Aw 2 Nded Fallen Empires Preview
Aw 2 Nded Fallen Empires Preview
Aw 2 Nded Fallen Empires Preview
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gods? is is their doing, all of it. Your bold comrades? If you could rely on them you
wouldn’t be here. Your precious old mother? She’s a darling but what will she do for you
but weep and mourn. No, you pray for death’s gray bird, a bonepicker, to lay a hand upon
you, and the cauter, and to tell you whether you will live or die.
highlight
highlight Help or interfere; Session end
Go into danger
Battle�eld grace: while you are caring for people, not �ghting, you get +1armor.
highlight
Canny: when you grasp outward into the world’s psychic maelstrom, roll+sharp
Fly at someone; instead of +weird.
Waylay someone;
Do battle Detachment: you can choose to roll+sharp instead of roll+history when you help
someone who’s rolling.
highlight e second devotion: burn incense against reluctance, whisper someone’s name
Seduce or If you and another character have sex, they choose 1: to the world’s psychic maelstrom, and spend 0–3 devotion. Roll+devotion spent. On a
manipulate • You get +1 to your history with them, and they get +1 10+, choose 2. On a 7–9, choose 1:
someone to their history with you. • e world’s psychic maelstrom whispers back whether they are alive or dead.
• You recover 1 spent devotion, but they get -1 to their • e world’s psychic maelstrom will protect them from harm, if it is able.
history with you. • e world’s psychic maelstrom will do them harm, if it is able.
highlight
• You recover 1 spent devotion, and you must answer any • e world’s psychic maelstrom whispers back who they are with and what they are doing.
Read a person; one question they ask.
Read a situation • Recover 1 of the devotion you spent, if you spent any.
On a miss, ask the MC what the world’s psychic maelstrom whispers to you.
Still-room: you get a still-room, a ceremonial space (cf) of healing. Bring your
highlight patients into it and you can contemplate, understand, and transform them like a
Grasp outward experience > >>improve mystic can contemplate and transform reality.
Get +1sharp (max sharp+3) Necromancer: when someone dies in your care, you can use them for augury. is
Get +1cool (max cool+2) is contrary to your devotion, but still, you can.
Get +1hard (max hard+2)
Get +1hard (max hard+2)
Get +1weird (max weird+2)
Get a new bonepicker move
Get a new bonepicker move
Get an acolyte (detail with the MC)
Get a move from another playbook
Get a move from another playbook
Not life-threatening. Get +1 to any stat (max stat+3)
Retire your character to safety
Life-threatening.
Create a second character to play
Dying. Change your character to a new playbook
Choose 3 basic moves and advance them
Come back with -1hard. Advance the other 4 basic moves
Come back with +1weird.
Change to a new playbook.
Die.
Your devotion allows you to speak life to the living and death to the dying. Spent
e trappings of your devotion include some or all of:
To create your bonepicker, choose name, look, stats, moves, equipment, and history.
• e cauter • e misericorde (deadly: intimate)
• e gray bird’s wing • e blindfold
• Bandages, knives, split-twig clamps, needles, a glass blade
Ama, Bishe, Cailo, Curdarre, Five, Imsha, Everyone introduces their characters by
• e seven salves: awakening, blood-stop, bone-set, leaping-heart, proof-against-pain,
Jerre, Mala, Naise, Pavia, Poise, Sara, Tell. name, look and outlook. Take your turn.
unwakening, and wound-knit
• e four incenses: against grief, against fear, against despair, and against reluctance List the other characters’ names.
When you are fully rested, prepared, and initiated, you have a measure of 6 devotion. Man, woman, ambiguous, transgressing, Go around again for history. On your turn,
When you attend yourself to the wounded, you choose how much of your devotion and or concealed. ask 1, 2, or all 3:
endurance to give them, measured as 0–3 devotion “spent.” • Which one of you do I see as doomed to self-
Dark skin, light skin. destruction?
You begin play with your full measure of 6 devotion. At need, you can spend 1 keep to
Sturdy gray robes. For that character, write history-2.
recover 2 devotion, if your circumstances allow you the time to rest, prepare and renew
• Which one of you put a hand in when it
your initiations. Haggard face, kind face, lively face, pretty mattered, and helped me save a life?
When you devote yourself to someone with 1–3 wounds, don’t roll. ey choose: you face, rugged face, or strong face. For that character, write history+2.
spend 1 devotion, and they spend their recovery time salved against pain and fear; or else Bright eyes, caring eyes, clear eyes, hard • Which one of you has been beside me all
you spend none and they recover in agony like everyone else. eyes, laughing eyes, or quick eyes. along, and has seen everything I’ve seen?
For that character, write history+3.
When you devote yourself to someone with 4–6 wounds, roll+devotion spent. On a hit, Big body, compact body, rangy body, spare
you heal them down to 3 wounds, and choose 2 (on a 10+) or 1 (on a 7–9): body, stout body, or sturdy body. For everyone else, write history+1. You
• ey �ght you and you must apply unwakening. How long will they be out? keep your eyes open.
• e pain, incense, and salves make them babble the truth. Ask them what secret they spill.
On the others’ turns, answer their
• eir body is eager to be healed. Recover 1 of the devotion you spent, if you spent any. Choose one set: questions as you like.
• ey’re at your complete mercy. What do you do to them? • Cool+1, Hard=0, Hot+1, Sharp+2, Weird-1
• eir course of recovery teaches you something about your own devotion. Mark experience. • Cool+1, Hard+1, Hot=0, Sharp+2, Weird-1 At the end, choose one of the characters
• ey owe you for your time, attention, and spent trappings, and you’re going to hold them to it. • Cool-1, Hard+1, Hot=0, Sharp+2, Weird+1 with the highest history on your sheet.
On a miss, they are dying. Speak death to them or defy your devotion. • Cool+2, Hard=0, Hot-1, Sharp+2, Weird-1 Ask that player which of your stats is most
interesting, and highlight it. e MC will
When you speak death to the dying, whisper the words and deliver mercy.
have you highlight a second stat too.
When you devote yourself to someone who has just died, spend 2 devotion. ey come
back, but you choose how they come back. Choose from the regular list, or else choose 1: You get all the basic moves, and choose 2
• ey come back in your deep, deep debt. bonepicker moves.
During play, it’s your job to have your
• You and they both come back with +1weird (max weird+3). You can use all the battle moves, but learn character make and pursue goals. ey
You have an acolyte. When you spend your devotion, �rst your acolyte spends 1 on baiting a trap and keeping lookout �rst, can be any goals you want, long term and
your behalf. us, to roll+1, spend only 0; to revive someone whose life has passed, spend as well as the rules for harm. short-. Begin by thinking what your goals
only 2; and so on. might be this very morning, as play begins.
Anointed for battle: paint your skin with symbols of terror and power and they
highlight count as armor: 2 armor if you’re otherwise naked or nearly naked; 1 armor if you’re
Fly at someone; wearing non-armor clothing. When you wear armor, use it instead.
Waylay someone; Ice cold: when you �y at an NPC, roll+cool instead of +hard. When you �y at
Do battle another PC, roll+history instead. When you make a battle move that calls for you to
roll+hard, you can roll+cool instead.
highlight
If you and another character have sex, you annul Like the viper: when you enter into a charged situation, roll+hot. On a 10+, hold
Seduce or 2. On a 7–9, hold 1. Spend your hold 1-for-1 to make eye contact with an NPC present;
manipulate their special move. Whatever it is, it doesn’t happen.
someone they freeze or �inch and can’t take action until you break it off. On a miss, your
enemies immediately identify you as their foremost threat.
highlight Merciless: when you in�ict harm, in�ict +1 harm.
Read a person; Perfect instincts: when you’ve read a charged situation and you’re acting on the
Read a situation MC’s answers, take +2 to the roll instead of +1.
Visions of death: when you go into battle, roll+weird. On a 10+, name one NPC
who’ll die and one NPC who’ll live. On a 7–9, name one NPC who’ll die OR one NPC
highlight who’ll live. e MC will make your vision come true, if it is within their power. On a
Grasp outward experience > >>improve
miss, you foresee your own death, and take -1 ongoing until the battle ends.
Get +1hard (max hard+2)
Get +1hot (max hot+2)
Get +1sharp (max sharp+2)
Get +1weird (max weird+2)
Get a new child of battle move
Get a new child of battle move
Get an ally (cf; detail with the MC)
Get a gang (you detail) and leadership
Get a move from another playbook
Get a move from another playbook
Not life-threatening. Get +1 to any stat (max stat+3)
Retire your character to safety
Life-threatening.
