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Defiant
Role Playing Game
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Radosław Bożek, Magdalena 'Madireth' Darda-Ledzion, Maciek ‘Maciejka’ Elget,
Dorota Grześkiewicz, Lena Jurczuk, Magdalena ‘Arte’ Konikowska, Agnieszka 'As'
Krupińska, Paweł Łaszcz, Piotr Mysłek, Marcin 'Chomik' Niewiadomski, Marta
Ordowska-Bożek, Aleksandra ‘Hedere’ Ososińska, Paulina 'Siowa' Piórkowska,
Maciej Starzycki, Sylwia Śleziak, Maciej Tybus, Adam ‘Dopler’ Wysocki,
Bartosz Wysoczański, Diana Zierke
All illustrations used in this book were made using stock images from paid
and free sites, namely Pixabay, Unsplash, Pexels, and Depositphotos;
All icons used in this book were downloaded from the Noun Project website;
ISBN 978-83-89765-16-1
This is a work of fiction. Names, characters, businesses, places, events, locales, and
incidents are either the products of the authors’ imagination or used in a fictitious
manner. Any resemblance to actual persons, living or dead, or actual events is purely
coincidental.
1 Introduction
Table of contents
Introduction..................................................................................................................................................... 5
How to use this book .................................................................................................................................................... 6
Roles at the Table ....................................................................................................................................................... 10
What You Need to Play .............................................................................................................................................. 12
The Theme of the Game ........................................................................................................................................... 13
Defiant Episodes ......................................................................................................................................................... 15
Rules Breakdown ........................................................................................................................................................ 17
The Line and the Veil .................................................................................................................................................. 19
Defiant Inspirations .................................................................................................................................................... 22
The World of the Defiant ........................................................................................................................... 28
Defiant Domains ......................................................................................................................................................... 28
Defiant Origins ............................................................................................................................................................. 30
The Forces of the Apocalypse.................................................................................................................................. 37
Power Structure and Politics .................................................................................................................................... 44
The Life of Defiant Royalty ........................................................................................................................................ 51
Defiant Houses............................................................................................................................................................ 64
The First Meeting ........................................................................................................................................ 96
Preparations ................................................................................................................................................................ 97
Explaining the Game .................................................................................................................................................. 98
Choosing the Domain and the Province ............................................................................................................... 104
Setting Boundaries ................................................................................................................................................... 106
The Line and the Veil ................................................................................................................................................ 107
Character Creation ................................................................................................................................................... 108
Pilot Episode .............................................................................................................................................................. 115
Playing in Smaller Groups ....................................................................................................................................... 119
Playing the Game ...................................................................................................................................... 122
The Structure of the Game ..................................................................................................................................... 122
Basic Philosophy....................................................................................................................................................... 125
Undertaking Challenges .......................................................................................................................................... 134
Challenge Guide ........................................................................................................................................................ 150
Endeavors .................................................................................................................................................................. 170
Endeavor Guide ......................................................................................................................................................... 181
Standing ..................................................................................................................................................................... 193
2 Introduction
Afflictions ................................................................................................................................................................... 197
Shards ......................................................................................................................................................................... 203
Personal Themes ...................................................................................................................................................... 209
Trouble and the Trouble Track ............................................................................................................................... 212
Personal Affairs......................................................................................................................................................... 214
Court Challenges ...................................................................................................................................................... 217
Character Advancement.......................................................................................................................................... 226
Preparing for the Game ........................................................................................................................... 228
The Three Levels of Preparation ............................................................................................................................ 229
Preparing for a Season ............................................................................................................................................ 231
Preparing for an Episode ......................................................................................................................................... 234
Creating Mirror Concepts ........................................................................................................................................ 238
Creating NPCs ........................................................................................................................................................... 243
Creating Secrets........................................................................................................................................................ 251
Creating Threads ...................................................................................................................................................... 254
Preparing the Story Arc............................................................................................................................................ 283
Running the Game .................................................................................................................................... 296
The Three Levels of Game Mastery ...................................................................................................................... 298
The Tools at Your Disposal ..................................................................................................................................... 300
Episode Structure ..................................................................................................................................................... 305
Chronicle Structure ................................................................................................................................................... 311
Resolving Challenges ............................................................................................................................................... 312
Reacting to Theme Questions and Special Rules............................................................................................... 320
Using Courtiers and Spouses ................................................................................................................................. 324
The GM Commandments ....................................................................................................................................... 330
The GM Tips .............................................................................................................................................................. 337
The Guidebook .......................................................................................................................................... 357
Origin Guide ............................................................................................................................................................... 358
Origin-Exclusive Personal Theme Guide .............................................................................................................. 367
Personal Theme Guide ............................................................................................................................................ 384
House guide ............................................................................................................................................................... 409
Marital Guide ............................................................................................................................................................. 422
Court Guide ................................................................................................................................................................ 441
Creating Courtiers..................................................................................................................................................... 460
Bridgewood Boulevard............................................................................................................................. 463
3 Introduction
How to Use This Chapter ........................................................................................................................................ 463
The City of New Hethlon ......................................................................................................................................... 466
Welcome to Bridgewood Boulevard ...................................................................................................................... 473
Lords and Ladies of the Boulevard ........................................................................................................................ 475
Places of Note ........................................................................................................................................................... 518
Neighboring Provinces ............................................................................................................................................ 521
The Links .................................................................................................................................................................... 524
The Story Arcs ........................................................................................................................................................... 546
Holding guide............................................................................................................................................................. 595
Flairs and Achievements ......................................................................................................................... 602
Flairs ............................................................................................................................................................................ 603
Achievements ............................................................................................................................................................ 615
4 Introduction
chapter 1
Introduction
In Defiant, your Characters walk a thin line between satiating their desires and
following the dystopian laws of their uncanny society. They share a unique
position as supernatural aristocrats, ruling over their Holdings and
empowering their Domains with the strength of their passions. And while you
will all be telling a tale of their struggles, triumphs, tough choices, and intense
relationships, the most crucial question is not “How does the story end?” nor is
it “How do we get there?”.
Instead, each of you will be playing to find out who your Character really is,
and what they are truly made of. What will the Characters do with all the
power that has been given to them? How much are they willing to sacrifice to
do what is right? How many rules are they willing to bend to get what they
want? With every Defiant Episode, you will learn more about your Characters
and will have the opportunity to add more details to their intricate portraits.
5 Introduction
Welcome to world of ruthless politics, demons from hell, extravagant parties,
supernatural powers, apocalyptic cults, royal marriages, modern-day cities,
blood feuds, reborn gods, aristocratic privilege, fallen angels, personal Courts,
and dragons.
Welcome to Defiant.
Chapter Breakdown
The book is divided into eight chapters, each focusing on a different aspect of
the game. While some of them are only useful for the person taking on the role
of the Game Master, you are free to read through the whole book, regardless
of the part you are going to take during the game. The only chapter that may
potentially spoil some of the fun for the Players is the last one, titled
“Bridgewood Boulevard,” so consider possibly omitting this one, if you won’t be
running the game.
Introduction
This is the chapter you are reading right now. It contains all the basic
information about the game, its theme, and ruleset. It should give you a good
idea of what Defiant is all about and how the game works.
6 Introduction
The First Meeting
Here, you will find all the rules and guidelines you need to follow during the
first meeting. This includes creating the Player Characters, setting boundaries,
and playing out the first, short Episode of the game.
7 Introduction
Running the Game
Just like the previous one, this chapter focuses on the role of the Game
Master. Here, you will find all the rules and tips on how to run the game during
meetings with the Players. After reading through the chapter, the cheat sheets
provided with this rulebook should be enough to refresh the Game Master’s
memory during play.
The Guidebook
This chapter consists of extended descriptions of Player Characters’ “building
blocks”: Personal Themes, Marital Cards, Origin superpowers, and so on. It is
meant as additional information, if any rules on the print-out cards provided
with this rulebook are unclear.
Bridgewood Boulevard
In the last chapter, you will find a detailed description of a ready-to-play
Defiant Province. With the information provided there, the Game Master
should be able to easily set up their own Chronicle, in the city of New Hethlon.
How to Proceed
Defiant is meant as a game for both experienced and first-time role-players.
Ideally, everyone should read the whole rulebook, apart from the “Bridgewood
Boulevard” chapter. We understand that not all of us have enough time on our
hands or the will to go through the whole book. Please consult the list below
on what parts of the book may be crucial to you.
New Groups
Defiant is played in groups of between two and four people. If this is the first
time you are going to play a tabletop RPG, you should start by deciding who
will take on the role of the Game Master. You can read about Game Master
and Player roles later in this chapter.
8 Introduction
First-Time Role-Players
We’ve created Defiant with both the veterans and the newcomers in mind.
If you’re only just beginning your adventure with RPGs, all you need before you
start reading Defiant is a basic understanding of what role-playing games are.
Watching a couple of minutes of any RPG online stream or video should be
more than enough to grasp the concept.
The Players
Ideally, Players should read the “Introduction,” “The World of Defiant,” and
“Playing the Game” chapters before the first meeting. You can read through
“The First Meeting” during actual play, and follow its rules as you go. After your
Characters are ready, you should consult “The Guidebook” and read about the
elements concerning your heroes (i.e., their Origin supernatural powers, and so
on).
9 Introduction
a Character during the first meeting, but you will have to rely on the knowledge
of the rest of the group to fully understand and enjoy the game.
The Players
Each Player creates and controls their unique Character - one of the heroes of
the story you’ll be telling together. Rather than merely reacting to the GM’s
narrative, the Players may use their Characters’ Special Rules to insert new
elements into the story, tailoring it to better suit their needs.
Players also help the GM with unclear situations. Whenever there’s a dispute
at the table, you all sit together and decide on the proper solution.
10 Introduction
Think of the GM as someone who designs a rough sketch of a situation. When
the game starts, the GM describes the drawing. The Characters then enter the
scene, and the Players get to draw additional elements if they choose to. They
may also ask about certain aspects, and the GM adds more details to them,
since they are now in focus.
And then, using all the information they have, the Players declare the actions
of their Characters, changing the picture altogether. The GM engages in this
dialogue, describing how the Characters’ actions impact the situation and how
the NPCs react to them. The Players respond to the new situation and engage
in the dialogue by declaring actions, asking more questions, or adding new
elements. And this back-and-forth dialogue is the main structure of the game.
11 Introduction
What You Need to Play
You will need a couple of pencils and a single set of dice (for the whole group),
consisting of three six-sided dice, four eight-sided dice, and four ten-sided
dice. You should print out the Defiant Character Sheets that are available to
download for free. There are also a number of different game aids you can
download and print to make the game run more smoothly.
Dice
The absolute minimum set of dice required to play
consists of a single six-sided die (d6), eight-sided die
(d8), and a ten-sided die (d10) for the whole group.
It will make die-rolling a bit difficult (since you usually
have to roll a total of three or four dice) but is totally
doable.
The full set of three d6s, four d8s, and four d10s will
make the game run smoothly and is highly recommended. The colors of the
dice do not matter at all; just grab whatever dice you have available.
Game Aids
While the Character Sheets make it easier to keep track of your heroes and
their skills, writing all the information down on a piece of paper will work as
well. The same goes for the “Line” and “Veil” cards. You can easily create your
own if you don’t have printed copies.
What you really need to print out are the “First Episode Cards.” During the
game, you’ll have to shuffle some of them, use the information provided on
them, and the whole character creation pretty much relies on them. So if you
print out just one item, make it the “First Episode Cards.”
12 Introduction
The Theme of the Game
Players take on the roles of the Defiant – supernatural beings who rebelled
against their calling. Rather than serving as the agents of the Apocalypse, they
stood against it. They are now a part of one of the Defiant Domains, protected
from the apocalyptic presence, each with its own specific - and usually
demanding - set of rules.
Blue-Blooded Supernaturals
Rather than playing low-ranking members of Defiant
society, your Characters will be a part of supernatural
royalty. Each of them will govern their own Holding
within the city and will have a handful of Defiant
subjects, serving as their entourage, agents, or
playthings.
13 Introduction
The Pleasures of the Flesh and Mind
One of the reasons the Defiant stand against the Apocalypse
is their desire to experience everything the world has to
offer. Defiant are creatures of grand ambitions, hungers,
and resources, often indulging in earthly pleasures. While
adult themes do not have to be in the center of your game,
they are likely to be a part of it.
14 Introduction
A Story about Your Characters
The stories you will get to play will revolve around your Characters. In Defiant,
you are not playing the parts of bystanders or pawns. The plot will revolve
around your Characters and their ambitions, desires, virtues, and flaws. Using
the rules of the game, the Game Master tailors each Episode to best resonate
with the Player Characters’ personalities, backgrounds, ambitions, and vices.
Defiant Episodes
You will play Defiant through a series of Episodes, each focused around
different events in your Characters’ lives. The structure of the game resembles
that of the TV series, with Episodes grouped into Seasons. A single Episode is
meant to be played out either during one or two meetings with the GM and
other Players. It usually takes about five to eight hours of playtime in total,
meaning you can either play it out in a single long Session or two Sessions of
about three to four hours.
Episode Structure
Every Episode (apart from the Pilot Episode) follows the same structure. It
starts with the Players talking about their Characters’ daily activities and
dealing with problems at their Courts. It’s the time for you to get to know your
Character’s subjects and the issues with maintaining the Holding.
Each Episode consists of two main Threads - events that take place in the
Defiant world that your Characters cannot ignore. It can be anything, from
attending a party held by someone important, dealing with a threat to your
Province’s standing, conducting an inquiry on the Princeps’ behalf, to fighting
an apocalyptic cult, participating in a ruthless tournament, or exacting harsh
justice as demanded by the Archon.
15 Introduction
Threads are broad events with plenty of time to delve into your Characters’
goals, make new friends and enemies, and so on. While all of your Characters
participate in a Thread, they can have different goals and attitudes towards it.
Between the Threads, there’s time for your Characters to explore personal
matters, focusing on the things most important for you, even if they fall
outside the spectrum of the main plotlines.
16 Introduction
Rules Breakdown
Below you will find a basic breakdown of the rules used in Defiant. They are all
described in detail in the “Playing the Game” chapter of this book.
Personal Themes
The Players choose Personal Themes for their Characters.
They are a source of Traits that make your heroes better at
overcoming odds. Themes come with special questions
you can ask anytime, to influence the scenery, or get
interesting answers from the GM. There are also Special
Rules associated with each Theme, giving your Characters
an additional edge. “Guide,” “Socialite,” or “Gem” are all
examples of Personal Themes.
Challenges
Whenever a Character comes across a situation, where their victory is not a
given, and a potential failure would make for an exciting story, they need to
face a Challenge. It is a test of the Character’s skills and talents and a way to
check if they can overcome the odds.
Endeavors
Your Characters will be able to plot major intrigues, sway potential allies and
lovers, reshape their Provinces politically, and undertake grand projects.
Endeavors are more sophisticated versions of Challenges, used whenever a
Character puts forth their own agenda and wishes to see it through.
Traits
Traits represent your Characters’ abilities, areas of expertise, or talents.
“Incredible Voice,” “A Knack for Gadgetry,” or “Friends in High Places” are all
Traits. Whenever a Trait seems appropriate, you can use it in a Challenge, to
increase your Potential (and the chance of success).
17 Introduction
Potential
When the Character takes a Challenge, you need to sum up all applicable
Traits and subtract all Afflictions that would hinder their effort. The number
you end up with is the Character’s Potential for this Challenge. The higher the
Potential, the more likely it is the Character will succeed.
Afflictions
Whenever something bad happens to your Character, they might get an
Affliction. “Wounded,” “Distracted,” or “Destroyed Outfit” are all examples of
Afflictions. They work like negative Traits, decreasing your Potential in a
Challenge.
Outcomes
All die results of “5” or more count as Successes, regardless of the number of
sides. So, when rolling a d6, only “5” and “6” are Successes, while all results
from “5” to “10” are considered Successes on a d10. The more Successes you
rolled, the better. One Success is a mixed blessing at best, while three
Successes result in a decisive victory.
18 Introduction
Shards
Each Player Character has a pool of Shards they can use to improve their
chances in a Challenge. Spending a Shard before the roll, ads an additional d8
to the roll, resulting in a 4-die pool. This die is upgradable, just like the other
three. You can also use the Shards to power up your Special Rules or ask
Theme Questions.
Every time you play Defiant, there should be a “Line” and a “Veil” card present
at the table. You can download and print them from our gaming aids, or
simply make them yourself - just draw a line, or write “line” on one card and
draw or write “veil” on another. To use the card, simply tap it or say its name
out loud.
19 Introduction
The Line
You should use the Line Card whenever you feel uncomfortable with a topic or
proceedings in the game world and wish to exclude them from the game. You
do not have to explain your decision - if you feel bad about an element of the
story or something happening to any of the Characters, use the Line Card. You
can also do this when you’re the GM; it’s for everyone.
After you used the Line Card, try to explain which element you feel
uncomfortable with. From this point forward, it’s banned from this game. The
better you explain the exact thing you’re not ok with, the lesser the chance of it
popping up ever again. Of course, you may not feel comfortable sharing too
much; that’s ok, but in that case, you cannot expect others to fully understand
what they should omit.
At the very beginning of each Chronicle, you will all create a list of topics that
“cross the Line.” These are things you do not want to come up during the
game. It’s the perfect moment to exclude elements that you already know
would upset you. Each time you use the Line Card during the game, you can
add the current problematic event to the “crossing the Line” list.
The Veil
Sometimes you might be ok with a general element, but don’t want detailed or
graphic descriptions. This is what the Veil Card is for. Using the Veil card does
not change anything in the game world. Whatever was happening still
happens; however, you (both the Players and the GM) refrain from
descriptions, simply acknowledging that the thing happens and moving on to
the next Scene or element.
You can use the Veil Card in regard to your Character but also to others. If
you’re not ok with listening to what’s happening to them or what they are
doing, tap the Veil Card, and you should all skip the descriptions, simply
stating that something has happened. The GM can use the Veil Card as well,
of course.
20 Introduction
You can also use the Veil Card to “unveil” an element of the Episode. Maybe
you want the Scene to get more graphical and are eager to know all the
details. In that case, you tap the Veil card, but declare that you want to unveil
the thing currently happening. Unlike the veiling, you can only unveil the events
concerning your Character.
Everyone at the table has the right to veto you, however, leaving the situation
in question behind the veil. You cannot unveil a scene that has been veiled
using the card, of course, since you already know that someone wants it
hidden. The primary use of unveiling is communicating to the GM that you are
ok and enthusiastic about jumping into the gory, sexy, unsettling details of
what’s currently happening.
21 Introduction
Defiant Inspirations
It would be nice to think of Defiant as a completely original game: a one-of-a-
kind creation made in its entirety from never-before-seen ideas, introducing
breakthrough roleplaying solutions, and a shockingly innovative fictional world
concept that will dazzle the players and industry’s leading designers alike.
Wouldn’t that be something?
As you can probably guess, this is definitely not the case. We’ve played or read
literally hundreds of RPGs made by different authors, and we’ve been
influenced by all the movies, TV series, books and comics we know. We’ve
also used all the cultural and religious tropes we found fitting. We mixed
everything together, to create the world of Defiant.
So while we hope there is some level of ingenuity in the way we mixed this
cocktail, we’d like to acknowledge at least some of the sources of its most
important ingredients.
Cultural Heritage
Defiant is a game about angels, ancient gods of different pantheons, hellish
demons, and dragons in human forms, fighting against the forces of the
Apocalypse. It clearly draws from many cultural and religious tropes. When
creating Defiant, we did not mean to accurately portray any existing religion or
cultural group. This is a pulp, oversimplified version of their real-life
counterparts. If we felt something would make for an exciting twist, we did not
hesitate to insert additional ideas that have little to do with the original
material.
22 Introduction
For the most part, we didn’t even base our creation on any in-depth works on
those topics, as it was never our goal to draw a realistic portrait of the real-life
cultural heritage. Our Aztlan Daeva have as much in common with the Aztec
myths, as the MCU’s Thor resembles the Norse legends. This game is
supposed to be fun. It’s not meant as a statement toward any religious groups
or values.
Works of Fiction
The world of Defiant is not based around any existing book, comic, or movie,
though clearly, you can draw some similarities to different works of fiction.
We tried to find various examples of recurring Defiant themes when compiling
the list below.
We are aware that some of the listings below could as well fall into different
categories since they exist as books, movies, and series at the same time.
In those cases, we chose the versions that we knew or liked the best.
Books
The novel, “American Gods” by Neil Gaiman is probably the closest depiction
of Daeva you can find, even though they tend to be more down-to-earth than
their Defiant counterparts. As for other titles, with the popularity of the
supernatural genre, there are many to choose from.
Movies
Though this is not the exact aesthetic, the early movies from the “Underworld”
series had a great depiction of supernatural, over-the-top royalty. There are
plenty of movies about angels in the modern world, but perhaps the most
“courtly” depiction of them comes from the movie “Constantine.”
Series
The idea of supernatural communities and their internal politics is not
an uncommon one, and titles like “True Blood,” or “Shadowhunters” come
23 Introduction
to mind. Lucifer’s club in “Lucifer” and the Tidelanders estate the “Tidelands”
could serve as examples of Holdings and Courts (though Lucifer clearly lacks
enough Courtiers).
Comic Books
Neil Gaiman’s “Sandman” comics have an interesting take on the supernatural
community. As for over-the-top fashion choices and dramatic potential,
“Rapaces” (“Predators”) by Jean Dufaux, and Enrico Marini could also illustrate
some aspects of the world of Defiant.
World of Darkness
Different games from the impressive range of the World of Darkness titles
made for most of our roleplaying experience in the ’90s. It’s safe to say that
there could be no Defiant without the influence of all the designers and
authors who created that massive supernatural world of modern-day
vampires, werewolves, mages, changelings, and other creatures.
To a point, you might say that design-wise, we are the children of World of
Darkness. We started by admiring and accepting its design unconditionally at
first, back in the ’90s. Next, we went through a phase of rebellion, rebuking all
its basic ideas before finally establishing a more mature relationship,
acknowledging the ingenuity of some ideas, while disagreeing with others.
Of all the games from the World of Darkness / Chronicles of Darkness stable,
two titles had the most impact on Defiant. The intricate world of “Vampire: the
Masquerade” and the court-like society of “Changeling: the Lost” have
24 Introduction
definitely left their marks on the way we think about modern-day, supernatural
societies. If you haven’t already, you should definitely read (and hopefully play)
those two games.
Fate
If you’re familiar with the Fate roleplaying rules, you’ll discover many of its
influences in Defiant mechanics. While we felt we needed to create our own
ruleset, tailored to the game experience we had in mind, we did bring much of
the “Fate philosophy” into the game.
The first Fate game that we really fell in love with was “Legends of the
Anglerre.” We were amazed by its neatly scaling rules, which worked just as
well on the level of single characters as whole kingdoms, and the idea of
leaving the players in control of their character’s goals and the steps needed
to achieve them. If you’re looking for an easy to use, yet fun to play universal
game system, you should definitely try the Fate Core / Fate Accelerated
rulesets.
You should definitely give “Houses of the Blooded” a try, even if only to learn
its great collaborative storytelling rules or an interesting take on the Fate
ruleset philosophy. And perhaps you might even fall in love with the
fascinating world of the ven.
25 Introduction
Apocalypse World
Few modern games have had as much of an impact on the way we view and
design roleplaying games, as the “Apocalypse World”. We read it in 2012 and
spent the next four years mainly playing either the original game or any of the
multitude of its hacks from the “Powered By The Apocalypse” family. To
understand the mechanics better, we created PBTA versions of our old games
and tinkered with them, to better analyze every aspect of the “Apocalypse
World” philosophy.
And while nowadays we’ve drifted toward a different approach, we still play a
lot of the “Powered By The Apocalypse” games, with “Apocalypse World”
forever holding a special place in our hearts. If you haven't read it or played it,
you should - period.
Ironsworn
This is one of the two late additions to this list, as we started playing
Ironsworn during the process of creating Defiant. The game is excellent in its
own right, with an interesting take on the “Power By The Apocalypse” ruleset.
And while we enjoyed many aspects of “Ironsworn,” the rules of Defiant
Endeavors have probably been influenced the most by this game.
City of Mist
The second late addition to the list of inspiration is “City of Mist,” with its
beautiful rulebook. After spending some time playing in the supernatural noir
world of living myths, we decided to use one of the game’s ideas: the absence
of traditional attributes. The way Traits and Potential work in Defiant has
much to do with the rules of “City of Mist.”
26 Introduction
What makes this game even more interesting is the mix of “Apocalypse World”
and “Fate” philosophy. Give this game a try - you will not be disappointed.
They are all excellent games we played through the years that contributed to
the creation of Defiant.
Safety Rules
To ensure everyone playing feels comfortable and has a way to express any
potential problems, we created our own safety rules that rely heavily on two
great tools: the X card by John Stavropoulos, and the Lines and Veils by Ron
Edwards.
27 Introduction
chapter 2
The World of the Defiant
Defiant Domains
The only way the Defiant could survive the ongoing slaughter once they’ve
decided to switch sides was through the use of powerful apocalyptic seals,
known as Sephirot (a plural form of “Sephira”). They created many safe-
havens, mostly within cities, each harboring hundreds of Defiant. Those
supernatural societies have to survive on their own, as there’s no way to
contact other towns. However, they all adhere to similar rules to power up
their Sephirot and keep the apocalyptic forces away from their Domains.
The main concern for Defiant is the Apocalypse. Its agents constantly try to
infiltrate the city and take Defiant down. The only way to feel safe is by making
sure the Sephira has enough power to keep the enemy at bay. Every Sephira
has its own needs that Defiant have to fulfill to give it energy. The more energy
the Sephira gets, the more powerful it becomes and the better protection it
The whole society is built around the Principles and Commandments – rules
and principles that regulate the life of Defiant, so the Sephira’s requirements
are met, and it’s as powerful as possible. For humans, the Commandments
may seem weird, cruel, perverse, or bothersome, but for the Defiant, it’s just
how the things are. If this is the price they have to pay for living their safe and
exciting lives, they’re more than happy to pay it.
Separate Societies
The Domains are the lonely bastions of light in the otherwise Apocalypse-
ridden world. Each Domain exists without any communication with other
Defiant societies and is a world of its own. There are no global politics or
cross-Domain alliances. For the Defiant, their city is their whole world.
The Courts themselves also differ in size, ranging from a handful to over a
dozen Courtiers. This means there are between 50 and 200 Highborn Defiant
in a Province. So the smallest Domains would be a haven for a couple of
hundred Highborn Defiant, while the largest would probably house thousands
of them. As for the Lowborn population, it’s about double the size of the
Highborn.
The Angels are the rebels from the Apocalyptic hosts, who decided to no
longer serve as mindless soldiers and weapons in the hands of their masters.
The Daeva have lived in this world for thousands of years, often worshipped
as deities. Some of them love humanity too much to acknowledge their new
role of herd cullers.
The Leviathans awakened from their long sleep to be used as the great beasts
of war. Those who craved more than mere destruction have joined the ranks
of the Defiant.
The Infernals are the denizens of the underworld, who escaped their
inhospitable home to start new lives among the Defiant.
Defiant Angels
the fallen, the divine
Angels are the manifestation of the Absolute’s thoughts and will. They were
the ultimate soldiers, the perfect agents, the unstoppable weapons. For Aeons,
they’ve been carrying out their masters’ bidding, without question, rest, or
hesitation. And most of them still are. As the Final Days came, the Hosts
descended unto Earth, to serve as the bulk of the apocalyptic forces.
Since their work was to be done in the mortal world, their masters gave them
human forms - but Angels have never experienced sensuality before. For
most, it was a traumatic experience. Their perfect spiritual forms mixed with
filthy material bodies and filled them with rage and disgust. But as always,
they remained blindly loyal to their masters and began their final crusade.
And thus, the war started. The rebellious stood against their brethren. Victory
was virtually impossible, but it is not in the angelic nature to give up when the
cause is just. Many fell and entered limbo as the Heavens would no longer
have them. When the spark of the rebellion was slowly fading, help came from
the most unlikely allies: The Daeva needed help to awaken the Sephirot and
ensure their own survival, and the defiant Angels were the perfect candidates.
The war was never won or lost, one might say it took a new turn. Angels and
Daeva used the Sephirot and formed the foundations of what would later
become Defiant society.
Defiant Daeva
the worshipped, the dethroned
Some say the Daeva were sentenced to live on Earth as a punishment. Others
see them as spirit-protectors of this world - the embodiment of human
prayers. The Daeva emerged around the time of the first civilizations and have
accompanied humanity since. At the peak of power, they enjoyed godlike
status. They led mortal followers to glory or toyed with them for amusement.
As magic faded from the world, however, their powers withered. Eventually,
they lost their immortality, turning into myths and creatures of legends.
It quickly became clear they had a role to play in the upcoming Apocalypse.
They were offered a last, final chance to bathe in glory, before perishing
forever. They could regain their full power and become the mighty gods of the
old. In return, however, they would lead humanity into madness, ensuring that
mortals would not stand against the powers of the Apocalypse.
Their Appearance
Every Daeva has a spiritual connection with an animal type, and it usually
shows in their appearance. Most appear almost exactly human with a hint of
their animal bond, like teeth in different shapes, beast-like eyes, or nearly
inconceivable, minor traits. Some, however, share more similarities with their
sacred animal, with their bodies striped or covered in fur, hair made of
feathers, etc.
Long before the rise of humanity, Earth belonged to the mighty Leviathans.
Theirs was not a rule of soft words and mercy, but of fire and blood. The
weak were culled to satisfy the hunger of the strong. The Leviathans knew
only death and destruction, as they were created for but one purpose: the utter
annihilation of all. After millennia of cruel tyranny, one by one, they fell into a
great slumber, to awaken when the end of days finally came.
Yet the world was changing. When the time did come, the great beasts awoke
in their larval human forms. To their surprise, some hungered for more than
mere destruction. They wanted lives of their own. No longer willing to do their
masters’ bidding, the rebels devised a plan to shield themselves from the
influence of the Apocalypse. Through powerful spells, they created magical
seals that would prevent them from changing into apocalyptic Beasts.
Their Appearance
Though they look human, there’s always an unfamiliar, malicious aura around
the Leviathans, as if the ancient predatory beasts inside them are struggling to
break free. Though they do not have to, most Leviathans take pride in their
heritage and choose to show off their draconic horns. They range in shapes,
colors, and sizes, and some royals decorate them with carvings or jewelry.
Defiant Infernal
the demonic, the escaped
Citizens of Shodmagh and Gom’rah built their twin cities at the height of
humanity’s golden age, long before the rise of ancient civilizations. They stood
as a testament to human ingenuity and might. Throughout the ages, they were
known by many names, and people regarded them as symbols of greatness or
embodiments of corruption. In fact, there is truth to both views. The greatest
minds and foulest souls filled the cities’ streets, creating a one-of-a-kind
society of ambitious free thinkers, insatiable decadents, and ravenous
adventurers.
In the greater scheme of things, however, it wasn’t the human role to ascend
into greatness. Thus, the cataclysm came. The entire world was flooded, and
the remains of humanity had to begin anew, bearing in mind the grim
message: they were to live the lives of mediocrity and to never again meddle in
the affairs of higher beings. Everyone believed the twin cities perished beneath
They were to be the first denizens of a new world – an infernal pit created to
torture those who dared to rise above their calling. Centuries passed, and the
tormented gradually changed into tormentors, carrying out sentences on
mortals thrown into their hellish world for acts of defiance.
And then came the Apocalypse. The once impenetrable defenses of Hell
malfunctioned, allowing some creatures to escape back into the mortal realm.
Those smart or lucky enough found their way to the cities protected by the
Sephirot and swore their allegiance, becoming the last group to join the
Defiant. With supernatural powers and millennia of unimaginable torture, they
are trying to make up for lost time and to come to terms with their dark past.
Rebirth
In order to enter the safety of the Domain and live among other Defiant, one
must entirely renounce their apocalyptic heritage. Their battle-scarred vessels
are left behind along with their war-torn memories. Defiant are reborn in new
mortal bodies, and when they reach adolescence, they mystically awaken,
gaining supernatural powers and becoming aware of who they really are.
Newly awakened Defiant are instinctively drawn to their spiritual parents in the
Domain.
The Carnival
The Apocalyptic Daeva are sustaining a powerful spell called “the Carnival,”
which makes most mortals oblivious to the destruction around them and
easier to control. The spell works on the mundanes in Defiant cities as well,
meaning they have no clue about events outside their safe haven and go
about their lives as if nothing wrong is happening.
Further behind those chaotic borders lies the world ravaged by the
Apocalypse. Great beasts tear whole cities apart, holy fires cleanse the land,
and grim armies scour the battlefields. And thanks to the Carnival, the mortals
are, for the most part, oblivious to the destruction happening around them.
Sometimes they acknowledge some of it, calling the carnage acts of nature,
terrorist attacks, or environmental catastrophes.
Often, the torment is so great that the only way for the mortals to stay
indifferent is to forget about the issue altogether. Lost friends and relatives
fade from their memories, and sometimes entire countries disappear from the
collective consciousness.
The Defiant do not know much about the current state of things outside their
Domains. If they ever wander outside the city and pass the Outskirts, they lose
all memory and forget who they are, which usually means they cannot find
their way back to safety. The one sure thing is that the powers of the Sephirot
The Horsemen
The supernatural creatures that serve Apocalypse are called the Horsemen.
The strongest of them, infused with incredible powers, are a threat that
Defiant cannot stand against outside their Domains. However, even if they
manage to enter Defiant cities, the power of the Sephirot weakens them
significantly. They are still an intimidating threat, but they can be bested,
though usually at a heavy price.
Thankfully, such incursions are extremely rare and virtually unheard of in cities
that genuinely tend to Sephira’s needs and adhere to the laws set by the
Hierophant. If a powerful Horseman emerges in the Domain, it’s a clear sign of
how astray the Defiant community has become. It’s usually the weaker types
of Horsemen that manage to infiltrate the Domains. Being less powerful, they
do not draw as much of a Sephira’s attention and sometimes manage to enter
even into the well-governed Domains.
In Defiant cities, it’s far more common to stumble upon Reavers. Some believe
that these creatures were created especially to be able to enter the Domains.
At first glance, they could easily pass for ordinary mortals, going about their
mundane lives. It is only after they transform into their battle forms, that their
true identity becomes painfully apparent. With overgrown muscles, extra
limbs, razor-sharp claws, and teeth, they look like things of nightmare.
While a deadly threat for normal humans, a single Reaver doesn’t stand a
chance against a Defiant. Unfortunately, they usually attack in groups to gain
an advantage. This, along with their ability to pass undetected, makes them a
potentially dangerous enemy. Once they assume their true forms, however,
they cannot switch back to their human disguises.
They try to kidnap a Defiant and then work on them in their hideouts within the
city. Through torment, they extract information and try to turn their prey
against their own kind. With pain and starvation, they break the will of their
hapless victims and mold them into their agents, later sending them back
among the Defiant to further their plans and agendas.
Over time, Idols gain more and more followers, and with their adoration, they
rise in power. If not found early enough, they can become a significant threat
to the stability of a Province or even a whole city, with armies of enhanced
minions at their command.
Whereas Idols use their followers as tools and soldiers, Chimeras are bent on
turning mortals into agents of chaos. Whenever a Chimera manages to attach
itself to the physical plane by claiming a home, club, or neighborhood, it shifts
the nature of the Carnival, pushing the residents toward hostility and insanity.
This might pose little threat to Royals but can weigh heavily on the lives of the
Lowborn, who have more interactions with mortals on a daily basis.
Even weakened by the Sephira, they’re much faster, stronger, and more
durable than Defiant, making stopping them an almost impossible task. Most
of the time, it is only after their target is dead, that anyone understands what
happened. Their attacks are extremely rare, though whenever a murder has
been committed in the Defiant community, some blame it on the Reapers.
Death isn’t always literal. For the Defiant, their connection with the Sephira
might be considered their lifeline. If it wanes, the individual may become
susceptible to apocalyptic machinations, and a Wraith may begin to haunt
them. Wraiths have no physical bodies, making them harmless to anyone
protected by the Sephira. They can only influence those whose mystical
connection has been severed or damaged.
Monster Manual
You might have noticed that all the creatures described above come without
any stats. Most lesser Horsemen use the same mechanics as other NPCs; you
can read about it in “Playing the Game” chapter. As for stronger apocalyptic
entities, you will find some suggestions on how to make them work in the
“Story Arcs” sections of the “Bridgewood Boulevard” chapter. Since they are
very rare, we do not include full rules on using them in this rulebook.
One member of the community, chosen by the Sephira itself, merges with the
mystical seal, becoming a new being, called the Hierophant. They are the only
one to truly understand the Sephira’s needs. The Hierophant is the absolute
ruler of every Defiant Domain, able to create and change laws at will. They
might be considered the voice of the Sephira, translating its abstract wishes to
more human-like desires.
Though powerful and entitled to create new laws at their whim, the Hierophant
is so preoccupied with catering to the Sephira’s needs that they rarely interact
with other Defiant, even Royalty. Most Lords and Ladies never actually get to
meet them. Members of Authority are the only ones to spend more time in the
presence of the Hierophant, and it still doesn’t happen regularly.
Hierophant rarely interferes with everyday affairs. Their link with the Sephira
makes them operate on a different level of consciousness, feeling the desires
and emotions of every being, sensing the Apocalypse’s influence and shielding
the city from danger. Because of that, the Archons and the Executors handle
most issues. They are Royalty and maintain Holdings and Courtiers, but spend
most of their time taking care of more important duties.
Archons
Archons serve as Domain’s officials and take care of crucial issues. They may
call upon the Princepses and Royals to help with their task, usually offering
some sort of reward for their trouble. Whenever an Archon position opens up,
each bloodline may present their candidate. They are all taken before the
Hierophant, who makes their decision and names the new Archon.
There are three main Archons that are present in all Defiant domains, though
some cities may hold additional offices.
The Archon of Justice is responsible for investigating and punishing all the
wrongdoings that go against all the rules not connected to Commandments
(since those trespasses are handled by Executors). They do not possess any
police force; instead, they appoint Royals to deal with the guilty and carry out
sentences.
The Archon of Blessings assigns newly awoken Defiant to the Holdings and
manages all the privileges and special rules awarded to particular Defiant.
The Archon of Peace deals with threats related to the Apocalypse’s presence
in the city. They can muster forces to fight with incursions and to seal
breaches. They may also investigate and arrest Defiant, who have fallen under
Apocalypse’s influence.
Executors
To ensure the law is upheld in every Province and Holding, the Hierophant
appoints an Executor for every Commandment. These Defiant are responsible
for controlling and punishing any defections concerning their assigned rule. If
the Principles are a set of general guidelines, identical for every Defiant
Domain, the Commandments are specific laws regulating additional aspects
of life in a single city. Executors are handpicked by the Hierophant, and any
Lord or Lady may become one.
Living in a Province
Each Defiant city is divided into Provinces. Every Province is ruled by a
Princeps, tasked with managing the area and governing over the local Lords
and Ladies. Most Princepses establish additional rules for the residents and
visitors alike. The Princeps governs the Province with the help of the Royalty -
a privileged group of the Defiant, each with their own personal Court.
The duties
Royals enjoy many privileges but are also burdened with duties. Lords and
Ladies are responsible for their subjects. They have to ensure their loyalty and
dedication to the Sephira and the Principles. Princepses are tasked with
upholding the law, keeping an eye on the Lords, defending their territory if
Apocalypse forces are present there, and taking care of mortals. Moreover, the
actions of Royals have greater meaning that those of common Defiant. Their
It’s not unusual for a Princeps to task their Royalty with additional duties.
Someone may be responsible for handling any mortal-related issues in the
Province, while someone else may serve as the Province’s investigator, taking
care of Defiant problems before they reach the Authority. This differs from
Province to Province and is all up to the local ruler.
Every Holding is ruled by a Lord or a Lady with their personal entourage, called
Courts, at their disposal. Royals are free to treat their Courts as they see fit, as
long as it falls in line with the Commandments. They are also considered
responsible for their Courtiers. While every achievement of their subjects is
considered theirs, they are also personally responsible for their Courtiers’
wrongdoings.
Unfortunately, the power of the Sephira is not infinite. All Provinces can’t
become more powerful at the same time. Sometimes, for one Province to gain
the additional mystical resources, another has to fall out of grace. Princepses
know this. The way to gain power is for others to lose it, or at least stay as
they were.
Below them, about twice as many in number, are the Lowborn - Defiant
denizens of the City, with limited powers and little political influence. Most of
them maintain mundane jobs to make a living, while some work at the Courts
of the Highborn as servants and lower-ranking agents.
The Principles
While each Domain has a different set of Commandments, some universal
laws, called the Principles, are to be upheld in every Defiant city. They are the
foundation of the Defiant society.
The Courts
Defiant Lords and Ladies (or Lieges) rule over their Courts. They govern their
own Holdings with a group of Bloodborn subjects (meaning every Defiant, who
is a member of any House, but who don’t hold any title or position; all
Courtiers are Bloodborn). Those Courtiers could be their relatives or members
of any of the noble Houses. A Liege can have members of all Origins (Angels,
Daeva, Infernals, and Leviathans) under their rule.
As absolute rulers of their Courts, Royals are responsible for setting their own
Holding laws. Some may treat their subjects almost like partners, others form
more corporate-like relations, while plenty treat them as their personal
playthings. As long as they are in line with the Commandments and Province
laws, the Princepty and the Authority have little to say when it comes to
individual leadership styles.
The role of Courtiers is to help their Lords and Ladies support the Sephira and
to follow their commands. The Sephira feeds on the emotions and desires of
the Royalty, especially those connected with its needs. Of course, Royals tend
to see their subjects as much more. They use them as their agents and
consider some of them friends, lovers, or advisors.
Courts vary in size, from a handful to even a few dozen subjects (usually in the
Princepses’ Holdings). There are two widely recognized positions in Courts:
The Champion is someone the ruler is most proud of. They usually serve as
personal bodyguards or entourage. It’s customary to allow a Champion to be
always present at the side of their ruler, even on the most secretive or intimate
occasions. To forbid someone’s Champion entry is a sign of disrespect or, at
the very least, great distrust.
The Seneschal is the person responsible for the Court in the Lord’s absence.
They can either serve as managers taking care of the Holding when the Lord is
not present or as envoys send to gatherings in the ruler’s stead. If they
perform official duties, their words are considered the words of their leaders.
While it would be viewed as a faux pas to send a Seneschal to an important
gathering, they are considered great replacements on less significant
occasions.
There’s always plenty to do in the Province. While some duties are carried out
personally by the Princeps or their Courtiers, many are handed down to
Royalty. A Lady might be in charge of guarding the Province against the forces
of the Apocalypse, while a Lord might settle minor disputes between
neighbors in the Princeps’ stead.
As for the rewards, there are plenty to choose from. A wise Princeps can
actually grant bounties without the need to give anything away. Say one of the
Royals has been acting against a Commandment. The Princepses are
supposed to prevent such things from happening. If they fail to do so, an
Archon or an Executor might take an interest in the matter, and that usually
spells problems for the whole Province.
After they finish the mission, the Royals may keep the seized Defiant as
members of their Courts. The guilty has been punished, the loyal have been
rewarded. And the Princeps didn’t need to sacrifice anything of their own to
achieve this. They could, of course, choose to compensate them differently -
by giving out special privileges, granting them a mundane establishment as a
protectorate, presenting them with something that belongs to her, and so on.
They could also decide not to reward them at all, believing that being in their
good graces is valuable enough.
Bloodline Affairs
Every Defiant Royal is a part of a larger bloodline, usually one of the twelve
Great Houses. Some of their relatives may be situated in their Courts, others
may rule over Holdings throughout the city, and a few might even hold
positions as Princepses, Archons, or Executors. Every bloodline shares a
common trait, like an Angelic Calling or the same Daeva Pantheon.
Bloodlines are similar to mortal aristocratic families of old. There are no laws
that force the Royals to comply with the wishes of their Houses. The moment
one becomes a Lord or a Lady, they are sovereign and free to treat their
relatives as they choose to. While some decide to ignore what’s best for the
bloodline, it’s usually wise to maintain at least a decent relationship with your
kin.
The Patriarch is expected to look after the bloodline’s interests, act on behalf
of less prominent members of the House, and uphold family traditions. Since
each bloodline is different, so are their customs and the exact nature of the
leader’s duties. While a demand or a plea from the Elder is something not
easily ignored, it’s always more of an informal request, as are all Houses’ rules
and traditions.
Many Defiant Royals take great interest in their bloodline’s affairs, attending all
sorts of House meetings and ceremonies, improving their standing among the
relatives, and cultivating the sacred traditions. If one looks after their bloodline
and upholds its values, they can, in return, count on the House having their
back in a time of need.
Different types of parties and social gatherings take place every day all around
the Domain. Hosting such an event is not only a chance to organize it on one’s
own terms but also a way to show off personal success, impress the guests,
do business, or gain political allies.
While some may prefer lavish banquets held in centuries-old manors, others
organize informal meetings, perverse club parties, flashy street racing events,
Royal Marriages
The institution of marriage plays an essential part in the lives of Defiant
Royalty. All Lords and Ladies are expected to have a spouse. Some refrain
from this, but most accept the need for marriage. Defiant marriages are
asymmetrical; they are a union between a ruler of a Holding (a Lord or a Lady)
and a Defiant of noble blood that does not have a Holding of their own (a Lord
Consort or a Lady Consort).
The spouse of the ruler is considered Royalty and gains almost equal rights.
The only difference is that their word is always second to that of the actual
ruler. Whenever there’s a conflict or they give opposing commands to their
Courtiers, it’s always the Lord - and not the Consort - who the subjects have to
follow.
The ruler may potentially choose one of their Courtiers as a spouse. In case of
choosing anyone else, however, the potential spouse’s current superior needs
to approve of the union. Every Bloodborn lives in someone’s Court and cannot
make decisions for themselves. Of course, they can use their influence or wits
to either get their preferred spouse or abstain from marrying someone they do
not want, but for the most part, it’s out of their hands.
The future Lord or Lady Consort does not have a say in the matter, at least
from legal point of view. But quite a few of the rulers are not allowed to
choose their spouse, either. Sometimes a union is planned by parents or
superiors before a young Defiant becomes a ruler and therefore is settled
without the need for their approval. Some Defiant couples meet for the first
time during their wedding ceremony.
One of the issues almost every Royal needs to face is sharing a life with
someone they usually either did not choose or had to choose because of non-
romantic reasons. Some couples become friends or even lovers over time.
Some develop almost business-like arrangements and others spend their lives
in constant conflict. Before awakening, most Defiant live normal, modern
human lives, and the idea of arranged marriages is odd to many of them.
Divorces are possible in the Defiant community but not easily obtainable. They
require the approval of the Archon of Blessings and can easily lead to political
turmoil, so most couples are heavily discouraged from even trying to get a
divorce. They are expected to work their problems out, potentially with help
from their Houses.
Being chosen as a Beacon is considered a great honor and a blessing, but also
a duty. A Beacon has to guide a Defiant soul through a series of visions to help
it awaken in a mortal body (or escape Hell, in case of Infernals). The whole
process takes between a few weeks and a few months.
The supernatural spark awakens in a (usually quite young) adult mortal, and a
new Defiant is born. A child inherits the bloodline of one of their parents. They
are placed under the temporary care of the Elder of their House. If at least one
of the parents is Royalty, the child is transferred to their Court. In the case of
children sired by two Courtiers, it’s up to the head of the House to decide their
fate.
The rules of succession may vary between bloodlines, but the vast majority
share the same laws in that matter. The eldest child of the Royal couple and of
Before that happens, though, many choose to retire. The life of a Defiant is
vibrant and exciting, but also very demanding. If you’re a Courtier, you serve
your Liege to the best of your ability, and it requires a lot of effort. Royals, in
turn, have a lot of responsibility. Their desires and actions power up the
Sephira, so a slow, relaxed lifestyle is not an option. With time, many Defiant
become tired or burned out. That’s why they withdraw from active duty at
some point.
Royals may choose to abdicate, meaning they relinquish their duties and pass
the title on to their heir. They may become Courtiers of the head of their House
or the Hierophant themselves.
Any Defiant may decide to retire for good. One way to do it is to renounce
supernatural powers and become mortal. The former Defiant loses some of
their memories, and prior life seems like a dream to them. They begin to age
and eventually die. During their days as humans, they are still under Sephira’s
protection. If any harm comes to them, the Hierophant will know the culprit,
The other way to retire is more immediate: Defiant may choose to give their
souls to local Sephira and unite with it for eternity. They find peace and make
the Sephira more powerful in the process.
