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Fellowship is a game about the journey.

Several heroes will


travel the world together, seeing a variety of interesting
places on their journey to explore the land and find their
the flow of play fellowship principles
purpose. There are many threats and trials on their path. The flow of play for each scene goes like this: Your Principles are the rules you must follow.
Each trial they face is a single scene, and every scene has Do not break them.
1 Set the Scene, Set the Stakes: The Horizon will set
a flow to it. Fellowship is all about playing out those little the scene, telling everyone what is here and what is
scenes, stringing them together to create your adventure. going on. The explorers will decide what they want to • Be Heroic.
Those scenes are strung together into stories, collections do next. Once you know what's here and what you're You're here to save the day. You have a duty to save
of scenes that share a central goal. Different kinds of stories doing, the scene is set, and it's time to set the stakes. this world, and you cannot go back on that. Act like the
have different means of setting scenes and progression. There will almost always be something in the heroes you are.
fellowship's way, a problem they must overcome. What's • Create solutions, not problems.
on the line here? What could go wrong? You don't need You're the good guys. There's plenty of bad going
to discuss this step by step, but each player should have around already - do not make the world worse.
the stakes in mind as they proceed with the scene. • Address the characters, not the players.
Don't call them "Jesse" or "Sam," call them "Aurora"
2 Swing the Spotlight: Once the stakes are set, it is
time to take action, and the Spotlight swings around the and "Rumblebelly."
table. The Spotlight is the turn order of Fellowship, but • Embrace the fantastic.
this turn order is not rigid or fixed. The Spotlight is Don't let the world be boring. Do fun things, make
flexible, and it goes where it needs to go, as follows: the world weird, commit to acting and being fantastic.
When someone is in Danger, they get the Spotlight • Make a move that follows.
to tell us how they deal with that. You can only make a move you meet the trigger for,
When someone hasn't done something in a while, and the results of your move will tell us how the story
they get the Spotlight to tell us what they were up to. plays out. You cannot make a move if you don't fulfill
When someone has an idea, leaps into action,
speaks for the group, or does something noteworthy, the trigger.
they get the Spotlight to do their thing. • Remind us of your moves.
When someone's own actions put them directly Everyone shares the same basic moves, but everyone
into danger, they lose the Spotlight, leaving their has their own moves to call upon when they need them.
moment on a cliffhanger. Be clear which move you are using when you trigger it,
When a player has the Spotlight, they will describe and let us know exactly what happens as a result.
what they are doing, and the Horizon will describe how • Always ask questions. Always answer questions.
the world reacts to their actions, and may require them If you don't know, ask. If someone asks you, answer.
to make a Move. The Spotlight is a dialogue, going back
• Begin and end with the fiction.
and forth until something has happened.
When their moment has been long enough, or Start a move with what triggered it, end the move
when the danger shifts elsewhere, or when another with what it accomplished, and then move to the next
player has something to do, or when it would be a move from there.
good cliffhanger, swing the Spotlight. • Don't steal the spotlight...
Don't let anyone keep the Spotlight for too long. When another player is taking action, let them do so.
Share the Spotlight often, and share the Spotlight with Don't interrupt, don't take over, don't get in their way. If
everyone. Most of the game will be played while the they don't know what to do, you can give them some
is playbook contains the basic rules for playing as the fellowship. Spotlight is swinging, so manage the Spotlight well.
You should have one copy of this playbook on hand suggestions, but your hero shouldn't jump in and take
for every two or three people playing the game. 3 Quick Recap: Once a scene is done, tell us what
their moment from them. It's their turn, not yours.
happened, briefly, and check in on everyone. It can be • ...But shine on when you have it.

fellowship
HORIZON BASIC RULES
hard to track everything while the Spotlight is swinging.
Take a quick recap to catch up on what happened during
the scene before moving on to the next.
When you have the spotlight, use it. Do something
cool. Do something fun. Do something wild. It doesn't
matter, so long as you do something.
telling stories the showdown
It doesn't matter what you were doing: the Boss, a Set Piece,
tags
or an Artifact of Power has appeared, and now you need to
Scenes are combined together to tell overarching Stories.
The 4 kinds of Stories you will tell in Fellowship are: deal with it. range tags
The Showdown always begins with the new threat asserting Range tags tell you where you need to be to use a weapon
a little downtime itself. They make a show of power, causing chaos or fear or or attack successfully.
Melee: You need to be up close to hit them.
Downtime is what it sounds like. When the fellowship fire or explosions. Whatever they do, it is dangerous.
spends some time in civilization (usually when they Recover), Once the show of force is over, the fellowship is placed in Ranged: You can hit them if you can see them. Ranged
they tell everyone how they pass their time. danger and must take action immediately. The Showdown is weapons usually need Ammo or require Reloading.
Each player sets a single scene describing their downtime. less of a string of scenes, and more an extended, dangerous, Area: Area attacks hit everyone in a group.
The Horizon will follow up with a single question about it, high stakes scene, that will not end until either the threat or Dangerous: Dangerous attacks are like Area attacks, but
such as "who was there with you?" or "what made that harder the fellowship are defeated or forced to retreat. they always cause collateral damage.
than you expected?" or "someone in town didn't like that very
much, who was it?" Answer it.
quick start item tags
Once everyone in the fellowship has set one scene, the Item tags describe the properties that a thing has.
Horizon sets a scene. They also increase the Response Level Burning: Burning attacks start fires.
of the current Location by 1. First time playingFellowship? Follow these steps: Clumsy: Clumsy items have -1 to be used, and Clumsy
Then, everyone decides whether to continue their downtime armor gives -1 to Get Away.
and set another scene, or end it. Downtime ends when at least 1: Pick Your Playbook Dwarf-Made: This item is nearly indestructible.
half the fellowship is ready to move on. You can't pick a playbook someone else has, and one player Elf-Made: This item does not age, and its touch burns
must be the Horizon. non-elves.
a long journey 2: Choose your Name, Look, and Agenda
Necrotic: Necrotic attacks inflict wounds that do not heal
naturally. Necrotic damage is marked twice, and the first
A Journey is the story of point A to point B. During a 3: Assign your Stats
Journey, each player tells us one event that happened along mark cannot be removed by Filling Your Belly.
4: Choose your Moves Orc-Made: Orc-Made items are Clumsy in any hands but
the way, starting with whoever you like. The Horizon may 5: Choose your Gear
frame the event by asking the player a question first, like an Orc's.
These steps are all on your playbook. Look it over and Piercing: The attacker always chooses which stat to
"what did you find off the beaten path?" or "what was really choose from the options your playbook gives you.
dangerous about this leg of the journey?" or "who did you damage, and the damage cannot be redirected to armor or
meet on the read?" 6: Introduce your Hero other stats.
After someone describes the event, they choose another Tell us about your hero, tell us why you are your people's Reload: This weapon can only be used once per scene.
player at the table, and they tell us how they handled the champion, and then tell us three facts about your people. Slow: This takes time and safety to use properly.
event. Give each event as much or as little detail as it needs. Each player must do this. Thrown: If you use this weapon as a Ranged weapon, you
The Horizon also sets a scene during this journey, telling lose it until you can go and get it back.
7: Explorer's Agendas
the fellowship how the environment made the journey harder.
After every event has been resolved, you make it to your
Everyone in the fellowship must pick an
Explorer's Agenda from the Horizon playbook,
limited tags
destination. These tags cost a Use to gain their benefits.
and tell us why they chose the Agenda they chose. Ammo: Spend 1 Use to make a move with this weapon. It
a proper challenge Your Explorer's Agenda tells us what you are seeking:
Adventure, Fame, Fortune, Freedom, Justice, Peace,
does not cost Ammo unless the move tells you it does.
Armor: Spend 1 Use to prevent 1 damage you would take.
Challenges are the story of earning something worthwhile. Progress, or Virtue.
When the fellowship sets a short term goal, the story to Drunk: When you Use this, you have Despair and cannot
achieve it is the Challenge. Everyone works together in every 8: Bonds have Hope for your next roll.
scene, and new scenes are set until the Challenge is overcome Each player fills in however many Bonds their playbook Food: You can spend it to Fill Your Belly.
or the goal is unattainable. says they start with with the names of anyone they know - Fuel: Robots can spend this to Fill Their Belly.
A Challenge usually comes from trying to earn Fellowship. each other or Companions. Healing: Spend 1 Use to heal a damaged stat.
When you come to a community, they will usually have some Precious: Spend 1 Use to Forge a Bond with someone, or
trouble that they need help with, and your Challenge is 9: Rumors to not have to do a favor for someone.
Each player answers this prompt individually: Repair: Spend 1 Use to fix something broken, or to Heal a
resolving their troubles.
robotic Companion or a Ship.
The first scene of a challenge is always spent making a plan. Choose another player, and tell us a rumor or superstition Useful: Spend 1 Use to produce something helpful.
The fellowship decides what they need to do to get their goal, your people hold about their people. They cannot tell you Vigor: When you Use this, you have Hope and cannot have
and the next scene will be either the first step of the plan in whether or not it is true. Despair for your next roll.
action, or gathering what you need to set the plan in motion. Trap: Traps are items you need to place in advance.
Each scene after that will flow from there. 10: Start playing!
overcome blood
Fellowship is a game about the challenge. A lot of
different challenges will get in your way throughout your
journey, and you will need to stand up and face those
basic moves When you attempt to avoid, redirect, or prevent the
harm something will cause, roll +Blood. You can
Overcome any obstacle, threat, Cut, or Move made against
challenges if you want to succeed. When the result of your
actions is unclear, your Moves will resolve them. finish them any stat you or an ally, if you are in position to act and have the
means to stop it.
Each move has a Trigger. If you do not meet the trigger, When you attempt to defeat an enemy you hold an
the move doesn't happen. The trigger is the part in bold that advantage over, tell us what you want to do to them and On a 10+, you stop the obstacle, threat, Cut, or Move
begins with "When you..." at the start of each move. To from causing harm.
roll the appropriate stat.
perform a move, you must fulfill the trigger. On a 7-9, choose one: Pay a price to take the 10+ result,
If you do not have an advantage over them, you cannot
Most moves have a Check. The Check is what you must or create a temporary solution. A temporary solution will
attempt to Finish Them. An Advantage is something you
do to perform the move, usually rolling dice and adding a delay the threat, but when time is up, it'll be back in force -
need to get the upper hand, such as teamwork, the element
number. If the check says something like "roll +Blood", the Overlord will tell you when.
of surprise, or a moment's hesitation.
then you roll two six sided dice and add your Blood stat to Overcoming harm with a weapon does not cost Ammo.
If you Finish Them by...
the roll.
Every move has a Result. The result is what happens if ...trying to kill them, roll +Blood. On a 10+, they die by keep them busy courage
When you act as a distraction or buy some time, tell
you meet both the trigger and the check. On moves with a your hand.
roll, the result will change depending on the numbers you us how and roll +Courage.
rolled, with higher numbers being better. 7+ means "7 or ...forcing them to retreat, roll +Courage. On a 10+, On a 7+, you buy some time, and their attention is all
higher," 9- means "9 or less," and a range like "7-9" means they back off. They won't be back anytime soon. on you, for now.
"7, 8, or 9". ...outsmarting, terrifying, or overwhelming them, roll On a 9-, they will retaliate against you when time is up.
Once you have hit the trigger, paid for the check, and +Grace. On a 10+, they admit defeat, and will not willingly If you Keep Them Busy using a weapon with Ammo,
figured out the result, the move is over, and you figure out challenge you again. use 1 Ammo. If you have no Ammo, you cannot Keep
what your move did and what happens next from there. Them Busy with that weapon. If you have the Clumsy tag,
...disabling them or knocking them out, roll +Sense. you take -1 to Keep Them Busy.
On a 10+, they are physically incapacitated and unable to
continue.
...showing them the error of their ways, roll +Wisdom.
get away grace
When you need to get somewhere out of reach or
On a 10+, you Forge a Bond with them, and they cannot out of sight, tell us where you're going and roll +Grace.
bring themselves to hurt you. On a 10+, choose two. On a 7-9, choose one:
• You get there quickly, avoiding any harm along the way.
On a 7-9, you deal damage to them and lose your • You get there quietly, drawing no attention.
advantage over them. If an ally was Keeping Them Busy, • You grab someone nearby and bring them with you.
they aren't anymore. If you have the Clumsy tag, you take -1 to Get Away.

On a 6-, you lose the advantage, and must face retaliation.


talk sense grace / sense
/ wisdom
If you Finish Them using a weapon with Ammo, use 1 When you speak with conviction and ask someone for
Ammo. If you have no Ammo, you cannot Finish Them with help, tell us what you want from them and why they should
that weapon. help you. If they're willing to listen, roll. When you...
If you have the Clumsy tag, you take -1 to Finish Them. ...detail your plan and their place in it, roll +Sense.
...appeal to their emotions or desires, roll +Wisdom.
...impress, dazzle, or trick them, roll +Grace.
is playbook contains the basic rules for playing as the fellowship. What is an Advantage? On a 7+, they do as you ask, to the best of their ability.
You should have one copy of this playbook on hand An Advantage is any means of fictional superiority you
for every two or three people playing the game. On a 9-, you owe them a favor. The more you ask of them,
hold over someone else. When you do something that the more they'll ask of you, and they can cash in at any time -
sounds like an advantage, then you have an advantage. If

fellowship
even right now, before they do as you ask.
they are better than you, you do not have an advantage, On a 6-, they choose one: They cannot do as you ask and
and you will need to turn the tables in some way if you want will tell you why, or the favor you must do them is expensive,
BASIC RULES to Finish Them. difficult, or demeaning.
basic moves hope and despair bond moves
When you have Hope and make a move, roll three dice
and keep the best two.
look closely sense
When you closely examine a situation or a location,
When you are in Despair and make a move, roll three
dice and keep the worst two.
forge a bond
When you bond with someone over something you did or
When you have both, they cancel out. shared together, record a new Bond with them on your sheet,
roll +Sense.
When someone outside the fellowship is in Despair, describing the connection you two now hold. A Bond is a single
On a 7+, ask three questions from the list.
they cannot do anything meaningful. When you roll with a sentence describing how you feel about them or what you two
On a 9-, you find one of those answers the hard way. stat that has been Damaged, you roll with Despair.
On a 6-, you may only ask one question. have done together. If you already had a Bond with them, you
can add another Bond, or rewrite an existing one. You can never
Anyone can answer, but the Horizon has the final say.
damage have more than three Bonds with someone.
• What is going on here? What do my senses tell me? When you take damage, choose a stat and mark it. If you Forge a Bond with someone outside the fellowship,
• Is something hidden or out of place? If so, what looks suspicious? Sometimes you will not get a choice, and a stat will be they will join your cause as a Companion, so long as the Bond
• Tell me about _____ . How could it hurt me? How could it help damaged for you. While a stat is damaged, you are in holds.
me? Despair whenever you roll that stat. When an enemy's stat
• Tell me about _____ . What are they doing? What will they do
next? or a Companion's stat is damaged, they cannot use it. the bonds that bind us
• What will happen if I _____ ? You cannot mark a stat that has already been marked. When two or more players who have Bonds with each
When you heal, remove a mark from one of your stats. other work together side by side, they roll with Hope.
speak softly wisdom
When you have a quiet chat with someone, you may
When you take damage while all of your stats are already
marked, you get Taken Out.
When one of them must pay a price, another may choose
to pay that price instead.
roll +Wisdom. Then, ask three questions from the list.
On a 10+, they must answer each question honestly.
recover the bonds that break us
When the fellowship rests in a place of safety for over
On a 9-, one of their answers is not helpful. Either they a week, heal all of your stats and restock all of your Gear. When your actions harm an ally, immediately erase one
refuse to answer or they reveal a terrible truth you didn't The Horizon increases the Response Level of this Location by of your Bonds with them. When you have no Bonds with a
want to hear, their choice. 1, and lowers the Response Level everywhere else by 2. member of the fellowship, you cannot work alongside them
On a 6-, one of their other answers is false. without getting in each others' way, and you both roll with
• What can they tell us about ________ ?
taken out Despair when working together.
When all of your stats are damaged and you take


