Professional Documents
Culture Documents
Fellowship 2nd Edition Book 4 - A Generous Fellowship Playbooks
Fellowship 2nd Edition Book 4 - A Generous Fellowship Playbooks
Fellowship 2nd Edition Book 4 - A Generous Fellowship Playbooks
fellowship
happened, briefly, and check in on everyone. It can be When you have the spotlight, use it. Do something
hard to track everything while the Spotlight is swinging.
Take a quick recap to catch up on what happened during cool. Do something fun. Do something wild. It doesn't
BASIC RULES the scene before moving on to the next. matter, so long as you do something.
telling stories the showdown
It doesn't matter what you were doing: a General or a Set
tags
Piece has appeared, or you have found a Source of Power or
Scenes are combined together to tell overarching Stories.
The 4 kinds of Stories you will tell in Fellowship are:
the Boss's Lair, and now you need to 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 or
attack successfully.
a little downtime itself. They make a show of power, causing chaos or fear or
fire or explosions. Whatever they do, it is dangerous.
Melee: You need to be up close to hit them.
Downtime is what it sounds like. When the fellowship Ranged: You can hit them if you can see them. Ranged
spends some time in civilization (usually when they Recover), Once the show of force is over, the fellowship is placed in weapons usually need Ammo or require Reloading.
they tell everyone how they pass their time. danger and must take action immediately. The Showdown is Area: Area attacks hit everyone in a group.
Each player sets a single scene describing their downtime. less of a string of scenes, and more an extended, dangerous, Dangerous: Dangerous attacks are like Area attacks, but
The Framework will follow up with a single question about high stakes scene, that will not end until either the threat or they always cause collateral damage.
it, such as "who was there with you?" or "what made that the fellowship are defeated or forced to retreat.
harder than you expected?" or "someone in town didn't like item tags
that very much, who was it?" Answer it.
Once everyone in the fellowship has set one scene, the
quick start Item tags describe the properties that a thing has.
Burning: Burning attacks start fires.
Framework player sets a scene. 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 Dragon-Made: This is immune to magic and elements.
half the fellowship is ready to move on. You can't pick a playbook someone else has, and one player Dwarf-Made: This item is nearly indestructible.
must be a Framework: the Overlord, Horizon, or Empire. Elf-Made: This does not age. Its touch burns non-elves.
a long journey 2: Choose your Name, Look, and Agenda
Giant: This can be used on up to three targets at once.
Necrotic: Necrotic attacks inflict wounds that do not heal
A Journey is the story of point A to point B. During a
Journey, each player tells us one event that happened along 3: Assign your Stats naturally. Necrotic damage is marked twice, and the first
the way, starting with whoever you like. The Framework may 4: Choose your Moves mark cannot be removed by Filling Your Belly.
frame the event by asking the player a question first, like 5: Choose your Gear Orc-Made: Orc-Made items are Clumsy in any hands but
"what did you find off the beaten path?" or "what was really These steps are all on your playbook. Look it over and an Orc's.
dangerous about this leg of the journey?" or "who did you choose from the options your playbook gives you. Piercing: The attacker always chooses which stat to
meet on the read?" 6: Introduce your Hero damage, and the damage cannot be redirected to armor or
After someone describes the event, they choose another Tell us about your hero, tell us why you are your people's other stats.
player at the table, and they tell us how they handled the champion, and then tell us three facts about your people. Reload: This weapon can only be used once per scene.
event. Give each event as much or as little detail as it needs. Each player must do this. Slow: This takes time and safety to use properly.
The Framework also sets a scene during a journey, telling Thrown: If you use this weapon as a Ranged weapon, you
the fellowship how the environment made the journey harder. 7: Meet the Framework lose it until you can go and get it back.
After every event has been resolved, you make it to your The Framework introduces itself, and goes through their
destination. character creation options with everyone. The Overlord
introduces themselves. The Horizon asks the heroes for
limited tags
These tags cost a Use to gain their benefits.
a proper challenge their primary motivation. The Empire builds an empire
and gives the fellowship their Rebellion.
Ammo: Spend 1 Use to make a move with this weapon. It
does not cost Ammo unless the move tells you it does.
Challenges are the story of earning something worthwhile.
When the fellowship sets a short term goal, the story to Armor: Spend 1 Use to prevent 1 damage you would take.
8: Bonds Drunk: When you Use this, you have Despair and cannot
achieve it is the Challenge. Everyone works together in every Each player fills in however many Bonds their playbook have Hope for your next roll.
scene, and new scenes are set until either the Challenge is says they start with with the names of anyone they know - Food: You can spend it to Fill Your Belly.
overcome, or the goal becomes unattainable. each other or Companions. Fuel: Robots can spend this to Fill Their Belly.
