Fellowship - Playbook 3
Fellowship - Playbook 3
Fellowship - Playbook 3
fellowship
happened, briefly, and check in on everyone. It can be When you have the spotlight, use it. Do something
hard to track everything while the Spotlight is swinging.
Take a quick recap to catch up on what happened during cool. Do something fun. Do something wild. It doesn't
EMPIRE BASIC RULES the scene before moving on to the next. matter, so long as you do something.
telling stories the showdown
It doesn't matter what you were doing: a Leader or a Set
tags
Piece has appeared, or you have found the location of an
Scenes are combined together to tell overarching Stories.
The 4 kinds of Stories you will tell in Fellowship are:
imperial Power Source, and now you need to deal with it. range tags
The Showdown always begins with the new threat asserting Range tags tell you where you need to be to use a weapon or
attack successfully.
a little downtime itself. They make a show of power, causing chaos or fear or
fire or explosions. Whatever they do, it is dangerous.
Melee: You need to be up close to hit them.
Downtime is what it sounds like. When the fellowship Ranged: You can hit them if you can see them. Ranged
spends some time in civilization (usually when they Recover), Once the show of force is over, the fellowship is placed in weapons usually need Ammo or require Reloading.
they tell everyone how they pass their time. danger and must take action immediately. The Showdown is Area: Area attacks hit everyone in a group.
Each player sets a single scene describing their downtime. less of a string of scenes, and more an extended, dangerous, Dangerous: Dangerous attacks are like Area attacks, but
The Empire will follow up with a single question about it, high stakes scene, that will not end until either the threat or they always cause collateral damage.
such as "who was there with you?" or "what made that harder the fellowship are defeated or forced to retreat.
than you expected?" or "someone in town didn't like that very item tags
much, who was it?" Answer it.
Once everyone in the fellowship has set one scene, the
quick start Item tags describe the properties that a thing has.
Burning: Burning attacks start fires.
Empire sets a scene. First time playingFellowship? Follow these steps: Clumsy: Clumsy items have -1 to be used, and Clumsy
Then, everyone decides whether to continue their downtime armor gives -1 to Get Away.
and set another scene, or end it. Downtime ends when at least 1: Pick Your Playbook Dragon-Made: This is immune to magic and elements.
half the fellowship is ready to move on. You can't pick a playbook someone else has, and one player Dwarf-Made: This item is nearly indestructible.
must be the Empire. Elf-Made: This does not age. Its touch burns non-elves.
a long journey 2: Choose your Name, Look, and Agenda
Giant: This can be used on up to three targets at once.
Necrotic: Necrotic attacks inflict wounds that do not heal
A Journey is the story of point A to point B. During a
Journey, each player tells us one event that happened along 3: Assign your Stats naturally. Necrotic damage is marked twice, and the first
the way, starting with whoever you like. The Empire may 4: Choose your Moves mark cannot be removed by Filling Your Belly.
frame the event by asking the player a question first, like 5: Choose your Gear Orc-Made: Orc-Made items are Clumsy in any hands but
"what did you find off the beaten path?" or "what was really These steps are all on your playbook. Look it over and an Orc's.
dangerous about this leg of the journey?" or "who did you choose from the options your playbook gives you. Piercing: The attacker always chooses which stat to
meet on the read?" 6: Introduce your Hero damage, and the damage cannot be redirected to armor or
After someone describes the event, they choose another Tell us about your hero, tell us why you are your people's other stats.
player at the table, and they tell us how they handled the champion, and then tell us three facts about your people. Reload: This weapon can only be used once per scene.
event. Give each event as much or as little detail as it needs. Each player must do this. Slow: This takes time and safety to use properly.
The Empire also sets a scene during this journey, telling the Thrown: If you use this weapon as a Ranged weapon, you
fellowship how the environment made the journey harder. 7: Meet the Empire lose it until you can go and get it back.
After every event has been resolved, you make it to your The Empire asserts itself, telling the players of the society
destination. they find themselves in, the names and quick descriptions of
the Leaders who run this Empire, and shares the effects of
limited tags
These tags cost a Use to gain their benefits.
a proper challenge the Empire's three Power Moves with the fellowship.
In addition, the Empire must give the fellowship
Ammo: Spend 1 Use to make a move with this weapon. It
does not cost Ammo unless the move tells you it does.
Challenges are the story of earning something worthwhile.
When the fellowship sets a short term goal, the story to The Rebellion team playbook, which they fill out now. Armor: Spend 1 Use to prevent 1 damage you would take.
Drunk: When you Use this, you have Despair and cannot
achieve it is the Challenge. Everyone works together in every 8: Bonds have Hope for your next roll.
scene, and new scenes are set until the Challenge is overcome Each player fills in however many Bonds their playbook Food: You can spend it to Fill Your Belly.
or the goal is unattainable. says they start with with the names of anyone they know - Fuel: Robots can spend this to Fill Their Belly.
A Challenge usually comes from trying to earn Fellowship. each other or Companions. Healing: Spend 1 Use to heal a damaged stat.
When you come to a community, they will usually have some Precious: Spend 1 Use to Forge a Bond with someone, or to
trouble that they need help with, and your Challenge is 9: Rumors
not have to do a favor for someone.
resolving their troubles. Each player answers this prompt individually:
Repair: Spend 1 Use to fix something broken, or to Heal a
The first scene of a challenge is always spent making a plan. Choose another player, and tell us a rumor or superstition robotic Companion or a Ship.
The fellowship decides what they need to do to get their goal, your people hold about their people. They cannot tell you Useful: Spend 1 Use to produce something helpful.
and the next scene will be either the first step of the plan in whether or not it is true. Vigor: When you Use this, you have Hope and cannot have
action, or gathering what you need to set the plan in motion. Despair for your next roll.
Each scene after that will flow from there. 10: Start playing! Trap: Traps are items you need to place in advance.
overcome blood
Fellowship is a game about the challenge. A lot of
different challenges will get in your way throughout your basic moves When you attempt to avoid, redirect, or prevent the
harm something will cause, roll +Blood. You can
journey, and you will need to stand up and face those Overcome any obstacle, threat, Cut, or Move made against
challenges if you want to succeed. When the result of your
actions is unclear, your Moves will resolve them.
finish them any stat you or an ally, if you are in position to act and have the
means to stop it.
Each move has a Trigger. If you do not meet the trigger, When you attempt to defeat an enemy you hold an
advantage over, tell us what you want to do to them and On a 10+, you stop the obstacle, threat, Cut, or Move
the move doesn't happen. The trigger is the part in bold that from causing harm.
begins with "When you..." at the start of each move. To roll the appropriate stat.
On a 7-9, choose one: Pay a price to take the 10+ result,
perform a move, you must fulfill the trigger. If you do not have an advantage over them, you cannot
or create a temporary solution. A temporary solution will
Most moves have a Check. The Check is what you must attempt to Finish Them. An Advantage is something you
delay the threat, but when time is up, it'll be back in force -
do to perform the move, usually rolling dice and adding a need to get the upper hand, such as teamwork, the element
the Overlord will tell you when.
number. If the check says something like "roll +Blood", of surprise, or a moment's hesitation.
Overcoming harm with a weapon does not cost Ammo.
then you roll two six sided dice and add your Blood stat to If you Finish Them by...
the roll.
Every move has a Result. The result is what happens if
...trying to kill them, roll +Blood. On a 10+, they die by your
hand.
keep them busy courage
When you act as a distraction or buy some time, tell
you meet both the trigger and the check. On moves with a ...forcing them to retreat, roll +Courage. On a 10+, they us how and roll +Courage.
roll, the result will change depending on the numbers you back off. They won't be back anytime soon. On a 7+, you buy some time, and their attention is all
rolled, with higher numbers being better. 7+ means "7 or ...outsmarting, terrifying, or overwhelming them, roll on you, for now.
higher," 9- means "9 or less," and a range like "7-9" means +Grace. On a 10+, they admit defeat, and will not willingly On a 9-, they will retaliate against you when time is up.
"7, 8, or 9". challenge you again. If you Keep Them Busy using a weapon with Ammo,
Once you have hit the trigger, paid for the check, and
...disabling them or knocking them out, roll +Sense. On a use 1 Ammo. If you have no Ammo, you cannot Keep
figured out the result, the move is over, and you figure out
10+, they are physically incapacitated and unable to continue. Them Busy with that weapon. If you have the Clumsy tag,
what your move did and what happens next from there.
...showing them the error of their ways, roll +Wisdom. On you take -1 to Keep Them Busy.
get away
a 10+, you Forge a Bond with them, and they cannot bring
themselves to hurt you. grace
On a 7-9, you deal damage to them and lose your advantage. When you need to get somewhere out of reach or
If an ally was Keeping Them Busy, they aren't anymore. out of sight, tell us where you're going and roll +Grace.
On a 6-, you lose the advantage, and must face retaliation. On a 10+, choose two. On a 7-9, choose one:
If you Finish Them using a weapon with Ammo, use 1 • You get there quickly, avoiding any harm along the way.
Ammo. If you have no Ammo, you cannot Finish Them with • You get there quietly, drawing no attention.
that weapon. • You grab someone nearby and bring them with you.
If you have the Clumsy tag, you take -1 to Finish Them. If you have the Clumsy tag, you take -1 to Get Away.
speak softly
When you have a quiet chat with someone, you may
wisdom You cannot mark a stat that has already been marked.
When you heal, remove a mark from one of your stats.
When you take damage while all of your stats are already
other work together side by side, they roll with Hope.
When one of them must pay a price, another may choose
to pay that price instead.
roll +Wisdom. Then, ask three questions from the list. marked, you get Taken Out.
On a 10+, they must answer each question honestly.
On a 9-, one of their answers is not helpful. Either they recover the bonds that break us
When the fellowship rests in a place of safety for over When your actions harm an ally, immediately erase one
refuse to answer or they reveal a terrible truth you didn't of your Bonds with them. When you have no Bonds with a
a week, heal all of your stats and restock all of your Gear.
want to hear, their choice. member of the fellowship, you cannot work alongside them
The Horizon increases the Response Level of this Location by
On a 6-, one of their other answers is false. 1, and lowers the Response Level everywhere else by 2. without getting in each others' way, and you both roll with
• What can they tell us about ________ ?
Despair when working together.
• What were they doing, and what are they going to do next? taken out
• What should I be wary of when dealing with them? When all of your stats are damaged and you take bound in service
• What do they want, and how could we help them get it? further damage, you are Taken Out, and no longer able to When you call upon a Companion for help, you may
• What would they have us do next? help out for the rest of the scene. Tell us how you got Taken damage one of their stats to create an advantage related to
Out. What happened to you? What is going to happen to you that stat. If all of a Companion's stats are damaged and
pay the price next? Can the fellowship save you from your fate? If so, how? they'd take further damage, lose a Bond with them.
