Legacy Among The Ruins - Libretos de Familias

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FAMILY

PLAYBOOKS
THE GILDED COMPANY OF MERCHANTS
THE PLAYBOOKS
CHAPTER 07: FAMILY PLAYBOOKS

The Gilded Company


Legacy presents eleven ways a Family may of Merchants believe
have adapted to survive. that commerce is key to
A REMINDER: evolution and survival. Whether they’re
philanthropists connecting those in need
Ruins playbooks �t in most to those with resources to spare, or cut-
settings. throat capitalists taking every luxury for
themselves, they’ll make sure everyone
Echoes playbooks assume
remembers beauty exists, even among the
the wasteland is scattered with
ruins.
near-miraculous technology
from before the apocalypse. THE LAWGIVERS OF THE WASTELAND
As the cities were ground to
Mirrors playbooks add their dust countless injustices went
own bizarre elements: giant unanswered. The Lawgivers
monsters, psychic cults, of the Wasteland work to restore justice
invading aliens and more to the world. They maintain order in the
lands they control, hunt down those that
THE CULTIVATORS OF THE NEW FLESH would cause pain and grief, and protect
The Cultivators of the New the weak from the strong.
Flesh are constantly growing
new creations and hunting for THE ORDER OF THE TITAN
new traits to splice into their The Fall �lled the wasteland
products – and themselves. They’re a with what most think of as
powerhouse at manufacturing surpluses, monsters; the Order of the
with their characters skimming off the Titan see these Behemoths as sources of
best product. terror and wonder. While others might
hunt or hide from them, the Order sees
THE ENCLAVE OF BYGONE LORE them as the seeds of a new world.
The Enclave of Bygone Lore
hold on to whatever they can THE PIONEERS OF THE DEPTHS
�nd of the World Before. The Pioneers of the Depths are
They comb the wasteland for scraps of tied to the seas. They may be an
technology, learn the new world’s secrets aquatic offshoot of humanity,
and build grand devices to reshape the Lovecraftian �shmen, or lost
homeland. Atlantis; either way, they’re a resource
powerhouse, but lack the specialised
moves that other Families have to solve
speci�c problems.

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THE PLAYBOOKS
THE SERVANTS OF THE ONE TRUE THE TYRANT KINGS
FAITH The Tyrant Kings seek
The Servants of the One True dominion over the Wasteland.
Faith realise that the new world They protect those who swear
is twisted and strange, and fealty to them, punish those that resist,
anything is now possible. Their and terrify all who meet them in battle. But
constantly-evolving religion lends them their strength comes from exploitation
the strength to endure great adversity, and and sacri�ce, and their constant expansion
lets them tap into the unpredictable and can rot their empire from the inside out.
wild powers of the Fall.
THE UPLIFTED CHILDREN
THE STRANDED STARFARERS The Uplifted Children of
The Stranded Starfarers Mankind are animals brought
command resources and to human levels of sentience
technology beyond even the and technological aptitude. They must
World Before. Their moves are broad and not only overcome the Fall but also take
cause massive waves, and if left unchecked the �rst steps towards civilisation, self-
they can truly devastate or conquer the identity, and self-empowerment.
homeland. Their problem, of course, is
that everyone else knows that too.

THE SYNTHETIC HIVE


The Synthetic Hive are
completely arti�cial, and must
now decide how they relate to
their builders: will they serve
them, rise up against them, or win equality
with them? They have unparalleled
productivity, consuming and producing
vast amounts of Tech with an unrelenting
mechanical pace.

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THE CULTIVATORS
CHAPTER 07: FAMILY PLAYBOOKS

OF THE NEW FLESH

96
Mother Nature’s a tough old girl, but she can be a little slow. Natural se-

THE CULTIVATORS OF THE NEW FLESH


lection takes time, and with the insanity going on outside that’s time we
don’t have. That’s where we come in. Life nds a way, but sometimes it
needs a little helping hand.

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CHAPTER 07: FAMILY PLAYBOOKS

CREATING YOUR THE FALL


• Catacombs �lled with failed genetic
CULTIVATORS experiments.
STATS • A vast forest �lled with calci�ed
Choose one: trees.
If mankind was able to protect the • A tree that outlasted the city it was
natural world from the worst excesses meant to nurture.
of the Fall: Reach 2, Grasp -1, Sleight 0.
A THREAT
If the ecosystem had to change in
• A pack of perfectly designed
strange and unexpected ways to
predators.
survive the Fall: Reach 2, Grasp 0,
Sleight -1. • A drought so severe that famine is
a certainty.
If the Fall completely supplanted the
• A plague too ef�cient and dreadful
original ecosystem with new and alien
to be natural.
forms of life: Reach -1, Grasp 1, Sleight
1. HISTORY
Everyone has a need for your products.
TRADITIONS Take 1 Treaty on each other Family and
Choose one of each, or invent your own: Faction. Then ask the other families:
Populace. Atavistic throwbacks, a Which of you has made agreements with
carefully-managed bloodline, a co-op of us that might just end up saving mankind AND
traders and ranchers. the planet? You take 1-Treaty on them.

Style. Bucolic and laconic, sterile and Which of you supplies us with resources
analytic, wild and unrestrained. vital for cultivation? Work out what the
supplies are and give that Family 1-Treaty
Governance. Feudal hierarchy of serfs on you.
and landowners, commune of innovators
DOCTRINE
and eccentrics, a pantheon taking on
Choose one:
nature’s aspects.
• Sculpting a New Humanity. When
your Family creates or tames a new
LANDMARKS species, they inherit one of its minor
Draw a sign of one from each on the map, or cosmetic traits.
or invent your own: • The Horn of Plenty. anyone else
BEFORE
who keeps a surplus from the time
you Culture it to the start of the next
• A cathedral-sized automated Age gains Surplus: Recruits.
slaughterhouse. • Nature’s Acolytes. So long as your
• A plantation of heavily modi�ed Family members only consume the
trees. food and drink they’ve produced,
they will not fall ill or be attacked by
• Ruins �lled with deadly spores. mundane wild animals.

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THE CULTIVATORS OF THE NEW FLESH
LIFESTYLE HOW DO YOU TRAVEL?
Choose one: • Pedigree animals (land, mount).
• Nomadic. Your caravans have sev-
eral hidden places they visit to re- • Agricultural vehicles (land, mighty)
trieve new harvests. Each sanctuary • Mobile research station (land, med
can hide and support your Family for bay).
months at a time.
• Dispersed. Your Family barters WHAT USEFUL EXPERTISE CAN YOU
and borrows space in others’ lands DRAW ON?
for their cultivations, giving you up- • Farmers (1 Quality, Wrangling
to-date information on the state of crops and animals).
other factions’ food supplies.
• Settled. Your Family’s farms and • Surgeons (1 Quality, Healing and
facilities are extensive, and can work dissecting).
on the creation of multiple new Sur- • Rangers (1 Quality, Living off the
pluses simultaneously. land).
RESOURCES
Pick two as Surpluses, and take the rest as
Needs:
CULTIVATOR MOVES
Take Culture and one other.
• Barter Goods
• Land CULTURE
When your Family starts cultivating a new
• Progress product, erase Surplus: Progress, Land, or
• Medicine Barter Goods. After a few months, harvest
the product: get the surplus back, plus:
• Crops
• Progress. Get Surplus: Medicine
ASSETS and 1 use of medicine that can heal
Your characters can always have a friendly any harm box instantly.
pet of some kind. In addition, pick 3: • Land. Get Surplus: Crops and slow
but steady population growth. At the
HOW DO YOU FIGHT? end of the age, if you still have the
• Sopori�c needles and darts (melee, surplus, gain Surplus: Recruits.
nonlethal). • Barter Goods. Get Surplus: Live-
stock and gain a few exemplary
• Surprisingly effective farming tools examples of the bred animals. If
(melee, unreliable). they’re used as mounts, add 1 free
• Trained attack animals (ranged, tag to them.
many). At the start of each age you can skip the
months of cultivation and go straight to
HOW ARE YOU DEFENDED?
the harvest.
• Animal hides and homespun fabric
That includes the age that starts your game!
(utility, tough).
• Nearly-pristine labcoats (regal,
comms).
• Forest-strider gear (camo, mobile).

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CHAPTER 07: FAMILY PLAYBOOKS

DOMESTICATION RECYCLING
When an abnormal life form is brought back When your character dissects the body of an
to your Family’s farm and reshaped to suit your unnatural creature, they can improvise
needs, choose one: a Device from its organs or uids.
• Archive one of its traits. From now In addition, your Family can sacri�ce
on you can add that trait to the Surplus: Medicine, Crops or Livestock to
crops and animals created by Cul- activate Culture to make one of the other
two surpluses.
ture and have the drugs you create
temporarily grant it to their users.
INVESTMENT
• Corral a small breeding population Whenever a Family you’ve traded with gains a
of the organism. Surplus in Land, Progress, Barter Goods or
anything organic or medical, they may give
• Find a way for you to resist its abil- you 1-Stake. If this takes you to 3-Stake,
ities or avoid its dangers. give them Surplus: Medicine, Crops or
Livestock as if you had used Culture –
with your Family gaining the side bene�ts
as normal – and set Stake to 0.
EVOLUTIONARY LEAP
When you use Culture, characters gain one of
these bonuses (according to the Surplus
produced) the next time they Tool Up:
ALLIANCE MOVE
When you freely give someone the perfect resource
• Medicine. Your weapons can be to solve a problem, gain 1-Treaty on them.
poisoned to add the aberrant or
non-lethal tags. Get 1 use of stim-
ulants that’ll stop someone’s Death INHERITANCE
move from triggering for an hour. Cultivator Characters get +1 to Sway or
• Crops. Food that toughens skin and Lore.
gives +1 Armour or provides bound- Quick Characters can pick an
less energy, depending on how it’s Inheritance Move:
cooked. • Hardy. The �rst time each day you take
Harm, reduce it by 1.
• Livestock. A group of animals with
• Green Fingers. You know the med-
simian-level intelligence. They have
ical and culinary uses of any plant or
2 Quality and one of the following
animal you encounter.
specialties: Strength and Endurance,
• Animal Companion. You have a reli-
Speed and Cunning, or Ferocity and
able mount. It’s a vehicle with mount,
Violence.
land and one of air, water, swift or
In addition, your Family improves mighty.
themselves over generations. Every time • Master Chef. The food you prepare and
The Age Turns, pick one physical trait augment tastes exceptionally good, and will
they’ve encountered sometime this Age heal minor ailments and give people
(night vision, ight, photosynthesis, etc) energy.
with the GM providing a downside. Your • Surgeon. With a few hours of dedicated
Family members will all exhibit that trait treatment you can clear all of some-
from then on. one’s Harm boxes. With all your effort,
you can delay the onset of someone’s
Dead box.

100
THE CULTIVATORS OF THE NEW FLESH
PLAYING THE
CULTIVATORS
More than anything, what the
Cultivators do is produce. With Culture
you can be continually pumping out
surpluses to trade with others while
skimming bene�ts off the top for yourself.
The other moves augment Culture even
further; Recycling lets you use the product
of any one Culture use to trigger any other,
adding a lot of exibility. Domestication
lets you af�x extra traits to your crops
and animals to �t speci�c requirements.
Investments lets others compete to
trigger Culture, in a way that costs nobody
anything and leaves one lucky winner with
a shiny new surplus. Evolutionary Leap
directs its attention more to the cream of
the crop, giving your character powerful
tools to play with.
As the ages turn, the Cultivators
can adapt better than any other Family to
the new world. As you splice new traits
into yourself, tame the mutant ora and
fauna and grow fat off your wise Assets,
remember to be charitable; it gives you
plenty of treaty, and might prevent others
from branding you inhuman and trying to
seize your wonders for their own!
While Culture is powerful, it’s
slow, and those few months of growing
can be a big risk. First, you don’t have
access to the surplus you used as a seed,
meaning you take a hit to Mood and to
your Assets. Second, another Family or
faction can pretty easily mess up your
cultivation operation by chasing you from
your �elds, breaking your medicine vats,
or stealing your cattle. This wastes the
effort you already put in – not to mention
the invested surplus. Finally, notice that
although you’re wealthy, you don’t have
particularly special tools to deal with the
issues of the age; be prepared to bribe
others to help you out of tight situations,
or trust in your well-equipped character.