Create a second character to play
Dying. Change your character to a new playbook
Choose 3 basic moves and advance them
Come back with -1hard. Advance the other 4 basic moves
Come back with +1weird.
Change to a new playbook.
Die.
A distinctive dagger: A distinctive sword:
Deadly (circle 1): Blade (circle 2): Deadly (circle 1): Blade (circle 2): To create your child of battle, choose name, look, stats, moves, equipment, and history.
Brawling Broken-backed Hand-to-hand Age-darkened
In�ghting Curved Mounted Curved
Flame-shaped On the �eld Enchanted Alabaster, Bind, Culistair, Fasha, Hawk, Everyone introduces their characters by
Hilt (circle 1):
Heavy Flame-shaped Joy, Marred, Never, Pity, Pyre, Sun, Zephyr. name, look and outlook. Take your turn.
Copper Hilt (circle 1):
Leaf-shaped Heavy
Crude 2-handed List the other characters’ names.
Long Leaf-shaped
Golden Crude
Notched Light Man, woman, ambiguous, or transgressing. Go around again for history. On your
Hide-wrapped Golden
Of unusual metal Long turn, ask the other players which of their
Inlaid Graceful Dark skin, light skin.
Razor-sharp Notched characters you can trust.
Intricate Hide-wrapped
Shining Of unusual metal Austere clothing, fanciful clothing, plain • For the characters you can trust, write
Ivory Inlaid
Slender Razor-sharp clothing, or rich clothing. history -1.
Jeweled Intricate
Spike-pointed Shining • For the characters you can’t trust, write
Plain Ivory Boyish face, girlish face, handsome face,
Short history +2.
Jeweled smooth face, striking face, or sweet face.
Straight
Distinctive armor: Plain You are indifferent to what is safe, and
Supple Arresting eyes, calculating eyes, frosty
Qualities (circle 2): drawn to what is not.
eyes, indifferent eyes, or merciless eyes.
Antique Of unusual metal A distinctive hand weapon: On the others’ turns, answer their
Brilliantly enameled Ornate Angular body, gorgeous body, muscular questions as you like.
Elaborate helmet Sculpted breastplate Deadly (circle 1–2): To strike (circle 2): body, sweet body, or slim body.
Enameled black Striking helmet +1 to roll Chain At the end, choose one of the characters
Menacing Supple chain mail Hand-to-hand Chisel head with the highest history on your sheet.
Mirror-polished Velvet brigandine Ignores armor Curved blade Choose one set: Ask that player which of your stats is most
Mounted Heavy blade • Cool+3, Hard-1, Hot+1, Sharp+1, Weird=0 interesting, and highlight it. e MC will
On the �eld Heavy head • Cool+3, Hard-1, Hot+2, Sharp=0, Weird-1 have you highlight a second stat too.
Other distinctive weapons: Vs mounted Hook • Cool+3, Hard-2, Hot+1, Sharp+1, Weird+1
A magical spell that strikes your enemies Long blade
Quality (circle 1): • Cool+3, Hard=0, Hot+1, Sharp+1, Weird-1
with blades of darkness (thrown, area, Piercing spike During play, it’s your job to have your
ignores armor) Antique
Short blade character make and pursue goals. ey
Ornate
A matched set of onyx-handled throwing Spikes can be any goals you want, long term and
Utilitarian You get all the basic moves, and choose 2
daggers (thrown, deadly: waylay) Striking head short-. Begin by thinking what your goals
To hold (circle 1): Two blades child of battle moves.
A recurved bow and leaf-blade arrows (at might be this very morning, as play begins.
range, deadly: aimed) Chain You can use all the battle moves, but learn
Haft a chaotic free-for-all, standing watch,
A variety of hidden blades, spikes, and
Handle and the subterfuge moves �rst. Whenever you roll a highlighted stat, and
garrotes (deadly: brawling)
Staff whenever you reset your history with
someone, mark an experience circle. When
You begin play with: you mark the 5 , improve and erase.
• 3 distinctive weapons or armor. Each time you improve, choose one of the
At the beginning of the session, spend 1, 2, or 3 keep for your lifestyle. If you can’t • Coin or goods worth 4 keep.
or won’t, tell the MC and answer her questions. You can earn your keep by: working options. Check it off; you can’t choose it
• Clothing suitable to your look (you detail), again.
the hard earth; extorting, raiding, or robbing a wealthy population; executing a murder on including at your option light armor (1
behalf of a wealthy NPC; serving a powerful NPC as bodyguard; or other means as you can armor) or heavy armor (2 armor).
negotiate them.
In addition to your lifestyle, you might spend your keep on: a night in high luxury and
company; someone else’s protection, service, or labor; a weapon or other equipment; tribute
to a warlord; the bribes required to turn someone’s eye or secure someone’s complicity; rich or
beautiful clothing; or other things as you can arrange for them.
Mesmerasts are the weird, creeping, spying psychic sorcerers of this world of fallen
empires. ey have powers of compulsion, sorcerous puppet strings, alien hearts, dead
souls, and eyes like broken things. ey stand in your peripheral vision and whisper into
your head, staring. ey place polished stones upon your eyes and read your secrets.
highlight
highlight Help or interfere; Session end
Go into danger
Alien & compelling: when you try to seduce someone, roll+weird instead of
highlight roll+hot.
Fly at someone; Mesmeric initiate: you get +1weird (to weird+3).
Waylay someone;
Do battle Psychic delve: when you have time and physical intimacy with someone—mutual
intimacy like holding each other in your arms, or 1-sided intimacy like kneeling over
highlight them while they’re bound—you can reach your mind into their soul. Roll+weird. On a
If you and another character have sex, you 10+, hold 3. On a 7–9, hold 2. Spend your hold 1 for 1 to ask their player questions:
Seduce or • What was your character’s lowest moment?
manipulate immediately do a psychic delve upon them, whether
someone you have the move or not. Roll+weird as normal. • For what does your character crave forgiveness, and of whom?
However, the MC chooses which questions to ask. • What are your character’s secret pains?
• In what ways are your character’s body and mind vulnerable to me?
highlight On a miss, you in�ict 1 harm upon your subject, ignoring armor, to no bene�t.
Read a person;
Read a situation Sorcerous puppet strings: when you have time and intimacy with someone—
again, mutual or 1-sided—you can plant a command inside their mind. Roll+weird.
On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the circumstances, you can
spend your hold 1 for 1:
highlight • In�ict 1 harm upon them, ignoring armor.
Grasp outward experience > >>improve
• ey take -1 to the roll they’re making now.
Get +1cool (max cool+2) If they ful�ll your command, it counts for all of your remaining hold and they’re free.
Get +1sharp (max sharp+2) On a miss, you in�ict 1 harm upon them, ignoring armor, to no bene�t.
Get +1hard (max hard+2)
Unworldly senses: when you read someone, roll+weird instead of roll+sharp. Your
Get +1hard (max hard+2) victim has to be able to see you, but you need not interact in any way.
Get a new mesmerast move
Get a new mesmerast move Whispering malice: you can roll+weird to get the effect of �ying at someone
Get 2 new or replacement mesmerast trappings without making any physical motion. Your victim has to be able to see you, but you
Get a small holding (you detail) and wealth don’t have to interact. If your victim forces your hand, your mesmeric will counts as a
Get a move from another playbook
weapon (1 harm, ignoring armor).
Get a move from another playbook
Not life-threatening. Get +1 to any stat (max stat+3)
Retire your character to safety
Life-threatening.
Create a second character to play
Dying. Change your character to a new playbook
Choose 3 basic moves and advance them
Come back with -1hard. Advance the other 4 basic moves
Come back with +1weird.
Change to a new playbook.
Die.
Incense: against reserve. Burn it where your subject will breathe it.
While someone is breathing the smoke of incense against reserve, if you read them or use To create your mesmerast, choose name, look, stats, moves, equipment, and history.
a mesmerast move on them that gives you hold, you get +1 hold—see reading a person,
psychic delve and sorcerous puppet strings.
Invested surrogate. Place it where your subject will be able to see it. Arrama, Brace, Charmer, Foraire, Pallor, Everyone introduces their characters by
For your purposes—see unworldly senses and whispering malice—if someone can see Sin, Sundown, ast, Xansti. name, look and outlook. Take your turn.
your invested surrogate, it is as though they can see you. List the other characters’ names.
Object of radiant misery. Breathe upon it and whisper the incantation to bring it to life. Go around again for history. On your turn,
Man, woman, ambiguous, transgressing,
An invisible creature violently assaults the souls of everyone present, except you. ey ask 1, 2, or all 3:
or concealed.
cannot defend themselves. It hits them for 1 harm apiece, ignoring armor, and then • Which one of you has slept in my presence
returns to lifelessness. Dark skin, light skin. (knowingly or unknowingly)?
