Professional Documents
Culture Documents
Calypso
A huge thanks to Vincent Baker for creating Apocalypse
World and for his generous posts explaining how it all
goes together, and to John Harper for creating Lady
Blackbird, which opened my eyes to how the fiction
can matter.
And to Simple World, without which I don’t think I
would have ever wrapped my head around this stuff.
Some of the other games that inspired or influenced
this one are In a Wicked Age, Scarlet Heroes, The
Shadow of Yesterday, Otherkind, Dungeon World/
WoDu, Blades in the Dark, Mythic GM Emulator,
CRGE, the Recluse solo engine, and Trollbabe.
None of us design in a vacuum; all of us stand on
giants’ shoulders to reach new heights. Thank you,
humbly, to all who contribute to the community so
generously.
This is the revised edition of The Calypso
Compendium. It is copyright Tam H. of
katamoiran games. The text is licensed under a
Creative Commons Attribution 4.0 International
License (CC-BY).
Most of the art would not have been possible
without the generous artists who donate to the
public domain or those who have long since
passed. The art in this book (with the exception
of the two logos on the title page) is also
licensed under CC-BY.
Artist Credits: (Pixabay) JohannaIris, Mark
Frost, Jan Vašek, Grae Dickason, Ria Sopala,
Comfreak, Lothar Dieterich, Enrique Meseguer,
Stefan Kellar, Susann Mielke, Enki Art,
Saarvendra, Mystic Art Design, Alexandr
Ivanov, Leandro De Carvalho, Willgard Krause,
(Unsplash) Dmitriy Nushtaev, (Pexels) Lucas
Ricardo Ignacio. Walter Crane.
Sized to print two pages per letter sheet (zine
style). Fonts are JuniusX and Ysabeau. Cover is
Sans Guilt, Fluxisch Else, and Ortica. Other
fonts: custom De Vinne type, TM Unicorn,
Crickx Regular, Foglihten No. 7, FreeSerif,
Saniretro, CAT Childs.
01 WELCOME
how to use this book...2, dramatic
moves...3, the strive move...4, reserve
dice...5, traits & tags...6, conditions &
trauma...7, down for the count &
losing it...8, actors & relationships...9,
gear, vehicles, & armor...10, obstacles
& enemies...11, the oracle move...14
31 SCENARIOS
darkness falls...33, to catch the
wind...39, neon sunrise...45, secrets &
shadows...51, starfarer...57, the sword
& the rose...63, those three days...69
75 FRAMEWORKS
the 3-act frame...77, the beats
frame...85, a point-based frame...87,
a cyclic frame...91
93 APPENDICES
personality tables...95, dark
motifs...96, random events...97, a
little magic...99, minor motifs...101,
group play...103, compatibility...105,
simple traits...106, troupe play...107,
character & motifs sheets...109, motif
reference...113
general
WELCOME TO
CALYPSO
Let's begin by declaring that playing an RPG is having a
conversation about fictional events anchored by and directed by
dice. Solo gaming, then, is controlling both sides of the
conversation, with more or less emphasis on one side or the
other, and using tools to emulate the side of the conversation
you might wish someone else was holding up for you.
Calypso is designed to support an open-ended, strongly
narrative (as in “writing with dice”) style of solo gaming. It's
built to encourage coherent stories that will surprise and
delight you as you experience them during play, and also after,
when you re-read them (don’t sweat your prose!).
It does not attempt to model a traditional experience, or try to
set “the GM” up as an entity separate from you. Instead, it
focuses on the rush of creation, of taking the
There is no prompts provided by the system and interpreting
GM or player them in context of the fiction you’ve created so
role; there is far. It also does not define genre or theme,
only you! instead asking you to set a few parameters up
front, to draw on your own well of accumulated
genre references, and then to control those dials through
which tables you choose to roll on in play.
It leverages the power of the Apocalypse World engine to build
fiction and to keep the narrative ball rolling, with a modular
approach baked-in. You can easily replace the character
generation or resolution mechanics with those from another
powered by the apocalypse game, as long as they expect a
modifier of roughly -1 to +4, or drop in the Moves and
subsystems that you want to use.
It is the product of almost three years of solo play and play-
testing, evolved, refined, and adjusted from the original
version. I sincerely hope you find as much joy in it as I do!
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DRAMATIC MOVES
Dramatic Moves are how you drive the story forward, and how you
implement the Agenda (the experience you are trying to achieve) and
the Principles (how you achieve the agenda).
Using a move to establish a threat that will result in a Condition or
calamity unless the protagonist acts is called a “soft” Move, and serves
to telegraph the danger of a situation.
Playing a Move through the full logical consequences, usually until a
Condition is inflicted, without a chance for the protagonist to act, is
called a “hard” Move, and often involves delivering on an earlier soft
Move’s telegraphed danger.
Use soft moves, combined with random events and motifs, frequently,
when you’re unsure what should happen next, when framing a scene, or
when using an Oracle. Use hard moves when a danger strikes on a miss,
when a danger is not averted and has previously been telegraphed with a
soft move, and whenever you feel it is fictionally appropriate.
DRAMATIC MOVES
1 Declare a new danger or inflict harm as promised.
2 Use someone’s character aspects against them.
1-3 3 Put someone in a compromising or high-stakes position.
A 4 Bring in someone interesting with an agenda.
5 Reveal an unwelcome truth.
6 Offer a hard bargain or an ugly choice.
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7-9 Either you succeed or you avert the danger, your choice. You
may opt to choose neither and instead choose a bonus from the 10+
result. If you deliver on a danger, play a soft Move or follow through
on a previous soft Move with a hard Move.
6- You fail, and the danger hits, as a hard Move followed through
to the full extent. Add or increase a Condition, then take a dark die,
after. If you’re striving against a foe or obstacle, also add a Condition
to them that makes it harder to overcome them in that way.
To build a modifier, choose a Trait that applies to the action, then
add up the Tags under it that are relevant in context of the Trait,
the situation, and the action being attempted. The total number of
Tags is the modifier, up to the default cap of +4. When you narrate
the outcome, include this Trait and Tags.
You may choose to add light or dark dice to the roll; still choose just
two to sum (“keep”). You may always change your action if you
narrate instead how the goal is temporarily unobtainable. Finish the
Strive roll by adjusting Conditions as necessary.
Note that “act with purpose” usually includes resisting; Strive and
Oracle overlap. You are the final authority of when to Strive, when
to ask the Oracle the outcome, when to roll up a random event,
move, or motif, or when to simply declare a truth (with or without
cost). You determine what is a meaningful, dangerous challenge by
how you approach the fiction.
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RESERVE DICE
Reserve dice are a pool of light and dark dice you collect in play.
They are rolled alongside the standard 2d6, at your option, and
are removed from play after the roll.
Light dice, often earned on a success, represent part of the
fiction, usually fiction in your favor. When you gain one, give it a
name referring to that fiction, like “the high ground in this fight”
or “influence over the Spider”. Light dice are situational; they are
discarded when the situation changes enough that the fiction
they represent is no longer relevant.
Dark dice, usually earned on a failure, represent general life
experience. Dark dice are persistent, lasting until you roll them or
spend them for advancements.
A reserve die may also be recharging or perpetual. These dice are
returned to your pool after they are used instead of being
discarded, as long as the conditions to do so are met.
You may choose at any time to add one or more reserve dice to a
roll, adding together the best two dice rolled (rolling “with
advantage”). To roll a light die, narrate how you’re leveraging the
fiction it represents in a helpful or useful way. To roll a dark die,
narrate how you’ve learned something from an earlier failure.
You may also spend a light die to flat-out declare the answer to
an Oracle question after you roll it, if the fiction represented by
that die justifies it and you account for it in the fiction as usual.
HINDERING ASPECTS
If one of your Traits or other character aspects is an obvious
drawback in a situation that calls for a roll, roll a light die for that
aspect and keep only the lowest two dice (“roll with
disadvantage”). If the two kept dice include the aspect’s die or if
you fail the roll because of it, include in your narration how that
aspect causes you trouble. Don’t worry overmuch about this; the
dice are already not in your favor!
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EDGES
Edges are ways you exceed, break, or ignore the game rules, always at a
cost. Edges will occasionally refer to one or more Traits; these should
be taken as examples of valid Traits for the purposes of that Edge, not
as absolutes.
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LOSING IT
When a character fills all of their Trauma slots with rank-3
Traumas, they lose control, become sloppy, or otherwise act
out. Roll or choose how this
manifests, then narrate what events BREAKS
unfold because of this as a series of
two or more hard Dramatic Moves. 1 binge or exhaust self
2 flee or disappear
Remove two ranks split between one
or more Traumas, and then frame a 3 indulge vice or trauma
scene in the immediate aftermath of 4 put others in harm’s way
the character’s loss of self-control.
5 put self in harm’s way
Take a moment before resuming play 6 destroy something beloved
to rearrange Conditions, Traits, Tags,
Keys, and Edges as appropriate.
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10+ Yes, or true. If the first die is higher than the second,
there’s a positive twist in your favor, an “and” qualifier. You
may choose to discard the “and” or a flawed assumption, if
there is one.
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OVERVIEW
Read the overview of Character Creation on pg. 19. Choose four
Traits, with ten Tags between them, two Keys, and two Edges from
the options on pg. 17 or from a Scenario’s options, then proceed
through “The Beginning”.
When you see a word or phrase like this, look for a matching
table nearby and roll on it. If the table calls for multiple dice rolls,
you assign the dice.
THE BEGINNING
You start with two rank-1 or one rank-2 conditions, and a rank-1
trauma. You face an immediate danger.
