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NAME: THE LAWMAKER LAWMAKER MOVES

PRONOUNS: There is no law in the ashes of the world. Any warlord  The law: when someone breaks your law, roll+Cool. On a
can pronounce decrees, and enforce them with violence 10+, choose:
and fear, but they’re not law, not when the warlord can • You let them off with a warning, reduced penalty, or reprieve.
1st IMPRESSION sweep them aside again, unanswered, at will. • You make an exception for them and they have no blame.
• They must face the full penalty.
There is no law here but yours.
On a 7-9, they must face the full penalty. On a miss, or if you
IMPROVEMENT are unable to enact judgment for any reason, responsibility
falls to you, and you must pay the penalty yourself. You may
Mark 4 Experience >>  >> Improve: choose to pay it in full, in reduced form, or only symbolically.
 Get +1Cool (max Cool+3).
 Ears in the walls: At the beginning of the session,
 Get +1Hard (max Hard+2).
roll+Sharp. On a 10+, hold 3. On a 7–9, hold 2. During the
STATS MOVES EFFECTS  Get +1Sharp (max Sharp+2). session, spend your hold 1 for 1 to name a person who’s
 Get +1Weird (max Weird+2). living in or visiting your stronghold, and ask what they’re up
Confront someone to right now. The MC has to answer frankly. On a miss, hold
 Get a new Lawmaker move.
1 anyway.
 Get a new Lawmaker move.
AGGRO  Experience
WEAPON  Add an option to your stronghold.
 Forbidding presence: When you enter into a situation,
roll+Cool. On a 10+, both. On a 7–9, choose 1:
 Add an option to your stronghold. • If anyone here has broken any of your laws, but hasn’t faced the
Act under fire  Get a move from an unused playbook. penalty, they can’t meet your eyes. Ask the MC who can’t.
Charm or deceive someone  Get a move from an unused playbook. • If anyone here intends to break any of your laws, they move
involuntarily away from you. Ask the MC who does.
COOL 
Experience
ARMOR  Get +1 to any stat (max stat+3).
On a miss, if you have any enemies here, they immediately
 Get +1 to any stat (max stat+3). move against you.
Do battle
 Unlock a game changer.
 Right hand: You have a lieutenant who is, as the saying goes,
 Create an additional character to play. reliable. Detail them now with the MC.
HARD  Experience
Ψ  Retire your character to safety.
 Taskmaster: When you give orders to a non-gang body of
people who answer to you (eg your stronghold’s population,
Read someone
Read a situation
SCAVENGE your followers, your assistants or crew) use Leadership,
even though they’re not a gang.
Choose 1:
SHARP  Experience
BARTER  You don’t hold yourself above your stronghold’s
population, but live like them, subject to the same OTHER MOVES
tides of plenty and want. You have Barter+1.  Leadership
Open your brain to the
world’s psychic maelstrom  No matter what changing fortunes bring to your  Wealth
stronghold and its people, you live above and you
always take your share first. You have Barter+3.
WEIRD  Experience
ENVIRON
Hx Help someone
HARM
Countdown  Experience
Interrupt someone
12 When life becomes untenable:
 Return to play with -1Hard.
9 3  Return to play with +1Weird.
 Return to play with a new
6 playbook.
  Experience  Stabilized  Die.
* This is a highly interruptible move.
STRONGHOLD THE LAWMAKER
You have a stronghold, a secure compound where a population
numbering about 100 lives and works, defended by a gang of
To create your Lawmaker, choose name & pronouns, 1st
impression, stats, effects, moves, gear, and Hx.
Hx
about 20 (gang: medium harm+2 armor-1). You get wealth for Everyone introduces their characters by name, look and
the stronghold and leadership for the gang. outlook. Take your turn.
For your population’s surplus, circle 3:
NAME List the other characters’ names.