Salve: the crown of peace. Anoint your subject with it. Bizarre clothing, grand clothing, rags, For that character, write history+2.
Protects your subject from all mesmerast moves and trappings. is effect lasts through robes, or vestments. • Which one of you have I been watching
one full day and into a second, or until washed away. carefully, in secret?
Bony face, �ushed face, plump moist face, For that character, write history+2.
Salve: the �ayed nerve. Anoint your victim with it. scarred face, smooth face, or scarred face. • Which one of you most evidently dislikes and
If you anoint someone with the �ayed nerve, and you in�ict harm upon them with a distrusts me?
Caring eyes, dead eyes, deep eyes, pale
mesmerast move or trapping, in�ict +1 harm—see the object of radiant misery, psychic For that character, write history+3.
eyes, ruined eyes, soft eyes, or wet eyes.
delve, sorcerous puppet strings. and whispering malice. is effect lasts through one
full day and into a second, or until washed away. Awkward angular body, crippled body, fat For everyone else, write history+1. You
body, slight body, or soft body. have weird insights into everyone.
Violation glove. Wear it.
For your purposes—see psychic delve and sorcerous puppet strings—merely touching On the others’ turns, answer their
their skin with your violation glove counts as time and intimacy with them. questions as you like.
Choose one set: At the end, choose one of the characters
• Cool+1, Hard+1, Hot-2, Sharp+1, Weird+2 with the highest history on your sheet.
• Cool=0, Hard=0, Hot+1, Sharp=0, Weird+2 Ask that player which of your stats is most
• Cool+1, Hard-2, Hot-1, Sharp+2, Weird+2 interesting, and highlight it. e MC will
• Cool+2, Hard-1, Hot-1, Sharp=0, Weird+2 have you highlight a second stat too.
You get all the basic moves, and choose 2 During play, it’s your job to have your
mesmerast moves. character make and pursue goals. ey
can be any goals you want, long term and
You can use all the battle moves, but learn
short-. Begin by thinking what your goals
baiting a trap, keeping lookout, and
might be this very morning, as play begins.
turning the tables �rst.
Bloody-crowned: when you try to impose your will upon your war-band, roll+hard.
highlight On a 10+, all 3. On a 7–9, choose 1:
Fly at someone; • ey do what you order (otherwise, they refuse).
Waylay someone; • ey don’t �ght back over it (otherwise, they do �ght back).
Do battle • You don’t have to make an example of one of them (otherwise, you must).
Foragers and thieves: when you have your war-band search their pockets and
highlight saddlebags for something, roll+hard. It has to be something small enough to be
Seduce or If you and another character have sex, they carried. On a 10+, one of you has just the thing. On a 7–9, one of you happens to have
manipulate immediately change their history with you to +3. something similar, that will perhaps serve. On a miss, one of you used to have just the
someone ey also choose whether to give you +1 or -1 to your thing, but come to discover that now it’s missing, likely stolen in turn.
history with them.
highlight
Read a person;
Read a situation
highlight
Grasp outward experience > >>improve
Get +1hard (max hard+3)
Get +1cool (max cool+2)
Get +1sharp (max sharp+2)
Get +1weird (max weird+2)
Get +1weird (max weird+2)
Add or remove an option for your war-band
Add or remove an option for your war-band
Get a small holding (you detail) and wealth
Get a move from another playbook
Get a move from another playbook
Not life-threatening. Get +1 to any stat (max stat+3)
Retire your character to safety
Life-threatening.
Create a second character to play
Dying. Change your character to a new playbook
Choose 3 basic moves and advance them
Come back with -1hard. Advance the other 4 basic moves
Come back with +1weird.
Change to a new playbook.
Die.
Kind (circle 1): Looks (circle 2):
Camel (fast=0, strong+2, hungry=0, stubborn) Battle-scarred, caparisoned, To create your mesmerast, choose name, look, stats, moves, equipment, mount,
Elephant (fast-1, strong+3, hungry+2, cowardly, huge) ferocious, hale, half-wild, war-band, and history.
Horse (fast+1, strong+1, hungry+1, tempermental) handsome, powerful, ragged,
regal, sleek, ugly, underfed,
Fast Strong Hungry well-fed, well-groomed. Arned, Brunt, Burke, Damre, Dienne, Juck, Detail your mount and your war-band.
Kaley, Maise, Malerre, Tambore, Truth.
In addition, you begin play with:
Harm Armor Wounds • Armor and 3 no-nonsense weapons.
• Coin or goods worth 2 keep.
Man, woman, ambiguous, or transgressing. • Clothing suitable to your look (you detail).
Dark skin, light skin. Armor (choose 1):
By default, your war-band consists of about 15 violent bastards, with mounts like yours,
Filthy clothing, functional clothing, poor • Leather coat, helmet, boots (1 armor).
an eclectic assortment of arms and armor, and no discipline to speak of (small gang,
clothing, stolen clothing, sturdy clothing. • Breastplate, helmet, boots (2 armor).
savage, 2 harm, 1 armor).
• Mail coat, helmet, boots (2 armor).
en, choose 2: Broken face, narrow face, rugged face,
Size No-nonsense weapons (choose 3):
Your gang numbers 30 or so (medium gang instead of small). strong face, or weathered face.
• Bastard sword (deadly: on the �eld)
Your gang’s well-armed (+1 harm). Calculating eyes, kind eyes, narrow eyes, • Battle-axe (deadly: on the �eld)
Your gang’s well-armored (+1 armor). Harm Armor scorched eyes, or weary eyes. • Dagger (deadly: in�ghting)
Your gang’s well-disciplined (drop savage).
Fat body, rangy body, squat body, sturdy • Fighting knife (deadly: brawling)
Your gang’s nomadic at heart, and able to keep and care
body, or wiry body. • Lance (deadly: mounted)
for its mounts without needing a permanent home (add
• Sword (deadly: hand-to-hand & on the �eld)
mobile).
Tags • War-mace (deadly: on the �eld)
Your gang’s self-sufficient, able to provide for itself by
raiding and scavenging (add rich). Choose one set:
• Cool+1, Hard+2, Hot-1, Sharp+1, Weird=0
And choose 1: • Cool+1, Hard+2, Hot+1, Sharp=0, Weird-1 Everyone introduces their characters by
Your gang’s mounts are in bad shape and need constant • Cool+1, Hard+2, Hot=0, Sharp+1, Weird-1 name, look and outlook. Take your turn.
attention (vulnerable: undermounted). • Cool+2, Hard+2, Hot-1, Sharp=0, Weird-1
Your gang’s loose-knit, with warriors coming and going as List the other characters’ names.
they choose (vulnerable: desertion). Go around again for history. On your turn,
Your gang is in signi�cant debt to someone powerful ask 1, 2, or all 3:
(vulnerable: obligation). You get all the basic moves, and both
wolfshead moves. • Which one of you used to �ght in my
Your has powerful enemies (vulnerable: reprisals). Losses war-band?
Your gang is �lthy and unwell (vulnerable: disease). You can use all the battle moves, and For that character, write history+1.
Names & Ranks: probably will. • Which one of you believes that you could
out�ght me, if it came to it?
For that character, write history+2.
During play, it’s your job to have your • Which one of you once stood up to me,
character make and pursue goals. ey war-band and all?
can be any goals you want, long term and For that character, write history+3.
short-. Begin by thinking what your goals
might be this very morning, as play begins. For everyone else, write history-1. eir
At the beginning of the session, spend 1, 2, or 3 keep for your lifestyle, plus your affairs are not, you suppose, your concern.
mount’s hungry. If you can’t or won’t, tell the MC and answer her questions. You
On the others’ turns, answer their
can earn your keep by: working the hard earth; extorting, raiding, or robbing a wealthy Whenever you roll a highlighted stat, and questions as you like.
population; executing a murder on behalf of a wealthy NPC; serving a powerful NPC as whenever you reset your history with
bodyguard; or other means as you can negotiate them. someone, mark an experience circle. When At the end, choose one of the characters
you mark the 5 , improve and erase. with the highest history on your sheet.
In addition to your lifestyle, you might spend your keep on: a night in high luxury and
Ask that player which of your stats is most
company; someone else’s protection, service, or labor; a weapon or other equipment; tribute Each time you improve, choose one of the interesting, and highlight it. e MC will
to a warlord; the bribes required to turn someone’s eye or secure someone’s complicity; rich or options. Check it off; you can’t choose it have you highlight a second stat too.
beautiful clothing; or other things as you can arrange for them. again.
