Professional Documents
Culture Documents
Stress: ⏩ ⏩ ⏩ ⏩ ⏩ ⏩ Experience: ⏩ ⏩ ⏩ ⏩ ⏩ ⏩
You’ll mark Stress when you’re harmed or when you You mark Experience when you roll a 6-, when you work toward
exert yourself. When your Stress track fills, look to your goals, and for various other reasons. When your Experience
the Exhausted move. track fills, look to the Advancement move.
Hex: ⏩ ⏩ ⏩ ⏩ ⏩ ⏩
You’ll mark Hex when you’re exposed to magical
forces or when you try to harness them. When your
Hex track fills, look to the Hexed move.
Goals:
Write one goal to start. You can add more as you advance. At the end of a session, if you’ve made signifi-
cant progress on one or more of your Goals, mark an Experience. You can change your Goals at any time.
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Moves:
You get all the Default Moves and two Chosen Moves.
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DEFAULT MOVES — everyone gets these
Derring-Do Stare Into Eyes Not Your Own
When you act to avoid danger, roll with the ques- When you look into someone’s eyes to discern their
tions: feelings, roll with the questions:
• Are you being flashy or impressive? • Have you made yourself vulnerable?
• Did you say this might happen? • Do you know something important about them?
On a 10+, you avoid the danger. On a 7-9, you avoid On a 10+, ask two. On a 7-9, choose:
the danger but at a cost or with a complication. On a • ask two, mark 1 Stress, and the GM asks you
6-, you take the brunt of it or it gets worse. one
• ask one, and the GM asks you one
On a 6-, ask one, mark 1 Stress, and the GM asks
Wound you one.
When you strike out with the intent to cause harm, • What are you feeling?
roll with the questions: • Are you telling the truth?
• Are you defending yourself? • What do you intend to do?
• Have witnessed them acting unjustly? • How could I get you to _________?
• Can I hold you?
By default, you deal 1 Stress. If you’re armed (with • Will you love me if I ________?
a weapon or special knowledge), deal 2.
On a 10+, exchange harm, and choose two from Inspect the Area
below. On a 7-9, exchange harm, choose one from When you poke around the immediate area, roll with
below, and the MC chooses one to affect you. On a the questions:
6-, exchange harm and be prepared for the worst. • Do you take your time?
• Inflict an extra Stress. • Do you have help or specialized equipment?
• Mark one less Stress.
• Remove an advantage. On a 10+, you can ask three of the following ques-
• Force a change of location. tions. On a 7-9, ask two. On a 6-, ask one and be
• Affect one or two extra targets. prepared for the worst.
• Create collateral damage. • What is being concealed here?
• What is most valuable here?
• What is the history of this place?
Victory? • Who was here recently?
When you fill someone’s Stress track, roll +the num- • What is useful here?
ber of times you’ve filled their Stress track. On a
10+, choose one from this list:
• They reveal a key piece of information before Explore the Wilderness
escaping. When you spend a day exploring a large area, roll
• They turn themselves over to you; ask questions with the questions:
from Stare Into Eyes Not Your Own as though • Do you take your time?
you’d rolled a 10+. • Have you been somewhere similar?
• They fall unconscious.
On a 10+, choose two. On a 7-9, choose one.
On a 7-9, the MC chooses from the list above or the • You don’t attract unwelcome attention.
list below: • You learn something useful about what lives
• They surrender but refuse to talk. there.
• They call upon a dangerous power to assume a • You find something previously unseen.
new form. • You see something beautiful and wondrous; ev-
• They fall for you. eryone present erases 1 Stress.
• They die.
Hexed
Throw Your Weight Around When your Hex track fills, erase all Hex and choose
When you demand something you think you de- one:
serve, erase Experience and roll +Experience erased • You mutate; gain a random personal tag.
(max +2). On a 10+, you get what you asked for. • You mutate; trade a random move for a different
On a 7-9, you get most of what you asked for or random move.
something similar. On a 6-, you might get what you • You leak; everyone present marks 1 Hex.
asked for, but your reputation is at stake or some- • You attract unwanted supernatural attention.
one has taken offense.
Advancement
Give Yourself Up When your Experience track fills, erase it and choose
one:
to the Will of Fate • Gain a new move.
When you only have 1 Stress unmarked and you turn • Gain or erase a personal tag.
to the unseen fates for advice, ask the other players • Add a new Goal (max 3).
what they think you should do. When you pursue • Abase yourself, gaining forgiveness from some-
what one of them recommends, erase 1 Stress and one you have wronged.
take +1 to the next roll in that pursuit.