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THE ENCLAVE OF
CHAPTER 07: FAMILY PLAYBOOKS

BYGONE LORE
The wonders of the World Before LANDMARKS
were glorious, and even as their Draw a sign of one from each on the map,
Fall continues to ravage the world or create something else:
we will hold onto them. As the old
sun sets and a new sun rises, we BEFORE
will remember them. • A secret research centre full of
untamed wonders.
CREATING YOUR • A dangerous and unstable power
plant.
ENCLAVE
• A site of connection to the stars
STATS beyond.
Choose one:
THE FALL
If the wonders from Before were
widely distributed and everyone can • A spot where the laws of physics
bene�t from your advice: Reach 1 Grasp were unravelled.
0 Sleight 0. • A redoubt where the miraculous
science from Before almost averted
if the wonders from Before were
the Fall.
hoarded by researchers, the military,
the wealthy, and now you: Reach -1 • The research centre that �rst
Grasp 2 Sleight 0. understood the Fall’s root cause.

If the Fall unleashed previously A THREAT


unknown technology and knowledge • A crude tribe of raiders using
which you now seek out: Reach 1 Grasp advanced tech.
-1 Sleight 1.
• A valley where lights appear in the
sky.
TRADITIONS
Choose one of each, or create something • A ruin where creations of science
else: now rule.
Populace: Close-knit families passing HISTORY
secrets to their children, Demagogues Ask the other families:
and those who seek their knowledge, Vat-
grown duplicates. Which one of you is civilisation’s best
chance to regrow? Give them 2-treaty on you.
Style: Bulky and concealing environment Which of you has seen the true power of
suits, utilitarian clothes studded with our technology? Take 2-Treaty on each other.
implants, monastic robes embroidered
with circuitry. Which one of you holds the brightest mind
of the Homeland? Give them 1-Treaty on
Governance: Meritocratic academic you.
bureaucracy, Anarchic rule of the loudest
and most interesting, Hidebound council
of elders.

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AFTERMATH
CHAPTER 07: FAMILY PLAYBOOKS

DOCTRINE HOW DO YOU FIGHT?


Choose one: • Morphing pistols (ranged, hidden).
• Holding Back Another Fall. When
a piece of dangerous technology is • High-powered ri es from a distance
brought back to the Family, they can (far, �nesse).
break it down into 2 Tech. • Weird grenades (area, aberrant).
• Uplifting Mankind’s Remnants.
So long as others heed your Family’s HOW ARE YOU DEFENDED?
advice on a grand project, they take • Bulky hazmat suits (utility, sealed).
advantage on their rolls building it.
• Better Living Through • Gleaming power armour (powered,
Technology. You can spend 1 point tough).
of Tech to get an extra choice when • Blood-borne nanomachines
you Tool Up, or 5 Tech to mark off a (implanted, mantle).
Wonder Requirement.
WHAT SPECIAL VEHICLES DO YOU HAVE?
LIFESTYLE • Flying vehicles (air, canopy).
Choose one:
• Nomadic. You keep your technolo- • Rugged APCs (land, transport).
gy shrouded, and it looks mundane • Mobile ICU (land, medbay).
to the casual observer.
• Dispersed. When you write to Fam- WHAT USEFUL EXPERTISE CAN YOU DRAW
ON?
ily in other settlements for insights,
get eeting advantage when you act • Scholars (1 Quality, Researching).
on their advice. • Special Forces (1 Quality, Assault).
• Settled. When you encounter a frag-
ment of pre-Fall culture, you know • Scavengers (1 Quality, Picking
its cultural signi�cance. through junk).

RESOURCES
Pick two as Surpluses and take the rest as ENCLAVE MOVES
Needs: Choose two:
• Defences
SUFFICIENTLY ADVANCED
• Engineering
Your Family has retained access to some
• Progress of the wonders of the World Before.
• Leadership Choose one:

• Morale • Medical treatments able to cure any


ailment.
ASSETS • A ward that shields a wide area
Your characters can always have battered from harm.
and half-understood journals from the
Before. In addition, pick 3: • A weapon that could slay any foe.
• A vehicle that can swiftly transport
a dozen people from horizon to
horizon.

104
It comes with 3-Power. When you

THE ENCLAVE OF BYGONE LORE


AN EYE FOR DETAILS
activate it, roll +Power spent (minimum Your Family sees hidden relevance in
1). On a 10+ it works perfectly, exactly as stories that others overlook. When they
desired. On a 7-9 it does what you wanted, use Diplomacy you can ask a follow-up
but it’s either out of action for the near question, and when you Uncover Secrets
future or there are weird anomalies (you you always get to ask a second question.
choose). On a miss, it erupts with chaotic
power and bizarre side effects.
WEIRD SCIENCE
Choose how Power is regained:
When your Family puts together a device powerful
• Renewable Energy: 1 Power every enough to shape the local area for generations, say
few months, climate permitting. what they want it to do. The GM will give
• Precious Fuels: 1 Power per one to three of the following conditions:
material Surplus erased. • It’ll take weeks/months/years to
• Mystic Sacri�ce: 1 Power per build.
named Family member or Player • You’ll need to erase a certain
Character sacri�ced. Surplus.
• It’ll only work for a limited length
DEEP KNOWLEDGE of time before needing to recharge.
Your Family has a well-curated and
extensive store of records on certain • You’ll need to hook it up to a
�elds. Choose one: certain power source.
• Grand Architecture, from Surface • You’ll have to sacri�ce 1/2/3 Tech.
to Stars.
FUTURE SHOCK
• Magic and Arti�ce of the Glorious
When you use Power Up, you can spend
Past
extra points of Tech. For each point past
• The Horrors Birthed by the Fall the �rst, roll an extra die. You still take the
• The Fragmented Lands and their two highest.
Hidden Depths Note: spending more than 2 Tech
(and thus rolling more than 4 dice) will
• Persons and Proceedings of only marginally boost your chances of
Historical Signi�cance success. This move is an exception to the
When your Character encounters a creature, normal rule that advantage doesn’t stack.
item or situation covered by this �eld, tell
everyone a fact about it and gain eeting
advantage acting on that information. The ALLIANCE MOVE
GM will also tell you something you can When you spend time and effort showing another
do to gain 1 Tech from the subject. group how to use their technology better, gain
You can erase a Surplus of knowledge 1-Treaty on them.
(e.g. Progress, Scouts, Lore, etc) to pick an
additional �eld of knowledge.

105
topics. Also, remember that unless an
CHAPTER 07: FAMILY PLAYBOOKS

INHERITANCE Enclave is Nomadic, their technology is


Enclave Characters get +1 to Lore or obviously advanced to all who see them.
Steel. When you’re exploring life in an Enclave,
Quick Characters can pick an then, you should go into how that differs
Inheritance Move: from other families and whether they keep
• Radio Rig. You can sense when Tech their greatest advances hidden away or
is within a mile, and track it down to aunt them.
within 100 metres. Characters from an Enclave don’t
• Pain Box. You have a machine that start with many inherent advantages,
causes intense pain in anyone within although extra intelligence can be an ace
a few dozen metres (melee, non-le- in the hole and the Enclave’s moves can
thal, area, aberrant). provide a safe and secure home base to
• Survey drone. So long as your trail is retreat to. In addition, Deep Knowledge
visible from the air, you can roll +Lore gives their Characters a narrow ability
on Wasteland Survival. to declare truths about the world, and
• Hot Rod. You have an exceptionally fast exploit that for Tech and better chances
vehicle – it has the swift tag, and you of success.
can change one of its tags with 15 Characters that are good at �nding
minutes of tinkering. and employing Tech such as the Seeker
• Educated. The �rst time you advise and the Scavenger work very well with the
someone based on your knowledge of the Enclave’s abilities, while the Remnant is a
Before, they gain eeting advantage natural �t as a living vestige of the Before
acting on your words. with memories and abilities the Enclave
will want to exploit.

PLAYING YOUR
ENCLAVE
The central con ict of the Enclave is
whether they will hoard and protect their
gathered tech or use it to improve the
world. Enclaves that are Holding Back
Another Fall or pursuing Better Living
Through Technology tend to focus more
on the �rst option, and can use that tech
to dominate the region with Weird Science
and Future Shock.
The second, more philanthropic
option can make the Enclave a social
powerhouse – they can provide incentives
to follow their advice with Uplifting
Mankind’s Remnants, gain treaty on
others by helping them with their
technology, and use Deep Knowledge
and An Eye For Details to be the most
informed group around on a range of

106
107
THE ENCLAVE OF BYGONE LORE
THE GILDED COMPANY
CHAPTER 07: FAMILY PLAYBOOKS

OF MERCHANTS
Fire fell from the heavens, the LANDMARKS
seas boiled, and the very laws of Draw a sign of one from each on the map,
reality were torn apart. Through or create something else:
all this tumult, though, one thing
has stayed true: people need BEFORE
things, and someone can get rich • A vault built to preserve a priceless
selling them. heritage.
• A haven for the rich and powerful
that lasted longer than most.
CREATING YOUR
• A huge and sombre building where
MERCHANTS the fate of nations was decided.
STATS
THE FALL
Choose one:
• A huge transport line, choked with
If the Fall was a sudden and terrifying
abandoned vehicles.
event: Reach 0 Grasp -1 Sleight 2.
• A business district, eerily
If the Fall was a protracted struggle undamaged and devoid of life.
against extinction: Reach 1 Grasp -1
• A cache of doomsday weapons,
Sleight 1.
built for the Fall.
If the Fall was so long ago that few can A THREAT
remember how it played out: Reach 0
Grasp 1 Sleight 0. • Cannibalistic raiders who have
refused all attempts to negotiate.
TRADITIONS • A dwindling but vital resource.
Choose one of each, or create something
• Privileged survivors hoarding
else
knowledge from the World Before.
Populace: Loose confederacy of
traders, aristocrats living off their pre- HISTORY
Fall heirlooms, enthusiastic but eccentric Everyone, like it or not, has to trade
collectors. with your Company. Take 1-Treaty on all
the other Families. Then, ask the other
Style: Luxurious silks and furs, elegant Families:
but hardy trail wear, packs and pockets Which of you came to our rescue when a
bulging with curios. deal went way south? Give them 2-Treaty on
you.
Governance: Decadent merchant-princes
and their servants, an open market of Which of you harbours a guild of
favours and votes, independent traders information brokers? Get 1-Treaty on them
under a shared charter. for their failure to rein in your rivals.

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109
GETTING STARTED
CHAPTER 07: FAMILY PLAYBOOKS

DOCTRINE ASSETS
Choose one: Your characters can always have well-
• Traders in Stories and Song. When �tting and stylish clothing. In addition,
your Family performs for a commu- pick 3 for your Family:
nity, they gain eeting advantage
dealing with them. HOW DO YOU FIGHT?
• Cut-throat Extortionists. When • Masterwork heirloom weapons
a customer wants your goods but (melee, elegant).
can’t afford them, your Family can
convince them to perform a favour • Disposable prototype guns (ranged,
as payment instead. many).
• Men of Wealth and Taste. When
your Family gains a luxurious or ex- • Poison-tipped needles (melee, hid-
travagant Surplus, they gain eeting den).
advantage.
HOW ARE YOU DEFENDED?
LIFESTYLE
Choose one: • Deluxe executive wear (regal,
• Nomadic. When your Family comes comms).
to a new area, tell the group what • All-weather travel gear (utility,
hidden resource brought you here. thermo).
• Dispersed. The transport of goods
• Packrat kit (utility, powered).
and messages between settlements
is another Stock in Trade for your HOW DO YOU TRAVEL?
Family.
• Settled. Everyone who carries some- • Salvaged Fliers (air, canopy).
thing valuable to your settlement will • Beast-Drawn Caravans (land,
bring it to your Family �rst. transport).