When the great empires of the golden age fell, with them fell law and society. is world
in their dust is ugly, desperate, violent. What’s yours is yours only while you can hold it in
your hands. ere’s no peace. ere’s no stability but what you carve, inch by inch, out of
the ruins and wilds, and then defend with murder and blood.
highlight
highlight Help or interfere; Session end
Go into danger
You begin play with: Whenever you roll a highlighted stat, and
• 1 terrifying weapon of war. whenever you reset your history with
At the beginning of the session, spend 1, 2, or 3 keep for your lifestyle. If you can’t • 2 serious weapons. someone, mark an experience circle. When
or won’t, tell the MC and answer her questions. You can earn your keep by: working • 1 backup weapon. you mark the 5 , improve and erase.
the hard earth; extorting, raiding, or robbing a wealthy population; executing a murder on • Armor.
behalf of a wealthy NPC; serving a powerful NPC as bodyguard; or other means as you can • Coin or goods worth 2 keep. Each time you improve, choose one of the
negotiate them. • Clothing suitable to your look (you detail). options. Check it off; you can’t choose it
again.
In addition to your lifestyle, you might spend your keep on: a night in high luxury and
company; someone else’s protection, service, or labor; a weapon or other equipment; tribute
to a warlord; the bribes required to turn someone’s eye or secure someone’s complicity; rich or
beautiful clothing; or other things as you can arrange for them.
In the golden age of empires now fallen, there were no strongholders. ere were lords
and ladies, who must bow to the great crowned heads; and the great crowned heads must
kneel on their faces before empires.
An empire was not a battered baked-mud fortress at the curve of a river, it spanned
highlight nations and continents. An army was not a little band of sword-arms, it was a thousand
Help or interfere; Session end thousand in rank, mounted on war-horses, on chariots, on elephants, on engines of war
highlight
whose skeletons still, here and there, stand.
Go into danger
Leadership: when your war-band does battle for you, spend 1 more than your roll
highlight would give you.
Fly at someone; Wealth: When your stronghold is secure and your rule unchallenged, at the
Waylay someone; beginning of the session, roll+hard. On a 10+, you have plenty at hand and available
Do battle for the needs of the session. On a 7-9, you have plenty, but choose 1 want. On a miss,
or if your stronghold is compromised or your rule contested, your hold is in want. e
highlight precise values of your plenty and want depend upon the details of your stronghold.
Seduce or If you and another character have sex, you can give
manipulate the other character gifts worth 1 keep, at no cost to
someone you.
highlight
Read a person;
Read a situation
highlight
Grasp outward experience > >>improve
Get +1hard (max hard+3)
Get +1cool (max cool+2)
Get +1hot (max hot+2)
Get +1sharp (max sharp+2)
Get +1weird (max weird+2)
Choose a new option for your stronghold
Choose a new option for your stronghold
Remove an option from your stronghold
Get a move from another playbook
Get a move from another playbook Your stronghold provides for your day-to-day living, so while you’re there ruling it,
Not life-threatening. Get +1 to any stat (max stat+3) you need not spend barter for your lifestyle at the beginning of the session.
Retire your character to safety When you give gifts, these might be worth 1 keep: a month’s hospitality, including
Life-threatening.
Create a second character to play a place to live and meals in common with others; a night in high luxury and company; a
Dying. Change your character to a new playbook bodyguard’s protection; a servant’s service; a weapon or other equipment; a half-hour’s
Choose 3 basic moves and advance them worth of your undivided attention, in private audience; rich or beautiful clothing; or, of
Come back with -1hard. Advance the other 4 basic moves course, the requisite coins.
Come back with +1weird.
In times of abundance, your stronghold’s plenty is yours to spend personally as you
Change to a new playbook.
see �t; your share, levy, or tax. You can suppose that your subjects’ lives are the more
Die.
abundant too, in proportion.
By default, your stronghold is home to 75-150 souls, who survive by hunting, simple
farming, and scavenging (plenty: 1 keep, want: hunger). It’s protected by simple ditches and
To create your strongholder, choose name, look, stats, moves, equipment, stronghold,
fences (+1 armor to defenders). You command a warband of about 40 violent people, with
and history.
an armory of scavenged and makeshift weapons and simple armor (medium war-band,
3 harm, 1 armor). Your stables keep mounts for 8 warriors, plus pack animals; choose
camels (fast=0, strong+2, hungry=0, stubborn), elephants (fast-1, strong+3, hungry+2, Blache, Boleyr, Borbeq, Dunnerre, Lin, Everyone introduces their characters by
cowardly, huge), or horses (fast+1, strong+1, hungry+1, tempermental). Marca, Simos, Sumia, Ucli. name, look and outlook. Take your turn.
en, choose 4: List the other characters’ names.
Your subjects are many, 200-300 souls (plenty: +1 keep, want: disease).
Your subjects are few, 50-60 souls (want: anxiety instead of want: hunger). Man, woman, ambiguous, or transgressing. Go around again for history. On your turn,
Your war-band engages in lucrative raiding (plenty: +1 keep, want: reprisals). ask either or both:
Dark skin, light skin. • Which of you have been with me since
You receive protection tribute from local villages (plenty: +1 keep, want: obligation).
Your subjects include skilled tradespeople (plenty: +1 keep, want: idleness). Distinctive clothing, �ne clothing, grand before?
Your stronghold includes a bustling market commons (surplus: +1 keep, clothing, or practical clothing. For those characters, write history+2.
want: strangers). • Have any of you ever betrayed or stolen from
Aristocratic face, cruel face, gorgeous face, me?
Your warband is large, 60 violent people or so (large war-band instead of medium).
soft face, stern face, strong face. For those character, write history+3.
Your warband’s armory is well-stocked and maintained (+1 harm, +1 armor).
Your stronghold is defended by concentric ditches and stone walls (+2 armor to Commanding eyes, cool eyes, forgiving For everyone else, write history+1. It’s in
defenders instead of +1). eyes, generous eyes, languid eyes, or sharp your interests to know everyone’s business.
Your stables keep mounts for 16 warriors, in addition to pack animals. eyes.
On the others’ turns, answer their
And choose 2: Fat body, massive body, sensual body, soft questions as you like.
Your subjects are �lthy and unwell (want: disease). body, tall spare body, or wiry body.
Your subjects are lazy or unskilled (want: famine). At the end, choose one of the characters
Your subjects follow a sybaritic cult (plenty: -1 keep, want: savagery). with the highest history on your sheet.
You owe protection tribute to an NPC more powerful than you (plenty: -1 keep, Ask that player which of your stats is most
want: reprisals). Choose one set: interesting, and highlight it. e MC will
Your war-band is small, only 10-20 violent people (small war-band instead of medium). • Cool-1, Hard+2, Hot+1, Sharp+1, Weird=0 have you highlight a second stat too.
Your war-band is a pack of bloody hyenas (want: savagery). • Cool+1, Hard+2, Hot+1, Sharp=+1, Weird-2
Your war-band’s armory is very poor (-1 harm, -1 armor). • Cool+2, Hard+2, Hot=0, Sharp+2, Weird=0
Your stronghold has no permanent defenses (no armor bonus to defenders). • Cool=0, Hard+2, Hot+1, Sharp-1, Weird+1
During play, it’s your job to have your
Your stables keep no mounts for warriors, only pack animals. character make and pursue goals. ey
can be any goals you want, long term and
You get all the basic moves and both short-. Begin by thinking what your goals
strongholder moves. might be this very morning, as play begins.
Defenses Souls Size
You can use all the battle moves, and
probably will.
Whenever you roll a highlighted stat, and
Survival Harm Armor whenever you reset your history with
someone, mark an experience circle. When
Detail your holding. you mark the 5 , improve and erase.
In addition, you begin play with: Each time you improve, choose one of the
Plenty Losses Tags • Dagger (deadly: in�ghting) options. Check it off; you can’t choose it
• Sword (deadly: on the �eld, hand-to-hand). again.
Names & Positions: • Mail coat, helmet, boots (2 armor).
• Clothing suitable to your look (you detail).
Want
Losses
When the empires fell, did their gods fall with them, swept away by the same psychic
maelstrom of hate and violence? Or, was it that their gods abandoned them, leaving them
exposed to the maelstrom at last? Or again, was it that their gods turned on them, and
the maelstrom was their unsheathed sword?
highlight Here in the dust of their fall, only this is certain: the gods are gone, and the maelstrom
Help or interfere; Session end remains.
highlight
Go into danger
Fortunes: fortune, plenty, and want all depend upon your followers. At the beginning
highlight of the session, roll+fortune. On a 10+, your followers have plenty. On a 7-9, they have
Fly at someone; plenty, but choose 1 want. On a miss, they are in want. If their plenty lists keep, like 1
Waylay someone; keep or 2 keep, that’s your personal share, to spend for your lifestyle or for what you
Do battle will.