Apart from the Creed, bloodlines also follow their own sets of laws which are
different for every House. Most of the time, especially in the case of the Major
Houses, these laws are respected by the whole Defiant society. Daeva Lords
and Ladies of House Achto marry two Consorts, and those marriages are
recognized by other bloodlines as valid. So is the Ward system of House
Zeruel, and so on.
While bloodline laws are accepted in the Domain, they are not enforced by the
Authorities. An Achto refusing to marry two spouses might be looked down
Following the bloodline rules might prove beneficial, though. Each House
takes care of their own and is especially keen to help and support exemplary
members of the bloodline. In the case of the Player Characters, this is
portrayed through the Standing mechanics, granting the Characters additional
boons if they are loyal to their Houses and follow their rules.
Twelve bloodlines stand out, even among the Major Houses. They are
sometimes referred to as “The Twelve” or “Great Houses.” These are the
descendants and relatives of the chosen twelve Defiant who forged the
original pact with the Sephirot and founded Defiant society. There are three
Great Houses of each Defiant Origin (Angels, Daeva, Infernal, and Leviathan).
House Aratron
Angels of Mercy
No matter the side of the conflict, Angels are beings of duty and servitude to
the cause. They were created as living embodiments of a higher will, and even
after their deliverance, many still need a higher purpose in life. This is
especially true in the case of House Aratron.
Being Defiant, Aratronites believe in free will and only tend to those who seek
their help, at least most of the time. After all, one must seek forgiveness to
have a chance of receiving it. However, some members of the House are not
afraid to use any means necessary to help their victims realize the error of
their ways.
And thus, House Aratron is the home to living saints, sacrificing themselves
for the good of others, and to ruthless overseers, using twisted empathy to put
Aratronite Confessors
Taking on the role of society’s conscience is no simple task. One may easily
lose their bearings, and in the case of the Aratronites, there’s a fine line
between a devoted helper and a sadistic oppressor. That’s why every Royal is
expected to have a personal Confessor within the House - someone they can
turn to for advice and support who is a more objective judge of their actions.
Upon taking the position of a Lord or Lady, an Aratronite is free to choose any
other member of the House as their personal Confessor. Most of the time, a
trusted Courtier is chosen to fulfill the role, but some prefer to select other
members of Royalty or Princepty. Once a Confessor is chosen, a Matriarch or
Patriarch has to approve of any changes in that position, and the request is
not easily granted.
House Hariel
Angels of Passion
To exist for eons as celestial beings and then be granted human forms - the
experience can be quite intoxicating. House Hariel is famous for its love of
newfound sensuality. Before the Apocalypse, Harielites were tasked with
inspiring mortals and sparking passion among them. Now, they can
experience it all for themselves. And their revelry is unmatched.
Angels of Passion strive to keep the flames of their desire burning bright. But
even the most exciting activities tend to lose their appeal over time. And so
Harielites are always ready to cross new boundaries and explore new exciting
possibilities - they are, in fact, bound to do so by their House’s Creed.
In a different world, the perverse norms of House Hariel might have been
shunned. However, since the Defiant rely upon Sephirot that are literally fueled
by their needs and desires, Angels of Passion are among the most influential
From the outside, House Hariel might seem like a group of aimless hedonists,
bent on their own pleasure. And while, of course, Harielites are keen on joy and
amusement (as are most Defiant, to be honest), there’s much more to the
Herielite way than sheer bliss.
When a member of House Hariel finds something that resonates with them
and fuels their passion, they immerse themselves and revel in the new
experience. This can be anything: different activities, new relationships,
exciting kinks, or potentially dangerous ventures. After some time, the focus
stops fueling the flame. They can still be fond of a partner or keen on an
activity, but it doesn’t ignite the fire of their passion anymore.
The Host of the party is free to choose the mood, the place, and the rules that
apply during the event, however uncommon or perverse they might be.
Sometimes participants come alone and are forbidden from telling anyone of
what has occurred. On different occasions, they are supposed to have a
partner or a group of willing friends with them - it’s all up to the Host.
House Zeruel
Angels of Glory
Zeruelites see themselves as first among the angels, and there’s some truth to
that. They were created as reflections of the absolute’s glory and power as the
highest angelic choir. They led other hosts by example on a path of
Now, though they may have changed sides, House Zeruel strives to uphold its
core values: to be the beacons of light in the lives of their subjects and other
rulers alike; to lead through example; to prove they’re still worthy of their
angelic calling. Zeruelites do not feel they betrayed their beliefs. They always
stood on the side of glory and virtue. When they deemed the old path no
longer righteous, they acted in the only way they could.
There’s a certain awe to members of House Zeruel. Maybe it’s their upbringing
and self-confidence, or perhaps they really were created better, but it’s usually
easy to spot the Zeruelite in a group of Defiant. An aura of glory and
entitlement surrounds them, as if they were cut out for the aristocratic life.
Every member of the House feels the burden of the Zeruelite Creed on their
shoulders. To live up to the glorious ancestry of their bloodline is no easy task.
No matter the circumstances, Zeruelites must always uphold their House’s
legacy. Their actions are to bring more glory to the bloodline and serve as an
example for others to follow. No one is perfect, yet this is precisely what
members of House Zeruel expects from their children.
While a powerful advantage, their Creed is also their major weakness on the
road to dominance. Others might easily resort to underhanded tactics to
achieve their goals. Such methods are beneath the glorious House Zeruel.
Zeruelites are expected to overcome obstacles directly, by the sheer power of
their skills and might of their heritage, in accordance with the laws, and
following the proper conduct.
The Protectorate
A bloodline is made up of more than just Royals, so naturally, there are far
more Zeruelite Courtiers than rulers. Angels of House Zeruel believe that it is
unbecoming for one of their heritage to be reigned over by a member of a
different bloodline. All Zeruelite Courtiers are to serve as Wards at Zeruelite
Courts, under the protection and guidance of Angels of Glory known as their
Protectors.
There’s actually more to that law than vanity. All Zeruelites are born as
potential future monarchs, but only some will ever have the chance to become
a Royal. This makes managing them an uneasy task - one that only an Angel
of Glory is fit to undertake. More often than not, Zeruelite rulers have to resort
to creative or harsh means to gain control over the angelic princes and
princesses under their protection.
Both Zeruelite rulers and Consorts are granted the right to govern over the
bloodline’s Courtiers. This actually makes the Angels of Glory feel even more
distinguished and dignified. Very few Defiant outside the House ever have the
Daeva Bloodlines
Every Daeva House was once considered a pantheon of gods by a mortal
society. Since they originate from the same region and belief system, their
spiritual forms still reflect that, even if their mortal forms differ. That’s why
there can be people of all ethnicities in a bloodline, but they take on the spirit
forms of the animals typical to the land they originated from.
House Achto
Aztlan Daeva
Daeva of House Achto know the meaning of sacrifice. For millennia, they were
aware of the looming danger. The fifth world had to come to an end, and
through the sacrifice of the gods, the sixth world would emerge. House Achto
takes great pride in the fact that none of their kin helped to uphold the
Carnival. All elders of the bloodline died their final deaths to give life to the
Sephirot, enabling the creation of the Domains and the survival of the Defiant.
Members of the House believe that they have more than earned their place
among the Defiant. And to acknowledge the sacrifice of their fallen brethren,
they are to live their lives to the fullest, taking advantage of their positions and
prerogatives. From the lowest Courtiers to Archons and Executors, the Achto
are to claim their dues and use their rights and privileges to the fullest extent.
Others sometimes find the Achto pushy or even despotic, but that’s a
misconception. Whenever a member of the House has power over someone
or a right to do something, their Creed dictates they should exercise it.
Whenever something is owed them, they should demand it. This is the way of
There is a strong belief in the House that actions speak louder than words.
Achtos are not the ones to swear oaths or make vows. They believe that the
best way to make a statement is through deeds, and especially through
sacrifice. It is only when you are willing to sacrifice something that you
genuinely show your intent and devotion. Sometimes it’s symbolic, such as
when blood needs to be spilled to validate an oath. On other occasions, a true
offering or gesture of goodwill is required to pledge loyalty or establish an
alliance.
Achto revel in contrast and some portray them as extremist who see the world
as black and white, with no shades of grey. But these Daeva are actually
creatures of balance. It’s just that the House perceives balance as the
symmetry between opposites. There can be no life without death; there can be
no light without darkness. And to be a good Achto is to live a life of duality,
experiencing those opposites to a similar extent.
During the daytime, the Regent of Day is the absolute ruler of the Court, able to
issue any orders they see fit. They also hold power over the Regent of Night,
making the other Consort little more than their private slave. When the sun
sets, however, the roles switch; the Lord or Lady of the Night assumes control
of the Court and reigns over it until morning.
House Kyrios
Hellenic Daeva
It seems that the bright star of House Kyrios never fades. Throughout mortal
history, these ambitious Daeva have made their presence known on multiple
occasions. In ancient times, when the power of Leviathans started to wither,
the Kyrios were the ones to wage wars on the mighty dragons (or titans, as
they called them) and finally end their reign. To this day, there’s a tension
between the Leviathans and the Daeva House that stole fire from them and
gave it to humanity.
Some believe House Kyrios potentially could achieve anything, if only they
were able to cooperate or at least trust one another. Since their ancient origins
in Greece to this day, however, these Daeva are their own mightiest obstacle
on the road to greatness. With everyone in the bloodline fixated on proving
their superiority, Kyrios often see their kin as rivals more than allies.
The only thing stopping the House from outright chaos is the position of the
bloodline’s leader. The Elder is the only one all must listen to and respect, the
only one who does not have to prove anything but instead judges others’
accomplishments. The first among the Domain’s Kyrios sits on their throne,
serving as the ultimate parental figure and the undisputed head of the
pantheon.
When a ruler (a Lord, Lady or Princeps) dies or retires, the child who managed
to prove their superiority inherits the Holding and all privileges of their parent.
While the current ruler can designate a preferred successor, it’s ultimately up
to the Matriarch or the Patriarch to decide which child inherits the title. The
parent’s decision serves as an indicator but can be rejected without any
consequences.
There are no exact rules as to what makes for a perfect candidate. One child
may excel in the art of combat while another may choose to prove they’re the
perfect administrator or unmatched in throwing ludicrous parties. Being in
good relations with the head of the bloodline certainly helps.
The Kyrios are ambitious and competitive on their own, but their succession
laws literally pit siblings against each other. Each of the successors commits
their lives to proving they are the ones worthy of inheriting the title. And when
the time comes, one of them is chosen to do so, while the others are usually
placed at their Court to serve under the conquering hero.
Originating from ancient Egypt, House Sekh was among the first Daeva to
travel the world and spread their knowledge. The exalted Sekh are the builders
of wonders and architects of new Defiant communities. It is their relentless
pursuit of hidden knowledge that led to understanding the nature of the
Sephirot and establishing the rules of the Defiant society.
While virtually all Daeva bloodlines lost their powers in ancient times and only
recently regained self-awareness, House Sekh managed to hold on to just
enough supernatural energy to never forget who they were. At the peak of
their power, they raised wonderful structures all around the world that are
revered by humanity to this day. And while mortals were quick to renounce the
gods of old, the awe and beauty of their creations was enough to keep House
Sekh in existence.
To some, the Daeva of House Sekh seem more distant or reserved than
others. It’s probably because they have a different attitude than most Defiant.
Having lived countless lives, reborn time and time again in mortal vessels with
memories of their past deeds, they have experienced thousands of years of
history. And while their recollections of past lives may be foggy at best, they
still give them a unique perspective on modern affairs.
Members of the bloodline know precisely how they managed to achieve their
feat. While others concentrated on themselves and their actions, the Sekh
were always about leaving their mark on the world and raising impressive
testaments to their greatness. They firmly believe that without the awe that
their creations inspired, there would never have been enough power in the
world for the supernaturals to break their bonds and stand against the
Apocalypse.
The Great Works, as they call them, do not have to take the form of buildings
or statues. In fact, most do not. Managing the most talked-about Defiant club
in the city or maintaining an influential society is considered as worthy as
raising an avant-garde skyscraper in the Domain’s downtown. Great Work
should either be adored by mortals or appreciated by Defiant.
Infernal Bloodlines
Each Infernal bloodline shares the same sensation they used to instill in their
victims or preferred type of torture they used, when delivering punishments in
the depths of Hell (which is called the Grim Craft). They are not bonded by
mundane heritage and, in fact, do not spend their childhoods in the mortal
world. That’s why, upon emerging among the Defiant, the heads of the Houses
chose the names for their bloodlines.
House Black
Infernals of Pain
“Be human.”
Renowned for their demonic cruelty, members of House Black renounced their
old ways and now try to live the lives they choose, rather than continue on the
path chosen for them by the overlords of Hell. They assumed a corporate-like
style of leadership and try to rediscover life beyond pain and suffering.
While the House’s antics may seem odd to many Defiant, few can deny the
bloodline’s exceptional effectiveness. It appears that through mimicking
mundane ways, they actually succeeded in creating an efficient, corporate-like
power structure, with the head of the House serving as an infernal CEO, Lords
and Ladies assigned to different branches and executive groups, and a flexible
task management system in place.
During closed board meetings, prominent members of the House discuss the
main problems troubling the bloodline and the Domain and carve out short-
and long-term strategies to be implemented by all members of House Black.
Of course, things don’t always go perfectly, and not all Infernals of Pain are
hell-bent on cooperation. Nevertheless, House Black usually manages to
successfully pursue its agendas.
Each Black is expected to pursue some kind of mortal career or job and
participate in a human community. There are no exact requirements as to the
nature of the activity, and members of the House may take on a number of
roles. High-ranking executives, doctors, and lawyers, small business owners,
policemen, activists, social workers, librarians, or baristas - the Infernals of
Pain choose all kinds of jobs and activities.
House Royals are additionally expected to find mortal friends and to learn
from them about mundane values. Some Lords and Ladies engage in actual
meaningful relationships with their mortals, while others treat them more as
glorified pets than true partners.
Many consider House Dawn to be the most important among the Infernal
bloodlines. They are the remnants of the first mortals to ever be sentenced to
live in Hell, who eventually became demons themselves. Now, the proud
Infernals of Shame have returned to the mortal world to reclaim all that has
been taken from them. Their Creed, “Uphold our legacy,” furthers their need for
recognition.
For eons, members of the House lived terrible lives of infernal shame and
suffering. The once-proud free-thinkers of an ancient civilization, they endured
constant humiliation and punishment until they were molded into demons
who were then ready to inflict the same torment onto others. When the gates
of Hell partially opened, it was House Dawn’s ingenuity that helped to find the
way back to the mortal world.
Finally able to bask in the sun after an eternity spent in Hell, they swore to rid
themselves of any shred of shame that was instilled in them through infernal
torture. Never again would they be ashamed of their ideas, their attitudes, their
bodies or their actions. In fact, many members of the House take great
pleasure in shocking others with their shameless conduct.
But the mighty House Dawn does not let their former punishment be the only
thing to define them. The legacy of the bloodline dictates that they should
Of course, the way parents utilize their powers differs from person to person.
Some refrain from ever using their advantage, others abuse their leverage by
practically treating their offspring like mindless drones in their service, and
most fall somewhere between those two extremes.
House Joy
Infernals of Guilt
“Rejoice.”
While other Infernals tend to face their demonic legacy and the horrors of Hell,
House Joy has taken a different approach. Rather than dwell in the past, the
Infernals of Guilt are focused on making up for lost time. They revel in the
excitements and pleasures the Defiant world has to offer.
House Joy stands by their simple Creed: “Rejoice.” The Defiant have managed
to find a safe haven to weather the apocalyptic storm. The Infernals have
accomplished the impossible - they escaped from Hell itself! So, rather than
mourn all that is lost or worry about the threats ahead, members of the House
focus on newly reclaimed earthly pleasures.
And while some Defiant find it troubling to accept a whole bloodline hellbent
on living their lives to the fullest and enjoying each day as if it were their last,
it’s hard to dispute the official line of the House. The Sephira feeds off of
Royals’ emotions and passions. And the lives of members of House Joy are
filled with excitement and ecstasy. Therefore, it is with the utmost sense of
duty that House Joy takes it upon themselves to commit to the noble cause of
replenishing the Sephira’s energy.
It’s hard to fight the urge to join them in their hedonistic endeavors, but those
who do should never forget who they are dealing with. House Joy may pose
as innocent and concerned with nothing but pleasure, but they are the
Infernals of Guilt, after all. And the eons spent in Hell seem to have dampened
their sense of what lies within the confines of appropriate behavior. Some call
them the Infernals of Guilty Pleasures, and for a good reason.
By default, the mentor is chosen from outside the closest of kin so as not to
trouble the newly awoken with family matters. While most Infernals of Guilt
recall their Chrysalis as a great, care-free experience, it can prove to be tough
duty for their mentors. The supervisors need to take care of any potential
problems that may arise during that time of extreme partying and testing
one’s limits.
When the young Infernal feels ready, they finally arrive at their designated
Courts, as if they have returned from a supernatural vacation. It is customary
that they present their mentor with a gift of their choosing as a thank you for
caring for them in those first weeks and showing them how to live guilt-free.
Many members of the House maintain relationships with their former
mentors, at least to some extent.
Leviathan Bloodlines
Leviathan bloodlines are bound by an element or a substance that all
members of the House share an affinity with. The Houses are the
representation of Leviathan families or species from the times the mighty
dragons ruled over the Earth. The Leviathans of Fire, the Leviathans of Earth,
and the Leviathans of the Storm are the three Great draconic Houses.
There’s a certain aura around the Hadad: as if a terrible storm was brewing
inside their hearts, ready to be unleashed on the world to bring destruction and
suffering. Some Defiant are not keen on having to share Domains with the
imposing thunder beasts, but then again, if they weren’t here, the Defiant
would need to face them on the apocalyptic battlefields.
The Hadad desire things, as all Defiant do. Unlike others, however, they’re
terrible at compromises and cannot stand half-measures. Like the mighty
beasts of old, they believe in the right of the strong to take from the weak.
They’re not savages, however. They understand that strength can take many
forms, from physical power, through political standing, all the way to a
Sephira’s grace.
The Storm Leviathans of House Hadad follow a strict Creed: “The weaker shall
bow to your desires.” They believe in manifesting their power by using others
to further their needs and passions. Hadad Courts are the manifestations of
their rulers’ desires, with all Courtiers focused entirely on satiating their
leaders’ hungers.
The Hadad need hierarchy but do not take the status quo for granted. To earn
their respect, one has to obtain it by showing their strength. A Princeps never
using their authority to their advantage is a weak leader in the eyes of the
Storm Leviathans. The same goes for a Lord or a Lady who does not exert
their power over their subjects. And the Hadad prey on the weak.
Whenever they deem someone worthy, they can become great, loyal allies, or
even good friends. It’s not that Hadad are inherently vile or ferocious, it’s just
hard to let go of their terrifying past as the ultimate beasts of prey. They come
Because of their beliefs, Hadad are probably the House least prejudiced
against other Origins and do not hold members of their own bloodline in
higher esteem than others. All need to prove their strength to be worthy of
respect, and their supernatural legacy isn’t a factor - power knows no Origin or
House.
It’s easy to portray the Hadad as savage or brutal. But while deep in their
hearts, they are still the mighty beasts of prey, endlessly fighting for
dominance over others, many have developed civilized and sophisticated
exteriors. They can be just as relentless and fierce in their custom-made suits
and cocktail dresses as they once were covered in scales, soaring through
stormy skies.
From entire Holdings transformed into gladiators arenas - with all Courtiers
participating in the brutal game - to perverse dens of peculiar fetishes, the
mark of the Hadad ruler is always clearly visible on their land. This is also true
for the Storm Leviathan Princepses, at least to some extent. While they are not
expected to interfere in the way Royals manage the Courts in their Province,
other Hadad expect them to show their desires through
Province Laws.
House Melqart
Earth Leviathans
In ancient times, when their draconic brethren ruled over the skies and culled
their human herds, the dragons of House Melqart ruled over impressive
underground kingdoms they built with the help of their elemental affinity and
thousands of mortal slaves. Their attunement to the element of earth enabled
them to find caches of priceless gems and minerals.
Some Melqart took it upon themselves to transform the raw materials into
impressive works of art, while others invited or abducted the finest craftsmen
of their era to create items of unmatched beauty. As years went by, their
draconic hoards grew, and so did their need for new skilled slaves to care for
them and new followers to admire their treasures.
There are some among the Leviathans who blame the Melqart for their
Origin’s ultimate downfall. If it wasn’t for the Earth Leviathans and their need
Members of House Melqart are like the dragons of legends, amassing and
guarding impressive hoards of treasures. Some Earth Leviathans surround
themselves with the yields of their element: gemstones or jewelry made of
precious metals. Others collect man-made items or even gather interesting
mortals. And as their Creed, “Your hoard shall inspire awe” dictates, they do
not shy away from showing off their precious collections.
It is hard to earn the trust of a Melqart. Most Earth Leviathans prefer the
company of the members of their own House, as they are the only ones to
truly understand their passions and needs. That is not to say that they keep
to themselves. Many Melqart Royals host parties and events to show off
their treasures and amaze audiences with their most prized possessions.
They usually use their charm and manners to mask their true feelings and
intentions, however.
If there's one thing that all Melqart cannot stand, it's the idea of theft.
Ownership is sacred among the Earth Leviathans, and thieves are dealt with
swiftly and decisively. Though Melqart may argue or fight between
themselves, they always stand united when it comes to protecting their
hoards. Every Royal from the House can count on their brethren for assistance
if their possessions are in danger. Stealing from
a Melqart means the thief has a whole bloodline to worry about.
The House expects more from its Lords and Ladies. Their hoards should
inspire awe and respect. This means they not only need to be substantial but
also cannot be kept away from the eyes of others. Most Royals display their
collection -or at least parts of them - in their Holdings and through themed
shows and parties.
While gold, gemstones, and jewelry remain the most popular choices, Melqart
Royals collects all manner of treasures. Artifacts from the lost world,
renowned art pieces, sacred texts, luxurious cars, exceptional mortals sharing
a common feature - the hoards of the Earth Leviathans can take on many
different forms.
The mightiest of the ancient beasts, the Fire Leviathans were destined to end
the world in their draconic flames. As they awoke from their slumber, their
new goals were revealed to them. They were to become the world-breakers,
the life-eaters, the final instruments of destruction. But the proud Shemesh
decided differently. For too long, they did the bidding of others. It was time for
the Fire Leviathans to forge their own path and carve out their own piece of
the world for them to govern.
After joining the ranks of the Defiant, members of House Shemesh feel that all
other Houses owe them gratitude for rejecting their destiny and granting the
world a second chance. They see themselves as the only true rulers left in this
world. While other bloodlines may fight their petty squabbles and waste time
on designing the new order, the Shemesh already know all the answers. It is
the Fire Leviathans who should be recognized as true leaders of the Defiant,
and all others should bow to them.
Though usually ruthless and favoring aggressive political moves, the Shemesh
are actually not bent on enforcing their rule over whole Domains and
overtaking all positions of authority. They often see the Hierophants as tools
needed to communicate with the Sephirot and usually fail to recognize
Archons and even Executors as more than useful clerks who have been
tasked with the mundane aspects of maintaining a Domain.
Most Shemesh truly believe that the whole weight of fighting the Apocalypse
and empowering the Sephira lies upon their shoulders. Shemesh Royals are
known for zealously upholding the Commandments, even if they may interpret
them in their own ways. After all, if the Fire Leviathans fail their duties, all will
The Shemesh are the most disdainful and dogmatic among the Leviathans,
allowing their rulers to only take spouses from draconic bloodlines. Marriages
within the House are considered most prestigious, but other Leviathans are
also accepted as potential spouses. Other Origins, however, are not worthy of
entering a union with one of the mighty Fire Leviathans.
As fire deals them no harm, their Creed, “True rulers are forged in flames,”
leaves little room for interpretation: all others are inferior to House Shemesh.
Though they may not be bent on conquering other Holdings or Provinces,
many Fire Leviathans feel they are owed some tokens of gratitude from other
Defiant. Since it’s the Shemesh who resisted the urge to end the world and
enabled the Domains to thrive, surely they can expect some form of
appreciation.
Sacred Companions are usually free to move around the Domain, and some
actually enjoy more freedom than they would in other Courts. As long as they
remain faithful to their ruler, that is. While virginity is not a requirement for the
modern-day Sacred Companions, they are expected to be devoted to their
Shemesh Lords or Ladies and are not to share intimacy with anyone without
the approval of their rulers.
While most Defiant game sessions follow a similar routine, the first meeting is
quite different. You have to establish the basic game structure, create Player
Characters and talk about the topics you’re interested in and the ones you’d
like to omit. New Players will have to be introduced to the world and the rules
of the game.
Character creation and the Chronicle setup will probably take up most of the
time during the first meeting. However, you will also play the Pilot Episode - a
shorter play focused around the Characters’ backgrounds. Think of it as a
pilot-episode in a TV series. You’ll play it out to get a better feel of the
Characters and the world around them.
The whole setup was designed with a 4-people group in mind: a Game Master
and three Players. While this is the default group size, Defiant works just as
well with a smaller number of people. Playing with a GM and two Players, or
even with a single Player, works just fine. You will find information on playing
in smaller groups at the end of this chapter.
Defiant was created with groups of between one and three Players in mind,
giving you a total of between two and four people, counting the GM. While you
could try to play the game in a larger group, we advise against it. Since some
parts of Defiant are played through solo Scenes, other players would have to
wait too long for their turns.
Before the meeting, you should print out the Character Creation Cards and
Character Sheets. Cut out the Cards, as you will be drawing them at random.
As the chapters about Provinces and Domains are meant to be read by the
GM only, Players should read the Province Brochure included with this
rulebook (or future Defiant supplements) instead. Brochures contain basic
information about a Province, city, and Domain. Finally, there’s the Character
Creation Guide that will help you along the way - print out one copy for the
table.
Preparation Summary
• Print (single-sided) and cut out a set of the Character Creation Cards.
• Print (single-sided) and cut out a set of Holding Cards for the Province.
• Print out two copies of each Origin’s Character Sheets.
• Print out a copy of the basic information sheet for everyone new to the game.
• Print out a single copy of the Character Creation Guide.
• Gather a single set of 3d6s, 4d8s, and 4d10s.
• Make sure the Players read the appropriate Province Brochure.
Holding Cards, which are required for this meeting, are different for every
Province you play in. There are six Holding Cards with this rulebook, enabling
you to play in Bridgewood Boulevard in the city of New Hethlon.
With the abundance of role-playing streams and videos available, the easiest
way to get the general idea about the hobby is to watch some of them. The
concept of role-playing games is quite intuitive, and new Players should do
just fine, even without any preparations. There are a few things, though, that
should be made clear beforehand to make their experience better.
Having said that, sometimes, your Character’s emotions might get the better
of you. We all play to have fun and be entertained, and that means trying to
suspend our disbelief in the fictional world, events, and Characters we’re
creating at the table. There’s a fine line between having fun - even from
watching your Characters being put in uncomfortable situations - and feeling
discomfort. Make sure you inform the others whenever you are not ok with the
things happening in the fiction. There are special rules in place to handle this
sort of situation (Lines and Veils).
Many Players find it exciting to purposely put their Characters in tight spots or
dire situations. You are free to do so. In fact, we encourage you to try it for
yourself and see if it’s fun for you. Do not feel disappointed whenever your
Character struggles with a problem or faces hardships - all interesting heroes
do!
In Defiant, the conventions dictate that you will play the roles of supernaturals
standing against the Apocalypse. You will play as Lords and Ladies, each with
their own Court and subjects. The need to follow the Commandments should
be clear for your Character, though some minor offenses are tolerable by all
but the zealots and the Executors. The Authority (the Archons and the
Executors) do hold some power over your Characters. So does the Princeps.
Your Character does not have to like them, but they should abstain from
outright mutiny.
The same could be said about their potential and abilities. While the
Characters may expand their powers, it’s a very slow process in Defiant. It’s
not a game focused around Characters’ advancement, at least not in a
traditional way.
Your Characters will have more time to develop relationships, as they are likely
to stumble upon the same NPCs on different occasions. They should also be
wary of the consequences of their actions. It’s one thing to anger a village
chieftain in a fantasy game, especially when you are unlikely to meet ever
again. Making an enemy out of the Princeps of the neighboring Province is an
entirely different matter, however. He will probably remain a constant threat
and a problem to deal with.
It’s not that the game revolves only around social interactions. There’s plenty
of room for politics, dangerous encounters, mystery-solving, ruling over
subjects, and whatever else you may think of. It’s just that Character
interactions will be one of the important topics of the game.
By asking Theme Questions or using Theme’s Special Rules, they can add new
elements to Scenes and sometimes change them altogether. You do not have
to hesitate - spend the Shards and ask away! In fact, it is only with the Players’
active involvement that the game can reach its full potential.
All Player Characters in a Chronicle are part of the same Province, answering
to the same Princeps. Provinces vary from each other, since each has its own
local laws and location in the city. Although the bulk of the story will probably
take place in the Characters’ Province, they will also venture into other parts of
town. While playing in different Provinces within the same Domain does result
in a different experience, the difference is far less profound than in the case of
playing in different Domains.
If this is your first time running a Defiant Chronicle, you should probably use
this Domain to better get a hang of things before creating your own content.
While this gives you great creative freedom, enabling you to tailor the world
exactly to your needs and tastes, it also requires comprehensive knowledge of
the game, as well as maintaining a designer’s perspective throughout the
process. In the future, we plan on releasing a supplement focusing on creating
your own Domains and Provinces to help you with this task.
Choosing a Province
After you’ve decided on a Domain, you need to choose the Province for the
Characters. In this book, you will find a comprehensive guide to the Province
of Bridgewood Boulevard, located in New Hethlon. It comes with additional
tips and information on how to best use this material during your games. It
was designed with Players new to Defiant in mind, so it’s perfect for your first
Chronicle. We will also be adding new Provinces in future game supplements.
Simply base your model on Bridgewood Boulevard, replacing all the elements
with your own ideas. Remember, you should also create Holding Cards for the
Players, as they are different for each Province. Use the ones provided to you
as inspiration.
Setting Boundaries
Once everyone has a general idea about how the game might look, it’s time to
consider potential problems and sensitive topics. Before Character creation,
you all need to be on the same page about undesirable elements of the game -
the boundaries you should not cross.
The great thing about role-playing games is that they can be enjoyed by
people of different backgrounds, experiences, and views on life. This, however,
requires you to discuss the range of issues you’d like to omit during the game.
It’s supposed to be fun for everyone involved.
There are a few elements of the Defiant world that are fundamental to the
game. If you are not comfortable with one or more of them, you probably
should consider playing different games. There’s a ton of published titles to
suit everyone’s tastes. Crucial elements include:
It’s also useful to distinguish between topics that you don’t want to encounter
during the game and things you don’t want to happen to your Character. It's
absolutely ok to have a different approach to an event based on whether your
Character suffers from it or not. You may be ok with “People being bitten by
spiders,” but might want to put “my Character being bitten by a spider” in the
“crossing the line” list.
Character Creation
As the Game Master, you will be guiding the Players through Character
creation. The whole process of creating Player Characters should take less
than an hour. It’s designed to enable new Players to quickly shape their heroes
without the need to learn every aspect of the game. That’s why it relies heavily
on picking random elements and developing them into new Characters. You
can easily change the process and let Players choose their preferred Themes.
However, we recommend using the method below during your first Chronicle.
Game Aids
Start by handing out the gaming aids to all Players. Make sure everyone has
enough time to read them. They can also read the electronic version
beforehand and only consult the printed copy when they need to.
One of the cards does not contain a Personal Theme. If someone draws the
Blank Card and decides to keep it, they can choose the Origin themselves and
then pick three non-exclusive Personal Themes (instead of two) in the next
step.
After everyone has finished choosing their Theme Cards, ask them to put all of
them on the table, facing up. These are the basic outlines of their Characters.
Ask the Players if they have any rough ideas about which Characters could be
If a Player has chosen House Achto for their Character, the Marital Card
informs them of the general situation with their two spouses. They can either
decide that it portrays one of their Consorts and the other one has no
additional impact on the rules or that both of their spouses fall into the same
category. Still, they do not double the bonuses and negative modifiers of the
Card they chose.
If the Chronicle is taking place in Bridgewood Boulevard, the Holding Cards are
part of the game aids supplied with this book.
Character’s name
There are example names on the House Cards; you can use a name from
there or come up with your own. When it comes to designing names, the
general rules are different for each Origin.
All Angelic names are similar, regardless of their House. Names usually end
with a -tron, -rion, -ael, -guel (as in: Havetron, Setharion, Adarael, Ravaguel) or
with -thea, -iel, -ea, -el (as in: Venethea, Beneviel, Denea, Avenel).
Daeva derive their names from the ancient languages of the cultures they
originate from. Look up ancient Aztec, Greek, and Egyptian names if you’re not
satisfied with the ones written on the House Cards.
Infernals take human names. They prefer long, elegant names like Alexander,
Veronica, Constance, Jonathan, Morgan, or January.
Leviathans have strong, hard names with lots of “r,” “s” and “h,” like Hassare,
Vaghrash, Asir, and Randara.
Some Trait sets (like the Gem’s “Appeals to: Origin, gender, status, personality”)
require the Player to specify their exact phrasing when writing them down on
the Character sheet.
For example: Rather than writing down “Appeals to Origin” as a Trait, they
should decide on a single type of Defiant their Character appeals to the most.
They could write it down as “Appeals to Angels,” “Appeals to Infernals,” etc.
Origin powers
All Origins possess their own unique sets of supernatural powers. They are
summarized on the Character Sheets, and you can read about them in detail in
“ The Guidebook” chapter of this rulebook.
If you’re playing an Angel, write down their Noble Calling (shared by their
House), and design your own Dark Calling (e.g., Angel of Fear, of Anguish, of
Darkness).
When playing a Daeva, pick a Sacred Animal for them (specific to their House),
write down their followers’ Trait and decide on their form of nourishment.
For your Infernal, design their Hellish Scars and write them down as a Trait
(e.g., fascinating scars, terrifying scars, alluring scars), and write down their
Grim Craft (shared by their House), along with filling the blank space in their
Question “How can I make them feel true (Grim Craft)?”.
Troubles
Write down the three Troubles from the Personal Themes. For now, the
Trouble Track remains empty - you will mark it anytime you score at least a
single “1” during a Challenge.
Spouse details
Give your spouse a name and write down the information, following the rules
on your Marital Card.
The Court
Your Court card specifies how many Courtiers you should write down. Note
their Archetypes, decide on their Origins and Houses, and give them
appropriate names. Note down the Court Afflictions and Court Traits from
both your Court Card and your Marital Card.
In the case of larger Courts, you do not need to design all the Courtiers at
once. You can finish fleshing them out after the Pilot Episode or even later
in the game.
The Holding
There are four facilities listed on each Holding Card. To create Holding
Facilities, give each of them an adjective. A “VIP Lounge” might become a
“Luxurious VIP Lounge,” “Perverse VIP Lounge,” “Monitored VIP Lounge,” and
so on. Think of adjectives that go well with your vision of the Holding. Write
down the four Holding Facilities on your Character Sheet.
If you want, you can write down a smaller number of Facilities now (at least
one, though), and add the rest after the Pilot Episode. Remember, however,
that this may decrease your chances for a good outcome on the first Court
Challenge, as you can use Facilities to increase your Potential.
Theme Details
Write down the names of your Personal Themes. Note the nine Theme
Questions and six Theme Special Rules your Character can use.
Each Player should state the manner in which the Character is governing their
subjects and add any appropriate Character Traits to their Potential. They can
also add Traits from the Facilities that are useful for Court’s conduct (i.e., a
“Luxurious Spa” that makes all the Courtiers feel less stressed or an
“Intimidating Prison Cell” used to discipline the insubordinate). Additionally,
they can add any Court Traits if they seem appropriate, and subtract any Court
Afflictions that could impact the situation. The outcome of the roll is used as
an indicator of the type of the Court Scene the Character is going to play out.
While the Scene is supposed to be problematic, remember that you are trying
to establish what the Character’s life looks. Do not introduce a scenario that
completely changes their situation. For example, if an Executor visits them
with a demand, the Scene should not end with the Character getting arrested -
it’s too much of a change.
One Success
In case a single Success is rolled, the Character should be put in a situation
where something potentially catastrophic is about to happen: they found out
that a Courtier is about to betray them, a major problem is uncovered just
before it can backfire, the Character learns about a dangerous secret
concerning their spouse before anyone else finds out about it, and so on.
The main difference between this situation and that of no Successes is that
the Character has the ability to stop the potential disaster from happening
rather than dealing with the fallout. As with the previous situation, however,
the outcome should not change the Character’s background dramatically
(unless the Player chooses to do so).
Two Successes
You should focus on exploring the specifics of the Court’s everyday life. For
the most part, everything should work as intended. The GM should introduce
some cracks in the otherwise pristine vision: a minor problem with a spouse, a
Courtier, doing something wrong despite their good intentions, or a minor
outburst of a conflict between factions.
Three Successes
If a Player has managed to roll Three Successes, everything is well in the
Character’s Court. Although there are undoubtedly some problems among the
Courtiers or with their spouse, the Scene should not focus on them. Instead,
play out a Scene where they manage to get some sort of upper hand or
additional resources.
The idea is to find out what the Character will do with the advantage. If they
got wind of another Lord's wrongdoing, will they use it as leverage? Report the
neighbor to the authorities? Try to help him to right his wrongs? If a Courtier
comes to them with a questionable but profitable arrangement, will they
agree? It’s a great way to find out more about the Character.
The GM should ask a lot of questions during the Scene. How do different
areas of the Holding look? Does the Character have a morning routine? Are
there any additional rules in the Court? How do some of the Courtiers look?
Are there any traditions among them? How does their spouse fit into all this?
When you all get the basic idea of the Character’s life and surroundings, the
GM should introduce the issue that resulted from the initial Pilot Court
Challenge. Presenting adversities is also a great way to introduce game rules
to new Players. If the Character needs to convince someone, put a Courtier
back in their place, or mediate between two enemies, call for a Challenge.
It’s also possible that a Character will want to start some sort of a long-term
plan to either fix a problem or (usually in case of three Successes in the Pilot
Court Challenge) start some kind of intrigue or venture. This is a great
moment to introduce Endeavour mechanics.
The Link
In the Province Guide, you will find a number of Link NPCs - a handful of
Defiant to include in different PC’s Scenes to create a link between them. For
example, in Bridgewood Boulevard, the Princepsa’s daughter is causing all
sorts of trouble in the Province. One of the PCs may be asked to help
straighten her up, while another may find her carelessly partying in their
estate, or be approached for help with her overprotective mother.
In the Province Guide, each Link is described with a list of potential hooks to
easily include them in your Scenes. Different hooks will work best, depending
on the numbers of Successes rolled during the Court Challenge. If you decide
to use them, choose one of the Links provided to you and insert them into the
Scenes of some or all Player Characters.
Mixing It Up
Another way to make Court Scenes more engaging for everyone at the table is
to insert the Courtiers or the spouse of one PC into the Scene of a different
PC. They can act as supporting cast or become an important part of the
Scene; it’s up to you. If you decide that the Scene will revolve around someone
visiting the Character’s Holding, why not choose another Character’s spouse
as the visitor? What if something goes wrong and a conflict emerges? What if
new facts about that person come to the light? This will surely make for an
interesting Scene for the other Players to watch, even if their Characters are
not around.
Two-Player Group
Playing in two-Player groups is pretty much the same as the three-Player
equivalent. It should be easier to create links between the whole party, so
consider inserting the Link NPCs in the Court Scenes.
Note that the Personal Challenge should happen after the Court Challenge, so
you can learn more about the Player Character and their background
beforehand.
This chapter is meant to be used by the Players and the Game Master alike.
You will find all the main rules of the game, along with detailed explanations
on how to use them and some examples. Whenever you’re unsure how to
interpret a rule or how to proceed during a session, start by checking this
chapter for answers.
The Chronicle
The sum of all the people, places, and events the Players encounter playing
one Character is called the Chronicle. Each Defiant Chronicle revolves around
the events in one particular Domain. Characters do not travel to different
cities. They rely on the local Sephira for protection against the Apocalypse.
Their Holdings are all located within the same Province. Every Chronicle is
played with different Player Characters and may take place in different
Domains or different Provinces within the same Domain.
Chronicles are a great way of telling stories focused on Player Characters and
social interactions. You get to know a wide cast of interesting Defiant, form
strong bonds, start rivalries, and find love interests, friends, and enemies. The
Player Characters will encounter both allies and adversaries with their own
backgrounds and traits.
The Season
The game is divided into Seasons, much like TV series. Usually, a Season
comprises between six and ten Episodes. All Seasons are a part of the same
Chronicle, so they take place in the same Domain and focus on problems of
the same Province. However, every Season is a separate story that unveils
throughout the Episodes. The new Season may start right after the events of
the previous one, or the Players may decide some time has passed and the
Characters’ situation has somewhat changed.
The Episode
In Defiant, each Season consists of several Episodes. One Episode takes
between six and eight hours of gameplay. It’s up to the group if they prefer to
play it in a single, long meeting or divide the Episode into two shorter sessions.
The rules on how to make this work are located in the “Running the Game”
section.
The Session
Whenever the group meets to play the game, it’s called a Session. We don’t
recommend Sessions shorter than 3-4 hours, because it’s difficult to include
all the necessary elements of the game in a shorter time. Moreover, due to the
structure of the game, it’s possible to play an Episode over two Sessions, but
not more than that.
The Scene
Every Session is divided into Scenes. There is no fixed length for a Scene; it
can last from several minutes to an hour. Usually, a Scene takes place in a
single location. It is based around a broad event, i.e., a party in a Leviathan’s
Holding, a midnight street race, a secret underground meeting, or an intense
dialog between a Lord and his spouse.
Most of the time, the GM sets the scene by describing the location, people
present, mood, and events taking place. The Players can (and should) ask
Theme Questions to influence the Scene and may also ask for additional
details. They role-play their characters, declare actions, and take Challenges.
This way, a Scene is composed of the GM’s initial ideas and the Players’ input,
making it engaging for everyone.
The Players
Although technically everyone at the table is playing the game, when we talk
about the “Players,” we mean the people controlling the Player Characters
during the Episodes (as opposed to the “Game Master” running the game).
There are between one and three Players in a Defiant Chronicle, and while their
role differs significantly from the Game Master’s, they do have some
responsibilities during the game.
If everyone agrees that the declared action should succeed in the given
circumstances, the GM narrates the outcome. If there are any doubts as to
success or potential problems, the Character needs to take a Challenge. You
should use the game rules to check the outcome of the Character’s actions.
The Players are the ones deciding what their Character does, what they think,
and what they feel. By default, they always control the Character’s action and
state, however they should consider the impact some Afflictions may have on
them. For instance, a “Drunk” Character should probably be portrayed
differently than when they are not under the influence of alcohol.
The Player role does not boil down to declaring actions, however. By using
Theme Questions and Special Rules, they can introduce new elements to the
Scene or push the story in a different direction. Nothing is stopping the Player
from asking, “What token of appreciation am I about to receive?” in the middle
of a fight or during a heated argument. As long as they have the Question on
their Question list and have a Shard to spare, they are free to ask it any time.
Asking the question “How is this party about to get more dangerous?” during
an evening tea with a kindly old neighbor may have a significant impact on the
Scene.
This does not mean Players need to resort to grandiose declarations. Simply
describing your Character’s actions will be just fine. Remember that the rest of
the group can’t read your mind. All they know is what you tell them. Rather
than limiting yourself to only the “what” aspect of the action, try to explain the
“why” and “how” as well.
It doesn’t need to sound like something from a novel; you don’t have to use
fancy words or construct complicated sentences. It’s also your choice
whether you want to address your Character in the third person or talk in the
first person as if you were them. So, the declaration might just as well sound
something like this: “I’m not having any more of this. I rise from my chair and
leave the room. One more word from this jerk and I’m gonna lose it…”
This could mean helping others with different aspects of the game rules they
have not yet mastered. Or, it could mean helping the GM with a creative
Communicating Boundaries
There is no predesigned, exact plot to follow during Episodes. And even if
there were, the Characters’ actions could easily sway the scenario in new
directions. That’s part of the beauty of the role-playing games: no one knows
exactly what will happen in the game, and the possibilities are almost endless.
This means, however, that there’s a risk of the plot taking a turn that makes
someone feel uncomfortable. Of course, there’s nothing wrong with leaving
your comfort zone to experience new things or intense emotions, as long as
that’s what you want. Different people are fine with different levels of
discomfort, and ultimately you’re the only person capable of deciding where
your boundaries lie.
Since you want to play Defiant - a game that will possibly include acts of
violence, romantic and sexual themes, bloodthirsty intrigues, lies, deceit, and
all manner of perversion and debauchery - you need to be aware of your
wellbeing. And while the whole group is responsible for not delving into topics
or actions that may bring you discomfort, it is your duty to clearly inform them
whenever they’re approaching this point.
There are some things you might be aware of, even before you start the first
session. If you absolutely hate spiders and don’t want them in the game,
simply put them on the “crossing the line” list. If you’re ok with intense fights
but hate listening to the gory details, put the “gory details” on the “behind the
veil” list.
The GM and other Players can’t read your mind, and if you want them to
respect your boundaries, you have to make them aware of them. If you feel
that the elements you banned from the game are still present, try talking with
the group. It’s likely they misunderstood your definition or simply forgot about
an item on the list. Pointing it out is usually all it takes to fix this.
Preparing Episodes
It takes no more than an hour to prepare for a Session. Follow our instructions
to quickly design the outline of the plot in a way that will make for a
compelling story and a fun time with your friends.
Setting up Scenes
Rather than creating whole chunks of the plot that the Characters need to go
through, you will be setting up basic outlines of Scenes with potential choices,
problems, and surprises. The Players will get a chance to influence each
Scene with their Special Rules and then play it out with you.
Having Fun
The role of the GM is supposed to be fun. You do not know the outcomes of
all the situations before an Episode. You only have a vague idea about the
direction the story is taking. All the magic happens during the game. You are
going to create something unique with your Players, a special series that only
your group gets to watch and act in at the same time. And you will be there to
see it all unfold.
The Dialogue
When playing the Defiant, the whole group engages in a dialogue for a few
hours. The GM introduces new situations, the Players declare their Characters’
actions or talk between themselves - either “out of Character,” when
discussing current events, or “in Character,” when playing out the dialogues
between the PCs – and so on.
And so forth. Of course, this is the most basic scheme, and you’re by no
means obliged to restrict your play to this simple example.
Since most of the game will take this form, some of the rules that apply to
Defiant are universal for any kind of dialogue. Try to explain what’s on your
mind. Ask for clarifications whenever you’re not sure. Listen to others, and let
them speak their mind. If you have something to say, say it. Try to be a part of
the conversation. Do not talk over others. Keep any arguments civil.
• The GM is not sure how an NPC should react to a bold action made by a
Character.
• A Player doesn’t like the way the GM interpreted the outcome of a
Challenge, as it made their Character look pathetic.
• The GM feels that a Character is behaving in a way that goes against the
fundamental beliefs of the Defiant.
• A Player feels another Player does not have enough game time and is
getting bored.
You are not only free to express those doubts, but we strongly encourage you
to do so. Even if everyone has the best intentions, it’s easy for something to go
wrong. Only through expressing your doubts can you set things right. In
Defiant, the GM does not hold authority over the Players. If a Player is not ok
with the outcome of a Challenge, you should probably change it. You should
still act in accordance with the number of Successes rolled, but nothing’s
stopping you from changing what actually happened.
The GM is not all-knowing and can ask the Players for advice at any time. If
someone believes that either a Player or the GM is going against the rules or
missing something, the best thing you can do is talk about it.
Though specific Challenges may differ significantly, they all follow the same
routine. It’s usually the GM who calls for a Challenge after one of the Players
declares an action. You all need to decide whether a situation calls for a
Challenge in the first place. If the Character is undertaking action with minimal
risk, takes up a routine, mundane task, or does something with no potential
rewards or downfalls, it’s probably best to simply assume they achieved their
goal and not use the Challenge mechanics at all.
Then, the Player rolls three dice. The type of dice used (d6s, d8s, or d10s)
depends on the Character’s Potential. The higher the Potential, the more
greater-sided dice are used for the roll. Every score of “5” and above counts as
a Success.
