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Bond strength 14

Drawing on bonds 15
How to play Ryne 6 Ways to play 23 The role of the Fates 46
Gaining or replacing bonds 15
Moves 7 Session zero 23 Agendas 47
Emotions 8 Wear 16 Principles 47
Creating characters 24
Types of emotions 8 Wear conditions 16 Fates moves 48
Levels of wear 16 Choosing rolebooks 24
Using fabric 8 Forms, humanities and tells 24 Non-player characters 49
Connected emotions 8 Wear effects 17
Protective items 18 Creating a ghost 25 Remnants 50
Rolling 9 Meeting death 18 Choosing emotions 26 Creating a Remnant 51
Advantage / disadvantage 9 Healing wear 18 Rolebook moves 26 Creating a territory 51
Result levels 9 Introductions 26 Resonance moves 52
Humanities 19 Questions 26
Matches 10 Envoys 53
Using humanities 19 Bond triggers 26
Stitching 10 Bonds 26 Example envoy types 53
Tells 19
Patches 10 Humanities list 27 Threats 54
Boons and banes 19
Strain 11 Companions 20 THE GUIDE 30 Threat patches 54
Straining a named emotion 11 Gear 20 Playing the Guide 31
Effects on Named emotions 11
Resources 20 THE HEART 34
Strain conditions 12
Straining fabric 13 Moods 21 Playing the Heart 35
Straining a territory emotion 13 Boundaries 22 THE TETHERED 38
Bonds 13 Advancement 22 Playing the Tethered 39
Bond emotions 14 Setting milestones 22 THE WEAVER 42
Bond statements 14 Advancing characters 22
Playing the Weaver 43
ABOUT RYNE
WELCOME TO RYNE
Ryne is a wild fantasy roleplaying game about people living in a
world shaped by the clashing tides of spirit, emotion and
concept.
The stories told in Ryne are broad and varied, but they are joined
by one common thread: you play to explore the relationship
between humans and the titans.
You might be a guide leading people across a shifting glass
desert, a priest learning new dances to offer as tribute to their
titanic god or a curious ghost rediscovering their place in the
world.

Ryne is a Powered by the Apocalypse game, designed to tell slow,


thoughtful, human stories of strange and shifting fantasy. It
focuses on emotion: both of your characters, and of the moods
tied up in the landscape.
It’s a highly collaborative game. While one player is designated as
the Fates, a sort of GM role, the table shares authority over the
world. Anyone can add details to the game, as you create your
own version of Ryne together.

TOUCHSTONES
Earthsea, Studio Ghibli, Saga, The Broken Earth Trilogy, The
Living Mountain, The Raven Tower, Mushishi, Banner Saga,
Shadow of the Colossus, Seasons of Hieron, The Buried Giant,
King of Dragon Pass

3
THREE WAYS TO PLAY
» Two to five players Ryne is now on ! Back our
If you want a quick introduction to
» Six-sided dice. At least three per crowdfunder to get the full game as a
Ryne, Vacant Tribute is a quickstart
player is ideal, but you could share hardback book or digital pdf.
scenario designed for 1-4 sessions.
» Character sheets, one per player The scenario contains a framework The book of Ryne will come with new
» A territory sheet and prompts for your game, to help rolebooks, extended rules, and a whole
» Paper, pencils (or digital versions) you get playing fast. If you’re new to chapter of territories, Remnants and
roleplaying or PbtA games, or want factions pre-made for use in your
to get a feel for the game, this is the games. There will also be additional
We recommend that at least one of the place to start. guidance on how to play the game, and
players has a flick through this playkit a wealth of beautiful artwork.
If you want to make the story your
before your first session. The most
own, The Change is one of Ryne’s You can get updates on development of
important part is The Loom, which gives
story seeds, prompts for starting the game via our .
an overview of the game’s rules.
play. It’s suited to a longer game,
You should also make sure that where you want to spend a bit of
everyone is on board with the premise time creating a Remnant and its Join our to find people to
of the game—the next page introduces landscape together. It’s suited for play with or just chat about the game.
the world and what the game is about. three or more sessions.
If you want to play a full, custom
campaign, the Ryne playtest can be Amazing! We always want to hear what
We personally recommend using Miro. found on our website, and contains people think of our game. Fill in our
You can lay out all the sheets as you like, everything you need to play a full . You can find this,
draw maps and collect notes. game. It includes: and links to all of the above, at our
website
» Additional rolebooks including the
Binder, Fledgling and Guardian
» Story seeds including The Settled, Ryne was originally create for These
The Secret-keepers and The Uprooted Flimsy Rituals. If you’d like a feel for the
» Extended rules for communities, game before playing, the first season
journeys and projects uses an early version of the rules.

» Additional setting information and


example places, factions, Remnants
and territories

4
We live in the shadows of Remnants.
THE WORLD Though often beholden to the whims of
MAKING THE WORLD YOURS
the Remnants, their envoys and the Ryne is patchwork, a quilt of endless
This world is much bigger than us.
landscape, humanity is stubborn and territories with no concern for any
The Remnants shape it, forming
adaptable. We’ve found ways to build geological consistency. Deserts sit
landscapes in their image - the
homes regardless of territory. A village next to glaciers, a territory of joy
broken anchors of our world.
of rickety wagons always one step ahead next to one of lament. It is always
of the forever-fire, a town built from shifting, growing, changing; maps
Ryne is a world shaped by strange
rapidly growing bramble, a city built on are wrong from the moment they’re
colossi called Remnants. Titans as tall
the back of a Remnant itself. completed.
as mountains and as long as valleys, a
Remnant might take the form of a vast Ryne homes countless communities The stability we’ve found here may
carpet of moss, a stag built from and cultures; its humanity is broad and be short-lived, as Remnants move,
driftwood, fog coating a mountainside, complex. Like the landscapes, its people sicken, or change. A landscape of
or a ghostly snake among the dunes. are shaped by the Remnants. They harvest might become one of ruin. A
might be furred, have gills, or sport misty bog might suddenly face the
They are a part of our landscape and our
multiple pairs of arms. They might have full heat of a desert sun.
lives. Unknowable, ancient, powerful,
and most often indifferent to us. A photosynthesising skin, or the ability to This is all to say that Ryne is yours.
common belief is that the Remnants go into stasis in times of drought. They While you play, you’ll make your own
were once whole; split in two millennia are, all of them alike, human. version of the world by asking and
ago, they became the physical Vacants Spirit tangles around everything, like a answering questions. We provide
and the spirit Echos which now roam web of threads. Remnants are its some helpful questions here, but if
their territories, husks of the gods we anchors, spools of emotion and concept. there’s something you want to know
once knew. They are fading, and our It is from this web that binders, weavers more about, ask each other. You are
world follows them. and snarls work their magic. They pull, all the authority on how things work.
Each Remnant has its own domain. tie, sever and knot this tangle of You don’t have to rush to define
Hope, preservation, delight, bounty, emotion and concept to shape the world things though. If you’re really
migration, treachery, perfection, a little differently than before. curious about something, leave it to
wanderlust. A Remnant’s domain shapes Humans have a spirit. Unlike the be answered through your play. Your
the landscape around them in its image. Remnants they (mostly) have both a characters’ moves will also shape the
A Vacant of preservation might create physical and spiritual form. Not always; world; they contain assumptions
tar pits and salt flats; an Echo of some people’s spirits linger, some are about how things work, and using
perfection might fill a meadow with born without body. them will define parts of your world.
infinite variations on a single flower.
What all of this means, how this ties into You might notice gaps as you play.
The important thing is that landscapes
your game, is your choice to make. Ryne These are deliberate, invitations for
in Ryne are shifting, fickle things. They
is your world, from here you get to you to create our own vision of Ryne.
are alive, and ruled by emotion.
shape it.

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THE LOOM
Most of the time, when you’re playing Ryne, you’ll be having a
The Loom explains the practicalities of how you’ll play Ryne: conversation. You’ll go back and forth between everyone
making moves, rolling to see how things go, using bonds and who’s playing, working together to describe things in the
advancing characters as your story evolves. It’s a reference world, react to the story, and ask questions about what’s
guide, so it’s worth keeping The Loom to hand as you play. happening.
Some of the things referenced in the Loom refer to rolebooks As players, you guide the conversation according to your role
(pages 30 - 45) and the basic moves (pages 53 - 57). Don’t in the game. Most of you will do this through the lens of your
worry if you’re reading through for the first time, and come characters, describing what they see, think, say, do and feel.
across something unfamiliar; you might just need to take a
look at the characters and rules for it to make more sense. One of you will play the Fates, you’ll guide the conversation
through the lens of the world. You react to what the
There’s also another section later in this playkit, The Fates, characters are doing—telling them where they are, what the
which has more advice and guidance for the player taking the world is like, and speaking through the mouths of everyone
Fates role. that isn’t a player character.

This establishes a basic rhythm of play. You move between


Ryne is designed to tell slow, thoughtful stories of strange and characters describing their words and actions, and the Fates
shifting fantasy. As you play you’ll watch your characters saying how the world responds. We talk back and forth,
grow as they face new challenges. Their emotions will shift, sharing the spotlight between us.
they’ll gain new skills and shed old ones, their moves will
change. These roles are designed to be guidelines rather than
restrictions. They’re rough ideas of who does what. When
It's a highly collaborative game. While one of you will play the
you play Ryne, anyone might make suggestions about what a
Fates, a sort of GM role, everyone at the table shares
town is like, how an NPC looks, or what happens as the result
authority over the world. When you need to describe a
of a roll.
person, community, custom or Remnant, anyone can provide
details. You create your own version of Ryne together. The game works best when you work to make it collaborative,
taking joy in each others contributions; try to keep your play
an open conversation.

6
Not everything you do is going to trigger a move. If something
As you play, your conversation will trigger moves. Moves are is easy for your character to achieve, has a fairly certain
bundles of rules that draw focus to important moments of outcome or you’re not particularly interested in how it goes,
your story and add texture to play. For example, you might just describe it in the fiction.
trigger a move when you confront someone, attempt to
weave spirit, or embark on a long journey. First Frost sneaks through the camp towards Summer
Some moves are triggered when things are uncertain, having Rain’s tent. We’re more interested in what happens when
us roll to see what happens: they get there, so we don’t need to roll for it.

“When you attempt to convince someone, say what you There’s also an art to when you decide to trigger a move and
want from them, then roll.” roll. Sometimes it’s useful to trigger a move at the start of a
situation, to guide how it goes; other times you might play the
Other moves give us special permissions, they often scene out, then trigger the move as a finale. There’s no right
represent unique skills or aspects of your characters: answer. You might develop a preference, you might vary it.

“When you enter a new territory, name two things you’ve Hale attempts to convince Vo to let her join his caravan.
heard about the Remnant.” We want to get a sense of the conversation, so we let it
play out for a while before we trigger the move.
Players will have access to a set of basic moves, as well as the
unique rolebook rules you have chosen for you character.
STORY FIRST
When you play, keep your focus on what your characters
All moves have a trigger, usually worded as “When you...”. are doing and the story you’re creating. Don’t worry about
When you act in a certain way, something happens. When you planning your moves; they should come up naturally.
trigger a move, follow it through and fold it back into your That said, you might sometimes look to your moves first
story. If you notice that someone’s actions might have to get an idea of what your character can do or how they’d
triggered a move, call attention to it. react. That’s okay! When you decide your actions by
Once you’ve triggered a move, read its opening aloud and checking your moves first, just make sure to describe the
follow the instructions. It might ask you to say or describe fiction. Tell us what you character does, not what the move
something, to clarify what you’re doing. Then it may ask you does.
to roll or pay a cost. Depending on what you roll and the costs
you pay, you’ll trigger different effects and outcomes.

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Named emotions: any emotion written on your character
When you create your character, you’ll name several sheet. They represent important emotions for your character.
emotions that are important to them, and assign values to
them—sad, faithful, defiant, brave, playful, vulnerable, Fabric: represents any other emotions, used in place of any
stubborn, etc. emotion that isn’t a named emotion.

Choosing emotions doesn’t limit what your character can Territory emotion: an emotion based on the territory you’re
feel, it only indicates which emotions are currently important currently in, shaped by its Remnant.
to who they are, and how they act (see Using Fabric).
The value of an emotion ranges between +3 and -3, and
Fabric represents any emotions your character experiences
modifies the rolls that you make. It is not a measure of how
that haven’t been named on their character sheet.
skilled you are at feeling something, but how well your
character handles that emotion. Your emotion’s modifier When you choose to roll with an emotion that isn’t a named,
shows how controlled or lucky you are when you act while you roll plus Fabric instead. Fabric always starts at +0.
feeling a certain way. If a move ever asks you to do something with a named
emotion that you don’t have, use fabric instead.
Ysilla is a shy, but capable guide.

They have +2 in competent. They don’t always feel Brrr is told to stitch happy, but doesn’t have it as a named
confident while around other people, but when they’re emotion. Brrr stitches fabric in its place.
alone in the forests relying on themselves, things usually
go well.
Sometimes your character will feel something that is close to
They also have a -1 in excited. They actually get excited a one of your named emotions. If everyone agrees that it’s
lot, but they tend to make poor choices when they’re close enough, roll with the named emotion.
feeling over-eager.
If the two emotions are related, but have some distance
between them, you have a choice: you can roll with the
EMOTIONS AND CHANGE emotion, but gain disadvantage; or you can roll with fabric.

As you play, your named emotions will shift and change “I’d love to roll with Clew’s impulsive because it’s +3, but
alongside your character. Some will fade into the I’m not sure. That comment about him not being able to do
background while others take their place, some will it has annoyed them. So this is a bit impetuous, maybe?”
strengthen or weaken, and some will alter as they become
more or less specific. “Well, it’s still something he hasn’t over-thought, right?
Plus, they’re not going just because they’re angry.”

“Okay, yeah, so I’ll roll with impulsive then.”

8
There are three possible result levels for a roll:
When you trigger a move and the outcome is uncertain, you’ll
likely be told to roll to find out how it goes. The base roll in 10+ is a strong success. The character succeeds at what they
Ryne uses two six-sided dice (2d6). were trying to do, and it goes how you described.
Roll the dice and add them together. You’ll usually add a stat 7-9 is a mixed success. The character succeeds in their
representing the emotion you character is currently feeling. action but there’s a consequence. You might have to make a
Deciding an emotion is a chance to focus on the character’s choice, have less effect or have to compromise on what you
mindset. Be truthful about their mood, and use the fiction to wanted.
inform what you roll. 6 or lower is a miss. Things don’t go as planned or the action
When a move tells a player to roll, and doesn’t say has unforeseen side effects. You might get some of what you
otherwise, they roll plus an emotion of their choice— want, but control goes to the Fates, who will make a move of
reflecting how their character is feeling in that moment. their own.

Your move will tell you what the result level means. It will say
what happens on a strong success, mixed success or a miss. It
Moves can give a character
will give you hints and choices about how it impacts your
advantage or disadvantage.
story. Use the result of the move to say what has happened in
When you roll with either,
the fiction.
you roll 3d6 instead of 2d6.
+2 = 8 On any success, the player who rolled makes the choices.
If you have advantage, They get to say what they think those choices mean, though
your result is the total of the Fates can offer suggestions and provide consequences.
the two highest dice
When you roll a miss, the Fates will be handed the power to
rolled, plus your stat.
make decisions. Those choices are outlined by the move
If you have disadvantage, rolled, often they’ll get to make a Fate move of their own.
your result is the total of
the two lowest dice rolled,
+2 = 10
plus your stat. CHOOSING EMOTIONS
It’s always up to you which emotion you roll with. Ask
Advantage or disadvantage yourself, “how is my character feeling?”. You can name any
do not stack; even if you are emotion, not just one written on your sheet. Be truthful to
told to take one multiple your character.
times, you only apply them
once. If you have both, they +2 = 6 If your emotion matches a named emotion on your sheet,
cancel each other out. you roll plus that emotion. If it doesn’t match one of your
named emotions, you roll plus fabric.