Charismatic: when you try to manipulate someone, roll+weird instead of roll+hot.
highlight
If you and another character have sex, you each Frenzy: when you speak the truth to a mob, roll+weird. On a 10+, hold 3. On a 7-9,
Seduce or hold 1. Spend your hold 1 for 1 to make the mob:
manipulate hold 1. Either of you can spend your hold at any time
someone to help or interfere with the other, at a distance or • Bring people forward and deliver them to you.
despite any barriers that would normally prevent it. • Bring forward all their precious things.
• Unite and �ght for you as a war-band (size appropriate, 2 harm, 0 armor).
highlight • Fall into an orgy of uninhibited emotion: coupling, lamenting, �ghting, sharing,
Read a person; celebrating, as you choose.
Read a situation • Go quietly back to their lives.
On a miss, the mob turns on you.
Prey to inexpressible impulses: you get +1weird (to weird+3).
highlight
Grasp outward experience > >>improve Sancti�ed: the world’s psychic maelstrom gives you +1 armor.
Get +1cool (max cool+2) Seeing souls: when you help or interfere with someone, you can roll+weird instead
Get +1hard (max hard+2) of roll+history.
Get +1sharp (max sharp+2)
Get a new hocus move
Get a new hocus move
Choose a new option for your followers
Choose a new option for your followers
Get a small holding (you detail) and wealth
Get a move from another playbook
Get a move from another playbook
Not life-threatening. Get +1 to any stat (max stat+3)
Retire your character to safety
Life-threatening.
Create a second character to play
Dying. Change your character to a new playbook
Choose 3 basic moves and advance them
Come back with -1hard. Advance the other 4 basic moves
Come back with +1weird.
Change to a new playbook.
Die.
By default you have around 20 followers, loyal to you but not fanatical. ey have their
own lives apart from you, integrated in the local population (fortune +1, plenty: 1 keep, To create your hocus, choose name, look, stats, moves, equipment, followers, and
want: desertion). history.
Characterize them (circle 1):
Your court, your cult, your disciples, your emissaries, your family, your students.
Always, Cat, Dust, Gull, Hope, Jackal, Everyone introduces their characters by
When you travel, they (circle 1): travel with you, or congregate in their own communities. Lark, Must, Rabbit, Sorrow, Trout. name, look and outlook. Take your turn.
en, choose 2: List the other characters’ names.
Your followers are devoted to you (plenty: +1 keep, and want: hunger instead of
want: desertion). Man, woman, ambiguous, transgressing, Go around again for history. On your turn,
Your followers are involved in successful commerce (+1 fortune). or concealed. ask either or both:
Your followers, in ceremony, can reach into the world’s psychic maelstrom • Which of you are my followers?
Dark skin, light skin. For those characters, write history+2.
(plenty: augury).
Your followers are joyous and celebratory (plenty: revelry). Grand vestments, immaculate vestments, • One of you, I’ve seen your soul. Which one?
Your followers are rigorous and argumentative (plenty: insight). or tattered vestments. For that character, write history+3.
Your followers are hard-working, frugal, and scorn frivolity (plenty: +1 keep). Ascetic face, determined face, dirty face, For everyone else, write history+1. You’re a
Your followers are eager, enthusiastic, and successful recruiters (plenty: growth). innocent face, open face, or severe face. good and quick judge of others.
And choose 1: Burning eyes, clear eyes, dazed eyes, On the others’ turns, answer their
You have few followers, 10 or fewer (plenty: -1 keep). forgiving eyes, or suspicious eyes. questions as you like.
Your followers aren’t yours, you’re theirs (want: demands instead of want: desertion).
Your followers rely entirely upon you for their lives and needs (want: desperation). Bony body, fat body, �t body, graceful At the end, choose one of the characters
Your followers love wine and drugs (plenty: stupor). body, lanky body, or soft body. with the highest history on your sheet.
Your followers disdain fashion, luxury, and convention (want: disease). Ask that player which of your stats is most
Your followers disdain law, peace, reason, and society (plenty: violence). interesting, and highlight it. e MC will
Your followers are decadent, perverse, and violent (want: savagery). Choose one set: have you highlight a second stat too.
Your followers have pure and perfect hope in a better world after death (want: suicide). • Cool=0, Hard+1, Hot-1, Sharp+1, Weird+2
• Cool+1, Hard-1, Hot+1, Sharp=0, Weird+2
Number Plenty Notables: • Cool-1, Hard+1, Hot=0, Sharp+1, Weird+2 During play, it’s your job to have your
• Cool+1, Hard=0, Hot+1, Sharp-1, Weird+2 character make and pursue goals. ey
can be any goals you want, long term and
Fortune short-. Begin by thinking what your goals
Want You get all the basic moves. You get might be this very morning, as play begins.
fortunes, and choose 2 more hocus moves.
You can use all the battle moves, but Whenever you roll a highlighted stat, and
Losses learn a chaotic free-for-all, defending whenever you reset your history with
something you hold, and keeping lookout someone, mark an experience circle. When
�rst. you mark the 5 , improve and erase.
Each time you improve, choose one of the
Detail your followers. options. Check it off; you can’t choose it
again.
At the beginning of the session, spend 1, 2, or 3 keep for your lifestyle. If you can’t You also begin play with:
or won’t, tell the MC and answer her questions. You can earn your keep by: working • A simple weapon.
the hard earth; serving a powerful NPC as auger and advisor; serving a powerful NPC as • Coin or goods worth 4 keep.
ceremonist; serving a population as counselor and intercessor; or other means as you can • Clothing suitable to your look (you detail).
negotiate them. Simple weapons (choose 1):
In addition to your lifestyle, you might spend your keep on: a night in high luxury and • Cudgel (deadly: hand-to-hand)
company; someone else’s protection, service, or labor; a weapon or other equipment; tribute • Dagger (deadly: in�ghting)
to a warlord; the bribes required to turn someone’s eye or secure someone’s complicity; rich or • Fighting knife (deadly: brawling)
beautiful clothing; or other things as you can arrange for them. • Staff (+1 to roll)
Empires fell. Empires always fall. e world is alive.
highlight
highlight Help or interfere; Session end
Go into danger
Bonefeel: at the beginning of the session, roll+weird. On a 10+, hold 1+1. On a 7-9,
highlight hold 1. At any time, either you or the MC can spend your hold to have you already be
Fly at someone; there, with proper tools and knowledge, with or without any clear explanation why.
Waylay someone; If your hold was 1+1, take +1 forward now. On a miss, the MC holds 1, and either you
Do battle or the MC can spend it to have you already be there, but somehow pinned, caught, or
trapped.
highlight Implacable: when you go into danger, roll+weird instead of roll+cool. When you
Seduce or If you and another character have sex, they make a battle move that calls for you to roll+cool, you can roll+weird instead.
manipulate immediately speak to you, as though they were
someone a thing and you’d rolled a 10+, whether you have ings speak: whenever you handle or examine something interesting, roll+weird.
things speak or not. e other player and the MC On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1:
should answer your questions between them. • Who handled this thing before me?
highlight • Who made this thing?
Read a person; is is the only time that move works on people. • What has this thing seen and heard?
Read a situation Otherwise, only things. • What secret does thing thing know?
• What’s wrong with this thing, and how might I put it right?
On a miss, ask the MC what the world’s psychic maelstrom whispers to you.
highlight Unsettling insights: you get +1 weird (to weird+3).
Grasp outward experience > >>improve
Get +1cool (max cool+2)
Wisdom: when a character comes to you for advice, tell them what you honestly
think the best course is. If they do it, they take +1 to any rolls they make in the doing,
Get +1hard (max hard+2)
and you mark experience.
Get +1sharp (max sharp+2)
Get a new mystic move e world’s fraying edge: some component of your ceremonial space, or
Get a new mystic move some arrangement of its components, is uniquely receptive to the world’s psychic
Get a war-band (you detail) and leadership maelstrom (add augury). Choose and name it, or else leave it for the MC to reveal
Add 2 options to your ceremonial space during play.
Add 2 options to your ceremonial space
Get a move from another playbook
Get a move from another playbook
Not life-threatening. Get +1 to any stat (max stat+3)
Retire your character to safety
Life-threatening.
Create a second character to play
Dying. Change your character to a new playbook
Choose 3 basic moves and advance them
Come back with -1hard. Advance the other 4 basic moves
Come back with +1weird.