When no one has any Bonds with a Companion, they
When a move tells you to pay a price, tell us what it costs
you. A price can be taking damage, losing or using equipment, end of session (empire vers.) leave the fellowship.
suffering a setback, or losing an advantage. Whatever the cost, When you reach the end of a session, the fellowship
you must pay that price immediately before, during, or after the answers these three questions: heart of fire
move you paid for. • Did we strike a blow against the Empire or its Leaders? When you hold a Bond with a Leader, they do not
• Did we protect the common folk from harm? become your Companion, but you still hold sway over them.
command lore
When someone asks something about your character or
• Did we learn something new about the Empire and its plans? You may erase one Bond with them at any time to buy
yourself a reprieve. Choose one: They will show you mercy,
your people, tell them. When you ask about another
For each "yes" answer, the group chooses one. You may tell you something valuable, or ignore you for the time being.
character or their people, they will tell you. When you ask choose an option more than once.
about the Overlord, they alone may choose not to answer. • Each fellowship player refreshes one piece of their Gear to its
full value. notoriety level
When you cause lasting harm to the Empire, the Empire
fill your belly
When you are between scenes, you may Use Food to heal
• Each fellowship player chooses one stat to heal. It doesn't have
to be theirs.
• The fellowship and the Empire each choose one player to Level
will write your name into a Bond. The Empire can have up to
5 Bonds with someone. Your Notoriety Level is equal to the
one damage. When you share a meal with friends, one person Up. You cannot be chosen to Level Up if you are the highest level number of Bonds the Empire has with you. Higher Notoriety
may heal an extra point of damage. player or you have already been chosen to level up this session. makes you more likely to be recognized by the Empire.
Your Notoriety Level affects how the Empire treats you.
name: look Circle one from each list,
or make up your own: what is a dragon?
• Fierce Eyes, Golden Eyes, or Monochromatic Eyes Choose the option that best represents your people:
Choose one or two from each, or make up your own: • Massive Hair, Many Small Horns, or Spiky Frills
Names: Volga, Glaurung, Freya, Najhk, Katla, Montague,
• Armor of Red and Gold, Buff and Shirtless, or Fancy Tunic
a champion, chosen
Mnementh, Smaug, Ridley, Avdol, Temeraire, Ghidorah, Elry, You were not related to the Dragons, until they chose
Vermithrax, Fafnir, Tiamat, Minerva, Bellatoria, Manakeet • Dragon Body, Human-Like Body, or Somewhere In Between you as their champion. Though you have changed, you still
Titles: The Red Magician, Burninator, Swordmelter, remember who you were.
The Golden Conqueror, Dragoon, Of Seven Fires, Daybringer, The
Green Assassin, The Blue Genius, Fire Eater, Hatchling, The Silver agenda When you know not what to do,
consult your Agendas.
Take a Core Move from any other basic playbook. That
playbook's Core and Custom Moves count as Dragon Custom
Moves for you, and you may take Moves from that playbook
Sage, The Bronze Warrior, Hunter of _______ You have these three Agendas: that cannot be Shared.
• Be Brave, Take Risks • Tell Us Of Your People a dragon, reborn
• Improve The World Around You You used to be one of the true dragons, glorious and
unstoppable, and for one reason or another, you have been
And circle a fourth Agenda that only you follow: reduced to this lesser form you now hold. Describe your form
and how you were weakened.
Honor and Glory Your Fire does not have the Reload tag, you may give
Impress others with your conduct, power, and style. yourself the Burning tag at any time, and you may choose one
extra option from each of the Dragon's Gear lists.
Relentless Justice a hatchling, newborn
The laws of the great dragons are absolute. Your power is a simple one: you are a newborn, the child
Do not break them or allow others to do so. of at least one dragon. You have limited control over your
great strength, but it exhausts you.
Unfettered Ambitions When you wish to unleash your true strength, you must
damage your Blood. For the rest of the scene, you gain the
Seize fame and fortune whenever you can. tags Burning and Dangerous, you do not roll with Despair
when rolling Blood or Courage, and you can damage a stat to
the dragon
Play as The Dragon if you want to be glorious and cool, if
BASIC PLAYBOOK
Wisdom you like straightforward strength with cool abilities, if you
want to be a real monster, or if you just want to burn
everything that gets in your way.
dragon's core dragon's custom dragon advancement
All Dragons have the following Moves.
champion of fire
Choose two of these Moves to further define
what it means to be a Dragon.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
You do not have your own People. You once did, but no fire and ice O Increase your Courage or Sense by 1 (to a maximum of +3).
longer. Instead, you can Command Lore about the glory of When you take this move, choose Lightning, Ice, or Poison.
The chosen element works like your Fire, as a ranged weapon you use
O Increase one of your stats by 1 (to a maximum of +3).
the dragons, their place in the world, and the magnificent O Take another Dragon Custom.
in the same manner. Add the element you chose to your Gear:
feats they have performed throughout history. O Take another Dragon Custom.
This Move cannot be Shared. O Lightning: Your Lightning is (Ranged, Reload, Piercing).
O Ice: Your Ice slows those it hits, giving Hope to Finish Them, Keep O Take another Dragon Custom, or ask another player to
Them Busy, or Get Away from them. It is also (Ranged, Reload). share a Move with you.
dragon magic O Poison: Your Poison is (Ranged, Reload, Necrotic). O Share one of your Moves with another player.
When you draw upon the draconic power that only a O You have Changed. You must be level 5 or higher to take
You may take this move multiple times, choosing a different element
fool would not call magic, choose a spell from below, then each time. Each of your elements reloads separately. this Advancement. When you Change, choose a Destiny
mark it. You cannot use a spell while it is marked. you meet the requirements for and take its first Move.
When you Fill Your Belly, remove a mark from one spell. eyes of fire
When you Recover, remove all marks on your spells.
shared customs
Your eyes are unnaturally good, and you can see fine detail even
through the darkest night or densest fog. When you Look Closely, you
O Blessing of Strength: Destroy a wall or door in your way. may study any location you can see, no matter how distant, as if you were
standing right there. Record the moves you've learned from your allies here:
O Blessing of Speed: Instantly appear somewhere close by
that you can see. No one else will see you move there. fire eater
O Blessing of Glory: Force someone to listen to you when You may extinguish any flame within arm's reach by touching it,
you Talk Sense to them. tell us what this looks like. Eating a fire instantly reloads your Fire. You
may use this to Overcome attacks with the Burning tag as if you got a 10.
If you also have Fire and Ice, you may apply this move to that
When you Share this Move with another, they choose element too, instantly absorbing electricity, clearing ice, or removing
a single spell from the list. That spell is the only one they can poison from something you touch to Reload your Lightning, your Ice, or
use. You can Share this Move with someone multiple times. your Poison.
Each time you do, they learn another spell.
listen here, you little punk
When you Talk Sense by telling them what will happen to them if
through the fire and the flames they do not do as you ask, Talk Sense with +Blood. On a 7-9, they cannot
You are Dragon-Made, and the elements cannot harm or ask their favor of you until they have done what you asked of them.
change you.
This Move cannot be Shared. strength of a hundred
You can pick up anything and anyone you can firmly grasp with at least
one hand. Objects and enemies you hold have the tags Ranged and Thrown.
treasure hoard
You are rich and powerful. Choose an extra option from each of
your Gear lists.
unique upbringing
Take a Custom Move from any basic playbook.
You may also take an Agenda from the chosen playbook.
This Move cannot be Shared.
wings of a dragon
You can fly. When you fly with a passenger or a heavy load,
you have the Clumsy tag.
Clumsy gives a -1 penalty to Get Away, Keep Them Busy, and Finish
Them.
Dragons represent strength. They have the power to save
the world. Dragons represent wisdom. They have the
foresight to save the world. Dragons represent greed. They
bonds dragon's gear
do not want to save the world if nothing is in it for them. You start with 4 bonds with the other members of the You have extra spicy fruits (Dragon-Made, Food,
So they won't. Instead, I will. I have been gifted their Fellowship. Use these, or make your own: 3 Uses). Your armament also protects you
power and named their champion. I am here to save the (Armor, Dragon-Made, 1 Use).
_____________ shares my burning passion!
world on their behalf. I will do what they have decided is Choose your armaments; all are Melee and Dragon-Made:
beneath them, and I will become glorious. I deeply admire _____________ 's power. O Your dragon-made spear and polished shield.
The Empire will be my stepping stone. Their plans O Your mighty claws and hardened scales.
amount to nothing before the fire of dragons. We will _____________ has the respect of the old dragons.
O Your supernatural strength and speed.
defeat them. We will destroy them. And I will take my place O Your blazing soul, enveloping you in protective fire.
_____________ is my greatest rival.
in history as the greatest champion this world has ever seen.
I am the Dragon, and my enemies will burn. I often bicker with _____________ , Choose your Fire; all are Ranged, Reload, and Burning:
but we would not last long without each other. O You spit primal fireballs from your mouth.
O You conjure rays of fire from your hands.
_____________ saw my strength from before O You throw firebombs of caustic oils and reactive powders.
I became what I am now. O You shoot fire from a flamethrower you made yourself.
I once saved _____________ 's life. Choose your follower:
O A kobold underling (poker, slinger, or thinker).
I would not be the person I am now without _____________ . You have one Bond with them.
_____________ and I have shared in glorious victory. O Your pet (komodo dragon or hell hound).
You have one Bond with them.
My treasures are _____________ 's treasures. O A dragon spirit, advising you on how to best be
their champion (2 Uses). You may Use this to call
Record your other bonds here: your spirit to your side and roll to Speak Softly with them.
They have great knowledge of many things.
O Your minion. Choose another player, and add your
armaments to their Gear: (Melee, Dragon-Made)
and (Armor, Dragon-Made, 1 Use)
Choose your treasure:
O Yourself, and your overwhelming power (2 Uses).
When you use your Dragon Magic, you may spend 1 Use
of your Power instead of marking a Dragon Magic spell.
O Your lair, with unlimited Precious things within.
When you visit your lair, you may take some
treasures with you (Precious, Useful, 3 Uses).
O Your love, who you will keep safe.
Choose a player: ______________________
They gain (Armor, Dragon-Made, 2 Uses)
while you are within arm's reach of them.
kobold poker
This kobold warrior hides behind a shield and pokes their enemies
with a well-used spear.
name: use the pointy bit big shield
kobold slinger
These kobolds are well-practiced with their powerful slingshots,
firing rocks at their enemies from afar.
name: rock to the head scamper away
kobold thinker
They've got a plan, and you might be a part of it.
name: master plan back-up plan
komodo dragon
They aren't true dragons, but they're bigger than your dog and have
a much deadlier, more venomous bite.
name: necrotic bite hardened scales
name: look Circle one from each list,
or make up your own: why are you in exile?
