diff --git a/Legacy - Life Among the Ruins/LegacyRoll20CSS.css b/Legacy - Life Among the Ruins/LegacyRoll20CSS.css index fe48255d16..589285a890 100644 --- a/Legacy - Life Among the Ruins/LegacyRoll20CSS.css +++ b/Legacy - Life Among the Ruins/LegacyRoll20CSS.css @@ -1,36 +1,37 @@ -div.sheet-Null, -div.sheet-Elder, -div.sheet-Envoy, -div.sheet-Firebrand, -div.sheet-Hunter, -div.sheet-Machine, -div.sheet-Promethean, -div.sheet-Reaver, -div.sheet-Remnant, -div.sheet-Scavenger, -div.sheet-Seeker, -div.sheet-Sentinel, -div.sheet-Survivor, -div.sheet-Untamed, -div.sheet-Quick, -div.sheet-fNull, -div.sheet-Cultivators, -div.sheet-Enclave, -div.sheet-Merchants, -div.sheet-Lawgivers, -div.sheet-Titan, -div.sheet-Pioneers, -div.sheet-Servants, -div.sheet-Starfarers, -div.sheet-Hive, -div.sheet-Tyrants, -div.sheet-Uplifted +/* Basic sheet show/hide control */ +.sheet-Null, +.sheet-Elder, +.sheet-Envoy, +.sheet-Firebrand, +.sheet-Hunter, +.sheet-Machine, +.sheet-Promethean, +.sheet-Reaver, +.sheet-Remnant, +.sheet-Scavenger, +.sheet-Seeker, +.sheet-Sentinel, +.sheet-Survivor, +.sheet-Untamed, +.sheet-Quick, +.sheet-fNull, +.sheet-Cultivators, +.sheet-Enclave, +.sheet-Merchants, +.sheet-Lawgivers, +.sheet-Titan, +.sheet-Pioneers, +.sheet-Servants, +.sheet-Starfarers, +.sheet-Hive, +.sheet-Tyrants, +.sheet-Uplifted { display: none; } -div.sheet-Family, -div.sheet-Character{ +.sheet-Family, +.sheet-Character{ display: none; } @@ -80,39 +81,50 @@ input.sheet-type-selector[value="family"]:checked ~ span::before { content: "Family Mode"; } +input[type="radio"][value="0"]:checked ~ .sheet-Null, +input[type="radio"][value="1"]:checked ~ .sheet-Elder, +input[type="radio"][value="2"]:checked ~ .sheet-Envoy, +input[type="radio"][value="3"]:checked ~ .sheet-Firebrand, +input[type="radio"][value="4"]:checked ~ .sheet-Hunter, +input[type="radio"][value="5"]:checked ~ .sheet-Machine, +input[type="radio"][value="6"]:checked ~ .sheet-Promethean, +input[type="radio"][value="7"]:checked ~ .sheet-Reaver, +input[type="radio"][value="8"]:checked ~ .sheet-Remnant, +input[type="radio"][value="9"]:checked ~ .sheet-Scavenger, +input[type="radio"][value="10"]:checked ~ .sheet-Seeker, +input[type="radio"][value="11"]:checked ~ .sheet-Sentinel, +input[type="radio"][value="12"]:checked ~ .sheet-Survivor, +input[type="radio"][value="13"]:checked ~ .sheet-Untamed, +input[type="radio"][value="99"]:checked ~ .sheet-Quick, -input[type="radio"][value="0"]:checked ~ div.sheet-Null, -input[type="radio"][value="1"]:checked ~ div.sheet-Elder, -input[type="radio"][value="2"]:checked ~ div.sheet-Envoy, -input[type="radio"][value="3"]:checked ~ div.sheet-Firebrand, -input[type="radio"][value="4"]:checked ~ div.sheet-Hunter, -input[type="radio"][value="5"]:checked ~ div.sheet-Machine, -input[type="radio"][value="6"]:checked ~ div.sheet-Promethean, -input[type="radio"][value="7"]:checked ~ div.sheet-Reaver, -input[type="radio"][value="8"]:checked ~ div.sheet-Remnant, -input[type="radio"][value="9"]:checked ~ div.sheet-Scavenger, -input[type="radio"][value="10"]:checked ~ div.sheet-Seeker, -input[type="radio"][value="11"]:checked ~ div.sheet-Sentinel, -input[type="radio"][value="12"]:checked ~ div.sheet-Survivor, -input[type="radio"][value="13"]:checked ~ div.sheet-Untamed, -input[type="radio"][value="99"]:checked ~ div.sheet-Quick, +input[type="radio"][value="f0"]:checked ~ .sheet-fNull, +input[type="radio"][value="f1"]:checked ~ .sheet-Cultivators, +input[type="radio"][value="f2"]:checked ~ .sheet-Enclave, +input[type="radio"][value="f3"]:checked ~ .sheet-Merchants, +input[type="radio"][value="f4"]:checked ~ .sheet-Lawgivers, +input[type="radio"][value="f5"]:checked ~ .sheet-Titan, +input[type="radio"][value="f6"]:checked ~ .sheet-Pioneers, +input[type="radio"][value="f7"]:checked ~ .sheet-Servants, +input[type="radio"][value="f8"]:checked ~ .sheet-Starfarers, +input[type="radio"][value="f9"]:checked ~ .sheet-Hive, +input[type="radio"][value="f10"]:checked ~ .sheet-Tyrants, +input[type="radio"][value="f11"]:checked ~ .sheet-Uplifted, -input[type="radio"][value="f0"]:checked ~ div.sheet-fNull, -input[type="radio"][value="f1"]:checked ~ div.sheet-Cultivators, -input[type="radio"][value="f2"]:checked ~ div.sheet-Enclave, -input[type="radio"][value="f3"]:checked ~ div.sheet-Merchants, -input[type="radio"][value="f4"]:checked ~ div.sheet-Lawgivers, -input[type="radio"][value="f5"]:checked ~ div.sheet-Titan, -input[type="radio"][value="f6"]:checked ~ div.sheet-Pioneers, -input[type="radio"][value="f7"]:checked ~ div.sheet-Servants, -input[type="radio"][value="f8"]:checked ~ div.sheet-Starfarers, -input[type="radio"][value="f9"]:checked ~ div.sheet-Hive, -input[type="radio"][value="f10"]:checked ~ div.sheet-Tyrants, -input[type="radio"][value="f11"]:checked ~ div.sheet-Uplifted, +input[type="checkbox"][value="f0"]:checked ~ .sheet-fNull, +input[type="checkbox"][value="f1"]:checked ~ .sheet-Cultivators, +input[type="checkbox"][value="f2"]:checked ~ .sheet-Enclave, +input[type="checkbox"][value="f3"]:checked ~ .sheet-Merchants, +input[type="checkbox"][value="f4"]:checked ~ .sheet-Lawgivers, +input[type="checkbox"][value="f5"]:checked ~ .sheet-Titan, +input[type="checkbox"][value="f6"]:checked ~ .sheet-Pioneers, +input[type="checkbox"][value="f7"]:checked ~ .sheet-Servants, +input[type="checkbox"][value="f8"]:checked ~ .sheet-Starfarers, +input[type="checkbox"][value="f9"]:checked ~ .sheet-Hive, +input[type="checkbox"][value="f10"]:checked ~ .sheet-Tyrants, +input[type="checkbox"][value="f11"]:checked ~ .sheet-Uplifted, - -input[type="radio"][value="family"]:checked ~ div.sheet-Family, -input[type="radio"][value="character"]:checked ~ div.sheet-Character +input[type="radio"][value="family"]:checked ~ .sheet-Family, +input[type="radio"][value="character"]:checked ~ .sheet-Character { display: block; } @@ -123,20 +135,396 @@ select.sheet-SkinSelect top: 4px; } - -option.sheet-SkinSelect:checked -{ - display: none; -} - select.sheet-fSkinSelect { position: relative; - top: 4px; } - -option.sheet-fSkinSelect:checked -{ - display: none; +.sheet-fSkinCheck, +.sheet-charSkinCheck { + display: none; } + +label.sheet-option-select { + font-weight: normal; + font-size: 1em; + cursor: pointer; +} + +.sheet-starting-collapsible, +.sheet-treaty-classic, +.sheet-sueplus-needs-classic { + padding:1rem 1.5rem; + background-color:lightgray; +} + +.sheet-collapsible { + display: none; +} + +.sheet-toggle-label { + color:gray; + cursor: pointer; +} + +.sheet-toggle-label::after { + content:""; + display: inline-block; + margin-left: 0.5rem; + height:0px; + width:0px; + border:4px solid; + border-color: gray gray transparent transparent; + transform: rotate(135deg); +} + +input[type="checkbox"]:checked ~ .sheet-collapsible { + display: block; +} + +input[type="checkbox"]:checked + .sheet-toggle-label { + color:#000; +} + +input[type="checkbox"]:checked + .sheet-toggle-label::after { + transform: rotate(-45deg); +} + +.sheet-help { + font-size: 0.5em; + color:gray; +} + +.sheet-starterStats h2, .sheet-starterTraditions h2 { + font-size: 0.8rem; +} + +.sheet-row.sheet-family-details-section { + display: flex; + margin-top:1rem; + padding-top:1rem; + margin-bottom:1rem; + padding-bottom:1rem; + border-top:2px solid gray; + border-bottom:2px solid gray; +} + +.sheet-family-stats, +.sheet-family-secondary-stats { + padding-top:1rem; + width:100px; + flex-grow: 0; + flex-shrink: 0; + border-right: 1px solid gray; +} + +.sheet-lifestyles, .sheet-doctrines { + flex-grow: 1; + flex-shrink: 1; + flex-basis: 0; + margin-left:1rem; + margin-right: 1rem; +} + +.sheet-lifestyles { + padding-left: 1rem; + padding-right: 1rem; + margin-left: 1rem; + margin-right: 1rem; + border-right: 1px solid gray; +} + +.sheet-doctrines { + padding-left:1rem; +} + +.sheet-assets-family-wrapper, +.sheet-family-resources-wrapper { + width:100%; +} + +.sheet-family-resources-wrapper { + display: flex; +} + +.sheet-assets-family-row { + display: flex; + width:100%; +} + +.sheet-asset-family-set { + max-width: 50%; + width:50%; + flex-grow: 1; + flex-shrink: 0; + padding-left:1rem; + padding-right: 1rem; +} + +.sheet-resources-surplus-needs { + margin-bottom: 1.5rem; +} + +.sheet-resources-surplus-needs .repcontainer input[type="text"] { + width:auto; + max-width:100%; +} + +.sheet-resources-col-wrapper, +.sheet-device-notes { + flex-grow: 1; + flex-shrink: 1; + flex-basis: 0; +} + +.sheet-resources-col-wrapper { + padding-left:1rem; + padding-right: 1rem; + margin-left: 1rem; + margin-right: 1rem; + border-right: 1px solid gray; +} + +.sheet-device-notes { + padding-left:1rem; + padding-right: 1rem; +} + +/* Sheet General Layout */ +.sheet-Family-Basics .sheet-row, +.sheet-moves-columns { + display:flex; +} + +.sheet-moves-col { + flex-grow: 1; + flex-shrink: 0; + flex-basis: auto; + width:50%; +} + +.sheet-moves-col:first-of-type { + padding-right:1rem; + margin-right:1rem; + border-right:1px solid gray; +} + +.sheet-moves-col:last-of-type { + padding-left:1rem; +} + +.sheet-Family-Basics .sheet-family-name-wrapper, .sheet-Family-Basics .sheet-family-playbook-wrapper, .sheet-Family-Basics .sheet-family-traditions-wrapper { + padding-left:0.5rem; + padding-right:0.5rem; +} + +.sheet-Family-Basics .sheet-family-playbook-wrapper { + flex-grow: 0; + flex-shrink: 0; +} + +.sheet-Family-Basics .sheet-family-name-wrapper, .sheet-Family-Basics .sheet-family-traditions-wrapper { + flex-grow: 1; + flex-shrink: 1; +} + +.sheet-Family-Basics .sheet-family-name-wrapper input, .sheet-Family-Basics .sheet-family-playbook-wrapper input, .sheet-Family-Basics .sheet-family-traditions-wrapper