The Situation
Not every situation in the game calls for a Challenge. First of all, Challenges
are not supposed to feel like a burden. You all play supernatural beings who
have been groomed or deemed worthy of ruling their own Courts. Petty
problems are of no concern to your Characters, and so should not be resolved
with Challenges. If a Character is hosting a small party for their friends, there’s
no need to check whether they succeeded - of course they did, and the event
was organized the way it should be. It might be a good idea to use a Challenge
to check whether said Character managed to impress a Princeps with their
party. A failed attempt wouldn’t probably mean that the event was a complete
You should also avoid using Challenges in situations where there’s very little
to gain and risk. Say a Character is invited to a bloodline meeting, and the
Player declares that they want to be late to show their lack of respect for the
Elder. There’s no need for a Challenge here - simply assume the Elder and their
brethren did take notice of their actions.
The Declaration
Once you decide that the situation is right to set up a Challenge, the Player
needs to declare their Character’s intentions. They must be clear about what
they want to achieve. Here are a few examples of similar declarations that
actually call for different Challenges:
In the second example, the Player has declared that the Character aims to rob
the Lady without being seen by anyone. In case of a lower number of
Successes (one or two), the GM may add a range of complications. However,
even a single Success is enough for the Character to get their hands on the
necklace without anyone knowing. Since they added an additional stipulation
(not being seen), the Challenge will get a bit harder to overcome.
The third declaration is quite different. The actual goal of the Character is to
impress their lover, and the act of stealing the necklace is just a way to
achieve that. In this case, the GM is free to actually prevent the Character from
getting the necklace (if they score a low number of Successes) as long as the
action impresses the target.
The Potential
Your Character’s Potential will impact the type of dice you will use for the
Challenge roll. It will be different for every Challenge, depending on the
circumstances and your Character’s skills. To establish the Potential, the
Player sums up all of their Character’s Traits that seem appropriate for the
Challenge. Since it is the Player who declares how the Character is trying to
achieve their goal, you can get creative when choosing which Traits qualify. As
long as the group does not protest, you can use any Traits you want. Just be
sure to clearly state how your Character profits from that particular skill or
virtue.
Since Challenges often refer to a broad set of actions, you can use Traits of
different types together. A Character trying to win a street car race might use
Traits that have to do with their reflexes (they react quickly to the situation on
the road). They might also add Traits related to their composure (they keep
their cool under pressure), their wits (they use clever maneuvers during the
race), and of course, the Traits that have to do with the topic (like “Expert
Driver,” etc.). Moreover, if the Challenge takes place in Character’s Holding, you
can also declare the PC is using their Holding Facilities to increase their
Potential. Choosing Traits will not only establish the Potential but will also
indicate how your Character tries to overcome the Challenge and the means
they are willing to resort to achieve their goal.
The Character’s Potential is equal to the total number of Traits used in the
Challenge, modified by the rules below.
Adversary’s Archetype
If you have to overcome an NPC during a Challenge, their Archetype comes
into play, and you should treat it like a pair of Traits. For example, if you are
trying to sneak past the guard with a “Vigilant Sentinel” Archetype, you need to
lower the Potential by two (for both the “Vigilant” and the “Sentinel” Traits).
Sneaking past a “Careful Warrior” would result in lowering the Potential by one
(the "Careful" Trait is relevant to the Challenge, while the "Warrior" trait is not).
Adversary’s Affliction
If the Character is acting against an NPC who has an Affliction that would
affect their chances, you should add +1 to your Potential.
Character’s Afflictions
Since Afflictions count as negative Traits, you have to lower your Potential by
one, two, or three for each of the Character’s Minor, Major, or Severe
Afflictions that would impact the situation.
Using Courtiers
Some of your Courtiers may possess Archetypes that can be used to help you
overcome a Challenge, as long as they are actively supporting you during the
act. You can add one to your Potential for each of your supporting Couriers’
applicable Archetype elements, just like you would with an Adversary
Archetype.
If you do decide to use their help, however, you need to give them an
appropriate Affliction after the Challenge. Until the Affliction is cleared, you
cannot rely on their Archetype again.
A Spouse's Help
You may decide to use your spouse’s Archetype to increase your Potential in
the same way a Courtier would. However, the Spouse doesn't suffer an
Affliction - the Player Character does.
If the Challenge ends with three or four Successes, the supporting Characters
do not gain anything from the situation - they helped their friend succeed, and
that’s it. If there are any negative consequences of the Challenge, however, all
participants are affected as if they were the ones who undertook it. This will
mean both the Character taking the Challenge and their supporters gain a
Major Affliction in case of a single Success, and so on.
The other way a Player Character may come to the aid of a fellow PC is by
taking a Challenge that would result in an NPC getting an Affliction. The other
PC would then be able to use the Affliction to get a +1 to the Potential against
that NPC.
Fixed Potential
Sometimes the rules state that you need to take on a Challenge with a Fixed
Potential (of some value). In that case, you forgo the whole process of
establishing the Potential and simply should assume that it equals the given
number, regardless of the Character’s Traits and outside circumstances.
Additionally, other Players always have the option to not accept a change of
action, attitude, or ideology that your Character tries to instill in them. Simply
put, you cannot sway them to think or do something if they don’t want it.
Before the Challenge, they have the option to explain if they feel it would be
impossible to sway their Characters, and then you should consult the rules of
Impossible Challenges.
Otherwise, take the Challenge normally and resolve it as any other. The Player
controlling the affected Character has the option to either agree to this or
refuse. If they refuse your Character’s influence, they need to take an Affliction
of their choosing, but the attempt has failed. 1 Success results in a Minor
Affliction, 2 Successes call for a Major Affliction, and 3 Successes mean they
need to mark a Severe Affliction.
The Roll
In Defiant, you use six-sided, eight-sided, and ten-sided dice (d6, d8, and
d10).The basic dice pool for the roll is always 3d6 (three six-sided dice). For
each point of Potential, upgrade one of the lowest-sided dice to a better one
(meaning, replace it with a dice that has more sides). So, a low Potential of 1
allows you to replace a single d6 with a d8, resulting with a dice pool of d8 and
2d6. An impressive Potential of 6 would result in a dice pool consisting of
3d10, since:
Trouble
If you rolled at least a single “1” on any of the dice, you need to progress the
Trouble Track on your Character Sheet by one. You progress the track by only
a single step, regardless of the total number of “1s” you rolled.
Excessive Potential
If you managed to upgrade all your dice to d10s and still haven’t used up all of
the Character’s Potential, wait till after the roll. Now, for each point of Potential
you have left, increase the lowest value rolled by one. Do this until you run out
of Potential. Sometimes this will grant you additional Successes (when a dice
score will be increased to “5”), and even more often, it will help you to get rid of
any “1s” rolled, meaning you avoid progressing the Trouble Track.
Negative Potential
In case of the Potential being lower than zero (usually due to an adversary’s
Archetype or Afflictions), you still use 3d6 for the roll. However, afterward, you
need to deduct one from the highest die value for each negative point of
Potential. This will significantly impact your chance of success.
Additionally, you can ignore all "1s" rolled, and you don’t have to mark Trouble.
In Defiant, there’s no outcome that would simply state, “You got exactly what
you wanted.” You either get a bit less or a bit more than you planned. Every
Challenge concludes with the Character not ending up in the exact spot they
wanted to, making the story more dynamic and interesting.
No Successes
If the Character scored no Successes at all, they’re at the mercy of the GM.
Since the GM is supposed to be a fan of the Characters - and everybody at the
table should remember you’re playing over-the-top supernatural creatures -
whatever happens, it shouldn’t make your character look weak, stupid, or
pitiful. Still, they’re probably in a tight spot. They might have even succeeded in
their original attempt (it’s totally up to the GM), but in that case, they sure as
hell wish they hadn’t.
The GM also may (but does not have to) tell you to mark a Severe Affliction in
the process or distribute three Setbacks on your Character’s Endeavour
tracks.
Single Success
Your Character managed to achieve their goal - that much is clear. However, in
the case of a single Success, they are probably not sure if it was worth it. They
either paid a heavy price, had a tough choice to make, or rather than getting
exactly what they wanted, they went a bit off the mark.
If the GM wishes and it makes sense story-wise, they may give your Character
a Minor Affliction or mark a single Setback in one of their Endeavour tracks.
Three Successes
Sometimes, the Character manages to actually outdo themselves. Rolling a
total of three Successes means the Character achieved their goal and even
got something more from the situation. They either gained an opportunity,
learned something useful, made an excellent impression, or something
favorable came their way.
The GM may also tell you to progress one of your Character’s Endeavors by
one step.
Four Successes
This is an unlikely outcome. To score a total of four Successes, the Player
needs to spend a Shard before the Challenge and get really lucky. But if they
do manage to achieve this, they’re in for a treat. Four Successes mean a
game-changing victory. Not only did the Character achieve their goal, but
something remarkable happened as well. They’ve just put themselves in a
new, extremely favorable situation.
If the GM wishes, they may also grant you one or two progress steps to
distribute among your Character’s Endeavors.
The Price
In case of the price, the GM leaves nothing to the Player and simply states
what happened, adding any potential troubles or additional rewards. The
severity of the price (or the value of the additional reward) depends on the
number of Successes.
Example: “You did manage to enter the Archon’s private party without an
invitation, but the bodyguards are very suspicious of you and won’t let you out
of their sight.”
The Choice
Sometimes the GM may decide it would be more interesting to let the Player
choose between two options. Depending on the number of Successes, it can
be an ugly choice, a choice between two bonuses, etc.
Example: “After a brief fight, you manage to make short work of your enemy.
Would you rather humiliate him in defeat or spare him the shame, gaining his
gratitude?”
Example: “You realize, you’ll have no problem influencing the verdict of the
Princeps. However, his advisor, Lady Thenea, will surely see what you did. Are
you ok with gaining a powerful political adversary, or do you back down?”
Impossible Challenges
Theoretically, a Player can declare any action for their Character, no matter
how unlikely it would be to succeed. The GM may declare a Challenge
impossible to overcome. It may be either because the Character goes against
impossible odds or because the Challenge seems to go against logic,
common sense, or other important aspects of the game. No matter the
reason, when the GM declares that the Challenge is Impossible, they have to
explain their decision and present the Player with at least one of the options
below.
The Players may propose an alternative fix to the problem, and you are free to
discuss it at the table until the GM feels that it would be possible to achieve
the goal with proposed changes. Of course, the Player is also free to withdraw
from the Challenge with no repercussions.
Alternative Challenges
The GM may propose to change the stipulation of a Challenge to make it
possible to overcome. There is no way the Character can achieve what the
Player wants, but perhaps they can gain something similar instead or achieve
it differently. This usually means a different set of Traits would be used for the
new Challenge.
Additional Requirements
When the odds are impossible, the GM may propose fulfilling additional
requirements in order to stand any chance of achieving the goal. It may be a
question of procuring an item, gaining an ally, or setting up some other
advantage. Most of the time, the new Challenge will rely on the same Traits as
the original one, provided that the Character meets the additional
requirements.
Example: “The Lord’s Champion, his younger brother, guards the door. He was
specifically told not to let anyone enter the chambers tonight. You cannot
simply convince him that the Lord allowed you to enter. If you had something
that belonged to the Lord, such as one of his rings, you could show it as proof
and then try to talk your way into the room.”
Setting up an Endeavor
If the potential Challenge seems too long and complicated to accomplish with
a single attempt, it may be a good idea to turn it into an Endeavor instead.
Endeavors are the right tool to use whenever the Character tries to achieve
something that will take a lot of time and effort.
Rules to Use
Since the Character doesn’t really want to achieve anything apart from throwing
a small party, there is no need for a Challenge. We can safely assume all
Characters are perfectly capable of organizing such an event.
To make a name for themselves, one of the Characters decides to show off
their gladiator Courtiers by organizing a small exhibition tournament.
Rules to Use
In this case, there’s a clear purpose behind the event; the Character wants to
become recognized in the Province and gain the respect of their peers. That’s
why a Challenge is in order.
Otherwise Occupied
It just so happens that a child of the Archon of Blessings has recently awoken
in the Domain, and someone should hold a debut party for them, as etiquette
dictates. This would be a perfect opportunity to gain the ear of the Archon.
The only problem is, another Royal has already offered to throw the party, and
the Archon agreed.
This doesn’t stop the Player Character, who decides they want to organize the
event instead.
Rules to Use
Organizing a party to win the Archon’s favor would constitute a Challenge.
However, since the event is already planned by someone else, the Challenge is
Impossible. Now, if the original host were to cancel for some reason, the
situation would be quite different.
One of the Characters decides to change an old closed factory into a fancy
auction house for supernaturals.
Rules to Use
Such a venture cannot be created overnight. The GM should call for an
Endeavor to create the new auction house.
Nevertheless, one of the Characters wants to ease the tensions between the
Courtiers by enforcing a set of integrational activities.
Rules to Use
Removing one of the Court’s Afflictions always requires an Endeavour to
succeed. Even then, however, the maximum you can achieve with a single
Endeavor is to lower the severity of the Affliction by one level. So a Severe Court
Affliction would change to a Major one, and so on. You can also develop new
Court Traits the same way.
Note that this applies to Court Afflictions, not Courtier Afflictions, which are far
easier to manage.
One of the Characters spots the newcomer and decides to seduce the cute,
overexcited boy.
Rules to Use
Let’s be honest here: as long as they fall within the Leviathan’s broad sexual
preferences, the Character does not need to roll the dice. All PCs are fairly
attractive and could seduce Ashar with minimal effort.
While entering the club, Lady Ursula clearly stated she’s not leaving the place
without someone interesting to spend the night with. She sits at one of the
tables, chatting with her friends, and one of the Characters decides they want
to be the person she chooses.
Rules to Use
While there’s no question of the willfulness of Lady Ursula, who looks for
someone to spend the night with, the Character still needs to put in some effort.
They should take a Challenge to successfully convince the Lady they’re worthy
of her time.
Rules to Use
The angelic Lord is potentially open to flirting or seduction, and normally a
Challenge would suffice to decide the outcome. However, in this particular case,
the GM should state that the Challenge is Impossible since the Lord won’t
interact with the Character in front of his wife. If she were to leave, the
Character could take the Challenge.
One of the Characters decides they will be the one to melt Xochi's frozen
heart.
Rules to Use
This is not a task that can be achieved with a single Challenge. Instead, the
Character should start the Endeavor “Melting the Ice Queen’s Heart,” which will
represent their attempts to learn more about Xochi, impress her, and gain her
trust until she finally decides to take them as her lover.
Question of Preference
Nemerion Hariel is known for his numerous sexcapades and carefree lifestyle.
Under the protection of his royal parents, he likes to live his life to the fullest.
He’s also openly gay, lacking any interest in women and their sexuality.
Rules to Use
It’s crucial to specify what the Character is trying to achieve here. If all they
want is to flirt with the angel and spend some time together without sexual
tension, it could be achieved with a Challenge. However, if the idea is to seduce
Nemerion and make him sexually interested in the Character, the GM should
deem the Challenge Impossible.
Puny Mortals
Being a mortal bouncer in a Defiant city is probably a highly stressful job. You
never know when one of those strange people is going to show up and
demand entry. With time, you learn that some individuals should be let in
without delay.
Since the Player Character is faced with a less experienced bouncer who
denies them entry, they decide to simply remove the obstacle by tossing the
guard away.
Rules to Use
Defiant are way more powerful than mortals and hardly ever need to make
Challenges against them. You should assume that if the Character has at least
one Trait they could use when dealing with the mundanes (for instance “Athletic
Body,” or “Fighting Expertise” in this situation), they should triumph over the
mortal without any rolls needed.
Rules to Use
This situation calls for a standard Challenge. The Player should state, however,
what exactly they’re trying to achieve, as this could impact their Potential. Do
they simply want to win, or do they additionally want their adversary’s attitude
to change in a certain way?
Trophy Hunting
A Province has recently been plagued with apocalyptic activity. Strange
horned beasts emerge from the local municipal park and attack mortals.
Rather than dealing with the problem directly, the local Princeps decides to
hold a hunting event. Contestants are to collect the horns as proof of their
kills.
One of the Characters wishes to participate in the hunt to show off their skills.
Rules to Use
If all the Character wants is to participate in the hunt and come back with a few
trophies, a Challenge is optional but not necessarily needed, since the beasts
pose a threat to mortals but are no match for the Defiant. However, a Challenge
would be in order if the Character wants to outperform another contestant or
collect the most trophies. In the first case, they should consider their
opponent’s Archetype when calculating their Potential. If they want to beat
everyone, they should lower their Potential by one for each contestant with an
appropriate, hunting-related Archetype.
Rules to Use
To decide the victor, a Challenge is clearly in order. Depending on the exact
nature of the race, the Character should either lower their Potential because of
the lack of a race car, or the Challenge could even become Impossible.
Sometimes, victory cannot be achieved without the proper tools.
Full-Scale Battle
Lord Tessan Sekh has been found guilty of a failed attempt on another’s Royal
life. Since the would-be victim is a close relative of the Archon of Justice, the
punishment is even harsher than expected; Lord Tessan is to forfeit his throne,
and all Defiant Royals are free and encouraged to take over his possessions,
using force if necessary.
Since the convicted is not ready to give up just yet, he’s mustered a handful of
loyal friends with their Courtiers to defend his Holding. The Player Characters
are among those doing the Archon’s bidding and are now about to take part in
the upcoming battle.
Rules to Use
There are no special battle rules in Defiant, as full-blown conflicts are rare in the
game. Rather than creating a single Challenge for the whole fight, the GM
should ask every Player what their Character wants to achieve and create a
separate Challenge for each of them. Since the Characters are not the ones in
command, they can focus on their individual goals, and it’s up to the GM to
decide the outcome of the battle.
Basic Google-Fu
The Character examines an old baseball photo cut out from a newspaper. The
description under the picture praises the form of one of the players during the
recent game against their arch-rivals.
Rules to Use
The Internet still works in the world of Defiant, and if the information is clearly
easy to come across, there is no need for a Challenge. Since the Character
already knows the teams playing, the name of one of the players, and some
additional information from the photo, the GM should just let him come up with
the date after a few minutes of browsing the Internet.
Rather than talking to their spouse, the Character decides to break into Lady’s
Beneviel bedroom during a party and search for proof of their wife’s
unfaithfulness. Unfortunately, all the tokens are kept in a beautiful puzzle box…
Rules to Use
This situation calls for a classic Challenge. The Player should also specify
whether the Character’s aim is to open the lockbox or open it, search for the
earring, and lock it back up so that no one will notice. In the case of the second
option, the Potential should be lowered by one.
CSI: Defiant
A Lowborn was found dead in his house on the edges of the Province. The
Princeps has asked the Player to check the house for clues as to what has
happened. There are no witnesses at the Scene, but the body is still there.
Rules to Use
The GM should ask the Player to take a standard Challenge. The number of
Successes would translate into the amount of information the Character can
gather from the scene.
They start studying the book, hoping to find some useful information.
Rules to Use
The task at hand is too vast for a single Challenge. The Character should
instead start an Endeavor to unravel the mysteries of the book.
Being a good friend, the Character offers to help find the thief.
Rules to Use
There are two ways to go about this. If the crime scene and the theft is part of a
Thread and is supposed to be one of the topics of the Episode, the Character
should talk to the Courtiers and look for clues, making a series of Challenges
until either they learn the truth or something else happens. If this is only a side-
event and you don’t want to focus on it during the Session, the Character should
start an Endeavor instead, and continue with their private investigation
whenever they have a moment.
Etiquette 101
The Character arrives at a Shemesh Court as a guest at a Leviathan wedding
ceremony. They have never been to such an event and are not sure what to
expect. After all, the Shemesh are known for their own distinct manners and
rituals.
The Character wants to act appropriately, as they want to stay on the host’s
good side.
Rules to Use
Defiant know how to behave and should have no problem acting in accordance
with any of the local rules, simply by observing others. So no Challenge is
needed to check whether the Character is able to behave appropriately. If the
GM wishes to complicate things, they should instead focus on presenting an
odd, potentially problematic custom (such as all participants going through a
tunnel of fire, which burns the clothes of all but the Shemesh) and asking the
Character if they are willing to play along. If they want to avoid participating in a
custom without anyone noticing, they need to take a Challenge.
The Character decides to mingle with the crowd and disarm the gossip before
it does real damage to their reputation.
Rules to Use
A single Challenge should suffice to get back into the guests' graces. The Player
could add a stipulation to find the source of the rumor in the process, but that
would result in their Potential being lowered by one.
Members-Only
During a visit to a club, the Characters discover that part of the venue is closed
off for a more private celebration. After some research, they learn that a group
of powerful Defiant will be holding a meeting there. Each is to be accompanied
by a Daeva Lowborn.
Rules to Use
While a Challenge would be enough to convince the security to let the Character
in, if they want to take part in the meeting rather than crash it, the GM should
deem the Challenge Impossible until they find a Daeva Lowborn to accompany
them, as that is the requirement for this party.
One of the Characters wants to create their own secret society. Gathering
during hedonistic parties, they would also discuss political topics and perhaps
be able to help one another.
Rules to Use
The Character needs to start an Endeavor to attract members and organize the
group, while keeping the whole thing a secret.
Though the task does not seem like an easy one, the Character agrees.
Rules to Use
The GM may plan on this to be one of the topics of the Episode. In that case, it
would be best to place the action at a party or a meeting between the Royals of
both Provinces. Then, the Character could work on relations through a series of
dialogues and Challenges. Other Players could pursue their own goals during
the event. If the GM doesn’t want to focus on this matter, they should call for an
Endeavor instead. This way, the Character can work on improving relations
during other activities.
Rules to Use
All Defiant are magnificent creatures of incredible physique, health, and sexual
prowess. There’s no need for a Challenge to check how good the sex was. It
was great, by default. The Characters do not have to roll to have fun - in Defiant,
fun comes free.
They spend time flirting with a handsome Defiant from another Province, in
hopes this will serve as a wake-up call for their spouse.
Rules to Use
Since the Character wants to achieve a specific goal here, a Challenge is in
order. You should keep in mind their actual goal; it’s about their spouse, not the
Defiant they’re flirting with. This could have an impact on the Traits they should
use, as well as the potential outcomes. Rather than a lack of interest from the
newly met Defiant, fewer successes could result in the spouse not caring about
the situation, a conflict between the spouse and the handsome Defiant, or the
new companion reading too much into the Character’s intentions.
However, having sex with the partner is not enough for the Character. They
want to make this night the best erotic experience their lover has ever had, to
completely overwhelm them with passion, and show-off their sexual skills.
With their wedding anniversary approaching fast, the Character finds themself
in need of a proper gift for their spouse.
Rules to Use
If the goal of the Character is simply to come up with a “good enough” gift for
their Consort, no Challenge is required - all the Player needs to do is declare
what the Character has bought or otherwise obtained for the occasion. If the
gift is to serve a purpose, such as gaining the spouse’s favor or apologizing to
them, the GM could call for a Challenge to see how well it went. The Character
might also want to do something out of the ordinary - dazzle their Consort with
an impressive anniversary party, proving their affection to the spouse or
devotion to royal duties. Rather than a Challenge, this should probably be done
using the Endeavor rules.
Rules to Use
This situation calls for a Challenge. The goal of the Challenge is for both
partners to experience so much pleasure, passion, and extreme emotions that
for a second, they'll attract the Sephira's attention, enabling one of them to
become a Beacon. If no Successes are rolled, the sex might be great, but no
offspring will come from it. Depending on the number of Successes, the child
might have a better Archetype, the Character must agree to a condition to
become a Beacon, and so on.
There are a few important things to remember here. First of all, one of the
potential parents may become a Beacon only if both partners are willing to help
a new Defiant enter the world. This means that if either of the lovers does not
want to have a child, the Challenge is automatically Impossible. Secondly, one
of them needs to want to become a Beacon. If only a single partner is willing to
take up that duty, the situation is easy. If both are willing to do it, either the GM
or the Player should decide on this, depending on the number of Successes
rolled in the Challenge.
Endeavors are a more complex version of Challenges, that are used for plots,
gambits and intricate proceedings. They can take many Episodes to complete
and can be worked upon throughout the whole session.
Throughout the game, the Character may take on Challenges to further their
Endeavors and mark steps on the progress track. When the whole track is
finished, the project is nearing its completion, and it is time for the final
Challenge to determine how it all turns out.
Seducing a potentially willing Angel during a party would usually call for a
single Challenge. The Character uses their charm to sway the NPC to become
romantically involved with them, at least for the night.
Trying to melt down the ice of an Angel known for their lack of emotions and
disinterest in finding new partners is an entirely different situation, however. It
would take significant amounts of time to learn about them, get to know them,
The same goes for most intrigues, plots, political maneuvers, research,
business ventures, and so forth. If the scope of the action is greater than a
single Scene, it outgrows a Challenge, and undertaking an Endeavor is in
order.
Undertaking Endeavors
An Endeavor can be started either when the Player declares their Character is
undertaking one or when the GM decides that the Character’s action
constitutes using the Endeavor mechanics. In both cases, you need to halt the
narrative for a moment and properly set up the Endeavour.
Start by establishing how complicated the whole plan seems. For a fairly easy
plot, something a bit outside the scope of a single Challenge, draw three
No matter the situation, the progress track can never be shorter than three
boxes. This gives you potentially a length of between three and fifteen boxes.
The opening Challenge may portray the initial action that sets the whole
Endeavor in motion. Alternatively, the Character can take the Challenge during
planning the specifics of their actions (i.e., coming up with the best training
routine for their Courtier, etc.). In that case, use the Traits that have to do with
their wits or expertise in the given field.
The Conditions
Every Endeavor comes with a condition that has to be met in order for the plan
to succeed. This ensures that no Endeavor is ever completed with a single
declaration, even if the Character gets lucky with the dice and has put away
significant resources to ensure success. Endeavors are supposed to take
some time and usually don’t end in the same Episode in which they were set in
motion.
Some conditions, especially those less severe, don’t require any Challenges to
fulfill. “You’d have to hang out with them a few times,” “You should ask for this
during a formal event,” or “It will require at least a few days to see this through”
are examples of requirements that can be met without resorting to additional
Challenges.
Progressing Endeavors
Finishing an Endeavor takes time. Throughout the game, Characters progress
their plans by different means, using their skill and influence to get what they
want. Each time the Endeavor gets closer to its completion, the Player marks a
box on the progress track.
You always mark the box with a single line “/,” not with an “X,” as that mark is
reserved for the Setback rules.
Only a single Challenge of this type can be taken in a Scene, meaning you can
only progress one Endeavor each Scene this way.
There is no limit on how many times this can happen, though it is totally up to
the GM and might not happen at all.
The goal of this Challenge is to see how it all turned out. Did the Character get
exactly what they wanted? How did others react? Is there any fallout to take
care of? Maybe they gained even more than they originally planned? Treat this
as any other Challenge. The GM interprets the roll, narrating the outcome
based on the number of Successes rolled.
Rushing an Endeavor
Though an Endeavor cannot be completed before satisfying the opening
condition, the Character may rush their plans and try to finalize the Endeavor
without marking all the boxes on the progress track. Every unmarked box
Setbacks
If you linger too long, others may foil your plans, or the circumstances may
change, rendering it undoable. In Defiant, this is represented by the Setback
mechanics. Each time there’s a Setback to your Endeavor, you need to mark
an already filled progress box with an additional line, creating an “X.”
If you mark Setback on a track that has no marked progress left, the Endeavor
either fails and needs to be abandoned or gets you in deep trouble. This
happens even to the Endeavors that have their whole progress track filled but
were not finalized (either because the Player failed to meet the condition or
chose not to complete it for some reason).
Setback Progress
At the beginning of each Episode, you need to mark a Setback on progress
tracks of all Endeavors you are undertaking. This happens automatically. If
you don’t focus on an Endeavor for some time, it will eventually fail. This
makes maintaining multiple Endeavors challenging since you need to
progress them all simultaneously.
Every time a Character scores less than three Successes in a Challenge, the
GM may decide to mark Setback on a progress track that seems most
appropriate, additionally increasing the chance of the Endeavor failing.
If they choose to abandon the Endeavor, nothing more happens. Their plan
failed, or the Character simply didn’t want to pursue it anymore. They should
remove the Endeavor from their Character sheet.
They can also choose to push through against the odds. In that case, they
may erase all the Setback marks from the progress track in question, leaving
just the single lines “/” instead. However, the GM instantly activates their
Trouble, using the Trouble rules in precisely the same way, as if their Trouble
Track was full. The GM chooses what sort of Trouble arises and acts
accordingly.
Note that this does not reset the Trouble Track - it was an additional
complication related to the Endeavor.
This, however, uses up their Endeavor Challenge, meaning that if they decide
to help or sabotage another Character’s Endeavor, they cannot progress their
own Endeavor through a Challenge in that Scene.
Unless the Domain or Province laws state that a Lord cannot form alliances, it
would be rather hard to either gain or lose any boxes due to the issues with
Commandments and Province Laws.
The Condition
Depending on the number of Successes, the conditions could include
acquiring a member of each Lord’s Court to the cause, doing a certain amount
of property or personal damage, forming a new alliance with one of the Lords,
or breaking off a wedding between the Lords’ children.
The Matchmaker
As a loving parent, the Character wants to find a perfect match for one of their
children. As it is not their firstborn, they will not inherit the Holding, therefore
marrying them to a Lord or a Lady is the only way to make them a Royal.
Since many other Royals will surely try to marry their children to potential
candidates, another three boxes should be added, as if the plan succeeds, it
will negatively impact more than one Lord or Lady.
The Condition
A high number of Successes could result in conditions such as organizing a
party to give the young Defiant a chance to meet, paying a visit to the
candidate’s Holding, or talking about marital plans with the Patriarch of the
Character’s House.
If the Player chooses for the theme of the club to be somehow in support of
either the Commandments or the Province laws, they should lower the
number of boxes by one. If the club rules stand in direct opposition to the
rules, the Player should add between one and three boxes.
The Condition
There are several possible conditions, from coming up with a name, or hiring
the manager (in case of many Successes rolled), to finding a proper venue,
giving it some time to become popular or taking care of local apocalyptic
activity that could scare away guests.
Special Treatment
The members of the Authority and Princepty can grant all manner of different
privileges and exemptions to individual Royals. The Character wants the
Princeps to grant them the right to enter any Holding within the Province
without an invitation.
The new law will enable the Character to enter all other Lords’ Holdings
without the need for their approval and clearly impacts them all. That’s why
the Player needs to draw three additional boxes.
If the Character is fine with a Problematic Courtier, they do not have to add
additional boxes due to other Lords probably not being interested in obtaining
such a subject. Regular Courtiers might attract the interest of another Lord,
so obtaining them requires adding an additional box to the progress track.
Exceptional Courtiers are sought after by many, usually including Princepses
or Archons, so trying to bring one to the Court results in three additional
boxes.
If the Courtier’s new official role has to do with local or Domain laws, the
Player can erase one box. If the position goes against the rules, another box
should be added instead.
Valuable Lessons
Fed up with constant problems with an unruly Courtier, the Character decides
to instill responsibility and thoughtfulness in them through guidance and
training. This effectively means that after the Endeavor is over, the Courtier’s
Archetype will change.
The Progress Track
An Endeavor created to change the Courtier’s Archetype can have different
lengths, depending on the nature and severity of the change. If the Player
wishes to change a single word in the Archetype without changing its grade
(i.e., a negative adjective like “Lazy” is replaced with a different negative
adjective like “Reckless”), they should draw three boxes. Changing the whole
Archetype in the same fashion (i.e., “Lazy Warrior” to “Reckless Schemer”), or
changing a part of it, but replacing a negative word with a positive one (i.e.,
“Lazy” with “Diligent”) requires a basic progress track of six boxes. Any
changes more significant than that require the Player to draw nine boxes.
The Condition
There are plenty of potential conditions to choose from. Some time may need
to pass, the target may need to be paired with someone setting a good
example, a particular type of training may need to be implemented, the
Character may be required to either gratify or punish the Courtier in a specific
way or grant them a new role in the Court, and so on.
By default, researching the artifact does not go against any Royals or the
Authority, so no additional boxes are needed. However, many Defiant are
opposed to using occult items of unknown origin unless the artifact is clearly
Defiant-made, so the Player should add a box to the track. If it’s obvious or
highly probable that the object was made or used by the forces of the
Apocalypse, the Player should add three boxes instead.
The Standing mechanics are used to illustrate the goodwill and respect of the
other Royals in the Province and in the Characters’ bloodlines due to their
fame and merit. Whenever a Character improves their relationship with their
House or manages to impress the Patriarch, they gain House Standing.
Whenever they act in support of their Princeps or improve the situation in their
Province, they gain Province Standing.
Every time the Character does a favor for the Princeps or saves them from
trouble, they should mark a point of Province Standing. Whenever they do the
same for the most influential members of their bloodline, they earn a point of
House Standing.
Special Actions
The Character may use their Standing to progress their Endeavors, as
explained in the Endeavor rules. They may also use it for two special actions
below.
Private Audience
By spending a point of Province Standing, the Character may request an
immediate private meeting with the Princeps, as long as it is physically
possible (i.e., the Princeps has not gone missing, etc.). Even if the ruler is set
against the Character for whatever reason, they will hear them out and give
some thought to their words. The Princeps is by no means required to heed to
the Character’s pleads or demands, but they are expected to act as good
hosts.
Types of Afflictions
There are three types of Afflictions, depending on how much they impact the
Character: Minor, Major, and Severe Afflictions. You can have a total of three
Afflictions of each type. If the Character already has three Minor Afflictions
and should receive another one, one of the Minor changes to Major instead
(which usually means that you should rephrase it to make it sound more
dangerous).
Minor Afflictions
Whenever a Minor Affliction would put the Character at a disadvantage during
a Challenge, they need to deduct 1 from their Potential, lowering their dice
pool for the roll. If more than one Minor Affliction seems applicable, you need
to lower the Potential by 1 for each of them.
Severe Afflictions
The most serious of all, Severe Afflictions result in lowering the Potential by 3,
whenever they are applicable. A single Severe Affliction may weigh heavily on
the Character’s chances of success.
Gaining Afflictions
There are a couple of ways the Character may gain an Affliction. Most of the
time, the GM has the final say on this matter, though everyone at the table is
free to discuss their rulings and propose alternatives.
As an Outcome of a Challenge
The most common is through Challenges. Every time a Character fails a
Challenge, the GM may inflict a Severe Affliction, if they deem it appropriate.
While a single Success means the Character managed to overcome the
Challenge, it may still result in gaining a Major Affliction (at the GM’s
discretion). Even an otherwise positive result of two Successes may lead to
the Character gaining a Minor Affliction.
Removing Afflictions
Since Afflictions are a nuisance, it’s best to get rid of them. There are a few
different ways to achieve that.
Appropriate Conduct
Sometimes, all the Character needs to do is act the right way. To get rid of the
“Soaked Clothes” Minor Affliction, one could dry them or simply wear
something different. Asking a Courtier to tend to their wounds or visiting a
hospital should be enough to take care of a “Bruised” or “Bleeding” Affliction.
At the end of every Episode, each Player can remove one Minor Affliction from
their Character’s sheet. Furthermore, they can change the severity of another
Affliction to a lesser one. This could mean changing a Severe Affliction into a
Major Affliction, changing a Major Affliction into a Minor Affliction, or removing
another Minor Affliction.
Note that the maximum number of every Affliction type is three, meaning you
cannot lower the severity of an Affliction if the Character already has three
Afflictions of the lower type. They’d have to get rid of one of them first.
Personal Challenges work in a similar way, but, as the name implies, they
require a Challenge to succeed. This could mean that the Character will end
up gaining a new Affliction in the process. In that case, they first remove all
the old Afflictions and then gain the new one. It’s still a good option if the
Character suffers from many Afflictions, but not necessarily the best course of
action to remove a single one.
Character Death
Defiant is not a game where the Characters need to live in constant fear for
their lives. Yes, deaths do occur - sometimes in a very gruesome or violent
manner - but they are not common. Apart from the society valuing life,
murders being strictly forbidden, and apocalyptic forces being mostly kept at
bay by the Sephira, Defiant Characters are incredibly resilient beings.
As stated before, the Character cannot have more than three Afflictions of the
same type. If they already have three Severe Afflictions and should get another
one, they are taken out of action. What happens is up to the GM: they may be
rendered unconscious, succumb to their deepest desires, break down, or do
something else.
They might also die. This, however, can happen only if the Player explicitly
declared an action that you all agreed would probably lead to their death.
When it comes to rules, there are no surprise Character deaths in Defiant.
Sure, the Player may declare that the Character is willing to give their life to
This can be done even if the Affliction is already used as a drawback in the
Challenge. In the example above, the GM may declare that the bruising makes
the Character seem less trustworthy, which results in lowering the Potential by
one. In that case, using it as an advantage would simply cancel it out. Of
course, the additional Trouble rules would still apply.
Shards
Members of Defiant Royalty share a special connection with their local
Sephira. Their passions fuel the sacred sigil and make it stronger, so it can
withstand the powers of the Apocalypse. In return, the Sephira blesses her
chosen, elevating them above lesser Defiant.
In the case of the Player Characters, who are all members of Defiant Royalty,
this unique bond is represented with the Shards mechanics. Each character
starts with 10 Shards, representing the goodwill of the Sephira; they are pieces
of its spiritual construct. Players can spend Shards to gain different
advantages for their Characters.
Traits upgrade the dice normally, meaning a total of 2 relevant Traits would
change the dice pool to d8, d8, d8, d6. If there were five applicable Traits, the
resulting dice pool would change to d10, d10, d8, d8. An impressive number of
7 relevant Traits would allow the Player to roll 4 d10s.
Additionally, all "1s" rolled are ignored, and the Player does not mark Trouble,
regardless of results rolled.
The Player spends a Shard, and the Character gets to ask a question from
their list. The GM has to give them a satisfying answer. If a “Gem” Character
asks “How am I in the center of attention?” the Game Master cannot deny that
fact - for some reason, the Character is now in everyone’s focus (or has been
in center since the beginning of the event).
Keep in mind that regaining a Shard is possible only if the answer is obvious,
since the GM cannot give a negative answer (in this case, they cannot say
“Your opponent is not vulnerable to you”) and give the Character their Shard
back. The answer has to be affirmative - always.
As with the Theme Questions, you may spend Shards at any moment of the
game, as long as it makes sense (even if only by a longshot). A Socialite may
introduce new people at parties or any other type of social gathering, but not
when they are put under arrest, for instance. In case you’re not sure whether a
Special Rule should apply, discuss it with the whole group.
The Sephira demands something from the Characters in return. Until those
conditions are met, a Character cannot replenish their Shard pool again.
They've got their Shards back, but now need to make an appropriate Challenge
(usually by rolling three d8s, disregarding their Traits) and act upon the result.
They don’t have to do anything immediately. It’s just that they will be unable to
get any more Shards until they deal with the result of the Challenge.
You will find the exact rules for regaining Shards in “The Guidebook” chapter
of this book.
Angels
Angels used to exist to serve. They had a higher purpose and a clear path
ahead of them. Now, after regaining their freedom, they are left with a
lingering sense of guilt for their trespass. This may not show at first sight -
angels are no strangers to pride and awe - but somewhere deep inside, each
of them still struggles with their abandoned duty.
They may have overthrown their leaders, but they still need guidance. And they
feel they need to atone for their sins. The Sephirot sense their need and give
them what they desire: penance.
An Angel Character may choose to pray to their local Sephira any time during
play and ask, “How can I atone for my sins?” It automatically replenishes their
Shard pool; however, they are also given a penance they need to fulfill before
they can pray to the Sephira and have their Shards replenished again.
To replenish their Shard pool, a Daeva needs to focus on their mortal followers
and answer the question: “What do I need them to become?” The vision of the
mortals obeying their will and evolving into the chosen image is enough to
exhilarate a Daeva and regain all lost Shards.
Unfortunately, followers are far from perfect. They may have their hesitations
about what is needed from them or can prove unable to fully comprehend
what they should do. It’s up to the Daeva to guide and correct them. It is only
after a Daeva manages to transform their followers that the deity can
replenish their Shard pool again.
Infernals
When an Infernal is sentenced to Hell, the overlords extract their True Name,
which is carved into their soul. Using someone’s True Name enables them to
compel their victim to do their bidding. This way, the overlords can easily
control the ones they are to punish. After escaping to the mortal world,
Infernals keep their True Names hidden and take on new identities.
Depending on the person and situation, the Infernal may need to help them out
of a bad situation, indulge them for a while, or go out of their way to heed their
commands.
Leviathans
The ancient beasts used to only crave death and destruction. After
reawakening, some have found new desires and have joined the ranks of the
Defiant. They may now be a part of a civil community but the primal hunger
still burns within them, and they need to find new ways of satisfying it.
Whenever a Leviathan wants to replenish their Shard pool, they need to search
their soul for something they crave more than utter destruction. Then, they
need to focus on that desire and pursue it.
The very act of finding the need is enough to connect with the Sephira and
replenish the pool, however, it takes some time for the Leviathan to satisfy this
new desire. And until they do, they cannot ask the Sephira for more power, as
the new hunger burns too brightly.
There are a total of twelve universal Personal Themes and additional eight
Origin-exclusive Personal Themes, two for each Origin. A Character is always
created by combining three Themes, one of which may (but doesn’t have to)
be Origin-exclusive.
Theme Questions
There are three Theme Questions written on every Personal Theme Card. The
Character can use all three of them, granting them a total of nine Theme
Questions (three from each Theme they possess). They can use the Questions
any time during the game, as long as they spend a Shard. After a Question is
asked, the GM has to come up with an interesting answer. If this is not
possible due to the logical or physical limitations of a Scene, the Shard is
returned to the Character.
Special Rules
There are two Special Rules for each Personal Theme. Some of them may
require spending a Shard or taking a Challenge to activate them, while others
work automatically. The Character can use both Special Rules from each of
their Personal Themes, giving them a total of six abilities.
You cannot use the same Special Rule against the same Player Character
more than once per Scene. If the Player feels uncomfortable with certain
Special Rules used against their Character, they can also use the Veil or the
Line card to specify how they want it handled.
Trouble
Each Personal Theme comes with its own, unique Trouble - a dormant
problem that may occasionally arise, compelling the Character to deal with the
fallout. You will find the rules for activating and managing Troubles in the next
chapter.
Each Character has three different Troubles - one from each Personal Theme -
and a four-box long Trouble Track on their Character Sheet. Whenever they
score at least a single “1” during a Challenge roll, the Player marks one of the
boxes (unless they spent a Shard before the roll, of course). Whenever there’s
at least a single box marked, the Player may activate the Character’s Trouble.
If all boxes are marked, the Trouble activates automatically in its most severe
form. After the Trouble has been activated, all marks are erased from the
Track.
Activating Trouble
As long as at least one box in the Trouble Track is marked, the Player can
activate one of their Character’s Troubles at any time. If they do, they can
choose any of the Troubles their Character possesses and narrate the
situation. Other Players and the GM may ask for additional details and share
their doubts if they feel the scene is not within the chosen Trouble’s scope.
If the Player does not activate a Trouble until the whole Trouble Track is
marked, the Trouble activates automatically the moment the last box is
marked. This time, it’s the GM who chooses one of the Troubles and narrates
the situation.
Afflictions
Regardless of the resolution of the situation, whenever the Trouble is
activated, the Character gets an Affliction before they have a chance to act.
While the severity of the Affliction is the same both in the case of three and
four marked boxes, the difference is, in the first case, it’s still the Player who
gets to narrate the situation, even if it is really bad. When all boxes are marked,
things are out of the Player’s hands.
The Affliction should have to do with the nature of the activated Trouble. If the
Player narrates their Warrior Character (with one box marked on the Trouble
Track) being attacked without warning by a Leviathan they’ve recently bested
in a tournament, they could come up with a “Cut on the Cheek” Minor
Affliction, portraying the effect of the sneaky assault.
The same Player might activate their Trouble with three boxes marked on the
Track and decide their Character has been slipped drugs and is now in the
hands of their old enemy, who tirades about his grief while revealing an evil
master plan. They could go with a “Heavily Restrained” Severe Affliction to
illustrate their Character waking up tied up in the Holding of their nemesis.
During this phase, every Player chooses one Personal Affair for their Character
to represent their actions in recent days and get a bonus. There is no
Challenge required; you only need to choose the Affair.
The GM will ask each Player about their chosen action to establish what the
Character was doing, exactly. As always, the responding Player’s ideas are
most important, but everyone else is free to chip in with their input or protest if
they feel something the Player said goes too far or against previously
established facts.
Each Player can choose any single option from the list below.
What exactly have you been doing for either the Princepty or your House?
What does the new Facility look like, and what’s its description?
What are the new adjectives, and how do the Facilities look now?
Personal Challenges
During an Episode, there’s another moment of downtime when the Characters
can take care of their personal life again. This time, however, it works a little
different. They choose their preferred option the same way they did during the
Personal Affairs phase, but then need to take a Challenge to see what it took
to achieve their goal.
Scoring no Successes usually means they do not get the bonus, and
something bad happens instead. All other roll outcomes result in the
Character getting the bonus, but with some additional complications or
unforeseen benefits, just as with any other Challenge.
Every Court Challenge follows the same routine. The GM starts by asking a
few questions about things like recent events, potential problems, and
changes at the Court. The Player can answer in any way they choose. No roll
is required for that. They do, however, reply from the Character’s perspective.
So even if they assure the GM that everything is perfect at their Court, they are
only talking about the Character’s perception of the situation, which could be
quite far from the truth. At this point, it doesn’t matter, however.
After all the questions are answered and everyone has a clear picture of recent
events, Royal’s concerns, and their focus, the Character takes on a Challenge
to determine how good or bad the situation actually turns out to be. All the
answers to the questions serve as hints for the GM as to how to interpret the
outcome of the Challenge.
The answers also serve as clues for the GM. They show the focus of the
Character: the things they are either most concerned about or interested in.
The Outcome of the Challenge should be built around the answers, either
adding to them or disproving the Character’s initial view of the situation.
If the GM or other Players feel they want to learn more about the situation or
something is unclear, they are free to ask follow-up questions to get a better
view of the life of the Character’s Court.
What’s the main issue you’ve been dealing with in your Court,
lately?
Has the Court been working on something, or has a new problem emerged?
Has anything of note happened since the last Episode ended?
It may have something to do with the events of the last Episode, your
relationship with your spouse, your active Endeavors, the recent Personal
Affair, or something completely different. Remember that you cannot include
new elements that would normally require an Endeavor or a Personal Affair to
be accomplished. You can state that the issue is connected with a recently
built training area, but if you haven’t actually created a new Facility in the
Most Player Characters’ Courts have an Affliction impeding the lives of the
Courtiers. If your Court does not have one, you can omit answering this
question, of course. Since a Court Affliction plays an important part in the lives
of everyone in the Holding, you should talk about it to get a better idea of how
things are. Of course, the Character may not see the Affliction as a problem or
may downplay its actual grasp on the Courtiers. That’s perfectly fine; rulers
have a tendency to overlook some of the issues they are facing.
Courtiers are far from perfect and sometimes fail to follow the paths chosen
for them by their rulers. Some are rebellious, openly challenging their Lords
and Ladies. Others try to bend or break the rules for their own interests, hoping
nobody will find out. There are also those who try their best to do what’s right
but still end up getting in trouble. As an absolute ruler of your Court, you are
the one to decide their fates.
Every Lord and Lady can shape their Courts in a way that suits them. They are
expected to do so in a manner that will empower the Sephira. The exact
nature of their laws is up to them. They can also change the rules at any time -
such is the privilege of absolute rulers.
This question is different from the rest, as it is not directed at the Character
but at the Player. If there’s anything they would like to play out or focus on
during the Challenge, this is the way to communicate that to the GM. It’s also
perfectly fine to not have a preference and let the GM choose the topic.
When establishing the Potential, the Player should also refer to the situation
they have described when answering the question. A different approach may
be needed after a major rebellion at the Court than after a new popular law
has been implemented, and so on.
Character’s Afflictions
If any of the current Character's Afflictions may have an impact on their ability
to rule, they should be included in the Challenge and lower their Potential.
Holding Facilities
They may also include any number of Facilities from their Holding that
positively influence either the quality of life or the discipline at their Courts. Any
Facility can be added, as long as the Player can justify its usefulness.