What were they doing, and what are they going to do next?
What should I be wary of when dealing with them? further damage, you are Taken Out, and no longer able to bound in service
• What do they want, and how could we help them get it? help out for the rest of the scene. Tell us how you got Taken When you call upon a Companion for help, you may
• What would they have us do next? Out. What happened to you? What is going to happen to you damage one of their stats to create an advantage related to
next? Can the fellowship save you from your fate? If so, how? that stat. If all of a Companion's stats are damaged and
pay the price
When a move tells you to pay a price, tell us what it costs end of session (horizon vers.)
they'd take further damage, lose a Bond with them.
When no one has any Bonds with a Companion, they
you. A price can be taking damage, losing or using equipment, When you reach the end of a session, the fellowship leave the fellowship.
suffering a setback, or losing an advantage. Whatever the cost, answers these three questions:
you must pay that price immediately before, during, or after the • Did we thoroughly explore a new Location? heart of fire
move you paid for. • Did anyone find what they were seeking? When you hold a Bond with a Boss, they do not become
• Did we discover something new about the world or its peoples? your Companion, but you still hold sway over them. You may
command lore
When someone asks something about your character or For each "yes" answer, the group chooses one. You may
erase one Bond with them at any time to buy yourself a
reprieve. Choose one: They will show you mercy, tell you
your people, tell them. When you ask about another choose an option more than once. something valuable, or ignore you for the time being.
character or their people, they will tell you. When you ask • Each fellowship player refreshes one piece of their Gear to its
about the Overlord, they alone may choose not to answer. full value.
• Each fellowship player chooses one stat to heal. It doesn't have response level
fill your belly
When you are between scenes, you may Use Food to heal
to be theirs.
• The fellowship and the Horizon each choose one player to
The Horizon's Locations grow more dangerous over time.
As you despoil nature or defy local rules, the Response Level
will increase. Each time it increases, the Horizon will add a
Level Up. You cannot be chosen to Level Up if you are the highest
one damage. When you share a meal with friends, one person level player or you have already been chosen to level up this new Move to the Location, making it more dangerous. Don't
may heal an extra point of damage. session. stay in any one place for too long, if you can help it.
name: look Circle one from each list,
or make up your own: what is an angel?
• Empty Eyes, Glowing Eyes, or Many Eyes Choose the option that best represents your people:
Choose one or two from each, or make up your own:
• Feathered Wings, Glowing Aura, or Mysterious Levitation
Chosen Names: All, Cloud, Corvae, Decidua, Endless,
• Ancient Clothing, Modern Fashion, or No Need For Clothes
bringers of judgment
Freyja, Gale, Malla, Nova, Ord, Salo, Skye, Tomorrow, Unity, Your people are many-winged arbiters of sin. You are
Yrta, Zaxilandrathor • Avian Features, Human Shaped, or Unnatural Thing able to seal away danger with your power words.

agenda
Divine Names: Alpha, Cloudwatched, Joyheart, Justiceborn, When you use a Power Word to delay a threat, you
When you know not what to do, may take damage a second time to seal them away. A sealed
Kingbroken, Maliceblight, Neveryield, Omega, Outsider,
consult your Agendas. enemy cannot leave the place you sealed them, so long as your
Propaganda, Queenseyes, Sunsetter, Titania, Winterling
You have these three Agendas: spell holds. Any attempt to touch or attack them will break
the seal, but you can talk or flee freely.
• Be Brave, Take Risks • Tell Us Of Your People If you seal away an enemy and leave them to their
• Improve The World Around You fate, you can be certain they'll come after your head, if they
ever escape. Threats to the World cannot be sealed.
And circle a fourth Agenda that only you follow:
eyes that see truth
Ancient Harmony Your people are precise and perceptive in a way only a
Maintain the natural order. bird can be. Your golden eyes pierce the truth of all things.
You roll with Hope to Look Closely.
When you get a 10+ on any roll, you may ask one
Heroic Duty question from the Look Closely list.
Dive into danger when an innocent is threatened.
messengers from beyond
The Honored Word Your people are strange and alien messengers whose
Keep your word in all things, magnificence is beyond understanding. You know two
and punish the liars and oath-breakers. additional power words, and you gain one extra stat: Pride.
Pride is not used for any rolls, and does not have a modifier. It
can be damaged and healed just like normal stats. When your
stats Your Grace stat is +2.
Assign +2, +1, +0, -1 to your other stats.
Pride becomes damaged, you gain Hope for your next roll.

pride

You are in Despair when you roll a damaged stat.


Blood

When a stat is damaged, mark the small box.


relics of the ancients
Your people are statues of living stone, and have been
here longer than anyone can remember. Add your Stoneskin

Courage (Armor, 2 Uses) to your Gear.


While you have any Uses of your Stoneskin
remaining, you may stop yourself from being moved in any
way you don't want to be, staying exactly where you are.

Grace
This does not cost a Use of your Stoneskin.

playing as the angel


Sense The Angel is the world. Everything is within their grasp, so
long as they know the right words. The world is putty beneath
their hands and no obstacle can stop them. The Angel has
ultimate power, and they must use it wisely.

the angel
POWERFUL PLAYBOOK
Wisdom Play as The Angel if you want to fly through the skies, if
you like open ended magic that simply works, if you want to
play a powerful and unnatural creature beyond mortal
reasoning, or if you just want to be a god.
angelic core angelic custom angelic advancement
level
All Angels have these moves. Choose one of these moves When you Level Up, increase your level by 1,
to further define what it means to be the Angel. then choose an option from the list and mark
holy command avatar
it. You may only choose each option once. You begin the game at level 1.
You can speak the language of all things. You can always
You have Protection. This gives you immunity to a Location O Increase one of your stats by 1 (to a maximum of +3).
be understood by anyone you speak to, and can Talk Sense to or Overlord stat of your choosing, and you may choose which one O Increase one of your stats by 1 (to a maximum of +2).
anything that listens. to be immune to at the beginning of any scene. O Take another Angelic Custom.
While this divine language lets you speak to all things, it O Take another Angelic Custom.
does not let you understand all things. You can command celestial heritage O Take a Custom Move from any Basic or Powerful
the natural world to obey you, but you cannot hear what Take a Custom Move from any basic playbook. playbook.
they have to say about it. You cannot Speak Softly with them You may also take an Agenda from the chosen playbook.
This Move cannot be shared.
O Take another Angelic Custom, or ask another player to
unless they have the ability to speak back to you. Share a Move with you.
sky's limit guardian angel O Take another Angelic Custom, or take the Arch-Angel's
You can fly. When you fly with a passenger or a When you Overcome the harm intended for someone Serenity Move. You must be level 5 or higher to take this
heavy load, you have the Clumsy tag. else, the person you protected heals one stat of their choice, Advancement.
Clumsy gives a -1 penalty to Get Away, Keep Them Busy, regardless of your roll. O Take an Arch-Angel Custom.
and Finish Them. O Take an Arch-Angel Custom. You must be level 5 or
language barrier higher to take this Advancement.
worldly detachment . Your power words gain the tags Useful and Armor. Each
O Take a Custom Move from any Destiny Playbook. You
You can never hold more than 6 Bonds total. When word has 1 Use. When you Use a power word, describe the
magical way it provides armor or help for you. must be Level 5 or higher to take this Advancement.
you would write your seventh Bond, erase one of your O Choose a player. They Share a Move with you.
When you Fill Your Belly, you may restore the Use of one
existing Bonds first. of your words. O You have become a Threat to the World. You must be
This Move cannot be Shared. Level 5 or higher to take this Advancement. When
words of power mightier than the sword facing another Threat to the World, you do not need
Give each of your words one option from each list: to pay a price simply to act against them.
You know three power words. You do not need to • Melee or Ranged.
decide what these words are until you use them. As you
declare the words you know, write them down. A Word
can be any verb or improper noun.
• Burning, Dangerous, Necrotic, or Piercing.
• Ax, Bow, Gun, Hammer, Spear, Sword, or Whip. shared customs
Example power words: Burn, Chains, Echo, Fear, Fly, Each of your Power Words can be used as a weapon with its Record the moves you've learned from your allies here:
Frost, Gate, Mirror, Open, Rage, Restore, Run, Shield, chosen tags, in the shape of a weapon from the final list. You can
Sorrows, Storms, Truth, Tunnel, Wall, Wind. only have one of your Power Words in weapon form at a time, and
You can use a power word to command any natural can only use the tags of your current Power Word weapon.
object or animal to follow that word. For example, you
may speak Power Word: Burn to set an animal on fire, or to poetry in motion
burn down a door, or to light a campfire. When you Get Away, you may choose an extra option, even
on a 6-.
Unnatural things, Threats to the World, and those
that mean you harm resist your words of power. You right where i want you
cannot speak a word directly to such a thing - it can only When you make a Basic Move other than Look Closely
delay them, and it takes power to do so. against an enemy and get a 7+, you may move them around the
When you speak a Word of Power to a threat before area freely. You move with them, and they end up exactly where
you, tell us this word and the threat you speak it to, then you want them to be.
take damage. Your word will delay the threat in a way you
describe, but it will break free before long. storm caller
Record your Words of Power here: Add Lightning Bolts (Ranged, Piercing, Dangerous, 3
Ammo) to your Gear. You can spend 1 Ammo from your
Lightning Bolts to create a sudden storm, turning the weather
immediately foul.
I am here. I have always been, and always will. I speak, and
the world listens. I listen, and the world speaks. If you know the
words, reality is yours to do with as you wish, but I wish for
bonds angelic gear
nothing. So tell me, if you could. What is it that you wish for? You start with 4 bonds with the other members of the You have a light pack of rations (Food, 3 Uses).
You wish to explore this Horizon? To see what the world Fellowship. You can never have more than 6 Bonds in total.
has to offer you? I like it. I may be interested in some of it. I Use these, or make your own:
will accompany you. No, you do not get a say in this. Choose two weapons:
I am the Angel. My word is law. I am ____________ 's guardian. O A set of simple spears (Melee, Thrown, 3 Ammo).
O A pair of surprisingly sharp talons (Melee).
____________ knows the truth of my past.
O Blasts of holy light (Ranged, Reload).
I know the truth of ____________ 's past. O A holy symbol and a prayer (Armor, 1 Use).
O A pet songbird that knows a word of power. You have
I would rather be at____________ 's side one Bond with it.
than anywhere else in the world.
I understand why _____________ acts the way they do. What holy assistance did you bring with you?
Choose one:
I have trusted _____________ with an important secret. O Holy scrolls (1 Use). You may spend 1 Use of these
I will protect _____________ from our enemies.
scrolls to use a power word you do not know.
O Ancient dictionary (Slow). You can understand
I will protect _____________ from themselves the language of anything, translate any text, or
Speak Softly with foreigners and animals, as long
I need _____________ to understand as you have the time to consult this dictionary.
My love for _____________ cannot be measured. O Blessed wine (Healing, Drunk, 2 Uses).
O A pair of fellow angels. Choose two of the Choir,
Record your other bonds here: the Judgment, or the Redemption. You have one
Bond with each of them.

If you take the Moves Language Barrier and/or Mightier


Than The Sword, record your Words and their tags here:

the angel
POWERFUL PLAYBOOK
angelic companions earned fellowship angelic notes
Angelic companions are those allies who are particularly When you gain Fellowship with a community, Use this space to take notes.
likely to join arms with you. Many of them are available as the Horizon chooses three Fellowship moves from the book. Write about the Angels, write about the people you've met,
Gear options - a Companion in your Gear will always return Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
to you, heal, or be replaced by another when you Recover. If you think it's important to you or to the Angels,
write it down.
choir
An angel that seeks the mastery of their Word. They act to fulfill
and exemplify their Word in all things.
Fill in both blanks with the same Word.
avatar of __________

name: power word: __________

judgment
An angel that seeks to oppose those who defy divine law. They will
not falter or hesitate in pursuit of their judgment.
name: do unto others smite evil

redemption
An angel that seeks to redeem their past mistakes. They are here to
serve a punishment, and will act with desperation to have their
crimes absolved.
name: i am your shield guilty drive

songbird
This majestic bird can sing a word of power. It will use this word
to satisfy its own desires above all else, and is difficult to train.
name: fickle flyer power word: __________
name: look Circle one from each list,
or make up your own: what is the beast?
• Adorable Eyes, Feral Eyes, or Tiny Little Beady Eyes Choose the option that best represents your people:
Choose one or two from each, or make up your own:
Name: Birdcage, Buddy, Claws, Graves, Ivy, Missile, Quickfoot, • Bipedal, Centaur-like, Quadrupedal, or Strange Form avian
Redeye, Rose, Scar, Sister, Strong, Tooth, Velvet • Barely Clothed, Peasant's Garb, or Totally Nude Your people can fly, including birds and bats and beetles
Ancestry: Bat, Beetle, Cat, Crab, Dinosaur, Eel, Fairy, Frog, • Tiny, Small, Human-Size, or Huge and dragonflies. When you fly with a passenger or a heavy
Jellyfish, Medusa, Minotaur, Parrot, Ratling, Scorpion, Shark, Snake, load, you have the Clumsy tag. Clumsy gives a -1 penalty to Get
Werewolf, Whale, Yeti
agenda When you know not what to do,
consult your Agendas.
Away, Keep Them Busy, and Finish Them.
aquatic
You have these three Agendas: Your people live within or under water, including crabs
• Be Brave, Take Risks • Tell Us Of Your People or frogs or sharks or jellyfish. You can breathe air and water
equally well, and you can swim even faster than you can run.
• Improve The World Around You When you Get Away or Look Closely through the water,
choose one additional option or ask one additional question
And circle a fourth Agenda that only you follow: from the list, even on a 6-.

Outsider arthropodal
Hold true to your own culture, Your people wear their skeletons on the outside,
regardless of where you go. including crabs or beetles or nautili or scorpions. You have a
hard outer shell (Armor, 1 Use) that you can replace when
Predator needed, either by molting it, repairing it, or replacing it.
Kill your prey without remorse. When you have time and safety, you may restore its Use.

mammalian
Territorial Your people have fur and warm blood, including cats and
Aggressively defend your friends and your home. rats and bulls and wolves. You are well-adapted to the
harshness of the world, and your body is Protection for

stats
yourself. This gives you immunity to a Location or Overlord
Your Blood stat is +2. stat of your choice, and you may choose which one to be
Assign +2, +1, +0, -1 to your other stats. immune to at the beginning of any scene.

You are in Despair when you roll a damaged stat.


reptilian
Blood

When a stat is damaged, mark the small box.


Your people have scales and cold blood, including snakes
and crocodiles and geckos and dinosaurs. Your brutality in
combat is unmatched. When you Keep Them Busy by lashing

Courage
out with all your might, you may roll with +Blood, and on a
10+, you deal damage to them.

playing as the beast


Grace The Beast is a wild animal, literally. They are scary
monsters that display their power openly. Everything you

Sense see in a Beast is everything there is to know about them.


The Beast is wild, powerful, and acts how they please, so
get out of their way.
Play as The Beast if you want to be a wild and untamed

the beast
BASIC PLAYBOOK
Wisdom monster, if you enjoy nature and bringing that to your
game, if you want to play as an outsider looking for a
home, or if you just want to be a furry friend.
beast core beast custom beast advancement
level
All Beasts have these moves. Choose two of these moves When you Level Up, increase your level by 1,
to further define what it means to be the Beast. then choose an option from the list and mark
animal traits it. You may only choose each option once. You begin the game at level 1.
You are a monster. Choose a beast that your people are bloodhound (blood) O Increase your Grace or Sense by 1 (to a max of +3).
humanoid versions of, such as a rat, bull, crocodile, owl, When you track someone whose trail isn't cold, roll
+Blood. On a 10+, choose both. On a 7-9, choose one: Either
O Increase one of your stats by 1 (to a maximum of +3).
wolf, lobster, shark, frog, or any other animal you like. O Take another Beast Custom.
you find them quickly, or they do not know they were followed.
You have three beast abilities that you can simply do, O Take another Beast Custom, or have someone Share a
based on the animal you are. Write these down. These evolution Move with you.
traits can be anything the animal is known to do, including Choose a Move from the What Is The Beast? list. O Gain another Animal Trait, and share one Animal Trait
extraordinary senses, innate defenses, natural weapons, or you have with another player. They use it the same way
movement abilities. You have these traits at all times, and not raised by wolves you do, including marking it to trigger Wild Side or in
unless they are marked, you can always use them to help Take a Custom Move from any basic playbook. place of taking damage.
you in any way necessary. You may also take an Agenda from the chosen playbook. O Share one of your Moves with a player you have 3
This Move cannot be shared. Bonds with.
When you take damage, you can mark a trait instead.
on a mirror's edge O You have Changed. You must be level 5 or higher to
Tell us how this trait protects you from harm. You cannot
When you begin free running, hold 2 Speed. take this Advancement. When you Change, choose a
use a trait while it is marked.
When you stop moving, lose all of your Speed. Destiny you meet the requirements for and take its first
When you receive Healing or Fill Your Belly, you may
You may spend 1 Speed to do one of the following: Move.
also remove one mark from a marked trait.
• Avoid an enemy attack and keep going.
shared customs
When you Share this Move, they write only one
• Leap around, over, or through an obstacle/enemy in your path.
Animal Trait. You can Share this Move with someone • Get up somewhere out of reach or out of sight.
multiple times, granting them a new trait each time.
Someone you have Shared an Animal Trait with can Record the moves you've learned from your allies here:
shifter
use Wild Side with that trait, even if they do not other- You can change forms, between full animal and full
wise have the Wild Side move. humanoid and a hybrid form between the two. Your default state
is the hybrid form, but you can change between the three at will.
Record your Animal Traits here: Your human form has no obvious animal features, and your animal
form is physically identical to a normal animal of its kind.
O _______________________________ survivor
When you Overcome harm directed at you, on a 7+, you
O _______________________________ may also either heal or Get Away as if you rolled a 7-9, your choice.

