S:10 W:1 (SPECIAL) No wounds: You cannot inflict a wound on an angry mob
ĐĐ PROFICIENCY: NONE by any means other than exhausting its stamina - if you
ĐĐ RANGE: 0 inflict a wound through a boost or power, treat it as the
card value instead (narratively, every one or two stamina
Damage: Torn-off chair legs and pocket-knives. R:1 B:1
removed represents a downed foe).
BOOST: Lobbed Bottle: Make an immediate SHOOT action.
Mob rule: The above stat block represents a small group of
Wound: Discard 5. angry citizens. The Angry Mob cannot be surrounded, and
any player characters who share an area with it are treated
as surrounded.

135
NARRATIVE ENEMIES
These adversaries are not necessarily part of a larger
theme or tied to a core like the preceding adversaries.
They are for the GM to drop in and re-skin as they see
fit to provide a very different form of challenge to the
players.

THE BRASH MILITARY CAPTAIN - ELITE


ĐĐ S:4 W:5 Mighty command: One ally takes an immediate action.
ĐĐ PROFICIENCY: 3
Mighty kick: One target in The Brash Military Captain’s area
ĐĐ RANGE: 1
is PUSHED 2.
Damage: Mighty sabre and mighty cigar. R:2 B:3
Mighty poor tactics: Pick a player; they may move one troop
BOOST: Mighty blow: +2 damage. or mook-level adversary 2 areas.
Wound: Discard 5, and activate a special ability from the Mighty mighty: Increase all damage dealt by one. Stacks (like
list below. These powers are Limited Special, and they (all) bricks would, in a house).
recharge when each power has been used once.
Mighty Fine Smile: If The Brash Military Captain takes a
character out of action, and the target does not die, The
Brash Military Captain becomes either Your Rival or Your
Romantic Interest the next time you meet them.

YOUR ROMANTIC INTEREST - ELITE


This is a Romantic Interest in a Mr and Mrs Smith When Your Romantic Interest takes a wound, choose
way; you fight them, at least initially, thanks to from one of the list below. These powers are Limited
Special, and they (all) recharge when each power has been
whatever circumstances have pushed you together. If used once.
the tension between romance and violence is resolved,
Shot through the heart: Attacking target takes BLEED 6.
they either become a helpful NPC (if they chose
romance) or a different adversary altogether (if they And you’re to blame: Any adversary within 2 areas may
make an immediate move towards the target.
chose violence) to represent their change of heart.
ĐĐ S:5 W:4 You give love a bad name: 10 damage, and you pick up an
ĐĐ PROFICIENCY: 3 embarrassing nickname from Your Romantic Interest
ĐĐ RANGE: 3 that sticks, no matter how hard you try to get rid of it.
Damage: Something dangerous. R:2 B:4 YOUR Romantic Interest: Pick a player character at the start
of the battle; this is Your Romantic Interest’s romantic
BOOST: Get Your Coat, You’re Pulled: Target is PULLED one
interest. Against all other characters, Your Romantic
area.
Interest takes half damage and deals half damage.
Wound: Discard 6, and Moment of Genuine Sexual Tension:
Not like this: Your romantic interest cannot die from taking
Until the end of Your Romantic Interest’s next turn,
damage, only as a result of you losing a battle or dramatic
the target and Your Romantic Interest are in a special
scene, but they can be taken out of action as normal.
off-battlefield area unique to themselves that no other
characters may access, where you exchange attacks, witty You just keep me hangin’ on: If you are taken out of action
comebacks and perhaps fluids. by Your Romantic Interest and they are, indeed, your
romantic interest, you cannot die as a result - re-draw
Aces.

136
YOUR RIVAL - ELITE
We get a bit tricky with the language in this one, Your Rival: Pick a player character at the start of the battle;
referring to Your Rival and Your Rival’s rival, who is this is Your Rival’s rival. Against all other characters, Your
Rival takes half damage and deals half damage.
a player character, and honestly it’s kind of hard to
understand first time through but we hope you’ll stick This is our final battle: Your Rival cannot die unless their
rival puts their own life at stake when the battle begins;
with it for the fact that this is the only RPG adversary, otherwise, they always manage to escape at the last
as far as we know, who uses Just A Minute as a special moment.
attack.
When Your Rival inflicts a wound on their rival, choose
ĐĐ S:5 W:4
from one of the list below. These powers are Limited
ĐĐ PROFICIENCY: 4
Special, and they (all) recharge when each power has been
ĐĐ RANGE: 3
used once.
Damage: A nicer version of their rival’s weapon. Determined
This is personal business: PUSH all characters in the area
by suit, as though they were a player character.
who are not Your Rival’s rival 1.
BOOST: Inflict a wound.
Lasting wound: Your Rival’s rival must immediately scar
Wound: Discard 12. a card. Re-draw Aces.
I am not left-handed: Increase Your Rival’s damage by 1.
Long, drawn-out monologue: Instead of attacking next
turn, Your Rival must gloat and boast about how much
better they are than you for a full minute without
hesitation, repetition or deviation. If they hesitate,
repeat themselves or deviate from the topic, Your
Rival’s rival takes control of the speech and must refute
Your Rival’s claims. If Your Rival is talking at the end
of the minute, gain a new Twist and apply the effects
immediately. If Your Rival’s rival is talking at the end of
the minute, they gain 3 temporary stamina.

THE RAVENING HOUND - ELITE


The Ravening Hound is a shadow of the future, Hunter: The first time The Ravening Hound inflicts a
hunting backwards through time to avenge the actions wound, the character that they wounded becomes the
Hunted. The Ravening Hound deals +1 damage against the
of those not yet born. It is a many-eyed, skinless Hunted. This persists for the rest of the saga.
hunting dog the size of a doberman with a long,
Desperate: If The Ravening Hound is not in the same area as
slavering maw full of shark-like teeth; it appears from the Hunted at the end of its turn, it suffers 2 damage and
nowhere, and can hide in your memories to attack immediately moves one area towards the Hunted.
when you least expect it.
Reposition: When The Ravening Hound takes a wound, it
ĐĐ S:4 W:6
inflicts 2 damage to the character that wounded it, and
ĐĐ PROFICIENCY: 3
may relocate to any area on the battlefield.
ĐĐ RANGE: 0
No Escape: If The Ravening Hound takes a character out
Damage: Fractal Maw. R:1 B:3 Face: Blink Strike: The attack
of action, the GM may choose to immediately take The
also affects an adversary within 2 areas, who should draw
Ravening Hound out of action too. In addition to their
to defend as normal.
normal scar for going out of action, the character then
Wound: Discard 6, and BLEED 2. Each time a character scars a card with “The Ravening Hound” (redraw Aces); if
attempts to remove the BLEED and fails, its damage they play this card during their turn in any future battle
increases by 1. scenes, The Ravening Hound immediately appears in their
area with 3 wounds.

137
APPENDIX 1: OPTIONAL RULES
If you want to modify your game of Unbound, we’ve
had some ideas about ways you might do that.