Court Traits
As long as the Character relied on Court Traits to ensure better functioning of
their subjects, they can add them to their Potential. They can add some or all
of their Court Traits, if they have more than one. They still need to justify each
one separately, though.
Court Afflictions
The Character needs to lower their Potential in accordance with the Court’s
Afflictions. There is no way to escape this; all Court Afflictions will impact the
Challenge.
Shards
The Court Challenge is an exception - you can’t spend a Shard to add a d8 to
your roll.
Courtier Archetypes
The Character may use their Courtiers to help them with the task. This works
like any other case of using Courtier Archetypes. Each Courtier chosen by the
0 Successes: A Disaster!
Whatever doubts the Character had about the situation at the Court, it’s
actually even worse. If they were sure there is absolutely nothing wrong going
on, they might have been a bit delusional. Something bad or extremely
problematic has happened with the Player’s Holding or among their subjects -
an open mutiny, a facility being partially destroyed, a hostile action made by
another Royal, a swift intervention by the Authority – and whatever happened,
it was a disaster.
Instead, here are some additional potential consequences the GM can choose:
Whatever bad things might have happened, the Character has it under control
and probably did not have to resort to extreme measures to keep it that way.
Some things might have changed a bit, but that’s normal - people and
situations change constantly.
The GM can either use the standard Challenge consequences or use any of
these:
If they want, the GM can use any of the options below rather than normal
consequences:
Of course, the Player may still ask for a different interpretation of the roll, if
they feel that the Outcome goes against their idea for their relationship with
the Courtier, their Character’s ideals, etc. If they cannot reach an agreement
with the GM, the rest of the group should try to help out with their input.
In the case of single GM - single Player groups, the GM may create a whole
Scene around the Outcome of the Challenge, placing the Character in the
middle of the problematic situation (as they have more “screen time” for the
Character). This could lead to the Character getting out of a tight spot through
more Challenges within the Scene, but might also result in additional
complications (in case of bad dice results in additional Challenges).
Seasonal Advancement
After the Season Finale, however, before the new Season starts, the Players
have the option to truly upgrade their Characters, clearly improving their
Potential. Every Player can choose one of two options below for their
Character.
• Design one additional Theme Question for this Theme and write it down.
Work it out together with the group. You may now use this question in
addition to the ones the Character already has.
• Either take another Trait from the Theme Trait list (from any of the three
sets) or make one of the Character’s Traits exceptional (granting you +2,
rather than usual +1 to Potential).
• Create a new Special Rule for the Theme (consult with the group) that the
Character can now use in addition to the abilities they had before.
Theme Change
Start by choosing a Theme that either played the least important part in the
last Season or became obsolete due to Character’s personal growth and
development.
• Erase two of the Theme’s Traits from the Character Sheet (leave one).
• Erase two Theme Questions from this Theme’s list (leave one).
• Erase one Theme Special Rule from the Character Sheet (leave the other
one).
This Theme no longer counts as your Character’s Theme (though you get to
keep some of its perks).
Now, pick a new Personal Theme for the Character. You can choose any
Personal Theme that you like. If you’d like to take an Origin-exclusive Theme,
you need to pick an applicable one and discuss it with the rest of the group.
Write down three new Traits from the new Theme (one from each set), three
new Theme Questions, and both Special Rules.
While it is good for the Players to prepare for the upcoming session by
recalling the events from the last meeting and potentially planning how to
handle their Personal Affairs and Court Challenges, this section is designed for
the Game Master. There are no secrets here - everybody's free to read through
this chapter, especially since each of you may one day decide to take on the
role of the GM. Bear in mind, however, that all of the rules below concern only
the Game Master.
We strongly recommend you use these rules to create your content. If you
prepare to run the game by your own set of rules, it may still be fun, but it
won’t be the true Defiant experience. This game is more than an idea for a
supernatural world with basic mechanics; it’s a whole playing philosophy. If
you do not follow the rules, you will be playing a different game.
Basic Level
This is the fastest and least demanding way of preparing for the game and
creating material. It covers everything needed for a fun Defiant Chronicle.
There’s nothing wrong with sticking to Basic Level throughout the whole
preparation process. In fact, if you’re new to Defiant, and especially if you’re
new to being a GM, we encourage you to.
This Level is also meant to be used by more experienced GMs who have little
time to prepare for the game. Using these methods will bring you results
faster, while still adhering to Defiant’s principles. Remember, you can also use
the Basic rules for some Chronicle elements while sticking with the Advanced
options for others.
Advanced Level
If you have a little more time on your hands or feel you get the hang of the
Basic Level rules, you should probably stick with the Advanced Level. The
Preparation will take longer and will require some more design skills, but it’s
Even if you’re only starting as a GM, we recommend you read the Advanced
Level procedures. Perhaps you will decide to use some of the rules, or at the
very least, you will get an idea of what awaits you in the future. Reading the
Advanced rules will also help you to understand the philosophy behind the
Basic ones. Just remember: you do not have to use any of them.
Expert Level
The Expert Level is designed with seasoned Defiant GMs in mind and enables
them to either go beyond the classic structure or introduce entirely new
elements to it. Using the Expert Level rules requires the mastery of both the
Basic and the Advanced Level. The rules for this Level are not included in this
rulebook and will be covered in future Defiant supplements.
To make navigating the rulebook easier, we’ve created symbols for each level
of GM mastery. The Basic Level is symbolized by a d6 with a single star on it.
The d8 with two stars represents the Advanced Level. Expert Level materials
are marked by a d10 with three stars on its side.
Rather than fleshing out events and plotlines with every detail, at this stage
you will focus on creating broad sketches of the stories to come and the
people the Characters will get to meet. Depending on your experience and the
Levels of preparation you choose, this whole process should take between
half an hour and three hours. Remember, you only need to do this once per
Season, which means you’ll have to put in this additional time or more than
once every dozen or so game Sessions.
Basic Preparations
This basic set of rules is all you need to follow to quickly create a new Season
in your Chronicle. Simply complete the two steps below, and you’re done.
Note that at this point, you are only creating Mirror concepts, not the actual
NPCs. “Rebellious Prodigy” is all you need right now; you don’t have to design
a whole character around this idea. There will come a time for this later when
you’re preparing for the Episode.
There are three types of Story Arcs, just as there are three levels of
preparation. If you’re going with the Basic Level, pick a Basic Level Story Arc,
as well. You may also create one yourself; you can find the instructions to do
so in this Chapter.
Advanced Preparations
If you want to add more details to the Season and feel you have the hang of
the Basic preparations, you may want to use the Advanced Level procedure,
described below.
This might be a person crucial to the Story Arc, but they could just as easily
have nothing to do with the events in the plotline. You can either design this
NPC from scratch or modify a Defiant described in the Province Guide to fit
this role.
Basic Preparations
Using the Basic rules, with some training, it should take you an hour or less to
fully prepare for an Episode. Follow the guidelines below.
Restock Mirrors
If you have used up some of the Mirrors during the last Episode, create new
ones so that you have three Mirrors per Character available.
Advanced Preparations
If you decide on the Advanced rules, the whole process of preparing for the
Episode should take about two hours. The Episode itself will probably become
a bit longer, taking you about eight hours to complete (you may easily divide it
into two four-hour Sessions, though).
If you have some experience with Defiant and are willing to put in the extra
time, this is probably the right level of preparation for you. Remember, you can
mix the levels, using some of the methods below along with the Basic rules
whenever you’re not feeling up for the Advanced version. You can also switch
between Episodes, creating some of them using the Advanced rules while
relying on the Basic version when you have less time.
All NPCs in Defiant have their Secrets. If someone’s Secret got out during the
last Episode, you should design a new Secret for them to keep the situation
interesting. You can read more about Secrets later in this Chapter.
When considering the NPCs for the Thread, you might want to include a Link
NPC, to make the situation more engaging. While they work great in personal
If you feel up for it, you may also design a rough outline of a future Thread so
you can announce it to the Characters during the Episode. This is optional.
Use it only if you want to have a big event on the horizon and think it would be
fun for the Characters to make additional arrangements beforehand.
However, especially if you're using an Advanced Story Arc, you might consider
dropping in an introduction seed or building one of the Threads around the
Story Arc’s issues.
You might also want to reevaluate your Story Arc, from time to time. Since you
are not following a script, the Characters might have taken the story in a
different direction, which could result in the Story Arc making little or no sense
anymore. Usually, it will only take small modifications to put it back on the
right track.
Remember that Mirrors are not NPCs - they’re basic concepts which can
either serve as foundations for new NPCs or be integrated into already
existing characters (i.e., Courtiers, premade residents of the Province,
members of the Authority, etc.)
Basic Mirrors
The easiest way to create a Mirror is pretty simple. Follow the steps below to
create the Basic Level Mirrors for your game.
Mirror It
Now create either an exaggerated or caricatural version of the Theme. Think
of an appropriate adjective that would sum up your idea. A Basic Mirror of a
Warrior Theme could be a “Brutal Warrior,” “Misguided Warrior,” “Cowardly
Warrior,” “Unbeaten Warrior,” “Creepy Warrior,” and so on. Trying to mirror the
Thirst Theme could result in Mirrors like “Insatiable Thirst,” “Disturbing Thirst,”
Advanced Mirrors
The Advanced version of Mirror creation is based around the same concepts
as the Basic one. By putting more time and effort into your preparations, you
will be able to create Mirrors that are better tailored to the Characters and
tweaked to make for more engaging and exciting relationships.
Merely establishing that the Player Character is a “Gem” is not enough. You
should come up with a more in-depth summary, like “A Very Confident Gem,
Who Uses Their Attractiveness to Get What They Want” or “A Vain Gem, Who
Loves the Attention.” Those are the types of Theme concepts you will try to
mirror in the next step.
The Challenger
The Challenger resembles the Character they mirror in many ways, at least in
the areas they are supposed to reflect. They show similar skills or attitudes,
and it’s usually hard to establish which one is superior. The Challenger takes
great interest in the Character. They easily become obsessed with proving
they are better. They may use every excuse possible to try themselves against
the Character, either through direct rivalry or indirect feats of strength. A
failure or defeat either fuels them even more or completely shatters them.
Since you are supposed to create Mirrors for the Players’ Theme concepts
rather than the Themes themselves, you should pay attention to what the
Challenger is actually contending. If the Character is a “Bloodthirsty Warrior,
Who Never Backs Down,” the Challenger may try to show they’re a better
warrior. But they can just as well focus on proving they are more bloodthirsty
or less likely to yield.
The Opposite
While the Challenger resembles the Character in many ways, the Opposite is
anything but. As the name suggests, they are the exact opposite of the
element they are mirroring. They do not necessarily need to have a problem
with the Character or even notice them (though they might, of course). Their
very existence in the Scene highlights the traits of the hero.
When creating the Opposite, decide on the scope of the opposition. If the
Player is portraying a “Carefree Socialite, Who Loves to Spend Time With
Others,” you can either focus on a specific aspect of the concept and create a
The Aspiring
The most important part of this Mirror is not who they are, but rather who they
want to become. Aspiring Mirrors, as the name might suggest, aspire to
become more like (or exactly like) the Character they are mirroring, at least in
regard to the Theme concept they relate to. They’re clearly not there yet,
though - they’re either only just beginning or are somewhere along the way to
achieving that goal.
The Aspiring might be an eager student of the Character, asking them for
guidance. They might also be copycats or try to become more like the
Character on their own, often misinterpreting some of the Character’s traits
and values. They do not necessarily need to be younger and less experienced
than the Character. An old Leviathan who wishes to start sharing their wisdom
with others might be an Aspiring Mirror for a different sort of Guide concept,
for instance.
The Flawed
The Character will find the Flawed Mirror very similar to them in some regard.
There is, however, something in the way of the Flawed becoming the same as
the Character. The key phrase when creating the Flawed is “if it wasn’t for
the…”. There’s a problem, a vice, or an obstacle that distinguishes the Flawed
from the Character.
The obstacle might come from the Flawed themselves or from an outside
source. If the Character is a “Gem, Who Loves To Be Adored by Others,” a
Flawed Mirror might be someone who is a “Gem Too Shy to Take the Stage” or
a “Gem Locked up in A Holding by a Jealous Spouse.” It’s also worth noting
The Lost
Unlike many other Mirrors, the Lost does not share many similarities with the
Character. They might even not resemble them at all. But they used to. This
Mirror once was almost the same as the Character they’re mirroring (at least
regarding the area they reflect), but something happened and they lost their
way, became broken, or gave in to their weaknesses. They’re probably beyond
helping now. They will never regain what they lost.
A compulsive gambler who lost their whole fortune might be a Lost Mirror for
a “Wealthy Lord Who Loves To Gamble” concept. A former bodyguard who fell
out of grace after failing to protect their Lady might be a Lost Mirror for a
“Duty-Bound Aegis” concept. The Lost serve as grim reminders of what might
happen to the Character if things go terribly wrong.
The Paragon
Paragons are the ones society looks upon as role-models and epitomes of
what they mirror in the Character. They have achieved it all and became the
embodiments of the concepts they reflect. Think of them as pictures of the
Character’s potentially glorious future. They do not have to be esteemed by
the community, but their mastery of the area is clearly established. They might
be famous, notorious, respected, or hated, but their status is well known.
Paragons may be at a point in their lives where their potential is lower than the
Character’s, but it’s their status and history that matter. A grizzled old warrior
who used to be the champion of dozens of tournaments is a fine example of a
Paragon, even if they’re past their prime. Then again, the current undisputed
champion, basking in their glory, is also a good Paragon Mirror for the same
“Warrior Who Duels for Fame” concept.
You will use the Mirror concepts to either design NPCs around them or
combine them with already established NPCs, making them more interesting
for the Characters.
Creating NPCs
Characters live in a world full of people, from mortals going about their days,
Lowborn and Bloodborn visitors from other Provinces, to the members of the
Authority, neighboring Royals and their own Courts, family and loved ones.
There’s no need to flesh out all potential NPCs the Characters might bump
into.
If they enter a shop, the mortal shopkeeper doesn’t even need to have a name
- if it becomes important, you’ll surely come up with one. The same goes for
the Lowborn bouncer at the club or a random angelic partygoer met inside. If
the Characters take an interest in an otherwise unimportant person, you can
improvise their details and work on them for the next session. With some
training, you should actually be able to create NPCs on the fly, at least using
the Basic method.
Basic NPCs
This is the fastest method of creating valid Defiant NPCs. As long as you have
a few Mirrors at your disposal (which you should, if you are following the rest
of the GM rules), with some training, you should be able to create NPCs this
way in a matter of seconds.
Make sure all the other choices during the NPC’s creation process are in line
with the concept you’ve chosen.
Pick a Position
Position in Defiant society is not only the indicator of the NPC’s duties and
privileges but also tells you how “supernatural” the person feels. The Lowborn
show minimal signs of their heritage. An Angel’s skin might be perfectly
smooth, a Daeva eyes might seem a bit more cat-like, and so on.
All Royalty, Princepses, and members of the Authority share the same type of
supernatural traits as Player Characters.
Pick a House
Choosing the House not only helps with establishing some of the NPC’s
values but also tightens the scope when it comes to supernatural traits. Daeva
of a particular bloodline may only switch to several different animal species,
all members of a Leviathan House share the same elemental affinity, and so
on.
Now, try to sum up the outward impression or the general idea behind the
character in two or three words. It might sound similar to the Mirror concept,
but could also be anything else. This is the NPC’s Archetype, and it will be
used as a Trait and/or Affliction when dealing with them. So, a “Vain Duelist”
might subtract one from the Character’s Potential when fighting them, but add
one to the Potential when the Character manipulates them by praising their
skill. With time, the Players may get to know the NPC’s Archetype, but not their
Mirror concept.
Write down the name, Archetype, Origin, House, Position, Secret, and Mirror
Concept. Congratulations, your new NPC is ready!
Advanced NPCs
The Advanced method of creating NPCs is an expanded version of the Basic
script. While still fast, it works better when used while preparing for an Episode
rather than during play.
The two most obvious and distinctive options are the “embodiment” and the
“antithesis” of a bloodline. Don’t be afraid to use them; they make for vivid
NPCs. When role-playing the NPC, remember to highlight their attitude
towards their House. It should be clear for the Players that the person they’re
talking to goes against their family’s values or is an exemplary member of
their House.
If you’re going for a less polarized kind of an NPC, put them somewhere in
between those two extremes. Try to finish one of these sentences:
If you start with “Demethea enters the room, her golden locks flickering in the
evening sun,” it won’t just make the scene easier to imagine, but will also
clearly distinguish between this NPC, the “always cranky Emethea,” and
“Demeviel with her unsettling tattoos.”
Anything can become a distinctive feature, but try to keep things simple: hair
color or style, specific tattoos or piercings, body features, unmistakable
clothing element or fashion sense, default attitude, an always present pet or
an item.
You should also create at least a single relationship the NPC has with another
NPC in the game. It’s clear all Defiant have formal relationships with either
their Lords or Ladies, spouses, Princepses, and such. You should, however,
design an additional, more personal relationship for them. It can still be with
someone with whom they share an official bond. “Is married to Lady Ambrosia
Kyrios” informs us of official status, but “Absolutely hates their wife, Ambrosia”
will do just fine. Of course, some relationships may actually be the NPC’s
secrets as well.
If you don’t have a particular relationship in mind, try using one of the
following:
You can return to them later, after the session has ended. Then you can flesh
out all the missing details and perhaps design a proper Mirror concept for
them. While you should have as many Mirrors as possible in the game, it’s
also ok if some NPCs end up not mirroring anyone, especially if they are less
prominent.
Player-Created NPCs
During the Character creation process, Players have to come up with many
NPCs of their own - mostly their Courtiers and spouses. They can design
those characters any way they want; do not try to enforce your own ideas.
If you can find fitting Mirror concepts to merge with those NPCs, excellent! If
not, do not worry about it, those NPCs belong to the Players, after all. What
you should do, though, is ask for additional details to flesh out the NPCs
better. Ask about their relationships and distinctive features, if you feel it
would make roleplaying them easier.
You are also free to give them any Secrets you see fit. After all, the Player
Characters don’t know everything about their subjects and spouses.
By default, you should create a single Secret for an NPC. If it ever comes to
light, you can easily design more Secrets later. This way, you do not have to
spend too much time on planning, and new Secrets will be more in line with
the current state of affairs in the Chronicle.
Basic Secrets
The Basic method of creating Secrets is pretty straightforward. Write down
one thing that the Characters don’t know about the NPC that is not obvious
after a brief interaction. They might have an affair or a hobby they’re not
sharing, may have gotten into some kind of trouble, have a secret crush on
someone - go with anything that sounds interesting.
Write the Secret down. It is safe for now, but you can reveal it whenever it
would come in handy, to either tell the Characters more about the NPC or to
keep the story interesting. Of course, the Secret should not be revealed out of
the blue. The Characters may stumble upon it while searching for something
else, the NPC might tell them the Secret in an honest conversation, or they
may witness something by accident.
Advanced Secrets
The main idea behind Advanced Secrets is the same as with the Basic ones:
you come up with additional facts about an NPC that are not known to many
and are not obvious. This time, however, when designing a Secret, try using
Try giving different types of Secrets to different NPCs to make the world more
diverse. For the same reason, it’s usually best to switch between types when
adding new Secrets to an NPC whose old Secret has already been revealed.
Dirty Secrets
These Secrets are obvious weaknesses of the NPC. Whoever knows them
gains powerful leverage. The NPC has done or is still doing something wrong,
probably against the Domain’s rules. If you choose something grievous, it will
have a significant impact on the NPC. It probably means that they put quite an
effort into keeping their dirty deeds hidden. You can also choose a minor
transgression as their Secret. Sure, they do not want others to find out, and
the exposure would probably be painful to them, but it won’t be the end of their
world.
The neighboring Princeps’ dirty Secret could be that he killed another Defiant
and made it look like an accident. It could also be that he fancies the wife of
one of his Lords, and their “council meetings” are actually a cover-up for an
affair to which the husband has not agreed.
Surprising Secrets
The idea behind surprising Secrets is to turn the NPC’s story in a new
direction. It’s supposed to be something that the Players do not expect. While
it can change the impression of the NPC entirely, it’s often best to create
something slightly less severe. Remember not to overuse surprising secrets,
as it can create a sense of disinterest in the NPCs as a whole. If no one is who
they seem to be, then why should the PCs invest in relationships with them?
Silly Secrets
Sometimes, you don’t need great reveals for your NPCs. Silly Secrets make an
NPC feel more human and relatable. Learning these details probably won’t
change much in the game, though they should deepen the relationship with
the NPC or help to show them in a different light. Try not to overdo it – unless
this is your exact intention, do not make the NPCs seem too wacky.
Maybe a Lady holds discreet meetings for the chosen few that turn out to
actually be ‘70s horror movie marathons. Or perhaps she is a complete
dilettante when it comes to technology and can barely operate her
smartphone, relying on Courtiers to “do something about this hellish
invention.”
Perhaps one of the Lady’s courtiers – her former lover – is held in her
dungeon and treated poorly, as the Lady felt betrayed and heartbroken. Or
maybe the Lady has a dark past, because she had to do the dirty work for one
of the Archons before inheriting her Holding.
Intimate Secrets
These secrets are mostly benign and can’t really hurt the NPC, but are tightly
kept anyway. They are the things reserved for only those closest to the NPC
and more often than not shared with no one at all. When the Players learn an
NPC’s intimate Secret, they should either feel allowed into their private world
or that they clearly breached the boundaries of their relationship.
Creating Threads
Threads are the main story-seeds of the game. Each Episode features two
Threads, meaning that there’s at least a single Thread to play every session.
Think of Threads as set-ups for the Scenes: there’s some scenography, a few
people with agendas, a potential problem, something to be gained, and
something to learn. When the Player Characters enter the scene, everything is
put into motion.
What they cannot steer clear of, are the issues connected with their Themes.
Mirrors, Trouble, Theme Questions, and Special Rules - all those mechanisms
will introduce story elements linked to their Themes. They may get involved
with the main developments of a Thread or observe them from a safe
distance, but because of those rules, Scenes will be engaging for them
nonetheless.
• An event is taking place somewhere, and the Player Characters are a part
of it.
• There are some issues, problems, or complications present that the
Characters either try to tackle or watch as they unfold.
• Interesting people are present: some might want something from the
Characters, while others offer as potential chances for engaging
interactions.
If you’re using the Basic Thread creation method, it should take you no more
than ten to fifteen minutes to create one.
Choose a Location
The event has to take place somewhere. It can be a Holding belonging to one
of the NPCs, a popular party site, a dangerous or forbidden territory, a
mundane club, or shopping center - pick any location you’d like to show the
Players.
Choose an Activity
Since we know “where,” let’s focus on “what.” An event is happening at the
location you’ve chosen. Since the Characters need to be present, it probably
shouldn’t be random. When in doubt, always go with a party that the
Characters are invited to and can’t really miss because of either personal,
political, or legal reasons. There’s nothing wrong with them wanting to go, but
since you need them all to attend, it’s best to give them a reason.
Keep in mind that Defiant “parties” can take on numerous forms, from formal
balls and official banquets, through flamboyant galas, artistic shows, and
private meetings, all the way to spicy festivities and perverse orgies. And if
parties are not the right choice for your Thread, you can go with hunts (either
for minor apocalyptic creatures or for anything else), tournaments of all sorts,
Create Problems
A good Thread never goes smoothly. There’s always some sort of a problem
or a complication, such as a scandal during a formal ball, an assassination
attempt during a diplomatic endeavor, a stark new law introduced during a
council meeting, or a terrible accident during a hunt.
Introduce NPCs
Add at least a single NPC for every Player Character present in the Thread.
They need to have someone they can talk to. You can use the NPCs they
already know or introduce new people. There can be many more Defiant
present in the Thread, but you need to have at least those few prepared. If it
comes to it, you can improvise or use one of the additional NPCs you created
during the preparations.
Advanced Threads
The idea behind Advanced Threads is the same as with Basic ones: there’s
some sort of an event happening, the Characters and some NPCs are present,
problems might occur, and possibilities might arise. Creating a Thread the
Advanced way results in a better, more compelling setting with greater
potential for interesting developments. It should take you between half an
hour and forty-five minutes to create a Thread using this method.
Choose a Location
There are plenty of different location types to choose from. Each serves a
number of different purposes, so either go with what you find most interesting
or most useful. Visualize the location you want to use in the Thread, and write
down its three unique or extraordinary features.
It can be pretty much anything that you find interesting and will help you bring
the scenery to life during the game: “wind howling through empty corridors,”
“an impressive hedge-maze,” “all courtiers dressed in bright red colors,” “a
giant fish tank in the middle of the restaurant,” or “occult graffiti on the walls.”
Below, you will find a list of different location types you can choose from. Try
not to overuse a single type during the Chronicle so things stay fresh and
exciting.
Character’s Holding
Placing the Thread in a Holding belonging to one of the Characters is a quick
way to set up the scenery. Since the Player had to design the place, and you all
got a chance to explore it through the Court Challenges, there is less
preparation required. In addition, the story will surely be engaging for the
Player in question - it’s their home, after all.
Neutral Ground
While this location could technically be a Holding, it’s rather uncommon.
Neutral ground is any place where hostility is banned and neutrality is
somehow enforced. It may be a club under the protection of the Archon of
Justice, where all fighting is forbidden and which serves as a meeting point for
warring factions. It could also be a place of strange mystical energy that turns
against anyone resorting to violence in the vicinity. Whatever the reason, the
When designing neutral ground, you have to come up with a reason for its
status: Is it enforced by a powerful Defiant? By occult powers? Or maybe it’s a
part of local tradition and going against it would enrage the community? Of
course, using neutral ground as the location for a Thread only makes sense if
neutrality poses a potential problem for the Characters. They may either face
their enemies there or could serve as peacekeepers, enforcing neutrality on
someone’s behalf.
Dangerous Territory
From time to time, you may decide that you want to take the Characters out of
their comfort zone, and have them leave the relative safety of their
surroundings. There are two main types of dangerous locations. Some have to
do with the apocalyptic activity in the region. An area infested with minor
Horsemen, a secret gathering of an apocalyptic cult, a town square infused
with strange mystical energy - these kinds of locations are perfect for pitting
the Characters against their true enemy: the servants of the Apocalypse.
Another type of dangerous territory involves the areas and activities either
forbidden by the Authority or governed by dangerous rulers. An illegal black
market run by Lowborn might be hazardous because of the cutthroat dealings
done there and the risk of getting caught by the authorities. A half-rogue
Province run by a Shemesh-supremacist might be dangerous because of
harsh laws targeting all but their bloodline. Even without any direct apocalyptic
influence, such a location can prove quite dangerous for the Characters.
Party site
While Holdings may be popular locations for fun activities, especially if they
are governed by creative and interesting rulers, there are plenty more places
throughout the Domain that the Defiant visit when seeking additional thrills or
Choose an Activity
Below, you’ll find a list of six types of activities that are perfect to use in
Threads. Each comes with three crucial elements you need to come up with
during preparation. With time, you might want to experiment with this
structure a bit by introducing new elements or changing the default ones, but
we recommend you start with those provided below.
Party/Ball
From formal banquets and evening cocktails, through dance parties and
informal bashes, to illegal raves and perverse orgies, this option includes a
wide arrange of activities. For an event to fall into this category, there must be
many people present and the gathering is supposed to be fun for the host
and/or the guests. Since the Defiant have very different views on the idea of
“fun,” parties can take many different forms.
If you decide on choosing the “party/ball” as the activity for the Thread, you
need to include three key elements. Each party has its own event protocol.
It may be formal or informal, starting with a meal or an exhibition. The
participants may be required to act in a particular manner, and so on.
Remember that “drinking large amounts of alcohol while fighting one another
and listening to heavy metal in a biker club” would also be considered “event
protocol” - it does not have to be high-class and snobbish.
The next element, the preconditions, cover all the things the Characters need
to do to attend the event. Participants may be required to dress in a certain
manner or go alone, with spouses, or with a number of people. They may be
required to bring some sort of a gift for the host or an item needed during the
festivities. Perhaps they need to prove they are worthy before entering, and so
on.
Tournament/Contest
Defiant are keen on tournaments of all sorts. Some are highly competitive and
love to prove their superiority. Others enter contests for the sheer excitement
competition brings, or because they desire the prize. Tournaments can take
many forms, from duels, MMA-style fights and street races, through design
contests, challenges of will, and urban project competitions, to shows of
sexual prowess, perverse games, and exorbitant games of truth or dare.
Characters might participate in the contest themselves or support one of the
participants.
The first thing you should consider when designing a tournament activity is
the prize. The joy of winning is one thing, but many participants are in the
contest for the rewards. The prize should be something the Players might be
interested in. This makes for a more compelling Thread. A new Courtier, a
special privilege granted by the Princeps or the Executor, an invitation to an
exclusive event, a desirable item, the hand of the Archon’s daughter - pick
whatever you think will be the most interesting.
Every contest needs rules. This is pretty straightforward. What is the nature of
the tournament? How does one win? Are there any actions that are forbidden?
Is there a judge or a jury present (perhaps they can be swayed)? You can
create an intricate and unclear set of rules to make the Characters focus more
The last thing you should do is choose the favored to win the tournament. The
current champion, the expert in the field, the exceptional contestant – they’re
someone most Defiant expect to triumph. This doesn’t necessarily mean that
the favored has to win, but the odds are in their favor. Of course, this position
puts a target on the favored’s back. Other contestants know they have to
neutralize the threat if they are to succeed. Usually, NPCs are the best
candidates to be favored, but you can also go with a Player Character,
especially if it’s consistent with one of their Themes or the story so far.
Duty/Mission
There’s more to being Royalty than fun parties and exciting tournaments.
Sometimes, Lieges need to act on behalf of their Princepses, Archons, or
Executors. Since each member of the Authority has but a handful of agents,
they rely heavily on the Royalty’s help to maintain order and carry out their will.
The same goes for the Princepses: rather than interfering directly, they tend to
leave many matters in the hands of local Royals. Arresting another Royal for
questioning, investigating a mystery, serving as diplomatic envoys to another
province - the list goes on.
To design the specifics of the duty or mission the Characters are to embark
on, start with its nature. What is it they are supposed to do? Why are all the
Characters needed to carry it out? Who asked them to do the job? There are
four main types of missions: administrative, diplomatic, investigative, and
punitive. The Characters will usually oversee and manage a task carried out by
others (such as setting up an event), negotiate or improve relations with
someone (like trying to form an alliance with another Province), get to the
bottom of the problem (such as finding out who committed a crime), or carry
out sentences (like arresting a criminal).
Mortals are obviously no match for Defiant Royalty. Refrain from granting the
mundanes any additional powers or advantages to even out the odds. You
should, however, design a few mundane complications for the Characters to
overcome. Since all the Challenges in this thread will likely be passed with
flying colors, focus on things like red tape and bureaucracy, conflicts between
the mortals, mortal superstitions, ethics, and moral norms. Sure, the
Characters shouldn’t really have problems overcoming those odds, but
obstacles make for a more interesting story.
To add a bit of real challenge to the Thread, you should also design some sort
of supernatural interference. The Characters may stumble upon another
Highborn with their own agenda, a group of Lowborn might interfere with their
plans for whatever reason, they can discover an underlying apocalyptic
Meeting/Visit
Not all Defiant meetings involve festivities and large crowds. This action type
represents small gatherings, dinners among friends, game nights, neighborly
visits, council meetings, and private audiences. Because of a relatively small
number of attendants, meetings and visits are an excellent way for the
Characters to get to know NPCs better. While dialogues usually play an
important part in these kinds of Threads, meetings can take many different
forms beyond talking and exchanging pleasantries.
When choosing this activity for your Thread, you should start by focusing on
the subject and general outlines of the gathering. Every meeting is held for
some reason. The host might just want to socialize (and it should still make
for an interesting Thread), but they might also have an obvious or a hidden
motive. The Princeps may call their trusted advisors to help them reach an
important decision, a Lady might want to make an announcement, or
someone might set up this meeting as an excuse to meet with their secret
lover in plain sight by putting them on the guest list. Go with something that
seems interesting to you.
Next, there’s a question of the form of the meeting. A lazy day in the Holding’s
spa area, a business-like gathering in a conference room, a friendly trip to a
nightclub, an intervention staged by friends to make a Royal aware of their
wrongdoings, or even a barbecue - all of those examples are proper meetings.
The Characters are usually aware of the form, and perhaps need to prepare
accordingly. Of course, sometimes the host might have a surprise in store,
and the guests might have no idea about what they’re getting into.
Fight/Hunt
Not all activity types put social interactions in the center. Sometimes, the
Defiant need to fight an enemy or hunt something or someone down. The
fight/hunt option represents all sorts of different action-oriented Threads,
from bouts between two Royals and their supporters, through officially-
sanctioned hunting events that are pretty much excuse to have some fun, to
pursuing a rogue Courtier or waging an epic battle against an apocalyptic
monster.
If the Characters are entering a fight or a hunt, they will need a target - either
the prey they are chasing or the enemy they will face. Depending on the exact
nature of the hunt or fight, there are a plethora of options. In the case of
official hunts organized by a member of the Royalty or the Authority, the target
could be minor apocalyptic creatures that plague the local area or any mortal
sharing a particular trait (remember that the hunts do not have to be lethal in
nature). The Characters may be about to fight one of the Royals who opposed
the Authority and fell out of grace. But now they’ve barricaded themselves in
their Holding, alongside loyal Courtiers. The felon must be apprehended and
brought to justice. If the Thread revolves around trying to take down a mighty
beast of the Apocalypse, it’s obvious that the monster is the target.
In Defiant, even a gruesome battle is never only about the action; every fight or
a hunt also serves as a pretext for something. A secret society might use a
hunting event as a perfect opportunity to approach the Characters. A cutthroat
Lady might send her goons to assassinate her rival during a fight with
apocalyptic forces (in which case, the Characters might either be the targets
or the witnesses of the act). Intrigues, romances, politics - always make sure
to include them in Defiant fights and hunts.
Implementing Issues
Before we discuss different issue types, let’s focus on the implementation.
Issues are basically important elements of the world of your Chronicle and
Defiant as a whole. They could be Commandments or local laws, NPCs’
personalities, the idea of fighting the Apocalypse, and so on. All those things
exist in your world, but implementing them as issues is designed to make the
Players more aware of them, thus ensuring that you all experience the key
elements of the Chronicle.
There are three different approaches you can choose from when
implementing an issue. You can showcase the chosen issue in the Thread.
This is probably the easiest option. If the issue you have chosen is the bad
temper of a neighboring Lord, include a scene in your Thread where he lashes
out at his Courtiers for no apparent reason. If you want to showcase a conflict
between two Houses, make sure to highlight the tensions between their
members throughout a whole party. Showcasing means that you simply need
to show the issue. The Characters do not have to act in any way; they should
just be made aware or reminded of the issue’s existence.
The issue may also serve as underlying trouble throughout the Thread. In this
case, it becomes a minor or major inconvenience for the Characters. The ill-
tempered lord accompanies them on a mission for the Princeps. Rather than
dealing with him, they need to put up with his behavior. If there’s a fallout
between them and the Lord, it probably won’t ruin the mission, but then they
will have to deal with a very disgruntled Lord instead. The Characters might
also visit a Province already torn by a war between two Houses. They go
about their business, but every person they meet expects them to take their
side, random acts of violence erupt during events, and so on. The issue does
affect the Characters, making their lives harder, but is not in the center of the
Thread. There’s also probably no easy way to overcome the issue - it’s just
there.
Commandments
In the world of Defiant, Commandments are probably the most influential laws
impacting the lives of all the supernaturals in the Domain. Each city has a
different set of Commandments, as each Sephira has different needs. Using
them as an issue helps to highlight the feel and basic rules of the Domain.
For the sake of this example, let’s say your Chronicle takes place in a Domain
with a rather dull and straightforward Commandment: all Defiant are expected
to wear red. This is far from exciting but will work well to illustrate how to
create issues from Commandments. You could use it as a showcase by
creating a party where everyone is dressed in red. If you’d rather go for an
obstacle, you could implement a shortage of red fabric just before the party.
Creating a stealth situation where the Characters’ red clothes stand out too
much would constitute using this Commandment as trouble in your Thread.
Of course, you may also use this type of issue to highlight the distinctive
features of the Character’s Province or even their own Holdings, if you decide
to create a Thread happening there.
An Archetype or a Secret
The issue does not have to do with the rules or the way Defiant society works.
If you want, you may focus on a single NPC by using their Archetype or Secret
as the issue for the Thread. To keep the story interesting, you need to choose
a proper candidate for this role. Building a Thread around a supporting NPC,
that the Characters have no emotional connection with will probably result in
an uninspiring Thread, unless you make additional effort to make the Players
invested in the NPC in question. When choosing a proper candidate, the safest
option is always NPCs directly connected to the Characters: their spouses,
loved ones, superiors, enemies, or rivals.
It doesn't necessarily need to happen at the end of the Thread, nor does it
have to be groundbreaking. Its sole purpose is to stir the situation a bit,
making it more engaging. It’s also ok if the Characters don’t react to it; the
Thread became more diverse nonetheless. You can choose from any of the
options below.
Introduction
You can use a high point to introduce new elements to the story. A new Law
may be introduced by the Princeps, a new important NPC might arrive at the
party, a new element of the Story Arc might come into play, and so on. You
can also use this high point to introduce new conflicts, Provinces, enemy
activity, and the like, as long as it’s something the Characters were not aware
of before.
Reveal
Similar to the introduction, the reveal is used to show an outcome or
information some people (or everyone) is either looking for or waiting for. The
identity of the culprit might be revealed in a Thread. An Archon’s decision in an
important case might be announced. The winner of a tournament might be
proclaimed. The true intentions behind someone’s actions might come to
light.
If your list consists of more than five roles, consider joining some of them
together. Perhaps the host of the tournament can also be the one expected to
win? Maybe the head of one of the factions could also be the one involved in a
scandal? Since the Characters might bring some NPCs with them, keeping the
number of crucial participants low will make it easier to manage them during
the game. You can design more than five key NPCs but bear in mind, you’re
putting additional weight on your shoulders.
Once the list is complete, either choose already-established NPCs to fill in the
roles, or create new ones by using the standard rules (i.e., assigning them
Mirror concepts, giving them Archetypes, Secrets, and so on).
When you’re done, you should choose two NPCs connected to the Character,
and give them the agendas. A Character’s spouse might ask them to stand by
the Princeps, while their best friend could plead for them to side with the
neighbor. Since the agendas are in conflict with each other, the Character
cannot comply with both. They need to make a choice based either on their
opinion of the person asking, their own ideals, or what they deem most
appropriate.
You should create a pair of contradicting agendas for every Player Character
and assign them to proper NPCs. These could be their family, friends,
superiors, Courtiers, and other Defiant that have some sort of connection or
relationship with them (perhaps someone from the Thread’s key NPC list). Of
course, you should also come up with an explanation as to why the interested
parties want to achieve their goals. It doesn’t have to be deep and meaningful,
though. Wanting someone to fail because of carefully crafted political
machinations is just as good as wanting them to fail out of petty spite.
You don’t have to come up with the list of everyone in the group or the
specifics of their inner hierarchy. When creating NPCs in future Episodes, you
may decide to make some of them part of different interest groups, which will
make for a more interesting story. It’s one thing to go against a single Defiant
and totally another to feud with them and the faction they are a part of.
To introduce a group, you do not have to make them the main topic of the
Thread. Simply add some of them as guests at an event, or have them show
up to protect their interests. They may even try to recruit the Characters or at
least sway them towards their cause.
Consult the Province Guide as to how to implement the Story Arc you have
chosen for your Chronicle. Every Province comes with its own set of Story
Arcs, along with instructions on how to use them.
Without any additional NPCs, you already have a few that need to be added,
since they are crucial to the Thread (like the host of the party or the criminal
on the run). In addition, you need to at least acknowledge the existence of two
more NPCs per Player Character, so they can have their conflicting agendas
(though they do not have to be physically present in the Thread). If you feel
you can squeeze in a few more, go for it, but try to keep the final number of
named NPCs present to under a dozen.
Of course, the Thread might be full of unnamed NPCs. If the need arises
during the game, you can improvise and introduce new characters. Since you
don’t know precisely what you’ll need (as that depends on the Player
Characters’ actions), it’s usually better to make them up during the Episode
than try to prepare them in advance.
The side event might be an obvious part of the Thread from the beginning. For
instance, the Characters might be invited to a dinner and then asked to do
something on behalf of their Princeps. You could also include the side event
as a surprise: someone might propose an ad-hoc tournament during a party to
pick the candidate for a mission or reward.
If you’re going to add a side event to your Thread, try to use as much of the
already existing resources as possible. Base it around the NPCs that are
already there, use the same location - you’re not supposed to be spending
hours of prep time on a single Thread.
The Story Arc is a plot device that is the closest Defiant Seasons and Episodes
come to having an actual scenario. It is not a script. It’s an underlying tale, or a
picture, slowly becoming visible as the Season progresses. It may become
important in the closing Episodes of the Season, but for most of the game, it’s
almost dormant.
To illustrate this better, think of different TV series that you know. Some are
centered around the plot. The heroes try to unravel a mystery, fight for their
lives, or contend for the crown. Every episode brings them closer to the final
conclusion. Then, in a climactic grand finale, they finally face the big problem
or the main enemy. This is close to how many classic role-playing games feel
like. You look for the dragon, you fight off minor minions; finally, you slay the
beast and take the treasure or rescue the princess.
The role of the Story Arc is not to overwhelm the Characters with problems
but instead show them that the world around them is not static. There is no
status quo, even if the changes are slow for the most time. Without the Story
Arc, sooner or later, the Players would simply get bored with the stagnant
situation.
The official Province Guides, like the Bridgewood Boulevard Guide in this
rulebook, come with their own, ready-to-use Story Arcs that you can introduce
into your Chronicles. If you’ve only just begun as a Defiant GM, it’s probably
best if you use one of them. If you’re set on creating your own Story Arc, read
the ones in the guide to get a better idea of how they should look.
Once you work out all the details, write them down so you won’t forget them.
This is the dark fate. These are the things that will happen if the Characters
won’t do anything to stop them. Of course, they are not aware of it at this
point, and that’s ok. They will be slowly learning about the situation until they
have a chance to act and perhaps save the day.
Do not put too much emphasis on this; it’s not even an introduction to the
problem. It’s something the Characters should look back on and think: “Oh, we
heard about this before.” It’s best to put this into a conversation about a
different topic or as an unimportant side scene (“You see the Princeps arguing
with an Angel you do not know, who leaves the party in a hurry, clearly
agitated.”).
While the Characters try to help one of their friends by buying back an item
from a Lowborn black market, they come across the villainous Angel and his
thugs, who are out to buy illegal weapons. The Characters may ignore this,
they may try to report it to the authorities (though it could prove to be a
problem, since they were also present at the black market), or they may even
decide to face off against the Angel, for whatever reason.
It doesn’t really matter. Whatever happens now won’t really influence the
outcome of the Story Arc; it’s just another way to introduce the Characters to
the problem. Basic Story Arcs are straightforward and the Players won’t have
too much of an impact on how the events transpire, at least until the finale. All
this would make for a pretty terrible plot device if the Episodes revolved
around it. Since Story Arcs in Defiant have more of a background role and the
Characters have a great impact on the game world in all other, more important
areas, you do not have to worry about it.
If the Players inform the authorities, the Angel might even get questioned but
will manage to successfully plead his case. If they fight him, as long as they
do not kill him, his plans will not change. And since the Characters do not
know his plans at this point, they’re not really able to stop him.
Whatever idea you’ll come up with, remember this is still not the conclusion,
and the Characters cannot stop the Story Arc from going forward at this point.
Of course, they do not have to idly watch the situation unfold. By this point,
some of them might as well be romantically involved with the villain, be his
bitter rivals or organize a coalition against him - the Story Arc will still
continue. If you’d like, this is a potentially good moment to give the Characters
some sort of a choice that could influence the final stages of the Story Arc, but
it’s entirely optional.
If they enter his Holding, ready to arrest him after a fight with his Courtiers,
they will discover the Angel missing. Or perhaps they will manage to capture
him, only for the Princeps’ guard to allow him to escape after the Episode.
The second Thread focuses on the aftermath of the Story Arc. It might be the
Princeps’ burial (if the Characters failed or didn’t want to save him) or a trial
held to decide on the villain's future. Some sort of change should come from
this, setting the mood for the next Season. With the Princeps dead, his party-
loving daughter takes over, promising more relaxed Province rules. Or perhaps
the Princeps did survive but the experience changed him in some way, and the
Characters get a glimpse of what his future rule might look like.
Since you cannot be sure how the showdown will end, you have to be
prepared for two potential aftermath Threads, depending on whether the dark
fate comes to fruition or not. This means you actually need to design a total of
three Threads for the Episode, one of which will not be used. The two
aftermath Threads may share the same location, NPCs, and other elements,
since you will use only one of them.
The Player Characters are put between those two and serve as a third faction
or group that can tip the scales in either faction’s favor. When the time comes,
they are asked to choose. The line is drawn, and they end up on one side or
the other of the conflict, even if they are not fully committed to the team they
are now stuck with.
The “discarded” faction makes one final attempt to sway the Characters to
their side. If they succeed, the Characters are now considered allied with
them. If they fail, the Characters stay with the faction they previously chose.
The “enemy” faction, unable to win the Characters’ support, turns to the “dark
side” to even the odds. They may do something outright forbidden, decide on
a very irresponsible course of action, or find problematic allies. This situation
was far from obvious when the Characters were making a choice, but now it’s
clear: the other side must be stopped.
In the Season finale, the factions finally clash in a definite showdown, from
which only one group can emerge victorious. If the Players fail, the next
Season will probably be drawn in dark colors. If the “good” faction emerges
• Kyrios siblings fighting to prove their worth and secure their right to the
throne
• A secret society trying to overthrow the Princeps they see unfit to rule
• Two groups or royals, pushing for different laws to be implemented in the
Province
• Two Defiant courting the same Lady to become her Consorts
• Princepses waging war against each other, with whole Provinces involved
You will need to show each side of the conflict in a good and bad light. The
Characters are supposed to see both the positives and the negatives of each
faction before they jump to conclusions and start acting. You can create more
than four seeds, but try to keep it balanced - for every positive or negative
piece of information or scene about one faction, create another of the same
kind about their rivals.
Create the Light Path and the Dark Path for Each Faction
Until the Characters get involved, both factions follow a “light path.” This does
not mean they have to be honorable or likable. It simply means they are not
doing anything that would make allying with them impossible. They do not
break the most important Defiant laws; they are not crazy psychopaths. The
standards for the “light path” are pretty low.
This is the state of things at the time; the Characters get to learn about the
factions and potentially meet them. From here on, though, each faction can
either follow their “light” way or turn to their “dark path” if they are not chosen
by the Player Characters.
You will need to think of the ways either faction might turn to their dark side.
They might ally themselves with forces of the Apocalypse, resort to using that
one forsaken artifact they know they shouldn't, start killing off their rivals in a
series of assassinations, request help from a widely despised group, and so
on. You might also go with something less dramatic. Since you do not know
which faction will be chosen by the Characters, you have to prepare the dark
paths for both sides of the conflict.
The most obvious situation is the one where the Characters are asked by both
factions to do something for them and can only help one of them. You have to
make sure that the Characters cannot abstain from choosing a side
altogether, meaning that their lack of action should also result in taking a
stand against one of the factions. If one of the parties asks them to deliver
something to the Princeps and the other asks them not to do that, there really
is no middle ground.
Note that it is far more important for the factions to feel the Characters have
made their choice than for the Characters to feel they’ve allied themselves
with one of the rivaling groups. Even if they try to remain neutral and not
engage in the conflict, one of the sides will consider them a part of the enemy
team.
The final “choice” between the factions is actually a two-step process. After
the first situation, where the Characters needed to pick a side, the faction they
did not choose will come to them to ask them to reconsider their position.
Again, it doesn’t matter if the Characters feel they are a part of the conflict -
the faction asking them to reconsider sees it that way and will interpret any
declarations of neutrality as sticking with the other side.
What’s important from the design standpoint is that the situation changes.
One of the factions is now clearly villainous. The other might be far from
perfect but is still an obviously better choice. You do not want the Characters
switching sides over and over again. They made a choice once, then were
asked to change their mind and either did or stayed by their first option.
