0% found this document useful (0 votes)
24 views20 pages

Playbooks - Form Fillable

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
24 views20 pages

Playbooks - Form Fillable

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Resolved Create Your Deck

Deck Archetype:
No matter the obstacles that you face, you (Suggestions: Toy Robots, Star Knights, Spell Artists)
have the determination and the gumption to
overcome them! Learning from your friends Select one reason this deck is important to you:
every step of the way, and never accepting a
loss as the final step, you’re sure to become  It represents a skill or interest of yours that you used to hide or are
the best there ever was. Eventually. possibly still hiding to this day
Example Archetypes: Kid who wants to be the very  It was given to you by someone you looked up to, and represents how
best, Knuckleheaded anime protagonist, Determined they saw you
best friend.
 It was made by you personally and is filled with little touches that are
Passion Skill Friendship entirely yours
2 -1 1 
Select one stat and increase its value by one.
Describe your deck’s gimmick:
Name: (Suggestions: Smaller warriors that team up, Playing aggressively with warriors that gain
Pronouns: effects when they deal damage, Warriors that swap out for one another)
Look Create four cards for your deck. One of these cards is your {Ace}.
Describe why your Ace is important to you in particular:
Hair:

Clothes:
Answer One Question for Each Section
Your Struggles: Your Friends:
Game Tools:
 Who is someone you used to idolise, and  Another player is your best friend; how
how did they betray your expectations of did they help you most? Ask them the same
them? about you.
Other:  Who introduced you to the game, and  You’ve sworn to protect another player;
why does it matter that they’re better than why did you do this? Ask them how they
you at it? rely on you.
 Who is trying to teach you to be better  You want to prove to another player that
at the game, and what do they expect in you’re capable; why? Ask them why they
return? won’t admit it.
 
Experience:
Once each box has been ticked, advance.
Gain baggage. You and that player each gain baggage.

Major Advancement:
Advancement: Once you have selected three Baggage
When you advance, take one of these advancements, you may also select these
o o
o
options upon advancing instead:

o
options:
 Take an ability from your Playbook  Take an ability from your Playbook
 Take an ability from another Playbook  Take an ability from another Playbook
o o
o
 Add a new staple to your Staple List

o
 Add a new staple to your Staple List
 Increase one of your stats by one  Create a new {Ace} card (You may

o o
now gain the benefits of the Play your
Tick the box of the option you picked. You {Ace} Card move twice per game)
cannot take an option with all boxes ticked.
o
 Complete your character’s final goal.
Retire your character. Fill in if the baggage is serious.

2The Resolved 3
Abilities Combat Tension Questions
Select three abilities from the list here:
Have you lost at least Has your opponent used Has something or someone you
The Determination to Win Your Mentor half your life in this your baggage to gain an care about more than yourself
When you first meet someone or someone You have a mentor, or group of mentors; card game? advantage over you? been put at risk?
hurts you physically or emotionally, you someone who wants to help you overcome
can choose to make that character your problems and improve yourself. Choose one
adversary. You can only have one adversary resource your mentor can give you: Staples
at a time. Write their name below:

You gain +1 on rolls made to confront or in When you ask them for this resource, they’ll
battle against your adversary. When you beat grant it to you. However, to gain access again
them, erase their name above; they are no after that, you’ll need to first complete a
longer your adversary. Gain +1 to your
mission for them. Your Judge will tell you the Tension until the
mission. end of your next
Heart of the Resolved turn.
You can Reveal a New Possibility even when Pet Cards
you’re alone. When you do this, reveal a new You have a card that matters to you deeply;
possibility for yourself. although it may be simple, you could never not
put it in your deck. Choose one of your staples: Add two staples from the generic staples list. Rename all staples.
Unbreakable Will it gains {Ace}. You may use that staple two
turns in a row. You can benefit from the Play
You can always ignore up to one non-serious
baggage when applying baggage-related Your {Ace} Card move an extra time each
game.
Cards in my Deck
penalties to rolls you make. You can add any of the cards in your deck here so you can reference them, even while you’re
in the middle of card game combat. Otherwise, feel free to use this space for notes or ideas.
When Trainers’ Eyes Meet
When you challenge someone to a card
game battle, you can initiate the fight
immediately, no matter the circumstances.

Headstrong Luck
Whenever you Brandish Your Skills in the
middle of a dangerous situation or to help
someone, roll+Passion instead of +Skill.

4The Resolved 5
The Prodigy Create Your Deck
Deck Archetype:
The fact of the matter is simple: you’re just (Suggestions: Demigod Dragons, Lords of Undeath, Pactbound Witches)
the best there is. Anyone who denies it is
either too ignorant or too headstrong for their Select one reason this deck is important to you:
own good. Playing this game is as easy as
breathing to you, and you’ll never turn down a  You’ve used it since you were little, and it helped you get to where you
chance to show who’s on top. are today
Example Archetypes: Stuck up rich kid, Too cool for  You found it mysteriously somewhere, and you still don’t know where it
school loner with hidden skills, Seven-time tournament came from
winning pro
 It represents your privilege, and embodies how you believe you’re
Passion Skill Friendship better than other people
1 2 -1 
Select one stat and increase its value by one.
Describe your deck’s gimmick:
Name: (Suggestions: Become a warrior myself and take on threats by my own hand, Making
Pronouns: sacrifices to do overpowered effects, Relies on the power of one overwhelming warrior)
Look Create four cards for your deck. One of these cards is your {Ace}.
Describe why your Ace is important to you in particular:
Hair:

Clothes: Answer One Question for Each Section


Your Struggles: Your Friends:
Game Tools:  Describe an enterprise that you own and  Another player is your rival: when did they
control. What does a competitor do better beat you spectacularly? Ask them how they
than you? did so.
Other:  What family member matters to you  Another player is an old friend: how did
most? What did they instil in you at a young you meet? Ask them what the two of you
age? disagree on.
 What supernatural entity or force have  Another player was struggling: what did
you discovered? What do you want from you do to help them? Ask them what they
them? owe you.
 
Experience:
Once each box has been ticked, advance. Gain baggage. You and that player each gain baggage.

Major Advancement:
Advancement: Baggage
o
Once you have selected three
When you advance, take one of these advancements, you may also select these
o
o
options upon advancing instead:

o
options:
 Take an ability from your Playbook  Take an ability from your Playbook
 Take an ability from another Playbook  Take an ability from another Playbook
o o
o
 Add a new staple to your Staple List
o
 Add a new staple to your Staple List
 Increase one of your stats by one  Create a new {Ace} card (You may
Tick the box of the option you picked. You
now gain the benefits of the Play your
{Ace} Card move twice per game)
o o
o
cannot take an option with all boxes ticked.  Complete your character’s final goal.
Retire your character. Fill in if the baggage is serious.

