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SYmphonY
Copyright 2020 UFO Press Limited. Chapter and arcana art created by
Minerva McJanda using photos from
Writing and layout Unsplash.com, taken by the following
Minerva McJanda photographers:
2
CoNtEnTs
InTrOdUcTiOn 4 The Chariot 126
Welcome to the Age of oblivion 6 Strength 128
How this works 7 The Hermit 130
Dice Mechanics 10 Wheel of Fortune 132
game Setup 12 Justice 134
The Vagabond 136
RuLeS oF tHe CiTy 18 Death 138
Vital Statistics 20 Temperance 140
The Investigation 26 The Devil 142
The Mundane World 27 The Tower 144
Investigation Moves 28 The Star 146
Covenant Moves 31 The Moon 148
Keeping Yourself Together 32 The Sun 150
Into the Castle 35 Judgement 152
BloOdstained Combat 40
The Aftermath 48 ThE ArChItEcT 154
Retaliation 51 Your Agenda 156
Peace and Quiet 53 What to Say 157
Investigation Overview 54 Principles 158
reactions 162
ReBeL PlAyBoOkS 57 Dark Feudalism 166
Playbook Anatomy 58 Making Your Vassal 170
The Playbooks 62 ExAmPlE VaSsAls 172
Qualities 194
The Authority 65 Enforcers 196
The Harlequin 71 The City You Live in 218
The Heretic 77 Steel City Punks 220
The ICON 83 Bandit Country 226
The Inhuman 89 Chicago 230
The Provider 95
The Watcher 101 Voidheart and the
Tarot 234
COvenants 106 Tarot Transposition 236
Minor Covenants 108 Reading tips 237
Scenario Spreads 238
The Fool 112
The Magician 114
The Oracle 116
The Gardener 118
The Auteur 120
The Sage 122
The Lovers 124
3
InTrOdUcTiOn
WeLcOmE tO tHe AgE oF oBlIvIoN
There’s a wound in the world, and nobody cares. If they have to
step over rough sleepers as they walk to work, if the rich grow richer
while children starve, if authorities destroy lives not just through
negligence but through malice… isn’t that just the way of the world?
You don’t have the luxury of thinking that way. Maybe you’re a
second-class citizen, forced to work yourself to the bone for the
money to live. Maybe you have to hide your truth, for fear of what
would happen if you were exposed - or maybe you’re out, and are
living with those consequences every day. Maybe you just can’t
close your eyes and ignore the suffering.
But mainly it’s because you’ve seen the wound: a strange border
between this world and another, tucked away in backstreets and
disused stairwells. The taint of the void seeps out, sickening and
twisting those unfortunate enough to live nearby. And it conforms to
the will of the biggest predator in the area, blighting their enemies
and victims and bringing them fortune whether they realise it or not.
But, if people are causing pain with unearned power, what’s new?
You’re used to fighting for respect, survival, your safety, the safety
of your community. You’ll dive into that wound, steal its power,
and see how that predator topples when the void abandons them.
And what then? Will you go back to the daily grind, putting out the
fires that spread while you were focused on your shadow war? Hold
close to those dear to you, and form new connections? Or rest and
heal, preparing for the next time? Because the wound is still there,
and as long as someone is profiting from the suffering of others the
void will have plenty of Vassals to empower.
6 InTrOdUcTiOn
HoW tHiS wOrKs
Voidheart Symphony is a cooperative storytelling game for 3 to 6
players, who'll build up characters and tell their stories together.
Most of the players control a rebel - someone who has seen the
tendrils of thecastle spreading throughout their city and lending
occult power to predatory Vassals, and have decided to fight back.
They start with nothing except that willingness to take a stand, but
as the castle's void seeps into their heart and they deepen their
connections with confidantes, they'll gather extraordinary powers.
Between Investigations, you'll rest up, grow up, and look for the
next extrusion of the castle.
The Conversation
Voidheart Symphony draws on the rule design philosophy of Vincent
and Meguey Baker’s Apocalypse World, which means that it concerns
itself first and foremost with the conversation that’s happening at
the table. This is a roleplaying game: a conversation between the
players and the Architect, working together to build a story and see
what happens to the world. Most of the time you’ll be talking
without using any rules. The players describe the actions their
characters or families are taking, the Architect describes how those
actions change the situation, and the conversation continues.
InTrOdUcTiOn 7
Sometimes events in the ongoing conversation will activate a
discrete chunk of rules (called a “move”) that guides the story
based on the player’s dice rolls, choices or established fictional
circumstances. Each move has an in-fiction trigger. This is
something your character or family has to do in the story for the
mechanics to start up. The consequences of moves are often just
as much fictional as mechanical.
It’s vital to note that you can make big changes to the world
without triggering any moves by building on elements already
established in the story. If someone’s already handed you their
prized baseball bat, you don’t need to roll Gearing Up; if you’ve put
a marble pillar between yourself and an adversary, you don’t need
to roll Dodge to avoid their flames.
Other times you may want to use a particular move, but be unable
to. If you’re in a bad situation – say, tied to a chair with your
hands behind your back – your ability to hit your moves’ triggers
and use them to move the story in a favourable direction will be
severely limited.
Simply put: everything in the game starts and ends with the story
you’re telling. Moves tell you how particular flashpoints in the
story play out.
8 InTrOdUcTiOn
ThE FlOw oF tHe CoNvErSaTiOn
ThE cOnVeRsAtIoN: ArChItEcT aNd pLaYeRs dIsCuSsInG wHaT’s hApPeNiNg
nOw, tHe fAcTs oF tHe sCeNe, tHe rEaCtIoNs oF tHeIr cHaRaCtErS eTc.
No
No Is tHiS a mOvE?
YeS
Is tHeRe a rOlL?
No YeS
HiT MiSs
ArChItEcT mAkEs a
GrOuNd tHe rEsUlTs iN tHe rEaCtIoN, fOlLoWiNg tHeIr
fIcTiOn. aGeNdA aNd pRiNcIpLeS.
InTrOdUcTiOn 99
DiCe MeChAnIcS
In Voidheart Symphony, the way you resolve moves depends on
whether you're in the city or in the castle.
• If both dice are higher than the ticks, that's a strong hit.
• If only one dice is, that's a weak hit.
• If neither dice are, that's a miss, and the Architect will make a
reaction.
If a result takes about 'any hit', that's a strong hit or a weak hit.
She decides that the administrator can’t dismiss what she says, and
will look into the doctor. The Architect says that the administrator
will cause problems for Milli as he calls security to escort her out,
and won’t focus only on her – the hospital’s security guards will be
on the lookout for other troublemakers too.
In the castle, you're cut free of those fetters, and only have your
own skills to draw on. When you trigger a move in the castle, you'll
be asked to roll +Stat. That means you roll two six-sided dice, add
the named stat, and see what the final result is:
10 InTrOdUcTiOn
Milli is facing down the rogue doctor's nightmare avatar - a
looming, gaunt figure wielding a syringe dripping noxious
chemicals. As the avatar summons hordes of orderlies to hold
Milli down, her player describes how she plants her staff in the
chest of an orderly and uses it to vault over the horde and out of
danger. That triggers Dodge (p. 45), so she rolls two six-sided dice
and adds her Wands stat. With a 6 and a 3 plus her Wands of 1,
that's a 10 – a strong hit. She avoids the danger, and picks that
she's separated from her allies.
AdVaNtAgE
When you're benefiting from Advantage, you roll an extra die and pick
the highest two for your result.
For example, if you rolled three dice and get 2, 4 and 5 you'd
discard the 2. A check in the city would be left with 4 and 5; a roll
in the castle would be left with 9+stat.
DiSaDvAnTaGe
When you're suffering from Disadvantage, you roll an extra dice and
discard the highest dice.
For example, if rolled three dice and get 1, 5 and 6, you'd discard
the 6. A check in the city would be left with 1 and 5; a roll in the
castle would be left with 6+stat.
InTrOdUcTiOn 11
InTrO
gAmE SeTuP
To get your game of Voidheart Symphony started, follow these steps:
1: DiScUsS ExPeCtAtIoNs
Are you planning a one-shot, a short story, a long-term
campaign? How do people feel about antagonism between
characters? Voidheart Symphony is a game about people pushing
back against those oppressing them and benefiting from their
misery - are there any topics and themes that people don’t want
touched on, or even mentioned? Any topics that don’t want to
appear on-screen, even if you can still mention them.
2: Pick playbooks
The next thing to do is select who you'll be playing. Everyone
except the Architect picks a Rebel Playbook (p. 34) that fits their
basic idea for their character. There’s no doubling up - each of
you is unique in what you add to the group. As you pick your
playbook, maybe read out its blurb to let the group know what
its deal is, or summarise in your own words.
12 InTrOdUcTiOn
Each rebel should pick their Particulars – the things the audience
would immediately notice about them, even if there's a deeper truth.
They should also pick their role in the Crew, taking the appropriate
covenant card, and ask the linked question to the group. Remember
that this Covenant gives you useful moves to call on!
Whenever a rebel use a stat they haven't used before, they assign one of
these values to it: +1, +1, 0 and -1.
Armoured Dark
The Vassal has potent defences. The Vassal controls poison and shadows.
Send an attacking rebel flying back. Teleport from one shadow to another.
Redirect an attack to hit another rebel. Disappear in a cloud of choking poison.
Break: Shed encumbrances and Break: Blind the rebel who struck
lunge for the closest rebel. the darkness away.
Bestial Dramatic
The Vassal is aggressive and twisted into The Vassal is devoted to style, grace and
an animalistic form. acclaim.
Leap across the arena. Dazzle a rebel.
Hit with devastating force. Travel at impossible angles.
Break: Call in a mob of animals to Break: Beg for mercy,
shelter the Vassal. perhaps as a feint.
InTrOdUcTiOn 13
13
6: The Aftermath
This battle will have one of two outcomes:
If the players defeat the Vassal: Every rebel raises Void to 1 - this is
a great time to pick your Castle Form and describe your
transformation! The castle shard's heart shatters, and reforms
into a Hideout. Each rebel names one thing that would make a
place feel like home to them, and it appears. The rebel that struck
the final blow decides where the Hideout’s exit leads in the city.
If the Vassal defeats the players: They wake up where they entered
the shard, with the gate disappeared. The Architect picks an
option from Darkness Falls (p. 22). If the players investigate the
Vassal, they will find they've reached a new rank – they now count
as a Tier 2 target (see Dark Feudalism, p. 100).
7. Back to reality
With your first battle done, it's time to look into your mundane life.
Next, in your Role section, first choose the general category the
castle would place you into and then the specific way you express
that. Place down on the map a location important to your role -
your workplace, or school, or bar. On your trouble tracks, make
sure to fill in the first red box of the track you get a black mark in.
14 InTrOdUcTiOn
Contacts are other bonds to Architect-controlled characters.
They're less strong, but still important. When you pick one, write
down this Covenant on your sheet and check out the Covenant
moves it offers you. Mark down on the map a new location
important to the contact, or pick an existing place that's relevant
to them and add an extra detail.
You can take your time with this steps – maybe zoom in and use a
short scene of roleplaying to really flesh out the character's day-
to-day life and reveal their relationships with their contacts.
InTrOdUcTiOn 15
QuEsTiOnS aBoUt tHe cItY
What are its key industries?
Manufacturing, farming, mining/drilling, utilities, IT, finance, transport,
distribution, tourism, education, research, ______
16 InTrOdUcTiOn
QuEsTiOnS fOr ReBeLs
In what ways are you different from the norm?
Faith, ethnicity, disability, neurodivergence, sexuality, weight, age, class,
education, language, gender expression, ____
Was there a point where your life was harder than this?
Living with deprivation, abuse, illness, stress, over-policing, ____
InTrOdUcTiOn 17
RuLeS oF tHe CiTy
ViTaL StAtIsTiCs
So, you’re rebels - ordinary people who have taken it upon
themselves to oppose the insidious forces of the castle, and have
found strange power in the process.
But what does that actually mean, and how is that represented in
the system? Well, your rebel is measured in four different
categories - the pressures they face in the city, the strengths they
bring to bear in the castle, the covenants they hold onto, and the
potency they accrue as their revolution unfolds.
Stress Gauges
You have five gauges tracking your rebel’s well-being:
Blood: How healthy you are. The more ticks, the closer you are to
incapacitation.
Lack: The precarity of your social situation. The more ticks, the
closer you are to homelessness and deprivation.
Infamy: Are you famed, tolerated or reviled? The more ticks, the
more you risk becoming shunned by society.
When an effect tells you to mark a gauge, you put a line through the
leftmost empty box to tick it.
Black Marks
Some effects – such as the role your rebel plays in society’s castle-
influenced systems – make life permanently more difficult for them.
Each gauge starts with a single black mark. Your very existence as
a rebel strains your health, finances, reputation, and faith in
humanity. This black mark can’t be removed while the castle’s
influence is still delimiting human society in your city.
When you receive another black mark, shift any existing marks
one step right, then fill in the leftmost box in a way that makes it
clearly different from other marks (e.g. a different colour).
Black marks count as ticks for the purposes of checks, and can
only be removed by effects that specifically do so.
This rebel has accumulated a few stress ticks and an extra black
mark in Lack. When asked to make a check, they’d need to beat
3 in Blood, 4 in Lack, 2 in Infamy, 2 in Heat, or 3 in Fealty.
Blood ⬛�����
Lack ⬛⬛����
Infamy ⬛�����
Heat ⬛�����
FeAlTy ⬛�����
Swords: Your ability to take direct action against your foes. When
exploring, you use it to smash through obstacles and face down
hordes. When fighting a powerful adversary, use this to get in
their face and throw them off-balance.
Coins: Your ability to use the world around you to your advantage.
When exploring, use it to find your way through and assess your
surroundings. When fighting a powerful adversary, use it to spot
openings and help your allies exploit them.
Cups: The strength of your passions and ability to open your heart
to the world around you. When exploring, use it to understand the
Vassal’s psyche and reshape the labyrinth. When fighting a
powerful adversary, use it to pull allies from danger.
When you're asked to 'roll +Stat', you roll two dice and add the total to
your stat. For example, if you were rolling +Wands you might get a
2 and 5 on the dice and add your Wands of 1 to get 8.
And then there’s your crew covenant – the covenant that shows
what you give to the others, or maybe the person you’re becoming
with their help. This offers city and castle moves like Major
Covenants, but its rank changes according to your relationship
with the others – and the hangout move says what happens when
they spend time with you.
As you fight back against the castle in the shadow world and in the
city, you’ll build an attunement to two fundamental forces:
The World is the city you live in, but it’s not the
bricks and the wires and the tarmac. Or, it’s not just
those - it’s also the history and culture and
community that makes the city its home, the
beautiful singular thing that only exists in this
place and this moment and should be cherished.
You build your attunement with it by building
strong relationships with others, by taking time
to help and protect your community, and by
giving up your power over others and freeing
them to help as they see fit.
Void and World can fall in rank as well as grow. When their rank
drops, you erase an advance as the power ebbs out of you.
• Passive: The Vassal isn’t aware of the rebels at all. This is the
default starting state.
• Alert: The Vassal is aware the rebels are out there causing trouble
for them, though likely doesn’t know their true identities.
• Hunting: The Vassal knows who the rebels are and is coming for
them.
Daily Procedure
At the start of each day, the Architect marks a segment of the clock.
After ticking the clock, the group picks one: take mundane action
(next page), or delve into the castle (p. 35).
When the clock’s full, the Architect erases all segments and increases
Pressure. If any of the Vassal’s Enforcers are undefeated, one
leaves the castle shard to blight the world (see p. 196).
