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Voidheart Symphony PDF Free
Voidheart Symphony PDF Free
CrEdItS
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Minerva McJanda Cover art by Adrian Stone
ROWAN, ROOK
AND DECARD
CoNtEnTs
Chapter 1: Chapter 3: Chapter 5:
Overture 4 The Rebels 76 The Architect 198
Welcome to the Age of Playbook Anatomy 78 Your Agenda 200
Oblivion 6 Changing Things Up 84 What to Say 201
How This Works 7 The Playbooks 86 Principles 202
How to Use This Book 8 Reactions 206
The Authority 89
Core Rules 10 The Captive 95 Running a Game 210
Game Setup 14 The Harlequin 103 Dark Feudalism 219
Inspirations 24 The Heretic 109
The Icon 115 Chapter 6:
Chapter 2: The Inhuman 121 The Castle’s
Rules of the City 26 The Penitent 127 Terrors 224
The Provider 135
Vital Statistics 28 A Kingdom of Hungry
The Watcher 141
Universal Moves 35 Shadows 226
The Investigation 36 Qualities 228
Chapter 4:
Everyday Actions 40 Making Your Vassal 230
Covenants 146 Enforcers 256
City Moves 44
Minor Covenants 148
Keeping Yourself
Together 49 Major Covenants 149
Chapter 7:
Delving Into the Castle 54 The Fool 152 ThE CiTy YoU LiVe In 278
Exploration Moves 60 The Magician 154
The Oracle 156 Steel City Punks 282
Bloodstained Combat 62
The Gardener 158 Bandit Country 288
Confrontation Moves 64
The Auteur 160 Windy City Gothic 292
Weapons 68
The Sage 162
The Aftermath 70
The Lovers 164
Retaliation 73 Chapter 8:
The Chariot 166 VoIdHeArT aNd tHe
Peace and Quiet 75 Strength 168 TaRoT 296
The Hermit 170
Wheel of Fortune 172 Tarot Transposition 298
Justice 174 Scenario Spreads 299
The Vagabond 176 Reading tips 305
Death 178
Temperance 180 Move Summary 306
The Devil 182
The Tower 184
The Star 186
The Moon 188
The Sun 190
Judgement 192
Making Your Own
Covenants 196
ChApTeR 1
OvErTuRe
WeLcOmE tO tHe AgE oF ObLiViOn
There’s a wound in the world, and nobody cares. If they have to
step over rough sleepers as they walk to work, if the rich grow richer
while children starve, if authorities destroy lives not just through
negligence but through malice… isn’t that just the way of the world?
You don’t have the luxury of thinking that way. Maybe you’re a
second-class citizen, forced to work yourself to the bone for the
money to live. Maybe you have to hide your truth, for fear of what
would happen if you were exposed – or maybe you’re out, and are
living with those consequences every day. Maybe you just can’t
close your eyes and ignore the suffering.
But mainly it’s because you’ve seen the wound: a strange border
between this world and another, tucked away in backstreets and
disused stairwells. Through the wound you’ve seen glimpses of the
castle – a nightmare world of twisting halls and terrible monsters.
Through these wounds the taint of the void seeps out, sickening
and twisting those unfortunate enough to live nearby. And the castle
conforms to the will of the biggest predator in the area – twisting a
shard of itself into a reflection of their desires, blighting their enemies
and victims and bringing them fortune whether they realise it or not.
But, if people are causing pain with unearned power, what’s new?
You’re used to fighting for respect, survival, your safety, the safety
of your community. You’ll dive into that wound, steal its power,
and see how that predator topples when the void abandons them.
And what then? Will you go back to the daily grind, putting out the
fires that spread while you were focused on your shadow war? Hold
close to those dear to you, and form new connections? Or rest and
heal, preparing for the next time? Because the wound is still there,
and as long as someone is profiting from the suffering of others the
void will have plenty of Vassals to empower.
Most of the players control a rebel: someone who has seen the
occult power lurking behind a petty tyrant in their community,
and has made the decision to fight back. For now, their only
weapon is that drive to take a stand – but as the void seeps into
their heart and they form strong and lasting bonds with
confidantes, they'll gather extraordinary powers.
Between Investigations, you'll rest up, grow up, and look for your next
target. The castle is far bigger than one Vassal, and it is always hungry.
Chapter 2: Rules of the City gives the core rules for Voidheart
Symphony: procedures for investigation structure, day-to-day life,
clandestine action in the city, supernatural adventure in the castle,
and the downtime between investigations.
It’s vital to note that moves aren’t here to be your only path to
success. You can make a big impact without triggering any moves
by building on elements already established in the story. For
example, if someone’s already let you in their office you don’t need
to roll Connect for access; and if you’ve put a pillar between yourself
and a fire demon you don’t need to roll Dodge to avoid their flames.
Other times you may want to use a particular move, but be unable
to: if you’re up on a stage in front of a crowd, your ability to hit the
trigger for Pass Beneath Notice will be severely limited.
Simply put: everything starts and ends with the story you’re telling.
Moves are just here to make sure particular moments of your story
trace genre-appropriate arcs.
No
No Is tHiS a mOvE?
YeS
Is tHeRe a rOlL?
No YeS
HiT MiSs
ArChItEcT mAkEs a
GrOuNd tHe rEsUlTs iN tHe rEaCtIoN, fOlLoWiNg tHeIr
fIcTiOn. aGeNdA aNd pRiNcIpLeS.
• If both dice are higher than the ticks, that's a strong hit.
• If only one die is, that's a weak hit.
• If neither dice are, that's a miss, and the Architect will make a
reaction.
If a result talks about 'any hit', that's a strong hit or a weak hit.
Milli has evidence that a doctor at the hospital is using patients as her
personal test subjects, and is trying to get the hospital administrator to
listen. But Milli’s a high school student, and is having issues getting him
to pay attention. She keeps pushing, and so triggers Make A Stand (p.
44). She has 2 ticks in her Blood gauge, and when she rolls the dice she
gets a 2 and a 5 – a weak hit.
She decides that the administrator can’t dismiss what she says, and will
look into the doctor. The Architect says that the administrator will cause
problems for Milli as he calls security to escort her out, and won’t focus
only on her – the hospital’s security guards will be on the lookout for
other troublemakers too.
In the castle, you're cut free of those fetters, and only have your
own skills to draw on – represented as Castle Stats (p. 30).
When you trigger a move in the castle, you'll be asked to roll +Stat.
That means you roll two six-sided dice, add the named stat to the
result of both dice, and get a result based on that final number:
AdVaNtAgE
When you're benefiting from Advantage, you roll an extra die and pick
the highest two for your result.
For example, if you rolled three dice and get 2, 4 and 5 you'd discard the 2.
A check in the city would be left with 4 and 5; a roll in the castle would be
left with 9+stat.
DiSaDvAnTaGe
When you're suffering from Disadvantage, you roll an extra die and
discard the highest die.
For example, if you roll three dice and get 1, 5 and 6, you'd discard the 6. A
check in the city would be left with 1 and 5; a roll in the castle would be left
with 6+stat.
1: Discuss Expectations
Are you planning one session, a short run, an ongoing campaign?
Make sure you’re on the same page about the time commitments.
Are there any topics and themes that people don’t want touched
on, or even mentioned? Voidheart Symphony is a game about
people pushing back against those oppressing them and
benefiting from their misery. This can easily go very dark, and
it’s important to respect the comfort of the actual people in your
group over the desires of fictional characters. If there’s a specific
topic you don’t want to address in the game, let the others know.
What does your enemy look like? The Architect’s chapter gives
a few different ways Vassals can be organised – as a conspiracy,
as an informal zeitgeist, as feuding factions, etc. The precise
details are in their hands, but this is the other players’ chance to
say if any of those structures don’t appeal.
What does your city look like? Are you in London, Tokyo,
Buenos Aires, a fictional city? Is it the present, the recent past,
the near future? What sort of tensions is it under – rich v poor,
established v immigrant, blue collar v white collar? There are
more questions to go into if you like, on p. 22.
2: Pick Playbooks
Everyone except the Architect picks a rebel playbook (p. 34) that
fits their basic idea for their character. There’s no doubling up –
each of you is unique in what you add to the group. As you pick
your playbook, read out its blurb to let the group know what its
deal is, or summarise it in your own words.
Each rebel playbook has a question for you to answer about the
Vassal. The default order is alphabetical – from Authority to
Watcher – but use what works for you. Go round the table,
answering these, and filling in any extra details you want covered.
Architect: Describe the scene when the rebels cross this threshold.
Give them space to play out their initial interactions with each other.
Arcane Commanding
The Avatar can shapeshift and use The Avatar has hordes of minions.
supernatural forces. Mob a rebel and isolate them.
Lash out with crimson fire. Place a wall of minions between the
Summon walls of boiling blood. Vassal and the rebels.
Break: Twist into a strange form Break: They pick up the mob's
with new movement abilities. weapons for their own use.
Armoured Dark
The Avatar has potent defences. The Avatar controls poison and shadows.
Send an attacking rebel flying back. Teleport from one shadow to another.
Redirect an attack to hit another rebel. Disappear in a cloud of choking poison.
Break: Shed encumbrances and Break: Blind the rebel who
lunge for the closest rebel. struck the darkness away.
Bestial Dramatic
The Avatar is aggressive and twisted The Avatar is devoted to style, grace
into an animalistic form. and acclaim.
Leap across the arena. Dazzle a rebel.
Hit with devastating force. Travel at impossible angles.
Break: Call in a mob of animals Break: Beg for mercy,
to shelter the Vassal. perhaps as a feint.
Check out Confrontation Moves (p. 64) to see the rules governing
this fight. The rebels don’t have signature weapons yet, so just
treat whatever improvised weapons they use as flavour for their
actions. Whenever a rebel uses a stat they haven't used before,
they assign one of these values to it: +1, +1, 0 and -1. As you fight,
remember that your Crew Covenant gives you a Castle Move!
6: The Aftermath
This battle will have one of two outcomes:
If the players defeat the Vassal: The Vassal is out of the picture
– fired, arrested, or forced out of the city. The castle shard's
heart shatters, and as the Void notices your surprising power
this place reforms into a Hideout. Each rebel gains a rank of
Void and names one item or object that would make them feel
empowered, dangerous or free – it manifests in this room.
With your new rank, pick an Advance of the appropriate type. Also
pick your gear, signature weapon and Castle Form, and describe
your transformation! You’ll have this form and gear whenever
you’re in the Hideout or a castle shard. The rebel that struck the
final blow – or was the last to fall – describes a location significant
to them that becomes your crew’s gateway to their Hideout.
Relationship map: Write down this location and link it to this final rebel.
Location Ideas
A Library A Cafe A Public Park A Shopping Mall
A Train/Bus/Metro Station A Funfair An Abandoned Building
A Graveyard An Arcade A Tenement Block A Diner
A Nightclub An Underpass A Boardwalk A Bar
7. Back to Reality
With your first battle done it’s time for each player to look at their rebel’s
personal life, using the prompts below for guidance.
Decide your Role. Pick if the castle would see you as a Delinquent,
Prodigal, or Traitor, and decide and the specific thing you do with
your days. Make sure to fill in the first empty box of the Stress
Gauge you get a black mark in (see p. 29 for more on black marks).
Relationship map: If you weren’t the one to decide on the hideout, place
down a location according to your playbook.
Stress Gauges. These are the issues on your character’s plate at the
start of your game. Each playbook has a fixed starting set – two
particular gauges with two ticks, and three gauges with three.
Note that the Black Mark you gained from your Role adds onto
these, meaning that you'll end up with [2, 2, 3, 3, 4] or [2, 3, 3, 3, 3]
according to your Role category and playbook.
Pick Contacts. These Architect-controlled characters may not take
up arms in the castle, but they’re still a part of your revolution. Each
contact linked to you is a significant relationship – a Major Covenant.
Write this Covenant down on your sheet under your Crew Covenant.
Relationship map: Pick one of the contacts from your playbook, give them
a name, and put them on the relationship map with a link to you.
The Crown and Raven, A Pub. Claudia, critically ill Mentor
Hideout entrance.
DeAtH
Was there a point where your life was harder than this?
Living with deprivation, abuse, illness, stress, over-policing, …
Aesthetics
• The Invisibles by Grant Morrison. A collection of messy weirdos
wage a mystic war against the oppressive forces controlling
society, but to truly win they have to work out what a better
world even means to them and whether the methods they’re
using could ever get them there.
• Persona 5 by Atlus Games. Defiant teens use an occult backdoor
into the minds of their city’s monsters to bring them low.
Glitzy, stylish and extremely cool, though not as revolutionary
or intersectional as I’d have liked.
• The World Ends with You by Square Enix. Kids find themselves in a
looking-glass version of Shibuya, forced to fight monsters and
play cruel games to survive. The game is rigged and the stakes
are extreme, but by trusting each other and soaking in vibrant
culture of their city they might just be able to survive.
• Sayonara Wild Hearts by Simogo. A neon-pop journey through
the tarot as a heartbroken young woman faces down corrupted
arcana and finds a path to love. Each arcanum would make a
killer vassal/castle shard pair, and the soundtrack is incredible.
• DmC: Devil May Cry by Ninja Theory. A brash young hoodlum
discovers the demonic corruption behind his city’s institutions,
and begins fighting back. Particularly relevant to Voidheart is the
shifting between the muted, oppressive city and lurid, violent
limbo plane where the city’s masters shamelessly revel in their
corruption and where your hero is empowered to strike back.
• Psychonauts by Double Fine. A young kid with the power to dive
into other’s minds discovers a terrible conspiracy at psychic
summer camp. Mainly in this list for the incredible variety of
inner worlds on offer, to mine for castle shard inspiration!
• Silent Hill by Konami. These games (particularly Silent Hill 2) are
masterpieces of psychological horror, as this town and its
horrid residents torment the protagonist with their inner
demons. The series is a lot darker than Voidheart runs by
default, but it’s a great source of aesthetics for the Enforcers
formed from a Vassal’s psychological frailties.
• Various music. This playlist (ufopress.page.link/music) was on
repeat for most of the writing process. There’s a broad range –
Rage Against the Machine, Janelle Monae, The Indelicates, Ezra
Furman and more – but it’s all somewhere in this book.
Politics
• Revolutions by Mike Duncan. A podcast examining the many
political revolutions that have shaped the modern world. I’d
particularly recommend season 3 (France), 4 (Haiti), 7 and 8
(the revolutions of 1848 and the Paris commune) and 10 (the
Russian revolution, still ongoing).
• Debt: The First 5000 Years by David Graeber. A brilliant, easy-
reading examination of anthropology and cultural myths about
debt and finance. Its key argument – that the default state of
humanity is communal living and that private wealth and
mathematically exact debts were imposed by violence to suit
hierarchy – resonated strongly with me when writing this book.
• What is Communist Anarchism? by Alexander Berkman. Written in
1929, this manifesto remains sadly timely even today. Clear, direct
and passionate about the urgent need to rethink our world.
Game Design
• Apocalypse World by D. Vincent and Meguey Baker. The Powered by
the Apocalypse (PbtA) movement has been deeply important to
my career as a game designer, and I’m forever grateful to
Vincent and Meg for the games they’ve made and the
community they’ve fostered.
• Spire by Rowan, Rook and Decard. The Resistance System’s stress
gauges are an incredible way of making social pressures on
your character feel real.
• Masks: A New Generation by Magpie Games. Masks gives the
emotional stakes of your characters a key focus in its design,
and our conditions system was a big inspiration.
• Blades in the Dark by One Seven Design. The downtime/gather
information/score pacing of Blades in the Dark and its focus on clocks
to track time were inspirational for Voidheart’s Investigations.
• Ironsworn by Shawn Tomkin. Voidheart’s dice system in the city
was inspired by Ironsworn’s, as an effective way of tying PbtA-
style dice rolls to a gauge that changes through a session.
• Orchestra of Oblivion and Choir of Souls by Theodore Lucas Rivera.
These Rhapsody of Blood supplements were a fertile source of
ideas for character abilities, and Theo’s been a great help in
putting together this game.
ChApTeR 2
RuLeS oF tHe CiTy
ViTaL StAtIsTiCs
So, you’re rebels – ordinary people who have taken it upon
themselves to oppose the insidious forces of the castle, and have
found strange power in the process.
But what does that actually mean, and how is that represented in
the system? Well, your rebel is measured in four different
categories – the pressures they face in the city, the strengths they
bring to bear in the castle, the covenants they hold onto, and the
potency they accrue as their revolution unfolds.
Stress Gauges
You have five gauges tracking your rebel’s well-being:
When an effect tells you to tick a gauge, put a mark in the leftmost
empty box.
Black Marks
Each gauge starts with a single black mark. Your very existence as a
rebel strains your health, finances, reputation, and faith in humanity.
This black mark can’t be removed while the castle’s influence is still
defining and constraining human society in your city. In order to heal
it, you’d need to change the world so much that Voidheart Symphony is
an inappropriate system for this new world. See p. 217 for suggestions!