ALTERNATIVES TO MARKING CARDS Echoes: Instead of marking cards with echoes, use
Jokers - put them back into the GM’s deck. Write down
If you want to play Unbound with your absolute best the echoes in your notes. When the GM plays a Joker, they
deck of playing cards, or you don’t want to buy a new deck draw an additional card and treat it as though it were any
of cards for each character every time you start a new of their echoes.
adventure, we’ve developed some other options for you.
NO-MARK MECHANICS: Modify the way you pick up
stories, scars and echoes. DECK PROTECTORS: These are a cheap, reuseable way of
circumventing the issue; you can sheathe your cards in
Scars: When you would scar a card, draw to determine clear plastic (they come in packs of sixty for about £2) and
what it is as normal, then note down the scar on your sheet slip a piece of paper inside denoting a scar, echo or story
along with the card you drew. The first time you draw a card.
card matching that number in a scene, treat that card as
though it was the scarred card. If you “scar” the same card AN ARDUOUS METHOD INVOLVING NOTES AND A
twice, your character is removed from the game as normal. SPREADSHEET: Look, we’d never do this, but if you want
to cross-reference a spreadsheet with every card you draw,
Stories: Instead of gaining a story card each time you and note down every modified card on said spreadsheet,
resolve a fate, gain one every time you advance. Draw as that is a thing you can do.
normal but note down the story on your sheet along with
the card you drew. The first time you draw a card matching
that number in a scene, treat that card as though it was the
story card. (If you have the same number for a story AND
LINKING ADVENTURES WITHIN A SAGA
a scar, look at the colour of the first card that matches it. As you play through your saga, you might want to link
If it’s RED, treat it as a scar. If it’s BLACK, treat it as a story. the adventures mechanically as well as in the fiction. Here
Use whichever result you didn’t use the first time the are some ideas:
second time you draw the matching number, regardless of
SHARED HISTORIES: Each player character starts play
colour.)
with an additional story and an additional scar relating to

138
the previous adventure - either something that happened focus on one group of characters for a long period of time
in the past, or hinting at something that will happen in the - months of play, or upwards of eight sessions - then here
future. The GM begins play with an echo card, marked to are some options:
show to effect of the previous adventure on the current
GROUP FATES: Players have three fates instead of two,
one.
and the third is a group fate determined by the GM that
GROUP FOUNDATIONS: The core foundation of the group relates to the adventure. This should operate on a longer
must relate to the effects of the previous adventure in timescale than normal player fates and revolve around
some way. major story beats. Once a player has resolved all three
fates, their character may advance as normal.
PERMANENT ADVANCEMENT: Technology, magic or
tactics have improved over time. Choose one power per POWER UP: After every six games, each character unlocks
player - this power begins play at Advanced level. If you another power slot to be used as normal.
use permanent advancement, the GM gains an additional
STAMINA BOOST: After every eight games, each character
point per player to spend when creating combats.
adds 1 to their stamina rating.
GUEST STARS: Once per adventure, a player can use a
GET PROFICIENT: After every ten games, increase one
previous character instead of their current one (assuming,
proficiency or foundation your character has by one point,
chronologically, such a thing is possible within the fiction
or gain a new proficiency or foundation. No proficiency or
of the adventure). If they do this, the character should pick
foundation may be higher than 4.
up new fates, one new story, and one new scar to represent
what they’ve been up to since the previous adventure
ended.

LONG-TERM ADVENTURES
Unbound is designed to run a series of small, linked
adventures within the same world. But if you want to

139
APPENDIX 2: MORE TOUCHSTONE TABLES
We asked some of our friends and games design heroes
to write up some touchstones for use in your games
of Unbound. If you fancy changing things up a little,
consider using these instead of the default one on
page 13 - or a mix of both.

CARA ELLISON’S CYBERPUNK NOIR DATASLUGS


Cara wrote us two sets of touchstones - one of
cyberpunky noir-themed concepts, and one that’s more
snatches of conversation or motivations for characters:

A Fractals In The Sky Communitek Revolt Biosculpted Enforcers Internet Relay Mule

2 Wake Up By A Loading Go Mirrorshades On Unreal Heist Jack-In Fault


Error This Shit

3 Six Day Cyberspace Inducing A Netrip Too Much Case Bling Trans-Grid
Withdrawal Assassination

4 Phreaker Junkies Post-Industrial SmartDrug Kingpin One Large And The


Frontier Foundation SprawlQueen

5 The Roundheels Hack Teledildonics Virus An Ode To The Dames Of The Net
Wirehackers

6 Splash Four On Grid Hyperlight Avatars Busting An ICE Rush The Beautiful Boy
Of The Mayonaka
Security Corp

7 Toasternet Grrls Hail Mary Runs At Drag Heels For An Frags Tattooed On
Sundown R&D Rig Walls

8 The Diagnostic Remote Server Pinball Noise On The Line Counterfeit


Indicates You... Are It Multipasses

9 Post-Modem Corp Flunkies At The Supermodernist Head Thread Paste Bomber


Flophouse Gate Doctors On Deck

10 Run Six Firewalls A Server Room To Die Crimson All Over The The Roughhouse
Before Breakfast For Motherboard Nexus

J Fingers So Hot They Hack Me Hot Pants The Big Cybersleep Goddamn Bugs
Burn Keyboards

Q Config To Ghost Matrix Geishas To Jam Biochip Hack Network A List Of Handles
With

K Fencing Offworld Augmented Joyboy Reconfig Some Ronin Get An Output,Use


Punk Him For Wetwork

140
A Only these wires are Way too young to take Change disks, change Braids thick in the
left down a whole system disks hand

2 He has too much meat We’re only close in There’s no such thing I can tell by syntax
for meatspace virtual reality as one that’s offline when she’s nearby

3 Put screenlight No, no, only a couple I don’t wanna go to He gave us the mother
through me, then of seconds until we jail for this lode and peaced out
make him

4 It’s like hallucinating Minimum likelihood There’s a thin line Wearing a heart on a
holograms between hacked and sleeve like old times
reconfigured

5 If my heart explodes, Neutralized by her She slipped through a Fused together in


come pick up the tone million worlds passion and hatred
mess

6 They’ll never load it Playing well with Something more We short circuit the
up again others awful than even I whole thing
could write

7 I’d run passwords in A hackscript so messy This manifesto is a All we do is look slick
hell with you it’s indecipherable weapon all day

8 We are the children of Close all backdoors All our enemies have Eyes too dark to flash
that last LED too much power

9 It hurts to avoid him We look fit to corrupt Make a copy in case We’re too close to get
and I prefer it data and we’ll tear I’m plugged in exotic now
holes in cyberspace

10 This is the last sprawl More memory than Go down and run the Like fencing on a
in infinity God line skyscraper

J Thirty-seven years You were the only Only a dermed-up Eyes so glazed I can
ago, a nexus was person I met that I booster would come trace circuits in them
busted for this same liked down here
thing

Q I loved him like that It’s too much machine By the time it An incredible IQ used
rig for him launches we’ll be long only for high scores
gone

K Her heart is blacker Faster than the Like neural pathways You can’t close a
than the pinprick in refresh rate carrying dopamine contract without her
my eyes

141
FROG CROAKLEY’S SPACE ODDITIES
Frog has delved deep into the sweltering morass that is
his brain and dredged up 52 individual nuggets of strange,
for which you should be thankful:

A “Deadliest Catch” in a A beast that excretes A vast ceramic fist Aliens that breath
nebula gold carbonated syrup

2 An egg whisk Award ceremony for Bellowing Blaggards Biomech mausoleum


warlords

3 Bodybuilders with fish Botched AI sacrifice Building dyson Cantankerous wooden


heads spheres by hand cyborg

4 CARBARIANS AT THE Casino planet Celebrity executioner Comet racing


GATES

5 Culinary craze: alien Eternal bar brawl Eusocial skeletons Fight in a can
turds

6 God’s Crisps Her Majesty’s Sixth Hermit with a pet Inbred command
Ghost Roarers hyperslug caste

7 Infantry war as art Interstellar battering Living in an alien Massive baroque


ram landfill starship zoo

8 Meat Monks Medieval Space Mercenaries with Muscly dracula


Elevator lobster grafts

9 Neon deserts Notorious worm Oceans of piss Only cabbages remain


salesman

10 Psychedelic Religion based on Robot prison asteroid Savages maintaining


technoberserker Battletoads huge, ancient tanks
knees-up

J Sentient ammunition Space is screaming The Admiral IS the The brute’s flute
flagship

Q The Court of King The Gorillionaire The last dinosaur on The Revered Coin
Prawn Mars

K The Seven Songs of The tax moon Valley of the Chimps Village in a war
Crime machine’s ruins

142
NAOMI ALDERMAN’S JEWISH TCHOTCHKES
Naomi Alderman is fascinated by Jewish culture, and
we felt it too difficult to stop her from writing that into her
touchstones because she is a formidable woman. If you’re
playing a game of Unbound and find yourself thinking:
“Hey, this is great, but it could do with being 25% more
Jewish,” do we have the charts for you:

A cakes shaped like ears Blood flowers a hut with leaves for
a roof

2 fancy dress costumes Frogs a mountain visits from seven


ghosts on seven
consecutive nights

3 a beauty parade Lice the very Word of God fruit

4 you can’t tell anyone Wild animals a man with a shining a significant plant
who your parents face
were

5 a much-married king Cattle plague cheesecake watered-down soup

6 a plot to bring down boils everyone you know a small jar of olive oil
the empire

7 gifts to the poor hail a golden statue gold coins

8 the king’s favourite locusts rumblings among the doughnuts


horse people

9 a golden scepter three days of utter forced synaesthesia the birthday of trees
darkness

10 a gallows death of all the sending spies into the Insecure attachment
firstborn sons (except new land
one)

J an enormous banquet leaving in a hurry giants Stand-up comedy

Q an evil Grand Vizier the parting of the sea the desert Anxiety attacks

K “you were given this crackers an unmarked grave Psychotherapy


power to use at this
precise moment”

143
SEAN SMITH’S HORROR NOIR KEEPSAKES
Sean likes two things - hard boiled detective fiction
and creeping insectoid horror. If you like those two things,
or you want to add a bit of weirdness to an otherwise
mundane game, here you go:

A cyanide pillbug slowly spinning a web rosepetal old the perfect shed skin
of lies fashioned of a young man

2 encoded in a like a moth to an old the patient face kisses with an


burlesque number flame behind the mirror irregularly ridged
tongue

3 stifled by a mouthless royal jelly amnesty honey on the make like a cocoon
yawn doorknob and split

4 a little fire cleans us rolled-up newsflash a keening hulk in the frontpage slander
of these deeds harbour

5 worm in the apple cavity warrant birth control that perpetual itch
deception

6 hitting the pre-dawn barbed tail that cab walking on viscous burned coffee, bitter
streets eggshells as beesting

7 chitin-crack of closing hive of reporters pesticide martini REDACTED


handcuff

8 facial infestation swarmblood maternity ward lifting a leaf from the


simulacrum bouncer legislator’s book

9 like a fly on the wall the beat of dusty when the moth goes owl-eyed whorl on the
wings downwind back to bed wharf-end wood

10 “We’ll always have firefly flashes at the twelve-bar bluebottles papertrail waspnest
Paris sights.” fashion shoot

J maggot in the ashtray non-sequential flecks in stagnant ice- hide and seek by
banknotes wrapped cubes dockyard sluice
in silk

Q slender-fine legs her children clustered mantis spines beneath incubating warmth of
longer than my round mother’s her skin the human womb
laundry list corpse

K holding the secret for the empty-briefcase the ageless hypnotist deafening drone of
too long ruse plying last season’s the DA’s denial
show

144
JAKE TUCKER’S MILITARY BULLET POINTS
Jake asked us if we wanted any touchstones doing, and
we happened to know that his obsession with Rainbow
Six could be used to our benefit. If you want to add a
smattering of modern combat to any game, draw a couple
of results on this table:

A Coup Prototypes The Nuke Chain of Command

2 Rogue State Training Exercise Private Military Corp Black Ops

3 Counter-Terrorism The Traitor The Jungle The Desert

4 Corporations Commander in Chief Politics Secret War

5 Dictatorship Weapon of Mass Airborne New Recruits


Destruction

6 Organised Crime No More Oil Piracy Arms Deals

7 Family Cease-Fire Freedom Airborne

8 Armoured Cavalry Intelligence Gathering A Fragile Alliance Prisoners

9 Undercover Revolution Hunter-Killers Betrayal

10 Electromagnetic Pulse Multi-national task Communists Rapid Deployment


(EMP) force

J Drone Strike The Marksman Survivors The Defector

Q The City Conscription Duty Honour

K The Virus Double Agents Close Protection Hearts and Minds


Detail

145
JASON MORNINGSTAR’S REVENGE TRAGEDIES
If you want to get your Elizabethan Revenge Tragedy
on, or if you need to draw up some doomed characters and
schemes to fill out the ranks of an organisation, look no
further:

A A vengeful ghost Broken heart A dead messenger A heart, still beating

2 Doomed lovers Forgiveness denied Sadistic punishment A powerful old fool

3 Frantic, rutting An unpaid debt Mutilation Guilt and shame


congress

4 Disaster and Arrogant pride Suspicion and An unholy alliance


heartbreak paranoia

5 Sudden death A lecherous brute A Terrible truth Raving madness

6 Profound shame Vast wealth in shaky A hapless witness A traitor


hands

7 A scheming wanton Mistaken Identity A dreadful curse An innocent beauty

8 A confession under The return of one Helpless tears An arranged marriage


torture thought dead

9 Prophecy fulfilled Misdirected revenge Self-murder Unbridled debauchery

10 Poison The one good person Blasphemy Impotent justice

J Filth and corruption The Devil, Prince of A Thyestean banquet Degeneration


Lies

Q A hideous bloodbath Disguise A useful idiot A clever forgery

K A spiteful rumor Unknowing incest A Bastard Evil secrets, buried


forever

146
MERRITT KOPAS’ MORRISSEEDS
All of these touchstones are, in fact, snippets of
Morrissey lyrics. So that’s a thing:

A The devil will find We cannot cling to the This town has dragged Everything depends
work for idle hands old dreams anymore you down upon how near you
to do stand to me

2 Heaven knows we’ll The rain falls hard on A river the colour of The streets are
soon be dust a humdrum town lead crammed with things
eager to be held

3 There is a light and it The dream is gone but Belligerent ghouls run Under the iron bridge
never goes out the baby is real the schools we kissed

4 A dreaded sunny day Good times for a The queen is dead Love, peace and
change harmony

5 The plans of a future The last night of the Panic on the streets Most people keep
war fair their brains between
their legs

6 It just wasn’t like the Golden lights The hills are alive The romance of crime
old days anymore displaying your name

7 A hillside desolate We have something All men have secrets People survive
they’ll never have without feelings or
blood

8 The ghost and the A mystical time zone Ceiling shadows Love is just a
storm outside shimmy by miserable lie

9 A sullen misty moor The Holy Name Nature must still find Educated criminals
Church a way work within the law

10 The depths of the Home of the brash, Combating ignorance, Under slate grey
criminal world outrageous and free dust and disease Victorian skies

J The cold, small streets An ancient ocean The seaside town that Mother Nature makes
that trap them wide, wild, lost, they forgot to bomb their bed
uncrossed

Q Some bad people on The ladder’s a planet One November Warm lights from the
the rise spawned a monster grand houses

K The wind blows bits of The voices of the real Day or night, there is It begins in the heart
your life away no difference

147
GAV THORPE’S FANTASY HEARTBREAKERS
You like swords? You like sorcery? Well friend, you
came to the right place:

A A Melancholy Fog The Spire of Heaven The Gods Wage War A Cloak of Visibility

2 The Pharaoh’s Legions Roaming Lych Mobs The Tombstone Sacred Goats
Rebel Riddles

3 Autonomous Chariots Autonomous Chariots One Nation Under The Great Fires
Gold Return

4 The Working Dead The Pen is Holier than Sail the Skylanes Free Speech for Sale
the Sword

5 Jackal-headed Negotiable Time Flow Mechanical Serpents The Personification of


Minions Ambivalence

6 Pirate-hunting across Dogs without Noses The Moonlight Burns A Desperate Deity
the Dunes

7 All is Twinned The Eight-limbed King The Cursed Bones Dice are Divine

8 Finding the Lost Two-way Murals Where did all the A Plague of
Tribes Gnomes go? Splinterbone

9 The Lady that Casts The Prophecy Never Make a Wish What Lies beyond the
her Shadow on the Enforcers Starsea?
Inside

10 Rising Waters Corsairs of Oblivion Justice Incarnate The Bell Tolls for Thee

J The Infant Lottery Ride the Winds Venture into No- Crocodile Royalty
God’s- Land

Q The Gate that Never Streets Paved with Howler Monkey The Tree Uprising
Opens Gold Temple