Work on a project (p. 32). Say how you work on it, and
trigger moves as required. Mark Progress on it; you may
then try to finish it.
Look after someone. Say how you help a rebel; they refresh a
gauge, and you rank up your crew covenant.
What’s a day?
The easiest answer is 24 hours, of course, but that’s not always
narratively appropriate. A sustained campaign to unseat the
mayor could be measured in weeks; a panicked dash to save a
kidnapped friend could tick the clock every few hours or so.
MaKe a StAnD
When you use posture, force, or intensity to make someone pay attention to
you, check against Blood. On a weak hit choose one, on a strong hit
choose two:
UsE a CoNnEcTiOn
When you Use a Connection to get access to somone, say which
Covenant you're name-dropping and check against Lack. On a hit,
the target treats you as a peer for a time, but on a weak hit pick
one:
On a strong hit, pick one of the options above to add the target or
someone else in this scene as a Minor Covenant.
Check against Fealty. On a strong hit, pick one; on a weak hit, pick
as many as you picked effects; on a miss, the Architect picks as
many as they like.
GeArInG Up
When you try to obtain new gear by…
• Dipping into your reserves, check against Lack.
• Working extra hours, check against Blood.
• Stealing it from others, check against Fealty.
On a strong hit, you get it. On a weak hit, the Architect picks one:
On a miss, the Architect picks one and ticks your Infamy or Heat
as your desperation is noticed.
ChEcK In
When you meet with a Major Covenant, trigger their Hangout Move and
mark progress on a project involving them (see Projects, p. 32).
When you meet with a Rebel, trigger each other’s Hangout Move and
rank up your Crew Covenants.
When you meet with a Minor Covenant, the Architect will tell you what
they’re looking for (see p. 110 for inspirations). If you do it, mark
world and add them as a Major Covenant.
PrOjEcTs
When you start a new long-term task, write it down alongside its
aspect – growth (+) if it's an active effort to build up your life, or
recovery (-) if it's an attempt to stop things getting worse. Give it
Progress 6, and write down what you think the first step is.
When you hit the current step, or do something the table agrees would help
the project, erase the current step and subtract 1 from the project's
Progress. Then write a new step.
On a miss, the project is lost. The Architect will say what happens,
and give you a choice: start again at Progress 7, or suck it up and
mark a gauge.
ThE GrInD
At the start of an investigation, check against your highest gauge.
On a miss, it’s dire; the project has Progress 6, and the Architect
makes an immediate reaction showing how bad things could get.
Example Issues
Blood You’re sick, you can’t sleep, you’re overstressed.
Fealty You lashed out and need to make it right, you can’t
enjoy a cherished activity, you’re alienated from society,
you’re having to pass as something you’re not.
You Dive Into Darkness to enter in the shard, and see what state
the rebels are in when they arrive. As you Travel the Labyrinth you'll
arrive at new locations, facing down their challenges to learn
Traces of the shard’s layout and gain Tokens of the Vassal. When
you Find Shelter, you rest and put together those Traces to map
out the shard. And when it’s time to leave, you Return to Reality
and see how much these struggles in the castle have cost you.
As you cross the threshold, the leader may call out to rebels unable to
join the delve thanks to other commitments, injury,
imprisonment, even death. If they answer, they manifest a wraith of
themselves – as seen through the lens of their crew covenant.
When the wraith would take a wound, they instead lose a rank of their
Crew Covenant. If it hits 0, the wraith is banished.
The next time that rebel sleeps, they'll vividly dream of the events
their avatar experienced, remembering as much or as little as
their player desires.
• Treat another rebel. Pick one of their wounds and bind it.
• Look after your gear. Remove a mark from an Armour box, or
restore a Signature Weapon that was lost, damaged or unusable.
• Encourage another rebel. Rank up their Crew Covenant.
If you wish, you can also use your playbook’s Shelter Move.
On a miss, you find shelter, but your foes will breach it before you
have a chance to use any of the options above.
• Return to Reality.
• Travel the Labyrinth.
• Spend 1 Trace to return somewhere you’ve been before.
• Spend 2 Traces to arrive at an area guaranteed to hold a Token.
• Spend 3 Traces to arrive at the lair of an Enforcer or the Avatar.
ReTuRn tO ReAlItY
When you leave the castle, check your wound track (see p. 42). If your
most severe wound is…
• …minor: you feel worn out, grouchy or headachey, like you’ve pulled
a late night. You have fleeting disadvantage in Blood or Fealty.
• ...major: you find it hard to focus, and keep seeing flashes of the
castle in the corners of your eyes. Tick Blood or Fealty.
• ...deadly: you’re woozy, numb, or heartbroken. Take a Black
Mark in Blood or Fealty.
SeE ClEaR
When you try to read a dangerous situation, roll +Coins. On a hit, you
can ask the Architect questions. On a 7–9 ask 1, on a 10+ ask 3, on a
miss, ask 1 but prepare for the worst:
DrInK DeEp
When you form a bond with a token or minion of the Vassal, roll +Cups.
On a hit, you’ve formed a bond – the Architect will give you an
impression of what it means to the Vassal.
A bonded token can be taken out of the castle, and a minion will
help you so long as they can safely do so.
When you call on the token or minion for aid, mark void and describe
how the landscape of the shard is altered.
PoWeR ThRoUgH
When you hurl your strength at the castle's obstacles, roll +Swords. On a
hit, pick one:
On a 7-9 the Architect gives your action a cost: a wound, lost gear,
or you mark void.
Minions
As you explore the castle you’ll encounter the rank and file of the
Vassal's minions: the strange inhabitants of the Vassal’s shard, the
actors and extras that play background roles in their
psychodramas. They need very few details - just a description and
a single Quality for the group.
Traps
This is a broad heading for every hostile feature of the shard’s
architecture: spikes extending from walls, boiling vats of poison,
labyrinthine mazes of teleporter traps, and so on. To put together
a trap, first decide how complex the encounter is going to be.
If the players just need to get through the trapped area, decide for
yourself what would trigger the trap and ask them what they do,
triggering exploration moves according to the fiction.
If, on the other hand, the players need to defuse or solve the trap
to get through, or it's an additional hazard in an arena, give it a
Quality. When the quality is destroyed, the trap is disarmed.
All Enforcers have three Qualities. The Avatar will also have three,
and on top of those have one Quality granted to them by each
surviving Enforcer.
Wounds
When a blow hits your character, the Architect will tell you how
severe it is: grazing, minor, major or deadly.
When you take a wound, mark a box of the appropriate severity and
suffer the effects.
When a wound is bound, that box remains marked but you stop
feeling the wound’s effects.
If all boxes of the appropriate severity are marked, you must mark a
worse box. If there aren’t any, the darkness calls to you: rank up
Void, or be forever lost.
If you have Armour, you may mark it off to downgrade the wound by
a rank before marking a wound box. Marked Armour boxes don’t
come back for the rest of this delve.
Wound types
Grazing wounds are fleeting inconveniences. You'll normally take
them as part of an attack with some other consequence, or by
using armour to downgrade a minor wound.
When you take a grazing wound, don’t mark anything down, but
you’re knocked back, knocked down or winded.
Deadly Wounds strike to the heart of you. You have one deadly
wound box.
Until a deadly wound is bound, you’re out of action.
Even once it’s bound, you’ll need another rebel’s aid to take action.
Example OF Wounds
Rose is fresh and healthy:
|
As she Strikes a pack of hellhounds, she chooses ‘the foe lashes out at you -
suffer a wound’. In this case, the wound is Minor.
|
After a gruelling journey through the Vassal's junkyard, she’s found 1
Armour but finds herself facing an Enforcer: Our Lady of Tetanus, a lupine
creature of rusted metal. As the Enforcer rakes her claws across Rose's belly
- a major wound - Rose declares the claws glanced off the breastplate she’d
found. She marks 1 armour box and another minor wound box.
You still have access to the Exploration Moves if you need them –
Power Through and Flow Like Water are particularly likely to be
useful – but without Openings you’ll have difficulty controlling the
flow of combat.
StRiKe
When you take advantage of an Opening with...
On a hit, you remove the Opening and break one of the foe’s
Qualities. If you break its final quality, it’s defeated and no longer
a threat. Otherwise, the Architect will trigger that Quality’s Break
move, and on a 7-9 also pick 1:
LiNe It Up
When you size up the enemy to locate a weak spot, roll +Coins. On a hit
you find an Opening. Say where it’s coming from – the
environment, a chink in their armour, a flaw in their fighting
style. On a 7-9, pick 2, on a 10+ pick 1:
DoDgE
When you try to avoid incoming danger, roll +Wands. On a hit you
successfully dodge; on a 7-9 pick 2, on a 10+ pick 1:
StAnD WiTh Me
When you heal or encourage an ally, roll +Cups. On a 7-9 pick 1, on a
10+ pick 3:
FlEe
When you use up an Opening to escape the arena, any rebel who wishes
can escape with you. If you were fighting the Vassal, tick their clock.
47
ThE AfTeRmAtH
RiVeRs iN tHe DeSeRt
When you defeat a Vassal’s avatar, the power they’ve gathered is
yours to control - to bring new life to this city.
If this is the first Vassal you've defeated, this shard is now yours, and
reshapes itself to suit your group's personalities. It'll be a hideout
that only you can enter, from a entrance placed by the rebel who
struck the killing blow.
Otherwise, as this energy flows into you each rebel picks one, with
effects according to the Vassal’s Tier.
Expropriation
You extract material benefits from the castle’s systems.
Mark void, and get these cumulative benefits:
Reformation
The Vassal grows a new-found conscience. They’ll publicly confess to their
crimes – though the more they’re embedded in the castle, the more it’ll
continue to cause problems with or without their consent.
Mark world, and get advantage on the Retaliation check as the
castle’s forces focus on the turncoat in their ranks.
Tier 2 This area dreams of life out of the castle’s shadow. It grows
secret pathways that your enemies cannot walk, with
shops, clubs and hostels that would astound the city's
everyday inhabitants.
Tier 3 This area is roused to action against the castle. Once and
once only, while you’re in the Castle you can forcibly pull
everyone around you back to this place. Minions and
adversaries will be stripped of their powers and made very
mortal, but so will the rebels. If a Vassal's avatar is killed in
the city, the Vassal dies with them.
Redefinition
You feed parts of yourself to the hungry dark, gaining something new in
their place. Mark void, and pick one:
Tier 2 Once per investigation, you can mark void to direct your
underlings to cause problems for your target and remove a
tick from their clock.
These benefits are cumulative. If you lose the black mark, you lose
the position – and vice versa
DaRkNeSs FaLlS
When the rebels abandon an investigation, the Architect can declare
that the Vassal’s plan comes to pass in the city. They pick one:
• They lash out at the rebels and cost them status and opportunities.
Each rebel changes Role to something less prestigious, and gains a
black mark in Lack, Infamy or Health.
• They make a neighbourhood more in tune with the castle. Say how
it changes to be less friendly, vibrant, diverse or communal, and
pick a location to mark down as ruined, abandoned, or annexed.
• They cover up all evidence of past misdeeds, and ensure they’ll
move into a new position easily able to commit further crimes.
Tier 1
Liberty
The castle’s influence will soon return, but for now your people can breathe easily.
Broken
MiSs Crackdown Scorched Earth
Windows
Contact
Someone with power notices the rebels, and seeks an alliance.
Broken Windows
The castle sends a message that this behaviour will not be tolerated.
If your life has changed significantly, feel free to change your Role.
Pick a project on your sheet to keep there; all others are erased. For
each erased recovery project, the Architect will mark an appropriate
gauge or lower the rank of a Covenant.
The Architect will decide the rest, and let you know the details.
Then they'll draw a new Vassal clock for them, and each rebel rolls
The Grind to see what troubles they're facing at the start of the
investigation.
The Setup
• Work through YourNextTarget (p. 53) to set up the incoming Vassal.
• Trigger TheGrind (p. 33), setting up the problems in each rebel's life.
The Investigation
The Vassal has a clock, made of six segments, tracking their
progress towards their goals and the danger they pose to the rebels.
See p. 26 for details about what this means.
At the start of each day, the Architect ticks the clock and describes
any results. Then the group picks what they’re doing that day:
• Find tokens that reveal what the Vassal truly cares for.
• Fight the Vassal’s Avatar.
• Defeat Enforcers that would cause trouble for you in the city,
and make the Avatar harder to defeat.
Achieving Victory
To beat the Vassal, you'll need to:
InVeStIgAtE
TiCk tHeIr ClOcK
InCrEaSe PrEsSuRe/
cLoCk. FiLlEd? PiCk RePrIsAlS
Core Details
These are the foundational parts of your character:
Particulars
What do you look like? When others first glance at you, what's their
impression? In your intro scene, what would the camera show?
The Crew
This group of rebels is a major force in all of your lives - but here, you
get to decide what it means for you in particular. Is it a source of
comfort? Guidance? Challenge? Entertainment? A means to an end?
58 ReBeL PlAyBoOkS
Covenants
These are the important people in your life – your friends, family,
and comrades in your battle against the castle. Each has an
arcanum defining their strengths, weaknesses and personality –
and also granting you special abilities in the city and the castle.
Affinities
Your power grows as you walk the line between two poles:
• The Void that birthed the castle and embodies hunger, power,
and isolation.
• The World that surrounds you, home to the communities your
actions are impacting.
As you act, you’ll be asked to mark world or mark void. Once you’ve
got five marks in one affinity, you erase all marks and gain a rank
in that affinity.
When you gain ranks of World or Void you gain an advance from
playbook-specific lists tied to each affinity; World advances give
you supernatural powers or mysterious fortune in the city, while
Void advances give you extra potency in the castle.
ReBeL PlAyBoOkS 59
PlAyBoOkS
City Details
Then there’s the parts of your character that are relevant in the city:
Gauges
These five tracks show what pressures you’re currently dealing
with (see p. 20). Your playbook will note two gauges you start
better off in, and three that start under particular stress.
Role
What’s your rebel’s mundane context? They’ll fall into one of three
broad categories, with attendant difficulties to face, according to
how the castle would dismiss them:
60 ReBeL PlAyBoOkS
Castle Details
Finally, there’s your particular strengths in this shadow realm:
Castle Stats
When you enter the castle, power stirs within you. Your capabilities
here are measured by four stats: Swords, Coins, Cups and Wands
(p. 22). Whenever you use a stat for the first time, give it one of
these ratings: +1, +1, 0, -1. You can only use each number once.
Castle Form
As your revolution progresses, you may be surprised by what you
become. Each time you gain a rank of Void or World, you pick
another way your castle form shifts and changes. What does your
avatar say about your self-image? When you lose a rank you lose
one of these features, moving closer to the ‘mundane’.
When the power returns, you might choose to regain the lost
feature. If you do, I’d encourage you to show how your character
views it differently having lost it before.
Shadow Moves
When your Void rank rises, you can choose to pick up a special
power that lets you break the rules of the castle. For the most part
these moves don’t need you to roll to use them, but there’s a cost -
each of them needs you to mark void to use them, drawing you
closer to becoming overwhelmed.
Gear
When you gain your first rank of Void, you’ll also gain a signature
weapon – an expression of character’s soul and will to make a
change, a thing that’s always there with them. It can be whatever
you want, as long as it expresses its Perk and Flaw (p. 46).
You also have one other item, chosen from your playbook’s list.