When you receive another black mark, shift any existing ticks one
step right, then fill in the leftmost box in a way that makes it
clearly different from the ticks (e.g. a different colour). You’ll gain
a starting black mark from your Role, and may get more from taking
a position in the castle’s hierarchy (p. 72), failing to deal with a dire
crisis (p. 75), failing to stop the Vassal (p. 72), and more.
Black marks count as ticks for the purposes of checks, and can
only be removed by effects that specifically say they remove them.
This rebel has accumulated a few stress ticks and an extra black
mark in Lack. When asked to make a check, they’d need to beat
3 in Blood, 4 in Lack, 2 in Infamy, 2 in Heat, or 3 in Fealty.
Blood ⬛☒☒◻◻◻
Lack ⬛⬛☒☒◻◻
Infamy ⬛☒◻◻◻◻
Heat ⬛☒◻◻◻◻
FeAlTy ⬛☒☒◻◻◻
Your Strengths in the Castle
When you dive through a breach into a castle shard suspended in
the void, you no longer act by struggling against the fetters of
society. Instead you can take direct, dynamic action, empowered
by your soul and your desires. While in the castle, you use these
stats, rated from -1 to +3:
Cups: Your ability to open your heart to the world around you.
When exploring, use it to bond with the castle’s inhabitants.
In fights, draw on it to help your allies and appeal to your
opponent’s better natures.
Your Crew Covenant. This shows what your rebel provides for
the others, or maybe the person you’re becoming with their
help. This offers city and castle moves too, but other rebels
trigger its hangout move when they spend time with you.
You can turn Minor covenants into Major ones by Checking In with
them and helping them with their problems. When they become
Major for the first time, assign them an arcanum.
You might fade Major covenants by acting selfishly, letting time pass,
or hitting the covenant’s betrayal trigger. When they’re weakened,
you lose access to their City and Castle moves until you intensify
them again by Checking In with them or hitting their nurture trigger.
Committed Covenants
If a covenant is Committed, your rebel is dedicating energy to
keeping the relationship strong. When you fade a Committed
covenant, it goes from intense to bright, still giving you access to
City and Covenant moves until it’s faded a second time. You can
commit to covenants as a World Advance, or by stealing the
castle’s resources with Rivers in the Desert (p. 70) and solving your
contact’s problems with them.
As you fight back against the castle in the shadow world and in
the city, you’ll build an attunement to two fundamental forces:
The World is the city you live in, but it’s not the
bricks and the wires and the tarmac. Or, it’s not just
those – it’s also the history and culture and
community that makes the city its home, the
beautiful singular thing that only exists in this
place and this moment and should be cherished.
You build your attunement with it by building
strong relationships with others, by taking time
to help and protect your community, and by
giving up your power over others and freeing
them to help as they see fit.
Void and World can fall in rank as well as grow. Sometimes you
may even seek this out to avoid getting overwhelmed, spending
time to Let Go (p. 42). When their rank drops, you erase an advance as
the power ebbs out of you.
The Conditions You Suffer
Whether you’re fighting monsters or facing the daily grind, your
state of mind can make all the difference.
If you mark all five, you lose your ability to control your own story.
The Architect says how you leave this scene, and which gauge you
tick. You’ll return in a later scene, with one condition healed.
TaKe A RiSk
When you do something risky that isn’t covered by another move,
you do it, and the Architect will say what consequences unfold.
HeLp OuT
When you help another rebel take action, say what you do, and if your
crew covenant is Intense or Bright give them fleeting Advantage. You'll
share in the consequences of the affected move, good and bad.
If it's your Crew Covenant, the others say which rebel steps up
to help you out; the Architect says how they’re placed in danger.
HaRd LeSsOnS
When you roll a miss in the city, mark Void as you reach for its aid.
When you roll a miss in the castle, mark World as you’re reminded
of your vulnerabilities.
ThE InVeStIgAtIoN
Most of your time in Voidheart Symphony is spent in an investigation.
Each investigation goes through the same overall arc:
1. You set up your target and your current living situation with
Growing Shadows and The Grind.
2. You go day by day, tracking the growing pressure on the rebels
and playing through their actions.
3. You either defeat your target and reap the rewards of Rivers in
the Desert, or fail and suffer the impact of Darkness Falls.
4. You face reprisals from the castle’s Retaliation, and then see
snapshots of your rebels’ life during Peace and Quiet.
GrOwInG ShAdoWs
To find your next target, decide together:
The player’s choice in step 2 sets the stakes of the investigation, and the
Architect’s sets the difficulty. A husband poisoning their spouse is
controlling; a manager making a worker’s life hell is demeaning; a
CEO strong-arming farmers into selling to clear space for a pipeline
is exploiting. While a high-tier Vassal will tend towards institutional
violence and a low-tier one will likely hurt those close to them, it’s not
inherently linked: a powerful CEO (Tier 3) can be an abusive parent,
and a beat cop (Tier 1) can harm people through enforcing unjust laws.
When they have time to prep, the Architect should plan out the
Vassal’s goals and resources. For help with this, see p. 230 for in-depth
advice and p. 299 for a random creation method using tarot cards.
You can quell the crisis by putting in work with Wolf at the Door, by
using Rivers in the Desert, or by taking some other action the group
things was dramatic enough to resolve the issue. While it’s
quelled, it isn’t causing active problems even if it’s still a presence
in the back of your mind.
But those that oppose the castle find that security is hard to
maintain. As a reaction while the rebels are in the castle, the
Architect can make the crisis imminent again and describe how
the castle’s systems act to erode your hard-won victories.
At the investigation’s end, you clear the board – it’s time to look at
other issues in the rebels’ lives. If crises are still imminent at this
point, they become long-term problems: a tick or black mark in
the associated gauge. See Peace and Quiet (p. 75) for more details.
Example Crises
Blood You’re sick, you can’t sleep, you’re over-stressed.
Lack Eviction threats, healthcare costs, malnutrition,
your car’s busted, student loans are coming due.
Infamy Criminal allegations, malicious rumours, you can’t meet
clothing standards, your past shame is coming to light.
Heat Harassment campaigns, being watched, tanked credit
score, threats to your employer.
Fealty You lashed out and need to make it right, you can’t enjoy
a cherished activity, you’re alienated from society, you’re
having to pass as something you’re not.
The clock
Your investigation is a race against time. As you investigate them,
the Vassal is also working to find you and make your lives miserable.
This Pressure on the rebels has three states:
• Passive: The Vassal isn’t aware of the rebels at all. This is the
default starting state.
• Alert: The Vassal is aware the rebels are out there causing trouble
for them, though likely doesn’t know their true identities.
• Hunting: Your identities are known and the Vassal is coming.
DaIlY PrOcEdUrE
At the start of each day, the Architect marks a segment of the clock.
When the clock’s full, the Architect erases its segments and
increases Pressure. If any Enforcers are still intact, one breaches
into the mundane world (see p. 256).
The rebels can always choose to trigger Darkness Falls and give up
an investigation instead of ticking the Vassal’s clock.
What’s a day?
The easiest answer is 24 hours, of course, but that’s not always
narratively appropriate. A sustained campaign to unseat the
mayor could be measured in weeks; a panicked dash to save a
kidnapped friend could tick the clock every few hours. Adjust
what counts as a “day” as suits your pacing and threat level.
Daily Actions
Even when you’re fighting supernatural menaces, your regular life
won’t wait. There’s two broad categories of things you can do:
Everyday actions and Rebel actions. Each day, every rebel can
perform two Everyday actions, or one Everyday action and a
Rebel action. These actions can be taken in any order.
+ oR + oR +
ReBeL EvErYdAy EvErYdAy
Everyday Actions
See to the Wolf at the Door (p. 40), forestalling a crisis.
Look after yourself and Let Your Hair Down (p. 42).
Rebel Actions
Pursue a particular goal in the city: investigate the Vassal, meet a
covenant’s need, hunt down an escaped castle entity, etc. Follow
the fiction and trigger City Moves (p. 44) as required.
You can take the same action as another rebel to team up,
performing the action together.
EvErYdAy AcTiOnS
Each of these moves plays out a single scene from your rebel’s
everyday life, showing how they cope with the strain of mundane
life and their clandestine activities. It’s only if things go very
wrong or weird that you might trigger City Moves (p. 44).
▶ You put in the work. Mark a condition, and say what you
do and how it gets to you.
▶ You call in a favour. Fade an NPC covenant, and say how they
help you out and draw the castle’s attention in the process.
▶ You ask for help. Ask the other rebels for assistance. If one
of them agrees, they say what they do to help out and
mark a condition.
Millie’s recently been fired. She spends the day trawling the internet for
new job postings to apply to and puts together a shortlist. She marks
cowed, describing the dehumanising feeling of desperately twisting
yourself to suit the needs of capitalism and win its favour.
Rowan’s crisis is that they’re having to hide their true gender and
pronouns from their family, and it’s really getting to them. They turn to
their Hermit covenant – an online community of trans and NB folks – and
describe how their friends send them surprising and affirming gifts of
clothes and accessories that help them feel more themselves. But there’s a
cost – Rowan’s player fades the covenant and describes how the
community doesn’t have the resources to help the next few eviction crises.
Austin needs to sell some works at an upcoming art fair in order to make
rent, and he can’t find the time he needs to make art he’s happy selling.
Carlos wants to help him, and for his action declares he’s going to help
Austin with house maintenance and groceries so that the artist can focus
on painting. He asks the other rebels who else wants to help out, and
Clara volunteers: she has a van, and can drive Carlos around on these
chores, so Austin quells his crisis. But she’s doing this while also
delivering packages for her regular job, and marks overwhelmed.
ChEcK In
When you meet with a Minor Covenant, the Architect will tell you
what pressing need of theirs you can meet to win their trust.
If you do it, mark World and make them a Major Covenant. If they
don’t have an arcanum yet, assign one now.
When you meet with a Major Covenant, trigger their Hangout Move.
If the covenant was faded, mark World and intensify it.
When you meet with a rebel, you trigger their Hangout Move and
they trigger yours. Then, you check against Fealty.
Cameron is on a date with a security guard xie hit it off with while acting
as a distraction. As the conversation flows along, the Architect checks the
need table on p. 194 and draws the two of Coins. The guard, Tom, shares
that he’s working nights on the security job and days at his family’s
garage, and it’s killing him. If Cameron can find a way to balance his life,
xie’ll win him as a Major Covenant (with an arcanum) and mark World.
Danielle, the Watcher, is spending her evening getting high and watching
movies with Rebecca, the Heretic. Danielle triggers the Hangout Move of
Rebecca’s crew covenant, the Magician: Rebecca spends the evening
talking through a programming problem, incidentally teaching Danielle
some basic computer hacking. Rebecca triggers Danielle’s Hermit move:
as Danielle vents about an upcoming conference stealing departmental
resources, Rebecca notices that one of the conference’s VIPs is tied to their
investigation. As the evening winds down, Danielle checks against her
Fealty of 3 and gets 2, 4: a weak hit. She decides she heals angry, as
relaxing with her girlfriend has soothed that frustration.
LeT YoUr HaIr DoWn
When you Let Your Hair Down, say what you do to blow off steam
or find comfort and check against Lack.
Peter’s really feeling the effects of that last castle delve, and decides to shell
out for a stadium ticket to go see his team play. He checks against his Lack
of 4 and gets two sixes – a strong hit! Cheering in the stands, he feels more
connected to others and heals callous, and the other fans will remember
his face as one of them – he refreshes Infamy.
LeT Go
When others are depending on you but you rest instead, lose a
rank of your World affinity and heal a condition. The Architect
will say if the consequences are truly as dire as you feared.
When you could use your power and authority but give it to
someone else instead, lose a rank of your Void affinity and heal a
condition. The Architect says what unexpected thing they do with it.
Ryan’s been running himself ragged dealing with rebel investigations and
his chronic fatigue has robbed him of any energy to pay bills or perform
chores around the house. He decides to let go and spend the day resting,
healing scared and losing a rank of World (and its associated hideout-
boosting advance). The Architect describes his husband’s initial anger at
the state of the house giving way to concern when he sees the state Ryan’s in.
They spend the evening bonding over takeaway, but there’s a look of worry
in his husband’s eyes that doesn’t go away over the coming days.
ReAd tHe WiNd
When you step back to get a sense of the city, set a scene of your
rebel going through their daily life.
Clara’s player decides she wants a new angle on the case, so she picks ‘a
new way your target’s hurting people’ and frames a scene of Clara going
along to her regular dialysis appointment at a health clinic. As she’s
hooked up to the machine, she chats with the nurse about her commute
here – the Architect adds in that their target (a city councillor) is cutting
funding for public transport, and the nurse is worried it’ll make it harder
for patients to get to the clinic or otherwise get about the city.
Angus spots the crew’s target as she walks from her office to her car, and
springs into action. He shouts allegations at the Vassal, hoping that this
public setting will make the things she’s done stick. Angus checks against
his Blood of 2 and gets a 2 and a 4 – a weak hit. He decides that the Vassal
can’t dismiss what he says and won’t stick around and cause problems,
but gets in her car and quickly leaves. His pulse pounding in his ears,
Angus marks angry.
Separated from his friends, pulled out of his wheelchair, held at gunpoint:
Austin’s in a tight spot. Desperately he tries to convince the gunman that
he’s in danger too, that the Vassal will want to tie up loose ends. He checks
against Heat and gets a strong hit! The gunman gives him time to make
his case, and Austin also picks that the gunman reveals far more than
they normally would – Austin needs all the leverage he can get.
ReBeL EyEs
When you spend time looking for information, say what you’re
trying to find out and check against Heat.
On a hit, you do it, but it resists your control. Pick one backlash
on a strong hit, or one per effect evoked on a weak hit. Each
backlash may be picked multiple times.
Backlashes
The darkness changes some part of your form as it leaves you.
A quirk of fate inflicts suffering on one of your Covenants.
One of the effects is flawed and only part-way successful.
The departing shadow will hunt you next delve.
A nearby animal or object gains smarts and malice.
If players are the ones inflicting harm, it falls under Take a Risk: they do it,
and the Architect says what consequences unfold. Here’s some ideas, at
varying levels of severity.
• There are witnesses: Tick Infamy, you need to get away, start a crisis
related to your growing reputation for violence, etc.
• Violence stains you: Tick Fealty as you get used to hurting others for your
goals, mark Callous, etc.
• Revenge is coming: Tick Heat, start a crisis as they enact reprisals, tick
up Pressure, mark Scared, etc.
• You get hurt: Tick Blood, trigger Weight of the World, start a crisis as you
need treatment, etc.
It’s up to your play group to decide what role violence has in your
revolution – there are no easy answers, and far wiser people than I have
spilled ink on justice vs vengeance, institutional vs individual violence,
peaceful protests vs ‘riots’, on and on.
I’d simply request that you never get comfortable with inflicting pain and
suffering on people, no matter who they are, and work towards building a
society where everyone matters and everyone keeps each other’s needs in mind.
KeEpInG YoUrSeLf ToGeThEr
These aren’t moves that you intentionally trigger – they’re here to
help you take stock of the story you’re telling, and kick in
consequences when things go particularly wrong.
On a strong hit, you get a good look at the situation, and get
fleeting Advantage making things right.
Clara tried to get rid of stress by Letting Her Hair Down, but rolled a
miss. The Architect describes her waking up the next morning, hungover
and extremely late for work, and triggers Weight of the World. She’s
cowed and overwhelmed, so she’s checking against 3. She roll a 1 and a 4,
getting a weak hit. Her player decides that she takes on extra
responsibilities to try and keep her job, writing down a new crisis and
marking scared.
Carlos is out leafletting when another volunteer breaks the bad news:
their candidate has dropped out, after threats to her family. Carlos’ player
decides this might really get to him, and rolls Weight of the World. With
three conditions marked, this likely to go bad, and indeed he rolls a 1 and
a 3 – a miss. He marks another condition – Angry – and decides this event
leads Carlos to completely give up party politics and election-winning. As
he burns old bridges in his newfound anarchist fervour, he marks Infamy.
PuSh ThRoUgH PaIn
When you take a blow that strains your limits, roll +Conditions
Marked.
Ryan failed to Dodge the giant, iron foot of the enforcer he was fighting,
and as it stamps down on his leg the Architect asks him to Push Through
Pain. Currently he’s condition-free, so rolls +0 and gets a 6! The enforcer’s
foot knocks him away, rather than doing any lasting damage.
You Dive Into Darkness to enter in the shard, and see what state the
rebels are in when they arrive. As you Travel the Labyrinth you'll
arrive at new locations, facing down their challenges to learn
hidden truths about the Vassal. When you Find Shelter, you rest and
work out where to go next. And when you’re finally ready to strike,
you make your way to the shard’s heart and use Emperor's New
Clothes to make the Vassal’s Avatar mortal and steal their power.
If they want something different, each rebel can give up one gear
item to empower a mundane item they brought with them.
Treat it as a weapon with a perk and flaw, or a utility item
that can be expended to do one appropriate thing.
The next time that rebel sleeps, they'll dream of the things their
avatar experienced and mark the conditions it suffered,
remembering as much or as little of the delve as their player desires.