TRAUMA CONDITIONS
1 arrogant or insecure 1 lost 1 hunted
2 lonely or outcast 2 angry 2 mocked
3 duty or obligation 3 hungry 3 attacked
4 louche or disreputable 4 hurt 4 confronted
5 resentful or bitter 5 cornered 5 seduced
6 idealistic or grieving 6 compromised 6 provoked
Create a Motif Chart (pg. 25), then roll two motifs, considering
what images are evoked, what problems are inferred, and what places
and people are implied to exist. Write down one motif for each
result, then use them to frame your opening scene.
Play a Dramatic Move against your protagonist and start narrating. If
you’re using a Framework, instead follow the directions given in it.
Keep the questions in the Principles and offered by your scenario in
mind, trying to answer as many as you can.
If you feel stuck, re-read the principles and agenda, especially “if this
is true, what else is true?”, then frame a question for the oracle, or
play a Dramatic Move.
Find Out: What do I want? What prevents me from achieving it?
What will it cost me to win it?
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BASIC TRAITS
[Forte] In Shape
[Asset], [Specialty], Experience, Dodge, Reflexes, Athletic, Sprint,
Gift For It, Reputation Endurance, [Specialty], [Sport]
[Gift] Tough
[Positive Benefit], Duration, Power, Endure, Iron Will, Emotional
[Drawback] Intelligence, High Pain Threshold,
Assess Danger
[Background]
[Training], [Education], As Resourceful
Expected of Me, Conform, Perceptive, Prepared, Seize
Unexpectedly, Rebel Opportunity, Lucky, [Resource]
BASIC KEYS
The Key of the Ethics The Key of the Helper
Hit this key when you act in Hit this key when you act to help
accordance with your ethics and it someone at your own cost, expense,
costs you a little. Change: act or to your detriment. Change: let a
unethically, by your lights. cry for help go unanswered.
The Key of the Curious The Key of the Selfish
Hit this key when you dig into Hit this key when you act to save
something that isn’t your business. your own skin or something of
Change: let an enigma or oddity go value to you, at someone’s expense.
unquestioned. Change: act selflessly.
BASIC EDGES
Praxis Protagonist
Add or choose a rank-1 Condition When you hit a Key, take a light die
that defines your usual approach to for the “main character” qualities
problems, like fierceness, caution, or implied by that Key. If you keep this
stealth. As long as you have it, you die (count it as part of a roll result),
always have light dice equal to its gain a rank-1 Condition or increase
rank representing this approach. an existing Condition by 1.
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CREATING TRAITS
Traits are words or phrases representing a character aspect.
Think about the skill, talent, training, or life experience
represented by the Trait, and then list six to eight words or
phrases under it that are used in context of it as Tags.
When a Trait has broad, overlapping Tags, it will be easier to
assemble a high modifier under more circumstances, and it will
come into play more often, while one with narrower Tags will
lead to a more dynamic experience with more complications.
Catchall Traits like “Modern Human” or “Athletics (Past)” can
be very useful, serving the purpose of defining part of your
character you expect to test often and can see a lot of easy
complications for, but don’t necessarily want to shine at – the
modifiers for them will tend to be low.
CREATING KEYS
Keys are always in the same format; a thing you do, or method
or goal you pursue, and a way to contravene that thing and
change. They should be narrow and specific, and encourage the
kinds of actions you want to see in play.
CREATING EDGES
When writing new Edges, look at the existing options in the
Scenarios for guidance. In general, an Edge will grant a light
die under specific circumstances, in exchange for a fictionally
appropriate Condition. Because Edges rewrite the game’s rules,
always impose a cost or consequence for using them.
Lucky [Edge]
You’re lucky, but you always seem to need to be. You can
choose to roll a “lucky” light die on any roll, but if you
count that die as part of the result, gain a rank-2 Condition
like unconscious, smitten or blind after the roll is resolved.
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CHARACTER CREATION
Begin by thinking about the kind of adventure you want to
experience. Roll up a few motifs, read through a Scenario, or look
for an interesting image; define your character in this context.
I’m using the Basic Scenario; I browse a bit and find an image I think I
can work with. A winged woman with a sword, in front of a slightly
futuristic city. My setting is a fantasy world, but near future.
Choose four Traits with ten Tags split between them, chosen from
the Basic options or a Scenario’s. Defer choices by taking the dark
dice that aspect would cost to buy later.
I choose [Gift] as my first Trait, and assign it “Winged-Folk”. For Tags
I take [Positive Benefit] twice, naming them “Fast” and “Graceful”, and
[Drawback] once, as “Sensitive Wings”.
Only one Trait’s Tags
For my second Trait, I choose [Forte], naming
apply to any given roll. it “Warrior”. For tags, I choose [Specialty], as
Using your Fighter “Sword”, [Asset], as “Fast”, and “Experience”.
[Expert, Fast, Swords] My third Trait is [Background], as “Modern
Trait to get a +3 to Human”, with [Training] as “Noble Scion”,
Strive during a duel is “As Expected of Me” and “Unexpectedly”. I
defer the fourth Trait and remaining Tag,
better than using Strong taking three dark dice.
[Swords] for a +1 – but
Try to imagine a few situations where you
when you gain the might want to build a modifier of +3, +2, or
Condition “Enraged” at +1 in different ways using your Tags and
rank-3 and lose the Traits; if you can’t, choose something else.
capacity to finesse, I immediately see the modifier I’d use for
Strong [Swords] might combat; Warrior [Sword, Fast, Experience],
be all you have left! for a +3. I can also see how I’d give aerial
chase – Winged-Folk [Fast, Graceful], at +2,
+3 if I narrate how my wings are sensitive or threatened.
Using a computer or calling a taxi is Modern Human [As Expected of
Me], only +1, meaning she will run into complications fitting in daily.
When she attends court, she’ll use Modern Human [Noble Scion, As
Expected of Me] and when she picks a lock, Modern Human [Noble
Scion, Unexpectedly].
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Don’t worry about overlap, but note repeats; this aspect will crop up
frequently, and be a strong element of this character’s story. Choose
two Keys, considering the fiction you’ve got so far and the fiction
implied by those choices as usual.
I pick The Key of the Daredevil, from Starfarer, giving me a dark die
when I do something unnecessarily risky, and, The Key of the Real, from
Darkness Falls, giving me a dark die when I pursue grounding activities.
It comes with a fictional problem to overcome, that I’m fading away. A
hazard of being Winged-Folk, perhaps, or possibly unique to our hero,
pointing to unusual heritage?
Choose two Edges, ways that you can manipulate the rules. Choose
what appeals to you; don’t worry about optimization.
I go with the default Basic Edges, Protagonist, and Praxis, which asks
me to define an approach. I know I want my default approach to be
aggressive, but decide to wait to define it more specifically.
Choose or roll a rank-1 Trauma, a long-term issue you must deal
with, and any Conditions your chosen Scenario requests.
Sola is driven to be the best from a sense of insecurity. I write down
“arrogant 1” as her Trauma; this will serve as her approach Condition
for Praxis, too.
I roll a Condition, as directed, and get hurt [2]. The danger is that an
enemy strikes without mercy [3]. I decide that I am sparring my rival
and she deals a low blow. I amend hurt [1] to hurt wing [1]. I pause to
narrate how we sparred, up through the blow that sends me spiraling
towards the ground. Time for me to set the Scene; I roll Shadows and
Love as my motifs.
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Graciela Sola Kant
Hurt Wing 2
Arrogant 1
Protagonist Daredevil
Praxis (Arrogant)
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EXAMPLE OF PLAY
My starting motifs are "Shadows. Justified Caution (Fear of
Shadows). A terrible secret whispered in the dark." and "Love.
Selflessness (Jealousy). Beloved wings, given up for a true love."
I'm plummeting towards the ground, one wing damaged. I want to
steer to clear ground, and the danger is I’ll get hurt. My relevant
Trait is Winged-Folk, with the Tag Graceful, for a modifier of +1.
I'm suffering a rank-2 condition (hurt wing) that affects the roll, so I
roll with disadvantage. A 3, 4, 5; dropping the 5 gives me a total of
8, a partial success. I choose to avert the danger, but now I’m lost.
I almost recover but my bleeding wing betrays me. I hit the
ground hard, rolling at the last second to absorb the impact. I
register the silence, the smell of the trees, and the feel of the dirt
under my hands, and then I push to my feet with a groan.
I could roll an oracle, but my mind’s already come up with a solid
hook for the motifs I rolled earlier, so instead I play a soft move from
the Dramatic Moves chart, telegraphing danger. I “bring in someone
interesting with an agenda”, and roll up a motif just for them.
“Those Who…” seems a good fit; “The Exaltation of the Soul. Grey-
eyed Athena, wielder of the aegis, or gentle Venus, hand-in-hand with
her child Eros.”. I'm seeing a gray-eyed man, one who used to be a
knight against shadows, but gave it up for love along with his wings.
"That was clumsily done," a male voice remarks, dispassionately,
from where a peasant is leaning against a tree in rough
homespun, watching me. I climb to my feet, scowling.
Time for some oracle questions. First, did my sword land nearby?
Double sixes, so there's a flawed assumption that makes an answer
impossible, like “I wasn’t using a sword!” But I rolled a 10+, so I
choose to discard that qualifier and just go with a flat “yes”. Am I
closer to it than he is? A 6, so no, and the first die is higher; for the
“and” I choose “and he’s already holding it”.
I'm interested in this actor and his story, so I’m going to add the
Condition "bitter against nobles" to him, at rank-1, to cement his
current importance.
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I spot it, dangling carelessly from his hand like a stick, his gray
eyes amused as he notes I'm tensing up. Is this an outlaw, then?
"That belongs to me," I say, as arrogantly as I can manage.
I'm going to add a motif, “held at one's own sword’s point”. I don't
know what's going to happen next, so I roll a dramatic move, “show a
drawback to or new facet of your gear or abilities.”