9
Unsure in new terrain, Ysilla decides to spend some time
When you roll, you will also be watching for matches. If any paying attention to work out their best route forwards.
of the dice rolled are the same, you’ve rolled a match. They roll with competent and get a strong success and a
Matches apply regardless of whether you’re rolling 2 or 3 dice. match. Ysilla’s player stitches one of the empty markers
around competent, then follows through with the move’s
instructions for a strong success.

Later, Ysilla sets up camp, in the cold and dark, despite the
sounds beyond their vision. They’re feeling afraid, which
+2 they don’t have named, so they roll with fabric. They roll
= 10, match another match, so fill in an empty fabric stitch.

Several moves will instruct you to stitch something—a bond,


emotion, move, wear or something else. This is a shorthand
way of saying “fill a stitch box”.
Stitch boxes are often represented by small, open
+2 stitch shapes. When you stitch, you fill in one of
= 6, match the boxes.
Often filling in a stitch will trigger additional effects. For
example, stitching wear brings a long-term condition for you
to deal with.

We call a collection of stitches used to track a particular thing


+2 a patch. A patch might track your progress towards a goal, the
strength of a bond, the actions of a threat, or how much wear
= 5, match you’ve taken.
Depending on the patch, effects might trigger whenever you
If you match when rolling with an emotion, stitch it stitch it, or when the last stitch is filled.
by filling one of its surrounding segments on your
character sheet.
If you match when rolling with fabric, stitch fabric.

10
When you take or resolve a strain condition, your emotion
When you fill up an emotion’s stitches, that emotion will will be altered in some way. The strain conditions on the next
strain. Straining an emotion means those feelings are at the page will tell you how, referring to the following effects.
fore right now, in a way your character can’t ignore.
Straining works differently depending on whether you strain Advance: you grow more comfortable in the emotion, raise
the territory’s emotion, fabric, or a named emotion. its modifier by one (to a maximum of +3). If it was a -1, it
Whichever it is, when an emotion strains, your character will becomes a +1.
have to deal with it somehow. Do they lash out, or attempt to Discard: erase the emotion from your sheet, it’s no longer a
ignore it? Does it linger, or become less important? named emotion. Perhaps it’ll be replaced in the future.
Focus: whenever you roll with an emotion that isn’t this one,
gain disadvantage.
When you strain a named emotion, if the emotion doesn’t
already have a strain condition, choose one. If the emotion Lock: don’t clear stitches in this emotion when it strains.
already has a strain condition, follow its effects. Unless the Loosen: you grow comfortable in a wider set of emotions.
condition says otherwise, clear all stitches in the emotion. Rename the emotion to something related, but broader, to
Strain conditions represent different ways that the reflect this.
character can try to deal with the emotion. Do they swear Narrow: you become focused on a specific facet of the
something to themselves? Make an ambitious promise to emotion. Rename it to something related, but more specific,
someone? Start believing something new? to reflect this.
Each strain condition has rules for resolving it, with different Protect: don’t place stitches into this emotion when you roll
possible outcomes. When you resolve a strain condition you’ll a match, though it can still stitch in other ways.
usually see your character’s relationship to that emotion
change in some way. They might become more comfortable Shatter: your faith in the emotion completely erodes, its
feeling that emotion, it might change in some way, or it might modifier drops to a -2. If it was already at -2, it weakens.
not be important to them any more. Steady: when you roll with this emotion, you can stitch it to
increase the result level of your roll (from a miss to a mixed
RESOLVING STRAIN success, from a mixed success to a strong success).
Weaken: you become less comfortable in the emotion.
It doesn’t matter too much in which order you resolve
Reduce it by 1 (to a minimum of -3). If it was a +1, it becomes
strain and the move you made. Most of the time it’ll make
a -1.
sense to finish the move and then work out any strain
effects, other times you might want to interweave the
two. Straining can give good fictional reasons for why a
move does or doesn’t pay off. Go for what feels right for
the situation.

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When you take a strain condition for a named emotion, unless otherwise stated, clear all stitches in the strained emotion.

BELIEF LINGERING OATH


A new belief takes hold, rooted in the The emotion lingers, saturating You swear an oath to achieve
emotion. everything. something. Start a project or journey
to represent it, with a patch of (5 +
Write the belief down. While your Focus this emotion.
emotion’s modifier) stitches.
belief holds, this emotion is steady.
When you strain again, clear this
If you complete the oath before you
When you next strain, choose: condition. Then narrow, loosen or
strain again, advance it.
narrow and advance the emotion, or discard this emotion.
loosen it. If you strain again before completing
it, your oath is broken:
If you ever abandon your belief,
discard the emotion. RUIN » If at least half of your oath is filled,
weaken or discard the emotion.
You lash out in the emotion, with
disastrous effect. » If less than half of your oath is filled,
PROMISE the emotion shatters.
Lock this emotion. You can clear a
You make a lifelong or ongoing stitch by:
promise to someone.
» Taking a reckless, selfish action
RESTRAINT
Rewrite a bond statement to reflect based on the emotion, the Fates make
your promise, change its emotion to a hard move in response. You make an inflexible vow, you
this one. Protect this emotion. declare a line you will not cross.
» Using the emotion during a move.
If you break your promise, or this Do not roll, instead treat it as a miss. Write your vow down. Protect this
emotion strains again, the emotion emotion.
When you clear all stitches, choose:
shatters.
discard the emotion or steady it. If you break your vow, or the emotion
Clear this condition. strains again, the emotion shatters.

12
When you strain fabric, a new emotion becomes important to
your character. Clear all stitches in fabric and create a new Bonds are connections between your character and others.
named emotion. Its modifier depends on the result level of You might have bonds with another player character, an NPC,
your last roll: a group or a community. Having a bond with someone signals
that your relationship is important to the story.
» A strong success: +2
» A mixed success: +1 You establish up to three bonds when you create your
» A miss: -1 character, and develop more as you play. Each bond has four
parts:
You can choose any emotion you like; however, if it isn’t the
same emotion you used when you strained fabric, its modifier The name of the person or faction it is with
starts a result level lower. An emotion describing how you currently feel about them
If you strain fabric and it’s not the result of a roll, create the A statement that shows the cause of those feelings
new emotion as if you’d rolled a mixed success.
A number of stitches, representing its strength

Each rolebook also has their own collection of bond triggers


When you strain a territory emotion, you trigger the
which strengthen bonds as you play.
territory’s resonance move. This is a special move tied to the
landscape and its Remnant; there are suggestions for creating Bonds are always two-way. If you want a bond with another
these in the Fates section. player character, they must have a bond with you. If you
have a bond with an NPC, they’ll be able to use that bond too.
Resonance moves vary wildly, but the Fates will create one for
Bonds are a shared resource that both sides of it can use.
each territory as you play. You might be infused with the
Remnant’s emotion for a short while, be compelled to act a
certain way, or trigger a response from the landscape. WHO CAN I HAVE BONDS WITH?
While most of your bonds will be with other people, you
FEELING IT can also have bonds with supernatural beings like
Remnants and envoys, with pets, factions, communities,
Remember to think about how straining an emotion
groups, families or even concepts (see The Heart).
shapes how your character acts in the fiction. Do they lash
out? Make a foolish decision? Shy away from the The main thing to consider is that bonds are always two
situation? directional. They represent something that has some kind
of hold over you, too. It should be with something you can
Straining is designed to give you some leeway to think
make demands of and that can make demands of you.
about your character and their relationship to the things
they feel.

13
Each bond is defined by its emotions. Each side of the bond Each bond has a strength. This represents how
will write down an emotion that represents how they feel tight the bond currently is; how connected the
about their bond with the other. two sides of the bond are. Bond strength is
represented by these stitches on the left.
This can be any emotion, it doesn’t have to be a named
emotion on your character sheet. Both sides of the bond can The more stitches that are filled, the stronger the
choose a different emotion, they don’t have to match. bond. Bond strength often effects the the
outcomes of different moves—you might be able
Levary creates a bond with sair Remnant, Oroloc. Sai to help someone better with a close bond than a fraying or
decide that sair emotion towards Oroloc is “reverence”. normal one.
The Fates also note Oroloc’s emotion towards Levary,
deciding that “disinterested” sums up their feelings at the Three stitches is a close bond.
start of play.
Two stitches is a normal bond.
Remember that these emotions will change as you play, they One stitch is a fraying bond.
aren’t set in stone. Pick whatever makes the most sense
A bond severs once it loses its last stitch.
right now, and you can alter things as you find out more
about your character and their relationships. The strength of a bond is shared by both sides of that bond.
Bond strength doesn’t necessarily represent any kind of
tenderness of feeling; it’s about how tied up you are in each
A bond statement is a short sentence that gives a little more others lives.
context about your bond. While the emotion sums up your
feelings towards the target of your bond, the statement gives Grouse feels angry towards his brother Pheasant, but their
details about why you feel that way. bond is still close. They’re still tied up in each others lives.
Like the emotion, the statement will shift as you play.
If a bond severs, either the distance between you has grown
Good statements often work to give both a reason for your too vast, or there are tensions in your relationship that have
bond, as well as some action to guide your roleplaying. gone unresolved. You trigger sever which will offer both of
When you’re creating your bond, think about what your you choices about whether you try to repair your bond.
character wants from the one they share it with. Do they
Bonds will shift regularly as you play, usually as the outcome
want to impress them? Teach them? Protect them?
of a move. You might find a new closeness, or you might push
Preserve their relationship?
the edges of your relationship, risking something fraying or
changing.
Levary writes the statement “Oroloc is sacred and worthy
of my devotion. I will become their servant.”

14
Through play, you’ll use bonds to trigger bond moves, such as You might be told to change a bond’s emotion or statement
when you demand action from your bond, or help, hinder or during play. This represents a change in how you think about
reassure them. your bond. It might be a big change or a small one.
Bond moves will often instruct you to roll plus your bond’s Your relationship with the target of your bond is changing—
emotion. Whenever you’re working closely with the target of do you feel something different when you think of them? Do
your bond, those are the feelings that are coming up, whether you want something different from them?
your character notices them or not.
Erase the old emotion and/or statement and record a new
Instead of choosing which emotion to roll with, you roll with one instead. Let everyone at the table know how your bond
the emotion you have assigned to the bond (if this is not one has changed.
of your named emotions, use fabric in its place).

Obligations mark one-sided debts, and connections that


You can gain new bonds or replace old ones as you play. If you aren’t important enough to be bonds.
strengthen a bond with someone you don’t already have a
Obligations can be used in the place of a bond when
bond with, you can create a bond with them.
triggering a bond move. They are spent when you use them.
When you gain a new bond with someone, it always starts at
If you have multiple obligations on someone, you can spend
strength normal. You can have as many bonds as you have
them together to make a bond move as if you had a stronger
available bond slots.
bond—two obligations to equal a normal bond, three
If you have filled your bond slots, you can gain new slots obligations equal a strong bond.
through advancement, or by clearing out filled bonds to make
room for new ones. Broh, an NPC, has been helping out Erit, a Tender, with his
farm, enough to have earned two obligations. When Broh
If you want to clear and replace a bond, the bond target gets realises that she needs a cart to travel to a nearby village,
to choose what happens. she decides to call those obligations in.
If they agree that the old bond is no longer important: erase She uses them in place of a bond to make a demand. She
the bond and they’ll take an obligation on you. decides to use both bonds, getting to select two options
If they want to keep the bond, you have a choice: keep the from the move. If Erit doesn’t repay Broh, others will know
bond as it is or trigger the bond move sever. of his refusal and she’ll gain advantage if she acts against
him—say, when she decides to just take the cart anyway.

15
There are three stitches in each wear condition, which
Wear is a way of tracking long term consequences and represent the levels of the wear. Those levels are light,
complications—it represents exhaustion, stress, physical and moderate and severe.
spiritual harm, magical weirdness, things breaking, and so on.
Your character can take wear from a variety of sources: Light wear represents minor conditions.
moves can inflict wear as a consequence or a cost, weapons This might be sprained ankle, a couple of nights without
inflict wear during a confrontation, the Fates can choose to sleep, a grazed spirit. It’s a problem, but easily dealt with.
inflict wear as a hard move. When you take wear, the Fates
will tell you how much. Moderate wear represents more serious conditions.
This might be an open wound, exhaustion, a spirit leaking
and mingling. It’s difficult to deal with, and might need
Wear is assigned to wear conditions. Each character has skilled attention.
several spaces for these conditions on their character sheet, Severe wear is as bad as it gets.
like the one below:
You might have had a brush with death, its effects will
probably permanent—a badly broken limb, a loss of faith,
another spirit tangled up in yours.
Choose an emotion:
roll with disadvantage stitch it when rolled STITCH REMINDERS
shatter the emotion
You’ll find stitch markers like this one next to
anything on your character sheet that can be
When you take wear, you’ll be told a number by the Fates. This
effected by a wear condition (such as moves and
is the number of stitches you’ll assign between wear
emotions). You can use them to remind you what
conditions. You can split the stitches up however you like,
level of consequence your wear has.
putting it all into one condition or spreading it across
multiple ones.
When you place the first stitch in an empty condition,
decide what that wear represents—it might be a physical
injury, a fraying of spirit, a damaged ego or exhaustion, etc.
Name the wear to remind you of what it means.
If you place more stitches in the same condition later, you can
update the description to match any changes.

16
Emotions:
Lychia weaves a spell to ward off a strange envoy, taking
The emotion is rolled at disadvantage while this wear lasts.
1 wear as a consequence. He stitches one of his wear
You cannot clear stitches from this emotion, except by conditions, deciding it has made him ‘disconnected’ from
straining, while this wear lasts. his ability to weave patchwork charms:
The emotion shatters (see effects on named emotions).
You cannot discard or advance it while this wear lasts.
disconnected - patchwork charms
Rolebook moves: Choose a rolebook move:
The move is rolled at disadvantage while this wear lasts. roll with disadvantage cross it out
cross becomes permanent
The move is crossed out. You cannot use it while this wear
lasts. This gives Lychia disadvantage when he rolls the move in
The move is erased. You cannot use it while this wear lasts. the future. Lychia also stitches the wear next to the move,
just as a reminder for when he rolls it in the future:
Basic moves:
You gain disadvantage when rolling with this move PATCHWORK CHARMS
category while this wear lasts.
Later, Lychia weaves again, now with disadvantage, and
Cross out a move from this category. You cannot use it
rolls a miss. He ends up taking another 2 wear.
while this wear lasts.
The crossed out move is erased. You cannot use it while He assigns 1 wear to his disconnected wear condition,
this wear lasts. making it moderate. The description is changed to ‘leaking
spirit’:

Leaking spirit - patchwork charms


Companions:
Their emotion flares. The Fates make a move based on it.
They are out of action—injured, occupied or something
Choose a rolebook move:
else. You cannot call on them while this wear lasts. roll with disadvantage cross it out
They leave your service. You might suffer other cross becomes permanent
consequences while this wear lasts—perhaps you cannot
replace them, perhaps they become your sworn rival. This means that patchwork charms is now crossed out. He
can’t use it until he finds healing:
Character:
You hesitate or flinch. The Fates get to make a move. PATCHWORK CHARMS
You stumble and fall. You are out of action for a while. Lastly, the other wear gets assigned to a new condition,
You are done. This is likely the end, meet death or retire. “shaken”, which effects his confident emotion.