input { + width:100%; +} + +.sheet-family-move { + margin-bottom: 1rem; + padding-bottom: 1rem; + border-bottom: 1px solid gray; +} + +.sheet-family-move:last-of-type { + border-bottom: none; +} + +.sheet-family-move-body { + padding-left: 1.8rem; + padding-right:1.8rem; +} + +.sheet-family-move-title-wrapper input, .sheet-family-move-title-wrapper h3, .sheet-family-move-title-wrapper button { + display: inline; +} + +.sheet-family-move-body .repitem, +.sheet-treaty-wrapper .repitem { + display: flex; + margin-bottom: 0.5rem; +} + +.sheet-family-move-body .repitem label { + width: auto; +} + +.sheet-move-options { + color:gray; + font-style: italic; +} + +.sheet-resource { + font-weight: bold; +} + +.sheet-move-trigger { + font-style: italic; + font-weight: bold; +} + +.sheet-treaty-history-wrapper { + display: flex; +} + +.sheet-treaty { + max-width: 50%; + padding-right: 2rem; + border-right: 2px solid gray; + flex-grow: 1; + flex-shrink: 1; + flex-basis: 50%; +} + +.sheet-history { + max-width: 50%; + padding-left: 2rem; + flex-grow: 1; + flex-shrink: 1; + flex-basis: 50%; +} + +.sheet-treaty-head, +.sheet-surplus-needs-head { + width:100%; + display: flex; + font-weight: bold; +} + +.sheet-surplus-needs-body { + display: flex; +} + +.sheet-treaty-on-us { + width: 6rem; + flex-grow: 0; + flex-shrink: 0; +} + +.sheet-treaty-faction { + flex-grow: 1; + text-align: center; +} + +.sheet-treaty-onthem { + width: 6rem; + flex-grow: 0; + flex-shrink: 0; +} + +.sheet-treaty-wrapper { + padding-bottom: 1rem; +} + +.sheet-treaty-classic-inner, +.sheet-surplus-needs-classic-inner { + display: flex; +} + +.sheet-treaty-classic-inner div, +.sheet-surplus-needs-classic-inner div { + flex-grow:1; +} + +.sheet-surplus-needs-head span { + flex-grow: 1; + display: block; +} + +.surplus-needs-body { + display: flex; +} + +.sheet-surplus-needs-col { + flex-grow: 1; + flex-shrink: 0; + flex-basis: 0; +} + +.sheet-textarea-fix { + max-width:90%; +} + +.sheet-family-section { + padding-bottom: 1rem; + margin-bottom: 1rem; + border-bottom:2px solid darkgray; +} + +.sheet-stat, .sheet-secondary-stat { + margin-bottom: 2rem; + display: block; +} + +.sheet-stat label, .sheet-secondary-stat label { + margin-bottom:0.5rem; + font-size: 2rem; +} + +.sheet-family-inhertance-section-wrapper { + display: flex; +} + +.sheet-inhertance-col { + flex-grow: 1; + flex-shrink: 1; + flex-basis: 0; +} + +.sheet-inhertance-col:first-of-type { + padding-right: 1rem; + margin-right: 1rem; + border-right: 1px solid gray; +} + +.sheet-inhertance-col:last-of-type { + padding-left: 1rem; +} + +/* End Sheet General Family Layout */ + +/* Begin Sheet General Character Layout */ +.sheet-character-stat-block { + display: flex; + flex-wrap: wrap; + width: 100%; +} + +.sheet-character-stat-block-row { + display: flex; + width: 100%; + justify-content: space-around; +} + +.sheet-character-stat { + margin-bottom: 1rem; + display: flex; +} + +/* Specific to the roll template */ + +.sheet-rolltemplate-legacy { + font-size: 16px; + border:2px dashed black; + background-color:#fff; +} +.sheet-rolltemplate-legacy .sheet-template-action { + font-weight: bold; + padding:1rem; +} +.sheet-rolltemplate-legacy .sheet-template-result { + font-size: 20px; + padding:2rem; +} \ No newline at end of file diff --git a/Legacy - Life Among the Ruins/LegacyRoll20sheets.html b/Legacy - Life Among the Ruins/LegacyRoll20sheets.html index 74c0217693..8e247a1f59 100644 --- a/Legacy - Life Among the Ruins/LegacyRoll20sheets.html +++ b/Legacy - Life Among the Ruins/LegacyRoll20sheets.html @@ -1,2816 +1,3609 @@
+- Name: - Playbook: - -
+Traditions:
-
Select a Playbook above to get started
-Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: Atavistic throwbacks, a carefully-managed bloodline, a co-op of traders and ranchers.
- Style: Bucolic and laconic, sterile and analytic, wild and unrestrained.
- Governance: Feudal hierarchy of serfs and landowners, commune of innovators and eccentrics, a
- pantheon taking on nature’s aspects.
Moves
-Pick Culture and one other.
-- Culture: When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter - Goods. After a few months, harvest the product: get the surplus back, plus:
-At the start of each age you can skip the months of cultivation and go straight to the harvest.
-- Domestication: When an abnormal life form is brought back to your Family’s farm and reshaped to suit - your needs, choose one: +
Recycling: - When your character dissects the body of unnatural creature, they can improvise a Device from its organs - or fluids. In addition, your Family can sacrifice Surplus: Medicine, Crops or Livestock to activate - Culture to make one of the other two surpluses.
-Investment: - Whenever a Family you've traded with gains a Surplus in Land, Progress, Barter Goods or anything organic - or medical, they may give you 1-Stake. If this takes you to 3-Stake, give them Surplus: Medicine, Crops or - Livestock as if you had used Culture - with your Family gaining the side benefits as normal - and set - Stake to 0.
-Evolutionary - Leap: When you use Culture, characters gain one of these bonuses the next time they Tool Up - according to the Surplus produced:
+In addition, your Family improves themselves over generations. Every time The Age Turns, pick one - physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the - GM providing a downside. Your Family members will all exhibit that trait from then on.
-Lifestyle
- Nomadic: Your caravans have several
- hidden places they visit to retrieve new harvests. Each sanctuary can hide and support your Family for
- months at a time.
- Dispersed: Your Family barters and
- borrows space in others’ land for their cultivations, giving you up-to-date information on the state of
- other faction’s food supply.
- Settled: Your Family’s farms and
- facilities are extensive, and can work on the creation of multiple new Surpluses simultaneously.
Doctrine
- Sculpting a New Humanity: When your
- Family creates or tames a new species, they inherit one of its minor or cosmetic traits.
- The Horn of Plenty: anyone else who keeps
- a surplus from the time you Culture it to the start of the next Age gains Surplus: Recruits.
- Nature’s Acolytes: So long as your Family
- members only consume the food and drink they’ve produced, they will not fall ill or be attacked by mundane
- wild animals.
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- A cathedral-sized automated slaughterhouse.
- A plantation of heavily modified trees.
- Ruins filled with deadly spores.
The Fall
- Catacombs filled with failed genetic experiments.
- A vast forest filled with calcified trees.
- A tree that outlasted the city it was meant to nurture.
A Threat
- A pack of perfectly designed predators.
- A drought so severe that famine is a certainty.
- A plague too efficient and dreadful to be natural.
Notes
-
Data: Tech: -
-Mood:
-Surpluses:
- -Needs:
- -Take 2 as Surpluses and the rest as Needs:
- Barter Goods, Land, Progress, Medicine, Crops
Treaty
-When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.
-Faction:
- -Treaty:
- -History
- -Everyone has a need for your products. Take 1 Treaty on each other Family and Faction. Then ask the - other families:
-Which of you has made agreements with us that might just end up saving mankind AND the planet? You - take 1-Treaty on them.
-Which of you supplies us with resources vital for cultivation? Work out what the supplies are and - give that Family 1-Treaty on you.
-Assets
-Your characters can always have a friendly pet of some kind. In addition, pick 3:
-Weapons
-Soporific needles - and darts (melee, nonlethal).
-Surprisingly - effective farming tools (melee, unreliable).
-Trained attack - animals (ranged, many).
-Chemical grenades - (area, many).
--
Defenses
-Animal hides and - homespun fabric (utility, tough).
-Nearly-pristine - labcoats (regal, comms).
-Forest-strider gear - (camo, mobile).
-- -
Travel
-Pedigree animals - (land, mount).
-Agricultural - vehicles (land, mighty)
-Mobile research - station (land, med bay).
-- -
Expertise
-Farmers (Quality 1, - Wrangling crops and animals).
-Surgeons (Quality - 1, Healing and dissecting).
-Rangers (Quality 1, - Living off the land).
--
Inheritance
-Cultivator Characters get +1 to Sway or Lore.
-Quick Characters can pick an Inheritance Move:
-Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: Close-knit families passing secrets to their children, Demagogues and those who seek their
- knowledge, Vat-grown duplicates.
- Style: Bulky and concealing environment suits, utilitarian clothes studded with implants, monastic
- robes embroidered with circuitry.
- Governance: Meritocratic academic bureaucracy, Anarchic rule of the loudest and most interesting,
- Hidebound council of elders.
Moves
-Pick two:
-Sufficiently - Advanced: Your Family has retained access to some of the wonders of the World Before. Choose one:
-Medical treatments able to cure any ailment.
- A ward that shields a
- wide area from harm.
- A weapon that could
- slay any foe.
- A vehicle that can
- swiftly transport a dozen people from horizon to horizon.
It comes with 3-Power. When you activate it, roll +Power spent (minimum 1). On a 10+ it works perfectly, - exactly as desired. On a 7-9 it does what you wanted, but it’s either out of action for the near future or - there are weird anomalies (you choose). On a miss, it erupts with chaotic power and bizarre side effects. -
-Choose how Power is regained:
-Deep Knowledge: Your - Family has a well-curated and extensive store of records on certain fields. Choose one:
-Grand Architecture, from Surface to Stars.