K Time Mercenaries Coal-fired Demons Joy Leeches and A World Reborn…


Despair Butterflies Again and Again

148
MEG JAYANTH’S LUCKY DIP
Meg’s touchstones do not have a theme. Some of them are quotes; others
are fantasy twists and one suit focuses around her game 80 Days. Anyway:

A “No woman has ever written wretched treasures kidnapping nuns the madwoman in the
enough” - bell hooks attic

2 “Those who sailed at dawn curses for beginners the mecha- the mecha-mermaids
but will never return” - mermaids of of atlantis
Roger McGough atlantis

3 “This is what the worship snake person witches a kiss lit by the three sisters, each
of death looks like” - bell aurora borealis more ruthless than
hooks the last

4 “Scissors for clipping wings” the ghost-girl gang that moustache- the djinn rebellion
- Nandini Dhar hangs round the corner- combs
shop

5 “Words that do not describe banshee choir automaton with uh, I think our spirit
my mother” - Nandini a soul animals banged last
Dhar night

6 “I spent seventeen months the snake gods are afraid love on the trans- nouveau-riche
waiting in prison queues” - of rain siberian express alchemists throw a
Anna Akhmatova party

7 “No king was born here” - none of the sorcerers submersible smug polyamorous
Melanie Silgardo believe in climate-change trains dragons

8 “We’re short on sacred the wizards of wall street arctic whale- the eternal general
rivers here” - Eunice hunt never sleeps alone
D’Souza

9 “You will hear thunder the orcs don’t make you mozart was an all the music is turned
and remember me” - Anna their king artificer to disco
Akhmatova

10 “The mirage in the mirror” - Competing to become automaton opera emojis come to
Tulsidas the elf- queen’s favourite grotesque and
violinist terrifying life

J “I’m a cutthroat boy, you’re the pyramids are time- the copper- chimaera coffee-shop
an empty grave” - Cadence machines balloon airships
Weapon of east africa

Q “You can be the king but immortality is actually an indispensable after the war, the
watch the queen conquer” - pretty great valet refugees sought
Nicki Minaj shelter in human
lands

K “My heart so burns I can wizard prison close shaves it is the fashion to
smell its roasting” - Jami woo your lover with
limericks

149
ROB HEINSOO’S LIST THAT INCLUDES “YELLING ANIMALS”
That’s the sort of thing that can really define an adventure:

A Emergency Undead Gods Musical Drugs Immortals who


Archeologists age forward and in
reverse

2 Colliding Moons Telepathic Smoke High Risk Farming Sky Trains

3 Team Spirits Unlikely Cannibals Slow Giants Gunfighters

4 Collapsing Forests Personal Flags Ghost Massacres One Ring, Ten Fingers

5 Gargoyles Alien Corporations Bonsai Humans Returning Saints

6 Burning Temples War Sports Chariots Broadcast Heroics

7 Flagrant Blossoms Kittens Rock Avatars Goggles

8 Yelling Animals City-sized Alligators Oracular Spiders Marriage of Heaven


& Hell

9 A Reluctant Dystopia The Colour of Evil Holy Assassins Personal Gravity

10 Cornucopias Ablative Armour Daily Parades Skill-based


Reincarnation

J Atypical Eruptions Monolith Chess Fortune Sellers Truthful Shadows

Q Interlocking Religions Apotheosis Quests Landladies Immortal Pets

K World Serpents Ancestral Robots Warehouse Continent Ancient Satellites

150
THANKS TO:
PLAYTESTERS: Special thanks go to Matthew Moody, FrÈdÈri ‘Volk Kommissar Friedrich’ POCHARD,
Hawn, Steve Martin and Steven Wakeling, who were our Eddy ‘DeeWolf’ Wang, Mark Edwards, Johannes Stock, Dan
very first playtest group back when Unbound was called Specce, Mike Shema, Donald Turner, Joviaan, Dempsey
Chronicle and a weird, different thing with a role called Kern, Eric Coker, Jeramiah Lewis, Tramaine S., Giovanni
the Dominator and traits like Momentum. With them, we ‘KidSpanner’ Medrano, Barthemely ‘Skender’ Alezandaru,
messed around with and refined the game into what you Charles Meigh, Tom Kitchin, Michael Tyrrell, Steve Martin,
hold in your hands today. Paul Cosgrove, Robin ‘Jarval’ Farndon, Botch Games
Podcast, Lindsay Mahood, Robert Whitford, WebCole, Ian
Our other playtesters are, in no particular order: Johnty Thomas, Martin Greening, Talena Sadie, Michael Meyer,
Clark, Joanna Piancastelli, Helen Gould, Edward Arthur James Turnbull, Alfie Kirk, Michael Freemantle, Syd S, Phil
Croft, Paul Gregory, Rob Abrazado, Austin Cantrell, Jacob Hanley, Tyler Giffin, Henning Wollny, Hannah ‘Er00’
Hochbaum, Mary Hamilton, William Blackstock, Jake Fordham, Andy North, Joe Barnsley, Jeff Dieterle, W. David
Tucker, Michelle O’Toole, Sean Smith, Jørund Kambestad Pattison, Ben ‘the burner’ Turner, Thomas Latter, Dave
Lie, Andy North, Bill Anderson, Ben Archer, Matt Mark, ‘Wintergreen’ Harrison, William Scott Palmer, Joshua
Rob, Abigail, Alex, Allie, Anthony Stiller, Dan Gatt, Scott Nicholson, waelcyrge, Ant Stiller, Mark Fenlon, Helen G,
Grice, Dave Hayward, Dejan Mirosavljević, Ivan Preočanin, John Dalton, Matt Nixon (we’re not printing your daft title,
Javorko Petričević, Dragana Vidić and Saul Alexander. If Matt), Jorund Kambestad Lie, Blastropodcast, Gareth
you helped us by playtesting the game but you’re not listed McVicker, Ian, Alex Blue, ‘They’re all dead’ Dave, Chris
here, please get in touch - we will issue a formal public Lackey, Martin Tulloch, Philippe ‘Sildoenfeinî D., Robin
apology and probably buy you a drink as well. Bates, Benj Davis, Garret Dettmann, Owain Bennett, Eugene
Wheeler, Tania Walker, Patrick Dunn, James Pierson, Sean
M Smith, SolidMoonWolf, Stefanie Midlock Pierson,
BACKERS: Here are all the people that made Holmes!, TPK, Bill Anderson, Sam Sarjant, Lucille
publication of this game a reality. Thank you. We couldn’t
Thompson, Andrew Bennett, Chris Forrest, Bob is Only Bob,
have done it without you.
Andy Evans, Jamie and Jonathan Gilmour, Chris Gannon,
Hannah, Jon Davidson, Paul Gregory, Michael Roberts, Piers Beckley, Douglass Barre, Chris Larrabee, Gert-Jan
Nathan Levine, William Blackstock, Mary ‘Brain the Size of Verburg, Alabaster Crippens, Konrad Zielinski, George
a Planet’ Hamilton, Rob Abrazado, Clare Jones, Tim ‘Danger’ Seed, David ‘Yoda’ Odie, Aaron Ross Powell, Dan
Maytom, Ben Pavey, John Parkinson, Ryan Hupperts, Liam VK, Joel Priddy, Ian Adams, Michael Scott Mears, John M.
Wright, Samantha Streeter, Andrew MacLennan, Glen E. Portley, Ron Schleimer, xerode, Lee Tibbetts, Jayce Fryman,
Ivey, Matthew Cramsie, Jon Jones, Matthew Plozza, Griffin D. Morgan, C. R. M. ‘Lector’, Sean T Nyhan, Aniket
Rachelle Shelkey, Daniel Wallace, Ben McKenzie, Joseph Le Schneider, Eric Borowski, Matt Kliot, Roy Nicholas Hansen
May, Gowdy, Iralie, Zack Stone Socrates Garvey, CoolDJ, Ulf III, M Lockwood, Giggling Tuna, Ian Porter, Adam Lyzniak,
Hillebrecht, Matthew Sutton, Conan ‘Kewlen’ French, J.M. Tom Lock, Reynolds K. Skotts, Mr. Fluffles, Dani Cohen,
Sunden, Kyle Hinez, James C. Holder, Connor Burger, Mike Houser, Alexander Cruz, Nikolas A. Martinez-Saroff,
Francisco Javier Ortiz Madera, Robert Duffy, Wright S. Benjamin Schmauss, Andrew Harvey, Russell Hoyle, Peter
Johnson, He-Zin Kwon, Johanne Skjerven, Aslan Silva, Sven Cobcroft, Lee May, Dustin Headen, Drew Wendorf, Zack
Berger, Fran Marrero, Robbie S., Kendrick warnat, Simon Norwig, Dale Lawson, Charles Burkart, James Cruise, Jona