Nbeke, Allison, Kobe, Kreider, Tranh, Marco, Sadiq, Vega,
Art, development projects, exploration, feasting, food storage, Lang, Lin, or Jackson. Go around again for Hx. On your turn, ask 1, 2 or all 3:
growth in numbers, healing, intrigue, luxe goods, music, parties, • Which of you has been with me the longest, since before?
Madame, Barbecue, Grandma, Uncle, Parson, Barnum,
performance, pit fights, profit, pure water, relaxation, trade, For that character, write Hx+2.
Colonel, or Mother Superior.
transport, visiting strangers, worship. • Have any of you ever betrayed or stolen from me?
Choose your pronouns.
For its wants, circle 2: For those characters, write Hx+3.
• Which of you is my favorite?
Abandonment, disease, extremism, hoarding, hunger, outcasts,
power struggles, ruthlessness, vendettas, violence. 1st IMPRESSION For that character, write Hx+2.
Choose 1 or more, and add your own:
For your laws, choose 3–5 and the penalties for breaking them: For everyone else, or if no one volunteers at all, write
Busy, calculating, dangerous, domineering, generous, Hx+1. You’re wary, watchful, and conscientious.
 Do no violence and no intentional harm. • Exile gorgeous, gracious, hardnosed, hardworking, hospitable,
 Everyone eats, no one goes hungry. • Execution indolent, kind, regal, ruthless. On the others’ turns, volunteer if you like.
 Everyone works. Pull your weight. • Forced labor
 Everything belongs to everyone. Share. • Humiliation STATS IMPROVEMENT
 Honor my hospitality. • Imprisonment Choose a set: When you roll a stat, roll Hx, or suffer harm, mark
 Honor the gods / the ghosts / life. • Punitive violence • Aggro+1, Cool+2, Hard-1, Sharp+1, Weird=0 Experience. When you’ve marked 4 Experience, erase
 If it isn’t yours, don’t touch it. • Restitution those marks and mark 1 toward Improvement.
• Aggro=0, Cool+2, Hard+1, Sharp+1, Weird-1
 Keep your bargains and your word. • Shunning
• Aggro-1, Cool+2, Hard+1, Sharp+1, Weird=0 Then, when you’ve marked 5 Improvement, erase those
 Offer sacrifices of labor or goods. • 2 enter, 1 leaves marks and choose an option for your character. Check it
 Settle your grievances privately. • • Aggro+1, Cool+2, Hard-1, Sharp=0, Weird+1
off; you can’t choose that option again.
 A slave who crosses the threshold is free.
 Surrender your weapons. EFFECTS
 When you choose your gear, list your armor.
You have Ψ+0.
NO-NONSENSE WEAPONS You have Barter per your Scavenge.
 Big knife (harm+2, hand) You have Environ+0.
 Handmade pistol (harm+2, close, loud, reload)
 Hatchet (harm+3, hand) MOVES
 Machete (harm+3, hand, brutal) You get all the basic moves. You get the law, and choose 1
 Sawed off (harm+3, close, messy, reload) more Lawmaker move.

CLOTHING, LIVING SPACE & INCIDENTALS GEAR


You get:
• A stronghold.
• 2 no-nonsense weapons.
• Clothing you detail, including at your option a piece
worth armor-1.
• Living space and incidentals you detail, suitable to your
stronghold, your Scavenge, and your moves.
THREATS
CLANS INFILTRATORS LANDSCAPES
A clan is an identifiable group of people. An infiltrator is an individual person within a population. A landscape is a large-scale place, a region, horizon to
horizon.