CHOSEN MOVES — pick two to start with
Compatriots
Actively Loving Parent(s) BLUE MERCHANT CONTRACT
You have one or more parents that are You have an ongoing arrangement with tall,
alive; they love you, and they communicate blue-skinned merchants that live just side-
with you regularly. When you can spend 24 ways of the places we know. When you need
peaceful hours with them, heal 1d6 Stress, a rare object or dangerous contraband and
and your allies present can heal 1 Stress. have time to draw up a contract, one of the
Once a session, you can ask them one merchants will step forth to help. Choose
question from Give Yourself Up to the Will up to 3 from the list below and roll with the
of Fate; the GM will answer from the point number of options marked.
of view of your parents. • Give over a valuable object.
• Reveal a secret to the merchant; mark
Parent Name(s): 2 Stress.
__________________________________ • Channel magical energy to the mer-
__________________________________ chant; mark 2 Hex.
• Lose a memory to the merchant; erase
Parent Look(s): 1 Experience.
__________________________________ • Wear a sigil of the merchant (patch,
__________________________________ sandwich board, etc); erase 2 Reputa-
__________________________________ tion.
• Sacrifice future possibilities; make your
next roll at -1 instead of rolling with the
questions.
• Give over your heart; you are in love
Duck soul with the merchant.
The lightest part of a duck’s spirit, the bit
which sheds ghostly feathers that rise to On a 10+, you get the object you need. On
mallard heaven, has cooled and collected a 7-9, choose 1:
around you. It’s simultaneously airy and • The object is a loan and must be returned
moist, making it adept at dodging blows, in the same condition else you anger the
striking quickly, and boiling its passions at merchants.
celebratory bonfires. • The object is an artful counterfeit that will
stand up to casual observation but will
When you use the duck soul’s intuition to be discovered as a fake in 1d6 weeks.
dodge a weapon strike, tell the GM to se- • The object is infested with a spiritual
cretly set a single die to one of its faces. Do parasite that collects and distributes the
the same; if you picked the same number stories of your soul. PCs near the object
as the GM, you mark no Stress. must mark 1 Hex whenever they roll or
else treat that roll as a 6-; NPCs get sick
Add a new option to your Exhausted move: and sad.
⏩ Erase all Experience and black out; you
awaken at the last bonfire you rested at. If On a 6-, be prepared for the worst, such as
you reach the spot you died at, regain the a dangerous quest from the merchants.
Experience you erased.
Merchant names: Kreg, Grigg, Brugh,
Gredd, Droob, etc.
Double-bodied Grandma’s ghost
You are two people who, for some reason, You are a vessel for your grandmother’s
can’t be seen together. Choose one: spirit. Your grandma was a:
⏩ Crime twins. ⏩ Troll.
⏩ Students of the same murdered master. ⏩ Witch.
⏩ Forbidden lovers. ⏩ Pirate.
⏩ Magical doppelgangers. ⏩ Pugilist.
⏩ Split in two by a curse. ⏩ Something else: ___________________
You are functionally interchangeable, with When you take this move, choose an addi-
the same skills and knowledge. Add the fol- tional move that your grandma has. Assign
lowing to your Exhausted track: her a separate goal. When your Hex meter
⏩ Your other self dies or disappears; lose fills or when you roll a 6-, your grandma
the Double-Bodied move. might take over. She can use Default Moves
and her moves. You can spend Experience
When you want to be somewhere that would to teach her moves.
be inconvenient or impossible for you to be
at (if you are trapped, immobilized, or oth- She’ll relinquish control only after she:
erwise inconvenienced, for instance), roll ⏩ Teaches you humility.
with the questions: ⏩ Helps you find love.
• Did you leave a message as to where ⏩ Gains vengeance on her enemies.
you’d like to be? ⏩ Eats her favorite food.
• Is your other self nearby or able to travel ⏩ Work with the other players to write your
quickly? own: ______________________________
On a 10+, you show up despite your incon- Add the following to your Exhausted list:
venience and have the advantage of sur- ⏩ Your grandma is taken by ghost hunters
prise. On a 7-9, you show up but bring new or spirit merchants and must be rescued.
trouble. On a 6-, be prepared for the worst; ⏩ Your grandma moves on from you; why?
perhaps your other self is in ironically simi- Lose the Grandma’s Ghost move.
lar trouble.
“Horse”
You have a loyal mount. It starts a simple Talk with your GM and fellow players about
beast that can run at a decent clip. When violence toward animals. Can your mount
your Experience track is full, you can choose be attacked? (If not, it probably shouldn’t
to erase it to grant your mount the following attack, in which case you can skip that ad-
abilities. They must be gained in order. vancement above.) Can it be otherwise men-
⏩ It can attack. Describe how. aced or endangered?