151 151
Littler, Brandon and Jessi Fraser, Jere Kasanen, Jyan Fenner, Edward Prosser, Alasdair Watson, Y. K. Lee, Matt
Delamotte, Christopher Vian, Dana Robert Miller, Racheet Alexander, BJ Chamberlain, Jim Clokey, Loughlan family,
Dave, Justin Rasmussen, Jonas Schiˆtt, Richard Gant, Dante MAGICALwookiee, Christian Panzer, Weston Williams,
Warborn, Grazul, Mark Booth, Jief Roustan, Steve Dutton, Dann Sullivan, Jens H., John Tudball, Eadwin Tomlinson,
Svend Andersen, Brett Doull, Alasdair Corbett, Frank Greg and Karen Taylor, Trent ‘Ax_kidson’ Boyd, Richard
McKinney, Colin Ward, Mark Crew, Jay, Anne Warren, Jansen-Parkes, Dylan J Malenfant, Erik Cooper-Flowers,
HelloSushimi, McGravin, Alex Hacker, Matt George, Walter Leigh van der Waals, Munkey Abell, John Signorino,
Robert Anfang, Clifford Herndom, Andrew Knapik, Todd CommanderStone4, Mark Morrison, Shaun Krogulski, Sam
Biggs, Mirqy, Robbie Scourou, Karl Dickey, Angelus Stafford, Vance Rawson, Dethe Elza, James Elliot, Rob
Morningstarr, Ryan Holdbrooks, Justin White, Douglas Collini, Taylor Jumara, Christian Dummermuth, Tom
‘Caernkeeper’ Mota, Valis Archer, Johnathan Munroe, Hans Walker, Randy Mosiondz, Douglas Clements, Sammo, David
Ernens, Matthew Mitchell, The Goeres Family, Mark Wild, Rory Oliver, The Penn-Dierauer Children, Steven
Kuggeleijn, Kacy Howe, Adam M. Coleman, Greg Klein, Ken Ritter, Joey Rodgers, Jason Sorensen, Derek Guder, Stephen
Lowery, Sam Archer, Christopher Kenney, Michael James Caffrey, Timothy Payton, Hamish Cameron, Brandon E.
Boyle, Boris Kipovich Karl, Alexander Harris, Laertes Ofelil, Gallant, Zach G, Stephen York, Maximillian Tompkins,
Paul Mansfield, James Ross, Adam Michael Szymura, Bryan Van Deusen, Sebastian Schreier, Scott W Hill, Tim D.,
Andrew Armstrong, Mark Mueller, David, Olivia G, (no Daniel Bayn, Jim Blackshaw, Schubacca, Aaron Lim, Chad
thanks needed), Jason Arthur Shuey, Chris Heilman, Bussell, Matthew ‘Ardent’ French, Ian Herbert, Rick
Lakshman Godbole, Sean ‘Tag’ Taggart, Todd Dowling, Rezinas, Matthew McFarland, Tim Aidley, Federico
euansmith, Alex Young, Jack Bock, Paul Baldowski, A. ‘Procionegobbo’ Maiorini, Marty Chodorek, Jay Sharpe,
Krebs, Pablo Martìnez, Arne Handt, Peter Wright, Scott Brian Schoner, Justin Morgan, Sven Carpenter, Paddy
Lien, Pete Griffith, John Cooper, Beachfox, Lincoln Dutcher, Bardic, Lex Garrett, Paul Scarrone, Kirby Young, Andrew
Mikael S, spongefile, Frankie Santaella, Jason Poirier, Keddie, Jeff Sweet, Agent Paperklip, Tyree Parkin, Liberty
Randy Reitz, Zach Hamilton, T.A. Simonelli, Chris W O’Dell, Rui AVELINO, Tegan Turcotte, Carlos Leon Rendon,
Mercer, Brian Fargo, Steven K. Watkins, Jon Keown, Samuel Lee Rossi, Sam Suruda, Rick Harrelson, Bard, Stefan L., Kyle
Won, Warren Niffenegger, Lakas Parrenas Shimizu, Patrick Robidoux, Marcus K, Jim Holt, David Dunham, Shaun
Mohlmann, Jesse Wilson, Michael S., Hank ‘Burger Buns’ Clinton, Ashley Autumn, Bethany Corcoran, Eva
Cappa, Adric Clifton, Kasper Melchior Christiansen, Matt Dukerschein, Josh Louie, Daniel HP Campbell, James Allen,
Bevilacqua, Lorenzo Gatti, James ‘Wilde’ Wardle, Paul Nicx, Samuel Baird, Marc Cain, Greg Connolly, Jacob
Cueva, Cathryn, Kyle Bode, James McGraw, Jonathan Fish, Dunning, Adam Hermanowski, Aaron Merhoff, JP Bradley,
Mark ‘Carnus’ Rajic, Oliver Peltier, G’Andy, Chris Folkard, Robert Carnel, Troy ‘Wrongtown’ Hall, Clinton Hammond,
Amyus Bale, Phill Stewart, Colin Wadsworth, Mateo R Diaz, Paul of the Bankers Guild, Aaron Marks, Luke Van Amburg,
Joshua Martinson, Michal Pietrek, Hermes Pinto, Alexander Erik Maisel, TJ Gerber, David A. Harrison, Jess Waters, Callie
Essery, David Terhune, Brett Wildblood, Steve Wright, Kokajko, H. R. Ragnarsson, Saulo QuiÒones, Chloe Zane-y,
Anthony Blander, Conor O’ Sullivan, Johnny-Mac Willcox- Warren G, Koutabi Starfire, William Lett, Jason Prott, Adam
Beney, Karim Khaldy, Hannah Powell-Smith & Fay Ikin, Bishop, Krik, Martin Orchard, Dan Connolly, Super Andrew,
Colin Roscoe, Isaac aguirre, Ezekiel Terwilliger, Craig Jennifer Fuss, Matt Duggan, Huxtable Whimworm, Judith
Namvar, Angie Pettenato, Sham ‘Dantallian’ Suri, Edgar ‘Xanthipe’ Owens, Richard ‘Vidiian’ Greene, VforViennetta,
Milly, Nathan Redla, Jake Fields, John Keehn, Phillip Bailey, Rob Nadeau, Nick Colombo, Brett Lewis, Brian Dooley, Lee
David BARTH…L…MY, Samuel Holley, Chris Jean, S.N. Brad Kitchen, Kevin Greene, Zane Dempsey, LIU HONG, Chris
KI6HDB Mitchell, XDM, Nick Marchetti, Leslie Kerich, Chris Weisel, Rik Geuze, Nick Hopkins, Sami
Weatherstone, Brie Sheldon, James Flannery, Madeleine Nikander, Alexis Aurora Crew, pookie, Paul, Gary