• Piercing Eyes, Sad Eyes, or Wise Eyes
Choose one or two from each, or make up your own: Choose the option that best represents your crime:
• Braided Hair, Long Hair, or Dark Hood
Names: Use the Names list from Who You Were. • Concealing Cloak, Prison Garb, or Threadbare Clothes thief
Titles: Abandoned My Duties, Betrayed My Commander, You carry a forbidden item, such as an enchanted sword, a
Cat Burglary, Cavorted With Devils, Drug Smuggling, • Androgynous Bod, Muscled Figure, or Tiny Frame magical crown, or a mighty suit of armor. A large portion of this
Framed By My Nemesis, Impersonation, Mugging, Mutiny, artifact is made of your Forbidden Element. Give it any three tags
Necromancy, Vanished for 100 Years, Weapons Trafficking,
Witchcraft (Advanced)
agenda When you know not what to do,
consult your Agendas.
you like, and it has 3 Uses.
You can spend those Uses for anything its tags would give it.
You can also spend 1 Use to create something out of your Forbidden
You have these three Agendas: Element, such as a stone hut, a blast of lightning, or a blazing fire.
• Be Brave, Take Risks • Tell Us Of Your People When you Fill Your Belly, you restore 1 Use to your artifact.
• Improve The World Around You traitor
You once worked for the Empire, and you have turned on
And circle a fourth Agenda that only you follow: them. You have an elemental monster form that you can take on
when you must. Describe it for us, including what it is you must do
Learn The Truth to activate this form.
Discover the world outside your sheltered past. When you are in this form, you are never in Despair when
rolling Blood or Grace, you have incredible strength, you are Melee
and Giant, and you are immune to harm caused by your Forbidden
My Own Justice Element.
Punish those who break your moral code. When you wish to transform, you must damage your Blood
stat. You cannot transform while your Blood is damaged. When the
On The Run scene ends, your transformation also ends.
Keep a low profile,
and avoid drawing attention to yourself. vigilante
You punish those outside the law, and you must hide your
identity. When you don your disguise themed after your
a lesson learned
Choose two of these Moves
to further define what it means to be the Exile.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
When you forgive someone who did you wrong and bleeding heart O Increase your Blood or Courage by 1 (to a max of +3).
tell them so, heal them, heal yourself, and Forge a Bond You are never in Despair when rolling Wisdom, even if O Increase one of your stats by 1 (to a maximum of +3).
with them. it is damaged.
O Take a Custom move the playbook Who You Were.
This Move cannot be Shared.
O Take another Exile's Custom.
forbidden element O Take another Exile's Custom, or ask another player to
You have been exiled for a reason, even if that reason is chasing smoke
You can always attempt to Get Away, even while bound, Share a Move with you.
not just. You have a gift, and this gift gives you power. O Share your Forbidden Element and your crime with another
trapped, pinned down, crippled, or imprisoned.
Choose a classical element, such as fire, ice, lightning, player. They use your Forbidden Element in the same way
stone, wood, or some other basic component all your elemental mastery you do, gaining your Why Are You In Exile? Move.
powers share. You can call upon your element to aid you, Choose a second Forbidden Element. O You have Changed. You must be level 5 or higher to take
when you need it. Give each of your Forbidden Elements one appropriate tag of this Advancement. When you Change, choose a Destiny
How you use your element to aid you depends upon your choice, such as Armor, Burning, or Precious. you meet the requirements for and take its first Move.
your crime (see Why Are You In Exile?). If that tag is a Limited tag, it has 1 Use.
shared customs
When you Fill Your Belly, restore one of those Uses.
who you were This Move cannot be Shared.
Take one Core Move and one Custom Move from any
basic playbook. You can take Moves that cannot be Shared. love and peace Record the moves you've learned from your allies here:
Both of these Moves must come from the same playbook. When you heal someone else, you may also heal.
That playbook is Who You Were. You cannot Command
Lore about its people, only about the crimes you have savior
When someone within arm's reach would suffer
committed and other exiles like you.
harm, you may take that harm in their place.
This Move cannot be Shared.
speak truth to power (wisdom)
Record the moves from Who You Were here: When you speak out against the status quo before a
crowd, tell us what you want of them, then roll +Wisdom.
On a 7+, they will follow your lead, doing as you do.
On a 9-, you rile them up beyond your ability to control.
They quickly take their own lead and follow their own desires.
survivor
When you Overcome harm directed at you, on a 7+, you
also either heal or Get Away as if you rolled a 7-9, your choice.
Record your other bonds here: Your path is a lonely one. Choose one to keep you company:
O An animal (bird, cat, dog, lizard, or ox).
You have one Bond with them.
O A friend (assistant, burglar, sidekick, or thug).
You have one Bond with them.
O Fine wine (Drunk, Healing, 2 Uses).
O Paranoia (2 Uses). Spend 1 Use to ask a question
from the Look Closely list without rolling.
the exile
BASIC PLAYBOOK
exiled companions earned fellowship exiled notes
Exiled companions are those allies who are particularly likely When you gain Fellowship with a community, Use this space to take notes.
to join arms with you. Many of them are available as Gear the Empire chooses three Fellowship moves from the book. Write about your past, write about the people you've met,
options - a Companion in your Gear will always return to Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
you, heal, or be replaced by another when you Recover. If you think it's important to you,
write it down.
bird
A simple singing companion to lift your spirits. They like to collect
small, shiny things, like metal coins or jail keys.
name: lovely song go get the shiny
burglar
They steal what you cannot reach.
name: thief wall walker
cat
A wily pet that does as it pleases.
name: quiet as a cat adorable
distraction
dog
A loyal companion who sticks by your side.
name: loyal friend fetch
lizard
A strange companion powered by instinct.
name: sixth sense strong bite
ox
A large, powerfull, usually gentle beast of burden.
name: strong as an ox seeing red
servant
They help you with your day to day affairs.
name: i'll get that for you food
sidekick
They fight alongside you, through thick or thin.
name: acrobatic fisticuffs loyal friend
thug
They beat things up that need a beating.
name: street tough hard as nails
name: look Circle one from each list,
or make up your own: what is the ogre?
Choose one or two from each, or make up your own: • Jolly Eyes, Vacant Eyes, or Wise Eyes Choose the option that best represents your people:
Names: Gigan, Goliath, Gwyn, Hurricane, Joy, Kroll, Kronos, • Massive Hair, Oily Hair, or Bald with a Big Beard the hills
Lambda, Leveticus, Meredith, Nor, Ocean, Rage, Shiva, Suika, Tarn, • Fancy Robes, Simple Armor, or Just A Loincloth Your people are walking statues, stone or steel
Thursday, Treble, Sigma, Yuga, Zorn • Beautiful Body, Muscled Body, or Twisted Body brought to life. You form a living wall between your allies
Claims: Castletopper, Craterstep, Darkwatcher, Lakebreaker, and danger, and glancing blows do little to you.
Oakmender, Oathspeaker, Ragnarok's Child, Skyeater, Songbringer,
Three Hands, Titan, Truthteller agenda When you know not what to do,
consult your Agendas.
You have (Armor, 3 Uses). You can only spend this
Armor when you Protect The Little Ones.
You have these three Agendas: the swamp
• Be Brave, Take Risks • Tell Us Of Your People Your people are hermits, secluded from the world,
• Improve The World Around You keeping their strength to themselves. Your people heal
fast, although fire can be used to stop your regeneration.
And circle a fourth Agenda that only you follow: When you get a 7+ on any roll, you heal. This
healing cannot remove Necrotic damage.
Don't Stop Me Now Burning attacks against you are also Necrotic.
Destroy anything that gets in the way of your good time.
the trees
Your people are living trees, walkers of the deep
Gentle Giant forest. Your people are easily hidden in spite of your size,
Do not harm anyone who has not harmed you because no one expects a tree to start moving.
or your friends. When you stand entirely still, you become
functionally invisible. No one will think you are anything
World of Cardboard other than a normal tree, although they may find you
Make your enemies prove their worth to you. strange if you stay still in a place trees are not found.
the underworld
stats Your Courage stat is +2.
Assign +2, +1, +0, -1 to your other stats.
Your people are demons, clearly monstrous, with
features like horns or tusks or colorful skin or extra eyes.
When you make a deal with someone, you can
Courage
of your deaths, or by undoing the blood pact with a ritual
of undoing. You must both be present for this ritual, and
it takes time and safety to perform.
Sense way, putting everything they have into everything they do.
They love and hate with their entire heart. The Ogre is a
clumsy, reckless, foolish, loyal, loving, unstoppable ally.
Play as the Ogre if you want to toss aside your
the ogre
BASIC PLAYBOOK
Wisdom problems, if you want to play a stubborn fool with a heart
of gold, if you want to be the gentle giant who everyone
loves, or if you just want to flex your overwhelming
physical power.
ogre's core ogre's custom ogre's advancement
level
All Ogres have these moves. Choose two of these moves When you Level Up, increase your level by 1,
to further define what it means to be an Ogre. then choose an option from the list and mark
protect the little ones it. You may only choose each option once. You begin the game at level 1.
Your large size and reckless nature put you in harm's cultural giant O Increase your Blood or Wisdom by 1 (to a max of +3).
way easily, and both allies and enemies need to be careful Take a Custom Move from any basic playbook. O Increase one of your stats by 1 (to a maximum of +3).
You may also take an Agenda from the chosen playbook.
or they'll hit you instead of their target. O Take another Ogre's Custom.
When your body is between someone and incoming This move cannot be shared.
O Take another Ogre's Custom.
harm, you suffer that harm in their place. This happens O Ask another player to share a Move with you.
whether you want it to or not.
free ride
You can carry all of the fellowship with you at once, O Share one of your Moves with another player.
When an ally within your reach would Overcome carrying them on your back or under your arms or some such. O You have Changed. You must be level 5 or higher to take
incoming harm, they may choose to have you take that When you Get Away and choose to bring someone with you, this Advancement. When you Change, choose a Destiny
harm instead of rolling. you may bring along as many folks as you can reach. you meet the requirements for and take its first Move.
Protect The Little Ones does not trigger if you are the
shared customs
source of the incoming harm. For example, if an ally god of war
within your reach suffers from your collateral damage, they When you fight against them by yourself, you can try
cannot make you take that harm instead. to Keep Them Busy no matter who they are, how outnumbered
you are, or how poor your position is, even if they are a Group, Record the moves you've learned from your allies here:
toss aside (courage) Gang, or Army.
You are strong enough to lift anyone, and an ally can ride
on top of you if you let them. When you pick someone up mighty leap
and throw them, roll +Courage. When you jump with all your might, you can land
On a 7+, they go roughly where you wanted them to. anywhere you can see, no matter how far it is.
On a 6-, they go where they wanted to.
On a 10+, you choose one. On a 9-, they choose one: speak only when you mean it
• They land safely on their feet, avoiding harm. When you Speak Softly while saying little, you may ask
• They crash into someone, dealing damage to whoever an additional question. When you Talk Sense using +Wisdom,
they hit. they will always be willing to listen to you.