ReBeL PlAyBoOkS 61
ThE PlAyBoOkS
Each rebel is unique, formed from their own particular pressures
and drives. But for ease of play, Voidheart Symphony presents nine
different Rebel Playbooks for you to pick from:
The Authority
The Authority pushes back against the castle by building their own
kingdom. They're an inspiring leader, or a wise mentor, or an
intimidating gang leader. In the castle, they can guide or inspire
their allies, or exert authority over the actions of their foes.
The Harlequin
Maybe they don't think your little rebellion is going to change
anything. Maybe they're trying to keep morale up. Or maybe they
think a revolution without dancing is no revolution at all. Either
way, the Harlequin tries not to take things too seriously. In the
mundane world, they might be the class clown, a slacker, or a
provocative artist; in the castle, they find alternative solutions to
problems, clown on their foes, and keep allies upbeat.
The Heretic
The Heretic rebels against the castle's insidious tendrils by
spurning all authority and forging their own path in life. They
might be a class troublemaker, a political agitator, or a grifter.
In the castle, they misdirect foes, find hidden paths, and avange
their friends.
The Icon
The Icon is adored by society – but that adoration can be its own
set of chains. They might be a top athlete, a model or a celebrity.
In the castle, they may be a paragon of excellence, an opponent
their foes cannot ignore, or an unassailable beacon of perfection.
The Provider
Sometimes the best you can do is to keep those close to you safe.
Whether they're a parent, a volunteer or a carer, the Provider spends
their time protecting and nurturing those that depend on them. In
the castle, they heal their companions, keep the group together,
and see deep into the Vassal’s heart.
62 ReBeL PlAyBoOkS
The Watcher
The signs of the castle are everywhere, if you know how to look. The
Watcher has developed the keen insight to match their hunger to
know more – useful in their daily life as a nerd, an academic, or
maybe an investigator, but also a great asset in navigating and
surviving the castle.
These next playbooks are a little weirder – they’ll work with the
other ones just fine, but might distract from the mundane side
of city life if they outnumber the ‘regular’ playbook types.
The Inhuman
The strange forces of the void sometimes find root in unexpected
places, gifting sentience to animals, forces of nature and the
spirits of the unquiet dead. And sometimes, a castle-shard’s
inhabitants break free of those fetters and seek out others
rebelling against the castle. Whatever their origin, now they walk
the mundane world as an ordinary animal, a human simulacrum,
a symbiosis of willing human and alien entity. In the castle, they
can blend in with the Vassal's minions, gain insights into their
enemy's motivations and use mystical powers.
The Penitent
The castle forces those living under it to be complicit in countless
evils – and some are more actively and enthusiastically complicit
than others. The Penitent was one of those, but now they’ve
turned against the castle and joined the rebels. Can they wield the
power it gave them without tainting the rebel’s cause, and make
amends for the suffering they inflicted?
The Resident
Not everyone hurt by the castle walks away from it. The Resident’s
body may be in a coma, imprisoned, dead, or lost – but their mind
is a spectre trapped in the void, walking the castle’s corridors, and
haunting the city. Can they make their way back to a mundane life?
ReBeL PlAyBoOkS 63
ThE AuThOrItY I kNoW tHaT yOu'rE lOsT aNd dEsPeRaTe.
DoN't wOrRy, I'm hErE nOw.
MaKiNg yOuR AuThOrItY
First Descent
Before your first delve, work through these, and answer:
What’s your personal connection with the Vassal?
Particulars The Crew
Pick from each, or make your own: Pick one to represent what you offer the
group, and gain it as a Crew covenant:
• Feminine, Masculine,
Ambiguous, Concealed, ____ � Auteur: Leadership, structure,
• They, She, He, ____ paternalism.
• Pristine uniform, a symbol of Ask: Which of you works for me?
authority, � Justice: Truth, fairness,
rumpled and overworked, accountability.
____ Ask: Which of you did I help find
• Bright eyes, ruthless eyes, justice or escape injustice?
kind eyes, watchful eyes, ____ � Sage: Guidance, tradition,
• Teen, Young Adult, Adult, spiritual wisdom.
Senior, ___ Ask: Which of you regularly comes
to me for advice?
66 ReBeL PlAyBoOkS
Mundane Life
When you return to reality, decide on these:
Role
Pick a category and main occupation:
Gauges
You're self-assured and resourceful. Mark one tick in Infamy and Lack,
two in the rest.
Contacts
Pick one to gain as a Rank 1 Covenant, and give them a name:
Then pick another rebel’s contact, say what links you, and add them as a
Minor Covenant.
ReBeL PlAyBoOkS 67
AuThOrItY AbIlItIeS
Core Moves
When you let go of a Minor Covenant, mark world and ask the Architect:
Who here could benefit from my advice?
When you forsake or betray a Minor Covenant, mark void and choose
someone in your presence. They cannot contradict what you say or
physically block your actions until you leave their presence.
When you take Shelter, you inspire the others and uplift their hearts.
The next time they would rank down their Crew Covenant, they may
ignore that cost.
Shadow Moves
� JuSt YoU aNd Me
If a foe’s within arm’s reach, you can mark void to reshape the castle
and trap you both within an empty room. The previous state is
restored when you will it, or when you take a major wound.
� HeRoIc InTeRvEnTiOn
When an Adversary is bearing down on an ally, you can mark void to
immediately close the distance between you and Confront them –
gaining Advantage on the roll.
� WaR CrY
When you let out an intimidating war cry, mark void to choose an
option from Stand With Me and apply it to yourself.
� VoIcE oF CoMmAnD
Once per delve into the castle, you may mark void to command a
minion of the castle to serve you. When they fight alongside you,
your attacks gain the cleave tag.
When you send them to act independently of you, the Architect will
decide how well they do.
When you would take a wound with them nearby, you can choose to
have them be destroyed by the blow instead.
68 ReBeL PlAyBoOkS
AuThOrItY AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
� Pick one of your castle abilities; get �� Add +1 to a Castle stat.
advantage using it with Vent. �� Gain a ShadowMove.
� Mystically provide a friend or follower � Gain a second
with financial security. Gear option.
� Minions arrive in the hideout, eager to help � Add a perk to your
with research or red tape. signature weapon.
� Organisation charts and pinboards appear
in the hideout, automatically updating as
you learn more about the castle.
ReBeL PlAyBoOkS 69
ThE HaRlEqUiN WoE iS mE, fOr iN fIgHtInG tHe cAsTlE I
hAvE bEcOmE iT. ExCePt wAy cOoLeR, lOl
MaKiNg YoUr HaRlEqUiN
First Descent
Before your first delve, work through these, and answer:
What did the Vassal do that you can’t just laugh off?
Particulars The Crew
Pick from each, or make your own: Pick one to represent what you offer the
group, and gain it as a Crew covenant:
• Feminine, Masculine,
Ambiguous, Concealed, ____ � Fool: Innocence, sponteneity, new
• They, She, He, ____ starts.
• Threadbare uniform, Ask: Which of you did I believe in,
comfortable clothes, when no one else would?
weird clothes, ____ � Vagabond: Letting go, new
• Laughing eyes, bloodshot perspectives, pauses.
eyes, sleepy eyes, Ask: Which of you enjoys wasting time
bright eyes, ____ with me?
• Teen, Young Adult, Adult, � Oracle: Intuition, spirituality, the
Senior, ___ subconscious.
Ask: Who did I help by showing a
third way out of a dilemma?
72 ReBeL PlAyBoOkS
Mundane Life
When you return to reality, decide on these:
Role
Pick a category and main occupation:
Gauges
You laugh it all off. Mark one tick in Heat and Infamy, two in the rest.
Contacts
Pick one to gain as a Rank 1 Covenant, and give them a name:
Then pick another rebel’s contact, say what links you, and add them as a
Minor Covenant.
ReBeL PlAyBoOkS 73
HaRlEqUiN AbIlItIeS
Core Moves
When you let go of a Minor Covenant, mark world and ask the Architect:
Who here would appreciate a distraction?
When you forsake or betray a Minor Covenant, mark void and say what
performance you begin. Until it’s over, nobody outside the crew can
look away from you or disrupt you.
When you take Shelter, you may kick back and relax; say how. You
and anyone who joins you erases 1d6 marks from void or world,
but gains fleeting Disadvantage.
Shadow Moves
� MaDe YoU LoOk
When you make yourself the centre of attention, mark void to pick one:
� TeArS oF a ClOwN
When you put on a pantomime of emotion in front of an enemy, mark void
to strike to the heart of them. They’ll be overcome with the
emotion you were performing; each Rebel gets fleeting Advantage
taking advantage of it.
If they do what you predicted, you may reveal a trap you’d set up to
take advantage of that and gain Advantage on Strike.
74 ReBeL PlAyBoOkS
HaRlEqUiN AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
� Pick one of your castle abilities; get �� Add +1 to a Castle stat.
advantage using it with Vent. �� Gain a ShadowMove.
� Give an enemy or rival unexpected � Gain a second
good fortune that will shock and Gear option.
unsettle them, giving them a new � Add a perk to your
perspective on life. signature weapon.
� Rolled dice, shuffled decks, and flipped
coins will tell you the result they expect
to give before anyone else knows.
� Add a relaxation space to the hideout:
a karaoke bar, a cafe, a library,
whatever fits your group.
ReBeL PlAyBoOkS 75
ThE HeReTiC StAnD wItH mE aNd wE'lL bUrN tHiS
wHoLe rOtTeN tHiNg dOwN.
MaKiNg yOuR HeReTiC
First Descent
Before your first delve, work through these and answer:
How did you realise there was a supernatural power behind the Vassal?
Particulars The Crew
Pick from each, or make your own: Pick one to represent what you offer the
group, and gain it as a Crew covenant:
• Feminine,Masculine,
Ambiguous, Concealed, ____ � Devil: Temptation, heresy,
• They, She, He, ____ iconoclasm.
• Distressed uniform, Ask: Which of you gives me comfort
alternative fashion, identity- when it gets too much?
hiding � Magician: Innovation, sleight of
mask, ____ hand, improvisation.
• Sardonic eyes, wary eyes, fiery Ask: Which of you depends on my
eyes, frightened eyes, ____ talents?
• Teen, Young Adult, Adult, � Tower: Upheaval, hard times,
Senior, ___ transformation.
Ask: Which of you helped me put
my life back together?
78 ReBeL PlAyBoOkS
Mundane Life
When you return to reality, decide on these:
Role
Pick a category and main occupation:
Gauges
You live for the fight. Mark one tick in Heat and Fealty, two in the rest.
Contacts
Pick one to gain as a Rank 1 Covenant, and give them a name:
Then pick another rebel’s contact, say what links you, and add them as a
Minor Covenant.
ReBeL PlAyBoOkS 79
HeReTiC AbIlItIeS
Core Moves
When you let go of a Minor Covenant, mark world and ask the
Architect: Who here is desperately yearning to be free?
When you forsake or betray a Minor Covenant, mark void and pick a
rule - written or unwritten - governing the social context you’re in.
Nobody will be able to apply it to you for the next scene, no matter
how hard they try.
When you take Shelter, ask the Architect: What danger should we be
most on the lookout for? They must answer honestly.
Shadow Moves
� ShAdOw StEp
When you hide in the shadows, you can mark void to reappear from
any other shadow in sight.
� AvEnGeR’s ReSoLvE
When another rebel takes a major or deadly wound, you may mark void
to heal any wound of your own.
� SuBvErSiVe WhIsPeR
When you spy on minions of the castle unobserved, you can mark void to
whisper an incendiary secret into their minds and turn them
against a target of your choosing.
80 ReBeL PlAyBoOkS
HeReTiC AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
� Pick one of your castle abilities; get �� Add +1 to a Castle stat.
advantage using it with Vent. �� Gain a ShadowMove.
� Erase all traces of a friend's debts or � Gain a second
criminal convictions. Gear option.
� You may talk to one form of vermin � Add a perk to your
that lives in your city. signature weapon.
� Add a costume rack to the hideout,
filled with props and uniforms that’ll
let you blend in anywhere.
ReBeL PlAyBoOkS 81
sdsdwd
82 ReBeL PlAyBoOkS
ThE IcOn ThE dArKnEsS cAn’t sToP uS -
83
nOt wHeN I cAn oUtShInE tHe sUn.
ReBeL PlAyBoOkS
MaKiNg yOuR IcOn
First Descent
Before your first delve, work through these, and answer:
How is the Vassal exploiting your image?
Particulars The Crew
Pick from each, or make your own: Pick one to represent what you offer the
group, and gain it as a Crew covenant:
• Feminine, Masculine,
Ambiguous, Concealed, ____ � Strength: Courage, compassion,
• They, She, He, ____ energy.
• Customised uniform, athletic Ask: Which of you am I teaching
gear, stunning cosmetics, confidence and resilience?
____ � Chariot: Travel, willpower,
• Bright eyes, intense eyes, discipline.
laughing eyes, Ask: Which of you gives me a place
sunglasses-hidden eyes, ____ to crash when home is too far away
• Teen, Young Adult, Adult, or too much of a burden?
Senior, ___ � Lovers: Harmony, consensus,
shared goals.
Ask: Which of you is in a
committed relationship with me?
84 ReBeL PlAyBoOkS
Mundane Life
When you return to reality, decide on these:
Role
Pick a category and main occupation:
Gauges
You're spotless. Mark one tick in Infamy and Blood, two in the rest.
Contacts
Pick one to gain as a Rank 1 Covenant, and give them a name:
Then pick another rebel’s contact, say what links you, and add them as a
Minor Covenant.
ReBeL PlAyBoOkS 85
IcOn AbIlItIeS
Core Moves
When you let go of a Minor Covenant, mark world and ask the
Architect: Who here is looking for their chance to shine?
When you forsake or betray a Minor Covenant, mark void and say how
you borrow unreal grace, strength or presence from your legend.
It’ll last for the scene.
When you take Shelter, you may ask the Architect: What is the
Vassal currently feeling most guilty about? They will answer
honestly, and you gain fleeting advantage acting on it.
Shadow Moves
� ImPoSsIbLe PeRfEcTiOn
You are impossibly beautiful, and that perfection cannot be marred.
So long as you're least wounded rebel in the party, you can mark void to
reduce the severity of an incoming wound by a rank.
On a 7-9, your influence only lasts a few moments - and once it's
broken they'll hate you for the manipulation.
� AuDaCiTy
When you encounter the Avatar or an Enforcer, mark void to prevent any
immediate hostilities and pick one:
• Your castle self obfuscates your city form, and you refresh Heat.
• They let slip how you can reduce the Pressure of their clock.
• They reveal deeper meaning to a Token you hold.
86 ReBeL PlAyBoOkS
IcOn AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
� Pick one of your castle abilities; get �� Add +1 to a Castle stat.
advantage using it with Vent. �� Gain a ShadowMove.
� Grant a friend or ally whatever they � Gain a second
need to have creative independence. Gear option.
� Awaken images of you; you can talk to � Add a perk to your
them, ask what they’ve seen, and get signature weapon.
them to change their pose and expression.
� Add a broadcast studio to your
hideout, with which you can record
and send out messages to the city.
ReBeL PlAyBoOkS 87
ThE InHuMaN
ThE vOiD dOeSn't uNdErStAnD yOu hUmAnS,
aNd hAtEs yOu fOr iT. I'm nOt sUrE I gEt yOu
eItHeR, bUt I lOvE eVeRy sEcOnD.
MaKiNg yOuR InHuMaN
First Descent
Before your first delve, work through these, and answer:
How did the rebels catch your attention? Why are you helping them?
Particulars The Crew
Pick from each, or make your own: Pick one to represent what you offer the
group, and gain it as a Crew covenant:
• Feminine, masculine,
agender, concealed, __ � Moon: Illusions, primal nature, fear.
