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The Prophet Role

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.

Stats Looks Name


Split +1, 0, 0, -1 between your stats. Masculine, feminine, concealed, Ada, Anders, Angel, Brigit, Buffalo,
Add your family bonus to 1. ambiguous Cant, Cato, Cloud, Elijah, Erwin, Eva,
Trusting face, scowling face, angular Firestone, Flame, Gil, Hive, Isis, It, Leo,
Lin, Longshot, Louis, Lux, Makoto,
Relationship face, worried face.
Masud, Max, Moon, Nemo, Nora,
Sibling, child, cousin, aunt, rival, Rebellious eyes, squinting eyes, Rebar, Silver, Sky, Smoke, Tadpole,
protege or peer of the family’s main calculating eyes, wise eyes.
Taliha, Wither, Xu.
character. Muscular body, bony body, heavyset
body, graceful body.
Name:
Force Lore Steel Sway

Role Moves: q q Outsider


You have strange abilities. Pick a stat: you can
q q Leader take 1 harm to roll it with advantage. Describe
When you train a group for a few days, hold 3. how side effects twist the area or your body.
When they do what you trained them for, spend When you die, terrible energies plague the
hold 1-for-1 to add +1 to their roll’s result or take area. Those that brave the maelstrom can find a
any consequences they suffer onto yourself. Device on your body.
When you die, gain 3 more hold. Spend it
when you wish to give another character’s roll
advantage. Each beneficiary says how your
q q Prophet
When someone acts in a way contrary to
memory inspires them.
your Family's Doctrine, ask the GM how it'll
bring them ill fortune. When you act on this
q q Agent information, roll with Advantage.
Say a narrow field you’re an expert in: scavenging, When you die, name a Faction you preached
diplomacy, hunting, etc. When you use your to. That Faction will honour your Doctrine above
skills, reveal a secret about the situation and get all others from here on out.
fleeting advantage acting on it.
When you die, reveal your mission’s final
step. If the party does it, the mission succeeds.
q q Traitor
When you betray kith and kin, hold 3. Spend hold
to gain access to: a critical location, secret lore,
q q Rebel a device that can be weaponised, or a leader
When you break your family’s code, roll +Steel. in their moment of weakness. It must always
On a hit they have higher priorities than belong to your sworn allies, but for the last hold,
punishing you. On a 10+ get fleeting advantage to be spent on your truest nemesis.
when you socialise with their rivals or enemies. When you die, name an enemy that will relent
When you die, your Family finally respects your on their aggression thanks to your influence. Tell
outlook. Say a way they change in your honour. the backstory behind this.

Inherited move:

Harm Gear and Notes


Drained

Winded

Hurt (-1 to a stat)

Mangled (-1 to every stat)

Dead
The Beacon

“Art is like an endless river, flowing, passing, yet remaining…” – Jorge Luis Borges, The Art of Poetry

Stats Looks Backstory


Choose one and add your family Feminine, masculine, genderfluid, Ask for a volunteer for at least one:
bonus: agender. ________‘s art collection is
qq Force -1 Lore 2 Steel -1 Sway 1 Sharp face, round face, juvenile remarkable! Where did they get
qq Force 1 Lore -1 Steel -1 Sway 2 face, ancient face. all that?
qq Force -1 Lore 1 Steel 1 Sway 0 Alert eyes, bloodshot eyes, wide
eyes, seductive eyes. The love of ________’s life is
Scrawny body, heavy body, my wildest pupil - no wonder it
sculpted body, glamorous body. ended in heartache.
________ has so much talent! If
they only devoted themselves
fully to art…
Name:
Force Lore Steel Sway

Beacon Moves Take The Endless River and one other:


n n The Endless River q q The Division Bell
What’s your artistic medium? Mix 2 of: If your artwork demands inspiration and a venue, you may
Sculpture, Song/Music, Motion, Colours, Prose, declare that the venue becomes a Haven. All who Shake
Body mods, Fashion, Illusions/Projections. it Off there gain fleeting Advantage. This Haven can also
When you plan an artwork, pick 1-3: replace any one GM requirement for The Endless River.
ŃŃ It’s Tantalising. Someone in its audience desires to own When you perform in a Haven, you may trigger The Right
or host it at any cost. Tool for the Job as if you’d erased any immaterial Surplus.
ŃŃ It’s Popular. People intuit your art’s message. Those who
best emulate it gain Surplus: Morale or Surplus: Culture, q q A Momentary Lapse of Reason
your choice. When you intensely study another’s work of art – pre- or post-Fall
ŃŃ It’s Refined. The powerful and influential understand the – ask the GM one question per Role marked:
importance of your art. Its owner gains Surplus: Prestige or ŃŃ What’s the core theme of the work?
Surplus: Luxury, your choice. ŃŃ What did the creator intend with the work?
ŃŃ It’s Rousing. You inspire people to pursue their own art. ŃŃ What does the work say about the artist’s culture?
Those who most embrace it gain Surplus: Artisans or ŃŃ Would the work appeal to (an audience)?
Surplus: Leadership, their choice. ŃŃ How can it meet a requirement of my current project?
ŃŃ It’s Radical. Those who acquire or host it may change any
one immaterial Surplus into another. Get fleeting Advantage acting on each answer.
ŃŃ It’s Useful. It has a gear category and three tags.
q q The Piper at the Gates
For each you pick, the GM will give you a requirement: If you create rousing and popular artwork for a crowd, you can
ŃŃ It’ll take months. Else, it’ll take up to a week. declare that the event becomes a Festival. This Festival can
ŃŃ It needs a particular venue. Work out where with the also replace any one GM requirement for The Endless River.
GM - the artwork can only be completed there. When you perform in a Festival, you may give the audience a
ŃŃ You need inspiration. Follow a Rebel, Outsider or single rule. All who follow it roll +Sway with Advantage during
Prophet as they fulfil their Role. this Festival and any future reoccurences.
ŃŃ It needs odd tools. GM says why, and you must find a
Device or Relic that can satisfy those requirements. q q The Dark Side
ŃŃ It needs particular materials; you need access to a An artist’s soul is at once restless and unpredictable. When
specific Surplus. you finish a Refined and Radical artwork, you can declare
your Coda achieved at once - and retire. On the other hand,
you don’t have to retire once you fulfil your fourth Role.
q q Inheritance Finally, those who own or host a Refined and Radical artwork of
Choose one of your Family’s inheritance moves. yours will find all future artworks of yours Tantalising.

