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Engine of Life - Handouts - 237K4d
Engine of Life - Handouts - 237K4d
Core Book
qq The Elder: Mark when you focus on your qq The Remnant: Mark when you guide
Family’s youth, certain they’ll become others through their own transformative
better leaders than you ever were. Say processes. Say how they become more
if they will be wiser, stronger or kinder. than human. The GM tells us how they
The GM says what upheaval they must become much less.
overcome to mature. qq The Scavenger: Mark when the voices
qq The Envoy: Mark when you gather allies from the depths beckon. Describe the ruins
to build a great project that will change you will have to explore to listen to their
the landscape forever. Tell us what you are message. The GM tells us of the hoard you
ready to sacrifice to see it through. The GM happen to find there.
will say what unexpected allies will join qq The Seeker: Mark when you discover that
your initiative. some tech in use will usher the horrors of
qq The Firebrand: Mark when you uncover the Fall anew. The GM states if the trigger is
evidence of society’s stagnation and decay. imminent, sudden or somehow useful for
The GM will say what bastion of order someone.
needs to be brought low (or down) to avert qq The Sentinel: Mark when an overwhelming
this decline. Tell us of the golden age you force marches towards conquest. Pick the
expect to usher. perfect place to halt them in their tracks.
qq The Hunter: Mark when you hunt for The GM will say who’s inspired by your
a mystic or symbolic beast, in order to heroism.
change the world in subtle and mysterious qq The Survivor: Mark when a new calamity
ways. The GM will add obstacles and looms over your people. Name places,
limitations to ritualize the hunt. things or people important to your Family
qq The Machine: Mark when you empathise it threatens. Warn everyone before it’s too
with your human enemies. Tell us about late! The GM will make sure you always
their drives and fears, and the GM says arrive barely in time.
what you need to do to make them more qq The Untamed: Mark when you start a war
like you. your people can’t hope to win. Say how
qq The Promethean: Mark when you build a your opponents will be crippled by the
machine to peer into the future. Tell us of a conflict. The GM is free to give this conflict
Faction’s fate: corruption, glory or downfall. whatever consequences for your Family
The GM tells us how your actions will lead they like.
to tragedy for those you care about.
qq The Reaver: Mark when you decide to steal
a priceless relic for its secret properties. Say
where you learned of this secret and the
GM will say who will do anything to protect
and retrieve the relic.
The Prophet Role
The Engine of Life End Game
qq The Beacon: Mark when your work qq The Foundling: Mark when you uncover a
condemns current events, icons or culture. cryptic monster or place of power related
Say how it will inspire people to stand to your tribe. Say how it could potentially
against a menace of your choice. Over the transform their role in the homeland. The
next Age, the GM will describe how every GM says what horror awaits if it falls into
Faction will adopt and subvert the original the wrong hands.
principles of your work. qq The Hellion: Mark when you plan to heal
qq The Historian: When all hope to defeat a wound in the world. Say what are you
a threat is lost, describe the Tome that ready to sacrifice to do it. The GM will say
predicted its rise… and precipitous fall. The where you need to go, and which it is of
GM tell us about the inhuman oracles that harsh, deadly or crazy distant.
penned it or the terrible curse protecting it. qq The Herald: The Martyr. Shift to this role
qq The Matchmaker: Mark when you see when you need to suffer terribly so others
greatness in the fruits of an unlikely union. may live. When you surrender to pain, add
Say how you expect them to bring hope to +2 to Sway or Force. The GM says who is
the future. The GM describes the required changed by your sacrifice: your tormentors,
sacrifices and betrayals to disentangle the those under your care, or the privileged
members of this union from their current witnesses. You tell us how.
obligations. qq The Martyr: Mark when you condemn your
qq The Prodigy: Mark when you find a place people for their wicked or cowardly ways.
of solace and beauty. Tell us your vision on The GM will describe two calamities for
how to turn this in a place of power. The you to pick. If you all survive the ordeal you
GM will say who doggedly opposes the chose, they will overcome their weakness.
change. qq The Road Warrior: Mark when you
qq The Saint: Mark when you first visit a abandon those who love you for a hopeless
Wonder. Say what disaster will bring it cause. Tell us about the path of terror you
down. When the GM inevitably narrates carve among your foes. The GM will say
the disaster, you will be in prime condition which loved one followed in secret amidst
to save the people or the Wonder, your the carnage.
choice. qq The Warlock: Mark when you see a
qq The Scout: Mark when the invaders come, leader emerge above all others. Disclose
and you are waiting for them. Describe a heretofore unknown child or sibling of
how you’ve learned about their arrival. The theirs and state what their future holds:
GM will tell you how they might conquer corruption, glory or sacrifice. The leader
your people can either accept it or fight for something
qq The Storyteller: Mark when you learn of a else, bringing the child or sibling’s future
new discovery. Share what you hope or fear upon their own heads right now.
it will bring. Describe a radical extension
of this discovery that will capture the
homeland’s imaginations for generations to
come - or else describe an application that
they will fear and mistrust for just as long.