• They, She, He, ____ Ask: Which of you is obsessed with
• Animal, construct, spirit, me, and doesn't quite know why?
ghost, dream, ____ � Star: Hope, faith, new things.
• Human(ish), urban animal, Ask: Who is trying to bring out my
bizarre creature, ____ potential?
� Death: Change, endings,
transformations.
Ask: Who remembers me as I used to be?
90 ReBeL PlAyBoOkS
Mundane Life
When you return to reality, decide on these:
Role
Pick a category and a vocation:
Gauges
You're not completely real. Mark a tick in Blood and Lack, two in the rest.
Contacts
Pick one to gain as a Rank 1 Covenant, and give them a name:
Then pick another rebel’s contact, say what links you, and add them as a
Minor Covenant.
ReBeL PlAyBoOkS 91
InHuMaN AbIlItIeS
Core Moves
When you let go of a Minor Covenant, mark world and ask the Architect:
Who here is longing to express their wild side?
When you forsake or betray a Minor Covenant, mark void and indulge
your inhuman nature. Pick one: terrify someone present, move
faster and further than humanly possible, or sense something you
should not be able to sense.
When you take Shelter, you may tap into the thoughts of a nearby
Enforcer. The Architect will describe what they can see and hear, and
you may ask a question about what they’re thinking and feeling.
Shadow Moves
� My TrUe FoRm
You realise that the castle had a stronger hand in your creation
than you thought. Describe how your Castle Form changes to
reflect this. You may mark void to grow an organ or limb - arms,
tentacles, eyes, wings, mouths or similar.
� GhOsT EaTeR
When you defeat a minion of the Vassal, you can consume its body and
roll +Cups. On a hit, you ingest it; on a 7-9, it taints you and you
mark void. So long as the creature is ingested, you can freely use one
of its moves. When you would mark void, you can destroy the
ingested creature instead. You must destroy your currently ingested
creature to catch another.
� PsYcHoPoMp
When you leave Shelter, you can mark void and spend 2 Traces to
guide your group to or from: any individual’s psyche, the land of
the dead, the castle's home realm.
� ApPaRiTiOn's BlAdE
You are a conduit for the hunger of the Void. Mark void to channel
its full power into an attack, giving it Advantage and a tag of your
choice.
92 ReBeL PlAyBoOkS
InHuMaN AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
� Pick one of your castle abilities; get �� Add +1 to a Castle stat.
advantage using it with Vent. �� Gain a ShadowMove.
� Free an Enforcer from their Vassal and � Gain a second
let them build a new life. Gear option.
� Add a portal to your hideout leading � Add a perk to your
directly to your target’s shard. signature weapon.
� Grant sentience to the hideout, and give
it some kind of avatar that can speak to
you all and use the hideout’s facilities.
ReBeL PlAyBoOkS 93
ThE PrOvIdEr We hAvE tO cArE fOr eAcH oThEr. ThAt’s tHe
oNlY wAy tHiS bEcOmEs sOmEtHiNg tHaT lAsTs.
MaKiNg yOuR PrOvIdEr
First Descent
Before your first delve, select these two and answer:
Who did the Vassal hurt, and how did you comfort them?
Particulars The Crew
Pick from each, or make your own: Pick one to represent what you offer the
group, and gain it as a Crew covenant:
• Feminine, Masculine,
Ambiguous, Concealed, ____ � Gardener: Nurturing,
• They, She, He, ____ procurement, protection.
• Practical uniform, a bag of Ask: Which of you can always come
supplies, rumpled and to me to feel cared for?
overworked, ____ � Temperance: Moderation,
• Kind eyes, weary eyes, hooded patience, advice.
eyes, intense eyes, ____ Ask: Which of you trusts me to rein
• Teen, Young Adult, Adult, you in when you go too far?
Senior, ___ � Wheel of Fortune: Celebration,
investment, stockpiling.
Ask: Which of you did I guide
through misfortune?
96 ReBeL PlAyBoOkS
Mundane Life
When you return to reality, decide on these:
Role
Pick a category and main occupation:
Gauges
You stay strong for others. Mark a tick in Fealty and Blood, two in the
rest.
Contacts
Pick one to gain as a Rank 1 Covenant, and give them a name:
� Tower: The charity case you can’t help but take care of.
� Death: A critically-ill confidante, unsure if they’ll be able to find
treatment.
� Lovers: Your paramour/partner who you can trust implicitly.
Then pick another rebel’s contact, say what links you, and add them as a
Minor Covenant.
ReBeL PlAyBoOkS 97
PrOvIdEr AbIlItIeS
Core Moves
When you let go of a Minor Covenant, mark world and ask the
Architect: Who here needs a hug or a kind word?
When you forsake or betray a Minor Covenant, mark void and say what
wound, illness or affliction you purge from them. They’ll feel a
compulsion to perform a single favour in return.
When you take Shelter, you may ask the other rebels: who has a
problem with another rebel? If you help them work through their
problems, they each rank up their crew covenant.
Shadow Moves
� HeLp tO hEaL
When you bind someone else’s wound, mark void to also give them 1
Armour. Their next wound this delve will be automatically bound.
� MaMa BeAr
You can mark void to augment your strength and stability, letting you
carry any weight. Leverage may still present issues.
� EnDlEsSlY ReSoUrCeFuL
When you reach into your bags and pockets, mark void to pull out
something impossible: something too big, too dangerous, on the
other side of the world, or previously in your opponent’s hands.
� MoThEr oF MoNsTeRs
When you craft a creature from the swirling chaos, markvoid and describe
them to the group. They have a weapon (one perk, one flaw), and can
take one wound; the second kills them.
At the end of a delve, mark void to let them leave this shard and
become a permanent resident of your hideout.
98 ReBeL PlAyBoOkS
PrOvIdEr AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
� Pick one of your castle abilities; get �� Add +1 to a Castle stat.
advantage using it with Vent. �� Gain a ShadowMove.
� Pick a community nonprofit, food bank, � Gain a second
mutual aid society, etc. that will no Gear option.
longer need to worry about resources. � Add a perk to your
� Gain the aid of a guardian spirit; when signature weapon.
you send it to watch over someone, you’ll
know if they run into danger.
� Add plentiful supplies to the group’s
hideout, able to feed, rest and care for
about a dozen people.
ReBeL PlAyBoOkS 99
ThE WaTcHeR
HoW dO yOu fIgHt sOmEtHiNg yOu cAn't eVeN sEe?
By lOoKiNg fOr tHe pAiN iT cAuSeS, tHe oNeS wHo
bEnEfIt, tHe cRaCkS iTs sHaDoWs lUrK iN.
MaKiNg YoUr WaTcHeR
First Descent
Before your first delve, work through these, and answer:
Who’s the Vassal going after now?
Particulars The Crew
Pick from each, or make your own: Pick one to represent what you offer the
group, and gain it as a Crew covenant:
• Feminine, Masculine,
Ambiguous, Concealed, ____ � The Hermit: Insight, awareness,
• They, She, He, ____ distance.
• Sturdy coat, drab Ask: Which of you knew me by my
camouflage, nerd chic, ____ handle long before we met IRL?
• Shiny glasses, hooded eyes, � The Sun: Perception, clarity, vision.
piercing eyes, ____ Ask: Which of you found fortune
• Teen, Young Adult, Adult, through my advice?
Senior, ___ � Judgement: Analysis,
discernment, absolution.
Ask: Which of you have I been tasked
with assessing?
Role
Pick a category and a vocation:
Gauges
You maintain your distance. Mark a tick in Infamy and Heat, two in
the rest.
Contacts
Pick one to gain as a Rank 1 Covenant, and give them a name:
Then pick another rebel’s contact, say what links you, and add them as a
Minor Covenant.
When you forsake or betray a Minor Covenant, mark void and name
someone. Anyone. You’ll get a flash of what they’re doing right
now – and can ask a follow-up question from the Rebel Eyes list.
When you take Shelter, you may submerge your mind in the
shifting chaos of the labyrinth. Roll 2d6; on a 7+ gain a Trace, on
a 6- mark void. Either way, tell the group what you understand
better about this castle shard or the Vassal.
Shadow Moves
� BrAiN RaDiO
When you’re in the castle, you can mark void to talk to any one person
who’s felt the castle’s touch – rebels, Vassals, covenants, etc.
� ChAoS EyEs
Some eyes are windows to the soul; yours are portals to the
shifting chaos of the void. When someone meets your gaze, mark void
to force them to pick one:
� AsTrAl PrOjEcTiOn
You may mark void to send your soul out into the castle. As long as
you concentrate you can see through its eyes and - with effort -
pull switches, open doors, move small object, etc. Most castle
minions won’t be able to see or interact with it. Most.
World Void
� Pick one of your castle abilities; get �� Add +1 to a Castle stat.
advantage using it with Vent. �� Gain a ShadowMove.
� A friend or ally gains a sixth sense that � Gain a second
can detect the castle. Gear option.
� Gain an animal familiar that you can � Add a perk to your
project your mind into. signature weapon.
� Scrying windows appear in the
hideout, able to observe locations you’ve
been to in the city and the castle.
MiNoR CoVeNaNtS
Sometimes you’ll touch another’s life only lightly. Not all
acquaintances are long-lasting, or life-changing - even if they can
become that in time.
• Once per investigation, each rebel can say that an NPC they
just interacted with becomes a Minor Covenant. The rest of the
group can veto this if they think the interaction was too hostile
or brief to form a connection.
• Certain moves can add a Minor Covenant - see Let Your Hair
Down, or Use A Connection.
When you gain a new Minor Covenant, you can choose to draw a
random Minor Arcanum card to show what drives are lying
beneath the superficial traits shown already (see the table on the
following pages). Or, if you have a strong sense of their personality
already, you can go ahead without drawing a card. Either way,
write them down somewhere to keep track of them.
108 CoVeNaNtS
Using Minor Covenants
So what can you do with them? Here’s some options:
Cultivate
You can Check In with them to work out how to build them into a
full-fledged Covenant. If you successfully do this, pick an
appropriate Major Covenant for them and mark world.
Burn
You can burn up the bond, consigning it to the Void and gaining a
personal benefit appropriate to your playbook. If the Minor
Covenant appears on screen again, they’ll have experienced some
tragedy, misfortune or disillusionment, as if they were a Rebel
who’d maxed out a Trouble Gauge.
Release
You can set the bond loose, removing your hold over them and
letting them devote that energy to improving the World. As a side
benefit, you’ll be able to ask the Architect a question about your
current circumstances based on your playbook. If they appear on-
screen again, they’ll have shifted to some kind of mentor,
guardian or advocate role - doing their bit to improve the city in
their own way.
CoVeNaNtS 109
WhAt wIlL EaRn tHeIr tRuSt?
Swords Cups
Ace Give them clarity about what to do next. Give an outlet for stifled creativity.
Stop them from making rash decisions Show them you’re in this for the long
2
and taking on too much responsibility. haul.
3 Help them get over a messy breakup. Give them a community to be a part of.
Give them a chance to recover from Give them peace and space to reflect on
4
burnout. their desires.
Show them they can trust you with their Show them which of their dreams is the
7
secrets. real deal.
Act as a sounding board for their Bring about a dream they’d suppressed
9
anxieties. as unrealistic or childish.
Care for them as they recover from a Show them the value of their existing
10
disastrous betrayal. relationships.
Indulge the passionate desire for truth Push them out of fleeting comforts so
Scholar
that burns within them. that they pursue their deeper passions.
Show you can be the partner they need Resolve a quarrel between them and their
Envoy
to put their dreams into action. partner before feelings spiral out of control.
Be honest with them about your true Stop them living in other people’s heads
Avatar
goals and what you want their help for. and give them emotional autonomy.
Give them a well-researched plan of action Get them out from under a toxic,
Crown
that’ll get them out of their current crisis. controlling partner.
110 CoVeNaNtS
Wands Coins
Commit time to hearing out their new Help them sort out the red tape that
Ace
idea and giving honest feedback. came with an unexpected windfall.
Work with them on a plan for their Help them balance their main job and
2
future. their side hustle.
Show them that their ambitions can Find them skilled people to collaborate
3
take them far further than they imagine. with.
Help them celebrate a major event Help them find a sense of financial
4
(graduation, family wedding, birthday, etc). security.
Help them stop arguing with their Spend time volunteering with the
5
colleagues and find a way to listen. charity they work for.
Win them public recognition for their Get them out from under an onerous
6
good deeds. debt.
Protect them from people seeking to Spend time cultivating a garden or park
7
tear down their achievements. with them.
Take care of their mundane needs as they Offer them your labour and let them
8
throw themelves into an opportunity. teach you a new skill.
Help them take a break from their Get them to take time out of the city and
9
struggles and recover from burnout. enjoy nature.
Show them they can give you some of Plan out with them how they can
10
their burdens. provide for their family.
Relight the spark of inspiration they had
Scholar Help them prepare for a job interview.
for an old project.
Find them a patron who’ll let them Build a daily routine together that gives
Envoy
spread their wings. each of you a sense of stability.
Back them up as they attend a high- Help them move from nurturing others
Avatar
stakes social event. to seeking their own flourishing.
Find them a crew of people who will be Show them the harm done by inequality,
Crown
able to put their vision in action. and push them to rethink their own wealth.
CoVeNaNtS 111
l
ThE FoO
112
Hangout Move
When you hang out with the Fool, the Architect will describe a strange coincidence that
strikes nearby. If you get to the truth of what happened, you’ll discover something
that refreshes a gauge or gives information on the Vassal or their victims.
City Move
Sometimes things just work out, against all odds. When you go over the top to fix a
problem in your life, roll a single dice. On a 4+, it somehow works - clear all marks in
the appropriate trouble gauge. On a 1-3 things go very wrong - max out the gauge
instead.
Castle Move
You live a charmed life. When you search for a way out of lethal danger, roll +Fool Rank.
No matter what, you’ll be removed from the situation; on a 10+ you say what state
you’re in when you return, on a 7-9 the Architect will. On a 6- we’ll next see you in the
Avatar’s company.
113
i CiAn
ThE MaG
114
Hangout Move
When you help the Magician with a project of theirs, they teach you a mundane skill
you didn’t know before (lock-picking, painting, mixing music, etc). The next time
you use it, roll with advantage.
City Move
The Magician inspires you to go beyond. When you finish a project, pick 1 for each
Magician Rank:
• It’s impressive: refresh Infamy.
• It’s appreciated: mark progress on a Project relating to your Role.
• It’s enticing: someone you pick who sees it wants to meet.
Castle Move
When you improvise a ritual to protect from danger, grant a temporary ability, or make a
potent weapon (2 perks, 1 flaw), roll +Magician Rank. On a hit, it works, at least for
this delve. On a 7-9 the Architect will give your magic a weakness, quirk, or
unintended side effect.
115
cLe
ThE OrA
116
HaNgOuT
When you let the Oracle show you a hidden place in the city, their player will describe
what makes it beautiful, and how it’s at risk. When you magnify its beauty or protect it
from danger, refresh a stress gauge.
CiTy MoVe
Once per investigation, you can declare that you had a dream about your current
situation. Ask the Architect a question in the form of ‘What will happen if I ____’ -
they’ll relate an element of your dream that answers your question.
If you go ahead with your proposed action, roll with Advantage.
CaStLe MoVe
When your make your faith manifest, roll +Oracle Rank. On a hit, radiant light
prevents creatures of the castle from coming within a few metres of you.
On a 7-9 pick 2, on a 10+ pick 1:
• You can't move without breaking the shield.
• You can't attack without breaking the shield.
• It only shields you.