17
Some gear has the protective tag. If you have a protective Wear can be healed in a few different ways.
item, matching the type of wear taken, you can stitch it to
» Spending hold during a moment of peace
ignore that wear.
» As the result of some rolebook moves
Chapel takes 2 spirit wear, but has a protective amulet » Spending time under a healer’s care in the fiction
that works for spirit. They mark it to ignore it.
» Completing a relevant project
Most armour can only be stitched once; you can choose to Different levels of wear require different types of healing.
stitch it a second time, but it will break if you do.
Light wear can be healed through any of the options above.
It doesn’t usually require any specialist care.
If your character ever stitches severe harm on the character Moderate wear can also be healed through any of the above,
wear condition, their place in your story might have come to but might require attention from a healer of some kind.
an end somehow.
Severe wear is usually permanent and lasting. It can only be
If you decide to meet death, trigger the move and follow it healed in rare circumstances, such as the result of a lengthy
through to its conclusion. It might be that this the final end project or the intervention of the supernatural.
for the character, or they might become a spirit or grounded,
a new and different version of themself. When you heal wear, you’ll be instructed how much wear to
heal. You remove that many stitches from the wear
If they retire, they move to the background of your story.
conditions of your choice. You should also clear any reminder
Perhaps they leave altogether, setting off in a different
stitches that are linked to it.
direction and with a different purpose; they move toward the
edges of the tale you are telling. Any effects from the wear change to the new level. If you
move from moderate to light wear, for example, you now only
suffer the effects of the light wear.
PLAYING WITH WEAR
Alter your wear descriptions where that makes sense. Erase
Wear is meant to be flexible. It lets you choose and them if you clear your stitches completely. If you stitch a
describe your own ongoing conditions, and there’s a lot of cleared condition in the future, you chose a new name and
space to adapt it to fit the style and tone of your game. description for that wear condition.
While Ryne is a world with a lot of inbuilt consequence,
there are a lot of ways that this can play out. If you’d
prefer game with less outright harm, you can focus wear
on representing other conditions instead—weakening
hope, faith and confidence in abilities, damage to
resources, etc.

18
When you create your character in Ryne, you’ll be asked to When you play as a ghost in Ryne, you’ll be asked to define
define their humanity. A character’s humanity describes one their tell. Your tell is the nature that your spirit form takes;
way that they are bodily adapted to this world, and to the unanchored from the physical, a ghost’s spirit will begin to
landscape around them. It might not be the only way they’re alter as their personality manifests visibly in the world.
adapted, but it’s the one that is the most significant to them.
A tell has three descriptors, the adjectives that describe how
Humanity is a broad concept in Ryne—people are wildly your ghostly presence takes shape. Your tell doesn’t have to
varied, adapted to the Remnants’ strangeness. They might be obvious all of the time, but it may become apparent when
have photosynthesising skin, wings, luminescent manes, you take wear, or become more extreme. For each level of
carapaces, or the ability to regrow limbs. You decide, as a wear you have stitched, one of your tell descriptors is made
group, what the limits of your world might be. visible or more noticeable.

Skreeka’s tell has the descriptors fraying, smokey, echoing.


Your humanity gives you special permissions in the game, When they take light wear, they begin to echo, parts of
allowing you to do something others can’t, or giving you tools their form lingering behind them when they move.
for certain situations.
When they take moderate wear, their fraying descriptor
Humanities are meant to be explored. They give you fictional
activates. Those echoing forms dissipate weirdly into the
positioning to try out all kinds of new things, often allowing
air.
you to use gear or tempt the fates to try interesting things.

Bardel has a humanity that means that he has little


pockets in his body, suitable for growing plants inside. In
Ghosts also start with a boon and a bane. Boons are unique
the description of his humanity, it allows him to have a
ways you can use your ghostly form. Banes are a way that
range of simple herbs always available.
your form is limited, something you struggle with. There are
If he wanted to use his humanity to grow something other several boons and banes listed in the Starting Play section.
than that—perhaps something strange and unusual—he
might have to use gear, tempt the fates or even start a
GHOSTS AND HUMANITIES
project in order to see how that goes.
Ghosts will, for the most part, reflect the appearance of
There are several humanities listed in the Starting Play any physical body they did have or could have had. They’ll
section, but you can always create your own. Decide with the still show a humanity, but it’s not as important as it is to
Fates and the rest of the table on what feels interesting and those with physical bodies. They get no special abilities or
appropriate for your game. permissions from it, it’s often purely cosmetic—though
you can always try to tempt the fates to do something
interesting with it.

19
Companions are a special kind of NPC representing pets, Gear represents useful, significant or treasured items that
travelling companions, allies, and groups that you lead. A your characters have. Each character starts with three pieces
companion might be the moth-like dog that travels with you, of gear, and might gain or lose some through play.
someone that works alongside you to study Remnants, or
Gear represents any narratively important items that your
your group of religious followers.
character has access to. There’s no need to track everything
that your character has with them; you can always introduce
When you gain a companion, add them to your character
relevant items that your character would reasonably have
sheet, recording:
with them, as long as your table agrees.
» A defining emotion that represents their core nature
During play, your gear might influence the story, grant
» Two skills—particular abilities you can always rely on fictional positioning or be used to trigger the use gear move.
them for
Gear can sometimes be lost or stitched, usually due to a Fate
Companions largely act like any other NPC. The Fates usually move. If a piece of gear is stitched, it means it is damaged,
act as them in scenes, and might make decisions about what running low, or some equivalent. It can be used one last time,
they do. However, they should do so in consultation with the but it will then be permanently lost or broken.
player responsible for the companion, asking questions to
figure out what the companion is like and how they’d act.
Resources represent a range of general assets, equipment,
Players can also use the move direct a companion to instruct
stores and concepts that are important to your narrative.
their companions to do something specific, such as helping
While you don’t need to track the minutia of what characters
them with a task, or to acting on their behalf.
and communities have, sometimes you might keep track of
specific important resources, such as food, herbs, feathers,
morale, wealth, faith, loyalty, light, etc.
Some moves will tell you that a companion’s emotion flares.
This means that they immediately take decisive—and possibly Resources are usually gained and spent as a result of moves.
reckless—action, based on their defining emotion. The Fates You might need a resource to add work to a project or to offer
will make a move to represent this action. tribute to another community or Remnant. Some story seeds
and rolebooks available in the full rules of Ryne make greater
use of resources during play.
Companions can be stitched by your wear conditions. If a
condition effects them, they might act out according to their
emotion, be harmed, or even part ways with you.

20
NEUTRAL MOODS
Scenes, locations and situations can all have a mood attached. Not every scene needs a mood. A mood is always left as
This might be shaped by where the scene takes place, a neutral unless another mood becomes apparent.
strong emotion shared between participants, the Remnant’s
domain or the landscape around you. Note that a mood doesn’t represent what everyone and
everything in a place is feeling, but rather the collective
When you roll with an emotion that matches the mood or emotion of a scene.
take an action that furthers that mood, you gain advantage.
A rainstorm arrives, which has the mood ‘miserable’. For
When you roll with an emotion that’s opposite to the mood Grello though, whose newt-like skin has been drying out
or take an action that’s opposed to it, you gain disadvantage. all day, the rain brings a sense of relief.

A scene’s mood can be set in a few different ways: Characters can attempt to change the mood of a scene in a
few different ways. The most direct is to shift the mood,
» If a Remnant or envoy is in a scene, the mood usually though it can also be altered as the result of rolebook and
matches its domain or emotion Fate moves. The mood can also be changed simply through
» Features often have their own moods, built up in a place the fiction, when the story demands it.
over time
When the mood shifts, the person shifting it says how. The
» Locations core to the territory might take on their Remnant’s
mood might shift between two unrelated moods, deepen into
domain or emotion
something more specific, or perhaps begin to fade.
» Someone shifts the mood
» A mood becomes obvious to the table as you play A mood can’t normally shift to its opposite. You might have to
start a project or do something highly unusual to achieve this.
You’ll often find that the geography, supernatural forces,
resonance, or events present in a scene will make a particular
mood apparent. When a mood is inherent to a place, it is entrenched. You can
If you have an idea on what the mood of a scene should be, only shift an entrenched mood by starting and completing a
offer it to the group and see if people agree. You can also ask project.
for the mood of a scene at any time—perhaps you want to
know how a place feels, to get a sense of how you might react
to something happening.

21
When you play Ryne, you shape your own version of its world Over time your characters will grow and change. They might
by establishing your boundaries. Boundaries are the limits of develop skills, learn new moves or change old ones.
your world, the things that can’t be changed. When you start
Characters advance by meeting milestones. Milestones are
play, consider questions you have about your world and
triggers which are tied to your rolebook, achieved by doing
answer them, as loosely as you like, as a group.
certain things in play. You might have a milestone to meet a
“Can anyone weave spirit?”, “Can people leave death’s realm?”, Remnant, have a spell go awry, or enter a new landscape.
“Can you change the emotion of a territory?”
As you play and as you answer more questions about how
your world works, you’ll set more boundaries. When you are Each rolebook has its own list of milestones, which you’ll find
told to establish a boundary, write it down. with the character sheets. Milestones are split into two types.
Minor milestones are usually easy to accomplish, you’ll
One of the most common ways that boundaries are set is probably achieve it in a session or two. Major milestones take
through the move tempt the fates. The move is all about longer; they’re significant moments in your character’s story
testing the world and your abilities. that might take several sessions to work towards.
Often, this will lead you to create personal boundaries for At the start of each session, choose two of the milestones
your character, setting limitations on your abilities or how that you’re currently working towards, and write them
you can use your moves. Make sure to record them. down. When you choose your milestones, you can choose
between minor and major as you wish. Our recommendation
is that you start with one of each, giving you an immediate
Boundaries can be established in a few different ways: goal and a long-term one.
» As the result of tempting the fates
» As a Fate move, the Fates can establish a boundary
» When a boundary becomes obvious, anyone can declare it At the end of each session, check if you’ve met any of your
and establish it milestones. For each milestone that you’ve met, you advance.

If you’ve met a minor milestone, you can choose any


Boundaries are the limitations to your world, they cannot regular advancement or unlocked special advancement.
normally be broken. However, this is not a never. Changing
If you’ve met a major milestone, you first unlock a new
and breaking boundaries can be a good focus for narrative
special advancement. You then advance, taking any
arcs or even whole campaigns of play, perhaps linked to one
regular or unlocked special advancement.
or more projects.
Advancements marked with a can be taken once for each
available box. Advancements marked with p can be taken
any number of times.

22
STARTING PLAY
Starting Play walks you through preparing for a game of Ryne,
including creating your characters, choosing a story seed, If you’re looking to play for a few sessions or more, we
and building shared world. You’ll find the four available recommend beginning with a session zero. This is a session
rolebooks at the end of this section; these are The Guide, The where you discuss everyone’s expectations and hopes for the
Heart, The Tethered and The Weaver. game, as well as talk about any safety tools you want to
implement.
During the session zero, you’ll begin to create your world and
There are currently three ways you can get started with Ryne, characters. Our suggested order to do this is as follows:
depending on the length of game you want to play.
» Select the story seed that you want to play
Vacant Tribute (additional download with the playkit) is » Answer the shared prompts and questions
designed to be simple to run, giving you 1-4 sessions of » Select your rolebooks and create characters
play. If you want to get started quickly, to get a feel for » Answer your character questions and create bonds
the game, this is the place to start. The scenario is loose,
» Select a starting situation or make one up
mostly a set of prompts and guides to guide your world-
building. You can start reading the scenario, then come » Play
back here when it is time to create characters.
SPEEDING THINGS UP
The Change (additional download with the playkit) is
one of Ryne’s story seeds, which are tools to help groups If you want to start playing a little quicker, there are a few
create their version of Ryne. It’s suited to a longer game, things you can do to speed up the initial world and
where you want to spend a bit of time imagining a character creation steps:
territory and its Remnant before you start playing. » Discuss your story seed before the session, or save some
The Playtest features a range of different story seeds of the questions to be answered during play.
and rolebooks. If you’d like to explore the full range of » Save character questions until after your first scene.
the larger game, you can .
» Create bonds as you play the game—when you think you
should have a bond with someone, fill one in.
» Select moves, gear and similar as you go.

23
CHARACTER CREATION STEPS
1. Choose a rolebook
Characters are defined by their rolebooks. Rolebooks are a
rough archetype to play with—for example, a Guide is 2. Decide on a name, pronouns, look, fashion and gear
knowledgeable about one or more areas of the landscape. 3. Choose a form, and a humanity or tell as appropriate
What makes each rolebook distinct are their moves, their 4. Pick your named emotions, assign values to them
unique rolebook ability, their perspective on the world, and
how they advance and grow. 5. Pick a bond trigger
6. Note down your rolebook’s core moves
7. Pick two rolebook moves
When you select a rolebook, it helps to get a feel for the kind
of story it will help you tell. Look at its moves, bond triggers, 8. Introduce your character to the table
and the milestones you’ll need to fulfil to advance. For 9. Answer your rolebook questions
example, a lot of Guide’s moves and advancements are about
dealing with changes in nature, giving guidance to other 10. Create and detail any bonds
people, and exploring new landscapes.
While each rolebook has a story to it, these stories are When you choose your character’s form, you decide what
flexible. There’s a lot of space for you to make it your own. A your character has—a body, a spirit or both. For most
Heart might be a priest struggling with their faith or a street rolebooks, you can choose between any form.
performer leading a revolution.
If you want to be a ghost: instead of selecting a humanity
Caeser decides that she wants to play some kind of from your rolebook, follow the instructions for creating a
storyteller, and takes a look through the rolebooks to see ghost.
which one best fits her idea.
If you want to be grounded: there are rules in the full
The Heart is an obvious choice, they’re all about version of Ryne for selecting an anchor alongside your
expressing themselves, but Caeser isn’t that into their humanity, or, for now, you can create a character who will
character representing an ideal. ignore most supernatural effects as you play.
Caeser ends up choosing the Guide. She loves the idea of
The Tethered rolebook (and the Grounded in the full Ryne
giving advice to others, maybe through parables. She
rules) both focus on characters who have one particular form,
keeps a note of some Heart moves, though, so she can take
spirit or body only; for those rolebooks, that form has a
some later.
profound effect on their connection to the world, and their
play is shaped around it.

24
Ghosts in Ryne are still living people— Your ghostly form also causes you You have tells, that reveal your true
they still have their own wants, desires problems. Pick one and note it down on ghostly nature.
and agency—they just don’t have a your character sheet:
Pick or create three:
physical form. Being a ghost means only
having a spirit, free from many concerns » BOUND: You are bound to an object, desaturated, scented, painted, melodious,
that bodies bring. place or person. Gain disadvantage unspooling, glitching, glowing, fraying,
while you’re away from it. What are overlapping, noisy, chilling, golden, feral,
To create a ghost, pick your tells, a boon
you bound to? How far can you stray? borderless, dripping, stuttering, golden,
and a bane.
» ERODING: You struggle to maintain fogged, shifting, howling, swarming,
You are not bound by the limits of a your presence. Whenever you roll a leaking, duplicating, detaching, smoking,
body (you might tempt the fates when match, pick 1: you can’t be seen, you frosted, rooted, inconsistent
you test exactly what this means). You can’t be heard, you can’t interact with When you take wear, your tells will
cannot be harmed by physical means. the physical. It lasts for the scene. become apparent. For each level of wear
» ATTACHED: Your spirit is bound to you have stitched (light, moderate and
the physical. You can be harmed by severe) choose one of your tell
You can push your ghostly form to do mundane means and can be affected descriptors. It is obvious and noticeable.
something unusual. Pick one and note it by things like weather, temperature,
down on your character sheet: poisons and sickness. HUMANITIES
» UNSPOOLING: One of your tells is
» FLUID: Given a moment or two, you Ghosts still have a humanity, though
always apparent. How do you stop it
can alter your appearance. What it’s not as important anymore.
growing worse?
feature always stays the same?
» STATIC: You always have the same Pick one from the humanities list
» MOORED: You can appear next to
territory’s emotion, and trigger that and answer its questions. You don’t
one of your bonds at will. Who are
Remnant’s resonance, regardless of get the ability associated with it.
you tied to?
where you actually are. Is it this
» ETERNAL: If your spirit is destroyed, place’s emotion?
you reappear a few days later. What
lingering effects are there?
» SPLITTING: You can split your spirit
into two. How does this weaken you?
» UMBRAL: You can pass through
material objects at will. What risk do
you invite when you do so?