I snap my fingers, invoking the enchantment on the sword that
always returns it to my hand.
This seems like something that might not be a given, so a Strive is
called for. Maybe he's a sorcerer, or countering my charm, or
magically null. I don’t have any Traits/Tags to apply, but I do have a
light die from Praxis because I narrated an arrogant approach. A 10
(6, 4, 2, dropping the 2 thanks to Praxis) is a success, and a clock
match. First, I choose my bonus; I reduce his “bitter” Condition to 0.
The sword tears free to fly to my hand, and I can tell he’s
impressed. "I’ll take you to the city," he says, begrudgingly.
I resolve the clock, with a motif, Phoenix, “it matters not, how dark
it is; I will be the light”, and a soft Move, “declare a new danger”.
The shadows under the trees boil, the insect-like creatures that
erupt jerky and erratic, and fanged like wolves. He curses,
sprinting towards me. "Do you know how to use that, little
bird?" he asks, and I heft the blade higher, squaring up to meet
the tide.
"You'd best hope so, old wolf."
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Renown [Edge]
Name a notable deed or achievement when you take
this Edge. When you begin a new Motif chart, you
may choose to add a motif related to this deed.
When you use this motif, take a light die that
represents the deed, its consequences or impact on
the world, or your reputation in context of it.
THE CLOCK
Set a d6 in front of you, with “6” facing up. If any
die kept on a Strive roll matches this clock, roll a
motif, narrate an event inspired by it, and play a
soft Dramatic Move. Reduce the clock by 1. At 0,
make a hard Dramatic Move, then reset the clock.
Every Scenario has a special “match” and “time’s
up” for the clock; use these to add tension.
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USING MOTIFS
Throughout this book you will find charts of complex Motifs,
meant for inspiration, as a springboard for your context (the
fiction as established), to frame scenes, and to help populate
your story’s motif callback chart.
When you introduce one of these motifs to your game, think
about what actors, places, things that are implied to exist in it.
Look for the dynamic conflicts, and consider how it fits into
your fiction. When you add a motif to your callback chart,
rephrase it to emphasize those elements that resonate most
strongly with you.
[3-2] “A murder threatening to drag down a confessor haunted by
forbidden desire.” A victim. A priest or authority figure, guilty,
perhaps, or at the very least, implicated. A murder weapon And
surely a church, one secluded enough to encourage forbidden desires.
The Elemental motif charts have three extra elements
preceding the motif; a title, like “Autumn”, and a positive and
negative meaning, like “Plenty” and “Scarcity”.
Use these elements (flip a coin for positive or negative) and
simpler motifs when you need a quick theme or to elaborate on
an oracle answer.
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MECHANICAL BITS
There’s no way around it; the easiest way to roll on the 14-
element Elemental Motif charts is with a dice roller. You can
also use cards, with Ace (1) to Joker (14), in Clubs (Earth),
Diamonds (Air), Hearts (Water), and Spades (Fire). Either add
two cards from another deck, or choose which 14 a drawn
joker represents.
You can instead roll a d4 for suit and a d20 for the card, by
discarding any rolls over 14.
Only want to use d6s? You can! Roll a d6, re-rolling any result
over 4, to get the suit. Then roll two different dice (say,
“green” and “check”). Re-roll the green die until it isn’t 6.
If the check die is 1 or 2, the result is the green die’s value.
If the check die is 3 or 4, add 5 to the green die.
If the check die is 5 or 6, add 10. If the total is over 14, start
over, for most accurate odds, or just re-roll the check die, for a
one percent difference in likelihood.
Or just drop a pencil or die on the open page and see where it
lands. It won’t be exactly the same odds but who cares?
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Darkness Falls
To Catch the Wind
Neon Sunrise
Secrets & Shadows
Starfarer
The Sword & The Rose
Those Three Days
scenarios
It was nearly dark when the lights
of Bone Hollow finally flickered
through the driving snow. His
quarry was in this town, and he
wasn't the type to let a little
blizzard stop him. Static caught
the corner of his eye, there and
gone, his gaze returning to the
road just as the dark shape rose
directly in front of his car. He
yanked the wheel, hard, to the
right, with a curse.
DARKNESS
FALLS
scenarios
THE PROTAGONIST
Choose four Traits, including one that shows why I’m on a case, then
split 10 Tags between them. Choose two Keys that show what I still
have faith in. I have Learned to Cope, and one other Edge. Choose a
rank-1 trauma; it defines me and is never far from my thoughts.
Establish the initial frame by rolling two motifs and an ominous place
and rolling two conditions.
TRAUMA CONDITIONS
1 formerly evil 1 looking for answers (lost) 1 afraid
2 brooding 2 barely above water (drowning) 2 confused
3 vengeful 3 without confidence (shaken) 3 vengeful
4 ruthless 4 fighting by rote (numb) 4 hungry
5 bottled up 5 already dead (haunted) 5 tempted
6 disavowed 6 a ticking bomb (unstable) 6 hurt (how?)
Answer Early: The authority here has a priority; what is it? What
mystery draws you here? Is this a homecoming? You aren’t welcome;
why? Roll motifs, elemental or on the facing page, for inspiration.
Clock. On a match, roll a motif and narrate an oddity inspired by it,
playing a soft Dramatic Move in the process. On 0, show how the
horror costs you something you care about.
Premise Beats. Someone reacts excessively to my questions | lashes out |
sets a trap | tries to seduce me | uses dark powers | abuses authority.
Play to Find out: What will staring into the abyss cost me?
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ARCHETYPES: The Skeptic, The Believer, The Cursed, The Drunk Priest,
The Doomed, The Ghost-Chaser, The Prodigal
OMINOUS PLACES
1 An all-night diner belonging to a retired cop, but haunted by ghosts.
2 A road through heavy forest, up a hill, ends in a hole in the ground nobody
will talk about.
3 A small town in a big forest, haunted, where time doesn’t flow as it should.
4 A long-shuttered school for troubled youth, rumored to be haunted.
5 A secret party at a deserted country estate, host to a dozen drunk college
students.
6 A country fair, the night wind cool as it blows off the lake, the fireworks
ready.
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scenarios
TRAITS Psychic
Sense, Medium, Exorcise,
Agent Empathy, Telepathy, Telekinesis,
Profiler, Crack Shot, Empathetic, Psychometry, Visions, Pain, Blind
Hard to Read, Hard to Rattle, Focus
Human Nature, Streetwise,
Negotiate, Straight-laced, By the Social
Book, Crime, Investigate Small Talk, Fast Talk, Interrogate,
Empathize, Music, Perform, Cold
Clever Read, Charm, Persuade, Sense
Perceptive, Negotiate, Trickery,
Beginner’s Luck, Trivia, Fast-Talk, Warped
Distract, Seize Opportunity Mutation, Deformity, Oddity,
Tentacle, [Animal] Shape,
Cursed Repellent, Cause Bad Luck,
Taint, Alter Perception, Inflict Strong, Tough, Shield, Blast, Read
Pain, Occult Lore, Read Mind, Minds, Hex, Terrify, Enthrall,
Know Sin, Cause Nightmare, Heal, Poison, Beacon for Aberrations
Locate, Sense
Expert KEYS
Well-Read, Folklore, History, Peer,
Research, Talk Shop, [Field], The Key of the Answer
[Profession], [Specialty] Hit this key when you solve a
mystery or ferret out a truth
Framed someone else would rather stayed
Bitter, Fight Dirty, Hardened, hidden. Change: let a secret stay
Improvise, Served Cold, Know the that way.
Score, Betrayal, Reformed, Why?,
Fugitive, Old Cellmates, Scarred, The Key of the Believer
Tough, Innocent Hit this key when you accept a
supernatural explanation without
Humanity seriously considering a rational one.
Will, [Cause], [Love], Devotion, Change: dismiss a supernatural
[Ideal], [Virtue] event out of hand.
Investigator The Key of the Committed
Determined, Curious, Procedure, You value something above all else.
Perceptive, Deduction, Interrogate, Hit this key when you protect or
Examine Closely, Handcuffs, Guns care for it. Change: let it go.
37
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38
They say the water used to
run clear, once, and if she
could find the source of the
corruption, maybe Truffle
Hame would scratch out
another season. If the bandits
didn't end it instead. She told
herself that she wasn’t being
paid to deal with those, just
the water, and kept slogging.
An arrow buried itself in the
mud next to her feet.
“Stand and deliver!”
TO
CATCH
THE WIND
explore wondrous realms in search of
adventure ᛃ sanctuary ᛃ hope ᛃ answers ᛃ power ᛃ treasure
NEW AGENDA: Fill your protagonist’s life with magical dilemmas
and experiences.
NEW PRINCIPLES: You are a wild card; people look to you to solve
their problems.
THE PROTAGONIST
One of my Traits is Human or Not-Human. Another is Strong, Tough,
Nimble, Wise, Genius, or Charismatic. Choose two more, then split 12
Tags between them. Choose two Keys that show my goals, a rank-1
trauma that spurs me to adventure, and two Edges that make me
special or especially talented. Establish the initial frame by rolling two
motifs, a strange place, and two rank-1 conditions.
TRAUMA CONDITIONS
1 orphaned 1 accused of a crime (blamed) 1 angry
2 usurped 2 pursuing a quarry (hunting) 2 cold
3 cursed 3 in need of money (broke) 3 lost
4 accused 4 following a map (determined) 4 hungry
5 disfigured 5 stubbornly myself (unique) 5 tempted
6 in debt 6 recently victimized (owed) 6 hurt (how?)