117
d EnEr
ThE GaR
118
HaNgOuT
When you visit the Gardener, they give you something impractical but important; a
book, an accessory, a pot plant, etc. If you start an growth project to understand it and make
it part of your life, whenever you make progress on it you also refresh a gauge.
CiTy MoVe
When you spend your action Looking After Someone (p. 27), you may refresh one extra
gauge of theirs per Gardener Rank. If you do, pick the cost:
• Tick Lack, as you dig into your own stocks.
• Tick Fealty, as you resent them a little for needing this.
• Grow protective, taking fleeting Disadvantage the next time they’re wounded.
CaStLe MoVe
The Gardener haunts you, gauzy and insubstantial. When you ask the spirit for
advice, roll +Gardener Rank. On a hit, ask a question and the Architect will
answer. On a 7-9 pick one:
• They confuse parts of their life for your situation.
• They cannot perceive some significant detail.
• They ask you to promise something before they answer.
119
eUr
ThE AuT
120
HaNgOuT
When you spend time with the Auteur, they can offer you a job to help their
organisation. They get to decide what it is, you decide if you want to take it.
If you carry it out, you both refresh Infamy or Lack on top of any other outcomes.
CiTy MoVe
You draw structure and certainty from your relationship with the Auteur. When you
comprehensively reject a group identity society has placed on you in favour of one you’ve found
for yourself, remove one notch in Fealty per Auteur Rank.
CaStLe MoVe
When you use an Opening to display your power over an opponent, roll +Auteur Rank. On
a hit, remove the opening; on a 7-9 gain 1-Insight, on a 10+ gain 3. So long as you
have Insight, that opponent’s attacks cannot deal wounds to you. Spend a point to:
• Redirect the opponent’s attack towards you.
• Reveal their weakness and give an ally fleeting advantage.
121
e
ThE SaG
122
HaNgOuT
When you go to the Sage asking for their advice with a problem, they can tell you what to
do. While you are following this advice, you roll with advantage.
CiTy MoVe
The Sage has given you access to a exclusive group. When you use your membership of
this group to open doors, gain advantage on any Infamy check. If you miss the check,
the Architect will say how this ends up hurting the group.
CaStLe MoVe
With the Sage’s influence you can better understand the nightmare physics of the
castle. When you use Drink Deep to warp the castle, also gain 1 Trace.
123
eRs
ThE LoV
If your character is in a relationship with multiple partners, you could use this
covenant to represent the whole group - or pick one partner who provides this
covenant’s benefits, and pick out other covenants for your other paramours.
124
HaNgOuT
When you spend time with the Lover, ask them: what do you most love about me? When
you act in line with the vision of you they see, roll with fleeting advantage.
CiTy MoVe
With the Lover held close, you gain a better understanding of what others hold
precious. For every five minutes you watch someone socialise, you can ask the Architect
one of these questions; their player will answer honestly.
• Are they in love?
• Are they satisfied with their life?
• What is most precious to them?
• Who here do they most rely on?
CaStLe MoVe
The Lover gives you the resolve to endure. When you mark off a wound, roll +Lover
Rank. On a hit, you draw strength from your relationship; erase a less severe wound
or get fleeting advantage. On a 7-9, promise the Lover something you’ll do for them
when you get out of here. If you don’t do it, rank down this covenant.
125
r IoT
ThE ChA
126
HaNgOuT
When you hang out with the Chariot, they can dare you to do something dangerous. If
you go through with the dare, raise this covenant's Rank; if you stand your ground
and refuse, they’ll respect it but the next dare will be riskier.
CiTy MoVe
When you need to get somewhere fast, the Chariot can speed you along. As you begin
your sprint, gain 1 Hold per Chariot Rank. Spend 1 Hold to:
• Dodge around an obstacle in your path;
• Evade a pursuer;
• Gain definite hold of a means of transportation.
CaStLe MoVe
Against an unbeatable foe, you become an unstoppable force. When you charge an
enemy, roll +Chariot Ranks. On a hit, you crash into them and push them far away
from where they were. If you had an Opening, exhaust it to pick one:
• Smash them into something, dealing damage as per Strike;
• Hurl them far away, giving your group breathing room.
127
Th
StReNg
128
HaNgOuT
When you hang out with Strength, you can bring up an intense emotion you're
struggling with. The next time you miss a move while indulging in that emotion,
you can collect yourself and upgrade the result to a weak hit/7-9.
CiTy MoVe
Strength teaches you how use the solidarity of your allies. So long as you are standing
side by side with allies, you pick an extra option on Make a Stand - two on a weak hit,
three on a strong hit.
CaStLe MoVe
You have the strength to be there when your friends need you most. When another rebel
is hit by a blow that would mark their DeadlyWound box, you can take the blow instead as
a Deadly Wound – reduced as if you had Armour equal to your Strength Ranks.
129
mIt
ThE HeR
130
HaNgOuT
When you hang out with the Hermit, in-person or online they'll tell you something
interesting they spotted recently - about a location, a local celebrity, or a new social
trend. Get fleeting advantage when you make use of the lead.
CiTy MoVe
The Hermit shows you a way out. When you search for a hidden entryway, exit, or hiding
place, reduce your Hermit Rank by 1 to immediately find it.
CaStLe MoVe
When you use a distraction to escape an opponent's attention, roll +Hermit Rank. On a hit
you can put a safe distance between you and them. On a 10+ pick one:
• You're hidden from all foes until you next take action;
• Your disappearance confuses the foe, giving your allies breathing room.
131
F FoRt UnE
WhEeL o
132
HaNgOuT
When you hang out with the Wheel of Fortune, flip a coin. On heads, they show you an
opportunity you hadn't considered. On tails, they show you how the course you're on
might lead to disaster. Gain fleeting advantage acting on their insights.
CiTy MoVe
When you help someone in need, gain 1-Balance. Spend 1-Balance to declare that
someone offers you unexpected charity or camaraderie, giving you fleeting
advantage on Gearing Up or Let Your Hair Down.
CaStLe MoVe
When you would roll without Advantage or Disadvantage, you may get 1-Balance by
giving yourself Disadvantage, or spend 1-Balance to give yourself Advantage.
133
JuStIcE
134
Hangout
When you spend time with Justice, you can help them talk through the details of their
current case or sit in on a meeting with community members. Pick one to learn
about: the Vassal's current activities, a potential minor covenant who needs help, a
threat to another rebel's role.
City Move
The systems of this city are unjust and perpetuate inequality, but with Justice you
can – for a moment – force them to work towards their putative lofty goals. When
you’re trying to convince a public servant to do their job, you can Make a Stand checking
against Fealty instead of Infamy.
Castle Move
Where a community comes together to support each other and correct the scales,
Justice is there with them. When you list an adversary's crimes as you spur your allies to
Stand with Me, you may pick an option to apply to each rebel in earshot.
135
G aBoN d
T h E Va
136
Hangout
When you hang out with the Vagabond, you can tell them about a dilemma you’re
facing. Whether through the Vagabond’s advice or otherwise, the Architect will tell
you what the immediate consequences of each choice would be.
City Move
The Vagabond gives you the patience to watch and wait. When you stake out a target, a
hit on Pass Beneath Notice gives you fleeting advantage on Rebel Eyes.
Castle Move
The Vagabond teaches you serenity in pain. When you take a wound from an adversary,
hold 1. Spend 1 to reveal a weakness in their fighting style and give another Rebel
advantage against them. Spend 3 to create an Opening.
TBA
137
DeAtH
138
HaNgOuT
When you spend time with Death, they can ask you one of these:
What’s your biggest regret? Who do you wish wasn’t in your life? What’s your biggest worry?
You don’t have to answer honestly, but both of you will know if you lie.
CiTy MoVe
When you stage an intervention for someone you care for, pick one per Death Rank:
• They’re driven to change things;
• They don’t resent you;
• There’s a clear route to a better life;
• They have the support they need to make the change.
CaStLe MoVe
Sometimes part must die for the whole to live. When you surgically amputate part of
someone, deal them a Major Wound and pick one:
• They won't suffer any penalties the next time they Return to Reality;
• They refresh Blood;
• Their Void covenant is reduced by a rank.
Any amputated part returns in the city - but the scar lingers.
139
nCe
TeMpErA
140
HaNgOuT
When you hang out with Temperance, they help you balance out the worries in your life.
Move a tick from your stress gauge with the most ticks to the one with the least; work
out with the Architect what advice Temperance gave you to effect this change.
CiTy MoVe
Temperance teaches you… well, temperance. When you Let Your Hair Down, the
Architect doesn’t pick a downside on a weak hit. When you Vent, get advantage on
the Fealty check if you picked no more options than your Temperance rank.
CaStLe MoVe
When you act as a mediating force between your friends, you can work a strange
alchemy. Pick one other Rebel per Temperance Rank, and average out the Void
or World marks you each have recorded. You say where any remainder goes.
For example: You have 2 Ranks in Temperance and mediate Void between yourself
and two others. The three of you have one mark, three marks and four marks,
so there's 8 marks to distribute – leaving you at 3, 3 and 2.
141
iL
ThE DeV
142
HaNgOuT
When you hang out with the Devil, they test your boundaries. Their player secretly
decides if they’re going to be helpful or hurtful; you secretly decide if you're
receptive or dismissive. If you're receptive and they're helpful, it's better than you
expected - refresh Fealty and mark void. If you're receptive and they're hurtful, it's
worse than expected - mark Fealty and lose a Rank in this covenant. Otherwise, it's
a pretty normal hang.
CiTy MoVe
The Devil encourages you to play fast and loose with responsibilities. When you fake a
solution to one of your projects, spend a Devil Rank to get Advantage on the roll to finish
the project. If the roll results in a weak hit or miss, the consequences may be dire.
CaStLe MoVe
The Devil wants you to live free of restrictions, no matter what others say. When you
mark void, you can mark extra points equal to your Devil Rank.
143
eR
ThE ToW
144
HaNgOuT
When you hang out with the Tower, they say what they’re looking for: escapism or
assistance. If you provide what they’re looking for, mark Progress on a project
involving them. If you let them down - and especially if you push for the one they
didn’t pick - they may not push it but they won’t be there for you next time you
need them.
CiTy MoVe
When you’re at your lowest point, the Tower is there to let you know you’re not alone.
Once per investigation when you max out a trouble gauge, the Tower will appear and help
with your problems - refresh one tick in the affected gauge per Tower Rank.
CaStLe MoVe
There’s power in destruction, even when it’s indiscriminate. When you accept pain in
order to achieve your goals, you can mark your Deadly Wound box to automatically
succeed at a move as if you’d rolled a 10+.
145
r
ThE StA
146
HaNgOuT
When you hang out with the Star, they'll say what they're in the process of creating. It
might be a new project, or the next stage of a familiar one. At some point in the
scene they'll ask you what you think; describe your honest feelings about it and your
place in the world to mark world or void as appropriate.
CiTy MoVe
The Star lets you find unexpected paths when you think you're lost. If you find yourself
unsure where to go or can't see a way out, call on the Star. The Architect will give you a
definite way forward or way out, and you get fleeting advantage acting on it. Using
this reduces your Star Rank by 1.
CaStLe MoVe
The Star awakens inner potential. Once per delve when you spend some moments
meditating on who you want to be, pick a Shadow Move from a playbook no-one else is
using. You can use that move Star Rank times, and then you lose it.
147
n
ThE MoO
148
HaNgOuT
When you hang out with the Moon, anything can happen. It might be a hallucination, a
vision, or the world's wonders becoming visible. Either way, stick with the Moon
and you'll see things you never saw before.
CiTy MoVe
When you consult your dreams for guidance, toss a coin. On heads, the Moon is present in
your dreams, and will show you something important. Gain fleeting advantage acting
on their message. On tails, the dreams are nightmares. Pick one: gain fleeting
disadvantage the next day, or realise something uncomfortable about yourself.
CaStLe MoVe
When you push your body beyond humanity, describe how it twists and changes. Gain 1
hold for each Moon Rank, and spend it to:
• Gain 1 Armour against a single hit.
• Go somewhere it'd be impossible for you to go normally.
• Turn your limbs into mercurial weapons (tether, flexible, close).
149
ThE SuN
150
HaNgOuT
When you spend time with the Sun, at any point in the conversation you can ask them
one of these questions. The Sun will do their best to answer, and their answer will be
more right than wrong.
• Who's really behind ____ ?
• What's the connection between ____ and _____ ?
• Who's keeping ____ a mystery?
If the Sun is another Rebel, they can consult with the Architect before answering.
CiTy MoVe
When you speak truly and honestly to someone when you Make A Stand, all present know
that you speak the truth.
CaStLe MoVe
When you bring out the light within, roll +Sun Rank. On a hit, you illuminate the area
with warm yellow light. On a 7-9 pick one, on a 10+ pick two:
• You burn away illusions and shadow.
• The light illuminates something useful to you.
• Hostile creatures may only see you.
• You can wield the light as a weapon (long-range, stun, grazing).
151
EnT
JuDgEm
152
HaNgOuT
When you meet with Judgement, it'll be in a liminal space only lightly touching the
mundane world. If you ask them to, they can perform a ritual to swap out any one of
your Advances for another.
CiTy MoVe
Judgement lets you peer into the disposition of souls. When you suspect that someone
within eyesight is empowered by the castle, you can ask the Architect and they’ll answer
truthfully. If they are, you may spend a Judgement Rank to isolate your target from
the castle's influence and power for a day.
CaStLe MoVe
Judgement encourages you to take the long view and see the greater good. When you
intentionally Betray the Covenant in order to teach another rebel a hard lesson, they can
rank up their Crew Covenant – if they accept the lesson.
153
ThE ArChItEcT
YoUr AgEnDa
You have three guiding rules as you run this game:
A key part of running a game well is being fair. You should never
attempt to negate a player’s unexpected victory by inventing new
threats or rewriting old ones, but neither should you change
things about to make things easy for them. The characters should
live interesting lives, but not effortless ones.
Also remember that your prep isn’t everything; players will always
come up with left-field solutions to the problems they face, and it’s
important to keep an open mind. When they try something
unexpected, consider the situation in the fiction, the rules, and the
Principles, and say what makes sense to you.
This doesn't mean that you should make their battles effortless.
Your players need to feel the danger, so that they draw satisfaction
from overcoming it. Make combat a dance of threat and response,
attack and counterattack. Escalate the audacity of the adversary's
attacks, and encourage the players to match and exceed them.
To explain that fourth point, it’s when the fiction so far has
established that an action will have a specific and direct
consequence. If it’s been previously established that stepping on a
pressure plate will trigger a trap, and a player describes their
character stepping on the plate, that’s a golden opportunity. The
difference between this and the first two categories is that the
Architect can actively interrupt a player’s narration to give an
immediate reaction. The Architect should only do this when the
trigger has been firmly established in the fiction.
A soft reaction is one that leaves room for the players to react - for
example, describing a treasure chest the characters spot on the
other side of a gate (Offer an opportunity), or that a werewolf
bares her fangs and charges the Icon (Put someone in a spot).
Once you’ve described the reaction, you ask the players what they
do and work through the actions they describe.
Take away their stuff. This works in the castle and in the city. In the
castle, loss of a signature weapon or piece of gear can dramatically
raise the stakes - and a rebel’s sight or hearing or mobility can also
be taken away from them, at least temporarily. In the city, well, it
should be clear how much trouble the loss of a car or a house or
your one good suit can cause to a rebel.
After every reaction: "what do you do?" Make it clear after every
reaction that the ball is now in the rebel’s court. Answer any
questions they have, but it’s their turn now to act.