25
The emotions you pick for your character are called named After everyone has introduced their characters, go around
emotions. These are emotions that are important for your the table again, taking it in turns to answer one of your
character at this point in their story. As you play, they will character’s initial questions. Repeat this until everyone has
shift and develop, new ones might appear to take their place. answered all of their questions.
Choose emotions feel right to you, but don’t worry about it These questions ask you question about the world and your
too much. If, after playing a session or two, you realise that character’s place in it. Who are you? What connections do
scared should be nervous, or an emotion doesn’t quite fit, just you have here? What is your place in this landscape?
change it. Each rolebook has its own list of suggested
emotions but you can also create your own. Pick one of the listed answers for each question, adding
additional detail, or invent one of your own.
If you’re unsure, you can start play with your emotions
unfilled. When you choose an emotion to roll with, decide The answers you pick might instruct you to create bonds,
then whether you want to roll with fabric or set it as one of grant you additional gear, assign your territory’s emotion,
your named emotions. etc. If you created your own answer, see which provided
answer fits best for any benefits.

Each rolebook comes with a set of moves.


Bond triggers describe ways that your character develops
Core moves are built in features of the rolebook, you get
bonds with others. Pick one from your rolebook when you
them automatically. They guide how the rolebook plays.
create your character. You’ll gain more when you advance.
Each character chooses two moves from their rolebook
moves. These are skills, abilities and approaches your
character can call on. The last step is to select your bonds. You might have some
Each rolebook also has a list of advanced moves. These are already set from your initial questions. Any empty bonds you
unlocked as you advance. You can’t choose them during can assign to another character. To create a bond with a
character creation. player character, you both need to use a slot for that bond.
For each bond, set its starting strength to normal, filling in
two stitches. Then, choose an emotion you feel towards the
Once everyone is ready, go around the table introducing your other person and write a statement to explain it.
characters. Share your name and pronouns, describe your
You can leave some or all of your bonds blank, if you want to.
humanity and look, and give an overview of any notable
Fill them out as you play, when you realise that a relationship
moves or gear.
is important to your character.

26
EXTRA ARMS MANY LEGGED
Pick from below or create your own
You have an additional pair of arms, You have additional legs, aiding your
when creating your character.
that function much the same as your stability and speed.
other pair.
BIO-LUMINESCENCE When you attempt to outpace
You might use them to carry extra someone, you gain advantage. Take 1
Your body faintly glows. things, to give you stability when wear if the chase is sustained, or the
You can create faint light, and give navigating sheer surfaces, or to give terrain is difficult and uneven.
simple signals to others within sight. really good hugs.
How is your body changed to fit your
What colour and pattern are the Where are the extra pair of arms? Are extra legs? Can you carry others too?
lights? Where does the luminescence they as strong as your first pair?
come from? MYCELIAL NETWORK
FURRED
Part of your body is mushroom or
CARAPACE You are covered in a dense fur. fungus-like in nature.
You have a tough exoskeleton like an When you’re in an environment your When you pay attention you may ask
insect or crustacean. fur is suited to, you gain advantage “What knowledge can the mycelial
You gain armour (protective, bulky, when you attempt to hide yourself, network share about ?”
mundane). as well as when dealing with negative
What noticeable fungus-like feature
effects from temperature.
What is the carapace made out of? do you have? How can you tap into the
Where does it cover? What colour and pattern is the fur? subterranean mycelial network?
What environment is it suited to?
CLAY SKIN TENDRILS
HORNS
An outer layer of soft clay forms on You have tendrils or tentacles,
your body. You have a pair or more of horns, perfect for gripping things.
curled around your head.
You can vary the thickness and the When you have something firmly
consistency to reshape it. You might You gain advantage to convince held, only drastic or supernatural
use it to extend your reach, or to when you use your horns to show means can remove it from your
shape small items. status. grasp. You cannot be disarmed.

What colour is the clay? Have you ever What do the horns look like? How What are the tendrils shaped like?
known it to dry out? have you decorated them? How many do you have?

27
PLUMAGE SUBTERRANEAN SOIL POCKETS
You have bright, beautiful feathers. You are adapted to living below You have small pockets of fresh dirt,
ground. Perhaps you have strong, naturally occurring on your body.
You gain advantage when you hold
short forelimbs for shovelling dirt.
someone’s attention or lead through You can use them to grow plants—
danger if bedazzling or distracting is You can live below the earth herbs for tea and meals, poisons and
your aim. In either case, you will put comfortably, and being familiar with medicines, experiments with new
yourself at the centre of attention. using or creating tunnels offers new strange seeds.
paths and escape routes for you.
What colours and patterns are the How is the soil kept nutritious? What
plumage? How do you show off their How are you adapted to living below unwanted pests do the plants attract?
dazzling vibrance? ground? What discomfort does the
surface bring? PLANT COVERED
LONG SNOUT You are covered in plants that grow as
HIVE
You have a fine long snout, with a part of your body—a head of oxalis
delicate nose perched at the end. You have a structure—perhaps an leaves, a mossy beard, broad leaves
exoskeleton, shelf mushrooms or like a cape across your back.
You gain advantage to pay attention
woody vine growths—that provide a You can photosynthesise, meaning as
when using your sense of smell,
home to a hive of ants, bees or long as you have water and daylight
though you may gain disadvantage
similar insects. you don’t need other food.
ongoing when in a space with
overwhelming smells. Your hive is a companion, with the What plants cover you? Do you have to
nature swarming and the ability tend to them.
What kinds of smells are you tuned in
foraging, plus one other of your
to? What smells can’t you abide?
choice.
WINGS What is your hive made from? What
You have a pair gills or equivalent.
has taken residence there? How do
You have a large set of functioning you communicate with them? You can breathe freely in another
wings, allowing you to glide or fly. environment, such as below water.
You gain advantage when flight is a PRICKLY What environment can you breathe
benefit, such as riding hard by in? Are there other ways you’re
soaring through the sky. You have sharp bristles, perhaps like a
porcupine, cactus or nettle. adapted to the environment?
What kind of wings do you have?
Where are they on your body? When someone inflicts mundane
wear on you, you inflict 1 wear back.
What kind of bristles do you have? How
prominent are they?

28
STONEFOLK Hunter’s Bow — 2 wear, mundane — far
Gathered: Curlew, Grouse, Starling, 1 Tired — piercing 1
Wren, Marmot, Weasel, Cricket, Gecko, 2 Peaceful
Salamander, Burr Worn Staff — 2 wear, mundane — hand,
3 Focused
1 near
Collective: Gos, Wrach, Vorn, Stou, Los, 4 Reflective
Avou, Sen, Noru, Brich, Gren 5 Jubilant
Spirit Rifle — 3 wear, spirit — far —
6 Restless
conspicuous, reload
ILLUXUS MALLIS 1 Indifferent
Envoy served: Fate’s, Arbor’s, Brackens’, 2 Pleased Bismuth Bracer — spirit & mundane
Tide’s, Yoke’s, Fir’s, Stream’s, Tor’s, 3 Competitive protective
2
Storm’s, Season’s 4 Resentful
5 Wistful Storied Sword — 2 wear, mundane —
Service: Boundary, Precedent, Favoured, 6 Anxious hand — reputation
Beloved, Watching, Stillness, Certainty, 1 Reckless
Tumult, Growth, Doubt, Forsaken 2 Powerful Useful Knife — 2 wear, mundane — hand
3 Friendly — tool
CONCLAVE 3
4 Jovial
Given: Maccot, Xender, Terrella, Amsil, 5 Loving Heavy Axe — 3 wear, mundane — hand &
Bilat, Gallon, Sylla, Cerrin, Doravish, 6 Wary close — cumbersome, trusty
Fycala 1 Protective
2 Ardent Blood Halberd — 2 wear, spirit &
Family: Tilasis, Awl, Bross, Gliss,
3 Surprised mundane — close — piercing 1, tiring
Toladen, Carela, Lor, Borillos, Tarn, Palis 4
4 Stubborn
5 Stressed Light Armour — mundane — protective
AUSTR
6 Helpful
Chosen: Flint, Buzak, Ido, Sheq, Vo, Cata, Blessed Amulet — spirit — protective,
1 Sad
Blik, Rayl, Zurak, Sham reinforced
2 Eager
Omen: Erul, Ven, Vrek, Lee, Ozk, Pris, Tal, 3 Dejected
Zyl, Dzi 5 Heavy Plate — mundane — protective,
4 Uneasy
plentiful 2, tiring
Lineage: Qu, Tun, Se, Ris, Xar, Pol, Erut, 5 Scared
Sten, Gila, Arzuk 6 Arrogant
1 Distant
BRACKISH 2 Secretive
Used: Lanii, Terna, Issin, Boja, Janun, 3 Faithful
6
Niyish, Ensi, Howrii, Zoile, Bo, Proyis 4 Angry
5 Curious
6 Meddlesome
29
You’re as comfortable in the strange landscapes of this world as others
are in its towns and villages. You can navigate boiling rivers and glass
deserts, find food in dead forests and shelter amongst dunes of ash. You
can look after yourself, but can you also guide others?

Pick a name and pronouns.


Pick one:
Pick one: » Teach someone a trick of the
» I have a body and a spirit. Pick a landscape
humanity. » Create a hand-drawn map for
» I only have a spirit. Pick a tell, someone
boon and bane. » Pay someone a visit after a
» I only have a body. Pick a while away from home
humanity and an anchor.
Pick a few: sharp eyes, wide-eyed,
Pick or create three emotions: horizon-locked eyes, weathered
hands, frost-bitten hands, vibrant,
» careful » daring plant-hued, stout, slight, wild
» peaceful » restless haired, calloused
» cheery » stern Pick a few: bandoleers of dried
» wise » curious herbs and fresh flowers, heavy
» resolved » lost backpack, layered furs, elaborate
» Lead others through Ryne’s Themes: the natural world, travel,
harness, light linens, dull-hued
strange terrain environmental change, flora and
Assign +2, +1 and -1 to them. wraps, earth-tones, bare feet, heavy
» Know (and invent) details of fauna, giving advice, mentorship,
boots, wide-brimmed hat, moss-
You also start with Fabric +0. familiar landscapes trade, teaching.
stains, singed leathers, practical
cape, distinctive patterned scarf, » Explore how places change Touchstones: The Fremen (Dune),
bright jewellery, rope belt » Be looked to as a source of Wolf (Kipo), The Woodsman (Over
advice and knowledge the Garden Wall), San (Princess
» Always have a trick up your Mononoke), Snufkin (Moomins),
sleeve Ginko (Mushi-shi)
30
INTRODUCTIONS Playing the Guide
Pick three pieces of gear: one After everyone’s introduced their characters, go round answering these The Guide is focused on the
you always pack first, one that questions. landscape; you play as a bridge
causes you trouble, one that between the terrain around you
reminds you of home and other people. The Guide
» a half-tame animal, nestled at ability and Home Terrain give
At its heart, it dominates this you space to imagine what the
your collarbone (companion) A mountain range, or
place. Start with the territory’s landscape is like, as well as your
» a sturdy bag, organised in a emotion at +1. something like it. A wall,
way only you understand competence within it.
difficult to pass.
» bottles of ink and rolls of At its edges, perhaps new If you want to focus on moving
growth or something in A vast expanse—an ocean,
paper around, Canny and Forager help
decline. Start with the forest, desert—that stretches
» a unique device suited to a you travel quickly, inventing new
territory’s emotion at -1. for miles.
particular environment and useful details as you go.
» a trinket bought at distant On the Remnant, its body is an Another Remnant, its territory Always Prepared helps if you’re
markets ecosystem of its own. Start unfurling beneath it. The planning longer journeys, while
with the territory’s emotion at strange zone where the two Odds and Ends is about always
» a wagon with a stubborn
+2. Stitch it. Remnant’s influences meet. having the right thing with you.
animal (companion) to pull it
» a smooth handled walking Mark it on your map. Guidance puts the focus on
stick other people—whether you’re
The Furrow, who see only telling them how to get
» a book that you can’t read
conquest and harvest. Gain a You start with three bonds. For somewhere or giving them
» a practical tool that doubles as bond with a member of the each, choose an emotion and a advice. Advanced moves such as
a weapon Furrow or someone devoted to statement. They start at normal. High Road and Familiar Paths
stopping them. let you build on this.

When you pay attention, ask: A trespassing Remnant. You’ve Easy, There! is useful for a Guide
seen signs of its influence. _____ longs to join me on my working with animals, letting
» What here is useful to me? Gain a bond with a servant of travels, maybe they’re ready. you calm creatures around you.
» What here is changing? this territory’s Remnant.
_____ sees this land as a tool. The Guide isn’t necessarily a
» What leaf, stone or stream is A plant or animal—nameless, It will lead to ruin. ranger archetype. You can play
out of place? and strangely adapted to this them as an explorer, but they’re
_____ asks me about my
» What’s the best path place. Gain a bond with a equally suited to knowing one
travels, I bring them back gifts.
forward? community worried by it. place well—perhaps someone
_____ gives me a place to rest living closely within a specific
» What danger haven’t we
my head. area, or a trader cycling through
noticed?
villages.

31
CORE ABILITIES GUIDE MOVES
Start with Guide and two Home Start with two Guide moves: When you spend a moment of At the start of each session, you
Terrains. peace consulting maps or may bring an object found,
preparing your pack, you may save foraged or cultivated from the
When someone comes to you for your hold, 1-for-1, for the journey natural world, adding it to your
Start with two from below.
guidance on the direction they ahead. pack.
While you’re within your home should take and you give it, they While you’re following your route, When you introduce an object
terrain, you: hold equal to stitches in your spend 1 hold to say how you from your pack, tell everyone
□ know the common name of bond (minimum 1). While they prepared for a complication, what it is and how it might be
every plant or animal follow your advice, they may obstacle or change of weather. useful. You may use it as gear
spend their hold, 1-for-1, to gain: You, or a person travelling with when you use gear. The item is
□ know the folk name of every
advantage on a roll, or any of your
supernatural creature you, gain advantage while dealing used up in addition to any other
chosen effects from guide. with it. costs.
□ can always ask “What is this
Each time they act counter to
animal’s instinct?”
your advice, they return 1 hold
□ can always ask “What are the and you pick 1: weaken your bond When you declare that a feature or
properties of this plant?” with them or stitch your bond’s resource exists in the nearby
□ know the provenance of emotion or have the Fates make a wilderness, roll. On a 10+, it’s there
species of flora or fauna move against them. as you described it. On a 7-9, it’s
there but different, changed or
□ will never go hungry
dangerous to get to.
□ will never become lost
When you use trick, trail and On a miss, it’s irrevocably altered,
□ know when the weather is geography to move quickly through or getting there exposes you to
about to change the landscape, roll. On a 10+, pick great danger, the Fates say which.
□ say how much everyone holds 3. On a 7-9, pick 2.
during a moment of peace » Your tracks are hidden
» You appear elsewhere When you calm an over-excited,
panicking or out of control animal,
You truly know the terrain around » You escape a pursuer
roll. On a success, you calm it
you. Pick or create two for your » You alter the environment to
down or fend it off. On a 7-9,
home terrain: frozen dunes, your benefit
doing so is stressful, fraught or
amber mountains, floating earth,
On a miss, the environment shifts scary; stitch an emotion.
salt-crusted tundra, vibrant wilds,
beneath you. The Fates say what
ribbon forest, shadowed coast, On a miss, pick 1: you grab the
obstacle or danger you missed in
rolling meadows, perfumed desert, reigns or fend off the animal, but
your hurry.
endless ocean, untamed streets, you take wear in the process or
splintered spires. the animal runs amok.