Havens
Core Book
THE CULTIVATORS OF THE NEW FLESH THE SERVANTS OF THE ONE TRUE FAITH
qq A fragrant garden, wild and secreted from the qq The barren site of an act of faith and selfless
world. devotion.
qq A lab reclaimed by nature and tended by qq A large temple, as venerable as it is silent and
partially uplifted animals. robust.
qq An ancient farm, miraculously untouched by the qq A cove where ancient scriptures are kept by
Fall. silent guardians.
THE ENCLAVE OF BYGONE LORE THE STRANDED STARFARERS
qq An observatory where one could see the entire qq A structure, built by ancient humans inspired by
universe, given time. your ancestors.
qq Immaculate and neatly ordered halls of quietly qq A hatchery pool, your most sacred site in this
humming machines. forlorn land.
qq A temple to ancient knowledge, full of statues qq A chamber hosting performances only your
and tall elegant windows. people can fully perceive.
THE GILDED COMPANY OF MERCHANTS THE SYNTHETIC HIVE
qq A vast wine cellar, each bottle and drum holding qq A solar power plant, full of glass spheres, light
ancestral treasures. and dark mirrors.
qq A penthouse perched above its owner’s once qq A huge clockwork mechanism, with no purpose
vast dominions. besides synchronicity and balance.
qq Hot springs baths carved in stone, older than qq A barren area overlaid with augmented reality of
history. utmost delicacy and beauty.
THE LAWGIVERS OF THE WASTELAND THE TYRANT KINGS
qq An imposing monument where the righteous qq A vast cemetery, ordered and serene.
faced the end together. qq At the heart of the city, a mourning fire that
qq An idyllic cabin by a lake, where the last and first won’t ever go out.
lawman retreated to. qq An imposing monument celebrating duty and
qq Walls scribbled with the prayers of thousands of sacrifice.
grateful victims.
THE UPLIFTED CHILDREN OF MANKIND
THE ORDER OF THE TITAN qq A pristine waterfall hidden from sight.
qq A sensory deprivation chamber, so gentle it feels qq A shrine atop a sheer cliff.
like a womb. qq A sacred glen covered in tribal art.
qq A holographic garden showing all the beauty and
peace of the old world.
qq A mobile bar where veterans traditionally meet
to toast the living and the honoured dead.
THE PIONEERS OF THE DEPTHS
qq A bay where sea creatures come to play and
mate and birth their young.
qq An air pocket in an underwater cave, beautiful
beyond words.
qq The shallow ruins of a facility overtaken by
bioluminescent coral.
Havens
The Engine of Life End Game
THE ARCHITECTS OF TOMORROW The Ascendant Afflicted
qq A bridge halfway finished, connecting land with qq A vast cryo chamber, surrounded by glass and
the sunrise beyond. filled with fog.
qq A place to watch nature in its most extreme qq An ancient graveyard, lovingly renovated.
moments. qq A temple, repurposed to house the
qq A large construction that seamlessly blends supercomputer that first understood the scope
concrete, steel and nature. of the affliction.
THE COALITION THE BONDED PACK
qq A way-station amidst busy crossroads, cosy and qq A boneyard adorned with the mementos your
reliable. elders left behind.
qq An underground bazaar of spices and candles. qq The obelisk around which you celebrate your
qq An ancient fabric dyeing factory, which never holiest ceremonies.
ceased working. qq A winding trail leading ever higher to a scenic
summit.
THE ETERNAL MASQUERADE
qq An underground bar that has never stopped The Deathless Elite
playing its moody, soothing music.
qq A garden of marble statues too realistic to be
qq A seasonal parade of racuous music and colorful
believed.
costumes.
qq Hot baths elegantly carved in smooth stone.
qq A pleasure dome for transcendental drugs and
qq A vault preserving priceless artistic and historical
the remixing of dreams.
artefacts.
The Serene Choir
The Evolved Survivors
qq An extensive library of fractal architecture.
qq A nightclub where all the fringe tribes gather to
qq A meditation chamber so ancient that the stones
pounding rhythms.
are worn by the knees of the faithful.
qq A body workshop where you can become
qq A sentient garden, beautiful beyond words.
anything… for a price.
THE SYNDICATE OF THE LOST qq An underground temple offering succor and
solace to anyone who truly grieves.
qq A pier by the shore, where loved ones keep vigil
for their sailors. The Eldritch Servants
qq A theatre hall, lovingly cared for as the
qq A mirror maze where angles bloom into
revolution’s cradle.
impossible complexity.
qq A radio station, packed full of powerful songs
qq A summit temple where sunset blazes in tones
and now meaningless memorabilia.
of jale and ulfire.
THE TIMESTREAM REFUGEES qq A fungal forest where mystics search for
psychedelic enlightment.
qq A vast highway, leading away from it all into the
mountains. The Failed Guardians
qq A humble tree, which one day will be vast and
qq The best mercenaries’ favourite bar.
cherished beyond belief.
qq An asylum to tend to agents suffering burnout.
qq A towering skyscraper, damaged but still
qq An opulent pleasure house.
standing.