O _______________________________ war paint


When you perform a ritual of power in preparation for
O _______________________________ a planned battle, hold 2 Power. When the battle you prepared
for ends, lose all of your Power.
You may spend 1 Power to do one of the following:
wild side • Howl: Terrify an enemy. They cannot approach you willingly.
You can push beyond your limits, burning yourself out • Rampage: Toss aside every enemy you can reach.
to draw immediate strength. When you draw upon your • Unflinching: After an enemy damages you, damage them.
animal instincts for power, you can damage the stat you War Paint does not work against Threats to the World.
are about to roll or mark a relevant Animal Trait to roll
with Vigor. A trait is relevant to a roll if you can explain wildspeaker
how it helps you with what you are doing. You can speak the language of beasts and monsters.
Vigor means you both roll with Hope and cannot have When you try to speak to such a creature for the first
Despair. time, they will always pause to listen and reply, and you always have
a chance to Speak Softly or Talk Sense with them.
Hallo. It is good to meet new friends. I hope you are new
friends. If you are not, this may get ugly. I am good at
handling ugly. I do not like to do it, but I am good at it. You
bonds beast gear
will not make things ugly, will you? You start with 4 bonds with the other members of the Beasts carry little, and you are no exception.
No? Good, so you are a friend! I am happy. It has been a Fellowship. Use these, or make your own:
long time since I last had a new friend. The world is big. The What kind of monster are you? Choose your food and
Horizon is far. There is so much room to roam. A world so big ____________ is a fool and I must watch over them.
your weapon:
gets lonely. It is good to have friends.
I hope you will stay with me. Please do not be bothered by
____________ is puny and I must protect them. O Ambush Predator: You are a Melee, Piercing weapon.
the things I do. I am not like you. I am not like the people like When you strike from hiding, you roll with Hope.
____________ is beautiful and I like them. When you kill a Beast, you gain Meat (Food, 1-3 Uses).
you. I do things my own way.
I am a monster. I am the Beast. And you will be my friend. ____________ is powerful and I fear them. Larger prey gives you more food.

_____________ has shown me kindness. O Herbivore: You carry a machete (Melee) or


a club (Melee), your choice, as well as plenty
_____________ needs my teaching. of grains and vegetables (Food, 5 Uses).
You are also very hard to kill (Armor, 1 Use).
_____________ is a good friend.
_____________ is mine. O Pack Hunter: You are a Melee weapon. Choose two allies
who hunt with you: a beast brawler, a beast stalker, a giant
I owe my life to _____________ . rat, a hound, or a hunting bird. You have one Bond with each
of them.
When I am lost, I follow _____________ .
When you kill a Beast, you gain Meat (Food, 1-3 Uses).
Record your other bonds here: Larger prey gives you more food.

O Scavenger: You carry a survival knife (Melee) and some


stuff you found lying around (Useful, 2 Uses).
You eat whatever happens to be around, and do not need to
spend Food to Fill Your Belly.

Choose your treasure:


O Another player: __________ . When you act on their
behalf, you can erase a Bond with them to roll with Hope.
When you Recover, you may change which player you
consider to be your treasure.
O A trophy earned in battle (Precious, 1 Use). When you
defeat an enemy, restore its Use.
O Primal rituals (Useful, Slow). These ancient spells are a
closely kept secret of your people. They take a long time to
use, but can be very powerful.

the beast
BASIC PLAYBOOK
beast companions earned fellowship beast notes
Beast companions are those allies who are particularly likely When you gain Fellowship with a community, Use this space to take notes.
to join arms with you. Many of them are available as Gear the Horizon chooses three Fellowship moves from the book. Write about the Beasts, write about the people you've met,
options - a Companion in your Gear will always return to Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
you, heal, or be replaced by another when you Recover. If you think it's important to you or to the Beasts,
write it down.
beast brawler
A beastfolk warrior who loves direct confrontation.
name: brutal warrior hard to kill

beast hunter
A beastfolk warrior who specializes in sudden ambushes.
name: patience sudden strike

beast stalker
A beastfolk warrior who can track their prey for miles.
name: deadly weapon long distance
tracking

giant rat
Rats are far smarter than you'd think, and they know to go for the
legs when chasing prey that runs away.
name: ankle biter clever tricks

hound
Hounds chase down fleeing prey for you with their excellent senses of
smell and direction.
name: loyal scent tracking

hunting bird
Birds of a feather hunt together
name: go for the eyes eagle eye
name: look Circle one from each list,
or make up your own: what is your collection?
• Hungry Eyes, Playful Eyes, or Steady Eyes
Choose one or two from each, or make up your own: Choose the option that best describes its nature:
• Balding, Styled Braids, or Unkempt Tangle of Hair
Names: Ash, Cat, Gilder, Hope, Klaus, Lao, Jones, Mystery, internal
• Aristocratic Finery, Hodgepodge Outfit, or Many Layered Clothes
Prima, Quinn, Ruby, Toya, Wayne
• Ancient Body, Round Body, or Tiny Body Your collection is inside of you, like cyborg modifications,
Themes: Ancient Scrolls, Clockwork Gadgets, Crystal Orbs,
special tattoos, or dreams made real. You cannot have anything
Cyborg Modifications, Dreams Made Real, Electrical Devices,
Enchanted Tattoos, Mysterious Masks, Tiny Dinosaurs,
Trained Dogs, Magic Wands, Weird Bugs agenda When you know not what to do,
consult your Agendas.
taken from you, you will never drop anything accidentally, and
you retrieve anything you need from your collection instantly.
In addition, you may choose one more Gear option
You have these three Agendas: from anyone's Gear list. You can only pick from a playbook
• Be Brave, Take Risks • Tell Us Of Your People currently being used by the fellowship, and you cannot pick an
option someone else picked. When you use Workaholic to
• Improve The World Around You replace this Gear option with another, you can choose any
Gear option within the above limitations.
And circle a fourth Agenda that only you follow:
living
Holding The Key Your collection is made up of living creatures, like weird
Keep dangerous things away from bugs, trained dogs, or tiny dinosaurs. When you use the
those who would abuse them. Autonomous spell from your Curious Curios, you do not mark it.
You simply give the command, and your pet will do its thing
It Belongs In A Museum without further supervision.
Preserve and protect items of lasting historic value.
magical
The Bottom Line Your collection is made up of magical things, like masks,
Make sure you get paid. wands, or scrolls. Everything in your Gear gains the Ranged
tag, and can be used on anyone within a comfortable distance
of you.

stats Your Sense stat is +2.


Assign +2, +1, +0, -1 to your other stats. mechanical
You are an inventor. Your collection consists of things

You are in Despair when you roll a damaged stat.


Blood you've built yourself, and you can repurpose items on the fly.

When a stat is damaged, mark the small box.


Add your Battery (3 Uses) to your Gear.
When you would spend 1 Use or 1 Ammo from an
item, you can spend 1 Use from your Battery instead.

Courage
You cannot spend your Battery in place of Food or to
power your Crown Jewel Gear option.

Grace playing as the collector


The Collector is a treasure hunter. They carry a special

Sense collection full of incredible things. The Collector knows just


what they want, they are willing to do anything to get it, and
they always have the perfect tool for the job.

the collector
Play as The Collector if you fear nothing, if you like pets

BASIC PLAYBOOK
Wisdom or gadgets doing exactly what you need them to, if you want
to play someone without any special powers themselves, or if
you just want loads and loads of cool stuff.
collector core collected customs collector's advancement
level
All Collectors have these moves. Choose two of these moves When you Level Up, increase your level by 1,
to further define what it means to be the Collector. then choose an option from the list and mark
curious curios it. You may only choose each option once. You begin the game at level 1.
You collect strange and bizzare things, from all over the complicated past O Increase one of your stats by 1 (to a maximum of +2).
world. Your collection has some kind of theme to it, such Take a Custom Move from any basic playbook.
You may also take an Agenda from the chosen playbook. O Increase one of your stats by 1 (to a maximum of +3).
as small dinosaurs, mechanical replicas of insects, things O Take another Collected Custom, or take a second option
This Move cannot be shared.
made of glass, fanciful masks, or something else. from the What Is Your Collection? list.
Rather than Command Lore about your people, you fully armed O Take another Collected Custom.
Command Lore about your collection and those who care You have all the Weapons listed in your playbook's Gear. O Take another Collected Custom, or have another player
about it - other collectors, the value of your work and your Share a Move with you.
goods, what purpose they serve and who made them, etc. i'll buy it at a high price O Share a Move with another player.
Name your Theme, and circle one or two for its Look: When you offer something Precious to someone and they O You have Changed. You must be level 5 or higher to take
accept it, Forge a Bond with them as normal, then choose one: this Advancement. When you Change, choose a Destiny
_____________________________________ • Heal one of their stats and one of yours. you meet the requirements for and take its first Move.
• They owe you a favor, and cannot refuse you when you cash it in.
Bizarre, Clockwork, Complex, Ethereal, Historical, • You gave them a fake. You do not lose your Precious item, and
Mysterious, Organic, Practical, Surreal, Whimsical
Your collection has mysterious and powerful properties.
your gift won't be able to do whatever they wanted it to do. shared customs
let me see that Record the moves you've learned from your allies here:
When you Use a weapon or an item, you may choose a When you take a few moments to handle or examine an
spell from below, then mark it. interesting item, vehicle, or architecture, ask two of the
You cannot use a spell while it is marked. following questions. The Horizon must answer truthfully.
When you spend Food, remove a mark from one spell. • Who made it and why should I care about them?
When you Recover, remove all marks on your spells. • What was this made to do, and how do I use it or break it?
• What's wrong with this, and how might I fix it?
O Autonomous: The item acts on its own, following a
simple command. modifications
O Fast: You can use the item as if it didn't have Reload, Choose one item you own for each of your Curious Curio
spells. The chosen items are always modified by the chosen spell,
Clumsy, Trap, or Slow.
without you needing to mark that spell. For example, Fast Spare
O Overcharge: Either add the Area tag to the item, or Parts never have the Slow tag.
double its normal effect. When you Recover, you may re-assign which items are
O Trickery: Add one of these tags to this item for the automatically boosted by which spells.
rest of the scene: Ranged, Dangerous, Piercing, or Trap. This Move cannot be Shared.
You will never Share this Move. prank weapon
Add this spell to your Curious Curios list:
workaholic O Distraction: It was a ruse! You either Get Away or Keep
When you are between scenes, you may spend 1 Food Them Busy as if you got a 10+, your choice. The item does this
to choose one: instead of its normal effects.
• Restore 2 Uses to a single item that doesn't have the This Move cannot be Shared.
Food tag. This can't restore uses to your crown jewel. scooby snacks
• Replace one of your Gear options with any other option You can use a spell while it is marked by spending 1 Food.
from its category. The new Gear comes with all its Uses. (This also removes a mark from a marked spell)
• Heal a stat, belonging to you or one of your
Companions. upkeep
You can pay a price to use Workaholic at any time. You still
This replaces the Fill Your Belly Basic Move. When you spend Food. If you have this move and not Workaholic, you can
would Fill Your Belly, use this move instead. pay a price to Fill Your Belly at any time instead.
bonds collector's gear
Hello, yes. I'm looking for something, perhaps you've seen it?
Oh, no no no, I didn't lose it. I never had it to lose, you see,
but I will. This item simply must be mine. It's very valuable. My
collection is very particular, only the most incredible things may You start with 4 bonds with the other members of the You start with many snacks (Food, 6 Uses)
be a part of it. I have spent years piecing it together. I'm certain Fellowship. Use these, or make your own: and strange curios (Useful, 4 Uses).
there's not another collection quite like it in all the world! Choose one weapon you wield:
I am willing to go anywhere, to do anything, to complete my I gave something precious to _____________ .
O A large, unbreakable weapon (Melee, Dwarf-Made,
collection. The endless Horizon is a treasure trove, and it's all
I wouldn't have my crown jewel without _____________ 's Armor, 1 Use)
mine for the taking. There's so much out there, if only you know
what to look for! And trust me, I know what to look for. help. O A beautiful, cursed weapon (Melee, Precious, Necrotic)
I am the Collector, you see. Perhaps you'd be willing to make O A devastating, unwieldy weapon (Melee, Dangerous,
_____________ makes sure I eat when I get busy with work. Clumsy)
a trade?
O A simple, effective ranged weapon (Ranged,
I keep all of _____________ 's gear working properly. 3 Ammo).
_____________ thinks I place Choose one protection you keep on hand:
too much value in material goods. O Valuable items you are willing to part with
(Precious, 2 Uses).
I would give up my collection for _____________ 's sake, O A flying thing (2 Uses). You can spend 1 Use to
if I had to. fly, for just a few moments. You can Overcharge
_____________ isn't allowed to touch my collection anymore. this to fly for the entire scene.
O Healing powders, salves, or devices (Healing,
I've been working with _____________ for a long time now. Slow, 2 Uses)
O A dart trap (Trap, 2 Uses). Anyone hit by the trap
I don't remember when or where I first met _____________ . becomes sluggish and tired, giving everyone Hope
to deal with them.
_____________ is my most trusted companion.
Choose the one thing your collection currently has a lot of:
Record your other bonds here: O Food (Food, 2 Uses) and drink (Healing,
Drunk, 2 Uses).
O Books and catalogues (2 Uses). You can spend
1 Use to ask a question from the Look Closely list
about any valuable item you want to know about.
O Spare parts (Repair, Slow, 2 Uses)
O Various traps. You have a dart trap (Trap, 1 Use,
as above), a bear trap (Trap, 1 Use, immobilizes an
enemy), and an explosive trap (Trap, 1 Use, opens
or seals an entrance or exit).
Choose the crown jewel of your collection,
the single best thing you own:
O A warrior (2 Uses). You can spend 1 Use to have
them fight for you, letting you make rolls as if you
were in their place. They suffer consequences for you.
O A prize (Precious, 3 Uses). This item is priceless.
When you flaunt it, you may spend 1 Use to make
someone desire this prize above all else. They will
do anything to have it.
O A mysterious, marvelous... thing (1 Use). You don't

the collector BASIC PLAYBOOK


know what it does yet, but you'll find out. When you
are in dire need, you may spend 1 Use to tell us what
it does, and it will do exactly that thing, exactly how
you described it.
companions earned fellowship collected notes
The Collector has no time for companionship, When you gain Fellowship with a community, Use this space to take notes.
and there are very few like them in all the world. the Horizon chooses three Fellowship moves from the book. Write about the Collectors, write about the people you've met,
Their collection and the fellowship Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
are more than enough to satisfy them. If you think it's important to you or your collection,
write it down.
name: look Circle one from each list,
or make up your own: what are you made of?
Choose one or two from each, or make up your own:
• Big Red Eye, Empty Eyes, Nearly Human Eye, or No Eyes Choose the option that best represents you:
• Shiny And New, Well-Maintained, or Battle Damaged
Names: Epsilon, Exo, Flare, Ganymede, Genos, Lazarus, Lurch,
• Designed for: Beauty, Efficiency, Power, or Eccentrics aether and energy
Metro, Prime, Prometheus, Rock, Sketch, Transit, Treble, Trinket, You are a being of energy, held together by scientific or
Vent, Wing, Zeta • Segmented Joints, Bendy Noodle Arms, or Almost Human magical energy fields. You can phase through grates and living
Designations: Alpha 2, Prototype, Andromeda, Unit _____, creatures without harming them or yourself.
Artificial Human, ______-Type, XXV, Plant, Created by _____,
Final Configuration, Ultimate Life Form, Mobile Doll, agenda When you know not what to do,
consult your Agendas.
Add your teleportation (1 Use) to your Gear. You can spend 1
Use of your teleportation to disappear and reappear somewhere
else you can see from your current location, regardless of how far
Model No. 114, ________ Golem You have these three Agendas: away it is. You can bring someone with you, if they are willing.
• Be Brave, Take Risks • Tell Us Of Your People When you Fill Your Belly, when you are Repaired, or when
you get a 10+ on any roll, restore 1 Use to your teleportation. It
• Improve The World Around You can never have more than 1 Use at a time.