152 152
Anastasio, Hana Usui, Jeremy Kear, Jedediah Callen, Wagel, Dan Devereaux, Benjamin Gilbert, Taylor LaBresh,
Michael, Tony Perkins, Johannes Oppermann, Lisa ‘Voo’ Zoey Rich, Simon Allcott, Marcus ‘ bigmalenurse’ Norris,
Trott, Steffon J Baker, Al Kennedy, BHabs, Derek McElroy, Matthew D Dickson, Chris and Daisy Swaffer, Mike
Michael Berkovich, Matthew Hayes, Grand Doom Lord Kyle, Musteric, Mattia Repetto, alasdair kinnear, Skylar Baim,
John Steele, G&T, Otso Hannula, Stephanie Wagner, Tori Robert AndersÎn, Andrew ‘lord of the dance’ Hennessy,
McConnell, Phil Vecchione, Michelle O’Toole, Matt Theodore ‘Wolfman’ Posuniak, II, Garth Westphal, JP Ruiz,
Doherty, Lulu Blue, Morgan Hazel, Dr. Enos, Jago, Yragael Ewen Cochran, Ryan P Evans, Laura C, Carlos Ovalle,
Malbos, Gilles Ritzmann, Naomi Alderman, Daniel Gatt, Michael Hoffmann, SlemHundy, Pris Nasrat, Evan Saft,
Quinn Wongkew, Aetherlord, Dan Pitt, Bear Weiter, Luca Michael Williamson, Jennifer ‘MaidOf’ Stone, Ryan
Carioni, Remington Bastien, Andrew Piseck, Nathaniel, Hiltunen, Tyler Rhea, Drunken Knight, Alyssa Doss, Dylan
Henrik Collin, Laura Thomas Barnhart, Harry Goldstone, G.M. Schouten, Josh Starobin, Tom Van de Sande, Dave
Nick Kerr, Henrik Langos, Steve Robinson, Sam King, C. J. Deacon, Stefan Wertheimer, Zersrael, Matthew Nielsen,
Puckett, Jacob Cohen, Paul Magee, Luke ‘PunQuillity’ Elias, David Bigg, Simon G, Ryan Ramage, Keir ‘Kaffo’ Smith,
Zombie@Heart, Evan Williams, Lewis Shaw, Sam Lawton, Nicholas Rogers, Lindsay Newton-Smith, Drakythe, Steven
Joseph Z. Drake, Adam Ottaway, Harry John Shephard, todd Irwin, Paul Messenger, Michael Stanley, Sharif Abed,
estabrook, John Taber, Miles Schmidtzau, James ‘Ginger’ Joshua Bestwick, Kyle Thompson, Geoff Doty, Ian Scott Ken,
Johnson, Matthew Milner, Josh Thomson, Jan Felix T., Christopher Switzer, Jacob Bush, J. Allyn Mosley, Kenton
Keiran Sparksman, Dave Handley, Silhouette Zero Podcast, Schlimmer!, Ben and Imii Allen, Karl Scheer, Rik, M. Alan
Mischa Hiessboeck, Adam J. Steel, Pablo Sanchez Bosch, Hillgrove, Pascal ‘Plageman’ Pflugfelder, Johan Jaurin, Tom
Adrian Hon, Eric Goodman, David Wooten, James A Taylor, Whiteley, Jonathan Sharp, Ryan Percival, Johannes
Chris Datta, Tom Schilling, David Harrison, Ben Woodhead, Wohlschlegel, Aaron Pothecary, Pyro Stevie B, Kiwi
Jason C Singer, Peter R Brooks, Phil & Marion Anderson, Apteryx Tokoeka, Jonathan Schaefer, Robert Cudinski,
Levi Whitney, Robert Hausch, Megan Hilliard, Grant Chris Farnell & Ella Scannell, Ryan Furtado, James
Hohman, Lukas McNamara, Arnulphe de Lisieux, David O’Donoghue, Jon Bent, Daniel Crook, frank martin,
Bond, Frost Holliman, Arun Persaud, Adam Williams, Derek Christian A. Nord, Matt Fennell, Boris Bernhard, Kalysto,
Timm-Brock, Jared Files, Keith A. Garrett, Chris Sloan, Ben Sam Ehmann, Kris Weavill Ventris, John Ahlschwede,
Campion, Anil Godi, Paul Michalik, Keith E. Hartman, Daniel Browning, Lillian Isabella Winters, Donald & Wendy
Marius Latauskas, Edd Glasper, Ken Finlayson, Ray Otus, Welsh, Joshua R Bradbury, Jared Reece, Cybin Nelsen,
Joanna Piancastelli, Peter Brown, David Mali, College for Jordan Lee MacCarthy, Victor Cervantes, Kevin Wales,
Creative Studies D&D group, Graham Oinkfrog Hannah, Olive Pit, Kenny ‘the Solo Roleplaying Sage’ Norris, Joel
Randy Eveslage, Magnus Nordstrand, Simon Ward, Valcun Thurston, Will Templeton, Kelly Zimmermann, Andrea
Zingel, Sandy Fesq, Thomas Jackson, Jack Gulick, Adam Pecunia, Ben Henley, David Chervony, Austin Conley,
Tolson, Dan Henley, Chris Longhurst, Dan Johnson, Steve Nicholas Alaniz, Jerold H Farver Jr., Gareth Williams, Aaron
Hindmarsh, Dave C, Freya Whiteford, Matt Johnson, Jeff the Warmonger, Craig A. Wildey, Brian Isikoff, Alasdair
Healy, Andy Hayler, Silje Eide, Scott Paquette, Nicholas Stuart, Nathan Black, Morgan Ellis, DynamicGuy, Jeremy
‘Praxidicae’ Farley, James Jakins, Michelle VanSetten, Taylor, Mathieu Lapenna, Shervyn, Bronson Slebos, Eric
Welis, Parker Nalchajian, Marvin ‘G.M.A.N.C.’ Langenberg, Azevedo, Chris Heath, Oliver Smith, Rupert Redington, Hel
Martin Dennis, Lim Ee-Guan, Jordan Roberts, David May, Gibbons, Nick Hendriks, Jason ‘Jadasc’ Schneiderman,
Noah Plunkett, Joshua Ferrell, David Fernandez, Charlie MazHem, Robin David, Eric Levanduski, Alexander E
Trochlil, Roderick Stedman, Flip, Russ Cox, Phil Jendusa, Brygider, Fin Coe, D C Hogan, Senda from She’s A Super
Dylan Tevardy-O’Neil, n/a, Eric Fleischer, Adam ‘Chili’ Geek, Hsieh, Wei-Hua, David Parrish, John M. Nolan,
Stevens, Eric Coates, Nael, Cassiel Amador, Lucile Perkins- Caroline T., nikobe, Brook Kill, Sam drinkwater, Bob