The Doomsday Riders
qq A thriving community center for the people you
liberated.
qq An augmented reality overlay showing the
Homeland’s long lost beauty.
qq A huge warmachine, now home to a damn fine
mess hall.
Quick Character
You’re a supporting character: here to assist the party, flesh out the family and give you a voice in the fiction. If you
survive this mission, pass this sheet to the family’s player for use in later scenes.
Inherited move:
Winded
Dead
The Beacon
“Art is like an endless river, flowing, passing, yet remaining…” – Jorge Luis Borges, The Art of Poetry
“Books were only one type of receptacle where we stored the things we were afraid we might forget. There is
nothing magical in them, at all. The magic is only in what books say, how they stitched the patches of the
universe together into one garment for us.” - Fahrenheit 451, Ray Bradbury
“Doubt that the stars are fire, Doubt that the sun doth move, Doubt truth to be a liar, But never doubt I love.’”
– William Shakespeare, Hamlet
You’re not just a kid, they say. They watch your evolution with awe… and hope. You are a treasure of the next
world, something new and beautiful. And you’re still just a kid.
Pathfinder. Trailblazer. Wayfarer. They have given you so many names! All because you walk where they fear
to tread, off the beaten path.
Stats Looks Backstory
Choose one and add your family Masculine, feminine, concealed, Ask for a volunteer for at least one:
bonus: transgressing. _________ was raised by me in
qq Force 0, Lore 0, Steel 1, Sway 0 Weathered face, scarred face, the wild frontiers
qq Force 0, Lore 1, Steel 1, Sway -1 grizzled face, rugged face.
Keen eyes, clear eyes, canny eyes, _________ and I discovered the
qq Force 0, Lore 0, Steel 2, Sway -1 Dead Men’s Gorge and survived
haunted eyes.
Husky body, sinewy body, gaunt its curse.
body, lanky body. Luckily, _________ doesn’t know
I led that last ambush against
their Family!
Name:
Force Lore Steel Sway
Stories tell themselves. They are not invented, but more like… found. And once they awaken, your mouth and
hands become their mere vehicles. You are possessed by this demanding urge, this mystery, art, magic or faith.
No wonder people praise and sing you, the Storyteller!
We as a people have the power to refuse to let the Fall define Mankind, or end our history. We have the power
to overcome things nobody ever thought we could. Take our hand, chase the future, and let’s change how
this story ends.
Reach Grasp Sleight
Alliance Move: When a Family or Faction acknowledges your
ways as the greatest hope for the future, gain 1-Treaty on them.
Treaty Yours On Theirs On
Faction Them You
Surpluses Needs
Traditions Doctrine
Choose one:
Choose one of each, or invent your own:
qq The Builder’s Guild. When you encounter a
Populace: A tribal community preserving the old human-made structure, you can ask the GM
ways, a secret society rooted in ceremony and one question about its origins or weaknesses.
ritual, the wise descendants of eco-terrorists. qq The Secret Order. Add “Resources the
Style: Rough natural clothing, wild hair and too land can yield” as a new thing to learn from
many tattoos, trekking clothing and gear made Uncover Secrets.
to last forever, tactical style with tribal motifs. qq Keepers of the Land. Your Characters
Governance: a council of elders chosen based and Followers gain +1 to Defuse any
on achievement, a reputation economy reliant environmental challenge or obstacle.
on the exchange of services and know-how,
independent cells following messianic texts.
Lifestyle
Landmarks Choose one:
Draw a sign of one from each on the map, or qq Nomadic. Your caravans live on highly efficient
create something else: low tech solutions. You gain Surplus: Progress
Before and share it with whoever shows you hospitality.
ŃŃ A structure ancient beyond belief. qq Dispersed. Your people hold the secrets of
ŃŃ An architectural marvel... without any clear sustainable energy and practices. You gain
purpose or use. Surplus: Energy and share it with whatever
ŃŃ A city of alien beauty, lost in the Wastelands. community harbours you.
qq Settled. Your buildings follow secret principles
The Fall from Before, all long forgotten by everyone
ŃŃ A complex overrun by monsters. else. You gain Surplus: Defences and share it
ŃŃ A logistics hub full of destroyed vehicles. with those who live in your settlements.
ŃŃ The bridge to the stars. The Architects’ Lifestyle Surplus can be shared
with any given group only once per Age.
A Threat
ŃŃ Sudden and intense climate change. Resources
ŃŃ Creeping changes on the landscape. Pick two Surpluses and three Needs:
ŃŃ The dwindling of a vital resource. Leadership, Defence, Energy, Land, Progress.
q q Innovative Dissent
When you unleash a natural hazard, spend 2-Data
to place Hostile Grounds on a section of the
Homeland map. This hazard will last until the
end of this Age. Determine the source of the
Disadvantage and how you triggered said change.
It will happen in a matter of days to weeks.