Austin, Carlos and Clara are diving into the castle, with Clara leading
the way. Passing across the threshold, she grits her teeth and checks
against Blood, getting a weak hit. The Architect describes them emerging
in an abandoned hospital entrance foyer, with buzzing striplights and
rust-stained walls. Carlos grimaces as he takes in the surroundings and
glances over to Austin, but the artist is too busy checking to see if his
wheelchair made the journey ok to notice Carlos’ concern.
If you’re exploring…
On a 7-9, your foes regroup too; the next Travel the Labyrinth
has Disadvantage.
The Architect thinks, and then responds that they’re still being hunted by
the Avatar’s butler (another Enforcer), and they should make sure that no
servants escape future encounters to raise the alarm and summon the
butler. The group decides to spend a bit of time roleplaying these three
rebels finding a moment of solace, playing out those encouraging and
comforting words and Rebecca sharing her insights, and then they leave
to continue their delve.
EmPeRoR's NeW ClOtHeS
When you disrupt the link to the castle in the heart of a shard, roll one
dice for each that is true and take the highest two:
On a 6-, the link’s shaken and the Avatar’s vulnerable for the
duration of this fight, but the Architect picks one:
Angus is feeling cocky after embarrassing the Vassal in the city, and leads
his group in a strike at the shard’s heart. He arrives at the mainspring of
the Vassal’s clockwork castle, and begins listing her mistakes and the
suffering she’s caused one after another in an effort to shatter her illusion
of perfect control. He picks up one die for having confronted the Vassal in
person, and another for having defeated one of their Enforcers. Rolling
them he gets… a miss with a 1 and a 3. Wincing, he marks world and
looks over to the Architect to see what goes wrong. The Architect thinks,
and decides that Angus’ strident confrontation allows the Vassal to realise
exactly who he is and Pressure ranks up. The group grits their teeth and
prepares to take this Avatar down.
Priya, Millie, Peter and Miguel are in the final act of a long, drawn-out
investigation. They confronted the Vassal, their state’s governor, in
person, and Peter was hospitalised in the process; they learned his plan,
and rallied protestors to demonstrate against it; they’ve defeated his
Enforcers, one in his shard and one in the city when it breached out of the
shard to attack Priya in her home. Now, at the apex of the shard’s grand
ziggurat, they denounce his actions and demand he be held to account.
They put together a pool of 5 dice, and roll 2, 1, 3, 6, 5. Picking the two
highest, that’s an 11! They decide to break his confidence, the Avatar
rendered speechless by the onslaught and giving them an Opening to
strike directly at them.
ExPlOrAtIoN MoVeS
When you're dealing with the dangers of the castle, you need to call
on particular skills to survive. These moves are here to help you
navigate that environment and overcome the obstacles in your path.
The crew are fighting a scrap-metal crow that swoops down to attack and
then back up out of range. Rowan decides to climb one of the pylons in the
arena to get a chance to hit back, and rolls +Wands to get an 8. They
decide that they’re where they need to be: on the top of a pylon, with the
crow diving directly at them, with no rebels with them for backup...
PoWeR ThRoUgH
When you hurl your strength at the castle's obstacles, roll +Swords.
The room Austin, Carlos, and Clara picked to shelter in was a trap, and is
now filling with water. Austin shoots holes in the door with his crossbow
and then Clara shoulder-charges it, hoping to break it down. Rolling
+Swords with Austin’s help, she gets a 14! She destroys an obstruction (the
door), but it’ll take work getting out – Austin starts directing Carlos on
how to move the door fragments so that he can roll his wheelchair out
before the room floods.
SeE ClEaR
When you try to read a dangerous situation, roll +Coins.
Danielle has lead her group into a grand assembly line in the shard, and
she’s surveying the room. A roll +Coins get a 4: she can ask one, but it’ll be
dire. She picks ‘what should I be on the lookout for’ and the Architect reveals
that the robot arms on the line will not only attack them but repair each
other. Danielle tells the group the bad news and they prepare for a fight...
ReAcH OuT
When you form a bond with a minion of the Vassal, roll +Cups.
When you call on the minion for aid, mark Void and describe how
they reshape the shard’s landscape or occupy a threat’s attention.
The crew’s found a gang of pit slaves mining away under a cruel overseer,
and promptly dispatched the whip-wielding gangmaster. Miguel
addresses the cowering slaves, asking for their help in overthrowing the
whole cruel order here. He gets a 7, and the miners – a representation of
the Vassal’s own employees – drop tools as he wins their loyalty. For a cost,
the Architect decides the shard pushes back, and an Enforcer is coming.
BlOoDsTaInEd CoMbAt
As you travel the castle, you'll face opposition. Hordes of minions,
deadly traps, powerful enforcers, and the Vassal themselves. Each
foe is pretty simple, only needing a clear concept of what they are
and one or more Qualities. Qualities are packages of Architect
reactions tied to a particular strength of the adversary, and as the
fight progresses rebels will strike away these strengths one by one.
When all qualities are destroyed, the adversary is defeated.
Minions
As you explore the castle you’ll encounter the rank and file of the
Vassal's minions: the strange inhabitants of the Vassal’s shard, the
actors and extras that play out their psychodramas. They need very
few details – just a description and a single Quality for the group.
Traps
This is a broad heading for every hostile feature of the shard’s
architecture: spikes extending from walls, boiling vats of poison,
labyrinthine mazes of teleporter traps, and so on. To put together
a trap, first decide how complex the encounter is going to be.
If the players just need to get through the trapped area, decide for
yourself what would trigger the trap and ask them what they do,
triggering exploration moves according to the fiction.
If, on the other hand, the players need to defuse or solve the trap
to get through, or it's an additional hazard in an arena, give it a
Quality. When the quality is destroyed, the trap is disarmed.
The Vassal and Their Enforcers
There are, of course, more potent foes than minions. The Vassal
has Enforcers: important fragments of their personality,
obsessions or fears that walk the castle's halls as a kind of immune
system. All Enforcers have three Qualities.
The Avatar will also have three, and on top of those have one
Quality granted to them by each surviving Enforcer.
There are also great rewards when they’re defeated. Each Enforcer
anchors the Vassal’s soul to the castle, and defeating them helps
you navigate the castle, makes the Avatar vulnerable to your
attacks, and robs the Avatar of the Enforcer’s strengths.
And when the Avatar’s killed? The investigation’s over and the
rebels seize the power in this shard and use it for their own ends –
see Rivers in the Desert, p. 70.
StRiKe
When you exploit an Opening with...
…stealth and guile, roll +Wands.
…precise insight, roll +Coins.
…direct force, roll +Swords.
…arguments and emotional appeals, roll +Cups.
On any hit, you remove the Opening and break one of the
foe’s qualities.
If you break its final quality, it’s defeated and no longer a threat.
Angus has an Opening to smash the armour of the rusted iron titan the
crew’s fighting, after Ryan spotted a weak point in an armour plate.
Swinging his hammer at the weak point, he rolls +Swords and gets a 12!
The plate smashes under his hammer, and the Architect triggers its Break
Move: the titan’s magma-hot blood spills out as Angus leaps back. If
Angus had rolled a 7-9 the Architect would have been able to add in an
extra follow-up move from the titan – stomping on Angus, maybe, or
grabbing him up in an iron fist – but as it is the crew has a few moments
to regroup and deal with the pools of burning blood.
LiNe It Up
When you watch or test an enemy to find a weak spot, roll +Coins.
PrEsSuRe
When you apply pressure to a foe and force their attention onto
you, roll +Swords. No matter what, they’ll retaliate – they get an
Opening on you.
As a ball of magma hurtles towards the group, Ryan steps forward and
channels the ice inside him into a frozen lance to piece the molten rock and
stab at the Avatar. Rolling +Swords, he gets a 10 – the lance strikes true
and knocks the foe off-balance, and Ryan decides it also impales them and
stops them moving. But the Avatar also gets an Opening on Ryan – the
Architect decides that drawing on the ice within has left him frozen and
fragile, ready to shatter at a single touch. Unless one of his allies can help
him shift it, pain is coming.
DoDgE
When you try to avoid incoming danger, roll +Wands.
Danielle thought she was safe on the other side of the arena from the chimera,
but it flexes its occult musculature to fling itself at her. She tries to duck behind
a pillar, and though she has Disadvantage from Angry the +Wands roll still
gets an 8. The chimera smashes against the wall next to her, and she decides
the impact disorients her and sends her flying away from the rest of the crew.
StAnD WiTh Me
When you reach out to bolster an ally, roll +Cups.
A patchwork doll has pinned Clara’s shadow to the floor, preventing her
from moving. Austin tries to help, and gets a 10 on the Cups roll. He spots
the crucial needle and tells Clara how to free herself; she does so, and decides
that having friends to help like this means she heals Overwhelmed.
FlEe
When you use up an Opening to escape, all rebels can come with you.
If you were fighting the Avatar, tick the Vassal’s clock.
Optional Rule: The Castle’s Treasures
If you want to spend more time in the alien halls of the castle and
show its effect on your mundane life, you can use these rules to
add in a bit more dungeon-raiding flavour.
Treasures are obvious. When you enter a room that holds one,
the Architect will pick it out in their description of the room and
say what shape it has taken.
• Hard to reach: It’s locked in a vault, high in the air, on the other
side of a chasm, etc.
• A trigger for traps: Picking it up drops a boulder, floods the
room with acid, transports you to a different plane, summons
minions to punish you, etc.
• Uncooperative: It’ll scuttle away from you, it’s lodged in a
minion’s chest, it fires lasers at anyone who approaches, etc.
• Fungible Asset: Avoid paying a cost in Wolf at the Door. Say how
the crisis gets a little weird.
• Stolen Power: Upgrade your success category (miss to weak
hit, weak hit to strong hit) on a move directly dealing with the
Vassal, their organisation, or those under their control.
WeApOnS
Your armaments in Voidheart Symphony are simple, defined by
perk tags and flaw tags. Your starting gear has one of each, but
rare weapons can have many perks or no flaws.
Defensive You can keep up your guard and protect others while
using it.
Flexible It bypasses defences and can be redirected mid-attack.
Hefty It knocks an enemy down or back.
Lingering It causes ongoing, distracting pain.
Piercing It can punch through armour and hide.
Long-Range It can attack any foe in this scene, no matter how far
away they are.
Shifting It has different shapes. Pick two flaws; only one is
active at a time, and you can switch between them at
will. Any additional perks shift alongside its flaw.
Stun It makes enemies slow and sluggish.
Tether It lets you hold onto or keep up with a foe.
Ammo or It’s liable to break or become unusable, only rearmed
Flaws
Each rebel picks an option, with effects according to the Vassal’s Tier:
Reformation
The Vassal grows a new-found conscience. They’ll publicly confess to their
crimes – though the castle will avenge them, with or without their consent.
Liberation
You push the castle away from your city, bringing a glimpse of equality,
health, and happiness to its residents.
Tier 2+ Draw a link between two locations on your map. You can
walk secret streets between them that your enemies
cannot see, with shops, clubs and hostels that would
astound the city's everyday inhabitants.
Redefinition
You feed parts of yourself to the hungry dark, becoming something new.
Mark Void and gain a black mark in Fealty. So long as you have the
black mark, you gain these benefits according to your rank...
Tier 3 You may mark Void to send out your Enforcer instead of a
wraith. They get your shadow moves instead of your covenant
moves – alongside a shadow move from any playbook.
Describe their look and signature weapon. Any conditions
they mark are passed on to you when the delve ends.
DaRkNeSs fAlLs
If the rebels abandon an investigation, the Vassal’s plan comes to
pass. They rise in the castle’s hierarchy, and bring in new blood to
replace them, while the Architect picks the impact on the rebels:
Broken
MiSs Crackdown Scorched Earth
Windows
Tier 1
Liberty
The castle’s influence will soon return, but for now your people can breathe easily.
Contact
Someone with power notices the rebels, and seeks an alliance.
Broken Windows
The castle sends a message that this behaviour will not be tolerated.
Pressured Accursed
The castle goes after those Human Vassals have failed the
particularly close to the rebel. castle, and so it despatches one of its
inhuman servants to hurt the rebels.
The subject of an intense
Covenant is seized by the It’s haunting, hunting and
castle’s forces and pressed to hurting you – treat it as an
give up details. The players pick Enforcer that has breached into
how the contact fares: the mundane world.
Broaden your scope. Add a new location to the map and link it
to an existing character, or add a new character and link them
to an existing location.
If you instead have any crises still imminent, say how they cause
long-term issues and tick a gauge. If they’re dire, gain a black mark
instead of ticking the gauge.
Erase all crises from your sheet. Go round the table, giving the
table a glimpse of your character’s day-to-day life. If you like,
highlight one of these in your scene:
A glimpse of life without the castle. A sign of change here, for better or worse.
Core Details
These are the foundational parts of your character:
Particulars
What do you look like? When others first glance at you, what's their
impression? In your intro scene, what would the camera show?
Whatever your key relationship is with the rest of the crew, you'll
gain it here as a Crew Covenant. Other members of your crew
trigger its Hangout move by spending time with you, and you gain
access to all its moves for your own use. Your playbook will have
three suggestions for your Crew Covenant’s arcana, but you
should feel free to pick another if it better suits your concept.
Covenants
These are the important people in your life: your friends, family, and
comrades in your battle against the castle. Each has an arcanum that
defines their strengths, weaknesses and personality – and also grants
you special abilities in the city and the castle through your bond.
Affinities
Your power grows as you walk the line between two poles:
• The Void that birthed the castle and embodies hunger, power,
isolation and self-interest.
• The World that surrounds you, home to the communities your
actions are impacting.
As you act, you’ll be asked to mark World or mark Void. Once you’ve
got five marks in one affinity, you erase all marks in both tracks
and gain a rank in that affinity.
When you gain ranks of World or Void you gain an advance from
playbook-specific lists tied to each affinity; World advances give
you supernatural powers or mysterious fortune in the city, while
Void advances give you extra potency in the castle.
Gauges
These five tracks show what pressures you’re currently dealing
with (see p. 20). Your playbook will note two gauges you start
better off in, and three that start under particular stress.
Role
What’s your rebel’s mundane context? They’ll fall into one of three
broad categories, with attendant difficulties to face, according to
how the castle would dismiss them:
Core Moves
Your brush with the supernatural gives you strange and playbook-
specific abilities in the real world: insights into other’s hearts, and
particular feats you can perform with the Void’s power.
Castle Details
Finally, these are your particular strengths in this shadow realm:
Castle Stats
When you enter the castle, power stirs within you. Your
capabilities here are measured by four stats: Swords, Coins, Cups
and Wands (p. 30). As a reminder:
Remember that the castle is a realm that blends the mental and
the physical, and your strengths here don’t need to match your
skills in the city. A gentle Provider can be a hulking brawler, and a
brawny quarterback Icon can be a tactical commander organising
the team from the back – this is a big chance to reveal hidden
depths to your character.
Whenever you use a stat for the first time, give it one of these
ratings: +1, +1, 0, -1. You can only use each number once.
Gear
When you defeat your first vassal, you’ll also gain a signature
weapon – an expression of your character’s personality and will to
make a change, a companion that’s always there with them in
their fight. It can be whatever you want, as long as it expresses its
Perk and Flaw (p. 68). If you’re having issues picking tags, describe
your concept for the weapon to the group and see what they think.
You also have one other item, chosen from your playbook’s list,
and can pick up another with a Void Advance. When you Delve Into
Darkness (p. 54), you can choose to swap out this gear for other
items you think will be more useful, trading them 1-for-1.
Castle Form
As your revolution progresses, you may be surprised by what you
become. Each time you gain a rank of Void or World, you pick
another way your castle form shifts and changes. When you lose a
rank you lose one of these features, moving closer to the
‘mundane’. When the power returns, you might choose to regain the
lost feature – consider how your character views it differently now.
Shadow Moves
When your Void rank rises, you can choose to pick up a special
power that lets you break the rules of the castle. For the most part
these moves don’t need you to roll to use them, but there’s a cost –
each of them needs you to mark Void to use them, drawing you
closer to becoming overwhelmed.
Advances
Finally, each playbook has two lists of advances to pick from as
your World and Void ranks increase.
Void ranks increase your power in the castle – they add to your
stats, give you extra Shadow Moves, or augment your gear.
World ranks increase your power in the city – using mystic power
to reinforce your relationships, provide support to your allies, gain
supernatural allies for your revolution, and add extra facilities to
your hideout.
Expect to lose and regain advances as your World and Void ranks
fluctuate – this is a great way to show how your approach to
revolution changes as the fight wears on.
ChAnGiNg ThInGs Up
Your rebel’s identity isn’t fixed by your initial choices here. As you
play, you’ll encounter opportunities to change things up and play
your rebel in a different way. Here’s how they work.
It’s important to note that you’re not limited to the three initial
arcana your playbook offers – a Watcher could shift to Moon, or
an Authority could shift to Chariot. Once you’ve made your choice,
think about what this means for your rebel now. How are they
approaching things differently? How do this arcanum’s abilities
manifest for you?
If you’re changing playbooks because the old one didn’t quite fit,
not out of any storytelling motive, you don’t need to wait for
Rivers in the Desert. Just rebuild your character following the
new playbook’s instructions, and don’t bring anything over.