Role Moves Harm


Trigger one at character creation: Thrilled When you die, the
qq Leader: Mark when you issue a manifesto analyzing and circumstances
extrapolating cultural trends. Say one aspect of your Shaken (-1 Steel) surrounding your
vision that will indeed influence the next Age greatly. demise become a work
The GM describes those who embrace and fight for your of art in itself - with
vision right now. Trembling (-1 Sway)
four benefits from The
qq Agent: Mark when you are sent to build bridges with
Endless River.
an antagonistic culture. Choose a group among them Befuddled (-1 Lore)
who will embrace your performance and forevermore
recognize your genius. The GM chooses the harsh
repression it will suffer right now. Dead
qq Rebel: Mark when you make a work that satirises or
condemns your own family. Say who outside the family Gear and Notes
most agrees with the work’s message and stands by your When you Tool Up, give a group of Follower a new
side. GM says how those it upsets will clumsily respond Specialty.
and prove you right.
qq Outsider: Mark when you passionately exalt aesthetics
and values in direct contrast with your culture. The GM
describes the Festival born to protect and celebrate them
across the Ages.
When you change roles, add 1 to a stat or get a new move.
If you mark all roles, narrate an epilogue using some of your
Death move or a coda via your final role.
The Historian

“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

Stats Looks Backstory


Choose one and add your family Masculine, feminine; decide then if Ask for a volunteer for at least one:
bonus: elderly or too youthful.
Cloudy eyes, squinted eyes, cold I was ________’s tutor.
qq Force -1, Lore 2, Steel 0, Sway 0
qq Force 0, Lore 1, Steel 1, Sway -1 eyes, haunted eyes. If not for _________, I’d have died
qq Force 0, Lore 2, Steel -1, Sway 0 Pedantic voice, nothing but on that expedition.
whispers, stutter, mute.
Weathered robes, trekking gear, _________ once stole a cursed
ancient suit, tattoos and rags. book.
Name:
Force Lore Steel Sway

Historian Moves Take Library of Babel and one other:


n n Library of Babel q q Kings and Labyrinths
Whenever you witness Data being gained or spent, you When another Character agrees to bring you a tome
may quote a tome linking it to the subject. Every time from Library of Babel, you may spend 1-Wisdom to
you do so reveal one detail of the tome: give them an additional Role:
qq Finder. Mark when you’re the only hope of finding
ŃŃ Its baroque title. Wisdom§ a legendary tome. Describe the dangerous or
ŃŃ Its peculiar author.
ŃŃ Its arcane topic. distant location it can be found. Lay hands on the
ŃŃ Its unique format. tome to fulfil your role.
qq Retriever. Mark when you’re sent to retrieve a lost
For each you check off, gain 1-Wisdom. If you find the tome. Say who else will do anything to find the
tome, swap Wisdom for Data 1-for-1. tome. Deliver the tome to fulfil your role.
q q Writing of God If they fulfil this role, they add 1 to a stat or pick a new
When you plan a grand societal change, study one of move. If they fail, their main Role suffers also.
your tomes and tell the GM how its lore can be used
to change one Surplus into another, or grant a new q q Book of Sand
specialty to Companions. Once decided, this effect is When you use the lore of a Library of Babel Tome to
fixed for each tome but can be reused at will. The GM guide you, spend 1-Wisdom and instead of rolling
will say how long the process takes and what must Wasteland Survival narrate one of:
be sacrificed.
ŃŃ A chancy encounter.
q q In Praise of Darkness ŃŃ A new vista of solace and beauty.
When you consult your Tomes for clues about a Threat ŃŃ A natural hardship overcome.
or Faction stemming from the World Before, spend 1-3 ŃŃ An ancient threat eluded.
Wisdom. For each spent, ask the GM one of these Whoever studies the tome itself will make this trip as
questions: through the Homeland.
ŃŃ What unrevealed powers can their leader draw on?
ŃŃ What’s their leader’s secret weakness? q q Inheritance
ŃŃ What’s their leader’s moral code? Gain an Inheritance move from your Family.
Gain fleeting advantage acting on each clue.

Role Moves Harm


Trigger one at character creation: Dazed When you mark off your
qq Leader: When your people lose their traditional Dead box, your journey
ways, tell us about the sacred text that can unite Confused (-1 Sway) comes to an end. Your
them under a new vision. The GM will tell us about Family converts all your
reactionaries who will violently oppose it. remaining Wisdom into
Lost (-1 Steel)
qq Agent: When your family’s survival is uncertain, Data for the next age, as
tell us about a forbidden tome which might just your studies guide new
turn the tide. The GM will tell you about the book’s Blind (-1 Steel) researches. Describe the
current guardians. library they build.
qq Rebel: When your family suffers persecution or Dead
violence, tell us about the forgotten tome holding
an infectious message of resistance. The GM will Gear and Notes
tell us about the zealots it will inspire. In addition to what you get from your Family, you
qq Outsider: When arcane technology runs rampant, start owning 1 fully described Tome - see Library of
tell us about the manual that holds the key to its Babel.
powers. The GM will tell us about the heretics that
will unleash its more dangerous secrets.
When you share this lore with your people, get +1 to a
stat or gain a new move. If you mark all roles, narrate
an epilogue using some of your Death move or a coda
via your final role.
The Matchmaker

“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

Stats Looks Backstory


Choose one and add your family (Grand)motherly, (grand)fatherly, Ask for a volunteer for at least one:
bonus: androgynous. ________ met the love of their
qq Force 0 Lore 0 Steel 0 Sway 1 Knowing face, charming face, life because of me.
qq Force 0 Lore 1 Steel -1 Sway 1 serene face, aged face.
Calming eyes, appraising eyes, I helped ________ deal with their
qq Force 1 Lore -1 Steel 0 Sway 1 mental trauma.
watery eyes, loving eyes.
Plump body, wizened body, sultry I believe I can heal the rift
body, agile body. between ________ and their kin
Name:
Force Lore Steel Sway