A Challenge usually comes from trying to earn Fellowship. Healing: Spend 1 Use to heal a damaged stat.
When you come to a community, they will usually have some 9: Rumors
Each player answers this prompt individually: Precious: Spend 1 Use to Forge a Bond with someone, or to
trouble that they need help with, and your Challenge is not have to do a favor for someone.
resolving their troubles. Choose another player, and tell us a rumor or superstition Repair: Spend 1 Use to fix something broken, or to Heal a
The first scene of a challenge is always spent making a plan. your people hold about their people. They cannot tell you robotic Companion or a Ship.
The fellowship decides what they need to do to get their goal, whether or not it is true. Useful: Spend 1 Use to produce something helpful.
and the next scene will be either the first step of the plan in Vigor: When you Use this, you have Hope and cannot have
action, or gathering what you need to set the plan in motion. 10: Start playing! Despair for your next roll.
Each scene after that will flow from there. Trap: Traps are items you need to place in advance.
overcome blood
Fellowship is a game about the challenge. A lot of
different challenges will get in your way throughout your basic moves When you attempt to avoid, redirect, or prevent the
harm something will cause, roll +Blood. You can
journey, and you will need to stand up and face those 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
advantage over, tell us what you want to do to them and On a 10+, you stop the obstacle, threat, Cut, or Move
the move doesn't happen. The trigger is the part in bold that from causing harm.
begins with "When you..." at the start of each move. To roll the appropriate stat.
On a 7-9, choose one: Pay a price to take the 10+ result,
perform a move, you must fulfill the trigger. If you do not have an advantage over them, you cannot
or create a temporary solution. A temporary solution will
Most moves have a Check. The Check is what you must attempt to Finish Them. An Advantage is something you
delay the threat, but when time is up, it'll be back in force -
do to perform the move, usually rolling dice and adding a need to get the upper hand, such as teamwork, the element
the Overlord will tell you when.
number. If the check says something like "roll +Blood", of surprise, or a moment's hesitation.
Overcoming harm with a weapon does not cost Ammo.
then you roll two six sided dice and add your Blood stat to 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 your
hand.
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 ...forcing them to retreat, roll +Courage. On a 10+, they us how and roll +Courage.
roll, the result will change depending on the numbers you back off. They won't be back anytime soon. On a 7+, you buy some time, and their attention is all
rolled, with higher numbers being better. 7+ means "7 or ...outsmarting, terrifying, or overwhelming them, roll on you, for now.
higher," 9- means "9 or less," and a range like "7-9" means +Grace. On a 10+, they admit defeat, and will not willingly On a 9-, they will retaliate against you when time is up.
"7, 8, or 9". challenge you again. If you Keep Them Busy using a weapon with Ammo,
Once you have hit the trigger, paid for the check, and
...disabling them or knocking them out, roll +Sense. On a use 1 Ammo. If you have no Ammo, you cannot Keep
figured out the result, the move is over, and you figure out
10+, they are physically incapacitated and unable to continue. Them Busy with that weapon. If you have the Clumsy tag,
what your move did and what happens next from there.
...showing them the error of their ways, roll +Wisdom. On you take -1 to Keep Them Busy.
get away
a 10+, you Forge a Bond with them, and they cannot bring
themselves to hurt you. grace
On a 7-9, you deal damage to them and lose your advantage. When you need to get somewhere out of reach or
If an ally was Keeping Them Busy, they aren't anymore. out of sight, tell us where you're going and roll +Grace.
On a 6-, you lose the advantage, and must face retaliation. On a 10+, choose two. On a 7-9, choose one:
If you Finish Them using a weapon with Ammo, use 1 • You get there quickly, avoiding any harm along the way.
Ammo. If you have no Ammo, you cannot Finish Them with • You get there quietly, drawing no attention.
that weapon. • You grab someone nearby and bring them with you.
If you have the Clumsy tag, you take -1 to Finish Them. If you have the Clumsy tag, you take -1 to Get Away.
the devil
POWERFUL PLAYBOOK
Wisdom
Play as The Devil if you want to be a merciless assassin, if
you like cutting deals and making contracts, if you want to
keep others under your thumb and make them do your bidding,
or if you just want terrible demonic power.
devilish core devilish custom devil's advancement
All Devils have the following Moves.
None of them can be shared.
Choose one of these Moves to further define
what it means to be the Devil.
None of these Moves can be Shared.
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.
killing intent O Increase one of your stats by 1 (to a maximum of +3).