- Magic and Artifice of
- the Glorious Past
- The Horrors Birthed by
- the Fall
- The Fragmented Lands
- and their Hidden Depths
- Persons and
- Proceedings of Historical Significance
When your Character encounters a creature, item or situation covered by this field, tell everyone a - fact about it and gain fleeting advantage acting on that information. The GM will also tell you something - you can do to gain 1 Tech from the subject. You can erase a Surplus of knowledge (e.g. Progress, Scouts, - Lore, etc) to pick an additional field of knowledge.
-An Eye for Details: - Your Family sees hidden relevance in stories that others overlook. When they use Diplomacy you can ask a - follow-up question, and when you Uncover Secrets you always get to ask a second question.
-Weird Science: When - your Family puts together a device powerful enough to shape the local area for generations, say what they - want it to do. The GM will give one to three of the following conditions:
-Future Shock: When - you use Power Up, you can spend extra points of Tech. For each point past the first, roll an - extra die. You still take the two highest.
-Lifestyle
- Nomadic: You keep your technology
- shrouded, and it looks mundane to the casual observer.
- Dispersed: When you write to Family in
- other settlements for insights, get fleeting advantage when you act on their advice.
- Settled: When you encounter a fragment of
- pre-Fall culture, you know its cultural significance.
Doctrine
- Holding Back Another Fall: When a piece
- of dangerous technology is brought back to the Family, they can break it down into 2 Tech.
- Uplifting Mankind’s Remnants: so long as
- others heed your Family’s advice on a grand project, they take advantage on their rolls building it.
- Better Living Through Technology: You can
- spend 1 point of Tech to get an extra choice when you Tool Up, or 5 Tech to mark off a Wonder Requirement.
-
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- A secret research centre full of untamed wonders.
- A dangerous and unstable power plant.
- A site of connection to the stars beyond.
-
The Fall
- A spot where the laws of physics were unravelled.
- A redoubt where the miraculous science from Before almost averted the Fall.
- The research centre that first understood the Fall's root cause.
A Threat
- A crude tribe of raiders using advanced tech.
- A valley where lights appear in the sky.
- A ruin where creations of science now rule
Notes
-
Data: Tech: -
-Mood:
-Surpluses:
- -Needs:
- -Take 2 as Surpluses and the rest as Needs:
- Defences, Engineering, Progress, Leadership, Morale
Treaty
-When you spend time and effort showing another group how to use their technology better, gain - 1-Treaty on them.
-Faction:
- -Treaty:
- -History
- -Then ask the other families:
-Which one of you is civilisation's best chance to regrow? Give them 2-treaty on you.
-Which of you has seen the true power of our technology? Take 2-Treaty on each other.
-Which of you has seen the true power of our technology? Give them 1-Treaty on you.
-Assets
-Your characters can always have battered, half-understood journals from the Before. In addition, pick 3: -
-Weapons
-Morphing pistols (ranged, - hidden).
-High-powered rifles from a - distance (far, elegant).
-Weird grenades (area, - aberrant).
--
Defenses
-Bulky hazmat suits - (utility, sealed).
-Gleaming power armour - (powered, tough).
-Blood-borne nanomachines - (implanted, mantle).
-- -
Travel
-Flying vehicles (air, - canopy).
-Rugged APCs (land, - transport)
-Mobile ICU (land, medbay). -
-- -
Expertise
-Scholars (Quality 1, - Researching).
-Special Forces (Quality 1, - Assault).
-Scavengers (Quality 1, - picking through junk).
--
Inheritance
-Enclave Characters get +1 to Steel or Lore.
-Quick Characters can pick an Inheritance Move:
-Radio Rig: You can sense when Tech is within a mile, and track it down to within 100 metres.
- Pain Box: You have a device that causes intense pain in anyone within a few dozen metres (melee,
- non-lethal, area, aberrant).
- Survey drone: You can roll +Lore with Wasteland Survival, so long as your trail is visible from the
- air.
- Hot Rod: You have an exceptionally fast vehicle - it has the swift tag, and you can change one of its
- tags with 15 minutes of tinkering.
- Educated: The first time you give advice to somebody based on your knowledge of the Before, they gain
- fleeting advantage acting on it.
-
Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: Loose confederacy of traders, aristocrats living off their pre-Fall heirlooms, enthusiastic
- but eccentric collectors.
- Style: Luxurious silks and furs, elegant but hardy trail wear, packs and pockets bulging with
- curios.
- Governance: Decadent merchant-princes and their servants, an open market of favours and votes,
- independent traders under a shared charter.
Moves
-Take Stock in Trade and one other:
- Stock
- in Trade: Your Family has a particular product range they trade in, and you can expect to have those
- wares around unless your Family is deeply in need and Mood is at -3. Once per session, you can draw on one
- of your Stocks in Trade to boost a roll's results by one category: 6- to 7-9, 7-9 to 10+.
- Choose one to three, depending on whether you want to sell one boutique stock or have a wide array of wares:
-
Arms and ammunition.
- Art, music and
- culture.
- Books, maps, and
- instruction manuals for forgotten things.
- Drugs, spices and
- venoms.
- Food, fresh or
- preserved.
- Living creatures,
- bred or captured.
- Mementos of the
- World Before.
Whaddaya Buying? - When your Family brings goods to market, roll +Reach. On a hit you’re able to sell them for a fair - price. On a 7-9 pick 1, 10+ pick 2:
-Cabinet of - Wonders: When you delve deep into your Family’s reserves in search of something useful, - describe what it is and what you want it for. It should fit with your Stock in Trade or a Surplus of yours. - The GM will give you 1-3 downsides, and then you can decide whether you still want to take it:
-Avaricious - Appraisal: When your Family tries to work out the worth of a new acquisition, roll +Reach. On a - hit you have a good idea how much you could get for it, as well as some details on its past owner(s). On a - 7-9 choose one:
-Brand Loyalty: - When you would use Diplomacy to meet someone who's bought from you before, instead automatically get - an audience. They will always be willing to at least hear you out.
-Rationing: - Whenever you lose a surplus for any reason, hold 1; spend 1 hold to get advantage on an action that surplus - could help.
-Lifestyle
- Nomadic: When your Family comes to a new
- area, tell the group what hidden resource brought you here.
- Dispersed: The transport of goods and
- messages between settlements is another Stock in Trade for your Family.
- Settled: Everyone who carries something
- valuable to your settlement will bring it to your Family first.
Doctrine
- Traders in Stories and Song: When your
- Family performs for a community, they gain fleeting advantage dealing with them.
- Cut-throat Extortionists: When a customer
- wants your goods but can’t afford them, your Family can convince them to perform a favour as payment
- instead.
- Men of Wealth and Taste: When your Family
- gains a luxurious or extravagant Surplus, they gain fleeting advantage.
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- A vault built to preserve a priceless heritage.
- A haven for the rich and powerful that lasted longer than most.
- A huge and sombre building where the fate of nations was decided.
-
The Fall
- A huge transport line, choked with abandoned vehicles.
- A business district, eerily undamaged and devoid of life.
- A cache of doomsday weapons, built for the Fall.
A Threat
- Cannibalistic raiders who have refused all attempts to negotiate.
- A dwindling but vital resource.
- Privileged survivors hoarding knowledge from the World Before.
Notes
-
Data: Tech: -
-Mood:
-Surpluses:
- -Needs:
- -Take 2 as Surpluses and the rest as Needs:
- Barter Goods, Artisans, Recruits, Medicine, Prestige
Treaty
-When you make another group part of your trading operation (suppliers, distributors or vendors) gain - 1-Treaty on them.
-Faction:
- -Treaty:
- -History
- -Everyone, like it or not, has to trade with your Company. Take 1-Treaty on all the other Families. Then, - ask the other Families:
-Which of you came to our rescue when a deal went way south? Give them 2-Treaty on you.
-Which of you harbours a guild of information brokers? Get 1-Treaty on them for their failure to rein - in your rivals.
-Assets
-Your characters can always have well-fitting and stylish clothing. In addition, pick 3 for your family:
-Weapons
-Masterwork heirloom - weapons (melee, elegant).
-Disposable prototype - guns (ranged, many).
-Poison-tipped needles - (melee, hidden).
--
Defenses
-Deluxe executive wear - (regal, comms).
-All-weather travel gear - (utility, thermo).
-Packrat kit (utility, - powered).
-- -
Travel
-Salvaged Fliers (air, - canopy).
-Beast-Drawn Caravans - (land, transport).
-Personal Speeders - (land, canopy).
-- -
Expertise
-Hagglers (Quality 1, - Bartering and bargain-hunting).
-Artisans (Quality 1, - crafting and building).
-Bodyguards (Quality 1, - guarding and protecting).
--
Inheritance
-Merchant Characters get +1 to Sway or Lore.
-Quick Characters can pick an Inheritance Move:
-Salesman’s Eye: After watching someone for 5 minutes ask their player: What do they most desire?
- Opulence: Your gear is noticeably more luxurious than normal, and most people will be willing to
- trade for it.
- The Beggar Prince: Your gear is deceptively shabby-looking, and people will dismiss you out of hand
- as beneath their notice.
- Deep Pockets: When you look in your satchel for a helpful item, find it but choose one: it’s fragile,
- it’s got a side effect, it’s precious to you.
- Traveller’s Tales: When you reach a new settlement, tell the group a story you’ve heard about it and
- the GM will confirm one part as true.
Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: Gathering of the wronged and vengeful, distant descendants of cops and soldiers, corrupt
- enforcers providing protection and extortion.
- Style: Bristling weapons and barely-contained violence, simple uniforms and hidden blades, sturdy
- trail clothes and a deep hood.
- Governance: Lone vigilantes calling in for support when needed, complex legal codes overseen by
- elderly judges, hierarchy of respect from leg-breakers to godfathers.
Moves
-Take Laying Down the Law and one other:
- -Laying - Down the Law: Everything you do is motivated by a strict moral code, held by all the Family. Answer - these questions:
-Who always deserves protection?
-
- Your Family and Character have advantage while protecting them.
- Options: The sick, the poor, the young, the weak, the old, those of a particular faith, doctors,
- teachers, slaves, etc.
Who always deserves your justice?
-
- You have advantage while pursuing them.
- Options: The rich, the strong, murderers, thieves, slavers, cheats, bigots, imperialists, hoarders,
- etc.
What does your Family’s code prevent you from doing in the name of justice?
-
- Your Family and Character roll with disadvantage on all moves if you go further, until the GM thinks you’ve
- made amends.
- Options: theft, beatings, kidnapping, extortion, murder, betrayal, etc.
Ear to the - Ground: When your Family goes into a community looking for information on a target, roll - +Reach. On a 7-9 learn 1, on a 10+ learn 3. Tell us how you find this out.
-This is a Civilised - Land: As long as your Family patrols a region and keeps its citizens safe, they’ll know through - rumours and whispers when someone breaks their laws. Its people will gradually start behaving according to - your principles over time.