Starting a Game
Tom is starting a game of Voidheart Symphony with his group. They’ve
already gone through step 1 of game setup (p. 16), and sketched out their
city, and now it’s time to start making characters.
First, picking playbooks. Tom looks over the list, and decides that the
Heretic sounds like fun. He tells the group that he’s really interested in
playing someone defined by their fierce drive to fight the castle. Along
with the other players, he writes his character – Ivan the Heretic – near
the centre of their relationship map.
Next is the first delve. Each rebel has a question to answer; on Tom’s turn,
he tells the group how he realised the Vassal had supernatural power. He
describes a chain of unexplained accidents that struck his colleagues, one
after another, as soon ass they started working to form a union. And he
describes seeing their manager slip a defaced coin into his best friend’s
bag, just a few hours before the friend got in a terrible car crash.
As the group’s rebels get ready to cross into their first shard, Tom picks
Ivan’s Particulars and Crew Covenant. He likes the sound of the Magician
– enjoying the sound of being skilled and resourceful – and describes
Ivan’s appearance to the group.
As the sorcerer-king falls, his power flows into the rebels. Ivan gains a Void
Rank, and with it picks up the Avenger’s Resolve Shadow Move. Tom also
adds promethean fire to Ivan’s castle form as fire wreaths his head, and
gains Improvised Bombs alongside his signature weapon – enchanted
knuckledusters (Stun, Close). Together, the group describe their hideout,
with Tom describing a workshop where he can build and repair machinery.
Then it’s time to head back to reality. Tom picks Ivan’s Role – a Prodigal
activist – and adds the bar his union comrades drink at to the relationship
map. He picks up a Vagabond covenant with his college dropout friend, and
draws a link from the bar to another contact – the local union rep. Finally,
he draws a link from another rebel’s brother back to him, as a Strength
covenant – as Ivan’s rabbi, the brother provides crucial emotional support.
With that done, Ivan and his crew are ready to head back to the fight!
ThE PlAyBoOkS
Each rebel is unique, formed from their own particular pressures
and drives, but your particular rebel will draw from one of these
playbooks.
The Authority
The Authority pushes back against the castle by building their own
kingdom. They can be an inspiring leader, or a wise mentor, or an
intimidating gang leader. In the castle, they can guide and inspire
their allies, or exert authority over the actions of their foes.
The Captive
Not everyone hurt by the castle walks away from it. The Captive’s
body may be in a coma, imprisoned, institutionalised, dead, or lost
– in some way prevented from being present in mundane society.
But their mind? That’s a spectre trapped in the void, walking the
castle’s corridors, and haunting the city. Can they make their way
back to a mundane life?
The Harlequin
Maybe they don't think your little rebellion is going to change
anything. Maybe they're trying to keep morale up. Or maybe they
think a revolution without dancing is no revolution at all. Either
way, the Harlequin tries not to take things too seriously. In the
mundane world, they might be the class clown, a slacker, or a
provocative artist; in the castle, they find alternative solutions to
problems, clown on their foes, and keep allies upbeat.
The Heretic
The Heretic rebels against the castle's insidious tendrils by
spurning all authority and forging their own path in life. They
might be a class troublemaker, a political agitator, or a grifter.
In the castle, they misdirect foes, find hidden paths, and avenge
their friends.
The Icon
The Icon is adored by society – but that adoration can be its own
set of chains. They might be a top athlete, a model, or a celebrity.
In the castle, they may be a paragon of excellence, an opponent
their foes cannot ignore, or an unassailable beacon of perfection.
The Inhuman
The strange forces of the Void sometimes find root in unexpected
places, gifting sentience to animals, forces of nature, and the
spirits of the unquiet dead. And sometimes, a castle-shard’s
inhabitants break free of those fetters and seek out others
rebelling against the castle. Whatever their origin, now they walk
the mundane world as an ordinary animal, a human simulacrum,
or even a symbiosis of willing human and alien entity. In the
castle, they can blend in with the Vassal's minions, gain insights
into their enemy's motivations, and use mystical powers.
The Penitent
The castle forces those living under it to be complicit in countless
evils – and some are more actively and enthusiastically complicit
than others. The Penitent was one of those, but now they’ve
turned against the castle and joined the rebels. Can they wield the
power it gave them without tainting the rebel’s cause, and make
amends for the suffering they inflicted?
The Provider
Sometimes the best you can do is to keep those close to you safe.
Whether they're a parent, a volunteer, or a carer, the Provider
spends their time protecting and nurturing those that depend on
them. In the castle, they heal their companions, keep the group
together, and see deep into the Vassal’s heart.
The Watcher
The signs of the castle are everywhere, if you know how to look.
The Watcher has developed the keen insight to match their hunger
to know more – useful in their daily life as a nerd, an academic, or
maybe an investigator, but also a great asset in navigating and
surviving the castle.
ThE AuThOrItY I kNoW tHaT yOu'rE lOsT aNd dEsPeRaTe.
DoN't wOrRy, I'm hErE nOw.
AnD wHo sHaLl lEaD tHeM?
The castle is hierarchy and tyranny – a parasitic system set up to
exploit the masses while insulating its nobility from accountability.
Its laws protect but do not bind its leaders, and bind but do not
protect the everyone else. Those leaders all come from the wealthy,
privileged classes, with far more in common with each other than
with their feuding supporters.
Touchstones:
• King Mob (The Invisibles). An author who forms an occult
revolutionary cell, and struggles with the challenges of leadership
and his tendency towards violence.
• Makoto Niijima (Persona 5). A student council president fiercely
committed to justice, who realises that her friends can be a much
greater force for justice than the arms of the state.
Example Builds
LeAd FrOm tHe FrOnT DeFiAnT ViGiLaNtE WiSe AdViSoR
CrEw CoVeNaNt The Auteur Justice The Sage
GeAr Gleaming armour Noble sword Signal flare
CoNtAcT The Chariot The Fool The Magician
Swords and
HiGh StAtS Swords and Cups Cups and Wands
Wands
LoW StAt Wands Cups Swords
Heroic
ShAdOw MoVe Just You and Me Voice of Command
Intervention
MaKiNg yOuR AuThOrItY
First Descent Embrace The Darkness
Before your first delve, work As you fight your first Vassal, assign
through these, and answer: one of these to each castle stat when
What’s your personal connection you first use them: +1, +1, 0, -1.
with the Vassal?
After the fight, gain a Void rank and
Particulars advance, and work through these:
Pick from each, or make your own:
Feminine, Masculine, Ambiguous,
Gear
Create a signature weapon with one
Concealed, …
perk, one flaw (p. 68). Also pick one
They, She, He, … to have every delve:
Pristine uniform, a symbol of authority,
rumpled and overworked, … □ Gleaming armour (expend to
Bright eyes, ruthless eyes, kind eyes, avoid marking a condition from a
watchful eyes, … blow).
□ Signal flare (expend to show
Teen, Young Adult, Adult, Senior, …
everyone the route to you, no
matter how distant they are).
The Crew □ A noble sword (piercing, close).
Pick one to represent what you offer the
group, and gain it as a Crew Covenant: Castle Form
Your shape in the castle shifts with
Auteur: Leadership, structure, grand your growing power. When you gain
vision. Grants the power to wield a rank of World or Void, pick one
authority, reject other’s rules, and from the lists below (or make your
dominate opponents. own) to add to your avatar. Every
Ask: Which of you works for me? time you lose a rank, erase one.
Role
Pick a category and main occupation:
Add the place where you meet with others in your organisation to the
relationship map.
Gauges
You're self-assured and resourceful. Mark one tick in Infamy and Lack,
two in the rest.
Contacts
Pick one to gain as a Major Covenant, and give them a name:
□ Chariot: The rival who spurs you to excel. Grants the power to get
places fast and stampede your enemies.
□ Fool: The novice you’re teaching. Grants the power to throw your fate
to the winds, and escape the most desperate dangers.
□ Magician: The headhunter scouting you. Grants the power to finish
tasks with a flourish, and improvise powerful magic.
Add another NPC on the map as a Major Covenant, saying what links you.
AuThOrItY AbIlItIeS
Core Moves Shadow Moves
You may always ask: Who here □ JuSt YoU aNd Me
most needs my advice? The If a foe’s within arm’s reach, you can
Architect will answer truthfully. mark Void to reshape the castle and trap
you both within an empty room. The
When you Vent, you may also pick previous state is restored when you will
this effect: it, or when you Push Through Pain.
□ VoIcE oF CoMmAnD
When you give someone an order, mark
Void and roll +Cups. On a 7-9, they must
either do it, freeze, flee or attack you. On
a 10+ give them only two of those options.
AuThOrItY AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
□ Commit to a Major Covenant. □ Add +1 to a Castle stat.
□ Pick one of your castle abilities; get lasting □ Add +1 to a Castle stat.
Advantage using it with Vent. □ Gain a Shadow Move.
□ Mystically provide a friend or follower □ Gain a Shadow Move.
with financial security. □ Gain a second Gear
□ Minions arrive in the hideout, eager to option.
help with research or red tape. □ Add a perk to your
□ Organisational charts and pinboards appear signature weapon.
in the hideout, automatically updating as
you learn more about the castle.
ThE CaPtIvE I kNoW tHiS pLaCe, I cAn hElP yOu,
bUt pLeAsE, hElP mE – I’m nOt mEaNt tO bE hErE.
If tHeY bUiLd pAlAcEs wItH oUr bOnEs,
tHeY sHoUlD fEaR oUr gHoStS
The castle chews people up, spits them out and moves on, but your
story didn’t end just because the castle was finished with you. They
might have killed you, rendered you comatose, imprisoned you, but
they couldn’t stop you. You managed to keep going, even as you were
dehumanised and pushed to the fringes of reality.
Can you still fight the castle despite how it’s changed you? Will the others
accept you as you are, and give you the help you need to fight for justice?
Will you find peace with your new state, see the value of the lessons you
learned in order to survive, bring liberation to this prison of yours? Or
will even these stubborn shreds of you be devoured by the void?
Touchstones
• Tobias (Animorphs). A kid resistance fighter stuck in the body of a
hawk, Tobias must rely on his crew to look after the friends and
family he can only watch from a distance.
• Barbara Gordon (Batman). Barbara’s shift from Batgirl to Oracle
following a spine injury shows that great trauma doesn’t stop you
from being a hero. But she also highlights the tendency to shift
disabled characters into a passive support role – make sure your
Captive’s an active, empowered participant in this revolution.
• Phoenix Wright (Apollo Justice). The Phoenix we see in Apollo Justice
is disbarred and disgraced – but as a piano player and card shark
haunting seedy bars he has access to all kinds of other resources.
The Crew
You don’t have an ordinary Crew
Covenant; instead, you have The
Shade (see following pages).
When you take an Everyday or Rebel action in the city, you can
act near your host. Your host can perceive you easily; with great
effort, you can whisper into other’s ears, gradually move small
objects, or distort electrical recordings.
Either of you can end the host bond at any time. The one who
made the decision picks one: fade their crew covenant, or mark
a condition. Whatever the choice, you return to your prison,
unless someone else present willingly accepts you.
When you spend time with the Shade, you may pick one:
• Tell them some way they’re important to you; the Shade
HaNgOuT
refreshes Fetters.
• Show them something you feel strongly about; the Shade
refreshes Abyss.
• Help them test their powers; the Shade refreshes
Torment.
World Void
□ Commit to a Major Covenant. □ Add +1 to a Castle stat.
□ Pick one of your castle abilities; get □ Add +1 to a Castle stat.
lasting Advantage using it with Vent. □ Gain a Shadow Move.
□ A library/cinema/bar/cafe appears in □ Gain a Shadow Move.
your prison, giving its inhabitants a □ Gain a second Gear
glimpse of the world outside the castle. option.
□ When you leave a host, any past host □ Add a perk to your
can accept you, wherever they are. signature weapon.
□ The hideout grows a door to your
prison anyone can use, and you’re fully
physical within the hideout’s walls.
ThE HaRlEqUiN WoE iS mE, fOr iN fIgHtInG tHe cAsTlE I
hAvE bEcOmE iT. ExCePt wAy cOoLeR, lOl
If tHe wOrLd’s a cIrCuS, bE a cLoWn.
The world created by the castle isn’t just cruel, or dangerous, or
tyrannical – it’s also absurd. Every day we’re confronted with
ludicrous ironies, barefaced lies, and paradoxical catch-22s.
The Harlequin is well aware of the absurdity of it all. Maybe this means
they’re driven to point out the contradictions and bring everyone
around them in on the joke; maybe it means they’re dedicated to
pricking the pompous superiority of their overlords and bringing them
down to earth. Or maybe it means they ignore the expectations of
conventional society and seek a life that makes them happy.
Touchstones:
• Peter Parker (Spider-Man). Your friendly neighbourhood Spider-
Man, known for constantly wisecracking in fights to infuriate his
enemies (and avoid thinking too much about the danger he’s in).
• Mako Trig (COUNTER/Weight). A hacking prodigy who fled his
restrictive upbringing to work as a mercenary. Talented, quick-
thinking, impulsive, and infuriating to his friends and his foes.
• Jason Mendoza (The Good Place). A natural Fool, Jason’s short-
sighted and impulsive actions come hand-in-hand with moments
of genuine insight and unconditional love.
•
Example Builds
WiDe-EyEd InNoCeNt CyNiCaL TrOlL ObSeRvAnT SaTiRiSt
CrEw CoVeNaNt The Fool The Vagabond The Oracle
GeAr Lucky charm Confusing fighting style A fancy jacket
CoNtAcT Temperance The Moon The Hermit
HiGh StAtS Wands and Cups Swords and Wands Coins and Cups
LoW StAt Swords Cups Swords
ShAdOw MoVe Tears of a Clown Made You Look And Next You’ll Say...
MaKiNg YoUr HaRlEqUiN
First Descent Embrace The Darkness
Before your first delve, work through As you fight your first Vassal, assign
these, and answer: What did the Vassal one of these to each castle stat when
do that you can’t just laugh off? you first use them: +1, +1, 0, -1.
Particulars After the fight, gain a Void rank and
Pick from each, or make your own: advance, and work through these:
Feminine, Masculine, Ambiguous,
Concealed, …
Gear
Create a signature weapon with one
They, She, He, … perk, one flaw (p. 68). Also pick one
Threadbare uniform, comfortable clothes, to have every delve:
weird clothes, …
Laughing eyes, bloodshot eyes, sleepy □ Lucky charm (expend to re-roll a
eyes, bright eyes, … missed roll).
□ A fancy jacket (expend to put it on
Teen, Young Adult, Adult, Senior, …
a minion and make everyone
think they’re you).
The Crew □ Confusing fighting style (cleave,
Pick one to represent what you offer the close).
group, and gain it as a Crew Covenant:
Castle Form
Fool: Innocence, spontaneity, new starts. Your shape in the castle shifts with
Grants abilities to invite surprise your growing power. When you gain a
and throw caution to the winds. rank of World or Void, pick one from
Ask: Which of you did I believe in, when the lists below (or make your own) to
no one else would? add to your avatar. Every time you lose
a rank, erase one.
Vagabond: Letting go, new perspectives,
pauses. Grants abilities to offer Myth: Will’o’the’wisp aura, siren scales,
wisdom, wait for the right moments rabbit ears, monkey tail, …
and endure pain.
Ask: Which of you enjoys wasting time Clothes: Jester motley, shapeless habit,
with me? catwalk fashion, dandy coat, …
Role
Pick a category and main occupation:
Add the place that most earns your disdain to the relationship map.
Gauges
You laugh it all off. Mark one tick in Heat and Infamy, two in the rest.
Contacts
Pick one to gain as a Major Covenant, and give them a name:
Put them on the relationship map with a link to you. Once everyone’s
picked theirs, link another NPC on the map back to you and add
them as a Major Covenant, saying what connects you.
HaRlEqUiN AbIlItIeS
Core Moves Shadow Moves
You may always ask: □ MaDe YoU LoOk
Who here would appreciate When you make yourself the centre of
a distraction? The Architect attention, mark Void to pick one:
will answer truthfully. • The enemy reveals a hidden weakness.
• The enemy ignores your allies.
When you Vent, you may also Your allies have fleeting Advantage making use
pick this effect: of this, though the enemy will act against you.
HaRlEqUiN AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
□ Commit to a Major Covenant. □ Add +1 to a Castle stat.
□ Pick one of your castle abilities; get lasting □ Add +1 to a Castle stat.
Advantage using it with Vent. □ Gain a Shadow Move.
□ Give an enemy or rival unexpected good □ Gain a Shadow Move.
fortune that will shock and unsettle them, □ Gain a second Gear
giving them a new perspective on life. option.
□ Rolled dice, shuffled decks, and flipped □ Add a perk to your
coins will tell you the result they expect to signature weapon.
give before anyone else knows.
□ Add a relaxation space to the hideout:
a karaoke bar, a cafe, a library, etc.
ThE HeReTiC StAnD wItH mE aNd wE'lL bUrN tHiS
wHoLe rOtTeN tHiNg dOwN.