You are not to be trifled with, and cause harm to others avarice O Increase one of your stats by 1 (to a maximum of +2).
with ease. When an enemy leaves themselves open in front You can steal the moves of others. O Take another Devilish Custom.
of you, you may deal damage to them with a weapon you When you steal from a player, choose one of their Moves. That
hold. What qualifies as leaving themselves open is up to you, move replaces this move for the rest of this scene. O Take another Devilish Custom.
but cautious enemies that are focused on you will never have When you steal from a Threat, choose one of their stats. That O Take another Devilish Custom.
any openings. stat and its associated rules replace this move for the rest of the scene. O Take the Daemon Prince Custom Devil's Toys.
This Move cannot steal Overlord stats, Location stats, or the O Take a Core Move or Custom Move that another player
sign the contact stats belonging to a Set Piece.
knows. This overrides the usual limits on sharing moves -
When you forge a contract in blood, choose a spell from blood bath you can take any move, and you get its full text.
below, Forge A Bond with them, then mark that spell. If this When you kill someone, you heal, and you may unmark one of O Take a Custom Move from any basic playbook.
Bond is erased, the spell's effects end immediately. You cannot your spells. O Take a Custom Move from any Destiny Playbook. You must
use a spell while it is marked. be level 5 or higher to take this Advancement.
When you remove a mark from a spell that is currently business as usual O Take a Custom Move from any Destiny Playbook. You must
in effect, that spell ends, and you erase the Bond associated Take a Business Gear option. You cannot take a Business you be level 5 or higher to take this Advancement.
already have.
with it. O Take a Core Move or Custom Move that another player
When you Fill Your Belly, you may remove a mark from one dark magic knows. This overrides the usual limits on sharing moves -
spell. When you Recover, you may remove any number of Choose one of the following Moves: The Elf's Elder Arts, the you can take any move, and you get its full text. You must be
marks on your spells. Harbinger's Wizardry, the Orc's Shaman, the Angel's Words of Power, the level 5 or higher to take this Advancement.
Lantern's Bend Light, the Rain's Rain Maker, the Dragon's Dragon Magic, O You become a Threat to the World. When facing another
O Compulsion: You cast this spell on someone unconscious. the Pair's Company Secrets, or the Spider's Web Spinning. Threat to the World, you do not need to pay a price simply to
Tell them what they must do. After they wake up, they will Normally, these Moves either cannot be Shared, or only let you take act against them.
perform that task to the best of their abilities, and they will not one spell when taken outside their playbook. You get the entire chosen
know why they must do this task.
O Dedication: You cast this spell on someone who will fight
Move, with all of its spells, ignoring the standard limitations.
devil's kiss
shared customs
for you. They can feel no pain so long as they serve you, and Your bare hands gain the Necrotic tag. Record the moves you've learned from your allies here:
never suffer from Despair while acting on your orders. The Necrotic tag has no effect on you.
O Obligation: You cast this spell on someone who makes you
a promise. When they try to break this promise, they take mortal understanding
Take a Custom Move from any basic playbook.
damage. You may also take an Agenda from the chosen playbook.
the devil
POWERFUL PLAYBOOK
devil's companions earned fellowship devil notes
Devil's companions are those allies who are particularly likely When you gain Fellowship with a community, Use this space to take notes.
to sign a contract with a devil. Many of them are available as the Framework chooses three Fellowship moves. Write about the Devils, 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 Devils,
write it down.
hell hound
This reddish-brown dog breathes fire, eats fire, and plays in fire.
They will let entire buildings burn up so they can eat the ashes.
name: fire breathing fireproof
devil bat
This flying eyeball can cast curses on those it dislikes.
name: flight evil eye
worshippers
These people will do whatever you say, believing you to be their
god. This small group functions as a single unit.
fanatical devotion take the bullet
imp
This little creature works as a servant to powerful Devils like
yourself. Its flesh is easily warped, allowing you to change what you
wish it to be capable of. It can have any two stats from the
following list, mark the two your Imp currently has:
name: fireballs flight
O
O
name: look Circle one from each list,
or make up your own: what is the mascot?
• Humanoid, Cat-like, or Ethereal Choose the option that best represents you:
Choose one, or make up your own:
• Butterfly Wings, Dragonfly Wings, Feathered Wings, or No Wings
Names: Acorn, Bartleby, Cube, Daffodil, Dora, Gloves, • Angelic Halo, Small Red Horns, or Big Goofy Moustache animal friend
Ivan, Kuma, Lily, Luna, Matilda, Nugget, Orange, Plum, • No Clothes, Simple Robe, or Colorful Clothing You are a furry cat-like thing that is probably not a cat. You
Raven, Tattletail, Touchdown, Yo have clearly supernatural traits that look out of place on a natural
animal. You are fluffy, lovable, and possibly immortal.
Blood
Courage
your servant can call your name to teleport you to them.
When you work towards your servant's Agenda, you have Hope.
When your servant works towards your Agenda, they have Hope.