Change to a new playbook.
Die.
Choose which of the following your ceremonial space includes. Circle 4:
• Acolytes (Carna, euy, Pamenne, eg) • A mooncatching pool
To create your mystic, choose name, look, stats, moves, equipment, ceremonial space,
• A bloody altar, abnegated by sigils • A relic of the golden age of empires
and history.
• Captive birds • A shrine to one of the chained gods
• A garden of useful plants • A spring of fresh water
• A great, smoky crystal, a closed window • Standing stones
• A labyrinth • Supplies for compounding incense and salves Andai, Barad, Burdock, Etrenne, Fauci, Everyone introduces their characters by
• A library of books and scrolls • Tools for engraving and inscription Iassica, Iosta, Lah, Olive, Tal, Whitien. name, look and outlook. Take your turn.
• e magician’s iron tree • A vulvic grotto
List the other characters’ names.
In your ceremonial space you can discover the truth about something, transform
something, or imbue something with magical power. Tell the MC what, and answer the Man, woman, ambiguous, transgressing, Go around again for history. On your turn,
MC’s questions. Once the MC understands your undertaking, they’ll tell you what it will or concealed. ask 1, 2, or all 3:
require. • Which of you is the most strange?
Dark skin, light skin. For that character, write history+1.
MC, choose 1-4 of the following:
Practical clothing, simple vestments. • Which of you is the most curious?
• It’s going to take hours/days/weeks/months of work and attention.
For that character, write history+1.
• First you’ll have to get/build/�x/�gure out —. Expressive face, open face, plain face, or • Which of you is the biggest potential
• You’re going to need —’s help and insight. pretty face. problem?
• It’s going to cost you a great deal of money.
Appraising eyes, calm eyes, dancing eyes, For that character, write history+2.
• You cannot be certain of your results; they’ll be weak or unreliable.
• It’s going to mean exposing yourself (plus any others who work with you) to serious danger. quick eyes, or squinting eyes. For everyone else, write history-1. You
• You’re going to have to add — to your ceremonial space �rst. Fat body, hunched body, slight body, have other things to .
• It’s going to take several/dozens/hundreds of tries. strange body, stumpy body, or wiry body. On the others’ turns, answer their
• You’re going to have to take — apart to do it.
questions as you like.
MC, connect them all with “and,” or throw in a merciful “or.”
Choose one set: At the end, choose one of the characters
Once you’ve accomplished the necessaries, you can proceed to accomplish the thing itself. • Cool-1, Hard=0, Hot+1, Sharp+1, Weird+2 with the highest history on your sheet.
Ask the MC the details of what you’ve learned or created. • Cool=0, Hard-1, Hot-1, Sharp+2, Weird+2 Ask that player which of your stats is most
• Cool+1, Hard-1, Hot=0, Sharp+1, Weird+2 interesting, and highlight it. e MC will
• Cool+1, Hard+1, Hot-1, Sharp=0, Weird+2 have you highlight a second stat too.
You get all the basic moves, and choose 2 During play, it’s your job to have your
mystic moves. character make and pursue goals. ey
can be any goals you want, long term and
You can use all the battle moves, but learn short-. Begin by thinking what your goals
keeping lookout, baiting a trap, and might be this very morning, as play begins.
turning the tables �rst.
Artful & gracious: when you perform your chosen art—any act of expression or
highlight culture—or when you put your chosen art before an audience, roll+hot. On a 10+,
Fly at someone; spend 3. On a 7-9, spend 1. Spend 1 to name an NPC member of your audience and
Waylay someone; choose one:
Do battle is person must meet me.
is person must have my services.
highlight is person loves me.
If you and another character have sex, choose 1: is person must give me a gift.
Seduce or is person admires my patron.
manipulate • You take +1 forward and so do they.
someone • You take +1 forward, but they take -1 forward. On a miss, you gain no bene�t, but suffer no harm or lost opportunity. You simply
• ey must give you a gift worth at least 1 keep. perform very well.
• You get +1 history with them; at your choice, they get Breathtaking: you get +1 hot (to hot+3).
highlight
+1 history with you.
Read a person; • You can hypnotize them as though you’d rolled a 10+, Hypnotic: when you have time and solitude with someone, they become �xated
Read a situation even if you haven’t chosen to get the move. upon you. Roll+hot. On a 10+, hold 3. On a 7-9, hold 2. ey can spend your hold,
1 for 1, by:
• Giving you something you want.
highlight • Acting as your eyes and ears.
Grasp outward experience > >>improve • Fighting to protect or champion you.
Get +1cool (max cool+2)
• Doing what you ask them to do.
For NPCs, while you have hold over them they simply can’t act against you. For PCs,
Get +1cool (max cool+2)
instead, any time you like you can spend your hold, 1 for 1:
Get +1hard (max hard+2)
• ey distract themselves with the thought of you. ey’re going into danger.
Get +1sharp (max sharp+2) • ey inspire themselves with the thought of you. ey take +1 right now.
Get a new nightshade move On a miss, they hold 2 over you, on the exact same terms.
Get a new nightshade move
Get followers (you detail) and fortunes Lost: when you whisper someone’s name to the world’s psychic maelstrom,
Get a war-band (you detail) and bloody-crowned roll+weird. On a hit, they come to you, with or without any clear explanation why. On
Get a move from another playbook
a 10+, take +1 forward against them as well. On a miss, ask the MC what or who the
world’s psychic maelstrom brings to you instead.
Get a move from another playbook
Not life-threatening. Get +1 to any stat (max stat+3)
Radiant passion: when you make a show and display of passion—anguish, desire,
fury, any—no one who can see you can do anything but watch. You command their
Retire your character to safety
Life-threatening. absolute attention. If you choose, you can exempt individual people, by name.
Create a second character to play
Dying. Change your character to a new playbook
Choose 3 basic moves and advance them
Come back with -1hard. Advance the other 4 basic moves
Come back with +1weird.
Change to a new playbook.
Die.
Gracious weapons (choose 2):
A dagger with a worked-gold hilt and golden blade inlay (deadly: in�ghting) To create your nightshade, choose name, look, stats, moves, equipment, and history.
A hunting bow and swan-�etched arrows (at range, deadly: aimed)
A jasper-handled throwing knife (thrown, deadly: waylay)
A magical spell that strikes your enemy’s heart as with skewers of glass (thrown, Dune, Dusk, Gazelle, Grace, Heron, June, Everyone introduces their characters by
ignores armor) Lion, Mercury, October, Plum, Venus. name, look and outlook. Take your turn.
A magical spell that turns your enemy’s blade aside at the last instant (1 armor) List the other characters’ names.
A slim and jewel-hilted sword (deadly: hand-to-hand) Go around again for history. On your turn,
Man, woman, ambiguous, transgressing,
Precious things (choose 2): or androgyne. ask 1, 2, or all 3:
• Which one of you is my friend?
A case of cedar-wood, beautifully carved with many �gures. Dark skin, light skin. For that character, write history+2.
A circlet of beaten gold, primitive in style but shockingly rich in design. Fine clothing, luxurious clothing, • Which one of you is my lover?
spectacular clothing, understated clothing. For that character, write history+1.
Gold and silver coins showing the faces of ancient emperors, drilled to wear as jewelry. • Which one of you is in love with me?
Beautiful face, fresh face, strange face, For that character, write history-1.
A magical spell that, cast in darkness, hides you from the view of both friend and
striking face, or sweet face.
enemy, until once you speak aloud. For everyone else, write history+1 or
Arresting eyes, bright eyes, cool eyes, history -1, as you choose. You �nd no
A magical spell that, cast in a high and exposed place, calls to you the spirit of its wild
dark eyes, laughing eyes, mocking eyes, urgent need to understand most people.
wind. Ask the spirit three questions about what it has touched.
shadowed eyes, or troubled eyes.
A magical spell that, cast upon a pair of shoes, carries their wearer high into the air, to On the others’ turns, answer their
Calloused hands, expressive hands, quick questions as you like.
alight safely where they choose.
hands, steady hands, strong hands.
A polished glass lens in an engraved silver frame. Peer through it; it enlarges what you At the end, choose one of the characters
Fat body, lush body, slim body, toned body, with the highest history on your sheet.
examine.
unnatural body, or young body. Ask that player which of your stats is most
A polished silver mirror, backed with cavorting �gures in inlaid gold. interesting, and highlight it. e MC will
A trailing cape made of the winter fur of leopards. have you highlight a second stat too.