41
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ARCHETYPES: The Fighter, The Mage, The Thief, The Cleric, The
Looter-For-Hire, The Everybody’s Problem Solver
IMMEDIATE PROBLEM
1 Four against one? What kind of odds are those?
2 A cry for help; a wolf motif is causing an immediate problem.
3 The stranger at the back table waves me over…
4 The person who knows how to end my Trauma is here, somewhere.
5 A monster attacks someone, and I’m right there!
6 I’m mistaken for someone else, someone with a problem.
42
scenarios
TRAITS Mage
Lore, Bargain, Communicate,
Human Evade, Research, Peers, Solve
Dabbler, Tough, Defy, Customs, Puzzle, Decipher Text
Duck, Sturdy, Curious, Free Will,
Indomitable, Legend Arcane Magic
Components, Gestures, Grant
Not-Human Bonus, [Element] Blast, [Element]
Fast, Strong, Tough, Beautiful, Wall, Summon [Creature], Shield,
Wise, Smart, Long-lived, Small, Illusion, Polymorph, Animate
Huge, [Elemental], Keen Senses, Dead, [Type of Magic]
[Weakness], [Special Ability]
Thief
Strong Fast-talk, Stealthy, Security, Fast,
Strong, Haul, Lift, Swordplay, Scope Out, Contacts, Pilfer, Escape
Brawl, Force, Athletic
Cleric
Tough Beseech, Heal, Smite, Banish,
Tough, Endure, Brawl, Iron Will, Nature, Deity, Herbs, Tough
Hard, Athletic, Defy, Pain
Clerical Magic
Nimble Ritual, Holy Symbol, Heal, Cure
Fast, Stealthy, Pilfer, Swordplay, Disease, Cure Poison, Restore
Climb, Acrobatics, Evade Ability, Control Nature, Smite,
Create Food, Create Water, Bless,
Genius
Shield Other, Invigorate, Reverse
Smart, Plot, Solve, Academia,
Spell, Revive Dead, Sacrifice
Science, Study, Entrap, Puzzle
Adventurer
Charismatic
Delve, Spot, Henchman, Supplies,
Beautiful, Empathy, Lead, Strong
Know Monster, Navigate, Quest,
Sense of Self, Persuade, Cold Read,
Forage, Demand, Customs, Patois
Negotiate, Seduce, Perform
Wise
Wise, Know Heart, Empathy, Read KEYS
Situation, Scheme, Tempt, Counsel The Key of Balance
Hit this key when you seek to
Fighter
maintain the balance. Change:
Swordplay, Brawl, Hunt, Survive,
commit to one aspect.
Know Foe, Strong, Fast, Tough
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WONDROUS PLACES
1 A land devastated by centuries of environmental catastrophes.
2 A remote castle, rumored owned by a dragon, the young prince awkward but kind.
3 A town in the swamp that appears for one night every one hundred years.
4 A struggling market in a war-torn town, trying to conduct business as usual.
5 A sacred grove, razed for space for a great arena, the games soon.
6 A cemetery, where the dead rise again, but always wrong.
44
The glowing red dot of a cigarette in
the shadows behind the streetlamp is
joined by two more as she raises eyes
full of crimson flame. "Hell of a
night for a walk," she says, fishing
out the envelope to offer it. "After
this, we're done. No more favors, no
more info, no more lies." She stops,
her eyes half-dimming. "Unless you
want to renegotiate our deal.”
NEON
SUNRISE
when the sun goes down, you come out to seek
prey ᛃ profit ᛃ pleasure ᛃ status ᛃ power ᛃ redemption
NEW AGENDA: Show the costs of indulgence, for the indulger and
for the one offering.
NEW PRINCIPLES: It’s all about the deal; never give to anyone
without taking from someone.
THE PROTAGONIST
One of my Traits is a supernatural trait; if this doesn’t show what I do
to make a living, one of my other Traits does. Choose more Traits until
you have four, then split 14 Tags between them. Choose a Key that
shows what I value, a rank-1 trauma that keeps me in the dark, and
two Edges that keep me alive. Establish the initial frame by rolling two
motifs, light or shadow, and two rank-1 conditions.
TRAUMA CONDITIONS
1 self-loathing 1 framed (hunted) 1 angry
2 alone in the world 2 on a deal (hunting) 2 outside
3 cursed 3 in need of money (broke) 3 lost
4 guilty 4 deep, bad debt (indebted) 4 hungry
5 owned 5 a bad reputation (infamous) 5 tempted
6 addicted 6 double-crossed (owed) 6 hurt (how?)
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LIGHT SHADOW
1 An alley crime scene, you’re unwelcome The master bedroom; the key is here, but
but needed. not unguarded.
2 A rain-soaked funeral; you’re here for A deserted balcony; there’s another just
business as well as personal reasons. out of reach, and the door just past it.
3 A seedy bar, questioning a reluctant The tile roof; it starts to rain, then
witness. thunder, as the shadows crawl.
4 In a dark alley, things already tense, Cornered in the basement, and they
and they draw a weapon. don’t look friendly.
5 A dinner party, and one of them did it; The solarium; a nighttime swim, a secret
a wrong move will cost you access. agenda, a temptation.
6 The basement is on fire, no sign of A disused storeroom; a prisoner,
them, and this victim is still moving. transformed, trapped, or distilled.
48
scenarios
49
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50
I closed my eyes, dredging the
power up from wherever it comes,
willing it to show me what'd
happened to my missing ex-
partner. The bedroom wall
vanished in a flare of wards,
revealing an arcane study. The
raven in the cage glared at me.
"Took you long enough," he
cawed, and my heart sank.
"Damnit, Aidan," I said,
grabbing the cage as I sprinted
back towards the hall. "You're so
going to owe me for this."
SECRETS&
SHADOWS
scenarios
THE PROTAGONIST
One of my Traits is Modern Human. Choose three more, then split 10
Tags between all. Choose two Keys that show my hang-ups, and two
Edges that make me desirable. Choose a rank-1 trauma that makes me
distrust romance. Establish the initial frame by rolling two motifs, a
cute meet in an exciting place, and two rank-1 conditions.
TRAUMA CONDITIONS
1 distrustful 1 in a rut (bored) 1 mad
2 stubborn 2 trapped (miserable) 2 mortified
3 self-conscious 3 almost successful (ambitious) 3 bruised
4 wild power 4 running from a responsibility (rebellious) 4 teary
5 phobia 5 tell myself I like being alone (frustrated) 5 lost
6 naïve 6 have it all, but unhappy (discontented) 6 turned on
Answer Early: Why am I not satisfied with my life right now? What
keeps me from pursuing more? What makes me special enough to kill
for? To die for? Roll motifs, elemental or here, for inspiration.
Clock. On a match, roll a motif and narrate a desire inspired by it,
playing a soft Dramatic Move in the process. On 0, show how a
misunderstanding or mistaken impression puts you in a bad position.
Premise Beats. Someone reveals a secret agenda | lashes out | utters a lie
or is caught in one | tries to seduce me | tries to manipulate me | reveals
a weakness, flaw, or emotion.
Play to Find Out: What will falling in love cost me?
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CUTE MEET
1 Someone gives the wrong impression or makes a bad impression.
2 Someone tries to kill my infuriating new companion.
3 I make a fool out of myself, but they’re impatient, not embarrassed.
4 I’m mistaken for someone more important, powerful, or dangerous.
5 My new companion is the one attacked, but they seem to recognize me.
6 We’re attacked and my new companion uses weird powers. They blame me.
54
scenarios
TRAITS Professional
[Profession], Bureaucracy, Protocol,
Modern Human Etiquette, Fashion, Multi-Task,
Use Gadget, Healthy, Assured, Plan, Network
Trivia, Savvy, Dabbler, Educated,
Civilized, Attractive, Fashion, Warrior
Genre Savvy Martial Arts, Sword, Guns, Defy,
Challenge, Hunt, Survive, Know
Artist Prey, Iron Will, Strong, Fast,
Creative, Paint, Sketch, Inspire, Tough, Stoic, Get Back Up
Communicate, See Beauty, Famous,
Sculpt, Fresh Eyes, Craft Witch
Hex, Bind, Magic, Herbs, Ward,
Athletic (Modern) Lure, Sanctify, Transform, Heal,
Parkour, Run, Climb, Jump, Knowing, Erotic, Sacrifice, Ritual
Dodge, Sneak, Acrobatics, Endure,
Reflexes, Swim, Focus, [Sport], Witch-breaker
Competition, Show-off Defy Magic, Defy Evil, Iron Will,
Hunt, Ambush, Occult Lore,
Faerie Know the Signs, Sense Evil,
Nature, Magic, Charm, Beguile, Danger Sense, Minor Ward
Steal Memories, Terrify, Inspire,
Enervate, Glamour, Beauty, Water,
Truth, Bargain KEYS
Good The Key of the Conflicted Lover
Friendly, Kind, Do the Right Hit this key when you send mixed
Thing, Honest, Brave, or confusing romantic signals to
Trustworthy, Determined, Defy someone who cares. Change: clearly
Evil, Spirited state your emotional position to
them.
Monster
Strong, Tough, Fast, Blood, The Key of the Dependent
Undead, Bestial, Mesmerize, Hit this key when you rely on
Transform Self, Dangerously someone else completely for your
Attractive, At Night, Fangs, Claws, continued security or happiness.
Night Vision, Moonlight, Change: solve a problem yourself.
Regenerate, Unnatural, Wealthy, The Key of the Do-Gooder
Drain, Hunt, Berserk, Seduce, Hit this key when you go out of
Know Prey, Blast, Alluring, Terrify
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EXCITING PLACES
1 A dusty highway through a primeval forest, ending in a quaint little town.
2 A castle on the moors, dra� and haunted.
3 A steamy indoor pool, tile crumbling, where beautiful monsters meet.
4 The warren of restoration rooms beneath the gray brick art museum.
5 A nightclub, neon and glow-in-the-dark, the blood gleaming.
6 A masked charity ball in the main hall of the natural history museum.
56
S
T
A
R
F "Say again, base," I return, but
there's only silence. Nix is on the
ship, connected to this spinning
hunk of junk by an umbilical,
E
Wraiths are lurking nearby.