Sense
and help them succeed in ways they could not without your guidance
and your power. But if anybody mistakes "tiny" for "helpless," well,
you'll show them just how wrong they were to mess with you and
your chosen heroes.
Play as The Mascot if you like leading the group but don't like
the mascot
POWERFUL PLAYBOOK
Wisdom being the party's face, if you want to support your friends on their
mission, if you want to play a cute animal friend with supreme
magical power, or if you've ever just wanted to be that tutorial fairy
who torments your friends with useless advice.
mascot's core mascot's custom mascot advancement
level
The Mascot has these Moves. Choose one of these moves When you Level Up, increase your level by 1,
None of them can be Shared. to further define what it means to be the Mascot. then choose an option from the list and mark
None of them can be shared. it. You may only choose each option once.
devotion You begin the game at level 1.
The fellowship are your chosen heroes, and you expect float O Increase one of your stats by 1 (to a maximum of +3).
them to fulfill your Agenda for you. You cannot Strike From You can float through the air at will. You cannot carry O Increase one stat belonging to another player by 1 (to
Advantage, and you always have Despair when rolling to anyone with you while you float around, but can otherwise move a maximum of +2).
freely in any direction. O Take another Mascot Custom.
Finish Them with a stat other than Wisdom.
You can have any number of Bonds with the other fusion O Take another Mascot Custom.
players, but you can never have Bonds with anyone else. You You can combine with another player, giving them your O Teach any one Mascot Custom with another player.
cannot Forge A Bond with their Companions, with Threats power. How you enter this fusion and what it looks like is up to This does not need to be a Move you know. This
you'd like to recruit or with any friends you meet along the you. While you are fused, you roll with both your stats overrides the usual rule that prevents Powerful playbook
way. The Mascot cares only for their heroes. combined, and they can use your Moves as if they had them. Moves from being Shared.
You can have Bonds with the Overlord, because they are You can enter or exit a fusion at any time. When they O Take a Core or Custom Move from any basic playbook.
another player. take damage while you are fused, you also take damage, and O Choose a Custom Move from any Basic or Powerful
are forced out of the fusion. playbook. Give that Move to the player you have the
guiding light hopelessly positive most Bonds with (on a tie, pick one of them).
You can glow with a soft, friendly light. People are You never roll with Despair (having Despair still cancels O Take a Custom Move from any Destiny playbook.
naturally drawn towards this light, and will try to follow out Hope). O Take a Custom Move from any Destiny playbook. You
you if you glow for them. You can use this light to guide must be level 5 or higher to take this Advancement.
your allies, to lure enemies, or to go out and get help. i have just the thing
You can grant minor magical items to your allies when O Choose a Custom Move from any Destiny playbook.
i believe in you! they ask for your help. These items each do one specific thing Give that Move to the player you have the most Bonds
You can erase a Bond with an ally and tell them some and have one specific condition, such as "change my appearance with (on a tie, pick one of them). You must be Level 5
inspiring words to give them an Advantage they can use but only until midnight," or "shrink down to 1/10th your size, or higher to take this Advancement.
to Finish Them. but only while the user is embarrassed." O Choose a player. They Share a Move with you.
You can damage yourself to heal someone you have a The ally requesting the item decides what it does, but you O Choose a player to become a Threat to the World.
decide the condition it needs in order to work. They only have this status while you are by their side. You
Bond with. This also gives them Hope for their next roll.
innocent charm must be Level 5 or higher to take this Advancement. When
my turn Enemies never consider you a threat until you attack them. facing a Threat to the World, that player does not need
When another player gets Taken Out, you may take So long as you do no harm, they will actively avoid harming you. to pay a price simply to act against them.
the spotlight. When you do, you automatically take the
10+ result to your next attempt to Finish Them, as long as kitty's got claws
you use it against the threat that took them out. Your You are a Melee, Piercing weapon. Nobody consider you armed
anger counts as an Advantage against them. until you use this move to harm or threaten them.
When you give an ally an Advantage to Finish Them, their
attack gains the Piercing tag, if it did not already have it.
read your rites
You always know when something magical is nearby, and can
identify any spell merely by looking at its effects as it happens.
When you Look Closely at a magical spell or effect, the Overlord
will tell you what it does before you ask any questions from the list.
transformation
mascot companions
You can change to look like any regular person of the same The Mascot can never have any Companions.
people as someone you have a Bond with. You keep an obvious They are already the ultimate Companion.
physical trait of your natural form, like little angel wings or a big This is normally the space where Shared Custom Moves go,
goofy moustache. but due to lack of room and a lack of Companions,
Shared Customs and Companions have traded spots on this playbook.
Hello, heroes! I have gathered you here to protect the world!
A great danger has befallen this land, and I need your help!
