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The Traitor Role

Core Book
qq The Elder: Mark when you depose the qq The Remnant: Mark when you sabotage
leaders you advise. The GM will say who the future in the name of a power or
else you need to hurt or sacrifice to assert principle from Before. Say whose hopes you
control. Name who will step in to take over will crush. The GM will lead you to a yet-
and purge their weakness. undiscovered source of ancient power or
qq The Envoy: Mark when you approach your wisdom - your choice.
most vicious foes with an offering of peace qq The Scavenger: Mark when you hoard
or alliance... behind your leaders’ back. resources others desperately need.
Name a rising faction among your foes who Describe your lair's defences: is it well
is ready to listen. The GM says who you will hidden, too dangerous, or far out the way?
need to betray to seal this deal. The GM will say how your hoard beckons to
qq The Firebrand: Mark when you sacrifice dark hearts and monstrous foes.
the oppressed to raise your power across qq The Seeker: Mark when you weaponize
the Homeland. Name the leaders who come one of the wasteland’s grand structures.
to listen to your principles. The GM will tell Describe the destruction it can unleash.
us about those who have seen through The GM will tell us what you still need to
your actions and vowed bloody vengeance operate it safely.
upon you. qq The Sentinel: Mark when you let the
qq The Hunter: Mark when you hunt for the wolves at the door in. Name the critical
last exemplar of a species. Describe the tactical or strategic advantage you get from
trophy you seek and the powers it grants. your betrayal. The GM will name two things
The GM will tells us of your quarry’s lair: you hold dear to be ravaged by the attack,
pristine, remote, or hostile. pick one.
qq The Machine: Mark when you embark on a qq The Survivor: Mark when you steer the
genocidal crusade. State your target and say thing you survived towards your foes. Say
what this awakens in you: hot fury or lethal how they were never prepared for this. The
efficiency. GM will tell us how it will rage out of your
qq The Promethean: Mark when you decide control.
to hold the Homeland hostage. Describe qq The Untamed: Mark when you bully
the doomsday weapon you built and make the weak and desperate into doing your
your demands. The GM will tell us of those bidding. Say how they make you proud
who will rise against you. at the eleventh hour. The GM will say how
qq The Reaver: Mark when you purge a they became stronger, enough to stand up
bountiful land of its inhabitants. Say who for themselves in the future.
in your Family turns a blind eye to your
predations so they can get rich. GM says how
the bloodshed curses the land.
The Traitor Role
The Engine of Life End Game
qq The Beacon: Mark when you sell out your qq The Foundling: Mark when you sacrifice
artistic vision to suit the tastes of those in your tribe to save someone else. The GM will
power. Describe the influential patron who say what crime you must carry out against
will support and protect you. The GM will your own kind to balance the scales, and
cancel the lasting effects of one of your what curse will be introduced to your bond
Roles, as fans lose faith. if you refuse.
qq The Historian: When the lingering effects qq The Hellion: Mark when you invite wicked
of the Fall bring horror and havoc, describe things into the Homeland. Tell us who
the Tome that chronicles and explains the they will bring ruin to. The GM says what
Fall. The GM tells us about the cult that will in them surprises you: their numbers, their
do anything for this Tome as soon as it’s wickedness, their power.
unveiled. qq The Herald: The Villain. Shift to this role
qq The Matchmaker: Mark when you see the when someone needs to be brought to
tumult a relationship will bring to the world. heel. When your methods appal your
Name someone who will help you thwart it. Family, add +1 to any two stats. The GM will
The GM tells you whose heart they need tell us about the innocents who embraced
to break to follow your plans – and their your wicked ways for good.
inevitable revenge. qq The Martyr: Mark when you meet the
qq The Prodigy: Mark when you sacrifice a key greatest tormentor of this Age. To win their
to the future or a place of power to banish a heart and soul you must give yourself fully
threat. The GM will say how this will greatly to them. Say if it’s a lesson you must learn
endanger those who believe you can save or must teach.
the future. qq The Road Warrior: Mark when you
qq The Saint: Mark when you take advantage abandon those who love you for a hopeless
of a disaster to fight for the future. Tell us of cause. Tell us about the path of terror you
the timely calamity that will hit your foes. carve among your foes. The GM will say
When you charge into this calamity, you which loved one followed in secret amidst
can gain the benefits of Saint moves even if the carnage.
your goal isn’t to “save lives”. The GM will tell qq The Warlock: Mark when the lack of
us of the calamity’s victims. unity takes the homeland to the edge of
qq The Scout: Mark when you find a seemingly precipice. Forge unseen bounds to enslave
-inexhaustible resource. Tell us why locals their leaders to your will. Name the token
haven’t exploited it, and the reason it’s they will carry as a sign of your control.
valuable to you. The GM will describe the The GM will say how the tokens make you
place of solace and beauty you must ravage vulnerable.
to reap these valuables.
qq The Storyteller: Mark when you fabricate
a story to demonise and vilify. Tell us
how widespread acceptance of this story
destroys your target. The GM will tell us
what part of your monstrous depiction they
live up to as a result.
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
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
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 Foundling

The feral child, raised among wolves. The changeling child, raised among people. The xenophile who can only
understood the strangeness in themselves among alien kind. The atavist who has lost a part of what made
them human and turned to less human company. Whatever you are, you were lost and then were found.
Stats Look Backstory
Choose one and add your family Choose one of each: Ask for a volunteer for at least one:
and tribe bonus: Masculine, feminine, concealed, ____ knew me before my bond
qq Force -1 Lore 1 Steel 0 Sway 1 ambiguous became clear. They appeal firmly
qq Force 1 Lore -1 Steel 1 Sway 0 Savage features, not entirely to my humanity.
qq Force 2 Lore 0 Steel 0 Sway -1 human, shifting features, ____ might actually understand
unremarkable my relationship with my tribe,
An accessory evoking your family. and that frightens me.
An accessory evoking your adoptive
____ has had something they
tribe. love taken by my tribe.
Name:
Force Lore Steel Sway

Foundling Moves Take Kith & Kin and one more:


n n Kith & Kin q q Summoner
In addition to your family, you’ve forged a bond with some of Where you go, your tribe can follow. In any scene where their
the native creatures of the homeland. They may be animals, presence has not been otherwise established, you may narrate
machines, monsters, behemoths, or something stranger, but a member of your tribe arriving or revealing themselves.
you can communicate with them, and they accept you as Conversely, in any situation where your tribe is present but you
one of their own. Pick a family playbook to represent them, are absent, you may arrive on the scene whenever you feel
and gain a stat boost from them in addition to your family. you are needed most.
Name your tribe: ______________________. The bond is mutual; the GM may, as a reaction, say that
When you Find Common Ground with your tribe, roll members of your tribe appear unbidden at your side, or try
with advantage. to compel you to appear before them.

q q Catalyst q q Ambassador
Through your bond, you become a key to deeper powers. When others follow your lead to navigate interactions with your
When a member of your tribe permits you to lay hands on them tribe, you may extend to them the benefits of Kith & Kin.
and channel arcane energies, you may Unleash Power as Should a member of your party benefiting from this provoke
though they were a device. your tribe, or if you voluntarily rescind your protection from
someone, roll +Sway. On a 10+, only the offending party
q q Changeling draws their ire. On a 7-9, all of your followers suffer. On a miss,
Your bond is transformative, letting you become more than even you temporarily lose the benefits of Kith & Kin.
an honorary member of your tribe. When you take a moment
to emulate their visage and abilities, roll +Roles marked. On a
10+, 3. On a 7-9, 2. On a 6-, still choose 1. q q Cryptid
ŃŃ Where your tribe goes you can follow. You can emulate Your bond is a subtle, haunted one. At least one member of
their mode of locomotion, and you do not suffer your tribe may always go unseen, unnoticed, or unrecognised
disadvantage in any environment where they would not. in your company. You can communicate with them subtly and
ŃŃ You can fight shoulder-to-shoulder with your tribe. Pick silently, and if you use Under Orders with a covert companion
up 2-3 weapon tags to reflect the way your violence in this way, they can only be detected if you select “There’ll be
mirrors theirs. unfortunate consequences,” on a 7-9 hit.
ŃŃ Your foes will recognize you only as a member of your tribe.
ŃŃ You do not inherit the native weaknesses and q q Inheritance
vulnerabilities of your tribe. Gain a quick character move from your family or your tribe.
ŃŃ Your bond does not give you a compulsion to fulfil or
otherwise alter your mind.

Role Moves Harm When you mark off your Forsaken


Trigger one at character creation: Rescued by your tribe box, decide which side you
qq Leader: Mark when you forge an alliance between finally choose. If you return to
Drawn away your family, spirit broken, say
your family and your tribe. The GM will say how
what wisdom, power, or trait
this alienates your family from their own kind. Feral (Cut off from from your tribe you nevertheless
qq Agent: Mark when you disguise your family’s your family) pass on to them. If you vanish
activities by using your tribe as a proxy. Say who among your tribe, become the
you intend to fool. The GM says who will hold the Lost (Cut off from face of a GM threat and name an
secret as leverage against you. your tribe) individual/group/institution your
qq Rebel: Mark when you take up arms against tribe will always watch over… or
your own family in defence of your tribe. Say Forsaken hunt. You may also decide which
why anyone who wishes to harm them must go group others must visit if they
hope to trigger your Eulogy.
through you first.
qq Outsider: Mark when you give up some of your Gear and Notes
Family identity to be closer to your tribe. Name You have an especially close companion or circle
someone important who this horrifies; the GM will from among your adopted tribe. Give them a
name someone who is determined to emulate you, specialty and Quality 1.
cost and danger be damned.
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 Hellion

What can you do? With a brat like that always on your back, What can you lose, lose? - The Ramones, Beat on the Brat

Stats Looks Backstory


Choose one and add your family Choose one of each: Ask for a volunteer for at least one:
bonus: Masculine, feminine, ambiguous, _________ gave me shelter when
qq Force -2, Lore 1, Steel 0, Sway 2 concealed. I was a runaway.
qq Force -2, Lore 0, Steel 1, Sway 2 Gas masked face, dirty face, wicked
face, playful face. _________ knew my real
qq Force -1, Lore 1, Steel 0, Sway 1 parent(s).
Goggles, mischievous eyes,
mysterious eyes, naughty eyes. _________ is also haunted by
Chubby body, deformed body, monsters.
slender body, supple body.
Name:
Force Lore Steel Sway

Hellion Moves Choose one of these:


q q A Deadly Game q q My Pet Monster
No one ever needed to teach you these rules! When Your best friend in the whole wide world is an
you have a moment to study your enemy and tell your otherworldly monster. Describe them and say their
plan to your allies, say what you are ready to sacrifice: name.
Choose two monster tricks: Choose two problems:
ŃŃ The battlefield
ŃŃ The respect of your friends qq Nobody can see it. qq It’s jealous.
ŃŃ Something precious to you qq It goes where no one qq It has lots of friends.
ŃŃ Another bit of your humanity else can. qq It’s greedy.
qq Only kids and other qq It’s really lazy.
And what you are set to destroy: monsters can hurt it. qq It’s destructive.
ŃŃ The enemy’s means of escape qq It can deal out a
ŃŃ The enemy’s’ dignity monstrous beating.
ŃŃ The enemy’s perception of reality. When you set your monster loose, give it your orders
When you enact your plan, roll +Steel. On a hit the and roll +Lore. On a 10+ manifest both tricks and one
plan comes through. On a 7-9, your allies choose problem. On a 7-9, use one trick and both problems.
something else you sacrifice. Also, gain a harm slot: Also, gain a harm slot:
Saved by contingency plan. Saved by my monster.
Pick one more from the following.
q q The Tree House q q The Weird Stare qq Those Who Love Me
You have a secret place where you When you let loose the energies Somehow they love you. Choose
feel safe. It’s yours and it’s cool and boiling inside you to protect, banish one and tell us who they are:
not everyone can get in. Choose or wreak havoc, roll +Sway. Say qq Your folks, parents and stuff.
two and tell us about it: what you’ll wreck to get it done: qq Those who created you.
qq Even you find it hard to reach. qq The whole place! qq The gang who has your back.
qq It’s hidden from everyone, even qq Another bit of your humanity. qq A cult that reveres you.
monsters. qq Your health.
qq The respect of your friends. They are 1-Quality Followers with
qq It’s stocked and spacious. 5 Loyalty. When you suffer harm in
qq It’s safe: you need a password. On a hit, you do it. On a 7-9, the their presence or they lose Quality,
qq It’s funny - time and space plays GM chooses another thing you you can instead lose 1 Loyalty.
tricks on you there. wreck. When you spend quality time with
them, recover 1 Loyalty.