Matchmaker Moves Pick two:


q q Love Hurts q q Lonely Hearts Club
When you take your time to feel the social dynamics of Every time you form a lasting alliance with a Family or
people involved in a rite, celebration or toil, you may Faction (a friendship, a marriage, an adoption, etc) the
roll +Sway. On a 10+ hold 3. On a 7-9 hold 2. On a Faction or Family may give your Family 2-Treaty for
miss still hold 1. Spend 1 hold to find out: the work you did. If they do they may also gain one
of the following Surpluses: Morale, Peace, Prestige or
ŃŃ Who has romantic interest in whom.
Safety.
ŃŃ Who is at the top and the bottom of the group’s
social hierarchy.
ŃŃ The strongest bond tying the group together. q q You Gotta Be
ŃŃ The exact thing to say to make someone an Whenever someone comes to you with their problems
emotional wreck. and you listen without judgment and offer advice, roll
+Sway. On a 10+ choose 2, on a 7-9 choose 1:
When acting on the information you glean, act with qq They are soothed emotionally.
Fleeting Advantage. qq They will not act rashly.
qq They see things from the other side.
q q Careless Whispers qq They will not hold a grudge.
When your actions impact other character’s
relationships with each other, you can write them a Those who act on your advice gain fleeting
new backstory line that will forever affect Call for Advantage on Sway. On a miss they misconstrue your
Aid among them. When you change Roles, write a advice and whatever they do is blamed on you.
new Backstory with whoever you wish, based on the
changes in your outlook. q q Brothers in Arms
If you have a Backstory with a Character, you two roll
q q All We Need is Love Call for Aid with lasting Advantage to each other.
When you spend time with those building a Wonder, Also, as long as you attend another Family or
you can declare that a successful union between Faction in court, your Family rolls Lend Aid with them
different Families and/or Factions may count as one with lasting Advantage.
of the Requirements.
When you protect love or those you love, you may q q Inheritance
roll +Sway instead of +Force. Choose one of your Family’s inheritance moves.

Role Moves Harm


Trigger one at character creation: Mussed up When you die, everyone
qq Leader: Mark when you ask those you brought you brought together
together for help. You say how they can protect Bloody nose (-1 Sway) comes and give you an
you together. The GM secretly chooses which one Eulogy, even without
of them will lose a loved one in defending you. any relics. This great
Broken ribs (-1 Steel)
qq Agent: Mark when you’re sent to make a match meeting will inspire a
for your Family’s benefit. You say who you’re tying friendship, love, or new
Concussed (-1 Lore) family that changes
together, and why it’ll be much easier than others
expect. The GM will say what’s blocking this union. history.
qq Rebel: Mark when you rescue someone from an Dead
abusive situation. You say where on the map these
people will be safe from those who pursue them. Gear and notes
The GM says who the abusers lash out at instead. In addition to what you get from your Family, you
qq Outsider: Mark when you start tearing down add an extra tag to your Outfit.
an abusive culture. Say how you plan to forever
change the group’s social mores. The GM says
what’ll happen to your Family if your plan falters.
The Saint

“I have no ambition in life but to save lives!”

Stats Looks Backstory


Choose one and add your family Masculine, feminine, concealed, Ask for a volunteer for at least one:
bonus: ambiguous. _________ is the one who
qq Force -1, Lore 1, Steel 1, Sway 0 Heavy helmet, breathing mask, rescued me from myself. I owe
qq Force 1, Lore 0, Steel 1, Sway -1 scarred face, handsome face. them everything.
qq Force 0, Lore -1, Steel 1, Sway 1 Goggles, unwavering gaze, fierce
eyes, serene eyes. I saved _________ and their
Burly body, sinewy body, rugged closest family from disaster.
body, stocky body. _________ still blames me for the
way the disaster turned out.
Name:
Force Lore Steel Sway

Saint Moves Choose two:


q q Wisdom to Lead q q Compassion to Comfort
When you brave a disaster to save lives, gain 2-Armour When you provide succour to victims during a disaster,
against its environmental hazards until you are clear take a moment to heal one of their minor Harm
of danger. Those who follow your lead likewise gain boxes. If you have some shelter, also heal one of their
1-Armour. major Harm boxes.

q q Strength to Deliver q q Strength to Bear


When you brave a disaster to save lives, gain lasting When disaster befalls your allies, you can show up
advantage on all Force rolls until you are clear of right where you are needed the most, in the nick of
danger. Those who follow your lead gain fleeting time.
advantage to Defuse the disaster’s hazards.
q q Bound to Protect
q q Courage to Conquer As long as you never refuse aid to disaster victims, roll
When you assess the risks of a disaster, roll +Steel. On a +Steel on Find Common Ground and Familiar Face.
7-9 ask 1, on a 10+ ask 2:
ŃŃ What is the safest way to approach this disaster? q q Inheritance
ŃŃ How can I save the most lives? Choose one of your Family’s inheritance moves.
ŃŃ What hidden danger has yet come to pass?
Roll with fleeting advantage when acting on this
information.

Role Moves Harm


Trigger one at character creation: Stoically silent When any Character
qq Leader: Mark when a disaster looms over your marks off their Dead box,
people and you take charge of preparations. The GM Laboured breath they won’t die as long as
names three horrible consequences of the disaster; you actively keep them
you tell us which two your leadership averts. Badly bruised alive.
qq Agent: Mark when you lend your aid to a disaster. If you mark off your Dead
Internal bleeding (-1 box in the process, you
Name a victim who found true companionship
in healing. The GM will tell you what threat now Force) won’t die until your
looms over them. charge is delivered from
qq Rebel: Mark when your people cut ties to a Family Dead harm.
or Faction. Tell us of the disaster that hits this
Family or Faction. Leave at once to provide them Gear and Notes
much needed aid. In addition to what you get from your Family,
qq Outsider: Mark when you forfeit your duties describe a Device you own with a function related to
to tend to the future of your fellow volunteers. healing, environmental protection, or rescue.
Describe the bastion you retreat to. The GM says
which unexpected allies show up to support you.
When you change roles, add 1 to a stat or get a new
move. If you mark all roles, narrate an epilogue using
some of your Death move or a coda via your final role.
The Prodigy

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.