• They crash through something, taking damage and
destroying it. strong arm
When you Toss Aside your friends or enemies, you may
throw a second enemy or ally with the same roll.
uncontrollable strength On a 10+, you may choose different options for each thrown
You are strong enough to uproot trees, smash doors off target. On a 9-, each target chooses separately from the list.
their hinges, break through wooden walls or supports, and
lift just about anything. superman
You have trouble acting with finesse, and destroy things When you Protect The Little Ones, you can erase a Bond
by accident all the time. You are Dangerous, and any with someone you protected to heal them.
uncontrolled action you take can cause collateral damage
or destroy the world around you. this is the part where you run away
You may always choose to pay a price by causing When you make a show of force to scare them, you
collateral damage. If you do, the Framework will tell you may take damage to send them running. Lesser foes will flee
what important nearby person or thing you damaged by immediately, running for help. Greater foes will rise to your
mistake. challenge, and make a show of force back against you.
bonds ogre's gear
Now let's get one thing straight. I'm only doin' this to push
the Empire outta' my land. I ain't here for no fellowship or no
savin' the world nonsense. I ain't gonna save you if you get in
my way or make any trouble, alright? You take care a' you, and You start with 4 bonds with the other members of the You carry a ton of food (Giant, Food, 2 Uses). You also
I'll take care a' me. You got that? Fellowship. Use these, or make your own: carry your fists, wild and mighty (Melee, Dangerous).
Good. Now stay behind me, I'm a lot bigger'n you. Stronger,
too. I dunno how you were plannin' to topple an empire with _____________ kept up with me in a contest of strength or
skill, and I am most impressed with them. Choose two of these weapons:
just three lil' tykes who'd all fit in my shirt with room t'spare.
Oh, shove off, I don' care how cool y'say y'are, you're puny and I O A massive club of wood, stone, or iron (Giant, Melee).
ain't. The strong need t' protect the weak, in a world like this. I have known _____________ for all their life. O A large sword, tiny in your hands (Piercing, Melee).
I am the Ogre. And nothin' will git past me, alright? So stay O A boulder you found (Giant, Ranged, Melee).
I like to let _____________ ride upon my shoulders.
behind me. You Reload this weapon by finding a new boulder.
_____________ is just the perfect shape for tossing about. O Your little pet: a bear, a donkey, a mountain lion, or a
wyvern. You have one Bond with it.
_____________ knows a secret of the Ogres. O Your little friend: a child, a goblin, a granny, or a wizard.
You have one Bond with them.
_____________ has more courage than I.
I once saved _____________ 's life. Choose two things you love unreasonably:
O Alcohol! You carry a full keg with you
I would not be here today if not for _____________ . (Giant, Vigor then Drunk, 2 Uses).
O Gold! You carry plenty of coins
_____________ is destined for greatness, I can tell. (Giant, Precious, 2 Uses).
What wonders _____________ has shown me! O Nature! You have healing herbs
(Giant, Healing, 1 Use).
Record your other bonds here: O Peace and quiet (2 Uses)! You may spend 1 Use to
deal damage to anyone who gets close while trying
to Talk Sense to you, Speak Softly with you, or use any
other Move or Threat that involves trying to speak
with or placate you. This does not work against a
Threat to the World.
O War! You wear armor (Giant, Armor, 1 Use).
the ogre
BASIC PLAYBOOK
they would suffer, even if they are outside your reach.
ogre companions earned fellowship ogre notes
Ogre companions are those allies who are particularly likely When you gain Fellowship with a community, Use this space to take notes.
to join arms with you. Many of them are available as Gear the Empire chooses three Fellowship moves from the book. Write about the Ogres, write about the people you've met,
options - a Companion in your Gear will always return to you, Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
heal, or be replaced by another when you Recover. If you think it's important to you or to the Ogres,
write it down.
bear
Deadly and strong, only an ogre could domesticate a beast so wild.
name: bear hug deadly claws
child
An innocent child who the ogre has sworn to protect.
name: innocent charm troublemaker
donkey
A stubborn but useful animal, they make good companions for
stubborn but useful ogres.
name: pack animal donkey kick
goblin
A simple creature, an ogre is easily confused. That's where their
goblin comes in - a tiny, smart helper that will direct the ogre and
help it make decisions, in exchange for its protection.
name: good ideas clever plans
granny
A kind old lady to bake you cookies.
name: doting caretaker wise advice
mountain lion
A big cat, big as a person, and ready to hunt.
name: pounce stalk from
the shadows
wizard
Wizards are powerful, destroy everything, and cannot be trusted.
Of course ogres naturally work alongside them.
name: overwhelming no sense of right
power and wrong
wyvern
These winged lizards are aggressive, territorial predators. They
normally have poisonous stingers, but that's too dangerous even for
an ogre to handle, and the stinger has been removed.
name: dive bomb get carried away
name: look
•
Choose one from each
list for each of you:
Cold, Gentle, Manic, Serious, or Sleepy Eyes
who are the pair?
name: • Braided, Immaculate, Poofy, Slicked Back, or Wild Hair Choose the option that best represents your relationship:
• Hunter's, Musketeer's, Samurai's, or Wanderer's Uniform master and student
Choose one or two from each, or make up your own: • Buff, Large, Round, Small, or Wiry Body One of you is teaching the other the ways of the world.
Names: Aka, Beauford, Freya, Godrik, Jesse, Justice, Kenshi, When the Master takes damage while Working Together,
agenda
Lakita, Leonardo, Lynn, Montressor, Redd, Saber, Violet, Zoro When you know not what to do, the Student does not also take damage.
Add the following option to the Paired Advancement list:
Rank: Agent, Blademaster, Brother, Captain, Compass, Hawk, consult your Agendas.
Knight, Licensed, Lion, Mask, Revolutionary, Sister, Soldier, O The Master takes The Mentor Destiny playbook. Your Student
Trespasser, Truthfinder, Wyvern You have these three Agendas: becomes your Apprentice, and takes a Basic Playbook of your choice.
The Student replaces their stats and Gear with those listed in their
If you want to add more granularity to your rank, add a color • Be Brave, Take Risks • Tell Us Of Your People new playbook, and is no longer part of the Pair. The Master can still
or a number to it. Examples: Blue Wyvern, Compass Gold, Third • Improve The World Around You Work Together with their Student, but otherwise, the Student can no
Trespasser, or Sister 44. longer use any of the Pair's Moves or Gear.
And circle one extra Agenda for each of you:
All For One And One For All fated pair
Protect the fellowship and the people they fight for. The two of you are inseparable, a perfect combination.
When you are Working Together, you roll with Hope.
They Will Know Me
Seek fame and glory above all else. war buddies
You've been to hell and back together, and you're prepared
Viva Revolution to go again. Choose an extra option from each of your Gear
You will do anything for the cause. lists, but the other one holds that Gear - the heavily armed one
carries one choice of supplies, and the supplier carries one
You Killed My Father choice of weaponry.
Hunt down your nemesis and destroy them. You also both wear light armor (Armor, 1 Use),
add it to your Gear.
Outside Agenda: ______________________________
Write an Agenda from
any Basic Playbook: the trio name: name:
There are three of you! The third has +1 Grace, and
stats Your Grace stats are +1. assigns +1, +1, +0, -1 to their other stats. They cannot assign
Assign +1, +1, +0, -1 to each set of stats. their -1 to a stat either of the Pair has assigned -1 to. They
You cannot assign -1 to the same stat twice. carry an elegant bladed weapon (Melee) and little else, and
choose their own Agenda to follow.
names:
Blood place when you make a Move, decide which two are Working
Together before you roll.
blood courage grace sense wisdom
Courage
Grace playing as the pair
The Pair is in this together, and nothing can keep them
apart. You represent a heroic organization, here to right
Sense wrongs and save the world. On your own, neither of you
would be good enough for this impossible task. But together,
there's no way you can lose.
the pair
POWERFUL PLAYBOOK
Wisdom
Play as The Pair if you want to play as buddy cops or
hopeless romantics, if you want the challenge of playing two
characters, if you love having the Spotlight, or if you want
to be everywhere you need to be, right on time.
paired core paired custom paired advancement
The Pair has these moves. None of them can be Shared.
birds of a feather
Choose one of these moves
to further define what it means to be the Pair.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
You play as two characters. The Pair can split up or stay a cunning disguise O Increase one of the Pair's stats by +1, to a max of +2.
together as they like, allowing you to be in two places at once. If you have time and safety, you may disguise yourselves
They each have a separate Look, separate Stats, and a separate O Increase one of the Pair's Blood or Courage by +1, to a
or any member of the fellowship as a common member of any
personal Agenda. maximum of +2.
profession, allowing them to infiltrate any location unnoticed so
The Pair has separate bonds for each of them. Each of the long as they maintain their duties. O Take another Paired Custom.
Pair can only have one Bond with someone else, and others can O Take another Paired Custom.
only have one Bond with each member of the Pair. company secrets O Take another Paired Custom, or have another player
When they Fill Their Belly, they only spend 1 Food, but they When you make use of the secret techniques taught Share a Move with you.
each heal one damage. by your company, choose a spell from below, then mark it. O The Pair's relationship has evolved. Choose another
You cannot use a spell while it is marked. option from the Who Are The Pair? Move list.
working alone When you Fill Your Belly, remove a mark from one spell. O Take a Custom move from any non-Destiny playbook
When the Pair is separated, they make rolls with their When you Recover, remove all marks on your spells. (even this one).
separated stats and get the Spotlight separately.
When one of the Pair is acting to rescue, protect, or • A Way Out: You disappear in a puff of smoke, leaving the O Take a Custom move from any playbook, even this one
rush to the side of the other, they roll with Hope. scene. You may take any allies within arms' reach with you. or a Destiny playbook. The Pair can only use that move
Working Alone is dangerous, as you rely on your teamwork. • A Way In: Tell us about a secret entrance. It's right where while Working Together.
When you take damage while Working Alone, you must also you say it is. O Choose a player. They Share a Move with you. The Pair
pay a price. • The Trick: Create a sudden and massive distraction that can only use that move while Working Together.
draws all eyes. O Choose a player. You Share a Move with them. You must
working together greased palms be level 5 or higher to take this Advancement.
When The Pair is together, they act as a single unit in O Take a Custom Move from any Destiny Playbook. You
perfect harmony. They combine their stats when making a Move, When you are spotted, attacked, or cornered by an
enemy that is not a Threat to the World, you may spend 1 Use must be level 5 or higher to take this Advancement.
and they share the Spotlight together. If either of you has O While Working Together, you are now a Threat to the
Hope or Despair, you both do. of something Precious to have them pretend they never saw you.
Add Bribing Money (1 Use, Precious) to your Gear. World. You must be level 5 or higher to take this
When you Keep Them Busy together, only one of you needs Advancement. When facing another Threat to the
to stay to Keep Them Busy. The other may disengage and begin Whichever of the Pair needs it always has the bribing money.