• Cult (seeks to victimize & incorporate people) • Betrayer (seeks trust and confidence to exploit)
• Enforcers (seeks to victimize anyone who stands out) • Disease vector (seeks sympathy and contact with others) • Breeding pit (generates and spews badness)
• Family (seeks to close ranks, protect their own) • Parasite (seeks easy prey and access to resources) • Fortress (seeks to deny people access)
• Hunting pack (seeks to victimize anyone vulnerable) • Quarry (seeks sanctuary and protection from the hunt) • Furnace (consumes things)
• Mob (seeks to riot, burn, kill scapegoats) • Revenant (seeks to expose, reveal, and bring to justice) • Maze (seeks to trap people, to frustrate their passage)
• Sybarites (seeks to consume someone’s resources) • Saboteur (seeks failure, disaster, and ruin) • Mirage (seeks to entice and betray people)
• Prison (seeks to contain people, to deny them egress)
Threat moves for clans: Threat moves for infiltrators:
• Push reading a person, reading a situation, and • Push reading a person and confronting someone. Threat moves for landscapes:
confronting someone. • Put them in someone’s path, part of someone’s day or life. • Push terrain.
• Burst out in uncoordinated, undirected violence. • Display the nature of the world they inhabit. • Reveal something to someone.
• Make a coordinated attack with a coherent objective. • Display the contents of their heart. • Display something for all to see.
• Tell stories (truth, lies, allegories, homilies). • Attack someone from behind or otherwise by stealth. • Hide something.
• Demand consideration or indulgence. • Insult, affront, offend, threaten, rob, or provoke someone. • Bar the way.
• Rigidly follow or defy authority. • Offer something to someone, or do something for someone, • Open the way.
• Cling to or defy reason. with strings attached. • Provide another way.
• Make a show of solidarity and power. • Shift, move, rearrange.
• Ask for help or for someone’s participation.
INSTITUTIONS • Offer a guide or a guardian.
• Disgorge something.
An institution is a system that constrains people’s behavior,
DISEASES including any number of these institutional components.
• Take something away: lost, used up, fled, destroyed.
A disease is a physical, psychological, or psychic problem that
affects people in a population.


Hierarchy (promotes and justifies exploitation)
Judgment (promote and justify violence) PINPOINTS
• Addiction (leaves people impoverished, weak, lost) • Leverage (seeks power over people) A pinpoint is an object with some form of agency, influence,
• Corruption (spawns other diseases if untreated) • Observances (seek to alienate, isolate and radicalize people) power, or commanding value.
• Delusion (tries to dominate people’s choices and actions) • Offices (seek to preserve the institution past individual • A cradle (brings the new to fruition)
• Frailty (exposes sufferers to danger) people’s efforts or lifetimes) • A doorway (offers a way into another world or another way of
• Plague (tries to saturate a population) • Orthodoxy (seeks proclamation and repetition) thinking)
• Prejudice (promotes and justifies exploitation and violence) • A hammer (drives nails, splits fractures, smashes the weak)
Threat moves for institutions:
• A mirror (reflects back what it sees)
Threat moves for diseases: • Push reading a person, reading a situation, and
confronting someone. • A searchlight (finds and reveals the truth)
• Push reading a situation.
• Present a representative clan, infiltrator or warlord. • A sickle (harvests the ripe or carves away the dead)
• Someone neglects their duties, responsibilities, obligations.
• Someone flies into a rage. • Turn people against each other. Threat moves for pinpoints:
• Someone takes self-destructive, fruitless, or hopeless action. • Unite people despite their hostilities and conflicting needs. • Push reading a situation.
• Someone approaches, seeking help. • Give people an outlet, expression of their secrets. • Someone wants to own and control it.
• Someone approaches, seeking comfort. • Grind someone down, crush them in the wheels. • Someone wants to serve it.
• Someone withdraws and seeks isolation. • Have someone act to gain or hold office. • Someone wants to isolate or destroy it.
• Someone proclaims the disease to be a just punishment. • Launch an attack on a rival institution or power base. • Someone acts as its agent, under its direction.
• Someone proclaims the disease to be, in fact, a blessing. • Display the institution’s vision, aim, or unifying quality. • Demonstrate its power.
• Someone refuses or fails to adapt to new circumstances. • Display the institution’s fruitlessness or mindlessness. • Demonstrate its potential.