Stats Looks Backstory


Choose one and add your family Masculine, feminine, androgynous, Ask for a volunteer for at least one:
bonus: concealed My best friend is _________’s kid.
qq Force -2, Lore 1, Steel 0, Sway 2 Serious face, pixie face, serene face,
painted face _________ is my foster parent.
qq Force -2, Lore 2, Steel -1, Sway 2
qq Force -2, Lore 1, Steel 1, Sway 1 Big glasses, playful eyes, mysterious _________’s cult has sworn to
eyes, kind eyes protect the keys to the future.
Chubby body, stout body, skinny
body, awkward body.
Name:
Force Lore Steel Sway

Prodigy Moves Take Unnaturally Bright and one other:


n n Unnaturally Bright q q THE NEXT STEP
Decide if your intellect shines through your mistimed When you unleash your psychic powers, roll +Sway.
high-spirits, unflappable severity, intense empathy, or Say what you are trying to do:
something else. ŃŃ Save someone you love.
When you have a moment to study a foe or hazard, tell ŃŃ Banish a monster.
your allies what you’re ready to sacrifice: the best ŃŃ Soothe a wound of the world.
thing about this place, precious time, or an important
alliance. Also pick what you are set to control: And what you might sacrifice to do it:
ŃŃ The whole place!
ŃŃ The harm it can inflict.
ŃŃ Another bit of your innocence...
ŃŃ When it will strike.
ŃŃ Your health.
ŃŃ Where it will strike.
ŃŃ The admiration of your friends.
When you put the plan in motion roll +Lore; on a hit On a hit, you do it. On a 7-9, the GM chooses another
the plan comes through. On a 7-9, your allies chose thing you must sacrifice.
something else you must sacrifice.
q q A Sign of the Next World
q q A Swiftly Tilting Past When another character marks a new Role, you can
When you visit a historical site, say what you want to provide the story details normally given by the
witness from its past: GM. When you see a Wonder being built, you can bar
everyone from picking one of its Trials, or pick a
ŃŃ How its denizens met their end
Fortune that a particular Family will gain in addition to
ŃŃ The terrible cost of all its power
the results of their roll.
ŃŃ The origin of a menace
You and up to 3 others are sent into the past, taking q q Heir to the Future
over the bodies of people there. Each one of you When you open your mind in a place of power, burn
picks a Quick Character. At least one of you must 1-Data to add one to the scene:
trigger your Death move to resolve the scene, but all ŃŃ A hidden treasure from the past.
of you suffer 1-Harm for each one of you who dies ŃŃ A key to the future.
in the past. At the end of the scene each one of you ŃŃ A source of solace, beauty and hope..
gain 1-Data and 1-Tech that can now be harvested
from the ruins.
q q Inheritance
Choose one of your Family’s inheritance moves.

Role Moves Harm


Trigger one at character creation: Scared When you die, everyone
qq Leader: Mark when you gather other children of the who has backstory
next world. The GM will give two choices of where to Wrung by the Neck with you gains lasting
go to meet your fate. Pick one. (-1 to Steel & Force) Advantage to destroy
qq Agent: Mark when you accept a test of your or overcome whatever
powers. The GM will pit you against two terrifying killed you.
Out of your League
foes; pick one.
(-1 to Sway & Lore)
qq Rebel: Mark when you discover the nature of the
next world. Decide who isn’t ready for the transition:
your people or their leaders. The GM will tell you Dead
what it will take to prepare them.
qq Outsider: Mark when you run away from home. Gear and notes
Name another treasure of the next world that fate Add 1 to the Quality of a group of your Followers
will lead you to. The GM tells us about the dark forces when you Zoom In.
that are hunting you both.
When you change roles, add 1 to a stat or get a new
move. If you mark all roles, narrate an epilogue using
some of your Death move or a coda via your final role.
The Scout

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

Scout Moves Choose two:


q q Shadows Unbound q q Paths Untrodden
When you harass your foes as they travel the When you lead an expedition through Hostile Grounds,
Wastelands, hold 1 for each of the following pick two:
conditionals: qq You leave no tracks.
ŃŃ They traverse Hostile Grounds. qq You move unseen.
ŃŃ They are not natives to this land. qq You travel in forced march.
ŃŃ They are not expecting you. qq You travel safely.
ŃŃ You have the perfect cover. Also, when you evade your enemies in the wilds, roll
ŃŃ You lead a team to attack. +Steel on Forge a Path.
Spend hold to:
q q Words Unspoken
ŃŃ Savage them. Gain 1-Treaty on a witness’ Family When you find a new people deep in the Wastelands,
or Faction as the terrified tales spread like wildfire. you can roll +Lore on Familiar Face and Find
ŃŃ Waylay them. Critically delay their moves or force Common Ground, even if this is your first time here
them to take a route of your choice. and in spite of any language barrier.
ŃŃ Harry them. Pick their numbers apart, paving the
way for Fiercely Assault. q q La Longue Carabine
ŃŃ Sabotage them. Destroy their cargo, their Not many people can boast of surviving the ordeals
vehicles, or their supplies. you have. Chose two of the following:
ŃŃ Elude them. Keep your position or identity
hidden. qq Whenever you attack with a melee weapon you
gain the tag Brutal.
The GM may ask you to spend 1 more hold when qq Whenever you attack with a ranged weapon you
using these against a force much larger than yours. gain the tag Far.
qq Your Outfits always have the Thermo tag.
q q Sights Unseen qq Your mounts always have the Durable tag.
When you Uncover Secrets in the wilds, pick 2 details
to add to the map. If you reach an unexplored area or q q Inheritance
watch an enemy force from hiding, gain 1 Data. Choose one of your Family’s inheritance moves.

Role Moves Harm


Trigger one at character creation: On the run When you mark off your
qq Leader: Mark when you take some of your People Dead box you return as
to settle a new land. Describe its harshest season Pinned a Revenant, dead set on
and how you plan to survive it. fulfilling one last task.
qq Agent: Mark when you go on a journey to an Keep all your penalties, but
Feverish (-1 Sway)
unknown land and describe its riches. The GM will heal two Harm boxes. You
tell you what you will have to lose to complete gain 3-Armour until the
Lame (-1 Force) completion of your task, at
your journey.
qq Rebel: Mark when you establish contact with a which point you finally find
new community. Tell us about their customs and Dead rest.
why you love them. The GM will tell you why they
are doomed. Gear and Notes
qq Outsider: Mark when you fully integrate into a In addition to what you get from your Family, you
community you’ve recently discovered. Tell us and anyone you travel with may add the Camo tag
about how the experience made you much wiser to their Outfit.
and tougher. The GM will tell you why you were
forced away from your new home.
When you change roles, add 1 to a stat or get a new
move. If you mark all roles, narrate an epilogue using
some of your Death move or a coda via your final role.
The Storyteller

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!