World, you do not need to pay a price simply to act
Working Alone.
When you Get Away or Look Closely together, you may split heroes of the people against them.
up. If you do, each of you may choose different options from You do not need to roll to Speak Softly with common folk,
that move's list, and you are now Working Alone. friends, or coworkers - simply ask, and they will answer. The Pair are bound together by destiny,
When one of you takes damage while Working Together, and cannot individually become something greater.
the other takes damage to the same stat, if it is undamaged. mismatched pair You cannot take a Destiny playbook, but
Each member of the Pair takes a Custom move from a Destiny Moves can be Shared with you.
heroic association different playbook. Keep track of who took which move. Each of
The Pair Commands Lore about an organization, instead of a them may only use their chosen move while Working Alone.
society. You come from a company of mercenaries, bounty This Move cannot be Shared.
hunters, heroes, or some other such group. You Command Lore
about who they are, what they want, their place in the world, no greater honor
their culture, their rivals, their enemies, and their laws, just as When you speak passionately in defense of another's
everyone else does. honor, Talk Sense with +Blood, and they must listen to you.
daring devils taste my blade!
When you need a cool prop appropriate to your
When you engage in swordplay with an enemy, you
environment, like a chandelier to drop, a window to leap out of,
may Keep Them Busy with +Grace. On a 7-9, after their
or a vine to swing from, its there.
retaliation, you may insult them or make a quip to Keep Them
When you use the terrain to protect you, you may
Busy again, as if you'd rolled another 7-9 result.
Overcome using +Grace instead of +Blood. Leaping off of tall
places to escape danger always counts.
bonds pair's gear
Listen, we heard you needed experts. The best of the best. Top
o' the line.
And that's why they sent me.
That's why they sent us, you clod. Just leave the talkin' to me. Each of you start with 2 bonds with the other members You both carry an elegant bladed weapon (Melee).
Sure sure. So long as you leave the fightin', the cookin', the of the Fellowship. Use these, or make your own:
heavy liftin', the shootin', and pretty much everything else to me. One of you carries your supplies. They carry soup
Okay, cool it, hot shot. Where was I? Ah right. So there's this I have fallen desperately in love with _____________ . (Food, 3 Uses), and choose two:
Empire bothering you, yeah? Taking over the world, oppressing O The hunting gear (Useful, 2 Uses).
the weak, and all that? We can help with that. We're the best of _____________ has joined our cause.
O The money (Precious, 2 Uses).
the best. Top o' the line.
Yeah, no sweat. So what if they've got a massive army? So We still can't believe _____________ did that. O The other musket (Ranged, Reload, Piercing).
what if they're all unstoppable and control everything and stuff ? O The fancy mixed drinks (Slow, Vigor, 2 Uses).
_____________ is our greatest rival. O The tiny bottle of deadly poison (1 Use).
We'll handle it.
You bet we will. We're quite the Pair, don'tcha think? So, are Anyone who drinks it will die. Threats to the
I need _____________ to show us how to do that technique. World who drink it take damage instead of dying.
you in?
I think _____________ is so cool,
but my partner can't stand them. The other carries your weapons. They carry a musket
(Ranged, Reload, Piercing), and choose two:
_____________ loves to hear our tales of old victories. O An attack dog or trained falcon.
You have one Bond with it.
_____________ owes us money. O A grenade (Dangerous, Piercing, Thrown).
O A harpoon gun (Ranged, Piercing). There is a cable
_____________ and I have shared in glorious victory.
attaching the gun to the harpoon. You must retrieve
I would never tarnish _____________ 's honor. the harpoon before you can reload.
O A powerful, over-sized weapon (Melee, Clumsy, Dangerous).
Record your other bonds here: O A set of flintlock pistols (Ranged, 3 Ammo).
the pair
POWERFUL PLAYBOOK
pair's companions earned fellowship shared moves
The Pair's Companions are those allies who are particularly When you gain Fellowship with a community, Normally, you'd use this space to take notes.
likely to join arms with you. Most of them are met while in the Empire chooses three Fellowship moves from the book. However, the Pair can learn a LOT of extra moves, so you need
disguise or undercover, and can be convinced to help you if Choose one of those moves and take it, writing it down here. this space. Remember to take note of which moves can only be
used when Working Together, and (for Mixed Pair) which
you simply Forge A Bond with them. Moves can only be used when Working Alone, and by who.
attack dog
A smart, strong, possibly cute dog that likes you and is trained to
bite people for you and bring you their things.
name: go get 'em fetch
chatty coworker
You met them undercover, and they love to talk. Makes the day go
quicker, they say! They can make a great distraction, and are an
excellent source of up-to-date gossip.
name: talk for days loose lips
quiet coworker
You met them undercover, and they mind their own business. You can
count on them to do what they were going to do anyway.
name: i saw nothin' gets the job done
rowdy coworker
You met them undercover, and they're really on edge. They're just
waiting for an excuse, you just need to give them one.
willing to
name: in your face punch a cop
surly coworker
You met them undercover, and they really don't want to be here. They
hate this place, and will bug off if you need them to.
name: biting sarcasm conveniently
off-duty
trained falcon
A deadly bird of prey, domesticated just enough to follow orders
stats Assign +2, +1, +1, +0, -1 to your stats. retrieved by any means.
a curse of spirit
You are cursed to exist only as a spirit, without the
Blood
Sense civilization. The Remnant offers you the ability to ignore fear
and pain, drain strength from your enemies' weaknesses, and
play a hero enveloped in darkness and angst.
Play as The Remnant if you want to lament your cursed
the remnant BASIC PLAYBOOK
Wisdom existence, if you are drawn to the glamour of the grave, if
you want to play a dark and brooding hero, or if you just
want to be a monster with cool, death themed superpowers.
remnant's core remnant's custom remnant advancement
All Remnants have these moves.
unending despair
Choose two of these moves
to further define what it means to be the Remnant.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
You can never have Hope. The dead simply don't feel ancient history
Take a Custom Move from any basic playbook. O Increase your Blood or Grace by 1 (to a maximum of +3).
things quite like the living do. Your positive emotions are
You may also take an Agenda from the chosen playbook. O Increase one of your stats by 1 (to a maximum of +3).
very small, and pass quickly.
You can never have Despair. Injury and pain do not hold This Move cannot be Shared. O Take another Remnant Custom.
you back, and you cling to this world out of spite. O Strengthen your curse. Choose another Gear option that
boogeyman your curse makes easy, or remove a Gear option that your
This Move cannot be Shared with the Living. When your enemies stand outside the light, you may curse makes difficult.
Keep Them Busy no matter how many there are. O Take another Remnant Custom, ask someone to Share a
feed on pain When an enemy is alone with you in the darkness, you can Move with you, or strength your curse (as above).
When you cause harm to another, you heal. maim or kill them at will.
The type of harm does not matter - emotional or This Move does not work against Threats to the World. O Share one of your Moves with another player.
physical, it all sustains you. O You have Changed. You must be level 5 or higher to take
You no longer need to eat or breathe to survive. In fact, cornered rat this Advancement. When you Change, choose a Destiny
you cannot eat - you can never Fill Your Belly, and Food is While you are damaged, your attacks are Dangerous. you meet the requirements for and take its first Move.
worthless to you.
This Move cannot be Shared with the Living. lifelike
You blend in better than most. No one will immediately shared customs
the lost ones notice your curse, and most who see you find you forgettable.
Record the moves you've learned from your allies here:
Your people are gone, forgotten, but their legacy lives on. When you Get Away into a crowd, you may roll with
You can Command Lore about the curse that plagues you, the +Wisdom instead of +Grace.
nature of undeath, the plight of your people, and the ruins When you sit in a public place and listen a while, you may
they've scattered throughout this world. ask the locals a question from the Speak Softly list without rolling.
When you arrive somewhere you've been before (your
call), tell us what it was like back then, and tell us one thing lash out (blood)
When you wildly strike out with intent to kill them,
that hasn't changed. roll +Blood.
This Move cannot be Shared. On a 7+, you may take damage to deal damage to them.
On a 10+, you deal damage to them, in addition to the 7+ result.
inner darkness On a 6-, you may take 2 damage to deal damage anyway.
You cannot be Taken Out. While all of your stats are
damaged, you lose all of your other Agendas, and gain the remember me?
Agenda Darkness Reigns. Those who you hurt do not forget. When you Feed On Pain,
you may Forge A Bond with them. Bonds forged this way do not
Darkness Reigns make them your Companion. When you taunt or terrorize
Your curse consumes you. someone you have a Bond with, you may erase all of your Bonds
Act with vengeance and lash out in despair. with them to make them run away from you.
When Darkness Reigns within you, you are powerful speak with dead
You can Speak Softly with corpses. When doing so, you
but easily manipulated. You make all rolls by rolling three
may also ask, "How did you die?" and "What do you regret
dice and taking the best two. most?" regardless of the result of your roll.
You cannot disobey an order given to you by the Nemesis
or by a Threat to the World. The Overlord can make you unnatural tenacity
An Offer You Can't Refuse as if you were Taken Out. Anyone Pain means nothing to you. When you roll one of your
trying to Talk Sense to you rolls with Hope to do so. damaged stats, you may take one damage to roll three dice and
take the best two for your result. If this damage triggers your
Inner Darkness or Takes You Out, roll five dice and take the best
two instead.
My people are dead. Our cities are ruins. Our culture is lost.
But some small part of me can't let go. I can't watch it happen
again, happen to more of you living folk. I can't let this pain I bonds remnant's gear
feel be felt again. You start with 4 bonds with the other members of the You carry your memories and little else, although you are
I have seen this Overlord you all fear. You have good reason Fellowship. Use these, or make your own: naturally hard to wound (Armor, 1 Use).
to. It's happening all over again. More will be lost, more
destroyed. The world is ending, you know? I can't help but When _____________ tells me they do not fear me, Choose your weapon, all are Melee:
despair. This is all so very hopeless. We'll never make it. I believe them.
O An ancient weapon, poorly maintained,
But I can't help but try. I can't let it happen again. I can't but it will last a little longer.
watch another become like us, so hollow, so hungry, so empty and _____________ 's fate is bound to mine
in ways we do not yet understand. O A puppet you carry, ready to fight for you.
angry and hurt and empty and hungry and hurt and... and...
Forgive me. I am but a Remnant of the past. O Dark shadowy magic, clinging to your soul.
_____________ found me in the ruins. O Your frightening claws and mighty fangs.
And I can't let go.
_____________ understands the darkness inside me. Your Curse makes some things difficult.
_____________ is a precious light I must protect. Choose one or two difficulties:
O Blessings. You cannot enter holy places, harm
I cannot let _____________ fail in their quest. someone in holy clothes, or approach someone
holding up a holy symbol.