How does this work in practice? Essentially, your Vassals won’t exist
in a vaccum. There’ll be a whole hierarchy of Vassals, and while you
don’t need to have it fully mapped out as an organizational chart it’s
helpful to have a good idea of what the castle looks like in your city.
That way, you’ll be better able to present a coherent depiction of
toxic power structures and hegemony in your city, and improvise
new Vassals as the game goes on.
To build your hierarchy, there’s a few basic patterns you can pick.
Each gives an idea what Vassals at different tiers are pursuing,
intentionally or unintentionally. Pick one that makes sense for you,
mix and match, or build your own!
Tendencies
Completely on the other side of things, it’s possible for your
hierarchy to have no explicit goal. The castle’s influence is corrosive
to any notion of justice and equality; its Vassals don’t need any kind
of grand evil plan to make your city worse. Your hierarchy can be
looser, too, according to what works for your story.
Tier 3 Vassals make the rules. They’re the media moguls pushing a
narrative across dozens of outlets, the landowners who reap the
rewards of gentrification, the mayors pushing policies that hurt
Factions
Vassals don’t always serve a united front. It’s perfectly possible for
your castle to empower warring factions of Vassals, each pushing
their own agenda for the city. This model is particularly reactive to
the player’s actions - as they take out Vassals in a faction, and
maybe even steal their place in the hierarchy, that faction’s
fortunes will wane and the other factions might take action
against them.
This style of campaign is one that gets the most benefit from
having a sketched-out map of the Vassals, so that you can work
out how the balance of power will shift when the players strike
their targets down. Vassal’s plans will also likely target those in
other factions (while creating plenty of misery in the wider world)
- bear that in mind too if you trigger Darkness Falls.
Finally - decide what the castle’s getting out of all this. Is there a
secret faction of puppetmasters who have engineered the chaos?
Is it a trial by fire, with the winning faction creating an
unassailable organisation? Or is the castle itself fracturing?
• Nobles’ castle shards with two wards, each with its own
enforcer.
• Nobles know there’s a dark power behind their success, and
have embraced it. Their underlings fear them, and one or two
have inhuman abilities - supernatural strength, agility,
resilience or perception - along with some hard-to-conceal sign
of their augmentation.
• Monarchs have a castle shard with three wards, each with its
own enforcer.
• Monarchs are fully aware of the castle, and has embraced the
power it gives them to reshape society. Along with a whole
squad of empowered minions (see nobles), the Monarch can call
on their Avatar’s qualities similarly to a rebel using Vent -
though it removes a tick from their clock if they do so.
It’s by showing the Vassal that the castle can’t give them what they
truly want that the rebels can make their Avatar vulnerable - see
Lift the Mask, p. 28.
What's their plan? Each Vassal has a reason they took the castle's
aid, and a plot they're working towards. Take a look at the options
in Darkness Falls and pick out which one you're working towards
for now, though be willing to switch things round depending on
how the Vassal's interactions with the rebels go.
Qualities
While the Vassal’s connection to the castle is solid, the Avatar is
invulnerable. In this state, its Qualities can’t be removed by Strike
or any other moves; rebels have little choice but to try and escape
from the fight.
After all, what is a firearm if you’re not allowed to sell it? Somebody
has to make sure that the government doesn’t get any wrong ideas
about gun control and that profits keep rolling in. That somebody is
the Arms Dealer. Besides, you know what they say: guns don’t kill
people...
Drive: Comfort. The status quo fits the Dealer just fine. He’s got a
comfy gig, and anyone that tries to upset that is sure to provoke his
ire.
Tier 3: The Dealer’s right-hand man carries soldiers from the Dealer’s
shard within him; with a handshake they will invade a victim’s mind
to seek and destroy their conscience. His hand itself bears a hole
resembling a gunshot wound, and the skin around it is charred and
burnt.
Reveal:
• In an out of character move, one of the players’ contacts
appears on the news to speak out against gun control.
• The dreams of one of the rebels (or one of their contacts) are
plagued with visions of goose-stepping soldiers.
Qualities
Misinformation Campaign: The streets of the city are lined with
loudspeakers broadcasting endless eldritch propaganda in the
Dealer’s voice.
• Distort a rebel’s senses
• Pierce a rebel’s eardrums with feedback (Minor Wound)
• Speak falsehoods that become true
• Break: The propaganda gives way to an endless shriek, and
incites a crowd to violence against the rebels
Blood Money: The Arms Dealer bears the same hand wound as his
henchman; from it, and all other wounds, money spews forth
rather than blood.
• Trap a rebel under the weight of a fortune
• Unleash a deluge of cash
• Erode surroundings with a torrential windfall
• Break: The Dealer’s wounds pack and scab with wealth,
forming into affluent armour.
Drive: Dominion. She seeks power and acclaim, and relishes the
feeling of knowing the dirty secrets of the city’s movers and shakers.
Plan: Now she’s trying to turn legit - or at least, use her troves of
blackmail to buy support for her ascension. To ensure nobody can
turn against her, she’s got one final cleanup job - erasing the
agents that know her dirty secrets.
Reveal:
• One of the players (or one of their contacts) is targeted by one of
the Cleaner’s agents for silencing.
• One of the agents turns up dead at one of the rebel’s workplace,
and they (or one of their contacts) is framed for the death.
Qualities
Redacting Sight: The gaze of the Cleaner’s avatar strips away
everything inconvenient to them.
• Destroy a piece of gear.
• Erase terrain features and obstacles.
• Weaken a rebel’s sense of self (Minor Wound).
• Break: Plunge the arena into darkness.
Reveal:
• A child or sibling of a player or one of their contacts is targeted
for removal.
• The rebels recognise a neighbourhood child standing glassy-
eyed next to her new ‘parents’.
Qualities
Crimson Threads: The threads that dance from the Child-
Catcher’s hands reshape the world around her.
• Create obstacles in enemies’ paths.
• Drive the rebels apart.
• Collapse an obstacle onto a victim (Minor Wound).
• Break: Everything in the arena is shattered and broken, leaving
it a dangerous field of rubble.
What’s more, he’s tapped into the power of the castle, and is
beginning to learn to harness it’s power in order to make his
machines and programs stronger. Each time a new update is
released, it now becomes more and more biased against people of
colour, women, the queer community, and the destitute. As time
progresses, the data his programs put out skew more and more
towards the side of the oppressor - and make him more and more
sure that what he believes about minorities is fact.
Plan: That’s why he’s trying to get a contract with the city to
mechanise the police force. If he can manufacture the devices
making arrests, he can manufacture arrest statistics as well. Once
all the right people are in prison.
Reveal:
• One of the players or one of their contacts is roughed up by a
mechanized officer on a test run.
• One of the players or one of their contacts is algorithmically
and incorrectly marked for arrest.
Qualities
Predictive programming: The code that flows through the
Copmaker’s dark form allows him to look ahead to make educated
guesses about the future.
• Find a better way forward.
• Immediately counter a rebel’s actions.
• Prophesize a new environmental hazard.
• Break: No longer able to predict what should happen next, the
area glitches, with strange and abstract objects hurtling around
the area at high speeds.
Cords and Cables: The area is filled with wires of all thicknesses
and materials.
• Hoist a rebel into the air
• Lash out at a Rebel (Minor Wound)
• Create barriers and platforms
• Break: The cords pulse and fall limply to the ground, slamming
into the rebels and trapping them underneath.
Plan: He's started to see an upturn in his fortunes, but doesn't want to
be a flash in the pan. He’s looking for investors to turn his past
wealth, and present attention, into a firm foothold in the future of the
city's social scene. But that means cleaning things up and making
things more presentable – including the class of his patronage.
Reveal:
• A Rebel sees a bouncer violently ejecting a group of queer students
from a bar, freeing a table for the wealthy tourists waiting outside.
• A Rebel or contact, finds their workplace under new
management, hours and pay cut, prices raised, and new
policies for handling customers enforced.
Qualities
Drinks on Tap: The False Friend's avatar spews rivers of
intoxicating liquid.
• Disorient a Rebel with the fumes.
• Separate the Rebels with flows of liquid.
• Knock a rebel to the ground with a torrent of booze (Minor wound).
• Break: Intoxicating liquid rains throughout the arena.
Sanitizing Camera: the False Friend's avatar sees his world through
the lens of a camera, its gaze wiping away anything unsightly.
• Temporarily blind a rebel with a flash.
• Reveal a new path, allowing the avatar to catch the rebels off guard.
• Highlight a Rebel’s vulnerabilities, removing their Armour.
• Break: The avatar's veneer of civility falls away, and their
attacks become erratic and violent.
The False Prophet straightens his tie and brushes off his suit
before approaching the podium. In his sermon he promises hope,
truth, and security to his thousands of followers desperate for
some relief during times of crisis and hardship. His intoxicating
words draw you further into his grasp, before something he says
snaps you out of it. Most would not think any of it, but it sticks out
to you, a backhanded attack on who you fundamentally are.
Nothing but hate masquerading for love.
The False Prophet has been climbing the ranks of the castle's
hierarchy for most of his life, every step along the way causing
untold suffering to those different from him. Now he's at the top
and has it all; wealth, power, political influence, and the obedience
of hundreds of thousands of followers. For a long time, his victims
had little agency to fight back, but now you can hear them loud
and clear. The ghosts of those he has damned cry out for justice.
Tier 3: The False Prophet has long known about the power of the
castle, and gratefully submits to it. In exchange he has been
rewarded with unnatural powers of persuasion and guile, and his
agents have been granted a gift of tongues to command those
around them to temporarily follow the will of the False Prophet.
They’re marked by their deathly pale skin, unnatural serpentine
flexibility, and thin forked tongues. They are constantly wearing
the same suits as the False Prophet.
Shard Aesthetics
The False Prophet’s shard is the platonic ideal of his chapels. It is a
perfectly organised and twisted contradiction of welcoming
cleanliness and sanctity, with an uncanny and oppressive reverence
for the False Prophet. Altars and pews line the halls, with minions
filling the place of priest and worshipper alike. Wearing the same
suits as the false prophet and his agents, minions traverse the halls in
an endless sea of uniformity, ghostly white featureless faces and
gentle serpentine movements making each minion indistinguishable
from the next. The walls and altars of the shard are covered in the
False Prophet’s treasures; religious icons, symbols, and paintings,
with the False Prophet’s likeness in place of familiar religious figures.
Qualities
Eye of Providence: A gold and ivory obelisk towers over the arena,
capped by a singular unblinking eye watching over the battlefield.
• Reveal a rebel that is hiding or taking cover.
• Smite a rebel with a beam of “holy” light (Major Wound).
• Broadcast a secret shame of one of the rebels to the arena.
• Break: Destroy all shelter and hiding places in the arena.
(Minor Wound to all rebels currently in cover)
The General was once just a part of the violence, the humvee cowboy
moving pieces on maps, before he realised that you didn’t have to
wear a uniform to fuel a war. Now he wears sharp suits and owns
yachts and sells the equipment he once commanded to armies, police
forces, mercenaries, rebels, anyone who can pay. He likes to say that
guns always sell in pairs, because when you sell one, somebody else
out there will suddenly find themselves needing protection.
Plan: Bring the chaos home. The General has benefited immensely
from globalised violence, but he wants his city to feel it especially.
Scared people are potential customers, after all. He wants
something big and showy that will convince everyone they need
protection.
Shard Aesthetics
The General’s shard is a theme park dedicated to humanity’s
guilty obsession with weaponry, filled withcylindrical halls with
rifled grooves or conveyor belt rides past screen after screen of
cheesy war movies. His minions are the attendants, playacting
warriors of history with a smile always plastered on their face,
drained of colour like an old film. His treasures are newspaper
clippings, evidence of the chaos he has caused through the world,
infamous weapons he tracked down for display, and memorabilia
of classic cinema, especially anything to do with John Wayne.
Qualities
New Recruits: The General’s avatar always seems to have help,
minions emerging from every nook and cranny.
• Reveal new foes even as old ones fall.
• Pin the rebels down with the ferocity of their attack.
• Blindside the enemy with an attack (Minor Wound).
• Break: The arena suddenly contracts, getting dangerously intimate.
Living Warzone: As the fight drags on, the arena fills with the
detritus of war, all of it dangerous in its own way.
• Wrap barb wire around a rebel’s leg.
• Fill with gunsmoke and thunderous noise.
• Reveal a trap a rebel is about to step on.
• Break: Melt away until everything is simply a thick, sucking pit
of mud.
At first, it was just those he felt were exploiting his aid; then
anyone disruptive, or ungrateful. Now anyone who criticises him
or his works at all joins that number - the Philanthropist knows
he’s a good person, so anyone who disagrees must be hiding
something.
Plan: Until now, his work has been local to the city, but that’s
going to change. A representative of a respected national charity
criticised his operation, a sure sign that their whole organisation
is corrupt - he’s going to bring them down, and take their place.
Reveal:
• A friend or contact is kicked out of a hostel, and now it’s like
nobody even sees them - except the rebels.
• A fixture of the rebels’ neighbourhood receives an offer of support
from the Philanthropist’s organisation. All they’re asked in return
is that their benefactor gets some input in how they operate.
Qualities:
Concealing Shadows: Soft shadows pool around, concealing what
the Philanthropist’s avatar won’t allow to be seen.
• Reveal a hidden weapon (Minor Wound).
• Take away a piece of gear.
• Trip a rebel on hidden fissures.
• Break: Flood the arena with blinding light.
Reveal
• One of the rebels has their welfare claim denied, and overhears
a conversation between their assessor and The Representative.
• One of the rebels strikes up a conversation with a woman in
tears outside the local courthouse, and she tells them of what
just happened to her.
Qualities
Red Tape: The Representative’s avatar carries a spool of red ribbon
that can be used to confuse and bind the rebels.
• Attempt to bind a rebel.
• A flurry of ribbon hides the Representative’s avatar as he
prepares an attack.
• Break: The spool breaks, scattering the ribbon across the
battlefield.
Today, the social media giant made from the bones of this
yearbook practically isn’t voluntary, and yet to have an account
means signing over more than you know about yourself. Thus is
spun the spider’s web, and it hungers.
Tier 3: The Mogul knows the castle, and aims to sit at its very
centre. He knows everything his agents know, but this is not
mutual. His agents are blind in one eye. His hackers have the
ability to sense secrets by scent and sight and find cracks in any
defence, and the mogul’s Hound can smell data trails, hunting
quarry via security cameras and phone GPS, though most often
she is kept back guarding the Mogul’s shard.
Reveal:
• One of the players (or one of their contacts) becomes aware of
constant surveillance, or stops a Hacker from cracking a system.
• The White Hat recruits a player to help stop a malicious attack,
but shows too much of their hand.
His minions take the form of faceless stalkers with camera lenses
for eyes, dog-shaped automata who track your shard browsing
history, and ambushing popup ads with hidden blades.
Qualities
Panopticon: The Mogul’s avatar hungers to know with his eight
secret eyes.
• Neutralise a skill or advantage.
• Know a rebel’s secret.
• Rip into a rebel’s memories (Minor Wound).
• Break: Crash the local network, breaking the arena apart.
Subtle Knife: The Hackers have hidden knives. The Tracker has
four fangs. The Mogul has eight claws.
• Stab the vitals. (Major Wound)
• Strike from stealth at a distracted target.
• Bleed a rebel over time.
• Break: A thousand invisible strands fill the air, cutting those
who move too quickly.
The Stained Glass knows just the right words, has just the right
style, and often is just clueless enough to make it all work. They
give a face to actions taken by large groups. They gather support,
they take the blame, while the engine keeps running behind them.