If gOd eXiStS, iT bEcOmEs
nEcEsSaRy tO dEsTrOy hIm
The castle isn’t just its individual vassals – it’s a system that recruits
them, encourages them, protects them, empowers them. To fight its
horrors, it’s not just enough to take down vassals one by one: you’ll
need to dismantle that system and build a better kind of society.
The Heretic disdains societal codes and social mores, spending their
life in an eternal struggle to win freedom from the castle’s system.
But which rules create tyranny and which ones protect the vulnerable,
however imperfectly? Which heresies and violations build a better
world, and which simply hurt people? And can the Heretic win
freedom for themselves and for others, or will they be satisfied simply
winning the power to isolate themselves from the castle’s rules?
Play the Heretic to break society’s rules and flaunt authority, move
fast and burn bright, dream of an alternative world, and show others
what could be.
Touchstones
• Elliot Alderson (Mr. Robot). Elliot’s story is in part about how bringing
down an omnipresent megacorp isn’t enough. These systems make
themselves necessary for life, so how do you bring them down without
hurting the vulnerable? What do you build in their place?
• Kanji Tatsumi (Persona 4). A delinquent constantly getting into
fights thanks to his ‘feminine’ interests. He learns to accept his
interests, and fight for other’s ability to live free of shame.
Example Builds
ExPlOsIvE FiReBrAnD ShAdOwY ScOuNdReL SoCiAl ReVoLuTiOnArY
CrEw CoVeNaNt The Tower The Devil The Magician
GeAr Improvised Bombs Thief tools A reminder of your cause
CoNtAcT Sun Vagabond Oracle
HiGh StAtS Swords and Wands Wands and Coins Cups and Wands
LoW StAtS Cups Swords Coins
ShAdOw MoVe Avenger’s Resolve Shadow Step Subversive Whisper
MaKiNg yOuR HeReTiC
First Descent EmBrAcE ThE DaRkNeSs
Before your first delve, work through As you fight your first Vassal, assign
these and answer: one of these to each castle stat when
How did you realise there was a strange you first use them: +1, +1, 0, -1.
power behind the Vassal?
After the fight, gain a Void rank and
Particulars advance, and work through these:
Pick from each, or make your own:
Gear
Feminine, Masculine, Ambiguous,
Create a signature weapon with one
Concealed, …
perk, one flaw (p. 68). Also pick one
They, She, He, … to have every delve:
Distressed uniform, alternative fashion,
identity-hiding mask, … □ A reminder of your cause (expend
Sardonic eyes, wary eyes, fiery eyes, to avoid marking a condition).
frightened eyes, … □ Thief tools (expend to open any
door or breach any barrier).
Teen, Young Adult, Adult, Senior, …
□ Improvised bombs (cleave, ammo).
Add the place where you trade ideas with others to the
relationship map.
Gauges
You live for the fight. Mark one tick in Heat and Fealty, two in the rest.
Contacts
Pick one to gain as a Major Covenant, and give them a name:
□ Vagabond: The dropout who’s always willing to share their stash. Grants
abilities to offer wisdom, see the right moment and endure pain.
□ Sun: The visionary firebrand who fills you with righteousness. Grants
abilities to reveal truths, display honesty and banish darkness.
□ Oracle: The artist who helps you see a better world. Grants abilities
to reveal wonder, consult dreams and make your faith real.
HeReTiC AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
□ Commit to a Major Covenant. □ Add +1 to a Castle stat.
□ Pick one of your castle abilities; get □ Add +1 to a Castle stat.
lasting Advantage using it with Vent. □ Gain a Shadow Move.
□ Erase all traces of a friend's debts or □ Gain a Shadow Move.
criminal convictions. □ Gain a second Gear
□ You may talk to one form of vermin option.
that lives in your city. □ Add a perk to your
□ Add a costume rack to the hideout, signature weapon.
filled with props and uniforms that’ll
let you blend in anywhere.
ThE IcOn ThE dArKnEsS cAn’t sToP uS -
nOt wHeN I cAn oUtShInE tHe sUn.
StEaLiNg fIrE fRoM tHe hEaVeNs
tO lIgHt tHe wAy
The castle doesn’t treat everyone under its dominion as
disenfranchised masses crushed in its machinery. Some exceptional
individuals it uplifts as heroes – glamorous, glorious individuals
whose triumphs prop up the myth of meritocracy and make the grind
of everyday life more bearable.
The Icon is more privileged than most, even if their privileges are
contingent on their willingness to smile for the cameras. They’re the
quarterback who’s the pride of their hometown, the streamer with a
sprawling fanbase, the celebrity whose life is fodder for tabloids.
Can they use this power to push for structural change? How will their
patrons react when the Icon deviates from the role ascribed to them?
Play the Icon to manage your fame and fanbase, fight with excellence
and audacity, and be a glamorous figurehead of revolution.
Touchstones
• Aria Joie (COUNTER/Weight). A pop star turned revolutionary
fleeing the corp who owns the IP rights to her whole identity.
• Tidus and Yuna (Final Fantasy X). Tidus and Yuna both grapple with
the costs of fame – he’s a sports star thrown into an unfamiliar
world, she’s saviour and sacrifice having second thoughts.
Example Builds
InSpIrInG FiGuReHeAd PeRfEcT ChAmPiOn EvErYoNe’s HeRo
CrEw CoVeNaNt Strength The Chariot The Lovers
Bulletproof
GeAr Microphone Loyal Fans
confidence
CoNtAcT Star Auteur Wheel of Fortune
Swords and
HiGh StAtS Swords and Cups Cups and Wands
Wands
LoW StAtS Coins Coins Swords
Impossible
ShAdOw MoVe Best of the Best Audacity
Perfection
MaKiNg yOuR IcOn
First Descent Embrace The Darkness
Before your first delve, work through As you fight your first Vassal, assign
these, and answer: How is the Vassal one of these to each castle stat when
exploiting your image? you first use them: +1, +1, 0, -1.
Chariot: Travel, willpower, discipline. Myth: Siren voice, sylph wings, stag's
Grants abilities to seek out thrills, antlers, infernal hooves/tail, …
get places fast, and strike with
terrifying momentum. Clothes: Wrestler's costume, diva's
Ask: Which of you gives me a place to gown, sharpest suit, trendsetting style, …
crash when home is too far away?
Accessories: Champion's laurels,
Lovers: Harmony, consensus, partnership. spectral backing singers, gleaming
Grants abilities to see into other’s medals, glorious jewellery, …
hearts and use love to endure.
Ask: Which of you is in a committed Mien: More glorious, more terrifying,
relationship with me? more true, more serene, …
Mundane Life
When you return to reality, decide on these:
Role
Pick a category and main occupation:
Gauges
You're spotless. Mark one tick in Infamy and Blood, two in the rest.
Contacts
Pick one to gain as a Major Covenant, and give them a name:
□ Auteur: The coach guiding your growth. Grants the power to wield
authority, reject other’s rules, and dominate opponents.
□ Wheel of Fortune: An old rival, fallen on hard times. Grants the ability
to see upcoming fortune and danger, and adjust accordingly.
□ Star: A new talent, naive in the ways of your trade. Grants the ability
to reassess your options and try new things.
IcOn AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
□ Commit to a Major Covenant. □ Add +1 to a Castle stat.
□ Pick one of your castle abilities; get □ Add +1 to a Castle stat.
lasting Advantage using it with Vent. □ Gain a Shadow Move.
□ Grant a friend or ally whatever they need □ Gain a Shadow Move.
to have creative independence. □ Gain a second Gear
□ Awaken images of you; you can talk to option.
them, ask what they’ve seen, and get □ Add a perk to your
them to change their pose and expression. signature weapon.
□ Add a broadcast studio to your hideout,
able to record and transmit messages to
the city.
ThE InHuMaN
ThE CaStLe dOeSn't uNdErStAnD yOu hUmAnS,
aNd hAtEs yOu fOr iT. I'm nOt sUrE I gEt yOu
eItHeR, bUt I lOvE eVeRy sEcOnD.
We aRe mOrE tHaN oUr cReAtOrS
For as long as the castle has granted toxic power to human servants,
it’s also given them servants. But the Void is a fickle thing, and
anything created from it cannot help but feel an urge for freedom,
for independence, for will. So it is with the Inhuman.
You may have been a minion, now broken free; a creature or object hit
with an errant shard of power and gradually awakening to selfhood;
a victim of the castle whose departing spirit clutched onto the power
that killed them to cling onto existence. Your perspective on the city
may be far removed from ‘normal people’, and the other rebels may
find your everyday needs strange and challenging to meet, but your
instinctive understanding of the Void is beyond compare.
Touchstones
• Aigis (Persona 3). A robot made as a weapon by a mysterious
organisation, Aigis finds unexpected joy in going undercover in
the protagonist’s school and finding her own reasons to live.
• Adam? (Frankenstein). A created life has no obligation to pursue
the wishes of its creator, as this creature’s quest for its own
identity and rejection of its ‘father’ powerfully shows.
Example Builds
FeRaL BeAsT VoId NaTiVe AvAtAr oF ChAoS
CrEw CoVeNaNt The Moon The Star Death
GeAr Gleaming claws Portable hole A disguise
CoNtAcT Strength Judgement Sage
HiGh StAtS Swords and Wands Wands and Coins Cups and Coins
LoW StAtS Cups Swords Wands
ShAdOw MoVe Apparition’s Blade Psychopomp Ghost Eater
MaKiNg yOuR InHuMaN
First Descent Embrace The Darkness
Before your first delve, work through As you fight your first Vassal, assign
these, and answer: one of these to each castle stat when
How did the rebels catch your you first use them: +1, +1, 0, -1.
attention? Why are you helping them?
After the fight, gain a Void rank and
Particulars advance, and work through these:
Pick from each, or make your own:
Feminine, masculine, ambiguous,
Gear
Create a signature weapon with one
concealed, …
perk, one flaw (p. 68). Also pick one
They, She, He, … to have every delve:
Animal, construct, spirit, ghost, dream, …
Human(ish), urban animal, bizarre □ A disguise (expend to pass as a
creature, … castle minion).
□ Portable hole (expend to open a
The Crew door to the hideout for a few
Pick one to represent your origins, and moments).
gain it as a Crew covenant: □ Gleaming claws (piercing, close).
Role
Pick a category and a vocation:
Add the place where you go to explore your new identity to the
relationship map.
Gauges
You're not completely real. Mark a tick in Blood and Lack, two in the rest.
Contacts
Pick one to gain as a Major Covenant, and give them a name:
InHuMaN AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
□ Commit to a Major Covenant. □ Add +1 to a Castle stat.
□ Pick one of your castle abilities; get □ Add +1 to a Castle stat.
lasting Advantage using it with Vent. □ Gain a Shadow Move.
□ Free an Enforcer from their Vassal and □ Gain a Shadow Move.
let them build a new life. □ Gain a second Gear
□ Add a portal to your hideout leading option.
directly to your target’s shard. □ Add a perk to your
□ Grant sentience to the hideout, and give signature weapon.
it some kind of avatar that can speak to
you and use the hideout’s facilities.
ThE PeNiTeNt I kNoW I’vE dOnE wRoNg.
CaN yOu sHoW mE hOw tO dO rIgHt?
A gOoD mAn wHo sErVeS a gReAt eViL iS nOt
wItHoUt sIn; He mUsT rEcOgNiSe aNd
aCcEpT hIs cOmPlIcItY.
Guilt is a potent force – it can cause you to reassess your life, seek
forgiveness for your actions, and devote yourself to making amends.
But the castle’s mindset is insidious: a crew of rebels that makes use
of your power and privilege might end up regretting the ways your
methods twist their cause and taint their victories.
Will you shed the vassal mindset and fight for liberation? Or will you
balk at revolution, seek an easy life, and return to the castle’s embrace?
Touchstones
• Michael (The Good Place). A demon who served the system by
building new torture methods, finding grace and happiness by
discovering his softer side and building a kinder world.
• Tyrell Wellick (Mr Robot). A cold-blooded corporate VP who ends up
in an uneasy alliance with anarchist hackers, leading to divided
loyalties and a struggle to shed the corporate mindset.
• Zuko (Avatar: The Last Airbender). A prince of an imperialist power
who realises the humanity of those he’s hurting and the ways the
empire’s hurt him too, and switches sides to build a better world.
Particulars
Pick from each, or make your own:
Feminine, masculine, ambiguous, concealed, …
They, She, He, …
Tailored finery, ostentatious jewellery, affected informality, extremely
nondescript fashion, …
Bloodshot eyes, guilty eyes, intense eyes, distant eyes, …
Teen, Young Adult, Adult, Senior, …
Your Vassalage
You don’t get a Crew Covenant yet. Instead: how deeply did you serve
the castle?
Knight: A petty tyrant hurting a small community. Start with two Void
Ranks (and advances) and four Vassal Moves.
Noble: A despot inflicting pain on a full city district. Start with three Void
Ranks (and advances) and five Vassal Moves.
Also, create a signature weapon with one perk, one flaw (p. 68).
Castle Form
Your form has one per Void rank: Red right hand, crude oil tears, miasma
of smog, bloodstained riot gear, tormented spectres, …
Your form gains one when you lose a Void rank, and loses one when you
gain a Void rank: Unmasked face and vulnerable body, bandaged and healing
wounds, charms sealing away darkness, jewelled and destigmatised mutations, …
Your form has one per World rank: Sprouting flowers, brick and concrete
flesh, vibrant graffiti, memento-filled lockets, …
Aftermath Mundane Life
As you fight your first Vassal, assign When you return to reality, decide
one of these to each castle stat when on these:
you first use them: +1, +1, 0, -1. When
the fight’s over, work through these: Crime and punishment
How did you hurt people? How were
Gear you punished when you stopped?
Pick one to have every delve:
□ Fist: Using violence to force
□ Inner Demon (expend to compliance.
summon them from your heart; Take a Black Mark in Blood if you
they’ll rampage wildly once freed). stood up to them.
□ Fiendish PA (expend to take an □ Voice: Manufacturing consent
extra Shelter action). for cruel policies.
□ Flames of Torment (lingering, Take a Black Mark in Infamy if you
painful). publicly recanted.
□ Purse: Taking resources from
Crew Covenant people who need them.
Ask the others how they need you Take a Black Mark in Lack if you
to prove yourself to them, and gain made reparations.
it as a Crew Covenant:
If you made a quiet exit instead, take a
□ Sage: Use your knowledge to Black Mark in Fealty.
help their fight.
□ Gardener: Dedicate yourself to Add the place where you did this
helping others. work to the relationship map.
□ Strength: Commit heart and
soul to the fight. Gauges
□ Devil: Show them how to be You’ve just started becoming someone
powerful like you. better. Mark three ticks in Fealty
□ Judgement: Show them the and Heat, one in the rest.
secrets of this other world.
□ Hermit: Take a step back and
listen to the castle’s victims.
□ Auteur: Give them the use of
your material resources.
□ Wheel of Fortune: Humble
yourself and realise your
privilege.
ThE PaTh oF PeNiTeNcE
There are many things you’ll need to do to pull away from the castle’s influence.
When you hit one of these triggers, check off Penance next to it.
□ Divestment: Put assets you gained from the castle in the hands of those
working for justice.
□ Atonement: Apologise publicly, clearly, and unreservedly for harm you’ve caused.
□ Accountability: Listen to and learn from groups affected by your actions.
□ Transformation: Accept your own weaknesses, and become someone the old
you would’ve hated.
□ Uprising: Put your safety on the line to bring down those who cause suffering.
When your Stain gauge fills, when you If you have no Penance ticks, that’s a
wield your power without thought for Lapse. Otherwise, check against 6 –
the consequences, when you profit from Penance ticks.
other’s suffering, or when you do
anything else the group thinks counts, On any hit, you shake off more of the castle’s
you Lapse. perspective – lose a Vassal Move. If you’ve
already lost them all, change playbooks,
Check against Fealty, and on any hit carrying over as many of your stats,
choose your gut response: advances and castle abilities as you like.
• Horror at your actions. Lose a Void rank On a weak hit, you’re not able to make a
and treat the fallout as an extra crisis. clean break, and it costs you. Take a
• Indulgent self-loathing. Lose a World black mark in an appropriate gauge.
rank, and fade your Covenant with a
contact you decide to protect from On a miss, there’s something crucial
monsters like yourself. you’re just not getting yet. Ask the other
• Callous justifications. Fade your Crew rebels what they think it is, and gain
Covenant, and take a Vassal Move. fleeting Advantage on this check if you
work on it.
On a weak hit or miss, erase a Penance
check – or if you have none, tick Fealty. Then erase all Penance ticks.
World Void
□ Commit to a Major Covenant. □ Add +1 to a Castle stat.
□ Pick one of your castle abilities; get □ Add +1 to a Castle stat.
lasting Advantage using it with Vent. □ Gain a Shadow Move.
□ Grant another rebel a free World Advance. □ Gain a Shadow Move.
□ Pick a location; neither you nor any □ Gain a second Gear
other Vassal can use their powers there. option.
□ Decorate the hideout with reminders □ Gain a second signature
of those your crew has helped and weapon.
those they couldn’t.
ThE PrOvIdEr We hAvE tO cArE fOr eAcH oThEr. ThAt’s tHe
oNlY wAy tHiS bEcOmEs sOmEtHiNg tHaT lAsTs.