_____________ gives me purpose when nothing else does. O Daytime. Direct sunlight weakens you. You cannot make
I often go hunting alongside _____________ . Moves other than Get Away while in direct sunlight.
O Doors. You cannot enter a room or building without an
_____________ has promised they won't forget me. invitation.
O Water. You cannot swim, and rain makes travel difficult
I've been haunting _____________ for all their life. for you. Touching running water deals damage to you.
Record your other bonds here: O _____________ . Write something common, such as
silver, wood, or birds. Touching this damages you, and
you cannot Overcome attacks made using this thing.
skeleton
These skeletal warriors use whatever weapons they used in life, and
spend most of their time trying not to fall apart.
name: just bones weapons training
name: just bones weapons training
specter
These ghostly spirits like to cause trouble, but they are mostly harmless.
They'd rather scare you than kill you.
name: spooky poltergeist powers
name: spooky poltergeist powers
vampire
These refined undead have more self control than most, but at the
end of the day, they still just want to kill you and eat you.
name: dangerously sexy blood frenzy
name: dangerously sexy blood frenzy
name: look Circle one from each list,
or make up your own: what is a spider?
• Beautiful Eyes, Hard Eyes, or Hungry Eyes Choose the option that best represents your people:
Choose one or two from each, or make up your own: • Dull Coloration, Shimmering Patterns, or Vibrant Tattoos
Names: Parker, Vero, Donut, Tarrana, Ta'Ch'Ch, Carris, Lyrac,
• Simple Clothes, Unusual Armor, or No Clothes At All extra-dimensional
Protil, Truespinner, Lightwalker, Heartthief, Redeye, Va'Roon You are a being from outside the world we know,
Claims: Stole the Moon's Heart, Wandered 4000 Days, • Armored Body, Fuzzy Body, or Segmented Body which means you're a big weird bug nobody understands.
Eaten Every Creature, Infiltrated Hound's Hall in Silence, When someone asks you a question, whether to
Foiled Assassination, Loved by the Elf King Kal'Thul,
Mother of Ten Spider's Grove, Destroyer of the Dusk Owls, agenda When you know not what to do,
consult your Agendas.
Speak Softly with you, Look Closely at you, or ask you to
Command Lore about your people, you may tell them lies.
Swallowed by the Dragon Demothaz and Crawled Back Out, You have these three Agendas: They will believe these lies to be true until evidence
Dueled King Alexandros and Won contradicts them directly.
• Be Brave, Take Risks • Tell Us Of Your People You should still tell the truth to us, the players, but to
• Improve The World Around You everyone in the world of the game, they will only know you
by the lies you tell.
And circle a fourth Agenda that only you follow:
human-like
Alien Mindset You are mostly human shaped, but being human
Disregard the value of art, law, and social customs. shaped is not the same as being human. You are immune to
normal poisons and diseases, and the Piercing tag does not
work on you.
I Hunger
You want food, you want love, you want to lash out. tauric
Your lower body is all bug, your upper half is human.
The Waiting Game When you are Wall Walking with a passenger, your
Make plans, set ambushes, take your time. hands remain free.
When you Get Away, you can always take someone with
you, regardless of your roll. If you also choose to "take
Grace
your surroundings.
the spider
unpredictable monster, and they like it that way.
BASIC PLAYBOOK
Wisdom Play as The Spider if you like planning and traps, if you
want to be strange and weird, if you like to tell lies and play
tricks, or if you just think spiders and bugs are super cool.
spider core spider's custom spider advancement
wall walker
All Spiders have these moves. Choose two of these moves
to further define what it means to be a Spider.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
You can move along walls and ceilings of any solid approximate knowledge of many things O Increase your Grace or Wisdom by 1 (to a max of +3).
material. So long as the surface can support your weight, Take a Custom Move from any basic playbook. O Increase one of your stats by 1 (to a maximum of +3).
you can run, walk, or cling to it without falling. You may also take an Agenda from the chosen playbook.
O Take another Spider's Custom.
When you go solo, you can act normally while Wall This Move cannot be Shared.
O Take another Spider's Custom.
Walking.
carapace O Take another Spider's Custom, OR choose another move
When you have a passenger, they must cling to you
Add your Exoskeleton (Armor, 2 Uses) to your Gear. from the What Is A Spider? list.
with both arms or they will fall, and you must keep all your
limbs on the wall or you will fall. You also gain this Web Spinning trap: O Share one of your Moves with another player.
• Armor: Their attack does nothing to you. O You have Changed. You must be level 5 or higher to take
this Advancement. When you Change, choose a Destiny
web spinning grasshopper you meet the requirements for and take its first Move.
When you Look Closely or Get Away, on a 7+, you gain 1 You can jump to anywhere you can see, and land there near-
shared customs
Web. instantly. You still need to roll to Get Away, if it applies.
When you travel to a new location, you lose 1 Web. You also gain this Web Spinning trap:
You can never hold more than 3 Webs at a time. • Pounce: You leap on top of them. If they are smaller than
When an enemy makes a move against you, you may you, they fall. If they are bigger, you are now riding them. Record the moves you've learned from your allies here:
spend 1 Web to trigger a trap before they make that move.
Choose one: predator
When you Keep Them Busy or Overcome harm, you gain 1
• Escape Route: You Get Away*, rolling with Hope. Web after the roll, regardless of its result.
• Manipulate: Throw, drop, or break a nearby object. You This Move cannot be Shared.
can use this to collapse a doorway, spread a camp fire,
drop a chandelier, cause a rock slide, and other such tricks. silver tongue
• The Catch: Their leg or arm becomes caught and When you Speak Softly, in place of one of your questions
immobilized. Next time they try something, you can you ask them, you may tell them a lie. They will earnestly
Manipulate them as if they were an object. believe this lie to be true until overwhelming or undeniable
• Trapped: Use a Trap from your Gear against them. evidence contradicts them.
widow's kiss
The weapons in your Gear secrete a paralyzing toxin.
0 1 2 3
When you deal damage, they become sluggish, giving you and
webs
Mark your webs with
your allies Hope to Overcome their attacks, to Get Away from
them, or to Finish Them with +Sense or +Grace.
a coin or other marker
bonds spider's gear
I am here to help. You do not believe me yet. But you will, in time.
We have common cause. We are very different. We are all the same.
Death lies before us. An Empire's cruel iron fist. Soon, devastation.
But not yet, not now. We can be more cunning still. A chance lies with us.
You start with 4 bonds with the other members of the You carry strange food that only you enjoy
Fellowship. Use these, or make your own: (Food for Spiders, 3 Uses).
New hope blossoms here. This fellowship needs many. We have but a few.
I am here to help. Spiders know much and see more. My webs keep you safe. _____________ is my partner in crime. How do you fight? Choose two:
I am the Spider. I await our victory. I await our prey.
I like to wait and see what _____________ does. O With your claws and teeth (Melee).
O With a bladed weapon in each hand (Melee).
_____________ wants what's best for me. O With needles or stones you can eject from
your body (Ranged, Reload).
I will never catch _____________ in my web. O With confidence and fast healing
(Healing, 2 Uses, self only).
_____________ understands me like no one else does. O With a strangely shaped bow or rifle
_____________ brought me out of my home, (Ranged, 3 Ammo).
and here we are now.
Spiders never carry more than they need, but you carry some
I can rely on _____________ . things rarely found outside of Spider territory. Choose two:
O The names and faces of your prey, including their sins
When the world was cruel, _____________ was kind.
and their worth, bound in a book of leather and silk.
_____________ believes in me, even when I lie. O Fine silks and strange artifacts for trade
(2 Uses, Precious).
I have shown _____________ my greatest secret. O Various poisons and oils with overly-specific
effects (2 Uses, Useful).
Record your other bonds here: O A swarm of bugs that does your bidding.
You have one Bond with them.
O A variety of special traps (2 Uses, Trap).
When you Use this, choose one of the traps
(Arrow, Bear, Exploding, Flashpowder, or Pit Trap)
and place it as normal, following the rules of that trap.
arrow trap
A sudden shot fires from a hidden crossbow.
2 uses. deal 1 damage to an undamaged enemy.
bear trap
Surprisingly, not actually a bear.
3 uses. immobilizes them until they pry free.
when triggered, it causes immense, distracting pain.
exploding trap
Nothing better than a bomb to open a path.
dangerous, 2 uses. cave in a small room or narrow tunnel
on cue, or blast open a wall or door on cue.
flashpowder trap
This mystical powder causes temporary blindness.
2 uses. blind everyone in the area for a short time.
pit trap
The classic. Nobody gets out of one of these quickly.
2 uses. they fall into a hole.
name: look
•
Circle one from each list,
or make up your own:
Dark Eyes, Hard Eyes, or Mischievous Eyes
what is the nemesis?
Choose one or two from each, or make up your own: • Beautiful Hair, Cool Undercut, or Protective Helmet Choose the option that best represents you:
Names: Aris, Catra, Deal, Ego, Fol, Malchior, Ortega, Prince, • Imposing Figure, Lithe Figure, or Tough and Bulky Figure dedicated elite
Trice, Vagris, Zeni, Zula You have been given your target, and everything between you
• Commander's Uniform, Royal Clothes, or Shining Armor
Titles: Baron, Blackguard, Detective, Dragon Slayer, and your target is to be destroyed.
Dutchess, Executioner, Great Evil, High Priest, Honored Warrior,
Judge, Name Eater, Prince of All, The Emperor's Right Hand,
The Living Dead, Truesilver, Unbroken Chain
agenda When you know not what to do,
consult your Agendas.
You can make Cuts against anything between you and your target.
Between sessions, you may change your target. If you do, set a
scene at the beginning of the next session where you are given your
You share the Framework's Agendas. new task.
Mark the correct list: Name your target: _____________________________________
O Overlord: Create Opportunities To Do Good, Further Agenda: honor-bound fool
You can't go home until you have redeemed yourself, and
stopping the fellowship is your path to redemption. You have a code
O Horizon: Make Small Moments Big, Keep Moving
of honor that gives you power, so long as you keep it.
O Empire: Create An Oppressive Atmosphere, Crush Rebellion When someone takes a hostile or deceitful action against
you, you may immediately respond with a Cut.
---And circle an extra Agenda that only you follow--- If you break your code, you take damage and cannot make Cuts
for the rest of this session.
Inferiority Complex When someone honors your code for the first time, you will
Prove your worth, at all costs, and at every opportunity. honor a request they make of you.
Define your code:
Pursue Justice
The law is on your side. Act like it.
Seek Retribution
Hurt them to ease your own pain.
loveless family
stats
One of them is important to you, and you will recruit or save
Your Iron stat is +2. them at all costs. The rest of the fellowship can die, for all you care.
Assign +2, +1, +0, -1 to your other stats. When you act in their best interests (according to you or
your cruel master), you can make Cuts.
betrayed hunter
One of them has hurt you, and you will recruit or destroy them
Courage at all costs. The rest of the fellowship can do whatever they want.