RESOURCES • Personal Speeders (land, canopy).


Pick two as Surpluses and take the rest as
WHAT USEFUL EXPERTISE CAN YOU
Needs: DRAW ON?
• Barter Goods • Hagglers (1 Quality, Bartering and
• Artisans bargain-hunting).
• Recruits • Artisans (1 Quality, Crafting and
building).
• Medicine
• Bodyguards (1 Quality, Guarding
• Prestige
and protecting).

110
THE GILDED COMPANY OF MERCHANTS
MERCHANT MOVES CABINET OF WONDERS
Take Stock in Trade and one other: When you delve deep into your Family’s reserves in
search of something useful, describe what it is
STOCK IN TRADE and what you want it for. It should �t with
Your Family has a particular product range your Stock in Trade or a Surplus of yours.
they trade in, and you can expect to have The GM will give you 1-3 downsides, and
those wares around unless your Family then you can decide whether you still want
is deeply in need and Mood is at -3. Once to take it.
per session, you can draw on one of your • It’ll be useless afterwards.
Stocks in Trade to boost a roll’s results by
• Its value will be immediately
one category: 6- to 7-9, 7-9 to 10+.
obvious to anyone who sees you
Choose one to three, depending on
carrying it.
whether you want to sell one boutique
stock or have a wide array of wares: • You’re taking it away from an agreed
buyer, and there’ll be consequences
• Arms and ammunition.
if it isn’t returned.
• Art, music and culture.
• You’ll need help from a speci�c
• Books, maps, and instruction character or NPC to use it well.
manuals for forgotten things.
• Drugs, spices and venoms. AVARICIOUS APPRAISAL
When your Family tries to work out the worth of
• Food, fresh or preserved. a new acquisition roll +Reach. On a hit you
• Living creatures, bred or captured. have a good idea how much you could get
for it, as well as some details on its past
• Mementos of the World Before. owner(s). On a 7-9 choose one:
WHADDAYA BUYING? • It’s useless to you, but one of your
When your Family brings goods to market roll allies could make use of it.
+Reach. On a hit you’re able to sell them • It’s incredibly, maddeningly
for a fair price. On a 7-9 pick 1, 10+ pick valuable. Someone in your Family
2: becomes obsessed with it, and
• You hear an interesting rumour; get you’ll have to deal with them or
+1 Data. Hold Together to successfully sell
it.
• You make friends with another
merchant, giving you easy access • It’s very valuable, but one of your
to another Stock in Trade while in enemies or rivals knows you have it
this area. and they’re making plans.
• They don’t realise the true worth of BRAND LOYALTY
what they paid with. When you would use Diplomacy to meet
someone who’s bought from you before, instead
RATIONING automatically get an audience. They will
Whenever you lose a surplus for any reason, hold always be willing to at least hear you out.
1; spend 1 hold to get advantage on an
action that surplus could help.

111
(aided by Whaddya Buying?), and leverage
CHAPTER 07: FAMILY PLAYBOOKS

ALLIANCE MOVE the contacts made to gain social standing


When you make another group part of your and �nd new treasures (aided by Brand
trading operation (suppliers, distributors or Loyalty).
vendors) gain 1-Treaty on them. Each of these steps can be aided by
the Company’s ability to wring the most
out of their Surpluses with Rationing,
INHERITANCE and when the Company’s operations get
Merchant Characters get +1 to Sway or too big for them to handle personally
Lore. their Alliance Move gives them some
Quick Characters can pick an con�dence that they can trust their
Inheritance Move: subordinates.
• Salesman’s Eye. After watching The GM will seed the world with
someone for 5 minutes, ask their player: valuable things for you to get hold of, but
What do they most desire? it won’t be easy for you – expect to face
• Opulence. Your gear is noticeably more danger, mystery and rival scavengers.
luxurious than normal, and most peo- Characters from the Company start
ple will be willing to trade for it. with �ne clothes and transport. On top
• The Beggar Prince. Your gear is de- of that, Cabinet of Wonders lets them get
ceptively shabby-looking, and people will items perfect for the situation, albeit with
dismiss you out of hand as beneath strings attached.
their notice. When a Company needs to put
• Deep Pockets. When you look in your together trade deals, an Elder or Envoy
satchel for a helpful item, �nd it but can provide the social might to push
choose one: it’s fragile, it’s got a side them through, with the Elder skilled
effect, it’s precious to you. at straightforward deals and the Envoy
• Traveller’s Tales. When you reach a better at intrigue and blackmail. When
new settlement, tell the group a story they need to �nd new products to sell, a
you’ve heard about it and the GM Scavenger or Reaver is the obvious choice,
will con�rm one part as true. although a Survivor or Sentinel may be
better if somebody’s already laid claim to
the resource in question.
PLAYING THE
MERCHANTS
The Gilded Company are materialists at
heart, with Stock in Trade at the core of
this. The simple elaboration of how the
Company maintains their Stock in Trade
should tell you a lot about the Family’s
day-to-day life, and the extra surplus use
can be very useful.
In play, a Company can trade their
way to domination: they �nd valuable
things in the wasteland (aided by Cabinet
of Wonders and Avaricious Appraisal),
sell them for a large return on Assets

112
113
THE GILDED COMPANY OF MERCHANTS
THE LAWGIVERS OF THE
CHAPTER 07: FAMILY PLAYBOOKS

WASTELAND

114
Humanity is hurt, bleeding. The land cries out for justice. If there’s no-one

THE LAWGIVERS OF THE WASTELAND


around to keep people on the straight and narrow and uphold the law,
you’ll just have to step up and take the law into your own hands.

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CREATING YOUR THE FALL


• The site of a massacre.
LAWGIVERS
• A public building destroyed by the
STATS riots.
Choose one:
• A refugee camp torn apart from the
If signi�cant parts of civilization inside.
survived the Fall: Reach 1 Grasp 1
Sleight -1. A THREAT
• A looted caravan with a mysterious
If societal collapse strongly
destination.
contributed to the Fall: Reach -1 Grasp
1 Sleight 1. • A settlement dominated by an
unknown force.
If law and order saved mankind from
• A dangerous ruin full of squatters
extinction: Reach 0 Grasp 2 Sleight -1.
with nowhere else to go.

TRADITIONS HISTORY
Choose one of each, or create something Ask the other families:
else
Which of you supports our crusade the
• Populace. Gathering of the
most? Give them 2-Treaty on you.
wronged and vengeful, distant de-
scendants of cops and soldiers, cor- Which of you did we save from slaughter at
rupt enforcers providing protection the hand of raiders? Take 2-Treaty on them.
and extortion. Which of you raised the Homeland’s
• Style. Bristling weapons and bare- worst criminal? Take 1-Treaty on them;
ly-contained violence, simple uni- they give another Family that the criminal
forms and hidden blades, sturdy trail victimised 1-Treaty.
clothes and a deep hood.
• Governance. Lone vigilantes calling DOCTRINE
in for support when needed, com- Choose one:
plex legal codes overseen by elderly • Hired Guns. When you accept a
judges, hierarchy of respect from job from a Family or faction to take
leg-breakers to godfathers. down a target, your Family gains Sur-
plus: Barter Goods or Scouts for the
LANDMARKS job’s duration.
Draw a sign of one from each on the map, • Righteous Vigilantes. When you
or create something else: come to a scene of violence, you can
ask the GM one question about the
BEFORE
victim or the attacker.
• A maximum security prison. • Bounty Hunters. When you drag a
• A courthouse full of preserved criminal back to a settlement, your
archives. Family gets +1 Reach there for the
next Age.
• A private security force’s
headquarters.

116
THE LAWGIVERS OF THE WASTELAND
LIFESTYLE ASSETS
Choose one: Your characters can always have an
• Nomadic. When your Family moves obvious symbol of authority. In addition,
on from a settlement where they laid pick 3:
down the law, name one thing that
settlement will now always (or nev- HOW DO YOU FIGHT?
er) do. • Stun prods (melee, nonlethal)
• Dispersed. When your Family
• Heavy pistols (ranged, brutal)
spreads word someone’s Wanted,
they’ll �nd no shelter in allied towns. • Assassination blades (melee,
• Settled. Your Family is known as the hidden)
local law in your home settlement,
and its members will respect your HOW ARE YOU DEFENDED?
judgements in all matters. • Nondescript robes (camo, utility).
RESOURCES • Improvised armour (tough, utility).
Pick two as Surpluses and take the rest as • Ancient enforcer gear (tough,
Needs: comms).
• Weaponry
HOW DO YOU TRAVEL?
• Transport
• Battle-hardened beasts (land,
• Leadership mount)
• Defences • All-terrain trucks (land, transport)
• Recruits • Speeder bikes (land, swift).

WHAT USEFUL EXPERTISE CAN YOU


DRAW ON?
• Investigators (1 Quality,
Questioning and deduction).
• Enforcers (1 Quality, Ensuring
compliance).
• Magistrates (1 Quality, Negotiating
compromises).

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LAWGIVER MOVES EAR TO THE GROUND


Take Laying Down the Law and one other: When your Family goes into a community looking
for information on a target, roll +Reach. On
LAYING DOWN THE LAW a 7-9 learn 1, on a 10+ learn 3. Tell us how
Everything you do is motivated by a strict you �nd this out.
moral code, held by all the Family. Answer • Where to �nd their lair.
these questions:
• Who their allies are.
Who always deserves protection? Your
Family and Character have advantage • How dangerous their gang is.
while protecting them. • What they’re planning.
Options: The sick, the poor, the young, the
weak, the old, those of a particular faith, doctors, THIS IS A CIVILISED LAND
teachers, slaves, etc. As long as your Family patrols a
region and keeps its citizens safe, they’ll
Who always deserves your justice? You
know through rumours and whispers
have advantage while pursuing them.
when someone breaks their laws. Its
Options: The rich, the strong, murderers, people will gradually start behaving
thieves, slavers, cheats, bigots, imperialists, hoard- according to your principles over time.
ers, etc.
What does your Family’s code prevent you ROUND UP THE POSSE
from doing in the name of justice? Your Family When you brandish your Family’s authority in a
and Character roll with disadvantage on non-hostile land you can recruit a gang of
all moves if you go further, until the GM locals to �ght at your side.
thinks you’ve made amends. As long as you work towards bringing that
target to justice, you can use them as a group
Options: theft, beatings, kidnapping, extor- of Followers (Quality +1, Expertise:
tion, murder, betrayal, etc. vigilante justice), and when they �ght
alongside you they reduce the harm you
More than any other playbook take by 1.
this move has the potential to
add uncomfortable themes to TOOLED UP AND LOOKING
the game, and echo real-world FOR TROUBLE
harassment and trauma perhaps When you arm up your Family and move out en
best kept away from your table. masse to bring justice to your quarry, get 1 hold
Make sure you have the group’s for each point of Grasp. You can spend
consent before settling on your Tech to get extra hold, 1-for-1. While you
choices, and be willing to revise hunt, you may spend 1 hold to:
your choices down the line if
• Take out a speci�ed target
it turns out someone’s less
immediately.
comfortable with them than they
thought. • Negate an incoming attack.
• Force your foes out into the open.
• Reveal reinforcements.