Role moves Harm


Trigger one at character creation: Wrung by the Neck When you mark off your
qq Leader: Mark when you vow to protect a gang or (-1 in Steel & Force) Dead box, everyone who
family. Say who or what is haunting them. It will has backstory with you
never see you coming. gains lasting Advantage
qq Agent: Mark when you are sent against monsters. to destroy or overcome
Out of your League
State two facts about them. The GM will secretly whatever killed you.
(-1 in Sway & Lore)
decide which one is true.
qq Rebel: Mark when you radically change your
clothes and hair style. Say what you are angry
about, and the GM will tell you who’s drawn to Dead
start following you.
qq Outsider: Mark when you return home. Tell us Gear and Notes
about the dark forces that kidnapped you. The GM Add 1 to the Quality of a group of your Followers
tells us about the place of your captivity. when you Zoom In.
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 Herald

What do you desire? To find every scrap of lore left behind on the symbols and stories of the World Before. To
immerse yourself in them, to let them all wash over you... until someone else stares back from the mirror.

Stats Looks Backstory


You have 0 in each, plus your Choose one from each: Ask for a volunteer for at least one:
Family bonus. Androgynous, transgressing, _________ and I met at a secret
concealed. crossroads, hunting for lost
Sardonic glances, cold stare, knowledge.
piercing gaze.
Menacing aura, peaceful aura, I loved _________ before, under a
haunted aura. different name.
Husky voice, mellow voice, raspy _________ is helping me usher in
voice. my full potential.
Name:
Force Lore Steel Sway

Herald Moves Start with one of the moves below. Spend 5 charges to
unlock a new move.
You get this move:
q q The Mythic Dimension
q q With a Thousand Faces You have a den where props from the icons you’ve
You gain power by embodying an icon: the gruff embodied are reverently displayed. So long as you
sheriff, the martial artist, the femme fatale, etc. store props from an icon there, you don’t lose charges
This power has four sources: when you move from it to a new icon.
Props: When you first use an item to make your
appearance more like the icon, gain 1 charge. q q Method Actor
When you play a role, you fool the entire world. You
Stage: When a scene from the icon’s myth comes may spend a charge to fully submerge yourself in a
to pass - a duel at high noon, an experiment in a role: for the next hour, no-one will recognise you as
lightning storm, a foot-chase through a market - gain anyone other than the icon.
1 charge.
q q The Hero's Journey
Actor: When someone becomes a key part of your role’s When an actor starts helping you, mark a second role.
narrative - mentor, sidekick, beloved, nemesis etc - Combine the two and say what hidden depths the
gain 1 charge. actor has revealed in the icon. To use this again, you
must shift to another icon.
When you risk your life to act like the icon would, spend
1 Charge to get advantage on a roll.
q q The Masks of God
If a piece of your gear is also a prop for your current
CHARGES: icon, you may spend 1 charge to give it a tag relevant
to the icon’s myth.

q q Local Hero
Get an Inheritance move from your Family. Take a
new one each time you shift icons.

Icon Moves Harm


Instead of a role, choose the kind of icon you’re When you mark a harm slot,
emulating at character creation: _________ give it a label that suits your
qq Mentor: Shift to this role when you act as a mentor icon; get 2 charges if you
_________ give it a penalty. Clear labels
for a prodigy, and add +2 to Lore or Sway. The GM
says what the homeland hopes they’ll accomplish. when you change icons.
_________ When you die, lose all charges
qq Hero: Something must be found, rescued or
conquered. Shift to this role when you take on the and return to consciousness
_________ in a safe location. If you die
quest to find it, and add +2 to Force or Steel. Say
how your family will suffer if you fail. with no charges, you die
qq Antihero: A terrible threat must be confronted. Dead for real.
Shift to this role when you draw first blood, and add
+2 to Sway or Steel. The GM says what you’ll have to Gear
sacrifice to overcome it. When you Zoom In, describe the icon you’re hunting
qq Trickster: Shift to this role when you trick a figure and gain 1 Data to use on finding their memorabilia.
of authority, and add +2 to Lore or Force. Tell us
why your family is complicit in the authority’s
injustices.
When you shift icons, lose all stat raises and charges.
You do not increase a stat or gain a new move, but
do apply the stat raise from the new Icon.
The Martyr

“We are not permitted to choose the frame of our destiny. But what we put into it is ours. He who wills adventure
will experience it – according to the measure of his courage. He who wills sacrifice will be sacrificed – according
to the measure of his purity of heart”  - Dag Hammarskjöld

Stats Looks Backstory


Choose one and add your family Choose one of each: Ask for a volunteer for at least one:
bonus: Masculine, feminine, transgressing, _________ has experienced loss,
qq Force Ω, Lore 0, Steel ∆, Sway 1 ambiguous. but bears their scars with pride.
qq Force 1, Lore 0, Steel Ω, Sway ∆ Bent body, wiry body, flabby body,
lanky body. Does _________ even realise the
qq Force Ω, Lore 0, Steel 1, Sway ∆ harm they’ve caused my people?
Dead eyes, fiery eyes, sad eyes,
See Harm for further details on steady gaze. I respect the wisdom of
Ω and ∆. Weathered face, dime a dozen face, _________ ‘s cult. Why keep it a
stern face, scarred face secret?
Name:
Force Lore Steel Sway

Martyr Moves Pick Clear Eyes and one more:


n n Clear Eyes q q Glazed Sight
When you stand on the brink of defeat with a filled When you find wisdom in pain and sorrow, roll +∆
Ω track, you become Sanctified. So long as you’re instead of +Lore. When you are hurt while Rapturous
Sanctified, you gain the undying respect of those or Sanctified, gain 1-Data.
who witness you facing your ordeal. Friend or foe,
they will from now on defend your reputation, q q Hollow Stare
marked by the strength of your devotion. When you confront a tormentor, bring up flashbacks of
When you witnesses a tragedy related to your cause pain and sorrow to draw one wicked response from
with a filled ∆ track, you become Rapturous. So long your opponent, GM’s choice:
as you’re Rapturous, you grant new strength and
courage for the weak and despairing when you make ŃŃ They gloat over their power.
a stand, and fill the heart of tormentors with fear and ŃŃ They seek to humiliate you.
doubt if you attack. ŃŃ They go out of their way to cause you more pain.
Both states end when any Harm on their tracks is Each can only be picked once in a given
healed. confrontation. If you can evoke all three, describe the
fatal weakness they finally exposed.
q q Candid Gaze
When you shield another from death, gain 2-Armour. q q Fiery Glare
When you have a quiet moment to tend for the Every time you pass the opportunity to heal your Harm,
wounded and despairing, heal them of all emotional gain +1 Armour on top of any Armour you already
and psychological harm and take it for yourself - have. Lose 1 Armour every time you take a hit until
marking 1 harm box for each box of theirs you heal. this bonus is gone.

Role moves Harm


Trigger one at character creation: Stats marked by Ω and ∆ start at -1. For each harm
qq Leader: Mark when your people face extreme listed in their tracks their value goes up by 1, up to +3.
hardship and want. The GM tell us what you need When you suffer Harm, check one box from either
to sacrifice to show them how to endure with column of your choice. You can only mark your Death
wisdom. Tell us how they are inspired by your Box when both tracks are fully marked. To heal any
example. Harm, you must receive Professional Care.
qq Agent: Mark when there is a job so dirty or so hard Ω ⥉∆
that no one will willingly accept it. Take it and tell Twisted joint Anguished
us how it is even worse than anyone expected. The
GM tells us how performing this task will reveal a Torn flesh Fearful
mysterious treasure or golden opportunity.
Broken bones Hopeless
qq Rebel: Mark when your people are set on their
comfortable, safe ways. The GM tells us of two Blinding pain Despairing
forces that will resist change at all costs. Confront
them openly and say how your people change Dead
once you resist everything they throw at you. When you finally mark your Dead box, you infuse any
qq Outsider: Mark when you embark on a journey of witnesses with some of your fervour. They gain a new
(self ) discovery. Ritually sacrifice a symbol of your additional Harm box of their choice, Sanctified or
past, your present and your future. The GM will Rapturous, which can be marked when only their
describe those who will leave everything behind Dead box is unmarked. They gain the associated
to join your quest for wisdom. benefit for as long as they don’t heal any Harm box.

Gear and Notes


When you change roles, add 1 to a stat or get a new In addition to what you get from your Family, you
move. If you mark all roles, narrate an epilogue using start with a memento of a time of turmoil. Spend it
some of your Death move or a coda via your final role. to assure a 10+ on one Find Common Ground.
The Road Warrior

Driven by crippling loss and a skewed sense of justice, you roam the wastelands from lost cause to lost cause. No
one can tell if you are chasing an impossible dream or escaping from your past, not even yourself.

Stats Looks Backstory


Choose one and add your family Masculine, feminine, concealed, Ask for a volunteer for at least one:
bonus: transgressing. _________ and I are the only
qq Force 1, Lore -1, Steel 2, Sway 0 Weathered face, hoary face, survivors of a warband.
qq Force 2, Lore 0, Steel 1, Sway -1 scarred face, tattooed face.
Battle fatigues, dusty leathers, _________ defended a place I
qq Force 1, Lore -1, Steel 1, Sway 1 couldn’t.
tactical jumpsuit, ratty jeans.
Haunted gaze, steely gaze, vacant I could stare at _________’s eyes
stare, wise eyes. forever…
Athletic body, husky body, rugged
body, lascivious body.
Name:
Force Lore Steel Sway

Warrior Moves Pick Clad in Steel and one more:


n n Clad in Steel q q Living Legend
You own the mightiest ride in the wastelands - a When you first meet someone important, roll the
Vehicle with 5 tags. In addition to the standard tag amount of Roles you have marked. On a hit they’ve
list, you have the following options: heard of you - tell us what they’ve heard. On a failure,
the GM will instead say the reason of your notoriety.
ŃŃ Armoured. Negates disadvantage stemming from
physical impacts – hail, landslide, suppressing fire,
etc. Get +1 Armour when these deal harm to you. q q The Beaten Path
ŃŃ Imposing. Get fleeting advantage to Find Common When you navigate to a new and perilous location, roll
Ground when you first arrive in your Ride. the amount of Roles you have marked, up to +3. On a
ŃŃ Stealth. Get advantage when you Defuse by hit, you have been there before. Tell us in two words
avoiding detection. what you lost there, then each other player must ask
ŃŃ Cargo. Your ride can safely haul another Vehicle, you a follow up question about the event. Answer
plus personnel. truthfully, saying why you’d rather never go back
ŃŃ Comms. Integrated comms let you send and there again. Those who act on this past experience
receive audio, and limited digital data. gain fleeting Advantage on their roll.