You can always make Cuts against the traitor.
Identify the traitor: ___________________________________
Sense
the Overlord or the Empire as a powerful, reliable minion. They
will destroy the fellowship, no matter how many weird feelings
they keep getting every time they meet.
Play as the Nemesis if you want to be a bad guy, if you want
a moment's hesitation
When you make a move against the fellowship, they may erase one
Bond they hold with you to make you hesitate. Choose one: You show
them mercy, you tell them something important, or you act anyway,
rolling with Despair.
bonds nemesis gear
I will be your end.
You think your fellowship is so impressive. You think a little
teamwork can stop the full force of the Empire. You think
playing heroes is going to make you famous. You start with 4 bonds with the other members of the You do not carry food or supplies.
You think wrong. You're fools, the lot of you! You will fellowship. Use these, or make your own:
never amount to anything. Your fellowship is weak and pitiful, You are a Melee weapon. In addition, choose two:
while the Empire is strong and unyielding. You will be I will capture _____________ , no matter what the cost.
O A deadly blade (Melee, Piercing)
crushed, and I will be the one to crush you! _____________ has bested me in combat.
I am your Nemesis. You will learn to fear me. O Fiery blasts (Ranged, Burning)
I have defeated _____________ before. O Clever tricks (Useful, 2 Uses)
O Heavy armor (Armor, 1 Use)
_____________ betrayed me.
O High mobility (Armor, 1 Use)
I don't understand why _____________ acts the way they do.
I trusted _____________ .
I will protect _____________ from my cruel master. nemesis advancement
I will bring _____________ to my cruel master.
I need _____________ to understand.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
My feelings for _____________ confuse me. O Increase one of your stats by +1, to a maximum of +3.
Record your other bonds here: O Increase one of your stats by +1, to a maximum of +2.
O Gain the Wisdom stat at +1. You must be using The
Redeemed playbook to take this Advancement.
O Take another Nemesis Custom.
O Take another Nemesis Custom.
O Take a Custom Move from any Basic or Powerful
playbook.
O Ask a player to Share a Move with you. If they refuse,
take a Nemesis Custom.
O Ask a player to Share a Move with you. If they refuse,
take a Nemesis Custom. You must be level 5 or higher
to take this Advancement.
O Take a Custom move from any Destiny playbook.
O Take a Custom move from any Destiny playbook. You
must be using The Redeemed playbook to take this Advancement.
O Take a Custom Move from any Destiny Playbook. You
must be level 5 or higher to take this Advancement.
O You have Changed. You may only take this Advancement if
the Fellowship has accepted you. Permanently replace your
playbook with The Redeemed playbook, and remove The
Bad Guy and Dark Authority from that playbook. You are
no longer Nemesis, and have been Redeemed.
the nemesis
POWERFUL PLAYBOOK
Wisdom
name: look
•
Circle one from each list,
or make up your own:
Dark Eyes, Hard Eyes, or Mischievous Eyes
what is the nemesis?
Choose one or two from each, or make up your own: • Beautiful Hair, Cool Undercut, or Protective Helmet Choose the option that best represents you:
Names: Aris, Catra, Deal, Ego, Fol, Malchior, Ortega, Prince, • Imposing Figure, Lithe Figure, or Tough and Bulky Figure dedicated elite
Trice, Vagris, Zeni, Zula You can't understand life without a goal to chase. Without your
• Commander's Uniform, Royal Clothes, or Shining Armor
Titles: Baron, Blackguard, Detective, Dragon Slayer, cruel master's guidance, you must set your own goals.
Dutchess, Executioner, Great Evil, High Priest, Honored Warrior,
Judge, Name Eater, Prince of All, The Emperor's Right Hand,
The Living Dead, Truesilver, Unbroken Chain
agenda When you know not what to do,
consult your Agendas.
You can make Cuts against anything between you and your target.
Between sessions, you may change your target.
Name your target: _____________________________________
You have these three Agendas:
• Be Brave, Take Risks • Tell Us Of Your People honor-bound fool
You have a code of honor you must follow. Your code
• Improve The World Around You survives long after your cruel master's control over you.
When someone takes a hostile or deceitful action against
you, you may immediately respond with a Cut.
---And circle an extra Agenda that only you follow--- If you break your code, you take damage and cannot make Cuts
for the rest of this session.
Inferiority Complex When someone honors your code for the first time, you will
honor a request they make of you.
Prove your worth, at all costs, and at every opportunity. Define your code:
Pursue Justice
The law is wrong. Fix it.
Seek Retribution
Hurt those truly responsible for your pain.
betrayed hunter
Courage You are a powerful hunter, and nobody can safely dispute this.
Wild, untamed, and reckless foes cannot stand up to you.
When you take action against a Beast, a mindless monster, or
Grace
a reckless warrior, you can make Cuts against them.
steel heart
You were raised to be cruel. Your Wisdom stat has been replaced by
the Iron stat. Iron represents your competitive spirit and cruel heart.
You cannot Speak Softly without a Wisdom stat. You cannot choose to
Finish Them or Talk Sense with +Wisdom without a Wisdom stat, either.
When you Finish Them by outlasting them in a contest of power
or endurance, roll +Iron. On a 10+, they pass out.
bonds redeemed gear
This is just the beginning.
You think your fellowship is so impressive. You think a little
teamwork can stop the full force of the Empire. You think
playing hero means you will win in the end. You start with 4 bonds with the other members of the You scrounged up some food (Food, 3 Uses).
And maybe you're right. You're fools, the lot of you. But fellowship. Use these, or make your own:
you have done more than I ever expected. Your fellowship is so I will capture _____________ , no matter what the cost. You are a Melee weapon. In addition, choose two:
weak and pitiful, while the Empire is so strong and unyielding.
_____________ has bested me in combat. O A deadly blade (Melee, Piercing)
At this rate, you will be crushed... unless I help you.
I was your Nemesis. But I think... I think I was wrong. I O Fiery blasts (Ranged, Burning)
I have defeated _____________ before. O Clever tricks (Useful, 2 Uses)
was on the wrong side of all of this. The Empire isn't right.
They can't be trusted. I've seen the truth. _____________ betrayed me. O Heavy armor (Armor, 1 Use)
Can you forgive me? Do you think I can be Redeemed? O High mobility (Armor, 1 Use)
I don't understand why _____________ acts the way they do.
I trusted _____________ .
I will protect _____________ from my cruel master.
I will bring _____________ to my cruel master. redeemed advancement
I need _____________ to understand.
My feelings for _____________ confuse me.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
Record your other bonds here: O Increase one of your stats by +1, to a maximum of +3.
O Increase one of your stats by +1, to a maximum of +2.
O Gain the Wisdom stat at +1. You must be using The
Redeemed playbook to take this Advancement.
O Take another Redeemed Custom.
O Take another Redeemed Custom.
O Take a Custom Move from any Basic or Powerful
playbook.
O Ask a player to Share a Move with you. If they refuse,
take a Redeemed Custom.
O Ask a player to Share a Move with you. If they refuse,
take a Redeemed Custom. You must be level 5 or higher
to take this Advancement.
O Take a Custom move from any Destiny playbook.
O Take a Custom move from any Destiny playbook. You
must be using The Redeemed playbook to take this Advancement.
O Take a Custom Move from any Destiny Playbook. You
must be level 5 or higher to take this Advancement.
O You have Changed. You may only take this Advancement if
the Fellowship has accepted you. Permanently remove The
Bad Guy and Dark Authority from this playbook. You are
no longer Nemesis, and have been Redeemed.
the empire
FRAMEWORK PLAYBOOK
weapons ban
The Rebellion gains 1 less Force. When they spend
Force, they must also spend Health.
critical leadership aloof mastermind
You always have a Trap set up in any location you are
The Empire is controlled by a group of Leaders. These
Leaders bolster the forces beneath them, granting a bonus f Name: in, which you can trigger at any time. When you move to
to everyone they lead. Anywhere a Leader goes is much
Stats: a new place, you always have a new Trap set there.
more difficult to assault. Defeating Leaders makes it more
enthusiastic butcher
difficult for the Empire to hold onto important places. You and Empire Threats under your command are
If the Empire has no Leaders, it will rapidly collapse. Piercing.
You begin the game with three Leaders. To create a
Leader, choose any intelligent Threat from any Fellowship g Name: force commander
book (The Organization and Innocents have most of the Stats: You inspire those working with you. Empire Threats
under your command have Hope, and will dive in to take
good ones, but any category is fine). Then, give them a
damage for you of their own volition.
Name, a Look, and one Leadership Move. Hope on a threat prevents them from falling to Despair,
Record your Leaders here. Circle the current Top Dog. as well as ensures they will always do their absolute best and
fight to the end. Threats with Hope never falter or retreat
A Name: h Name: from overwhelming opposition or due to poor morale.
Stats: Stats: iron general
You and Empire Threats under your command have
(Armor, 1 Use).
mad scientist
You and Empire Threats under your command are
B Name: j Name: Dangerous.
Stats: Stats:
mighty dragon
. You and Empire Threats under your command are
Burning.
sadistic horror
c Name: You can give Despair as a Cut. This Despair sticks
Stats:
leadership moves with them as long as they remain in the same scene as you.
Your troops are terrified of you and follow your orders
Assign Leadership Moves by writing the matching letter immediately and without question, or else.
in the box for each Move. For example, if Leader A is a
Mighty Dragon, put an A in the Mighty Dragon Move's box. patient doctor
You have equipment with the tags (Healing, Slow). This
d Name: alert tactician healing gains the Giant tag when used on Empire troops.
Stats: When the fellowship Looks Closely at you or your
troops, you always know you're being watched and where you unbreakable paladin
are being watched from. You and Empire Threats under your command are
When the fellowship tries to Keep You Busy, if you have Dragon-Made.
any troops, you can have them be kept busy in your place.
vile deceiver
E Name: brutal giant You an Empire Threats under your command can tell
Stats: You are Giant. When you deal damage, you may also one lie when the fellowship Speaks Softly to you.
send them flying away from you. Your troops respect your When the fellowship tries to Finish You, if you have
strength and come running for you at any sign of trouble any troops, you can have the fellowship Finish Them instead
they cannot handle. of you.
sources of power enhanced monsters
The Empire can create new monsters. They create them
The Empire is kept operational by its Power Sources.
Each Source of Power gives the Empire and empire- t Name: by combining one Threat from their Barracks with a Beast,
Scourge, or Machine f their choice, creating one monster with
spanning tool it can bring to bear against anyone, at any
Description:
all the stats of both. Then, remove one of the monster's stats
time. Cutting them off weakens the Empire as a whole. (either randomly or choose one). The Empire can have only
If the Empire has no Sources of Power, it cannot one Enhanced Monster per location.
maintain itself, and will collapse. improved armory
You begin the game with three Sources of Power. Each Your basic soldiers add one of the following tags to their
is paired with one Power Move that applies throughout s Name:
weapons and/or armor: Burning, Dragon-Made, Dwarf-Made, or
your entire Empire. Description: Giant. Giant weapons and armor require 2-3 troops to operate.