Stats Looks Backstory


Choose one and add your family Masculine, feminine, concealed, Ask for a volunteer for at least one:
bonus: ambiguous. _________’s music matches
qq Force -1, Lore 0, Steel 1, Sway 1 Matter-of-fact prose, stage perfectly my best performances.
qq Force -1, Lore 1, Steel -1, Sway 2 whispers, academic formality,
hellfire-and-brimstone speeches. I still remember how talented
qq Force 0, Lore 0, Steel 0, Sway 1 _________’s parents were.
Playful eyes, haunted eyes,
appraising eyes, excited eyes. I believe _________ draws power
Perpetual smile, down-turned lips, from the Icons of old! I wonder if
luscious lips, thin lips. they know it...
Name:
Force Lore Steel Sway

Storyteller Moves Pick any two:


q q Fairy Tale q q Darkest Before Dawn
When you tell your fellows a story of the mythic Before, When you weave stories to give someone solace and
gain hold equal to Roles you have marked. When the purpose, they take your words to heart and heal Harm
group is in grave peril, spend hold 1-for-1 to: boxes marked with mental or emotional conditions.
ŃŃ Draw heroism from those following your tale’s
principles, granting them fleeting advantage. q q Speaker for the Dead
ŃŃ Draw comparison between a foe and the tale’s When a Character dies, spread a version of their
villain, revealing a weak point. life story to the four winds. If they had unleashed
ŃŃ Draw hope from the tale, revealing a hidden their Coda, it will be implemented on a new scale
opportunity or an approaching ally. of magnitude: either a much broader scale, or a far
longer duration. If not, you give their death a new
q q A Thousand and One Nights meaning; they can mark a final Role posthumously,
Those who know your work will always offer you their potentially even unleashing their Coda.
best hospitality. When you tell a moving story to an
aggressor, you can Defuse their menace with Sway; q q Voice of the Icons
on a 10+ they tell you something worth 1 Data. When you tell a community stories about their
champions, you can offer a Character a new Role:
q q Pliny's Bestiary
When you describe rumours, half-truths, and glimpses qq Hero. Something must be found, rescued or
of an elusive creature or phenomenon, tell us three of: conquered. Should you choose to take on the
quest to find it, add +1 to Force or Steel. Say how
ŃŃ ...what makes it so difficult to directly observe. your family will suffer if you fail.
ŃŃ ...what it’s driven to do. qq Anti-hero. A terrible threat must be confronted.
ŃŃ ...where it came from, or what first caused it. Should you choose to take on this Role, draw first
ŃŃ ...what makes it wondrous or fascinating. blood to add +1 to Sway or Steel. The GM says
ŃŃ ...what hidden peril it brings or heralds. what you’ll have to sacrifice to overcome it.
The GM secretly picks one of them to be false. Those
in audience gain fleeting Advantage to act on the q q Inheritance
true lore, and fleeting Disadvantage to act on the Choose one of your Family’s inheritance moves.
false one. Once per Age, you can introduce the object
of your story into a scene of your choice.

Role Moves Harm When you die, say who you


Trigger one at character creation: Isolated trust to tell your story. If
qq Leader: Mark when you tell your family a story of they do, they may mark one
a fabled treasure. Whatever you say will grow and Lost (-1 Steel) of your unmarked roles in
spin out of proportion. Say who looks to you to the process. If they refuse or
advise their pursuit of it. Confused (-1 Lore) fail to tell your story, it is up
qq Agent: Mark when you’re asked you to bring a for grabs. If no one tells it
parable to a community. Say who it affects most Babbling (-1 Sway) before the age is done, then
deeply, and the GM says how it mutates as it’s retold. you are truly forgotten,
qq Rebel: Mark when you satirize your own family’s even as the stories you told
values or failures. Name someone important Dead
in life live on.
who takes your words to heart. The GM names
someone who never will again. Gear and notes
qq Outsider: Mark when you teach your own version When you Tool Up, give a group of Followers a new
of your family’s core philosophy. The GM says Specialty.
which part of this story you’re most viciously
mocked for, at least for now. You say what part will
gradually be assimilated into their orthodoxy.
When you change roles, add 1 to a stat or get a new
move. If you mark all roles, narrate an epilogue using
some of your Death move or a coda via your final role.
Architects of
Tomorrow

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

Mood Data Tech


Name:
Stats History
Choose one: Then ask the other families:
qq If nature reclaimed the land after the Fall, Which one of you understands the full scope of our
and you steer recovery from the shadows: ambitions? Tell everyone what gave you away
Reach 0, Grasp -1, Sleight 2. and get 2-Treaty on us.
qq If the Fall warped the land into something Which one of you harbours the most vicious killer
truly alien, and you can use the land’s in the homeland? Tell us why the killer hounds us
inhospitality to your advantage: at every turn. Take 1 Treaty on them.
Reach 1, Grasp 1, Sleight -1. Which one of you destroyed the balance of an
qq If the debris of the great constructions of important area of the Homeland? Tell us how or
Before blanket the land: why. Take 1-Treaty on them as you stepped in to
Reach 1, Grasp 0, Sleight 0. control the damage.

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.