A veil of silk, shining white, weighted with polished stone beads. Choose one set:
• Cool+1, Hard-1, Hot+2, Sharp+1, Weird=0
• Cool=0, Hard=0, Hot+2, Sharp=0, Weird+1 During play, it’s your job to have your
• Cool-1, Hard=0, Hot+2, Sharp+2, Weird-1 character make and pursue goals. ey
At the beginning of the session, spend 1, 2, or 3 keep for your lifestyle. If you can’t • Cool+1, Hard+1, Hot+2, Sharp+1, Weird-2 can be any goals you want, long term and
or won’t, tell the MC and answer her questions. You can earn your keep by: working short-. Begin by thinking what your goals
the hard earth; performing for a public audience, for their coins; performing for a private might be this very morning, as play begins.
audience, for their commission; appearing at the side of a powerful NPC; or other means as You get all the basic moves, and choose 2
you can negotiate them. nightshade moves.
Whenever you roll a highlighted stat, and
In addition to your lifestyle, you might spend your keep on: a night in high luxury and You can use all the battle moves, but whenever you reset your history with
company; someone else’s protection, service, or labor; a weapon or other equipment; tribute learn keeping lookout, standing guard, someone, mark an experience circle. When
to a warlord; the bribes required to turn someone’s eye or secure someone’s complicity; rich or baiting a trap, and turning the tables you mark the 5 , improve and erase.
beautiful clothing; or other things as you can arrange for them. �rst.
Each time you improve, choose one of the
options. Check it off; you can’t choose it
You begin play with: again.
• 2 gracious weapons.
• 2 precious things.
• Coin or goods worth 2 keep.
• Clothing suitable to your look (you detail).
All player characters can use all the basic moves. When you read a person in a charged interaction, roll+sharp. On a 10+, hold 3. On a 7–9,
hold 1. While you’re interacting with them, spend your hold to ask their player questions,
1 for 1:
When you go into danger, or hold your course despite danger, roll+cool. On a 10+, you do • is your character telling the truth?
it. On a 7–9, you �inch, hesitate, or stall: the MC can offer you a worse outcome, a hard • what’s your character really feeling?
bargain, or an ugly choice. On a miss, be prepared for the worst. • what does your character intend to do?
• what does your character wish I’d do?
Advanced: on a 12+, you transcend the danger. You do what you set out to do, and the MC • how could I get your character to __?
must offer you a better outcome, true beauty, inspiration, or a moment of grace. On a miss, ask 1 anyway, but be prepared for the worst.
Advanced: on a 12+, hold 3, but spend them 1 for 1 to ask any question you like.
When you’re in battle, you can bring the battle moves into play.
When you help or interfere with someone who’s making a roll, roll+Hx. On a 10+, they
Advanced: For all the battle moves that give you a choice, on a 12+, you get +1 choice. take +2 (help) or -2 (interfere) to their roll. On a 7–9, they take +1 (help) or -1 (interfere)
to their roll. On a miss, be prepared for the worst.
When you try to seduce or manipulate someone, tell them what you want and roll+hot.
For NPCs: on a hit, they ask you to promise something �rst, and do it if you promise.
At the end of every session, choose a character who knows you better than they used to.
On a 10+, whether you keep your promise is up to you, later. On a 7–9, they need some
If there’s more than one, choose one at your whim. Tell that player to add +1 to their Hx
concrete assurance right now. For PCs: on a 10+, both. On a 7–9, choose 1:
with you on their sheet. If this brings them to Hx+4, they reset to Hx+1 (and therefore
• if they do it, they mark experience
mark experience). If no one knows you better, choose a character who doesn’t know you
• if they refuse, erase one of their stat highlights for the remainder of the session
as well as they thought, or choose any character at your whim. Tell that player to take -1
What they do then is up to them.
to their Hx with you on their sheet. If this brings them to Hx -3, they reset to Hx=0 (and
On a miss, for either NPCs or PCs, be prepared for the worst.
therefore mark experience).
Advanced: on a 12+, only if they’re an NPC, they do it, and furthermore you win them
fully over to you. Tell the MC to erase their threat type and make them an ally. Choose 1:
• Ally: con�dante. • Ally: guardian. • Ally: representative.
• Ally: friend. • Ally: lover. • Ally: right hand.
Establishing harm: When you heal another player’s character’s harm, you get +1Hx with them (on your
• If you’re �ghting unarmed, you in�ict 1 harm. sheet) for every segment of harm you heal. If this brings you to Hx+4, you reset to Hx+1
• If you’re �ghting armed, within your weapon’s range, you in�ict 2 harm. as usual, and therefore mark experience.
• If you’re �ghting when and where your weapon is deadly, you in�ict 3 harm. When you hurt someone, they see you more clearly. When you heal someone, you see
• Subtract your armor from the harm against you. them more clearly.
Ranges:
Weapons have three ranges: at range, thrown, and within reach. A weapon’s range is within
reach unless its listing speci�es at range or thrown. By default, characters have access to the commerce moves, but the MC might decide to
Weapons can’t be brought to bear outside their range. However, the ranges overlap: the limit them, case by case.
nearest part of at range overlaps with the farthest part of thrown, and the nearest part of When you give 1 keep’s worth of coin or goods to someone, but with strings attached, it
thrown overlaps with the farthest part of within reach. counts as manipulating them and hitting the roll with a 10+, no roll required.
Many within reach weapons are most deadly at a particular distance. ese are: on the When you go into a bustling market, looking for some particular thing to buy, and it’s
�eld (the furthest reach, requiring the most freedom of motion), then hand-to-hand, not already obvious that you’ll be able to �nd it for sale, roll+sharp. On a 10+, yes, you
then in�ghting, then brawling, then intimate. If two combatants have complete freedom �nd it for sale. On a 7–9, the MC chooses one of the following:
of motion, then the one with the further reach sets the distance at which they’re �ghting. • It costs 1 keep’s worth more than you’d expect
If your enemy has reach on you, you can close to your own preferred distance only if you • It’s not openly for sale, but you �nd someone who can lead you to someone selling it.
can keep your enemy from moving freely away again. • It’s not openly for sale, but you �nd someone who sold it recently, who may be willing to
Reaches: introduce you to their previous buyer.
• On the �eld is when you can sprint, stride and swing your weapon at full reach, in any • It’s not available for sale, but you �nd something similar. Will it do?
direction. Examples: on a �eld, on a road, in a wide yard. When you make known that you want something, that you’ll pay to speed it on its way,
• Hand-to-hand is when you can approach and withdraw freely, but not circle your enemy roll+keep spent (max roll+3). It has to be something you could legitimately get this way.
or run in any direction you like. Examples: in a forest, on a bridge, in a wide hallway. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you, or something
• In�ghting is when you are con�ned to a small space, without room or freedom to charge pretty close. On a miss, it comes to you, but with strings very much attached.
or withdraw. Examples: in a boat, in a small room, in a tight hallway.
• Brawling is when you are grappling, holding, and wrestling with your enemy.
• Intimate is when you have your enemy in your power, unable to move at all.
By default, nobody has access to insight, but a hocus or patron might get it.
When you call upon NPCs for insight, ask them what they think your best course is,
By default, the harm & healing moves are in play. e MC might decide to forego them, and the MC will tell you. If you pursue that course, take +1 to any rolls you make in the
case by case. pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.
is move is unusual in that a hit is bad for the player and a miss is good:
When you suffer harm, roll+harm suffered (after armor, if you’re wearing any). On a 10+, By default, nobody has access to augury, but a hocus’ followers or a mystic’s ceremonial
the MC can choose 1: space might give it.
• You’re out of action: unconscious, trapped, incoherent or panicked.
• It’s worse than it seemed. Take an additional 1-harm. When you use your followers or your ceremonial space for augury, roll+weird. On a
• Choose 2 from the 7–9 list below. hit, you can choose 1:
On a 7–9, the MC can choose 1: • Reach through the world’s psychic maelstrom to something or someone connected to it.
• You lose your footing. • Isolate and protect a person or thing from the world’s psychic maelstrom.
• You lose your grip on whatever you’re holding. • Isolate and contain a fragment of the world’s psychic maelstrom itself.
• You lose track of someone or something you’re attending to. • Speak words into the world’s psychic maelstrom.
• You miss noticing something important. • Open a window into the world’s psychic maelstrom.
On a miss, the MC can nevertheless choose something from the 7–9 list above. If she By default, the effect will last only as long as you hold it, will reach only shallowly into the
does, though, it’s instead of some of the harm you’re suffering, so you take -1harm. world’s psychic maelstrom as it is local to you, and will bleed instability. On a 10+, choose
2; on a 7–9, choose 1:
• It’ll persist (for a while) without your actively holding it.
• It reaches deep into the world’s psychic maelstrom.