-Round up the - Posse: When you brandish your Family’s authority in a non-hostile land, you can recruit a gang - of locals to fight at your side. As long as you work towards bringing that target to justice you can use - them as a group of Followers (Quality +1, Expertise: vigilante justice), and when they fight alongside you - they reduce the harm you take by 1. -
Tooled Up and - Looking for Trouble: When you arm up your Family and move out en masse to bring justice to your - quarry, get 1 hold for each point of Grasp. You can spend Tech to get extra hold, 1-for-1. While you - hunt, you may spend 1 hold to:
+Lifestyle
- Nomadic: When your Family moves on from a
- settlement where they laid down the law, name one thing that settlement will now always (or never) do.
- Dispersed: When your Family spreads word
- someone’s Wanted, they’ll find no shelter in allied towns.
- Settled: Your Family is known as the local
- law in your home settlement, and its members will respect your judgements in all matters.
Doctrine
- Hired Guns: When you accept a job from a
- Family or faction to take down a target, your Family gains Surplus: Barter Goods or Scouts for the job’s
- duration.
- Righteous Vigilantes: When you come to a
- scene of violence, you can ask the GM one question about the victim or the attacker.
- Bounty Hunters: When you drag a criminal
- back to a settlement, your Family gets +1 Reach there for the next Age.
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- A maximum security prison.
- A courthouse full of preserved archives.
- A private security force's headquarters.
The Fall
- The site of a massacre.
- A public building destroyed by the riots.
- A refugee camp torn apart from the inside.
A Threat
- A looted caravan with a mysterious destination.
- A settlement dominated by an unknown force.
- A dangerous ruin full of squatters with nowhere else to go.
Notes
-
Data: Tech: -
-Mood:
-Surpluses:
- -Needs:
- -Take 2 as Surpluses and the rest as Needs:
- Weaponry, Transport, Leadership, Defences, Recruits
Treaty
-When you bring another Family’s or Faction’s hated foe to justice, your Family gains 2-Treaty on - them.
-Faction:
- -Treaty:
- -History
- -Ask the other families:
-Which of you supports our crusade the most? Give them 2-Treaty on you.
-Which of you did we save from slaughter at the hand of raiders? Take 2-Treaty on them.
-Which of you raised the Homeland's worst criminal? Take 1-Treaty on them; they give another Family - the criminal's victimised 1-Treaty.
-Assets
-Your characters can always have an obvious symbol of authority. In addition, pick 3:
-Weapons
-Stun prods (melee, - nonlethal).
-Heavy pistols (ranged, - brutal).
-Assassination blades - (melee, hidden).
--
Defenses
-Nondescript robes - (camo, utility).
-Improvised armour - (tough, armoured).
-Ancient enforcer gear - (tough, comms).
-- -
Travel
-Battle-hardened Beasts - (land, mount).
-All-terrain trucks - (land, transport).
-Speeder bikes (land, - swift).
-- -
Expertise
-Investigators (Quality - 1, questioning and deduction).
-Enforcers (Quality 1, - ensuring compliance).
-Magistrates (Quality 1, - negotiating compromises).
--
Inheritance
-Lawgiver Characters get +1 to Force or Steel.
-Quick Characters can pick an Inheritance Move:
-Tin Star: You have an impressive symbol of your authority in the Family. When you brandish it, roll
- +Steel instead of +Sway for Familiar Face.
- Restraints: You have strangely durable manacles. When you bind someone or something with them they
- will not break.
- Loyal Steed: you have a living mount that's always nearby. Whistle and it'll be with you in a few
- moments.
- Forensics: When you spend a few hours analysing evidence, the GM will tell you: what it's made of,
- important marks its history has left on it, signs of who have handled it.
- Plea Bargain: When you Find Common Ground with someone you know is guilty of a crime, one term they
- pick must be 'you forgive the crime'.
Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: Hired hunters and indentured servants; an honourable corps giving their lives for the
- greater good; a tribe of unhinged zealots.
- Style: Rough and extensive body art; flowing robes of adaptive camouflage; chromed implants, leathers
- and all kinds of mirrorshades.
- Governance: Dysfunctional remains of corporate hierarchy; a council of the dead channelled for
- guidance; an A.I. interpreting signs from beyond.
Moves
-Take Kaiju Threat Alert and one other:
- -Kaiju Threat - Alert: - Your Family is dedicated to hunting Behemoths – titanic creatures that stalk the land and are hostile to - human life. Each has unique strengths, hungers and capabilities, but they share a common origin. As a group, - work out what sort of form your world’s Behemoths take – are they organic, robotic, elemental, ephemeral? -
-When you scout for signs of behemoth attack, pick a danger in the world as an omen of an incoming - assault. Say how it threatens Families of your choice, who become Alerted. You can spend Treaty you have on - one Alerted group on any other.
-Hell Divers: When you - first find out about a specific Behemoth, name one Hostile Ground condition it surrounds itself with. - Your Vehicles and Outfits automatically avoid disadvantage in that environment, and can augment other's gear - to resist it at the cost of 1 Tech each. -
Ultimate Weapon: Your - vehicles are the edge that allow you to bloody the nose of the Behemoth, and wipe the floor with regular - foes. When you take one of your special vehicles out of storage, choose 2:
+Every time the you use it pick one:
+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. -
Doomsday Research: - When you issue a Kaiju Threat Alert, gain 6 hold. When you act against the threat, spend 1 hold - to roll with advantage. If your character is directly confronting the threat, spend all remaining hold - after rolling to set one of their dice to the hold spent. -
Sleep Now in the - Fire: When you lure a Behemoth to rampage over a faction or Family under Kaiju Threat - Alert, spend up to 3 points of Data and roll +Sleight. On a hit the Behemoth destroys one of - their Surpluses per point of data spent; on a 7-9 it also destroys one of your Surpluses. On a 6- it - unleashes great power and massive collateral damage, creating a new Hostile Ground. Don’t miss. -
Lifestyle
- Nomadic: Your scouts stand ever watchful
- against the monsters. As soon as any of your Family detects a Behemoth, the whole Family will know.
- Dispersed: When any other Family's
- holdings are menaced by a Behemoth, you may narrate the arrival of a group of the Order.
- Settled: The ground under your buildings
- is honeycombed with passageways civilians can use to shelter and safely escape the settlement.
Doctrine
- Armageddon Gods: Whenever anyone rolls
- two 1s, someone in your Family forms a psychic connection to the monsters; gain fleeting advantage when you
- act on the knowledge they gain.
- Hell Crusaders: When a Behemoth attacks,
- say where you can find a Surplus to help you fight it off.
- Carrion Market: When a new Behemoth is
- found name a Surplus that can be extracted from it or its environment, at the risk of drawing its attention.
-
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- A toxic dump that poisons the world still.
- Ruined defences as huge as they were futile.
- A titan's carcass crawling with scavengers.
The Fall
- The broken shell of a mighty capital laid low by the first Behemoth attack.
- The reality tear the Behemoths crawled from.
- The unused chassis of a vehicle made to kill Behemoths.
A Threat
- A tall ruin, now a monster's aerie.
- A horde of ravenous parasites fleeing the corpse of their last host.
- An artefact of inhuman origin that the Behemoths fiercely guard.
Notes
-
Data: Tech: -
-Mood:
-Surpluses:
- -Needs:
- -Take 2 as Surpluses and the rest as Needs:
- Prestige, Weaponry, Scouts, Transport, Recruits
Treaty
-When you Lend Aid to a group under a Kaiju Threat Alert, gain 1 Treaty on them.
-Faction:
- -Treaty:
- -History
- -Ask the other families:
-Which of you has given us reason to believe you know things about the behemoths we don't? They take - 2-Treaty on your Family.
-Which of you fought alongside us in the last war, and let us down at the worst possible moment? Get - 2-Treaty on them.
-Which of you currently hosts the greatest hero of the last war in a respected role? Take 1-Treaty on - each other.
-Assets
-Your characters can always have a trophy from a previous hunt. In addition, pick 3:
-Weapons
-Silent snipers (far, silent). -
-Carving blades (melee, brutal). -
-Explosive launchers (ranged, - area).
--
Defenses
-Beast-climbing gear (utility, - mobile).
-Helldiver armour (hardened, - sealed).
-Bright halo (mantle, regal). -
-- -
Travel
-Outrider trucks (land, turret). -
-Tamed beasts (air, mount).
-Command vehicles (land, med - bay).
-- -
Expertise
-Scouts (Quality 1, spotting - approaching threats).
-Tamers (Quality 1, bringing - animals to heel).
-Soldiers (Quality 1, - suppressing fire).
--
Inheritance
-Order Characters get +1 to Force or Lore.
-Quick Characters can pick an Inheritance Move:
-Titan Grip: When you attempt to climb a giant monster, roll +Steel. On a hit hold 3; spend hold to
- avoid one of the monster’s attacks, or resist being shaken off.
- Bait: With noise, flailing and bright colours you can attract the attention of everything hostile
- within a mile or so. They’ll ignore others in their pursuit of you.
- Grapple: You have a sturdy grappling gun. It can hit targets a hundred metres away, and bear your
- weight and that of another.
- Monster Empath: For each minute you spend observing a monster, you can ask the GM one: What does it
- most want to do, what’s hurting it, what can it sense that I can’t?
- Suppressing fire: While you attack with the goal of scaring foes and keeping their heads down, give
- your allies advantage when they flank them, escape them or target their position.
Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: Aquatic cyborgs, genetically modified merfolk, an intrepid crew of submariners.
- Style: Sleek diving clothing, glossy armour and equipment, diaphanous nets and fabrics.
- Governance: A technocratic council, a communist collective, enlightened anarchy, the pirate's code.
-
Moves
-Take two:
- -Lords of the Deep: - The water cycle and the life cycle are one, and your Family understands them better than any other. When - you erase a Surplus, recover 1 Tech from the depths.
-Hydra's Children: - When you Claim by Force in a marine environment, assistance from creatures of the deep gives - you Advantage to the roll. Spend 1 tech to call a hulking beast onto land, gaining advantage on all Claim by - Force rolls as long as it survives.
-The Dragon in the - Sea: You are free from the hope that the sea will ever rest. Instead, you’ve learned to sail through - the tempest. When your Family hits -2 Mood, you can roll +Grasp: on a hit gain 2 of Surplus: Barter - Goods, Trade, and Progress, and erase a Need. Say how the sea provides for you in your moment of need. On a - miss, the GM can make as hard a move as they like.
-The Kraken Wakes: - Sometimes we must discard the old, embrace the new, and run headlong down an unwavering course. When your - Family faces a Trial during the Turning of Ages, gain Surplus: Motivation and 1 hold per Trial faced. - Spend 1 hold to give a Family move advantage.
-Startide Rising: - The sea, once it casts its spell, holds one in its net of wonder forever. You can spend 1-Tech and work a - special ritual to let a Family's characters ignore Disadvantage from underwater hostile grounds. This - lasts until the next Age. If you do this for another Family or faction, you have advantage on Conduct - Diplomacy or Find Common Ground rolls with them for the rest of time.
-Lifestyle
- Nomadic: You can find wealth beyond
- measure in the vastness of the oceans. If you erase Surplus: Barter Goods, Trade or Transport, get it back
- at the start of the next session.