• Several introduction seeds (at least four) that you can insert into Threads,
Court Challenges, and Personal Affairs during the first couple of Episodes
• An idea for a Scene, taking place during a Thread, where the Characters
are to choose between the factions
• An idea for the two potential Scenes, in which the other faction makes
their case and asks them to reconsider
• A number of side-events showing the rejected faction following their dark
path
• The outlines of two potential Threads - the showdown between the
factions, with the Player Characters involved
• The additional step each faction would take if they were to follow through
with their light path
• The problematic situation that will emerge if either faction wins the
conflict while on their dark path
Once you’ve prepared everything needed for an Episode, you’re ready to meet
with the Players. It’s now time to put your work to use to have a fun game
session in the supernatural world of Defiant. Since you did not create a
detailed script, at this point no one really knows how the game will progress.
All you have is a canvas with a few sketched lines and random dots of color
painted here and there. It’s up to you and the Players to build upon this so that
by the time the Session is over, you’ve created a fascinating, colorful picture.
There’s a specific mindset that the Defiant Game Master needs to adopt. If
this is not your first role-playing experience, do not rely on your routines alone,
since different games view this subject in a number of different ways. In
Defiant, you are not the storyteller. You are not a bard, impressing everyone at
the table with your intricate plot and colorful cast of characters. This may have
been the case in the last game you played, but Defiant works in a different
way. Keep in mind that this guideline is more about your attitude and mindset
than the exact way you should run your games. When it comes to details, stick
to the rules provided in this book. They were designed especially for this kind
of GM - Player dynamics.
In many ways, in Defiant, you are the one to be amazed, and the Players are
the ones telling the stories. You set up the scenes, you put Characters in tight
spots, you present them with choices, and you grant them possibilities. And
then, you sit back and watch the story unfold. Sure, you get to help along the
way, add a few details here and there, interpret the results of Challenges and
Some games will tell you to create an interesting story with numerous
obstacles the Characters need to overcome. If they succeed, the Players get
to know the whole story. It’s probably the most popular approach. Others may
tell you to play to find out what happens - work out the story as you go,
together with the Players, by using rules that support an improvised plot. In
Defiant, you play the game to find out who the Characters are. Sure, you learn
a bit about them during the Character creation process, but that’s just the tip
of the iceberg.
Who are they really? What do they value the most? What will they do to get
what they want? How are they different from others? What do they long for?
What do they hate? With every Scene and every Episode, the Players add new
details to their Characters’ portraits. They start out as simple concepts, and
hopefully, by the end of the Chronicle, everyone has a compelling, detailed
vision of their hero. The stories the Characters tell are not the tales of great
deeds or epic adventures. They are the stories about them, about who they
are, what they achieved, and what they sacrificed to get there.
On the other hand, we do not live in a perfect world. We’re not always at our
best; our mental capacity varies each day. This means, as the GM, you will not
always operate at your hundred percent. And this is totally fine. Playing RPG is
not about delivering the perfect experience, it’s about having fun together.
As with game preparation, in Defiant there are three different levels of game
mastery for you to learn. Depending on your experience and current form, you
may choose to run the game on any of them. It’s also ok to switch between
them throughout the game or use different levels of mastery for different
elements of the session.
Basic Level
This is the set of basic rules that enables you to run a Defiant Episode.
Consider them a minimum needed to create the Defiant experience for your
Players. You can stick to the Basic rules for your whole Chronicle, never using
any of the Advanced techniques, and have a great time with your Players. If
you do not adhere to them, you can probably still have fun, but the game you’ll
be playing will not entirely be what we had in mind.
The rules of the Basic Level were designed to enable you to quickly learn and
start running the game. They are also good enough for the more advanced
GMs to use during the less important moments or when time is an issue.
Whether you’re a first-time GM or a seasoned one, it’s important that you read
the Advanced section. Even if you’re not planning to use them, the Advanced
rules may clarify some issues and show you a bigger picture.
Expert Level
The rules of the Expert Level are not included in this rulebook. They are
designed for seasoned Defiant GMs and have little use until you run many
games - probably more than one full-length Chronicle. The Expert Level lets
you tinker with the game mechanics and tailor them to your needs, and
introduces methods that are way too demanding and time-consuming if
you’re not fluent with the game.
Mirrors
During preparation, you have to spend some time designing NPCs the proper
way and assigning Mirror concepts to them. You should also have a few
unassigned concepts to use, should the need arise. Mirrors are probably the
most powerful tool at your disposal. Just by playing them out the way you
designed them, you will make the story far more engaging for the Players.
During an Episode, you don’t have to worry about the specifics. It doesn’t
matter what kind of a Mirror an NPC is - you took care of that during
preparation. All you have to do now is portray the NPCs the way you designed
them, and the Mirror system will do its job. Sure, some Mirrors will work better
than others, but that doesn’t matter. In general, your Episodes will resonate far
better with the Characters because of all the Mirrors present.
Secrets
It would be nearly impossible to keep track of all the NPCs and make them
feel fresh and interesting throughout the Chronicle if you tried to design them
in every detail. Secrets are actually kind of a cheat system. By coming up with
Secrets and adding new ones, once the former have been revealed, you end up
with NPCs that always have a new layer to explore and evolve throughout the
Chronicle.
Challenges
In Defiant, most of the plot is created organically. You do not design a detailed
script that the Players follow. All you do is set up the scenery and some broad
guidelines as to how the story will progress. And Challenges ensure that
things won’t grow stale because the situation will remain dynamic. Whenever
a Character undertakes a task, there will be some consequences. They never
simply fail or succeed. Things happen. They will make tough choices, receive
unexpected rewards, and face new problems.
Endeavors
There are two crucial perks of using the Endeavor mechanic. First of all, the
Characters have a chance to build their own agendas. By starting new
Endeavors, they can push forward their ideas and truly become an important
part of the social and political landscape of the Domain. Secondly, it gives the
Players a reason to actively pursue Challenges in Scenes. If the Characters are
passive, they will not get a chance to further their Endeavors. They can always
talk to someone, impress or intimidate them, search for relevant information,
You can always use Endeavors to get to know the Characters’ plans. In time,
you can even set up whole Threads around one of the Characters’ Endeavors.
Just by looking at the list of Endeavors, you can easily see what the Players
want to pursue, which can prove to be very handy.
Of course, this impacts the game and your ability to control the plot. In Defiant,
the GM needs to be ready to give the Players as much creative freedom as
they are willing to take. In fact, you should encourage them to use their tools
and influence the game - it will make for a better experience for everyone.
In most cases, the Players have the option to decide for themselves what the
exact nature of their actions is. They can choose the Penance for their Angel
Characters, the nature of their new Leviathan hunger, or specify the change
needed for their Daeva’s Followers. This means most of the time, you do not
have to worry about this process. Your role is to ask them for additional
details and narrate the outcome of their actions.
You do not have to plan any Court or marital issues ahead of time. Wait for
Court Challenges and build upon the things you learn from them. Insert the
Characters’ Courtiers and spouses into your Threads to guarantee more
engaging stories. You can also use them to create additional links between
The Links
Links are a unique set of NPCs designed in a way that makes it easy to insert
them into different Characters’ Scenes. They may act differently towards
different Player Characters (i.e., becoming a student of a Guide Character
while being the lover of a Socialite Character). Implementing Links in your
game gives the Characters more reasons to interact with each other and
makes listening to other Characters’ personal Scenes more interesting.
There’s a list of Links - along with ideas for different ways of having them link
with the Characters - in the guide to the Bridgewood Boulevard in the last
chapter of this book. Additional Links will be provided with each new Province,
and you are, of course, free to make your own.
Defiant laws are great at complicating simple things, making the story more
interesting. Use them as fun obstacles, additional challenges, or interesting
oddities. Yes, the Characters know precisely who to ask about an important
matter. The thing is, that person’s Lord forbade them from leaving their
Holding and talking to anyone. What will the Characters do? Yes, the meeting
will take place in a neutral club. However, the club is located in a Province
where local law forces everyone to always be accompanied by lovers or
courtesans. Who will the Characters ask to accompany them?
Episode Structure
Apart from the Pilot Episode, all Defiant Episodes are structured in the same
way. Although they can differ in topics, atmosphere, and intensity, they all
share the same basic format. Unlike many games, an Episode does not
consist of a single story with a clear resolution at the end. Rather than that, it
is made of smaller plot bits, revolving more around the Characters and their
backgrounds than a predesigned storyline.
When playing Defiant, you’re not asking the question, “What will happen?” or
“Will they succeed?” You’re playing to get to know the Characters better. You
put them in different types of situations and see how they react to them,
which in return tells you more about who they are. You spend about half of
each Episode watching the Characters in their natural habitats (i.e., their
Episode structure is designed in a way that makes for a compelling game. You
switch between the Characters’ private and public lives, between relaxed and
intense scenes, between group and solo activities. Some elements of an
Episode will put more weight on your shoulders, while others will give you time
to take a step back and leave more in the hands of the Players. For the true
“Defiant experience,” you should always follow our structure for Episodes.
Prologue
During this short intro, the Players should summarize the events of the last
Episode to get on the right track. If you feel they’ve missed something
important, feel free to remind them about whatever they forgot.
This is also an organizing phase. Everyone should take out their Character
Sheets, you should put the Line Card and the Veil Card on the table, make sure
you have enough dice, and so on.
Personal Affairs
Now it’s time to learn what the Characters have been up to since the last
Episode ended. In the fiction, some time always goes by between Episodes. It
could be days or even weeks, but you won't usually have to specify the exact
amount of time. In this phase, everyone gets a chance to decide what their
Characters have been doing recently.
There’s a general list of activities that everyone can choose from, and some
Themes and other Special Rules may grant a Character additional options. In
most cases, the Character succeeds in their activity without a need for a
Challenge. For instance, if they choose to work for their Province or bloodline,
they automatically get Standing Points.
Depending on the number of Players in your group, you can either resolve the
Challenges with simple descriptions or play out short Scenes based upon the
Challenge outcomes. Whichever method you choose, the Court Challenges set
up each Character’s personal situation. If it resulted in a new conflict in Court,
the animosities will probably prevail at least until the end of the Episode.
Start with an introduction and explain the upcoming event (i.e., inform the
Characters about the upcoming ball, tell them about the audience they are
about to attend, etc.). Then, once the Characters arrive at the scene, stick to all
the elements you’ve prepared beforehand and let the Characters influence the
situation by using their Theme Questions, Special Rules, and Challenges.
If you want to split the Episode into two separate sessions (each should take
about 3 to 4 hours), you should finish the first part of the Episode after the First
Thread. This gives you:
First part: Prologue, Personal Affairs, Court Challenge, and the First Thread
Second part: Personal Challenges, the Second Thread, and Epilogue
Personal Challenges
After the first Thread ends, some time passes before the next one. Characters
use this window to undertake Personal Challenges. They work in a similar way
to Personal Affairs. Every Player may pick one option from the Personal
Affairs list for their Character. This time, however, they do not get the benefits
automatically.
It doesn’t have to take long, especially if no one has any important matters to
take care of. Answering the Standing questions and erasing some of the
Afflictions is enough for a short Epilogue.
When asking questions during a Court Challenge, you can switch their order to
make it a bit more diverse. Regardless, remember to ask each Player all of the
questions from the list. Keep in mind that though similar, the exact nature of
the Court Challenge varies from Episode to Episode. The Character might use
the same Traits each time, but the chances are, they should switch some of
them, depending on the situation.
If it makes sense, you should let the Characters talk a little before starting a
Thread. Perhaps they are traveling to the venue together, spending some time
with each other beforehand, or maybe talking about the upcoming event
online. Giving Characters the option to discuss the situation with others and
share their thoughts usually makes the situation far more interesting and lets
you get to know their motivations better.
During Court Challenges, remember that when you ask the Court questions,
you can build upon the answers and ask additional questions to clarify things
or create a more interesting situation. You can also mix things up by asking
the other Players about the current Character’s Court. If you decide to do so,
remember to ask about rumors and opinions, not facts. They may have heard
something about one of the Courtiers, but it’s up to the person playing that
Courtier’s ruler to decide whether the rumors are true.
Both the Personal Affairs and the Court Challenges are excellent moments to
use NPCs as Links between Characters. The Character tending to their affairs
may stumble upon another Character’s Courtier or spouse. A beloved relative
of one Character may be visiting another Character’s Court during the Court
Challenge. Since the Affairs and Challenges take place over some time, the
same NPC can be even present in all the Characters’ Scenes. This is a great
way to keep the other Players interested in someone’s affairs or court issues.
The Seasons
All other Episodes are grouped into Seasons, similar to TV series. Each
Season has its own plotline - the Story Arc - however, it remains in the
background, giving room to the Characters’ affairs and ambitions. It is only
when the Season draws to its end that the Story Arc becomes more dominant
in the Episodes.
A Defiant Season usually takes between five and eight Episodes to complete.
After the Season ends, the Players may advance their Characters using the
rules in the “Playing the Game” section of this rulebook.
Season Finale
The last Episode of the Season is the Season finale. It revolves around the
Story Arc and is usually one of the most dramatic and fast-paced parts of the
Chronicle. The Episode follows the same structure as others within the
Season, but both Threads are based on the Story Arc issues.
You can find the rules for creating the Season finale in the Story Arc section of
the previous chapter.
Resolving Challenges
One of your key roles as the GM is interpreting the outcomes of Challenges.
Whenever the Players roll the dice, you get to either influence what happens or
come up with the consequences entirely on your own. Every Challenge has the
potential to shift the pace of the game or take the action in a new direction.
When resolving Challenges, your main guidelines are the number of
Successes rolled: the more Successes, the better the outcome.
Basic resolution
The core of the Challenge rules is pretty simple. If no Successes are rolled,
things got out of hand somehow. The Character probably failed at whatever
they were doing (though you may choose otherwise), but what’s more
important, they got themselves in some sort of trouble that won’t go away
easily. Remember that the new problems may - but do not have to - be
connected to the goals the Character was trying to achieve. Failing a fight
Challenge might result in the Character beating up their opponent, but doing it
in such a brutal fashion that the everyone is now either terrified or disgusted
with them. Of course, rolling no Successes might result in the Character
getting beaten up instead.
The outcomes of one and two Successes are similar, but not the same. In
both cases, the Character achieves their goal, but not quite in the way (or to
the extent) they wanted. The main difference is the nature of the drawbacks,
collateral damage, or complications attached to their actions. The two-
A single Success outcome is far more problematic. It’s usually the type of
victory that you do not celebrate because of problematic consequences or
because you are simply too tired or beaten up. Remember that this outcome is
not meant as a tool to torture the Characters or change their lives into
nightmares. It’s supposed to make the story more interesting, complicate
situations, and create new obstacles.
After rolling two Successes, the Character should be focused on the next task
ahead of them. After rolling a single Success, they might be more occupied
with the problems that arose from the Challenge.
When it comes to three Successes, remember that they result in more than
simply overcoming the odds. The Character is supposed to get some kind of a
bonus out of it. Whatever it is, it shouldn’t be more valuable than the victory
they just achieved. Learning someone’s Secret, impressing a bystander,
gaining the upper hand on someone, advancing an Endeavor, or losing a Minor
Affliction - choose a minor boon that makes sense in the Character’s situation.
Four Successes work in the same way, but the bonus gained should outweigh
the original goal of the Challenge. Looking back, the Character should feel that
the additional boon was, in fact, more valuable than what they initially set out
to do. There’s no list of such bonuses, and you should feel free to get creative.
Be generous - you can give the Character any shiny gift that comes into mind,
as long as it makes sense in the fiction.
Do not undermine the Players’ visions of their Characters. If they have clearly
stated that their Daeva is ridiculously strong, and backed it up with an
appropriate Trait, you shouldn’t portray them as weak, regardless of the
number of Successes rolled. If they were trying to bend the prison bars and
rolled poorly, acknowledge their strength. Maybe they accidentally broke
something else as well? Made terrible noise that attracts unwanted
attention? There are plenty of options to choose from.
Advanced Resolution
Whenever you are resolving a Challenge, you’ve got the same three options,
regardless of the number of Successes the Player rolled. You can make the
Character pay the Price for their victory, meaning adding a problem or a
complication to the outcome. You can set a Condition that the Player needs to
The exact nature of the Prices, Conditions, and Choices depends on the
number of Successes.
You can also choose to (but do not have to) give the Character a Severe
Affliction in addition to the outcome of the Challenge.
Choice: Present the Player with a tough dilemma. Give them two or more
options, all of which are pretty terrible, and let them choose.
Condition: Unfortunately, in the case of zero Successes, the Player does not
get the option to “buy” the victory. You can, however, grant them the
opportunity to pay the price for a more favorable defeat.
Price: The default option to choose in this case. Just pick whatever outcome
you find interesting and go with it. You can shake up the situation as much as
you find fitting. You may even decide that the Character actually did achieve
their goal in the process, though the events put them in a terrible spot anyway.
Choice: The Character will sacrifice something to finish the Challenge, and you
let the Player choose what it is. Both options should be rather stark, but try to
keep them as different as possible. Do they prefer their Character to lose
social prestige or get injured? At least they get a say…
Condition: They have to pay or lose the Challenge, and it will cost them. The
Condition has to be stark since you are also giving the Character an option to
walk away without any additional problems. Remember that this is not a tool
for discouraging Players from the Challenge. If you feel there is no way they
would agree to the condition, do not ask for it – think of something different.
Price: If you decide on this outcome, turn the victory against the Character.
They get what they wanted, but they’d probably be better off if they didn’t.
Focus on making this interesting rather than mean. Remember that it’s
supposed to be fun for the Player (though probably not for the Character).
Choice: This one works pretty much the same as with 1 Success, however, the
consequences of the decision should be less severe. Do they prefer one of
their relatives looking at them with contempt or ruining their clothes in the
process? Who gets a whiff of their secret – their lover or their spouse?
Condition: The Character may choose to simply half-succeed. They get the
attention of the potential lover, but not their affection, and so on. Or they can
get exactly what they wanted. If they agree to the Condition, that is. This is one
of those “how badly do you want it?” situations. In order for the Character to
fully succeed, ask them to compromise their standards or be disloyal to their
friends. Do not make it a life or death situation, though; simply be that little
devil on their shoulder.
Price: Your job is to make the Challenge more engaging. The character wanted
to achieve something. It’s not that exciting if they simply do. That’s why you
have to add a minor complication or annoyance to spice it up. The Character
did manage to convince the guard to let them through to the secret chamber,
but the obnoxious guard now wants to either become the Character’s friend or
at least bore them to death by talking about their personal problems. They’re
not trying to take advantage of the Character, they just misread the whole
situation.
Condition: How can you convince the Player to pay an additional fee if the
Character is already victorious? With a mystery. Sure, they already won the
duel, but if they are willing to pay (with a scar, with their spouse thinking
they’re too brutal, and so on), the adversary will let them in on a secret, or they
will get the attention of someone really important. That’s all you say, no
specifics are given. Will they pay for what’s behind door number two?
Price: Rather than making them pay the price, you get to present the Character
with a gift. It shouldn’t be something extremely useful, but feel free to be
generous. It’s time to become that one rich aunt or uncle. You decide on the
nature of the gift. Do not feel obliged to give the Character exactly what they
would want. “It’s nice, but for that amount of money, I’d probably get myself
something else.” or “Thank you, but what am I going to do with this?” are the
reactions you’re aiming for.
Choice: Not only does the Character achieve all they set out to do, but you also
work with the Player to establish the exact nature of the bonus. Sure, the duel
is won. But has the Character become their adversary’s greatest fear from this
Price: First of all, the Character clearly achieved their goal. Secondly, you are
free to throw any positive boon at them you can think of. It can be as over the
top as you deem fit and doesn’t necessarily have to be in line with the goal of
the Challenge. Either portray the Character as extremely adept in the area of
the Challenge or give them an awesome surprise.
Defiant is not a game of intricate, carefully crafted plotlines. It’s a game about
the Characters, but more specifically it’s not about what the Characters do -
it’s about who the Characters are. Throughout the Episodes, you will all be
learning more and more about each Character: their traits, values, desires, and
morals. Yes, there’s going to be plenty of action (probably), but it’s not the
resolution of the plot that’s important. It’s what the Character did in that
situation. And, aside from the Mirror mechanics, the Theme Questions and
Theme Special Rules are the most important tools to achieve that.
Basic Reactions
The most important rule when it comes to your reactions is: keep an open
mind. Players may influence Scenes to a great extent. Say you have just
portrayed a perfectly proper, official dinner at the Princeps’ mansion. You can
already picture it in your head, with long tables filled with food, neatly arranged
napkins and cutlery, glasses half-filled with outrageously expensive
champagne, and such.
Then, the Characters enter the Scene. One of the Players uses their Socialite
question to ask “How is this party about to get more erotic?”, another (a
Warrior) asks “What fight is about to break out here?”, and the third one uses
But if you keep your mind open, the situation is actually way more interesting
now. There are still plenty of options to choose from. There are a million ways
the party can get more erotic, there might be a physical fight about to break
out, but you may also go with a heated argument at the table. The Princeps
and the guest can react in all sorts of ways to the gift brought by the wealthy
Character.
There’s nothing wrong with giving the most probable answer from time to
time. You should just refrain from stating the obvious. As a rule of thumb, if
you feel that - when asked - everyone around the table would come up with the
same answer, try going with something else.
Remember, however, that this rule is reserved for situations where there’s
really no chance of coming up with an answer that would make any sense or
introduce any new facts. It’s not meant to help you control the situation by
denying the Players. If there is a way to answer the question or use the Special
Rule, you should go for it, always.
The same goes for a Warrior asking about the fight about to break out.
Answering with a group of thugs getting ready to beat the Character up is
perfectly fine, as long as you do not overuse this option. That is not to say you
should always use the questions and rules against the Players, but you can do
this from time to time, and even then, try to make the potential problems fairly
easy to take care of.
The more Theme Questions they ask, the more Special Rules they use, the
better for you and the Session. So, rather than discouraging the Players from
using them, try encouraging them instead. Show them that they can really
profit from asking the questions and that they have quite an impact on the
game. You should also try reminding them from time to time that they are free
to ask the Theme Questions at any time.
First of all, you can never be fully prepared for the Players’ actions. The only
way you can achieve this is if you actually (usually unwittingly) steer them or
manipulate them into acting exactly as you planned. And you don’t want to
have the Players follow your carefully crafted story; it will quickly become
boring and unrewarding for everybody. Secondly, coming up with all the
potential answers beforehand takes a lot of time and energy. Save your
strength for the actual game session and answer only the questions you are
asked, rather than preparing for others that you won’t have any need for during
the game.
Furthermore, the situation changes dynamically during the Episode. You might
have come up with potential answers that felt perfect at the time but became
obsolete due to new circumstances. And that means that you’ve spent a lot of
time and energy for nothing. Do not be afraid to improvise - coming up with
answers during the game is not that hard, you’ll see. With a bit of experience, it
will become really easy.
They’re also far from perfect, succumbing to their vices or simply being
incompetent, even against their best intentions. And sure, some of them are
really good at their jobs and wish for nothing more than to serve their
suzerains. Those few are the real treasures of any Court. But most subjects
are far from perfect. And those imperfections make ruling over them
interesting.
And then, there’s the spouse. The Consort, ruling by the Character’s side. A
person bound to them usually not because of their feelings or shared values
but because of political or social reasons. The law dictates that their status is
inferior to the Character’s, but only by a small margin. They have plenty of time
and resources to play their own games, further their own agendas, and live
their own lives.
Some royal marriages turn out great, with both spouses actively helping one
another, either because of sincere feelings or cold calculations. Other unions
lead to clashes of egos and values or result in each spouse caring only about
their own matters, barely noticing each other. If played out right, this also
makes for great stories and engaging scenes in your Chronicle.
Basic Instructions
If you don’t want to focus on the Courts and spouses, or you feel
overwhelmed by the idea, simply follow the four rules below to easily make
them relevant without too much hassle.
The same goes for the spouse. While they are more independent than the
Courtiers and may have far more private time, they were still designed by the
Players, who had something in mind. Ask about them, and use the Court
Challenges to get to know them better. Try to understand the Player’s vision
rather than come up with your own idea for those NPCs.
If you want to kick it up a notch, you may place Courtiers or spouses in the
Threads as a surprise. While the Character conducts an investigation, they
may come by one of their Courtiers at the Scene. A trip to the illegal nightclub
run by a Lowborn may suddenly turn far more interesting if one of the
Characters were to run into their Consort there.
The same goes for the Courtiers’ and spouses’ Archetypes. Whenever you
plan to use such NPCs in a Thread, write down their Archetypes to have the
necessary information on how to portray them.
You should also make sure that the Characters have some time to talk with
their Consorts. This may happen during the Court Challenge, but can just as
easily be a part of preparations or driving to an event at the beginning of the
Thread. Depending on the relationship between the couple, these
conversations might be very formal, intimate, or awkward. Regardless,
conversation is a great way to explore the nature of each Character’s
marriage.
Apart from creating new ties between the Characters, it also serves as a great
way to show NPCs in a different light. How do they act when they are not
accompanied by their Lords or Ladies? How do they portray their rulers or
spouses in private talks? If you’re not sure, remember you can always ask the
Player for input.
In-laws - or even old friends of the Consort - are great tools since you have
more creative freedom with portraying them. The spouse may be exactly how
the Player has pictured them, but it’s the GM who has more to say about their
kin and friends. Having said that, make sure you’re not going completely
If you want to make it more interesting, there are two things you should
consider. You may have the Courtier or spouse do something that ends up
badly or is clearly against the Character’s will. How will they react? You could
also have the Consort or one of the subjects show initiative and do something
that gives the Character a clear advantage and technically is absolutely fine. If
the Character accepts it without question, have the same NPC do another
thing (perhaps in the next Episode), this time showing even more
independence. Continue with those beneficial actions, but each time make the
NPC become more independent and self-confident. If the Character has
problems with this, great. If not, you can always decide that the NPC starts
making mistakes, and the situation will end up as a disaster if the Character
doesn’t interfere.
Married life can also come with its own share of drama: betrayals, lies, and
conflicts. It’s perfectly fine to explore those topics as well, as long as all
Players remember the safety rules. We do, however, strongly advise against
including the most extreme and traumatic issues of marital relations (such as
acts of abuse and violence), unless everyone at the table wants to explore
those exact topics.
The GM Commandments
Below, you will find a list of your basic responsibilities when running a game of
Defiant. You should always try to follow these guidelines to the best possible
extent. Of course, from time to time, things will not go as planned, and you will
probably break the rules more than once. It’s ok, it happens. What’s important
is that you try to follow them, recognize if you went against them, and try to
improve next time.
It is easy to portray some aspects of Defiant life as petty. Who cares what one
wears to the Princeps’ party? Why wouldn’t you just ignore the challenge
issued by the young Lady? Such things should feel important to the
characters, both PCs and NPCs alike. To achieve that, never have your NPCs
and Scenes belittle or ignore those aspects. If you show your relatable NPCs
as engaged and concerned about “courtly” matters, the Players will become
just as involved.
The GM shares this responsibility with the rest of the group and is not required
to act differently than the Players. You need to steer away from all “crossing
the line” topics and refrain from graphic or in-depth depictions of the “veiled”
subjects. If you feel that a Scene or a Player action goes against the list of
topics you agreed to omit, you should say so, even if you’re not the one to put
that topic on the “Line” or “Veil” list. You should also use the safety rules
whenever you feel uncomfortable with anything happening at the table. The
fact that you’re the GM does not make you immune to feeling bad about
something happening in the game.
Most groups will use the safety cards rarely, perhaps never tapping the “Line”
or the “Veil” cards at all. That’s great - as long as everyone is having fun,
there’s no reason to adjust anything. However, because they are so rarely
used, people tend to forget about the existence of safety cards. As the GM,
you are the one to remind everyone about them. You don’t have to make a
fuss about it. It’s absolutely enough if you start every session by putting the
Sure, you do set up the Scene, and you are the one to tell them about the party
they are to attend. You are the one to create chaos by having one of the
participants murdered. But from this point, when everything has been put into
place, the Characters take the stage. If they choose to investigate, let them. If
they completely ignore the murder and focus on their affairs, go with it. You’re
a bit like a cameraman following the Characters and adding details around
them, rather than a director telling them where to go.
The same goes for the scenery. Try to mix exuberant Holding interiors with
scenes taking place in the mundane world. From time to time, make the PCs
visit the discount supermarket, the dirty back alley, or the city stadium. And
remember you can mix the two styles. Show an NPC playing on her Xbox in
the grand chamber of her luxurious palace or use the local drugstore as the
backdrop for an epic Defiant duel. You can achieve incredible effects when
mixing over-the-top and down-to-earth styles.
In the first commandment, we asked you to remember the human side of the
Defiant. It is equally important that you show their larger-than-life side as well.
They can express themselves through clothing, interior design, rules they set,
and all other aspects of life. Make sure their actions and outlooks speak for
them.
Another way to make them stand out is by making them interesting in the
eyes of the NPCs. They should be the ones the local beauty comes to talk to,
the ones Archon’s son asks for help, the ones tasked with a delicate mission
from the Executor, and so on. By putting them in the center of NPCs' attention,
you will immediately make them feel more important and unique.
The GM Tips
Below you will find a number of both Basic and Advanced GM tips to use in
different kinds of situations during the game. The first group should be useful
when you’re describing a Scene or other elements of the game world to the
Players. The second one focuses on reacting to the Player’s declarations (i.e.,
what to do after the Players tell you what their Characters are trying to
achieve). The last two lists focus on the pace of the game. The first one helps
you to quicken the pace of the action, while the last list is meant as a help in
situations where both you and the Players get stuck and don’t know what to
do next.
Try to mix it up to keep the story more engaging. Playing out the whole Scene
from the very beginning will let your Players become more immersed in their
Characters. Starting in the middle will make the situation more dynamic and
will quicken the game’s pace. If you use this technique, try not to create
situations that will spur immediate protest from the Players. It’s ok to put
them in the middle of a party, prepared for the occasion. Putting the PCs in
this spot underdressed, already in trouble, or clearly at a disadvantage is not
fair and likely to cause dissent at the table.
What works even better is when you use the NPCs' actions to reveal the
scenery. Is there a table with exquisite food in the Scene? Describe the NPC
taking a moment to get themselves a snack. Is there a foul stench in the air?
Maybe the NPC should cough from time to time or cover their face. Use this
technique to emphasize the elements of the scenery you find relevant or
interesting.
You can use the same technique to increase the “value” of NPCs. If everyone
is fighting over the right to meet with a famous courtesan, or a couple of
bloodlines are bidding for the same Leviathan as a potential husband for their
Lords or Ladies, they will automatically feel more important and valuable, and
maybe the PCs will, in turn, show more interest in them. Of course, you
shouldn’t use this trick every time you introduce a new element to the Scene –
when you show everything as exceptional, nothing really stands out. You can
get away with using this quite often, though.
If you feel that there’s a chance things won’t go exactly as the Character
wants them to, and potential complications would make the situation more
interesting, ask them to take a Challenge. Make sure that is the case, however.
If the task is really easy or unremarkable, there is no need to use the dice.
Driving a car from one point to another is just a way to change the Scene, not
an exciting, dangerous task. Characters should simply arrive at their
destination. Now, if you plan to ambush them with a group of Lowborn thugs,
sent by their rival to deliver a stark message - that’s an entirely different story,
and some Challenges will probably be in order.
If a Player forms a plan that will clearly fail because there is not enough time
for the Character to travel from one place to another, do not turn them down.
Inform them that they will need another person to help, as they cannot be in
two places at once. If a Player asks if there is a way to open a heavily enforced
vault door, inform them it would either take a lot of time, or they could use
explosives. Finally, sometimes there’s simply no need to disagree. If the
Character wants to find a young, inexperienced Leviathan at a party, there’s no
need to deny them, unless the rules of the event or external conditions make it
literally impossible for one to attend. Otherwise, just improvise a new
Leviathan NPC.
If a Player declares their Character gets into a car and drives to the gala, rather
than simply agreeing and assuming they’re at the event, briefly describe their
ride. Tell them about the evening traffic, ask them if they listen to music in the
car, and depict the mortal valet taking their keys. If a Player asks whether they
can find a particular object in the vicinity, rather than agreeing, tell them
exactly where it is and how it looks. Those little details will make the world feel
real and will help the Players to visualize the scenery and their Characters
better.
If the situation seems a bit too stale, show the Characters someone doing
something they are not supposed to. It could be a Lady breaking a Province
rule, a Courtier going against the will of their ruler, a Lord using illegal
apocalyptic trinkets, or a Lowborn not adhering to a Commandment. The
Characters may ignore it, or act upon it; it is up to them. Try not to overuse the
most severe trespasses. For the most part, it’s supposed to be a minor event,
When uncovering an NPC’s Secret, it’s best to keep to the “show, don’t tell”
rule. Try to create a situation where you can show the Secret through the
NPC’s actions, and let the Characters draw conclusions from what they see.
Do not inform them about the Secret by merely stating it. Sometimes, you can
use another NPC to tell the Characters about someone’s Secret, but this is
usually a far less exciting way to introduce these elements into your Chronicle.
Sometimes, the price you set will turn out to be too high and the Characters
will choose to miss out on an opportunity rather than pay the price. That’s
totally fine. It also serves a purpose, as it shows how much things are worth
for them. More often than not, the Characters may try to find a workaround - a
way to get the reward without paying the price. Since it still prompts them to
act and engage in the game, it isn’t universally bad, but you should rarely allow
them to achieve their goal. This is not a puzzle to be solved. It’s a choice. Are
they willing to pay the price and get the reward or not?
They may be asked to serve as jury during a tournament or help the Princeps
decide how to settle a dispute between two Royals. They may capture
someone’s unruly Courtier, who asks them not to tell their Liege and gives
As for the nature of the gift, there’s plenty you can choose from. You can give
them new Courtiers, useful or fun privileges, prestigious functions, and
valuable items. You can make someone extremely interested in them, show
them a really useful, spicy, or interesting secret, have them stumble upon their
completely unprepared, defenseless rival, and so on. And sure, sometimes the
gift might not cause the reaction you were hoping for, but that’s just the way
things are with the gifts, so don’t worry - and try again some other time.
There are three basic reactions this can result in. The Characters might still be
ok with the situation or even actively encourage it. That’s a perfectly fine
answer - for now, do not try to raise the stakes until you reach their limit,
though you can escalate this situation again, sometime in the future. They can
also oppose the escalation and act against it. They could try to talk to the
sadistic Royal, decide to leave the premise, or do anything else. In that case,
use the game mechanics if necessary and see what happens. The third
situation is potentially the most problematic: you may feel that the Characters
are not comfortable with the change but are not acting against it in any way.
This is fine, as it still brought more tension to the Scene, but do not escalate
this any further, or even consider de-escalating it a little. After all, long, tense
Scenes with little to no action tend to become tiresome.
If a Player used the Socialite Question and asked, “How is this party about to
get more competitive?”, you might have introduced a game tournament that
took place during the event. The Characters probably had the chance to
participate and the story progressed. But during the next event, when things
slow down, you can build upon that previous party, when a bitter loser
demands a rematch or the winner shows off their prize.
The same would work with an NPC who the Pure Character asked to be
corrupted or protected by. Or someone caught doing something they shouldn’t
by the Weaver. You could also show new consequences of a fight introduced
by the Warrior, and for virtually all other elements introduced by Players.
Apart from a physical assault, there are plenty of other methods you can use
to attack the Characters. Someone may scold them for something they did (or
the attacker thinks they did), you may attack their reputation, their ideals might
be questioned, and so on. The vital part of the “obvious attack” is that it is
clear who attacks the Characters and why they do it. Their actions might be
misjudged or inadequate, but the reason behind the assault should either be
clear beforehand or explained by the attacking party (usually in a quite
emotional way).
Instead, you can make them leave their bubble for a while. You take
something valuable from them and place it outside the bubble. If they want it
back, they need to leave their comfort zone. Their trusted Courtier might get
kidnaped or arrested by someone. Now, they need to get their subject back.
Their spouse might run into trouble and need their help. Someone might
discover their secret and threaten to expose it. An item the group has been
guarding might get stolen. To jumpstart a stale situation, take something from
the Characters and put it outside their comfort zone. Now, they’ll need to
make an effort to get it back, and sitting idly is no longer an option.
When attacked from the shadows, you present the Characters with three
potential goals. First of all, they clearly need to fend off the attack. Secondly,
they need to figure out who attacked them. It’s ok if you do not know that yet -
you can leave them clueless until the end of the Session and figure it out
before the next episode. You can also improvise this, of course, giving them a
chance to figure it out during the same meeting. Once they know the person
behind the attack, they may choose to confront them, making that their third
potential goal.
Surprising the Characters with new rules they suddenly need to adhere to can
be a fun and exciting way to jumpstart a Scene, but you have to remember not
to overdo it. Most of the time, the Players won’t feel good about being forced
to engage in something that feels either too intense or potentially degrading to
their Characters. And while they have the option to use the safety cards to
express their discomfort, it’s best if it doesn’t come to that. When improvising
a new rule at an event or in the Province, try to come up with something that’s
either on the outskirts or just outside their comfort zone. It’s best not to use
this technique until you get to know the Characters - and possibly the Players -
a bit better, so refrain from it during the first couple of sessions.
Using this method might result in creating a mini-thread that takes place in a
new location with a new set of NPCs. For the whole thing to work, you need to
establish the Characters’ agenda in this Scene. What do they want to do?
What do they wish to achieve? They cannot simply “be there,” they need to be
actively pursuing something in this makeshift Scene, or the whole thing will
quickly become stale. As long as they have a clear goal (which you know,
since you asked them about it), you can use Challenges and all the tips from
this Chapter to make sure the situation is dynamic and engaging.
In this chapter, you will find the descriptions of all the universal Character
building-blocks, special skills, and powers, along with additional tips and
explanations. The only thing missing from this list are the Holding Cards, as
every Province has a different set of them. You can find the guide to the
Holdings of Bridgewood Boulevard in the next chapter of this rulebook.
Print-out Cards
All of the elements listed and described in this chapter are also available in the
form of a PDF file that you can print out and cut out to use during your Defiant
sessions. The only things those cards are missing are the additional rule
clarifications and explanations. Those are too long to fit on a small card.
Angelic Calling
You have two Angelic Callings: the Noble one and the Dark one. One of them
comes from your bloodline. They count as Traits in your Angelic Form.
However, only one of them is available at a time. Spend a Shard to switch
between them.
Regaining Shards
You regain all Shards by praying to the Sephira. Take a Challenge with a fixed
Potential value of 3. Each Success rolled enables you to cross out one
penance option from the list: conspicuous, dangerous, humiliating,
challenging. Design the penance yourself or ask the GM. You cannot regain
more Shards until you serve your penance.
Ridden with guilt for their rebellion, Angels struggle the most to regain Shards.
They need to undergo penance to rid themselves of the burden of their sins.
Since they are praying to the Sephira, the penance should never go directly
against the Commandments, but it doesn’t have to be based around them - it
is about the Angel’s journey and their needs this time. Remember, it is the
Player, not the GM, who designs the penance, though they may ask the rest of
the group for help.
Worshippers
You’ve got a group of mortal devotees. Being their deity counts as an
Exceptional Trait towards them, and social Challenges against them are never
impossible. Your worshippers have one Trait you can use.
Sacred Animal
By spending a Shard, you can shift into an animal of one selected species
typical for your bloodline. You can also make Social Challenges with that
species as if they were human (they remain on their natural intelligence level,
however).
Nourishment
Choose one type of substance (blood, raw meat, etc.) or an emotion that
nourishes you. Once per scene, after you feed on someone, erase one Minor
Affliction and regain one Shard.
Regaining Shards
You regain all Shards by designing and implementing new rules for your
worshippers. Tell the GM what your Character thinks the worshippers need
and take a Challenge on a fixed Potential value of 3. This will tell you what it
will take to achieve your goal. You cannot regain more Shards until you
implement the change.
Being able to make social Challenges against animals reflects the fact that
you can communicate with them, enabling you to do things like ask them
questions, give them orders and manipulate them. When you shift into your
animal form, you may count it as a Trait in a Challenge, if it makes sense;
however, some Traits you normally use may become unavailable (work this
out with the group, if needed).
You can feed on either mortals or Defiant to get your Nourishment, but feeding
on supernatural beings may sometimes require a Challenge.
There are no guidelines as to what new rules you can implement among your
worshippers. The Potential of the Challenge is the same, regardless of the
severity of the change. So it’s potentially as easy or as hard to impose a minor
law as it is to entirely change your worshippers’ way of file.
True Name
You have a True Name that only a handful of people know. During a Challenge,
you may use its power to reroll any number of dice. If you do, choose a new
person who now knows your True Name – from now on, you get -2 to all
Challenges made against them.
The Grim Craft
During your time in Hell, you used to punish your victims in a certain way, like
all the Infernals from your bloodline (it was pain for House Black, shame for
House Dawn, and guilt for House Joy). It became a part of you. You can use a
question: “How can I make them feel true [your House’s Grim Craft]?” in the
same way as the Theme Questions, by spending a Shard.
Hellish Scars
Spend a Shard to show off your Hellish Scars for the remainder of the Scene.
When visible, they count as a Trait. If you have at least one Major Affliction,
you can show your Scars without the Shard cost.
Regaining Shards
Take a Challenge with a fixed Potential of 3 to regain all Shards and find
someone among those who know your True Name in need of your assistance.
You will swiftly appear before them. You cannot regain Shards by any means
until you fulfill their command. If no one alive knows your True Name, Hell
itself will issue a command.
You do not choose who you will need to obey when regaining Shards - it
depends on the number of Successes rolled and is up to the GM. In the case
of no Successes, they may decide to introduce someone new that somehow
managed to find out your True Name.
You need to insert the Grim Craft of your bloodline to create your additional
Infernal Question. For example, the Infernals of House Black can ask, “How
can I make them feel true pain?”.
You come up with the adjective to describe your Hellish Scars during
Character creation. While there’s nothing wrong with obvious choices like
“Terrible Hellish Scars,” “Frightening Hellish Scars,” and so on, you can also go
in a different direction, choosing “Beautiful Hellish Scars,” “Mesmerizing
Hellish Scars”, or whatever else you may think of.
Elemental Blessing
You are immune to the attuned element shared by your bloodline. You can
shape it just by focusing on it (e.g., redirect a storm or a fire, cut a diamond,
melt a metal bar). If you spend a Shard, you can also create a small quantity of
the attuned element.
Draconic Features
You possess two Draconic Features: the royal horns and a second one of your
choosing. You can manifest your royal horns and your Draconic Feature
whenever you want. You can use any Draconic Feature as a Trait whenever it
is visible.
The Seals
Whenever you spend a Shard before a Challenge and your royal horns are
visible, you can get an additional +1 to your Potential. However, if you roll a “1”
on any of the dice, you get the Minor “Beast” Affliction.
Regaining Shards
You regain Shards by focusing on your hunger and answering the question:
“What do I crave more than destruction?”. Reset your Shards, tell the GM the
type craving your Character currently feels (luxury, violence, pleasures of the
flesh, etc.) and take a Challenge with a fixed Potential of 3 to check what you
must do to satisfy the hunger. You cannot regain Shards again until you do.
Traits
Appearance: righteous, tempting, unobtrusive, threatening
Merit: resilient, persuasive, stealthy, creative
Insight: urges, emotions, transgressions, needs
Questions
What does the Sephira need me to do here?
Who here struggles with or disrespects the Commandment?
How does the Commandment additionally affect this event?
Special Rules
Whenever you regenerate Shards, the penance is always connected to the
Commandment. When you fulfill your penance, all your Afflictions become one
level less severe.
Spend a Shard to fill nearby Defiant with the need to prove themselves true
followers of the Commandment.
Trouble
Problematic orders from the Sephira.
The Ardent is both a follower and a preacher. It’s up to you how you want to
interpret this Theme. You can play someone who asks Sephira what to do and
follows its commands or someone who follows their own feelings, believing
they are influenced by Sephira. Your Character could see themselves as
a shepherd, driving Defiant to follow your favored Commandment or an agent
of change who inspires others to do what’s right and leads by example. They
can also be a radical who expects others to make a better effort or some other
interpretation of the Theme.
When you ask “How does the Commandment additionally affect this event?”,
you can add some flavor to the situation. The GM can introduce a rule, an
attraction, or just a mood that is in line with the Commandment.
When you use your Special Rule to make your Affliction less severe, you can
erase all Minor Afflictions.
Traits
Look: innocent, magnetic, beautiful, collected
Natural at: sex, etiquette, intrigues, combat
Advantage: friends, empathy, prestige, vigor
Questions
Who here sees me as easy prey?
How does this event resonate with my Dark Calling?
How are they vulnerable to me?
Special Rules
As long as it’s active, your Noble Calling counts as an Exceptional Trait when
in Angelic Form and as a normal Trait when in human form. Your Potential
when regaining Shards is always 1 lower.
Spend a Shard to make someone want to protect you or corrupt you (GM’s
choice).
Trouble
Your Dark Calling took over, and you did something you shouldn’t have.
The other side of playing the Pure is a strong Dark Calling and the temptation
to give in to your demons. It doesn't mean following your Dark Calling is
something bad or frowned upon, it just means it’s a part of your Character
they haven’t yet explored. They may be afraid of it, fascinated by it, or even
deny its existence - whatever feels more intriguing to you. When your Trouble
gets activated, your character receives an Affliction named after their Dark
Calling. They’ve acted in a way that resonated with their Dark Calling, and it
caused some issues.
Traits
God of: phenomenon, emotion, concept, place
Evokes: joy, humility, lust, fury
Portrayed as: just, beautiful, cunning, fierce
Questions
How do the mortals and Lowborn show their devotion to me here?
What is there to know about this mortal or Lowborn?
How do they rely on the mortals or Lowborn?
Special Rules
If you want to permanently change the beliefs, norms, and rules of a small
mortal community, club, or group, take a single Challenge to do so.
Trouble
Another Divinity rises against you.
As for your Special Rules, you cannot combine the Divinity’s two Special Rules
(there is no option to automatically change a mortal group by spending a
Shard).
Whenever your Trouble is activated, you or the GM can come up with another
Daeva who is a strong idol like you, or you can use an NPC that you’ve met
earlier, if they fit the profile. After all, the rivalry between gods makes for a
memorable story!
Traits
Hunter: patient, unyielding, clever, ruthless
Demeanor: cold, passionate, primal, dominating
Relies on: charm, lies, perception, prowess
Questions
What is the best opportunity to feed on them?
Who here is ready to quench my thirst?
What do they thirst for?
Special Rules
Declare that you need nourishment. Until the end of the Scene, you get +2 to
any Challenges that brings you directly closer to quenching your thirst and -1
to all other Challenges.
Whenever you feed on someone, you can ask them one question without them
knowing they answered it truthfully. If you spend a Shard, they don’t get an
“Exhausted” Affliction.
Trouble
Your thirst overwhelms you and gets you into trouble.
The thirst refers to the form of nourishment you choose while creating a
Daeva Character, so pick something you will have fun roleplaying. Remember
that only Defiant can quench your thirst; mortals are too weak for that. It’s up
to you whether your Character loves the thrill of the hunt or hates that they
need the nourishment, but the thirst is too strong. You should also think about
your Character’s approach to the hunt. Do they deceive their prey, seduce, set
a trap, threaten them or subdue them in a different way? Or do they find
someone willing to give them nourishment out of the goodness of their heart?
Do they seek new prey each time or have Defiant that regularly quench their
thirst?
Your Theme Questions and Special Rules help you find opportunities to feed
on a chosen person or just spot someone suitable. When asking, “What do
they thirst for?” you can interpret it widely, as something the person wants
right now or a more prevalent desire. It can be something trivial or an essential
need. It shouldn’t be something obvious, however - you don’t need to ask a
Theme Question for that. You can use the bonus to Challenges for numerous
actions that lead to you quenching your thirst: making sure you are alone with
a chosen person, persuading them to keep your agreement a secret, letting
you feed on them, and so on.
Whenever your Trouble gets activated, your thirst gets the better of you. You
lose control and do something you will regret later.
Traits
Judge: wise, perceptive, respected, knowledgeable
Juror: empathetic, likable, tireless, diligent
Executioner: fearsome, stealthy, cunning, brutal
Questions
Who here craves punishment the most?
Who here wants to confess to me?
What here goes against the rules?
Special Rules
Whenever you use someone’s guilt or bring up their wrongdoings to gain an
advantage, increase your Potential by 2 in a Challenge.
Trouble
Someone enacts their revenge for your former judgment.