⏩ It can talk. Is it to everyone, or only to
you? Name: _____________________________
⏩ It gains chitinous armor, reducing the Look: _____________________________
damage it takes by 1. __________________________________
⏩ It can run across water. __________________________________
⏩ It can walk on walls and ceilings. __________________________________
⏩ It can fly. Describe its means of locomo-
tion.
New Friend Porter
When you turn an acquaintance into an ally, You start with 2 points to spend on how
you can choose to lose this move and gain you store and transport things. The options
a Cohort move. This cohort has a skill, such tagged as NPC should be given names; they
as blacksmithing, cartography, translation, can’t be killed or have gory violence inflicted
or singing; when the cohort is with you and upon them, but they might be captured, be
their skill would help with a move you roll, chased off, or require payment or promises
you can add +1 (max +2) to that roll. from you in dire situations.
Your cohort is working on a project that will You can spend a full Experience to gain 2
eventually be useful to you and the cohort. more points; you can also “turn in” your
When you trigger the Advancement move, previous choices and spend those points on
you can choose to fill a segment of the clock something else. What happens to the things
instead of the listed advancements. Work and people you turn in?
with the rest of the table to decide what ⏩ mule (1 point, compatriot, mobile)
happens once the project is completed. ⏩ cart (1 point, mobile, encumbering)
⏩ ergonomic & complicated heap of back-
Your cohort will probably have at least one packs, baskets, etc (1 point, personal)
need, such as money, food, affection, or re- ⏩ sled (1 point, mobile, encumbering)
sources. If the need goes too long unful- ⏩ dogs (1 point, compatriot, mobile)
filled (such as if the cohort is involved in ⏩ unpickable lock (1 point, add the secure
a roll of 6-), you won’t be able to get help tag to any non-compatriot option)
from them or advance their project. ⏩ extended family (2 points, compatriot,
mobile, demanding)
Name: ____________________________ ⏩ hidden vault (3 points, secret, storage)
Skill: ______________________________ ⏩ foldable pocket dimension (3 points, dis-
Wants: ____________________________ creet, personal)
Longterm project: __________________ ⏩ walking statue (3 points, mobile, combat-
ready, compatriot?)
On a 7-9, choose 1:
• The investigator gives you advice that is
hazy but potentially helpful.
• The investigator can give you helpful ad-
vice but only after you help them with a
convoluted case.
When you defeat a powerful being whose When you travel to a pocket realm, roll with
taxonomy is represented in your deck, you the questions.
can mark 1 Hex to add a card representing • Have you done your research?
the being (or the being itself?) to your deck. • Have you taken time to prepare a gate-
Gain 1 hold; you can spend this hold to gain way?
+1 (max +4) on the next roll you make with
your cards. On a 10+, you get all three. On a 7-9,
choose two. On a 6-, choose one.
• You don’t attract attention on the way
and when you arrive.
• You can bring someone along safely.
• Time passes at the same rate at home
and in the pocket realm.
Look: _____________________________
Material (choose one and specify or write
your own): [wood] [metal] [stone] [energy]
[biological] [crystalline]
Eye Helmet Heavy Armor
You have a helmet that is also a big eye. It You wear bulky, protective armor. Describe
lets you see through solid material. It also it and gain the personal tag slow.
protects your head, I guess. These things
usually belong to servants of the Optic God, The first time someone harms you in a scene
so think about how you got it. and your armor could protect you, you don’t
mark any Stress. After that, all harm is re-
When you Inspect the Area, optic obstruc- duced to 1.
tions no longer matter to you (unless it’s
lead; you can’t see through lead). You can Look: _____________________________
ask questions about things on the other Material (choose one and specify or write
sides of walls, doors, floors, etc. your own): [wood] [metal] [stone] [biologi-
cal] [crystalline]
When you try to harness the power of the
Optic God, roll with the questions:
• Do you serve the Optic God?
• Have you seen something previously un-
seen in the past day?
Journal
When you make time to diligently document
On a 10+, choose one. On a 7-9, choose
the day’s interactions with those you love
one but expect a request from the Optic
when you should be doing something else,
God. On a 6-, instead of seeing, perhaps
take +1 forward interacting with someone
you are the one that is seen.
you wrote about and choose 1:
• The next time you would mark Stress,
• You better understand your feelings;
mark 1 less.
erase 1 Stress.
• You can ask questions from Explore the
• You better understand the feelings of
Wilderness as though you’d rolled a
the person you wrote about; ask them a
10+.
question from Stare Into Eyes Not Your
• The stars speak to you in glimmering lu-
Own.
minosity; you can trigger Give Yourself
• You have the beginnings of a brilliant
Up to the Will of Fate.
plan to bring people closer; describe
who’s involved and fill in a segment of
Look: _____________________________
the clock.