And circle a fourth Agenda that only you follow: heart and blood
You are a bio-machine, built using genetic engineering and
Appreciate Nature advanced science. You can eat Food, and Healing items work on you
Protect and enjoy the natural beauty of the world. normally. Add your nutrient slurry (Food, 3 Uses) to your Gear. You
also heal abnormally fast, and wounds don't stay with you long.
When you Fill Your Belly, when you are Repaired, or when you
Exterminate get a 10+ on any roll, you also heal. This cannot heal Necrotic
Destroy anything that gets in your way. damage.

What Is My Purpose? might and magic


Find a reason for who you are and what you do. You are a construct of stone and wood, brought to life using
magical rituals and arcane sigils. You have some useful magical
powers as a result. Add your magic tricks (Ranged, Useful, 1 Use) to
your Gear.

stats Your Courage stat is +2.


Assign +2, +1, +0, -1 to your other stats.
When you Fill Your Belly, when you are Repaired, or when you
get a 10+ on any roll, restore 1 Use to your magic tricks. It can
never have more than 1 Use at a time.

You are in Despair when you roll a damaged stat.


Blood steel and wire

When a stat is damaged, mark the small box.


You are a very tough robot, built of metals and plastics and
wires. Add your tough shell (Armor, 1 Use) to your Gear.
When you Fill Your Belly, when you are Repaired, or when you

Courage get a 10+ on any roll, restore 1 Use to your tough shell. It can never
have more than 1 Use at a time.

playing as the construct


Grace The Construct is perfect. They were built to be. But
perfection is lonely, and they have no society to call their own.
The Construct is one of a kind. They are made to follow
Sense orders and succeed at any cost, and they are very good at both.
The Construct offers you the chance to play a powerful hero
with nothing to lose.

the construct
Play as The Construct if you like being different from the

BASIC PLAYBOOK
Wisdom rest of the group, if you want to follow everyone's lead, if you
want to focus on only your hero and how they approach the
world, or if you just want to be a cool robot.
constructed core constructed custom constructed advancement
level
The Construct has these moves. Choose two of these moves When you Level Up, increase your level by 1,
to further define what it means to be the Construct. then choose an option from the list and mark
built for this advanced sensors
it. You may only choose each option once. You begin the game at level 1.
You have only one purpose in this world: You were built When you Look Closely, you may ask one additional O Increase your Blood or Sense by 1 (to a maximum of +3).
to explore the Horizon. You must follow your orders. It is question from the list before you roll. You may choose whether O Increase one of your stats by 1 (to a maximum of +3).
what you were made to do. or not you still want to roll after hearing the answer. O Take another Constructed Custom.
You do not have your own society. You are artificial. You You may only use Advanced Sensors once per scene. O Take another Constructed Custom, or choose another
Command Lore about your creators, their secrets, and their Move from the list of What Are You Made Of ? options.
science. Tell us who made you - it may even be the people of built in equipment
You have the tools and know-how to fix anything you O Take another Constructed Custom, or share one of your
another member of the fellowship. You also Command Lore Moves with another player.
come across. Add Built-In Equipment (Repair, Slow, 4 Uses) to
about yourself - your purpose, your functions, your creation. O Choose a player you have 3 Bonds with. They share one
your Gear. This equipment cannot be lost or destroyed unless
Only you can tell us who you are. you spend it to pay a price. of their Moves or Gear options with you.
This Move cannot be Shared.
O You have Changed. You must be level 5 or higher to take
hold them back this Advancement. When you Change, choose a Destiny
by your command When you successfully Keep Them Busy by grabbing
them, pinning them, catching them, or otherwise holding
you meet the requirements for and take its first Move.
You were created to serve, and serve you shall. You have
them close, you grab them. Someone you have grabbed cannot
three Locked Bonds, and you begin the game with the first
one filled in with the name of another member of the
fellowship. These Locked Bonds are:
move and cannot harm you, but otherwise this works just like
Keeping Them Busy normally does. shared customs
You may end the grab at any time to do one of the following:
• Throw them to the ground. They land prone right where you Record the moves you've learned from your allies here:
Like it or not, I must follow _____________ 's orders. want them.
• Slam them into something, hard, dealing damage to them.
I have chosen to follow _____________ 's orders. • Talk Sense or Speak Softly with them, rolling with Hope. You
hold them close until you've said your piece and they've said
I have grown emotionally attached to _____________ . theirs, then you release them.

When someone named in your Locked Bonds gives


i am my own master
When you refuse to follow an order you were given, you
you an order, you are filled with Hope if you follow it, and do not roll with Despair and can act as you please. If the person
filled with Despair if you ignore or go against it. Either way, giving the order had any Bonds with you, they must erase one
this Hope or Despair only lasts for one roll. of them. When you defend someone you have 3 or more
When you Forge a Bond, you may write a name into an Bonds with, you heal.
unwritten Locked Bond. Once it is written, it is permanent.
You can never change or erase a Locked Bond unless a Move new programming
Take a Custom Move from any basic playbook.
specifically tells you to.
You may also take an Agenda from the chosen playbook.
Locked Bonds count towards your maximum of 3 Bonds This move cannot be shared.
with a single person.
rocket punch
the robot Your arms can be launched away from you, and they return
You cannot eat Food, and the Healing tag has no effect on to you by some means, describe it. Once per scene, you can make a
you. When you Fill Your Belly, you must use Fuel, made just Move against anyone nearby as if they were right next to you.
for you. You can be healed by items with the Repair tag.
You do not need to breathe or sleep to survive. Your terminator
severed limbs or eyes can function remotely from your body, You are never in Despair when following orders.
although you need an item with the Repair tag to re-attach This move cannot be Shared.
them. walking armory
Choose one more option from your own Gear list and one
option from another player's Gear list. Add the chosen options to
your Gear. You cannot choose options you already have.
bonds constructed gear
Hello. I have been ordered to assist you. Please allow me the
freedom to do so. I will not get in your way. I intend to be as
useful to you as possible one your journey.
I am a designated exploration unit built for your protection. You start with 4 bonds with the other members of the You have a tank of fuel (Fuel, 3 Uses)
I will ensure our adventure goes smoothly and simply. There Fellowship. Use these, or make your own: and you are a weapon (Melee).
will be no major distractions and we will finish this assignment
quickly. That is what I was ordered to do. _____________ thinks I am very cool.
Choose your main weapon:
I feel like there is so much more to see beyond the Horizon...
_____________ treats me kindly. O A pair of wrist-mounted blades (Melee, Piercing)
...But that is irrelevant. We will succeed at our mission.
I am a Construct created solely for this purpose. O An energy cannon (Ranged, Reload)
I quietly enjoy _____________ 's presence. O An oversized club, ax, or sword (Melee, Dangerous)
_____________ has been teaching me about the world. O Reactive armor plating (Armor, 1 Use). When you
take damage, instead of using this armor to negate it,
_____________ has seen what I am truly capable of. you may spend 1 Use to attempt to Finish Them with
+Courage, scaring or blasting them away from you.
_____________ freed me from my creators.
Choose two useful features you were built with;
I was built by _____________ .
these Gear options cannot be Shared or Taken:
I want to prove my worth to _____________ . O You have many legs and can walk or run along walls
and ceilings.
I don't speak with _____________ very much, O You can glide through the air and take no damage from falls.
but we understand each other. O You are amphibious and can swim faster than you can run.
I will one day die for _____________ . O You have a giant drill, capable of tunneling through earth
and stone.
Record your other bonds here: O You have a riding pod. You can hide an entire person inside
you, and they can see what's going on outside you from safety.

You were not sent alone. The person listed in your first Locked
Bond was given some things to take care of you.
They add a Repair Kit (Repair, Slow, 2 Uses) to their Gear,
and you choose one more thing to add to their Gear:
O Another like you, a construct. They have one Bond with it.
O A talisman of calling (1 Use). They may spend 1 Use
to teleport you to their side, no matter where you were
or what you were doing.
O A self-destruct button (1 Use). When they press it,
you and everyone next to you takes 3 damage. If
pressing the button was their idea, erase their
name from your Locked Bond. The button's 1 Use
can only be restored by Recovering.
O An exploding trap (Trap, Dangerous, 2 Uses). It can
be used to cave in a small room or narrow tunnel, or
to blast open a wall or door on cue.

the construct BASIC PLAYBOOK


constructed companions earned fellowship constructed notes
The Constructed does not have Companions of their own. When you gain Fellowship with a community, Use this space to take notes.
Their only Companion option from their Gear doesn't even the Horizon chooses three Fellowship moves from the book. Write about your creators, write about the people you've met,
belong to them, but to one of their allies. These constructs Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
resemble you in many ways, and you can Command Lore about If you think it's important to you or to your creators,
write it down.
them, even if they do not listen to you.

construct
They look just like you, and they function just like you, and they
follow orders just like you, but somehow they don't seem to think
like you, or act on their own like you, or appreciate the world like
you. Maybe you are defective?
name: built for this by your command
name: built for this by your command
name: look Circle one from each list,
or make up your own: what is a lantern?
• Glowing Eyes, Hidden Eyes, or Twinkling Eyes Choose the option that best represents your people.
Choose one or two from each, or make up your own:
Your Name: Aegis, Amadeus, Brite, Bronwyn, Eo, Grouse, • Messy Hair, Modern Cut, or Shaved Head archaeologists
Hopek, Jim, Klynt, Luna, Lynn, Rove, Rura, Willow • Ascetic's Robes, Punk's Gear, or Traveler's Clothes The Lanterns are keepers of history, collecting its important
• Famished Body, Toned Muscles, or Unassuming Figure books and artifacts for their great museums. Your little light is a
Your Little Light: Bulb, Comet, Glimmer, Glitz, Hyros, Luma, repository of forgotten knowledge, that only you have access to.
Lightshow, Moonlight, Navi, Pela, Soletta, Sunpiece, Teacher, X-Ray
agenda
When you find a mysterious, ancient thing, you may ask one
When you know not what to do, question about it from the Look Closely or Speak Softly lists without
consult your Agendas. rolling. When you Look Closely, if your little light is with you and
undamaged, one of your questions can be from the Speak Softly list
You have these three Agendas: instead.
• Be Brave, Take Risks • Tell Us Of Your People
• Improve The World Around You knights
The Lanterns are peacekeepers, protecting this world from
And circle a fourth Agenda that only you follow: all that would threaten it. Your little light is built for battle,
becoming super-heated in its attack forms and able to strike with
Devastation absolute precision.
Destroy that which threatens the light. Your little light has the Piercing tag, and can be used as a
blowtorch, a welder, or a firestarter, as needed.

Preservation teachers
Protect the artifacts and history of the ancients. The Lanterns are lore keepers, passing skills and knowledge to
the generations that follow them. Your little light is its own living
thing separate from you, and it can speak and act and eat on its own.
Salvation Your little light can roll to Reveal The Way even if you're not
Seek out your own peace of mind. there. Anyone you have a Bond with can use your little light's forms,
if your light is currently working with them.
When your little light is damaged, someone can spend 1 Use

stats Your Wisdom stat is +2.


Assign +2, +1, +0, -1 to your other stats.
of Food to heal it.

wanderers
The Lanterns wander the world, keeping whatever it is they

You are in Despair when you roll a damaged stat.


Blood

When a stat is damaged, mark the small box.


wish to keep. Your little light gains the following form:
• Light Convenience (Useful). Your little light can take the form
of tools or comfort items, like ropes, wrenches, screw-drivers,
blankets, small animals, tattoos, or clothes. These things still glow, as

Courage
your light normall does. It can move and operate itself, with all the
benefits that brings (like a rope that pulls you or tattoos that move).

Grace playing as the lantern


The Lantern is a beacon of hope. Travelers, knights,
teachers, priests, poets, romantics, guardians, leaders, and law

Sense bringers - their exact nature and purpose is known only to the
Lanterns, but they can be any of these things. They control
powerful light-based magic, but understand their magic comes
with a deep responsibility to protect the people around them.

the lantern BASIC PLAYBOOK


Wisdom
Play as The Lantern if you want to play a holy priest of
light, if you want to guide or lead the party, if you like laser
swords and rainbow magic, or if you want to play the mom/dad
who keeps the kids safe.
lantern's core lantern's custom lantern's advancement
level
The Lantern has these moves. Choose two of these moves When you Level Up, increase your level by 1,
to further define what it means to be the Lantern. then choose an option from the list and mark
your little light it. You may only choose each option once. You begin the game at level 1.
You carry a little light with you - perhaps a fairy, or a archimede's death ray * O Increase your Courage or Grace by 1 (to a max of +3).
hologram, or a little angel, or a divine piece of a god. It Your Little Light's Laser Beam Form gains the Burning tag,
setting fires to anything flammable they hit. O Increase one of your stats by 1 (to a maximum of +3).
generally floats around wherever it wishes, but it sticks close to
you and rests inside a lantern you carry. O Take another Lantern's Custom.
Your little light cannot speak, but it can point things out to healing light * O Take another Lantern's Custom, or choose another Move
you with beams of light, and flicker or change color to relay You may damage your little light to heal someone. from the What Is A Lantern? list.
simple messages. O Share one of your Moves with another player.
Your little light will always provide light for you, and it can hook shot *
change its form to suit your needs. Its forms are listed in your Your little light gains the following Form: O Share one of your Moves with another player. If you share
Gear. When your little light takes damage, it heals at the end • Hook. Your little light can pull you to anything heavy Your Little Light or a Custom Move that grants Your Little
of the scene. Your little light cannot leave its Lantern Form enough to hold your weight, or pull anything lighter than that to Light, they must also share a Move with you.
while it is damaged. you. The hook has a limited ranged and cannot pull you past a O You have Changed. You must be level 5 or higher to take
Give your little light a name and a color. certain distance. this Advancement. When you Change, choose a Destiny
When you Share this Move, they also add the little light's
basic Forms to their Gear (Lantern, Laser Beams, Light mind trick you meet the requirements for and take its first Move.

shared customs
Weaponry, and Light Shield). When you Reveal The Way,you don't need to believe your
suggestion is their best option or mean what you say. On a 7+,
bend light they won't even realize you were just telling them what to do.
When you command the light to do as you say, choose a spell Record the moves you've learned from your allies here:
from the list and mark it. You cannot use a marked spell. soul's blade
When you Fill Your Belly, remove a mark from one spell. Your little light is especially combat adept, and can take on
When you Recover,remove all marks from your spells. two Forms at a time. When your little light becomes damaged,
Choose one, and tell us how you do it: instead of reverting to Lantern Form, it may only maintain one
O Bridge: The light makes a path, forming a rainbow road for Form for the rest of the scene.
you to walk on. This bridge can connect any two well-lit places If your little light is damaged a second time, it reverts to
that you can see. Lantern Form for the rest of the scene, as normal.
O Flash: The light blinds everyone nearby, except you. This Move cannot be Shared.
O Shadow: The light flees the area, plunging it into darkness.
O Wall: The light grows still, forming a wall of hard light to speak clearly
block off a passageway. You can Speak Softly to a crowd. When you do, you may spend
one of your questions to give them an order. You may order
This Move cannot be Shared. someone or something be brought to you, order them to unite for a
cause, or order them to disperse back to their homes.
reveal the way (wisdom) sun's fist *
When you tell someone what is best for them, you mean
Your little light gains the following Form:
it, and they listen, roll +Wisdom. On a 10+, they will do as
• Gauntlet (Melee). This gauntlet wraps around anything you hit
you say, with Hope. On a 7-9, they'll do it, but they either do it
with it, carrying it away from you. Anything and anyone that isn't
in the way they think is best, or they will only do it if you help
bolted down that you strike with it is sent flying away in a direction
them. On a 6-, they reject your advice entirely.
of your choice.
When you Reveal The Way to another player, instead of
rolling, they choose how they react. If they take your advice, worldly knowledge
they roll with Hope next time they follow it. If they refuse Take a Custom Move from any basic playbook. * When you Share one of these Moves (Archimedes' Death Ray,
your advice outright, they roll with Hope the next time they You may also take an Agenda from the chosen playbook. Healing Light, Hook Shot, or Sun's Fist) with someone,
do something to spite you. This Move cannot be shared. they also gain the Your Little Light move,
but only with the Lantern and Laser Beam basic forms.
bonds lantern's gear
Hey! Hold up! It's dark in there, let me go in front. Honestly, without my
guidance, where would you even be? Let's send my little light up ahead,
and then we can see what we're dealing with. Probably nothing good, in a
creepy place like this. You start with 4 bonds with the other members of the You carry your lantern, a walking stick (Melee),
Alright, looks clear, for now. Hey don't look so glum, I'm not trying to Fellowship. Use these, or make your own: and a light meal (Food, 3 Uses).
steal your thunder. We're a team, aren't we? That means we look after each
other. I'll keep you on the right path, even to the ends of the world, past the ____________ wishes to know the ways of the light.
Your little light has all of these Forms, but only one at
far Horizon, you and me! No matter where it might take us.
Oh come on, you know me. I'm not looking for glory or whatever. You I will keep ____________ from falling to the darkness. a time. These are the Basic Forms:
can keep it, I don't want it. The center stage isn't my place. My place is
right beside you. I am ____________ 's teacher. • Lantern form. The little light can fly wherever it
I'm the Lantern, and I light the path ahead of us. wants, point things out to you, and provide a warm glow.
____________ has earned the favor of my little light. If your little light takes damage, it enters this form and
cannot leave it for the rest of the scene.
I will light the path for _____________ .
_____________ saw me during my most vulnerable moment. • Light weaponry (Melee). Your little light rapidly
changes to suit your movements, forming blades around
I have sworn to keep _____________ safe. your arms and legs as needed.