There's a couple, Hawks, maybe.
Shouldn't be able to see us in our
Echo suits, but we'd better be out
of here quick while the batteries
R
hold. I wave the team forward.
scenarios
THE PROTAGONIST
One of my Traits is Future Human. Choose three more, then split 10
Tags between the four. Choose two Keys that show my principles, two
Edges that keep me alive, and a rank-1 trauma that keeps me on the
move. Establish the initial frame by rolling two motifs, trouble
brewing in an exciting place, and two rank-1 conditions.
TRAUMA CONDITIONS
1 war hero 1 in debt to a bad person (indebted) 1 cryosleep sick
2 secretly unique 2 unjustly reviled (reviled) 2 kidnapped
3 orphan 3 a wanted criminal (bounty) 3 betrayed
4 runaway heir 4 renowned for a risky act (reputation) 4 mind-wiped
5 sole survivor 5 left for dead (wounded) 5 owed
6 chosen one 6 on the trail of a quarry (hungry) 6 cold
Answer Early: Why do I still cling to my ideals? What has it cost me,
in the past? What does it cost me, right now? Who is this stranger who
needs my help? Roll motifs, elemental or here, for inspiration.
Clock. On a match, roll a motif and narrate a moral dilemma or danger
inspired by it, playing a soft Dramatic Move in the process. On 0, show
how old, bad history puts you in a bad position.
Premise Beats. Someone demands payment | starts shooting | reveals a
plan | tries to bribe me | dismisses me | abuses their authority.
Play to Find Out: What will protecting my code of honor cost me?
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TROUBLE BREWS
1 I wake up way off course. why?
2 I hit the bar. Who am I looking for?
3 That was a hard landing, but any one you can walk away from, I guess.
4 There’s something moving out there.
5 This is the rendezvous. Where is everyone?
6 The wreckage is everywhere; what could possibly kill someone like that?
60
scenarios
TRAITS Heir
Culture, Wealth, Connected, Upper
Future Human Class, Diplomacy, Polite Society,
Use Gadget, Healthy, Assured, Privileged Skills, Educated
Trivia, Savvy, Dabbler, Educated,
Civilized, Attractive, Fashion, Off-Worlder
Technophile Zero-Gee, High Gravity, Tough,
Pioneer, Guns, Barter, Loyal, Hard,
Alien Mine, Scavenge, Farm
Strong, Tough, Fast, Alluring,
Healer, Regenerate, Sense, Aquatic, Pilot
Plant, Telekinesis, Empathy, Reflexes, If It Has Wings, Navigate,
Telepathy, Teleport, Clairvoyance, Go Fast, Evasive, Cocky, Fighter, Aim
Precognition, Retro-cognition, You can also choose the [Vehicle] trait
Force Action, Force Thought, Force (pg. 49).
Emotion, Painful, Wild, Blast,
Pheromones, Tank SHIP PERKS
Athletic (Future) 1 fast 1 enigma
Parkour, Dodge, Sneak, Acrobatics, 2 tough 2 secret stash
Endure, Quick, Swim, Focus,
3 long-range 3 inhabited
[Sport], Zero-Gee, Competition,
Show-off 4 stocked 4 startling speed
5 agile 5 classified cloak
Criminal
Fast-talk, Sneak, Security, Hold- 6 spacious 6 sentient
out, Reflexes, Read Situation, Know
Score, Contacts, Gear, Escape, KEYS
Evade, Steal
The Key of the Daredevil
Cyborg Hit this key when you take a risk
Head-jack, Prosthetic Limb, Fast, that you don’t have to. Change: play
Tough, Strong, Numb, Painful, it safe.
Prosthetic Organ, Blast, Skill Chip
The Key of the Goal
(Type)
You have a specific, long term goal.
Explorer Hit this key when you try for it.
Cultures, Communicate, Spot, Change: achieve, give up on, or
Danger Sense, Curiosity, Improvise, refuse it.
Lucky, Leap, Seen It Before
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ALIEN PLACES
1 A mining colony, the asteroid airless, the ruins classified.
2 A station, on an airless asteroid, where a renowned smuggler has set up shop.
3 A starship, of sleek alien construction, floating silent in space.
4 A rustic colony, belonging to a gangster, contested by the colonists’ leader.
5 A masked ball in a glittering city, the jewel of a Heart world.
6 The private quarters of the Flying Vixen’s captain.
The Key of the Good Deed to reflect this; when using it, you
Hit this key when you do the right may choose to ignore the modifier
thing and it costs you. Change: do cap in exchange for a rank-2
something wrong for gain. Condition like altered, craving, or
visibly inhuman.
The Key of the Impulsive
Hit this key when you act on An Ace Up My Sleeve
instinct or impulse. Change: make a You always have an edge. If you
careful plan and follow it. need a small item on your person, a
useful friend nearby, or a trick
The Key of the Most Wanted prepared yesterday, you have it, but
Someone wants you dead or roll an extra d6; on a 4+ the ace
dissected or to do something you betrays you later.
don’t want to. Hit this key when
you evade or otherwise thumb your Boost
nose at them. Change: beat them, You’ve mastered using one ability to
join them, or just give them what boost another. Pick two Traits.
they want. When you use one, add up to two
Tags from the other that apply,
The Key of the Unfettered ignoring the cap.
Hit this key when you avoid
commitment or chains. Change: Hidden Reserves
commit or kneel. When you fail a roll, you may
choose to declare a Condition that
62
"That's the witch you brought in
yesterday," I say, confused. Garrett
smiles, the gold lion on his shoulder
gleaming under the magelight that
illuminates the Order's hall.
"It is," he confirms, closing the doors
behind us. "She's about to escape."
I frown, walking over to inspect the
cuffs. "I doubt it," I say, "unless she's
more powerful than she looks."
"She isn't," Garrett answers. "But I
am." The forcebolt's fast, a flicker of
light between his hands and then,
with a snap of his wrist, flying
towards me.
The Sword
&The Rose
fated warriors roam the realm in search of
treasure ᛃ duty ᛃ romance ᛃ tests ᛃ glory ᛃ honor
NEW AGENDA: Fill the protagonist’s life with chances for chivalry
and opportunities for romance.
NEW PRINCIPLE: The truth is all-powerful; oaths and bargains have
their own magic.
THE PROTAGONIST
One of my Traits is Knight, though I might not be recognized for it.
Choose three more Traits and split 10 Tags between the four. Choose
two Keys that show my ideals, and two Edges. Choose a rank-1
trauma that keeps me from a state of grace. Establish the initial frame
by rolling two motifs, a romantic place, and two rank-1 conditions.
TRAUMA CONDITION
1 ignoble birth 1 stripped of my title (disgraced) 1 hunting
2 secret lover 2 in durance vile (trapped) 2 hunted
3 oath to a fae 3 wandering without purpose (lost) 3 in exile
4 cursed 4 far from home (weary) 4 grieving
5 long durance 5 in desperate love (star-crossed) 5 at loose ends
6 birthright usurped 6 an unacknowledged heir (unnamed) 6 afraid
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ROMANTIC PLACES
1 A black castle, pennants snapping in the wind, captured by a green knight.
2 The hall of a former bandit king, now respectable if a bit rough.
3 A winding road through quiet farmland to a sacred grove that will show you
where your heart’s desire lies.
4 A dark, treacherous forest, where whispers lead the unwary astray with
tearful cries.
5 A witch’s hut, on the edge of a swamp, the request for ingredients inevitable.
6 A busy human market, a rebellious heir, a captured prize for the Faerie
Market below.
66
scenarios
TRAITS Lord
Fief, Serfs, Heraldry, Management,
Athletic (Past) Farming, Trade, Negotiate, Lead,
Fencing, Acrobatics, Tough, Run, Mete Justice, Oath-holder
Climb, Stealth, Brawn, Contorting,
Hearty, Dodge, Reflexes, Swim, Low Magic
Brawl, Spar, [Weapon] Spirit Bargain, Ritual, Spark Fire,
Sway Mind, Sway Heart, Symbolic
Bard Sacrifice, Speak Truth, Demand
Escape, Sleight of Hand, Perform, Truth, See Truth, Bar Path, Call
Influence, Music, Lore, Healer, In
Tune, Pitch Perfect, Friends, Satire Purity
Innocence, Naïveté, Idealism,
Bardic Magic [Ideal], Endurance, Luck
Terrify, Charm, Debilitate, Curse,
Heal, Transform Area, Inspire, [Weapon]
Shout, Shield, Transform Self, [Plus], [Boon], [Quality], Blunt,
Illusion, [Any Other Trait’s Tag], Heavy, Great, Quick, Maiming,
Reverse Spell Bruising, Nonlethal, Vicious
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KEYS EDGES
The Key of Courtly Love Dedication
You have a pure and unsullied love Choose a Key as an ideal; when it is
for someone you cannot have. Hit struck, gain a light die for your
this key when you uphold the dedication to it that persists until
tenets of courtly love. Change: you use it, you sleep, or you hit a
disavow your relationship or Key, whichever comes first. If you
consummate it. buy off that Key, choose a new one
for the purposes of this Edge.
The Key of the Long-Lost Love
You loved, you lost. Hit this key Fae Upbringing
when your long-lost love is used Gain a rank-2 Trauma like truthful,
against you, when you do chaste, or cruel; as long as you have
something to try and reunite, or it, you may use fairy magic to create
when you sacrifice for them. minor illusions or perform small
Change: let them go. tricks. If you use this magic for
greater effect while striving, roll a
The Key of Other Heritage light d6 for it; if you keep this die,
You belong to two worlds. Hit this gain a rank-2 Condition like
key whenever your heritage causes enervated, weary, or iron-sick.
you trouble or affects a scene’s
course. Change: accept the Purity
destruction of either half of your You are pure of heart, unsullied by
nature. worldly concerns. Gain a light die
when this is an asset or when facing
The Key of the Protector obvious evil or temptation.