What? Oh, of course you have some questions. I did spring
bonds mascot's gear
this on you rather suddenly, huh? My bad. See, you're all heroes, You start with 4 bonds with the other members of the Mascots do not rely on gear, and carry little
and I've gathered you here, and the world is in danger, and you Fellowship. You can never have Bonds with anyone
but the fellowship or the Overlord, more than their hopes and dreams (Food, 3 Uses).
need to save it. You with me so far?
Of course you're heroes! I decided on that myself ! Even if but you can have unlimited Bonds with them.
you aren't heroes yet, you will be by the time I'm done with you! Use these, or make your own:
We've got an evil Overlord to stop! They are cruel and ruthless, ____________ has saved me from danger.
but with your combined might, good will triumph! You will-
Oh, me? You want to know who I am and why a tiny cat is ____________ isn't ready to be a hero, but I will fix that.
bossing you around? Well first of all, how dare you, and second:
I'm the Mascot, silly! And I'll make a hero out of you yet! I need to keep a close eye on ____________ .
I feel safe when ____________ is with me.
_____________ is a true team player!
I believe _____________ will save the world.
I really need _____________ to do that thing they do again.
_____________ has faced the Overlord before,
so I trust their judgment.
_____________ is my favorite.
the mascot
POWERFUL PLAYBOOK
shared customs earned fellowship mascot notes
Record the moves your allies have shared with you When you gain Fellowship with a community, Use this space to take notes.
and the moves you've picked up from Advancement here. the Framework chooses three Fellowship moves. Write about your dreams, 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 found.
If you think it's important to you or the fellowship,
write it down.
name: look Circle one from each list,
or make up your own: where are you from?
• Hope-filled Eyes, Scared Expression, or Unflinching Gaze
Choose one or two from each, or make up your own: Choose the option that best represents your past:
• Bandanna, Messy Hair, Tied Up Hair, or Space Helmet
Names: Ado, Elizabeth, Hodge, Ingot, Karo, Marcus, Mel, • Ancient Uniform, Luminescent Suit, or Modern Clothes alien world
Nico, Palonius, Raina, Reese, Sarah, Septimus, Tor, Xavier, You aren't from this planet, or possibly even this dimension.
Your Own Name. • Eye-Catching Strangeness or Unremarkable Normality You see things in ways no one else does, and you have a different
Homeland: 1000 Years Ago, 30 Years In The Future, New understanding of reality as a result.
Jersey, The Dark Side of the Moon, Your Real Life Home Town,
London, Cairo, Mexico City, Tokyo, Hong Kong, Moscow,
agenda When you know not what to do,
consult your Agendas.
When you take advantage of how the world really works,
you or an ally can Overcome with +Sense instead of +Blood.
When you or an ally roll to Overcome with +Sense and get a
The Parallel Dimension Next Door, The Year 20XX You have these three Agendas: 7+, you may also choose one option from the Get Away list.
Allies can only use this benefit if you are there to talk them
• Be Brave, Take Risks • Tell Us Of Your People through what they must do.
• Improve The World Around You
doomed future
And circle a fourth Agenda that only you follow: You come from a timeline where things went wrong, and
you're here to fix it. You can Command Lore about future major
A Whole New World events and how you remember them before they happen, but know
Protect your second chance at a new life here. that your presence has altered the timeline, so things will change
from what you know. The events you Command Lore about will still
mostly happen, just a little differently than you remembered.
Come With Me If You Want To Live When you make a plan using your future knowledge as a
Prevent tragedy you know will come to pass. basis, the first roll in that plan is made with Hope. After that, the
timeline diverges too much for your perfect plan to stay perfect.
There's No Place Like Home irl (aka: from the real world)
Find a way back to your world. You come from our world, and bring genre knowledge with
you. Your advice makes no sense to others, but always seems to work
out anyway. When they think back on the things you have told
Courage
playing as the outlander
Grace The Outlander is a stranger from a distant time or place,
somewhere far removed from the world everyone else is from.
You have no past connections, no people to call on, and limited
Sense knowledge of day to day life here. You are a true lone wolf,
looking for a new place to call home. And with your wits and
your tenacity, you will make this place yours.
the outlander
Play as The Outlander if you like luck manipulation
BASIC PLAYBOOK
Wisdom mechanics, if you want to play a stranger from a stranger
land, if you want to play a time-displaced hero figuering
things out, or if you just want to play as your idealized self.
outlander core outlander custom outlander's advancement
The Outlander has the following Moves.
savior
When someone within arm's reach would suffer harm,
you may take that harm in their place.
bonds outlander gear
Where am I? What is this place? This isn't like where I'm
from. This whole world isn't like my world. How did I get here?
Can I ever get back?