- Dispersed: Your domains are vast, but
- your people know how to make use of the resources of others. When you Call in a Debt and take one of their
- Surpluses, also gain Surplus: Safety, Morale or Leadership.
- Settled: Your lands are wracked by storms
- and tempests. Anyone who acts against your Family in its home turf must take Need: Transport, Scouts or
- Trade.
Doctrine
- Preservers of the Seas: The seas' wealth
- is yours for the taking. Gain Surplus: Barter Goods, Trade or Transport at the start of every Age.
- Masters of the Waves: Your Family never
- suffers disadvantage navigating the seas, and they have advantage against other sailors.
- Rulers of Atlantis: Your people are truly
- amphibious. Your Family never suffers disadvantage underwater, and they have advantage there against those
- not similarly adapted.
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- Sprawling ruins of docks and berths.
- A haunted offshore research facility.
- A ship graveyard.
The Fall
- A sunken city, poison flowing through its streets.
- A derelict carrier, larger than most cities.
- A death stranding where the great sea creatures beached themselves and died.
A Threat
- A massive volcano not far from the shore, threatening eruption.
- A precarious cliffside settlement assaulted by the rising tide.
- An invading flotilla.
Notes
-
Data: Tech: -
-Mood:
-Surpluses:
- -Needs:
- -Take 2 as Surpluses and the rest as Needs:
- Morale, Scouts, Progress, Land, Transport
Treaty
-When you trade a Family a Surplus harvested from the sea for one harvested from the land, gain 1 - Treaty on them.
-Faction:
- -Treaty:
- -History
- -Ask the other families:
-Which one of you is partly descended from Pioneers who turned their back to the sea? Gain 1-Treaty - on each other.
-Which one of you was our sole contact with drylanders for a long time? What happened to reveal our - existence to the other Families? They take 2-Treaty on you.
-Which of you hosts a brilliant explorer who relies on our secrets? Take 1-Treaty on them.
-Assets
-Your characters always have enough breathing equipment to function on land and in water. In addition, pick - 3:
-Weapons
-Fishing Spears (melee, - brutal).
-Claws and fangs (melee, - hidden).
-Pneumatic guns (ranged, - silent).
--
Defenses
-Environment suits - (powered, sealed).
-Grappling rig (mobile, - utility).
-Hardened scales (regal, - plated).
-- -
Travel
-Amphibious crawlers - (land, water).
-Submersibles (water, - canopy).
-Galleons (water, - transport).
-- -
Expertise
-Fishers (Quality 1, - finding food).
-Raiders (Quality 1, - intimidation and extortion).
-Cetacean Allies (Quality - 1, underwater search and rescue).
--
Inheritance
-Pioneer Characters get +1 to Force or Steel.
-Quick Characters can pick an Inheritance Move:
-The Call of the Deep: If you’re near a large body of water you can summon a beast from its depths.
- It’ll arrive within a few hours, but will rampage heedless of your wishes.
- Breathing Apparatus: You can always breathe easy, no matter the circumstance, and can puff out
- vapours that intoxicate those around you.
- Entangling Nets: If you get your nets around someone, everyone else has advantage when assaulting or
- escaping them.
- Pirate’s Code: So long as you always accept other’s surrender, intelligent foes are willing to give
- you a chance to parley.
- Tempest-tossed: When you hurl yourself into a storm, natural disaster or cataclysm, roll +Steel. On a
- hit, you end up somewhere safe once the disaster’s over. On a 10+ you still have your gear and health.
Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: Secluded monastic community, evangelistic cult full of zealous converts, disparate
- survivors of an unimaginable calamity.
- Style: Outlandish and impractical ceremonial wear, plain homespun robes, conspicuous symbols of
- prosperity and devotion.
- Governance: Acolytes interpreting the utterances of an oracle, dogmatic adherence to a holy text,
- many shepherds guiding many flocks.
Moves
-Take Faith of the Fallen and one other:
- -Faith of - the Fallen:Your Family has a faith they cling to more ardently than life. Choose one tenet:
---The restoration - and healing of humanity.
-The protection - of the unfortunate.
-The - renunciation of the Before.
-Transformation - into gods.
-Travel to a - pristine and unspoiled land.
-
At the start of each Age past the first, count those who are in line with your tenet as Righteous and - everyone else as Corrupt.
-When your Family gains something that furthers their tenet, hold 1. When an emissary of your Family – - including your Character – draws on this vision of future perfection, spend 1 hold to:
-The Inquisition: - When your Family makes an example out of a member of a Corrupt Family or Faction, hold 1. Spend hold - 1-for-1 to force someone, Righteous or Corrupt, to choose one of the following:
-Sacrifice: When - you whip your Family into a frenzy then send them into battle, you can gain Need: recruits, Need: - medicine and/or Need: leadership. For each you take, choose one: +
A Voice in the - Wilderness: When your Family condemns a powerful figure or organisation in a public place, - roll +Grasp. On a hit, they're now counted as Corrupt. On a 7-9, choose one; on a 10+ choose two.
+The Plagues: - If you have 5 Treaty or more on a Corrupt Family or Faction, you can denounce their wicked ways. At - some point of this Age the GM will unleash a natural disaster upon them, devastating their holdings.
-The Corrupt Family or Faction is now considered Righteous. Lose 1-Treaty with every other Family or - Faction; deep inside they know all that pain and loss came from your decrees.
-Lifestyle
- Nomadic: When you enter a new settlement,
- tell the group one thing the settlement’s main faith makes mandatory and one thing it forbids.
- Dispersed: The faith has been spread
- far, and you’ll always find lodging and food with other faithful in a settlement.
- Settled: Your community is bound together
- with secret gestures, shared phrases and other shibboleths. Anyone who tries to infiltrate your community
- rolls with Disadvantage.
Doctrine
- The Faith is Mother, the Faith is
- Father: The bonds of faith between you are more than natural. When Family members are in deep
- distress, other members somehow know.
- The Canticle of Illumination: When you
- enter a hostile community, you will not be harmed so long as you provide some aid.
- The Cleansing Fires of Purity: When you
- fight the horrors of the Fall, the wounds you inflict will never heal.
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- A temple of a lost faith, 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.
The Fall
- The place where people first battled “demons”.
- The first cult to revere the agents of the Fall.
- A fortress of those who banded together to stave off Armageddon.
A Threat
- A prophet of the End, returned from death.
- Demons, embodying all the horrors of the Fall.
- A cabal of Fall-cultists, intent on following mysterious visions.
Notes
-
Data: Tech: -
-Mood:
-Surpluses:
- -Needs:
- -Take 2 as Surpluses and the rest as Needs:
- Artisans, Leadership, Land, Safety, Recruits
Treaty
-When you publicly condemn another group for their sins, hold 1. Publicly absolve them of those same - sins and spend that hold to gain 1-Treaty on them. You can only have 1 hold at a time.
-Faction:
- -Treaty:
- -History
- -Judge each other Family:
-Righteous: They say what they did to win you over. You give them 1-Treaty.
-Corrupt: Take 1-Treaty on them. They say what happened to make your Family condemn them.
-Assets
-Your characters can always have a small holy book or a religious symbol. In addition, pick 3:
-Weapons
-Ceremonial weapons - (melee, unreliable).
-Flamethrowers (ranged, - area).
-Infectious madness - (ranged, aberrant).
--
Defenses
-By blending in (utility, - camo).
-Blessed heirlooms (regal, - armoured).
-Crude implants - (implanted, hardened).
-- -
Travel
-Caravans (land, - transport).
-Placid livestock (land, - mount).
-- -
Expertise
-Inquisitors (Quality 1, - exposing guilt).
-Healers (Quality 1, - treating illnesses).
-Evangelists (Quality 1, - communicating with outsiders).
--
Inheritance
-Servant Characters get +1 to Sway or Steel.
-Quick Characters can pick an Inheritance Move:
-Blood for Blood: If you lay hands on someone and burn out your own health, mark harm 1-for-1 to heal
- them: cosmetic for cosmetic, impairing for impairing, dead for dead.
- Martyr: If anyone in arm's reach would take harm, you can jump in the way and take it yourself.
- Paladin: If you spend an hour praying over a weapon, you can give it the aberrant tag.
- Clergy: When you wear the garb of your faith, people will assume you're: harmless, deadly, mystical,
- self-sacrificing. Pick one according to your Family's reputation.
- Confessional: When you spend an hour preaching to an audience, one audience member will approaches
- you afterwards and confess something that's useful to you.
Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: Vaguely humanoid, arachnoid builders, biomechanical cephalopods.
- Style: Bulky life support, bristling with weaponry, nanogel suits.
- Governance: Genetics-based autocracy, a council of digitised elders, decentralised cells bound by an
- alien moral code.
Moves
-Take two moves:
- -Orbital - Bombardment: When you attack from orbit, raze a terrain feature or a Surplus belonging to - another Family or Faction. Then roll +Grasp. On a 7-9 choose 2, on a 10+ choose 1:
-Invading - Armies: When you march upon an opponent, bringing to bear all your advanced arms and ships, - roll +Reach. On a 7-9 choose 1, on a 10+ choose 2:
-Body Snatchers: - When you roll a 7+ on Subterfuge, you may declare that some members of the targeted Family or - faction have been replaced with duplicates loyal to you.
-When you activate the sleeper cell, roll +Sleight. On a hit, choose one:
-On a 10+ you are given access to a safe house you can use while you’re in that Family or Faction’s - territory.
-Wormhole Gates: - Spend 1 Tech to instantly relocate your Character or one of your assets to the safety of one of your bases. -
Abduction: - When you use your grasping lights to abduct someone mentally or bodily, trigger Conduct Diplomacy - but lose 1-Treaty on their Family or Faction. In exchange, pick two:
+Alien - Physiology: You’re perfectly adapted to environments lethal to humans. Pick 1-3 tags all your - characters have from now on:
-Hardened -
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.
-Lifestyle
- Nomadic: Your atmospheric drop ships are
- still functional. You can use them to gain Advantage on Wasteland Survival, but everyone sees where you
- go.
- Dispersed: Your people can gather all
- their numbers on a moment’s notice. You can use strange technology to bring them together, gaining advantage
- to Grasp rolls as long as they stay there, but you must Hold Together once you part.
- Settled: Your base is secret and
- well-hidden. Attempts to find it have Disadvantage, but you may never gain Surplus: Trade.
Doctrine
- Gardener of Worlds: when you spend Data
- to reveal the hidden potential of the homeland, gain 1 Tech.
- Secret Invaders: when your Family gets a
- hit on Subterfuge to subvert or take control of a power structure from within, gain 1 Data.
- Stellar Locusts: Take Advantage on rolls
- to Claim by Force a resource you have a Need for.
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- Evidence of ancient alien contact.
- A secret vault and prison for aliens.
- A mega project to reach the stars.
The Fall
- The crater where the planetary defence centre used to be.
- A vast alien ship, intact but out of reach.
- A former internment camp littered with bones.
A Threat
- A rapidly-expanding alien ecosystem.
- Signals that destroy the mind of those who try to interpret them.