You are a judge, jury, and executioner, relying mostly on your own principles to
find someone guilty and carry out the sentence. It’s up to you whether other
Defiant know about your mission or if you do it in secret. By asking “Who here
craves punishment the most?” you can find someone who feels guilty of some
serious trespass (but you don’t necessarily know what it is) or someone who
craves punishment for some other reasons (because they like it, or they feel
guilty of something important only to them). Asking “Who here wants to
confess to me?” could lead to finding out a dirty secret, as well as someone
confiding in you about their feelings or telling you about a daring plan. “What
here goes against the rules?” could mean something breaks the rules of the
Domain, the Province, the Holding, the conduct of a particular event, or even
the arbitrary rules your Character thinks everyone should follow.
When your Trouble gets activated, discuss with the GM if the person who
wants revenge is someone you’ve dealt with during previous Episodes or
someone from your Character’s past.
Traits
Tricks: dirty, flashy, concealed, deadly
Smile: mysterious, irresistible, honest, sinister
Expert on: fights, romance, mortals, science
Questions
What games are played here?
What have I just gained through sheer luck?
Who here is feeling lucky tonight?
Special Rules
When you make a bet with someone, make a Challenge to bend fate in your
favor.
Spend a Shard to change one rule or stakes of the game you are playing.
Trouble
You need to pay the price for fate’s favor.
“What games are played here?” may refer to actual games (regular and secret),
political games, romantic intrigue, or some other broad interpretation. “What
have I just gained through sheer luck?” doesn’t need to result in a highly
valuable thing, but it shouldn’t be trivial either. In addition, it may have strings
attached and be problematic in some way. You may gain a physical object, but
it very well may be information, an invitation, favor, or anything currently
useful. When you ask “Who here is feeling lucky tonight?”, you may be able to
spot someone easy to manipulate into a game or a bet that you know you can
win. And winning games and bets is what you’re good at, thanks to your
Special Rules.
When you spend a Shard to change one rule or stakes of the game you are
playing, you can do it retroactively, saying that you’ve created a loophole while
setting the rules for the game. You can also manipulate your opponent during
the game to agree to the new rules.
The Fate Dealer’s Trouble should be interpreted by the person activating the
Trouble. The group will assess if the price is set at the right level. You can
decide if you have to pay the price to Hell itself, or if it's the accumulation of
bad luck that you gathered while being extremely lucky, or perhaps just a small
fee you need to pay for fate’s favor.
Traits
Glare: threatening, hypnotic, powerful, noble
Draconic form: swift, beautiful, regal, hardened
Legacy: war, terror, conquest, chaos
Questions
What here is the most valuable?
What do they struggle to control?
Who here takes an interest in my draconic outlook?
Special Rules
Create two additional Draconic Features.
Spend a Shard to let the ancient beast overtake you. Declare what you want
done and make a Challenge to see how well the beast fares.
Trouble
Something gets destroyed by the beast.
If you spend a Shard to let the ancient beast overtake you, your Character acts
in their true dragon form. You can’t control their actions directly - the creature
is too powerful for that. You can, however, set goals for it, and the Challenge
will tell if it succeeded and at what cost. When your Trouble is activated, you
can discuss with the GM if the beast destroyed something while doing your
bidding, or if your Character has no recollection of the events.
It’s up to you if other Defiant know about your unique capabilities. They can
certainly feel the beast is very strong in you. It’s in your glare, your draconic
features, your whole presence - you can’t hide it. Remember that when you let
the ancient beast overtake you, it’s very probable that someone will see a
dragon roaming the city. It will cause understandable concern. However, if
Defiant know this dragon is you, they may fear you or treat you with suspicion.
Traits
Disciplined: mind, body, emotions, mien
Exploits: shame, lust, jealousy, vanity
Words: seductive, honest, deceiving, wise
Questions
What is the most desirable gift they could get now?
What don’t they know about their desires?
Whose desires are about to get the better of them?
Special Rules
When planning an Endeavor, if you cater to the desires of relevant NPCs,
shorten the Progress Track by 2 steps.
Spend a Shard to give someone a desire of your choice that counts as a Minor
Affliction.
Trouble
You become entangled in someone’s extreme desires.
“What don’t they know about their desires?” is an engaging question that allows
you to uncover cravings and needs the target doesn’t even realize. It’s a
powerful weapon, as it is in Defiant nature to follow their desires. Asking
“Whose desires are about to get the better of them?” results in a person of the
GM’s choosing loosing themselves by following their desires. They may act
impulsively and recklessly, and they may regret it later.
Your Special Rule helps you with your Endeavors, but you have to tailor them
to cater to the desires of relevant NPCs. For example, if you want to start a new
club for Defiant in the Province and you know your Princeps is a fan of exotic
dance, you can add a stage with poles to your design and shorten the
Progress Track by 2. When you spend a Shard to give someone a desire of your
choice, your target will instantly feel the desire, but they won’t necessarily act
on it. You can easily use this Affliction as an advantage, however.
When your Trouble gets activated, you will have to deal with a person who
needs you for something. You can be the target of their desire or a necessary
element of their angle. Their needs shouldn’t be easy to satisfy. They should
be extreme and urgent. Discuss with the GM if this is someone you’ve met
before or someone new, and what the nature of their desire is (it should be
clear to your Character). Remember that you can always use the Line or Veil
card if you’re not comfortable with the situation your Character will get into.
Traits
Resistant to: pain, arcane, impact, intoxication
Unmoved by: emotions, intimidation, charm, shame
Presence: flawless, tough, trustworthy, inscrutable
Questions
What am I the only one resistant to here?
What breach is there in their defenses?
Who here needs protection?
Special Rules
You can take all damage someone is about to receive. Take a Challenge if you
want to lower the severity of the received Affliction.
Trouble
Someone has breached your defenses.
Asking “What am I the only one resistant to here?” may result in the whole area
becoming hazardous to everyone but you. Alternatively, you might be granted
means to create the threat yourself (like finding easy-to-open containers filled
with demonic fumes or a handy flamethrower). You, as the Aegis, will be safe.
Everyone else will be at a disadvantage.
“What breach is there in their defenses?” may be used literally, granting you
knowledge of the best ways to attack an enemy or breach a structure, or you
can ask it in a social situation to do things like overcome someone’s
reluctance or win a discussion.
Whenever you want to use your first Special Rule, ask the GM about the
seriousness of the damage someone is about to receive. It can either be
Severe, Major, or Minor (meaning it would result in an Affliction of the same
type). When you decide to take a Challenge to negate some of the damage,
three Successes would mean you didn't receive any Afflictions. However, if
you prefer, you can forgo the Challenge and simply accept the damage being
dealt to you.
You can use your second Special Rule to simply shake off a single Affliction.
You may also decide to change the nature of your hardships, if you have more
than one Affliction of the same severity. It may influence how your Character
behaves, feels, or looks. You could, for instance, change three Major
Afflictions: “Nasty Bleeding,” ”Disoriented,” and “Twisted Ankle” and change it
into a single Major Affliction: “Really Pissed Off.”
Traits
Specializes in: gender, Origin, group, kink
Approach: direct, deceitful, shameless, mysterious
Body: flawless, athletic, alluring, nimble
Questions
What do they enjoy in bed?
Who here is desperate for true fulfillment?
What type of debauchery is this party going to turn into?
Special Rules
After you have sex with someone, you can ask them one question they will
answer truthfully. They know you know.
Spend a Shard to make the thing you just did in bed your partner’s new
favorite pleasure.
Trouble
A forsaken lover or an envious rival attacks you.
While the Approach Traits obviously has mainly to do with flirting and sex, you
can also interpret yours as a general approach toward adversities or a manner
in which the Character interacts with others.
“What type of debauchery is this party going to turn into?” will result in an event
getting more spicy and erotic in nature, giving your Character a perfect stage
to shine. The GM will choose whether it happens because of your Character’s
influence or for some other reasons. They may even retroactively decide the
party was always planned to turn into debauchery.
When after you have sex with someone, you ask them one question they will
answer truthfully, it doesn’t really have to come up between the Character and
the NPC and can be anything. “Did they kill the suspect?” is a valid question.
When your Character makes love to someone, their partners open up and give
up secrets they never normally would. They are aware they did it, though. They
know exactly what they shared.
When you spend a Shard to make the thing you just did in bed your partner’s
new favorite pleasure, the new kink doesn’t necessarily have to replace the
NPC's old favorites (but it certainly can). Both preferences can now be equally
important.
Traits
Eyes: seductive, innocent, mesmerizing, confident
Remarkable trait: naked body, grace, voice, touch
Appeals to: Origin, gender, status, personality
Questions
Who here will do anything to claim me?
How am I the center of this event?
What token of appreciation am I about to receive?
Special Rules
You can make a Challenge to put someone under your spell. They can’t stop
thinking about you and winning your heart or claiming you becomes their
highest priority.
Spend a Shard to make anyone you know show up in the Scene, looking for
you.
Trouble
Unwanted attention from someone dangerous.
The options listed in the last set of Traits (Appeals to: Origin, gender, status,
personality) should be specified during Character creation, resulting in Traits
like “Appeals to Daeva,” “Appeals to women,” “Appeals to Lowborn,” “Appeals
to Evil Masterminds,” etc.
Keep in mind that the tokens of appreciation may refer to non-material gains
as well. Being selected for a prestigious duty or gaining someone’s
enthusiastic political support would both be possible answers to the question.
Since the question is in the future tense, the Character is aware they are about
to receive the token and can act against it, if they so choose.
Your Special Rule is a powerful tool that can make someone desire you above
all else. They may still pursue other goals, but when it comes to choosing
between you and the most important thing in their life, they will have a hard
time making a decision.
Traits
Built: strong, godlike, inconspicuous, imposing
Unsurpassed: energy, might, stamina, grit
Radiates: confidence, dominance, ruthlessness, potency
Questions
Who here is impressed by me?
Who here fears me?
How can I destroy it?
Special Rules
You can lift trucks, throw cars, and punch holes through concrete without the
need for a Challenge.
Trouble
You destroy something of great value.
The Goliath Theme Questions are pretty self-explanatory. However, you can
use the third one (“How can I destroy it?”) to ask about things such as
relationships, renown, faith, etc.
The rule about being able to lift trucks, throw cars and punch holes through
concrete means your Character would still need a Challenge to, say, attack an
enemy with a vehicle or impress someone by punching a hole through a wall,
but the very act does not require any dice rolls.
Traits
Field: martial, erotic, etiquette, occult
Focus: control, perception, deception, grandeur
Reputation: wise, perverse, cruel, sympathetic
Questions
How can I make them better?
Who here is my former student?
Who approaches me about my teachings?
Special Rules
At the beginning of each Episode, you can either mark one Step in all teaching
Endeavors or mark three Steps in a single one.
Trouble
Your students rise against you.
When choosing a Trait from the Field set (martial, erotic, etiquette, occult),
remember than in the fiction, your Character can be a teacher in many
different fields. Choosing one from the set simply implies that they’re either
best known or most adept at this one.
The Guide can effectively train NPCs, changing their Archetypes. Of course,
any Player Character can do this by creating an appropriate Endeavour.
However, the Guide can additionally either mark one Step in all teaching
Endeavors or mark three Steps in a single one. This means they can do this
apart from the Personal Affairs, as an additional action before the Episode.
Throughout the Episode, they can make regular Challenges to progress the
training even further (the same as with any other Endeavors).
Note that when one of your students shows up immediately, ready to help, they
are not the Guide’s mindless follower but are willing to go out of their way to
help their master. This might be Character’s current trainee or loyal former
student.
Your Trouble could either mean a rebellion in the ranks of your current
trainees or a former student challenging their master to prove they have
surpassed them, enacting revenge, etc.
Traits
Mastery: submission, domination, discipline, pain
Expertise: bondage, punishment, teasing, psychology
Knows all about: fashion, contraptions, rules, pleasure
Questions
What power play is in effect here?
Who holds power over them?
What type of master or slave do they long for?
Special Rules
Whenever you are showing off your slaves, get the “Admired” Trait. Whenever
you’re showing your submission (by acting or dressing in a specific way), gain
the “Empowered” Trait.
Trouble
Your slave gets into trouble, or your master gets you into trouble.
You should interpret your Theme Questions broadly. The first two Questions
might be useful to understand the relationship between people, but also the
power structure of an organization, finding political puppet masters, and so
on.
You can use your Traits creatively, as well. They’re not limited to BDSM
scenarios. Discipline mastery can be useful while governing your Court, but
also during combat when you need to control your body and emotions. Knows
all about rules helps you introduce new laws in your Holding, find a loophole in
a Province law, or outsmart your opponent in a card game.
When your Trouble kicks in, you or the GM has to choose if your slave has
gotten in trouble (providing you have a slave) or if your master has gotten you
into trouble (providing you have a master).
Traits
Picked for: charm, strong will, ruthlessness, insight
Mentor: enthralled, sympathetic, adored, feared
Training: martial, politics, occult, governing
Questions
Who here wants to be on my good side?
What would my mentor advise me to do here?
What interesting insight about them has my mentor shared?
Special Rules
Whenever you ask your mentor for advice, gain a +1 Potential when you act on
it. If you act against it, gain a Minor Affliction.
Trouble
Your mentor steps in with demands.
You should assume that you’ve known your mentor for a long time, and during
this period, they influenced who you are, including your views and values.
They’ve chosen you for a reason, and you’re their special project. Even if they
have other proteges, they will always put you first. However, they have
expectations about your actions, ambitions, and achievements.
While choosing your Mentor Trait, consider if you prefer to have easy access
to their resources and help (in that case, use Enthralled or Sympathetic
mentor) or if you’d rather benefit from their reputation (in that case, choose
Adored or Feared mentor).
Your Theme Questions rely on the reputation and values of your patron. If you
ask “Who here wants to be on my good side?”, you will encounter someone
who knows about your mentor and wants to ensure their goodwill by sucking
up to you. When asking, “What would my mentor advise me to do here?”,
discuss what advice would be in line with your mentor’s teachings with the
GM. The Special Rule about asking your mentor for advice works whether you
ask them directly or by asking your Theme Question.
As for the Trouble, technically, your mentor doesn’t have any authority over
you, and you don’t have to listen to them. However, until you do what they
demand, you can’t ask them for advice or use their resources.
Traits
Impression: unobtrusive, naive, attractive, trustworthy
Talents: senses, stealth, searching, evasion
Specialty: scandals, blackmail, investigation, impersonation
Questions
What are they trying to hide?
What here is not what it seems?
Who here has a secret that I happen to know?
Special Rules
You can’t be registered by any camera, alarm, and other electronic or mystical
devices unless you choose to be.
Trouble
One of your secrets haunts you.
When asking “What here is not what it seems?”, you can add tension or a new
layer to any situation. The answer may concern anything: a secret, a person, a
situation, an object, a relationship, or something else. You can act on this
information immediately, decide to observe how the events unfold, or use it to
your advantage later in the game.
When you ask “Who here has a secret that I happen to know?”, it implies that
you’ve learned the secret earlier in your life. Discuss how you came to know
about this secret - and if that person knows you know - with the GM. But it’s up
to the GM what the nature of the secret is.
If you activate the Trouble yourself, you may choose which secret haunts you.
If the Trouble is activated by filling up the Trouble Track, the GM chooses the
secret. In both cases, it can either be a secret that you previously established,
or you can come up with something new.
Traits
Acclaimed: planner, connoisseur, lover, style
Favorite parties: formal, kinky, intimate, wild
Defiant circle: celebrities, rebels, degenerates, elite
Questions
Which useful person do I know here?
How is this party about to get more…… ?
What interesting rumors have I heard about them?
Special Rules
You can enter any club or party, no matter how private, unless you are
specifically banned from the event.
When at a party, spend a Shard to tell the GM about one person present or
one event rule set by the host.
Trouble
A threat to your reputation or social standing.
Playing the Socialite can be really fun and give you a lot of room for creativity.
By asking, “How is this party about to get more…… ?” you can effectively change
any party you’re at into something entirely different by adding, i.e., “wild,”
“erotic,” “prestigious,” or “competitive.” The same goes for your second Special
Rule. It lets you influence the event even further by introducing a rule to the
party. You can do it retroactively, establishing with the GM that the rule was
always on the agenda or has just been announced. You should figure the
details out with the GM and the rest of the group.
By asking “Who useful do I know here?” you can decide there’s someone you
know in the Scene; discuss with the GM who it could be and how you know
them. It’s up to the GM to tell you how they are useful in this situation.
Traits
Fighting style: ruthless, collected, flashy, stealthy
Weapons: unarmed, concealed, melee, firearms
Strengths: athletics, will, awareness, endurance
Questions
Who here poses the biggest threat?
What fight is about to break out?
Who here is the most vulnerable?
Special Rules
You cannot be outnumbered, regardless of the number of enemies. You
always count as outnumbering a single foe.
Spend a Shard to completely negate all Afflictions that you have until the end
of the Scene. One of your Afflictions gets worse afterward.
Trouble
An old enemy or casualty appears, fully prepared.
Remember that your Theme Questions may be interpreted broadly. The fight
about to break out might be a lovers’ quarrel, someone might be most
vulnerable to persuasion, etc. In the fiction, this could mean that your
Character is using a warrior’s mindset to assess non-combat scenarios, which
gives them an advantage in social situations, while playing games, and so on.
Traits
Knows how to: impress, charm, bribe, party
Assets: fortune, corporation, priceless collection, crime syndicate
Goods: illegal, supernatural, high-tech, perverse
Questions
How can they be bought?
How can I outshine them through my wealth?
How does this profit from my wealth?
Special Rules
Every time you advance an Endeavor, if using your wealth could help, mark an
additional step.
Name anything from the mortal world that money can buy. You will get it by
the end of the Episode. If you need it right now, spend a Shard to get it
instantly.
Trouble
You are in imminent danger because of your wealth.
The important thing about playing the Wealth is that your Character is known
for their affluence, and they can use it to leverage, bribe, incentive or straight
out buy people. They can also gain prestige or outshine other Defiant by using
their infinite means. You can ask your Theme Questions to effectively use your
wealth to influence others. You can ask, “How does this profit from my
wealth?” about an event, an organization, an endeavor, or something else. You
can retroactively establish with the GM that your Character has an agreement
to fund someone or something, or the GM may decide it happens in some
other way.
Most Defiant can get what they want from the mortal world, one way or the
other. Your Special Rules give you the ability to get it really quick, be it a
luxurious yacht, exceptional wine from a particular region, or a performance by
a famous star.
Traits
Modus operandi: manipulation, gossip, intelligence, threats
Area: bloodline, Province, romance, covert
Thrives during: banquets, tournaments, intimacy, duty
Questions
What would it take for them to agree to…?
What is their standing within…?
Who here is doing something they shouldn’t?
Special Rules
You don’t have to mark Setbacks on an Endeavor progress track at the
beginning of each Episode, but you still have to mark Setback if it emerges as
a result of a Challenge.
Trouble
Someone you owe a favor comes to collect the debt.
By choosing your Traits, you decide how your Character operates. Are they
more of a politician, court schemer, covert agent, or something else? You
should use your Theme Questions to gather information you can later act
upon. You can ask, “What would it take for them to agree to…?” during dialogue
with your target or while observing them. The answer is entirely up to the GM.
They can even state that there’s nothing you can do to make the person agree
to your proposal or that it would take something impossible (like the
Apocalypse destroying half of the city). In that case, you get your Shard back.
“What are their standing within…?” can be a question about a bloodline, a
Province, or a particular group (like a secret organization or elite club).
When you spread a rumor using your Special Rule, it may regard a person, a
group, an event, a whole bloodline, or a Province. Remember that many
rumors are circulating among Defiant, and they are usually short-lived. Try to
come up with believable information and use it to your advantage sooner
rather than later.
When your Trouble is activated, discuss with the GM if the person you are
indebted to is someone you’ve met in previous Episodes or someone from
your Character’s past. Most of the time, they will ask you to do something for
them. The more serious the Trouble, the more dangerous or challenging the
task will be.
Example Names:
Faniel, Beriel, Askiel, Jamiel, Darion, Urion, Nethiel, Edrel
While all Defiant enjoy every aspect of life, Harielites take it to another level.
They always find new ways to fuel their passion and constantly seek unique
and exciting experiences, moving on once they become bored.
Example Names:
Ramaguel, Dalamarel, Adarael, Ematharael, Savaruel, Vamerael, Vemanathiel,
Senathel
House Zeruel is one of the most respected and noted as they strive for
greatness and glory in everything they do. Aristocratic and entitled in their
behavior, Zeruelites believe in leading by example and always choosing the
noble, righteous path.
Example Names:
Setharion, Demetron, Beretron, Sevatron, Melarion, Havetron, Velathiel, Atharel
Example Names:
Acalan, Chimalli, Zuma, Nahuatl, Tenoch, Xipil, Zolin, Coatl
Example Names:
Ajax, Argus, Cronus, Eryx, Mitros, Eneas, Myron, Nereus
Example Names:
Abasi, Hanif, Issa, Jabari, Khalix, Aharon, Radames, Sadiki
Renowned for their demonic cruelty, members of House Black renounced their
old ways and now try to live the lives they choose, rather than continue on the
path chosen for them by the overlords of Hell. They assumed a corporate-like
style of leadership and aim to rediscover life beyond pain and suffering.
Example Names:
William, Benedict, Victor, Felipe, Alastair, Christian, Leopold, Florian
Example Names:
Alexander, Julius, Rafael, August, Shadrick, Baltasar, Daniel, Arion
Creed: “Rejoice.”
While other Infernals tend to reminisce about their demonic legacy and the
horrors of Hell, House Joy has taken a different approach. Rather than dwell in
the past, the Infernals of Guilt are focused on making up for the lost time.
They revel in the exciting experiences and pleasures the Defiant world has to
offer.
Example Names:
Jeane-Claude, Giovanni, John-Francis, Sebastian, Marc-Édouard, Damian,
Oscar Lee, Raven
Example Names:
Nasser, Keragon, Egrein, Varran, Bessame, Aharad, Terrax, Davessar
Example Names:
Tanagherion, Omeradran, Velemarish, Adramane, Isheradon, Endaron,
Vaharany, Elevashir
The mightiest of the ancient beasts, the Fire Leviathans were destined
to end the world in their draconic flames. Members of House Shemesh
feel that all other Defiant owe them gratitude for rejecting their destiny
and granting the world a second chance. They are the most disdainful
and dogmatic among the Leviathans.
Example Names:
Gharion, Ashan, Ughrox, Vereg, Sheram, Barreha, Gharde, Vasher
Write down a negative thing about them that you grew to accept.
Spouse Archetype:
Exceptional
Court Affliction:
Competition (Minor)
Starting Standing: 3
Write down two things they admire about you. As long as you act in line with
those traits, your spouse will be devoted and compliant.
Spouse Archetype:
Regular
Court Affliction:
Disorganized (Minor)
Starting Standing: 2
Your Consort is eager to learn and will follow your lead in everything. They
hold you in the highest regard, but they will become disappointed and unruly if
don’t live up to their ideals. For example, if they consider you just and noble,
they will feel terrible if you mistreat a Courtier just for fun. If they admire you
for your playfulness and carefree attitude, they won’t appreciate you choosing
duty over a fun party.
Choose one thing your spouse’s powerful lover demands of them: to spend a
lot of time with them, to adhere to their wishes and rules, to attend social
gatherings with them, or something else
Spouse Archetype:
Regular
Court Trait:
Well-informed (Minor)
Starting Standing: 5
The lover will demand certain things from your spouse in return. You may
choose what kind of requests your Consort gets most often. They will do their
best to please their sponsor. It’s up to you whether your spouse cherishes this
relationship or despises it, but for some reason, they decide to maintain it.
Remember that you have the final say when it comes to what your spouse can
and cannot do. However, if you try to prevent them from meeting with their
lover or complying with their demands, you won’t be able to use the situation
to your advantage. Moreover, you will endanger your relationship and make a
powerful enemy.
Write down the one good thing you’ve learned about your spouse so far.
The GM will write down two bad things you do not know about them yet.
Spouse Archetype:
Regular
Court Trait:
Starting Standing: 3
Write down two things that you despise about your spouse.
Spouse Archetype:
Exceptional
Starting Standing: 1
Add an additional Courtier to your Court (choose one): Spouse’s true love,
Spouse’s best friend, Spouse’s personal aide. Choose an Exceptional
Archetype for the Courtier.
Spouse Archetype:
Regular
Court Trait:
Starting Standing: 4
Write down one thing they control about you or your Court.
Decide on the boundary they would never cross in their struggle for
dominance.
Spouse Archetype:
Exceptional
Court Affliction:
Starting Standing: 3
Write down the one House value they are zealous about.
Spouse Archetype:
Regular
Court Affliction:
Write down three things that are great about your relationship.
Spouse Archetype:
Regular
Starting standing: 0
Courtiers: 6
Name at least 2 Courtiers now. You can create 4 remaining Courtiers now or
later in the game.
Whenever someone visits your Court, choose one: you get +1 to social
interactions with your Courtiers but -1 to social interactions with your guest, or
the other way around.
The other problem you will have to deal with constantly is your Courtier’s
jealousy and distrust towards outsiders. They keep a close eye on everyone
who comes to your Holding and suspect bad intentions. If you act too friendly
towards your guests, your Courtiers could become envious or overly
protective. They expect you to pay more attention to your trusted subjects
than to some untrustworthy strangers.
Courtiers: 4
What is the biggest problem when your Courtiers are away from you?
You can’t use your Courtiers’ Archetypes to get a bonus to a Challenge when
they act away from you.
You should choose this Court if you don’t want to focus on your Court’s affairs
too much. Having four dutiful Courtiers leaves little room for internal conflicts
and intrigue. You will mostly have to deal with issues that arise when your
people are left on their own. They may get into trouble, misinterpret your
intentions, become overzealous, or lose focus. To make sure you get the most
of your Courtiers’ talents, you should always have them with you, which can
prove challenging in some situations and limit your options.
Courtiers: 12
What does your chain of command look like (military ranks, court positions,
corporate titles, feudal structure, other)?
Name the Supervisors. You can create other Courtiers now or later in the
game.
The Courtiers that will cause the most problems are the Supervisors. They
expect better treatment, feel privileged, and are not without vices. Some may
bully and mistreat their subordinates, while others may try to use them to
further their own goals. They feel comfortable with their elevated position and
will try to prevent any changes. That’s why, if you replace a current Supervisor
with some other Courtier or alter the hierarchy in any way, it will count as not
following the chain of command and result in a Severe Affliction. Removing a
Court Affliction requires an Endeavor.
Courtiers: 8
Name the faction leaders. Create the other six Courtiers now or later in the
game.
At the beginning of the Episode, choose the faction that has recently gotten
the upper hand. Erase an Affliction from one Courtier in this faction. Give an
Affliction to one Courtier from the other faction.
The main issues you will encounter concern the clashes between factions.
They will try to outshine, inform on, compete with, and undermine each other.
They cooperate well within their own group but are reluctant to work with the
others. While you can certainly benefit from the conflict, it will require much
effort and time on your part. The rivalry is also consuming and damaging for
your Courtiers, making them less useful as actual assets.
Courtiers: 9
Name the Adept Courtiers and at least one Inept Courtier. You can create
other Courtiers now or later in the game.
You will never have to worry about your Court's loyalty and goodwill, but you
will need to deal with the issues caused by their incompetence. Your Inept
Courtiers have two negative Traits in their Archetypes. These Traits may be
related to their attitude, lack of skill, or weakness, and they will get them into
trouble. Look at the Archetypes when you give one Inept Courtier an Affliction
at the beginning of the Episode to figure out their predicament.
Courtiers: 9
Name the Advisors. You will get to know the other Courtiers later in the game.
As long as you don’t know the Archetype of a nameless Courtier, you can’t use
them in Challenges. However, you can give an Affliction to a nameless
Courtier to remove an Affliction from an Advisor. That way, you can use the
Advisors more often. Whenever you get to know your Courtier, roll in a Courtier
Archetype Table to learn their Archetype.
If you insist on getting to know all the Courtiers and commanding them
directly, your Advisors will become less efficient, as you can see from your
Special Rule. You can roleplay simple interactions with your subjects, but if
you get to know them better, you will have to roll for their Archetypes (roll a d6:
1-2: Problematic; 3-5: Regular; 6: Exceptional Courtier). You may end up with
an Exceptional Courtier that will be very useful, but far more likely, they will
turn out to be a Regular or a Problematic Courtier. As long as you leave
managing your people to the Advisors, they will also deal with incompetent or
misbehaving Courtiers.
The main issue you will encounter while governing this Court, is the severe
problems concealed by your Advisors. They are the ones running the Court’s
affairs, and if anything goes wrong, they are the ones responsible. They’d
rather you find out about a mistake after they’ve already fixed it. This strategy
works most of the time, but once in a while, you will find yourself surprised by
a severe issue that needs your immediate attention.
Courtiers: 6
Name 3 Couriers. Create the other 3 Courtiers now or later in the game.
When you introduce a new rule to your Court, gain +1 to the next Court
Challenge.
The main issue you will be dealing with is establishing a new order. You will
have to introduce new rules and hierarchy (your Special Rule will be helpful
here), get to know your people, and figure out how to make the best use of
them. You will be learning the ropes as you go along, and so will they. In the
beginning, they will be testing the waters and trying to figure out what kind of
ruler you are. They have previously served on different Courts and have
various experiences, expectations, and habits. Developing procedures,
introducing new laws, and improving cooperation will take some time.
Courtiers: 12
What type of Defiant gets sent to your Court (convicts, delinquents, traitors,
brats, others)?
At the end of the Episode, gain additional 1 Standing with the Province.
When creating this Court, you need to decide how you operate. Who gets sent
to you, for what type of misbehavior? How do you deal with them? Which rules
do your Prisoners have to follow? What types of punishment do you use most
often?
You don’t have to deal with the Prisoners on your own. You can always count
on your Wardens, but they are not without vices themselves. The more power
they have, the better they are at subduing your Prisoners, but they may also
abuse their power. The Prisoners will cause problems (they are here because
someone wanted to get rid of them, after all), but some of them are also very
useful. You need to balance out the threats and benefits of your Court to make
it work.
Courtiers: 9
What are the old laws and customs your Courtiers still follow?
What part of the old laws do you want to change the most?
6 other Courtiers follow the old law as well (create 1 Exceptional Courtier,
4 Regular Courtiers and 1 Problematic Courtier)
Name three key supporters of the old law. Create the remaining Courtiers now
or later in the game.
As long as you respect the old law, the Problematic Law doesn’t count as an
Affliction.
There is one particular law that causes most of the problems, and you should
decide what that law is during Character creation. It can be something
tedious, like strict etiquette followed in every aspect of Court life, or something
requiring a lot of your attention, like your Courtiers believing firmly in public
and severe punishments for every mistake. If you don’t uphold the
Problematic Law daily, your Courtiers will become resentful, and you will need
to take your Severe Court Affliction into account (as per your Court’s Special
Rule).
Exceptional Courtiers
These are the most talented, competent, or the best-trained subjects one
might hope for. To create an Archetype for an Exceptional Courtier, use a
Useful (positive) adjective and a Useful noun.
Regular Courtiers
These subjects are useful, but they present some potential problems. Usually,
they make up most of the subjects. Their Archetypes consist of a Useful and a
Problematic part (either a Useful adjective and a Problematic noun, or vice
versa).
Problematic Courtiers
These are the subjects that the Characters are most likely to have problems
with. While still potentially handy in some situations, they tend to cause
trouble for their rulers. To create an Archetype for a Problematic Courtier, pair
a Problematic adjective with a Problematic noun.
Nouns
Warrior, Fighter, Duelist, Bodyguard, Champion, Guardian, Defender,
Bruiser, Diplomat, Schemer, Plotter, Courtier, Negotiator, Agent,
Operative, Expert, Specialist, Artisan, Worker, Designer, Cook, Driver,
Stylist, Advisor, Tutor, Mentor, Teacher, Genius, Counselor, Aide, Guide,
Trainer, Mediator, Supporter, Friend, Assistant, Agent, Companion,
Servant, Slave, Playmate, Chaperone, Maid, Organizer, Manager,
Executive, Overseer, Leader, Disciplinarian, Enforcer, Steward, Valet,
Whip, Beauty, Courtesan, Lover, Eye Candy, Charmer, Seducer
Nouns
Gambler, Liar, Thief, Addict, Crook, Phony, Bigot, Poser, Punk, Show-Off,
In a Chronicle, all the Player Characters live in the same Defiant Province,
under the rule of one Princeps. Below, you will find information on a ready-to-
play setting, the Province of Bridgewood Boulevard. While nothing is stopping
you from creating your own Defiant region, we advise you to use the one
provided to you, as it will help you get a better grasp of the game. This is
especially true if it’s the first time you’re playing Defiant.
This whole section is meant for the Game Master. Players shouldn’t read it, as
it could spoil some of the fun during the game. We’ve created an additional
brochure for the Players, highlighting all the necessary information about the
Province that their Characters should be aware of. As the GM, you should
make sure they have the time and opportunity to read it before or during the
first meeting.
Ask the Players to read the “Bridgewood Boulevard Brochure.” You don’t need
to read it, unless you want to refresh your memory. The Province comes with
its own set of Holdings, so print out the Holding Cards that came in the bundle
with this book.
The Links are a great way to make the Pilot Episode more interesting. Pick a
Link from the list and be ready to use them during the short Scenes at the end
of the Character creation process.
Basic Preparations
If you want to use the fastest and the easiest method of preparing the
Province, follow the steps below:
• Look through the NPCs description and choose one Archetype and one
Secret from each list.
• Read the Basic Story Arc. Focus on the “Whispers,” as this is what you will
need to implement first, during the upcoming Episodes.
• Read the information about the chosen Link again and note down some
ideas on how to use them in the Chronicle.
Now you can start getting ready for the game by using the standard rules from
the “Preparing for the Game” chapter.
• Read the Potential Archetypes of all the Province NPCs and either choose
one from each list or create your own, to better suit your ideas. Try to turn
as many of those NPCs as you can into Characters’ Mirrors.
• Either pick a Secret for every NPC, decide on using both Secrets, or design
Secrets of your own.
• Choose the Story Arc you want to go with. You may also want to create
your own plot, but we recommend you start with the one provided to you if
this is your first time running the game.
• Consider implementing additional Links in the game. You can stick with
the one you chose for the first meeting but might as well introduce
another one from the list, or design one yourself.
After you have completed the steps above, follow the rules from the
“Preparing for the Game” chapter.
With over two hundred years of mortal history and clearly past its prime, New
Hethlon is now reinvigorated with the creative forces and passions of the
Defiant. The Royals take care of the Domain from the cabinets in their old
mansions; from atop the imposing, concrete skyscrapers; and from within the
bankrupt factories, now turned into flashy clubs.
For the last thirty years, the Defiant ruled the city, though their reign was far
from peaceful and harmonic. Rising tensions between factions resulted in
outright civil war, and after heavy fighting, peace was finally restored about
two years ago. The rebels managed to overthrow the old Hierophant, and the
Sephira has chosen his successor. Now, under new leadership, the Defiant
community is trying to make up for lost time, but old wounds heal slowly.
City Districts
New Hethlon consists of 9 districts, each with its different mortal history,
prestige, and style. While they’re all part of the same city, the differences
between districts are sometimes substantial. From the well-kept houses of
Pineview, through Denway’s closed factories, to corporate skyscrapers of East
Greendale, New Hethlon’s mortal landscape remains diverse and interesting.
The most prestigious districts from the mortal perspective are Bridgewood,
with the historic old town and numerous tourist attractions; West Greendale
with University and College campuses; and Fort Hill, where the wealthiest
citizens live in their luxurious mansions. Denway, Northbank, and Berton are
less prominent. Denway is a poor, post-industrial neighborhood, Northbank
has a still-functioning industry with factories and the river harbor, and Berton
is a large district built around Burton Refinery. East Greendale is the busy city
downtown, Pineview is known as a quiet residential area with single-family
houses, and Brook Park is a green district lying on the outskirts of Brook
National Park.
The districts which suffered the most during regime change are East
Greendale, which stood on the wrong side of the barricade and where many
Lords still refuse to let go of the old ways; and Denway, which remains torn by
internal conflicts.
Other districts have their own flavors. Berton Provinces belong almost
exclusively to Leviathans, many from House Shemesh. Fort Hill Royalty focus
more on satisfying the Sephira's needs than on Defiant politics. Northbank
Provinces tend to have harsh rules and strict Princepses. Pineview is a
peaceful place but cautious towards outsiders. There’s also the Portsbee Isle,
where the Hierophantess and most of the retired Royals reside.
The Commandments
There are three Commandments that every Defiant in New Hethlon must
obey. The more they behave in line with the laws, the stronger the Sephira is.
There are three Defiant Executors, each tasked with enforcing one of the
Commandments. Their job is to monitor how Defiant adhere to the
Commandments and punish those who fail to do so.
This is not an easy task, and each Executor deals with their duties differently.
As the laws are vague and open to interpretation, it’s mostly up to them to
decide how to proceed in each individual case. The Domain is vast, and
naturally, the Executors are unable to take care of all problems. Each Province
within the Domain is governed by a Princeps, and they are also expected to
make sure local Royals adhere to the Commandments. A Province may be
visited by an Executor if the local Princeps asks them for help, or if word of
potential wrongdoings reaches them some other way.
This law was introduced after the civil war between the city’s Defiant. It is
interpreted mostly in two ways. First of all, no trespass can go unpunished.
Many blame the lack of proper oversight and lax attitude about penance for
the problems of the former regime. Second of all, House Kamael, deemed
most responsible for the wrongdoings that led to the civil war, should repent
for what they have done. The Angels of Grace have lost most of their titles and
privileges and are now treated harshly by other Defiant.
There are many different approaches to this vague Commandment. For many,
it merely means a perpetrator can never be pardoned without serving some
sort of punishment first. Some focus on the Kamaelites, keeping the Angels of
Grace as Courtiers and treating them poorly to show their disdain for traitors,
or even going out of their way to make Kamaelites’ lives miserable, punishing
and humiliating them publicly.
Generally, Royals and the Authority are expected to put forth some additional
effort when it comes to disciplining their subjects. Some Lords and Ladies
have grown to be quite competitive in this matter. The punishments they
Secret societies and hidden clubs are recurring problems in New Hethlon.
These exclusive groups have played an important part in New Hethlon's
supernatural life before the civil war, and many have survived to this day.
However, because of the Second Commandment, taking any part in such
initiatives is now considered a serious offense. As a result, the secret societies
To give the Sephira enough power to protect the city and keep everyone safe,
Defiant need to forget about the troublesome past and enjoy their lives. The
Third Commandment seems to stress that further: there’s no time for
mourning or holding grudges; the Defiant should instead celebrate everything
that they’ve achieved through their sacrifice. They should forget about the
recent conflicts and animosities between Houses. It is time to party, have fun,
love, dance, drink, and play. Royals should enjoy life to the fullest, rather than
focusing on the problems of the past.
This Commandment has many devout followers among the Defiant, though
it’s not as easy to commit to it for others. After the successful uprising against
the old Hierophant, many Royals who supported the defeated regime lost
some of their power and influence. But just like all the rest, they are expected
to celebrate the “reclaimed Domain.” While this law does encourage throwing
parties and having fun, it also requires everyone to show their support for the
new regime and to be happy with the change. And while nowadays even most
of those who once supported the old Hierophant see the error of their ways,
they’re still having issues with expressing pure joy about the shift.
The Archon of Blessings, Ismil Sekh, carries out his duties from a magnificent
gladiator arena. His petitioners can count on favorable treatment, as long as
they acknowledge his great project. He assigns unclaimed Bloodborn to
Courts, has the final say on giving new Holdings to Royals, grants special
privileges, and oversees the handling and situation of members of the fallen
House Kamael.
The Executor of the Third Commandment, Aghara Melqart, doesn’t like to hear
about failures and problems. She wants everything to be perfect, the Defiant
to behave, and the celebrations to continue without end.
The most prominent building - and the residence of Princepsa Amathea Zeruel
- is the city museum. During the day, parts of the museum are open for
mortals, but most of the building belongs to the Defiant.
The Province law requires that relationships between Defiant are kept casual
and non-exclusive. Many of the Bridgewood Boulevard Royals find this
problematic and almost impossible to follow. They murmur about the
Princepsa forbidding love after she lost the person she truly cared for. And
although they don’t dare to openly defy her, they are not happy with the new
state of things.
There are less than a dozen Holdings in the Province, each governed by a Lord
or a Lady. Since up to three of them will be held by the Player Characters (it
depends on the number of Players in the group), you may create a few
additional Royals, along with their spouses, Courts, and residences, if you like.
There is no need for that, however. Even if you’re running a Chronicle with a
single Player, the Royals below should be more than enough to make the
Province feel alive and diverse.
Although the Princepsa doesn’t appreciate large parties, she likes smaller
gatherings, and she likes to listen to the problems and ideas her guests have.
If someone wants to present her with an issue, a private dinner or meeting is
the best way to go.
Distinctive Features
There’s a tremendous amount of sadness in the deep gaze of Princepsa’s
sapphire eyes.
Amathea speaks softly, and it’s easy to lose track of what she’s saying if you
don’t focus on her quiet voice.
Potential Archetypes
Dignified Widow, Sorrowful Ruler, Beautiful Introvert
Secrets
Intimate: A young Defiant has caught Princepsa’s fancy, but he’s from a minor
House and would be a terrible choice for a husband.
Dark: One of the Princepsa’s Zeurelite Wards took Roderick’s death almost as
hard as she did. Amathea suspects that perhaps her husband had an affair
with the girl and mistreats her, though she clearly did nothing wrong.
Holding Rule: Loud parties and acts of revelry are forbidden within the
confines of the Holding. All Courtiers and guests are expected to remain quiet
and respectful of the Princepsa’s mourning.
Veletron Zeruel
Veletron is Princepsa’s oldest son and heir. He admired his mother for many
years, seeing her as a true Zeruelite and great ruler. But he can’t stand what
happened to the Princepsa after her husband (and Veletron’s father) died.
Watching the once glorious Angel in pain and witnessing how she slowly
became an idle, disengaged ruler was too much for him. That’s why he
decided to push Amathea into retirement. He knows he will make a much
better Princeps and his Province will become the jewel of Bridgewood.
Although formally he serves Princepsa as her Champion, he currently runs
most of the day-to-day operations.
Veletron is a dashing, eloquent man with long golden hair and his mother’s
sapphire eyes. He wears elegant but convenient clothes.
Distinctive Features
Veletron’s sapphire eyes look exactly like his mother’s. They’re identical to a
point where it’s unnerving.
Secrets
Surprising: Even though he is a Champion and a decent fighter, he actually
hates duels and most physical activities. He’s far more of a manager or a
schemer than a warrior at heart.
Dirty: Veletron knows that if he wants his mother to retire soon, he can’t let her
remarry. Her new wife or husband would be his rival and could very well usurp
Veletron’s place. That’s why he isolates the Princepsa from the most
promising candidates and removes any people who advise her to remarry.
Ireviel Zeruel
In most Zeruelite Courts, the First Ward holds an esteemed position by their
Lord’s or Lady’s side. Ireviel is the Princepsa’s First Ward, and she takes care
of the rest of the Zeruelite Wards in her stead. She has been with Amathea
since she inherited the title from her father, and the two of them are very
close. The recent changes in the Princepsa’s behavior worry Ireviel, as she
fears Amathea thinks about retiring. This would be a disaster for Ireviel, whose
fate would be decided by either her successor or the Zeruelite Patriarch, and
she could end up in some forsaken Court with no influence or prestige. That’s
why the First Ward decided she needs to find a proper match that will
reinvigorate her Lady. She intends to use all the means she currently
possesses to make that happen.
Ireviel has a fresh and innocent look, with long black hair and glowing, rosy
cheeks. She’s of Korean descent. She’s very perceptive and knows how to
listen. When dealing with other Wards, she is demanding, but always helpful.
Potential Archetypes
Experienced Overseer, Ambitious Assistant, Perceptive First Ward
Secrets
Dirty: In order to find her Lady a spouse, Ireviel pretends to be acting on the
Princepsa’s orders and contacts various Lords to negotiate a marriage deal.
Silly: Ireviel has but a single weakness: her love for chocolate. She’s somewhat
of an expert when it comes to pralines and chocolate bars, and simply can’t
help herself when presented with a possibility of tasting a new sweet delicacy.
As the word goes, Avatron has not been the faithful type as of late. He’s
always seen with another lover, never attaching himself to one person. The
reason may be a recent falling out between him and his wife. The Princepsa
often mentions him as an example of following her new rules of celebrating
relationships with numerous people, forsaking the notion of one true love.
Lord Avatron is a stylish, good-looking man with a charming smile and a great
sense of humor. He’s got short black hair and dark brown skin with copper
undertones. He wears fashionable clothes and accessories, and a cutting-
edge haircut.
Distinctive Features
Lord Avatron is wearing stylish attire that is always likely to become the next
fashion trend in the Province.
Potential Archetypes
Fashionable Social Butterfly, Unattached Lover, Influential Host
Dark: As a true Harielite, Lord Avatron is always trying to find new ways to
ignite the flames of his passion. He recently discovered a new thrill: when
organizing parties, he purposely steers some of his guests towards the worst
possible pairings, awkward social situations, and embarrassing accidents.
He’s a skilled host, so no one suspects any wrongdoings yet - it’s merely that
some of his guests appear to have the worst time of their lives during the
parties, for no apparent reason.
The Princepsa values Electra ’s diplomatic skills and her understanding of the
Domain’s affairs. She often uses her as an envoy both within and outside the
Province. Electra can be persuasive and seeks common interests but can also
be ruthless and stand her ground if the need arises. She frequents official
banquets and hosts elegant balls, always knowing how to behave, who to
invite, and how to avoid or cause scandals.
Distinctive Features
The energetic clicking of Electra’s remarkably high stilettos.
Potential Archetypes
Expert Politician, Ruthless Manipulator, Confident Party Hostess
Secrets
Surprising: Electra Kyrios is well aware that her political rivals would love to
learn her secret and use it against her. That’s why she makes sure no one
knows about her deep love for her husband. She tries to keep her work and her
relationship separate by sharing her feelings and passions with Avatron, not
the details of her political activities. In addition, she takes lovers to prove she’s
not committed to a single partner.
Dirty: While many believe Electra to be one of the most important assets in the
Princepsa’s arsenal, as she’s an excellent envoy and a proficient diplomat,
they all fail to see the real game the Lady Consort is playing. She’d love
nothing more than to be able to officially reunite with her husband and is
furious with the Princepsa’s anti-love law. That’s why she’s actually been
actively working against Amathea, rather than helping her cause. She’s subtle
in her approach, but so far she’s managed to steadily build an ever-growing
group of the Princepsa’s opponents and is ready to strike her when the time is
right.
The second building belongs to Lady Consort Electra. It’s an elegant and
classic establishment, ideal for formal banquets and splendid balls. There are
also numerous private rooms and cabinets that allow more discreet or low-
key meetings.
While in the Holding, Avatron and Electra don’t show each other any affection,
fearing their Courtiers or Defiant visiting the club will learn their secret. They
mostly meet outside the Province in various secluded locations.
Holding Rule: Visiting Club Vice with your spouse is always an interesting
experience. Guests are supposed to exchange partners and show their lack of
commitment to their relationship, in line with the Province rule. At some
parties, it simply means you spend the evening accompanying some Lord or
Lady. Still, other times the guests’ jealousy and boundaries of their
relationships may be put to the test.
Oliver Joy
Oliver Joy serves as the manager of Club Vice, aiding Lord Avatron with
everyday operations. With his master’s permission, he also uses the club as a
place for young Infernals from House Joy to undergo their Chrysalis.
Mentoring a newly awoken Defiant is a challenging task, but Oliver likes seeing
Oliver is a towering, huge man with a booming voice. He’s friendly and funny,
always telling jokes or offering a drink. He wears flashy, trendy clothes and
moves with surprising agility for his posture.
Distinctive Features
Oliver’s booming voice can be heard from a distance.
He loves to cracks jokes and is always ready to offer his guest a fancy drink.
Potential Archetypes
Friendly Mentor, Trendy Manager, Joyful Host
Secrets
Dark: Recently, Oliver has realized that his help with the Chrysalis has become
routine and less effective. He's looking for new and exciting ways to teach his
wards about being guilt-free, and sometimes he gets pretty extreme.
Intimate: After a hard day’s work, Oliver loves to unwind by ordering a large
pizza and binging a season of some mediocre sitcom while sitting on a couch
in one of the club’s backrooms.