Additionally, ill fortune of the worst kind befalls q q Hunted & Haunted
anyone who steals your ride. When you take action during a chase, bring up
Tags Harm flashbacks of battle and loss to add a complication to
your opponent’s path, forcing them to do one of:
_________ Dinged
ŃŃ Risk harm to keep up with you
_________ Twisted (-1 to all
ŃŃ Lose ground
_________ stats)
ŃŃ Be exposed to an attack
_________ [X] Busted (cannot If you evoke all three, you decide where the chase ends.
move).
_________ q q Fighting Windmills
When you vow to fight for a cause, you gain +1 Armour
q q Inheritance and your Ride gains one extra Dented harm slot. If
Get one of your Family’s Inheritance moves. the cause is hopeless, gain those benefits again.

Role Moves Harm


Trigger one at character creation: Busted Eye When you mark off your
qq Leader: Mark when you lead your Family’s escape Dead box, your Ride will be
Blood Soaked somehow destroyed as well.
from calamity or persecution. Describe the route
and obstacles that can be used to your advantage. Limping Badly Later you will return in secret,
The GM says who will do anything to stop you all. (-1 Steel) fully healed and on a new
qq Agent: Mark when your Family is at war and Ride, for one last mission. If
you single out their champion. Tell us two of Shell Shocked you ever reveal your identity
their strengths and the GM will tell you of their (-1 Steel) or refrain from revenge, all
weaknesses. Beat them to break your foe’s morale. your harm boxes except Dead
Dead are immediately filled again.
qq Rebel: Mark when you walk away from your Family
on the eve of battle, and tell us why your Family
foes will focus on hunting you down instead. Gear and Notes
qq Outsider: Mark when you offer help to strangers You get your ride, in addition to what you get from
in need for no apparent reason and without your Family. Ain’t that enough, pal?
expecting compensation. Say who (from either
side of the conflict) will fall in love with you. The
GM tells us who will resent you for that.
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 Warlock

“Humanity is a bawling beast, bleeding in the uncaring cosmos. And there are things out there on the prowl,
closing in on every side. I’ve seen them. I know them. Trust me, we don’t have much longer.”

Stats Looks Backstory


Set one stat at +3 and another at Choose one of each: Ask for a volunteer for at least one:
-2, describing each stat’s weird Masculine, feminine, transgressing, I foresaw _________’s fate, and it
tells. The last two stats start at 0. inhuman; decide then if eerily still awes me.
beautiful or hideous.
No eyes, cyber implants, goggles, _________’s bargain for power
inhuman eyes. might have doomed us all.
A voice in their heads, translating Does _________ know of the
synthesizer, laboured breath, a monsters among them?
buzz coming from your chest.
A persistent cold breeze, a tainting
shadow, whispering echoes, flocks
of beasts of bad portents.
Name:
Force Lore Steel Sway

Warlock Moves Pick two:


q q Forbidden Paths q q Beyond this Mortal Coil
When you traverse the dark paths of the world, you When in a place of power, you can beckon to
can always find a way to the forbidden places of this Behemoths and Monsters and command their
world and beyond. Decide if you travel unnaturally attention. Roll Find Common Ground with them
fast or protected from the horrors below. Perform a with fleeting Advantage.
rite there to: Also, when you encounter an inhuman civilization,
roll +Lore. On a 10+, they accept you as one of their
ŃŃ Discover something only the monsters would
own. On a 7-9, you are fluent in their language and
know.
culture.
ŃŃ Find a long-forgotten place of power, a source of
solace and beauty.
q q Black Hearts
Monsters will hound whoever dallies there or loses When a Character of any Family becomes a Traitor or a
their way. Prophet, they are drawn to you like a moth to a flame.
Gain lasting Advantage to any Sway rolls with them
q q Weaponised Enigma and provide the story details for their Role Move
You can always tell the direction to the nearest normally contributed by the GM
wound in the world. When you stand in it and direct
its energies, roll +Steel to use it as a weapon (Far, q q Don't Rest Your Head
Aberrant, Area). On a 10+ pick one, on a 7-9 pick two: When you do one common thing unnaturally well, roll
ŃŃ It takes some time to go off. with fleeting Advantage and take 1 Harm. Suffer no
ŃŃ There is wide unintended collateral damage. penalties from the harm slot.
ŃŃ The wound spawns Hostile Grounds around it. When you do something impossible for a human,
ŃŃ You must sacrifice a source of hope for the world. for the length of a drawn breath, take 1-Harm.

Pick one extra to turn the attack into a disaster q q Inheritance


that will consume the countryside, bring down Get one of your Family’s Inheritance moves.
infrastructure, and hurt even Behemoths.

Role Moves Harm When you mark off your


Choose your Role in the Family Beset (-1 Lore) Sequestered box, you are
qq Leader: Mark when you gather allies to confront a yanked out of this world and
horror. Describe the strange place you must go and Twisted (-1 Force) locked in your own personal
the sacrifice you must make to stop the menace. nightmare realm. You can’t
qq Agent: Mark when people need a symbol to Haunted (-1 Sway) escape on your own. But all
give them hope or direction. Name a treasure of those who die with you in
of the next world to help them. The GM will pick
Hounded (-1 Steel) the same scene will end up
someone you love or respect as an obstacle; they’ll there as well. With their help,
try to stop you or must be sacrificed, your choice. you may as well all come
qq Rebel: Mark when you declare war on a group Sequestered
back to life.
that gave in to corruption. Name the eldritch force
you bargained with to bring them down. The GM Gear and notes
will name the terrible price the force asks of you. In addition to what you get from your family, you get
qq Outsider: Mark when you stand watch against the start, middle, or end of a rite of great power.
darkness and what lies beyond. The GM will tell
us how you keep those things at bay. Name one
emotion you will sacrifice and never ever feel again.
The Ascendant
Afflicted

As the world around us burned, we burned from the inside. Yet just as others learn to live with a world gone
mad, the pathogens that laid us low now coexist within our bodies. We are the children of the White Horse,
and just as we won the war within, we shall win the war without.
Reach Grasp Sleight
Alliance Move: When another group sees the intellect
beneath your monstrous façade, 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 the original pathogen devastated whole Which of you helped stabilize the original
swathes of the Homeland before burning pathogen in the distant past? Give them 2-Treaty.
itself out: Reach -1, Grasp 2, Sleight 0. Which of you had a prominent scion contract
qq If the original pathogen rapidly evolved in the infection? You took them in, ensuring their
the wild, constantly changing vectors and survival. Get 1-Treaty on their family.
developing new resistances: Reach 0, Grasp Who among you hunted us like dogs in the
1, Sleight 1. past? When did you realized we could be saved?
qq If the original pathogen’s spread was Exchange 1-Treaty on each other as guilt and
subtle and insidious with a long incubation fear waxes and wanes.
period: Reach -1, Grasp 0, Sleight 2.
Doctrine
Choose one:
Traditions
Choose one from each, or make something else: qq Blight. At the beginning of every Age Transfer
Populace: the beloved dead arisen, fungal Surplus: Recruits from any Family or Faction
symbiotic hosts, vectors of a sentient pathogen. without Surplus: Medicine to yourself.
Style: filthy rags and mementos of the lost, qq Adaptation. If you recover the body of your
cancerous growths and visible mutations, the lab dead Character, add an extra Harm slot to
coats of those who fought the pandemic in vain. your next Character with a descriptor related
Governance: viral hive-mind, cabal of prophetic to the cause of death. A Character can have
leaders, pack hierarchy. only one such extra Harm slot.
qq Dormancy. At the start of each age, gain 1-Data
for each Family or Faction without Surplus:
Landmarks Medicine as their infected defect to you.
Draw a sign of one from each category on the
map, or invent your own:
Before Lifestyle
Choose one:
qq A haunted asylum.
qq An overrun research hospital. qq Nomadic. The newly-infected must be cared
qq A gigantic, damaged water plant. for carefully over a few days of constant
medical attention, but this care gives
The Fall characters 2-Armour against environmental
qq A failed quarantine zone. hazards.
qq A tomb city where the remains of patient qq Dispersed. Your people spread the
Zero are said to reside. contagion purposefully. Gain Advantage
qq A stasis facility. when infiltrating other factions.
qq Settled. Enemies in your territory become
A Threat infected and slowly turn on each other.
qq A cult of fanatical plague doctors.
qq A savage nation, ready to invade.
qq A deadly fungus spreading from a single
Resources
Pick two as Surpluses and take the rest as Needs:
fruiting body.
Recruits, Scavengers, Medicine, Leadership, Land

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


ŃŃ Venus Flytrap. Regardless of your cosmetic ŃŃ Protean. Replace your two last Harm slots with
appearance, others see you as a pleasant and “Adapted” and “Atavistic”, removing any Stat
soothing presence. penalty.
ŃŃ Sins of the Fathers. The infection has extended ŃŃ Typhoid Mary. You look perfectly normal and
your lifespan dramatically. You start with 3 Data. healthy, but live under the effects of Survive or
ŃŃ Children of Sin. All your melee attacks gain the Perish.
tag Brutal and you have 1 Armour.
Afflicted Moves Pick two:
q q Survive or Perish q q Eclipse Phase
Evolution is an imperfect and often violent They think they are in control? They have no
process. Describe the Affliction’s first symptoms as idea what you are capable of. When you roll
a Harm slot descriptor, and give it a Stat penalty Subterfuge, gain one extra thing your agents can
of your choice. achieve, even on a miss. Also add the following
When anyone has any sort of physical contact options to the Subterfuge list:
with you (including combat), they must replace a
ŃŃ “They weaken their agents: turn Surplus:
penalty-free Harm slot with your Affliction. You
Artisans, Scouts or Scavengers into Surplus:
and anyone else infected by your Affliction are
Recruits.”
immune to other pathogens.
ŃŃ “They subvert social order: if the target has
Surplus: Recruits, you can Erase a Surplus of
q q The Horde theirs: Motivation, Morale or Leadership.”
Little by little it grows, from a pack to a mob,
and as the affliction spreads the horde slowly
becomes an unstoppable tide of flesh. q q Blood Bonds
You can have multiple instances of Surplus: The Afflicted share a rudimentary hive mind.
Recruits, as the masses of infected march to your As long as your people regularly submit their
beck and call. consciousness to the demands of the Affliction, roll
This has several effects: Hold Together with Advantage.
If you have 2 or more Surplus: Recruits, roll If other Families partake in the ceremony,
Claim by Force with Advantage. they get fleeting Advantage on their next Hold
When you roll 10+ on Claim by Force, gain Together.
Surplus: Recruits as your fallen foes raise to join
the infected horde. q q Gestalt
Add the following to Claim by Force options: There is strength in unity and clarity of purpose,
“The shambling horde takes the brunt of the and no one can hope to match yours. Welcome to
damage: lose one Surplus: Recruits” the top of the food chain.
When your character melds the flesh and bone
q q Blood Remembrance of their Followers with theirs, form one entity - an
When you commune with the infected dead, convert organic engine of destruction. Sacrifice the
an instance of Surplus: Recruits into 3 Data as you Follower’s Quality to gain Hold, 1-for-1. Spend this
dig deep into the memories of the endless plague Hold to:
victims swirling in your bloodline.
ŃŃ Boost any Force roll to 10+
If other families take part in the ceremony,
ŃŃ Gain 3 Armour vs one attack.
they may convert Surplus: Recruits into Surplus:
Researchers, Scouts, Operatives, Warriors, etc. as If all Hold is spent your Companions are dead,
knowledge spreads like an infection consumed to keep you alive. Otherwise,
your companions can disentangle safely and
unharmed.