- Self-replicating machines carrying on a long forgotten mission.
Notes
-
Data: Tech: -
-Mood:
-Surpluses:
- -Needs:
- -Take 2 as Surpluses and the rest as Needs:
- Defences, Progress, Morale, Leadership, Energy
Treaty
-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..
-Faction:
- -Treaty:
- -History
- -Ask the other Families:
-Which one of you controls a resource critical to our survival? They take 2-Treaty on you.
-Which of you did we save from certain doom with our technology? Get 1-Treaty on them.
-Which of you did we secretly experiment on in the past? They take 1-Treaty on you.
-Assets
-Your character always has some feature that marks them as inhuman. In addition, pick 3:
-Weapons
-Acid spit (ranged, - hidden).
-Energy blasters - (ranged, brutal).
-Psionic amplifiers - (ranged, aberrant).
--
Defenses
-Adaptive force fields - (camp, mantle).
-Spacesuits (sealed, - hardened).
-Bio-boosting skin - (tough, mobile).
-- -
Travel
-Null-grav fliers - (air, swift).
-Orbital shuttles - (air, space).
-Transport worms - (land, mount).
-- -
Expertise
-Science officers - (Quality 1, research).
-Assimilators (Quality - 1, recycling organics).
-Translators (Quality - 1, negotiating).
--
Inheritance
-Starfarer Characters get +1 to Sway or Lore.
-Quick Characters can pick an Inheritance Move:
-Neuralyzer: If you can get someone to stare into this gadget’s bright light for a few seconds, you
- can erase the last 5 minutes of their memory.
- Telepathy: You speak into minds, not through sound. You can speak to anyone you can see, and no-one
- else can overhear.
- Final Form: Instead of activating your Death Move, erase this to enter a chrysalis. An hour later
- you’ll emerge fully-healed, and with an outfit tag that’d help you resist what killed you.
- Ride the Lightning: You have a small, wire-threaded gem. If you give it to someone they can break it
- to summon you instantly to their side.
- Doppelganger: After a few minutes of painful adaptation you can shapechange into any organism you’ve
- directly observed.
Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: Part-human cyborgs, anthropomorphic robots, inhuman machines.
- Style: Sleek and minimalist design, heavy and dirty casing, camouflaged military armour.
- Governance: Blind obedience to master control, shared consciousness of conjoined minds, one mind
- replicated to infinity.
Moves
-Take Living Machines and one more:
- -Living - Machines: By default, all your Family members are synthetic. They do not need to eat, drink or - breathe, but can only use Professional Care when they have access to technological surpluses: - Progress, Research, Engineers, etc. -
Nanofabricators: You - alone control the miraculous nanotechnology. When you use your foundries to break down resources and - reassemble them, pick one:
+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 losses: 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 and Needs. You still - have limits: if you would ever gain a sixth Need, trigger Fall into Crisis instead.
-Terraformers of Tomorrow: - When working together with another Family, the effect of one of their long term moves (such as Weird - Science, This is a Civilised Land, etc.) will be implemented on a new scale of magnitude - - either a much broader scale, or a far longer duration.
+Lifestyle
- Nomadic: All your agents appear perfectly
- human, though underneath their skin lies a body of metal.
- Dispersed: Thanks to the Hive mind, when
- Conducting Diplomacy you learn the results immediately.
- Settled: Your drones can be easily
- repaired. You can always provide Professional Care to any synthetic Character inside the Hive’s holdings.
-
Doctrine
- Shepherds of Humanity: your factories
- could rebuild civilization from scratch, if given the proper blueprints. You can spend 2-Data to manufacture
- 3-Tech.
- Axioms of Order: The Hive’s directive is
- to bring harmony and discipline to the world. You have Advantage on Hold Together.
- Guardians of the Singularity: you always
- know how much Tech other Families and Factions have in store. Whenever an Unleash Power rouses devices in
- the environment, gain 1 Data.
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- An ancient power plant, dead but mostly intact.
- A remote node critical to the digital infrastructure of Before.
- A fortress, still defended by advanced drones.
The Fall
- A processing plant turned into an abattoir.
- A wasteland ravaged by weaponized weather.
- Scars of mankind’s most destructive and desperate tactics.
A Threat
- A sentient war machine gone rogue.
- Self-replicating drones on an arcane mission.
- Digital ghosts haunting the physical landscape.
Notes
-
Data: Tech: -
+ +Mood:
-Surpluses:
- -Needs:
- -Take 2 as Surpluses and the rest as Needs:
- Engineering, Energy, Defences, Weaponry, Transport
Treaty
-When a Family or Faction comes freely to you to ask for support or trade, gain 1-Treaty on them on - top of any deals you make.
-Faction:
- +Treaty:
- +Take 2 as Surpluses and the rest as Needs:
+ Barter Goods, Land, Progress, Medicine, Crops.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+History
- -Everyone worries you could strike at any moment. Each Family says what event caused this fear, and you take - 1-Treaty on them.
-Then ask the other Families:
-Which of you holds an important node of your ancestral infrastructure? Say what prevents them from - unlocking its deeper mysteries and give them 2-Treaty.
-Which of you hosts a leader that could unite everyone and crush us? Why hasn’t she done that yet? - Give them 2-Treaty.
+ +Take 2 as Surpluses and the rest as Needs:
+ Defences, Engineering, Progress, Leadership, Morale.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+ +Assets
-Your character is synthetic – see Living Machines. In addition, pick 3:
-Weapons
-Built-in weapons (ranged, - hidden).
-Terrible mechanical strength - (melee, brutal).
-Missile pods (ranged, many).
--
Defenses
-Military operations (camo, - armoured).
-Environmental probes (thermo, - sealed).
-Communication relays (hardened, - comms).
-- -
Travel
-Personal artigrav engines (air, - swift).
-Larger bots (land, mount).
-Transport drones (air, - transport).
-- -
Expertise
-Scanning Droids (Quality 1, - mapping and analysis).
-Killbots (Quality 1, direct - force).
-Protocol AIs (Quality 1, - negotiation and diplomacy).
-+ +
Take 2 as Surpluses and the rest as Needs:
+ Barter Goods, Artisans, Recruits, Medicine, Prestige.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+ +Inheritance
-Hive Characters get +1 to Steel or Lore.
-Quick Characters can pick an Inheritance Move:
-Swarm Form: You can dissolve into a swarm of tiny flying bots. Each individual bot has limited
- intelligence; treat the swarm as Followers with Quality +2. Roll Under Orders to see where you reform and
- what they do on the way.
- 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.
- Resource Digester: You can eat any material, a handful at a time. Six hours later you produce its
- core components out of a chest hatch, purified into one-inch cubes.
- Turret Mode: If you anchor yourself to a spot and devote all resources to your combat systems, add
- the brutal and many tags to your weapons.
- Transmorpher: With a few moments of shifting you can become a vehicle with two tags of your choice.
-
Take 2 as Surpluses and the rest as Needs:
+ Weaponry, Transport, Leadership, Defences, Recruits.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+ +Take 2 as Surpluses and the rest as Needs:
+ Prestige, Weaponry, Scouts, Transport, Recruits.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+ +Take 2 as Surpluses and the rest as Needs:
+ Morale, Scouts, Progress, Land, Transport.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+ +Take 2 as Surpluses and the rest as Needs:
+ Artisans, Leadership, Land, Safety, Recruits.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+ +Take 2 as Surpluses and the rest as Needs:
+ Defences, Progress, Morale, Leadership, Energy.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+ +Take 2 as Surpluses and the rest as Needs:
+ Engineering, Energy, Defences, Weaponry, Transport.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+ +Take 2 as Surpluses and the rest as Needs:
+ Spies, Weaponry, Land, Transport, Recruits.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+ +Take 2 as Surpluses and the rest as Needs:
+ Morale, Safety, Recruits, Scouts, Fresh Water.
Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.
+ +Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: Conscripted soldiers marching on an endless war, vassal villages giving tribute and
- warriors, Family of veterans that survived the Fall together.
- Style: Ordered and well-drilled precision, barbaric brutality with leathers and spikes, masks/helmets
- decorated according to rank.
- Governance: Rule of the strongest fighting off regular challengers, zealous conqueror and her
- advisors, battle companies sitting in council.
Moves
-Take two moves:
-Always Outnumbered, Never - Outgunned: Choose what gives your Family a ferocious edge in battle: -
A huge, bristling cornucopia of weaponry. -
A few ill-tempered but devastating relics of the Fall. -
A feral, barely-restrained killing instinct. -
Start with 3-Arsenal. When you go all-out on an enemy, you may spend 1-Arsenal to:
+Pick Culture and one other.
+ +When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:
+At the start of each age you can skip the months of cultivation and go straight to the harvest.
+When an abnormal life form is brought back to your Family’s farm and reshaped to suit your needs, choose one:
+When your character dissects the body of unnatural creature, they can improvise a Device from its organs or fluids. In addition, your Family can sacrifice Surplus: Medicine, Crops or Livestock to activate Culture to make one of the other two surpluses.
+Whenever a Family you've traded with gains a Surplus in Land, Progress, Barter Goods or anything organic or medical, they may give you 1-Stake. If this takes you to 3-Stake, give them Surplus: Medicine, Crops or Livestock as if you had used Culture - with your Family gaining the side benefits as normal - and set Stake to 0.
+ +When you use Culture, characters gain one of these bonuses the next time they Tool Up according to the Surplus produced:
+In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc.) with the GM providing a downside. Your Family members will all exhibit that trait from then on.
+Pick two:
+ +Your Family has retained access to some of the wonders of the World Before. Choose one:
+It comes with 3-Power.
+When you activate it, roll +Power spent (minimum 1). On a 10+ it works perfectly, exactly as desired. On a 7-9 it does what you wanted, but it’s either out of action for the near future or there are weird anomalies (you choose). On a miss, it erupts with chaotic power and bizarre side effects.
+Choose how Power is regained:
+Your Family has a well-curated and extensive store of records on certain fields. Choose one:
+When your Character encounters a creature, item or situation covered by this field, tell everyone a fact about it and gain fleeting advantage acting on that information. The GM will also tell you something you can do to gain 1 Tech from the subject. You can erase a Surplus of knowledge (e.g. Progress, Scouts, Lore, etc) to pick an additional field of knowledge.
+Your Family sees hidden relevance in stories that others overlook. When they use Diplomacy you can ask a follow-up question, and when you Uncover Secrets you always get to ask a second question.
+When your Family puts together a device powerful enough to shape the local area for generations, say what they want it to do. The GM will give one to three of the following conditions:
+When you use Power Up, you can spend extra points of Tech. For each point past the first, roll an extra die. You still take the two highest.
+Take Stock in Trade and one other:
+ +Your Family has a particular product range they trade in, and you can expect to have those wares around unless your Family is deeply in need and Mood is at -3. Once per session, you can draw on one of your Stocks in Trade to boost a roll's results by one category: 6- to 7-9, 7-9 to 10+.