They are backed by countless organisations, individuals,
structures, privileges. At once they are merely a mask for others,
at once they hold absurd power, station, and popularity.
Tier 3: The Stained Glass is a Monarch of the castle, they are aware
that the castle grants them power and they are grateful for it. They
see the castle as something wonderful and sacred to defend. An
entire squad of their agents can manifest broken rules or
procedures into physical consequences. They wear badges and
pins that reflect terrifying forms.
Reveal:
• A rebel (or one of their contacts) is hit hard by a negligence or
disaster that the Stained Glass is sweeping under the rug.
• One of the Stained Glass's agents comes to a rebel (or one of
their contacts) with a deal with generous strings.
Qualities:
Resplendent glow: The Stained Glass can twist light from the
arena's windows to their whim.
A basic setup for complex adversaries gives them something like this:
1. A quality representing the main way they attack.
2. A quality giving them useful movement abilities, letting them
close the gap with the rebels or escape close combat.
3. A quality that lets them alter the battlefield: plunge it into darkness,
open fissures, command hordes of minions, unleashing traps.
Harm
Each attack has a wound rating attached. Here are some guidelines –
feel free to adjust up and down depending on the circumstances in play.
These lesser flaws are the shard’s Enforcers. They’re an immune system for
the shard, ruling its minions and hunting down invaders. As the Vassal grows
closer to the castle and rises in Tier, more Enforcers form within their shard –
one per Tier, each with its own fiefdom.
Here you’ll find 21 Enforcers, one for each arcanum. In a tarot draw, you may
read a reversed card as a blockage or imbalance of that card’s energy; here,
each card is a complex, delusion or fixation in the Vassal’s life – and the
Enforcer it births within the castle.
Blight the world. Any time the Vassal’s clock fills (p. 26), the Architect picks a
surviving Enforcer to leave the shard and cause problems in the mundane
world. These problems are supernatural, but not blatant: the Enforcer can
spread a bizarre pox, wear a not-quite-perfect human disguise to corner a
rebel in their workplace, or cause freak weather disasters – but they’re not
going to be a shrieking demon throwing fire down main street. In terms of
scope, each Blight should do one of these:
• Inflict widespread suffering across a neighbourhood of the city.
• Cause an immediate and dangerous problem in a Rebel’s mundane life.
• Strike at a Covenant in a way that greatly hinders their ability to help –
though it shouldn’t take them out of the story.
But, hey - while they’re out of the shard and causing problems, at least
they’re not strengthening the Vassal.
196
ThE FoOl
The Grinning Machine
The Fool, Inverted
The Vassal is erratic and wild, driving towards multiple goals with no long-
term plan. They come out intact but leave the lives of others in ruins.
DESCRIPTION
A shimmering digital smear of flickering screens and glitching output; a
golem of static and noise. It moves in a juddering, unpredictable fashion
and takes wild lunges towards its prey; its body is semi-real, and flickers in
and out of space as it is attacked.
BLIGHT
Outside the shard, the Machine manifests as ominous, threatening messages
that flash on computer and TV screens – disrupting a rebel’s workplace.
QUALITIES
While the Enforcer is alive, the Avatar’s face shifts and changes to the
Familiar Faces of the rebels’ loved ones as they speak.
Digital Projection
The creature amplifies Familiar Faces Distraction Swarm
its size with the aid of a The Machine’s screens Around the arena,
semi-organic projector flicker with the grinning surfaces flicker and
hidden within its body. faces of people the stutter in strobe patterns
rebels know and love. that disorientate and
confuse.
Reaction 1
Reaction 1
Reaction 2 Reaction 1
Reaction 2
When broken, the Reaction 2
creature is reduced in When broken, piercing
size, but seems much laser-light spears from When broken, the arena
heavier and vicious. cracked screens. is pitched into darkness.
197
ThE MaGiCiAn
The Knight of Endless Summer
The Magician, Inverted
The Vassal is thick-headed, unobservant, over-confident and completely
unaware of their own ineptitude; they bluster through life unconcerned
with the impact that they have on others.
DESCRIPTION
A bellicose ogre with a grotesquely oversized mouth. The Knight is a
hedonist, and is never able to satisfy its hunger for meat, physical
pleasure, or loud noises. It is an idiot, but a powerful one, and its inability
to conceive of its own defeat can be a strength.
BLIGHT
When it leaves the shard, a district of the city is struck with a vicious heatwave.
Unable to sleep, people start pointless fights and mess up simple tasks.
QUALITIES
While the Enforcer is alive, the Avatar holds a Hammer of Consumption, the
hilt of which sears and cooks the Avatar’s hand as it’s used.
198
ThE OrAcLe
The Bound Demon
The Oracle, Inverted
The Vassal seeks approval from multiple outside sources, and is trying to
keep too many people happy at once to maintain a sensible outlook.
DESCRIPTION
A tangle of muscular limbs in a broadly human shape, topped with a bald
head that cries out in muffled anguish, its mouth sealed over with flesh. It
is bound by thick red ropes that extend out to the edges of the arena and
wrench it into a variety of stress positions.
BLIGHT
Outside the shard, the Bound Demon manifests as a swarm of pecking,
screeching birds; each of them has red string tied around their left leg.
QUALITIES
While the Enforcer is alive, the Avatar has a harness made of Red Ropes that
contorts them into impossible positions to evade incoming attacks.
199
ThE GaRdEnEr
The Bounteous Harvest
The Gardener, Inverted
The Vassal has begun a systematic campaign of betrayal against those who
have aided them in the past; they are willing to burn any bridge to get ahead.
DESCRIPTION
A great and rusted machine, brimming with spinning blades – like three
combine harvesters crashed into each other at once and then got up and started
walking. The deafening noise of screeching metal alone is hard to endure.
BLIGHT
Outside the shard, the Bounteous Harvest takes on the form of a literal
blight: crops die, trees wither, plants dry and food spoils.
QUALITIES
While the Enforcer is alive, the Avatar holds a single harvester blade,
rusted but wicked-sharp, clutched in one bleeding hand.
200
ThE AuTeUr
The Master of Our Desires
The Auteur, Inverted
The Vassal is desperate not to disappoint someone - and they’ll never feel
like they’re living up to their imagined expectations. A desire to impress
has turned toxic and bitter, and the person they’re trying to make an
impression on may not even know they exist.
DESCRIPTION
An idealised marble titan clutching a bronze sword; its body looks like the
person the Vassal would like to become, and its face is a flat mirror on support
struts. As it moves, the stone around its joints cracks and scrapes painfully.
BLIGHT
Outside the shard, the Master manifests as a hulking figure in a barely-
convincing human disguise. They corner the rebel, throw them an improvised
weapon of some kind, and order them to fight. Killing them doesn’t always take.
QUALITIES
While the Enforcer is alive, the Avatar wears the mirror-mask fashioned into
a Venetian style.
201
ThE SaGe
The Throne
The Sage, Inverted
The Vassal believes that there is a right and a wrong way to do things, and
those who step outside the clearly-marked boundaries of society deserve to
be ostracised, punished and exploited.
DESCRIPTION
A winged figure with six heads – some beasts, the others human – that
speaks with the voice of the Vassal. It is righteous to the point of madness,
and anything that disagrees with it (or stands near it, in the case of rebels)
is to be destroyed as an abomination against the Vassal’s internal reality.
BLIGHT
Outside the shard, the Throne manifests as a far-right website espousing
fiercer laws against the rebels’ communities. If investigated, the identities
of the contributors and owners of the site are completely manufactured.
QUALITIES
While the Enforcer is alive, the Avatar bears the Phoenix Wings as a tattoo of
wings across their shoulderblades.
202
ThE LoVeRs
The Unconjoined
The Lovers, Inverted
The Vassal is heartbroken, and their devotion to the person who left them
has become poisonous and harmful.
DESCRIPTION
A monstrous creature with gangly limbs that drags the carcass of its conjoined
lover behind it as it fights. Pathetic, certainly, but it perceives almost any
activity as a threat to its lover, and will fight viciously to defend their honour.
BLIGHT
Outside the shard, the Unconjoined manifests as a series of unexplainable
bitter reprisals similar to those performed by a bitter ex-lover - vandalism,
arson, theft, and so on.
QUALITIES
While the Enforcer is alive, The Avatar carries with them the ghostly spectre
of their dead lover, hovering in the air behind them.
203
ThE ChArIoT
The Copper-Caged Wolf
The Chariot, Inverted
The Vassal wants to move, to take action, to be dynamic and
unconstrained; this enforcer was born of that frustrated impulse.
DESCRIPTION
A crackling beast made of solid lightning, bound and imprisoned within
an articulated cage of copper wiring. It paces its cell, waiting for its chance
to escape and rejoin its pack in the clouds.
BLIGHT
Outside the shard, the Wolf manifests as a vaguely lupine storm cloud and
howling winds. This lightning storm ravages the city, flooding the parts of
it one of the rebel calls home.
QUALITIES
While the Enforcer’s alive, the Avatar crackles with the electric power of a
Voltaic Beast.
Lash out with sparks Bolt across the arena. Deafen them.
(Minor Wound)
Breathe in deep. Scatter them.
Batthemasidewithapaw.
After breathing deep, Cover the arena with fog.
Electromagnetically grab exhale a torrent of plasma
a weapon or item. (Major Wound)
204
StReNgTh
The Untamed Fire
Strength, Inverted
The Vassal is destroying everything in their path; exerting their will on the
world with little thought as to consequence or outcome but relishing in the
power they can exert over others.
DESCRIPTION
A great feline beast built from steel and chains that houses a barely-contained
continual explosion in its centre. The metal that makes up its body is under
so much tension that it screeches and sings whenever it moves, but it’s
mostly drowned out by the furious roar issued forth from its terrible jaws.
BLIGHT
Outside the shard, the Fire manifests as a bulldozer; there’s no driver, and it
doesn’t have any markings indicating the place of its manufacture. It will drive
itself into a location important to the rebels, and smash straight through it.
QUALITIES
While the Enforcer’s alive, the Avatar wears a pendant holding a
scintillating gem containing an echo of the Eternal Combustion Engine.
205
ThE HeRmIt
The Misanthrope
The Hermit, Inverted
The Vassal’s self-reliance has become toxic and unhealthy. They no longer
trust others, and obsess over planning for every eventuality.
DESCRIPTION
The arena is bare aside from a table at the centre, holding a note that reads
THANK YOU FOR YOUR COOPERATION. When the rebels read it, the
room transforms into a nightmarish maze of traps, blind alleys, pitfalls,
sentry guns and mirrors. The enforcer themselves – a pallid bundle of skin
and wires – is in a hidden compartment nearby.
BLIGHT
Outside the shard, the Misanthrope manifests as a trap placed somewhere
important to the Rebels. They’re designed to maim, not kill - razorwire nooses
around limbs, acid, holes deep enough to fracture ankles on a fall, and so on.
QUALITIES
While the Enforcer’s alive, the Avatar wears a cog on a necklace that
commands the Manslaughter Machines hidden around them.
206
WhEeL oF FoRtUnE
The Jigsaw Man
Wheel of Fortune, Inverted
The Vassal is unable to take control of their life. They perceive the world as
a jumble of stress and noise, and as such, they exist in a constant - perhaps
entirely imagined - struggle for survival.
DESCRIPTION
A rapidly-forming and reforming cluster of semi-solid threat imagery; a
storm of data in the rough shape of gangly, too-tall humanoid with a
predator’s grin. Its body is a staccato flicker of teeth, blood, and fire; its voice
is the roaring calls of a dozen apex predators overlaid atop one another.
BLIGHT
Outside the shard, the creature becomes a dog, fox, coyote – some local
predator that could seriously hurt an unwary human. They’ll hunt one
Rebel in particular, attempting to do as much damage as possible before
they’re driven off or killed.
QUALITIES
While the Enforcer’s alive, the Avatar’s throat glitches and twists
and their voice has a subharmonic Bass Roar.
10
207
JuStIcE
The Burdened Wretch
Justice, Inverted
The Vassal is drowning in self-loathing. They see themselves as the lowest of
the low – and, as such, all their transgressions against others are justified.
DESCRIPTION
A slug-like creature with a vaguely humanoid head; diseased-looking organs
shift underneath a bulging translucent skin, and a dozen arms line the
flanks and scratch with torn fingernails at anyone who comes near. It carries
a lashed-together ball of rusted junk and leaking canisters on its back.
BLIGHT
Outside the shard, the Wretch manifests as pollution, rust and decay; it targets
areas open to the public – community gardens, parks and playgrounds.
QUALITIES
While the Enforcer’s alive, the Avatar carries their own Bundle of Burdens:
an overstuffed satchel containing many useful (and useless) items.
11
208
ThE VaGaBoNd
The Dyspeptic Spectre
The Vagabond, Inverted
The Vassal is making the same bad decisions over and over as they refuse
to examine the broader impact of their actions.
DESCRIPTION
You can hear this thing grinding its teeth before you ever see it. A knot of pallid,
skeletal-thin limbs dangle from a huge bloated head that moans in perpetual
discomfort as it floats unsteadily through the sky. Advertisements – some you
recognise, some you don’t – are reflected in its glassy, mismatched eyes.
BLIGHT
Outside the shard, the Spectre manifests as a malformed humanoid that
hides in a covenant’s house and tempts them into making those same bad
decisions. They’ll get back together with their unstable ex, pick up a drug
habit, gamble, buy things they don’t need to fill the void, and so on.
QUALITIES
While the Enforcer’s alive, the Avatar bears dozens of
grasping hands lying in wait beneath their clothing.
Grab a limb in its teeth. Implant recklessness Poke and prod painfully
(mark a gauge). (Minor Wound)
Bite down on a grabbed
limb (Major Wound). Hold a rebel with its gaze.
When broken, the When broken, the When broken, they drop
spectre’s off-putting blinded beast flails off from the central head
moan turns into a full- recklessly about. and skitter around.
blown scream of pain.
12
209
DeAtH
The Blind Gaoler
Death, Inverted
The Vassal is bound by indecision, resisting change that would free them
from toxic relationships or life patterns.
DESCRIPTION
A towering figure dragging heavy padlocks on chains behind them,
scraping their shoulders against the ceiling. Their head is enclosed in an
armoured helm, itself triple-locked, and their presence turns the land
around them to stinking, waterlogged mud.
BLIGHT
Outside the shard, the Gaoler manifests as a tall blindfolded man. He has a
keyring on his belt that can unlock or lock any door – usually choosing
doors that would cause the PCs the most trouble.
QUALITIES
While the Enforcer’s alive, the Indolence Charm appears
on the Avatar as a similar, if smaller, necklace.
13
210
TeMpErAnCe
The Hungering Furnace
Temperance, Inverted
The Vassal is consuming everything around them in a heedless rush for
overindulgence. Anyone who dares to oppose them is quickly cast aside
after their usefulness has been exhausted.
DESCRIPTION
A mechanical behemoth that looks a little like a steam train with great steel
limbs instead of wheels. Towards the front of the creature, an opening to a
smoking furnace in its belly is ringed with grasping mandibles.
BLIGHT
Outside the shard, the Furnace takes the form of a swarm of insects: termites,
ants, silverfish, woodlice, and so forth. They infest a building important to
the Rebels and chew it apart from the inside.
QUALITIES
While the Enforcer’s alive, the Avatar’s innards
and Fiery Belly glow through their skin.
14
211
ThE DeViL
The Gracious Lord
The Devil, Inverted
The Vassal sees themselves as a capable and fair leader, but in reality they
are cruel exploiters of weakness and need. They maintain a network of
sycophants and dependents to protect themselves from criticism.