Material (choose one and specify or write
your own): [wood] [metal] [stone] [energy]
[biological] [crystalline]
When the clock is filled, you hold a party
or create an unlikely meeting that seems
coincidental. Everyone involved shares time
Lucky Coin and space, and you and they all erase up to
2 Stress.
When you trigger a move, if you have time
in-game to flip a coin, you can do so in real
life. Instead of rolling with the questions,
choose heads or tails and flip a coin; if you
chose correctly, you get +2; if you chose
incorrectly, you get +0.
Look: _____________________________
Material (choose one and specify or write
your own): [wood] [metal] [stone] [energy]
[biological] [crystalline]
Magnificent Weapon
You wield a weapon of particular craft or lineage. Detail
its looks, range, and material.
Look: _____________________________
Range (choose one): [melee] [missile]
Material (choose one and specify or write your own):
[wood] [metal] [stone] [energy] [biological] [crystal-
line]
When you trigger a move, you can choose It has its own Stress clock; as long as the
to mark 1 Hex to draw a card. The card’s ef- clock isn’t full, the vehicle moves and pro-
fect applies to the next applicable moment tects those inside from harm.
in the fiction. Then shuffle your cards.
Tavern
You own a tavern, bar, common house, or On a 10+, you gain [rumors]. On a 7-9,
other location used for inebriation, venting, you gain [rumors], but it costs you; choose
and socializing. It’s normally self-sustain- one:
ing. • Erase 1 Experience.
• Mark 1 Stress.
Name your tavern: _________________ • You owe a debt that must be repaid
__________________________________ soon.
• You attract unwanted attention.
When you work the bar or go to an employee
for information, roll with the questions: [rumors] can be a specific piece of informa-
• Have you kept the workers happy? tion that you were looking for, or it can be a
• Are you in good standing with the com- generic currency that you can spend later to
munity? add +1 to you or an ally’s roll that might be
helped by knowing a rumor (max +3).
Strange Abilities
Ancestral library Become Cats
When you consult the memories of your an- When you burst into 1d6 cats, roll -CATS.
cestors, which live on inside you, you can
read any ancient language. On a 10+, you retain control of all the cats,
and each can act individually.
You can also mark 1 Hex to answer yes
when rolling with a question; an ancestral On a 7-9, you retain control of the cats, but
memory gives you the relevant knowledge. they must move and act as a herd.
Which ancestor helped?
On a 6-, 1 cat gains independent sentience
and must be befriended before you can meld
back into your original body.
Animal Friendship
When you help an animal understand that
you mean it no harm, mark 1 Stress or 1 Bee Resonance I
Hex and roll with the questions: There’s bees in you. When you’re wounded
• Are you alone? or distressed, they emerge to fight in your
• Have you exposed yourself to the ani- defense. Why is this?
mal’s dangers?
When you mark Stress, roll +Stress marked.
On a 10+, the animal trusts you and will On a 10+, bees emerge and deal your at-
perform a small service such as revealing tacker an equal amount of harm. On a 7-9,
a secret passage, distracting an enemy, or they deal 1 harm. On a 6-, those bees are
turning over some hoarded food. mad, but maybe they emerge at the wrong
time and wreak their vengeance on the
On a 7-9, the animal is wary; it won’t attack wrong target.
as long as it doesn’t feel threatened, but it
won’t help either.
Demon Tongue
You can talk like a demon (an old word for a
Channeler being driven from their home). Maybe you
When you harness your Hex to cause harm, are one. Choose one:
roll +Hex (max +3). On a 10+, choose 2. ⏩ You can speak and understand any lan-
On a 7-9, choose 1. guage.
• Inflict Stress equal to Hex rolled and ⏩ You can speak directly into the ear of
mark 1 Stress. someone you can see; no one else will
• Erase Hex rolled. hear.
• Do not attract the attention of a danger- ⏩ Look into someone’s eyes and mark 1
ous sprit. Hex; you will speak a single word that de-
scribes the person’s greatest desire.
On a 6-, be prepared for the worst.
You can take this move multiple times.
Cower
When someone attacks you, roll with the
questions:
• Are you showing fear or weakness?
• Are you unarmed?
When you access your personal spark of When you fulfill the angel’s desire, choose
divinity in order to pass the consequences one:
of a 6- roll onto your surroundings, mark 1 • Mark Experience.
Hex and roll with the questions: • Erase all Hex.
• Does your action speak to the properties • Find a gift left by the angel.
watched over by your divine self? • Ask a question from Stare Into Eyes Not
• Has your anger or jealousy been Your Own about a single person regard-
roused? less of distance.