+Choose one to three, depending on whether you want to sell one boutique stock or have a wide array of wares:
+When your Family brings goods to market, roll +Reach. On a hit you’re able to sell them for a fair price. On a 7-9 pick 1, 10+ pick 2:
+When you delve deep into your Family’s reserves in search of something useful, describe what it is and what you want it for. It should fit with your Stock in Trade or a Surplus of yours. The GM will give you 1-3 downsides, and then you can decide whether you still want to take it:
+When your Family tries to work out the worth of a new acquisition, roll +Reach. On a hit you have a good idea how much you could get for it, as well as some details on its past owner(s). On a 7-9 choose one:
+When you would use Diplomacy to meet someone who's bought from you before, instead automatically get an audience. They will always be willing to at least hear you out.
+Whenever you lose a Surplus for any reason, hold 1; spend 1 hold to get advantage on an action that surplus could help.
+Take Laying Down the Law and one other:
+ +Everything you do is motivated by a strict moral code, held by all the Family. Answer these questions:
+Who always deserves protection?
+Your Family and Character have advantage while protecting them.
+ + +Who always deserves your justice? +
You have advantage while pursuing them.
+ + +What does your Family’s code prevent you from doing in the name of justice? +
Your Family and Character roll with disadvantage on all moves if you go further, until the GM thinks you’ve made amends.
+ + +When your Family goes into a community looking for information on a target, roll +Reach. On a 7-9 learn 1, on a 10+ learn 3. Tell us how you find this out.
+As long as your Family patrols a region and keeps its citizens safe, they’ll know through rumours and whispers when someone breaks their laws. Its people will gradually start behaving according to your principles over time.
+When you brandish your Family’s authority in a non-hostile land, you can recruit a gang of locals to fight at your side. As long as you work towards bringing that target to justice you can use them as a group of Followers (Quality +1, Expertise: vigilante justice), and when they fight alongside you they reduce the harm you take by 1.
+When you arm up your Family and move out en masse to bring justice to your quarry, get 1 hold for each point of Grasp. You can spend Tech to get extra hold, 1-for-1. While you hunt, you may spend 1 hold to:
+Take Kaiju Threat Alert and one other:
+ +Your Family is dedicated to hunting Behemoths – titanic creatures that stalk the land and are hostile to human life. Each has unique strengths, hungers and capabilities, but they share a common origin. As a group, work out what sort of form your world’s Behemoths take – are they organic, robotic, elemental, ephemeral?
+ +When you scout for signs of behemoth attack, pick a danger in the world as an omen of an incoming assault. Say how it threatens Families of your choice, who become Alerted. You can spend Treaty you have on one Alerted group on any other.
+When you first find out about a specific Behemoth, name one Hostile Ground condition it surrounds itself with. Your Vehicles and Outfits automatically avoid disadvantage in that environment, and can augment other's gear to resist it at the cost of 1 Tech each.
+ +Your vehicles are the edge that allow you to bloody the nose of the Behemoth, and wipe the floor with regular foes. When you take one of your special vehicles out of storage, choose 2:
+Every time the you use it pick one:
+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.
+When you issue a Kaiju Threat Alert, gain 6 hold. When you act against the threat, spend 1 hold to roll with advantage. If your character is directly confronting the threat, spend all remaining hold after rolling to set one of their dice to the hold spent.
++
When you lure a Behemoth to rampage over a faction or Family under Kaiju Threat Alert, spend up to 3 points of Data and roll +Sleight. On a hit the Behemoth destroys one of their Surpluses per point of data spent; on a 7-9 it also destroys one of your Surpluses. On a 6- it unleashes great power and massive collateral damage, creating a new Hostile Ground. Don’t miss.
+Take two:
+ +The water cycle and the life cycle are one, and your Family understands them better than any other. When you erase a Surplus, recover 1 Tech from the depths.
+When you Claim by Force in a marine environment, assistance from creatures of the deep gives you Advantage to the roll. Spend 1 tech to call a hulking beast onto land, gaining advantage on all Claim by Force rolls as long as it survives.
+You are free from the hope that the sea will ever rest. Instead, you’ve learned to sail through the tempest. When your Family hits -2 Mood, you can roll +Grasp: on a hit gain 2 of Surplus: Barter Goods, Trade, and Progress, and erase a Need. Say how the sea provides for you in your moment of need. On a miss, the GM can make as hard a move as they like.
+Sometimes we must discard the old, embrace the new, and run headlong down an unwavering course. When your Family faces a Trial during the Turning of Ages, gain Surplus: Motivation and 1 hold per Trial faced. Spend 1 hold to give a Family move advantage.
+The sea, once it casts its spell, holds one in its net of wonder forever. You can spend 1-Tech and work a special ritual to let a Family's characters ignore Disadvantage from underwater hostile grounds. This lasts until the next Age. If you do this for another Family or faction, you have advantage on Conduct Diplomacy or Find Common Ground rolls with them for the rest of time.
+Take Faith of the Fallen and one other:
+ +Your Family has a faith they cling to more ardently than life. Choose one tenet:
+++The restoration and healing of humanity.
+The protection of the unfortunate.
+The renunciation of the Before.
+Transformation into gods.
+Travel to a pristine and unspoiled land.
+
At the start of each Age past the first, count those who are in line with your tenet as Righteous and everyone else as Corrupt.
+When your Family gains something that furthers their tenet, hold 1. When an emissary of your Family – including your Character – draws on this vision of future perfection, spend 1 hold to:
+When your Family makes an example out of a member of a Corrupt Family or Faction, hold 1. Spend hold 1-for-1 to force someone, Righteous or Corrupt, to choose one of the following:
+When you whip your Family into a frenzy then send them into battle, you can gain Need: Recruits, Need: Medicine and/or Need: Leadership. For each you take, choose one:
+When your Family condemns a powerful figure or organisation in a public place, roll +Grasp. On a hit, they're now counted as Corrupt. On a 7-9, choose one; on a 10+ choose two.
+If you have 5 Treaty or more on a Corrupt Family or Faction, you can denounce their wicked ways. At some point of this Age the GM will unleash a natural disaster upon them, devastating their holdings.
+The Corrupt Family or Faction is now considered Righteous. Lose 1-Treaty with every other Family or Faction; deep inside they know all that pain and loss came from your decrees.
+Take two moves:
+ +When you attack from orbit, raze a terrain feature or a Surplus belonging to another Family or Faction. Then roll +Grasp. On a 7-9 choose 2, on a 10+ choose 1:
+When you march upon an opponent, bringing to bear all your advanced arms and ships, roll +Reach. On a 7-9 choose 1, on a 10+ choose 2:
+When you roll a 7+ on Subterfuge, you may declare that some members of the targeted Family or faction have been replaced with duplicates loyal to you.
+When you activate the sleeper cell, roll +Sleight. On a hit, choose one:
+On a 10+ you are given access to a safe house you can use while you’re in that Family or Faction’s territory.
+Spend 1 Tech to instantly relocate your Character or one of your assets to the safety of one of your bases.
+When you use your grasping lights to abduct someone mentally or bodily,
+You’re perfectly adapted to environments lethal to humans. Pick 1-3 tags all your characters have from now on:
+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.
+Take Living Machines and one more:
+ +By default, all your Family members are synthetic. They do not need to eat, drink or breathe, but can only use Professional Care when they have access to technological surpluses: Progress, Research, Engineers, etc.
+You alone control the miraculous nanotechnology. When you use your foundries to break down resources and reassemble them, pick one:
+You may spend Tech to boost your follower's Quality, 1-for-1. When Claiming by Force, add this to the availabel options:
+Whenever you gain Tech outside of the Hive, you also gain 1 Data.
+Machines need very little to go on. Your Mood is locked at +2, regardless of Surplus and Needs. You still have limits: if you would ever gain a sixth Need, trigger Fall into Crisis instead.
+When working together with another Family, the effect of one of their long term moves (such as Weird Science, This is a Civilised Land, etc.) will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration.
+Take two moves:
+ +Choose what gives your Family a ferocious edge in battle:
+Start with 3-Arsenal.
+When you go all-out on an enemy, you may spend 1-Arsenal to:
Conscription: - 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 choose one:
+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 choose one:
Dominion: - When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:
+When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:
Lords of War: - When you bring together all your armies and march to battle against a stated target, get - advantage when you Claim by Force so long as you stay together. If you give up without - conquering your target gain Need: leadership.
-Tyranny: - When your Family makes an example out of a dissenter, a defeated foe or a useless minion, - hold 1. Spend hold 1-for-1 to force a Family member or a resident of a conquered settlement to:
+When you bring together all your armies and march to battle against a stated target, get advantage when you Claim by Force so long as you stay together. If you give up without conquering your target gain Need: Leadership.
+When your Family makes an example out of a dissenter, a defeated foe or a useless minion, hold 1. Spend hold 1-for-1 to force a Family member or a resident of a conquered settlement to:
Lifestyle
- Nomadic: Your Family is fanatically
- loyal. Get Advantage on all rolls to rescue or avenge a Family member.
- Dispersed: Your Family are masters of
- destruction and can reliably sneak saboteurs and arsonists into any location.
- Settled: Though your Family is
- established, they remain ever-vigilant; guard patrols will tell you if anything hostile crosses your
- borders.
Doctrine
- The Tides of Conquest: if you have both
- Surplus: Recruits and Morale, you gain +1 Grasp. Your legions march as one against the world.
- The Engines of War: if you have both
- Surplus: Weaponry and Leadership, you gain +1 Reach. Your military might reinforces your diplomacy and
- influence.
- The Web of Destructions: if you have both
- Surplus: Spies and Scouts, you gain +1 Sleight. Your skills at irregular warfare allow you to stay in the
- shadows.
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- A fort high command hoped to fall back to.
- Warehouses full of weaponry too dangerous and too expensive to use.
- A carrier vessel large enough to shelter thousands and win wars single-handed.
The Fall
- A metropolis ruined by the battles of the Fall.
- A massive boneyard, still growing larger.
- A pass where soldiers were massacred.
A Threat
- Drone weapons still waging ancient war.
- A cache of doomsday weapons that fell into the wrong hands.
- A foreign army stranded in the Homeland.
Notes
-
Data: Tech: -
-Mood:
-Surpluses:
- -Needs:
- +Take 2 as Surpluses and the rest as Needs:
- Spies, Weaponry, Land, Transport, Recruits.
Treaty
-When you give another Family a position of power in your empire’s hierarchy, gain 1-Treaty on them. -
-Faction:
- -Treaty:
- -History
- -Ask the other Families:
-Which of you is a threat even to us? They take 2-treaty on you.
-Which of you was able to negotiate a peace settlement with us? They take 2-Treaty on your Family. -
-Which of you fought side by side with us in a vicious battle? Take 1-Treaty on each other.
-Assets
-Your character can always have some luxury item, recently liberated from its previous owner. In addition, - pick 3:
-Weapons
-Enforcer’s blade (melee, - elegant).
-Spray-and-pray guns - (ranged, area).
-Homemade explosives (area, - unreliable).
--
Defenses
-Welded junk armour (tough, - armoured).
-Ambush gear (camo, tough). -
-Survival gear (camo, - thermo).