Your Character can always have a tool or secret to help evade the monsters. In addition, pick 3:
How Do You Fight?
qq Compound bow (Ranged, Silent) qq Earth current tomahawk (Melee, Aberrant)
qq Stone cutting laser (Ranged, Elegant) qq ______________________________
How Are You Defended?
qq Weatherproof leather coats (Utility, Thermo) qq Smart fabrics (Camo, Mantle)
qq Work-site exoskeleton (Utility, Powered) qq ______________________________
How Do You Travel?
qq Prized horses (Land, Mount) qq Airship (Air, Transport)
qq Tractor (Land, Durable) qq ______________________________
What Expertise Can You Draw On?
qq Ecologist (Quality 1, Heal the Land) qq Sapper (Quality 1, Build Infrastructure)
qq Geologist (Quality 1, Locate Resources) qq ______________________________
The Coalition
The wasteland is divided by a thousand bloody feuds and bitter divisions. If you cannot create harmony - even
vicious harmony - across tribal lines, among warriors and peasants and sages... you are surely doomed.
Reach Grasp Sleight
Alliance Move: See Moves page.
Surpluses Needs
Traditions History
Pick two Family Playbooks that are not in play Ask the other families for volunteers:
and chose from their Traditions: If you have Victims:
Populace: __________________________ / Which one of you turned your back at us in our
__________________________ moment of greatest need? They tell us the reason
they couldn’t help even if they wanted to and
Style: __________________________ / give you 2-Treaty.
__________________________ . If you have Guardians:
Which one of you supplied us with critical
Governance: __________________________ / resources for our duties? They tell us about what
__________________________ . you stood watch against and you exchange
1-Treaty.
Lifestyle Resources
Pick two as Surpluses and take the rest as Needs:
Choose one:
Barter Goods, Defences, Progress, Trade, Transport.
qq Nomadic. Between wary survivors and
veteran warriors, your caravans cannot be
ambushed or infiltrated.
qq Dispersed. The bonds that tie you together
go beyond mere convenience: there is
love and deep friendship built on the fires
of conflict. Members of the Coalition cell
members will never betray each other.
qq Settled. Outsiders stick out like a sore
thumb faced with your complex customs.
Infiltrators won’t remain hidden for long
among your people.
Coalition characters gain +1 to a Stat of their choice. Your Quick Characters can pick an Inheritance
Move from either of your chosen Family Playbooks.
The Coalition’s Moves Take Building Synergy and one more:
q q Building Synergy q q Bipartisan Diplomacy
To keep such a complex alliance running you When someone Calls in a Debt on you, you can
need a lot of compromise and hard work. Gain immediately Call In a Debt on them without
1-Synergy when you: spending Treaty. If you spend 1-Synergy, you can
instead shut down their Call in a Debt attempt.
ŃŃ Trigger more than one of your Alliance Moves
in the same moment: you see yourselves in fact
as two Families, not one. q q Hostile Takeover
ŃŃ Remove a Need: the memory of your shared When you bring a Faction to its knees, spend
plight strengthens your bonds. 1-Synergy for each of their Surpluses to assimilate
ŃŃ Succeed (10+) on Hold Together: yet another them. Gain their Alliance move, Treaties and
proof of your alliance’s resilience. Surpluses, and discard their Needs.
When you all commit to a task you are far more q q Overlapping Networks
than the sum of your parts. When your Character deals with a person or
Spend 1-Synergy to: community matching their profile (Victim, Guardian
ŃŃ Perform opposing tasks simultaneously. or Aggressor), they roll Find Common Ground
Combine two of Conduct Diplomacy, Claim by and Find Familiar Face with lasting Advantage.
Force and Subterfuge on the same target. Pick Also, you can appropriate another Family’s
one to roll with fleeting Advantage. character into your culture: when The Age Turns
ŃŃ Seize opportunities in changing times. Pick one spend 1-Synergy to trigger Eulogy, even without
extra Fortune on a The Age Turns or Wonder their Relic. Tell us why the Hero is celebrated, and
roll. Or pick one extra option when Flush with how.
Resources.
Alliance Move
q q Cooperation Across Lines If you have Victims:
When you invite another Family to build a Wonder, When a Family or Faction works with you to
mutually spend 1-Treaty in each other to invest alleviate the suffering of other victims, gain 1
one of their Surpluses in your Wonder. They gain Treaty on them.
fleeting Advantage on the Wonder roll once it’s
If you have Guardians:
unleashed.
When a Family or Faction lends support to your
cause, gain 1 Treaty on them.
If you have Aggressors:
When you bully a Family or Faction into action,
gain 1 Treaty on them.
Check your chosen Family Playbooks: pick 2 from one Family and 2 from the other:
How Do You Fight?
Surpluses Needs
Traditions Lifestyle
Choose one of each, or create something else: Choose one:
Populace: righteous proletariat, a ragtag band
of survivors, exotic refugees. qq Nomadic. When you arrive at a new
Style: purposefully nondescript and uniform, settlement say what seasonal work needs
heavy industrial gear, rags and a striking badge your help to be performed.
of honour. qq Dispersed. You have friends everywhere
Governance: a true town hall democracy, with shelter always ready. Authorities can’t
ever shifting revolution’s leadership, elected find you if you lay low on a large settlement
commissaries. or remote community.
qq Settled. You are embedded into the
Homeland’s largest settlement and your
Landmarks opinion there carries great weight among the
Draw a sign of one from each category on the masses
map, or invent your own:
Before:
Doctrine
qq A jumbled hive of slums.
qq A stadium, home to grand spectacle and qq Revenge. When you oppress a prosperous
cheap entertainment. community, delete all their Treaties on you.
qq A central station for the commuting rank and file. qq Vigilance. When you defend a non-militant
community against predation you gain
The Fall Surplus: Justice, Spies, or Morale.
qq The shelter where countless waited for rescue. qq Solidarity. When you reveal your numbers to
qq A vast market turned into a warzone. a community in suffering erase any of their
qq The filthy underground the desperate fled to. Needs that you have as a Surplus.