Each source of power has a Location to keep it safe. This Move can be taken multiple times. Choose a different tag
each time.
Record the names of these Locations below, along with
a description of them. information control
The Rebellion gain 1 less Intel each time they gain Intel.
When the Rebellion spends Intel, you can prepare an ambush
z Name:
Description: power moves for them at the person or place they gathered Intel about.
mandatory identification
Assign Power Moves by writing the matching letter The weapons, armor, equipment, and doors used by the
in the box for each Move. For example, if Location Y is a Empire are Elf-Made, and can only be used by someone with
Command Center, put a Y in the Command Center Move's box. proper ID or by Elves.
Group, Groups become a Gang, and Gangs become Armies. Assign Weaknesses by writing the matching letter self destruction
in the box for each Move. For example, if Location Y requires This place is rigged to blow, if you know the right place
home alone Direct Supervision, put a Y in the Direct Supervision box. to hit it. Hitting this location in its weak point with a Burning or
This location is littered with traps, so many that not even Weaknesses are Secret. Dangerous attack causes the place to explode shortly afterward.
the basic soldiers who patrol this place know where they all are. You can also set it to explode on a 2 minute time, if you can
When anyone makes a Move, a trap also triggers on someone completely open find the big red button hidden here and hit it.
in the scene as a result of their actions. If the move goes well, This location is impossible to defend well. It is easily
entered and easily exited, even with soldiers present.
the trap triggers in their favor. If the move goes poorly, the soul of greed
trap triggers against them or their allies. The person in charge of this place cares only about
crumbling architecture
power and money, and doesn't care about the Empire or its
lockdown This location is poorly maintained. Alternative routes
plans. They are easily bribed and will always try to cut
This location is on total lockdown. Nobody outside is are easily found, and collateral damage is both particularly
allowed in here. Everyone who is not a basic soldier, a Threat destructive and easily overlooked. It is easy to hide any traces corners or make deals in exchange for personal gain.
from the Barracks, or a Leader will be attacked on sight. of your activities here. supply shortage
mad science lab direct supervision This location doesn't have enough supplies. Sieges are
This laboratory is filled with unsafe chemicals and This place cannot function without high level authority. very effective against them, and they never have any
dangerous devices. Every action taken within this place is If a Leader is not here, this location's Power Move does not specialized equipment available.
Dangerous. If you want to use something that was already apply to the Empire. This Weakness can only apply to a
Dangerous here, you must pay a price to do so. Location with a Power Source.
The Rebellion is a communal playbook that needs the fellowship's
support to survive. If properly supported, a rebellion is a powerful tool
against the Empire, providing information, distractions, and a chance
force Current Maximum
intel Current Maximum
health Current Maximum
to win through brute force for a change. If improperly supported, your The Rebellion's maximum Force, Intel, and Health start at 6 each. The Rebellion begins with a current Force, Intel, and Health of 2.
rebellion will be scattered and destroyed by the Empire.
Protect them, and you may still win this.
forming a rebellion
When playing with the Empire, you begin the game with a
Rebellion and do not need to form one. If the Rebellion is destroyed,
agenda When you know not what to do,
consult your Agenda.
Fail to protect them, and you definitely will not. you will need to create a new one. To create a new Rebellion, you The Rebellion has only one Agenda. Circle one:
need three things: a leader, a community, and their fellowship.
A leader can be any charismatic Companion you have at least 2 Institute Anarchy
Bonds with. They become the leader of the rebellion, and will leave Destroy all systems of power,
your Companionship. regardless of who leads them.
A community is any place with a lot of people and no love for the
Empire or Overlord ruling over them. You cannot form a rebellion Protect the Commons
against the Horizon - there is no greater threat to rebel against. The Keep the common folk safe from their leadership.
community where you form your rebellion is its base of operations.
Lastly, you need to earn Fellowship with the community you are Unionize
organizing into rebellion. Without their trust, they will not help you. Put the people in charge of their own futures.
When a Rebellion is formed, if the framework is the Empire, the
Empire forges one Bond with the Rebellion immediately. This gives
the Rebellion a starting Notoriety Level of 1. health
The Rebellion's Health is a measure of how strong the Rebellion is.
force When the Rebellion takes damage, they must spend Health. If they
The Rebellion's Force determines how much power it can use cannot, the Rebellion is dissolved, and the fellowship loses their
against the Empire. Knowing when and where to deploy your support until a new Rebellion is formed.
Rebellion's Forces is key to success. When you bring new recruits or give a Companion to the
When you bring weapons, armor, or tech to the Rebellion, they Rebellion, they gain 2 Health. You can direct Companions to any base
gain 2 Force. They also gain 1 Force each time they gain Health. and they will make it there safely, without needing to be escorted to
When working alongside the Rebellion, the fellowship can the Rebellion by the fellowship.
spend Force to do any of the following things: You can spend 2 Health to have them give you a Companion. The
1 Force: Deal damage to a non-Leader/non-General enemy. player spending the Health Forges A Bond with them, and they can
1 Force: Break a Group of enemies into two single enemies. have any stat block that would be available to your rebels.
2 Force: Negate a Location Move for one scene. When the Rebellion takes damage, they must spend 1 Health.
2 Force: Break a Gang of enemies into a Group of enemies. When the Rebellion does something costly, they must spend 2
3 Force: Negate a Leadership Move for one scene. Health.
3 Force: Negate a Power Move or Overlord Stat for one scene. When the Rebellion suffers catastrophically, they must spend 4
4 Force: Deal damage to a Leader or General. Health.
4 Force: Break an Army into a Gang of enemies. When the Empire Crushes Rebellion, the Rebellion loses Health
equal to the Rebellion's Notoriety. They can reduce this damage by
intel spending Force, spending Intel, or through the fellowship's protection.
The Rebellion's Intel determines how much they know about the Having 0 Health does not destroy the Rebellion. They are only
Empire, and how much they're willing to share with the fellowship. dissolved when they must spend more Health than they have.
When you bring plans, info, or captives to the Rebellion, they
gain 2 Intel. They also gain 1 Intel each time they gain Health. rebel leader
When working alongside the Rebellion, the fellowship can The Rebellion has a leader who keeps them focused. Give them a
spend Force to do any of the following things: Name and a Look. If they are ever killed or captured, the Rebellion
1 Intel: Reveal one Weakness or Weakness Move. cannot spend Force, spend Intel, or gain Health until a new leader is
1 Intel: Discover the last known location of a Leader or General. put in charge. To appoint a new Leader, the fellowship must either
2 Intel: Obtain or exploit a known Weakness. donate a charismatic Companion they have 2 or more Bonds with, or
2 Intel: Learn the latest Master Plan the Empire or Overlord has rescue the previous Leader.
implemented, and what the next step of that Plan is.
name:
the rebellion
3 Intel: Obtain Protection.
3 Intel: Negate a Power Move or Overlord Stat for one scene.
TEAM PLAYBOOK
4 Intel: Discover where a Leader or General is going next.
4 Intel: Discover where a Source of Power is located.
look:
what is the rebellion? rebellion 's core rebellion moves
Choose the option that best represents the rebel forces: The Rebellion has the following moves. The Rebellion does not Level Up and cannot be Advanced.
It can only be improved by expanding its scope and its
base of operations membership by liberating oppressed communities. When you
guerilla troopers The Rebellion initially has one base of operations, a city or would earn Fellowship, instead of taking a Fellowship Move,
Your rebellion is well trained and especially destructive. community from which they can use their full potential. The you may take a Rebellion Move.
The rebels have a maximum Force of 12. When they would fellowship can safely meet with the Rebellion within this base When you take a Rebellion Move, that community becomes
gain Force, they gain twice as much Force. without difficulty, and the Empire's or Overlord's forces within a new base of operations, as described to the left.
In addition, you can spend 3 Force at any time to launch an this base are closely monitored at all times. In addition, you can When the fellowship earns Fellowship while they have
ambush. The guerilla forces will make themselves known, deal spend Force or Intel at any time within a base, for full benefit. a Rebellion, instead of picking from three Fellowship Moves,
damage to an enemy in the scene, then provide a distraction Being present in any base also enables you to defend the the Framework should offer 2 Fellowship Moves and 2
for the fellowship to use as they need. Rebellion if it comes under attack. Rebellion Moves for the fellowship to pick from.
When spending Force or Intel outside of a base of Most Rebellion Moves can only be taken once, but these
insurgents and insiders operations, all costs are increased by 1. The best way to get
Your rebellion is made up of the Empire's own troops moves can be taken as many times as they are offered to the
Intel or use their Forces is to go to them, instead of making fellowship: Diversity, Media Blackout, Recruitment Surge, Tactical
and workers. The rebels have a maximum Intel of 12. When them come to you.
they would gain Intel, they gain twice as much Intel. Advantage, and Valuable Information.
When you take a Rebellion Move, the community that The Rebellion Moves are found in Book 3 on pages 11-13.
In addition, you can spend 3 Intel to have an enemy gave it to you becomes an additional base of operations.
working for the Empire or the Overlord reveal their true Record your Rebellion Moves here:
allegiance as part of your Rebellion, immediately betraying
their allies for your sake. making contact (sense)
Inside a base of operations, you can freely meet up with the
popular support Rebellion and spend Force or Intel to get things done. Outside a
Nobody likes the Empire, and your rebellion has allies base of operations, you need to set up a meeting, and doing so is
everywhere. The rebels have a maximum Health of 12. When risky at best.
they would gain Health, they gain twice as much Health. When you call upon a Rebel contact while outside of a
In addition, anywhere you go, you can spend 2 Health to base, roll +Sense. The player making contact is the one who
find a safe place to hide with the locals. must make the roll.
On a 10+, it goes well - nothing bad happens to you or to
in fellowship your contact for this meeting. You can spend Force or Intel for
The Rebellion does not have its own leader - their leader the appropriate benefits, they may have news to pass along to
is the fellowship itself. Remove the Rebel Leader move from
you, and they will pass your own news or messages or resources
this playbook.
When you give a Companion to the Rebellion, they gain back to the Rebellion for you.
additional Health, Intel, or Force (your choice) equal to the On a 7-9, something goes wrong. The Framework will
number of Bonds you had with that Companion. Each player choose one: you notice an eavesdropper, or your contact was
who had Bonds with the donated Companion may apply their attacked on their way here, or you are ambushed during the
Bonds to a different Rebellion stat. meeting. If you resolve this problem, you may continue as if
you rolled a 10+. If you do not, the meeting cannot proceed.
On a 6-, the meeting was compromised. Your contact cannot
help you, and the meeting is an ambush or a setup. Your contact
is either a turncoat or a sellout, and anything they had for you is
in the hands of the Empire now.