Your character has a personal treatment regimen that keeps the infection at bay. In addition, pick 3:
How Do You Fight?
qq Mono-filament flagella clouds (Far, Area) qq Microbial saliva (Ranged, Aberrant)
qq Overstimulated adrenals (Melee, Brutal) qq ____________________________
How are you Defended?
qq Hardened carapace (Utility, Tough) qq Boosted musculature (Implanted, Mobile)
qq Swarm intelligence (Mantle, Comms) qq ____________________________
How Do You Travel?
qq Vast tunnel networks (Land, Transport) qq Aerodynamic restorative cocoons (Air, Med Bay)
qq In massive symbiotic organisms (Land, Mighty) qq ____________________________
What Useful Experience Can You Draw Upon?
qq Epidemiologists (Quality 1, Diseases) qq Deathspeakers (Quality 1, Genealogy)
qq Asymptomatic carriers (Quality 1, Scouting) qq ____________________________
The Bonded
Pack

Once upon a time there were men who rode the souls of beasts, who saw through their eyes and killed with
their teeth. When the final nights fell, they lifted their faces to the skies and howled in sorrow and defiance.
Now there is no division between beast and man - if you challenge one of them, you will face the Pack.
Reach Grasp Sleight
Alliance Move: When you help another family bring down
foes too dangerous to be faced alone, gain 1-Treaty on them.
Treaty Yours On Theirs On
Faction Them You

Surpluses Needs

Mood Data Tech


Name:
Stats History
Choose one: Justified or not, everyone fears your practices. Take
qq If the Before’s majestic beasts returned 1 Treaty on each other Family and Faction.
from near-extinction to sit atop the food Then, ask the other Families:
chain: Reach 0, Grasp +1, Sleight -1. Which of you shares our ancestry? Work out
qq If artificial creatures now dominate the what is shared and how much you’ve managed
Homeland’s food chain: Reach -1, Grasp +1, to preserve. Take 2-Treaty on each other.
Sleight 0. Which of you tried to wage war on us,
qq If urban scavengers now thrive in the unprepared for our bloody retaliation? Work out
ruins: Reach -1, Grasp 0, Sleight +1. what caused bloodshed and how peace was
achieved. Take 2-Treaty on them.

Traditions Doctrine
Choose one from each, or make something else: Choose one:
qq Soul Riders. Your family can hijack animals
Populace: high-tech descendants of a tribal and see through their eyes. Your Subterfuge
culture, animistic remnants of a black ops unit, a actions can’t be traced back to you, but on a
shamanistic cult. 7-9 your familiar’s instincts cause issues.
Style: cybernetic implants and tribal tattoos; qq One Clan. You are never alone, but the bonds
leathers, feathers and lots of guns; matted hair, binding your menagerie and your kin are
exotic blades and scarification. respectful and distant. Get advantage on Hold
Together.
Governance: a council of elders, a feral pack qq Brothers to Beasts. Each family member is
structure, shared consciousness democracy. ritually bonded to a chosen familiar. You can
trade character harm and familiar Quality
Landmarks loss, 1-for-1.
Draw a sign of one from each category on the
map, or invent your own:
Lifestyle
Choose one:
Before qq Nomadic. Your people can keep pace with
qq The last great wilderness. their familiars. When moving through the
qq The inner city, reclaimed by nature. wilds, no one can find or outrun you.
qq An isolated ecosystem, wholly artificial. qq Dispersed. Your people’s bonds stay strong
across vast distances. They can always choose
The Fall to see through each other’s eyes.
qq The site where few fought many – and won. qq Settled. Your familiars keep watch over your
qq Forlorn lands refugees had to retreat to. settlements and hunt intruders. Interlopers in
qq A battlefield pocked with unexploded your lands must pay a bloody price, usually a
munitions. Need of the GM’s choice.
A Threat
Resources
qq A mutated beast, built to hunt humans. These are your key resources - you can have
qq A large settlement, hungrily consuming multiple instances of each. Take any three as
natural resources. Surpluses, and take one other as a Need:
qq The last redoubt of a hostile army. Hunters, Scavengers, Spies, Leadership, Scouts.

Your characters get +1 to Force or Steel. Quick characters pick one:


ŃŃ Hunter. You can always tell the last being to ŃŃ Spy. While in a settlement, you may spend a
cross this location and where it went from here. few hours hijacking people’s senses. If you do,
ŃŃ Scout. When you first reach a location, your say two facts you discovered about a traitor
companion finds you a perilous vantage point, here. The GM chooses which one is true.
a dirty shelter or a unpleasant escape route, ŃŃ Tamer. You can wordlessly talk to
your choice. – or hijack – any animal.
ŃŃ Scavenger. Add the tag unreliable and a tag of
your choice to Armoury or Outfit.
Pack Moves Get Stalk the Land and pick one:
q q Stalk the Land q q Blood Hunt
Bonded with their familiars, your rangers roam You have learnt to prowl and hunt with your
the land unseen and unchallenged. When you familiars - to bring down the weakest prey first.
gain one of your Key Resources, put a token on the When you roll 7+ on Subterfuge, you can spend
map. At any time you can reveal the marker to 1-Data to tie one of your target’s Surplus to a
perform an action appropriate to the surplus it specific character within their organisation. If you
represents: can kill, incapacitate or recruit the character, they
lose the Surplus.
ŃŃ Surplus: Hunters. If there’s a battle in their
vicinity, you may give an involved Family or
Faction Need: Recruits. q q A Mountain Taller
ŃŃ Surplus: Spies. If someone attempts Your traditions would die with you should you
diplomacy or espionage in their vicinity, you fall. The world would lose its soul, the sun and
gain 1 Data. moon would weep and the wilds would burn. So
ŃŃ Surplus: Scouts. If you Uncover Secrets in their you stand. When you roll 7+ on a Hold Together
vicinity, pick 2 details to add to the map. If you to fend off attackers, give your attacker a Need of
put them in an unexplored area, gain 1 Data. your choice.
ŃŃ Surplus: Scavengers. If a Family becomes
Flush with Resources in their vicinity, you gain q q Rites of the Moon
the erased Surplus. Your people painstakingly reproduce every aspect
of the rites handed down by your ancestors. They
Once a marker’s revealed, they’re vulnerable to are the past and the future of the Pack - the chain
attack: if they’re wiped out, you lose the Surplus. that binds every hunter to every familiar.
You can move them with a few day’s notice, or
sooner by triggering Hold Together. When does your Family perform
bonding rituals?
q q The Menagerie qq By the full moon.
With each beast that joins the pack, its hunters qq After great loss of life.
multiply in strength. When you hold Key Surpluses, qq When a new leader is chosen.
unlock these bonuses:
Where do they need to be?
ŃŃ Surplus: Hunters. Add “Your ambush is qq On the top of a bare hill.
terrifying: gain 1-Treaty on a witness’ Family” qq On a clearing, deep in the woods.
to the character list of Fiercely Assault options. qq Around a large bonfire.
ŃŃ Surplus: Spies. Gain 1-Data on any Familiar
Face hit. When you gather under these conditions, you can
ŃŃ Surplus: Scouts. Gain 1-Data on any Wasteland strengthen your bonds with your familiars. Spend
Survival hit. 1-Tech to gain Surplus: Hunters, Scouts, Spies or
ŃŃ Surplus: Scavengers. Gain 1-Tech on any Scavengers.
Wasteland Survival hit.

Your character always has a well-trained and loyal familiar. In addition, pick 3:
How Do You Fight?
qq Hunting rifles (Far, Ranged) qq Blades, fangs and talons (Melee, Elegant)
qq Bows (Ranged, Silent) qq ____________________________
How are you Defended?
qq Tactical armour (Camo, Armoured) qq Leathers and furs (Thermo, Tough)
qq Familiar’s senses (Mantle, Camo) qq ____________________________
How Do you Travel?
Your beasts have the Land and Mount tags. What else do they have?
qq Speed (add the Swift tag) qq Other movement (add Air or Water)
qq Strength (add the Mighty tag) qq Intelligence (can follow complex commands.)
What familiars can you call on?
qq Wolf (Quality 2, Track & Hunt) qq Large dog (Quality 2, Keep watch & track)
qq Falcon (Quality 2, Spot & Hunt) qq ____________________________
The Deathless
Elite

Immortality, the oldest human desire! Many have sought it through the ages by deeds and mighty works, in
vain screaming: “We were here! Forget us not for we were worthy”. Not you, though - as the heirs to wealth
and power beyond imagining you had vanquished death long ago, and not even the Fall changed that.
Reach Grasp Sleight
Alliance Move: When another Faction or Family realises your current
character played a key role in their history, gain 1-Treaty on them.
Treaty Yours On Theirs On
Faction Them You

Surpluses Needs

Mood Data Tech


Name:
Stats History
Choose one: Ask the other families to volunteer for each:
Which one of you first found power in the
qq If the Before’s elite transcended the world
confines of the Redoubt? They say the price they
and watched it burn: Reach 0, Grasp +1,
paid for that power and give you 2-Treaty.
Sleight 0.
Which one of you was saved by an inhuman
qq If the ravenous appetites of the Before’s
traveller? Give them 2-Treaty as you crave to
elite caused the Fall: Reach -1, Grasp +1,
know more about this wanderer.
Sleight +1.
Whose kin suffer as our thralls? Give them
qq If the philanthropists among the Before’s
2-Treaty, and they say why the thralls can’t leave.
elite averted extinction: Reach +1, Grasp
+1, Sleight -1.
Doctrine
Every Deathless Character starts with an extra
Traditions Move or +1 to a Stat, but they must choose one:
Choose one from each, or make something else:
qq Eternal Passion. Name an object of their
Populace: Direct descendants competing to
adoration - a person, a place, a treasure. You
earn immortality, hereditary worshippers and
would rather die than see it harmed.
servants, perfected clones of the elite.
qq Echoes of the Past. Describe a set of actions
Style: Black velvets, lace, fishnets and tinged
from the past and repeat it in ritual fashion
leathers; animal masks, diaphanous smart
whenever possible.
materials and heavy jewellery; black rubber and
qq Predators of Dust. Name one thing you
latex dripping in hooks & chains.
must take from others for consumption.
Governance: A council of flickering holograms,
the demanding voice in their heads, mumblings
and dreams of cryogenically preserved elders. Lifestyle
You inhabit the Last Redoubt - a looming and
Landmarks ominous fortress. Choose its main feature:
Draw a sign of one from each category on the qq Lords of the Domain. Your Redoubt can
map, or invent your own: always keep in an internal threat imprisoned,
Before or keep out an external threat.
qq An artificial island bathed in eternal sunlight. qq The Haunted Castle. The Redoubt’s ghostly
qq A fortress of glass and stone perched in a defenders relentlessly hunt intruders.
remote location. qq Travellers of the Labyrinth. The Redoubt’s
qq A gigantic forest of symmetry and beauty. ever shifting halls can take you to the dark
places of this world and beyond.
The Fall
qq A luxurious space shuttle, crashed.
qq Crazed weather battering a sterile land. Resources
qq A slender tower turned into a haven for the Pick two as Surpluses and get the rest as Needs:
desperate. Defences, Engineering, Progress, Leadership,
Rare Materials.
A Threat
qq A violent revolutionary for the destitute.
qq A ring of memory traffickers.
qq A gang of body and organ harvesters.