6The Prodigy 7
Abilities Combat Tension Questions
Select three abilities from the list here:
Have you lost at least Has your opponent used Has something or someone you
My Pride, My Soul, My... Subordinates half your life in this your baggage to gain an care about more than yourself
You get +1 to all rolls directly involving your You have a group of followers. These followers card game? advantage over you? been put at risk?
{Ace} card, both inside and outside of a card may be fans of yours, employees, bodyguards,
game. or something else appropriate. Your followers
are always close at hand when needed. Staples
When using your {Ace} card outside of a card Select one option to describe them:
game, justify how it was useful to the move
before gaining the bonus. They are numerous. They have the talent
and knowledge to aid you, so long as you
meet their demands
Screw the Rules, I Have Money Search your
They are dedicated. They won’t ask
You have a source of extreme wealth. If you anything of you in return for their work, so deck for a card
want something done that can be bought long as they aren’t put in danger with {Ace}. Add
and you have the time, roll+Skill. Apply any
baggage related penalties: They are physically strong. They will it to your hand.
On a 7+, you get what you wanted. help in dangerous situations and protect you,
if you meet their demands
On a 6 or less, something has happened
with your wealth. Your Judge will tell you Elegant Egotist Add two staples from the generic staples list. Rename all staples.
what. Gain baggage; you can’t use this
move again until that baggage is resolved. You can always ignore baggage when making

Sore Winner
rolls to prove you’re better than someone who
has defeated, overcome, or embarrassed you Cards in my Deck
in the past. You can add any of the cards in your deck here so you can reference them, even while you’re
When you beat someone in card game in the middle of card game combat. Otherwise, feel free to use this space for notes or ideas.
combat, you can force them to grant you one
of the following additional benefits, alongside My Second Ace
the existing conditions for winning: Once per card game, when you have a card
 Answer a single question to the best of with {Ace} on the field or you played a card
their knowledge with {Ace} this turn, you may discard a card
from your hand to play an additional copy of
 Publicly acknowledge your superiority that {Ace} as your card per turn.
 Fulfil a simple request that doesn’t put
them in danger

Arrogant Advantage
When you show someone how you’re better
than them, you can Convey Your Ideals, rolling
with +Skill instead of +Friendship.

8The Prodigy 9
The Glowing Create Your Deck
Deck Archetype:
Something about you pulls people together; (Suggestions: Idols of The World UNITE!, Partners In Crime, Shining Angels)
maybe it’s your unique skills or your general
sociability. Either way, people gravitate Select one reason this deck is important to you:
towards you, while you might not be able to
push forward by yourself, you can with the  A friend or sibling you haven’t seen in a long time helped you make
help of others. this deck
 You found it in a moment of need, and it helped you get through a
Example Archetypes: Rock star who plays card games,
Beacon of friendship, Empathetic friend who puts others
hard time
 It represents your connection to others, or to something people often
Passion Skill Friendship neglect
-1 1 2 
Select one stat and increase its value by one.
Describe your deck’s gimmick:
Name: (Suggestions: Advantages whenever you win a clash, Dice roll randomisation with big payoffs
Pronouns: on a “6”, Drawing cards and gaining advantages from drawing)
Look Create four cards for your deck. One of these cards is your {Ace}. Describe
why your Ace is important to you in particular:
Hair:

Clothes: Answer One Question for Each Section


Your Struggles: Your Friends:
Game Tools:
 Someone is following you. Who are they,  Another player helped you at your
and why haven’t they revealed themself to lowest: what was this moment? Ask them
you? how they helped.
Other:  Someone close to you joined the wrong  You and another player met through
crowd: what crowd, and why are they someone. Who? Ask them why that
important to you? someone is now gone.
 A group of people disrespect and bully  Another player is a fan of yours: what did
you. When were they your friends, and what you do to get famous? Ask them why they
made that change? like you.
 
Experience:
Once each box has been ticked, advance. Gain baggage. You and that player each gain baggage.

Major Advancement:
Advancement: Baggage
o
Once you have selected three
When you advance, take one of these advancements, you may also select these
o
o
options upon advancing instead:

o
options:
 Take an ability from your Playbook  Take an ability from your Playbook
 Take an ability from another Playbook  Take an ability from another Playbook
o o
o
 Add a new staple to your Staple List
o
 Add a new staple to your Staple List
 Increase one of your stats by one  Create a new {Ace} card (You may
Tick the box of the option you picked. You
now gain the benefits of the Play your
{Ace} Card move twice per game)
o o
o
cannot take an option with all boxes ticked.  Complete your character’s final goal.
Retire your character. Fill in if the baggage is serious.

10
The Glowing 11
Abilities Combat Tension Questions
Select three abilities from the list here:
Have you lost at least Has your opponent used Has something or someone you
Celebrated Expertise Social Butterfly half your life in this your baggage to gain an care about more than yourself
You have a particular expertise that helps When you meet someone new, you card game? advantage over you? been put at risk?
you stand out in the world and acts as the may decide you already know them.
lens for how you connect with people. Select Roll+Friendship. Apply any baggage related
one: penalties. Staples
On a 10+, you’ve been friends for a long
time. Describe something you know about
When you would Brandish Your Skills in a way them.
related to this expertise, you may always On a 7-9, you’ve met before. The Judge will Create a
treat the roll as if you rolled 10. Explain how describe something you know about them. {Normal}
you use your skill in a flashy and powerful On a 6 or less, you have a bad history with warrior with
way to solve your problem. After using this, them. The Judge will describe how. Gain your choice
you cannot do this again until you complete baggage. of {Blocker},
a battle. {Teamwork} or
{Sniper} 1.
Helping Hand
Gift Card When another player uses Overcome Your
Before any other player Begins Card Game Weakness and is able to remove baggage Add two staples from the generic staples list. Rename all staples.
Combat, you may share with them a card because you believed in them and helped
from your deck, and add it to their deck. them, you gain a non-serious benefit from the
Before you start a card game, other players
can share a card with you. Start with that
list of your choice. Cards in my Deck
card on the top of your deck. All cards are You can add any of the cards in your deck here so you can reference them, even while you’re
returned to their owners’ decks after the Guardian Angel in the middle of card game combat. Otherwise, feel free to use this space for notes or ideas.
game. Someone is out to protect you; whether it’s
a shady society, an old friend, or something
more mysterious. Whenever you get into
My Friends are my Power trouble, you can roll+Friendship. Apply any
When you Begin Card Game Combat you baggage related penalties.
start with an additional Advantage for each On a 10+, they come to help and grant you a
player that has baggage related to the new opportunity.
combat. On a 7-9, they come to help, but they’ll be
unable to help you again until you next
Hopeful Companion complete a battle.
So long as you’re together with a friend, when On a 6 or less, they come to help, but
you Enter a Dangerous Situation, you can roll instead make the situation more difficult;
with +Friendship instead of +Passion. gain baggage.