153
Cartwright, Alea Studios, Wyatt Marschang, Jefferson Mills, Christopher Steven Sims, Patrick ‘Bollywood’ Sayet, Mitch
Michael Tree, Rachel Kaplan, Erik Ingersen, Francis Rabbitt, Bernie, Samuel Steinbock-Pratt, Joel Pearce, Philip
‘meatwad’ Tommaso, Colin Fahrion, JBS WoodWorks, ‘xipehuz’ Espi, Patrick Tasse, Michael McCann, Hershey,
Robert Max Freeman, Aaron McClarnon, Poh Tun Kai, Sara Jared Espley, Linda Berryman, Rodd Closson, Jazz, Chet
‘Sad Face’ Frandsen, Sarah Kaplan, Ronnie Ball, Neal Orr, Gray, Matthew Reynolds, Zoyander Street, Ambjˆrn Elder,
James N Baldwin, Andrew Luczak, Mark Slattery, Jessica Adam Flynn, Reverance Pavane, evil bibu, Alex Fradera,
Sexton, BattleBards, Luke Smith, Dan!, Nate Newlon, John Conehead Krinkard, Walt Ochab, Chris McEligot, Tom
Barton, Michael ‘dmmikerpg’ Mitchell, Walter King, JOHN Lommel, David Morrison, Nicholas Zapetis, Will Scotland,
ETERNAL, Rick Hull, Edgerunner, Andrew ‘Baron Emma Dinkelspiel, Ariel Samoil, Stephanie Bryant, James
Fortnightly’ James, Jean da Silva, Jack Harrison, Darren Stuart, Eric Paradis, Morgan Osborn, Jim Hart, Lester Ward,
Buckley, Nick Dao, Dingleson, Doomhamster, Camilla Muffinbeard, Craig Jeskey, Ferdinand Biere, Stuart Chaplin,
Chalcraft, Erandi Huipe, Nathan B. Gilliam, Tunica Dartos, Aljen, Dregntael, Arraffa PiÈdiferro, Dave Agnew, Frank
Markku Tuovinen, Nick Irish, Keegan Leonard, Jackson Reding, Grant Chen, Katherine Ogden, Jeff Smith, Megan
Brantley, RavenSworn, Aaron Griffin, Charles Tam, n/a, ‘M5’ Matta, Bill Powell, Joe Schelin, Charlotte Boucher,
Daniel Kraemer, Adam Matherly, Yes these are in Galit A., Jonathan Foster, Astor Sigma, Trip Space-Parasite,
chronological not alphabetical order, Michael Pegg, Karen Kevin Turner, Matthew Federico, Ben Hatton, JK Koh,
Twelves, Harkinson, Sean Nittner, Andy L, Markus Raab, David Saggers, Fiona K.T. Howat, Owen Thompson,
Superfritz, Anders Lau, Tartufu, Tony Kelly, Jason ‘Vandaal’ Jonathan Korman, Selene Tan, Angelo Pileggi, Bernd
Green, Sukelluskello, Cel Shading, Dologan, Andrew and Preflller, Linette Voller, Thore Lim, Tim Partridge, Gabe
Kate Barton, Samuel Kim, Erik Johnson, David Homola, (shonen413), Wade Cornell, Simon Langley, Joshua
Steve Beleck, Adrian De Smul, Justin Delaney, WOoDY Reichler, Danny Wilson, John Karatovic, Bryant Durrell,
GamesMaster, Michael Ferdy, Josh Fox, Mark Goldrick, Manuel Silvoso, Victor H. Molina, Robert Maxwell, Jason
Chris Edwards, Olek Giejsztowt, Thomas Sterchi, None, Steel, Nathan Pickett, Tanaka La Fontaine, Katrina
Minde B, Dustin DePenning, W David MacKenzie, Nat Neumann, Iain Beresford, Paul Ooshun, Nessalantha,
Benefer, Morgan Johnson, Rob Blackburn, @DAYtheELF, CP1R8, John Donahue, Peter Gates, Lissa T., You Don’t Meet
Paul DeMars, Teri Williams, Ron ‘Khaalis’ Owen, JJ Maloney, In An Inn, Steven Wakeling, Stewart Abney, Rob, Benjamin
Bjorn Jagnow, Jim McClure (ThirdAct.pub), George C Hinnum, Craig S, Gwathdring, Daniel Lewis, Zache, Pip
Alexander, Antoine Davrou, Mark Miles, Aaron Kubicek, Gengenbach, Andrew ‘Aeyr’ Duryea, Jolyne Haley, Jordan
Bruce Curd, Michaela M¸ller, Jesse Sierke, Eternityknot, PK Bradley, Jams Mastodon, Helen Stirling, Jason Hardin, Scott
Sullivan, Florian Hollauer, Jeff Stormer, Nathan Clark, Anderson, Michel Laterman, Neilson, Shawn Gustafson,
Siobhan Morris, Chris Paladino, Patrick O’Duffy, Michael Jason Childs, Craig Campbell, Bechoseveth, hfb, Vojtech
Richards, Bella Irvine, Levi Mote, Kieran Ponnusamy, Pribyl, Hal Mangold, William Ijebor, D.J. Thompson, Gary
Daniel Llausas, James Whittaker, D. Malloy, Johanna ‘Veki’ Burke, Tony E. Calidonna, Sam Hock, Geoffrey Rabe, Joshua
Kantanen, Charon MacDonald, Kim Shier, Jim Morin, Schauer, Patrick Phelan, Andres Villaseca, Joe Lunnon,
Robbie Wallis, Erebo PÈrez-Silva, Shane Fitzpatrick, James Gabriel, Bill Cohen, Charlie Etheridge-Nunn, Aarre
Michael Barnes, James, Rocket Lolly Games, Loons’n’ quines Vuorio, Ashkan Abousaeedi, Dom Ellis, Khain Ladely
o’ Aberdeen, Dennis Skerra, Borri Stefano, Malcolm SW (Yamigetsu), Dustin Bell, Josh l, Daniel WIlks, Will Clark,
Wilson, K Davis-Owen, Puiheng Tse, Stefan Peeters, Dan Ben Dumont, Jim Remmes, Abel S·nchez Jacobo, Marc
Hull, Bay Chang, Quasi, John A W Phillips, Grant Greene, Telow, Bert Isla, Tabalin Dmitry, Simon K, The Jotne, Noah
Eric Haverkamp, Dylika ManÈr, Tom Battey, Buntain, James Dillane, Michael Mersiades, Sean Richmond,
WombatDazzler, Zhakk’Harn, Ryan DowlingSoka, Sylvain Alison Fleming, Fred Ramsey, Daniel Scribner, John M.
Pronovost, James Dunbier, Anthony T., Luke Wayland, Osborne, Steven D Warble, Tim McCracken, Andrew Haufe,

154
MarsSenex, Michael V Williams, Michael J. Miller, Dave B., SPECIAL THANKS:
Erik Miller, Peter ‘Wiggles’ Underwood, Thibault Montaigu-
Lancelin, Hawk Haines, Thomas G Huber Jr., PÈter TÛth, Grant would like to thank Mary, for her endless support
Tomas Denemark, Jordan White, Xavier Aubuchon- and enthusiasm; his Mum and Dad, for accidentally getting
Mendoza, Zack Wenning, Noah Schoen, Nadav Ben Dov, him into gaming at an early age and then honestly kind of
Alex Davis, Mark Winnington, Philippe Niederkorn, Marcus regretting it for the next 25 years; and Chris, for being a
Yonce, Lars Aennerth, Hugo Mardolcar, Ryan Smith, Ben fantastic games designer, a continual source of good ideas
Collier, Caleb Penning, Clayton Culwell, Jennifer Hogs, and a wonderful friend, but not in such a way that he feels
Allen Varney, Waseem Aftab, D. Fox, Zackery Wolfe, Hao obligated to thank him back, because that might sound
Zhang, Jacob Womack, Rich M., Trevor Wirgau, Rodney, kind of hollow.
Florent Poulpy Cadio, Michael Skelton, Marcio Chammas, Chris would like to thank his family for keeping him
Francesco ‘Frankie’ Bianco, Fabrice Breau, Silvio Herrera alive during the writing of Unbound, and for not being too
Gea, H. M. ‘Dain’ Lybarger, jason e. bean, Anthony Craig upset that he devoted much of his life to games. He is also
Senatore, blujoker, Arlene Medder, Anthony Cullen, eternally grateful to the lovely people that tested the game
Keegan T. Smith, Richard ‘SirCrash’ Willis, Darrell in their own bizarre and often unsettlingly detailed worlds.
Snowball, Tracy Barnett, Steve Lord, Rolf Laun, Bryan R. Of course he is also contractually obligated to thank Grant
Marshall, Krumrein, Menachem Cohen, Dame and Amy, who successfully puts up with his crap on a daily basis.
Kristian E. Hyttel, Henrik Ljungquist, Joe Beason, Nicolai
ÿstergaard Jensen, Andrew Bailey, Mike Tucker, Chris
‘Grimtooth’ Colborn, Kevin McDonald, Adam ‘Sick Budgie’
Drew, Danny Silva, Kimberly Johnson, Christopher
IF YOU LIKED UNBOUND,
Sanderson, Crystal M, Greg Field, Aaron Smithies, Maxwell WHY NOT TRY:
Kurtz, Toastmaster General, and Erik Schmidt.
Wushu, by Dan Bayn, which has fantastic freeform
combat rules and a character sheet you can fit on a
cigarette paper.
FATE, by Fred Hicks and Rob Donoghue, which does a
very similar job to Unbound but has actual support from a
publisher and therefore lots of great supplements.
Goblin Quest, by Grant Howitt, because he wants you to
play it and send him a picture of the goblins that you drew.