On a 10+, the bad things happen to your You can now ask to be haunted by another
surroundings, and it isn’t linked to you. On angel.
a 7-9, the effects are passed on, but ob-
servers know it came from you. On a 6-,
prepare for the worst; the fates or gods are
after you in addition to the extant negative
effects. Goat Legs
You have hooves and hairy legs. Gain the
tag “ungulate.” You can walk up all but the
most frictionless surfaces at a decent if zig-
zagging pace. You can balance easily atop
small, uneven surfaces, even if they move
a bit. As long as you can run, you can’t be
caught (unless you allow yourself to, or un-
less you run yourself into danger).
Hemokinesis Ill-Fated
You have some control over your blood. Whenever you roll, you can choose to mark
1 Stress to roll +Hex (max +3) instead of
You can mark 1 Stress and 1 Hex to use rolling with the questions or the indicated
some of your blood to create three red- value.
skinned, jockey-sized servants. Choose two
traits:
• shark teeth, vestigial wings, hooves,
horsetail, bat nose, oaty scent
Inheritance
They follow your orders and can carry you You can only take this move if someone
if they work together. You can choose to would leave you their inheritance. When
see through their red-filmed eyes or hear that person dies, choose 1:
through their womby ears but at the loss of • It’s larger than you expected.
your own sight or hearing. • It includes an object you’ve coveted.
• It brings you closer to an estranged rela-
When you would mark Stress, you can in- tive.
stead choose to sacrifice one of the ser-
vants. And choose 1:
• Other relatives plot against you to get a
You can mark Hex and Stress to send your share.
blood flying into the air; roll +Hex/Stress • It comes with a child or vulnerable adult
marked (max +2). you must care for.
• It reveals a secret that lowers the esteem
On 10+, a single ally or all of your minions of you, your family, or the deceased.
know your location and learn a message up
to 25 words carried in your blood. On 7-9, You can take this move multiple times; each
they know your location and a single word. time, it can only be triggered once.
On 6-, they know your location, but so does
something dangerous.
Life in Death
Add one of the options below to your Ex-
Hidden Heart hausted list. This move can be taken mul-
You have hidden your heart (or other vital tiple times.
organ) somewhere away from your body. ⏩ Gain fame or recognition as the story of
When you would mark Stress, you can your peril spreads.
choose to instead mark Hex. ⏩ The story of your peril spreads.
⏩ The authorities are hunting you.
Whenever your Stress track fills, fill your ⏩ One of your secrets is revealed.
Hex track. ⏩ You enter a new body; remake your char-
acter, trading out all your tags and moves.
Remove the following options from your Ex- ⏩ [work with the other players to come up with
hausted list: one]: _____________________________
⏩ You become a ghost or angel.
⏩ You die, only to return unexpectedly in
the future.
⏩ You die, never to return.
Mapmaker Muto
You can’t get lost if you can see the sky. When you trigger the Hexed move, roll with-
out any modifier. On a 10+, you can choose
When you Explore the Map, you can roll with an option from the list below instead of from
+2 instead of rolling with the questions. the Hexed move. On a 7-9, you can choose
a mutation from the list, but if you do, you
When a player rolls the Welcome Wagon lose this move. On a 6-, the GM chooses a
move, you can describe a geographical or mutation from the list.
visually noteworthy feature of the area. ⏩ Your gender changes.
⏩ You grow gills that allow you to breathe
underwater.
⏩ One arm grows huge; write a personal
Mark tag about it.
When you try to attract the attention of an ⏩ You grow third lung; when recover Stress,
enemy, roll with the questions: recover 1 extra.
• Do you look like a bigger threat than ⏩ You have bird claws for feet; you can
whatever holds their current attention? climb walls.
• Do you leverage personal knowledge to ⏩ You get a shock of miscolored hair.
make them angry with you? ⏩ Your eyes glow a color of your choice;
you can see in the dark.
On a 10+, the enemy can’t harm or distress ⏩ You grow a donkey’s tail; you stink.
any ally. On a 7-9, as 10+, but mark an ex- ⏩ Your teeth and nails turn black; when
tra Stress when the enemy harms you. On you attack enemies with them, they mark
a 6-, be prepared for the worst; maybe you an extra Stress.
can only attack the enemy you taunted, or ⏩ You grow antlers; you have a hard time
maybe you can’t harm or distress them. getting through doors.
Merry Carouser
When you party with others, roll with the
questions:
• Did you provide food, drink, or song?
• Does everyone feel safe enough to loos-
en up?
On a 6-, choose 1:
• You overindulge, and your next 1d6 rolls
are made at -1 instead of with the ques-
tions.
• Choose 1 of the final three options from
the list above, but it comes with a com-
plication.