You won’t stand by and let anyone
else suffer, even if it costs you. Hit
Wyrd
this key whenever you step up or You were born with a gift, like
stand up for someone else. Change: great strength, the ability to speak
let someone be bullied in silence. with animals, or an immunity to
fire. Gain a rank-1 Trauma, Wyrd.
The Key of Virtue You may add light dice up to this
Choose one of the seven virtues or Trauma’s value to your reserve
invent your own. Hit this Key when when you narrate how it causes
you uphold your virtue. Change: trouble. When you increase this
indulge an opposing vice. Trauma’s rank, declare a new aspect
of your Wyrd.
68
Tucker trails after me as I head
back to the jeep. I flip open the
lockbox in the trunk and start
digging. I find the burner cellphone
I thought I left in the bar, and
under it my bugout bag, but no
crowbar. Don’t have time to be
annoyed as a grenade rattles past
me and into the jeep. I grab for my
bag and dive into Tucker, sending
us both flying behind the low stacked
rock wall in front of the clinic just as
the explosion turns my jeep into
flaming scrap metal.
THOSE
THREE
DAYS
the prize is in the wind and the race is on for
answers ᛃ treasure ᛃ freedom ᛃ revenge ᛃ power ᛃ the future
THE PROTAGONIST
One of my Traits shows how I take care of myself; choose it from any
Scenario. If this doesn’t show what’s got me into this mess, one of my
other Traits does. Choose Traits until you have four, then split 10 Tags
between them. Choose two Keys, a rank-1 trauma that keeps me
alone, and two Edges that keep me alive. Establish the initial frame by
rolling two motifs, a dangerous place, and two rank-1 conditions.
TRAUMA CONDITIONS
1 self-loathing 1 running from past (hunted) 1 apathetic
2 haunted 2 old favor called in (duty) 2 tempted
3 unlucky 3 put down roots (anchored) 3 lost
4 guilty 4 left for dead (scarred) 4 lonely
5 cast out 5 code of honor (integrity) 5 broke
6 crackpot 6 disillusioned (cynical) 6 hurt (how?)
Answer Early: It might not be much, but it’s mine. What is it? How
does the call of adventure threaten it? How does it separate me from
what’s mine? Roll motifs, elemental or here, for inspiration.
Clock. On a match, roll a motif and narrate a peril inspired by it,
playing a soft Dramatic Move in the process. On 0, show how the peril
costs you something you care about.
Premise Beats. Someone has a lead on our next stop | reveals a flaw or a
weakness | strikes at us | tries to seduce someone | reveals a strength |
beats us to the current goal.
Play to Find Out: What will this adventure cost me?
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ARCHETYPES: The Biologist, The Wrangler, The Suit, The Diver, The
Soldier, The Lawman, The Doctor, The Local, The Criminal
DANGEROUS PLACES
1 A grocery store, in a twisted, lawless cityscape, and you need a phone.
2 A privately-run penitentiary, belonging to the guards, but ruled by a brutal
killer who has everything but the keys.
3 A battered church on the edge of a drowned village, the bell tolling the hour.
4 A secluded resort on a remote island, menaced by shadowy figures.
5 A silent ship, appearing out of the fog, to rescue those in distress.
6 A run-down bar; you’re not expecting it when the vision from your past
walks in.
72
scenarios
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74
The 3-Act Frame
Beats Frame
Point-Based Frame
Cyclic Frame
frameworks
THE 3-ACT FRAME
This frame is like a board game; you begin at the beginning and work
your way through each named scene to the epilogue, playing out scenes
as directed, and collecting Score dice along the way. Choose this when
you want an experience with a strong narrative flow.
First, roll up an enemy, then move to the status quo, in Act 1. Each
Act has a list of Act-specific Moves; use these in addition to the core
Dramatic Moves while playing that Act. You may choose or roll as
usual; if you roll, roll a d6 first, and on a 1-2, use Dramatic Moves A,
2-4, Dramatic Moves B, and 5-6, the Act Moves.
For each scene, roll the scene type, focus, and frame, along with a
motif from a table of your choosing, interpreted as usual. Look for the
people, places, and conflicts implied in the chosen motif. If you can’t see
how to make the result fit with what’s been established, roll again.
Each scene has questions to answer and a central event, rolled on an
event table. Once per scene, choose a roll related to this central event as
the scene’s core challenge. Declare it before you roll and add “take a
Score die” to the bonuses you can choose from on a 10+ or bargain for
on 7-9 for this roll. On a 6-, instead roll up a new formidable
condition for the Enemy. End the scene at any time after the Core
Challenge has occurred.
You may find you need more scenes than just the named ones, or that it
feels right to elide one or more scenes into one. Generate any extra
scenes as usual.
SCENE FRAMING
TYPE FOCUS FRAME
1 montage 1 atmosphere 1 revelation
2 flashback 2 introduction 2 escape / pursuit
3 interlude 3 exposition 3 negotiation
4 as expected 4 preparation 4 explore the premise
5 interrupt 5 transition 5 investigation
6 pay-off or choice 6 aftermath 6 recognition
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The type is how the scene is presented. Atmosphere: What does this aspect of
the world or events look like? What
A montage is series of events, each
naturally follows because of this?
handled briefly, over a period of time.
Make one or two Strive or Oracle rolls Introduction: Who is this person or
to represent any difficulties or triumphs. thing? What do they want? What
purpose do they serve?
A flashback is set sometime before the
game started; roll again for the original Exposition: Who is doing (or saying)
scene type. Events during a flashback what? Why? What is revealed by it?
cannot substantially change the current
Preparation: What are we preparing for?
fiction, but anything not already
How do we feel about it? Can we afford
established is fair game.
everything we need?
An interlude is a chance to regroup, a
Transition: Where are we going? What
break. Narrate events, making any Strive
do we discuss along the way?
rolls required, to resolve whatever
Conditions are plausible to resolve Aftermath: How do we deal with what
during that scene. has happened? How do we reach a place
of where we can continue forward?
A scene that is “as expected” is simply
that, as expected. The scene’s frame is the concrete nature
of the scene.
An interrupt starts as another type but
is either interrupted (odd on a d6) by a A revelation may be welcome or
worsening of stakes with a Dramatic unwelcome. What is revealed? Who is
Move, or inverted (even). If inverted, re- most hurt? Who has the most to lose?
roll the focus and frame after the scene’s
Escape and pursuit. Who is the target,
first strive roll and add a new motif. .
and what are they risking?
A pay-off scene is one with high stakes,
Premise scenes ask story and genre
a scene that feels right and just in the
specific questions, like who gets hurt?
context of the fiction, like a return to
And what are you willing to do to get
the scene of the crime or a confrontation
what you want? Each Scenario has more
with a long-time foe.
Premise questions.
You can save a type for later, if you have
Who or what is being investigated, and
no scene of that type already banked.
why? What points to their guilt or
Spend banked scenes when it feels
innocence?
appropriate to you.
An opportunity or person is recognized.
The scene’s focus tells you what types of
What advantage can be gained? What
questions will be explored. One that is
must be risked to seize it?
always asked is, “what will it cost?”
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ACT 1
Begin with one or more scenes showing
the current status quo established in your
ACT 1 MOVES
Scenario. Use dramatic moves to create 1-2 something breaks
the central events for this segment. 3-5 someone takes notice
Show us: What’s the status quo? How do 6 someone feels something
you suffer under it? How do you struggle
against it, if you do, or cope with it, if you don’t? Who else suffers with
you? Who suffers if you rebel?
Frame and play a catalyst scene that jolts you out of the status quo.
In the next scene, declare the lock-in goal, then make a dramatic
move framed as an immediate problem as the central event. Your goal,
at least in the short-term, is clear.
Answer in play: what is it?
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ACT 2
Play at least two non-interlude scenes, including an obstacle in each.
Increase the danger each time. Introduce the Enemy if you haven’t yet.
Play to your strengths; show
what skills and resources you ACT 2 MOVES
rely on the most.
1 enemy gains a formidable condition
Show us: why can’t you win 2-3 suffer physical or emotional harm
right now? What is the
biggest threat? 4-6 an unfortunate weakness is revealed
4 a festering secret must be dealt with 4 the enemy seizes the initiative or high
ground
5 an unexpected emotion flares
5 the enemy’s surprise or out of character
6 someone is gone or about to be gambit succeeds
6 something you care about is lost to you
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ACT 3
Play one or more scenes, narrating the following in any order: the
twist; the sunshine; how we reach the final location; the final
climax (usually last).
Answer in play: what do you ACT 3 MOVES
want now? What new 1-3 lose an ally or asset
approach must you use to
get it? Can you still win? At 5-6 an enemy gains a formidable
condition
what cost?
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EPILOGUE
Count up your Score dice. For every Condition the Enemy still
has that is an asset for them, spend one Score die and mark an
option false, beginning with the last and working your way up.
The initial statement is now untrue, but the cost must still be
paid; ask the Oracle.
Spend any remaining Score dice, one for one, to answer a
question of your choice about a character, if it is as yet
unanswered for them. Options may be selected more than
once, choosing a new character each time. Note that
“someone” includes the enemy, but “enemy” is only the Enemy.
Any questions left unanswered are, at best, unknown. Look to
the fiction and the Oracle to answer those you care to.
Someone who was imperiled survives. What does it cost?
Someone is enriched or suffers little lasting damage. What is lost to
them?
Someone wins their goal or achieves a dream. Does it make them
happy?