118
THE LAWGIVERS OF THE WASTELAND
ALLIANCE MOVE PLAYING THE
When you bring another Family’s or Faction’s LAWGIVERS
hated foe to justice, your Family gains The Lawgivers are caught between two
2-Treaty on them. poles – order and chaos. Their actions are
motivated by a desire for law and order,
but those actions are often dangerous,
INHERITANCE reckless and disruptive to the established
Lawgiver Characters get +1 to Force or social order.
Steel. Their moves make them incredibly
Quick Characters can pick an powerful when proactively hunting down
Inheritance Move: their targets – Ear to the Ground gives
• Tin Star. You have an impressive them information on the target’s strengths
symbol of your authority in the Fam- and weaknesses, and Round Up the Posse
ily. When you brandish it, roll +Steel and Tooled up and Looking for Trouble
instead of +Sway for Familiar Face. really let them bring the pain when they
• Restraints. You have strangely dura- have time to prepare.
ble manacles. When you bind someone or They’re much weaker when they’re
something with them they will not break. on the defensive; try to retreat and
• Loyal Steed. You have a living regroup rather than stand and �ght. On
mount that’s always nearby. If you the peacekeeping side of things, This
whistle, it’ll be with you in a few mo- is a Civilised Land lets them mould the
ments. land in their image and make part of the
• Forensics. When you spend a few hours wasteland more peaceful and secure. Their
analysing evidence, the GM will tell you: Lifestyle options also help them maintain
what it’s made of, important marks order in a variety of ways. Finally, Laying
its history has left on it, and signs of Down the Law is a clear statement of right
who handled it recently. and wrong, and challenging that statement
• Plea Bargain. When you Find Com- with contradictions and edge cases can
mon Ground with someone you know is lead to very interesting situations.
guilty of a crime, one term they pick Aside from the badge of authority
must be ‘you forgive the crime’. provided by their Family, Lawgiver
characters can also rely on a strong moral
code from Laying Down the Law and
backup from Round Up the Posse. This
means that any Character playbook can be
an asset to the Lawgivers depending on
the target being pursued. As exibility is
a key asset in a law enforcement of�cer,
the Envoy, Remnant and Sentinel can
do particularly well, although if the
Family just needs to take down a certain
lawbreaker a Hunter is the obvious choice.

119
THE ORDER OF
THE TITAN

120
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Mankind’s survival is a desperate cause, a lost war. Still, the Order ghts

THE ORDER OF THE TITAN


on. As hi-tech crusaders or carrion eaters of the gods, they tread where
monsters dwell. They alone dare to face monsters, just because no one
else can.

121
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CREATING YOUR THE FALL


• The broken shell of a mighty capital
ORDER laid low by the �rst Behemoth
STATS attack.
Choose one: • The reality tear the Behemoths
If your studies woke the Behemoths crawled from.
and set them loose: Reach 0 Grasp 0 • The unused chassis of a vehicle
Sleight 1 made to kill Behemoths.

If the Behemoths brought the Fall to A THREAT


the world: Reach 1 Grasp 1 Sleight -1.
• A tall ruin, now a monster’s aerie.
If humanity carved out a niche in the • A horde of ravenous parasites
Behemoths’ alien ecosystem: Reach 2 eeing the corpse of their last host.
Grasp -1 Sleight 0.
• An artefact of inhuman origin that
the Behemoths �ercely guard.
TRADITIONS
Choose one of each, or create something HISTORY
else: Ask the other Families:
• Populace. Hired hunters and inden- Which of you has given us reason to believe
tured servants; an honourable corps you know things about the behemoths we don’t?
giving their lives for the greater good; They take 2-Treaty on your Family.
a tribe of unhinged zealots. Which of you fought alongside us in the
• Style. Rough and extensive body art; last war, and let us down at the worst possible
owing robes of adaptive camou- moment? Get 2-Treaty on them.
age; chromed implants, leathers and Which of you currently hosts the greatest
all kinds of mirrorshades. hero of the last war in a respected role? Take
• Governance. Dysfunctional remains 1-Treaty on each other.
of corporate hierarchy; a council of
the dead channelled for guidance; an DOCTRINE
A.I. interpreting signs from beyond. Choose one:
• Armageddon Gods. Whenever an-
LANDMARKS yone rolls two 1s, someone in your
Draw a sign of one from each on the map, Family forms a psychic connection
or create something else: to the monsters; gain eeting advan-
tage when you act on the knowledge
BEFORE they gain.
• A toxic dump that poisons the • Hell Crusaders. When a Behemoth
world still. attacks, say where you can �nd a
Surplus that will help you �ght it off.
• Ruined defences as huge as they
• Carrion Market. When a new
were futile.
Behemoth is found, name a Surplus
• A titan’s carcass crawling with that can be extracted from it or its
scavengers. environment, at the risk of drawing
its attention.

122
THE ORDER OF THE TITAN
LIFESTYLE WHAT USEFUL EXPERTISE CAN YOU
Choose one: DRAW ON?
• Nomadic. Your scouts stand ever • Scouts (1 Quality, Spotting
watchful against the monsters. As approaching threats).
soon as any of your Family detects • Tamers (1 Quality, Bringing
a Behemoth, the whole Family will animals to heel).
know. • Soldiers (1 Quality, Suppressing
• Dispersed. When any other Fami- �re).
ly’s holdings are menaced by a Behe-
moth, you may narrate the arrival of ORDER MOVES
a group of the Order. Take Kaiju Threat Alert and one other:
• Settled. The ground under your
buildings is honeycombed with pas- KAIJU THREAT ALERT
sageways civilians can use to shelter Your Family is dedicated to hunting
and safely escape the settlement. Behemoths – titanic creatures that stalk
the land and are hostile to human life.
RESOURCES
Each has unique strengths, hungers and
Pick two as Surpluses, and take the rest as
capabilities, but they share a common
Needs:
origin. As a group, work out what sort
• Prestige
of form your world’s Behemoths take
• Weaponry
– are they organic, robotic, elemental,
• Scouts
ephemeral?
• Transport
When you scout for signs of behemoth
• Recruits
attack, pick a danger in the world as an
ASSETS omen of an incoming assault. Say how
Your characters can always have a trophy it threatens Families of your choice, who
from a previous hunt. In addition, pick 3 become Alerted. You can spend Treaty
for your Family: you have on one Alerted group on any
other.
HOW DO YOU FIGHT?
• If the behemoth is stopped
• Silent snipers (far, silent).
before the threat becomes
• Carving blades (melee, brutal).
plausible, each Alerted Family or
• Explosive launchers (ranged,
Faction gets 1-Treaty on you.
area).
• If you stop it once it’s a clear
HOW ARE YOU DEFENDED? threat, gain 1-Treaty on every
• Beast-climbing gear (utility, Alerted Family or Faction, and
mobile). redistribute Treaty on them as you
• Helldiver armour (hardened, like.
sealed). • If someone else stops it once it’s
• Bright halo (mantle, regal). a clear threat you and whoever
stopped it gain 1-Treaty on every
HOW DO YOU TRAVEL? Alerted Family or Faction.
• Outrider trucks (land, turret). • If the behemoth assault happens
• Tamed beasts (air, mount). as you foresaw, you and every
• Command vehicles (land, med Alerted Family or Faction gain a
bay). Need of your choice.

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HELL DIVERS DOOMSDAY RESEARCH


When you �rst �nd out about a speci�c Behemoth, When you issue a Kaiju Threat Alert, gain 6
name one Hostile Ground condition it hold. When you act against the threat, spend 1
surrounds itself with. Your Vehicles and hold to roll with advantage.
Out�ts automatically avoid disadvantage If your character is directly
in that environment, and you can spend confronting the threat, spend all remaining
1 Tech to augment other’s gear to resist it. hold after rolling to set one of their dice
to the hold spent.
ULTIMATE WEAPON
Your vehicles are the edge that allow you SLEEP NOW IN THE FIRE
to bloody the nose of the Behemoth, and When you lure a Behemoth to rampage over a
wipe the oor with regular foes. When you faction or Family under Kaiju Threat Alert,
take one of your special vehicles out of storage, spend up to 3 points of Data and roll
choose 2: +Sleight. On a hit the Behemoth destroys
• They have an extra environment one of their Surpluses per point of data
tag: sea, land, air, void, earth, or spent; on a 7-9 it also destroys one of your
Surpluses. On a 6- it unleashes great power
something stranger.
and massive collateral damage, creating a
• You have advantage on physical new Hostile Ground. Don’t miss.
actions when piloting it.
• They’re giant and can �ght
Behemoths on equal terms. ALLIANCE MOVE
When you Lend Aid to a group under a Kaiju
Every time the you use it pick one:
Threat Alert, gain 1-Treaty on them.
• Erase Surplus: Transport or
Surplus: Energy.
• It pollutes: gain Need: Medicine or
Need: Land.
• It could break down or blow up at
any moment.

BEHEMOTH TECH
If a Behemoth is killed and you get access to its
remains, you gain Surplus: Behemoth Tech.
When used in a Wonder this replaces any
two of its regular requirements. Tell us
how the project was warped in alien ways.

124
You’re highly specialised. When

THE ORDER OF THE TITAN


INHERITANCE there are no Behemoths about, few of
Order characters get +1 to Lore or Force. your tools or resources will apply. When
Quick characters pick an Inheritance they’re attacking, you’re a powerhouse!
move: Only the greatest heroes stand a chance
• Titan Grip. When you attempt to climb against the monster, so your Lifestyle will
a giant monster, roll +Steel. On a hit guarantee unity and safety to the rank and
hold 3; spend hold to avoid one of �le of your Family. Doctrines, meanwhile,
the monster’s attacks, or resist being give you exclusive resources you can
shaken off. draw on, extracted from the Behemoths
• Bait. With noise, ailing and bright col- themselves.
ours, you can attract the attention of You can wield a lot of in uence
everything hostile within a mile or so. with Treaties won under the Alert. Use
They’ll ignore others in their pursuit them wisely to advance your long term
of you. agenda, or to have others help you with
• Grapple. You have a sturdy grappling the mundane threats you’re less able to
gun. It can hit targets a hundred me- deal with.
tres away, and bear your weight and Everything the Order does is
that of another. meant to be big, epic, and heroic. They
• Monster Empath. For each minute you are crusaders in a desperate cause, a lost
spend observing a monster, you can ask war. They are the ones that tread where
the GM one of the following: What monsters dwell, that look up at a titan and
does it most want to do, what’s hurt- dare to defy the odds. Ultimate Weapon
ing it, what can it sense that I can’t? and Hell Divers will go a long way in
• Suppressing �re. While you attack portraying this.
with the goal of scaring foes and keeping Alternatively, you can be carrion
their heads down, give your allies advan- eaters of the gods. Stalking, preying, and
tage when they ank them, escape scavenging every chunk of Behemoth
them or target their position. corpse you can get your opportunistic
paws on. A Settled Carrion Market with
Behemoth Tech or Sleep Now in the Fire
PLAYING THE ORDER is a force to be reckoned with, no matter
This is a Family for players who love how disgusting their holdings are.
storytelling. Firstly, note how much
impact your Stats choice has on the Fall
and your game’s setting. Then, note how
Kaiju Threat Alert gives you the ability
to prophesize the impending doom of
a Behemoth attack. There’s a challenge:
your story must be well told. Make it
too extreme and it might never come to
pass, and you lose Treaty for crying wolf.
Too speci�c, and it might concern only a
handful of Families & Factions. And what
will you sacri�ce so your prophecies will
come to pass?