12
The Glowing 13
The Rogue Create Your Deck
Deck Archetype:
You’ve always got a trick up your sleeve and (Suggestions: Swarms of Undead, Draconic Hackers, Sci-Fi Bounty Hunters)
you never leave home without a backup plan.
Your mission may seem impossible, but you’re Select one reason this deck is important to you:
smart - you know you can overcome any
challenge that comes your way with expertise.  This deck was assigned to you by a previous benefactor who you no
and finesse. longer work with
Example Archetypes: Card game hitman with years of  Your deck represents your personal view on the world, however harsh
experience, Charlatan with a few tricks up their sleeve, it may be
Hacker who knows government secrets
 It was designed to counter the strategy of an enemy that you have a
Passion Skill Friendship long history with
0 2 0 
Select one stat and increase its value by one.
Describe your deck’s gimmick:
Name: (Suggestions: Remove effects of opponents’ cards, Powerful toolbelt of cards with niche
Pronouns: effects, Control the game by setting traps to disrupt my opponents’ gameplan)
Look Create four cards for your deck. One of these cards is your {Ace}.
Describe why your Ace is important to you in particular:
Hair:

Clothes: Answer One Question for Each Section


Your Struggles: Your Friends:
Game Tools:  You used to work for a shady  Another player is the target of a mission:
organisation of some kind: why did you why haven’t you completed it? Ask them if
leave? they know.
Other:  You used to have a partner you were  Another player helped you complete a
fond of: why haven’t you seen them in a job: how did they do it? Ask them why they
long time? helped.
 You know of a treasure few others do.  You outsmarted another player, and they
It is guarded by someone: what makes it owe you something: how? Ask them what
special? they owe you.
 
Experience:
Once each box has been ticked, advance. Gain baggage. You and that player each gain baggage.

Major Advancement:
Advancement: Baggage
o
Once you have selected three
When you advance, take one of these advancements, you may also select these
o
o
options upon advancing instead:

o
options:
 Take an ability from your Playbook  Take an ability from your Playbook
 Take an ability from another Playbook  Take an ability from another Playbook
o o
o
 Add a new staple to your Staple List
o
 Add a new staple to your Staple List
 Increase one of your stats by one  Create a new {Ace} card (You may
Tick the box of the option you picked. You
now gain the benefits of the Play your
{Ace} Card move twice per game)
o o
o
cannot take an option with all boxes ticked.  Complete your character’s final goal.
Retire your character. Fill in if the baggage is serious.

14
The Rogue 15
X A Trick Up Your Sleeve
You always have a set of information, an expertise, or a hunch about any enemy you confront.
Combat Tension Questions
When you encounter an enemy, roll+Skill. Have you lost at least Has your opponent used Has something or someone you
On a 10+, you hold the informational high ground; gain 2 prep. half your life in this your baggage to gain an care about more than yourself
On a 7-9, your information was incomplete; gain only 1 prep. card game? advantage over you? been put at risk?
On a 6 or less, your information was false in some way; gain 1 prep, but the Judge describes
a way things go wrong. Lose all prep when you encounter a new enemy, or the previous Staples
enemy is no longer an immediate threat.
You can spend prep in the following ways:
This was all part of the plan: I know exactly the card But I’ve already set my trap:
when you roll a 6 or less on a for you: spend one prep to spend one prep to reveal a
roll, you may spend one prep replace one of your generic trap, stopping the enemy
to make a reroll; describe how Staples with another from the from completing a particular Target
your failure was part of your generic Staple list. non-card game action; opponent
ruse. describe what action. {Fumbles}.

Abilities
You have “A Trick Up Your Sleeve”. Select two abilities from the list here: Add two staples from the generic staples list. Rename all staples.
Independent Contractor Sideboard
When someone wants you to do something (Requires: A Trick Up Your Sleeve) Cards in my Deck
or tries to control you, roll+Skill. Apply any You have a special “side deck” made up of
baggage related penalties. three cards. Make them now. You can add any of the cards in your deck here so you can reference them, even while you’re
in the middle of card game combat. Otherwise, feel free to use this space for notes or ideas.
On a 10+, you may ask two questions from You do not draw from this deck; instead, when
the following list. you would use the “I know exactly the card
On a 7-9, ask one instead. The Judge for you” option on A Trick Up Your Sleeve, you
answers truthfully: may choose to swap a card from your hand
 How can I exploit this for my gain in a with one of the cards in your side deck.
way they don’t intend? When you do this, that card you swapped
 How much would they be willing to in is now part of your deck. (The card you
offer to have me cooperate? swapped out remains in your side deck until
swapped back in with the same effect.)
 How far are they willing to help to
make things easier?
Counterspell Varient
On a 6 or less, they control the flow of
conversation; gain baggage. When you Counter your Opponent’s Play, you
may add your Skill to the roll as well as your
Combat Tension.
Thieves’ Tools
Whenever you need a tool to help you Additionally, you can spend prep instead
overcome an obstacle, roll+Skill. Apply any of Advantage when you Counter your
baggage related penalties. Opponent’s Play.
On a 7+, you’re well prepared and have the
tool on you already. Extra Prepared
(Requires: A Trick Up Your Sleeve)
On a 6 or less, your supply of tools has run
dry, and you’ll need to purchase more tools When you gain prep from rolling A Trick Up
to use this move again. The Judge will tell Your Sleeve, gain one additional prep.
you how you can find more tools. Gain
baggage.

An Expert’s Insight
When you have the time to study an area
or person carefully, you may Understand
Someone’s True Feelings by rolling with +Skill
instead of +Friendship.