The enemy is defeated or their plans are thwarted, for now. What
does it cost you?
The enemy is killed or utterly neutralized. Who else dies?
The enemy has no path forward; win or lose, their plan ends here.
What grave consequence of this comes to pass?
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CUSTOM CONDITIONS
You can always generate a Condition for a foe, if you wish to
disclaim responsibility or make a custom monster, by rolling a
simple condition on the facing page or making your own. If
you want to assign a rank randomly, roll a d6. Divide the result
by 2 for a random result, or weight it as 1-3 is rank-1, 4-5,
rank 2, and 6, rank 3.
To create custom Conditions, first roll a d6 on sphere, style,
and expression to determine the base power or effect, then
roll an adjustment. If you get a result twice, consider it an
intensifier of the original result. If it won’t gel, roll a Motif to
tie it together.
I roll 6, 4, 5; mind, overt/flashy, and psychic. My immediate
thought is telekinesis. Adjustment is a 3, so another Expression; a
6, craft/production. This actor has telekinesis and can use it very
skillfully. Condition: Telekinetic Artist.
1, 2, 2; power, active, social. This actor can inspire with an act of
will; a musician or rock star or public “face”. A 1 gives me an
additional sphere; another 1 doubles the “power” of the earlier roll.
I take “inspire” up to eleven. Condition: Dominating Charm.
2, 2, 4; finesse, reactive/passive, utility. 3, versatile, second
expression (1) martial. This character has unbelievable reflexes,
and can turn those powers to be unnaturally graceful in combat.
Condition: Ridiculous Reflexes.
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ADJUSTMENT
1 powerful; roll an additional sphere
2 broad; roll an additional style for this power
3 versatile; roll an additional Expression for this power
4 weakness; it requires fuel, time or energy to use
5 no adjustment; this power is done
6 talented; this power is done-- roll another, new formidable condition
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COLLAPSE
Show: An Attack – Lose All Light Dice – Lose an Ally – Gain a
Condition.
The bad guys ruin everything as I discover an unwanted truth.
Failure (make it hurt) ends in loss.
DESPAIR
TRUTH
Show: Mourning – Lose a Trait. 1 isn’t what I really wanted
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A POINT-BASED FRAME
Choose this when you want a more freeform but still guided experience.
Begin by creating an Enemy and then play out benchmark scene 0,
framing it using motifs and the type, focus, and purpose charts from
the 3-Act Frame, and incorporating your Scenario content and
questions. Whenever you gain a dark die, roll all your dark dice at once
(they aren’t spent) and add the total value to your Peril score. When
Peril reaches a Benchmark, follow the instructions for that entry.
Don’t skip any benchmarks; play them in order. If you rolled more
successes than failures in a benchmark scene, add 1 to your Score. If you
didn’t, add a formidable condition to the Enemy instead. End a
given Benchmark scene after you resolve the entry’s posed questions,
then frame one or more new scenes.
After you resolve 100 Peril, spend your Score on Epilogue choices from
the 3-Act Frame.
GENRE EVENT
ACTION HORROR
1 attacked 1 possessed
2 ambushed 2 attacked
3 interrogated 3 haunted
4 chased 4 pushed
5 threatened 5 disturbed
6 seduced 6 tempted
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BENCHMARK SCENES
0 Show your status quo, or you doing what you expect to be doing;
play a Dramatic Move with low stakes to show why it’s barely tolerable.
Why do you put up with this?
100 You must use your new approach or your old one to deal with a
random event. Narrate a Dramatic Move as a major twist unfolds.
Do you triumph?
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SECRETS
1-2 3-4 5-6
1 murder 1 fight 1 journey
2 torture 2 insanity 2 sacrifice
3 retaliation 3 execution 3 ambush
4 sex 4 rivalry 4 slaughter
5 blackmail 5 exile 5 kidnap
6 change 6 ritual 6 theft
4 5 6
1 need 1 despair 1 self-interest
2 love 2 hope 2 redemption
3 time 3 history 3 dominance
4 virtue 4 pain 4 sacrifice
5 betrayal 5 mistake 5 obsession
6 power 6 desire 6 machinery
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A CYCLIC FRAME
Choose this frame when you want a narrow game with a constrained set
of scenes. Create three rank-1 setting Conditions, or Needs, for things
that your character needs for their continued well-being.
Narrate where your character is, and what has brought them to this
desperate pass. Choose if you wait it out or go exploring and then
roll on the appropriate table, playing a scene out to answer any questions
posed by the entry.
When an entry says to add or reduce a Need, justify doing so, regardless
of how the scene plays out. If a threat is deferred and hanging over your
head, take -1 to wait it out. When you have information about a
resource, add +1 to explore. Note that while you might find food while
exploring, for example, you still only reduce your Need for Food if you
formally reduce it as part of a node’s adjustments.
After each scene, you may choose to add 1 to a Need to have the next
scene be a respite showing why that need increased and how you spent
that time recuperating. Adjust your Conditions as usual.
If you end a scene by answering its question when all three Needs are
rank-3, describe how your character fails to escape the desperate
situation they’re in, and the consequences. This adventure is over.
When you roll a 6 on the scene charts, mark it down; on the third
mark, narrate how your character has the opportunity to escape this
misery. Show us: do they seize it? Do they succeed? If they fail, erase
one of the marks and continue.
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WAIT IT OUT
1 Something threatens your location right now; add 1-Need. What is
it? How do you deal with it? If you fail, relocate.
2 Someone is threatened right now; add 1-Need if you try to help, or
cross them off if you don’t.
3 Something threatens your location, long-term; what is it? Do you try
to deal with it, adding 1-Need, or defer it?
4 An indirect, temporary threat presents; add 1-Need. If you wait it
out or seek respite the next scene, it passes.
5 Someone is in need of help that will cost 1-Need to provide. Do you?
How? If so, they have a line on resources.
6 Someone is carrying resources to meet 2-Need. Can you secure those
resources? What are you willing to give, or do, to do so?
GO EXPLORING
1 Someone takes off with resources; add 2-Need. Do you go after
them? What threat is deferred if you do?
2 A resource is in peril; gain 1-Need if you don’t save it.
3-4 You find a minor resource; what guards it? What do you have to
trade for it? Reduce 1-Need and gain 1-Need.
5 You find a minor resource; what is it? Reduce 1-Need.
6 You find a resource; what is it? Reduce 2-Need.
RESPITE
1 An opportunity to reduce a Need by 1 presents, with peril. Lose a
Trait, Edge, or Key (gaining dice for loss as usual). Why is this
aspect lost to you? Are you able to secure the Need?
2-3 Someone offers to reduce one of your Needs by 1. Do you do it?
What does it cost you?
4-5 Gain information on a resource or choose a deferred threat to
remove.
6 Reduce two Needs by 1 or one Need by 2.
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More Tables
More Motifs
Group Play
Troupe Play
Character Sheets
appendices
SOME ALTERNATIVES
These charts serve as replacements for and alternatives to
the standard charts, and give more options when rolling
motifs and impressions.
As always, adjust any aspect you please to your context and
wishes. Consider what feelings and associations the words
and phrases inspire in you, and use those to guide your
portrayals of actors and events.
Use the dark motifs and minor motifs when you want a
short, abstract motif and don’t have enough context
established to just declare one. The former is grimmer, the
latter more open (and often offers a choice). Use headers as
a secondary roll for target; you don’t need to interpret the
entries in light of them unless you want to.
Mix in the intent and personality tables if you want to
know how an actor engages with the world or incorporates
the motifs.
I know from the fiction this NPC is a smuggler. I roll two sets,
for “I feel” (2, 4), “unselfishness” (3, 5), and “I will” (1, 5) and
“to learn” (2, 6), with a motif of “what dreams may come” (3,
5). She operates from generosity, perhaps smuggling in supplies,
and has a strong plan to learn about the afterlife.
INTENT
1-3 4-6
1 I am I balance
2 I have I desire
3 I think I understand
4 I feel I use
5 I will I know
6 I analyze I believe
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DARK MOTIFS
1 BODY 2 MIND 3 SOUL
1 drowning in armor 1 secretly unregretted 1 if I cannot, no one will
2 naked before eyes 2 obsession 2 creation sans restraint
3 the tin man 3 sacrifice 3 blind instinct
4 ignoring suffering 4 arrogant in skill 4 a reckless demand
5 addiction 5 revenge 5 what dreams may come
6 to seize boldly 6 cherished illusions 6 the unicorn’s judgement
PERSONALITY
1-2 3-4 5-6
1 devotion 1 truthfulness 1 unchastity, lust
2 compassion 2 independence 2 pride
3 obedience 3 skepticism 3 greed, gluttony
4 energy 4 contentment, idleness 4 cruelty, wrath
5 devotion to great work 5 unselfishness 5 dishonesty, envy
6 noscere, to learn 6 velle, to will 6 tacere, to be silent
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RANDOM EVENTS
Use these to add some variety to your random events or (by choosing an
interesting result) to flavor Dramatic Moves. When interpreting the
results, if no suitable target is in play or on screen, introduce a new one.