32
ADVANCED MOVES
These moves require specific When you enter an unfamiliar Requires a bond with a home When you arrive in a familiar
advancements. landscape, say how you scout the terrain or its Remnant settlement, say where people here
terrain, then roll. On a 10+, ask 3. gather, then roll. On a 10+, pick 3.
When you call on the land to give
On a 7-9, ask 1. On a 7-9, pick 2.
Requires Guidance. you aid, spend stitches from your
» How far does this land extend? bond, 1-for-1, to: » Someone offers you a place to
When you begin to gather your
» Where can we shelter here? rest
knowledge about a home terrain » Provide a cornucopia of food
» How can I best prepare for this that rots after a day » You find useful information
together, say how you record it
landscape? about the trail ahead
and start a project clock. » Summon an envoy to your side
» Who amongst us is at risk from in return for a heavy debt » You may trade a resource for
When you spend time studying two of any other
this place’s influence? » Dry a riverbed, it will return
and writing about a feature, quirk,
» Who amongst us is least suited with a later flood » You run into an old friend
or the flora or fauna of the
to this environment? » Bring forth a flurry of animals, » No-one has been waiting far too
landscape, add 1 work.
» What guises are the Remnant’s under control for only a scene long for your return
When the project is completed, envoys likely to wear? » Have plants grow wild and On a miss, pick 1: the mood has
anyone who uses the record gains
On a miss ask 1, then the Fates fierce, forever shifting the changed here or you meet
the benefits of your guide move
choose: you run into trouble balance of this ecosystem someone unexpected or there’s
while within that terrain.
while scouting or a peril from the » Glimpse earthen knowledge and some kind of a commotion. The
landscape makes itself felt. bear truth heavy as stone Fates will tell you why this isn’t a
» Bring sudden, unseasonable good thing.
When you spend time identifying
and removing encroaching weather, and its consequences
growth, roll. On a success, you Requires Forager.
find it. On a 10+, pick 2. On a 7-9, When you spend a moment of When someone follows a reckless,
pick 1. peace in your home terrain, spend dangerous or ruinous path, and
» You find its roots your hold to move between you attempt to sway them from it,
locations or secure a resource roll. On a 10+ you dissuade them,
» You slow its growth
available within the terrain. they tell you what it costs. On a 7-
» You know what’s causing it
9, either follow the path in their
On a miss, it’s much worse than place or start a 4-step project to
you thought, the growth resists When you forge a new path change their mind.
your attempts to remove it, or it between two places, say how you
has already spread. The Fates mark it. Whenever you or On a miss, they will not listen to
make a move, as hard as they like. someone you give guidance to you. The Fates will tell you what
follows that path, gain advantage. disaster this brings down, and
when it will happen.

33
You are storyteller, priest, shepherd or firebrand; you are the keeper of
our values. When things get tough, when the distance between us
becomes abyss, we turn to you to remind us what we stand for. How
sacred are those values you hold? Are you prepared to fight for them?

Pick a name and pronouns.


Pick one:
Pick one: » Be entrusted with someone’s
» I have a body and a spirit. Pick a secret
humanity. » Let someone break one of your
» I only have a spirit. Pick a tell, community’s rules
boon and bane from the Tethered » Stand up for someone’s cause,
rolebook. despite the harm it causes you
» I only have a body. Pick a
humanity and anchor from the
Pick a few: glassy eyes, enchanting
Grounded rolebook.
eyes, fervent eyes, painted hands,
practised hands, clenched fists,
You start with an emotion towering, relaxed, unassuming,
representing your concept (see straight-backed, on-edge, languid
Keeper of Knots). Pick or create Pick a few: woven wrap, plain
two other emotions: rings, soft hood, tied-back sleeves,
flamboyance of scarves, tangle of
» Be a representative for an Themes: performance, belief » defiant » trusting
necklaces, festooned with bells,
important concept systems, hierarchies, faith in a » respected » ignored outrageous, simple, complicated
» Struggle with what that concept, values, revolution loving insular
» » hairstyle, meaningful tattoos, loud-
concept represents and others Touchstones: Hadrian (Seasons of joyous desperate
» » soled shoes, worker’s garb, dour
expectations of it Hieron), Martin (Redwall), Tenar » playful » fervent linens, banners and ribbons, rough
» Be a performer, with a (Earthsea), G’Kar (Babylon 5), and scratchy, ceremonial masks
powerful form of expression Steven (Steven Universe), Assign +1 and -1 to them.
» Inspire, influence, rally and
rouse others You also start with Fabric +0.
34
INTRODUCTIONS Playing the Heart
Pick three pieces of gear: one After everyone’s introduced their characters, go round answering these The Heart is all about being the
ceremonial, one entrusted to you, questions. representative of a concept, for
one truly yours better or for worse. There are a
» an instrument, new and not lot of ways you can spin this
yet comfortable Yes, like a tree my roots tether depending on your concept and
An organisation: a faith, an me here. Start with the expression. Choosing freedom
» the battered hand-me-downs order, an institution, a territory’s emotion at +2. Stitch and oratory might mean a
of your renowned mentor revolution. Start with a bond it. passionate radical; myth and
» a tool that you made yourself with that organisation. spirit-skimming might mean a
» one ludicrously heavy book Yes, despite the objections of
This territory and the Remnant Remnant’s acolyte.
others. Start with the
» a collection of found and or envoys that rule it. Start territory’s emotion at +1. The Heart thrives when around
useless trinkets with a bond with a others. Hold True is about
» a small token of faith No, this place will never be my
supernatural being. hearing people and listening to
» a well-meaning bodyguard home. Start with the territory’s
A community: though not their problems, in order to help
(companion) emotion at -1.
everyone shares the same faith them. Act the Fool is about
» a symbol of your organisation in it, my concept is sacred getting someone to think they
» an extremely fragile relic here. Start with a bond with the had your idea first, or just to
You start with two bonds. For
that’s definitely not fake community. leave you alone for a bit.
each, choose an emotion and a
» an ornate weapon Performer lets you hold anyone’s
statement. They start at normal.
attention with your expression.
Agitator and Foundations let
When you pay attention, ask: A group opposed to my ideal, _____ is a true believer, I trust you deal with groups, whether a
who preach rival tenets. them implicitly. crowd or an organisation,
» Who is in control here? allowing you to draw on others
Someone in authority, fearing _____ is a true believer, that
» What old tales can guide me to fulfil your goals.
the damage I will cause them. doesn’t mean I have to like
here?
them. Believer and some of the
» What stories exist about One of the Remnant’s envoys,
advanced moves point towards
_____? who fears my concept’s sway _____ has important things to the stranger side of the Heart’s
» What concept holds sway? here. say. I will help them find their abilities. As they learn their
» What feels out of place? The Fates create a threat voice. place in the world and
related to your answer. _____ listens intently to my relationship to their concept,
performances. I will nurture Hearts can often draw on
that curiosity. powerful new abilities.

35
CORE ABILITIES HEART MOVES
Start with Keeper of Knots and Start with two Heart moves: When you use the weight of your When you stir up a crowd’s
Expression. organisation to make a demand, emotions, steering them towards a
roll. On a success, you get what purpose or goal, roll. On a success,
When you draw on your concept to you ask for. On a 7-9, pick 1. a group forms to fulfil your
You are the keeper of a concept,
strengthen your resolve, say how it purpose—create them as a
belief or value. » You owe your organisation
reassures you. Weaken your bond temporary companion. On a 10+,
something in return
Pick one or create your own: to increase the result level of a pick 3. On a 7-9, pick 1.
» The person you made your
faith, change, chaos, memory, roll.
demand of loses faith in the » You gain a bond or obligation
community, revolution, sadness,
organisation with them
tradition, myth, pacifism, the
» The person you made your » You recruit a good amount of
Remnant’s domain When you give space for someone
demand of loses faith in you people
You start with a bond with your to air their burdens and help to
» Your purpose isn’t muddled
concept, and it becomes one of tend them, roll. On a 10+, pick 3. On a miss, they refuse to do as
On a 7-9, pick 1. Each may be you ask. You may press them, but » No-one is informed of your
your named emotions.
chosen multiple times. their faith in the organisation will rabble-rousing
When your concept guides your be irrevocably damaged.
» Remove a stitch from light or On a miss, choose: the group is
actions, you can roll with it. Its
moderate wear formed but it’s completely out of
value matches the number of
your control (the Fates will tell
stitches currently in your bond. If » Remove a stitch from an
When you act the fool before you the damage they cause) or
you had a normal bond (2 stitches) emotion
someone, say what you want them your pleas go unheeded but not
you would add +2. » Ask the Fates, “Is there a way to to do: think you harmless, unheard, everyone now knows
heal or ease _____?” overshare, or come to a your intent and someone will act
On a miss, pick 1 from the above. conclusion of their own accord. against you.
You have a means of expression, Roll. On any success, you get what
They may ask you a question from
something that you use to soothe, you want. On a 7-9, pick 1.
Read a Person, as you overshare,
stir or sway others.
give unwanted advice or reveal » They genuinely think you are a
Pick or create one: oratory, your own vulnerabilities. fool
physicality, poetry, music, singing,
» They’ll come to resent your act
storytelling, writing, comradery,
later
scribing, sermon, dance, spirit- When you hold someone’s
skimming, presence, cooking attention using your expression, On a miss, they see right through
you may pick an additional effect, you. The Fates make a move as
When you spend a moment of
even on a miss. hard as they like.
peace creating a performance or
work expressing your concept,
strengthen your bond with it.

36
ADVANCED MOVES
These moves require specific When you complete a project to Replaces Foundations. When you use your expression to
advancements. hold a festival, celebration or share your feelings, roll. On a 10+,
When you make demands using
event, say what it observes and pick 3. On a 7-9, pick 2.
the weight of old connections, roll.
what customs are followed. For
When you use your will to defy the On a success, you get what you » People understand what you’re
every two stitches in the project
Fates and rewrite the story, roll. ask for. On a 7-9, pick 1. trying to convey
patch, pick 1:
On a success, you alter the » Your old organisation finds out » You soothe people, they remove
threads of fate to change the » The event is remembered a stitch in the emotion rolled
» The person you made demands
narrative, say how. On a 10+, pick fondly, you say what for » You rile up people’s emotions,
of loses faith in the organisation
2. On a 7-9, pick 1. » You begin to change an opinion, they stitch the emotion rolled
» The person you made demands
belief or custom » You have someone’s undivided
» You don’t tear the fabric of of loses faith in you
reality » You impress someone specific attention and interest
» You get a chance for peace or On a miss, they refuse you. You
» Your enemies aren’t made more On a miss, pick 1 from above.
compromise between two rival may press them, but their faith in
powerful
factions you will be broken forever. Then the Fate’s choose: the
» Your friends aren’t made
» Everyone present can clear an performance is interrupted,
collateral
emotion of all stitches and draws unwanted attention, or
On a miss, the Fates laugh. Replaces Foundations. someone strains in the emotion,
conditions
Everything is changed, they’ll tell When you use the weight of your making a scene.
» It shifts or entrenches this
you how. organisation to make a claim on
place’s mood
what should be yours, say what
» You gather favour and renown
resources you use, then roll. On a When you tempt the fates to test
for your role in it
While you play, you may create a success, you get what you want. the limits of your expression, you
work related to your expression: On a 7-9, pick 1. can choose not to roll, instead
art, embroidery, a playlist, poetry, Requires Agitator. saying how things go as if you
» Your organisation is stretched,
choreography, a map, a story, rolled a success. Then, you pick 3
When you stand before your take disadvantage
music. from the 7-9 options.
comrades to convince them of the » Another group resents you for
When you share a finished work, virtue of your cause, you may it, create a threat
you may gain advantage on any strain your concept to treat any » Someone in your organisation
move that uses your expression. agitator roll as a 10+. objects
On a miss, someone stands
When you Read a Person you have against you. You may press them,
a bond with, you gain advantage. but their loyalty will be broken.

37
You are a ghost, woven from threads of spirit, tangled up in the world.
You exist, now, without physical form. This is not a hindrance, this is
how you were always meant to be.

Pick a name and pronouns.


Pick one:
You are a ghost, and only have a » Reveal a secret about death or
spirit. You might have had a body the afterlife to someone
once; this might have be the only » Unearth the past to fix
form you’ve ever known. You start someone’s current problem
with a tell, boon and bane. » Let someone figure things out
for themselves, despite
knowing better
» joyful » peaceful
» unsure » unruly
» wistful » spiteful Pick a few: baleful eyes, spirited
eyes, kind gaze, tenuous hands,
» attached » adrift
blurred hands, clenched fists, solid,
» abandoned » capable wispy, earthy, flowing hair, braided
hair, clean cut
Pick or create three emotions:
Pick a few: a faded parasol, flowing
Assign +2, +1 and -1 to them. robes, intensely-patterned skirts,
» Be a ghost Themes: strange powers and
You also start with Fabric +0. fabric masks, long gloves, geometric
» Push the edges of your form in connections, finding community,
motifs, tasselled cape, fur-lining,
unexpected directions the spirit world, death, memory,
clunky jewellery, tattoos in a lost
» Decide what it means to be a fading existence, time passing.
language, old-fashioned, ancient,
tailored, raggedy, shapeless coats, spirit in Ryne Touchstones: Izabel (Saga), Cole
thick-rimmed glasses » Explore your frayed or fading (Dragon Age), Lovey (Wayfarers),
connection to the world Adrian Ţepeş (Castlevania), Death
(Discworld)

38
INTRODUCTIONS Playing the Tethered
Pick three pieces of gear: one After everyone’s introduced their characters, go round answering these While most rolebooks can be
that reminds you of someone, one questions. played as a ghost, the Tethered
new, one you’d never part with is about being a ghost. It focuses
» a collection of adder stones on the nature, abilities and place
There are few of us, scattered. of ghosts in Ryne.
» an ominous but friendly pet I died recently, I’m still getting
The landscape is hostile to us.
(companion) Playing the Tethered involves
Start with the territory’s used to this new form
» burnished pins and a crooked having a say over what ghosts
emotion at -1. I died a long time ago, I’ve
needle are like in this world, and how
There are many of us, begun to fray at the edges people connect with them. The
» an instrument no one can bear
to hear something about this place I’ve always been a spirit rolebook moves give ideas for
draws us in. Start with the what might be possible.
» a spectral weapon
territory’s emotion at +1.
» a gathered bundle of emotion Wisp and Emotional Resonance
» an old codex you might have There are more of us than the You start with three bonds. For let you do interesting things
written living, we can sustain ourselves each, choose an emotion and a with your ghostly form. Tangled
here. Start with the territory’s statement. They start at Roots, Digging Up Bones and
» a bottle saved for a special
emotion at +2. Stitch it. normal. Familiar Haunts point to your
occasion, turned sour
place as part of a the history of
» two clay figurines, smoothed your community, whether that’s
with age living people or ghosts. Cutting
_____ reminds me of what I’ve
There’s no difference between lost. Ties allows you to draw on your
us, we’re family and friend. connection to spirit and the
When you pay attention, ask: _____‘s stories are wrong, but
Create a bond with a Fates to protect those who are
delightful.
community or person from it. closest to you.
» What spirits are here? If I don’t help _____they’ll ruin
» How has this place been People here respect spirits, The Tethered is defined most by
_____.
changed? though that can put distance their Connection and Figments.
between us. Create a bond with I’m not sure I can forgive Together, they let you do new
» What old stories exist about
The Hallowed. _____ for _____. and interesting things, such as
_____?
ignoring your bane, using boons
» What supernatural forces They say we’re more prone to
that aren’t inherently yours, and
are shaping this place? the Remnant’s influence, true
unlocking powerful extensions
» How has, or will, death touch or not that influences how
of your abilities.
this place? others see us. Create a bond
with a person who helps or
hunts you.