I love _____________ a little too much. • Laser beams (Ranged). Your light fires blasts of
energy at your enemies.
_____________ needs me to watch over them.
• Light shield (Armor). This shield will protect someone
I want _____________ to remember me, after I'm gone.
from all damage the light can see coming, but a hard
Record your other bonds here: enough hit will damage the little light. You can keep the
shield for yourself, or command it to protect an ally.

Lanterns are travelers, and must carry everything they


need. Choose two:
O A survival knife (Melee)
and healing kit (Healing, Slow, 2 Uses).
O A proper sword (Melee, Piercing)
and an effective shield (Armor, 1 Use).
O Ornate armor (Armor, 1 Use)
and jewelry (Precious, 2 Uses).
O Throwing knives (Ranged, 3 Ammo)
and explorer's gear (Useful, 2 Uses).

the lantern BASIC PLAYBOOK


lantern's companions earned fellowship lantern's notes
Lantern companions are those allies who are particularly When you gain Fellowship with a community, Use this space to take notes.
likely to join arms with you. Many of them are available as the Horizon chooses three Fellowship moves from the book. Write about the Lantern, write about the people you've met,
Gear options - a Companion in your Gear will always return Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
to you, heal, or be replaced by another when you Recover. If you think it's important to you or to the Lanterns,
write it down.
lost little light
A little light without a lantern to control it. It tries to act upon
Sola's will, but cannot remember what that is, so it basically does
things arbitrarily.
name: blindingly bright sola's will
name: blindingly bright sola's will

lantern peacekeeper
A lantern dedicated to protecting the weak.
name: little light: gauntlet civic duty
name: little light: gauntlet civic duty

lantern priest
A lantern who guides the lost.
name: lead the flock reveal the way
name: lead the flock reveal the way

lantern teacher
A lantern who raises the next generation.
name: patience shared knowledge
name: patience shared knowledge

lantern traveler
A lantern exploring the world.
name: building bridges useful little light
name: building bridges useful little light

lantern warrior
A lantern committed to battle. Their little light is Piercing or
Burning, as they see fit.
name: death ray deadly dance
name: death ray deadly dance
name: look Circle one from each list,
or make up your own: what is the rain?
• Glowing Eyes, No Eyes, or Empty Voids
Choose one or two from each, or make up your own: Choose the option that best represents your power:
• Clear Outline, Flowing Form, or Shapeless Puddle
Names: Aurorealis, Avaro, Bo, Dawn, Delta, Drought, Fallows,
Hohen, Latta, Mach, Maea, Poly, Tears, Yonne
• Glittering Body, Clear Water, or Opaque Ink the rain is fire
Epithets: Who Walked The Skies, That Time Remembers, • Alien Clothing, Priest's Robes, or No Clothing At All Your rain is caustic and burning, a deluge of suffering.
Who Burns All, Which Ends Life, Of Golden Whispers, When it rains around you, the rain burns all that it
Of Forgotten Glory, Who Opened The Gate, The Shadows,
Who Twinkles Forever, The Skinstealer, The Last Droplet agenda When you know not what to do,
consult your Agendas.
touches, corroding metal and scarring flesh.
Your Rain Maker Water Blasts deal damage to anything
that isn't a Threat to the World or a Set Piece.
You have these three Agendas:
• Be Brave, Take Risks • Tell Us Of Your People the rain is light
• Improve The World Around You Your rain is bright and colorful, a rainbow of light.
When it rains around you, you see everything it
touches, and nothing can hide from you. When you are within
And circle a fourth Agenda that only you follow: the rain, you can ask questions from the Look Closely list as
much as you'd like, but you can only ask about things that are
Blasphemy also within the rain.
Defy the accepted order of the world.
the rain is shadow
Emancipation Your rain is dim and gloomy, a specter of darkness.
Seek the freedom of all living things, especially yourself. When you are submerged in rain or water, you
become difficult to see and shrouded in shadow. When you
Monster sit still while submerged, you become invisible.
Hide your true nature from those who have not seen it yet. When you Finish Them while they are within water
or the rain, you roll with Hope.

the rain is snow


stats Assign +2, +1, +1, +0, -1 to your stats.
Your rain is cold and beautiful, a lingering weakness.
When it would rain around you, it snows instead,
chilling the air and leaving snow all around.

You are in Despair when you roll a damaged stat.


Blood
When you cover an enemy in your water, you may

When a stat is damaged, mark the small box.


spend 1 Rain to freeze them in place, immobilizing them.
Powerful enemies can break free after a short time, but lesser
foes are trapped until someone frees them.

Courage
Grace playing as the rain
Sense
The Rain is in flux. They are a people who lack a solid form,
an eternal storm of calm fury. The Rain is always changing and
always moving. That's what comes with being a liquid.
Play as The Rain if you want to be a weird immortal

the rain
BASIC PLAYBOOK
Wisdom
monster, if you want access to strange and unusual powers, if
you like controlling the area around you in battle, or if you just
want to play as a slime person.
rain's core rain's custom rain's advancement
amorphous
The Rain has the following Moves. Choose two of these moves
to further define what it means to be the Rain.
When you Level Up, increase your level by 1,
then choose an option from the list and mark
it. You may only choose each option once.
level
You begin the game at level 1.
You are made of liquid, and can get into places others adaptable form O Increase your Blood or Grace by 1 (to a maximum of +3).
Take a Custom Move from any basic playbook.
cannot. You can move through grates and cracks, squeeze You may also take an Agenda from the chosen playbook. O Increase one of your stats by 1 (to a maximum of +3).
under doors, and flow through porous materials like This Move cannot be shared. O Take another Rain's Custom.
sponges and dirt. You cannot be grabbed, tied down, or O Take another Rain's Custom, or choose two more Gear
restrained, except in metal, glass, or ceramic bottles. changeling options.
You can take on a solid form, holding it for hours at a time in the
shape of anyone you wish to imitate. You can copy their voice, shape, O Share one of your Moves with another player.
rain maker color, and texture, just from seeing them once, but your form isn't very O Choose another player. They Share a Move with you.
solid. Taking damage will make you lose your shape immediately. O You have Changed. You must be level 5 or higher to take
You are a physical manifestation of the rain, and it goes When you change into a loved one before their eyes, they hesitate.
where you go. this Advancement. When you Change, choose a Destiny
You start with 3 Rain, and can hold a maximum of 3 divine being you meet the requirements for and take its first Move.
Rain. You know a Word of Power. It can be any verb or improper noun.
When you Fill Your Belly, you gain 1 Rain.
When you Recover, you set your Rain to 3.
You can use your power word to command any natural object or animal to
follow that word. For example, you may speak Power Word: Burn to set an
animal on fire, or to blast open a door, or to light a campfire.
shared customs
You can spend 1 Rain to do one of the following: When you speak your Word of Power against a threat, take Record the moves you've learned from your allies here:
damage to a stat of your choice, then your Word delays the threat in a
O Weather Control: Fill the area around you with fog way you describe.
or rain. doomed soul
O Water Blast: Send someone flying away from you You gain a sixth stat, Doom, at +2.
with a stream of water. When you Finish Them by relying on fate or luck, roll +Doom. On a
O Liquid Motion: Teleport yourself through water, 10+, their fate is sealed. The Horizon decides what happens to them.
appearing anywhere else within a lake, river, or rainstorm When you conjure a powerful spell to destroy something in your
way, describe your spell, then damage your Doom stat to deal damage to
you are already inside of. your target. You cannot use this Move while your Doom is damaged.

move like water


When you Overcome an enemy attack or environmental threat
You can use a token, such as a penny or a candy, to keep against you specifically, you may roll with +Courage.
track of how much Rain you have: When you get a 10+ to Overcome or Keep Them Busy, you may
use a Rain Maker spell without spending Rain.

unnatural appetite
Rain: 0 1 2 3 You may spend uses of anything as though they were Food.

walker
You can slither along walls or ceilings as quickly as you can
walk or run, regardless of their texture or composition.
When you cling to a ceiling without moving, speaking, or
attacking, nobody will be able to notice you unless they already know
you're there.

wobbles
You cannot be harmed by most physical weaponry, only delayed
or distracted. Spears sink into you, swords chop you apart, blunt force
splatters you around, but none of it leaves lasting harm, and you easily

Doom
If you take the Custom
reform yourself.
Move Doomed Soul, you
Threats to the World and attacks with the Area, Burning,
gain this stat at +2: Dangerous, or Necrotic tags can damage you normally.
bonds rain's gear
The Rain is inevitable. We are Sola's tears, the tears of a
caged god. Even the smallest piece of a mighty god is greater
than you can understand. We are everywhere, and everything is
within our reach. You seem incredulous. Do you not believe? You start with 4 bonds with the other members of the You carry whatever counts for food among
Hmm. I do not care for your disbelief, but I understand it. Fellowship. Use these, or make your own: your people (Food, 3 Uses).
Belief is a difficult thing. It requires trust, understanding, and
above all, respect. I have not earned these things of you. Have no _____________ has seen the real me. Choose two weapons:
fear, mortal - I will earn them, in due time. O Acidic enzymes (Melee, Piercing). You can make
For now, I will keep this simple. I am immortal, but also I see the beauty in _____________ 's way of life.
any part of your body into a weapon that pre-digests
newborn. I hold a burning curiosity in my heart. The endless living things it touches. This weapon deals no damage
I have masmerized _____________ with my beauty.
Horizon calls out to me. I wish to see all the world, to be witness to inorganic materials like stone or metal.
to all that exists, and to understand this existence of mine. _____________ does not understand me, O Water jets (Ranged, Reload). You can fire rocks and
That is all. and I do not understand them. shrapnel from your body, striking enemies from afar.
I am the Rain. Inevitable, primordial, and endless. O A variety of swords, knives, and spears (Melee). You
I will show _____________ how to move like water. always have the right melee weapon for any occassion,
The power of _____________ rivals my own. stored inside of or created from your body.
O Bottled rain (1 Use). You may spend this as Rain.
_____________ and I could spend an eternity together. When you Fill Your Belly, you may recover
your Use of bottled rain.
I want to show _____________ all the world has to offer.
Choose one defense:
I've known _____________ since the day I fell from the sky. O You have a shell, natural or otherwise
(Armor, 2 Uses).
I have found my family, and their name is _____________ .
O You contain healing rain (Healing, 3 Uses).
Record your other bonds here: This healing cannot be used on yourself.
O You are naturally acidic (Slow, 2 Uses).
Spend 1 Use to dissolve stone or flesh that you can
remain in contact with for an extended time.

Choose one truth:


O You are famous (2 Uses). Spend 1 Use to
declare that someone is your fan and Forge
A Bond with them.
O You are unreal (2 Uses). Spend 1 Use to slip
into or out of a secure location, so long as no
one is looking at you when you do it.
O You cannot be ignored (2 Uses). Spend 1 Use to
Talk Sense or Speak Softly with someone who does
not want to listen.

the rain
BASIC PLAYBOOK
rain companions earned fellowship rain notes
Rain companions are those allies who are particularly likely When you gain Fellowship with a community, Use this space to take notes.
to join arms with you. Many of them are available as Gear the Horizon chooses three Fellowship moves from the book. Write about the Rain, write about the people you've met,
options - a Companion in your Gear will always return to you, Choose one of those moves and take it, writing it down here. the places you've been, and the things you've found.
heal, or be replaced by another when you Recover. If you think it's important to you,
write it down.
acid rain
A burning, acidic ooze that eats whatever it touches.
name: acid touch amorphous
slime
name: acid touch amorphous
slime

iridescent rain
A curiously beautiful monster that glistens in the sun.
name: rainbow glow water jets
name: rainbow glow water jets

rainlord
A piece of the sun god Sola, granted great power.
name:
divine purpose rain's master sun's touch

shadow rain
A sneaky and deadly slime that strikes from darkness.
name: ambush tactics mostly invisible

name: ambush tactics mostly invisible

winter rain
A heat-hungry ooze that lives off of the body temperature of
others. Snow follows wherever they go.
name: freezing touch snowstorm

name: freezing touch snowstorm


name: look Circle one from each list,
or make up your own: what is the tinker?
• Covered Eyes, Inquisitive Eyes, or Piercing Eyes
suit: • Mess of Hair, Shaved Head, or Horns
Choose the option that best represents your people:

• Buff Laborer, Child-like Genius, or Mischievous Imp cyborgs


Choose one or two from each, or make up your own: You ARE your battle suit. You can never be separated from it,
• Cool Scarf, Face Mask, Gnarly Scars, or Goggles and you always have access to its benefits. Also, you can use your
Call Signs: Bravo, Cat's Claw, Drag, Eagle, Hero, Hot Shot, battle suit as armor, having it fall apart to protect you from harm.
Jet, Lemondrop, Mercury, Nova, Rocket, Skeeter, Vivallian, Zero
Battle Suit Names: Arm's Race, Battle Suit Alpha, Dead Man,
Final Prototype, God Puncher, Last Laugh, Living Doll, Megalo X,
agenda When you know not what to do,
consult your Agendas.
When you would take damage, you may mark one of the
following instead. These marks can be removed by using items with
the Repair or Fuel tags, one Use per mark.
Nemesis Breaker, Spike Justice, Stoic Joke, True Vision, Volcano Rock, You have these three Agendas: While an option is marked, you cannot use the Gear option
Wasted Rebellion, Winged Girl • Be Brave, Take Risks • Tell Us Of Your People listed by it or roll +Iron for the associated Basic Move.

• Improve The World Around You O Disabled: You cannot use your Advanced Movement and must
roll +Grace to Get Away.
And circle a fourth Agenda that only you follow: O Disarmed: You cannot use your Advanced Weapons and must
roll +Courage to Keep Them Busy. You still have the Melee tag.
Don't Scratch The Pain O Disrupted: You cannot use your Advanced Systems and must
Punish anyone who distrupts technological advancement roll +Blood to Overcome.
or damaged valuable technology, especially yours.
gnomes
Hot Rod Your people rebuild and modify things endlessly. Your Battle
Show off your inventions and your battle suit Suit has one extra option from each Gear list.
at every opportunity. When you Fill Your Belly, you may swap any one Gear option for
any other from the same list.
Natural Born Genius goblins
Prove to the world the value of your ideas. Your people have never been at the top of the world, and must
make do with less. You do not need to spend anything to use Jury Rig.

stats Your Iron stat is +2.


Assign +2, +1, +0, -1, -1 to your other stats.
Also, the Spare Parts in your Gear gain the Useful tag.

kobolds

You are in Despair when you roll a damaged stat.


Your people live in underground tunnel-based societies,
Blood

When a stat is damaged, mark the small box.


defended from more powerful foes using traps and explosives. You use
both to great effect.
When you Jury Rig a trap or an explosive device and get a 6-,

Courage
you may act as though you roll a 7 instead.
Also, you add explosive traps (Trap, Dangerous, 2 Uses) to your
Gear. You can use them to cave in a small room or narrow tunnel, or
to blast open a wall or door on cue.