A Threat
qq An ancient landfill that spawns monsters.
Resources
Pick two as Surpluses and take the rest as Needs:
qq Noble hunters chasing after prime genetic
Leadership, Morale, Recruits, Justice, Safety.
specimens.
qq A gang controlling the access to a critical
resource.
You can always add another tag to your Gear if you add Unreliable Tag as well. In addition, pick 3:
How Do You Fight?
qq Homemade explosives (Area, Brutal) qq Sturdy automatic rifles (Ranged, Area)
qq Heavy and menacing tools (Melee, Brutal) qq ____________________________
How Are You Defended?
qq Winter clothing (Utility, Thermo) qq Scavenged military gear (Camo, Tough)
qq Homemade leather (Utility, Tough) qq ____________________________
How Do You Travel?
qq Horses (Land, Mount) qq Motocross bikes (Land, Swift)
qq Jeeps (Land, Durable) qq ____________________________
What Useful Expertise Can You Draw On?
qq Agitators (Quality 2, Motivate & Infiltration) qq Subversive (Quality 2, Diplomacy & Infiltration)
qq Terrorists (Quality 2, Sabotage & Infiltration) qq ____________________________
The Timestream
Refugees
The Fall was not the End – you are proof of that. We have seen the End, as defeat upon bitter defeat mounts
until there is only a handful of us left staring blankly at the hopeless void. We are those last ones, and we have
a message about the days to come.
Momentum Balance
Alliance Move: Gain 1-Treaty when another Family or
Faction uses their Alliance move on you.
Treaty Yours On Theirs On
Faction Them You
Surpluses Needs
Refugee characters gain an extra move of their Playbook. Quick characters pick one:
ŃŃ If You Want to Live. You always have an escape ŃŃ You Are My Madness. There is ample evidence
route ready to flee from lethal threats. Take of your presence in some critical point further
1-Harm for each person you lead to safety. in the past, which attracts scientists and
ŃŃ Johnny B Goode. When you give your all on an researchers to you like moths to the flame. You
artistic performance with a message of the future, have no memory of these past actions… yet.
the audience will listen and share it feverishly. ŃŃ Always Prepared. Once per session you can find
ŃŃ Ripples in Time. When you mark your Death a piece of equipment stashed where you need the
box, lose 1-Balance and forfeit your Death most, no matter how unlikely. Gain 1 free Tool
move. You die, only to be replaced by another Up per session in the field.
timeline’s version of you once danger’s past.
Refugee Moves q q Contend with Shadows
At the beginning of any Age, pick one to declare
Pick Wrestle with Dreams and one more: that this Age will be particularly:
q q Wrestle with Dreams qq Bountiful (Barter Goods)
You remember the past that ultimately led to the qq Peaceful (Safety)
End Game, but your mere presence here blurs qq Fortunate (Progress)
the possible outcomes and spawns unforeseen qq Prosperous (Trade)
scenarios. You can spend Momentum 1-for-1 to pick more
Each Age pick one theme per Family: Glory, options. Give each option you didn’t pick as a
Ruin or Upheaval. You and the Family owner Need to a Family or Faction of your choice.
both write a future scene fitting the theme on All families – including you – can reveal to
cards and keep them secret. There are three the table their future scene from Wrestle with
possible outcomes: Dreams to gain the Surplus linked to one of the
• Your future comes to pass. Gain 2-Trea- options you picked.
ty on them and 1-Momentum. History will If you picked multiple options, other families
can gain a second Surplus if they actively pursue
not repeat itself! your vision for them.
• Their future comes to pass. Bring your
mutual Treaty balance to 0, either losing q q Time Slipping Away
or gaining Treaties with them, their choice. Whenever someone rolls two 1s, you show up
Your actions amount to nothing. at the critical moment to intervene and avert
• Neither comes to pass in this Age. disaster. Gain 1-Treaty on them and roll Lend Aid
now, with fleeting Advantage.
Lose 1-Momentum and they roll the Turn Whenever someone rolls two 6s, you show up at
of Ages with fleeting Disadvantage. Your the critical moment to make use of their success.
hopes falter! Reap 2-Tech or 1 Momentum, your choice.
Go beyond the obvious, for if both visions match
it counts as “their future comes to pass”. q q Sleepwalker’s March
When a Prophet character of any Family seeks your
tutelage, they can spend 1-Treaty on you to gain
q q Stolen Life 2-Data. When your characters mark the Prophet
When you witness a pivotal moment in history, burn
role, gain 4-Data.