Elite characters gain +1 in Lore or Sway. Quick characters pick one:


ŃŃ Reanimator: revive characters who forfeit their ŃŃ Chamberlain: when you roll Call for Aid you
Death move, at the cost of 1 Sway (min. -2). are considered to have a relevant backstory
ŃŃ Mercenary: in battlefields you roll Familiar Face with every character.
and Find a Path with lasting advantage. ŃŃ Chauffeur: gain advantage on Defuse rolls
ŃŃ Diplomat: you can spend 1-Treaty to roll while driving a vehicle for someone.
Familiar Face and Unearth Forgotten Lore with
fleeting advantage.
The Elite’s Moves Take Last Redoubt and pick one:
q q Last Redoubt q q Life Everlasting
You can’t ever hope to occupy all its levels, and A deserving member of your family can live
you have forgotten more of its secrets than you forever. Your character starts with a Role fulfilled
will ever know. and can always be brought back to action, age
after age (also, see your Alliance Move).
Chose an amazing but unreliable feature:
When you take the dead and the dying to
qq Its sprawling halls present a lavishing feast. the Redoubt’s labs, provide Professional Care
qq Its ghostly servants offer wise counsel. regardless of Surpluses, though they lose 1 Sway
qq Its vanishing gardens provide solace. to a minimum of -2. You can even revive them, as
Chose an uncontrollable defence: long as they have not yet triggered their Death
move.
qq Deadly wails that echo on and on.
qq Automated shells that kill with brutal precision.
qq Mists that lead the unwary astray.
q q Storm Lords
As long as the majority of those in the Redoubt are
Chose a lurking threat: gripped by profound emotions, its ancient systems
qq A curse upon all who venture too deep. hear and obey, shaping the Homeland’s weather.
qq Monsters that infest the lower levels. The resultant weather system is centred around
qq A genius loci guarding a key location. the Redoubt, spreading a day’s travel in each
direction and doubling in size each day. Cancel all
listed Surpluses in the affected area for as long as
q q Black Celebration the weather persists.
When you host an event in the Redoubt, those
invited can’t help but oblige, or else lose 2-Treaty ŃŃ Sorrow: a frigid fog or simmering haze (Scouts
on you. Once there, the Redoubt’s amazing but & Safety)
unreliable feature will perform splendidly and its ŃŃ Belligerence: a fierce wind that will whip dust,
defences will lower to allow the guests in. sand, snow, etc into a storm (Crops & Trade)
Describe the grand and decadent festivities ŃŃ Horror: raging thunder and lighting (Morale &
that shape the guest’s mood to Sorrow, Leadership)
Belligerence, Horror or Revelry for as long as they ŃŃ Revelry: a fae wind that inebriates the senses
remain. (Recruits & Justice)

q q Parliament of Ghosts
Those who consult the preserved remains of your
ancestors roll Uncover Secrets and Unearth
Forgotten Lore with advantage when following
their advice - they know much about the past.
Also, when The Age Turns, they reveal a
previously unknown landmark or custom from
the past.

All your character gear gains the precious tag - the item is precious beyond their useful value and would
be considered a princely gift. In addition, pick 3:
How Do You Fight?
qq A blasting bronze staff (Melee, Ranged, Area) qq Rings of power (Melee, Brutal, Area)
qq Voice amplification torc (Ranged, Aberrant, Area) qq ____________________________
How Are You Defended?
qq Kinetic shield belt (Regal, Mantle, Hardened) qq Ornate power armour (Regal, Powered, Sealed)
qq Cybernetic upgrades (Mobile, Implanted, Comms) qq ____________________________
How Do You Travel?
qq Death on Wings (Air, Swift, Turret) qq A hyper bred charger (Land, Mount, Mighty)
qq A land fortress (Land, Transport, Durable) qq ____________________________
What Useful Expertise Can You Draw On?
qq Bodyguards (Quality 2, Escort & Protect) qq Stewards (Quality 2, Manage & Purchase)
qq Nurses (Quality 2, Treat & Care) qq ____________________________
The Evolved
Survivors

Once upon a time, cutting edge tech bled to the gutters and dark alleys, into the unwise hands
of misfits, rebels, and criminals. When the world ended, those lowly places became a horror
show of deprivation and perversity. Countless died there. The strongest survived. And you?
You evolved.
Reach Grasp Sleight
Alliance Move: When you share your secrets with another
Family or Faction, 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 the Before’s cutting edge tech was the Which one of you uses our tech in rites and
melding of man and machine: Reach -1, ceremonies? They say how, and you gain
Grasp +2, Sleight 0. 2-Treaty on each other.
qq If the Before’s cutting edge tech was Which one of you did we guide into the dark
genetic grafting and remodelling: Reach places of the world? They describe the dark secret
-1, Grasp 0, Sleight +2. they learned there, and give you 2-Treaty on them.
qq If the Before’s cutting edge tech was Which one of you hunts the monsters that
the unlocking of psionic powers: plague us? They describe their chosen hunters
Reach -1, Grasp +1, Sleight +1. and their sacrifices, and get 2-Treaty on you.

Traditions Doctrine
Your Doctrine must differ from Before’s cutting
Choose one of each, or create something else: edge tech (defined in Stats). Choose one:
Populace: criminals who embraced their own
prohibited tech, technicians from a doomed qq Machine Monks. Your people have a
habitat, a band of rebels who pushed tech virtual temple accessible with a moment’s
beyond its ethical limits. meditation. So long as you keep no secrets
Style: robes and neon jewellery, cloaks and from each other, get advantage on Uncover
practical leathers, vivid body art and little more. Secrets and Hold Together.
Governance: the tyranny of an inhuman qq Bio-Commandos. For a new, horrifying
creature, a council of runaway AIs, priests world, an upgraded human species. Your
worshipping an alien artefact. upgrades mean that your people can oppose
forces many times larger on equal terms.
Landmarks qq Psychic Warriors. You’re veterans of a
Draw a sign of one from each category on the shadowy war for the fate of mankind. Gain
map, or invent your own: advantage on attempts to pry secrets from
minds and places using your powers.
Before
qq A souk of forbidden technology.
qq A den of perversity and vice. Lifestyle
qq A sprawling hive of tunnels and vast Choose one:
chambers. qq Nomadic. You travel the dark paths of the
world. No one but the monsters will see you
The Fall coming or going.
qq Extreme weather, somehow kept in check. qq Dispersed. You haunt the forbidden places.
qq Debris still raining down from orbit. When someone performs a rite of any sort, you
qq Vast life support systems, now septic. will have an agent there, watching in secret.
qq Settled. Those who try to invade your hives
A Threat can only escape if they’re a Character, and
qq A cult worshipping the monsters below. even they become Mad (-1 Sway).
qq A derelict corporation, on the hunt for your
body parts.
qq A new drug that links the addicted to a
Resources
Pick two as Surpluses and take the rest as Needs.
monstrous intelligence.
Artisans, Defences, Energy, Justice, Progress

Evolved characters get +1 to Lore or Steel. Quick Characters pick one:


ŃŃ Labyrinth Runner: You always know when ŃŃ Veil Wizard: When you conjure digital ghosts
monsters are coming, and they fear you for that. and other remnants of the past, you have
ŃŃ Fixer Witch: With a few hours’ work you can lasting Advantage to Find Common Ground
heal all minor harm from synthetic beings and/ with them.
or one critical harm box from organics. ŃŃ Storm Rider: When you commune with a
ŃŃ Machine Mind: If you connect your brain to place of power its energy bursts free and does
Devices and the infrastructure, gain 1-Data on roughly what you wanted, but there are always
an Unleash Power hit. unintended side effects decided by the GM.
Evolved Moves Get Dwellers in Darkness and one more:
n n Dwellers in Darkness q q Litany of Sorrows
You know the Homeland’s nooks and crannies When the Age Turns or a Wonder is unleashed, you
like no one else, and its dangers and secrets often may take a Trial instead of a Fortune to gain 5
threaten you first. Gain 1-Darkness when you: Darkness points.
ŃŃ Defeat a monster.
ŃŃ Face hardship thanks to your adaptations/ q q No Longer Human
taboos. When you take this move, pick a settlement or
ŃŃ Learn a secret of the Fall. landmark that doesn’t belong to a Family and
draw Hostile Grounds around (or beneath) it.
Burn 2 Darkness to add one of the following to a Describe:
scene or the map:
ŃŃ Its environmental hazard.
ŃŃ Monsters on the hunt for something precious. ŃŃ How it impedes travel.
ŃŃ A perilous route through the dark places of the ŃŃ How it clouds the senses.
world.
ŃŃ A natural disaster related to your Hostile Your people may be adapted to 1-3 of these
Grounds. elements. For each adaptation, choose one aspect
ŃŃ A sign of the next world, source of beauty and of your humanity irrevocably replaced or changed
solace. by your evolution:
ŃŃ A wound of the world, overflowing with power. ŃŃ Some of your limbs.
You can avoid it or exploit to your advantage - ŃŃ Your face and skin.
facing it or unleashing upon your foes. In any ŃŃ Your bipedal posture.
case, only you know enough about them to act ŃŃ Your voice and language.
before it strikes. When your adaptations give you an edge, roll with
advantage.
Darkness At the start of a new Age, you can sacrifice an
intact aspect of your humanity to gain another
adaptation, or further mutate an already-altered
q q Built on Taboos aspect to change the adaptation it provides
Define a tradition of you people contrary to - possibly targeting a different Hostile Land
another Family’s Doctrine. As long as you abide by altogether.
this taboo tradition, their Conduct Diplomacy and
Subterfuge rolls against you have Disadvantage.
At any point the game is Zoomed Out, you can
q q Monster Hunters
When monsters or behemoths threaten the
spend 2-Treaty on another Family to declare a
Homeland, your misfits and pariahs prove their
new tradition that offends their Doctrine for the
worth. When you Tool Up and/or Zoom Out, you
same benefits.
may pick one extra choice.
Also, when you Power Up, you can burn Darkness
instead of Tech.

Your Character can always have a tool or secret to help evade the monsters. In addition, pick 3:
How do you fight?
qq Monster-hunting chainsaw (Melee, Brutal) qq Psychic amplifier (Ranged, Aberrant)
qq Reinforced bones (Melee, Hidden) qq ____________________________
How are you defended?
qq Decaying power armour (Utility, Powered) qq A cloak of nanoparticles (Camo, Mantle)
qq Boosted muscles (Implanted, Mobile) qq ____________________________
What special vehicles do you have?
qq Manta ray submarines (Water, Turret) qq Heavy gunship (Air, Mighty)
qq Prowler tricycle (Land, Silent) qq ____________________________
What useful expertise can you draw on?
qq Harvester (Quality 1, Scavenge tech) qq Swarmer (Quality 1, Charge and overwhelm)
qq Reaper (Quality 1, Invasive medicine) qq ____________________________
The Eldritch
Servants

We were the last myths of an age - studying and serving things most believed were
simply impossible. Then the stars aligned and the world Fell to the eldritch powers. Our
survival was assured back then… we were not madmen and cultists, but visionaries.
Now? Now, all bets are off.
Reach Grasp Sleight
Alliance Move: At the beginning of each Age, secretly decide if you are
Devoted, Infiltrated By or Hostile towards the Eldritch Powers. Gain 1-Treaty on
Treaty any Family or Faction who shares your current stance when you support them.
Yours On Theirs On
Faction Them You