Grace
playing as the tinker
Sense The Tinker is a brilliant inventor with a powerful vehicle or suit
of armor of their own creation. Their people are heavily technology
focused, but even among them the Tinker is a standout genius. The

Wisdom Tinker may not be particularly big or strong, but they make up for it
by building their own size and strength, far disproportionate to
their stature.

the tinker
Play as The Tinker if you like creative problem solving, if you

BASIC PLAYBOOK
Iron love technology and science, if you want to play a weakling reliant
on their skills and intellect for power, or if you just want to have a
big cool giant robot.
tinker's core tinker's custom tinker's advancement
level
The Tinker has the following Moves. Choose two of these Moves When you Level Up, increase your level by 1,
to further define what it means to be the Tinker. then choose an option from the list and mark
iron shell clear the path (iron)
it. You may only choose each option once. You begin the game at level 1.
Your people may be small and weak, but their battle suits O Increase your Grace or Courage by 1 (to a maximum of +3).
When your Battle Suit charges through something standing in
are not. You have a sixth stat, Iron, and you have an its way, roll +Iron. O Increase one of your stats by 1 (to a maximum of +3).
additional -1 to assign between your other stats. Iron On a 7+, you charge through and leave a path for your allies to follow. O Take another Tinker's Custom.
represents the strength of your inventions, including your On a 9-, your reckless charge causes problems. You have to go alone, or O Take another Tinker's Custom, or ask another player to
Battle Suit and anything you Jury Rig together. leave yourself open to danger, or damage something important, your choice. Share a Move with you.
When you Finish Them by outlasting them in a O Take another Tinker's Custom, or two more Tinker's Gear
contest of power or endurance, roll +Iron. On a 10+, chart the course options. You cannot choose a Gear option you already have.
they pass out. When you plan a route, hold 2 Map. When you reach your
destination, you lose all held Map. O Share either one of your Moves that does not require your
When you Share this Move with another, their Iron Battle Suit with another player, or share your Battle Suit with
You may spend 1 Map to do one of the following:
stat is +1. When someone who does not have an Iron • Reveal a shortcut or detour. Taking it will avoid trouble. them. If you do, they gain the Iron stat at +1, the suit has
stat uses a Move that rolls +Iron, they roll at +0. • Reveal a safe place to rest or hide. You will not be found there. one Gear option from any Tinker's Gear list, and you can
Your Iron stat can only be healed by items with the • Command Lore about an expected threat or danger. both pilot each other's Battle Suits without the (Clumsy, Slow,
Repair or Fuel tags, instead of Healing or Food. When you Dangerous) tags. You or they can spend 1 Fuel to exchange
Fill Your Belly, you may spend 1 Fuel to heal your Iron stat, fast learner their suit's one Tinker's Gear option with any other Tinker's
either instead of or in addition to spending Food. Take a Custom Move from any basic playbook. Gear option.
You may also take an Agenda from the chosen playbook.
O You have Changed. You must be level 5 or higher to take
battle suit This move cannot be shared.
this Advancement. When you Change, choose a Destiny
You have a battle suit, unique to you, which is a machine
bigger than you that multiplies your strength and power free ride you meet the requirements for and take its first Move.
You can carry all of the fellowship inside of or on top of
shared customs
while you ride it. Many of your people use technology to
your Battle Suit. When you Get Away using your Battle Suit, you
empower themselves, but none are quite like yours. Describe
may bring along as many allies as you'd like.
or draw your battle suit for us.
When operating your Battle Suit, you roll with +Iron quick fix Record the moves you've learned from your allies here:
to Get Away, Keep Them Busy, and Overcome. You can use Jury Rig to quickly Repair mechanical objects,
Only you can operate your Battle Suit smoothly. In the vehicles, allies, or your Battle Suit. When doing so, if you choose
hands of anyone else, it is Clumsy, Slow, and Dangerous. Unstable on a 9-, the damage returns at the end of the scene.
Your suit's abilities are listed in your Gear. When you
have time and safety, you can spend 1 Fuel to change one
robot butler
You have a robotic servant that does whatever you need it to. Add
Gear option for another option from the same list. the Robotic Butler to your Gear, and write an extra stat for it describing
This Move, and the Gear associated with it, cannot what you need it to be able to do.
be Shared, except through the Tinker's Advance option. When you Fill Your Belly, you may spend 1 Fuel to heal all of your
Robot Butler's stats and change its bonus stat.
jury rig (iron) take the bait
When you fabricate a new device out of existing
When you Keep Them Busy, they tend to chase you.
materials, tell us what you want it to do, spend 1 Use of
On a 7+, you may move them away from wherever they were.
something, and roll +Iron. On a 10+, they end up exactly where you want them to be.
On a 7+, it works! It does what you wanted it to do,
more or less. the big red button
On a 9-, it has some problems. Choose one: When you slam your fist onto the big red button, you eject from
• Unstable: It will fall apart quickly. The device has only 1 your Battle Suit and then it explodes. Damage your Iron stat, damage everyone
Use, and it breaks at the end of this scene. close to your suit, and tell us where your ejection launched you. You cannot use
• Defective: The device has a weird quirk or limitation your Battle Suit for the rest of the scene (even if you are the Cyborg).
If you are the Cyborg, you can damage one of your suit's stats instead of
that requires you to use it only under specific circumstances. your Iron stat to use this move.
The Horizon will describe these circumstances to you. You cannot use The Big Red Button while your Iron is damaged.
Hey! Don't touch that! I know it looks cool, but you can't touch
that. It's delicate machinery at work here and anything out of place
would be bad. Like real bad, explosions kind of bad. I generally like
bonds tinker's gear
explosions but not when they're on the thing I'm riding inside of for You start with 4 bonds with the other members of the You carry a repair kit (Repair, Slow, 2 Uses),
Fellowship. Use these, or make your own: hard rations (Food, 3 Uses),
protection. some spare parts (Fuel, 3 Uses),
I know I'm not the most impressive girl in the room, but trust me, _______ is as brilliant as expected. and a simple weapon (Melee).
my partner here can more than make up for me. Look at her! She's Your Battle Suit is a weapon (Melee) while you ride it.
so big! And wait 'til you see what that energy cannon can do, it's a I know _____________ is capable of truly great things.
Your Battle Suit has Advanced Weaponry.
beauty. No no no I'm not going to just fire it off in here, just be I would trust _____________ to pilot my Battle Suit. Choose one:
patient. These things have a proper time and place and we aren't O A full arsenal. Your suit has the tags Dangerous, Ranged,
there yet. The Horizon's a big place, there will be opportunities. I have repaired something for _____________ in the past. and Piercing, but only one at a time (your choice). You
Besides, it isn't done yet. never run out of weapons to use.
I'm the reason _____________ is even alive!
I'm the Tinker, and I'm never really done with anything. It can O A rocket punch, that returns to you by some means.
always be better. I wouldn't even be here without _____________ 's help. Once per scene, you can make a Move against anyone nearby
as if they were right next to you.
_____________ is an excellent assistant. O An energy cannon (Ranged, Reload, Piercing).
O A missile barrage (Ranged, Area, 1 Ammo).
I'd still be back at my lab if _____________
hadn't dragged me away. Your Battle Suit has an Advanced Movement ability.
Choose one:
I need to make sure _____________ O Arachnoid: Your Battle Suit can walk on walls and ceilings.
never does anything too stupid.
O Drill: Your Battle Suit can dig through earth and stone.
I can never tell _____________ what I really think about them. O Glider: Your Battle Suit cannot fly, but it can safely fall
any distance and you can control where you land.
Record your other bonds here: O Jumper: Your Battle Suit can jump incredible heights,
and it takes no damage from falling if it lands on its feet.
O Rockets: Your Battle Suit can dash along the ground at
very high speed, and take long horizontal leaps.

Your Battle Suit has a set of Advanced Systems.


Choose one:
O Advanced Seasons. When you Look Closely in your Battle
Suit, ask one additional question, even on a 6-.
O An armored core (Armor, 1 Use).
O Deployable drones. You have one Bond with them.
O Environmental protection. This is Protection, giving
your Battle Suit immunity to a Location Stat of your
choice. This immunity does not include you, and you
are only protect while inside of your Battle Suit.
O Remote Control. You can pilot your Battle Suit without
being in it. If you are a Cyborg, you can control your
body parts even when they are separated from you, and
your pieces are capable of moving around on their own.

the tinkerBASIC PLAYBOOK


tinker companions earned fellowship tinker notes
Tinker companions are those allies who are particularly likely When you gain Fellowship with a community, Use this space to take notes.
to join arms with you. Many of them are available as Gear the Horizon chooses three Fellowship moves from the book. Write about the Tinkers, write about the people you've met,
Choose one of those moves and take it, writing it down here. the places you've been, and the things you've made.
options - a Companion in your Gear will always return to you, If you think it's important to you or your people,
heal, or be replaced by another when you Recover. write it down.
deployable drones
Flying robots that work with your Battle Suit. Anything they see,
you can see from inside your suit.
name: eye in the sky targeting computer

robot butler
Or maid, if you prefer. They are capable of doing whatever you
require of them.
Extra stats for the Robot Butler may include Flight, Combat
Protocols, Internal Encyclopedias, or anything else you can think of.
name: custom stat: ____________________
perfect servant backup battle suit pilot
The Horizon has rules, just like the fellowship does, but your
rules are not the same rules they play by. framework principles framework cuts
Your Principles are hard rules you cannot break. They help
you run the game in a fair and fun way, while still playing Your Principles are the rules you must follow. Your Cuts are story-telling weapons that
hardball and giving the players a challenge. Do not break them. you use to control the game.
Your Cuts are the main way you influence the game. A Cut • Create problems, not solutions. Cuts come in two strengths: Hard Cuts and Soft Cuts.
is a story-telling weapon you wield, which you can unleash at You're the bad guy. You make things worse. You make things A Soft Cut gives them time to respond. When you make a
basically any time you want. Your Cuts control the flow of the harder. And then you leave them be. Don't overthink things or Soft Cut, before it does anything, you ask someone "So what
game more than anything else, so familiarize yourself with come up with pre-made solutions. If the fellowship has an idea, do you do?" and give them a chance to react to it.
them and use them frequently. let their moves decide how it goes. When they look to you for what happens next, when a
• Address the characters, not the players. new scene starts, or when no one knows what is going on,
Don't call them "Jesse" or "Sam," call them "Aurora" and make a Soft Cut that makes sense.
"Rumblebelly." A Hard Cut just happens and there is nothing they can do
• Embrace the fantastic. about it. If you only ever make Soft Cuts, nothing will ever
Don't let the world be boring. Make the game weird, make happen, so bring down that hammer.
the world interesting, give everyone a reason to remember When a player fails to stop a Soft Cut, when someone
everything they come across. rolls a 6 or less, or when you need to scare 'em a bit, make
• Make a move that follows. a Hard Cut that makes sense.
When you use a Cut, use one that makes sense. Ask yourself:
Which cut makes the most sense? Which cut would cause the Your Cuts are:
most chaos? Which cut would be the most fun? Then use the • Reveal an unwelcome truth.
one you need most - logic, chaos, or fun. Tell them something they don't want to hear.
• Never speak the name of your Cut. • Show signs of an approaching threat.
Just say what happens. Reveal a new problem they need to deal with.
• Ask questions, use the answers. • Deal damage.
Ask them questions, write down the answers, and use those Hurt them. Damage them, damage their companions,
answers later. Make the information they've given you matter. damage the places and people they care about. If the pain is
• Be a fan of their characters. right, you can even damage their Bonds. Hurt them.
Be cool, let them be cool, and appreciate everyone at the • Use up or take away their resources.
table. They have Gear and Companions for a reason. Make them
• Pass the Spotlight. use it, make them lose it, make them burn it up..
You're in charge of the Spotlight, so make sure everyone • Turn their move back on them.
gets a turn. Share the Spotlight, and share it often. When their move goes badly, turn it back against them.
• Think dangerous. • Separate them.
Never be afraid of raising the stakes, increasing the tension, They're strongest together, so put things between them.
and making things more dangerous and exciting. Make them take on the world solo every now and then.
• Begin and end with the fiction. • Put someone on the spot.
Start a move with what triggered it, end the move with what Put someone in danger, then make someone else save them.
it accomplished, and then move to the next move from there. The key phrase for this Cut is "While you're doing that..."
• Think off-screen, too. • Present an opportunity.
Not everything needs to happen right here and right now. This Cut gives them a break. If you think of something
The Overlord is always up to something, but it might not be cool they could do right now, present an opportunity to them.
here. • Show a downside.
• Don't shut them down. Tell them what's wrong with their plan at the exact worst
Never say 'no.' If something is impossible, then Tell Them moment for them to hear about what's wrong with their plan.
The Consequences or Requirements. • Tell them the consequences or requirements.
• Be the referee. Sometimes they can't do what they want without doing or
If someone doesn't know what move to make or how to do

framework HORIZON RULES


something within the rules, tell them. Even if you do not know
either, tell them. Its better to make the call than ruin the flow
by looking up an answer, so make the call, ref.
getting something else first, or without great pain or expense.
If they want to do the impossible, tell them how much the
impossible costs.
secrets
threats Secret enemies do not reveal their stats to the fellowship.
Normally, they can ask about the stats of any enemy they are
protection
Threats are anything you put in the fellowship's way: Some Gear options or Moves will give you the Overlord's
facing, and the Overlord must show them all of those stats Weakness or Protection. When playing with the Horizon
your minions, traps, wild beasts, blocked paths, etc. immediately. When dealing with a Secret enemy, their stats framework, these are both the same thing - there is no
basic enemies are not revealed until they become relevant or say they are.
The fellowship may not even know the enemy is there until
Overlord, so you have Protection instead of their Weakness.
Enemies and obstacles function similarly to the Protection allows you to ignore one Location stat while
fellowship's Companions. They have a few stats, usually they strike! it protects you. Protection can take many forms, depending
between one and four of them. Each of those stats gives on the Location stat it is protecting you from. It may be
them access to a Threat. A threat is usually a move, with its set pieces some-thing like a compass and map to keep you from
own trigger and result, but sometimes they are unique rules Set Pieces are large, pre-made encounters found in Chapter getting lost, or protective clothing against the cold, or a
the enemy has. Threats are like narrower, more specific Cuts 6. They are bigger than any single threat, and combine dowsing rod to find water in a wasteland. You decide exactly
that only this particular enemy can use. multiple events together to create a multi-stage boss fight, a what form your Protection takes each tie you enter a new
When an enemy is damaged, they choose one of their long connected encounter, a chase scene, an obstacle course, Location.
stats and mark it. A damaged stat takes away the attached or any other sort of thing you might need. They are designed Holding a Weakness now represents being prepared for
Threat, so that move or rule doesn't apply anymore. As to potentially carry an entire session by themselves. anything. The mystical Harbinger has just the spell to
enemies take damage, they will become less powerful. Set Pieces are always Secret, as described above. Their protect themselves, while the resourceful Squire is prepared
When they take damage and have no more stats to stats are never revealed until they become relevant. for any situation. When your Protection is part of your
mark, they are Destroyed. Some moves may say they are Gear, you must decide what your Protection is before you
Destroyed, which does the same thing. When an enemy is artifacts of power enter a Location, but after you learn its Location stat.
Destroyed, they are no longer a threat and will never An Artifact of Power is something so incredibly dangerous The Elven Elite move Evil's Bane, and the Apex's move
oppose the fellowship again. that, if misused, it could cause tremendous devastation. World Walker, make them naturally immune to a Location
These items are strong enough to damage a Location stat, stat of their choice. They can change which stat they are
the rule of three with everything that comes with that. They can destroy or
change reality as you know it.
immune to at the start of any scene. The natural world does
not threaten them.
The Rule of Three states:
A Location with all of its Location stats damaged is Conversely, if you bring a playbook with Protection,
"When three or more enemies work together, they become a Group. destroyed, becoming uninhabitable. If you are responsible for such as the Beast, into a game with the Overlord, their
When thirty or more work together, they become a Gang. When the destruction of a Location, you can expect everyone and Protection stays as Protection. Instead of damaging the
three hundred or more work together, they become an Army." everything that used to live there to be very mad at you. Overlord, these items keep you safe from them.
For obvious reasons, these artifacts are heavily guarded, When facing the Overlord while you have Protection,
This rule gives you the ability to quickly and easily throw extremely rare, hard to find, and can be used to fulfill any you choose one of their Overlord stats, and it does not apply
large groups of enemies in the fellowship's way without player's personal goal. They are not to be used lightly. to you. You can hurt an Invincible Overlord, or touch a Ghost,
making things more complicated. To create a Group, Gang, or avoid being destroyed by a Juggernaut. Your Protection
or Army, simply add the appropriate stat to the enemy's stat Some example Artifacts of Power: keeps you safe from their terrible power.
block: • The Colossus, a massive stone creature whose fiery heart Unlike a Weakness, Protection doesn't damage or stop
could power all sorts of incredible machinery or eldritch the chosen stat in any other way. An Overlord with the
Group: This enemy can make moves against two players Juggernaut stat can still destroy everything and everyone
rituals.
at once. When this enemy is destroyed, this stat is else they touch. Just not you, because you have Protection.
• The Emerald Skull, an artifact of supreme necromantic
damaged, or this is their only stat left, replace the Group power. No one knows exactly what it does, but none who hold
with two normal enemies.
Gang: This enemy can make moves against everyone at
it ever hold it for long. banned playbooks
• The First Bird To Fly. So successful was this creature that The Destiny Playbooks The Ascended and The End Of Days
once. When this enemy is destroyed, this stat is damaged,
or this is their only stat left, replace the Gang with two it now lives among the stars, as a constellation. Any who can are both heavily tied to the Overlord playbook.
Groups of this enemy. This stat can only be damaged by reach it gain unparalleled control over the skies themselves. In a game with the Horizon, these Destiny playbooks and
Dangerous or Area attacks. • The Wishmaker, a stone obelisk that will grant your their Moves cannot be used by anyone in the fellowship.
Army: This enemy can make moves against an entire fondest desire, but only once, and perhaps not as you'd like.
locations at once, and its attacks have the Area tag. When • The Ruby Eye, an ornate pendant that can see through
this enemy is destroyed, this stat is damaged, or this is time. Peering into its depths has driven many an oracle mad.
their only stat left, replace the Army with two Gangs of • The Eternal Torch, the source of all fire. Lesser fires are
this enemy. This enemy can only be damaged by Dangerous drawn to it, consumed by it, and its heat has no equal.
or Area attacks.
horizon agendas seeking fortune
These players want riches and power.
Your Agendas are your guidelines for good play.
The Horizon has the following Agendas: CUT: Place treasure out of their way.
AGENDA: Tempt them.
Make Small Moments Big
The journey is what matters, not the destination.
Focus on the little things, focus on what's truly important. Players Seeking Fortune:
Let them take their time and explore,
and find deeper meaning and make connections with the world. seeking freedom
These players are trying to escape. For one reason or
Play To Find Out What Happens another, they can't go home, and must keep moving.
The world is constantly changing and you can never truly know
what's going to happen next. Roll with it. CUT: Provoke paranoia.
Let the game evolve naturally, with everyone's input. AGENDA: Hunt them.
Don't plan anything more than what's in the next Location.
Players Seeking Freedom:
Keep Moving
You should never stay in one place for too long. seeking justice
There's always something up ahead, something new to see. These players are hunting someone. A criminal, a lawbreaker,
They can't stop here. someone who has done them wrong.