Virsha Shemesh
Virsha Shemesh is the Champion of the Court, and she serves as a personal
bodyguard for Lady Consort Electra. She takes her duties seriously and
spends a lot of time training, and taking care of her sword. Virsha is a true
Shemesh. She knows all eyes in the Court are on her, and she intends to lead
by example. Whenever she feels like she failed some task or strayed from the
Distinctive Features
Visha looks like a bronze figure of a proud warrior, when she stands perfectly
still by the door, guarding her Lady.
She can be seen wearing a spiked collar on her hip. It looks very painful.
Potential Archetypes
Proud Bodyguard, Self-Righteous Shemesh, Masochistic Warrior
Secrets
Intimate: Virsha doesn’t admit it to herself, but she’s taken a liking to self-
punishment and pain. She explores new-found masochistic desires more and
more. This, of course, requires doing things she needs to repent for.
Surprising: Although she rarely admits it, Virsha is a stern believer in using only
as much force as necessary. And while it’s easy to assume so because of her
imposing physique, she is no brute.
Lord Raghan is highly esteemed in his House, and many young Shemesh seek
his advice. Every now and then, he agrees to train a promising warrior. Of his
own volition, he meets with Leviathans only, leaving socializing with other
Defiant to his wife. For his personal entertainment, he keeps a sizable
entourage comprised of young and pure Defiant of all origins. They can do
whatever they want, partying in the Province and benefiting from their Lord’s
powerful protection, as long as they stick to the rules he’s established.
Lord Raghan is a sturdy, imposing man in his fifties. His dark, bushy eyebrows
make him look austere, but he has a warm smile for those who get to know
him better. He seems tired and disheartened at times, with his pale skin and
grey eyes, but if anything threatens his family or entourage, his anger is
genuinely frightening and fiery.
Potential Archetypes
Disheartened Veteran, Threatening Protector, Esteemed Trainer
Secrets
Dark: Lord Raghan values strength and integrity in a ruler, and to his
disappointment, he sees neither qualities in his oldest son. He did his best
through the years to change his heir’s attitude, but he recently started to
realize he failed, and there’s nothing more he can do. That’s why Raghan
began spending more time with his younger daughter, a promising noble
warrior who shows all the qualities a good ruler should possess. But to make
her his heir, he will have to get rid of his oldest son in some way…
Silly: There’s a secret chamber deep within Lord Raghan’s Holding. Whenever
he enters it, he turns off his phone and asks not to be disturbed. Then, in
complete silence, he can focus on his true hobby: creating dioramas with
model trains. He may spend hours with a looking glass, repairing a broken
locomotive or coating the plastic bark of a miniature tree with new layers of
paint.
Distinctive Features
It’s hard to look Lady Khaemira in the eyes because of her disturbing, reptilian
pupils.
Her sharp facial features make her look threatening, regardless of her
intentions.
Potential Archetypes
Extreme Partygoer, Brutal Enforcer, Skillful Diplomat
Secrets
Intimate: Lady Khaemira loves animals and has a few pets she adores. It is not
common knowledge, however, as she prefers to keep her menacing reputation
intact.
Dark: During a recent masked party (with strong bondage themes), Lady
Khaemira spent some quality time with a beautiful, submissive woman.
Fascinated by her lover, she used her resources to track her, only to find out
that she is another Lady Consort from the Province - Vivianne Joy, the wife of
Lord Tenoch Achto. Ever since the meeting, Lady Khaemira has been having
someone follow the Infernal, hoping to learn more about her and potentially
start an affair.
Holding Rule: Lord Raghan doesn’t trust anyone who is not a Leviathan. He
requires that his guests always have a Leviathan with them during a visit. They
can bring a Leviathan companion with them, or they will be accompanied by
one of Lord Raghan’s Leviathan Courtiers.
Ashran Shemesh
Ashran is Lord Raghan’s heir. As the son of two people with very strong
personalities, he didn’t have much room for developing his own ideas and
attitude. His father always seems disappointed, no matter what Ashran does,
and his mother expects him to be tough and uncompromising. None of them
are interested in the things Ashran is actually good at. He’s an imaginative
artist, painting and creating metal sculptures. He’s good at reading people, not
in order to hurt or dominate them, but rather to find real connections or help
them with their problems. He wants to be a benevolent, wise ruler, not a
tyrant.
Ashran resembles his mother more than his father, with his reddish-brown
skin and wavy black hair. He wears ornate clothes and fascinating jewelry that
he made himself.
His crimson tunic looks heavy with all its golden ornaments.
Potential Archetypes
Empathetic Artist, Creative Weakling, Kind Leviathan
Secrets
Dark: Ashran often sneaks out of the Holding to hang out with like-minded
Defiant.
Silly: In his free time, Ashran is creating a comic book. It’s actually excellently
drawn, with a decent storyline and interesting characters. It focuses on the life
of a young elven prince, Asheal, who is brought up by a dark-elf father and an
orcish mother.
Namaviel Hariel
Namaviel is one of Lord Raghan’s Sacred Companions and his favorite. She
knows she is untouchable in Bridgewood Boulevard, for no one wants to cross
the powerful Shemesh Lord. She enjoys tempting and provoking people who
can’t do anything to her. Namaviel needs to follow several rules set by her
master. For example, she can be intimate with any Defiant she wants, as long
as her Lord approves, but she has to ask him each time.
Distinctive Features
It’s hard to take the eyes of Namaviel and her beautiful, purple wings.
Secrets
Intimate: Namaviel doesn’t like Lady Consort Khaemira and does her best to
avoid her. Being the favorite of Khaemira’s husband puts Namaviel on her
radar, and it’s a potentially dangerous situation.
Surprising: In her free time, Nemaviel pursues her academic goals. She travels
to the Province of West Greendale University, where she poses a mortal
student trying to get a degree in history and social sciences.
Distinctive Features
Lady Vessariana's outfits are very bold and revealing.
She wears precious gems in her hair and on her Leviathan horns.
Secrets
Dirty: Lady Vessariana experiments a lot, and a few years ago, one of her
Courtiers fell victim to such experiment. It was ruled an accident, and
Vessariana didn’t suffer any consequences. It was a defining experience for
her. Taking the life of a Defiant (even if it was not entirely intentional) was
exhilarating, and it satiated her Leviathan hunger for a long while. But every
other entertainment has paled in comparison since that day. She knows it’s
wrong, but she's planning to do it again.
Surprising: Although there are no reasons to believe her reign will end anytime
soon, Vesseriana is obsessed with her funeral. She is making all the
preparations and has two Lowborns secretly working on getting everything
ready for when the day comes. The project would have been finished a long
time ago if it wasn’t for Vesseriana changing her mind all the time about what
the celebration should look like.
Distinctive Features
Lord Consort Benedict seems to be always busy, either talking on the phone or
canceling it to be able to have a word with the Characters.
Potential Archetypes
Tired Organizer, Repressed Partner, Handsome Keeper
Secrets
Surprising: Benedict has devoted his life to serving his wife’s needs, and he
spends little time entertaining his own desires. He is often frustrated and
stressed with all the duties and sacrifices he makes every day. To let off
steam, he sometimes ventures into the Under the Bridge Club, where he takes
part in illegal fights. He always wears a mask, however, to avoid being
recognized as one of the participants. He’s pretty good in the fights, too.
Dark: As the one taking care of the Holding, Lord Consort Benedict is aware of
a growing disparity between the amounts of money and resources being
spent by the Court and their income. His wife and her retinue are clearly
overspending, even by Defiant standards, and unless something is soon done
about it, they may actually go bankrupt.
Holding Rule: Lady Vessariana prides herself on being a great hostess and
having a unique understanding of earthly pleasures. She does her best to
entertain and please visiting guests, but in order to be able to do so, they have
to undergo certain preparations. Upon entering, all Defiant are required to
enjoy a mixture of substances, crafted differently each day to best suit the
current theme of the mansion. Since each concoction has different effects,
every visit to the Holding is a new experience for the guests.
Ravessan Melqart
Ravessan is Lady Vessariana’s heir, but he’s lost any hope of ever inheriting
the title. Even though his mother has been ruling for many years, she doesn’t
seem likely to retire any time soon, and she’s in perfect health. Ravessan is
angry and disappointed, and he takes it out on the world. He is a troublemaker,
always initiating fights, talking back to Defiant of higher stature, tormenting
Courtiers and Lowborns, and crashing parties. He drinks and uses drugs a lot,
ravaging his mother’s stash. He is the leader of the delinquents of the
Province.
Ravessan is arrogant, insolent, and reckless, and he doesn't care what anyone
thinks about him. He feels miserable and wants to make other people’s life
miserable, as well, while having fun. He is cute in a dark and dangerous way,
with sharp claws and brown hair that’s always covering his glowing, reptile
eyes.
Potential Archetypes
Reckless Degenerate, Angry Troublemaker, Arrogant Firstborn
Secrets
Dark: He’s recently become addicted to a rare drug, which is expensive and
hard to acquire. He doesn’t want his mother to know about it, and he intends
to find a source on his own, even if the price is stiff.
Isabella Dawn
Isabella is Lord Consort Benedict’s most trusted agent. Being his daughter
means he knows her true name, and she cannot refuse his commands. That’s
why Isabella spies on her friends and lovers, even though she doesn’t like it at
all. Benedict insists she participates in all the wild parties organized by the
decadent Defiant of the Province. She is supposed to gather information,
observe, and sometimes push certain people to do something they will regret
Isabella is a tall, skinny girl with long, purple hair and a lot of piercings. She
wears stylish clothes in line with the latest Defiant fashion. She is confident
and has a great sense of humor.
Distinctive Features
She has several piercings, visible whenever she tucks her purple hair behind
her ear.
Potential Archetypes
Reluctant Spy, Observant Partier, Funny Informer
Secrets
Dark: Isabella knows one of her friends is doing something they are not
supposed to, but she hasn’t told Benedict about it. He didn’t ask directly, so
she wasn’t disobeying a command. She cares for her friend and intends to
cover for them as long as she can.
Menariel is a tall, slender man with rich brown skin and wise eyes. He dresses
in light clothes and likes to talk while walking in his garden. His deep voice
evokes trust and hope.
Distinctive Features
When visited in his Holding, Lord Menariel loves to stroll through his garden
with his hands behind his back.
Potential Archetypes
Wise Confessor, Respected Guide, Well-Informed Confidant
Silly: Lord Menariel is also deeply passionate about the local baseball team,
the New Hethlon Falconers. While patient and collected most of the time, he
completely loses his composure when watching the game, especially if his
team is about to lose. Aware of how this might reflect on him, he prefers to
enjoy games alone, though.
Lady Jessica usually wears simple clothes like a white shirt and jeans or a
flowery dress. She ties her ash-blonde hair in a ponytail or French braid. During
her charity galas, she likes to wear elegant cocktail dresses and gowns. She
has a warm, charming smile and a candid attitude.
Distinctive Features
When Jessica smiles, the whole room becomes brighter, and it’s hard to not
smile back to her.
Her simple clothes contrast with fancy attires of other Defiant in the room.
Secrets
Dark: Jessica is an Infernal of House Black, and she knows all about pain. It’s a
well-guarded secret, but in her free time, she visits the basement of the
Holding, where she keeps prisoners and suspects. She is a cruel and effective
interrogator and proud of her skill. She used to work for the Princepsa’s late
husband, aiding him with investigations. They both decided her additional
vocation should be kept secret, and Jessica stuck to it, especially after his
mysterious death.
Marithea Aratron
Marithea is Lord Menariel’s assistant. She specializes in dealing pain and
humiliation to Defiant who need to repent before gaining forgiveness for their
trespasses. She is good at her work, and Lord Menariel is pleased with her.
But Marithea is not happy. She has the soul of a warrior. She would love to
take part in duels, tournaments, and battles with Apocalyptic forces. However,
her master doesn’t want to hear about sword fights or martial training; he
wants her to stick to what she was assigned to do.
Marithea is a petite, sweet girl with shoulder-long, straight white hair and
alabaster skin. She wears dramatic makeup with red lipstick and black
eyeliner, along with tight leather corsets, and high boots.
Distinctive Features
Judging by her appearance, Marithea is delicate and shy, but her outfit clearly
indicates she’s a dominatrix.
Potential Archetypes
Reluctant Dominatrix, Petite Warrior, Delicate Punisher
Silly: Whenever she feels she's alone with a slave who is blindfolded or
otherwise unable to see her, Marithea does all sorts of silly poses and faces to
vent her frustration with not being able to pursue her true passions.
Nicos Kyrios
Nicos is Lady Consort Jessica’s old friend and confidant. He knows about her
secret operations and covers for her whenever she needs to spend some time
in the dungeon. He can be very persuasive and witty if he wants to, but he likes
to play dumb. He’s found that Royals trust simple-minded Courtiers more and
are less inquisitive about his Lady if he just seems confused or bows a lot.
Nicos is a frequent customer of the Red Velvet Hotel and knows most of the
girls working there. He doesn’t like it when other customers mistreat them and
is known to intervene if the situation gets out of control (at least, in his
opinion).
Nicos is an older man with a furrowed but still handsome face, short grey hair,
and an impressive, long beard. He wears white or grey shirts with elegant
vests. His Sacred Animal is a ram, and he wears a silver pendant with a ram’s
head.
Distinctive Features
He has an impressive, nicely trimmed, grey beard.
Potential Archetypes
Witty Confidant, Unobtrusive Servant, Veteran Assistant
Some say such dedication to her work stemmed from the great loss she
suffered during the Defiant civil war when her beloved wife was killed. For over
two years, Lady Menefer was rarely seen at any parties or events. However,
the situation recently changed after she remarried. Her young Harielite wife
brought joy and hope to the murky Library, and Lady Menefer returned to her
former self.
Menefer has short hair, smooth mahogany skin, and long, golden fingernails.
Her Sacred Animal is scarab, and she has a golden scarab tattoo on her arm.
She also wears jewelry with a scarab motif.
Distinctive Features
The only sign of Lady Menefer’s agitation is when she clicks her long, golden
fingernails on a desk or table.
Secrets
Dirty: Lady Menefer has some dangerous Apocalyptic tomes in her secret
library and for the last two years, she’s delved deeper and deeper in the
forbidden knowledge. She convinced herself it’s for the greater good, but the
truth is she lost herself in the occult when her wife died. Because of her
newfound love for Lady Consort Sethenea, Menefer tries to bring herself to
destroy the dark knowledge, but it’s proven harder than she anticipated.
Intimate: Hardly anyone in the Province is aware of just how much Menefer
really adores her new wife. She knows that the young Harielite doesn’t share
her feelings, but that doesn’t change anything. She’d do anything to make her
spouse happy and would certainly destroy anyone who would dare to harm
Sethenea.
Lady Consort Sethenea is an enchanting, joyful young woman. She has curly
copper hair, fair skin, and alluring green eyes. She wears expensive clothes
Distinctive Features
Sethenea always laughs cheerfully and has vibrant green eyes.
Her shoes, designer handbag, and jewelry must have cost a fortune.
Potential Archetypes
Spoiled Princess, Naive Beauty, Bold Explorer
Secrets
Dark: Sethenea never expected to become a Lady Consort; it just happened.
She is far from being a perfect spouse and she wasn’t groomed for her role.
She is young, full of life, and completely irresponsible. Recently, she took a
liking to gambling and now she’s in serious debt with dangerous people.
Surprising: If someone were to look into Sethena’s mortal past, they’d learn
that she used to be famous. She graduated university at the age of twenty,
and started her own successful technological company, only to leave it all
behind after her awakening. She still possesses advanced engineering
knowledge but does not find any use for it anymore.
Holding Rule: Lady Menefer is a scholar, and she values knowledge above all
else. That’s why she expects visiting Royals to share one thing she doesn’t
already know with her. It’s more of a custom than a real exchange of
information, but if someone wants to impress Lady Menefer, telling her an
interesting secret is a great way to do it.
Seshenarra Melqart
Seshenarra is as old as the library itself. She’s the keeper of the collection, and
some say she guards Lady Menefer’s books as if they were her own treasure.
Seshenarra treats every visitor with suspicion, keeping a close eye on them.
She is gruff and mean, but her knowledge is awe-inspiring. Some say she’s
memorized all the books from the library. The unquestionable fact is that she
knows where to find every volume and where to look for the information
someone is interested in.
Seshenarra is a mature, sour lady with a suspicious look in her golden eyes.
She has ivory horns, quite large for a Courtier. She wears vintage clothes with
tight corsets and lace cuffs. She styles her hair in large buns or updos.
Distinctive Features
She seems to look at everyone with suspicion, squinting her golden Leviatan
eyes.
Secrets
Dirty: Seshenarra is from House Melqart, and she needs to have her own
treasure. In secret, she has stolen some valuable books from the library and
hidden them in an underground chamber only she has access to. Her
appetites grow, and she needs more books in her hoard.
Silly: Seshenarra hates all technology, or rather the “vile instruments,” as she
calls it. The only semi-modern tool she knows how to operate is an old,
monochromatic mobile phone, and using it requires all the focus she can
muster.
Chimalli Achto
Chimalli is well aware his Lady is quite possessive of her young wife and
wouldn’t want her romancing someone else. But he just can’t help it -
Sethenea is the most beautiful and sexy woman he’s ever seen. He’s confident
she’s noticed him as well. Because of his warrior training, he managed to
become her bodyguard and rarely leaves her side. He’s waiting for an
opportunity to confess his affection to Sethenea, and in the meantime, he
does his best to protect her.
Chimalli is an attractive Latino man with short facial hair. He always wears an
earring with an owl - his Sacred Animal. He has a muscular body and moves
like a warrior, ever aware of his surroundings. He wears tight pants and tucked
in shirts.
Distinctive Features
He always wears the owl earring.
Potential Archetypes
Hopeful Lover, Alert Bodyguard, Attractive Warrior
Secrets
Dark: Chimalli is very competitive. He loves taking part in tournaments and
contests of any type, especially duels. He’s willing to do almost anything to
win, including weakening his opponent with a drug, tarnishing their reputation,
or bribing their staff.
Many hoped that Tenoch would choose reasonable spouses, whose influence
would outweigh the peer pressure from his decadent friends. However, he
has recently married two siblings, Vivianne and Lionel from House Joy, and
ended these speculations.
Along with the Holding, Lord Tenoch inherited unimaginable wealth. He is the
richest Lord in the Province, and his Holding is the largest and most luxurious.
Tenoch is generous to his friends and Courtiers but expects respect and
reverence. He also has numerous mortal followers who worship him like a god
and donate money and expensive services to their deity.
Tenoch is a dashing young man who doesn’t spare expenses for his attire and
lifestyle. He wears tailored suits and diamond watches. The eagle is his
Sacred Animal, and it’s easily seen in his sharp features and golden-brown
eyes.
Potential Archetypes
Filthy Rich Deity, Polished Magnate, Generous Young Buck
Secrets
Dark: If many Defiant think Lord Tenoch leads an extravagant life, they would
raise eyebrows knowing what he likes to do in secret. He is an adrenaline
junkie and constantly looks for more extreme and dangerous entertainment.
The secrecy is a part of the thrill for him.
Intimate: Although people assume Lord Tenoch chose the Joy siblings as
spouses to continue on his path of cheap thrills and simple pleasures, nothing
could be further from the truth. He knew them both and enjoyed their
company, but chose to marry them only after he learned that their Lady had
enough of their rivalry and decided to punish them severely. He gave up on his
plans, so he could help his friends out of a tight spot. The siblings have no
idea about the plot and the reasons behind the marriage.
Recently, her ambitions expanded beyond combat and tournaments. She and
her brother Lionel both married Lord Tenoch Achto and she was put in charge
of the Night Court. Lionel is her complete opposite, and she’s always detested
him. They have always been rivals, but in these new circumstances, they’ve
Vivianne dyes her hair in pastel colors and styles it in a pixie cut. She is
athletic, moves gracefully, and with confidence. She wears close-fitting
clothes, sometimes shorts or leggings, sometimes skimpy cotton dresses or
skirts.
Distinctive Features
It’s clear from the way she moves that Viviane is a warrior.
Potential Archetypes
Ambitious Warrior, Honorable Duelist, Ruthless Competitor
Secrets
Intimate: Constant competition and striving to be the best is exhausting, but
Viviane found a way to relieve the stress and find inner peace: She visits an
Aratronite who acts as her mistress. Serving her, relinquishing control,
accepting pain, and humiliation helps Vivianne relax. She keeps these
meetings a secret because she fears her brother could turn these moments of
weakness against her.
Dirty: Just before the marriage, she suffered a humiliating defeat in a fighting
tournament (it was actually due to her brother’s machinations). Unable to
cope with the situation, she partied really hard to numb the feeling and
actually can’t remember the details of the next few days. Recently, someone
has started sending her pictures clearly from that period. They show her
Marriage to Lord Tenoch was the best thing that happened to Lionel. He
governs the Day Court and possesses power and resources to achieve his
many goals and sate his appetites and ambitions. There’s only one grain of
salt, and it’s his sister, Vivianne. Vivianne is savage, lacks a sense of humor,
and for some reason, decided to make his life miserable. Lionel decided to pay
her back with interest. He goes out of his way to thwart her plans, turn her
allies against her, and smear her reputation.
Lionel is a friendly, attractive man. He’s nimble and perceptive, with long,
beautiful auburn hair. He likes to wear unbuttoned shirts and vests, to show
off his muscular torso.
Distinctive Features
Lionel often places his hand on other people's shoulders in a friendly manner.
It’s hard to ignore his muscular torso, easily seen under the unbuttoned shirt.
Potential Archetypes
Curious Schemer, Diplomatic Manipulator, Vengeful Seducer
Silly: Lionel has always wanted to master the craft of card tricks. So far,
however, he’s failing miserably. He trains in his free time, but it seems like it’s
just something he will never be good at. The cards slip from his hands, he
constantly messes up the tricks and nothing seems to work. It’s not that he’s
clumsy, it’s just that apparently, cards are not his thing.
Phanes is a slender, wiry man with restless eyes and a charming smile. His
voice is alluring and he always finds the right words to appeal to the person he
wants something from. He wears proper suits and well-groomed facial hair.
Distinctive Features
His voice is soothing, and it’s easy to believe this man is on your side.
Potential Archetypes
Slippery Intriguer, Charming Deceiver, Vile Manipulator
Secrets
Dirty: He wanted to become a Senechal, but there was another very capable
Courtier vying for the position. Phanes fabricated evidence of their trespasses,
and as a result, the Courtier was severely punished and was demoted to the
position of the lowest servant.
Intimate: Phanes is still a Sekh, and if someone were to go through his things,
they’d find a lot of sketches of his dream project: a Defiant themed
amusement park, located by the river. Phanes is still not satisfied with his
Margaux Black
Following her House Creed, Margaux has a mundane job: she’s a
policewoman. She spends a few nights and days a week working in
Bridgewood Boulevard Precinct, patrolling the streets and making the
neighborhood a safer place. Lady Consort Viviane approves of this vocation,
and she expects Margaux to be the best cop in the District. Lord Consort
Lionel is less understanding, deeming a mortal job a waste of time. Just to
spite his sister, Lionel is bent on making Margaux the most provocative and
attractive Courtier, always using her to please his guests and parade in skimpy
clothes. Margaux feels like a toy the siblings fight over, and it can be
exhausting at times, but deep inside, she likes the attention, and being both a
cop and a courtesan is exciting for her.
Margaux is a curvy, feminine woman with a sweet, innocent face and full lips.
When serving the Day Court, she wears sexy clothes and heavy makeup.
During the night, she wears plain clothes that make her look like a regular
human. She’s fit and can be assertive when she works as a cop.
Distinctive Features
It’s easy to get distracted by her shiny, full lips.
Potential Archetypes
Sexy Cop, Assertive Courtesan, Athletic Beauty
Dirty: Margaux is really devoted to her job and wants to make the
neighborhood safer for the mortals. Sometimes when following a lead, she
pretends to be working on behalf of her Lords and her Lady to get additional
information and resources that will help her in her mundane investigation.
The main attraction, however, is in the basement, but only those who know a
secret password can enter. It’s an underground fighting arena, with a cage and
a ring. Many Defiant come here to test themselves in combat and compete
against likeminded people. Because the place is kept secret, taking part in the
events is against the Second Commandment. That’s why both the
competitors and the spectators take precautions to avoid being seen in Under
the Bridge.
The owner of the pub and organizer of the illegal fights is an Infernal Lowborn
called Allister. He dresses in flamboyant clothes and serves as a ring
announcer during matches. He thinks about himself as an entertainer and
entrepreneur. In his opinion, Under the Bridge is a necessary safety valve for
the Defiant. Those of lower stature need a place to vent, express themselves,
and win valuable prizes. For the occasional Royal, it’s a relatively harmless
thrill and a chance to step outside their comfort zone.
Some Bloodborn work in the hotel as a side hustle, while some are there on
their masters’ wishes. There are rumors of Lords and Ladies serving as
courtesans, wearing masks so no one can recognize them. Defiant Courtiers
come to the Red Velvet because they want to explore their own desires and
have fun on their own terms, away from their superiors. Royals frequent the
place to satiate the appetites they would rather keep secret from their
spouses and Courtiers or simply to relax from the pressure of life in the
spotlight.
Miss Neaira has been running the Red Velvet Hotel for many years, and she
prides herself on how popular and established her place is. She guarantees
not only a pleasurable time for people of all desires and appetites but also
complete discretion. Many suspect she has an understanding with the
Executor Charissa Kyrios, who turns a blind eye to the level of secrecy the Red
Velvet provides. Miss Neaira is a seductive, confident Lowborn Leviathan in
her forties. She wears sexy clothes and has a deep, sensual voice.
Each of the NPCs below has a list of six potential issues that could link them
with Characters possessing certain Personal Themes and six ideas on how to
link them with members of different Defiant Houses. Of course, since Players
can choose different mixes of Themes and bloodlines, some Links might work
better than others in your Chronicle, so choose the ones you consider most
promising.
Denethea Zeruel
Denethea is the daughter of Princepsa Amathea and is definitely her most
troublesome Ward. She awakened shortly after Roderick’s death, and her
mother didn’t have the time nor the heart to take care of her young child.
Denethea spent her first few months as an Angel partying with various self-
indulgent groups, trying new drugs and different forms of entertainment, and
going through a number of extreme sexual adventures. And while all this did
not have to lead to trouble, during the whole time, there was no one there to
guide or teach her about her duties and the values of her bloodline.
Amathea started feeling guilty about leaving her daughter on her own, so she
thwarted all attempts to straighten the young Angel made by others, as she
Denethea wears skimpy, glittery dresses, smoky makeup, and sexy lingerie.
She is capricious and brazen, but also generous and friendly.
Distinctive Features
Unless she’s standing completely still, Denethea’s stockings tend to always
show from beneath her short dresses.
Whenever she’s looking for something in her small purse, she nervously
throws all of its random contents on a table.
Potential Archetypes
Sexy Brat, Cheeky Partier, Capricious Companion
Secrets
Intimate: Denethea has nightmares where she has visions of her father’s
death but doesn’t remember any details after she wakes up. They don’t reveal
much about what happened to Roderick but always leave her shaken and sad.
Silly: About once a week, Denethea visits a group of mortals for a secret
meeting. Even her friends don’t know the exact details, but it is said to be
something extremely perverse that even she wants to keep from others. She
actually meets up with her old group from her mortal life for a weekly D&D
game (she currently plays a 7th level Half-Orc Paladin named “Karla”).
House Hariel
There are things that Denethea wants, and she’s in a unique situation,
making her able to pursue almost any goal she’d like. Yet she still
cannot find what she’s looking for. She does feel a yearning deep
inside her but cannot discover what it is she truly desires. Perhaps an
Angel of Passion could help her find her way?
House Joy
If you asked Denetha, she’d be quick to tell you that House Joy is by far
her favorite Defiant bloodline. She’s known to have stated that she
wished she was born a Joy many times in the past. And while she
claims it’s the idea of living a carefree life of fun and earthly pleasures
that’s she’s after, she also secretly yearns for a mentor-figure to guide
her, the same way young members of House Joy are taken care of
during their Chrysalis.
House Sekh
Denethea’s got oh so many great ideas, but no way of making them
come true. She’d love to approach a Sekh and share her visions in
hopes of doing something together. An extreme club, a new dangerous
game set in the province, an idea for a kinky tournament - she’s
actually quite creative and would love to partner with a Sekh in creating
a new wonder in Bridgewood.
House Zeruel
Ireviel serves as the First Ward of the Princepsa, which means it’s her
duty to care for all of Amathea’s Zeruelite Courtiers. Since her Lady
refuses to allow her to straighten Denethea up, she is looking for other
ways to take care of her before something terrible happens.
Transferring the young Angel to a different Zeruelite Court could work,
and Ireviel is willing to secretly help a Zeruelite Character to manipulate
the Princepsa into granting them control of her daughter.
Sheggrih
The world of Defiant is not fair. Some supernaturals awaken as members of
the Great Houses, while many others are bound to be Lowborns, living in the
shadow of their powerful kin. Most accept their status, as there’s literally
nothing that can be done to change the order of things. But there are those
few, optimistic to the point of being delusional, who believe they can make
their own destiny. And that brings us to Sheggrih.
Sheggrih is a Leviathan Lowborn who knows deep in his heart that he’s too
good for the role of a mere subject. Through dubious means and with endless
amounts of enthusiasm, he tries implementing different schemes to finally be
While he never succeeds, Sheggrih is also impossible to beat or get rid of. It
seems like the mixture of overconfidence, extreme optimism, and pure luck
has made him invulnerable to any real danger. He continues with his shady
operations, always ready to come up with a new plan, con, or venture.
Sheggrih is a man in his early thirties, always clearly overdressed for the
occasion. He’s of Slavic descent, with carefully groomed, dark blonde hair and
a clean-shaven face. If one were to look past his irritating mannerisms,
Shaggrih could actually be considered quite handsome.
Distinctive Features
Shaggrih seems to be irrationally proud of his cheap suits and fake jewelry.
He tends to overdramatically check the time on his fake Rolex, making sure
everyone notices the watch.
Potential Archetypes
Shady Entrepreneur, Overconfident Schemer, Lucky Wannabe
Secrets
Surprising: Sheggrih might be a sleazy con man and a shady businessman,
but he’s no cutthroat. He actually likes to help those in need, especially the
Lowborn or even mortals in tight spots. Sure, he’s focused on his own gains,
but if someone else might benefit from his endeavors, that’s all the better.
House Black
So… money’s a bit tight right now, and Sheggrih is actually looking for a
mundane job, so he can pay off his debts. And since he considers the
Character his personal friend (no matter how the Character perceives
their relationship), naturally he comes to him for help. Since all
members of House Black are supposed to have some sort of a
mundane occupation, surely the Character can help him get a position
wherever they’re working, right? Needless to say, Sheggrih will not turn
out to be employee-of-the-month material.
House Kyrios
The sibling wars of House Kyrios pose a perfect opportunity for
potential gains, and Sheggrih is always ready to present a Daeva
Character with new scoops and information on who’s fighting who and
how the Royal could interfere. While at least half of his “exclusive
information” is completely useless, sometimes Sheggrih actually does
stumble on important secrets that may allow the Character to meddle
in their House’s affairs. Of course, as it’s always the case with
Sheggrih: the Lowborn has his own agenda and goals and tries to steer
the Character towards helping him achieve them.
House Sekh
Sheggrih knows the Sekh are always focusing on their great projects
and believes he might use that to his advantage. He will approach the
Character about some evil Defiant who poses a threat to the
completion of the Royal’s project, whatever it may be. He plans to get
rid of his competition that way. Of course, to make it more believable,
he will plant some evidence or manipulate the alleged aggressors into
acting as if they really were the enemies of the Sekh Character.
House Shemesh
It’s not that Sheggrih likes to complain, but wherever there’s injustice
happening in the fine Province of Bridgewood Boulevard, he feels it’s
his duty to do something about it. And, naturally, he is the one to fall
victim to that injustice. Since the Shemesh are the mightiest, most
noble and most ferocious of all Leviathans - and all beings in general -
this poor Leviathan humbly asks to help him in his misfortune and
support him in whatever doomed venture he’s currently pursuing.
House Zeruel
Sheggrih is fascinated by the Angels of Glory, as he believes himself to
be the lost son of Princepsa Amathea. He’ll find all sorts of excuses to
hang out with a Zeruelite Character, who may quickly find the Lowborn
trying to copy his style and manners with mixed success. To better
embrace the angelic persona, Sheggrih might occasionally borrow an
item from the Zeruelite Court, with every intention of giving it back at a
later date (unless it gets lost, stolen, or taken from him, of course).
Vincent Joy is an Infernal Lord from the neighboring Bridgewood East Point
Province. About two years ago, he married Tayanna Achto. He barely knew the
woman and decided on the marriage due to her parents’ extensive political
connections. While there is technically nothing wrong with their relationship,
Lady Consort Tayanna has turned out to embrace the rules of her new
Province beyond her husband's wildest expectations. As the law of
Bridgewood East Point decrees, Royals are to make themselves known to the
mortals and revel in their adoration. Lady Tayanna proved to be a natural at
showing off her divine heritage and soon became famous among the
Province’s Royalty.
At first, Lord Vincent was happy to see his wife flourish, especially since this
also meant being in the good graces of the Princeps. Nowadays, however,
Vincent Joy feels less and less at home in the Province, as his wife seems to
have become the more important of the pair. Rather than confronting the
powerful Daeva, he decided to spend some quality time in the neighboring
Province of Bridgewood Boulevard. And each brief visit back home convinces
him that there’s nothing wrong with exploring the Boulevard some more.
Lord Vincent Joy is a handsome man in his late thirties. He dresses in stylish
suits and keeps his long black dreadlocks neatly tied back. It’s hard not to
notice Vincent’s broad shoulders and lean yet muscular physique. Vincent also
Distinctive Features
Through careful grooming, Lord Vincent manages to make his dreadlocks
appear like an elegant, formal hairdo.
You can always count on him to make a witty remark, even in most dire
situations.
Potential Archetypes
Elegant Guest, Irresponsible Explorer, Reluctant Husband
Secrets
Intimate: The most important secret of Lord Vincent Joy is the reason behind
his frequent visits: he really feels his wife has grown in power to a point where
there isn’t really much for him to do back at home. Living alongside a true
goddess was never his idea of fun. He’s also looking for ways to address the
situation, but so far hasn’t been able to find the courage to have a frank talk
with his spouse and tell her about his doubts.
Dark: There’s actually more to Vincent’s marital problems than his wife being
too pushy. She has embraced the role of a dark goddess, demanding sacrifice
and punishing mortals for her pleasure. Many Defiant would not have any
problems with that, but Lord Vincent Joy is one of those unlucky Infernals who
remembers some things about his tenure in Hell. There’s a part of him that
still hungers for bringing pain and punishment to others, a dark side he wants
to keep at bay. After reawakening here, Vincent decided to enjoy life rather
than reveling in other people’s anguish. He fears that being close to his wife
would bring the old Vincent back.
House Achto
Vincent never really had a chance to get to know his wife before she
quickly embraced her role as a true goddess. Perhaps if he could
spend some time with another member of House Achto, he could learn
more about her bloodline and figure out how to arrange their
relationship better? He has many questions but doesn’t want to explain
the actual nature of his interest.
House Aratron
Although he tried many times, Lord Vincent cannot put his dark past
behind him. Perhaps an Angel of Mercy could help him reach the
absolution he so desperately needs and free him of his old self.
Vincent is not really ready for true sacrifices and real commitment,
however, at least not at first. With some guidance, he might be
convinced to really work on his unresolved issues and find true mercy.
House Hadad
He may be troubled by his past and perplexed by his marriage, but
Vincent is also here to learn new exciting things and party, carefree.
For Vincent, every Hadad Court is a chance to be introduced to new
hungers and desires, since the Storm Leviathans tend to take pride in
their cravings and show them off to visitors. As a curious individual,
Vincent will probably have many questions or may decide to further
explore the topics on his own.
House Joy
It’s only natural that during his visits to the Boulevard, Lord Vincent will
want to spend some time with his cousins from House Joy. Being his
kin, they should feel obliged to help him out, even a little bit. On the
other hand, he is more than happy to support their causes, give them
some advice (solicited or not), and of course, help out during events
and parties. Actually, he believes it’s an excellent idea to hold a party at
their place! He also might have already sent out the invitations, as he
was sure the Joy Royal won’t mind...
Halica Kyrios
While Halica Kyrios does not hold a royal title, her unique position makes her
one of the most influential Defiant in New Hethlon. She serves directly under
Lord Ismil Sekh, the Archon of Blessings, as his trusted Seneschal and right-
hand woman. Tasked with many duties all over the city, the Archon has little
time for his true passion: managing his Great Arena and organizing
tournaments. Halica Kyrios is tasked with finding new talent, devising new
stipulations, and creating spectacles for the amusement of her master
and the crowds gathering at the events. She’s an expert in modern-day
gladiator shows, a versed master of the duel etiquette, and a former
champion of the Arena.
Halica is a beautifully built woman, well in her forties. She’s in great shape,
with the physique worthy of a former Arena champion. Her curly blond hair,
and sharp, blue eyes, may not give away her Kyrios heritage, but she makes up
for it with intricate Hellenic symbols tattooed all over her body. As a Seneschal
to a member of the Authority, she dresses appropriately, choosing formal
costumes and evening dresses.
Distinctive Features
Halica has truly got the body of a warrior, but she clearly knows how to wear
her formal clothing.
Her Hellenic tattoos cover most of her body, spreading over her neck, jawline,
and temples.
Potential Archetypes
Classy Gladiatrix, Proud Veteran, Talented Recruiter
Secrets
Intimate: To better hone her craft as the manager of the Arena, Halica
watches all popular professional wrestling promotions along with shows from
the indie scene. She’s a true expert on all things wrestling-related, has her
favorites, and often makes notes during watching, to later use similar angles
during Defiant tournaments and exhibitions.
Surprising: Before joining the ranks of the Defiant, Halica was a mortal model.
She still takes an interest in fashion and would love to work on her own
House Black
An event of the scale of the Grand Tournament requires a lot of
mundane workforces, and who better to ask for help in that matter
than a member of House Black? Additionally, Halica could use
someone’s help to convince Lady Consort Jessica Black to allow the
use of the Revelry Center for some minor tournaments.
House Aratron
Lord Menariel Aratron is the key opponent of the grand tournament. He
prefers peace and quiet over flashy rivalries and believes that pitting
Royals against each other will do more harm than good to the
Province. As he is widely respected, Halica is desperate to find a way
to make him support the project, and she could use the help of another
Aratronite. She hopes that with the help of an Angel of Mercy, she’ll be
able to find new arguments to make Lord Menariel see things her way.
House Hadad
Every Hadad Royal is supposed to show off their passions, tastes, and
desires through their Court and Holding. Halica believes that whatever
the Hadad Character is keen on seems like a perfect addition to the
event. She will approach the Character to learn more about their views
and cravings and will propose working together to somehow
implement them in the tournament.
House Melqart
To gain the support of the Melqart Character, Halica may propose
including their Hoard as part of the event. Perhaps all participants
could wear the priceless jewelry the Melqart is collecting? Or maybe an
exhibition of their art collection would be a great addition to the
tournament? Halica is willing to help the Melqart procure additional
items for her trove, if that will make them more likely to help with the
preparations.
The Background
Princepsa Amathea is not the only Royal to lose a loved one in the Province,
and both deaths are somewhat intertwined. During the war to dethrone the old
Hierophant, Lady Menefer has lost her beloved wife. This took her down a
dark, destructive path. She isolated herself in her vast library, mourning her
loss, accompanied only by the dangerous whispers of the forbidden tomes
from her extensive collection.
Back then, Princepsa Amathea considered Lady Menefer a good friend and
tried to help her by giving her a new duty to focus on. As a Daeva, Lady
Menefer was to care for the welfare of the mortals in Bridgewood Boulevard.
Unbeknownst to the Princepsa, the plan has backfired. Lady Menefer saw the
new duties as an unwelcome burden and decided to turn to the dark arts to rid
herself of the problem and be able to mourn in peace.
Using the forbidden rituals from her books, she has summoned an apocalyptic
being - an old god of plenty named Ceroklis - and bound him to her will. The
Most of the tasks are quite innocent, at least from the Defiant perspective. For
example, two participants are supposed to have sex with each other, someone
needs to fulfill another player’s wish, they have to destroy a valuable item by
throwing it into the river, and so on. While many of the game tasks exist purely
to make it attractive to the easily bored Defiant partygoers, some are designed
to cater to the apocalyptic deity’s needs.
The game became quite popular, and for some time, everything appeared to
work out just fine for Lady Menefer. Her life had taken a decisive turn for the
better when she met a beautiful Angel from House Hariel: Sethenea. The
young Defiant caught the Lady’s eye, as she did exceptionally well in the game.
The initial interest quickly evolved into fascination and finally resulted in a
marriage. After years of solitude and mourning, Lady Menefer was finally
ready to be happy once more.
This blissful time could have lasted a lot longer if it wasn’t for the curiosity of
the Princeps Consort. Amathea’s husband, Roderick Dawn, grew suspicious of
how Lady Menefer managed to bring prosperity to the mundanes in the
Province. Knowing that his wife was very fond of the Lady, he conducted a
He got close to uncovering the truth, but in the end, failed to draw the right
conclusions. He did discover a connection between some elements of the
secret party game and apocalyptic rituals, but that made him focus his
attention on the key player: Lady Consort Sethenea Hariel. He was also
careless enough for Lady Menefer to catch wind of his investigation. Terrified
of something happening to her young spouse, Lady asked the apocalyptic
entity for help.
With the deity’s guidance, she laid out a trap for Princeps Consort, and the
apocalyptic god devoured his soul, leaving his dead body behind.
Unfortunately, this enabled Ceroklis to grow in power, to a point where it is
almost ready to break free from its chains and wreak havoc on the Province.
Once it tasted the blood of Defiant Royalty, it thirsted for more and demanded
that Lady Menefer bring it more Royals to devour. This is probably the only
thing that could satiate it and prolong its servitude.
Until now, Lady Menefer has managed to keep Ceroklis under control with all
manner of different rituals and offerings. She is devastated by what she has
done, especially since she made the Princepsa suffer the same terrible fate
she once had to endure. Menefer is not ready to take another life for the
apocalyptic deity, but she is also bent on doing whatever is needed to keep her
wife safe. She is torn, with no good options left. And the deity is getting closer
and closer to breaking free.
Ceroklis will break free from the Lady’s spell and bring chaos and destruction
to the Province. Many Defiant and mortal lives will be lost. The beast may
eventually be brought down, but Bridgewood Boulevard will change forever,
becoming the symbol of a fallen dominion. All this will happen if the Players
fail to interfere in the last acts of this drama.
The Whispers
When it comes to Story Arc, rather than pushing the underlying plot forward,
use the first couple of Sessions (up to two Episodes) to familiarize the
Characters with the overall situation. You should also hint some potentially
important facts that will make more sense later in the Season.
Below, you will find a list of “whispers”: snippets of information or short scenes
that you can introduce during the game. Do not put too much emphasis on
them. They are supposed to pass almost unnoticed by the Characters. They
are things the group might hear during a meeting, a short description you can
give them while they are traveling to an event, and so on. Use those that you
find interesting or fitting; you do not have to introduce all whispers into your
Chronicle.
A Defiant critical of the current leadership might scoff and say that it is no
wonder the investigation has brought no answers, as Roderick was probably
the only capable investigator in the Province.
Someone might recall Roderick asking a lot of strange questions just before
his demise. The questions revolved around a mundane investment and clearly
point nowhere. However, some believe that Princeps Consort “was onto
something,” and that’s why he was killed.
If the Characters were around before Roderick’s death, the Players might ask
you about him and his demise. Keep it vague - he did not approach them
during his investigation, and his death was a big deal.
Some Defiant may recall “the old days” before Bridgewood Boulevard became
a tourist attraction. They might reminisce about the times when the streets
were dangerous at night, when many old buildings were not yet revitalized and
turned into either lofts or tourist traps, and so on. Using these whispers will
help the Players remember the Province’s past and it’s recent growth.
By inserting these opinions into your Episode, you will quickly establish a few
important facts about Lady Menefer while focusing the Characters’ attention
on the “incompetent Princepsa,” rather than the culprit.
As for her wife, Sethenea Hariel, she does seem to be fond of Lady Menefer,
but she is clearly not as invested in the marriage. As a young Defiant who
suddenly rose in power and earned privileges, she’s far more interested in the
newfound possibilities. And her wife is more than happy to spoil her in every
The experts are in agreement that this is yet more proof of the neighborhood's
rise in prestige, with local land value reaching new record heights.
Invite a Friend
The game designed by Lady Menefer plays an integral part in her scheme and
can be potentially crucial during the showdown stage of the Story Arc. That’s
why you need to make sure the Players and their Characters are aware of this
semi-secret, decadent activity. Defiant of different ranks (Royals and Courtiers
alike) are given secret tasks in red envelopes.
The Characters may already be aware of the game or even actively taking part.
They may also be introduced to it by a friend (who might have received a task
of finding more participants) or come across it by chance. If they decide to
participate, you may use the game as a means to make events more exciting.
Adding additional tasks may spice up even the most boring meeting.
The Characters do not have to participate, however. It’s enough if they are
aware of the game’s existence. Of course, no one knows who runs the game,
and everything is planned in advance. Lady Menefer knows how to cover her
tracks. If somehow the Characters do manage to discover that she is the one
behind it, it won’t matter that much, as she can say she created the game in
secret, as a gift for her wife. Since Sethenea is an avid player, this explanation
makes sense.
The Side-Events
Typically, a Basic Story Arc requires only a single side-event be prepared.
Since you may want to run the game with different groups, you will find three
different side-events to choose from. It’s enough if you introduce a single one,
but if you want to, you can decide to include two or even all three of them in a
Season.
Remember, however, that the more side-events you include, the more pressing
the matter will become for the Characters. And the Story Arc is supposed to
be an element of the background, not the main focus of each Episode.
The event the Characters are attending is interrupted by strange reports from
around the Province. It appears that hundreds of mortals from all over New
Hethlon are arriving at Bridgewood, clearly under some sort of spell. When
confronted, they mumble half-coherent words about a bound god that they
came to liberate. As they possess no supernatural powers, they do not pose a
severe threat. Nevertheless, something must be done about them, and all
Royals are expected to help.
Since this event is meant only as a distraction for the Characters and an
indicator that something is wrong in the Province, dealing with the mortals
should be rather simple, even with minimal force. Some mundanes will
abandon their crusade after a bit of convincing, while others will run scared at
the first sign of violence or supernatural abilities. After some time is spent on
restoring order, the Characters can go back to their original activities.
If they decide to investigate the matter, they can learn the name of the “bound
god” from the mortals. The crusaders (people of all ages and social groups)
know they have arrived at Bridgewood Boulevard to liberate Ceroklis, but that’s
about it - they’re not even sure where to find him or how to set him free.
Following them or observing the crowds will prove that the masses were
moving towards the Metropolitan Library, home of Lady Menefer.
If the Characters decide to follow the Lady, they will find out that she
purchases a large vial of crimson liquid. It’s actually Royal, Defiant blood. Lady
Menefer is trying to find a different way to appease the apocalyptic god. She
hopes that perhaps offering him blood rather than a living Defiant will prove
good enough to buy her some time. This plan will fail: there is only one type of
offering that Ceroklis is interested in anymore.
If they interfere, Lady Menefer will deny any wrongdoing and will storm off to
her Holding with the vial, giving a clearly false explanation for her actions. She
will, however, ask for the Courtier to be released. Since she’s aware of many
The Break-in
If you want to use this side-event, you have to create a Thread happening in
the Bridgewood Revelry Center, home of Lord Menariel Aratron and Lady
Consort Jessica Black.
What’s really happening is that a group of Lowborn thugs working for Lady
Menefer have entered the secret basement of the Holding, where Lady
Consort Jessica holds illegal prisoners. The captives were brought to her by
the late Princeps Consort, and she was supposed to extract information from
them. While Roderick had the wrong idea - most of them are friends of Lady
Consort Sethenea and have no clue about any wrongdoings in the Province -
one of them, a Lowborn, has been actually assigned to Senethea by her wife
as a silent guardian.
Since he knows a bit about Menefer’s dealings (he used to help her before
with getting different kinds of offerings), Lady Menefer has organized a
mission to break him out before he compromises her. Roderick worked in
secret, since his investigation was not sanctioned by his wife, and after his
death, Lady Jessica has stopped her interrogations. She is trying to reject her
old Infernal ways, after all. Yet she didn’t release the prisoners, afraid she
would have to face the consequences of her actions.