16
The Rogue 17
The Ally Create Your Deck
Deck Archetype:
The people around you seem so focused (Suggestions: Goblin Warband, Mech Fighters Maximum, Heroes of Fantasy Land)
on card games, but life’s got more to offer
than that alone! You’ve got a career, hobbies, Select one reason this deck is important to you:
friends… so you’ll strike a healthy balance to
aid how you can from the sidelines, and follow  This deck was either once owned, or gifted to you by a close friend -
your heart through it all. you’ll always treasure it
Example Archetypes: Teacher responsible for  You identify and resonate with something simple and aesthetic about
managing these rowdy teens, Local card shop owner, your deck
Hobbyist that gets last place every time they play
 You built it to work well with or against a friend’s deck in multiplayer
Passion Skill Friendship games
0 0 2 
Select one stat and increase its value by one.
Describe your deck’s gimmick:
Name: (Suggestions: Reuse your cards’ effects by returning them to the hand, Universal effects that
Pronouns: you take full advantage of, Gaining life and benefiting from high life totals)
Look Create four cards for your deck. One of these cards is your {Ace}.
Describe why your Ace is important to you in particular:
Hair:

Clothes: Answer One Question for Each Section


Your Struggles: Your Friends:
Game Tools:  You know another player is hiding
 Someone wants to shut down something
that matters to you: why, and how can you something from you: why don’t they reveal
stop it? it? Ask them what.
Other:  A friend of yours disappeared under  Another player thinks you could be doing
strange circumstances: what is your theory more: what do they see in you? Ask them
on how? why they care.
 You swore off something important in  Another player helped you establish
your past: what was it, and why did you yourself: how did they do this? Ask them
swear it off? what they expect from you.
 
Experience:
Once each box has been ticked, advance. Gain baggage. You and that player each gain baggage.

Major Advancement:
Advancement: Baggage
o
Once you have selected three
When you advance, take one of these advancements, you may also select these
o
o
options upon advancing instead:

o
options:
 Take an ability from your Playbook  Take an ability from your Playbook
 Take an ability from another Playbook  Take an ability from another Playbook
o o
o
 Add a new staple to your Staple List
o
 Add a new staple to your Staple List
 Increase one of your stats by one  Create a new {Ace} card (You may
Tick the box of the option you picked. You
now gain the benefits of the Play your
{Ace} Card move twice per game)
o o
o
cannot take an option with all boxes ticked.  Complete your character’s final goal.
Retire your character. Fill in if the baggage is serious.

18
The Ally 19
X Normal Everyday Life
While card games are an important part of your life, they’re far from everything, and you have
Combat Tension Questions
dreams and aspirations beyond them alone. Define your life outside of card games: Have you lost at least Has your opponent used Has something or someone you
Name a career or aspiration: half your life in this your baggage to gain an care about more than yourself
(Suggestions: Teacher, Singer, Lawyer, Engineer, Car racer) card game? advantage over you? been put at risk?
Name a hobby:
(Suggestions: Gaming, Fashion design, Sports, Writing, Gardening) Staples
Name an important person:
(Suggestions: Your parent, Your partner, Your younger sibling, Your protege, Your work rival)
When you use a move related to one of these aspects of your life, you can mark it. When you do,
you may roll the move with +3, instead of the normal stat. Target
When you spend time focused on the marked section, unmark it. When you Take a Prolonged opponent
Rest, you may choose to unmark all marked sections instead of choosing another option. chooses a
warrior or item
Abilities they control and
destroys it.
You have “Normal Everyday Life”. Select two abilities from the list here:
Darksteel Citadel Trade Binder Add two staples from the generic staples list. Rename all staples.
You own a place that holds importance to At any point, you can offer someone to trade
the game you all play: maybe it’s a card shop, them a card. When you do, note their name in
library, or well stocked basement. Select two one of the slots here: Cards in my Deck
benefits. 1: You can add any of the cards in your deck here so you can reference them, even while you’re
It is mobile: You can bring it with you in the middle of card game combat. Otherwise, feel free to use this space for notes or ideas.
wherever you go. 2:
It is popular: Not only you and your 3:
friends frequent there. If you want to find Players with their names listed here can use
someone related to card games, you’ll your gimmick instead of their own when
find them here eventually. making a card for any reason. Other players
It is entirely your own: No management can only have one card in their deck using
or other force will ask you to do anything your gimmick.
or threaten the shop. When you create a card, you can use the
It is well stocked: Whenever you need to gimmicks of players or NPCs listed here
find something related to card games, you instead of your own. For each person listed,
have it in stock. you can only have one card using their
gimmick in your deck.
It is comfortable: The location has all
the amenities you could possibly need to If you offer to trade with someone else and
spend all of your time there. your slots are full, you can remove someone
so long as there are no cards in yours or their
Friend in Distress decks that use each others’ gimmicks.
When you would Enter a Dangerous Situation,
you may instead choose to be taken captive Stronger Together
if possible. If you do, gain baggage. When you Your allies gain +1 to all rolls made to help you
do this, your friends will have the opportunity while you’re in battle and they’re not.
to save you. After using this move, you cannot
do this again until you complete a battle. You gain +1 to all rolls made to help your allies
while they’re in battle and you’re not.
Symbol of Friendship
You have a connection with your allies We Have One Thing You Don’t
that means you’re always there for each When you Reveal a New Possibility while your
other. You and your allies can always enter allies are in danger, you may roll+Friendship
the scene when someone starts a card
game. Additionally, you can sense and even instead of +Passion.
communicate simple feelings with each
other, even when you’re not together.

20
The Ally 21
The Spirit Create Your Deck
Deck Archetype:
On a fundamental level, you’re not quite like (Suggestions: Cartoon Critters, Datascape Dogs, Angelic Warlords)
everyone else that inhabits this world - you’re
special. Whereas they might be made of flesh Select one reason this deck is important to you:
and bones, you differ; composed of data,
thought, magic, or something else unique  Your deck represents your connection to the card game you play and
from humanity. its origins
Example Archetypes: The demon on your shoulder  Your deck represents your aesthetics and what it is that makes you
acting as a bad influence, Card game spirit with a valiant distinct
mission, Your lost and lonely imaginary friend
 Your deck is a warped version of someone else’s deck, changed to
Passion Skill Friendship better match you
2 0 0 
Select one stat and increase its value by one.
Describe your deck’s gimmick:
Name: (Suggestions: Avoid combat by attacking my opponent directly, Gain bonuses for copying my
Pronouns: opponents’ plays, Form a multi-card combo that will likely win the game if fulfilled)
Look Create four cards for your deck. One of these cards is your {Ace}.
Describe why your Ace is important to you in particular:
Hair:

Clothes: Answer One Question for Each Section


Your Struggles: Your Friends:
Game Tools:
 Your old world is gone or inaccessible:  One of the other players first discovered
what kind of world was this, and what you: what do they mean to you? Ask them
people lived there? the same thing.
Other:  You have forgotten your old self: what  Another player is tied to your origin
is the only memory you have of who you intrinsically: how do you feel about this? Ask
were? them the same.
 You have a cosmic opposite of the same  Another player helps you feel normal
nature as you: who are they, and why do and comforted: how? Ask them why they
you hate each other? do this.
 