DESCRIPTION
A sumptuously-dressed figure atop a platform, smoking a cigarette and
idly toying with an ivory-handed hunting pistol. The platform is supported
on the backs of six blindfolded and chained people, either naked or dressed
in silken rags, each facing in a different direction.
BLIGHT
Outside the shard, the Lord manifests as a pathetic, malnourished dog that
follows the Rebels around. It howls and barks throughout the night, abuses
any kindness shown to it, and bites the hand that feeds it.
QUALITIES
While the Enforcer’s alive, the Avatar smokes a cigarette
from a black packet with a gold-embossed Devil symbol.
15
212
ThE ToWeR
DESCRIPTION
A biomechanical, spider-legged monstrosity clad in pauper’s rags with a
vaguely humanoid torso extruding from a central thorax. It wears a crown
that is ringed with dozens of eyes (some animal) and whirring, clicking
camera lenses; its right is a claw that drips with poison that it coughs up
and spits onto it intermittently.
BLIGHT
Outside of the shard, the creature manifests as a swarm of spiders that have
an uncanny knack for finding sensitive information stored on paper and
putting it in places where it will be noticed by others - especially the Vassal.
QUALITIES
While the Enforcer’s alive, the Avatar wears The Crown of Eyes,
a jagged loop of silver ringed with blinking red orbs.
16
213
ThE StAr
The Vacuum Abhorrent
The Star, Inverted
The Vassal is hopelessly sad. They attempt to alleviate the anhedonia with
anything to hand - drugs, sex, abuse of power, danger - but nothing’s really
making a dent, and their life teeters on the brink of ruin.
DESCRIPTION
An amorphous black smear; a greasy stain on reality, a hole in space that
consumes everything around it. On occasion, the shape rationalises into
the shadowy form of a hunched figure staring directly forwards, rocking
from side-to-side.
BLIGHT
Outside the shard, the Vacuum becomes a torrential rainfall in an area that
the Rebels frequent.
QUALITIES
While the Enforcer’s alive, the Avatar wears sunglasses
that project an aura of Devouring Midnight.
17
214
ThE MoOn
Abhorrent Tenebral Wings
The Moon, Inverted
The Vassal’s fears and anxieties are boiling beneath the surface - they
dread the things that haunt the night beyond their walls. Those fears are
weaponised, now, with this creature.
DESCRIPTION
It's like a neural net trained on deep-sea fish was asked to draw a picture of
a bat. A great rush of wings heralds its arrival, dark and leathery and
abhorrently writhing. Is that its head? It certainly has teeth. Are those its
talons? The eyes make you think otherwise, but you’re seized either way.
BLIGHT
Outside the shard, the Wings are a cluster of night vermin appropriate to
your city. A rebel or one of their Covenants finds their home besieged by
vermin - lurking at the edge of eyesight, chewing at cables, boring through
walls and snapping at heels.
QUALITIES
While the Enforcer’s alive, the Avatar is shrouded in a Cloud of Vermin.
Take to the skies. Bite deep and tear flesh Mob a rebel with a horde
(Major Wound). of fluttering wings.
Blast them with a gust of
wind (Minor Wound). Inject lingering infection. Whisper doubts in a
rebel’s ear.
When broken, it can When broken, the teeth When broken, the
still protect itself by continue growing where creature grabs the
sheltering under the they fell, covering the offender up to seek
crumpled wings. arena with spikes. vengeance for its
children.
18
215
ThE SuN
The Knight of Golden Glory
The Sun, Inverted
The Vassal is good at what they do, and they know it. They view most
mundane tasks and concerns as beneath them as they cruise forward
fuelled by an impenetrable self-confidence.
DESCRIPTION
A lithe, heartbreakingly beautiful figure that stands a little over ten feet
tall. Clad in resplendent armour with an open helm, they are under a
perpetual spotlight, and the area around them is cast into darkness.
BLIGHT
Outside the shard, the Knight manifests as a variety of aspirational adverts that
display human faces idealised to the point of alien beauty. Those under the
advert’s influence will feel worthless and desperate to change their situation.
QUALITIES
While the Enforcer’s alive, the Avatar wears a breastplate and pauldron
fashioned after the Armour of Glory.
19
216
JuDgEmEnT
The Hunter of Witches
Judgement, Inverted
The Vassal has taken it upon themselves to burn a perceived evil out of the
world by whatever means necessary. While the thing they hate may be
broadly harmful, the way they go about ousting it is causing untold harm.
DESCRIPTION
An old-school inquisitor wearing black armour, a long coat and a wide-brim
hat, they pronounce judgement on any Rebels that would dare invade this
shard. Beneath the coat, they are little more than an assemblage of shadows.
BLIGHT
Outside the shard, the Hunter manifests as a wretched homunculus –
little more than a tangle of meat and detritus – that follows the rebels and
reports their actions to authorities via anonymous phone call.
QUALITIES
While the Enforcer’s alive, the Avatar has a Bloody Left Hand, represented
by a set of rings with spikes that pierce the flesh of their fingers.
20
217
ThE CiTy YoU LiVe iN
The city itself is another major character in your campaign. It’s a
major part of your aesthetic palette when running this game - the
bare fact of setting a game in London instead of Tokyo will have a
huge difference on the characters you’re playing and the strictures
they’re pressing up against (let alone the impact of setting the
story in a different time period than the modern day).
You’ll be able to work those out for your home city better than I can,
but if you want something a bit off the beaten path we provide
some example cities, for you to use directly or draw inspiration
from:
Introduction
Iron flows in the veins of Sheffield, the hills bleeding into its
rivers, driven by the pounding heartbeat of the drop forges. For
centuries, the skill and ingenuity of artisans in silver and steel
brought prosperity and renown to the market town and clustered
villages nestled in the hills and valleys. But the industrial
revolution put Sheffield on the map. The power of the five rivers,
easy access to coal and iron, and the ambition of powerful men.
Sheffield became a crucible, transforming the labour of its people
into the wealth of nations. Stainless steel emerging from soot-
caked factories, fed by the blood of the earth and men. But there is
turmoil in the castle, and now, in 1984, that change is shaking even
the solid foundations of the City of Steel.
The financial boom of the 80s and the politics of Thatcher and
Reagan are reshaping who holds wealth and power. Old industries
are being forced out of profitability, and those whose livelihoods
are dependent on them are hit the hardest. The government is
pursuing an ideologically motivated clampdown on unions,
leading to the general Miners Strike. Women and people of colour
fight to have their voices heard. And the growing AIDS crisis
highlights the discrimination against the queer community even
as it makes it starker. Against this grim backdrop, people still live
their lives and fight for what they believe in. Forging
communities, creating art, grasping at progress, and refusing to
be cowed.
Mine Workings
The city is riddled with old mine tunnels, though no working pits
lie within the city boundaries. Occasionally a sinkhole will open
up, even swallowing buildings whole. Buried spectres of a bygone
era haunt these tunnels, lives sacrificed in the pursuit of wealth
and power. These tunnels may lead to the shards of industrialists,
keen to maintain their link to past glories. Or the ghosts may offer
safety to those who fight the castle anew.
The Leadmill
A relatively new club in an old flour mill (Leadmill is the name of
the street), it opened in 1980 initially as a community centre, but
has grown in fame as a music venue. Particularly supportive of the
local music scene, many of the synth bands the city is establishing
a reputation for play here. It also hosts overtly left-wing political
events. It is a place rebels can come to cut loose after tense
skirmishes with the castle, or meet up with like minded comrades.
New Wave
While the era as a whole may be more associated with the anger of
punk, Sheffield would become an important birthing ground for
new wave and synth-pop music in the late ‘70s and early ‘80s. Acts
like Cabaret Voltaire were particularly influenced by the industrial
nature of the city and this shows in their music. Other important
bands from this period include ABC, Heaven 17, the Human
League and Pulp. The movement is still influenced by the political
nature of punk, but with a more avant garde sensibility, and some
members of the scene may be rebels or contacts.
From the perspective of the castle, the brutal action against the
miners strike represents not only an effort to bring ordinary
people to heel, but a shift in the internal power structure of the
castle itself. The old order of Empire and industry is collapsing,
supplanted by globalisation, finance and media control. Initially
the rebels may engage with the foot-soldiers of the castle - massed
ranks of faceless truncheon-wielding police in a blue wall, led by
horrific centaurs with great clubs. But as they pierce deeper, they
will encounter vulture-headed capitalists intent on stripping the
carcasses of businesses for whatever they can take, and slimy
politician-leeches willing to sacrifice entire communities to
maintain their grip on power.
Marnagh Bog
A sodden desert, the shadow that encloses Otterby. Willow trees,
mountains of turf, and stripped cranes. Ancient people build an
oak trackway for sacrifices, but it has since sunk into the muddy
waters beneath. Men from the company mash the bog into
compost bags and truck it down roads that rise and fall like the
universal breath.
Barton Lodge
Formerly the Hotel Otterby, but changed after the ‘such a lovely
face, such a lovely place’ jokes became unbearable. Features a fully-
stocked kitchen, two conference rooms, thirty guest rooms, and
they’re all uninhabitable thanks to black mold. Only the bar and
the lounge remain usable, the rest of the hotel quarantined for the
safety of the customers.
Leam Hill
A green snake wrapped in gorse and barbed wire, crowned by
three burial sites. These cairns, as they’re called, have kept a stern
watch over Lake Liara for the past few thousand years. A favorite
spot of witches and neo-pagans the county over, and not just for
the delicious mushrooms that grow upon it. The stones catch the
starlight in such an enchanting way...
Just because this place drains the Void does not mean it is free
from it. Instead, Otterby is a city of refuge for those among the
castle who have angered the castle or been broken by it. The lines
between Vassal and Rebel blur in these wild lands, leaving it up to
the involved parties who is friend and who is foe. Remember: the
enemy of your enemy is not always your friend, and never forget
what you're fighting for.
Last, but not least, is the Starlight Usurper. The Starlight Usurper
is old, older than any other Vassal. In a time before time they
betrayed the castle and fled, burying their Shard far beneath Leam
Hill. Some Rebels seek to make contact with the Starlight Usurper,
believing them to be the key to defeating the castle for good, but
others are not so sure the enemy of their enemy is their friend.
Translations from the ancient gaelic are vague, though: the
Usurper could be buried ‘below’ Leam Hill, or ‘above’...
The city is hungry. Its steel is quenched in hog’s blood, hard rivets
weaving through a flaming wreckage. One hundred and forty nine
years ago Chicago burned to the ground and was reforged. The
swamps and wild onions making way for straight planned streets,
tall buildings, slaughterhouses, and rail. Skyscrapers were birthed
here, and then pushed to the limit. Something here wants to tear
down the sky and eat the clouds raw, and the people were more
than happy to feed it. The city of Big Shoulders worked and
worked and worked, and created a modern henge girded in iron.
The hawk wind howls off the lake through the wild skyscrapers.
Piles of snow and hard rain fall in April. At 10am on the first
Tuesday of every month, a piercing siren reminds you of the
tornadoes menacing just beyond the border. It’s not called The
Windy City for little reason, and Chicago’s weather is as
temperamental as they come. The people just plow through it all
the same, even as every season is represented during a single week
in January. And if you beat the weather, then you lay your claim.
Stake out a space in the winter with a folding chair, protect your
shady spot of the lakefront in summer. Just because the train
caught on fire doesn’t mean you can be late to work, it’s always
catching on fire this time of year. Chicago does not broker
weakness, and the castle smiles.
The people of Chicago have always found ways to fight back. All
the way back to the Haymarket Affair people have been pushing
back and getting shot, blown up, or jailed. Chicagoans don’t lay
down though. They get right back up, swinging. The people have
taken the worst this city has to offer, and come out on the other
side. Neighborhoods band together and create a better world.
That’s what the Rebels represent in a place like Chicago, a way to
break the eternal cycle of graft and abuse.
NEIGHBORHOODS
Chicago is filled with neighborhoods, at least 77 depending on
how you count. Here are just four specific areas to give you a cross
section of the Windy City.
The Loop
Bordered by a circle of elevated train tracks, the downtown center
of Chicago awakes with a bustle of activity as the sun rises. Lower
Wacker fills with cars whose GPSes don’t work underground, and
Lake Shore Drive accommodates driving 65 on a road designed for
a 45mph speed limit while the cops drive past you going 80. Filled
with activity, Vassals look out over the skyline from corner offices
and dream of higher floors. The courts come into session, and the
trading floor opens. But then, with the setting sun, the castle falls
West Ridge
Tucked into the very northern edge of the city, this residential
neighborhood sits peacefully. Touhy and Devon, the major roads
of West Ridge, are both lined with stores and restaurants. While
Touhy is the center of Orthodox Jewish life in Chicago and
slumbers on the weekend, Devon’s South Asian corridor bustles at
every hour. The multiethnic nature of West Ridge makes it the
most diverse neighborhood in a city plagued by segregation, and
the castle would love nothing more than to tear it apart.
Gold Coast
Glittering and fabulous, the Gold Coast is where those with real
money live and play. Boutiques and bars create the Viagra Triangle
where rich older men come just a short way north from the Loop
to meet young and desperate women. The castle has an iron grip on
Chicago, but here it is so powerful that the Vassals can afford to
live a little and flex their power.
Pilsen
Building up in the early 20th century, Chicago needed a massive
influx of immigrants. From German, to Czech, to Italian, to
Mexican, Pilsen has been home to a never ending cycle of
communities calling this neighborhood home. But now as society
shifts, a new group has been coming in with trendy coffee shops
and upscale bakeries. And the castle is more than happy to stoke
the fires of gentrification.
Gardener Empress
Auteur Emperor
Sage Hierophant
Scholar Page
Envoy Knight
Avatar Queen
Ruler King
A final strategy is simply to see what the card’s art suggests to you.
Tarot cards are often full of dense, mysterious, and often
contradictory symbolism - see what it suggests to you! This point
is also why it’s important to pick a deck that’s meaningful to the
tone of your campaign. Looking at my own decks, Neon Moon
would work well of a high-tech, almost cyberpunk-flavoured
campaign; Oriens encourages me to think in terms of nature,
animals and ecosystems; and the traditional Rider-Waite deck
puts the spotlight on traditional occultism, folklore, and
institutional, historical systems of power.
Preparation
Get a deck with Major and Minor arcana, and half of the cards
reversed. Shuffle it.
Reading
1. Draw a card for the Vassal’s Tier.
How high up they are in the castle’s ranks.
If their Tier has already been decided, just interpret the card to
inform the answer to their Tier question.
• The first is their regrets - the things they wish had gone
differently.
• The second is their aspirations - their most lofty goals and
noble intentions.
• The last is their cherished connections - the people (or pets)
whose presence they value.
1 2 5
4B
Step 1: Tier
The Lovers, reversed
Step 3: Tokens
Four of Coins, Reversed; Crown of Swords; Eight of Cups
Scholar of Wands
So! This Vassal is coming in to fold this city’s castle into their
network, and one of their first steps is to get a strong financial
foothold. They’ll do this by noticing a part of the rebel’s
community that is at step 2 in that chain above, and start buying
out houses and meeting spots to start developing them into
something more profitable. This fragments the artistic
community in the area, and if left unchecked will dilute the
neighbourhood’s vibrancy until it’s bland and commodified and
marketable to the people with money to really matter.
Conclusion
So that’s our Vassal: a deal-maker at the summit of a pyramid of
financial institutions. They rely on the castle to give them simple
rules for life that’ll bring them prosperity, but they’re finding it
harder to ignore the complications and nuance. And while they
want to be a good ruler to those under them, they cannot see the
beauty that can only exist outside their walls.