125
THE PIONEERS
CHAPTER 07: FAMILY PLAYBOOKS

OF THE DEPTHS

126
The sea, the great uni�er, has always been our only hope for survival.

THE PIONEERS OF THE DEPTHS


Now it’s time to share the ocean’s lessons, bounty and beauty with the
drylanders. In a tough world you need salt: waves, tears, sweat or blood.

127
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CREATING YOUR THE FALL


• A sunken city, poison owing
PIONEERS through its streets.
STATS • A derelict carrier, larger than most
Choose one: cities
If the Homeland is mostly covered • A death stranding where the great
by seas and oceans: Reach +1 Grasp -1 sea creatures beached themselves
Sleight +1. and died.

If the Homeland is only partially A THREAT


covered by seas and oceans: Reach -1
• A massive volcano not far from the
Grasp +2 Sleight 0.
shore, threatening eruption.
If the Homeland surrounds the lakes, • A precarious cliffside settlement
marshes or aqui�ers you call home: assaulted by the rising tide.
Reach 0 Grasp 0 Sleight +1.
• An invading otilla.

TRADITIONS HISTORY
Choose one of each, or create something Ask the other Families:
else: Which one of you is partly descended from
Populace: Aquatic cyborgs, genetically Pioneers who turned their back to the sea? Gain
modi�ed merfolk, an intrepid crew of 1-Treaty on each other.
submariners. Which one of you was our sole contact with
drylanders for a long time? What happened to
Style: Sleek diving clothing, glossy reveal our existence to the other Families? They
armour and equipment, diaphanous nets take 2-Treaty on you.
and fabrics. Which of you hosts a brilliant explorer who
relies on our secrets? Take 1-Treaty on them.
Governance: A technocratic council,
a communist collective, enlightened DOCTRINE
anarchy, the pirate’s code. Choose one:
• Preservers of the Seas. The seas’
wealth is yours for the taking. Gain
LANDMARKS
Surplus: Barter Goods, Trade or
Draw a sign of one from each on the map,
Transport at the start of every Age.
or create something else:
• Masters of the Waves. Your Family
BEFORE never suffers disadvantage navigat-
ing the seas, and they have advantage
• Sprawling ruins of docks and against other sailors.
berths. • Rulers of Atlantis. Your people are
• A haunted offshore research facility. truly amphibious. Your Family never
suffers disadvantage underwater, and
• A ship graveyard.
they have advantage there against
those not similarly adapted.

128
THE PIONEERS OF THE DEPTHS
LIFESTYLE HOW DO YOU TRAVEL?
Choose one: • Amphibious crawlers (land, water).
• Nomadic. You can �nd wealth be-
yond measure in the vastness of the • Submersibles (water, canopy).
oceans. If you erase Surplus: Barter • Galleons (water, transport).
Goods, Trade or Transport, get it
back at the start of the next session. WHAT USEFUL EXPERTISE CAN YOU
• Dispersed. Your domains are vast, DRAW ON?
but your people know how to make • Fishers (1 Quality, Finding food).
use of the resources of others. When
you Call in a Debt and take one of • Raiders (1 Quality, Intimidation and
their Surpluses, also gain Surplus: extortion).
Safety, Morale or Leadership. • Cetacean Allies (1 Quality,
• Settled. Your lands are wracked by Underwater search and rescue).
storms and tempests. Anyone who
acts against your Family in its home
turf must take Need: Transport, PIONEER MOVES
Scouts or Trade. Take two:
RESOURCES
Pick two as surpluses and take the rest as LORDS OF THE DEEP
The water cycle and the life cycle are one,
Needs:
and your Family understands them better
• Morale than any other. When you erase a Surplus,
• Scouts recover 1 Tech from the depths.

• Progress HYDRA’S CHILDREN


• Land When you claim by force in a marine environment,
assistance from creatures of the deep
• Transport
gives you advantage to the roll. Spend
ASSETS 1 tech to call a hulking beast onto land,
Your characters always have enough gaining advantage on all Claim by Force
breathing equipment to function on land rolls as long as it survives.
and in water. In addition, pick 3 for your
Family: THE DRAGON IN THE SEA
You are free from the hope that the sea
HOW DO YOU FIGHT? will ever rest. Instead, you’ve learned to
• Fishing Spears (melee, brutal). sail through the tempest.
• Claws and fangs (melee, hidden). When your Family hits -2 Mood, you can
roll +Grasp: on a hit gain 2 of Surplus:
• Pneumatic guns (ranged, silent). Barter Goods, Trade, or Progress, and
HOW ARE YOU DEFENDED?
erase a Need. Say how the sea provides
• Environment suits (powered, for you in your moment of need. On a
sealed). miss, the GM can make as hard a move
as they like.
• Grappling rig (mobile, utility).
• Hardened scales (regal, plated).

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THE KRAKEN WAKES INHERITANCE


Sometimes we must discard the old, Pioneer characters get +1 to Force or
embrace the new, and run headlong down Steel.
an unwavering course. When your Family Quick characters pick an inheritance
faces a Trial on the Turning of Ages, gain move:
Surplus: Motivation and 1 hold per Trial • The Call of the Deep. If you’re near
faced. Spend a point of hold to give a a large body of water, you can summon
Family move advantage. a beast from its depths. It’ll arrive
within a few hours, but will rampage
STARTIDE RISING heedless of your wishes.
The sea, once it casts its spell, holds one in • Breathing Apparatus. You can al-
its net of wonder forever. You can spend ways breathe easy, no matter the cir-
1-Tech and work a special ritual to let a cumstance, and can puff out vapours
Family’s characters ignore disadvantage that intoxicate those around you.
from underwater hostile grounds. This • Entangling Nets. If you get your nets
lasts until the next Age. around someone, everyone else has ad-
If you do this for another Family or vantage when assaulting or escaping
faction, you have advantage on Conduct them.
Diplomacy or Find Common Ground • Pirate’s Code. So long as you always ac-
rolls with them for the rest of time. cept other’s surrender, intelligent foes are
willing to give you a chance to parley.
• Tempest-tossed. When you hurl
ALLIANCE MOVE yourself into a storm, natural disaster or
When you trade a Family a Surplus cataclysm, roll +Steel. On a hit, you
harvested from the sea for one harvested from the end up somewhere safe once the dis-
land, gain 1-Treaty on them. aster’s over. On a 10+ you still have
your gear and health.

130
As a nal note, the Pioneers were

THE PIONEERS OF THE DEPTHS


PLAYING THE designed as a gift to a particularly
PIONEERS unlucky playtester. As such, they
Resources have two traditional uses: to have minimal rolls and enjoy
improve rolls and to enhance your overall several ways to mitigate tough
Mood and assure smooth Turns of Age. times. Let’s see if that helps!
With any combo of Lords of the Deep,
Kraken Wakes, The Dragon of the Sea
and their Alliance move, the Pioneers all
but guarantee Resources supremacy.
But what to do with all those
Resources? Will the Pioneer player try
to conquer the drylands? Or simply raise
their civilisation underwater in spite of
whatever happens to the world above?
In either case, they must dedicate all their
diplomacy and trade to achieve said goal.
Check which Wonders �t your ambitions
and pursue them with a passion. No one
can truly compete with you there.
Beware of any existential Threats to
the Homeland: you’ll need to rely heavily
on your Character to truly act against
them. If you can, bring your problems to
water: unless you are a Preserver of the
Seas you will have the advantage in the
seas or under it. Hydra’s Children gives
you incredible potency �ghting on or
under the waves – and even on land, for a
limited time and with a tech cost.
With the Pioneers you can be the
Homeland’s bread basket, providing for all
other Families and taking them to the seas
with Startide Rising. Alternatively, you can
decide to create a truly great civilisation,
investing in Wonders.
Even if you want a more
confrontational build, you can have a
Settled Rulers of Atlantis or Conqueror
of Land with a Reaver Character ready
to unleash the perfect hit and run tactics.
But make no mistake, Pioneer Elders and
Envoys have so many carrots they won’t
even miss the sticks.

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THE SERVANTS OF THE
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ONE TRUE FAITH

132
Some say that we are forsaken, cursed, cast into damnation for our hu-

THE SERVANTS OF THE ONE TRUE FAITH


bris and our sins. We know better. This is no eternal torment but a re n-
ing re, stripping away everything we don’t need to create a better, holier
world.

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CREATING YOUR THE FALL


• The place where people �rst battled
SERVANTS “demons”.
STATS • The �rst cult to revere the agents
Choose one: of the Fall.
If your religion was built around the • A fortress of those who banded
forces of the Fall: Reach -1 Grasp 1 together to stave off Armageddon.
Sleight 1.
A THREAT
If your religion merged fragments of
• A prophet of the End, returned
faiths from Before: Reach 1 Grasp 0
from death.
Sleight 0.
• Demons, embodying all the horrors
If your religion is a response to the of the Fall.
threats that haunt the Homeland:
• A cabal of Fall-cultists, intent on
Reach -1 Grasp 0 Sleight 2.
following mysterious visions.

TRADITIONS HISTORY
Choose one of each, or create something Then, judge each other Family:
else: Righteous: They say what they did to
Populace. Secluded monastic community, win you over. You give them 1-Treaty.
evangelistic cult full of zealous converts, Corrupt: Take 1-Treaty on them. They
disparate survivors of an unimaginable say what happened to make your Family
calamity. condemn them.
Style. Outlandish and impractical DOCTRINE
ceremonial wear, plain homespun robes, Choose one:
conspicuous symbols of prosperity and • The Faith is Mother, the Faith is
devotion. Father. The bonds of faith between
Governance. Acolytes interpreting you are more than natural. When
the utterances of an oracle, dogmatic Family members are in deep distress,
adherence to a holy text, many shepherds other members somehow know.
guiding many ocks. • The Canticle of Illumination.
When you enter a hostile communi-
LANDMARKS ty, you will not be harmed so long as
Draw a sign of one from each on the map, you provide some aid.
or create something else: • The Cleansing Fires of Purity.
When you �ght the horrors of the
BEFORE Fall, the wounds you in ict will never
• A temple of a lost faith, heal.
miraculously untouched by the Fall.
• A holy site that drew countless
pilgrims to their deaths.
• The grave of the last great preacher
of the Before.

134
THE SERVANTS OF THE ONE TRUE FAITH
LIFESTYLE HOW DO YOU TRAVEL?
Choose one: • Caravans (land, transport).
• Nomadic. When you enter a new
settlement, tell the group one thing • Placid livestock (land, mount).
the settlement’s main faith makes • Ambulances (land, medbay).
mandatory and one thing it forbids.
• Dispersed. The faith has been WHAT USEFUL EXPERTISE CAN YOU
spread far, and you’ll always �nd DRAW ON?
lodging and food with other faithful • Inquisitors (1 Quality, Exposing
in a settlement. guilt).
• Settled. Your community is bound
together with secret gestures, shared • Healers (1 Quality, Treating
phrases and other shibboleths. Any- illnesses).
one who tries to in�ltrate your com- • Evangelists (1 Quality,
munity rolls with disadvantage. Communicating with outsiders).
RESOURCES
Pick two as Surpluses and take the rest as SERVANT MOVES
Needs: Take Faith of the Fallen and one other:
• Artisans
FAITH OF THE FALLEN
• Leadership Your Family has a faith they cling to more
• Land ardently than life itself. Choose one tenet:
• Safety • The restoration and healing of
humanity.
• Recruits
• The protection of the unfortunate.
ASSETS
Your characters can always have a small • The renunciation of the Before.
holy book or a religious symbol. In • Transformation into gods.
addition, pick 3 for your Family:
• Travel to a pristine and unspoiled
HOW DO YOU FIGHT? land.