Parallel Universe Poetry
When you’re given space to speak and you
Architecture spout poetical nonsense, roll with the ques-
Your building expertise has transcended tions.
space and time. You always recognize when • Do you know something important that
something has been built (as opposed to those present don’t know?
being natural). When you Inspect an Area • Do you possess an incising insight into
with architecture, add the following to the the person you’re speaking to?
list of questions you can ask:
• Who built this and when? On a 10+, choose 1:
• What is this architecture’s purpose? • You gain the romantic affection of some-
one present.
When you focus your transcendent knowl- • You confuse the royalty and aristocrats
edge of buildings on a specific area, roll with present; choose one to mark 1 Stress.
the questions: • You spread word of recent news or some-
• Did I successfully name five architectural one’s reputation through the land.
flourishes/features in as many seconds?
• Do I have time to survey the area? On a 7-9, choose 1 from above, but the GM
can complicate it in some way:
On a 10+, you summon an architectural • The results include an unintended tar-
feature of your choice into the immediate get.
area. On a 7-9, you summon the feature, • Your message is twisted in some way.
but something else comes with it. On a 6-, • A friend or ally is implicated in negative
be prepared for the worst. reactions.
Pharmaka
When you try to harvest herbs from the flesh
or blood of a godlike being, roll without add- Point of View
ing anything. On a 10+, hold 2 herbs. On a Choose a question from the list below or
7-9, hold 1. On a 6-, hold 1, but the blood work with the table to write a new one. When
demands something of you. rolling with the questions, you can ask this
question in addition to any others. (You still
You can spend a held herb in lieu of mark- can’t roll with more than +3, however.)
ing Hex. • Are you enacting the will of your mas-
ter?
When you use the magic herbs to transform • Are you resisting the defilement of the
someone, roll +herbs spent (max +2). On natural world?
a 10+, choose 3. On a 7-9, choose 2. On a • Are you protecting someone who can’t
6-, choose 1. protect themselves?
• Their transformation doesn’t leave them • Are you helping someone come to terms
in endless pain. with a hard truth?
• Their new form makes their petty im- • Are you showing off for potential love in-
perfections obvious to all who gaze upon terests?
them. • Are you [write your own]?
• No one knows you were responsible.
• You don’t mark 1 Stress from shame.
Poisoner Sin-Eater
When you deal harm to someone with a When you eat someone’s sins, tell everyone
weapon or prepare food or drink for them how it looks and then roll with the ques-
without being seen, gain 1 hold over them tions:
(max 1). You can spend your hold in the • Did you get consent?
next 24 hours to: • Did you prepare a ritual space?
• Have them fall unconscious.
• Be overcome with illness. On a 10+, their sin leaves them and is di-
• Tell an embarrassing truth or disclose a gested into nothingness through you. On a
deeply held secret. 7-9, the sinner is cleaned but a stain is left
in you. On a 6-, the sin becomes a major
How do you do this? [biologically] [magi- component of your personality and/or moti-
cally] [alchemically] vation; add or change a personal tag.
Resurrectionist Sneaky
When you discover that you’re cursed with When you try to pass through an area un-
unending resurrection, gain 1d6 hold. Spend seen and unheard, roll with the questions:
1 hold for an NPC to have known you in a • Are you moving slowly?
past life; when you do, mark 1 to 3 Stess • Are there noises or sights to distract
as you recognize them and roll +Stress from you?
marked. On a 10+, choose 1:
• They feel honorbound to help you. On a 10+, choose two. On a 7-9, choose
• You recall something embarrassing or one. On a 6-, be prepared for the worst.
damaging about them. • You pass unnoticed.
• They’ve been saving an important item • An ally can follow in your tracks.
or piece of information for you. • You see something you weren’t meant
to see.
On a 7-9, choose 1 from the list above and • You gain an advantageous position.
the GM chooses 1 from the list below:
• They’re waiting for a chance to kill you.
• They know a weakness of yours that you
aren’t aware of.
• Something stronger and more danger-
ous is watching you out of their eyes.
On a 10+, roll on the Patch table below; you can spend 1 Hex to adjust the second die (the
“ones” place) up or down by 1.
On a 7-9, roll on the Patch table and the Glitch table; you can spend 1 Hex to adjust the second
die up or down by 1. You choose the details of the Patch, and the GM chooses the details of the
Glitch unless otherwise noted.