1-Treaty with a Family or Faction also present at
Also, when your character reaches their Coda,
the scene to pick out an NPC among their ranks.
its effects will be implemented on a new scale of
Give them a role in their Family and they will rise
magnitude - either a much broader scale, or a far
to the occasion, going from obscurity to legend.
longer duration.
Your Characters gain lasting Advantage to Find
Common Ground with them.
Your character always starts with 2 Data about this day and age. In addition, pick 3:
qq You always act faster than your foes: your weapons gain the Area tag.
qq You know your foe’s every move: your outfit gains the Mantle tag.
qq You always reach your destination precisely when you want to.
qq You know precisely what you ought to know.
The Eternal
Masquerade
Art is so much more than just beauty. Refined or shocking, it captures and distils the soul of an age. And when
the world came crashing down, it fell upon you to preserve and interpret the wounded soul of the Before.
To live it, to become it!
Reach Grasp Sleight
Alliance Move: When you perform a display of beauty or wonder,
gain 1-Treaty on the Faction or Family you performed for.
Treaty Yours On Theirs On
Faction Them You
Surpluses Needs
Your character may always have a mask that hides their true nature. In addition, pick 3:
How Do You Fight?
qq Knives and sharpened nails (Melee, Hidden) qq Hordes of groupies (Melee, Many)
qq Cutting words (Ranged, Aberrant) qq ____________________________
How Are You Defended?
qq Insane body modifications (Utility, Tough) qq Shifting tattoos (Camo, Implanted)
qq Silks stitched with psionic art (Regal, Mantle) qq ____________________________
How Do You Travel?
qq In ships of air and steam (Air, Transport) qq On automated animal golems (Land, Mount)
qq Palanquins drawn by giants (Land, Mighty) qq ____________________________
What Useful Expertise Can You Draw On?
qq Agents (Quality 1, Seeding Interest) qq Sages (Quality 1, Worldly Advice)
qq Poets (Quality 1, Elegant Flattery) qq ____________________________
The Serene Choir
Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.
- Antoine de Saint-Exupéry
You used to live lives of perfect grace, following the will of The Presence. Then came the Fall, and the
Presence died, or left you, or you were exiled. In a world you are no longer sure of, you must find out
for yourself what is virtuous and worth cherishing.
Reach Grasp Sleight
Alliance Move: When you reveal yourself at someone’s lowest
point to guide them back to light, take 1 Treaty on them.
Treaty Yours On Theirs On
Faction Them You
Surpluses Needs
Your Characters replace any Harm Slot (other than Dead) with: 'Bathed in blinding light.' Quick characters
pick one:
ŃŃ The Gardener. When you shed blood even ŃŃ The Preceptor. When you spend an hour
the harshest ruin will become verdant and full lecturing about holiness to an audience, one
of life. Mark 2-Harm and tell us how holiness audience member will be revealed as an
manifests in this new garden. individual of great potential.
ŃŃ The Sage. When you encounter an un/holy ŃŃ The Champion. When you hurl yourself into
manifestation, tell the group a fact about it and conflict, upheaval or disaster, roll +Force. On a
get 1 Data. hit, you find a manifested sign of holiness. On a
ŃŃ The Martyr. When you head into Hostile 10+ it’s not beset by unholy forces.
Grounds say one blessing your Family has that
gives you lasting Advantage on one stat there.
The Serene Moves Take Divine Grace and one other:
n n Divine Grace q q Island of Apples
Whatever supernal authority you drew on died When you invest the land with your divine power,
with the Fall. Now it’s up to you to find what is spend 2 Grace to place a source of solace and
holy in this new world, and cherish and protect it. beauty on the map. In this area, you can mend
Start with 1 Grace and one commandment: a flesh and bone and cure any disease, poisoning or
statement in the format “It is holy to _____”. malady of the mind - providing Professional Care
Whenever you help another Family perform a even without a relevant Surplus. This lasts for an
commandment, gain 1 Grace. Age, at the end of which the Garden withers.
Whenever you yourself break a commandment, If a Character dies while holding true to a
lose all Grace. commandment there, you gain 2 Grace and their
Once per age, when you see The Presence Death Move will be implemented on a new scale
in another’s actions you may add a new of magnitude - either a much broader scale, or a
commandment to your list, emulating their far longer duration.
deeds. Both of you receive an immaterial Surplus
of your choice. q q Pilgrims of the Silver City
When you consecrate any of the following as a holy
Grace anchor, spend 1 Grace:
ŃŃ A gifted person from any Family or Faction.
ŃŃ A seasonal festival or rite of power.
q q I Will Not Abandon You ŃŃ A place of power, either a wound of the world
The Serene won’t rest until the whole world has or a source of solace and comfort.
ascended. When you Zoom In with the goal of
trying to save lives or redeem a profaned place, gain Your characters may extend their senses to these
1 Grace and Advantage on a roll of your choice anchors across any distance, and instantly travel
crucial to this mission’s success. there. Anchors are permanent, unless destroyed
Also, when a character from another Family or defiled.
sincerely pleas for succour and deliverance, they
can spend 2-Treaty on you to summon a Serene q q Dreams of Heaven
Quick Character to their side for a scene. If that When you grant a single mortal a vision of the
character would mark their Dead box, you (or that eternal and spend 1 Grace, they may choose
Quick Character’s player) can spend 1 Grace to to mark Outsider or Prophet and immediately
prevent it. activate their Coda.