Or maybe, maybe this is a new beginning for me. Maybe I can You start with 4 bonds with the other members of the You carry simple rations (Food, 4 Uses).
find my own way, make my own future here. I've got a clean slate Fellowship. Use these, or make your own:
and nothing to lose! Well, I don't have much to lose. I guess I Unlike other playbooks, your Gear is irreplaceable.
could die out here. That'd be bad. _____________ has shown me how things work around here. When you Recover, if one of your Outlander Gear
Okay. I know all sorts of things this place probably doesn't. options was destroyed or lost, take a new Gear option
I'll figure something out. I just need to make some friends, make Something bad will happen to _____________
from another basic playbook to replace it. You must
myself useful, start a new life. I can do all that, can't I? if I don't protect them from it.
take a Gear option you could access in your current
Wait, what do you mean, "evil Overlord?" You're kidding, community. So, if you Recover in an Orc Community,
_____________ reminds me of my parent.
right? This isn't some kind of game, is it? ...well alright. I've you should take your new Gear option from The Orc.
played video games before. I've stopped some Ganondorgs in my I want to show my world to _____________ one day.
time. I can do this. I can save this world! I may not be from What did you bring from your world? Choose four:
around here, but I need to protect my second chance. I have to. _____________ only knows the new me. O An unusual sword (Melee, Precious). It has a true purpose
I'm the Outlander. I'm not from around here. Get used to it. you can Command Lore about when the time is right.
_____________ actually believes me O A weapon that cannot be made in this world (Melee, Piercing).
about where I came from. O Strange armor (Armor, 1 Use). No one but you can wear it.
O A gun (Ranged, Piercing, 3 Ammo).
I know what will happen to _____________ in the future.
O A med-kit (Healing, Slow, 2 Uses).
The most impressive thing I've found in this new world is O Limited edition collector's items (Precious, 2 Uses).
O A skateboard, a jet pack, or a cool car. You have one
_____________ . Bond with it.
I think I might be in love with _____________ ? O A small critter native to your world. You have one
Bond with it.
I think _____________ might have fallen in love with me.
skateboard
A quiet, self-propelled vehicle with limitless potential.
name: stunts quick and quiet
cool car
A fast ride that seats four, with a really loud paint job.
name: all eyes on me fast and
furious
jet pack
A backpack that lets you fly. It can also be used as a bomb, but only once.
name: powered flight explosive potential
name: look Circle one from each list,
or make up your own: what is the shattered?
Choose one or two from each, or make up your own: • Bulky Form, Spindly Limbs, or Tiny Nubs Choose the option that best represents your people:
Names: Ash, Bort, Crow, Dia, Fran, Geo, Granite, Hive, Jimber, • Colorful Flesh, Dull Hue, or Glittering Beauty chimera
Phos, Pyr, Roll, Sarge, Shard, Tremor, Vess • Few Clothes, Form-Concealing Cloak, or Military Uniform You are a frankenstein of body parts all stitched
Materials: Amber, Ants, Beasts, Brass, Clay, Diamonds, Glass, • Humanoid, Misshapen Lump, or Shifting Swarm together: a chimera of multiple animals, or a big zombie made
Gold, Machinery, People, Plastic, Rats, Rubies, Sand, Soldiers, Stone of multiple people, or some kind of ooze that reanimates and
Courage for it. You can attach as many extra parts as you'd like, up to
your limit, as long as you have time and safety.
You have no weak points, so Piercing does not work on you.
Sense
and need replacing. But they can do replacing. Quite easily,
even, as long as they can find the right materials.
Play as the Shattered if you like the lure of immortality
with drawbacks (but different drawbacks from the Remnant),
Your body is hardened, resistant to damage. You are When you fall apart, you maintain control over your detached pieces. O Increase your Blood or Sense by 1 (to a max of +3).
(Armor, 1 Use), and you can Use this armor to protect either They can all move independently, and go where you want them to go. Your O Increase one of your stats by 1 (to a maximum of +3).
yourself or someone within arm's reach. detached pieces cannot perform tasks more complicated than pulling a lever O Take another Shattered Custom.
or pushing something, but they can make use of any of your extra parts.
When you heal, you restore your one Use of this armor. You can be in as many places as you desire, and even move around as a O Take another Shattered Custom.
swarm of parts instead of as a single entity, if you wish. O Take another Shattered Custom, or ask another player to
sum of your parts This Move cannot be Shared. share a Move with you.