Architects characters gain +1 Steel or Lore. Quick characters pick one:


ŃŃ Trench Warrior. Given enough time you can ŃŃ Topographical Technician. When your
build structures that will blunt any assault. Gain character studies a terrain thoroughly, spend
lasting Advantage to Defuse attacks there. a point of Data and get lasting advantage on
ŃŃ Airborne Support. Gain a superior Vehicle (Air, Wasteland Survival, Forge a Path and Fiercely
Canopy, Transport). Given enough time, you can Assault there.
build an air strip where you can repair Air Vehicles. ŃŃ Demolition Expert. Given enough time you
ŃŃ Comms Unit. Given enough time you can can prepare explosives that if set up correctly
build structures that will enable remote can damage infrastructure, the landscape or
communication with each other and any and anything too big to be hurt otherwise.
all gear with the Comms tag.
The Architects’ Moves Take two moves:
q q Building Bridges q q The Ozaki Way
More than anything, the technology to reshape Three things matter in life: to be true to yourself,
the landscape defines the lore and craft of your to give more than you take and to leave no
people. tainted footprints behind. As long as an Architect
When you and another Family or Faction work Character abides by these rules, they gain 3-Armour
together to edit the Homeland, spend 2-Treaty on versus natural hazards or injuries from acts of
each other. Add a connector (road, bridge, etc.), extreme athleticism in the wilds.
a feature (a fortress, a wall, a plantation, etc.), or
another large scale construction to the map. q q An Arcane Atlas
Months may pass before these changes occur, When your Character uncovers a long-hidden secret
according to the Fiction. of the wasteland, spend Data to reveal a: safe
passage, natural resource, barrier, or refuge. It’ll
q q Taming the Land last at least for this age and maybe longer.
When you and another Family or Faction work to
tame Hostile Ground, spend 2-Tech in a joint effort
to turn it into regular terrain, effectively removing
the Disadvantage there. It may take weeks for
these changes to occur, according to the Fiction,
and they last until the end of the next Age.

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.

Treaty Yours On Theirs On


Faction Them You

Surpluses Needs

Mood Data Tech


Name:
Stats Doctrine
You set your differences aside to survive, but Choose one:
what were your ties before the Coalition? qq A Survival Imperative. Gain 1-Synergy
qq If you were victims and guardians: Reach whenever you Fall into Crisis or roll In Want.
+1, Grasp 0, Sleight 0. qq Peace Through Conquest. Gain 1-Synergy
qq If you were victims and aggressors: Reach whenever you successfully Claim by Force.
0, Grasp 0, Sleight +1. qq United for the Future. Gain 1-Synergy
qq If you were aggressors and guardians: whenever you Lend Aid or unleash a
Reach 0, Grasp +1, Sleight 0. Wonder.

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.

Landmarks If you have Aggressors:


Which one of you repelled our aggression? They
Check your chosen Family Playbooks, drawing a
tell us what they had to sacrifice to avoid defeat,
sign of one from each category on the map, or
and take 2-Treaty on us.
invent your own.

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?

How Are You Defended?

How Do You Travel?

What Useful Expertise Can You Draw On?


The Syndicate
of the lost
No one is coming to save us. If we’re going to survive this, we will need to save each other. It has to start
somewhere... What better place than here, what better time than now?
Reach Grasp Sleight
Alliance Move: Gain 1-Treaty on any Faction or Family
whose common people suffer needlessly.
Treaty Yours On Theirs On
Faction Them You

Surpluses Needs

Mood Data Tech


Name:
Stats History
Choose one: Each other family gives you 1-Treaty: where
qq If the masses were exiled from the Before’s there are hierarchies, there are those who
utopia: Reach -1, Grasp +1, Sleight +1. support your creed.
qq If the masses were kept under the boot Which one of you helped us in our moment of
of the Before’s dystopia: Reach 0, Grasp 0, greatest need? They describe the trials you faced
Sleight +1. together and you give them 2-Treaty.
qq If the masses were kept in check by the Which one of you has conspired with those
many pleasures of the Before: Reach 0, who oppressed us? They say why they withdrew
Grasp -1, Sleight +2. support from the conspiracy and give you
2-Treaty.

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.

Syndicate characters gain +1 to Steel or Sway. Quick characters pick one:


ŃŃ The News. When you come to a scene of ŃŃ The Soul. When you hold your revolutionary
corruption, you can ask the GM one question colleagues back from excessive force or
about the corrupter or the corrupted. collateral damage, support to the cause swells
ŃŃ The Union. You can gather labourers and across all social levels.
convince them to stop or resist a project they ŃŃ The Rage. When you voice your message of
are involved on until their Needs are somehow discontent in a loud and public fashion, you
addressed. will attract the oppressed to witness your
ŃŃ The Guerrilla. When you retreat to the edge of performance. Beware the authorities though,
wilderness or the depths of the slums and lay low as they’ll come too.
for a while, the Authorities simply can’t find you.
The Syndicate’s Moves Pick two moves:
q q Mighty Renegades q q Not a Broken Man
It doesn’t matter that you are everyday people - You don’t owe these pigs no shit! When someone
together you will change the course of history. uses Call In a Debt on you, get Advantage on the
When you have one of Surplus: Recruits, Hold Together roll to resist it. Also, when you Fall
Morale or Leadership and gain a second, you also Into Crisis, everyone has to erase 2-Treaty on you,
get the third. or else you gain 1-Treaty on them.

q q Hell Can't Stop Us q q People of the Sun


When you make a grand collective effort to create You have infiltrated every human Family or
a Wonder, you can invest Surplus: Leadership or Faction. When you roll Subterfuge against them,
Morale without erasing it. you can spend Treaty on them 1-for-1 to choose
extra items from the list. Also, you have a finger
q q Guerrilla Radio on the Homeland peoples’ pulse. When any other
When you broadcast your message far and wide, faction triggers In Want, you can be the one who
spend 2-Treaty on anyone with Surplus: Recruits chooses what crisis they suffer if you wish.
to gain Surplus: Spies or Surplus: Scouts, located
right there in their midst.