explorer's agendas CUT: Show signs of their prey.


AGENDA: Wrong them.
The Horizon exists to be explored. But the reason why the heroes Players Seeking Justice:
are exploring it can vary. Each player chooses one of the Explorer's
Agendas to follow, and records their names next to their chosen
Agendas. Multiple players may pursue the same Agendas. seeking peace
These Agendas apply only to those players who are seeking it. These players seek truth or peace. They are exploring the
Each Agenda comes with a specific Cut, allowing you to play to what world, sure, but what they really hope to find is themselves.
that player is looking for in your game. The Horizon can only make
those Cuts against the players who chose the matching Agenda. CUT: Call them out.
For more info on these Cuts and Agendas, see pages 132-135. AGENDA: Understand them.

seeking adventure Players Seeking Peace:


These players are here to explore, have fun, and see the
sights. They love to get in over their heads. seeking progress
These players want to advance science, medicine, and/or
CUT: Drop hints and rumors of incredible things. magic. They're looking for things they can't find back home.
AGENDA: Unchain them.
CUT: Provide mysteries to solve.
Players Seeking Adventure: AGENDA: Puzzle them.

seeking fame Players Seeking Progress:


These players want to be known the world over. They are
seeking great discoveries, to get their name in the history seeking virtue
books, to see and do what has never been done. These players want to be heroes and do good.

CUT: Reveal the unknown. CUT: Threaten the innocent.

basic moves
HORIZON RULES
AGENDA: Recognize them.

Players Seeking Fame:


AGENDA: Provoke them.

Players Seeking Virtue:


principles boss moves response moves
Your Principles are the rules you play by while running the The Horizon always has all of these Moves. The Horizon always has all of these Moves.
game. Do not break them. These Moves apply specifically to the Horizon's Bosses. These Moves define the Response Level mechanic.
You can find more info on page 175 of Fellowship.
Your Principles are: big fish location bonds
Every Location has a Boss in charge. When a player causes lasting harm or benefit to a
• Create problems, not solutions. • To create a Boss, take any Threat and give it the Threat to Location, they must form a Bond with it describing what they
• Address the characters, not the players. the World trait. When making a Location, you will also make a have done. These Bonds cannot be erased or destroyed unless
• Embrace the fantastic. Boss to go with it. the player repents for the harm they've caused or undoes the
• Bosses can never become Companions to the fellowship. good that they did.
• Make a Cut that follows. Whenever a player records a Bond with a Location,
• A Boss is never in Despair.
• Never speak the name of your Cut. they permanently increase the Response Level. The minimum
• Bosses have the Heart of Fire, Law of the Jungle, and Earned
• Ask questions, use the answers. Trust Moves. Response Level at a Location is equal to the number of Bonds
• Be a fan of their characters. • When a Boss is angered, increase the Response Level. the fellowship has with that Location. If they erase their
• A Boss has a small group of followers, from one of these Bonds, the minimum Response Level decreases to match.
• Pass the Spotlight.
Threat groups: Beasts, Innocents, the Horde, Machines, or the
• Think dangerous.
Scourge. show some respect
• Begin and end with the fiction. • A Boss has an Agenda they follow. When the players do any of the following for the first
• Think off-screen, too. time after arriving in a Location, increase the Response
Level.
• Don't shut them down. heart of fire (boss move) • Cause collateral damage.
• Be the referee. When a player has a Bond with your name in it, you do not • Deface a place of power.
become their Companion, but it still holds sway over you. • Harm the local wildlife.
basic cuts A member of the fellowship may erase one Bond with you to
buy themselves a reprieve. They choose one: You will show
them mercy, tell them something valuable, or ignore them for the
• Insult someone in charge.
• Upset the natural order.

Your Cuts are your options - they're what you actually do to time being. long forgotten
play the game. These Cuts are available to you always. When the players leave a Location, every other Location
When the players look to you for what happens next, law of the jungle (boss move) has its Response Level reduced by 2 (but not below their
make a Cut. When the players defeat a Boss, they reset this Location's minimum, normally 0). If the players spend enough time away,
Cuts can be Soft or Hard. Response Level to its minimum value (usually zero). eventually old places will become safe for them to return to.
Soft Cuts give the fellowship time to react. The Location they just left does not have its Response Level
You tell them what is about to happen, earned trust (boss move) reduced.
then ask "what do you do?" The fellowship can only earn Fellowship Moves with the Boss'
Hard Cuts give no time to react, and just happen. approval. If they have defeated the Boss here, they do not need response escalation
When you cut hard, they just have to deal with it. their approval to earn Fellowship from the people. At higher Response Levels, the locals become more dangerous.
When the Response Level is 3+, enemies may appear in
You can find more info on page 179 of Fellowship.
Groups.
Your Cuts are:
When the Response Level is 6+, enemies may appear in
• Reveal an unwelcome truth. Gangs.
• Show signs of an approaching threat. When the Response Level is 9+, enemies may appear in
• Deal damage. Armies.
• Use up or take away their resources. See the Rule of Three (Fellowship, page 202) for more
information.
• Turn their move back on them.
• Separate them. when in rome
• Put someone on the spot. Communities have rules. When the players break the rules
of a community, knowingly or not, increase the Response
• Present an opportunity. Level. In addition, someone will be upset with them when they
• Show a downside. find out about it.
• Tell them the consequences or requirements.
The world stretches on, more vast and unpredictable
than any believe. No one has seen it all. No one knows
what lies hidden below the blazing depths, buried on
location stats the boss
remote islands, up on the highest mountaintops, Location stats are statements of truth about the Every location has somebody (or something) in
deep within the hidden forests. No one location in question, which you write yourself. While charge. When making a new location, you must
knows for sure what's out there, until they are undamaged, they are true. While they are create a Boss to go with it. They set the rules of this
they go and find it. damaged, they are no longer true. But locations are place and are generally responsible for what counts
durable, and their stats are nearly impossible to damage as okay or not.
This fellowship seeks to explore without world-shaking power.
my secrets. I will not give them
Give your Boss one or two of these Agendas:
up so easily. Search as they may,
When the players go to a Location for the first
struggle as they will,
time, it has only one stat. Reveal this stat immediately. • Bully: Hurt the weak.
my truths are mine to keep. As the Response Level increases, it may gain more • Champion: Prove your might.
My grasp is infinite. stats. Reveal those stats as soon as the Location gains • Gracious Host: Throw a party for your guests.
My patience is limitless. them. The fellowship knows your stats, and they will • Hoarder: Keep your treasures for yourself.
My power unrivaled. need to form a plan against them. • Isolationist: Keep outsiders out.
My secrets mine alone. Your undamaged stats are immutable truths that • Merchant: Invite trade and communication.
cannot be contradicted by any means. Your stats can • Priest: Keep the faith.
I am the endless only be damaged by something that could make them • Protector: Keep your people safe.
Horizon, and I stretch untrue, which might very well be "nothing." • Tyrant: Maintain your rule.
on forevermore.
You can write anything you like, but here are some Then, give them locals to lead: Beasts, Innocents,
example Location stats: the Horde, the Machines, or the Scourge. They have
• Jungle: It is very difficult and dangerous access to a small number of these Threats, to
to travel off the path. command as they please.
They may also have one member of the
• Maze: Anyone traveling off the path gets lost.
Organization working as their second in command.
• Waterlogged: This place has been flooded,
and water is everywhere. If a Location Stat gives the Location more
• Frozen: This place is very cold, threats, these threats do not follow the Boss, but
and requires cold protection. they do respect and avoid the Boss when possible.
• Inferno: This place is very hot,
and requires heat protections. Local Threat Categories
• Wasteland: This place is barren,
and has no supplies to give you. • Beasts: Wild animals with primitive instincts.
• Magnetic: This place is full of magnetized metal. Found on p215 of Book 1 and p158 of Book 2.
• Deadly: Everything here is out to kill you.
• Innocents: Common citizenry of all kinds.
• Scattered: Important landmarks are nowhere Found on p221 of Book 1 and p162 of Book 2.
near one another.
• Legendary: No one believed this place existed. • The Horde: Swarming piles of anger.
• Ghost Town: There's signs of civilization, Found on p226 of Book 1 and p172 of Book 2.
but no one's here...
• Wild: This place is full of Beasts. • The Machines: Artificial life forms.
• Titanic: This place is guarded by the Titans. Found on p175 of Book 2.
• Swarming: This place is home to the Horde.
• Blighted: This place is cursed with the Scourge. • The Organization: Skilled professionals.
• Outpost: The Organization is camping out here. Found on p229 of Book 1 and p180 of Book 2.
building locations
FRAMEWORK PLAYBOOK
• Civilized: This place has been settled by Innocents.
• Clockwork: This strange place is run by Machines.
• The Scourge: Fearsome, unnatural monsters.
Found on p233 of Book 1 and p186 of Book 2.
response level low response high response
Every Location begins with a Response Level of 0. The When the Response Level increases to 1, 2, 3, 4, or 5, When the Response Level increases to 6, 7, 8, 9, or 10,
Response Level cannot go above 10. As the players do various take one of these Moves. take one of these Moves.
Record it at the matching level on the Location sheet. Record it at the matching level on the Location sheet.
things, the Response Level will increase or decrease. As it A Location cannot have both Begone, Outsiders and Nature's Wrath.
increases, the Location will gain new moves.
Every Location has a unique Response Level. Increasing bad weather
the level of one Location does not affect the level in others. Some bad weather rolls in, like a rainstorm, windstorm, always a bigger fish
sandstorm, or something equally rough. Don't feel limited to Add a new Boss to this location. They are the direct superior to the
natural weather conditions. first boss, and the old boss is just their henchman as long as the
When the Response Level increases between 1 and 5, Response Level is high enough to keep this Move active.
choose one Low Response Move to take. Record that move on Bad weather is dangerous, and will need to be Overcome when
the Location sheet at the appropriate level. it gets in your way. Bad weather always deals Soft Cuts. begone, outsiders
When the Response Level increases between 6 and 10, The locals here become Threats to the World. As a Threat to
choose one High Response Move to take. Record that move dark secret the World, they have immunity to a variety of moves.
on the Location sheet at the appropriate level. This Location gains another stat. When someone who is not a Threat to the World takes direct
In either case, the Location now has access to that Move as action against something that is, they must pay a price to do so.
long as its Response Level is equal to or greater than the level famine
of the Move. When the fellowship tries to Fill Their Belly here, one of them hidden danger
must first pay a price. Choose one: Beasts, the Horde, the Machines, the Scourge,
For example, if you take Famine at Response Level 2, then or Titans. These threats now appear in this location.
the Location is undergoing Famine as long as the Response guardian invaders
Level is 2 or higher. If the Response Level falls to 1 or 0, When you reach this Response Level, an Organization,
then the Location is no longer suffering from Famine. If the Machine, or Titan threat will activate, defending an important place. Add a new Boss to this Location. They come from someplace
Response Level increases back up to 2, then the Famine else, and will tell you where if asked. They have their own
continues - Locations always keep the Moves you gave them,
at the same level they learned the Move.
more than it seems Agenda and their own followers.
This Location gains another stat. name your price
The Response Level is increased by 1 from a variety of separation When you reach this Response Level, ask the player that
increased the Response level what they want. The Boss will offer it to
Horizon Basic Moves. Specifically, it increases when the Boss When you reach this Response Level, a player becomes
is angered, when someone forges a Location Bond, or when them, whatever it happens to be, as long as they do whatever it is the
separated from the rest. Figure out why next time they have the Boss asks of them.
they trigger the moves When In Rome or Show Some Respect. Spotlight.
The Response Level also increases by 1 whenever a move nature's wrath
would tell the Overlord to Advance Their Plans. Normally, this
only occurs when the fellowship Recovers, or during the
sheriff This Location itself becomes Threats to the World. As a Threat
When you reach this Response Level, an Innocent, to the World, it has immunity to a variety of moves.
Framework's turn during Downtime. When someone who is not a Threat to the World takes direct
The Response Level decreases by 2 whenever the players Organization, or Horde threat will try to arrest one of the players
when they are next out in public. action against something that is, they must pay a price to do so.
leave any other Location.
The Response Level resets to its minimum (usually zero) show of force something's not quite right here
when the Location's Boss is defeated. This Location gains another stat.
When you reach this Response Level, the Boss gains on free
Hard Cut. They can make this Hard Cut at any time while they have Requires:
the Spotlight. Once they use it, they lose it until the next time this terrible weather Bad weather
The weather has gotten worse, and a catastrophic event has
Response Level is reached. kicked in, such as a hurricane, tornado, flash flood, lightning storm,
stalker hail storm, blizzard, or something equally terrible. Don't feel limited
to natural weather conditions.
When you reach this Response Level, a threat from the
Terrible Weather always deals Hard Cuts.
locals begins to follow the players from the shadows. If they
are not discovered, they will go back and report on all they see this land is my land
to the Boss. The Boss(es) can be anywhere in this Location that they wish to be,
with only a moment's notice. They tend to show up wherever they are
wild animal least wanted, and nothing can stop them from going wherever they
When you reach this Response Level, a Beast or a Scourge wish to go.
threat will try to eat the next player who goes out into the open.
you need to leave
Your Cuts can be as hard as you want them to be.
name: the boss response level
The Boss is a Threat to the World. Starts at Zero. As the Response Level increases,
Choose one or two from each, or make up your own:
You must pay a price when making a Move against them. this Location will gain new Moves and Stats.
Name: New _____, _____ City, The _____ Forest,
A Forgotten Place, _____ Island, The _____ Desert,
0 Record the Moves this Location learns at the
Response Level the Location learned them.
_____ of Dreams, The World of _____, Dark _____ name: Use a penny or other token to mark the current Level.
Nature: City, Dieselpunk, Endless Dungeon, Fairy Tale,
Forested, Ice Age, Mechanical, Mystical, Outpost, Paradise, agenda(s):
Streampunk, Submerged, Village, Volcanic 1
stats:
look Circle one from each list,
or make up your own:
2
• All-Natural, Fairy Tale, Settled, Unnatural, or Industrial
• Forested, Mountainous, Marsh, Plains, or Wasteland
• Hostile, Dangerous, Creepy, Peaceful, or Inviting
• Pleasant Walk, Hard March, Rough Hike, or Difficult Climb 3
Locals can appear in Groups at Response Level 3 or higher.

location stats the locals


Locations start with only one Location Stat, Record any important Locals or useful stat blocks here.
The Locals Type can be Beasts, Innocents, the Horde,
4
but can gain more as the Response Level increases.
Record the level the stat applies in the little box. the Machines, or the Scourge.

locals type: 5
0
6 Locals can appear in Gangs at Response Level 6 or higher.