You are capable of falling to pieces and coming back O Share one of your Moves with another player.
together again. Detached pieces of you re-attach easily, and
broken history O You have Changed. You must be level 5 or higher to take
Take a Custom Move from any basic playbook.
lost pieces can be replaced by finding similar materials to You may also take an Agenda from the chosen playbook. this Advancement. When you Change, choose a Destiny
your body (ie; flesh for flesh, stone for stone, etc). What you This Move cannot be Shared. you meet the requirements for and take its first Move.
can attach depends on What Is The Shattered.
clobberin' time
When you attach something extra to your body,
beyond what you normally have, choose one of the When you deal damage with a melee attack, you may
choose to send them flying away from you. They get sent in a
shared customs
benefits below. You can only have one of each extra part Record the moves you've learned from your allies here:
direction of your choice and are pushed well out of your way,
attached to you at a time. Mark a part when you have it, and easily allowing you to pass by them.
erase the mark to show you've spent it.
The second, light gray circle is for Chimera-type Shattered, which can attach falling apart
up to two of each part. When one of your stats becomes damaged, you gain
Hope on your next roll.
O O Blade Part: You attach something sharp, like claws
or a sword. This is a weapon with Melee, Piercing, 1 Use. greater sum
Add the following options to the Sum Of Your Parts list:
O O Heart Part: You attach redundant pieces, like a
spare heart or extra arms. This part is Healing (Self Only), O O Ejection Part: You attach something you can launch at enemies,
like a spike or bullet. This is a weapon with Ranged, 1 Ammo.
1 Use.
O O Decoy Part: You attach a distraction, like a shell of yourself or a
O O Weird Part: You attach something useful, like wings detachable tail. This part is Armor, 1 Use.
or magnets. This part is Useful, 1 Use. If you Share this Move, they also gain Sum Of Your Parts, but with
this list of parts instead of the Sum Of Your Parts list.
When you Use one of your extra parts, it is destroyed.
You begin the game with one of each extra part already ship of theseus
attached. Choose a second People's Move from your playbook.
When you Recover, you may attach one of each extra part. The People's Moves are the four moves under the "What is the ______?" header on your playbook.
pet zombie
This pet dog or cat or other animal died, but was resurrected. They
may be a mindless zombie now, but they are perfectly obedient and
will never die again.
name: mindless undying
obedience loyalty
salamander
A small lizard friend that can spit fire to defend itself.
name: spitfire wall crawler
name: look Circle one from each list,
or make up your own: what is the spy?
• Cold Eyes, Ever-Present Smile, or Poker Face Choose the option that best represents your people:
Choose one or two from each, or make up your own: • Clean Cut, Concealed Face, or Flowing Locks
Names: Antonio, Benedict, Carmen, Hall, Hatsume, Jimmy,
• Fancy Suit, Ninja Outfit, or Plain Clothes bombshell
Majda, Mata, Noor, Odette, Pliskin, Rose, Smith, Yoshiko, Zelda You are a highly destructive saboteur, and most of your
Code Names: Agent, Bond, Cloud, Danger, Eagle, Golden, • Bombastic Figure, Small Round Body, or Wiry Frame missions end with the target location as a pile of rubble. You
Haze, Listless, Model, Paragon, Renegade, Solid, Thorn, Twilight, walk away from every explosion without a scratch on you.
Viper, West, Zero
agenda When you know not what to do,
consult your Agendas.
Add explosives (Trap, Dangerous, 2 Uses) to your Gear. You
can spend 1 Use at any time after setting the trap to collapse a
passageway or blow open a new one.
You have these three Agendas: You never take collateral damage as a consequence from
• Be Brave, Take Risks • Tell Us Of Your People someone using the Dangerous tag. Dangerous attacks that target
• Improve The World Around You you specifically can still damage you, but their collateral never
causes you any trouble.
And circle a fourth Agenda that only you follow: daredevil
You perform stunts no one else would ever consider, and
A Wrench In The Works usually even walk away from them. You perform wild acrobatics
Dismantle the current status quo. with ease.
When you Overcome danger by using the terrain to
Blood Money protect you or while piloting a vehicle, you roll with Hope.
Expose the crimes of the rich and powerful. fatale
Your beauty gets you all you want and more. You leave a
Look Out For Number One trail of broken hearts behind you, and their pain fuels you.
Protect yourself above all others. When you erase your last Bond with someone, you heal.
rogue agent
stats
Your network actually works for the Overlord, but you
Your Grace stat is +2. don't. You have direct access to the Overlord's plans, but must
Assign +2, +1, +0, -1 to your other stats.
be careful about when and where you access this information,
because your actions are monitored.