Surpluses Needs

Mood Data Tech


Name:
Stats History
Your starting stats are Reach 0 Grasp 0 Sleight 0. Each other Family or Faction discloses their
Choose what the Eldritch Powers are: stance in the shadow war:
Devoted: They say what secret practices they
qq Behemoth gods older than time: you
hold to honour the Eldritch Powers. You say how
always roll Reach with Advantage.
they are rewarded. You give them 2-Treaty.
qq Monstrous species from the world’s secret
Infiltrated: They say who among their people
places: you always roll Grasp with Advantage.
worship the Eldritch Powers. You tell us how.
qq Dark forces from beyond this world: you
Exchange 2-Treaty.
always roll Sleight with Advantage.
Hostile: They say how they battle against the
Traditions Eldritch Powers. You tell us how you helped
them survive this far. Take 2-Treaty on them.
Choose one of each, or create something else:
Populace: the jaded and cynical rich from yore, Doctrine
outcasts from an ethnic minority, scientists or Each of your doctrines augment Enlightened
artists driven insane by occult findings. Madness. What are you to the Eldritch Powers?
Style: As you’d expect from your Populace, but
ŃŃ Arcane Cultists. You use the Powers’
either immaculate or dishevelled.
knowledge for power. Count the boxes next
Governance: Your true masters are something
to Pride and Wealth as if they held a 3.
different from your rank and file. When you pick
ŃŃ Twisted Bloodline. The Power’s eldritch
a Doctrine option, also pick one of the other two
energy sings in your blood. Count the boxes
to be your masters. For example, if your Family
next to Faith and Mirage as if they held a 3.
is mainly Arcane Cultists, their true leaders may
ŃŃ Monstrous Servants. You are twisted and
be Monstrous Servants or members of a Twisted
uplifted by the Powers’ gifts. Count the boxes
Bloodline.
next to Lore and Echoes as if they held a 3.
Landmarks Your Doctrine must change when The Age Turns.
Draw a sign of one from each category on the
map, or invent your own:
Lifestyle
Choose one:
Before ŃŃ Nomadic. When you leave a settlement you
ŃŃ An isolated and ancient town, your refuge. can shepherd the bold and the mad to follow
ŃŃ A primeval temple for bloody sacrifices. you forevermore into the Endless City.
ŃŃ An urban hellhole for the poor and shunned. ŃŃ Dispersed. Your people’s states and holdings
The Fall are all interconnected by the Endless City.
ŃŃ A cyclopean temple that invaded our reality. The bold and the mad can travel freely and
ŃŃ A rift connecting this timeline to the end secretly between them.
times. ŃŃ Settled. Your settlement is an expression
ŃŃ A city whose population was whisked away of the Endless City, fleetingly touching this
to an unknown plane. plane. You can perform a ritual to dissolve
your settlement in the cover of night or mist,
A Threat just to reappear somewhere else on the map.
ŃŃ A memetic virus spreading devotion.
ŃŃ A sentient disease bent on conquering this Resources
ecology. Pick two as Surpluses, take the rest as Needs:
ŃŃ Temporal hunters from an advanced timeline. Leadership, Luxury, Prestige, Rare Materials, Spies

Servant characters all get an Inheritance move. Quick Characters also pick one:
ŃŃ Night Stalkers. You can see perfectly and ŃŃ Deep Dweller. You can live and travel without
move silently in the utmost darkness - but you complaint in a particular type of hostile land
become a carrion eater. (sea, void, radiation, etc) - but you have a
ŃŃ Scaly Dancer. You can hypnotize others with compulsion to lure others there despite their
your swaying motions - but you are bound to inability to survive.
always keep a treasure of the next world safe. ŃŃ Storm Rider. When you commune with a
ŃŃ Dream Lurker. You can visit other people’s place of power, its energy bursts free and does
dreams - but you must embrace an addiction to roughly what you wanted - but there are always
a forbidden drug of your choice. unintended side effects decided by the GM.
The Eldritch Moves Take Enlightened Madness and pick one more:
q q Enlightened Madness q q Endless City
You have a special ritual to beckon the Eldritch Your domains extend to secret places beyond this
Powers into the world. The next time your Family world, into an infinite city of arcane design. Chose
or Character discards a 1, 2 or 3 thanks to Dis/ two sectors from the Endless City and place them
Advantage, place it in one of these slots: on the map:
qq A Bizarre Bazaar
Faith [  ] [  ] [  ] Pride qq A Defiled Temple
qq A Secret Street
Lore [  ] [  ] [  ] Wealth qq A Den of Vice
qq An Arcane Library
Echoes [  ] [  ] [  ] Mirage qq Corrupted Gardens
qq The Ancestral Home
Once any row has a sequence from 1 to 3 in any
Tell us how these places pervert mundane
direction, the stars align and you are considered
expectations and give us a sign of their alien
infused with the quality next to the 3.
power and wisdom. There you can activate
Set all infused dice to 6: when you invoke this
Enlightened Madness with a brief incantation and
power before your family or character takes action,
pick another Stat to roll with Advantage.
spend an infused dice to set one of the dice to 6
You can change sectors or their location at the
without rolling. Once all infused dice are gone,
beginning of every Age. You may erase infused
you are no longer considered infused.
qualities to gain more sectors, on a one-for-one
basis.
q q Blasphemy & Rituals
When you pronounce judgement on disbelievers,
spend 2-Treaty on them to give them your infused
q q Invocations & Prayers
When other Families join in with your rituals, they
quality as a Need.
can give you 2-Treaty to gain your infused quality
When a Family or Faction garners 3 such Needs,
as a Surplus.
the Eldritch Powers turn their horrific gaze upon
As long as they have this Surplus, you can
them as a behemoth visitation, monster assault
remove the discarded die from their Dis/
or uncanny disaster of your description. Gain
Advantage rolls as well to invest in Enlightened
1-Treaty from every Devoted Family & Faction.
Madness.
Once at least three infused Surpluses are present
q q Insane Wonders in the world, you can perform a secret rite with or
Once the Enlightened Madness sequence is without the other Families’ help to erase 3 infused
complete, you gain the infused quality as a Surpluses and banish and forbid Eldritch Powers
Surplus. When used in a Wonder this Surplus can from the land during this Age. Gain 1-Treaty on
replace any of its regular requirements - tell us every Hostile Family & Faction.
how the project was warped in eldritch ways.

Eldritch characters gain a spell to evoke Hostile Grounds of their choice in the current scene at the cost
of 1-Harm. In addition, pick 3:
How Do You Fight?
qq Carving blades (Melee, Brutal). qq Interdimensional hounds (Ranged, Aberrant).
qq Words of madness and power (Ranged, Hidden). qq ____________________________
How Are You Defended?
qq Entropic halo (Mantle, Regal). qq Sustained by the void (Sealed, Implanted).
qq Scale armour (Regal, Plated). qq ____________________________
How Do You Travel?
qq Grafted wings (Air, Implanted, Swift). qq Void walkers (Space, Air, Mount).
qq Transport worms (Land, Transport, Mount). qq ____________________________
What Useful Expertise Can You Draw On?
qq Inquisitors (Quality 1, Exposing heresy). qq Magistrates (Quality 1, Negotiating pacts).
qq Legates (Quality 1, Enforcing the hierarchy). qq ____________________________
The Failed
Guardians

Intelligence fails because it is human, no stronger than the power of one mind to understand another. 
 - Tim Weiner.
There was once a shadow war for the fate of the world. Its soldiers toppled governments, arranged wars and
fomented revolutions. And when the Seed of the Fall starting bringing it all down, they were too busy fighting
each other. We’re their contingency plan. Their last shot at redemption. The Seed is left for you to define,
but it should be something that fits as the root cause of your group’s Fall.
Reach Grasp Sleight
Alliance Move:

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 Guardians had contingencies in place Which one of you did we cultivate as a backup
for the Fall: Reach -1, Grasp 0, Sleight +2. force? They say when they became aware of your
qq If the Guardians failed to predict and interference; exchange 2-Treaty with each other.
prepare for the Fall: Reach 0, Grasp -1, Which one of you fought as our proxy against
Sleight +2. the Seed? Tell us how the experience scarred
qq If the Guardians had weaponised the Seed your people forever and we tell you the horrible
of the Fall: Reach -1, Grasp +1, Sleight +1. fate we averted. We give you 2-Treaty.
Which one of you do we provide with critical
Traditions intel and assets? Tell us about those among you
Choose one of each, or create something else: who are unaware of this relationship and we tell
Populace: a community of sleeper agents, a you why it must remain a secret. Give us 2-Treaty.
death squad, master spin doctors.
Style: carefully casual but for their shades,
Lifestyle
Choose one:
covered in cryptic tattoos, tactical black with a
skull motifs obsession. qq Nomadic. You always know when someone
Governance: independent cells guided by adds a location to the map using Uncover
cryptic oracles, an efficient corporate structure, Secrets. Spend 1-Data to show up in numbers
a fascist police state. at that location, as if you were waiting nearby.
qq Dispersed. You live double lives hidden in
Landmarks each of their communities. The clue you leave
All your Landmarks are secret. Tell the GM where behind on a Subterfuge 7-9 result points to
to find one from each category, or invent your internal betrayal in the targeted Family or
own. At the beginning of each Age secretly add Faction - expect a witch hunt!
a threat on the map and explain to the GM how qq Settled. Only you and the GM know the
it is an expression of the Seed. borders of your holdings. When someone
invades your perimeter, you can always
Before have evidence of two of: their identity, their
qq A computation center where the comms flow location, or the time of the breach.
used to be monitored.
qq A bunker hidden under the rubble of a Doctrine
mighty command center. Choose one:
qq A facility destroyed by Before’s cutting edge
tech research. qq Dogs of War. You fight those who prey
upon the lingering remnants of Humankind.
The Fall When you target them, add “Erase one of the
qq The ground zero for an WMD used on civilians. target’s Surpluses” to the Subterfuge list.
qq A perfectly preserved death camp. qq Hellhounds. You fight the Seed still, and only
qq A weaponised infrastructure node. your research on cutting edge tech can give
you an edge. Your Characters can Power Up,
A Threat and the Family can use Information is Power.
qq The remnants of a rogue state, still waging qq Watch Dogs. You failed to protect the
their conquest war. Homeland once, you won’t be caught
qq An upcoming resurgence of the Seed. unaware ever again. Add “Gain 2 of their
qq An ancestral conspiracy controlling the land. Data, stolen or copied” to the Subterfuge list.

Resources
Pick two as Surpluses and take the rest as Needs:
Prestige, Justice, Safety, Defenses, Morale

Guardians Characters and Quick Characters gain a cover identity in any other Family in play. They can
pick Inheritance moves from the infiltrated Family freely. Different Characters may pick different Families.
When you save another Family or Faction from a resurgence of the Seed, gain 2- Treaty on
them.

Guardian Moves q q The Razor's Edge


You can reveal a stash of gear where you need
Take two: the most. Once per session, you may reveal a
cache and Tool Up a character mid-expedition.
q q Smoke and Mirrors You always find out when a Traitor Character of
You have infiltrated every Family & Faction in the any Family comes into play, and you can reach
Homeland. Choose an extra thing your agents them through your Family’s secret means of
achieve on any Subterfuge hit. communication - whether they like it or not.
If Build the Future is in play, when you invest a
Surplus to build a Wonder you gain pick two extra q q Fog of War
options from any list. If not, when anyone else When you move all your assets in a carefully
invests their first Surplus in a Wonder, gain 2-Treaty planned action, you can roll Subterfuge in parallel
on them. to a Claim by Force, Conduct Diplomacy or
Lend Aid roll, so long as both moves target the
q q A Wilderness of Mirrors same Family or Faction.
All secret agents use your techniques. Whenever
anyone gains Surplus: Spies, gain 2-Treaty on them.
As long as your camps keep training recruits, gain
Surplus: Spies at the beginning of every Age.

q q Through a Glass Darkly


You have administrator rights to a secret
cyberspace, still active from Before. With a short
authentication ritual, you can communicate safely
and instantly with others sharing the cyberspace
across the Homeland. Tell us about those that
haunt it still and the scars it bears from the Fall.
When a contact pledges to support the war on
the Seed, you may grant them entrance to the
cyberspace. Those within can spend 1-Treaty
on you to gain fleeting Advantage on Conduct
Diplomacy rolls targeting other members of the
cyberspace.

Guardian characters gain means to secretly communicate with the rest of the Family; give it two from
instant, safe, or long-ranged. In addition, pick 3:
How Do You Fight?
qq Holstered pistol (Ranged, Silent, Hidden). qq Sniper Rifle (Far, Silent, Elegant).
qq Fighting Dagger (Melee, Silent, Elegant). qq __________________________
How Are You Defended?
qq Armoured Clothes (Utility, Tough). qq Experimental Hazmat Suit (Utility, Hardened).
qq Infiltration Gear (Camo, Comms). qq __________________________
How Do You Travel?
qq Black Helicopter (Air, Transport). qq Armoured car (Land, Durable).
qq Extraction vehicle (Land, Swift). qq __________________________
What Useful Expertise Can You Draw On?
qq Local Assets (Quality 2, navigating the terrain and one other defined by the GM).
The Doomsday
Riders

In peace the cry is for mobility, in war for weight of shell. 