• Ceremonial weapons (melee, At the start of each Age, count those who
unreliable). are in line with your tenet as Righteous
and everyone else as Corrupt.
• Flamethrowers (ranged, area). When your Family gains something that
• Infectious madness (ranged, furthers their tenet, gain 1 Faith. When an
aberrant). emissary of your Family – including your
Character – draws on this vision of future
HOW ARE YOU DEFENDED? perfection, spend 1 Faith to:
• By blending in (utility, camo). • Get an insight towards your current
• Blessed heirlooms (regal, tough). goal.

• Crude implants (implanted, • Ignore all penalties and disadvantage


hardened). for a single roll.
• Plant the seeds of your faith in the
mind of another.

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THE INQUISITION THE PLAGUES


When your Family makes an example out of a If you have 5 Treaty or more on a Corrupt
member of a Corrupt Family or Faction, hold Family or Faction, you can denounce their
1. Spend hold 1-for-1 to force someone, wicked ways. At some point of this Age
Righteous or Corrupt, to choose one of the GM will unleash a natural disaster
the following: upon them, devastating their holdings.
• Perform a task for you, no matter The Corrupt Family or Faction is
now considered Righteous. Lose 1-Treaty
the risk.
with every other Family or Faction; deep
• Say a secret they don’t want you to inside they know all that pain and loss
hear. came from your decrees.
• Give up all their possessions.

SACRIFICE ALLIANCE MOVE


When you whip your Family into a frenzy then When you publicly condemn another group for
send them into battle, you can gain Need: their sins, hold 1. Publicly absolve them of
recruits, Need: medicine and/or Need: those same sins and spend that hold to
leadership. For each you take, choose one: gain 1-Treaty on them. You can only have
1 hold at a time.
• Darkness will cloud your enemies’
eyes, allowing you to take them by
surprise.
INHERITANCE
• One chosen champion of your Servant Characters get +1 to Sway or
Family will be unharmed by the Steel.
foe’s attacks. Quick Characters can pick an
• The site of the battle will be marked Inheritance Move:
and forever stand as a testament to • Blood for Blood. If you lay hands on
your righteousness. someone and burn out your own health,
mark harm 1-for-1 to heal them:
A VOICE IN THE cosmetic for cosmetic, impairing for
impairing, dead for dead.
WILDERNESS • Martyr. If anyone in arm’s reach would
When your Family condemns a powerful �gure or
take harm, you can jump in the way
organisation in a public place roll +Grasp. On
and take it yourself.
a hit, they’re now counted as Corrupt. On
• Paladin. If you spend an hour praying
a 7-9, choose one; on a 10+ choose two.
over a weapon, you can give it the ab-
• You’ll suffer no reprisals. errant tag.
• You receive grateful donations; gain • Clergy. When you wear the garb of
Surplus: barter goods. your faith, people will assume you’re:
harmless, deadly, mystical, self-sac-
• The crowd delivers a representative ri�cing. Pick one according to your
of your foe to you. Family’s reputation.
• The audience riots, forcing your • Confessional. When you spend an
enemy into retreat. hour preaching to an audience, one
audience member will approach you
afterwards and confess something
that’s useful to you.

136
THE SERVANTS OF THE ONE TRUE FAITH
PLAYING THE
SERVANTS
Like the Lawgivers, the Servants are a
force of disruption in the game world, but
the narrower focus on a bespoke religion
rather than law and order allows them to
act as free agents. A Family of Servants
can shift their allegiances as they please,
helping those that can promote their faith
and destroying those that stand against
them. Faith of the Fallen gives tools to
change others’ standings as Righteous or
Corrupt, and guide you in your holy task.
They’re a terror to have as your
opponents. With the right moves they
can dismantle your alliances (A Voice in
the Wilderness), strike unexpectedly and
without fear (Sacri�ce), and call the wrath
of heaven down on you (The Plagues).
As a downside, the Servants’ low
Reach and bizarre practices will render
them constant outsiders, and their moves
can make enemies and saddle them with
needs. Their Alliance Move allows them
to use this status as moralists untouched
by politics to absolve others of crimes and
gain their gratitude, which helps overcome
problems caused by the other moves.
One other thing to note is that the
Servants can be explicitly paranormal,
particularly if they take Sacri�ce, The
Plagues or The Faith is Father. If the
Servants in your game take those moves,
you may want to consider where their
powers are coming from – or you
might just want to leave it as something
mysterious, numinous, and unexplainable.
Of all the moves the Servants have,
their doctrine is most useful to characters.
Depending on which is chosen, they can
�nd shelter anywhere, scour monsters
from the land, or get backup whenever
they truly need it. Faith of the Fallen can
be used to give visions and turn an NPC
to their cause, and Sacri�ce can be used to
help a Character in�ltrate any area or wade
through a battle without fear.

137
THE STRANDED
STARFARERS

138
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You are here, and humanity is not so alone after all. Whether you came in

TEH STRANDED STARFARERS


peace or as an invader, the Fall cut you o� from your home. Now you must
survive using only what this broken land has to o�er, hoping to one day
reclaim your vast heritage among the stars.

139
CHAPTER 07: FAMILY PLAYBOOKS

CREATING YOUR A THREAT


• A rapidly-expanding alien
STARFARERS ecosystem.

STATS • Signals that destroy the mind of


Choose one: those who try to interpret them.

If the Homeland is alien terrain • Self-replicating machines carrying


humans had to adapt to: Reach +1 on a long forgotten mission.
Grasp +1 Sleight -1.
HISTORY
If the Homeland is suitable for human Ask the other Families:
life: Reach -1 Grasp 0 Sleight +2 Which one of you controls a resource critical
to our survival? They take 2-Treaty on you.
If the Homeland is arti�cial and
hostile to alien and human alike: Reach Which of you did we save from certain
0 Grasp +1 Sleight 0 doom with our technology? Get 1-Treaty on
them.
TRADITIONS Which of you did we secretly experiment
Choose one of each, or create something on in the past? They take 1-Treaty on you.
else:
DOCTRINE
Populace. Vaguely humanoid, arachnoid
builders, biomechanical cephalopods. Choose one:
• Gardener of Worlds. When you
Style. Bulky life support, bristling with spend Data to reveal the hidden po-
weaponry, nanogel suits. tential of the homeland, gain 1 Tech.
• Secret Invaders. When your Family
Governance. Genetics-based autocracy, gets a hit on Subterfuge to subvert
a council of digitised elders, decentralised or take control of a power structure
cells bound by an alien moral code. from within, gain 1 Data.
• Stellar Locusts. Take advantage on
LANDMARKS rolls to Claim by Force a resource
Draw a sign of one from each on the map, you have a Need for.
or create something else: LIFESTYLE
Choose one:
BEFORE • Nomadic. Your atmospheric drop
• Evidence of ancient alien contact. ships are still functional. You can use
them to gain advantage on Waste-
• A secret vault and prison for aliens.
land Survival, but everyone sees
• A mega project to reach the stars. where you go.
• Dispersed. You can use strange
THE FALL
technology to gather your people at a
• The crater where the planetary moment’s notice. Gaining advantage
defence centre used to be. on Grasp rolls as long as they stay
there, but you must Hold Together
• A vast alien ship, intact but out of
once you part.
reach.
• Settled. Your base is secret and
• A former internment camp littered well-hidden. Attempts to �nd it have
with bones. disadvantage, but you may never gain
Surplus: Trade.

140
TEH STRANDED STARFARERS
RESOURCES
Pick two as Surpluses and take the rest as
THE STARFARERS’
Needs: MOVES
Take two moves:
• Defences
• Progress ORBITAL BOMBARDMENT
• Morale When you attack from orbit, raze a terrain
feature or a Surplus belonging to another
• Leadership Family or Faction. Then roll +Grasp. On
• Energy a 7-9 choose 2, on a 10+ choose 1:

ASSETS • You cause unintended collateral


Your character always has some feature damage.
that marks them as inhuman. In addition, • You galvanise your foes against you.
pick 3 for your Family:
• You lose 1-Treaty on every other
HOW DO YOU FIGHT? Family or Faction.
• Acid spit (ranged, hidden). INVADING ARMIES
• Energy blasters (ranged, brutal). When you march upon an opponent, bringing
to bear all your advanced arms and ships,
• Psionic ampli�ers (ranged,
roll +Reach. On a 7-9 choose 1, on a 10+
aberrant).
choose 2:
HOW ARE YOU DEFENDED? • Their allies stop providing them
• Adaptive force �elds (camo, support.
mantle). • Their followers start rioting in
• Spacesuits (sealed, hardened). panic.
• Bio-boosting skin (tough, mobile). • One of their enemies will pay you a
tribute of 1 Surplus.
HOW DO YOU TRAVEL?
• Null-grav iers (air, swift). BODY SNATCHERS
When you roll a 7+ on Subterfuge, you may
• Orbital shuttles (air, space). declare that some members of the targeted
• Transport worms (land, mount). Family or faction have been replaced with
duplicates loyal to you.
WHAT USEFUL EXPERTISE CAN YOU When you activate the sleeper cell,
DRAW ON? roll +Sleight. On a hit, choose one:
• Science of�cers (1 Quality, • You learn a secret weakness of their
Research). defences.
• Assimilators (1 Quality, Recycling • You learn ways to move through
organics). this area quickly and unseen.
• Translators (1 Quality, Negotiating). • You learn clues to a hidden strength
or unknown history.
On a 10+ you are given access to a
safe house you can use while you’re in that
Family or Faction’s territory.

141
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WORMHOLE GATES INHERITANCE


Spend 1 Tech to instantly relocate your Starfarer characters get +1 to Lore or
Character or one of your assets to the Sway.
safety of one of your bases. Quick characters pick an inheritance
move:
ABDUCTION • Neuralyzer. If you can get someone to
If you use your grasping lights to abduct stare into this gadget’s bright light for a few
someone mentally or bodily, trigger Conduct seconds, you can erase the last 5 min-
Diplomacy but lose 1-Treaty on their utes of their memory.
Family or Faction. In exchange, pick two: • Telepathy. You speak into minds,
• The target won’t remember this not through sound. You can speak to
conversation. anyone you can see, and no-one else
can overhear.
• The target won’t be able to lie to
• Final Form. Instead of activating your
you.
Death Move, erase this to enter a
• The abduction happens chrysalis. An hour later you’ll emerge
immediately. fully-healed, and with an out�t tag
• Their absence will go unnoticed that’d help you resist what killed you.
until it’s too late. • Ride the Lightning. You have a
small, wire-threaded gem. If you give
it to someone they can break it to sum-
ALIEN PHYSIOLOGY
mon you instantly to their side.
You’re perfectly adapted to environments
• Doppelganger. After a few minutes
lethal to humans. Pick 1-3 tags all your
of painful adaptation you can shape-
characters have from now on:
change into any organism you’ve di-
• Hardened rectly observed.
• Sealed
• Thermo
For each you take, add an extra
penalty to one of their harm boxes –
damage to life support reveals how poorly
adapted you are to the Homeland.

ALLIANCE MOVE
Your origin gives you a different
perspective on the world. When you Uncover
Secrets to reveal something that helps another
Family, gain 1-Treaty on them.

142
TEH STRANDED STARFARERS
PLAYING THE
STARFARERS
You have a unique handicap: you’re too
powerful. Sure, you can foment paranoia
and play in the shadows as a Settled
Family with Body Snatchers, Wormholes,
and Abduction. Or you can dig and poke
around the Homeland, making the best
out of your Alliance move with Nomadic
Gardeners of Worlds.
It doesn’t matter: when other
Families and Factions �nd out about your
true power, they will either rally behind
you or close ranks to rein you in, with very
little space in between.
And if you go full Independence Day
on them, toting Orbital Bombardment
and Invading Armies around... what do
you think their reaction will be? Playing
with extreme reactions and consequences
is central to the Starfarers’ experience.
In any case, you thrive in action. Go
and do things. Take the helm of the story.
Spearhead the most daring actions. You
can pull it off like no one else. The tech
focus of the Promethean �ts well with the
Family, but so do Seekers and Scavengers.
The Remnant and the Machine are also
great thematic �ts for the aliens.
GMs beware: a Stranded Starfarers
and Synthetic Hive combo might be the
de�nition of overkill if players decide to
simply team up against the homeland’s
residents! Poor humans...