Courage You also know the Overlord's Weakness, and carry it on you
(1 Use). This is not part of your Gear - once you have lost it or
used it, it is gone.
the spy
Play as The Spy if you want to outsmart everyone in the
heart breaker
shared customs
thing without them noticing you did it. You can use this to When you hurt someone emotionally, you may Forge A Record the moves you've learned from your allies here:
get them to talk about something they shouldn't, to sneak Bond with them.
past them, to take something from them, to swap out some-
thing with a fake, to pass along a coded message, or any
i never really was on your side
When you betray someone dramatically, you may erase
other kind of sneaky spy stuff you need to do unnoticed. all of your Bonds with them to roll with Hope for any rolls
related to this sudden betrayal. This also gives you an Advantage
daring devil against them. This Move does not trigger when you betray
When you need a cool prop appropriate to your someone who you have no Bonds with.
environment, like a chandelier to drop, a window to leap
out of, or a vine to swing from, it's there. license to kill
When you use the terrain to protect you, you may When you Finish Them with intent to kill, if you are
Overcome using +Grace instead of +Blood. Leaping off of using a small and quiet weapon, you may roll +Grace instead
tall places to escape danger always counts as using the of +Blood. If you do, add the Piercing tag to your attack, if it
terrain to protect you. did not already have it.
mistaken identity
prepare for the mission No one knows who you really are. You can spend other player's
The Spy changes depending on which Framework it is Bonds with your name in them as if they were your own Bonds. You can
operating within. If the Framework changes, change your use this to fool them with Trust No One, to help them fool someone as if
playbook to the correctly prepared Spy. The Custom Moves they had Trust No One, or to impersonate them for one scene.
Counter Operative and Specialized Training change with you.
If you were the Ace or an unrevealed Turncoat before
undercover training
Take a Custom Move from any basic playbook.
entering the Overlord Framework, replace that move with You may also take an Agenda from the chosen playbook.
a new move from the What Is The Spy? list. This Move cannot be Shared.
This Spy is prepared to fight the Overlord. specialized training
When the Overlord or their Generals Twist The Knife on you or
an ally within arm's reach, you can keep your cool and act as you please,
and help your ally to do the same. They do not get a free Hard Cut
against you or your ally, and must make a Soft Cut instead.
When the Overlord makes An Offer You Can't Refuse, you can lie.
They will think you agreed to their demands, but you have no obligation
to follow through with them.
bonds spy gear
If I understand this correctly, what we're dealing with is a
villainous mastermind with a grand plan, limitless resources,
hundreds or possibly thousands of henchmen, and no one knows
where they are or when they will strike next. Sounds like quite You start with 4 bonds with the other members of the You carry your spy gadgets (Useful, 2 Uses).
the predicament you've found yourselves in, eh? Fellowship. Use these, or make your own: You don't carry your own food, but the network
Fortunately for you, information and infiltration are my pays for your meals. You do not need to spend
_____________ is a useful fool. Food to Fill Your Belly while within a community.
specialties. I will help you find this Overlord. I will help you
stop their terrible plan. I will help you save the world. I will get When the time is right, _____________ always pulls through. Choose two of these weapons:
you all the intel you need, disable any defenses we may need to O A concealable dagger (Melee), which is never found
No one makes a better distraction than _____________ .
sneak past, and ensure our operations proceed smoothly and when you are searched.
efficiently. And all I need from you, is for you to trust me. _____________ is the only one I can trust. O A silenced pistol or repeater crossbow (Ranged,
I am the Spy, and you need to trust me completely. 2 Ammo).
I love _____________ , but they do not love me. O A remote explosive that must be set beforehand
(Trap, Dangerous, 1 Use). You can spend 1 Use at
_____________ loves me, and I can take advantage of that. any time after setting the trap to collapse a
passageway or blow open a new one.
I once loved _____________ , but I left them. O A garrote (Melee). When you Finish Them with this
weapon with intent to kill, on a 10+, they die in
Can I really rely on _____________ ? complete silence.
I worry that _____________ actually trusts me. You carry a simple poison with 1 Use. Choose one:
I am afraid _____________ will abandon me. O Knockout gas (Area). Anyone who inhales this visibly
colorful gas passes out for several minutes.
Record your other bonds here: O Emetic contaminant. Anyone who eats food or drink
that this has been added to becomes incredibly sick,
filling them with Despair for a while.
O Lethal syringe. Anyone injected with this will die
within minutes if they do not get the antidote, which
you also carry 1 Use of. When you inject this into a
Threat to the World, they take damage instead of dying.
O Kidnapper's rag. When you are behind someone,
you can spend 1 Use to put this rag over their mouth
and nose, making them pass out quietly and instantly.
They will only wake up after you have taken them
somewhere else.
the spy
BASIC PLAYBOOK vs. THE OVERLORD
involved. You can Speak Softly with children without
rolling, as if you got a 10+.
spy companions earned fellowship spy notes
The Spy does not have Companions, only temporary alliances. When you gain Fellowship with a community, Use this space to take notes.
Use this space for whatever you wish. the Overlord chooses three Fellowship moves from the book. Write about the network, 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 intel you've gathered.
If you think it's important to you or to the Spies,
write it down.