 - Field Marshal Lord Alanbrooke
The Riders are the last armoured divisions of once mighty armies, heirs to weapons so potent and vile that by
all rights they should never have existed in first place. But don’t let the heavy ordnance fool you: theirs is a job
of precision and timing, of rationale and dissuasion. If the Riders ever stopped holding back, they would leave
only ruins and mangled bodies on their wake - alone in pyrrhic victory.
Reach Grasp Sleight
Alliance Move: When you assault an enemy to save

Treaty another Family or Faction, gain 2- Treaty on them.

Yours On Theirs On
Faction Them You

Surpluses DOomsday
12

Needs 9 3

Mood Data Tech


Name:
Stats History
Choose one: Then ask the other families:
qq If doomsday weapons were used against the Which one of you holds the most heroic veteran of
source of the Fall: Reach +2, Sleight 0, Grasp the Homeland? They describe the battles they won
-2. and those they saved. You say how you were always
qq If doomsday weapons were widely used by there for them. Exchange 2-Treaty.
all sides of conflict during the Fall: Reach +1, Which one of you survived a siege thanks to us?
Sleight 0, Grasp -1. They say when and where this siege took place
qq If doomsday weapons were never unleashed and you describe those who felt the weight of
during the Fall: Sleight +2, Reach 0, Grasp -2. your wrath. They give you 2-Treaty.
Which one of you holds a festival that is key to
Traditions our culture and values? They describe the Festival
Choose one of each, or create something else: and you say how it became so important. You give
Populace: obscenely jacked up soldiers, pious them 2-Treaty.
engineers, elderly heroes of too many wars.
Style: dark uniforms with AR helmets, colorful Lifestyle
fatigues and intimidating tribal trophies, military Choose one:
exoskeleton suits. qq Light Riders. Your column’s speed and endurance
Governance: a council of elders, a brutal religion assures that no other force can hope to keep
of penance and sacrifices, interpretations of an up with you - though you must secure a steady
instruction video log. energy supply for your vehicles.
qq Armoured Knights. Your units can battle much
Landmarks larger forces on equal terms. The oppressed and
Draw a sign of one from each category on the desperate know that, and seek your help first.
map, or invent your own: qq Bunkered Artillery. Fear the thunder! Those
Before who march upon you must first Hold Together
qq A stern memorial to Before’s greatest war. or gain Need: Morale.
qq A vast and venerable military academy, sadly
vandalized. Doctrine
qq A holographic war room replaying doomsday Choose one:
scenarios. qq Destroyers. Depending on the mission specs,
your operations can range from the blunt to
The Fall
the insidious. Add “Inflict a Need on those in the
qq A mighty underground shelter for civilians,
perimeter” to Doomsday Arsenal options.
savaged from the inside
qq Guardians. You vowed to secure these
qq Borderlands turned into a nightmare landscape
devices and use them only as a last resort. Your
by countless battles.
Characters gain lasting Advantage on Unleash
qq A mass of desperate and terrified refugees,
Power and Unearth Forgotten Lore rolls when
streaming from the wastelands.
they deal with doomsday weapons.
A Threat qq Defenders. Fortune favors the bold! When you
qq An escalating conflict between two settlements. fight a hopeless battle or war, you roll the next
qq A corrupted warmind programed to bring order The Age Turns with Advantage.
by destruction.
qq A metropolis, spiritually twisted by the sudden Resources
death of millions. Pick two as Surpluses and take the rest as Needs:
Prestige, Engineering, Morale, Defenses, Transport

Riders Characters get +1 to Force or Steel. Quick Characters can pick an Inheritance Move:
qq The Cover of Night. When deep into enemy qq Scorched Earth. When you unleash a campaign
territory under the cover of darkness or weather, of fire, poison or radiation, choose if you want to
gain fleeting Advantage to attack one of: your create a Hostile Ground or to erase a Surplus.
foe’s local command, their logistics supply, qq Hearts & Minds. When you tend to the needs of
a critical part of their defense. Choose two those affected by war, someone among them
targets if you have the cover of both darkness will tell you in confidence about: an incoming
and weather. attack, the location of a dangerous foe, a spy
qq Shock & Awe. When you go on an all out among your ranks - GM’s choice.
Fiercely Assault, you always pick “You inflict qq Razor’s Edge. Gain lasting Advantage when
savage, terrifying harm, frightening and you Defuse or Forge a Path driving or piloting
dismaying your foes” for free. under extreme conditions.
Riders Moves Take Doomsday Arsenal and one more:
n n Doomsday Arsenal Once they evoke three elements, the Riders
Describe your weapons of mass destruction: charge in from an unexpected angle, crippling
the targeted force: you can invoke Doomsday
qq Ultimate bombs.
Arsenal without advancing the Clock.
qq Autonomous mecha.
qq Unseen killers. q q Aid in Danger
Every time you use but a fraction of their power, advance When you brave Hostile Grounds in a rescue
the Doomsday Clock and state the objective: mission, your troops negate all environmental
qq Destroy vital infrastructure. Disadvantages there.
qq Kill a Behemoth. When you brave a war zone to help the affected
qq Decimate a horde. populace, erase any Need other Families or
Factions there have that you have as a Surplus.
And choose your collateral damage: When you successfully perform any of these
qq Unleash a disaster. missions, set the Doomsday Clock back a tick.
qq Bring ruin to civilians.
qq Create Hostile Grounds. q q Search & Destroy
When you establish a perimeter and concentrate
When the clock advances: your forces to guard it, gain 1 Alert Level per
Past 3 (2+ marks): Switch the values of bolded stats, Surplus invested in the perimeter (max 3).
but you galvanise your foes against you. When an intruder breaches the perimeter, they suffer
Past 6 (3+ marks): double all treaty rewards, but one consequence of your choice per Alert Level:
civilians start fleeing in panic from the conflict zone.
Past 0900 (4+ marks): choose two objectives per ŃŃ Your sentries hurt them
strike, but a Faction of the GM’s choice acquires ŃŃ Your defenses slow them
doomsday weapons of their own. ŃŃ Your patrols pick up their trail
If you ever reach 12: there will be an exchange of ŃŃ Your barriers halt their advance
doomsday weapons strikes. Set the clock back to 06. ŃŃ Your alarms isolate them
These effects are cumulative. Set the clock back Intruders can act to minimize the consequences, but
1 segment when The Age Turns. must a different method (e.g. Move, Resource) each
time. When all Alert Levels are triggered, roll +Grasp.
q q Ride to Ruin On a 10+ you surround the Intruder, on a 7-9 you
Wherever you are, whoever you fight… the Riders just drive them away, on a 6- Invaders destroy or
stand ready to save the day. Your allies can spend steal an invested Surpluses of their choice.
2-Treaty on you in order to draw joint battle plans.
When they engage in field battle against a powerful q q Hammer & Anvil
foe, they may: When you meet another army in battle, roll +Grasp
to determine: the terrain, the weather, any escape
ŃŃ Withstand a spirited assault. routes, and the presence of civilians.
ŃŃ Retreat to a more defensible position. On a 10+ you choose three elements, then
ŃŃ Counter attack against all hope. your opponent chooses one. On a 7-9, both of
ŃŃ Evacuate your civilians. you choose two elements. When you use up an
ŃŃ Concede critical parts of the battlefield. element you control, gain fleeting Advantage on a
move or to negate one of your foe’s moves.

Riders Characters gain 2 extra tags on their Vehicles or Outfit. In addition, pick 3:
How Do You Fight?
qq Heavy machine gun (Ranged, Area, Brutal). qq Laser designator (Far, Area, Unreliable).
qq Missile launcher (Far, Brutal, Elegant). qq __________________________
How Are You Defended?
qq CBRN war suit (Camo, Hardened). qq Military exoskeleton (Utility, Powered).
qq Tank commander uniform (Regal, Comms). qq __________________________
How Do You Travel?
qq Amphibious vehicle (Land, Water). qq Anti-aircraft vehicle (Land, Turret).
qq Troop carrier (Land, Transport). qq __________________________
What Useful Expertise Can You Draw On?
qq Mechanics (Quality 1, Fixing heavy gear). qq Navs Officer (Quality 1, Tactical use of terrain).
qq Comms Officer (Quality 1, Scanning qq __________________________
frequencies).
The Tartarus Site

Engineering
Rare Materials
Progress
Leadership
Hold the Threat in Place
This place is not a place of honor…no highly Permanent Bonus
esteemed deed is commemorated here… Most important: the threat is contained. The
nothing valued is here.” Owner draws the Tartarus Site on the map and its
There are evils at work at the world, powerful surrounding Hostile Ground, and describes the
enough that they could taint or kill the whole dangers they pose.
homeland. Things that can’t be destroyed. When
one rears its ugly head, will you be the one to
contain it?
Trials Fortunes
Each trial can be put to an end by a member of
ŃŃ A Shadow of the Past: You can feel it calling
a specific playbook. To succeed in this quest, a
you and your people. You are certain it can be
Character of the indicated playbook must fulfill
tamed and used for the greater good. State
two Role conditions with the specific goal of
a Wonder that if completed will unleash
solving the problem. When it’s solved, everyone
the Threat once again into the Homeland -
affected by the linked Needs erases them and
though in a different form. As you start work
gains the unlocked Surplus.
on the Wonder, visions will lead your Family
ŃŃ Pilgrimage: There are those who come to 3 of the Surpluses needed to complete it.
from far and wide to worship the salvation ŃŃ The Journey: It’s not over! The Threat might
brought by the Site. The Owner draws on return, and you and your people must finish
the map the routes pilgrims take and the what the Owner has started. Start the next
slums they now inhabit. At the start of each age as the Remnant, the Sentinel or the
age, any Family or Faction bordering the Site Promethean. If you manage to fulfill all four
gains Need: Energy or Luxury. This can only Roles you may neutralize the Threat once and
be stopped by an Elder, who unlocks Surplus: for all. Gain 2-Treaty from every Family and
Recruits if successful. Faction across the Homeland if successful.
ŃŃ Tainted Land: There was no way to stop ŃŃ The Fortress: Your Family will stand watch
the poison seeping into the land around the over the Site as long as needed. Draw
Site. The Owner tells how quickly the Hostile your fortress overlooking the Site. Name
Grounds are growing. At the start of each 3 Surpluses that will always be available
age, any Family or Faction bordering the Site to whoever holds the fort, and the Owner
gains Need: Land or Freshwater. This can only names a Surplus that must be erased each
be stopped by a Seeker, who unlocks Surplus: age in order to maintain it.
Crops if successful. ŃŃ The Engineering Crew: Some of your
ŃŃ The Doomsday Cult: There will always those people worked side by side with the Owner
who ignore warnings and defences to live to build the site. Start the next age as the
off ruins and misery. The Owner tells us what Survivor, the Seeker or the Elder, picking an
these cultists revere. At the start of each age, extra move when building them. Others can
any Family or Faction bordering the Site start with an extra move as one of the other
gains Need: Safety or Trade. This can only be two Characters if they give you 2-Treaty.
stopped by a Sentinel, who unlocks Surplus: ŃŃ The Groundskeepers: Your Family formed an
Prestige if successful. order to maintain the Site and fend off invaders
ŃŃ Grave Robbers: There are those who lust for who might breach it. Start the next age as the
the perceived riches the Site might contain. Hunter, the Reaver or the Scavenger, picking
The Owner tells us about the lowlife behind an extra move when building them. Others
this vilified gang. At the start of each age, can start with an extra move as one of the
any Family or Faction bordering the Site gains other two Characters if they give you 2-Treaty.
Need: Rare Materials or Defenses. This can ŃŃ The Prophecy: From your Family came
only be stopped by a Hunter, who unlocks a vision of how to heal the land. Name 4
Surplus: Trade if successful. Roles distributed between at least two,
ŃŃ Exodus: The memories of the horror won’t and no more than four, different Character
leave you: your only choice is to leave it playbooks. If at any point those roles are all
behind. The Owner tells us about your marked, the characters can erase the Hostile
destination and the trials you face on their Grounds and place 3 Surpluses of your choice
journey. At the start of each age, your Family there.
gains Need: Morale or Recruits. This can
only be stopped by an Envoy, who unlocks
Surplus: Leadership if successful.
ŃŃ Cursed Lineage: The twisted forces
contained by the Site mutated some of your
people into wretches who banded together
for mutual protection… and bloody revenge.
The Owner tells us about the powers this
lineage now wields. At the start of each age,
your Family gains Need: Medicine or Justice.
This can only be stopped by a Promethean,
who unlocks Surplus: Progress if successful.
The Watchtower