When you instead send dreams and visions
q q The Mandate of Heaven to a Family’s leaders, pick a commandment and
The Presence gave you tools to enact its will on spend 1 Grace. If at the end of the Age the group
the world, and even in its absence the choir is believes they have pursued the commandment,
mighty. When you are in dire need, spend 1 Grace they roll The Age Turns with advantage.
to give a Weapon or Outfit a tag you need to fulfil
a commandment.
Your character may give two extra tags and a name to a piece of Armoury or Outfit to turn it into a
holy relic. If the relic is ever lost or destroyed, pick a Stat to roll with lasting Disadvantage until a new
equivalent item is created by or solemnly given to the Character. Pick 3:
How Do You Fight?
qq Your sacred blade (Melee, Elegant) qq A sceptre of judgment (Ranged, Brutal)
qq A herald’s trumpet (Ranged, Area) qq ____________________________
How Are You Defended?
qq Ceremonial armour (Regal, Tough) qq Blessed jewellery (Regal, Hardened)
qq A shining halo (Regal, Mantle) qq ____________________________
You eschew mere vehicles! Instead you are summoned by...
qq Incantations performed on places of power. qq The plea of your sworn allies.
qq Threats to that which is holy. qq ____________________________
What Useful Expertise Can You Draw On?
qq Guardians (Quality 1, Watch over the holy) qq Heralds (Quality 1, Make them listen)
qq Scourge (Quality 1, Terrify the wicked) qq ____________________________
The Aerie
Luxury or Trade
Defences or Safety
Artisans or Prestige
Rare Materials or Progress
Perform a summoning rite in a place
of solace and beauty
Gods of old were aloof and unknowable in their demands for sacrifice and promises of retribution. They all have
been humbled by the horrors of the Fall… and now walk among us. You have enticed a powerful sentience
from this strange and broken world to the Aerie. Now you dance the delicate and complex ballet of
masters and servants.
When summoning the Visitant, the Owner
determines the nature/identity and core Fortunes of the
Visitant
agenda of the Visitant, if this has not already
been established in the fiction. Every other
Family says one way the Visitant wreaks havoc Any Character can petition the Visitant for a
on their Family’s holdings, society or plots, and powerful boon:
gain a Need of the GM’s choice.
ŃŃ The Visitant reveals a secret no one could
possibly know.
Permanent bonus ŃŃ The Visitant places its preternatural force at
When a Family request an audience with the your disposal in a conflict.
Visitant, their modifier for Uncover Secrets is ŃŃ The Visitant grants you a unique artefact
boosted by spending points of Treaty on the from its hoard
Owner instead of Data. ŃŃ The Visitant provides intelligence on your
When the Owner rolls to Uncover Secrets, Family’s enemies.
they gain advantage if they include the Visitant ŃŃ The Visitant applies its wisdom and outsider
in their consultation - although the answers will moral perspective to propose a solution to a
be coloured by the Visitant's opinions. problem facing your Family.
ŃŃ Something else, negotiated with the GM.
Crops
Land
Freshwater
Progress
Morale
You know deep in your bones that all the Permanent bonus
miracles of Before depended on the same The Owner can erase a Threat from the previous
basics: a secure supply of fresh water and Age, defused by the exploding population or
bountiful food. That to reach for the stars you abated by the plenty and prosperity ushered by
the Green Defiance.
must first dirty your hands in rich soil and toil
under the sun. It’s hard work for hearty people.
You are ready.
Trials Fortunes
ŃŃ Acculturation: Your Family embraced the ŃŃ Care for the Land: Your people fill
Owner’s culture in lieu of their own. Adopt settlements with verdant avenues, fecund
the Owner’s Lifestyle for next Age and fields and healthy woods. Pick one settlement
Transfer Leadership or Motivation. Tells us important to your Family and fulfil two
what aspect of your culture your people lost, requirements for the Capital Wonder there.
the Owner tells us what you embraced of the If someone invests this Fortune in the same
Green Defiance’s culture. settlement, they gain Advantage on the
ŃŃ Know-how: Your people depend wholly on Wonder roll.
others to provide for them. Gain Surplus: ŃŃ Care for the People: Well-fed, motivated,
Barter Goods or Recruits, but split 4-Treaty as healthy; it is no surprise your people flourish
you see fit between the Owner and a Family and their numbers multiply. Over the next
of your choice; they provided for you during Age, when you acquire two of Surplus:
this Age. Recruits, Barter Goods and/or Medicine, you
ŃŃ Famine: Hunger can’t be tolerated when gain whichever one you don’t already have.