-- -
Travel
-Spiky junk piles (land, - mighty).
-Scratch-built technicals - (land, turret).
-Lumbering war rigs (land, - transport).
-- -
Expertise
-Brawlers (Quality 1, - keeping people busy).
-Enforcers (Quality 1, - intimidation and extortion).
-Legates (Quality 1, - enforcing the hierarchy).
--
Inheritance
-Tyrant Characters get +1 to Force or Sway.
-Quick Characters can pick an Inheritance Move:
-Guerrilla: When in hostile territory, you can hide a group of any size under debris and
- camouflage.
- Witness Me: You can mark your Dead box to succeed on Fiercely Assault, Defuse or Unleash Power as if
- you'd rolled a 10+.
- All for One: If you have Followers nearby and would take harm, you can first reduce the Harm value by
- reducing their Quality, 1-for-1. This can't take their Quality below 0.
- Scrapheap Challenge: When you have access to a pile of mechanical scrap and a few hours, roll +Lore.
- On a hit you can make a vehicle or weapon with 3 stat points/3 tags. On a 7-9, it will definitely fail
- sometime in the next day.
- Legate: When in territory you control, you automatically get a 10+ on Familiar Face.
Starting Stats
-Choose one:
-Traditions
- -Choose one of each, or invent your own:
- Populace: A menagerie bound by phenotypic similarity, a Family of the same race, a designed species
- without clear parallel.
- Style: Bold dyes and scarification, torn scavenged clothing, crude armours of an original design.
- Governance: Loud anarchic democracy, a council of elders, tyranny of the strong.
Moves
-Take two moves:
- -Atavistic Nature: - Choose what gives your Family a ferocious edge in battle: -
Superior senses and teamwork. -
Superior physical attributes. -
A feral, barely-restrained killing instinct. -
Start with 3-Savagery. When you go all-out on an enemy, you may spend 1-Savagery to:
+ +Take two moves:
+ +Choose what gives your Family a ferocious edge in battle:
+Start with 3-Savagery.
+When you go all-out on an enemy, you may spend 1-Savagery to:
At the start of a new Age, reset to 3-Savagery.
- The Strength of
- the Pack: Add +1 Quality to any group of followers entirely made of members of your
- Family.
- When they act as one, both character and followers roll with advantage.
- If your pack is ever completely wiped out, gain Need: Vengeance.
-
You Are - Weak! When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 - pick 1:
-Are We Not - Men? When your Family Lends Aid or otherwise protects another Family without - asking for anything in return, gain advantage on the joint effort. If the venture is a - success gain Surplus: Morale, Culture or Motivation.
-Home. Family. - Future. When your Family fights for survival or supremacy, you can gain Need: - Recruits, Morale and/or Motivation. For each you take, choose one:
-Lifestyle
- Air-Based: your phenotype is winged, and
- you can easily access areas out of reach to land based creatures.
- Land-Based: your phenotype is ideal for
- speed and endurance, and you will not grow tired before your prey or pursuer does.
- Water-Based: your phenotype is amphibious,
- and you can easily access and survive in underwater areas.
Doctrine
- The Hunters: your Family descend from
- predators. You have Advantage hunting down prey in the Homeland.
- The Grazers: your Family descend from
- herd animals. You have Advantage moving as a group over large distances.
- The Scavengers: your Family descend from
- omnivores. You have Advantage infiltrating and scavenging for resources.
Landmarks
-Draw a sign of one from each on the map, or invent your own:
-Before
- The ruins of a large zoo.
- A research facility haunted by failed experiments.
- A museum of extinct species and biomes.
The Fall
- The site of a genocidal massacre.
- Urban areas used to hide from persecution.
- Strange new habitats growing in the ruins.
A Threat
- Carrion birds smart enough to herd and harvest livestock.
- A locust swarm so wide that famine is sure to follow.
- Extreme weather upsetting the food chain.
Notes
-
Data: Tech: -
-Mood:
-Surpluses:
- -Needs:
- -Take 2 as Surpluses and the rest as Needs:
- Morale, Safety, Recruits, Scouts, Fresh Water.
Treaty
-When someone adopts your customs, whether on the primal or sapient side, gain 1-Treaty on them.
-Faction:
- -Treaty:
- +Add +1 Quality to any group of followers entirely made of members of your Family.
+When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:
+When your Family Lends Aid or otherwise protects another Family without asking for anything in return, gain advantage on the joint effort. If the venture is a success gain Surplus: Morale, Culture or Motivation.
+When your Family fights for survival or supremacy, you can gain Need: Recruits, Morale and/or Motivation. For each you take, choose one:
+History
- -Ask the other Families:
-Which of you came to our rescue and helped us build a community? Say how, and they say when. Give - them 2-Treaty on you.
-Which of you is related to those who uplifted us? Tell us how you found out, and they explain their - relationship to your progenitors. Take 2-Treaty on each other.
-Which of you hunted us as animals, realising their mistake far too late? Take 2-Treaty on them.
-Assets
-Your character can always have some accessory that marks them as more than animal - a scarf, engineering - tools, a religious symbol, etc. In addition, pick 3:
-Weapons
-Vicious assaults (melee, - brutal).
-Hit-and-run tactics - (melee, elegant).
-Scavenged weaponry - (ranged, unreliable).
--
Defenses
-Powered exoskeleton - (powered, mobile).
-Natural hide (camo, - tough).
-Uplift implants - (implanted, comms).
-- -
Travel
-Simpler animals (land, - mount).
-Grafted wings (air, - swift).
-- -
Expertise
-Scavengers (Quality 1, - finding food and shinies).
-Pack Hunters (Quality 1, - group tactics).
-Primal Performers - (Quality 1, song and dance).
--
Inheritance
-Uplift Characters get +1 to Steel or Sway.
-Quick Characters can pick an Inheritance Move:
-Humane: When you ease another’s suffering, say what they realise you have in common. You have
- advantage to Find Common Ground with each other.
- Animal Empathy: You can talk to and command any non-sentient animal of your phenotype. Treat them as
- Quality 1, with specialities appropriate to the animal in question.
- Pack Leader: When you charge ahead, heedless of the danger, those that follow you roll with
- advantage.
- Loose Uplift: You can shut off your sapience to become a creature of instincts, getting advantage on
- Force and +2 Armour but losing the ability to talk, reason or use tools.
- Animal Senses: when you investigate a scene, you can ask the GM one question based on your inhuman
- senses. The GM must answer truthfully, through a veil of heavy symbolism.
When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.
+Everyone has a need for your products. Take 1 Treaty on each other Family and Faction. Then ask the other families:
+When you spend time and effort showing another group how to use their technology better, gain 1-Treaty on them.
+Ask the other families:
+When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them.
+Everyone, like it or not, has to trade with your Company. Take 1-Treaty on all the other Families. Then, ask the other Families:
+When you bring another Family’s or Faction’s hated foe to justice, your Family gains 2-Treaty on them.
+Ask the other families:
+When you Lend Aid to a group under a Kaiju Threat Alert, gain 1 Treaty on them.
+Ask the other families:
+When you trade a Family a Surplus harvested from the sea for one harvested from the land, gain 1 Treaty on them.
+Ask the other families:
+When you publicly condemn another group for their sins, hold 1. Publicly absolve them of those same sins and spend that hold to gain 1-Treaty on them. You can only have 1 hold at a time.
+Judge each other Family:
+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.
+Ask the other Families:
+When a Family or Faction comes freely to you to ask for support or trade, gain 1-Treaty on them on top of any deals you make.
+Everyone worries you could strike at any moment. Each Family says what event caused this fear, and you take 1-Treaty on them.
+Then ask the other Families:
+When you give another Family a position of power in your empire’s hierarchy, gain 1-Treaty on them.
+Ask the other Families:
+When someone adopts your customs, whether on the primal or sapient side, gain 1-Treaty on them.
+Ask the other Families:
+Your characters can always have a friendly pet of some kind. In addition, pick 3:
+Your characters can always have battered, half-understood journals from the Before. In addition, pick 3:
+ +Your characters can always have well-fitting and stylish clothing. In addition, pick 3 for your family:
+ +Your characters can always have an obvious symbol of authority. In addition, pick 3:
+Your characters can always have a trophy from a previous hunt. In addition, pick 3:
+Your characters always have enough breathing equipment to function on land and in water. In addition, pick 3:
+Your characters can always have a small holy book or a religious symbol. In addition, pick 3:
+Your character always has some feature that marks them as inhuman. In addition, pick 3:
+ +Your character is synthetic – see Living Machines. In addition, pick 3:
+Your character can always have some luxury item, recently liberated from its previous owner. In addition, pick 3:
+Your character can always have some accessory that marks them as more than animal - a scarf, engineering tools, a religious symbol, etc. In addition, pick 3:
+Cultivator Characters get +1 to Sway or Lore.
+Quick Characters can pick an Inheritance Move:
+Enclave Characters get +1 to Steel or Lore.
+Quick Characters can pick an Inheritance Move:
+Merchant Characters get +1 to Sway or Lore.
+Quick Characters can pick an Inheritance Move:
+Lawgiver Characters get +1 to Force or Steel.
+Quick Characters can pick an Inheritance Move:
+Order Characters get +1 to Force or Lore.
+Quick Characters can pick an Inheritance Move:
+Pioneer Characters get +1 to Force or Steel.
+Quick Characters can pick an Inheritance Move:
+Servant Characters get +1 to Sway or Steel.
+Quick Characters can pick an Inheritance Move:
+Starfarer Characters get +1 to Sway or Lore.
+Quick Characters can pick an Inheritance Move:
+Hive Characters get +1 to Steel or Lore.
+Quick Characters can pick an Inheritance Move:
+Tyrant Characters get +1 to Force or Sway.
+Quick Characters can pick an Inheritance Move:
+Uplift Characters get +1 to Steel or Sway.
+Quick Characters can pick an Inheritance Move:
++
Name: Family: Playbook: @@ -2834,46 +3627,61 @@
Look:
Look:
Select a Playbook above to get started
+
- Stats
- Force:
- Lore:
- Steel:
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History and Notes
History and Notes
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The Things I've Seen Choose what destroyed your life:
-The Monsters Birthed by the Fall: When a horrific monstrosity attacks, name one thing that’ll help you survive and take advantage to your first roll that uses it.
-The Insane Magic of the Before: When energies are raging out of control, your Defuse rolls to get out of harm’s way have advantage.
-The Barbaric Excess of Mankind: When you Fiercely Assault a group of humans, roll with advantage if you choose to drive them away rather than kill or capture them.
@@ -4756,40 +5620,45 @@+
History and Notes
- Stats
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- Lore:
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- Sway:
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History and Notes
- Stats
- Force:
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- Lore:
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- Steel:
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- Sway:
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Split +1, 0, 0, -1 between your stats and add your family bonus to one.
+Split +1, 0, 0, -1 between your stats and add your family bonus to one.
Drained
Winded
Hurt (-1 to )
+ type="text" name="attr_StatPenalty">)Mangled (-1 to every stat)
Dead
@@ -5000,7 +5873,7 @@+
History and Notes