Engineers
Energy
Progress
Rare Materials
Safety
You have reached up, high into the heavens, Permanent bonus
with a tall monument to your people’s The Owner can Disconnect or Reconnect Families
ingenuity. Built upon mysterious tech some and/or Characters at will.
would deem best left forgotten, its gaze All Trials & Fortunes can only be chosen
once. Families that get a Fortune are considered
reaches from horizon to horizon... and beyond. Connected, as are their Characters.
Under its shadow you are safe.
Trials Fortunes
ŃŃ Stir the Slumbering: The Tower signal ŃŃ Red Alert: The Tower gives an early warning
awakens a hostile behemoth in your of your foe’s movements. All Claim by Force
holdings. Over the next Age, Characters of all moves targeting Connected Families have
affected Families gain a bonus Survivor move. Disadvantage.
The Owner tells us of the behemoth’s unique ŃŃ The Comms Grid: A web pinned by the
strengths, looks, hungers and capabilities. Tower connects you all. Connected Families
ŃŃ The Eldritch Sign: The Tower beckons elder & Characters can communicate freely and
and hostile forces from the void. Tell us of instantly across the Homeland among
the alien’s unique strengths, looks, hungers themselves. Also, Diplomacy between
and capabilities, and the Owner choses a Connected Families & Factions happens
wonder in play for them to hijack. Every instantly and rolls with advantage.
Age the Tower still stands they hijack a new ŃŃ The Topographical Map: The Tower maps
Wonder… unless confronted, of course. the whole Homeland in real time. Connected
ŃŃ Whispers Everywhere: The Tower connects Characters have advantage when Fiercely
everyone, giving people the tools to record Assaulting a disconnected enemy or
and broadcast falsehoods in all open Defusing their attacks.
channels. Those without Surplus: Spies roll ŃŃ A Wilderness of Mirrors: In the etheric webs
Subterfuge with Disadvantage over the next of the Tower a silent war of secrets and codes
Age. rages. All Connected Families can spend
ŃŃ All Along the Watchtower: Disconnected 1-Tech to change Surplus: Recruits into
life remains harsh and unforgiving, but you Surplus: Spies or Scouts.
take pride in your freedom. Your Family ŃŃ The Lighthouse Effect: Regardless of
permanently loses Connected status, but distance, travellers are never alone under
if you start the next age as the Firebrand the Tower’s watchful gaze. All Connected
(Legacy: Life Among the Ruins, p. 174) you gain Characters gain 1 Data on a Wasteland
an extra move when building them. Another Survival hit. As soon as a Connected
Disconnected Family can start as the Reaver Character rolls Wasteland Survival, their
(Legacy: Life Among the Ruins, p. 190) with Family immediately gains Surplus: Scouts if
an extra move if they give you 2-Treaty. Both they don’t have it already.
must start as Rebels. ŃŃ The Information Network: A silent war of
ŃŃ Plague of Ghosts: The Tower unleashed secrets and codes rages in the etheric webs of
phantom signals, causing havoc in comms the Tower. Connected Families add “Gain 2 of
and devices. As long as the Tower stands, all their Data - stolen or copied, your call!” to the
connected Families & Factions gain a special Subterfuge list.
Need: Plague. Erase 3 instances of Surplus: ŃŃ Radio Numbers: You found a mysterious
Engineers, Spies and/or Progress to finally fix transmission, lost in the ether. It streams a
the glitch and erase the Need. constant flow of ciphered data, hinting at the
ŃŃ Calamity Warning: The Tower sounds the Watchtower tech’s origins and purpose. Start
alarm of a disaster in your holdings. It comes the next age as the Historian (The Engine
right on time to save lives, but too late to of Life, p. 72), the Machine, or the Seeker
avoid widespread havoc and loss. All affected (Legacy: Life Among the Ruins, p. 182, p. 202),
Family & Factions gain Need: Luxury & Safety, picking an extra move when building them.
and their next Character gains a bonus Saint If others give you 2-Treaty and start as one of
move (The Engine of Life, p. 80). The Owner the other Characters, they get an extra move
describes the disaster’s nature. too.
ŃŃ Eyes Everywhere: Derelict remains of
infrastructure awaken under the Watchtower,
serving as its agents. All Families & Factions
lose Surplus: Spies.
The Race to the Stars

Energy
Engineers
Science
Rare Materials
Leadership
We might be escaping this hellish cage of our The Race doesn’t use a roll
design… or simply returning to our pilgrimage. Instead, check each and every Wonder ever
One thing is certain though: a species’ long- unleashed with the list below. Only one Race to
term survival can only be assured once it the Stars can ever be built.
leaves the host planet and spreads through the
universe. We will not return, even if we become
nothing but shadows among the stars.
Trials Fortunes
The Owner of each of these Wonders must erase The Race Owner and the Owner of each of these
4 points Treaty on the Owner, or donate 4 Data Wonders must mutually erase 2 Treaty or give 2
or Tech to them. They can mix and match if Treaty to the other party.
they wish.
ŃŃ The Capital: You gain a new building, The
ŃŃ The Age of Discovery: Decide if the Congress, where Families & Factions engaged
newfound land will become the construction in space exploration gather in council. Your
hub of the star fleet, or the source of its Characters and the Owners collect double
working force. If construction hub, the Owner the usual Treaties when they trigger Alliance
explains the incredible benefits of placing it Moves there. The Owner describes the
there. If the workforce, the Owner describes Congress’ charter and rites.
how the Void change the local’s culture. ŃŃ The Crucible: The Subject seeks shelter and
ŃŃ Revolution: Decide if the precepts of your isolation across the Void. The Race’s Owner
Revolution infect the workforce in the Void or decides if they return as a conquering culture
the colonists among the Stars, and how they or a different species altogether. The Subject
now have become a threat. The Owner tells tells us how they diverged even further after
us of the force that keeps the order and how that. The Crucible’s Owner says how you plan
it opposes the rebels. to reign in the Subject’s might now.
ŃŃ The Rising Faith (The Engine of Life, p. ŃŃ The Energy Revolution: Your research
106): Decide if your zealots wholeheartedly reaches the Stars. Say if your planet-bound
embrace or refute the Stars. If they embrace resources fuel the Race, or if you harness
them, the Owner tells us how the Void defiles energies from the Void. You and the Owner
their creed. If they refute them, the Owner tells double all Tech earnings in habitats and
us how a new radical Faction will plague the colonies across the Stars. The Owner places
Homeland. and describe one alien relic uncovered by
ŃŃ Tartarus Site: Tell us how the forces your projects.
contained by the Site were just the tip of the ŃŃ The Great Network: Your Network conducts
iceberg, and how you now see its full horrors a radical experiment in the Void. Tells us
across the Void. Characters still in a Site Quest where it takes place and name one Hostile
add the Void tag to their Vehicles, and the Ground or Nightmare it is supposed to
Sealed and Hardened tags to their Outfits. neutralize. The Owner tells us what needs to
The Owner tells us how they become the be sacrificed to run this experiment and the
seed of a Faction, dedicated to oppose this dangers of failure.
new Nightmare. ŃŃ The Green Defiance (The Engine of Life, p.
ŃŃ Total War: The regime that once led you to 102): You nurture our species in the great
battle resurges! Decide if it tries to conquer beyond. Decide if our colonies are habitats
the Void or stands watch against it. The Owner in the Void, or terraforming a new planet; the
describes the most advanced piece of their Owner describes your shared culture there.
arsenal, and the cutting edge tech used to You can both send them two Surpluses per
keep them in check. Age, and receive any two Surpluses of your
ŃŃ The Aerie (The Engine of Life, p. 100): The choice in return.
once mythic Visitant returns… and they ŃŃ The Transportation Hub (The Engine of Life,
are not alone. Decide if you are intruding in p. 104): Draw two new connectors, and in a
their realm or if they multiplied across the new intersection draw and describe a Relay
stars. The Owner tells us about those who that connects the Homeland to the habitats
achieved a delicate balance with them and at and colonies of the Stars. Describe the Faction
what terrible cost. that controls both ends of the Relay, choosing
two of: its name, a unique advantage, a
characteristic tradition, a cultural taboo. The
Owner states the unchosen options.
ŃŃ The Watchtower: You Connect all Families &
Factions across the Void: extend all benefits
to the offworld habitats and colonies. The
Owner describes the inhuman message the
Tower detects as it listens to the Void.
The Crucible

Medicine
Science
Progress
Prestige
A key to your subject's very being

Choose the Subject:


Your own Family: The change Another Family, without their A Faction, or another Family
draws a rift between you and player's consent: The change with full Player consent: you
your old allies. Mutually erase affects just a fraction of their unleashed the change upon
2-Treaty on every Family & numbers, who set out to form a the Subjects to become either
Faction. Regain 2-Treaty on new Faction. Everyone Transfers a feared scourge or their wise
those to whom you prove (truly as much Treaty as they like on benefactor. Gain 2-Treaty on
or falsely) your unchanged you or the Subject to this new each other.
essence. Faction.
Decide on the Method Describe the cultural
If the Owner pushed The Crucible on another
group, tell us how they did it... shift
The further the Subject evolves, the more
qq By convincing them to embrace it? they seem to belong to a different world.
qq By forcing it upon them?
qq By quietly infecting them with it? The Subject may redistribute Treaty points
The Owner gains lasting Disadvantage on on all Families & Factions as alliances shift
the relevant Stat (respectively Reach, Grasp under the strain of transformation. For every
or Sleight) for the next Age, as the rest of the 3 points of Treaty the Subject decides to
Homeland becomes warily defensive of their erase on any Family or Faction, they can gain
actions. one these permanent benefits:
nn A new Family Move from any Playbook.
Describe the Change nn A new Family move to represent their new
outlook. Build this collaboratively with
The Owner describes the traumatic process
your GM and/or group.
the Subject went through; they tell us how it
nn Replace their Doctrine or Alliance Move
affected their culture.
with one from a Family in play
nn Their Prodigy, Hellion or Foundling
For a lesser change, the Owner chooses a Hostile
Characters start with an extra Character
Ground in the Homeland where the Subject
move.
now acts with Advantage. The Subject can
choose other Hostile Grounds to adapt to, but
for each adaptation they choose one aspect of
their essence irrevocably changed:
Tell the Subject’s story
The Subject then asks the other Families:
qq What they consume to live.
qq Their face and skin. Which of you came to our rescue and
qq One of their senses. helped us build a community? Say where, and
qq Their voice and language. they say how. Give them 2-Treaty on you.
For a greater change, the Owner states one
fundamental fact of the Subject’s nature that Which one of you uses our new art in one of
has changed. The Subject decides how they your most important rites? They describe the
mutated, up to and including completely ceremony and give you 2-Treaty.
changing their Family Playbook.
Whose youth is enthralled by our new
form… and ideas? They say what draws their
kids to you like moths to the flame, and give
you 2-Treaty.

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