1 PLOT
1 A new or randomly chosen actor becomes important or arrives on screen.
2 A random plot thread becomes important or is called back into play.
3 Introduce a new actor.
4 Introduce a new plot thread or motif.
5 Show how a new or random actor and a random plot thread are linked.
6 Something happens to an ally (random or logical); roll again for what.
2 ACTION
1 A bomb drops, literally or figuratively.
2 An unexpected enemy attacks from ambush.
3 Someone’s looking for a fight.
4 Someone is being mugged or murdered or something else noisy nearby.
5 Badly wounded person is discovered, being chased or stalked.
6 An unexpected ally appears or reveals themselves.
3 WEIRD
1 A chaos bomb drops, literally or figuratively.
2 Magical effect occurs, to the hero or an ally's detriment.
3 Magical effect occurs, to everyone's detriment.
4 Someone is compelled to act out of character or to feel a certain way.
5 Wild coincidence aids the hero -- at a cost.
6 Something changes in an utterly improbable way.
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4 ENVIRONMENT
1 Natural disaster.
2 Fire or established natural hazard erupts.
3 An actor's long term plans begin to bear fruit.
4 An actor's long term plans go awry.
5 A hidden enemy is revealed.
6 Someone dies or is very badly injured off-screen.
5 SOCIAL
1 A bomb drops, figuratively.
2 A powerful, dangerous, or humiliating secret or weakness is revealed.
3 An embarrassing, revealing or damaging secret or weakness is revealed.
4 An unexpected ally makes a move.
5 Someone unexpectedly discovers or develops emotions for someone else.
6 Someone isn't who they seem or switches motivations, ambitions, or
goals suddenly.
6 GENERAL
1 a bomb drops, literally or figuratively
2 someone acts out of character
3 a hidden enemy is revealed
4 a new threat emerges from the seeds of earlier events
5 something of value is lost or imperiled
6 an actor makes a risky move in a bid to gain a formidable
condition
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A LITTLE MAGIC
Many of the charts on the next four pages (and the Personality table) are inspired
by Crowley’s 777 Revised. Note: you can roll a d4 on a d6 by re-rolling any number
over 4. You can roll an extra d6 to reverse an element’s meaning on an odd result.
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SCARY PLACES
1 the town center, ground zero, after the blast
2 the city, abandoned, mostly intact, decaying
3 boats piled high in the desert; a distant brackish lake
4 abandoned vehicles, stripped even though they're dangerous from the fallout
5 a vast pit set afire by humans where spiders swarm in the millions
6 a bone cemetery sprawling beneath a cosmopolitan city; rats
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3 4
1 union of humans, comfort 1 troublesome services
2 strength through what is seized 2 approach of authority, security
3 humility, contemplation 3 manipulation, intelligence
4 harmony and satisfaction 4 union by eating, legal constraint
5 following after, logical result 5 in contention
6 hard work, arrest of decay 6 couch in veiled terms
5 6
1 returning, visit from friends 1 inherent in, attached to
2 simplicity, sincerity, earnestness 2 influencing to action, all, jointly
3 great accumulation, block, dam 3 perseverance, keeping to the path
4 nourishment; hunger 4 returning, avoiding, retirement
5 great carefulness, weak spot 5 violence, strife, overthrow
6 defile, peril, pit 6 diplomacy, tact, truce
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3 4
1 advance and ascent 1 ease of movement, quick ear and eye
2 straightened, growth restricted 2 development, force (movement)
3 self-cultivation, a well 3 peace, a mountain
4 change, foolish impulse 4 fortunate marriage (timely)
5 cauldron, rebirth 5 unfortunate marriage (untimely)
6 temporary, convenient pleasure 6 gradual advance
5 6
1 large, abundant, progress 1 regular or natural division points
2 strangers, excitement 2 free will, authenticity
3 flexibility, vacillation, wind 3 non-essential, success of trifles
4 pleasure, momentary diversion 4 a wounded bird, small divergences
5 help from friends, still water 5 help attained, complete success
6 dissipation, turning to evil 6 incomplete success, failure
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GROUP PLAY
To play with a GM, divide the authority in a traditional way.
The GM is responsible for describing events that occur, and
for describing the world and the actors in it, as part of the
conversation and as directed by Strive and Oracle rolls, in
accordance with the Principles and Agenda.
They choose the complications, qualifiers, and intensifiers
on Strive and Oracle rolls. They declare if an enemy or
obstacle has a Condition. They also have the power to end a
scene and frame a new one at any time.
Players control their characters, narrating their character’s
actions, and making all rolls. Anyone may add motifs to the
motif chart, or call a motif back into play.
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COMPATIBILITY
Moves from other pbta systems can generally be used “as is”
as long as they expect a modifier of -1 to +3. If they
interface with specialty systems, consider how you can map
that system onto light and dark dice, Edges, or Conditions.
Light and dark dice are very similar to the common
Apocalypse World mechanic “Hold”. If a Move tells you to
“hold 1 Defend” or “hold 3 Spirit”, take that many light dice
named appropriately. Each additional light or dark die is
worth +1.5 in modifier terms, over time.
To incorporate attributes in a more traditional way, create a
Trait for each attribute with 6 to 8 Tags. Try to make the
Tags as broad as possible; use the examples in To Catch the
Wind as a guide.
If your base game has three to six attributes, assign one
Attribute Trait a -1, one a +1, and the rest a 0 rank. When
you use that Trait, the modifier starts at that rank. Buying a
rank up by 1 costs four dark dice, up to a max of +2.
Use this method when you want to test any aspect of your
character at any time, in the traditional fashion. This is
handy if you’re playing with characters you don’t plan to
become attached to, or when you want to run multiple
characters at once, for Troupe Play.
Bond [Key]
I feel [strong emotion] towards [person] because of [reason].
Hit this key when you show it in a subtle or indirect way.
Change: discard the emotion or fully express it to them.
Bond [Edge]
I want [personally meaningful goal] but can’t achieve it as
long as [person] is [strong personality trait, gift, status, or
position]. Take a light die when you’re denied the specified
goal because of this obstacle.
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SIMPLE TRAITS
To simplify character creation and building modifiers, replace
Traits and Tags with ranked statements of fact about a character.
These simple Traits are ranked between 0 and 3, and may be as
specific or broad as you wish. Use an applicable Trait’s rank as
your modifier when striving. If no Trait applies, strive at 0.
Choose Traits as directed by your Scenario, creating one simple
trait per selection, then divide the number of granted Tags in half
to get the total ranks (usually 5) to allocate between those Traits,
up to 2 in any given Trait. Note that simple Traits can contain
negatives; like all character aspects, they are markers of the fiction
and should be honored as you narrate.
To buy a rank in a simple Trait, or to add a new one (or add a
clause to an existing Trait) costs 3 dark dice. If a system asks you
to adjust Tags, adjust the Trait’s rank by that much instead.
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TROUPE PLAY
If you want to run multiple characters, first determine how many
you want in your roster when the game begins. Consider using
simple Traits instead of full Traits and Tags; otherwise, make
characters as usual and when in doubt, use the basic rules.
Give each character in your roster a free relationship Trait (taking
the Condition as usual), Bond key, Bond edge, or similar
character aspect connecting them to at least one other character.
Note if any characters have aligned goals, even if only loosely;
such characters belong to the same (possibly informal) faction.
Use two d6 lists as your core Motif chart, and make a d6 motif
chart for each troupe character and for each faction. Add personal
goals, imagery, and plot threads to these charts. When you roll a
motif, assemble one or more full d66 tables from your collection
of d6 lists, favoring characters on scene, then roll as usual.
Play any characters active in a scene, using the oracle and motifs
if you’re unsure how they’d act. If you are using a framework that
expects a single character, when a choice is necessary, choose the
character with the most to lose.
Add new characters to the troupe whenever an actor distinguishes
themselves or you find them interesting. You may choose to
retire characters from the troupe if they become too injured, or
are lost in play, or when their personal motifs are fully resolved.
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THE BEGINNING
Choose a Scenario; this is your basic setting and your characters were
raised in this context. Use it for character generation. Roll motifs,
elemental or on these two pages, for inspiration.
Answer now: What prize do we all seek? What must be proven to win
it? Who is the judge? What is the cost of failure?
Answer for each in play: What will I pay to capture the prize? What
will I give to be able to hold it? What will I sacrifice to ambition?
Clock. On a match, roll a motif, then narrate how a troupe character’s
current goals are at immediate risk of failure, or how they suffer a
personal loss or setback, playing a soft Dramatic Move in the process.
On 0, show how a troupe character suffers a devastating defeat:
• with their death or disappearance
• with the loss of the ability they held dearest to their sense of self
• with the loss of the position or gift that allowed them to pursue
their (now former) goal
Premise Beats. Someone reveals blackmail or leverage for it | betrays a
secret relationship or shame | reveals an ace, bluff, or feint | demands a
bribe, oath, or sign of loyalty | suffers a grievous setback to their goals |
is captured by an enemy. What will winning cost me?
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1 NPC 2 PC
1 1
2 2
3 3
4 4
5 5
6 6
3 EVENT 4 GENERAL
1 1
2 2
3 3
4 4
5 5
6 6
5 GENERAL 6 GENERAL
1 1
2 2
3 3
4 4
5 5
6 6
Category headers are optional. Fill in each line with an image, theme,
question, or similar motif. Roll on this chart first when you need inspiration.
GENERAL
1 1
2 2
3 3
4 4
5 5
6 6
1 1
2 2
3 3
4 4
5 5
6 6
1 1
2 2
3 3
4 4
5 5
6 6
1 1
2 2
3 3
4 4
5 5
6 6
Print twice, or label a second list “General”. Label each of the
other lists with the name of a troupe actor or faction
THE MOTIFS
ELEMENTAL MOTIFS … 29
The Motifs of the Crossroads … 20 The Motifs of the Law … 60
The Motifs of the Fool … 24 The Motifs of the Sword … 66
The Motifs of Shadows … 36 The Motifs of the Rose … 66
The Motifs of Veils … 36 The Motifs of the Call … 72
The Motifs of the Hero … 42 The Motifs of Chance … 72
The Motifs of the Wolf … 42 Dark Motifs … 96
The Motifs of the Fox … 48 People Motifs … 99
The Motifs of the Palace … 48 Minor Motifs … 101
The Motifs of the Moon … 54 The Motifs of the Fist … 107
The Motifs of Love … 54 The Motifs of the Serpent … 108
The Motifs of the Messenger … 60
THE END