39
CORE ABILITIES TETHERED MOVES
Start with Connection and Start with two Tethered moves: When you project the emotion When you revel freely in a crowd,
Figments. you’re feeling onto the people say what common ground you
around you, spend 1 connection find and what you’re up to.
When you shape fragments of and roll. On a success, everyone
When you spend meaningful time Name 2 people:
spirit to cause wonder, distraction around you picks 2. On a 7-9, you
with a bond or complete an » One you flirt, joke or plot with.
or amusement, you may spend also pick 1.
important task on their behalf, Gain advantage on them
1 connection to hold someone’s » Act instinctively, according to
hold connection equal to the
attention. You may also spend » One you find kinship with. Gain
number of stitches in that bond. the emotion rolled
extra connection, 1-for-1, to pick or strengthen a bond with them
» Stitch the emotion rolled (can be
When you are called to spend additional effects. » One you get into trouble
taken multiple times)
connection, and you don’t have alongside. Say what gear you
any, you may weaken any of your » Suffer 1 wear (can be taken
come away with
bonds in its place. multiple times)
When you tell someone what old » One you heed. Ask the Fates a
obligations you consider them On a miss, you are overcome by question about them, or this
responsible for, roll. On a success, the emotion, pick 3 from the list. place.
Start with two from below. they agree and owe you an The Fates will say how everyone » One you compete with. Say who
obligation. On a 7-9, pick 1. else is effected, making a move as wins. You earn their respect or
When you push the limits of your hard as they like.
» They’re not ready to make good friendship
ghostly form, you may spend
connection, 1-for-1, to: on it yet » One you confide in. Clear a
» You end up owing them an stitch from an emotion
□ use any boon you didn’t When you spend time amongst a
obligation in return Then, name 1 person:
choose as your own community you know well, say
» This won’t work on them again how you trace people’s social
□ ignore your bane for a scene » One you argue with. Stitch 2
On a miss, you reopen old connections and entanglements, emotions.
□ use Fluid to alter your form
wounds, faded resentments and then roll. On a 10+, hold 3. On a 7-
» One who feels you owe them
□ use Moored to appear next to forgotten grudges. 9, hold 1. Spend hold, 1-for-1, to
something. Owe them an
anyone you share a bond with ask:
obligation.
□ use Eternal with no » What connection exists » One who objects to your
consequences When someone you have a bond between _____ and _____? presence. They resent you,
with faces danger or harm, you
□ use Splitting to split your » What new situation has perhaps name you a rival.
may weaken your bond with
form into many _____ gotten themselves into?
them to have them suffer a lesser
□ use Umbral to slip into the » What connection is fraying and
wear or consequence.
other might need tending to?

40
ADVANCED MOVES
These moves require specific When you beseech wild spirits for When you confront someone, you When you oversee someone’s death
advancements. aid, say what you want from may spend 1 connection if your and attempt to guide them to
them—their wisdom, their healing, opponent avoids your reposition, whatever comes next, say what
their words, their protection or cut close or reckless attack to do it rites and rituals are observed. You
Requires Familiar Haunts. their fury. anyway. meet death alongside them and
are able to guide, act or interfere
When you enter a new place, you They will say what they want in
in Death’s realm.
may say what ghosts exist here return—a voice, a future, a
When you use the strange
and where you can find them. promise, a binding, a sacrifice, a
pathways of the other—the realm
pact, a body. You must meet their
of spirit—start a four-step clock. When you knot yourself into the
price or refuse them, though they
Stitch it to: fabric of a place, say how you tie
Requires Cutting Ties. might not look kindly on the
yourself, and roll. On a 10+, hold 3.
latter. » Appear anywhere within this
When someone you have a bond On a 7-9, hold 1. Spend hold, 1-for-
territory
with would die, you may sever 1, to:
» Travel to an adjacent territory
your bond with them to prevent
Your tells flare when you roll a » Appear in a specific location » Gain perfect vision over the
their fate. Pick 1 for each stitch
match. within the other place
that was in your bond with them:
Whenever one of your ghostly tells » Carry others with you » Prevent an attempt to remove
» They remember who you are you from it
flares, place a rip, cut or stitch
» You will be able to form a new When you attempt to leave the
alongside one edge of your » Cause someone to become lost,
bond with them other, roll plus segments stitched.
character sheet. When one of distracted or separated
On a 6-, you leave unmolested.
» Nothing dies in their place your edges has 12 marks, one of » Inflict wear on someone here
On a 7-9, pick 1.
» The Keepers of Death’s Realm your tells becomes permanent
On a miss, pick one: you hold 1 but
don’t gain a bond with you and you gain a new figment. » Your time there drains you, take
strain an emotion matching the
1 wear for each filled segment
place’s mood or you’re driven
When all four sides of your sheet » Something lies in wait, for the
Requires Emotional Resonance. from this place and will have to
are filled, pick one: next time you enter
recover.
When you change the mood of a » You knot completely into the » You lose your way, the Fates say
place, you may spend connection, fabric of this place. Join or where you exit
1-for-1, to shift the result level. replace the Fates On a miss, something has found
When you work on a project to » You tie yourself to a Remnant you. The Fates will tell you
change an entrenched mood, you becoming its envoy whether it prevents your escape
may spend connection, 1-for-1, to » You move beyond this form. or follows you out.
add work to that project. Create a new character with
this ghost as a strange and
powerful companion

41
Everything in this world is tied together, as if by a tangle of thread. You
have the knack for manipulating those threads—of weaving spirit,
emotion and fate. You can mend wounds, read destinies, and glimpse
the truths which lie within someone’s heart.

Pick a name and pronouns.


Pick one:
Pick one: » Telling someone a difficult
» I have a body and a spirit. Pick a truth they need to hear
humanity. » Providing a night’s rest beneath
» I only have a spirit. Pick a tell, your roof
boon and bane from the Tethered » Helping someone with a chore
rolebook. they don’t want to do
» I only have a body. Pick a
humanity and anchor from the Pick a few: friendly eyes, stern
Grounded rolebook. eyes, hetero-chromatic eyes, fading
hands, precise hands, willow-
Pick or create three emotions: fingered, short, lanky, smooth
cheeked, wind-wizened
» curious » difficult Pick a few: ceremonial robes, rough
» joyful » petty fabric, hand-made woollens, too-
» studious » nervous thick coat, embroidered patches,
» Cast small, practical spells Themes: the relationship between
» mischievous » dutiful mud-caked boots, satchel splitting
» Mess around with the threads the spirit and the mundane,
» wronged » contented at the seams, huge collars, heavy
of spirit that entangle Ryne magic, prophecy, community,
bracelet, simple linens, hitched-up
» Meddle in others affairs obligations.
Assign +2, +1 and -1 to them. dress, pressed flowers, intricate
» Get things done Touchstones: The Lancre Coven hair-pins, thick gloves, the smell of
(Discworld), Lem King (Seasons of You also start with Fabric +0. herbs, baggy trousers, sandals, a
Hieron), Kiki (Kiki’s Delivery trail of charms, wicker headpiece
Service),

42
INTRODUCTIONS Playing the Weaver
Pick three pieces of gear: one After everyone’s introduced their characters, go round answering these The Weaver is a connection
you’re never without, one you’re questions. between the world of spirit and
always losing, one someone the mundane. They’re often the
claims you stole one people come to when facing
» several half-finished crafts Among a community. You are issues with the strange or
theirs and they yours. Create a It started in the air, then the supernatural.
» a chipped tea-set roots and the earth. It’s as if
bond with that community.
» a deck of mismatched cards Darning, Of A Sort and Spirit
the seasons have shifted.
» a book spilling pressed herbs Amongst others like yourself, Sight let you use your affinity
outsiders one and all. Create a There was a trembling of spirit. for spirit to connect you to the
and flowers
bond with another outsider. The animals felt it too. people around you. Future’s
» a small piece of a Remnant
I heard it through the words of Weight lets you divine what’s
» a little flock of grazing animals Amongst the birds, the rocks
others. There’s a shift in how coming, to protect and prepare
(companion) and the stars. Create a
we think and act. your friends.
» a glass orb, something slithers companion animal or spirit.
inside it The Fates create a threat based You’re not just limited to the
on your answer. patterns in the rolebook,
» clacking gloves, sensitive to
Patchwork Charms lets you
spirit
weave experimental spells, for
» a weapon, though it looks like It will never be comfortable, better or worse. Studious lets
anything but You start with three bonds. For
but I know it and it knows me. you learn from your mistakes, to
each, choose an emotion and a
Start with the territory’s gather new patterns. Break the
statement. They start at normal.
emotion at +1. World lets you push past the
When you pay attention, ask: limits of your power, usually at a
Its fabric is a part of me, woven
» What threads of spirit are great cost.
into my body, my heart, my _____ may be a fool, but at
noticeable here? spirit. Start with the territory’s least they’re a kindhearted The Weaver can also be a
» What forces are shaping this emotion at +2. Stitch it. one. meddler of people, not just
place’s spirit? magic. Obligations lets you use
It resists me and I weave my _____ seeks my aid, but I’m
» Which of the threads here other people’s obligations on
patterns against its grain. Start not minded to give it yet.
draws me onwards? their behalf (though who knows
with the territory’s emotion at
» What superstitions exist I can’t let _____carry out their how they’ll feel about that).
-1. Gain an additional pattern.
about _____? thoughtless plans. Advanced moves like Put Them
» What needs doing most right In Their Place and Open Hearth
_____ needs a watchful eye
now? are both useful for establishing
and a kind word, I can provide
those obligations.
both.

43
CORE ABILITIES WEAVER MOVES
Start with Weave and two Start with two Weaver moves: When you remind someone of the When you weave a small spell
Patterns. obligations they owe, pick 1: without a pattern, say how you
» Choose an additional option hope it will work and roll. On a
When you roll up your sleeves to when you demand action 10+, pick 1. On a 7-9, pick 2.
When you weave spirit into a
tackle a mundane problem, roll. » Spend someone else’s » The pattern shifts, it works
known pattern, roll. On a success,
On a success, you do it. On a 7-9, obligation to demand action. differently than intended
cast your pattern. On a 7-9, pick 1:
pick 1: They might not look kindly on » Your weaving is clumsy and it’s
» You stitch 1 wear
» You do it clumsily this. noticeable to others
» You stitch the territory’s
» It takes much longer than it » You, or somebody nearby, is
emotion
should When you study someone’s spirit, caught in the pattern’s web
» Your weaving is noticed
» No one will thank you for it roll. On a 10+, ask 3. On a 7-9, ask » It brings an influx of new spirit,
On a miss, pick one: you cast your 1. They must answer truthfully. shift the mood of this place
On a miss, you’re out of your
pattern, the Fates may pick as
depth. The Fates tell you the » What is your defining emotion? On a miss, the pattern is anarchic
many as they like from above, or a
precise moment you realise this, » What emotion are least and wild, choose one: quash it
rogue thread taints your pattern,
making a move as hard as they comfortable in? down and strain in the emotion
the Fates say how it is altered.
like. rolled, or let it free, the Fates
» What emotion rules your
make a move as hard as they like.
actions?
□ Web: Sense someone’s spirit » What secret, pain or burden are
When you divine the path of spirit
regardless of distance. you hiding?
and test the future’s weight, roll. When you repair the frayed edges
□ Braid: Protect a place, anyone On a 10+, provide two from below » What are your spirit’s tells? and tangled knots of someone’s
hostile to it gains disadvantage and ask the Fates for the other. » What wear does your spirit spirit, they may remove up to 3
□ Tear: Use your own hands as On a 7-9, the Fates give you two, carry? stitches from light or moderate
weapons (2 wear, hand, spirit) for the other is shrouded. » How can I make you feel _____? wear. Then, roll.
a confrontation
» The focus: a person, Remnant, On a miss, ask 1 and they ask 1 On a 7-9, your work reveals a part
□ Tangle: Hold a thing or person community, etc. back. You must answer truthfully. of yourself to them—they may ask
in place for a heartbeat. » The situation: a place, event, you any question, answer it
□ Gather: Trace someone’s time, etc. truthfully.
obligations, ask “Who or what » The outcome: what will come to On a miss, healing them will cost
directs them?”. be you. You stitch wear, 1-for-1, for
□ Sew: Shape a small tool or On a miss, the Fates choose one each stitch they removed.
object from spirit. to show you: a false or terrible
□ Cut: Sever someone’s ties to all future, or your own fears.
spirit for a heartbeat.

44
ADVANCED MOVES
These moves require specific When you undertake a ritual to Requires Spirit Sight. When you are working on a
advancements. permanently alter the way things project to complete a ritual, at the
When you read a person or use
work—a river’s flow, a Remnant’s start of each session you may
spirit sight to study them, you
domain, a social hierarchy, death introduce an object brought from
Pick one each time you take always know whether they’re a
itself—say what change you want the real world, describing its role
Complex Patterns. You must have ghost, grounded or supernatural.
to bring about and start a project. in the ritual:
the base pattern take the complex You can never be misled by
version. someone’s disguise. » An ingredient: add 1 work to the
When you fill the project clock,
ritual
□ Web: You may communicate describe the ritual’s climax, then
roll. On a 10+, pick 3. On a 7-9, » An anchor: gain advantage
with that person or trigger a
Requires Patchwork Charms. when you complete the project
move on them pick 2. On a miss, pick 1.
When you successfully weave a » A dangerous catalyst: add 2
□ Braid: Name a person, they » You get to say how things are
work and gain disadvantage
patchwork charm, you may study
cannot come to harm while altered. You may erase or
it, creating a 4 stitch patch. when you complete the ritual, it
they’re within that place change one of the world’s
Whenever you attempt to weave cannot be negated
□ Tear: Give your hands an boundaries
it again, stitch the patch. Stitch » A ward: choose someone to be
additional tag: mundane, piercing » You glimpse the inner secrets of
again if you rolled a 10+. When the protected from any of the
2, emotive, or close this territory. What new
patch fills, add the charm to your ritual’s consequences
understanding do you gain?
□ Tangle: Your hold lasts for as known patterns.
long as you yourself stay in place » The Fates don’t create a
cataclysmic threat, aiming to When you reassure someone, you
□ Gather: You may stitch fabric
undo your change pick 2. If you would strain when
to answer “Who or what directs When someone spends the night
» Your form isn’t pulled apart, under your roof, pick 1: you reassure someone, you may
them?” instead of the Fates
permanently interwoven with stitch a different emotion instead.
□ Sew: You may shape complex » You put them to work: they do
the web of spirit
objects or spirit beings a difficult chore you’ve been
putting off. You may add 1 work
□ Cut: Sever their connection
When you meet with someone in to a project
for seven heartbeats
authority, you may declare what » You share your best food and
old favour you did for them, their drink: they reveal a secret
When you tempt the fates, instead community, or their family. They » You play the perfect host: they
of rolling you may ask the Fates owe you an obligation, though owe you an obligation
“What will this cost me, for it to go they might not be happy about it.
exactly as I want?”. If you meet
their price, count it as if you
rolled a success, picking 0.

45
THE FATES
When you play as the Fates, your role is to take the threads Depending on the kind of game your running
created by the player’s actions, the events of the world, and If you’re running the Vacant Tribute scenario, it contains
the results of moves, then weave them all together. a lot of guidance for running your first session. You might
You might describe what a new landscape is like, play as also want to skim through this section before play, in
NPCs, and introduce new situations and obstacles for the particular the agendas, principles and moves.
characters to face. You, more than anyone, will guide the flow If you’re running a longer game, you’ll want to skim
and pacing of the game. through this section before session 0. The sections on
All that said, Ryne is a highly collaborative game. While you Remnants, territories and threats will be useful for
have the most control over the world through your moves setting up your game. When you begin play, the agendas,
and your agendas, you also share it with the other players. principles and moves will be the most important to keep
You should ask questions about things you’re not sure about in mind.
and let the players tell you what the world is like to live in.
Their answers and the details they introduce will guide your Regardless, here’s our advice: don’t worry too much about
game. fully understanding or using all of the tools right away.
You’ll learn them as you play and things will build slowly.
Keep the sheets to hand during your sessions, don’t be
afraid to refer to them when you’re unsure what to do or
This section is designed to help you get to grips with playing
say next.
as the Fates. The first few pages introduce your agendas,
principles and moves—they guide you through some best
practices for running the game, as well as give you ways to
respond to the player’s actions.
The rest of this section covers some specific tools that are
designed to help you to run the game and give life to your
world.

46
The Fates have a series of agendas to lean on. These are While agendas provide you with big, overarching goals, your
guidelines for how to approach the game, that will help you to principles are how you achieve them through play. By
create your story. They’re here to guide you—if you’re not following your principles, you’ll bring the world of Ryne to
sure where to take the story, turn to your agendas. life, helping the system to work for you and your players.