abundance prevails. If you don’t have Surplus: ŃŃ Care for the Waters: You harvest fresh water
Crops and Freshwater gain Need: Morale, with a profound respect for its cycle. Add
Luxury and Recruits - unless, of course, you two new rivers or lakes to the map, near
buy it... now! your holdings. They become connectors, and
ŃŃ No Way Back: The Defiance revealed a whoever controls them gain Surplus: Fresh
deficiency so severe that your people refuse Water and Crops.
to go back. Share Surplus: Progress or Trade ŃŃ The Sacred Garden: Gain Surplus: Medicine
with the Owner. If at any point during the and Progress and place it on the map as the
next Age you don’t have both Surpluses, gain Garden. Whoever controls it holds the cure
Need: Morale. for any disease and can provide Professional
ŃŃ The Curse: Prosperity becomes excess and Care, even after the Surpluses are spent.
vice and the hard earned bonanza starts to ŃŃ Seeds of the Future: The future started
be taken for granted. Gain Surplus: Barter here, in the gardens of the Defiant. Start the
Goods or Recruits, but also gain a special next Age as the Promethean, the Historian
Need: Curse. Erase 3 instances of Surplus: or the Prodigy, picking an extra move when
Morale, Trade and/or Progress to finally lift building them. Others can start as the other
the curse. two Characters with the extra move if they
ŃŃ The Company: The Defiance was an give you 2-Treaty.
opportunity for your Family to exploit the less ŃŃ The Rangers: A whole new frontier opened
united. Gain a Green Defiance requirement up under your watchful guidance. Start the
as a Surplus. Distribute it as a Surplus or next Age as the Sentinel, the Scout or the
Need to every other Family or Faction. The Saint, picking an extra move when building
Owner gains 1-Treaty on every Family and them. Others can start as the other two
Faction but yours, a united front against your Characters with the extra move if they give
profiteering. you 2-Treaty.
ŃŃ Exodus: Grass is indeed greener on the
other side. The Owner places newly cleared
Surplus: Land and Fresh Water on map.
Draw a settlement of your people close by.
Make it into a new Faction and Transfer two
Surpluses to them, while the Owner Transfers
two Needs to them.
The Transport
hub
Engineering
Transport
Safety
Progress
Prestige
For each Capital on the map you need one less Requirement, as long as you own them or
spend 2 Treaty with each one of its owners.
ŃŃ Declared Apostates: The decrees of the ŃŃ The Highest Saints: Your current Character
Rising Faith put your most basic beliefs in becomes an Icon of the Rising Faith. Tell us
check. The Owner tells us how. Lose your why the Character is revered. From them on,
Doctrine for the next Age and Transfer Heralds can start with 2 extra charges for each
Morale or Recruits to the Owner. Treaty their Families give you. Your Heralds
ŃŃ Ruled by Impious Leaders: The rulers of and the Owner’s always start with 5 Charges
your people stomp out any signs of the on this specific Icon. For more on Heralds, see
Rising Faith. Say what was sacrificed to End Game.
preserve their rule. Gain +1 Grasp in the next ŃŃ The Grand Temple: Your Family built a
Age as your people turn militant, but Transfer temple for the glory of the faith. Describe it
Land or Prestige to the Owner. to us. Every new Age where you still control
ŃŃ Target of a Crusade: The zealots of the the Grand Temple Share +1 Reach with the
Rising Faith go to great lengths to destroy Owner.
you. The Owner says why. Gain +1 Sleight ŃŃ The Holy Book: Your Family penned a cryptic
for the next Age as your people learn to fight Tome inspired by the Rising Faith. From then
from the shadows, but Transfer Need: Justice on your Historians and the Owner’s always
or Safety to the Owner. start with this extra Tome, which allows In
ŃŃ Target of a Witch Hunt: Your people Praise of Darkness for any Threat or Faction
were infiltrated by zealots on the hunt for and The Writing of God without a sacrifice.
something unnatural. Hold Together, and ŃŃ The Fraternal Order: Your people formed
on a miss lose 1 Reach in the next Age. Your the Faith’s gentle arm of respite. Mark on
Character and the Owner’s start the next Age the map the temple where they congregate.
with one bonus Hellion move. As long as you hold it, if you have Needs in
ŃŃ Lured by a Vision: Under the spell of the common with any Family or Faction, both of
Rising Faith you are gripped by a powerful you Erase it and Share 1-Treaty between you.
vision of a land, promised to your people. ŃŃ The Prophet: All it takes to change history is
Gain Need: Morale until you unleash The Age the unshakeable faith of a single person. Gain
of Discovery Wonder. The ‘Travel There and Surplus: Leadership and a new Family move.
Back’ requirement is already fulfilled by the The Owner gains 2-Treaty on you, as your
vision. leaders convert to the Faith.
ŃŃ Spawned the Adversary: Somehow a ŃŃ Deus Vult! The atrocities of war can cause
perversion of your Doctrine created a threat religion to flourish, or lead faith to wither.
that can’t be simply destroyed. Lose 1-Treaty Distribute Morale as a Surplus or Need to
on all Families & Factions at the beginning of Families or Factions of the Owner’s choice.
every Age the threat is still at large. Only you You and the Owner gain +1 Reach in the next
and the Owner have the means to hold the Age.
threat in place.