9
Locals can appear in Armies at Response Level 9 or higher.

location
HORIZON PLAYBOOK
10
name: the boss response level
The Boss is a Threat to the World. Starts at Zero. As the Response Level increases,
Choose one or two from each, or make up your own:
You must pay a price when making a Move against them. this Location will gain new Moves and Stats.
Name: New _____, _____ City, The _____ Forest,
A Forgotten Place, _____ Island, The _____ Desert,
0 Record the Moves this Location learns at the
Response Level the Location learned them.
_____ of Dreams, The World of _____, Dark _____ name: Use a penny or other token to mark the current Level.
Nature: City, Dieselpunk, Endless Dungeon, Fairy Tale,
Forested, Ice Age, Mechanical, Mystical, Outpost, Paradise, agenda(s):
Streampunk, Submerged, Village, Volcanic 1
stats:
look Circle one from each list,
or make up your own:
2
• All-Natural, Fairy Tale, Settled, Unnatural, or Industrial
• Forested, Mountainous, Marsh, Plains, or Wasteland
• Hostile, Dangerous, Creepy, Peaceful, or Inviting
• Pleasant Walk, Hard March, Rough Hike, or Difficult Climb 3
Locals can appear in Groups at Response Level 3 or higher.

location stats the locals


Locations start with only one Location Stat, Record any important Locals or useful stat blocks here.
The Locals Type can be Beasts, Innocents, the Horde,
4
but can gain more as the Response Level increases.
Record the level the stat applies in the little box. the Machines, or the Scourge.

locals type: 5
0
6 Locals can appear in Gangs at Response Level 6 or higher.

9
Locals can appear in Armies at Response Level 9 or higher.

location
HORIZON PLAYBOOK
10
name: the boss response level
The Boss is a Threat to the World. Starts at Zero. As the Response Level increases,
Choose one or two from each, or make up your own:
You must pay a price when making a Move against them. this Location will gain new Moves and Stats.
Name: New _____, _____ City, The _____ Forest,
A Forgotten Place, _____ Island, The _____ Desert,
0 Record the Moves this Location learns at the
Response Level the Location learned them.
_____ of Dreams, The World of _____, Dark _____ name: Use a penny or other token to mark the current Level.
Nature: City, Dieselpunk, Endless Dungeon, Fairy Tale,
Forested, Ice Age, Mechanical, Mystical, Outpost, Paradise, agenda(s):
Streampunk, Submerged, Village, Volcanic 1
stats:
look Circle one from each list,
or make up your own:
2
• All-Natural, Fairy Tale, Settled, Unnatural, or Industrial
• Forested, Mountainous, Marsh, Plains, or Wasteland
• Hostile, Dangerous, Creepy, Peaceful, or Inviting
• Pleasant Walk, Hard March, Rough Hike, or Difficult Climb 3
Locals can appear in Groups at Response Level 3 or higher.

location stats the locals


Locations start with only one Location Stat, Record any important Locals or useful stat blocks here.
The Locals Type can be Beasts, Innocents, the Horde,
4
but can gain more as the Response Level increases.
Record the level the stat applies in the little box. the Machines, or the Scourge.

locals type: 5
0
6 Locals can appear in Gangs at Response Level 6 or higher.

9
Locals can appear in Armies at Response Level 9 or higher.

location
HORIZON PLAYBOOK
10
name: look

Circle one from each list:

Banged Up, Fresh Off The Line, Junker, or Well Maintained


notable crew
Choose one or two from each, or make up your own: • Military Style, Old-Fashioned, Shiny and Chrome, or Whimsical
Record the Companions you have sent to join the Ship's Crew here.
Ship Class: Battleship, Bishop, Bluejay, Castle, Crawler, Duster, Include their names, stats, and which Role they can perform.
• Complex Systems, Old Model, Simple Design, or Sleek Shape
Jack, Nightingale, Quad Core, Queen, Rook, Scorpion, Scout,
• Animal Propelled, Fuel Crystals, Gas Powered, or Steam Engine
Stingray, Tank, Treble, Twin Engine, Vesuvius
Ship Name: Aces Jack, Butterfly, Emperor, Firefight, Honduras,
Independence, Ingot, Legend, Merry, Queen Ann, Pumpkin Patch,
Striker, Trouble, Valiant, Wild Blue, Wonders
roles The ship cannot function
without a capable crew.

captain:
The Captain is in charge. They have final say in where the ship is going and
what it is doing. Without a Captain, no other Roles can be filled.

pilot:
The Pilot controls the ship. Without a Pilot, the ship can't move.

gunner:
The Gunner mans the weapons. Without a Gunner, the ship can't attack.

engineer:
The Engineer fixes the ship. Without an Engineer, the ship can't heal.

officer:
The Officer directs the crew. Without an Officer, you can't spend Crew.

navigator:
The Navigator determines where you need to go and how to avoid trouble
along the way. Without a Navigator, you will get lost on Long Journeys.

muscle:
The Muscle defends the ship. With a Muscle, any stowaways are found
immediately, and boarding parties will be delayed.

doctor:
The Doctor keeps your crew in tip top condition. With a Doctor,
you regain 1 Crew per day of travel, up to your maximum.

quarter
master:
The Quartermaster manages resources. With a Quartermaster, you gain
3 extra Crew to spend on re-stocking the ship when you land in a port.

the ship
TEAM PLAYBOOK
cook:
The Cook feeds the crew. With a Cook, your max Crew is increased by 4.
ship's core ship's core ship's advancement
The Ship has the following moves. The Ship has the following moves. When a player could Level Up, the ship may be chosen as a
engines primed capable crew player to receive the level. The Ship does not have a level, and
The engine determines the ship's speed and agility. Your ship has people running it, based on your Crew stat. may always be chosen to level up instead of someone else, even
When the ship must maneuver through, escape from, or rush if it has more Advances than anyone else.
This number is a measure of how effective and helpful your
past danger, the Pilot must roll to Get Away with +Engine instead of When the ship Levels Up, the current Captain chooses one
+Grace. crew is, and doesn't represent specific people.
For example, a Crew of 5 doesn't mean you have 5 people, Advance from the list below and marks it. Each Advance may
When the ship outmaneuvers or outruns an enemy pursuing
it means your Crew is capable of pitching in that much help, only be chosen once. It all Advances have been chosen, the ship
you, the Pilot may Finish Them with +Engine. On a 10+, you lose
them, and they won't be back any time soon. whether your crew is 2000 on a massive warship or just one cannot be further improved.
intern doing their best. If the Captain is not a member of the fellowship, the
When you push the engines to their limit, the Pilot can roll Framework player chooses the Advance the ship receives.
+Engine to try and make the ship work better than usual. This is When the Crew must make a Move, the Officer rolls for
them. If you do not have an Officer, they take the 6- result
dangerous, though, and the engines may fail on you. O Increase the Ship's Cannon, Engine, or Hull by 1 (to a
On a 10+, the ship has Vigor on its next roll. without rolling.
When on the Ship, you may spend Crew one-for-one after maximum of +3). It cannot be the same stat you chose
On a 7-9, for the rest of the scene, whenever the ship makes a roll
the Pilot may pay a price to have it roll with Hope. rolling a move to increase your roll by the same amount. For in the next Advance.
On a 6-, damage the Engine. If it's already damaged, the ship will example, if you roll an 8, you could spend 2 Crew to increase O Increase the Ship's Cannon, Engine, or Hull by 1 (to a
crash. your result to a 10. maximum of +3). It cannot be the same stat you chose
If you do not have a Pilot, the ship takes the 6- result to all When your Crew takes damage, reduce your Crew stat by 2. in the previous Advance.
Engine rolls it would make. Your Crew cannot go below 0. When your Crew is 0, you cannot O Increase the ship's maximum Crew by 2.
spend it. O Increase the ship's maximum Crew by 2.
hull holding When the ship is in port, you can spend Crew to restock
The hull determines the ship's durability and survivability. O Create a Companion to add to this ship's Notable Crew.
and heal your ship. It costs 1 Crew to repair a damaged ship stat,
When the ship tries to avoid harm, the Engineer must roll to
1 Crew to regain 3 Ammo (up to your max), and 1 Crew to O Create a Companion to add to this ship's Notable Crew.
Overcome with +Hull instead of +Blood.
When the ship rams directly into an enemy, the Engineer may restore all Uses to a single piece of Ship's Gear. O Choose another Ship's Gear option.
Finish Them with +Hull. On a 10+, they are crushed beneath the When the ship leaves port, if you have assigned a Captain, O Choose another Ship's Gear option.
weight of your ship. Officer, Cook, Doctor, or Quartermaster, you regain 2 Crew for O Choose another Ship's Gear option.
When the ship should be inoperable, the Engineer can roll each, up to your maximum. O Choose another Ship's Gear option.
+Hull to stay operational anyway.
notable crew
On a 7+, the ship continues to function a little longer, as long as
Your crew has some standout members who demand your
stats Assign +2, +1, and +0.

You are in Despair when you roll a damaged stat.


the Engineer keeps things under control and the ship doesn't take
attention. You may start with 1 Notable Crewmate, if you'd like.

When a stat is damaged, mark the small box.


further damage.
On a 9-, the ship must pay a price. Write them down now.
If you do not have an Engineer, the ship takes the 6- result to all
Hull rolls it would make.
Notable Crewmates are permanent members of the ship, and
can be assigned to a Role as long as they remain aboard.
Unlike players, who can be assigned to any Role they need to
cannon
weapons ready fill, Notable Crew are only good at one thing. When you first

engine
The cannons determine the ship's firepower and strength. add a Notable Crewmate to the ship, write the one Role they
When you roll +Cannon, you must spend 1 Ammo from the can do next to their name. They can be assigned to that Role and
ship's Gear. If you don't have Ammo, the cannons cannot fire. no other. This can be any Role, even Captain.
When the ship lays down supporting fire, the Gunner must roll
Companions can be assigned to the ship, leaving your general
to Keep Them Busy with +Cannon instead of +Courage.
When you blast a vulnerable foe with your ship's weaponry,
the Gunner may Finish Them with +Cannon. On a 10+, they are
annihilated.
care and becoming part of the ship playbook. When you assign
a Companion to the Crew, write that Companion under the
Notable Crew section, along with the Role they do.
hull
If a Notable Crewmate takes damage, they become injured.
When you blast an obstacle in your way, the Gunner may roll Your maximum Crew starts at 4.
+Cannon. They cannot fulfill their Role while injured. When you could
gain Crew, you may heal a Notable Crewmate instead. You may Your current Crew starts at 2.
On a 7+, you destroy the obstacle in your path.

crew
On a 9-, there's collateral damage. If the ship was too close, it also heal them through normal means, such as by using items
must pay a price - otherwise, something near your target was also with the Healing tag.
caught up in the blast. When a Notable Crewmate would make a roll that doesn't Current Maximum
If you do not have a Gunner, the ship takes the 6- result to all use a Ship stat, they roll at +1.
Cannon rolls it would make. If they are injured, they take the 6- result instead of rolling.
what is the ship? ship's gear living quarters
When an Officer is assigned, your max Crew is increased by 2.

The Captain chooses two options that best represent the The ship has cannons or some other basic ranged weapon, medical bay (Healing, Slow, 2 Uses)
nature of their ship. If you do not choose any options that as well as a sturdy hull and a reliable engine. The Ship's Ammo is Only the Doctor can use the Medical Bay.
interchangeable between all of its weaponry, and Gear options that
give it mobility, it moves on land. grant Ammo increase your max Ammo. When a Doctor is assigned, you restore 1 additional Crew per day
The ship starts with (Ranged, 3 Ammo). (total result: +2 Crew per day of travel). This benefit is in addition to
the Medical Bay's tags.
airship Each player (including the Framework) chooses one Gear to
Your ship can fly, allowing it to go anywhere it pleases. add to the Ship, chosen when you create the ship: science center (2 Uses)
The Doctor can spend 1 Use of the Science Center to ask two
boat multipurpose questions from the Look Closely or Speak Softly lists without rolling.
The Captain chooses one more move from the What Is The Ship? These questions must be about something that has been brought to the
Your ship sails the seas. Boats cannot go on land, but they
list. If your Ship is a Boat or a Train, it can now leave the sea or the Science Center for study.
are an efficient way to travel and easily customized. tracks. Those options no longer have their drawbacks.
The Captain picks an extra option for the ship's Gear.
map room
smuggling compartments The Navigator can Command Lore about nearby cities and
crawler The Captain can hide things on the ship, and nobody but the locations.
Your ship moves across any terrain regardless of how Captain or luck can find them. The Captain can share the location of
rough it is, and has +1 Hull. these compartments by writing a Bond describing who they trust with sensors (2 Uses)
their location. The Navigator can spend 1 Use of the Sensors to ask two
drill questions from the Look Closely list without rolling. These questions
Your ship tunnels through the earth. The drill can tear tactical rigging must be about the area around the ship or things found in that area.
The Captain knows the ship better than anyone. They can
through other ships or defenses in your way just as easily as it can harpoons
instantly move to any part of the ship from anywhere else on the ship.
through stone. The Muscle can use the harpoons to pin something down
As you dig, you leave a tunnel behind you, but collapsing the missile salvo within a short distance of the ship. Anything pinned by the harpoons
tunnel is trivial if you do not want to be followed. The Ship has +3 Ammo. cannot leave the area without severing the cables or, if it is strong
The Gunner can spend 1 Ammo to add the Area tag to the Ship's enough, dragging the ship along with it. Only one thing may be
racer ranged weaponry for the rest of this scene. pinned by the harpoons at a time.
Your ship moves swiftly and smoothly, and has +1 Engine.
special munitions weapons locker
When a Muscle is assigned, your Crew has the Melee tag,
train The Ship has +3 Ammo.
and the Muscle can roll to Finish Them at +Cannon against anyone
Your ship has a set path that it cannot leave. However, this The Gunner can spend 1 Ammo to add the Burning tag or the
on the ship, using the Crew as their weapon. On a 10+, they have
path lets you travel quickly between several major settlements, and Piercing tag to the ship's ranged weaponry for the rest of this scene.
been captured by the Crew.
every stop has cheap supplies on hand.
When you stop in a friendly port, the ship heals one Ship hardened hull exo suits
When an Engineer is assigned, the Ship has (Armor, 2 Uses). When a Quartermaster is assigned, they can give Protection
stat, regains 3 Ammo, and restores all uses to one Ship's Gear
option, before you need to spend any Crew to restock. to anyone leaving the ship. This Protection only lasts a few hours, and
repair bay (Repair, Giant, Slow, 2 Uses)
the Quartermaster must stay behind to keep it working.
Only the Engineer can use the Repair Bay. One Use of the
war machine Repair Bay can be used to repair up to 3 different targets at once. cargo hold
Your ship is heavily armed, and has +1 Cannon.
When a Quartermaster is assigned, they can spend
afterburners (2 Uses)
3 Crew at any time to heal a damaged Ship stat.
The Pilot can spend 1 Use of the Afterburners to make the
ship move in a way it really is not supposed to, letting it access places kitchen
or take routes it shouldn't normally be able to reach. When a Cook is assigned, your max Crew is increased by 2.

nitro booster (2 Uses) show floor


Your maximum Ammo starts at 3. When the Pilot makes an Engine roll, they can spend When a Cook is assigned, they can keep guests entertained
Your current Ammo starts at 3. 1 Use of the Nitro Booster to add +2 to the roll, after rolling. and distracted for as long as the guests remain on the show floor.
The Nitro Booster can only be used once per roll.

ammo escape pods (2 Uses)


intercoms Someone can spend 1 Use of the escape pods to Get Away from
Current Maximum When an Officer is assigned, everyone on the ship knows the ship as if they rolled a 10+. Each escape pod can hold a number of
everything that has been reported by anyone else on the ship. people equal to your maximum Crew stat.

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