Weave human stories, lived under great shadows. These principles relate to the game and the shared story
Ryne tells the stories of humans living in a world much that you’re creating:
bigger than them. Remnants are largely ignorant to people’s » Let the world grow wild and weird
lives, and their envoys are not much better. Remember that
» Revel in change, but provide anchors as well
while the world is often big, weird and conceptual, it is best
filtered through human senses. » Show the world’s fraying edges
» Sow seeds in the dark places too
Portray shifting, emotional landscapes.
» Contrast the human and the colossal
The terrain of Ryne is shaped by the conceptual. It is never
static, always becoming something new. As you play, ask » Represent conceptual ideas through literal things
questions about how the player’s relate to the world around » Let things die, but remember death isn’t the end
them. Always have an eye on what the landscape is like, how
it feels to be in it, and the ways that it’s currently changing. These are about how you should act and play the game:

Follow the story as it pools and flows. » Be a fan of the characters


Stories in Ryne meander. When your story dwells in one » Address yourself to the characters, not the players
place, linger. When it needs to move swiftly, let it. Alter your » Make your move, sometimes speak its name
pacing to create these contrasts. You might find that your
» Ask provocative questions, build on the answers
story moves slower than in some other games you’ve played.
That’s okay, that’s by design. We encourage you to spend » Travel without a set destination, let the players find it
time on the small details of your world. » Disclaim decision making, dismantle your authority

47
Calo, a Guide, and Ofbright, a Tethered, have spent days
Like the rest of the players you have moves, but yours work a tracking down this landscape’s Remnant, Yllas. As they
little differently. Fate moves don’t have specific triggers, and approach it, the Fates describe their midday arrival. In
you don’t roll for them. Instead, you can trigger any of your front of them is a forest, the Remnant’s back appears as a
moves when: bone-white hill in the middle.

Knowing that the forest is one of Calo’s Home Terrains, the


There’s a lull in the action Fates leave the description vague. They ask her to describe
A Fate move fits perfectly with the fiction of the game it, learning that it’s a rainforest where leaves are great
sheets of red and blue. She describes insects everywhere,
A player’s move fails
which make chiming noises instead of buzzing.
Sometimes it will be obvious what move to make, and you’ll The Fates grasp onto that idea and, after the pair decide to
have a reaction ready to go. Other times it won’t be. Pause for press on, the Fates make a move: “Stitch a threat’s patch,
a second to think, then choose from the list below: showing an omen or a consequence”. They stitch the patch
“The pewter machines spread discord.” They then describe
» Trigger the move of a Remnant, envoy or threat a place in the rainforest where the chiming gets louder, all
» Have an NPC use a bond or obligation to make a demand off-keys layered atop each other.
» Have a threat or NPC act on their wants
When Calo and Ofbright investigate, they find a cloud of
» Have someone’s emotions flare up
the insects surrounding a pewter machine that hums
» Inflict wear discordantly. Ofbright’s boon allows them to pass through
» Establish a boundary material objects at will, so they decide that they’re going
» Stitch a threat’s patch, showing an omen or a consequence to stick their ghostly head into the machine—both to figure
» Tell them the possible consequences and ask what they do out what it might be, as well as try to shut it off.
» Turn their move back on them This feels like it’s some kind of roll. Ofbright doesn’t have
» Take away or stitch their gear any useful rolebook moves, so they look at the basic moves.
» Separate them or bring them together It could be pay attention, but they decide on tempt the
» Give them what they want, but with a twist fates instead. They’re unsure if this is something Ofbright
» Bring forth a change in the landscape can do, or how the machines will react.
» Show them how the landscape feels Ofbright rolls a 6, a miss, which allows the Fates to make
» Question what they hold to be true a move as hard as they like. Looking at the list again they
» Ask them “How do you feel?” settle on “Show them how the landscape feels”, as well as
“Inflict wear”. Ofbright’s meddling starts a deafening
Most of the time, your moves will blend into the conversation. hum. They take 1 wear for being in the middle of it.
The players might not even know you’re making them. You
never have to name your move, you just do it, describing Then, adding to the noise, there is a rumbling. The bone-
what’s happening. white hill begins to rise.

48
NON-PLAYER CHARACTERS
When you play as an NPC, for a moment or for a scene, you
You’ll be responsible for playing a range of NPCs as you play usually have full control over how they act and what they do.
Ryne. In a session you might play as a shepherd looking for Sometimes, the results of character or Fates moves might
their lost flock, the town’s sceptical blacksmith, the Weaver’s shape what happens to those NPCs, how they think and how
owl companion and a strange and unknowable Remnant. they act. NPCs are often more malleable than the player’s
As the Fates, its usually up to you to take on their roles and characters, they shift to meet the demands of your game.
decide how they act. It can seem like a lot sometimes, but we
have some tools to make things easier.
NPCs rarely trigger moves of their own—they don’t need to
roll to convince someone or to lead through danger. Often,
By writing a few notes about NPCs that are important to your you just say how it goes.
game, you can more easily bring them to life once they appear When they do make their own moves, it’s usually paired with
in your story. For some NPCs, like companions, the other a Fate move. Some of the Fate moves explicitly talk about
players get to decide these details; for the rest, it’s usually NPCs, like “Have an NPC act on their wants”. Others, such as
down to you. You can always ask questions and get your “Inflict wear”, might happen as the result of an NPCs action.
players help. Here are some details that might be useful:

Name: What is the NPC called?


The exception to the above is bond moves. NPCs can hold
Defining emotion: What emotion do they exude? This is the bonds and obligations. They can use them to trigger bond
emotion they’re most comfortable in. moves, such as making a demand or hindering someone.
Troublesome emotion: What emotion most causes the NPC For any bond move that requires a roll, they get +2 if it’s their
trouble in some way? defining emotion, -1 for a troublesome emotion, and +0
Humanity/Tell: What is their humanity or tell? otherwise.

Obligations: What bonds and obligations do they have?


SHARING RESPONSIBILITIES
Other notes: What do they look like? What do they wear?
What do they want most right now? Are they part of any In truth, the responsibility for creating and playing as
NPCs is shared between players. You should leave space
groups? Answer any you find useful. for players to decide details about NPCs, especially that
are close to their characters. If you don’t know something
about an NPC, ask the players.
Equally, if your players want to, they can also play as NPCs.
They might help you out while they’re not in a scene, or
play as one of their companions where it makes sense to.

49
REMNANTS
At times you’ll be called on to play the part of a Remnant, to
Titans stride across the landscape, seemingly indifferent to describe their actions in your story. Here’s our advice: make
everything around them. A mountain carried on four colossal them weird, then make them weirder. Remnants are largely
legs, its rocky face riddled with caves where the birds which indifferent to the world around them, especially humans.
swarm it nest. A sweeping carpet of mushroom and moss that They think, act and exist in ways beyond comprehension.
winds across dew-laden plains. A fog that crawls down the Though the people who live near a Remnant will have their
side of a valley, coalescing into face and voice as ghost-light own beliefs and interpretations for its actions, these are only
flickers within. A clay mantis, still for centuries; people in the ever a best guess.
valley below wait for its sickle legs to pierce the clouds again.
When you play a Remnant on screen, look to their domain,
People call these beings Remnants, after what came before. wants and expressions. Their domain and wants will tell you
They are gods, or something close. Each community and faith what they care about; their expression tells you how they
has their own belief, but nearly all call them divine. might communicate.
While they are each colossal, there is no commonality to their
forms. The one thing that unites Remnants is that each of
them is linked to a domain. Harvest, grief, triumph, drizzle, You should interpret what a Remnant is however best fits
destiny, rebirth, need—they are an anchor for a concept in your game and your world; make them yours. Here are some
the world. examples, to draw upon.

MORUS, Vacant of solace. Vaugley humanoid titan that


THE CLEAVE once sat to hear its follower’s stories. It stayed patiently
While most other beings in Ryne have a physical and listening for millennia, as mountains formed around it.
spiritual form, Remnants have only one or the other.
KADOS, Echo of motion. A titanic eel formed of muck,
The Vacant have physical form. They are formed of
material things: clay, rock, metal, plants, salt. They have no pebble and sediment. The river flows in the direction the
spirit as humans know it, but still serve as anchors for the Remnant swims.
web of spirit that threads Ryne.
YOHN, Vacant of hunger. An outcrop of rock descending
The Echoes have spiritual form. They might be a cloud of
scent, a great fog, a rumbling blizzard, a sprawling ghost from the clouds above, crenellated with teeth and jaws.
or a constellation of lights. They might have physical It communicates through cravings.
presence in the world, but their form itself is made from
spirit. VELARASKA, Echo of absence. It strides on two
A common belief is that Remnants were once whole, but columnar legs through a discordant ecosystem. Its body
in the distant past an event called the Cleave tore them in lacks any kind of colour or feature, it’s just a gap, a void.
two. As such, there are some who believe the Remnants
can be made whole again, one way or another. SKEIN, Vacant of growth. Formed of a great carpet of
moss that crawls its way across the landscape following
the Weftward sun. Some say that it means to engulf it.

50
You’ll create your first Remnant together in your session zero. A territory refers to a Remnant’s area of influence, mapped
Whether you’re using the Change story seed or playing onto the physical land where the Remnant dwells.
Vacant Tribute, you’ll be given prompts to co-create your
A Remnant’s domain effects the world around it, shaping
starting territory’s Remnant with your players.
geography, weather, climate, seasons, plants, animals and
You might be left with some unanswered gaps on your people. These affects can be physical—like a Remnant of
territory sheet after that session. You can fill them in before privacy sheltered by mile high mountains—as well as spiritual
you play next or as you play. and emotional. Within its territory, a Remnant’s domain can
alter moods and influence emotions.
If you introduce a new Remnant during your game, you can
create it in advance or piece-by-piece as you play. You’ll create your territory together, using the questions
from your story seed, combined with what you know about
your Remnant.
What domain does the Remnant represent? Pick or create
one: harvest, preservation, tenderness, mourning, faith, “I want a place that feels inhospitable to us. Maybe it’s like
nesting, prophecy, fire, connection, migration, scavenging. moors, bleak and windswept, but the flora is dangerous?”

“Our Remnant is about tranquillity, right? What if its


territory was a lake and we live in barges floating on it?”
What tribute does the Remnant ask for? Pick or create
some: feathers, memories, stories, song, treasure, dance, blood,
service, ritual, scent, emotion, voice, food, crafts, marbles.
Every territory has an emotion associated with it, called the
territory emotion. This represents the overwhelming mood
of the landscape, borne from the Remnant’s domain.
How does the Remnant communicate? Pick or create some:
dreams, song, images from its past, tales from its future, Each character will fill one of their emotion slots with the
whispers in the wind, a rhythm in the earth, flow of water, territory emotion. It also influence the mood of places in the
patterns of moss, ink blossoming on paper, constellations, too territory, as well as in scenes with the Remnant.
loud words.
THE TERRITORY SHEET
Pick or create a few: abstract, animal, celestial, geological, You’ll find a territory sheet in the playkit downloads. You
ghostly, humanoid, insectoid, wet, weather-like, structured, can use that sheet to record details about the territory
skeletal, amorphous, fractured, segmented, mossy, illuminated, that you’re playing in—what its terrain is like, its Remnant,
barnacled, static, buried, incorporeal, whispering, singing, its features, the threats active within it.
creeping, stomping, inhabited, roaming, swirling, ribboned,
decorated, painted, frosted, metallic, shimmering, flowing,
rocky, engraved, towering, scattered, amphibious, soaring.

51
Each territory has a resonance move. These are moves Features are any important places, landmarks or terrain
triggered when a character strains in the territory emotion. features within a territory. They’re places that people living
Resonance moves are used to give unique flavour to each there might know about, which are likely locations to visit as
territory, reinforcing what it’s like to live within a Remnant’s you play the game.
domain.
A feature might represent a bustling market town, the place
Our advice is not to worry about them in your first session. where the Remnant rests, a barrow at the edge of a village, or
However, when someone approaches straining, or you want an amber-studded mountain.
to reinforce the territory’s tone and mood, consider creating
one. A good, simple formula for a resonance move is: When you answer your story seed’s questions, you’ll be
invited to create some features together. Each player should
When you strain in [territory emotion], you are overcome draw their contributions on a map of the territory.
with [specific feeling]. Clear all stitches and do [action]. You should give each feature a name and an evocative
description. You can also give it a mood, if you have a sense of
what it would feel like to be there.
When you strain in grief, clay hands push up from the earth to
grasp at you. Either let them pull you beneath—the Fates say As you play, you might create new features, slowly populating
where they take you—or attempt to escape them. Either way, the territory with interesting places.
clear all stitches.

When you strain in powerful, the absolute certainty of the Vinereach: A miles-wide knot of vines that stretches above the
waves takes hold. Clear all stitches, then hold 1. You may spend pink tinged clouds. A reclusive community resides amongst the
your hold to take a reckless, foolhardy action, gaining tangled stems.
advantage. If you miss, it will bring disaster. Mood: reclusive

When you strain in fearful, say what thing scares you most Breal’s Rest: Centuries ago a Remnant fell here. Now its
right now, then clear all stitches. When you strain for a second umbral body exists as a vast shadow, rolling in the winds
time, you will find yourself face-to-face with it. through the bottom of the valley.
Mood: mournful
When you strain in joyful, you are overcome with the Yillah’s
rhythm. Clear all stitches and pick 1: let it overcome you and The Aniseed Camp: It was meant to be temporary—a meeting
lose yourself to dance until dawn; or you resist, until you dance place of merchants before they went their own ways. Over time,
freely or leave this you’ll have disadvantage. though, permanent structures have risen and the place has
developed its own—loud and riotous—identity.
Mood: rowdy

52
ENVOYS
The Seed: The Remnant sends a part of its core into the world.
Envoys are bridges between Remnants and the world around The potential is within it to grow, to become Remnant anew.
them. They are pieces of the titan’s bodies, broken off to find
their own purpose and favoured attendants transformed over Moves:
long years of service. Sometimes, these Envoys are appointed » Plant itself and grow. A new Remnant is forming, start a
to connect the Remnant and the humans that live in its very lengthy patch.
territory; more often they’re strange and fantastic, made for » Heal someone at its own expense.
things outside of human care or understanding. » Bring forth a sanctuary, reflecting its concept.
Envoys echo the strange creatures of folklore; the hungry
river horses and the mischievous fae, the things that seek to The Herald: The Remnant’s voice contained within. It speaks
mislead us and the creatures which test our values. They clear and loud to deliver its demands to the territory’s people.
come in infinite forms, representing some smaller facet of the Moves:
Remnant’s domain. They are, in many ways, a distillation of
» Make a demand on behalf of the Remnant, tell them what
their Remnant.
terrible thing will happen if they don’t meet it.
» Instruct on rite and worship, decorum and tribute.
» Make a demonstration of the Remnant’s power.
When creating an envoy, there are a few elements you want
to work out. These are:
The Eye: The envoy reflects back on its Remnant. An explorer,
an interpreter. Its function is to prod and watch and be curious.
Name: What does it call itself? When they tell their stories,
what do the people here call it? Moves:
Look: What does it look like? You might have a fixed idea in » Ask a strange question about something taken for granted.
mind or grab at some loose imagery. » Make something ignored, unignorable.
Represents: What facet of the Remnant’s domain does the » Gather a mystifying collection of things.
envoy reflect?
A statue bearing a thousand faces walks amongst the
Type: What is the general purpose of the envoy? markets of Calidir, listening and trying to find the right
Moves: Custom moves for the envoy, describing how it acts expression. A great deer, legs the trunks of ash trees,
and what it can do. pruning the canopy top. A star-shine spirit knits patterns
amidst the stars, jumbled maps that philosopher-sailors
travel to interpret. A knot-weed hyena, stalking the
outskirts of Chyra, demanding offerings for the Remnant
within. The moth whose fluttering is human voice; a
swarm of curious pebbles, clattering as they move; a
driftwood effigy travelling home bearing new shape.