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

Mood Data Tech


Name:
Stats Which one harbours the brightest mind of the
You’re hurtling back towards the bleak future next Age? They tell us how their intellect is going
you escaped from. To change it, you need to waste. You tell us what will be needed to
Momentum and Balance. unleash their full potential. Give them 2-Treaty.
Momentum varies from -3 to +3, starting at 0. Which one harbours the darkest heart of the
Gain Momentum when you Lend Aid to actions next Age? Tell us of the terrible crime you know
that succeed. Use Momentum instead of Reach, they already committed. They tell us about the
Grasp and Sleight and decrease it by 1 every source of their fame among the Family. Gain
time you roll it. 2-Treaty on them.
Balance varies from -3 to +3. It is the total
number of Treaties you own minus total number Doctrine
of Treaties you owe to others. If Balance ever Choose one:
exceeds -3 or +3 erase the last Treaty gained or
granted. Use Balance instead of Mood or Treaty qq Fate Shapers. Gain Momentum when a
for rolls. Character reaches their Coda.
qq Planetary Engineers. Gain Momentum when
someone unleashes a Wonder.
Traditions qq Shadow-hunters. Gain Momentum when you
Choose one of each, or create your own: trigger Right Tool for the Job.
Populace: a cult of soothsayers, present bodies
possessed by future minds, end times veterans
physically sent to the past. Lifestyle
Style: dour military uniformity, dishevelled Choose one:
psychotics, the ultimate prepper outfit. qq Nomadic. Your agents are vagrants and
misfits, minds broken by a future filled with
Governance: a rigid chain of command based aeons of battles and tragedy. Roll Uncover
on future rank, the interpretation of hidden Secrets with lasting Advantage, but nobody
messages left in the past by future control, believes your warnings without hard proof.
independent agents occasionally abducted to qq Dispersed. Those burdened by duty and
the future for debriefing. doubt come to you seeking prophecy. You
can burn Treaties as well as Data to Uncover
Landmarks Secrets.
Pick one choice from another Family for qq Settled. Your entry point in the present was
Before, The Fall, and A Threat. Tell us how you an everlasting bastion from the past, that will
remember it from the end times. still stand proudly in the far future. Pick one
less requirement for Wonders centred here.
History
Ask the other families for volunteers: Resources
Which one harbours the kindest soul of Pick two as Surpluses, take the rest as Needs:
the next Age? They tell us how this person is Prestige, Energy, Progress, Rare Materials, Spies.
nurtured and sheltered. You tell us how their
kindness will change the world. Exchange
2-Treaty among you both.

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

Mood Data Tech


Name:
Stats History
Choose one: Then, ask the other Families:
qq If the art from Before reflected all the pain Which one of you uses our art in one of your
and rage from the tumultuous times leading most important rites? They tell the table about
to the Fall: Reach -1 Grasp +1 Sleight +1. the ceremony and give you 2-Treaty.
qq If the art from Before was stagnant and used Which one of you sees our lifestyle as
ancient creations recycled in mysterious decadent? Give them 1-Treaty on you.
ways: Reach 0 Grasp -1 Sleight +2. Whose youth is enthralled by our lifestyle?
qq If the art from Before had attained an They say what draws their kids to you like moths
apex of harmony and elegance in a mature to the flame, and give you 2-Treaty.
society: Reach +2 Grasp -1 Sleight 0
Doctrine
Choose one:
Traditions
Chose one of each, or create something else: qq Masters of Obligation. When your Family
Populace: ephemeral beings who cling to fleshy Calls in a Debt the opposing Family must
husks; degenerates hidden behind gorgeous spend an extra point of Treaty on you to
finery; a carnival of freaks and oddities. counter it, or get disadvantage on their Hold
Style: death masks carved from corpses; extreme Together roll.
body modifications; silks and alabaster masks. qq Masked Sybarites. When your Family gets a
Governance: an elaborate and punishing hit on Subterfuge, they can erase 1-Treaty on
caste system; a ringleader that holds the reins their target to choose an extra option.
of power and passes them on to an appointed qq Vogue Danseurs. If you dance ecstatically
successor; seers that interpret portents hidden and/or in a heavily stylized manner those
in lyrics and videos from Before. around you must give you their full attention
and take heed of what you say next.
Landmarks
Draw a sign of one from each category on the Lifestyle
map, or invent your own: Choose one:
Before
qq Nomadic. If you bring extravagance or
qq A field of mirrors, song and virtual ghosts. entertainment, you’re welcome in any
qq Stone and metal warped into haunting beauty. settlement.
qq A vault built to preserve art for eternity. qq Dispersed. Your Family is always aware
The Fall when someone uses Uncover Secrets and
may make an immediate move towards the
qq Screens that replay the world’s last moments.
Faction or Family who uncovered it.
qq The corpses of the last party as the world ended.
qq Settled. The rebels and sybarites of the
qq Their greatest museum, ransacked and
Homeland flock to your domains. If another
vandalized by the hopeless.
Family becomes Flush with Resources or Falls
A Threat into Crisis you gain 1 Treaty on them.
qq A lingering malaise only abated by distraction
or spectacle.
qq Mutants that refuse to live by any law or rule. Resources
qq The peddlers of a new drug that removes the Pick two as Surpluses and take the rest as Needs.
desire for beauty. Barter Goods, Culture, Prestige, Luxury, Artisans.

Your characters get +1 to Lore or Sway. Quick characters pick one:


ŃŃ When Everyone Forgets. If you keep your ŃŃ Dance of Blades. When you have room to move
head down and don’t make waves for whatever freely, your melee weapon gains the area tag.
amount of time the GM says is necessary, you are ŃŃ Starving Artist. As long as you have a supply of
ignored by those around you. drugs, you no longer need to eat or sleep.
ŃŃ Porcelain Black. If you remove your mask or ŃŃ Gooble Gobble. You and those in your favour
another piece of clothing, all those around you share a secret code embedded in an art of your
flinch and hesitate for a critical moment. choice: graffiti, singing, landscaping, etc.
Masquerade Moves Pick two:
q q The Midnight Carnival q q Death Masks
Whenever someone falls to excesses they come When you take a Surplus from another family, you
to you to for their needs. If another Family triggers can spend an extra point of Treaty to give them
Flush with Resources or Fall into Crisis, you get Need: Art, Culture or Luxury.
1-Data and they share one of their Surpluses with
you. Describe what performance you put on for q q The New Zero
this boon. You didn’t turn your body into your canvas
because you wanted to be different, but because
q q One of Us you wanted to become and express who you truly
The majesty of their way of life draws people like are: a monster, inhuman, otherworldly.
moths to flame. When your Family gain Treaty Your characters can always substitute Sway for
on another Faction or Family, you gain fleeting Force moves, but have Disadvantage on attempts
Advantage on Family moves targeting them. to use Familiar Face or Find Common Ground
on anyone who isn’t an artist, rebel or outcast.
q q My Mask is My Face
Whenever another Family or Faction gets a 6- on a
roll against your Family, gain lasting Advantage
on any Sleight rolls against them until you spring
your vengeance or until the Age turns, whichever
comes first.