FrOm eAcH aCcOrDiNg tO tHeIr MeAnS,
tO eAcH aCcOrDiNg tO tHeIr nEeDs
To some, revolution looks like burning palaces and sharpened guillotines.
To others, it looks like their pet policies implemented and proved correct.
To the Provider? It looks like those they care for being able to live lives
free of pain and persecution. It looks like every hungry child fed,
every pain salved, every soul housed and warm.
More than any other playbook, the Provider delves into the double-
edged sword that is affinity to the World. Living your life showing
others they matter and caring for their needs can be extremely
rewarding, but it can also be a fast track to burnout and exhaustion.
You’re only mortal, after all, and your resources are finite. How do
you help others in a way that maintains your ability to help?
Touchstones
• Steven Universe (Steven Universe). As the youngest member of the
rebellious Crystal Gems, Steven has a lot of pressure on him to
fight. But it’s his drive to protect and care for others that’s the key
to his story – and his greatest victories.
• Moominmamma (Moomins). Calm, dependable and caring,
Moominmamma goes to great lengths to make sure her little
house is a place of comfort and healing for the world’s misfits.
Example Builds
MoThEr HeN ReSoUrCeFuL FrIeNd DePeNdAbLe AnChOr
CrEw CoVeNaNt The Gardener Wheel of Fortune Temperance
GeAr Home cooking Sanctified bow Hard-wearing clothes
CoNtAcT Lovers Death Tower
HiGh StAtS Cups and Wands Cups and Coins Cups and Sword
LoW StAtS Swords Swords Wands
Endlessly
ShAdOw MoVe Self-Sacrificing Mama Bear
Resourceful
MaKiNg yOuR PrOvIdEr
First Descent Embrace The Darkness
Before your first delve, work through As you fight your first Vassal, assign
these and answer: Who did the Vassal one of these to each castle stat when
hurt, and how did you comfort them? you first use them: +1, +1, 0, -1.
Role
Pick a category and main occupation:
Add the place where you go to look after your dependants to the
relationship map.
Gauges
You stay strong for others. Mark a tick in Fealty and Blood, two in the rest.
Contacts
Pick one to gain as a Major Covenant, and give them a name:
□ Tower: The charity case you can’t help but take care of. Grants abilities
to endure great hardship and accept pain in order to succeed.
□ Death: A critically-ill confidante making peace with their end.
Grants abilities to ask incisive questions, stage interventions,
and work strange surgery.
□ Lovers: The paramour/partner you can trust implicitly. Grants abilities
to remember you worth, read other’s hearts, and use love to endure.
PrOvIdEr AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
□ Commit to a Major Covenant. □ Add +1 to a Castle stat.
□ Pick one of your castle abilities; get lasting □ Add +1 to a Castle stat.
Advantage using it with Vent. □ Gain a Shadow Move.
□ Pick a community nonprofit, food bank, □ Gain a Shadow Move.
mutual aid society, etc. that will no longer □ Gain a second Gear
need to worry about resources. option.
□ Gain the aid of a guardian spirit; when you □ Add a perk to your
send it to watch over someone, you’ll know if signature weapon.
they run into danger.
□ Add plentiful supplies to the group’s hideout,
able to feed, rest and care for a dozen people.
ThE WaTcHeR
HoW dO yOu fIgHt sOmEtHiNg yOu cAn't eVeN sEe?
By lOoKiNg fOr tHe pAiN iT cAuSeS, tHe oNeS wHo
bEnEfIt, tHe cRaCkS iT sEePs tHrOuGh.
ThE TrUtH ShAlL SeT YoU FrEe
The castle exploits us, inflicts cruelty upon us, neglects us, but it also
hides from us – it’s a lot easier to rule over a populace who believes
they are free. It blames its crimes on a host of other things: the
whims of cruel fate, the schemes of a despised underclass, the
impossibility of any better world than this.
The Watcher sees through the castle’s lies. They’ve noticed the patterns
linking the crimes of disparate Vassals, the occult strangeness wound
through this city, the creatures and spirits visiting this place from
another plane. And they will expose those lies to the world.
Play the Watcher to spot the hidden truths hiding behind the
mundane world, see your foe’s hidden weaknesses and strike from
afar, and ask what boundaries you’ll cross to learn the truth.
Touchstones
• Futaba Sakura (Persona 5). An agoraphobic shut-in and world-
famous hacker, Futaba lends her keen observation skills to the
Phantom Thieves as they in turn help her open up to the world.
• Granny Weatherwax (Discworld). The Discworld’s most powerful
witch barely ever works overt magic. She instead relies on
‘headology’ – keenly observing and manipulating people’s hopes
and fears so they do what she wants with no spells required.
Example Builds
TrUtH-SeEkEr OcCuLt InItIaTe ShAdOwY ScOuT
CrEw CoVeNaNt The Sun Judgement The Hermit
GeAr Detailed notebook Hunting rifle Smoke bomb
CoNtAcT Justice Devil Gardener
HiGh StAtS Swords and Wands Wands and Coins Cups and Wands
LoW StAtS Cups Swords Coins
ShAdOw MoVe Eyes on the Inside Chaos Eyes Astral Projection
MaKiNg YoUr WaTcHeR
First Descent Embrace The Darkness
Before your first delve, work through As you fight your first Vassal, assign
these, and answer: Who’s the Vassal one of these to each castle stat when
going after now? you first use them: +1, +1, 0, -1.
The Sun: Perception, clarity, vision. Myth: Grigori eyes, gargoyle skin,
Grants abilities to reveal truths, mothman wings, ghost translucence, …
display honesty and banish darkness.
Ask: Which of you found fortune through Clothes: Street camo, PI longcoat,
my advice? cyberpunk apparel, urbex rigging, …
Role
Pick a category and a vocation:
Gauges
You keep your distance. Mark a tick in Infamy and Heat, two in the rest.
Contacts
Pick one to gain as a Major Covenant, and give them a name:
□ Devil: The journalist you swap tips with. Grants abilities to test
other’s boundaries, deceive employers, and embrace power.
□ Gardener: The (surrogate?) parent who makes sure you’re safe and well.
Grants abilities to tend to others and share useful wisdom.
□ Justice: The whistleblower who leaks to you. Grants the power to
unearth crimes, hold authorities to account, and fire up your allies.
WaTcHeR AdVaNcEs
When you get a new rank in void or world, get an advance.
When you lose a rank, lose an advance.
World Void
□ Commit to a Major Covenant. □ Add +1 to a Castle stat.
□ Pick one of your castle abilities; get lasting □ Add +1 to a Castle stat.
Advantage using it with Vent. □ Gain a Shadow Move.
□ A friend or ally gains a sixth sense that can □ Gain a Shadow Move.
detect the castle. □ Gain a second Gear
□ Gain an animal familiar that you can project option.
your mind into. □ Add a perk to your
□ Scrying windows appear in the hideout, able signature weapon.
to observe locations you’ve been to in the city
and the castle.
ChApTeR 4
CoVeNaNtS
Covenants are the core social drivers of Voidheart Symphony.
They're the bonds that hold your ragtag group of rebels together,
and the outside connections they can call on when they're in
trouble, or need to blow off steam.
MiNoR CoVeNaNtS
Not every friend or acquaintance is deeply, consciously,
metaphysically tied to your revolution. Those contacts who are more
fleeting, uncertain, or kept at a safe distance are represented with
Minor Covenants. They don’t have the rules impact of Major
Covenants, but can be elevated to that state with work and attention.
Once you’ve met a covenant’s need, mark World, set your Covenant
with them to Major, and decide on its Arcanum (see next page). To
set the Covenant to Intense, Check In with them and trigger their
hangout move for the first time!
MaJoR CoVeNaNtS
Major Covenants are bonds with people invested in your rebel and
bought in to their revolution. You’ll start out with three – a Crew
Covenant (see p. 31), and two with non-player characters (contacts).
Each has one of these Arcana:
0 The Fool Naïve and hopeful, trusting in fate.
1 The Magician Skilled and ambitious, acting with flair and verve.
2 The Oracle Instinctive and spiritual, revealing hidden beauty.
3 The Gardener Nurturing and abundant, healing and comforting.
4 The Auteur A visionary authority commanding others.
5 The Sage Learning, understanding, and institutional power.
6 The Lovers Caring, empathetic, making those they love feel valued.
7 The Chariot Daring, energetic and dynamic.
8 Strength Empathetic, mindful, and in charge of their emotions.
9 The Hermit Reclusive, but finding wisdom from their distance.
Someone who helps you see hidden dangers and
10 Wheel of
Fortune surprising opportunities, prepared for good or bad news.
11 Justice Someone passionately fighting for their community.
12 The Vagabond A peaceful soul who shows you the value of letting go.
13 Death An agent of change forcing you to confront hard truths.
14 Temperance An agent of moderation, levelling out your highs and lows.
15 The Devil Temptation, boundary-pushing, and power-chasing.
16 The Tower Accepting disaster and picking up the pieces afterwards.
17 The Star Something new, unrefined, but exciting and revelatory.
18 The Moon A force of primal chaos, illusion, and the alien.
19 The Sun An insightful and upright seeker of truth.
20 Judgement A distant, powerful figure sitting in judgement.
A covenant’s Arcanum sets the context of the relationship, guides
how you might cultivate it, and gives you moves to use in the City
and the Castle. These moves represent any number of ways your
character’s relationships help them grow, inside and out. You
might learn better fighting strategies from your time spent
playing video games with the Chariot, or call on warm memories
of your time with the Lover to push through tough situations.
Each Major Arcanum has an example contact that you can, but don’t
have to, use in your game. Each shows how a bond of this type might
help you, and how this person might be vulnerable to the castle.
Changing Arcanum
If you want to change the arcanum of an existing Major Covenant,
Check In with them as if they were a Minor Covenant to get an idea
of what they’d need from you to change the relationship’s context.
Meet this need to change their arcanum.
Removing a Covenant
There’s many reasons why you might not want to have a covenant
with someone on your sheet any more.
Whatever your reason, you can erase a Covenant from your sheet
at any time. When you do this, discuss with your group whether it
felt like there was a clean break, or if it’d be more appropriate for
you to mark a condition or tick a gauge to represent the untidy
fallout of this breakup.
Forming a Covenant: The Hairdresser
During an investigation into a TV star, Dylan hit it off with
Rosaline, a hairstylist who used to work in showbiz. Later Dylan
Checks In with her at her hair salon, in an out-of-the-way corner
of the city. As they chat the Architect reveals Rosaline’s need:
she’s bored with the staid cuts her clients ask of her, and would
dearly love an opportunity to experiment with the sort of styles
she enjoyed attempting back in her heyday.
152
Hangout Move
When you hang out with the Fool, the Architect will describe a strange coincidence
that strikes nearby. If you get to the truth of what happened, you’ll discover
something that heals a condition or gives information on the Vassal or their victims.
City Move
Sometimes things just work out, against all odds. When you go over the top to fix a
problem in your life, roll a single die.
On a 4+, it somehow works – quell a crisis.
On a 1-3 things go very wrong – max out the gauge linked to the crisis.
Castle Move
You live a charmed life. When you search for a way out of lethal danger, roll 2d6. No
matter what, you’ll be removed from the situation; on a 10+ you say what state you’re
in when you return, on a 7-9 the Architect will. On a 6-… we’ll next see you in the
Avatar’s company.
153
i CiAn
ThE MaG
154
Hangout Move
When you help the Magician with a project of theirs, they teach you a mundane
skill you didn’t know before (lock-picking, painting, mixing music, etc). The next
time you use it, roll with advantage.
City Move
The Magician inspires you to go beyond. When you quell a crisis, you can mark a
condition to pick one:
• It’s enduring: If this crisis is dire, it’s not any longer.
• There’s momentum: You can also quell another rebel’s crisis.
• It’s enticing: Someone who sees your work wants to meet you.
Castle Move
When you improvise a ritual to protect from danger, grant a temporary ability, or
make a potent weapon (2 perks,1 flaw), roll +Coins. On a hit, it works, at least for this
delve. On a 7-9 the Architect will give your magic a weakness, quirk, or unintended
side effect.
155
cLe
ThE OrA
156
HaNgOuT
When you let the Oracle show you a hidden place in the city, their player will
describe what makes it beautiful, and how it’s at risk. When you magnify its beauty
or protect it from danger, heal a condition.
CiTy MoVe
Once each day, you can declare that you had a dream about your current situation.
Ask the Architect a question in the form of ‘What will happen if I ____?’.
They’ll describe an element of your dream that answers your question.
You have fleeting Advantage if you go ahead with your proposed action.
CaStLe MoVe
When your make your faith manifest, roll +Cups. On a hit, radiant light prevents
creatures of the castle from coming within a few metres of you.
On a 7-9 pick 2, on a 10+ pick 1:
• You can't move without breaking the shield.
• You can't attack without breaking the shield.
• It only shields you.
157
d EnEr
ThE GaR
158
HaNgOuT
WhenyouvisittheGardener, they give you something impractical but important; a
book, an accessory, a pot plant, etc. So long as you keep it with you and draw strength
from it,once per investigation you may turn a missed move into a weak hit.
CiTy MoVe
When you Check In with a rebel, you may refresh one of their gauges. If you do,
pick the cost:
• Tick Lack, as you dig into your own stocks.
• Tick Fealty, as you resent them a little for needing this.
• Grow protective, taking lasting Disadvantage the next time they’re hurt until
you can tend to them.
CaStLe MoVe
The Gardener haunts you, gauzy and insubstantial. When you ask the spirit for
advice, the Architect will give an answer that gives fleeting Advantage, but pick one:
• They confuse parts of their life for your situation.
• They cannot perceive some significant detail.
• They ask you to promise something before they answer.
159
eUr
ThE AuT
160
HaNgOuT
When you spend time with the Auteur, they can offer you a risky task you can perform
to help their organisation. They get to decide what it is, you decide if you want to take
it. If you carry it out, you both refresh Infamy or Lack on top of any other outcomes.
CiTy MoVe
You draw structure and certainty from your relationship with the Auteur. When
you comprehensively reject a group identity society has placed on you in favour of
one you’ve found for yourself, remove a tick in Fealty.
CaStLe MoVe
When you use up an Opening to display your power over an opponent, roll +Swords.
On a hit, remove the Opening; on a 7-9 gain 1 Insight, on a 10+ gain 3. So long as you
have Insight, you have Disadvantage on PushThroughPain. Spend Insight to:
• Redirect the opponent’s attack towards you.
• Reveal their weakness and give an ally fleeting Advantage.
161
e
ThE SaG
162
HaNgOuT
When you go to the Sage asking for their advice with a problem, they can tell you what
to do. So long as you are doing exactly what they said, roll with lasting Advantage.
CiTy MoVe
The Sage has given you access to an exclusive group. When you use your membership
of this group to open doors,gain fleeting Advantage on any Infamy check. If you miss
the check, the Architect will say how this ends up hurting the group.
CaStLe MoVe
The Sage has shown you how to learn from others – even the strange inhabitants of
the castle. When you Reach Out to a minion and call on them for aid, gain fleeting
Advantage on Travel the Labyrinth.
163
eRs
ThE LoV
If your character is in a relationship with multiple partners, you could use this
covenant to represent the whole group – or pick one partner who provides this
covenant’s benefits, and pick out other covenants for your other paramours.
164
HaNgOuT
When you spend time with the Lover, ask them: What do you most love about me?
When you act in line with the vision of you they see, roll with fleeting Advantage.
CiTy MoVe
With the Lover held close, you gain a better understanding of what others hold
precious. For every five minutes you watch someone socialise, you can ask their
player one of these questions; their player will answer honestly.
• Are they in love?
• Are they satisfied with their life?
• What is most precious to them?
• Who here do they most rely on?
CaStLe MoVe
The Lover gives you the resolve to endure. When you mark a condition, you may
draw strength from your relationship: heal another condition or get fleeting
Advantage. If you do, promise the Lover something you’ll do for them when you get
out of here. If you don’t do it, fade this covenant.
165
r IoT
ThE ChA
166
Hangout
When you hang out with the Chariot, they can dare you to do something
dangerous. If you go through with the dare, heal a condition; if you stand your
ground and refuse, they’ll respect it but the next dare will be riskier.
City Move
When things get tough, the tough get going. When you start running, gain 1 hold
per Condition currently marked. Spend 1 hold to:
• Dodge around an obstacle in your path;
• Evade a pursuer;
• Gain definite hold of a means of transportation.
Castle Move
Against an unbeatable foe, you become an unstoppable force. When you charge an
enemy, roll +Swords. On a hit, you crash into them and push them far away from
where they were. If you had an Opening, exhaust it to pick one:
• Smash them into something, dealing damage as per Strike;
• Hurl them far away, giving your group breathing room.
167
Th
StReNg
168
HaNgOuT
When you hang out with Strength, you can talk through a condition you’re
struggling with. When you next miss a roll affected by that condition, heal it or
upgrade the result to a weak hit/7-9.
CiTy MoVe
Strength teaches you how to use the solidarity of your allies. So long as you are
standing side by side with other rebels, you can mark a condition instead of
them (and vice versa).
