Legacy Among The Ruins - Libretos de Familias
Legacy Among The Ruins - Libretos de Familias
Legacy Among The Ruins - Libretos de Familias
PLAYBOOKS
THE GILDED COMPANY OF MERCHANTS
THE PLAYBOOKS
CHAPTER 07: FAMILY PLAYBOOKS
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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.
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THE CULTIVATORS
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Mother Nature’s a tough old girl, but she can be a little slow. Natural se-
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CHAPTER 07: FAMILY PLAYBOOKS
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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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.
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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.
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AFTERMATH
CHAPTER 07: FAMILY PLAYBOOKS
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:
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It comes with 3-Power. When you
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topics. Also, remember that unless an
CHAPTER 07: FAMILY PLAYBOOKS
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
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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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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).
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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.
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(aided by Whaddya Buying?), and leverage
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112
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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
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CHAPTER 07: FAMILY PLAYBOOKS
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.
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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).
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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.
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THE ORDER OF
THE TITAN
120
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Mankind’s survival is a desperate cause, a lost war. Still, the Order ghts
121
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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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CHAPTER 07: FAMILY PLAYBOOKS
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
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THE PIONEERS
CHAPTER 07: FAMILY PLAYBOOKS
OF THE DEPTHS
126
The sea, the great uni�er, has always been our only hope for survival.
127
CHAPTER 07: FAMILY PLAYBOOKS
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.
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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.
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As a nal note, the Pioneers were
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THE SERVANTS OF THE
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132
Some say that we are forsaken, cursed, cast into damnation for our hu-
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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.
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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.
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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
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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:
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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...
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THE SYNTHETIC
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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
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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.”
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.
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• Resource Digester. You can eat any
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148
The Hive allows you to start at a
149
THE TYRANT
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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.
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GETTING STARTED
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Start with 3-Arsenal. When you go all-out on
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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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THE TYRANT KINGS
THE UPLIFTED
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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.
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
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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.
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They are the most exible Family,
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