• Someone brings friends or loved ones along. • Have it falter, fail, or withhold its power.
• Have it demand fuel, resources, attention, or worship.
THREATS
RELIABLES VEHICLES CREATING A THREAT
A reliable is a person genuinely loyal to a PC. Vehicles can seem to have their own personalities and agency. To create a threat:
• Friend (will back you up) • Bold — (tries to dominate the road) • Choose its kind, name it, and copy over its impulse. Describe it
• Lover (will give you shelter and comfort) • Cagey — (tries to protect what it carries) and list its cast.
• Right hand (will follow through on your intentions) • Relentless — (tries to keep moving) • Place it on the threat map. If it’s in motion, mark its direction
• Representative (will pursue your interests in your absence) • Skittish — (tries to outrun or to escape) with an arrow.
• Guardian (will defend you and intercept danger) • Vicious — (tries to kill and destroy) • List its stakes question(s).
• Confidante (will give you advice, perspective, or absolution) • Wild — (tries to defy danger) • If it’s connected to other threats, list them.
Beast, brute, creature, devil, machine, ride. • If it calls for a custom move or a countdown, create it.
Threat moves for reliables:
• Push reading a person. Threat moves for vehicles:
• Bring news, a warning, an opportunity, a fear, a dream. • Push acting under fire. ESSENTIAL THREATS
• Attack someone suddenly, directly, and very hard. • Leap off the road. Create these threats during and after the first session, at
• Attack someone cautiously, holding reserves. • Swerve across the road. minimum.
• Make a show of force, a show of discipline, a show of faith, or a • Smash into an obstacle. • Where the PCs are, create it as a landscape, including terrain.
show of loyalty. • Smash through an obstacle. • For any PCs’ gangs, blood, or populations, create them as clans.
• Offer safety, rest, diversion, fun, camaraderie. • Veer stupidly into danger. Consider including infiltrators and/or wannabe warlords.
• Insist upon someone’s attention. • Tear past. • For PCs’ individual NPCs, create them as clan members,
• Offer honest alternatives. • Turn too early or too late. infiltrators, or small-scale warlords. Don’t save warlords only
• Shoulder another vehicle aggressively. for literal warlords.
TERRAIN • Ram another vehicle from behind.
• T-bone another vehicle.
• Create an NPC as reliable only when the playbook tells you to.
• For any PCs’ vehicles, create them as vehicles.
Terrain are the physical features within a landscape.
• Brake abruptly. • In any local populations, create diseases and/or institutions.
• Broken ground (risk: being broken in the crossing) • Find something to create as a pinpoint, if possible.


An exposed place (risk: being exposed to danger)
A precipice (risk: going over) WARLORDS During the second session and subsequent, revise them freely
and create more at need.
• Shifting ground (risk: losing your balance or bearings) A warlord is a person in power, be it over people, a place, a
• A torrent (risk: being swept or driven along) project, or a domain of expertise.
• A wall (risk: being brought up short) • Alpha wolf (seeks to hunt and dominate)
• Collector (seeks to own)
Threat moves for terrain:
• Dictator (seeks to control)
• Push acting under fire.
• Hive queen (seeks to consume and swarm)
• Inflict harm (as established: 1- or 2-harm, d-harm, or v-harm).
• Prophet (seeks to denounce and overthrow)
• Stall someone.
• Slaver (seeks to own and sell people)
• Isolate someone.
• Bring someone somewhere. Threat moves for warlords:
• Hide evidence. • Push reading a situation and confronting someone.
• Give someone a vantage point. • Outflank someone, corner someone, encircle someone.
• Give someone a secure position. • Attack someone suddenly, directly, and very hard.
• Give someone an escape. • Attack someone cautiously, holding reserves.
• Seize someone or something, for leverage or information.
• Make a show of force or a show of discipline.
• Offer to negotiate. Demand concession or obedience.
• Claim territory: move into it, blockade it, assault it.

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