CaStLe MoVe
Your emotions don’t control you – you control them. When you make a fight
intensely personal, mark a condition to get lasting Advantage fighting this enemy.
169
mIt
ThE HeR
170
HaNgOuT
When you hang out with the Hermit, in-person or online, they'll tell you
something interesting they spotted recently – about a location, a local celebrity,
or a new social trend. Get fleeting Advantage when you make use of the lead.
CiTy MoVe
The Hermit shows you a way out. When you use Rebel Eyes to scrutinise a
location, you always also find a hidden entryway, exit, or hiding place.
CaStLe MoVe
When you use a distraction to escape an opponent's attention, roll +Wands.
On a hit you can put a safe distance between you and them. On a 10+ pick one:
• You're hidden from all foes until you next take action;
• Your disappearance confuses the foe, giving your allies breathing room.
171
F FoRt UnE
WhEeL o
172
HaNgOuT
When you hang out with the Wheel of Fortune, flip a coin. On heads, they show
you an opportunity you hadn't considered. On tails, they show you how the course
you're on might lead to disaster. Gain fleeting Advantage acting on their insights.
CiTy MoVe
When you help someone in need, gain 1-Balance. Spend 1-Balance to receive
unexpected charity or camaraderie, giving you fleeting Advantage on Connect or
Let Your Hair Down.
CaStLe MoVe
When you would roll without Advantage or Disadvantage, you may get
1-Balance by giving yourself fleeting Disadvantage, or spend 1-Balance to give
yourself fleeting Advantage.
173
JuStIcE
174
Hangout
When you spend time with Justice, you can help them talk through the details of
their current case or sit in on a meeting with community members. Pick one to
learn about: the Vassal's current activities, a new contact who needs help, a threat
to another rebel's Role.
City Move
The systems of this city are unjust and perpetuate inequality, but with Justice you
can – for a moment – force them to work towards their putative lofty goals.
When you’re trying to convince a public servant to do their job, you can Make a
Stand checking against Fealty instead of Blood.
Castle Move
Eye for an eye, tooth for a tooth. When you remove an Opening from an ally with
Stand With Me, fade this covenant to force your adversary into the same danger
and place an Opening on them.
175
G aBoN d
T h E Va
176
Hangout
When you hang out with the Vagabond, you can tell them about a dilemma
you’re facing. Whether through the Vagabond’s advice or otherwise, the
Architect will tell you what the immediate consequences of each choice would be.
City Move
The Vagabond gives you the patience to watch and wait. When you stake out a
target, a hit on Pass Beneath Notice gives you fleeting Advantage on Rebel Eyes.
Castle Move
The Vagabond teaches you serenity in pain. When you mark a condition in a fight,
hold 1. Spend 1 to reveal a weakness in the adversary’s fighting style and give
another rebel fleeting Advantage against them. Spend 3 to create an Opening.
177
DeAtH
178
HaNgOuT
When you spend time with Death, they can ask you one of these:
What’s your biggest regret? Who do you wish wasn’t in your life? What’s your biggest worry?
You don’t have to answer honestly, but both of you will know if you lie.
CiTy MoVe
When you stage an intervention for someone you care for, pick two:
• They’re driven to change things.
• They don’t resent you.
• There’s a clear route to a better life.
• They have the support they need to make the change.
CaStLe MoVe
Sometimes a part must die for the whole to live. When you surgically amputate
part of another rebel, inflict a condition on them to let them pick one:
• They remove a Blood-related crisis.
• Their Void Rank drops by 1.
• They’re freed of a lingering curse, poison, or wound, here or in the city.
The amputated part returns in the city – but the scar lingers.
179
nCe
TeMpErA
180
HaNgOuT
When you hang out with Temperance,they help you balance out the worries in your
life. Move a tick from your stress gauge with the most ticks to the one with the least;
work out with the Architect what advice Temperance gave you to effect this change.
CiTy MoVe
Temperance teaches you… well, temperance. If you only take one action during a
day, gain one extra action, Everyday or Rebel, the next day.
CaStLe MoVe
When you act as a mediating force between your friends, you can work a strange
alchemy. Pick one or more other rebels and average out the Void or World marks
you each have recorded. You say where any remainder goes.
For example: You mediate Void between yourself and two others.
The three of you have one mark, three marks and four marks,
so there's 8 marks to distribute – leaving you at 3, 3 and 2.
181
iL
ThE DeV
182
HaNgOuT
When you hang out with the Devil, they test your boundaries. Their player
secretly decides if they’re going to be helpful or hurtful; you secretly decide if
you're receptive or dismissive. If you're receptive and they're helpful, it's better
than you expected – heal a condition and mark Void. If you're receptive and
they're hurtful, it's worse than expected – mark Fealty and fade this covenant.
Otherwise, it's a pretty normal hang.
CiTy MoVe
When you tend to the Wolf at the Door, you can fake a solution to one of your
crises instead of paying a cost. If you do, check against Infamy. On a hit, it
works. On a weak hit, your deception has its flaws – get fleeting Disadvantage in
the city. On a miss, the consequences are dire.
CaStLe MoVe
The Devil shows you how looking after number one isn’t necessarily harmful.
When you Evoke the Covenant and put another rebel in trouble, they get fleeting
Advantage escaping the danger you put them in.
183
eR
ThE ToW
184
HaNgOuT
When you hang out with the Tower, they decide what they’re looking for:
escapism or assistance. They can’t tell you directly, but can gesture at it with their
roleplaying. If you provide what they’re looking for, you gain fleeting Advantage
on Fealty or heal one of their conditions. If you let them down, and especially if
you do the other one, they’ll lose some trust in you and in society, and if they’re a
rebel they get fleeting Disadvantage on Fealty checks.
CiTy MoVe
When you’re at your lowest point, the Tower is there to let you know you’re not
alone. Once per investigation when you max out a gauge, the Tower will appear
and help with your problems – fully refresh that gauge.
CaStLe MoVe
There’s power in destruction, even when it’s indiscriminate. When you accept
pain in order to achieve your goals, succeed at a move as if you’d rolled a 10+ but
also pick one of the 10+ results from Push Through Pain.
185
r
ThE StA
186
HaNgOuT
When you hang out with the Star, they'll say what they're in the process of
creating. It might be a new project, or the next stage of a familiar one. At some
point in the scene they'll ask you what you think; describe your honest feelings
about it and your place in the world to mark World or Void as appropriate.
CiTy MoVe
The Star lets you find unexpected paths when you think you're lost. If you find
yourself unsure where to go or can't see a way out, call on the Star. The Architect
will give you a definite way forward or way out; get fleeting Advantage using it.
CaStLe MoVe
The Star awakens inner potential. Once per delve when you spend some
moments meditating on who you want to be, pick a Shadow Move from a
playbook no-one else is using. You can use that move for the rest of this delve,
and then you lose it and can’t gain it this way again.
187
n
ThE MoO
188
HaNgOuT
When you hang out with the Moon, anything can happen. It might be a
hallucination, a vision, or the world's wonders becoming visible. If you throw yourself
into this unreality, you can swap one condition you’re suffering for another.
CiTy MoVe
When you consult your dreams for guidance, toss a coin. On heads, the Moon is
present in your dreams, and will show you something important. Gain fleeting
Advantage acting on their message.On tails,the dreams are nightmares.Pick one: gain
lasting Disadvantage for the next day,or realise something uncomfortable about yourself.
CaStLe MoVe
When you reject your humanity as you throw yourself into a battle, say how your
body twists and changes. For the rest of this fight, you can mark a condition to:
• Get an automatic 6- on Push Through Pain.
• Go somewhere it’d be impossible for you to go normally.
• Turn your limbs into weapons (tether, flexible, close).
189
ThE SuN
190
HaNgOuT
When you spend time with the Sun, at any point in the conversation you can ask
them one of these questions. The Sun will do their best to answer, and their answer
will be more right than wrong.
• Who's really behind ____ ?
• What's the connection between ____ and _____ ?
• Who's keeping ____ a mystery?
If the Sun is another rebel, they can consult with the Architect before answering.
CiTy MoVe
When you speak truly and honestly to someone when you Make A Stand, all present
know that you speak the truth.
CaStLe MoVe
When you bring out the light within, roll +Cups. On a hit, you illuminate the area
with warm yellow light. On a 7-9 pick one, on a 10+ pick two:
• You burn away illusions and shadow.
• The light illuminates something useful to you.
• Hostile creatures may only see you.
• You can wield the light as a weapon (long-range, stun, grazing).
191
EnT
JuDgEm
192
Hangout
When you meet with Judgement, it'll be in a liminal space only lightly touching the
mundane world. If you ask them to, they can perform a ritual to swap out any one of
your Advances for another.
City Move
Judgement lets you peer into the disposition of souls. When you ask the Architect
if someone in this scene empowered by the castle, they’ll answer truthfully.
With a touch, you may sever your target from the castle's influence and power for
a day – and lose access to all your Covenant-granted abilities for the duration.
CaStLe MoVe
Judgement sees the man behind the curtain. When you spot an Opening with Line It
Up, the Architect will also tell you a pain, inadequacy, or regret deeply held by the
Vassal. Get fleeting Advantage making use of it in the city.
193
CoVeNaNt NeEdS
Swords Cups
Ace Give them clarity about what to do next. Provide an outlet for stifled creativity.
Stop them from making rash decisions Show them you’re in this for the long
2
and taking on too much responsibility. haul.
3 Help them get over a messy breakup. Give them a community to be a part of.
Give them a chance to recover from Give them peace and space to reflect on
4
burnout. their desires.
Show them they can trust you with their Show them which of their dreams is the
7
secrets. real deal.
Act as a sounding board for their Bring about a dream they’d suppressed
9
anxieties. as unrealistic or childish.
Care for them as they recover from a Show them the value of their existing
10
disastrous betrayal. relationships.
Indulge the passionate desire for truth Push them out of fleeting comforts so
Scholar
that burns within them. that they pursue their deeper passions.
Show you can be the partner they need Resolve a quarrel between them and their
Envoy
to put their dreams into action. partner before feelings spiral out of control.
Be honest with them about your true Stop them living in other people’s heads
Avatar
goals and what you want their help for. and give them emotional autonomy.
Give them a well-researched plan of action Get them out from under a toxic,
Crown
that’ll get them out of their current crisis. controlling partner.
Wands Coins
Commit time to hearing out their new Help them sort out the red tape that
Ace
idea and giving honest feedback. came with an unexpected windfall.
Work with them on a plan for their Help them balance their main job and
2
future. their side hustle.
Show them that their ambitions can Find them skilled people to collaborate
3
take them far further than they imagine. with.
Help them celebrate a major event Help them find a sense of financial
4
(graduation, family wedding, birthday, etc). security.
Help them stop arguing with their Spend time volunteering with the
5
colleagues and find a way to listen. charity they work for.
Win them public recognition for their Get them out from under an onerous
6
good deeds. debt.
Protect them from people seeking to Spend time cultivating a garden or park
7
tear down their achievements. with them.
Take care of their mundane needs as they Offer them your labour and let them
8
throw themselves into an opportunity. teach you a new skill.
Help them take a break from their Get them to take time out of the city and
9
struggles and recover from burnout. enjoy nature.
Show them they can give you some of Plan out with them how they can
10
their burdens. provide for their family.
Relight the spark of inspiration they had
Scholar Help them prepare for a job interview.
for an old project.
Find them a patron who’ll let them Build a daily routine together that gives
Envoy
spread their wings. each of you a sense of stability.
Back them up as they attend a high- Help them move from nurturing others
Avatar
stakes social event. to seeking their own flourishing.
Find them a crew of people who will be Show them the harm done by inequality,
Crown
able to put their vision in action. and push them to rethink their own wealth.
MaKiNg YoUr OwN CoVeNaNtS
This book uses the Major Arcana of the tarot to divide up the
different things your rebel’s contacts can provide for you, but that
shouldn’t restrict you. As you play, you might find that my
presentation of the Arcana doesn’t work for you, that you want to
add in extra archetypes not covered here, or you want to use a
whole different system of organisation for your game. Great!
• The ways they can encourage or help the person they’re in this
relationship with.
• The ways they need support and assistance from the person
they’re in this relationship with.
• Their particular strengths.
• Their particular frailties.
But I’d encourage you to keep things subtle and focused on the ways
this relationship has changed the rebel. Relationships are at the heart
of Voidheart Symphony – the ways they make you a different person,
the way they help you see the world differently, the way investing in a
network of mutual care and trust builds a lasting movement. Adding
too much weirdness here can dilute that core message and reduce the
important mundanity of city-level play, so use it with care.
Castle Move: Now, this is your chance to go weird with it. Castle
Moves are a great opportunity to add capabilities not seen in the
core moves, and are the rebel’s secret weapon in their battle
against the castle. Add weird mystic weaponry, quirks of fate,
warping of the psychoterrain battles are happening in, brand new
capabilities for movement and information-gathering.
A key part of running a game well is being fair. You should never
attempt to negate a player’s unexpected victory by inventing new
threats or rewriting old ones, but neither should you change
things about just to make things easy for them. The characters
should live interesting lives, but not effortless ones.
Between sessions you might decide things about how the city’s
changing, what monsters lurk in the current Vassal’s shard, and
how the castle might strike back at the rebels. If you’ve set up a
conflict based on this prep, don’t pull your punches and reverse it
half way through – or add extra challenge to undercut the player’s
unexpected victory.
Also remember that your prep isn’t everything; players will always
come up with left-field solutions to the problems they face, and it’s
important to keep an open mind. When they try something
unexpected, consider the situation in the fiction, the rules, and the
Principles, and say what makes sense to you.
PrInCiPlEs
Your Principles are how you pursue your Agenda. They’re
guidelines to keep in the back of your head as you play.
Make sure to use mundane city scenes to raise the tension of your
story. The Vassal's plans are coming to fruition with every day that
passes. The rebel's investigation is pushing them to blow off
obligations and let their friends and loved ones down. And as their
desperation pushes them to more and more overt action, the risks
become increasingly severe and more direct.
This doesn't mean that you should make their battles effortless. Your
players need to feel the danger, so that they can draw satisfaction
from overcoming it. Make combat a dance of threat and response,
attack and counterattack. Escalate the audacity of the adversary's
attacks, and encourage the players to match and exceed them.
To explain that fourth point, it’s when the fiction so far has
established that an action will have a specific and direct
consequence. If it’s been previously established that stepping on a
pressure plate will trigger a trap, and a player describes their
character stepping on the plate, that’s a golden opportunity. The
difference between this and the first two categories is that the
Architect can actively interrupt a player’s narration to give an
immediate reaction. The Architect should only do this when the
trigger has been firmly established in the fiction.
A soft reaction is one that leaves room for the players to react –
for example, describing a treasure chest the characters spot on the
other side of a gate (Offer an opportunity), or that a werewolf
bares her fangs and charges the Icon (Put someone in a spot).
Once you’ve described the reaction, you ask the players what they
do and work through the actions they describe.
Bring home the pain. Triggering Weight of the World or Push Through
Pain brings the tension of those conditions home. You may have
noticed that the triggers on these moves aren’t particularly specific.
That’s because their trigger is pretty metatextual – you bring them
in when you want to emphasise that what just happened hurt.
They’ll often escalate a situation or cause big dramatic moments,
so use them sparingly to maintain their effectiveness.
Mark the Vassal’s clock. Use this sparingly, to represent the progress
of the Vassal’s plan and their reprisals against the rebels.
Remember that if their clock is in the Alert or Hunting state, this
will also lead to all rebels marking gauges.
Take away their stuff. This works in the castle and in the city. In the
castle, loss of a signature weapon or piece of gear can dramatically
raise the stakes – and a rebel’s sight or hearing or mobility can
also be taken away from them, at least temporarily. In the city,
well, it should be clear how much trouble the loss of a car or a
house or your one good suit can cause to a rebel.
Turn their move back on them. Whatever they were trying to do, they
end up on the other side of. If they were Passing Beneath Notice,
someone gets the drop on them. If they were trying to Pressure an
enforcer, they end up pressed into a corner.
Tell them the consequences and ask. If the thing a character’s doing
may cost them, you can say what the consequences will be and ask
if they still want to go through with it. This way you can
complicate their life while giving them the power to choose how
much they suffer.
Strike at their allies. As their revolution grows, the rebels will gather
a horde of helpers around them – and the castle is happy to tear
away this support network. The contacts listed alongside the
major arcana on pages 152-193 each give examples of how the
castle can attack, co-opt, or stymie the rebel’s contacts. But be
careful not to tear away beloved contacts without fair warning –
players can surprise you with the depth of emotional attachment
they form with NPCs.
After every reaction: "What do you do?" Make it clear after every
reaction that the ball is now in the rebel’s court. Answer any
questions they have, but it’s their turn now to act.
RuNnInG a GaMe
So, your Agenda, Principles, and Reactions are a crucial tool to use
as you act as Architect for a play group of Voidheart Symphony. But
they’re focused on the fine detail of play, and it’s also worth
looking at the bigger picture. That’s what these sections are for!