143
THE SYNTHETIC
CHAPTER 07: FAMILY PLAYBOOKS

HIVE
Humanity concluded too early LANDMARKS
that they understood arti�cial in- Draw a sign of one from each on the map,
telligence. You are proof that they or create something else:
were wrong, and that the singular-
ity is inevitable. Now your creators BEFORE
must surrender their position as • An ancient power plant, dead but
the dominant species, or face ma- mostly intact.
chine perfection.
• A remote node critical to the digital
infrastructure of Before.
CREATING YOUR • A fortress, still defended by
advanced drones.
HIVE
THE FALL
STATS
Choose one: • A processing plant turned into an
abattoir.
If the Homeland’s power infrastructure
has been decimated: Reach 0 Grasp -1 • A wasteland ravaged by weaponized
Sleight 2. weather.
• Scars of mankind’s most destructive
If the Fall preserved much of the
and desperate tactics.
Homeland’s power infrastructure:
Reach 1 Grasp 0 Sleight 0. A THREAT

If the Homeland is nothing but • A sentient war machine gone rogue.


arti�cial infrastructure, ravaged by the • Self-replicating drones on an arcane
Fall: Reach 0 Grasp 2 Sleight -1 mission.
• Digital ghosts haunting the physical
TRADITIONS
landscape.
Choose one of each, or create something
else: HISTORY
Populace. Part-human cyborgs, Everyone worries you could strike at any moment.
anthropomorphic robots, inhuman Each Family says what event caused this
machines. fear, and you take 1-Treaty on them.
Then ask the other Families:
Style. Sleek and minimalist design, heavy
and dirty casing, camou aged military Which of you holds an important node
armour. of your ancestral infrastructure? Say what
prevents them from unlocking its deeper
Governance. Blind obedience to mysteries and give them 2-Treaty.
master control, shared consciousness of Which of you hosts a leader that could
conjoined minds, one mind replicated to unite everyone and crush us? Why hasn’t she done
in�nity. that yet? Give them 2-Treaty.

144
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GETTING STARTED
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DOCTRINE ASSETS
Choose one: Your character is synthetic – see Living
• Shepherds of Humanity. Your Machines (next page). In addition, pick 3
factories could rebuild civilization for your Family:
from scratch, if given the proper
blueprints. You can spend 2-Data to HOW DO YOU FIGHT?
manufacture 3-Tech. • Built-in weapons (ranged, hidden).
• Axioms of Order. The Hive’s direc-
• Terrible mechanical strength
tive is to bring harmony and disci-
(melee, brutal).
pline to the world. You have advan-
tage on Hold Together. • Missile pods (ranged, many).
• Guardians of the Singularity. You
always know how much Tech other WHAT WERE YOU BUILT FOR?
Families and Factions have in store. • Military operations (camo, tough).
Whenever an Unleash Power rouses
• Environmental probes (thermo,
devices in the environment, gain 1
sealed).
Data.
• Communication relays (hardened,
LIFESTYLE comms).
Choose one:
• Nomadic. All your agents appear HOW DO YOU TRAVEL?
perfectly human, though underneath • Personal anti-grav engines (air,
their skin lies a body of metal. swift).
• Dispersed. Thanks to the Hive
mind, when Conducting Diplomacy • Larger bots (land, mount).
you learn the results immediately. • Transport drones (air, transport).
• Settled. Your drones can be easi-
ly repaired. You can always provide WHAT USEFUL EXPERTISE CAN YOU
Professional Care to any synthetic DRAW ON?
Character inside the Hive’s holdings. • Scanning Droids (1 Quality,
Mapping and analysis).
RESOURCES
Pick two as Surpluses and take the rest as • Killbots (1 Quality, Direct force).
Needs: • Protocol AIs (1 Quality, Negotiation
• Engineering and diplomacy).
• Energy
• Defences
• Weaponry
• Transport

146
THE SYNTHETIC HIVE
HIVE MOVES TERRAFORMERS OF
Take Living Machines and one other TOMORROW
move: When working together with another Family, the
effect of one of their long term moves
LIVING MACHINES (such as Weird Science, This is a Civilised
By default, all your Family members are Land, etc.) will be implemented on a
synthetic. They do not need to eat, drink new scale of magnitude – either a much
or breathe, but can only use Professional broader scale, or a far longer duration.
Care when they have access to technological
surpluses: Progress, Research, Engineers,
etc. ALLIANCE MOVE
When a Family or Faction comes freely to you
NANOFABRICATORS to ask for support or trade, gain 1-Treaty on
You alone control the miraculous them on top of any deals you make.
nanotechnology.
When you use your foundries to break down
resources and reassemble them, pick one:
• Spend 2-Tech to create any physical
Surplus.
• Erase a physical Surplus to gain
2-Tech.

DRONE ARMY
You may spend Tech to boost your
follower’s Quality, 1-for-1.
When Claiming by Force, add this to the
available options:
“Your drone army suffered the brunt of the loss-
es: spend 2-Tech right now or get disadvantage on
Grasp until you do.”

VAST DIGITAL ARCHIVES


Whenever you gain Tech outside of the Hive, you
also gain 1 Data.

AUTONOMOUS SYSTEMS
Machines need very little to go on. Your
Mood is locked at +2, regardless of
Surplus & Needs. You still have limits: if
you would ever gain a sixth Need, trigger Fall
into Crisis instead.

147
• Resource Digester. You can eat any
CHAPTER 07: FAMILY PLAYBOOKS

INHERITANCE material, a handful at a time. Six hours


Hive characters get +1 to Steel or Lore. later you produce its core compo-
Quick characters pick an inheritance nents out of a chest hatch, puri�ed
move: into one-inch cubes.
• Swarm Form. You can dissolve into a • Turret Mode. If you anchor yourself to
swarm of tiny ying bots. Each individ- a spot and devote all resources to your com-
ual bot has limited intelligence; treat bat systems, add the brutal and many
the swarm as Followers with Quality tags to your weapons.
+2. Roll Under Orders to see where • Transmorpher. With a few moments
you reform and what they do on the of shifting you can become a vehicle
way. with two tags of your choice.
• EMP. You can release a blast that shuts
down all technology within eyesight
– including yourself. You boot back
up a few minutes later, and the EMP
is recharged within a few hours.

148
The Hive allows you to start at a

THE SYNTHETIC HIVE


PLAYING THE HIVE frantic pace and keep a stable performance
This is perhaps the most offbeat Family as the ages turn. But all this exibility
in the way it rewrites the rules to comes with a price: they can end up
emulate machines. The Hive is all about relying too much on Drone Army to deal
technology – speci�cally, Tech. Most with existential Threats.
of their moves involve spending or Remember that every Hive Character
gaining it, and especially with Vast Digital is synthetic. Synthetic doesn’t mean
Archives the Hive has a strong incentive necessarily fully robotic, as they might be
to go out into the Wasteland and harvest “just” heavily modi�ed cyborgs.
its advanced technology. They can be a Some people might �nd it dif�cult
strong ally for other families, able to use to imagine Characters for the Hive.
Nanofabricators to build any material Alongside the obvious choice of the
surplus and Terraformers of Tomorrow Machine, we recommend that you try
to act as a force multiplier for others, but the Sentinel, the Seeker, the Remnant, or
the surviving tribes of humanity should the Promethean, as they match the Hive
be careful – the more respect and social perfectly.
capital the Hive has, the more Tech they
can accumulate and convert into an all-
devouring Drone Army!

149
THE TYRANT
CHAPTER 07: FAMILY PLAYBOOKS

KINGS
The old world was weak. Their LANDMARKS
great workings made them soft, Draw a sign of one from each on the map,
in exible, unable to adapt. It’s time or create something else:
for a new way of doing things, a
new world order for a new world. BEFORE
• A fort high command hoped to fall
back to.
CREATING YOUR • Warehouses full of weaponry too
TYRANTS dangerous and too expensive to
use.
STATS
Choose one: • A carrier vessel large enough to
shelter thousands and win wars
If wars between nations of Before single-handed.
escalated into the Fall: Reach 0 Grasp
2 Sleight -1. THE FALL

If the World Before united their armies • A metropolis ruined by the battles
to �ght the Fall, but only managed to of the Fall.
stave off extinction: Reach 0 Grasp 1 • A massive boneyard, still growing
Sleight 0. larger.

If the armies from the world Before • A pass where soldiers were
burned in the Fall and the scum of the massacred.
earth inherited their might: Reach -1 A THREAT
Grasp 1 Sleight 1.
• Drone weapons still waging ancient
TRADITIONS war.
Choose one of each, or create something • A cache of doomsday weapons that
else. fell into the wrong hands.
Populace. Conscripted soldiers marching • A foreign army stranded in the
on an endless war, vassal villages giving Homeland.
tribute and warriors, family of veterans
that survived the Fall together. HISTORY
Ask the other Families:
Style. Ordered and well-drilled precision, Which of you is a threat even to us? They
barbaric brutality with leathers and spikes, take 2-treaty on you.
masks/helmets decorated according to
rank. Which of you was able to negotiate a peace
settlement with us? They take 2-Treaty on
Governance. Rule of the strongest you.
�ghting off regular challengers, zealous Which of you fought side by side with us in
conqueror and her advisors, battle a vicious battle? Take 1-Treaty on each other.
companies sitting in council.

150
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GETTING STARTED
CHAPTER 07: FAMILY PLAYBOOKS

DOCTRINE HOW DO YOU FIGHT?


Choose one: • Enforcer’s blade (melee, elegant).
• The Tides of Conquest. If you
have both Surplus: Recruits and Mo- • Spray-and-pray guns (ranged, area).
rale, you gain +1 Grasp. Your legions • Homemade explosives (area,
march as one against the world. unreliable).
• The Engines of War. If you have
both Surplus: Weaponry and Leader- HOW ARE YOU DEFENDED?
ship, you gain +1 Reach. Your mili- • Welded junk armour (tough, utility).
tary might reinforces your diplomacy
and in uence. • Ambush gear (camo, tough).
• The Web of Destructions. If you • Survival gear (camo, thermo).
have both Surplus: Spies and Scouts,
you gain +1 Sleight. Your skills at ir- HOW DO YOU TRAVEL?
regular warfare allow you to stay in • Spiky junk piles (land, mighty).
the shadows.
• Scratch-built technicals (land,
LIFESTYLE turret).
Choose one:
• Lumbering war rigs (land,
• Nomadic. Your Family is fanatical-
transport).
ly loyal. Get advantage on all rolls to
rescue or avenge a Family member. WHAT USEFUL EXPERTISE CAN YOU
• Dispersed. Your Family are masters DRAW ON?
of destruction and can reliably sneak
• Brawlers (1 Quality, Keeping
saboteurs and arsonists into any lo-
people busy).
cation.
• Settled. Though your Family is es- • Enforcers (1 Quality, Intimidation
tablished, they remain ever-vigilant; and extortion).
guard patrols will tell you if anything • Legates (1 Quality, Enforcing the
hostile crosses your borders. hierarchy).
RESOURCES
Pick two as Surpluses and take the rest as
Needs. TYRANT MOVES
Take two moves:
• Spies
• Weaponry ALWAYS OUTNUMBERED,
• Land NEVER OUTGUNNED
Choose what gives your Family a ferocious
• Transport edge in battle:
• Recruits • A huge, bristling cornucopia of
ASSETS weaponry.
Your character can always have some • A few ill-tempered but devastating
luxury item, recently liberated from its relics of the Fall.
previous owner. In addition, pick 3 for
• A feral, barely-restrained killing
your Family:
instinct.