53
THREATS
To create a threat, you’ll need to decide:
Threats are forces who want to change things in some way,
and that are prepared to take action to make that change
Name: How do people refer to it?
happen. A group of villagers wanting to farm the land in a way
counter to old traditions, a gang of ruthless fighters hunting Type: What type of threat is it? People? An envoy? Weather?
the area’s envoys, a sickening remnant, a coming storm. Doom: What change will the threat bring about if it isn’t
Threats allow you to track major forces in the world, that will prevented?
impact the lives of your characters. They have goals, plans
Omens: What signs will warn the players about the threat?
and agency. You play to find out whether they achieve them
What themes can you use to signal the threat’s presence?
and what happens when they do.
Description: What is the threat like? What capabilities and
assets does it have?
Each threat you create will have a threat patch, which tracks
its goal and its progress to completing it. It might have
anywhere up to 12 stitches. As the threat takes actions and The Blazen Pilgrimmage: An ever moving Remnant, with a
comes closer to achieving its goal, you’ll stitch the patch. city of people following it. The capital of an empire that claims
When it fills, they bring about their aims. all land where the Remnant treads.
When you create a threat and decide on what their patch Type: Remnant
represents, you can assign some events to it, however vague.
Doom: This territory’s Remnant destroyed, everything else
Patches should usually escalate. The first half of the stitches
subsumed.
likely present omens and warning signs, the latter half
represents the threat nearing its fulfilment. Omens: The Heralds of the Blaze. This Remnant’s concept
wavering. Strange scouts and traders. Warnings from others.
The Gathered has an 8 step patch. The Fates decide that at
The Rust: We thought it was a moss at first, slowly spreading
steps 6 and 7, they’ll start mining the Remnant’s body.
through the fields, but the rust now coats everything. It has
when the clock fills, they’ll bring down its wrath.
choked our crops, next it will choke us.
A threats course is never certain. The patch tells you what Type: Weird
might happen, if the players don’t interfere. Often, the players
Doom: A reconfiguration of the territory, welcoming a new,
will stop the threat and its goals will change; other times they
not-human type of life.
might ignore the omens, and the threat will come to pass.
Omens: The sky turning orange. Rust creeping on the crops
and trees. The water tasting like iron. Livestock’s fur matted.
Strange shapes in the fields.

54
When you attempt to convince When you try to deliberately hold When you help someone you have a When you hinder someone you have
someone, say what you want from someone’s attention, say how you bond with, say what aid you lend a bond with, pick as many as you like
them, then roll. On a success, they’ll keep it, and roll. On a 10+, you pick and roll. On a success, pick 1 for as they make their move,
hear you out. On a 10+, pick 1. On a 2. On a 7-9, you pick 1 and the other each stitch in your bond. On a 7-9, weakening your bond for each:
7-9, pick 2. person picks 1. they also choose 1: your bond is
» They gain disadvantage
weakened or one of you changes
» You need to trade them » You keep them distracted » They stitch their emotion, even if
your bond’s emotion or statement.
something » They reveal their feelings about they don’t match
» You need to reassure them or earn _____ » They gain advantage » They’ll face greater consequences
their trust » They share something useful: » They may roll with their bond on a miss
» They make a demand, you have to some gossip or news, a story, a emotion
Regardless, they may choose to
do something for them first secret, a connection, a hope » You stitch emotions in their place
sever their bond with you. If they
» You’ll owe them an obligation: » Their opinion of you shifts, you On a miss, you weaken your bond. don’t, they may choose to change
what do you promise them? suggest how You may still pick 1 from above, but their bond’s emotion or statement.
» You reveal a part of yourself, their On a miss, pick 1 then the Fates if you do, you tie yourself to any
opinion of you shifts choose: they charm you, mislead consequences they face.
When you reassure someone you
On a miss, the Fates choose: their you or keep you occupied for far
have a bond with, stitch an emotion,
demands are outlandish, they longer than you’d like.
When you demand action from then pick 1:
decide to act against you, or they someone you have a bond with, say
take up your cause with damaging » You address how they’re feeling:
When you attempt to change the what you want them to do. Then,
enthusiasm. they remove a stitch from any of
mood of a person or place, say what for each stitch in your bond, pick 1
their emotions
feeling you want to change it to and thing they’ll risk if they refuse:
» You make them a promise: they
When you offer worthy tribute in how you’re doing it, then roll. On » Their reputation. Others will can strengthen their bond
exchange for a promise, blessing or any success, the mood shifts. On a know of their refusal » You give them encouragement:
something of value, state what you 7-9, pick 1:
» Your faith and trust. They’ll have they heal 1 light wear
want and roll. On a 10+, you get » The mood only shifts slightly, the to weaken their bond with you
what you asked for. On a 7-9, it Fates say what to » Your retribution. You’ll gain
comes altered, or with additional
» Changing it is strenuous, stitch advantage forward against them When your bond with someone is
conditions and demands.
wear » A further debt. They’ll owe you an severed, they say how that bond has
On a miss, the Fates choose: the » Something here resents you obligation fractured or faded. If they wish,
tribute is deemed lacking and those they may tell you how you can make
On a miss, pick 1: the mood shifts They can do what you ask—
you offered it to take offence, or amends.
but something in this place resists strengthening their bond with you
your tribute is more valuable than
you and the Fates make a move or or gaining an obligation—or pay the Commit to repairing the bond,
you realised, it’ll haunt you later.
the original mood becomes price of refusal. holding it open until amends are
entrenched. made, or erase it giving them
advantage ongoing against you.
55
When you spend a moment to pay When you read a person’s mood, When you find a moment of peace, When you use your humanity, gear
attention to the world around you, intent or reactions, say how you’re comfort and safety, say how long you or resources for something, say the
roll. On a 10+, ask 3 from your paying attention and roll. On a 10+, think it will last. The Fates will effect you’d like:
character sheet. On a 7-9, ask 1. hold 3. On a 7-9, hold 1. Spend hold instruct everyone present to hold 1 » Make a move you wouldn’t
When you act on an answer, gain 1-for-1 to ask: to 3, depending. Take it in turns otherwise be able to
advantage. spending hold, 1-for-1, to:
» What emotion rules them right » Gain advantage
On a miss, ask 1, then the Fates now? » Have a scene with someone » Gain an extra effect or hold
choose: the information is false or » How can I get them to feel _____? nearby, optionally strengthening » Increase a result level
dangerous (take disadvantage when » What do they want from me? a bond with them
» Lend the thing out in return for an
you act on the answer), or you are » Let off steam, removing a stitch
» What are their intentions? obligation
interrupted (the Fates answer, then from an emotion
» Are they telling the truth? » Another novel effect, depending
make a move as hard as they like). » Ask the Fates a question about the
» What can I offer them to get them on the thing
area or situation
to _____? Tell the Fates what you intend.
When you share a story, tale or piece » Tend to your pains, clearing light
On a miss, you ask 1 from the above. or moderate wear They’ll either let you do it or tell you
of folklore about an area, person or
The Fates will ask 1 back, you must what it’ll cost:
event, roll. On a success, there is » Pick up your tools, adding work to
answer truthfully. » The thing is spent or damaged: if
truth in your tale, gain advantage a project
when you use that truth. On a 7-9, » Get into an entanglement, ending it’s humanity, take wear; if it’s a
pick 1. the moment of peace for everyone resource, spend it; if it’s gear:
(only after everyone else has spent stitch it (if you use it again, it
» The story has become embellished
at least 1 hold) breaks)
as people passed it on
» You’ll have to tempt the fates first
» There is an hidden force, not The Fates spend their hold at the
named in the story end of each cycle, 1-for-1 to: » You draw attention to yourself or
the thing
» Something has been missed, » Advance the interests of a threat,
misunderstood or misinterpreted » You put yourself at disadvantage
ticking their clock and sharing an afterwards
On a miss, your story is false in omen
some way. The Fates will make a » Share a detail about the people,
move as hard as they like. place or landscape around you
» Have someone make a demand,
possibly someone you owe an
obligation to

56
When you lead people through When you direct a companion, say When you confront someone on Who goes first?: if you have
danger, whether just yourself or what you want them to do, then equal footing and they refuse to back advantage, you go first; if you have
others, roll. On a success, you get roll. On a success, they do what you down, say which emotion rules you. disadvantage, you go last. If you
past whatever obstacle is in your asked. On a 10+, pick 1. On a 7-9, Your opponent does the same. Take have neither, the Fates decide.
way. On a 7-9, pick 2. pick 2. it in turns to act; on your turn, pick
Multiple people: choose someone
1 and say what you do in the fiction:
» You don’t suffer wear » They come back tired, bitter or to lead each side. Take turns to
» Nothing is left behind injured: they take wear » I strike at you. You take wear choose actions. If you are not the
» You don’t end up in another » You owe them: you owe them an » I cut close. Choose a new emotion leader, to avoid a consequence drop
dangerous situation obligation to rule you out of the confrontation (instead of
» There were complications: it » I disarm you. You lose a weapon, stitching an emotion).
On a miss, the Fates choose: you fail
takes longer, they’ve made argument or something you relied Straining: if you strain during a
to overcome the danger and they
enemies or you get something on confrontation, you lash out. Say
make a move as hard as they like; or
different what you asked for » I expose you. You can’t avoid my what foolish, desperate or reckless
escaping it is costly, they choose as
many as they like from the 7-9 list. » They act out: they cause trouble next attack action you take. The confrontation
according to their nature » I attack recklessly. Pick an action ends with your opponent in control.
On a miss, pick one: they refuse or we both suffer and cannot avoid
When you tempt the Fate’s curiosity
fail you, and you’ll have to do it » I drive you back, cut you off, or
by testing the edges of your
yourself, or they bring you what you force you onto unsteady footing
character’s potential or the world’s When you fight something huge,
want but with a heavy price » I reposition myself, changing the dangerous, or beyond your ken, roll.
rules, say how you want things to
attached—the Fates make a move as distance between us On a 10+, pick 3. On a 7-9, pick 1.
go, then roll. On a success, it goes
hard as they like. » I withdraw or surrender
as you said. On a 10+, pick 1. On a » You reveal an opportunity or
7-9, pick 2. Your opponent chooses: take the weakness
» It costs you hit and suffer its effects, or avoid » No-one else comes to harm
it—they stitch their emotion and
» There’s a complication » You don’t suffer devastating wear
describe how they avoid your move.
» You draw attention to yourself » You aren’t lost
» It’s the only time it’ll work like this, Continue back and forth until one
On a miss, choose: place your life in
establish a boundary of you strains, withdraws or is left
the Fate’s hands or have what you
unable to continue.
On a miss, the Fates are in control. fight bring devastation down all
They make a move as hard as they around you.
like. When you confront someone and
your control of the situation is
without doubt, you say how it goes.

57
When you undertake a lengthy When you push to finish a project When you undertake a long, When you ride hard towards your
project, say what you want to early, regardless of the work left to challenging or perilous journey, destination, disregarding distance,
achieve. The Fates will tell you how do, trigger complete a project with name your destination. The Fates weather or your own health, roll
much work it will take, 3 to 12. the following penalties: will tell you how many waypoints +waypoints remaining. On a 9 or
you’ll have to pass to reach it. lower, you reach your destination.
When you act to advance the » 1 work remaining: stitch the
On a 6-, pick 1. On a 7-9, pick 2.
project or solve a problem related emotion rolled
to it, add work to it. The Fates will » 2 work remaining: stitch the When you travel towards your next » You suffer wear
tell you how much. When it’s emotion rolled and gain waypoint, ask the Fates what you » Someone amongst you strains
unclear what needs to be done disadvantage might find there. Tell them a path » You trespass, cause damage or
next, ask the Fates. They’ll tell you » 3+ work remaining: the roll is a you might take, and they’ll tell you fail to offer tribute as you pass.
one: miss, stitch the emotion you another. Choose which you follow Someone will demand payment
» Supplies are running low: you’ll would roll and roll. On a success, you arrive at » You arrive with little time and no
need to find a particular resource the next waypoint. On a 10+, pick 1. margin for error
On a 7-9, pick 2.
» Something goes wrong: you’ll When you complete a project, On a 10+, you don’t arrive in time.
need new expertise to fix it remind everyone what you wanted » An obstacle or situation is The Fates make their move.
» Progress stalls: you’ll need to get to achieve, then roll. On a success, preventing further travel
someone enthused you get what you want. On a 7-9, » Someone in your group needs
rest When you enter a new territory,
» It’s dividing your community: pick 1.
each player answers one:
you’ll need to placate someone » Supplies are running low or you
» It cost more than you expected.
» It’s being undermined: you’ll have need to make repairs » What is the name of this place?
What additional toll does the
to work out how and why project extract? » Someone or something demands » What is the domain of this place?
» Someone powerful objects: sway tribute from you » What features define this place?
» Others envy what you’re done,
them or continue in secret they move to steal it or tear it » A threat has made its mark on » What Remnant’s territory is this?
» Things shift in unexpectedly: let it down. The Fates create a new this place » Can you see the Remnant?
change or pull it back on track threat. You’ll have to deal with any » What is the Remnant’s form?
» Something demands attention: do » It’s flimsy, rickety or bodged, and problems before you continue. » What envoys have you heard of?
you ignore the distraction, requires constant maintenance.
On a miss, an obstacle halts your » What people live here?
despite what it’ll cost? How is it unreliable?
progress—the terrain, the weather, Collectively decide which emotion
» You just need more time: to think, » It goes differently to how you a threat, a companion—you’ll have rules here. Each player replaces
to work, to figure things out expected. What unforeseen to overcome it before you can reach their existing territory emotion
consequences are there? your waypoint. with it, depending on their comfort:
On a miss, the Fates say how it goes.
» At home: +2. Stitch it.
They pick as many as they like from
above, making the consequences » Comfortable: +1
immediate and sharp. » Uneasy: -1. Answer an additional
question from above.
58
WEAPON TAGS OTHER GEAR TAGS REINFORCED: The first time you
When you take mortal wounds and Weapons and armour belong to a BULKY: Disadvantage in tight stitch this item, erase this tag
are instructed to meet death, the type. Some gear might be both. quarters or attempting precise instead.
Fates will tell you what form death tasks while using this gear. SHARP: The next time you inflict
MUNDANE: The item effects the
takes: a scentless smoke, a water wear with this item, inflict +1 wear
physical world. It causes or protects CONCEALABLE: This item can be
without pressure, a mirror showing and erase this tag.
from physical wear. easily concealed on your person.
the purest truth, a withered
reflection, something loved and lost, SPIRIT: The item effects the CONSPICUOUS: It’s noticeable in RELOAD: When you confront with
an uncaring titan, a hungering spiritual world. It causes or protects some way—it’s loud, gaudy, ornate, this item, you cannot attack with it
nothing, a glorious cruelty, a humble from spirit wear. flashes, smells weird, etc twice in a row.
companion REPUTATION: The item has a story
WEAR: How much wear the item CUMBERSOME: You always go last
If you plead, barter or refuse death’s inflicts when used as a weapon. in a confrontation or reputation attached to it. People
claim over you, roll. On a success, may recognise it.
Weapons also have ranges: EMOTIVE: The first time you cut
you hold onto whatever life you RITUAL: This item has significance
close, it can’t be resisted
have left, becoming spirit or HAND: Hand-to-hand fights - a for rituals and ceremonies.
grounded. On a 7-9, you hold on, but sword, a dagger, a fist. ENTANGLING: When you confront
someone, you may choose “I TOOL: When you use this weapon
there are conditions—a duration, a CLOSE: Close range, not quite hand
ensnare you, holding a part of you in as a tool, it wont stitch as easily.
limitation, a desire, a change—the to hand - a spear, a throwing knife.
Fates will tell you what. place.” TIRING: After a scene where you’ve
FAR: Long range - a gun, a bow. used this gear, you take 1 wear.
On a miss, death claims you, there FLIMSY: If this gear is stitched, it is
and then. destroyed. TRUSTY: This item can never break.
LIVING: This gear is alive in some It can always be repaired, even if it’s
way, perhaps sapient. stitched twice.

OVERWHELMING: Wear inflicted WICKED: Wear dealt by this


by this must be taken in one weapon can’t easily be healed—
condition, before moving onto requires a healer for light wear,
another. supernatural aid for moderate wear.

PLENTIFUL X: The item can be WOVEN: A piece of spirit is bound


stitched multiple times—there’s a into the gear.
lot of it or its sturdy—it has X VALUABLE: This item is particularly
additional stitches before it is used. valuable. It might be useful when
PIERCING: Stitch this to ignore the you convince or offer tribute.
protective tag.
PROTECTIVE: Stitch this to ignore
matching wear.

59

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