When you in�ict harm on another player’s character, the other character gets +1Hx • It reaches broadly throughout the world’s psychic maelstrom.
with you (on their sheet) for every segment of harm you in�ict. If this brings them to • It’s stable and contained, no bleeding.
Hx+4, they reset to Hx+1 as usual, and therefore mark experience. On a miss, whatever bad happens, your followers or ceremonial space bear the brunt.
Everyone character can use all the battle moves. When you �ght to hold an enemy off, roll+hard. On a 10+, choose 3. On a 7–9, choose 2.
On a miss, choose 1:
• You buy an ally the liberty to move or act freely.
When you do single combat with someone, no quarters, exchange harm, but �rst • You give another PC +1 choice to their own battle move.
roll+hard. On a 10+, both. On a 7–9, choose 1. On a miss, your opponent chooses 1 • You deny an enemy the chance to move or act freely. (If a PC, they may still act under �re.)
against you: • You take an opportune shot, in�icting harm on an enemy within your reach.
• you in�ict terrible harm (+1harm)
• you suffer little harm (-1harm)
After you exchange harm, do you prefer to end the �ght now, or �ght on? Commit When you stand guard over an ally, roll+cool. On a hit, if anyone attacks or interferes
without knowing the other’s choice. If both of you prefer to end the �ght now, it ends. with your ally, you attack them and in�ict harm, no roll or move required. On a 10+,
If both of you prefer to �ght on, it continues, and you must make the move again. If one choose 1:
of you prefers to end the �ght, though, and the other to �ght on, then the former must • …And you in�ict your harm before they can carry out their attack or interference.
either �ee or else submit to the latter‘s mercy. • …And you in�ict terrible harm (+1 harm).
On a miss, you are able to warn your ally but not attack your enemy.
When you’re in a chaotic free for all, the mass of combatants suffers harm as
established, as a single war-band in�icting harm upon itself, but �rst roll+cool. On a 10+, When you keep lookout for what’s coming, roll+sharp. On a 10+, hold 3. On a 7–9, hold
choose 3. On a 7–9, choose 2. On a miss, choose 1: 2. On a miss, hold 1. During the battle, spend your hold, 1 for 1, to ask the MC what’s
• You are able to avoid taking any harm yourself. coming and choose 1:
• You are able to protect another character from taking any harm. • Direct a PC ally’s attention to an enemy. If they make a battle move against that enemy, they
• You add to the chaos. e combatants as a whole in�ict and suffer +1harm. get +1 choice to their move.
• You are able to calm the chaos. e combatants as a whole in�ict and suffer -1harm. • Give a PC ally an order, instruction, or suggestion. If they do it, they get +1 to any rolls they
• You are able to take a single short action, uninterfered with, perhaps unnoticed. make in the effort.
• Direct any ally’s attention to an enemy. If they attack that enemy, they in�ict +1 harm.
• Direct any ally’s attention to a danger. ey take -1 harm from that danger.
To assault a secure position, exchange harm, but �rst roll+hard. On a 10+, choose 3. On
a 7–9, choose 2. On a miss, choose 1:
• You in�ict terrible harm (+1harm). When you’re the bait, roll+cool. On a 10+, choose 2. On a 7–9, choose 1:
• You suffer little harm (-1harm). • You draw your prey all the way into the trap. Otherwise, they only approach.
• You force your way into your enemy’s position • Your prey doesn’t suspect you. Otherwise, they’re wary and alert.
• You force your enemy to withdraw • You don’t expose yourself to extra risk. Otherwise, any harm your prey in�icts is +1.
On a miss, the MC chooses 1 for you.
To seize something valuable by force, exchange harm, but �rst roll+hard. On a 10+,
choose 3. On a 7–9, choose 2. On a miss, choose 1: When you’re the cat, roll+cool. On a hit, you catch your prey out. On a 10+, you’ve driven
• You in�ict terrible harm (+1harm). them �rst to a place of your choosing; say where. On a 7–9, you’ve had to follow them
• You suffer little harm (-1harm). where they wanted to go; they say where. On a miss, your prey escapes you.
• You take de�nite and undeniable control of it.
• It’s safe, secure, and undamaged in the �ghting.
When you’re the mouse, roll+cool. On a 10+, you escape clean and leave your hunter
hunting. On a 7–9, your hunter catches you out, but only after you’ve led them to a place
To defend something you hold, a position, person, or thing, exchange harm, but �rst of your choosing; say where. On a miss, your hunter catches you out and the MC says
roll+hard. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1: where.
• You in�ict terrible harm (+1harm).
• You suffer little harm (-1harm).
• You hold it decisively against your enemy’s advance.
When you don’t know whether you’re the cat or the mouse, roll+sharp. On a hit, you
• You impress, dismay, or frighten your enemy.
decide which you are. On a 10+, you take +1forward as well. On a miss, you’re the mouse.
At the beginning of the session, spend 1, 2, or 3 keep for your lifestyle (plus your mount’s
hungry, if you have one). If you can’t or won’t, tell the MC and answer her questions.
When you try to outdistance or overtake another rider, roll+cool, modi�ed by your Imagine four possible lifestyles, relative to one another, here in the dust of fallen
mounts’ relative speed. On a 10+, you outdistance them and get away, or else overtake empires. First is the typcial one: you eat what the people around you eat, wear what they
them and draw alongside. On a 7–9, choose 1: wear, sleep where they sleep. Spend 1 keep at the beginning of the session to live this life.
• You outdistance them and escape, but your mount suffers 1-harm ap from the strain. Next is better: you eat �rst and best, as an honored guest, a beloved leader, or a feared
Or, you overtake them, but your mount suffers 1-harm ap the same. intruder. You wear �ner clothing than the people around you, and sleep apart from them,
• You don’t escape them, but you can go to ground in a place you choose. in greater comfort. Spend 2 keep at the beginning of the session to live this life.
Or, you don’t overtake them, but you can drive them into a place you choose.
• ey overtake you, but their mount suffers 1-harm ap from the strain. Next is better still: you do not eat the best of their food, but better food, food of your
Or, they outdistance you, but their mount suffers suffers 1-harm ap the same. own, prepared by your own servants, of ingredients not available to the people around
On a miss, your counterpart chooses 1 against you. you. You wear clothing the like of which they have never before seen; kingly, queenly
stuff. You sleep in luxury. Spend 3 keep at the beginning of the session to live this life.
Last is worst: you are starving, in rags, desperate, dying of hunger, thirst, and exposure.
When you have to deal with bad terrain, roll+cool, plus your mount’s strength. On a is is what it should mean to spend 0 keep at the beginning of the session, and it might.
10+, you race through untouched. On a 7–9, choose 1: But �rst, answer the MC’s questions.
• You slow down and pick your way forward. MC, start with, “then who will pay 1 keep to keep — alive?”
• You push too hard and your mount suffers harm as established.
• You must go back or try to �nd another way. If someone will, good. Let them work out the debt, gift, or exchange between them.
On a miss, the MC chooses 1 for you; the others are impossible. If no one will, though, choose:
• Choose an NPC who’ll provide for them. Tell them so, and ask whether they’ll accept their
patronage. Likely there are strings attached.
To leap onto a moving animal, roll+cool, minus its speed. On a 10+, you’re on and you • Ask them, “so, who do you think should pay for your keep? How do you approach them?” Play it
made it look easy. Take +1forward. On a 7–9, you’re on, but you’re in a poor position and out in summary or in detail.
you certainly aren’t in control. On a miss, the MC chooses: you’re hanging on for dear life, • Give them an opportunity to work for their keep before it comes to its worst case. Ask them
or you’re down and good luck to you. what they propose to do, and for whom, or choose an NPC yourself to offer them work.
• Or they are, yes, desperate and starving after all. In�ict harm, take away their stuff. Tell them
their circumstances now and ask what they do.
To shoulder another rider, roll+cool. On a hit, you shoulder them aside. On a 10+, you Someone has to pay for their keep, or they have none.
further force them to draw up, braeak off, or loose their seating. On a miss, they shoulder
you aside instead. Working for Your Keep
Working the hard earth is worth 1 keep.
Other duties should be worth 2–4 keep, depending on both how onerous they are and
To unseat a rider, in�ict 1 or more harm, and declare that you unseat them. ey can how well you perform them. Expect 3 keep, be grateful for 4, and resent 2.
choose to keep the saddle instead, but must suffer +1 harm to do so.
When you work, the MC gets to choose:
• e MC describes the work you do very quickly, in summary.
• You play out the work you do, making moves and conducting play as normal.
• Make a single move or a quick snowball of moves to see how it goes.
At the end, the MC tells you how much it was worth.