Experience:
Once each box has been ticked, advance. Gain baggage. You and that player each gain baggage.

Major Advancement:
Advancement: Baggage
o
Once you have selected three
When you advance, take one of these advancements, you may also select these
o
o
options upon advancing instead:

o
options:
 Take an ability from your Playbook  Take an ability from your Playbook
 Take an ability from another Playbook  Take an ability from another Playbook
o o
o
 Add a new staple to your Staple List
o
 Add a new staple to your Staple List
 Increase one of your stats by one  Create a new {Ace} card (You may
Tick the box of the option you picked. You
now gain the benefits of the Play your
{Ace} Card move twice per game)
o o
o
cannot take an option with all boxes ticked.  Complete your character’s final goal.
Retire your character. Fill in if the baggage is serious.

22
The Spirit 23
X Unusual Origin
You aren’t human; you might look human to an outside observer, but you’re something else
Combat Tension Questions
entirely. Describe what that inhuman thing is: Have you lost at least Has your opponent used Has something or someone you
(Examples: Faerie, Angel, Ghost, Talking Animal) half your life in this your baggage to gain an care about more than yourself
This origin grants you understanding of the world and abilities to interact with the world in card game? advantage over you? been put at risk?
ways that humans simply can’t. Select three of the following descriptors matching the type of
inhuman thing that you are: Staples
Magical Cursed Aberrant Alien Multiple
Divine Demonic Psychic Dead
High-Tech Ancient Natural Imaginary
Whenever you or another player interacts with something new that shares a descriptor Look at the top
with you or is related to one of your descriptors, you may choose to roll+Passion. Apply any card of your
baggage related penalties. deck. You may
On a 10+, you may describe the outcome of the encounter. Feel free to make it as play it or add it
convenient as you like. to your hand.
On a 7-9, instead describe one fact about the thing being interacted with, and then the
Judge may describe the outcome of the encounter.
On a 6 or less, you were wrong in some way and gave incorrect information. Gain baggage. Add two staples from the generic staples list. Rename all staples.

Abilities Cards in my Deck


You have “Unusual Origin”. Select two abilities from the list here:
You can add any of the cards in your deck here so you can reference them, even while you’re
I Play... Me! My Final Form in the middle of card game combat. Otherwise, feel free to use this space for notes or ideas.
One of the cards in your deck is you or an The version of yourself you show to others has
aspect of you. Create a new card and add it always been a glamour of sorts to keep them
to your deck; this card has {Ace}, and must comfortable. Select two advantages your true
be either a warrior or item. You can use form has that your normal visage does not:
Play Your {Ace} Card an additional time per
game.
Once per battle, Whenever this card is When you reveal your true form, roll+Passion.
destroyed during card game combat for any Apply any baggage related penalties.
reason, gain baggage. On a 10+ choose one.
On a 7-9, choose two.
Born for a Reason  You frighten someone you didn’t
Your body or being wasn’t created for the intend to.
same purpose as a humans body. Select two
of the following tools or make something new  You can’t return to your normal
with your Judge: visage easily.
 You break or hurt something
important.
On a 6 or less, you fail to assume your true
You are always treated as if you have this tool form, gain baggage.
on you, no matter the circumstance.
Unholy Strengh
Unreal Presence When you Overcome Your Weakness, you may
While you have a body that can interact with choose two benefits instead of one.
the world just like everyone else, you can also
choose to take on a more unreal supernatural
form that doesn’t interact with the world in On My Father’s Side
the same way as humans. Select 2 benefits: (Requires: Unusual Origin)
Select three additional descriptors from the
You can’t be hurt. Unusual Origin list.
You’re invisible.
You can move through physical
boundaries.
You can switch in and out of this form at any
time so long as you’re not in direct danger.

24
The Spirit 25
The Medium Create Your Deck
Deck Archetype:
You are blessed and cursed with a unique (Suggestions: Psychic Monks, Knights of the Void, Ancient Gods From Beyond the Stars)
power, something that makes you stand out
in a supernatural way. Your power, whether Select one reason this deck is important to you:
you like it or not, has shaped your life to this
moment, and almost certainly will shape it  Your deck was what helped you realise the powers you are now
again in the future. cursed by.
Example Archetypes: Hated middle child with psychic  Your deck is linked closely to a trauma caused by your powers and
abilities, Anxious 20-something hiding their power, reminds you of it.
Magical soldier controlled by malicious people
 Your deck was manifested by your powers, and is an extension of
Passion Skill Friendship them
2 1 -1 
Select one stat and increase its value by one.
Describe your deck’s gimmick:
Name: (Suggestions: Actions cause collateral damage to all players, Discard cards for overpowered
Pronouns: effects, Leave yourself vulnerable in the early game to gain significant power later)
Look Create four cards for your deck. One of these cards is your {Ace}.
Describe why your Ace is important to you in particular:
Hair:

Clothes:
Answer One Question for Each Section
Your Struggles: Your Friends:
Game Tools:  Someone wants to control you and your  You hurt another player with your
power: who are they and why do they want powers: how did you hurt them? Ask them
you? if they’ve forgiven you.
Other:  Another person taught you everything  You used your powers to protect another
you know about your powers: how did they player: why? Ask them what made them
let you down? afraid.
 Your power separated you from society:  Another player has kept a secret for a
why were people afraid of your powers, long time: what is the secret? Ask them why
and what do you still fear? they confided in you.
 
Experience:
Once each box has been ticked, advance. Gain baggage. You and that player each gain baggage.