The Characters’ actions and decisions during the side-events may have
impacted their situation and attitude towards Lady Menefer, but ultimately,
they end up in the same spot. If they haven’t pursued any leads or haven’t
shared their information with anyone, the news reached the Princepsa
differently. Perhaps her own investigation led her to suspect Menefer, or
another Royal shared their doubts with her.
Location
The Thread takes place in Lady Menefer’s Holding, the New Hethlon
Metropolitan Library. You can read more about the venue in the previous part
of the chapter.
Mission
The Characters are a part of a larger group sent to arrest Menefer Sekh. As
her guilt has not been proven yet, she is to be handled with dignity - she
remains a Lady of Bridgewood Boulevard.
As for Lady Menefer, she either purposely avoids any contact with the
Princepsa or is otherwise occupied. There is no way to reach her via phone or
any other means of communication. She was last seen entering her Holding
last evening, but the whole Court has gone silent since then.
The mission is supposed to be swift and discrete. The Princepsa doesn’t want
to make a big fuss about one of her Royals possibly being involved in a
nefarious scheme. She’d like to keep this quiet and resolve it without
interference from the Authority. After all, she doesn’t know the full extent of
Menefer’s trespasses. If she knew about the bound apocalyptic entity, she
would probably decide to include the Archoness of Justice or the Archoness
of Peace in this matter.
Setbacks
While some of Menefer’s Courtiers will oblige, if told about the nature of the
mission, others will not. The most loyal will be ready to defend their ruler, no
matter what, while most will want to confirm the Princepsa’s orders or inform
Menefer’s allies of her problems. While this could be eventually sorted out
using official channels, time is of the essence: Menefer will use the time she
gains to escape the arrest. So the Courtiers must be either overpowered or
convinced to comply.
One of the members of the arresting group will turn out to be a sworn enemy
of Lady Menefer and will use this opportunity to inflict as much damage on
their enemy as possible. You could go with either Lady Consort Khaemira
Hadad or Lord Menariel Aratron for this role, as they are both likely to be a part
of the group and could potentially hate Menefer. Whoever you choose, they
should clearly abuse the power granted to them by the Princepsa.
On their way to the library, the Characters come across a precarious scene. A
luxurious car stands on the sidewalk, with its front smashed in, clearly after
hitting a lamp post. Menefer’s wife, Lady Sethenea, is standing next to the
vehicle, and after spotting the Characters, tries to hail them. She was having
some fun with less privileged friends. They might have tried all sorts of
She’s tried calling Menefer but cannot reach her. Without her wife’s help, she’s
clearly lost. She feels taking a cab is beneath her and doesn’t know what to do.
Sethenea is clearly spoiled, irresponsible, and fully dependent on others, but
she also seems to be innocent in her own way. She also has no clue about any
of Menefer’s wrongdoings. She’s really fond of her wife, and while the never-
ending stream of gifts might be a factor in this, she’s also grown to genuinely
like Lady Menefer.
Now, still under the influence of drugs and only half-aware, she asks the
Characters to help her get to the Library. If they agree, she spends the whole
ride half-asleep, mumbling about what a great wife Menefer is. If the
Characters’ intentions become apparent, she will make a scene and possibly
even attack them (even though she’s in no condition to fight) and will do
whatever she can to help her wife. In her current state, she’s not a real threat
but can be a nuisance. Furthermore, while she’s an irresponsible, spoiled
Angel, she isn’t guilty of any serious crimes. She has nothing to do with
Menefer’s plan, and if anything, she is actually the major reason why Lady
Sekh is trying to right her wrongs. She serves as a reminder that with the fall
of Lady Menefer, innocent Defiant will suffer as well.
Conflicting Agendas
Since this is a regular Thread, each Character should enter it with two
conflicting agendas, as per Thread creation rules. You will have to design
those yourself, since they’re not universal and depend on the Characters. The
agendas may come from Courtiers the Characters have taken with them,
members of the Princepsa’s Court who are aware of the mission, other Royals
in the group, spouses and loved ones, and so on. They may have to do with
High Point
After talking or fighting their way through the Courtiers, the Characters
manage to find Lady Menefer’s study. They enter the chamber without any
other Royals present, giving her a chance to talk to them privately. She is not
hostile and shows no means to defend herself. She only asks that the
Characters let her explain the situation.
The second element of the ritual is more problematic. Ceroklis will not leave
until he has a chance to devour another Royal soul. Lady Menefer knows this
and is ready to sacrifice herself to pay for what she has done. All she needs
from the Characters is to let her escape the Holding and to promise her they
will look after Sethenea. After her death, her wife will lose her status,
becoming a regular Courtier once more. Without the Characters’ help, who
knows where she will end up?
If the Characters agree to Menefer’s proposal, she will flee the scene to later
send them a list of activities that must be performed during the party. They
might not accept the Lady’s offer, of course. She is clearly beyond redemption,
had some dealings with the dark arts, and either murdered or contributed to
the murder of another Defiant. If they try to arrest her, she will not fight back,
afraid of how it could impact her wife’s fate.
The Showdown
The final Episode of the Season revolves almost entirely around the Story Arc.
The first Thread is the final act of the storyline. Since the Characters were left
with a choice in the previous stage (to either help Lady Menefer or to arrest
her), you will find two different ideas for the showdowns, depending on what
the group has decided on.
The event Lady Menefer wants the Characters to attend takes place in the
Fountain of Youth club, a luxurious venue near the river, with impressive
waterworks. Lady Menefer bought the club some time ago and was planning
on giving it to her wife at their wedding anniversary. Since it belongs to her,
she has time and means to prepare it for the ritual. The club is located close to
the Portsbee Marina Hotel, the Holding of Lord Tenoch Achto.
It’s actually the Lord’s birthday, and his spouses rented the place to throw him
a large celebration that starts early in the evening and is planned to go well
into the night. This means that the first part of the event is planned by Lord
Lionel Joy, as he holds the title of the Lord of the Day, and after the sundown,
his sister, Vivianne - the Lady of the Night - takes over as the host. Since all
Royals from the Province are invited, the Characters can easily attend the
party, but they should bring gifts for Lord Tenoch.
As the game designed by Lady Menefer is quite popular, the event will be full
of avid players, all more than willing to participate and follow the instructions
delivered discreetly in the crimson envelopes. The Characters have all the
tools and materials to produce as many letters as they need. They can also
create additional letters with instructions during the party.
Using the letters with instructions, the Characters need to make sure a
number of those requirements are met, fueling the ritual and enabling Lady
Menefer to expel Ceroklis. Unfortunately, she sacrifices her own life in the
process. If the Characters manage to achieve their goals, a strange surge of
energy is felt throughout the Province sometime later that night. The ritual has
ended, and the apocalyptic being is gone.
Normally, such a powerful being would not be able to enter the Domain, but
since it was summoned by an extremely knowledgeable occultist, it bypassed
the Sephira’s defenses. Ceroklis’ power is far from his full potential due to
remaining binding spells and the protective aura of the Sephira, but he is a
dangerous Idol and a formidable enemy.
He emerges in physical form near the river, and the whole Province
immediately falls under his spell. Mighty oaks sprout from the concrete
cracks, and within minutes, the entire neighborhood starts resembling an
ancient forest. Mortals quickly fall under the influence of the Idol, shredding
their clothes, lighting makeshift torches, and celebrating their new deity. A
rain of sweet mead starts pouring down on the streets, and all the mundanes
who drink it gain additional powers and a clear purpose: to clear the path for
their god, so he can destroy Lady Menefer and all that is dear to her.
As for Ceroklis himself, he takes a form of giant boar and rushes toward the
Princepsa’s Holding with a handful of enchanted mortals by his side. Since
you want the Characters to take an active part in the fight, they should be
around the area where Ceroklis emerges. Perhaps they were going to an
event, conducting an investigation to locate him, or doing something else in
the vicinity. Other Defiant will eventually arrive on the scene, but it might be too
late, as each minute the Idol grows in power.
Besting the Boar God requires giving him a Severe Affliction. However, as long
as the mortals are sacrificing themselves for him, you have to decrease the
severity of the Affliction he is about to receive. So, in the beginning, a
Character would need four Successes in their first Challenge to defeat him,
and all the Challenges ending with a single Success end up with no effect at
all (as the Idol is immediately healed of the Affliction they just suffered). Of
course, the Characters may try to do something about the mortals, or to take
care of the Woads, to increase their chances (they work like any other
supernatural NPCs and require a total of two Successes to be defeated).
For the best effect, whenever you need to destroy something as a result of the
Challenge, choose places that the Characters know from previous Episodes. It
The Aftermath
The exact nature of the aftermath depends on the path the Characters have
chosen. If they decided to go forth with Lady Menefer’s plan and helped to
subdue Ceroklis without him materializing in the physical world, many within
the Province are not aware of what has transpired. Before her death, Menefer
sent a letter to the Princepsa, explaining what happened and asking for her
forgiveness. She also explained the role the Characters played in her plan, so
they will be surely brought in for questioning
Princepsa Amathea understands that if the whole thing gets out, the Province
will face dire consequences from the authorities. She will probably have a
stern talk with the Characters but will not enact any obvious form of
punishment on them, as she wants to keep things quiet. The exact nature of
the meeting should depend on the outcomes of the potential Challenges
during the scene.
Seeing how the love for her young wife has changed Lady Menefer’s ways,
Amathea will decide on changing the Province Laws. Love will no longer be
forbidden, but since the Princepsa is prone to deal in absolutes, she will now
try to enforce affection for young lovers on her subjects. The new law will
require all Royals (both the Lord and Ladies, and the Consorts) to have young
partners accompanying them everywhere. Since the Characters will be the
first to hear the idea, they may try to influence it, but it’s really hard to change
the Princepsa’s mind, and only small modifications are possible.
If Lady Menefer was arrested and Ceroklis awoke in the Province, the
aftermath takes place after the Idol has been defeated. It is impossible to keep
the events secret, and the whole Domain is talking about Bridgewood
Menefer will be stripped of her titles and sentenced to live the life of a Scorned
- a pariah in Defiant society with almost no rights. Unless the Characters
influence the Archoness to act differently, she will decide that the Princepsa is
not to blame for what has transpired and should retain her position. With a bit
of persuasion, however, she could force the Princepsa to either retire or
abdicate, which would result in her son taking over the Province.
With Lady Menefer either dead or sentenced, there remains a question of the
fate of her wife. Unfortunately, in Defiant society, a Consort cannot inherit a
Court and is demoted to the status of a regular Courtier. Before her death or
during her trial, Lady Menefer will ask the Princepsa to have her wife join the
Court of the Character who made the best impression on her during the recent
events. This way, one Character will be granted a new Courtier - the former
Lady Consort Sethenea Hariel.
The Princepsa (or her successor) will also ask one of the Characters to serve
as a new marshal in the Province, granting them special privileges. Depending
on the outcome of the Story Arc, they are either to make sure the new
To make sure all the Royals that either arrested Lady Menefer or defeated the
apocalyptic Idol have been rewarded for their service, the Princepsa will grant
the Fountain of Youth Club to one of the Characters. After all, someone needs
to take care of the venue and make sure it is cleared of Menefer’s occult
contraptions. The future of the club is in the hands of the Character.
This way, in case of a full, three-person group, all Characters will walk away
with some sort of a bonus: either a new Courtier, a privilege and a function, or
ownership of a venue. If there are fewer Players in your group, you can either
give away fewer rewards or hand them out differently (for instance, in a two-
Player group, you could give the Courtier to one Character, the club to the
other, and make them both marshals).
If Princepsa Amathea stayed in power after the Final Episode, you could also
use the other Story Arc (“The Perfect Match”) as the plotline for the next
Season. It may require some tinkering, depending on the exact outcome of
this plotline, though.
The Background
Losing her husband might have been a great personal tragedy for Princepsa
Amathea Zeruel, but for most of the other Defiant, it’s mainly a great political
opportunity. Every House would love to see one of their own at Amathea’s
side, co-governing as the new Consort. Apart from the Great Houses pushing
their designated candidates, a number of Defiant try their luck, by either
wooing, negotiating with, or trying to manipulate the Princepsa. After all, even
a lowly Courtier can become her spouse, suddenly gaining unimaginable
power and prestige.
So far, Amathea has turned down all potential candidates, regardless of their
bloodline, gender, or personal agenda. Although some time has passed since
the death of her husband, she remains in mourning and can’t get herself to
start thinking about remarrying. Her sorrow is overwhelming, making her
almost unable to fulfill her duties as a Princepsa. Over time, she found it easier
and easier to pass a growing number of obligations onto her son, Veletron
Zeruel, the heir of Bridgewood Boulevard.
Years ago, soon after becoming the Princepsa, Amathea chose her promising
young Courtier, Ireviel Zeruel, as her First Ward. Since Ireviel proved a capable
caretaker, she has also been granted the title of Seneschal, becoming
Amathea’s second-in-command. After her first child, Veletron awoke, many
thought she would eventually make him the First Ward, but that never
happened. Eventually, Amathea granted her son the title of Champion, but for
an aspiring leader, this was far below his ambitions. Recently, he’s taken over
most of the day-to-day operations, though technically he still answers to Ireviel
Zeruel.
His hurt pride and the realization of his mother’s state has led Veletron to
believe Princepsa Amathea is no longer fit to rule the Province. For months
now, he has been actively working to deny any candidates to his mother’s
hand and push her into early retirement. This way, he will inherit Bridgewood
Boulevard and can start ruling officially as the new Princeps. As the de facto
governor, he can clearly see that his mother’s anguish is slowly weakening the
Province, and something has to be done about it.
Pursuing the hand of Princepsa Amathea was his own idea, but Ireviel was
quick to contact him before Princepsa’s son could hinder his chances. Now,
Raymond Dawn works together with Ireviel to win the heart of the Princepsa
and secure the position of her husband - the new Princeps Consort of
Bridgewood Boulevard. Veletron, on the other hand, is getting ready to
succeed his mother and become the ruler of the Province himself. Only one of
those plans can come to fruition, and as the story progresses, the Player
Characters will be the ones to make the choice.
The Factions
Since the plotline revolves around the conflict between Veletron and Ireviel,
they should be considered the two opposing factions of the Story Arc. Below,
you will find a more detailed description of both factions, along with their
Introduction Seeds
You should use introduction seeds to show the Characters both sides of the
conflict and the underlying situation. You will find six different introduction
seeds below. Each faction has three seeds to either give the Characters
neutral information or show the faction in a positive or in a negative light. You
can design more seeds if you want to, but remember to keep it balanced. For
each positive information about one faction, you should also introduce a seed
with positive piece of information about the other one, and so on.
Depending on how you want to use them, the introduction seeds can serve as
ideas for simple Scenes, side-events during a Thread, or you could develop
The Player Characters should have a chance to meet Veletron to get a better
idea of what he’s like and what role he plays in the Province. He’s a well-
mannered Angel, but it’s hard to have a conversation with him, as his phone
never seems to stop ringing. When talking with the Characters, he will cancel a
few calls, always checking the identity of the caller, until excusing himself, as
he “really needs to take this.” The Characters should overhear him talking
about important matters of the Province, making decisions himself or trying to
convince his mother to take care of an issue she needs to tend to personally.
He’s clearly tired and frustrated with the situation, but does his best to keep up
appearances. Some Royals might dislike him, as they find the idea of a
Courtier meddling in their affairs infuriating, but others will be quick to praise
the Zeruelite for his efforts to keep the Princepsa’s matters in order. Since
Veletron has already put his plans into motion, some Lords and Ladies are fed
up with Amathea’s never-ending mourning. They may actually privately
suggest that perhaps it is time for a regime change. Sure, the Princepsa’s heir
is not without flaws, but at least he’s doing something.
The Lords and Ladies of Northbank Mill are cruel masters, treating their
Courtiers like personal slaves while insisting on proper attire and conduct.
When envisioning the Province, think of it as an archetypical evil kingdom from
a fantasy setting. Local Royals adhere to the Domain laws but have that
certain dark, cruel flair about them. Their subjects live in fear of new
punishments and sinister games forced on them, either for discipline or on a
whim.
Of course, as Royals, the Characters will be treated with the utmost respect in
the Province, but the same cannot be said for their entourages - if they want to
see any respect shown to their Courtiers, they will have to stand up for them.
Since this may be different for different groups, you are not provided with an
exact description of life in Northbank Mill. The Characters should feel uneasy
with what they see, but don’t push the Players too hard, and remember the
safety rules.
There is no specific plot needed; go with whatever you find interesting, as long
as it takes place in the Province of Northbank Mill.
This introduction seed will work best during either a party or a formal event
taking place in one of the Holdings in the Province that the Characters were
invited to, along with their spouses. Most of the Lords and Ladies of
Bridgewood Boulevard should be present, along with their Consorts. As for the
event itself, go with whatever you fancy; it’s not important from the Story Arc’s
perspective. The Princepsa should not be in attendance, however.
During the event, the Characters can see Veletron making a phone call and
convincing someone to go along with his idea. Soon after, he approaches the
host of the party and makes an official announcement: he has just learned
that his mother has decided to modify the rules of the Province. This
information is met with some interests, since many Royals have been waiting
for the Princepsa to come to her senses and revoke the absurd law.
The Characters may try to contact the Princepsa themselves. If they manage
to do that, she will stand by her decision, but it should be clear that she’s not
really interested in the situation. She’ll explain that this is in line with how she
feels the Province should be run and that Veletron knows what she wants, and
she trusts him. If the Characters push back, they may actually convince her to
cancel the new law. Veletron won’t fight this, as he already gotten what he
wanted: he drove another wedge between the Royals and his mother.
It should be pretty clear to the Characters that it was Veletron who proposed
the change and convinced the Princepsa to enforce it. If they do not come to
this conclusion by themselves, one of their friends or spouses may point it
out.
Characters may meet Ireviel at an event held anywhere in the Province. She is
always surrounded by a large group of young Angels from her bloodline. As
the First Ward to an absent Lady, she’s partially a mother figure for the other
Wards; partially a tutor, helping them navigate the political landscape of the
Province; and partly a supervisor, ready to step in whenever her entourage
acts out of line.
It’s important the Characters are made aware that Ireviel is a responsible
Courtier, doing her best to keep her ever-absent Lady’s Court from imploding.
Just like Veletron, she is flooded with work and tries to step up and cover for
the Princepsa, since Amathea is still clearly in no shape to perform her duties
to the full extent.
If you are using the daughter of the Princepsa - young Denethea Zeruel - as a
Link in your Chronicle, Ireviel might also contact the Characters about her.
While she cannot be as stern with her as she is with other Wards, she does
want to help straighten the young Angel up, or at least to make sure Denethea
stays out of major trouble.
A Candidate Denied
Although many have failed, new candidates still emerge to fight for the hand
of the Princepsa. Amathea is clearly not interested in suitors, however. While
Veletron works tirelessly to hinder the chances of all new candidates, his
mother would turn down most of them without a second thought anyway. If
the suitor is the child of someone important or has gained the support of one
of the powerful Defiant, the Princepsa does not turn them down right away but
pretends she is considering the offer before declining. If the candidate comes
If you’d like, you can introduce many different candidates throughout the
Season. Some should be denied right away. Others may come to the
Characters for advice, try to buy the Royalty’s support with gifts, mingle with
local Defiant to get a better feel of the Province, etc. The Characters’
bloodlines may also ask them for help if they are interested in presenting their
candidates. This may become a recurring side-event in the game: a new suitor
comes and stirs the situation up a bit, only to be denied, just like all the others.
He’s a pompous young Daeva who really believes that it's only a matter of
time until he becomes Amathea's new Consort. Upon meeting the Characters,
he might promise them a number of different things that he will grant them
the moment he becomes their new co-governor. He’s young and
inexperienced but loud, outspoken (if not obnoxious), and more than happy to
share his insights and give advice on things he has no clue about.
Unfortunately for the lovers, word of their affair has reached Lord Erdeshar,
who’s decided to take the matter into his own hands and rushed to Avatron’s
Holding with a group of Courtiers and a handful of friends. Filled with rage, he
is ready to storm Club Vice, where the couple is currently meeting. As
Avatron’s men refuse to let Erdeshar in, the situation is getting tense, and
unless something is done quickly, bloodshed is inevitable.
The Characters might arrive at the Scene, asked to intervene by the Princepsa
as her official envoys. They might also be present at the club by accident,
perhaps as guests of Lady Consort Elektra Kyrios, throwing a low-key party in
a different part of the Holding. Whatever the reason, the Characters should be
present at the scene before things get out of hand.
Naturally, the situation is delicate. Lord Erdeshar has no legal right to demand
anything of Lord Avatron, as no laws have been broken. On the other hand, he
does hold power over his Consort and may summon her from the club - a
This is a chance to introduce the son of the Princeps - and the potential
candidate to Amathea’s hand - to the Players. Raymond is respected and
feared in Northbank Mill after years of serving his father as an enforcer. Even
the angry Hadad will stand down when faced with the dreaded Infernal. He will
agree to leave on the condition that something will be done about all this,
leaving the Characters to figure out a satisfactory solution.
The Scene
During a Thread of any type, the Characters are approached by an emissary of
Princeps Roland Dawn from Northbank Mill. He asks them to deliver
something to their Princepsa: a gift and a hand-written letter. If the Characters
took an active part in the conflict between the jealous Lord Hadad and Avatron
Hariel, the emissary will tell them they have been chosen due to their
commitment to improving relations between the Provinces.
The letter is well written, with input from Ireviel so that it will perfectly play on
her Lady’s emotions, fears, and dreams. It was also Ireviel’s idea that the gift
should be brought to Amathea by a group of Royals from her own Province.
The emissary is aware of the contents of the gift as well as of the intentions of
Princeps Roland. He will share his knowledge, if the Characters request it. He
does not know about Ireviel’s involvement, though. The Characters shouldn’t
really have a problem with agreeing to deliver the gift. Accepting a present on
behalf of their Princeps or Princepsa is well within Defiant diplomatic protocol.
Before they manage to deliver the gift, however, the Characters are
approached by Veletron Zeruel. He was made aware of the situation and fears
Veletron decides to be frank with the Characters. He asks them to let him
deliver the gift, so he can spin this situation in his favor. He will make sure that
the Princepsa does receive the necklace, but he will probably omit the letter.
He will wait for the right time and create the right circumstances so that the
gift backfires, reopening his mother’s wounds and reminding her of her loss.
Remember that Veletron truly believes that he does what’s best for the
Province. His mother is no longer fit to rule, she has distanced herself from the
matters of the Domain, and her desires and passions no longer fuel the
Sephira. The Province is slowly succumbing to stagnation, and a new leader is
desperately needed. Raymond Dawn would serve as his father’s proxy,
effectively relinquishing the control of Bridgewood Boulevard to the Princeps
of Northbank Mill. Veletron is really close to convincing his mother to resign,
and this gift could thwart his efforts, creating chaos in the process.
He does not try to manipulate the Characters, and he does not give them false
information. He asks them to do the right thing and is also ready to take most
of the blame on himself. It’s not really a crime to hand the gift to Princepsa’s
Champion, who promises to deliver it to her personally.
The Characters need to choose to either give the necklace to Veletron or not. It
doesn’t matter why they make their choice. If they believe in Veletron’s cause
but feel obliged to deliver the gift anyway, as this is the honorable thing to do,
he will still see it as choosing the other side of the conflict. If they give him the
gift with the intention of secretly informing the Princepsa afterward, he will still
think of them as his allies. This is important because of the next phase of the
Story Arc.
Ireviel’s Plea
If the Characters decided to listen to Veletron and left the gift with him, they
will be contacted by Ireviel shortly after. This could take place during the next
Episode or even during the next Thread of the same Episode.
Ireviel will portray the Princepsa’s son as a power-hungry maniac (as she
believes him to be just that). She will ask them to give Amathea a chance.
Sure, this process is painful, but Ireviel is sure that Raymond Dawn will help
the Princepsa to finally awaken from her slumber and start living once more.
Sure, she has her own hesitation about allying with the Princeps of Nortbank
Mill, but this is the only option. Amathea used to be a strong ruler. Surely she
will regain her strength after remarrying. Even Veletron seems to be aware of
that, since he is opposing the marriage so strongly.
And as for the heir to the throne, Ireviel knows him all too well. She is the First
Ward of her Lady and used to tutor the young Zeruelite before he started
answering directly to his mother. He might be an excellent governor, but he’s
not Princeps material, at least for now. He needs to grow and learn before
eventually taking over the Province, after Amathea decides to retire on her
own, rather than being tricked into resigning.
Ireviel asks the Characters to reconsider their stand and tell Princepsa about
what has transpired. Amathea needs to be made aware of the actions of her
Veletron’s Plea
If the Characters did not accept Veletron’s proposal and delivered the gift, he
will meet with them again in a few days. He will use this time to gather
evidence of Ireviel’s contacts with Raymond Dawn and his father. During the
meeting, he will present the Characters with photos and short videos of Ireviel
meeting with Raymond in different places, sharing a laugh with him; being
approached by Princeps Roland’s men, who hand her something; and so on.
He’ll explain that he’s doing this to make sure the Characters know who are
they actually serving in this conflict. They may think they are on the side of
their Princepsa, doing what is right, when in reality, they fell victim to the
ambitions of Ireviel - Amathea’s First Ward, who’s desperate to retain her
position. Are they really willing to leave the Province at the mercy of Princeps
Roland, just so that Ireviel can continue living a life of privilege?
He needs them to meet with the Princepsa and show her the proof of Ireviel’s
shady dealings. After the Characters delivered the gift, the First Ward gained
control of his mother, and he has fallen out of her graces. But she will believe
the Characters, as they are not part of this conflict. They can convince her to
make the right choice and distance herself from Ireviel.
The two scenarios below are drafts that you should expand into full-fledged
Threads. You may add as many additional NPCs, side events, or different
agendas as you see fit. All you need to remember is that the final Thread
should revolve around one of those two events, depending on the choices the
Characters made previously.
If the Characters decided not to help Ireviel in the first place and declined her
plea later, the First Ward still holds her position. Amathea, however, will be
clearly falling under the influence of her son, succumbing to despair to a point
where she’s almost ready to forfeit her station.
Regardless of the exact situation, Ireviel will use her influence in the Province
to stage a coup. She will use Veletron’s weapons against him by pushing the
disgruntled Lord Raghan Shemesh to arrive at the Princepsa’s Court with his
people, requesting she immediately resign and hand over the title of the
Princeps to her son. The Leviathan is convinced that he is actually taking part
in a plot created by Veletron, who, in turn, is completely caught off guard by
what is happening.
For Ireviel, however, this is only the first phase of the plan. While the Princepsa
and most of the Royals are either caught in the standoff or trying to figure out
what to do, the Lords of Northbank Hill arrive in full force, led by Princeps
Roland Dawn and his son, to force Amathea to marry Raymond.
Showdown
When the forces of Northbank Mill arrive in the Province, the Characters may
either be present at the Princepsa’s Court, or Veletron may call them for help.
The situation is complicated, to say the least. Lord Raghan Shemesh is
already in the Holding, along with his personal retinue, which is ready to fight
for him, even against the odds. The local Courtiers have already been subdued
by the Leviathan, who requests that the Princepsa show herself and step
down as the leader of the Province.
The recent attackers, while still controlling the situation inside the Holding, find
themselves besieged by an outnumbering group of Defiant from Northbank
Mill. The latter are getting ready to storm the building unless Lord Raghan
Depending on how the Characters act, you can focus on the problems with
handling the Shemesh Lord, either helping or defending against the assault on
the Holding, or trying to save the Princepsa from her captors. Since Veletron
has done all that he could to dishearten his mother, she is now almost entirely
passive and does not fight for her freedom.
Generally speaking, if the Princepsa is saved from the attackers, she will
quickly abdicate and leave the throne to her son. She feels that much of what
has happened is her fault, and she quite frankly doesn’t really care about the
Province any more. She will retire to serve as an advisor to the Hierophant. As
for the new Princeps, he will surely have a lot of ideas on how to improve the
Province. Since the Story Arc should always end in at least a partially
problematic situation, you can come up with new laws and other changes that
the young Princeps is quick to enforce.
Should the attackers succeed and force Princepsa to marry Raymond, the
Infernal will become the new de facto ruler of the Province. Ireviel will help him
navigate through the local politics, while Amathea will serve as a strictly figural
leader, hardly ever being seen in public. The Province will also tighten its
relations with Northbank Mill, possibly copying some of their neighbor's laws
and beliefs. To ensure order, Raymond will start his reign as a harsh overlord
and will try to break the will of the local Royals and force them into accepting
the new regime. You could expand this into an entire new Story Arc for the
next Season, if you find it intriguing.
Depending on the Characters’ actions, at this point Veletron might have been
accused of misconduct and found guilty of actively hindering the Princepsa’s
chances to remarry. If this has happened, he is now relieved of his duties as
Amathea’s Champion, and she no longer trusts him with governing the
Province in her stead. Since the Characters had a role in bringing the
information about Veletron to light, they might be asked to help with day-to-
day operations, which could potentially lead to a few exciting Threads.
As for Veletron, even if he was found guilty, his mother refrained from any
harsh forms of punishment. He still remains her heir and is still present at the
Court, but his influence has been greatly diminished. Ireviel’s plan is starting to
work, and it turns out that after her initial reluctance, the Princepsa is growing
fond of Raymond Dawn and the idea of remarrying one day.
Yet her son is not willing to give up. He uses his knowledge of his parents’
past to anonymously contact Amathea as a “concerned Defiant”, who knows
the details of her late husband's demise and wishes to share it, for a price. He
claims to require a payment for his services to hide his true intentions.
With a mix of his knowledge, conclusions from a secret investigation into his
father’s death, and a set of the old Princeps Consort’s private belongings that
he kept hidden, Veletron manages to convince the Princepsa that she is really
being contacted by someone who could share some valuable information with
her, as long as she keeps it a secret.
Ireviel begs the Characters to go after the Princepsa. For a better dramatic
effect, you can contact the Characters during another Thread. They could be
in the middle of a party when Ireviel contacts them. Time is of the essence,
and Amathea’s life is in danger. The meeting takes place in an old, abandoned
science lab in the Province of West Greendale University. Both Veletron and
Amathea traveled discreetly, and the local Defiant are not aware of anything
going on.
When they arrive on the Scene, Veletron will be waiting outside. Since he tries
to stage the whole thing as a suicide, he doesn’t want to be close to Amathea
when she drinks the poison. He told her all the instructions on the phone. She
is supposed to place her most treasured reminders of her husband (photos,
personal items, etc.) on the floor, sit down, and drink the potion. Veletron has
also asked her to bring a suitcase full of money and a few valuable objects as
payment. He doesn’t really need them, but they made the Princepsa less
suspicious of the situation - it’s hard to believe someone would try to help her
out of the goodness of their heart, but it’s easy to understand that they’re
doing it for a price.
Upon spotting the Characters, Velotron will improvise. He will try to convince
them that his mother has asked him to meet him here and guard the entrance
to the lab. He has no idea as to what she might be doing inside, but she looked
distressed. As a good son and her Courier, such matters are beyond him,
however. All he knows is that he needs to respect the wishes of his Lady and
cannot allow anyone in. If the Characters try to enter by force, he will fight
them.
Depending on how you want to play this out, how many Challenges it takes to
get to the Princepsa, and how determined the Characters are, they may either
get to Amathea before she drinks the poison, right after she drank it (meaning
they need to get help before she collapses), or be too late.
If both Amathea and Veletron are alive, he needs to answer for his crimes. A
formal investigation will be held by the Archoness of Justice, and the
Characters will probably play an important part in the proceedings. The
situation gets much more complicated if the Princepsa is dead. As her oldest
child, Veletron inherits the Province, becoming the new Princeps. If he
managed to flee the Scene, the Characters are now left with a powerful
enemy. He can easily lock away Ireviel, as she is now his Coutier, which leaves
the Characters as the only ones who can testify to what he has done.
If the Princepsa and her son are both dead, the Province will go to her other
child, the young Denethea. Her problematic daughter is clearly not yet fit to
rule (nor does she want to), but such is the law of the Defiant. The Characters
find themselves leaving the Province in the hands of a barely adult Angel, who
is both scared and enthralled by the new possibilities.
Every Holding comes with a short description, two questions the Player needs
to answer, information on the local Lowborn, and a list of Holding-specific
rooms or areas. By adding an adjective to them, the Player creates the four
starting Holding Facilities (i.e., “Romantic Alleyway,” “Luxurious Carts,” etc.).
All rules presented in this Chapter are optional: the game will work just fine
without them. Flairs and Achievements are two game mechanics designed
with more experienced Defiant Players in mind. Do not burden yourself with
them unless you feel you got a good grasp of the game and want to add new
elements and make your Characters more unique and tailored to your needs.
To make things easier, you can use only one of the rules rather than both: your
Chronicle may include Flairs without Achievements (or Achievements without
Flairs). You'll find a basic list of Flairs and Achievements in this Chapter. More
can be found in current and future game supplements.
Some Flairs and Achievements include rules you can use against other
Characters. They are all meant to be used against NPCs and not Player
Characters. When used against a PC, they simply do not work.
For instance, there's nothing wrong with a rivalry between two Player
Characters, but if you want to pick the "Feud" Flair for your Royal, you have to
choose an NPC as your rival.
Each Flair comes with a Special Rule used the same way as Special Rules
from Personal Themes. Some may require a Character to spend a Shard to
use them, some only work after a successful Challenge, while others don't
need any actions to activate them.
Obtaining Flairs
By default, Characters start the game without any Flairs, but they can acquire
them through different means during the Chronicle. A Character can have a
maximum of three Flairs, so if they already have three Flairs and want to get
another one, they must discard one of their current Flairs first. Furthermore, a
Player Character cannot acquire more than one Flair during a single Episode.
Flairs are not exclusive, so more than one PC can have the same Flair (if
everyone at the table is okay with it). However, most of the Flairs leave room
for additional customization and interpretation. This means that a Flair shared
by two Player Characters can be significantly different when it comes to
details.
There are three different ways in which a Player Character can obtain Flairs.
Although the whole group needs to agree to include Flairs at the beginning of
the game, not everyone needs to pick a Flair when creating their Character.
Instead, they can gain 3 points distributed however they like between the
Province and the House Standing.
As a Consequence of a Scene
Sometimes a Scene or an event during an Episode may lead to a situation
when gaining a Flair seems natural.
For instance, after one of the Characters saves the life of another Royal, the
grateful Defiant presents them with a highly sought-after piece of art: a
painting known to instill new desires in all who marvel at its beauty. Many
Royals and Courtiers alike will surely want to see the famous art piece.
Through an Endeavor
Player Characters may also acquire Flairs by completing appropriate
Endeavors. It is up to a GM and a Player to work out all the details, but they
should use the standard Endeavor rules from the Playing the Game Chapter.
A Flair may be lost due to a failed Challenge (when 0 Successes are rolled) or
through Character's actions (such as antagonizing their Caretaker), but only if
the Player agrees to it. Otherwise, the Flair remains. However, if the Player
does agree to lose a Flair, standard rules apply, meaning the Character needs
to take a Challenge to see if the situation had any negative consequences.
Captivating Exhibitions
Either through unique items, exceptional scenery, skilled Courtiers, or a knack
for showmanship, you can hold amazing shows in your Holding. No one is
immune to the exhibition they are witnessing.
Special Rule
You can use your exhibition to influence your guests. Spend a Shard to give an
appropriate Affliction of your choice to all the guests in your Holding. Then
give the same Affliction to one of your Courtiers, who fell under the exhibition’s
influence, or give a different Affliction to a Courtier who helped with the show.
You can choose your spouse or even yourself instead of your Courtier when
choosing the additional person to receive an Affliction.
Special Rule
Whenever the Caretaker is present while you remove Afflictions, you can
remove one more Minor Affliction or one level higher Affliction than the
standard rules dictate. Because of their influence on you, you get -2 to all
Challenges against the Caretaker.
Pretty much any NPC can be the Caretaker: someone from the Character's
Court, their spouse, another Royal, or even a Lowborn or mortal. However, the
Character always gets a -2 Potential in Challenges against them, regardless of
their social standing (that means modifiers from social status don’t apply).
Unless there's no way the Caretaker could be present, the Player can simply
state that the Caretaker is there when the Character recuperates. This also
includes the time between Episodes, allowing the Character to remove one
additional level of Affliction after the end of an Episode.
Special Rule
To regenerate a Shard, ask "What advantage over me does my rival hold
here?" Spend a Shard to ask "How does my rival help me with the situation
while showing their superiority?" Because this feud fuels your passions in a
significant way, during Shard regeneration, lower your Potential by 1 if you
haven't met your rival since the previous Shard regeneration.
The second question works precisely the same as Theme Questions. The first
question is similar, but it allows you to regenerate a Shard by asking it. You
cannot ask the question again if the previous answer still influences the
Scene.
The rival's advantage over the Character due to the first question can take
many different forms. The GM can introduce things like: the rival turning out to
be a close friend of a powerful Defiant, them showing up to a standoff with
overwhelming force, or simply outshining the Character's entrance during an
event.
When the rival "helps with the situation," depending on the nature of the rivalry,
they might do so because they really want to aid the Character (while also
proving their superiority), or they could provide the support inadvertently.
Special Rule
Since your Holding is popular among the influential members of the Domain,
you get an additional Province Standing Point at the end of each Episode.
"Influential Guests" is also a Court Affliction, as frequent visits make managing
your subjects more demanding.
Prominent Defiant may choose your Holding for many potential reasons: it’s a
great place to party, a quiet retreat where they can gather their thoughts, or
maybe they hold you or your family in great esteem.
Since "Influential Guests" is also a Court Affliction, you have to lower the
Potential of Court Challenges by 1 because of the problems that come with
such visitors.
Special Rule
Choose one of the Domain or Province laws that your Holding is exempted
from. As long as a Defiant is in the Holding, they do not have to follow that
law. You gain a new Theme Question: "Who approaches me seeking
temporary retreat in my Holding?" that you can use the same way as all other
Theme Questions.
Since the exemption makes it slightly more challenging for you to connect
with the Sephira, you lower your Potential by 1 when regaining Shards.
The question your Character gets through this Flair works the same as Theme
Questions, meaning you need to spend a Shard to use it.
Special Rule
If you spent quality time with your Link before regenerating Shards, you get +1
Potential to a Shard Regeneration Challenge. If your Link was absent from
your life since the last Shard Regeneration, you get -1 Potential instead.
Your Link has to be a Royal. This means you can choose your spouse, another
Liege, a Consort, a Princeps, an Archon, or an Executor.
Special Rule
Choose one of your Courtiers to be your Personal Companion. You can always
use their Archetype without afflicting them, but you get -1 Potential when
they're not around.
Special Rule
Add a new Facility to your Holding. You can use it to improve your Potential in
Challenges outside of the Holding, as long as you mention it or it comes up in
a conversation in any way.
It doesn't necessarily work the same way when used in a conversation outside
the Holding as while actually utilizing it. For example, a Character could use
"Rigid Training Rooms" in a conversation to improve their Potential while
talking about things like their self-discipline, mastery of swordsmanship, or the
professionalism of their subjects.
Others expect the Character to use their famous property to help the Sephira
or their House, at least to some extent. That is why if they didn't help the
Defiant cause in any way, they lose one Standing Point. It can be either the
Province or the House Standing - it's up to the Player.
Special Rule
Choose a Royal to be your suzerain and explain the nature of your relationship.
You can use your suzerain’s Archetype in Challenges as long as you
acknowledge your relationship.
At any time during the game, you can decide you received instructions from
your suzerain. Add 1 Standing of your choice and take a Challenge with a fixed
Potential of 3 to establish how demanding your orders are. Then work out the
nature of the instructions with the GM.
At the end of the Episode, if you failed to carry out an order, went against it, or
ignored your Servitude Flair by not taking even a single Challenge connected
to it, lower your Standing (of any kind) by 3.
The Character cannot receive new instructions until they carry out the last
order or the beginning of the next Episode. They can also take no more than
one Servitude Challenge per Scene.
Picking Achievements
No conditions have to be met to start completing an Achievement, and a
Player can simply pick one at any time and declare the Character starts their
way towards completing it.
As long as it makes sense, a Character can finish the same Endeavor a couple
of times, rather than picking three different ones to complete the
Achievement. They need to finish a total number of three Endeavors, but those
could be the same Endeavor done three times. To complete the "United"
Achievement, a Character can complete three different Endeavors; focus on
finding three different perfect gifts for their spouse, or do one of the
Endeavors two times and add a different Endeavor as the third one.
A Player can come up with an Endeavor from outside the Achievement list. If
the whole group agrees that it makes sense, they can go ahead and use it to
complete the Achievement.
A Character may undertake all the Endeavors at once or do them one by one -
it's up to the Player. There's no time limit when it comes to the completion of
an Achievement. If for whatever reason, a Character fails one of the
Endeavors, they can undertake it again (if it makes sense), take the same
Endeavor but pick a different approach, or choose a different Endeavor from
the list.
Multiple Achievements
There's no limit to the number of completed Achievements that a Character
can benefit from. Once they complete an Achievement, they can instantly pick
a new one and start working toward its completion.
Losing Achievements
In rare cases, the group might feel that the Character's actions should lead to
an Achievement being taken away. In such situations, the Players and the GM
need to talk about this and decide whether the Character needs to change
their behavior to still benefit from the Achievement. A general rule is that it
should be really hard to lose an Achievement, and it can only happen if a
Player agrees to do so.
If a Player agrees that losing an Achievement is the only viable option, they
should follow the rules on discarding Achievements.
Discarding Achievements
To discard an already completed Achievement, a Player needs to explain what
their Character does or what happened that led to the Achievement no longer
being available. Then the Character needs to take a Challenge to see how well
have they managed to steer through this change.
Unfinished Achievements
Discarding Unfinished Achievements does not require any Challenges, and a
Player simply needs to state that their Character is no longer pursuing an
Achievement. However, the Endeavors they are currently working on are not
automatically dismissed. The Character may still finish them as per standard
Endeavor rules if they choose to.
Achievement Guide
This is a basic list that you can expand on by including new Achievements
from Defiant supplements. Every Achievement on the list has its own Special
Rules that the Character can use once they complete the Achievement and a
Condition that must be met. There's also a list of Endeavors that a Character
can choose from while completing the Achievement (see the rules above for
details).
Special Rules
Spend some time observing a Defiant and take a Challenge to learn about your
target's Origin-specific details, such as their House, Dark Calling, preferred
type of Nourishment, Scars, Draconic features, or their last communion with
the Sephira. Each Success scored allows you to ask one question on the topic.
Spend a Shard to give all the members of one Origin in your vicinity the same
Affliction (of your choice). Explain what you did to achieve the desired effect.
Condition
Get to know a member of each Origin in an extreme situation (positive or
negative).
Endeavor list
Organize a party with different activities tailored to each Origin; Maintain a
passionate relationship with Royals of at least three Origins simultaneously;
Help a group of Defiant of all Origins achieve their goal; Face-off with
members of all Origins during a tournament, fight, or a different type of event;
Become a Beacon for an offspring of different Origin than yours;
Since you are observing your target to learn more about them, they might
become aware of your attention (depending on the situation). There's no way
Spending a Shard to afflict all members of a single Origins means you know
something that will have an impact on them. A high-pitched sound that's really
annoying for Leviathans while virtually unnoticeable for everyone else; a
specific scent that makes Angels aroused; a way of tilting your head that really
speaks to the Daeva's animalistic side; and markings that resemble something
from Hell and makes Infernals uneasy are great examples, but feel free to
come up with your own ideas.
Allied
Defiant Houses take great pride in their own customs and traditions and rarely
invite Royals from other bloodlines into their fold. Sometimes, however, a Lord
or a Lady may become recognized as the true ally and kin of the House.
Special Rules
Pick one Defiant House as your ally. The allied House considers you one of
their own, and you are subject to all their traditions. You can also join all of
their House-exclusive events and spend House Standing on the members of
the allied House in the same manner as on yours.
Once per Scene, when you need help with something, you can call on your
allied House. They will fulfill your request, but you have to take a Challenge
with a fixed Potential of 3 to see how well they fared and what new problems
arose from their actions.
Condition
Until you complete the Achievement, you have to be on the side of the allied
House in all conflicts with members of other Houses. If they're conflicted with
the member of your own House, you can remain neutral.
Generally, you get all the benefits without additional duties. For example,
House Aratron will allow you to become a Confessor, but they won’t require
you to confess to anyone (however, they'll probably encourage you to).
Scoring less than 3 Successes when calling on the allied House for help could
mean they did not have enough resources at their hand to get you exactly
what you needed, that they went too far, or interpreted your wish differently,
and so on.
Special Rules
Add 1 Success to all your Shard Regeneration Challenges. Scoring a total of 4
Successes during these Challenges means that rather than needing to prove
yourself or face obstacles, you gain an advantage or a bonus from the
Sephira.
Condition
Maintain a strong connection with the Sephira by never spending the last two
Shards you have while completing this Achievement.
Gaining 4 Successes can mean different things depending on your Origin. The
Sephira might demand that an Angel does something nice for themself or
compel another Angel to do something for them instead. The Followers might
change their behavior in line with Daeva's ideas without hesitation and throw a
party for them. A person could come to serve the Infernal rather than demand
anything. The Sephira could grant the Leviathan precisely the thing they crave
as an unexpected gift. As always, if you're not sure how to go about this,
consult the group and work it out together.
To meet the Condition of this Achievement, you cannot spend the last two
Shards on the Character Sheet, meaning you effectively have two fewer
Shards than others. This also means you need to communicate with the
Sephira more often to refresh your Shard pool.
Special Rules
Choose a general activity and a specific version of this activity. When taking a
Challenge concerning the chosen activity, add +1 Success to the outcome (to
a maximum of 4 Successes). You can also add +1 Potential to Opening
Challenges while undertaking Endeavors related to the chosen activity.
Condition
Emerge victorious from a confrontation and do not back down from any
challenges concerning your chosen skill or activity until you complete this
Achievement.
Endeavor list
Prove your skills to a renowned Defiant; Win a tournament related to your skill
or activity; Complete training with a mentor or a champion; Organize an
establishment focused around the skill or activity; Learn a secret to a
recognized champion's success;
If your chosen activity has to do with any kind of competition, you need to best
an opponent to meet the requirement. Otherwise, finishing a project or
something similar will suffice for "emerging victorious."
If you spend a Shard while confronting someone other than Defiant Royals or
Horsemen, you do not have to consider their Archetypes. This means you
always score 4 Successes against Courtiers that way.
Special Rules
Whenever your Trouble activates, explain how you were prepared for this.
Then mark an Affliction one level lower than per standard rules (either no
Affliction, Minor Affliction, or a Major Affliction, depending on the Trouble
Track).
You get three new Questions that you can use in the same manner as the
Theme Questions:
Endeavor list
Learn and foil someone's masterplan; Protect someone marked for terrible
fate; Discover an identity of someone wishing to remain hidden; Learn all
secrets of a Royal; Trap a powerful Defiant, nullifying all their assets;
To complete the Achievement, you cannot trigger your Trouble yourself until
the whole Trouble Track is marked. The Trouble activates automatically at this
point, the GM sets up a Scene, and you get a Severe Affliction in the process. If
you manage to complete the Achievement before your Trouble track is full,
you can activate it at any time and lower the Affliction by one level, as per your
new Special Rules.
United
While many Royal marriages manage to work out some degree of friendship,
trust, cooperation, or even love in their relationships, only a handful of Defiant
can count on their Consorts to truly help and support them no matter what.
Special Rules
You can use your spouse's Archetype in Challenges without marking an
Affliction, and you get +1 Potential to all Challenges against them.
Spend a Shard to make your spouse appear in the current Scene, ready for the
occasion.
Condition
Invite your spouse to participate in all your important activities until
completing this Achievement.
Endeavor list
Present your spouse with a perfect gift; Hold a celebration for your spouse;
Conquer your spouse's rival; Fulfill your spouse's dream; Acquire a privilege or
an exemption for your spouse;
If you spend a Shard, your spouse appears "ready for the occasion," meaning
they are dressed appropriately, have the tools required for the job, or
something else useful in the current situation (as long as it's something they'd
be capable of organizing on short notice).
You do not have to call them or ask them to come; they just appear in the
Scene. It's either because they know you well enough to know you'll need their
help, they keep an eye on you, or you have some system in place to be able to
help each other.
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