152
Start with 3-Arsenal. When you go all-out on

TEH TYRANT KINGS


TYRANNY
an enemy, you can spend 1-Arsenal to: When your Family makes an example out of a
• Dismay and overwhelm your foes. dissenter, a defeated foe or a useless minion, hold
1. Spend hold 1-for-1 to force a Family
• Drastically alter the battle�eld or
member or a resident of a conquered
your place in it.
settlement to:
• Leave the battle�eld in whatever
• Perform a task for you, no matter
direction you wish.
the risk.
At the start of a new Age, reset to
• Give up a secret they’d rather you
3-Arsenal.
not hear.
CONSCRIPTION • Give up all their possessions.
When you show a group of outsiders that you
have the power to bring them pain, ruin or glory
your Family can gain Surplus: recruits, but ALLIANCE MOVE
choose one: When you give another Family a position of
• The conscripts chafe under your power in your empire’s hierarchy, gain 1-Treaty
rule and are plotting rebellion. on them.

• They’re green and will likely break


in the next major battle. INHERITANCE
• They’ll only �ght for you so long as Tyrant Characters get +1 to Force or Sway.
they believe your promises. Quick Characters can pick an
Inheritance Move:
DOMINION • Guerrilla. When in hostile territory, you
When your Family takes over a settlement, roll can hide a group of any size under
+Grasp. On a 10+ pick 2, on 7-9 pick 1: debris and camou age.
• Witness Me. You can mark your Dead
• The heads of the settlement
box to succeed on Fiercely Assault,
conspire with the Tyrants to
Defuse or Unleash Power as if you’d
keep the people peaceful and
rolled a 10+.
cooperative.
• All for One. If you have Followers near-
• They uneasily send tribute. Gain 2 by and would take harm, you can �rst
Tech. reduce the Harm value by reducing
• Your Family terri�es their their Quality, 1-for-1. This can’t take
neighbours; gain 1-Treaty on each their Quality below 0.
neighbouring settlement. • Scrapheap Challenge. When you
have access to a pile of mechanical scrap
LORDS OF WAR and a few hours, roll +Lore. On a hit
When you bring together all your armies and you can make a vehicle or weapon
march to battle against a stated target, get with 3 stat points/3 tags. On a 7-9,
advantage when you Claim by Force it will de�nitely fail sometime in the
so long as you stay together. If you give next day.
up without conquering your target, gain • Legate. When in territory you control,
Need: leadership. you automatically get a 10+ on
Familiar Face.

153
CHAPTER 07: FAMILY PLAYBOOKS

PLAYING THE
TYRANTS
The Tyrant Kings are all about claiming
settlements and keeping them, and their
choice of starting moves gives them a few
ways to do that.
Always Outnumbered, Never
Outgunned and Lords of War make them
unstoppable in battle, while Conscription
and Tyranny help them exploit their
conquests to maintain their empire.
Dominion provides a tool to make sure
that the settlements they take over remain
cooperative, while their Alliance Move
gives them an incentive to give others
prominent positions in the empire.
They also have an incentive to leave
others with some degree of autonomy,
though: their moves are only good at
dealing with physical threats. Come a
threat they can’t �ght – a plague, for
example, or a rapid plunge into winter –
they’ll have to hope that they have allies
that can save them.
The Tyrants provide few resources
to Characters away from their empire,
and they’ll have to survive using their own
strengths and smarts. Arm up and make
sure you have trustworthy soldiers at your
side!

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155
THE TYRANT KINGS
THE UPLIFTED
CHAPTER 07: FAMILY PLAYBOOKS

CHILDREN OF MANKIND
First, they destroyed your ances-
tor species. Then they took your
habitat. Finally, they decided to LANDMARKS
gift you with intelligence enough Draw a sign of one from each on the map,
to appreciate the depth of your or create something else:
misery. You are organic machines
BEFORE
– survivors built to emulate your
mother species in spite of the • The ruins of a large zoo.
burden of self-consciousness, ab- • A research facility haunted by failed
stract language, and tool use. experiments.
• A museum of extinct species and
CREATING THE biomes.

UPLIFTED THE FALL

STATS • The site of a genocidal massacre.


Choose one: • Urban areas used to hide from
If your natural habitat was preserved persecution.
and ready for your return: Reach -1 • Strange new habitats growing in the
Grasp +2 Sleight 0. ruins.

If you needed to adapt to the A THREAT


homeland’s climate or biome: • Carrion birds smart enough to herd
Reach +1 Grasp +1 Sleight -1. and harvest livestock.
If you’re struggling to survive in • A locust swarm so wide that famine
an ecosystem your ancestor species is sure to follow.
would have no chance in: Reach +1 • Extreme weather upsetting the
Grasp -1 Sleight +1. food chain.

TRADITIONS HISTORY
Choose one of each, or create something Ask the other Families:
else: Which of you came to our rescue and helped
Populace. A menagerie bound by us build a community? Say how, and they say
phenotypic similarity, a family of the same when. Give them 2-Treaty on you.
race, a designed species without clear Which of you is related to those who
parallel. uplifted us? Tell us how you found out,
and they explain their relationship to your
Style. Bold dyes and scari�cation, torn
progenitors. Take 2-Treaty on each other.
scavenged clothing, crude armours of an
original design. Which of you hunted us as animals,
realising their mistake far too late? Take
Governance. Loud anarchic democracy, a 2-Treaty on them.
council of elders, tyranny of the strong.

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GETTING STARTED
CHAPTER 07: FAMILY PLAYBOOKS

DOCTRINE HOW ARE YOU DEFENDED?


Choose one: • Powered exoskeleton (powered,
• The Hunters. Your Family descend
mobile).
from predators. You have advantage
hunting down prey in the Homeland. • Natural hide (camo, tough).
• The Grazers. Your Family descend • Uplift implants (implanted,
from herd animals. You have advan- comms).
tage moving as a group over large
distances. HOW DO YOU TRAVEL?
• The Scavengers. Your Family de- • Simpler animals (land, mount).
scend from omnivores. You have
advantage in�ltrating and scavenging • Grafted wings (air, swift).
for resources. • Stolen offroad vehicles (land,
LIFESTYLE durable).
Choose one:
• Air-Based. Your phenotype is WHAT USEFUL EXPERTISE CAN YOU
DRAW ON?
winged, and you can easily access ar-
eas out of reach to land based crea- • Scavengers (1 Quality, Finding food
tures. and shinies).
• Land-Based. Your phenotype is • Pack Hunters (1 Quality, Group
ideal for speed and endurance, and tactics).
you will not grow tired before your
prey or pursuer does. • Primal Performers (1 Quality, Song
• Water-Based. Your phenotype is and dance).
amphibious, and you can easily ac-
cess and survive in underwater areas.
THE UPLIFTED’S
RESOURCES MOVES
Pick two as Surpluses and take the rest as Take two moves:
Needs:
ATAVISTIC NATURE
• Morale Choose what gives your Family a ferocious
• Safety edge in battle:
• Recruits • Superior senses and teamwork.
• Scouts • Superior physical attributes.
• Fresh Water • A feral, barely-restrained killing
ASSETS instinct.
Your character can always have some Start with 3-Savagery. When you go all-out
accessory that marks them as more than on an enemy, you may spend 1-Savagery to:
animal – a scarf, tools, a religious symbol,
• Separate your target from its allies.
etc. In addition, pick 3 for your Family:
• Terrify your target with a display of
HOW DO YOU FIGHT? violence.
• Vicious assaults (melee, brutal). • Take out your target’s weakest units.
• Hit-and-run tactics (melee, elegant). At the start of a new Age, reset to
• Scavenged guns (ranged, unreliable). 3-Savagery.

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THE UPLIFTED CHILDREN OF MANKIND
ARE WE NOT MEN? ALLIANCE MOVE
When your Family Lends Aid or otherwise When someone adopts your customs – whether on
protects another Family without asking for the primal or sapient side – gain 1-Treaty on
anything in return, gain advantage on the them.
joint effort. If the venture is a success gain
Surplus: Morale, Culture or Motivation.
INHERITANCE
THE STRENGTH OF THE Uplift Characters get +1 to Steel or Sway.
PACK Quick Characters can pick an
Add +1 Quality to any group of followers Inheritance Move:
entirely made of members of your Family. • Humane. When you ease another’s
When they act as one, both character suffering, say what they realise you
and followers roll with advantage. have in common. You have advan-
If your pack is ever completely tage to Find Common Ground with
wiped out, gain Need: Vengeance. each other.
• Animal Empathy. You can talk to
YOU ARE WEAK! and command any non-sentient an-
When your Family takes over a settlement, roll imal of your phenotype. Treat them
+Grasp. On a 10+ pick 2, on 7-9 pick 1: as 1 Quality, with specialities appro-
• The people of the settlement are priate to the animal in question.
sent away running: one neighbour • Pack Leader. When you charge
takes a Need of your choice. ahead, heedless of the danger, those
that follow you roll with advantage.
• Your Family takes the fruit of • Loose Uplift. You can shut off your
their foe’s labour: gain one of their sapience to become a creature of in-
Surpluses. stincts, getting advantage on Force
• Your Family holds back from and +2 Armour but losing the ability
violence but makes the threat clear: to talk, reason or use tools.
take 2 Treaty on the settlement’s • Animal Senses. when you inves-
leaders. tigate a scene, you can ask the GM
one question based on your inhu-
HOME. FAMILY. FUTURE. man senses. The GM must answer
When your Family �ghts for survival or truthfully, through a veil of heavy
supremacy, you can gain Need: Recruits, symbolism.
Morale and/or Motivation. For each you
take, choose one:
• One of your foe’s champions will
PLAYING THE
be overwhelmed. UPLIFTED
Uplifting is still just a theoretical
• One chosen champion of your
possibility, one that many people feel
Family will decimate scores of your
would be wrong to pursue. Besides, only
foe’s regular troops.
a few apes, cephalopods and cetaceans are
• Those who witness the battle will considered potential uplifting material. In
be forever marked by the strength spite of all that, we let our imaginations
and power of your people. run free and so should yours.

159
They are the most exible Family,
CHAPTER 07: FAMILY PLAYBOOKS

ranging from �shes to mammals to birds.


Whatever your phenotype choice is, know
that the Uplifted start with the short end
of the stick. They owe everyone. Their
gear is basic and quite primitive. They
might not even be suited to the Homeland
general environment.
In spite of all that, they are built to
be protagonists. They all have advantage
in a given situation or environment, so
exploit it to maximum effect! Besides that,
the Uplifted can win one impossible battle
per Age with Atavistic Nature or Home,
Family, Future. Burn all your chips and
decimate whatever horde comes your
way, champions and all. Leave a lasting
impression upon the world.
In game terms, the Uplifted share
some aspects with the Tyrant Kings and
the Servants. Their moral range, though,
is far broader. The Uplifted can be one
of the most benevolent Families with
Are We Not Men?, or horri�c and brutal
with You Are Weak! with little space for
compromise.
Between their Alliance move, their
debt-heavy Treaty balance and their moves,
you are always in the thick of the action.
Ride the wave! More active Characters are
ideal for this Family: Hunters, Untamed
and Reavers are excellent choices. There’s
room for variation, though: an Elder
could take inspiration from The Island
of Dr Moreau, or Rise of the Planet of
the Apes’ Caesar. Remnant and Machine
Characters, on the other hand, could
represent prototype uplifts or strange
failed experiments rejected on the path to
perfection.

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