Major Advancement:
Advancement: Baggage
o
Once you have selected three
When you advance, take one of these advancements, you may also select these
o
o
options upon advancing instead:

o
options:
 Take an ability from your Playbook  Take an ability from your Playbook
 Take an ability from another Playbook  Take an ability from another Playbook
o o
o
 Add a new staple to your Staple List
o
 Add a new staple to your Staple List
 Increase one of your stats by one  Create a new {Ace} card (You may
Tick the box of the option you picked. You
now gain the benefits of the Play your
{Ace} Card move twice per game)
o o
o
cannot take an option with all boxes ticked.  Complete your character’s final goal.
Retire your character. Fill in if the baggage is serious.

26
The Medium 27
X Storm Conduit
You have a supernatural ability. Select two of the supernatural powers below, or work with your
Combat Tension Questions
Judge to create two that fit your character: Have you lost at least Has your opponent used Has something or someone you
half your life in this your baggage to gain an care about more than yourself
, . card game? advantage over you? been put at risk?
You have these powers and can use them in simple ways without complications. When you use
your powers in the face of a challenge, Roll and add +1 for each relevant baggage you have. Staples
On a 10+, you’re able to use your abilities to succeed without complication.
On a 7-9, you succeed, but must select one option from the list below:
 You cause substantial collateral damage to the area around you
 You are overtaken by a force with its own will
 Something or someone you care about is hurt, lost, or destroyed Lose 1 life.
On a 6 or less, you succeed, but must select two options from the list instead. Draw 2 cards.

Abilities
You have “Storm Conduit”. Select two abilities from the list here:
Add two staples from the generic staples list. Rename all staples.
Archmage Ascension Dark Card Games
When you roll your Storm Conduit ability, you When you or someone else begins a card
can choose an additional complication from
the list. If you do, you can select one of these
game, you can do any number of the
following:
Cards in my Deck
benefits: You can add any of the cards in your deck here so you can reference them, even while you’re
 Change the area around you to be more in the middle of card game combat. Otherwise, feel free to use this space for notes or ideas.
 Imbue your powers into the area around suitable for battle and those watching
you, changing it forever.
 Allow any number of people to watch the
 Transform into a manifestation of fight that aren’t physically there.
your powers, allowing you to use them in
stronger ways.  Establish that the loser will face
supernatural consequences (such as losing
 Break the rules of reality in order to do memories, becoming cursed to stay in one
something seemingly impossible. place, or becoming unable to battle again)

Clairvoyant Divination Hidden Power


So long as you have a piece of a place Replace one of your generic staples with a
or person (a deck for a person, a book staple from another Playbook.
for a library, etc) you can Understand
Someone’s True Feelings or Investigate Your When you could replace a generic staple for
Surroundings for things that you cannot another generic staple, you may choose to
otherwise interact with. instead replace the staple gained with this
ability with one from another Playbook.
Combat Trained
When you would spend Advantage, you can
Apex of Power
(Requires: Storm Conduit)
instead roll your Storm Conduit ability. Select two additional powers from the Storm
Conduit list, or create two new powers with
your Judge.

28
The Medium 29
The Destined Create Your Deck
Deck Archetype:
You’re a part of something greater than (Suggestions: Underworld Saviors, Warriors of Fantastical Realms, Space-Time Magi)
yourself; pulled into a game of fate whether
you like it or not. Your destiny is known to you Select one reason this deck is important to you:
and plagued with calamity. Despite this, the
cursed object that marks your destiny grants  This deck is what started you on the path to your destiny, and
you the resolve and ability to overcome it. represents that destiny
Example Archetypes: Ancient hero with an evil following  It represents the kind of person you were before you were set on your
them, Kid who made a pact with a dark power, Time destined path
traveller from the future with a dire message
 It represents a power that has been forgotten by modern people and
Passion Skill Friendship you still know.
1 1 0 
Select one stat and increase its value by one.
Describe your deck’s gimmick:
Name: (Suggestions: Reincarnate my warriors by discarding, Effects that revolve around a single
Pronouns: powerful item in my deck, Significant effects that take several turns to pay off)
Look Create four cards for your deck. One of these cards is your {Ace}.
Describe why your Ace is important to you in particular:
Hair:

Clothes:
Answer One Question for Each Section
Your Struggles: Your Friends:
Game Tools:
 You know someone who holds a similar  Another player helped you discover your
mark of destiny to yours: why are they destiny: how? Ask them why they helped
hunting you? and why.
Other:  A conspiracy of people related to your  Another player is tied to your destiny in
destiny want you gone: how do they intend a way they don’t yet know: how? Ask them
to do this? why they deny it.
 You know someone who may know more  You met another player but they can’t
about your destiny: who are they and what remember you: what happened? Ask them
do they study? why they don’t recall.
 
Experience:
Once each box has been ticked, advance. Gain baggage. You and that player each gain baggage.

Major Advancement:
Advancement: Baggage
o
Once you have selected three
When you advance, take one of these advancements, you may also select these
o
o
options upon advancing instead:

o
options:
 Take an ability from your Playbook  Take an ability from your Playbook
 Take an ability from another Playbook  Take an ability from another Playbook
o o
o
 Add a new staple to your Staple List
o
 Add a new staple to your Staple List
 Increase one of your stats by one  Create a new {Ace} card (You may
Tick the box of the option you picked. You
now gain the benefits of the Play your
{Ace} Card move twice per game)
o o
o
cannot take an option with all boxes ticked.  Complete your character’s final goal.
Retire your character. Fill in if the baggage is serious.