Patch:
11. place a door 41. grant +1 to someone’s next roll (max
+3)
12. place a 10’ pit 42. choose any 2 questions; you use them
for your next roll
13. place an animal; it acts naturally 43. beautiful music plays at your command
for the next 24 hours
14. place a 10’ x 10’ x 2’ stone wall 44. place a feast
15. a being of your choice can pass through 45. change up to 20 gallons of liquid into
solid objects for 10 minutes another liquid of your choice
16. the world is updated to a higher resolu- 46. permanently change a person or place’s
tion (visually) name; no one remembers the old name
21. place a large tree or towering vine 51. return life to a single dead being
22. place a single object, weapon, or device 52. you can walk on water for 1 day
no larger than 5’ in any dimension
23. set something on fire 53. summon a person you’ve met
24. you can speak to and understand either 54. you can see 20 feet in all directions re-
plants or animals for the next 1 hour gardless of light level and line of sight for 10
minutes
25. teleport up to 50’ in any direction 55. a being of your choice erases all Stress
26. a being of your choice deals +3 harm for 56. the world is updated to a higher resolu-
the next 10 minutes tion (spiritually)
31. you sense all lies for 1 day 61. you or an ally mark no Stress for 1 hour
32. completely remodel a single room or out- 62. place a pleasure dome
door area no larger than 20’ square
33. paralyze someone for up to 10 minutes 63. place a constellation
34. all your lies are believed for 1 day 64. an enemy becomes an ally
35. place a “save point;” you can rewind to 65. the world pauses to load; you learn an
this moment once in the next year important fact
36. a stranger visits you with a gift (GM’s 66. create the conditions to trigger an ally’s
choice) move of their choice
Glitch:
11. rain of fish 41. a swarm of hungry insects appears
12. an item is duplicated 42. milk within 1 mile turns sour
13. a being is duplicated 43. statues within 1 mile cry blood
14. a massive pyramid haunted by a mummy 44. a haunted cemetary erupts from the
erupts from the ground ground
15. you or an ally are turned inside out 45. your third eye opens for the next hour; it
(mark 1 Stress) can only see the bad in things
16. all of your equipment and clothing (ex- 46. the next time you sleep, you and your
cept undergarments) become invisible for 1 allies become trapped in a dream dungeon,
hour unable to wake until you escape
21. your voice comes out as a loud and 51. mark an option of your choice from Ex-
crackling hiss for 10 minutes hausted
22. you become a baby until the next sunrise 52. your Hex track fills
23. you immediately become drunk 53. you awaken a buried monster
24. you can’t lie for 10 days 54. an ally becomes an enemy
25. bells within 1 mile crack and peal disso- 55. the next thing you attack can’t be killed
nant notes by normal means
26. you or an ally fails their next roll 56. something nearby explodes
31. for 10 minutes, everything you touch 61. an angel appears; it doesn’t like you
becomes pixelated and brightly colored
32. you become stuck in a wall, rock or other 62. 20 cats appear and follow you until
object until an ally falls asleep at least 1 mile something distracts them; they meow con-
away stantly
33. your head and limbs become invisible 63. everything you’re carrying and wearing
and intangible for 10 minutes is deleted
34. flowers sprout and die in your footsteps 64. you appear before your greatest enemy
for 2 days
35. a duplicate of you (but inverted in color) 65. cross off all options in your Exhausted
appears, declares you their nemesis, and track except “you die, never to return”
runs off to plan your demise
36. a stranger visits you with a gift (GM’s 66. local reality crashes, rebooting at the last
choice) place you slept
Communities
Crew Moral Order
A devoted cadre of employees, colleagues, A formalized group of people with a spe-
or servants, a mix of dependable and stur- cific goal and often with a powerful leader.
dy folk who might also be specialists. They They might be similar to knights, monks, a
might travel with you, or they might live out guild, or a secret society. It’s up to you how
of a home base that bolsters their skills. big they are; maybe you’re the only mem-
bers other than a mysterious commander,
Crew name: _______________________ or maybe you have cells of allies scattered
Specialty: _________________________ across the world.
Members (each player, including the GM,
names and describes one): ____________ Order name: _______________________
__________________________________ Patron: ___________________________
__________________________________ Secret signs: ______________________
Morals (work as a group to write one or
Goal: When you bring them better equip- two): _____________________________
ment or advance their specialty, each of you
marks Experience. Goal: When you hold to your morals despite
it making things harder or more dangerous,
Benefit: Each player chooses an Equipment mark Experience.
or Location move they have; that move can
never be mutated, traded, or taken away Benefit: Each player chooses a move (in-
involuntarily. If the move has questions, cluding a basic move) and adds the ques-
add the question, “Has my crew recently tion, “Does my membership in the order
performed upkeep on this?” help me?”
What is financially/materially valued here? How is wealth abstracted, displayed, and trad-
ed?
What happens when someone breaks the law or commits a taboo action?
What animals live here? What plants grow here? Which of them do people eat?
