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Player's Agenda Assess Reality

When you carefully study a situation looking for more


information, roll +Wits. On a 10+ hold two. On a 7 — 9, hold
Fight For Your Life
When you directly engage a threat, roll +Pluck. On a 7 - 9,
you and your enemy inflict harm on each other as
Embrace the chaos and absurdity one. You can spend a hold to ask one of the following established. On a 10+, you get to choose an extra effect:
questions. If you act on the answers, take +1 ongoing as Inflict +1 harm
Play your character like a real person long as the information is relevant. Suffer less harm, -1 harm
What happened here? Gain the advantage, take +1 forward or give +1
(trapped in a surreal world)
What’s my best route? forward to another character
Remember you’re the hero of this story Are there any dangers I haven’t noticed? Take something from them
What here is useful or valuable to me? Force them where you want them
What here is not what it appears to be?

BASIC MOVES
On a miss, you might get maimed, captured, or toyed with.
Who or what is really in control here?
Advanced Move: On a 12+, choose three extra effects. You
On a miss, you might reveal crucial information, or the GM
may pick the same effect more than once.
might have you ask two questions but give you some
Sway information that is inaccurate.
When you offer an NPC a convincing reason to do
something, roll +Cheek. On a 10+, they’ll do it for the Advanced Move: On a 12+, you can ask any question you Embrace Chaos
reason you gave them. On a 7 — 9, they’ll do it, but the GM want, not just the listed ones. When you contend with a source of entropic power, roll
chooses one from the list below: +Chaos. On a 10+, choose two from the list below.
They want more than what you’re offering On a 7 - 9, you choose one and the GM chooses one.
They demand payment up front
Save Your Skin You gain a clear understanding of the power’s source,
They have a “better” idea for achieving your goal When you take advantage of an opening to run, hide, or effects, and motives (if any)
They stall and dither for a while otherwise evade danger, roll +Wits. On a 10+, you’re in the You quell the power’s effect or fan its flames
clear, though it may take a few minutes before the danger You briefly wield this power’s effect
On a miss, you might offend or scare them, tarnish your has passed. On a 7 — 9, you can choose to escape or not, but You subvert this power to achieve your ends; take +1
reputation, or make a rival. there will be a price to pay if you do. On a miss, you might forward
find yourself in an even worse predicament. You inflict or heal 1 harm on a nearby target
Advanced Move: On a 12+, they will go out of their way to
You mark or erase 1 Essence
help you for the rest of the disturbance. Advanced Move: On a 12+, your escape puts you in the
perfect situation. Take +1 ongoing for the remainder of the On a miss, literally anything could happen — but it almost
scene, or +1 forward if your escape concludes the scene. certainly won’t be good.
Hoodwink
When you lie, mislead, or trick someone to achieve your Advanced Move: On a 12+, your mastery of this power
ends, roll +Cheek. On a 10+, they are fooled, at least for Face Fear influences reality itself. You may choose one of the follow
the time being. On a 7 — 9, your ploy works, but the GM effects instead of two from the usual list:
When you attempt something risky in the face of fear or
will introduce a complication or consequence. On a miss, Clear your Essence or harm track
danger, roll +Pluck. On a 10+, you accomplish what you set
you might find yourself caught, trapped, or otherwise in Inflict 3 harm or 3 essence on a nearby target
out to do. On a 7 — 9, the GM will offer you a worse
hot water. Lash this power to your will; take +1 ongoing for the
outcome, a hard choice, or a price to pay. On a miss,
rest of the scene
everything goes to hell.
Advanced Move: On a 12+, your deception is particularly Banish this power from the scene
difficult to untangle and can never be traced back to you or Advanced Move: On a 12+, you succeed beyond your wildest
your allies. expectations. The GM will offer you an added benefit.
FACTION MOVES Gather Information
When you hit the streets looking for information, name a
contact and roll with their faction. On a 10+, the GM will tell
ESSENCE
You can mark your playbook Essence to push yourself or
you something interesting and useful. On a 7 - 9, you learn
Call for Aid help out another character (roll 3d6 and discard the lowest
something interesting, but it's up to you to make it useful.
dice), avoid all harm from a single attack, or to activate
When you seek out specialized help or resources, choose an On a miss, you glean the wrong information or accidentally
specific playbook moves.
asset from the list below and roll with that faction. On a reveal a secret of your own.
hit, they’ll provide what you need in exchange for a debt.
When you meet the condition of your playbook’s refresh,
On a 7 - 9, they either demand payment up front or have
erase all of your marked Essence boxes.
only a lesser version of what you need. On a miss, they Goad
can’t or won’t provide the aid you seek. When you leverage your infamy with a faction to draw their If you mark your last Essence box, you immediately drop
Bureaucracy: Credentials and access, historical records, attention, roll against your reputation (i.e. subtract your out of the scene. When you return, write a new fracture
specialized equipment, status and privilege rating, so a +1 becomes a -1, etc). On a hit, they make a down on your character sheet and assign it to one of your
Community: Abundant supplies, secure shelter, move against you. On a 10+, choose 2 options. On a 7 - 9, basic moves.
strength in numbers, means of communication choose 1.

HARM
Underbelly: Unusual expertise, secrecy and hiding, They react irrationally
contraband, movement and transport They commit significant resources
Entropy: Occult objects, forbidden knowledge, They overlook your allies
uncontrollable power, fear They overplay their hand
When you are injured, the GM will tell you how much harm
you suffer. Armor reduces harm by the number it is rated.
On a miss, your actions are considered appalling by the town
Rally writ large. Take -1 ongoing to all faction rolls until the end of
When you mark your last harm box, you are on death’s
When you incite members of a faction to act, roll with that the current disturbance.
door; if someone cannot take immediate action to save
faction. On a hit, they will follow the general spirit of your
you, then your character dies. If you suffer harm in excess
request, and you owe them a debt. On a 10+, choose 3
of your last harm box, you are dead immediately.
options. On a 7 - 9, choose 2. Renege
They will not back down in the face of resistance When a faction calls in a debt you owe them and you refuse
If you have time during a disturbance to rest and get
They call upon additional resources from their faction to help, roll against your reputation. On a 10+, there are
treatment for your injuries, heal 1 harm. You can only do
They will do exactly as you asked some minor misgivings, but your debt is forgiven; take -1
this once per disturbance. At the end of each disturbance,
You won’t owe them a debt in return forward on your next faction move with this faction.
heal all harm.
On a 7 - 9, you escape responsibility for now, but you still

ADVANCEMENT
On a miss, you either tarnish your standing (-1 reputation owe them a debt, and they’re unhappy with you; take -1
with that faction) or the group wildly (or willfully) forward on your next faction move with them. On a miss,
misinterprets what you wanted. you offend them (-1 reputation), and you still owe them a
debt.
Mark experience whenever you fulfill one of your agendas,
or when a playbook move tells you to.

Whenever you mark the fifth experience box, level up.


Erase all five marks and choose an improvement from your
list. After you have leveled up five times, you may choose
from the advanced improvement list as well.

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