30
The Destined 31
X Mark of Destiny
Something terrible is going to happen in the future, a danger on a world shattering scale.
Combat Tension Questions
Describe that danger: Have you lost at least Has your opponent used Has something or someone you
You have a mark that ties you to this destiny. This mark makes it clear, to those that know of it, half your life in this your baggage to gain an care about more than yourself
that you are connected to the danger described above: it could be a symbol, object, card, or card game? advantage over you? been put at risk?
anything else that makes sense. Describe it here:
Your mark grants you a unique and strange power. Select one of the following: Staples
Search your deck for a card and add it to your hand immediately.
Ask the Judge any one question that they must answer truthfully.
Name something you would like to go in your favour. It does.
Appear exactly where you need to be Draw 2 cards.
Put one card
Whenever you use the ability granted by your mark, lose a battle, or turn down the call for from your hand
heroic action, mark the destruction track: on the bottom
Destruction Track: of your deck.
When you win a battle or discover something new about your destiny, remove a mark from the
destruction track, unless it is full. Add two staples from the generic staples list. Rename all staples.
When the destruction track is full, your destiny comes to bear. Work with the Judge to define
the significance of this and its repercussions; it could be a single major moment or a calamitous
event taking place over a period of time. Gain serious baggage. Lose this ability and any Cards in my Deck
abilities that require it. Advance a number of times equal to the number of abilities you lost. You can add any of the cards in your deck here so you can reference them, even while you’re
in the middle of card game combat. Otherwise, feel free to use this space for notes or ideas.
Abilities
You have “Mark of Destiny”. Select two abilities from the list here:
Spirit of the Cards Advanced Ritual Arts
You can see and hear the spirits of your deck. You know of powerful rituals that are old or
While invisible to everyone else, they are secret. When you prepare a ritual, select one
cooperative and willing to do anything you of the following:
ask of them that doesn’t put them in danger.  Communicate with something or
Select two of the following benefits: someone
They can go anywhere, allowing them to  Travel somewhere unreachable instantly
hear and see things far away from you.  Create a copy of something without
They can manifest, allowing them to supernatural nature
make themselves temporarily physical, Then roll+Skill. Apply any baggage related
visible to others, and able to interact with penalties.
the world. On a 10+, your Judge will define one thing
They can teach you, allowing you to ask necessary to complete the ritual.
them questions. If it is about card game On a 7-9, they will instead define two things.
lore or culture, the judge must answer
correctly. On a 6 or less, the ritual fails in some way.
Gain baggage.
They can support you, allowing them to
help you emotionally; they can support
you when you Overcome Your Weakness. It’s Time to Duel
When you would Enter a Dangerous Situation,
you may instead choose to initiate a card
Plot Armour game, so long as the danger or its source is
Fate aligns itself to keep you safe. When you something that could be battled.
roll a 6 or less, you may choose to reroll. Mark
a box below when doing this:
Enhanced Mark
(Requires: Mark of Destiny)
When all boxes are marked, you cannot You may select one additional power that
use this ability. When you complete a battle, your Mark of Destiny grants you.
unmark all boxes.

Destined to Win
Add +1 to all rolls you make that use Combat
Tension.

32
The Destined 33
The Idealist Create Your Deck
Deck Archetype:
Many people drift through life without (Suggestions: Foresthome Critters, Shooting Star Magical Girls, Wooden Shrine Maidens)
something to truly believe in. But not you.
There’s something you care deeply about, a Select one reason this deck is important to you:
dream you will strive and fight for. While not
everyone is like you, there are others who  Your deck represents the ideals that you hold so close and acts as a
maybe you can convince. weapon to fight for those ideals
Example Archetypes: Conspiracy theorist close to  Your deck once belonged to someone close to you before they died
the truth, Activist with a bleeding heart, Online blogger at an early age
posting about discourse
 You build your deck around a single card that matters to you in a deep
Passion Skill Friendship and personal way
1 0 1 
Select one stat and increase its value by one.
Describe your deck’s gimmick:
Name: (Suggestions: Take control of opponents’ warriors, Protect my most important game pieces
Pronouns: from being killed, Win without reducing my opponent to 0 life)
Look Create four cards for your deck. One of these cards is your {Ace}.
Describe why your Ace is important to you in particular:
Hair:

Clothes: Answer One Question for Each Section


Your Struggles: Your Friends:
Game Tools:  You lost someone who instilled your  You’ve known another player since youth:
ideology into you: how are you going to fulfil what do you look up to in them? Ask them
their last wish? the same.
Other:  You have an ideological rival whom you  Another player helped you against an
despise: what power or resource of theirs ideological opponent: how did they help?
do you fear? Ask them why.
 An organisation is looking to stop your  Another player could be a powerful ally
efforts: what did you do to make them to your cause: why? Ask them what they
angry? disagree with from your cause.
 
Experience:
Once each box has been ticked, advance. Gain baggage. You and that player each gain baggage.

Major Advancement:
Advancement: Baggage
o
Once you have selected three
When you advance, take one of these advancements, you may also select these
o
o
options upon advancing instead:

o
options:
 Take an ability from your Playbook  Take an ability from your Playbook
 Take an ability from another Playbook  Take an ability from another Playbook
o o
o
 Add a new staple to your Staple List
o
 Add a new staple to your Staple List
 Increase one of your stats by one  Create a new {Ace} card (You may
Tick the box of the option you picked. You
now gain the benefits of the Play your
{Ace} Card move twice per game)
o o
o
cannot take an option with all boxes ticked.  Complete your character’s final goal.
Retire your character. Fill in if the baggage is serious.

34
The Idealist 35
X The Thing I Believe In
You follow an ideal that fundamentally informs everything you do. It’s a philosophy that tells you
Combat Tension Questions
what matters and what you oppose. Have you lost at least Has your opponent used Has something or someone you
Select one of the following ideologies, or work with your Judge to create your own: half your life in this your baggage to gain an care about more than yourself
card game? advantage over you? been put at risk?
Law (opposing: crime) Justice (opposing: falsehood)
Humanity (opposing: industry) Freedom (opposing: hierarchy) Staples
Friendship (opposing: solitude) Individuality (opposing: similarity)
Safety (opposing: danger) Comfort (opposing: chaos)
Destiny (opposing: free will) (opposing: )
{Overwork}
When you do something that exemplifies, forwards, or encourages your ideology, you gain +1 to Gain 1 Life.
any rolls related to that action. Target
When you make an action that exemplifies, forwards, or encourages your opposed ideology, opponent loses 1
you take -1 to that roll. life. {Strengthen}
target warrior.
Abilities Add two staples from the generic staples list. Rename all staples.
You have “The Thing I Believe In”. Select two abilities from the list here:
Selfless Squire Mask Change Cards in my Deck
You have a protege who trains under you and You have a secondary persona, such as a
believes in your cause. So long as you won’t superhero personality or another you. Only You can add any of the cards in your deck here so you can reference them, even while you’re
put them in particular danger, they will do those you tell know you are the same person. in the middle of card game combat. Otherwise, feel free to use this space for notes or ideas.
what you ask without additional requests. You can swap between these personas at any
Select two benefits your protege has: time including in battle, so long as only people
that know can see you.
They are experienced and won’t require
any assistance Select two cards from your deck: these cards
They will always be available no matter are removed from your deck whenever you
the circumstance swap to your second persona. Create two
cards using the create a card rules. For each
They can blend in with your enemies card with {Ace}, you may create a new card
without standing out with {Ace}.
They are willing to do even life threatening These cards are added to your deck when
tasks you swap to your second persona. Shuffle
and replace any cards in your hand if you did
this in battle. When you return to your primary
My Greatest Enemy persona, swap that persona’s cards in your
(Requires: The Thing I Believe In)
deck with the originals.
If your opponent exemplifies, forwards, or
encourages your opposed ideology, your rolls
made with Combat Tension are made with a Twin Ideologies
minimum of +2. (Requires: The Thing I Believe In)
Select an additional ideology for your The
Thing I Believe In ability, or work with the
Share the Pain Judge to create your own. The bonuses and
Whenever another player gains baggage, penalties of both ideologies can stack.
you can choose to gain the same or an
appropriatly related baggage.