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

Mood Data Tech


Name:
Stats History
Choose one: Then ask the other families:
qq If the Presence was a Supreme Being in Which of you worshipped the Presence before the
active communion with humanity: Reach 1 Fall? They say whether they still believe, and
Grasp 1 Sleight -1 give you 2-Treaty.
qq If the Presence was a reflection of Which of you helped us vanquish a terrible
humanity’s lived virtues: Reach 2 Grasp 0 monster? Say how you hunted it down, and they
Sleight -1 say how they dealt the final blow – exchange 1
qq If the Presence was an eternal Principle of Treaty with each other.
the cosmos: Reach 1 Grasp 0 Sleight 0 Which one has renewed our faith in the future?
Give them 2-Treaty on you, and they describe
Traditions the holiness expressed in their Doctrine.
Choose one of each, or create something else: Lifestyle
Populace: veteran warrior-monks, ascetic Choose one:
scientists, artificial and perfect creatures. qq Nomadic. Your pilgrimage draws Outcasts and
Style: mendicants and their sacred body Prophets who revere your holy wisdom. Gain
modifications, flowing and sterile uniforms, lasting Advantage on Sway rolls with them.
brightly coloured robes and armours. qq Dispersed. You can extend your senses to your
Governance: tyrannical stewards of an empty brethren across any distance - but you must
throne, overwhelming demands of a holy codex, a always answer another Serene’s cry for help.
council guided by an absolute ethical imperative. qq Settled. Your home is a sanctuary in this
chaotic land. None forbidden can enter, no
Landmarks matter how hard they try.
Draw a sign of one from each category on the
map, or invent your own: Doctrine
Before Choose one:
qq A chop shop for the failed gods of old. qq The Nemeses. You hunt those that would
qq A giant temple haunted by decrepit icons. hurt the innocents that still survive. When you
qq Automated catacombs guarding divine relics. battle a supernatural threat, say whether your
supernal wrath terrifies or inspires all witnesses.
The Fall qq The Keepers. You cherish those things that
qq A site fouled by the betrayal that killed the remind you of the Presence. When you find
Presence’s faith in us all. true holiness in the wasteland, ask a question
qq The severed bridge to the heavenly city. about its origins, its current state or a threat to
qq A mighty containment facility, cracked open its future - the GM must answer truthfully.
from the inside. qq The Restorers. You seek the aid of others to
bring the world back into harmony. You are
A Threat connected by a sacred language to all cultures,
qq Offenders sentenced to immortal suffering, species, and system – gain fleeting Advantage
now escaped and hell-bent on revenge when overcoming a language barrier.
qq An earlier creation of the Presence,
fundamentally flawed and incredibly potent Resources
qq A trafficking ring specialized in retro- Pick two as Surpluses and take the rest as Needs:
engineering holy relics. Prestige, Justice, Safety, Luxury, Leadership.

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.

To pay for this boon, they must successfully


complete a Quest. This Quest is defined by
the GM in accordance with the Visitant’s own
motives and agenda:
ŃŃ It wants you to remake a part of the world in
its image.
ŃŃ It demands an act of destruction that will
forever scar the land or its people.
ŃŃ It demands that you put its needs above
those of the people who trust you the most.
ŃŃ It foretells the downfall, corruption or loss of
your loved ones - unless you can save them.
If you abandon your Quest, the Visitant brings
ruin to you and yours - triggering In Want.
The Green Defiance

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.

“The line between order and disorder lies in Permanent bonus


logistics” Every Family & Faction connected to the Hub
can erase a Need if another connected Family &
Civilization has sprouted from the ruins, fragile
Faction has it as a Surplus. If they decide to trade
and hungry, and it must take roots far and wide
through the Hub the Surplus is not Erased. The
if it wants to survive. Your roots are routes: roads,
price is 1-Treaty to the providing Family & Faction
ports, landing pads. The form of transport matters
and to those in control of the Hub.
little, you have connected the Homeland and
pushed the Wastelands away.
TRIALS Fortunes
For each Trial add an obstacle First, the Owner draws the
to the map (a Hostile Ground Hub.
or a Threat) on or around a For each Fortune, players
connector. Describe its hazards add a connector (road, bridge,
and the Owner states how the channel, tunnel, etc) to the
Hub overcomes it. map, allowing for fast and safe
If the Obstacle is placed over travel between settlements
a settlement, add a Faction that and locales. The first one must
exploits or preys on the Hub’s start from the Hub.
traffic. Give the Faction two of Add a settlement to the
the following: map whenever connectors
intersect. If connectors
Ń name.
ŃA
intersect over an existing
Ń unique resource/advantage.
ŃA
settlement add a Faction that
Ń characteristic tradition.
ŃA
works for or benefits from
Ń cultural taboo.
ŃA
the Hub’s traffic. Give the
The Owner states the unchosen settlement or Faction two of
options. the following:
Ń name.
ŃA
Ń unique resource/
ŃA
advantage.
Ń characteristic tradition.
ŃA
Ń cultural taboo.
ŃA
The Owner states the
unchosen options.
The Rising Faith

your creed’s foundation (A Wonder).


Sacrifice (Need: Leadership or Recruits).
Distress (Need: Morale or Culture).
Persecution (Need: Justice or Safety).
Exile (Need: Land or Prestige).
All Needs must be active when the Wonder is unleashed. Those who share any of them
gain +1 in the Wonder roll, instead of the usual Surplus matching bonus. Each Family
may only unleash the Rising Faith once, ever.

Humanity hungers for a higher purpose. To Permanent bonus


find meaning in all this suffering and toil. To Name a relic, a high priest and a location on the
look into the unknown with confidence born map. As long as you hold at least one you have
of comprehension. Faith provides all that and access to an extra Doctrine, picked from the
Servants of the One True Faith playbook. Others
much more. Beware its zeal, though as it turns must hold all three to seize control of the Rising
strangers into kin, but nations into monsters. Faith.
Trials Fortunes
Families & Factions that gain only Trials are Families & Factions that gain only Fortunes
deemed Corrupt by The Rising Faith. They are deemed Virtuous by the Rising Faith. They
Erase all Treaties on the Owner and Share Erase all Treaties on any Corrupt Families
2-Treaties among other Corrupt Families & & Factions, and Share 2-Treaties with the
Factions. Owner.

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.

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