Who holds power here? How did they get that power? Who is that power wielded over?
resource,
11 Actively Loving Parent(s): You have a parent (or more) who help you when needed.
12 Double-Bodied: You’re secretly two people. Shh!
13 Grandma’s Ghost: Your grandmother haunts you and sometimes takes you over.
14 New Friend: Turn an acquaintance into a compatriot.
15 Stoned Investigator: A goblinish/hobbitish friend interested in drugs & mysteries.
16 Card Duelist: You can use a deck of cards to fight in more ways than one.
21 Eye Helmet: A blessing from the optic god that lets you see more.
22 Lucky Coin: A heads-or-tails situation to replace typical modifiers.
23 Oracle Deck: Cards that let you affect reality.
24 Smoke-Powered Vehicle: Vroom! Burn things to drive.
25 Crystalline Garden: Grow and harvest crystals to fight with or eat.
26 Observatory: See the stars; spy on the earth.
31 Ancestral Library: All your relatives live on inside you.
32 Bean Counter: Store magical power in legumes.
33 Bee Resonance I: You are filled with bees.
34 Birdcaller: Sing to the birds to learn of the land around you.
35 Cocoon: Take a nap while also being impervious to harm.
36 Demon Tongue: Speak the language of the displaced.
41 Empower/Enervate: Help and hinder friends and enemies.
42 Expeditious Drapery: Summon curtains whenever needed (and even when they’re not).
43 Fisher: Take friends out on the lake and cast some nets or lines.
44 Forceful Exhalation: Blow hard.
45 Goat Legs: Walk up steep cliffs to seek tasty minerals.
46 Haunted: Angels (the ghosts of the dead) come to you with their problems.
51 Hemokinesis: Shoot your blood out for friends and fashion.
52 Ill-Fated: Suck in magic to get stronger.
53 Life in Death: A brush with mortality has taught you a lesson.
54 Mark: Enemies focus on you to the detriment of their fighting ability.
55 Muto: When things get strange, you get stranger.
56 Pharmaka: Grow dangerous poisons from the footsteps of gods.
61 Point of View: You learn to ask more questions of the world.
62 Resurrectionist: In a past life, you made friends and enemies.
63 Sneaky: Shh! There’s nothing here.
64 Target: You get captured a lot, but you and your allies learn things when you’re freed.
65 Unlicensed Reality Patch: You wouldn’t download a reality, would you?
66 Choose a move from another game.
11 Blue Merchant Card: An ongoing contract with interdimensional merchants.
12 Duck Soul: A swift-feathered mallard has died and granted you its slickness.
13 “Horse”: A beast to ride.
14 Porter: Someone to carry your things.
15 Big Suit: Misproportioned outfit for exploring the places between places.
16 Enhanced Limb: Like a limb but better.
21 Journal: Write things down to gain social and therapeutic benefits.
22 Magnificent Weapon: A tool for fighting; nicer than most.
23 Riding Leek: Fly through the sky on a stalk vegetable.
24 Castle: A large building populated with folks. You’re in charge.
25 Long-Reaching Seedlings: Friendly plants that grow where you tell them to.
26 Tavern: Gain rumors from travelers and partiers.
31 Animal Friendship: Talk to animals; they might talk back.
32 Become Cats: What if you were 1 to 6 felines?
33 Bee Resonance II: You are bee royalty.
34 Channeler: Turn magical radiation into a weapon.
35 Cower: Baddies will leave you alone if you don’t look like a threat.
36 Diplomat: You’ve been charged with making peace in faraway lands.
41 Escapist: When the going gets tough, you can get the fuck out.
42 Explosive: Boom! all around you.
43 Flesh Sculptor: A gross ability that lets you change others (with their consent).
44 Fungal Weirdness: Mushrooms grow out of you, and you control their spores.
45 God Inside: An illegal deity has taken up residence in your body.
46 Heavy Armor: When you get hurt, you can say no.
51 Hidden Heart: No one can find the real way to kill you.
52 Inheritance: Someone left you something nice.
53 Mapmaker: Never get lost. Tell others what’s out there.
54 Merry Carouser: Master of ceremonies, particularly good partier.
55 Parallel Universe Architecture: Swap in buildings from other timelines.
56 Poetry: Rhythms and rhymes to embarrass or empower others.
61 Poisoner: Slip people something to hurt them or have them tell the truth.
62 Sin-Eater: Take the bad out of others so that they can live on.
63 Tactical Grid Perception: A secret 5x5’ grid overlays everything, and you can use it.
64 Unhex: Magic makes people sick, but you can fix that.
65 Whale Ate My Parents: You must take vengeance (and maybe find your parents).
66 Choose a move from another game.