Propogandist
When you Convey Your Ideals, you may select
one fewer option then you would otherwise
need to select. After using this, you cannot do
this again until you complete a battle.

36
The Idealist 37
The Turncoat Create Your Deck
Deck Archetype:
You’re well aware of the fact that you used (Suggestions: Demon King’s Arsenal, Orbital-Laser 0451, Puppetstring Circus)
to be a villain. It’s not something you can just
erase… you’re simply trying to make amends Select one reason this deck is important to you:
for it. The darkness that lives inside of you is
something you’ve since overcome, but your  Your deck was a part of your evil plot that you’ve now thankfully
past still exists, haunting you even today. given up on
Example Archetypes: Petty criminal who hurt someone  Your deck is a dark and twisted version of another player’s deck from
badly, Dark wizard with moral aspirations, Misguided when you had a vendetta against them
youth who was shown the light
 You deck is a reformed version of a deck you used to pilot, it’s much
Passion Skill Friendship kinder then before.
0 1 1 
Select one stat and increase its value by one.
Describe your deck’s gimmick:
Name: (Suggestions: Silence my opponent’s warriors so they can’t act, Items that win the game over
Pronouns: time if not dealt with, Recur and reanimate cards from my graveyard)
Look Create four cards for your deck. One of these cards is your {Ace}.
Describe why your Ace is important to you in particular:
Hair:

Clothes:
Answer One Question for Each Section
Your Struggles: Your Friends:
Game Tools:  You betrayed someone important to  Another player is the reason you
you: how did you hurt them, and have they changed your ways: how? Ask them why
forgiven you? they cared.
Other:  An old ally from your villainous days  Another player never stopped believing
wants you to help them: what with, and why in you: why were you close? Ask them how
do you not want to refuse? you hurt them.
 A henchman or protege still believes  You tricked another player into working
you’re the same as before: do you believe with you: how? Ask them how they feel
them? about that time.
 
Experience:
Once each box has been ticked, advance. Gain baggage. You and that player each gain baggage.

Major Advancement:
Advancement: Baggage
o
Once you have selected three
When you advance, take one of these advancements, you may also select these
o
o
options upon advancing instead:

o
options:
 Take an ability from your Playbook  Take an ability from your Playbook
 Take an ability from another Playbook  Take an ability from another Playbook
o o
o
 Add a new staple to your Staple List
o
 Add a new staple to your Staple List
 Increase one of your stats by one  Create a new {Ace} card (You may
Tick the box of the option you picked. You
now gain the benefits of the Play your
{Ace} Card move twice per game)
o o
o
cannot take an option with all boxes ticked.  Complete your character’s final goal.
Retire your character. Fill in if the baggage is serious.

38
The
38 Turncoat 39
X My Dark Past
You have a history of villainy and evil you’re trying to put behind you. Whenever you take
Combat Tension Questions
baggage, you can instead choose to describe something terrible you did in your past and list Have you lost at least Has your opponent used Has something or someone you
it below. Whenever you do this, you also need to choose another character (either a player or half your life in this your baggage to gain an care about more than yourself
an NPC) to add to the “Person” section. Once you do this, decide whether that person was an
-“Accomplice” or a “Victim”. Accomplices are people who helped you do terrible things, whereas card game? advantage over you? been put at risk?
victims are people who were hurt by the things you did.
Terrible Thing: Person: Staples
(accomplice/victim)
Terrible Thing: Person:
(accomplice/victim)
Terrible Thing: Person: Create a
(accomplice/victim) {Strong} warrior.
During character setup, describe a terrible thing you did in your past and choose another
player. Ask that player whether they were a victim or accomplice. Sacrifice a
warrior.
Whenever you attempt to defeat, overcome, or compel to goodness an accomplice, gain +1 to
any rolls you make. If you succeed, remove the terrible thing and gain experience.
When you seek forgiveness from or try to compensate a victim, gain +1 to any rolls you make. If Add two staples from the generic staples list. Rename all staples.
you successfully made up for the terrible thing you did, remove it and gain experience.

Abilities Cards in my Deck


You have “My Dark Past”. Select two abilities from the list here: You can add any of the cards in your deck here so you can reference them, even while you’re
in the middle of card game combat. Otherwise, feel free to use this space for notes or ideas.
Self Improvement We’re Not So Different...
(Requires: My Dark Past) (Requires: My Dark Past)
When you remove a terrible thing from When a villain does something reminiscent
your list for any reason, select one of the of one of your terrible things, you can always
options from Take a Moment to Recuperate. treat rolls of 6 or less as if they were 7-9 when
You can use that option without the Judge you Understand Someone’s True Feelings or
progressing any enemy plans. Convey Your Ideals.

Take a Stand Underworld Prestige


When you expose someone’s hypocrisy, When you use your history as a villain to
roll+Skill. Apply any baggage related get what you want, either by intimidating
penalties. someone innocent or tricking a villain into
On a 10+, choose two. thinking you’re on their side, roll+Skill. Apply
any baggage related penalties.
On a 7-9, choose one.
On a 10+, you succeed.
 They admit that they did wrong.
On a 7-9, you succeed but choose one:
 Someone that they hurt becomes  You need to hurt someone or
your ally. something you care about in order to
 You don’t anger them or cause them make them believe you.
to think badly of you.  An ally falls for your lie as well.
On a 6 or less, you fumble and make things  Something damages or obstructs
worse; gain baggage. your presentation as a villain.
Embracing Your Darkness On a 6 or less, they see right through you.
Gain baggage.
(Requires: My Dark Past)
When you do something terrible to get what
you want, name a victim or accomplice. You This is Personal
(Requires: My Dark Past)
achieve your goal and affect the world in a
While in a battle with a victim or accomplice
substantial way. Add this to your list of terrible and you Risk Everything to Win, roll with double
things and take serious baggage. your Tension.

40
The Turncoat 41

You might also like