155
Character Name:
PLAYER NAME:
1S
T
2A
Core Foundation:
FOUNDATION:
M
FOUNDATION:
3I
N
CORE: FATES:
A
4 ROLE:
TRAIT:
5 PROFICIENCIES:

7
STAMINA:

BoostS:
SHOOT:
STRIKE:
MOVE:
RECOVER:
DEFEND:

1T Powers:
E
2M RECOVERY POWER:
P RECHARGE: END OF SCENE TYPE:
EFFECT: EFFECT:
3
S
T
A
M POWER: POWER:
I TYPE: TYPE:
EFFECT: EFFECT:
N
A
Index
Blazing Blade 45
A Bleed 74
A Long Way From Home 81 Blood In The Eyes 27
Action Types 70 Bombardment 84
Adventure Creation 88 Boom 29
Adversaries 106 BOOST 8
Ambush 51, 84 Brash Military Captain 136
Ancient Guardians 81 Brawler (role) 27
Angry Mob 135 Bring It On 27
Appendix 1: Optional Rules 138 Building A Fight 110
Appendix 2: More Touchstone Tables 140
Armed And Dangerous 135 C
Armour (Transform) 55 Captain (trait) 41
Armoured skeleton 129 Cara Ellison’s Cyberpunk Noir Dataslugs 140
Assassins 82 Centre Of Attention 35
Aura (trait) 37 Character Details 58
Aura Of Healing 37 Cloak Of Shadows 51
Aura Of Pain 37 Collateral Damage 47
Aura Of The Bulwark 37 Combat (Transform) 55
Aura Of Wrath 37 Combat Medic 31
Combined Assault 39
B Companion (trait) 39
Bad Part Of Town 82 Cores 15
Baleful Cultist 131 Cornered Beast 49
Ban 83 Courtier Of The Ninth Circle 117
Battle Scenes 67, 102 Critical Failures 9
Battle Captain 124 Critical Successes In Battle 9
Battlefield 67 Crusher 119
Beaten Up 82 Cursed 80
Berserker (Adversary) 124 Cut Off The Head 84
Berzerker (Power) 49
Bitter Cold 85

157 157
Fireburst 45
D Force Of Nature 25
Damage 71
Foundations 58
Dangerous Ground 43
Fresh Minion 129
Darkness 82
Frog Croakley’s Space Oddities 142
Deadeye (role) 29
Decrepit servitor 131
Demon prince and his harem 115
G
GM Turn Sequence 69
Demonic Incursion 80
GMs During Player Turns 68
Desecrated Temple 80
Gaining A Scar 76
Desperate Measures 19
Gamesmaster 78
Devout (core) 15
Gang Up 43
Devout (twists) 80
Ganger 121
Difficult Terrain and Adversaries 67
Gav Thorpe’s Fantasy Heartbreakers 148
Dirty Fighter (trait) 43
Get Down! 35
Dragon 132
Giant 113
Dragon lord 122
Giant of Moorfell Peaks, The 113
Dragon wings 133
Going Out Of Action 75
Dramatic Scenes 9, 63, 100
Great Khan, The 122
Drawbacks (Transform) 55
Grunt 124
Dregs 125
Guardian Angel 31
Drink Their Fear 49
Duel 33
H
Healing And Recovering Stamina 74
E Hel Wraith 127
Elites 84
Hellknight 115
Encroaching Weirdness 83
Hitman 134
Enervated 83
Hunger 83
Event Order 69
Hunted 80
Extraction 51
Hunter (Adversary) 125
Extreme Range 29
Hunters Hunted 85
Hypnotic Secrets 81
F
Factions 78
Fallen Legionnaire 117
I
I Like Those Odds 27
Fates, Stories And Experience 60
In The Dark 51
Feign Innocence 43
Incubus 115
Fire (trait) 45
Infernal Signifer 117
Firebomber 119

158 158
Infestation 83 Memory Hole 83
Initiative 68 Merritt Kopas’ Morrisseeds 147
Insects 85 Mighty (trait) 47
Insidious Whispers 80 Mobile Assault 33
Introducing New Players 12 Momentum 33
Inversion 83 Mountain Ogre (adversary) 113
Iron Constitution 35 Multiple Targets 70, 71

J N
Jake Tucker’s Military Bullet Points 145 Naomi Alderman’s Jewish Tchotchkes 143
Jason Morningstar’s Revenge Tragedies 146 Necromancer 129
Jokers 8, 65 Needle terror 116
Never Back Down 23
K No Succour 80
Keep Moving 41 Not On My Watch 41
Kick In The Door 47
Knockback 47 O
On Dark Wings 80
L On Your Feet 31
Last Chance Arcana 17 Outlaw (core) 19
Laying Out Your Cards 68 Outlaw (twists) 82
Legbreaker 121 Overwatch 29
Let It Burn 45
Life-stealing Hex 21 P
Line In The Sand 35 Pactbound (twists) 83
Look Out, Sir! 39 Pactbound (core) 21
Lost Soul 127 Phoenix 45
Phylactery 126
M Player Actions During Gm Turns 69
MOVE 70 Player Turn Sequence 68
Magi (core) 17 Playing The Game 62
Magi (twists) 81 Police Attention 82
Marked 35 Portal To The Unknown 83
Marquis Of Hell 116 Potshot 121
Martyr 31 Power Of The Righteous 15
Masked Terror, The 120 Powers & Recharging 9
Masked acolyte 120 Precarious Battlefield 82
Meg Jayanth’s Lucky Dip 149 Protector (role) 31

159
Pushes, Pulls And Forced Movement 70 Spirit Storm 53
Pyroclast whelp 116 Stakes 62
Stakes 96
R Stand Fast 41
RECOVER 70 Stay Down 33
Rage (trait) 49 Stay There 41
Ravening Hound, The 137 Story And Echo Cards 64
Reaper 129 Striker (role) 33
Reckless 49 Superweapon (transform) 55
Rob Heinsoo’s List That Surrounding 69
Includes “Yelling Animals” 150 Swarm Of Filth 80
Roles 27 Swat Captain 134
Running Battle 29 Swat Trooper 134
Running Dry 84
Running The Game 87
T
Take Advantage 43
S Taking Damage 72
SHOOT 70 Teleport 81
STRIKE 70 Temporary Stamina 74
Saga Creation Checklist 11 Terrified 84
Scalebeast 125 The Core Mechanic 8
Scars, And Going Out Of Action 76 The Earth Cracks 85
Scars, Damage And Death 94 The Parasitic 57
Scattered 82 The Ritual Is Almost Complete! 81
Scenes (types of) 62 The Stars Are Right 83
Scorching Heat 85 They Took Our Weapons 82
Sean Smith’s Horror Noir Keepsakes 144 Thin Street Arsonist 119
Severe Hangover 82 Through Hell And Back 57
Shadows (trait) 51 Thunder-blood 123
Shambling Horde 131 Touchstones 13
Shield Generator 81 Traits 37
Shock And Awe 72 Transform (trait) 55
Shuffling 8 Turns 69
Smashing Blow 47 Twice-Born Queen 126
Smoke Bomb 33 Twists 79, 80
Snipers 84 Twists And Factions 94
Spectral Form 53 Twists And Factions Are Your Character 94
Spirit (trait) 53

160
U
USE 70
Undead knight 127
Unkillable, The 123
Unnatural, The (trait) 57

W
Walking Wounded 84
Wall Of Steel 47
Warden (role) 15
Warrior (adversary) 124
Warrior (core) 23
Warrior (twists) 84
We Fight As One 39
We Stand Together 31
Weakened 80
Wild (core) 25
Wild (twists) 85
Wildfire 85
Wildman Ogre-kin 113
Wired To Blow 81
Wisdom Of The Elders 53
Wounds 72
Writhing Tentacles 57

Y
Your Rival 137
Your Romantic Interest 136

161
INFINITE ADVENTURES
IN NUMBERLESS WORLDS
Unbound is a universal roleplaying game with a twist:
the players and the gamesmaster create the world, the
plot, and the adversaries during character creation.
Using a series of leading questions and a rule system that
lets players fill in the gaps with their imagination, you’ll
craft a unique setting together - and then get out there
and explore it!

Unbound supports short, linked campaigns and has


an innovative, fast-paced combat system that puts
pressure on players to make tactical decisions every
turn. To play Unbound, you’ll need a group of 3 to 6
players, a gamesmaster, and one deck of regular
playing cards per player.

You might also like