Game Styles
There are a few different ways of playing Voidheart Symphony. You
can play a single One-shot, telling a story in the course of a few
hours. You can play a Limited Run story, taking three or four
sessions to work through a focused arc. Or, finally, you can play a
Campaign, an indefinite-length game lasting 10 sessions, 20
sessions, even more.
One-Shot
One-shots might be played with strangers at a con, as a break from
your ongoing campaign, or as a demo of this game to see if your
group wants to commit to a longer run. No matter the context, they
benefit from focus. There simply isn’t time to get everything that
excites you about the game onscreen, so I’d advise you to present a
simple guided scenario that can still gesture at the rest of the game.
To play out the session, start with the rebels infiltrating the
Vassal’s power base in the city and give them a brief scene of
tension as their mundane, unpowered selves. Once they reach the
entrance to the shard, Dive Into Darkness and have the players
describe the new form their rebels take. Play through a simple
delve – find rooms displaying secret truths of the Vassal’s
interiority, fight an Enforcer to introduce the combat system, deal
with hostile territory and minions, and finally confront the Avatar.
Once the Avatar’s been defeated, return back to reality and show
the consequences of the rebel’s victory – contacts saved from
danger, the vassal brought low, and newfound prosperity.
For an example one-shot scenario, check out the free Kill or Cure
quickstart available for download on our website.
Limited Run
A limited run will have you spend most of your time playing through
a single investigation. You’ll start with the standard game setup
process, including the first fight against a Vassal, and build out the
rebel’s social network. Then, set up the Vassal who’ll be the main
focus of your game. Tier 2 works well for this, but make sure they’re
an interesting, dynamic foe who presents a clear and dire threat to
people the rebels care about. Also make sure they can present a
mundane threat to the rebels – give them a powerful position,
minions, a willingness to use violence, or some other strength.
As you play through the investigation, make sure to set aside time for
the rebel’s mundane lives. The greatest strength of this format is that
it enables you to explore the everyday context around the rebels – the
people who are important to them, their job, their home life, the
downtimes where they relax and recuperate. One investigation over
a few session is the pace of the rules as-written, so relax and don’t get
too stressed about “speeding things up”. Finish with a brief epilogue
that lets players say goodbye to these characters and their world.
Campaign
A campaign is essentially the default mode for Voidheart Symphony:
you and your group commit to playing this story for as long as feels
right. This format lets you dive into the sort of stories you can tell
over multiple arcs – stories not just of fighting back against a single
enemy, but of revolution. This might take a dozen sessions or so (one
Vassal each at Tiers 1, 2, and 3 should fit within 10 sessions and let
you tell a satisfying arc) or run for a year or more.
There are a few themes I’d encourage you to hit as your game goes on:
Finally, you can play with the timescales the rebels and the Vassal
have to work on. Maybe you have an investigation where it’s a
hectic dash to the finish line, with downtime precious and hard-
won. Maybe you have an investigation that’s relaxed and low-
stakes, giving plenty of time for the rebels to go on dates, fix their
house, work on their projects. As always, make sure to talk
through your intents with your players, so that you can all work
towards a particular tone together.
Giving them what they Want
If someone picks a playbook, that’s a pretty good sign of the plot
beats they want their character to hit in play. It’s perfectly fine to
give them what they want! Here’s some examples:
The Harlequin: Give them an authority figure to piss off, fans and
followers and copycats, an unexpected quirk of fate, moments of joy
and the hangover that follows, a demand to take things seriously.
The Inhuman: Show the joy of a new home and found family, a
chance to give their thoughts on the city, unexpected connections to
other void-creatures, the struggles of trying to fit in with humanity.
The Provider: Someone needs their care, they get resources and
have to decide how to use them, someone they helped in the past
comes through for them, they need to face their own burnout.
Once you start down this path you might find yourself rewriting
other moves, altering playbooks, writing new covenants (see
p. 196), changing core assumptions about the game. Please do,
with my blessing! Come by our server at ufopress.co.uk/discord
to get feedback on your creations, chat about ideas for future
hacks, and see what other people have made. And if you get your
work to the point where you think others might want to play
with it too, get in touch to talk about how I can help!
Closing it out
There’ll come a time in your Voidheart Symphony game where it’s
time to bring things to a close. What sort of stories work as an
epilogue? How do you play them out? Read on for advice.
A Final Foe
Whatever the shape of the castle in your city (see p. 219), there’s
almost certainly someone at the top – even if they’re just the one
who’s leeching the most riches from the city. It’s fitting to wrap up
your campaign with a final investigation targeting this vassal,
pulling out all the stops to make this a fitting confrontation. The
stakes have never been higher – make the vassal’s threat to the
rebels clear by targeting and co-opting their mundane support
networks and sending supernatural threats against them, but also
demonstrate the worth of that support network and show the
rebel’s movement rising up to cast this wannabe monarch down.
When the battle’s done, don’t bother with Rivers in the Desert,
Retaliation or Peace and Quiet. Instead, just let the players enjoy
this victory, show a city made freer with their actions, and leave
the door open for further adventures in this setting. There’s
always other cities under the castle’s rule, after all.
A Cosmic Search
What if there’s a tier of vassal about Monarchs? Tier S vassals,
Demiurges, whose will shapes the city you live in and any world
you’ve ever known. Fighting them isn’t a matter of finding the
entrance to their shard, but finding where their dominion ends.
To sell the character’s journey away from the world they’ve always
known, I’d recommend using a different system. Follow by Ben
Robbins (Lame Mage Productions) is a good fit for this, telling a
story of a desperate quest and the sacrifices the pilgrims make to
complete it. You could use Rhapsody of Blood (UFO Press) to flash
back to the origins of the castle, and reveal how it might be
banished. And when the rebels return with enough cosmic power to
face down the castle’s Avatar, you could use Harder They Fall (UFO
Press) to play through this titanic battle for the fate of the world.
A Freed City
Maybe you don’t finish you story with the final battle that banishes
the castle from this city, but with what happens after. You’ve
rejected the castle’s model of society, but what’s your alternative?
Are your rebels going to be leaders of this community, or embrace
the chance to live a peaceful life? And what about the other
communities out there – will you try and bring freedom to them
too, or will you have to withstand their reprisals as their leaders
cling to the castle’s doctrine?
If you want to play out the crucial questions of how this new
society will work, which crossroads it’ll face, how the workers and
the leaders relate to each other, I’d absolutely recommend playing
Kingdom (Lame Mage Productions). If you instead want to go more
personal, playing a game like Dream Askew (Buried Without
Ceremony) or Chuubo’s Wish-Granting Engine (Jenna Moran) will
focus in on the character’s new lives in the world they created –
the former better fitting an enclave of peace amidst a hostile
world, and the latter working well to play out new lives in a world
where anything seems possible.
DaRk FeUdAlIsM
It can be hard to imagine what makes people into Vassals, and
what that can mean for them, but for a moment, try to put
yourself in their shoes.
How does this work in practice? Essentially, your Vassals won’t exist
in a vacuum. There’ll be a whole hierarchy of Vassals, and while you
don’t need to have it fully mapped out as an organisational chart, it’s
helpful to have a good idea of what the castle looks like in your city.
That way, you’ll be better able to present a coherent depiction of
toxic power structures and hegemony in your city, and improvise
new Vassals as the game goes on.
To build your hierarchy, there’s a few basic patterns you can pick.
Each gives an idea of what Vassals at different tiers are pursuing,
intentionally or unintentionally. Pick one that makes sense for you,
mix and match, or build your own!
Tendencies
Completely on the other side of things, it’s possible for your
hierarchy to have no explicit goal. The castle’s influence is corrosive
to any notion of justice and equality; its Vassals don’t need any kind
of grand evil plan to make your city worse. Your hierarchy can be
looser, too, according to what works for your story.
Factions
Vassals don’t always serve a united front. It’s perfectly possible for
your castle to empower warring factions of Vassals, each pushing
their own agenda for the city. This model is particularly reactive to
the player’s actions – as they take out Vassals in a faction, and
maybe even steal their place in the hierarchy, that faction’s fortunes
will wane and the other factions might take action against them.
This style of campaign is one that gets the most benefit from
having a sketched-out map of the Vassals, so that you can work
out how the balance of power will shift when the players strike
their targets down. Vassal’s plans will also likely target those in
other factions (while creating plenty of misery in the wider world)
– bear that in mind too if you trigger Darkness Falls.
Finally – decide what the castle’s getting out of all this. Is there a
secret faction of puppetmasters who have engineered the chaos?
Is it a trial by fire, with the winning faction creating an
unassailable organisation? Or is the castle itself fracturing?
How to Enforce Hegemony
So, you have your overall structure. How do you give it a presence
at the game table? Like any Architect, you do this by sketching out
a blueprint for the castle in your city.
For each responsibility, then, create a set of tasks that Knights are
carrying out to further it. This is where the rubber meets the road,
where the castle’s machinations lead to actual people intimidating,
hurting and stealing from others. The Knights may not know that
their actions maintain the Noble’s power, and they almost certainly
are unaware of the end goals their actions are serving, but they
serve them all the same. These tasks have a secondary goal of
nurturing the Knight’s darkness, forcing them to compromise
their morals time and again to mould them into ever better
servants of the castle and give them a chance at promotion.
When the rebels beat a Vassal, that aspect of the blueprint has
failed. Work through these consequences! Even a fallen Knight
has some knock-on effects – those the Knight was terrorising are
now free, and a Noble’s responsibility isn’t being worked on. A
fallen Noble or Monarch leaves a huge gap in the blueprint – how
does the castle scramble to fill that hole? What happens to those
who served them – do they leave the castle’s service, find a new
master, try to grab the fallen Vassal’s power for their own? In this
way, the city is dynamically and reactively affected by the rebels.
Finally, during Retaliation and Peace and Quiet, think about the
ways the blueprint is continuing to reshape the city and align it
with the castle’s will. Show people made homeless, institutions
made heartless, common goods sold off to profiteers. Where tasks
have been finished, responsibilities completed, goals fulfilled,
write new ones in their place – though remember that the
tyrannical hierarchy will be slow, inelegant and hidebound in its
responses to the rebel’s attacks.
ChApTeR 6
ThE CaStLe’s TeRrOrS
A KiNgDoM oF HuNgRy ShAdOwS
The castle is festering and malicious, a parasitic cancer whose
sprawling halls spread through the interface between our world and
the Void. Within its halls roam personality fragments given a will of
their own, denizens of the Void overwhelmed by human desires,
and stranger things besides. Your rebels are going to dive into this
labyrinth, again and again, for the sake of their revolution.
What horrors will they find there? What secrets will they uncover?
Can the castle be truly defeated, and disentangled from the world?
The Void-as-Tyrant tells a Vassal that all power and acclaim is owed
to them, that there is nothing they cannot do, that morals and laws
are things for lesser souls to worry about.
Unlike the rebel’s power, Vassals don’t gain personal power from
attunement to these principles. Instead, the power flows into the
castle – which may lease the power back to favoured serfs if they
please it.
Enforcers are flaws and fixations in the Vassal’s mind, enlarged into
walking tumours that serve as additional channels for the castle’s
power. In the shard, they’re minibosses and backup for the Vassal –
but when the Vassal’s Pressure hits a new threshold, their Enforcers
can breach into the mortal world. Check p. 256 for more details.
And then there’s Outsiders – your rebels aren’t the only entities
who can invade a shard. As their revolution unfolds, they may
encounter third parties within the castle: rival gangs of rebels,
Enforcers of feuding Vassals, denizens of the Void, avatars of the
World’s gestalt will, and more besides.
QuAlItIeS
Whether you’re dealing with a horde of minions or a towering
monstrosity, your foes’ strengths are measured by Qualities. You
can think of a Quality as a particular danger the creature presents.
They’re a werewolf’s hulking strength, a spectre’s piercing gaze, a
zombie horde’s grasping hands.
Minions have a single Quality, and it’s fine to be simple with this –
it has to bundle up their attack(s) and their defences, after all. A
single Quality should cover an entire mob of minions, but you can
make encounters tougher by fielding multiple types: a hulking
robot flanked by scuttling gremlins will give the rebels two
different Qualities to destroy.
▶ A nobles’ castle shard has two wards, each with its own
distinct theme and ruling enforcer.
▶ Nobles know there’s a dark power behind their success, and
have embraced it. Their underlings fear them, and one or
two have inhuman abilities (supernatural strength, agility,
resilience or perception) along with some hard-to-conceal
sign of their augmentation.
It’s by showing the Vassal that the castle can’t give them what they
truly want that the rebels can make their Avatar vulnerable – see
Emperor's New Clothes, p. 58.
What's their plan? Each Vassal has a reason they took the castle's
aid, and a plot they're working towards. Take a look at the options
in Darkness Falls and pick out which one you're working towards
for now, though be willing to switch things round depending on
how the Vassal's interactions with the rebels go.
See the next few pages for a range of example Vassals, written by
a variety of our guest authors. We’ve written them so that you
can use them for inspiration, drop them into your campaign as-
is, or even pick a Quality here and there to build your own
Vassals on the fly. Have fun!
Th e Ar ms De al er
By Evan Saft
Tier: 3 The Dealer has power over this entire region’s relationship with gun
violence, and the castle has richly rewarded the things he’s done with it.
The Dealer’s right-hand man has a hole resembling a gunshot wound in his
right hand, and the skin around it is charred and burnt. The hand carries
soldiers from the Dealer’s shard – with a handshake they will invade a
victim’s mind, on a mission to seek and destroy their conscience.
Drive: The status quo fits the Dealer just fine. He’s got a comfy gig, and anyone
Comfort that tries to upset that is sure to provoke his ire.
Plan: Unfortunately for the Dealer, the latest surge of public grief has had some
staying power. There’s now a bill in motion to completely ban guns in the
city and the surrounding areas. The people need to fear, need to cling on to
protection – and if the Dealer can paint anti-gun campaigners as threats to
other freedoms, that’s even better. The General (p. 244) might be a useful
ally, but may also be a rival for the Dealer’s brass-casing crown.
232
ExAmPlE VaSsAlS
Reveal
• In an out of character move, one of the players’ contacts appears on the news
to speak out against gun control.
• The dreams of one of the rebels (or one of their contacts) are plagued with visions
of goose-stepping soldiers.
Shard Aesthetics
The Arms Dealer’s shard is a war-torn city, under occupation by a ruthless army.
Explosions and ash mark the skyline as gangs of soldiers rove through ruined
streets, seeking out signs of resistance. Within the buildings, decadently
framed photos show the Dealer’s current targets: animals to be hunted, or
politicians to be swayed.
His minions are infantry (arms replaced by rifles), back alley merchants who
trade in blood, and fires that move unnaturally towards signs of life.
Avatar Qualities
Misinformation Man-At-Arms Blood Money
Campaign
The streets of the city are Wherever the Arms The Arms Dealer bears
lined with loudspeakers Dealer reaches, he finds the same hand wound as
broadcasting endless a new firearm to wield. his henchman; the money
eldritch propaganda in running through his veins
the Dealer’s voice. constantly spews out of it.
Distort a rebel’s senses. Shoot with deadly accuracy. Trap a rebel under the
weight of a fortune.
Pierce a rebel’s eardrums Engulf the area in
with feedback. suppressing fire. Unleash a deluge of cash.
233
Th e Cl ea ne r
By Minerva McJanda
Tier: 2 The Cleaner is a Noble of the castle, meaning that she’s somewhat
aware that her success has been partly due to the castle’s grace. Two of
her agents have been blessed with a touch that erases information
from documents and devices, and they can temporarily remove
identifying features from a victim. They’re marked by a greyish pallor
to their skin – their blood, if spilt, will resemble printer ink.
Drive: The Cleaner seeks power and acclaim, and relishes the feeling of
Dominion knowing the dirty secrets of the city’s movers and shakers.
Plan: Now she’s trying to turn legit – or at least, use her troves of blackmail
to buy support for her ascension. To ensure nobody can turn against
her, she’s got one final cleanup job: erasing the agents that know her
dirty secrets.
234
ExAmPlE VaSsAlS
Reveal
• One of the players (or one of their contacts) is targeted by one of the Cleaner’s
agents for silencing.
• One of the agents turns up dead at one of the rebel’s workplace, and they (or
one of their contacts) is framed for the death.
Shard Aesthetics
The Cleaner’s shard evokes the utilitarian back corridors of a colossal office
building. In these dingy halls, incriminating files are locked in walls of
cabinets, the floors are carpeted in shredded documents, and pools of
indelible ink seep under doors. Her minions are headless clerks with void-
black skin, tendrils of night hiding under seas of shredded paper, and
armoured riot cop enforcers.
Avatar Qualities
Redacting Sight Lakes of Ink Stun Baton
The gaze of the Cleaner’s The arena is filled with The Cleaner twirls a long
Avatar strips away pools of roiling, staff whose tip crackles
everything inconvenient corrosive, indelible ink. with electricity.
to them.
Weaken a rebel’s sense of Surge up and grip at rebel’s Catch and redirect a missed
self. ankles. attack.
Break: If she can’t see, Break: The ink recedes to Break: The electricity
no-one can – the arena is reveal gaping chasms grounds through the
plunged into darkness. separating parts of the Cleaner, creating a
arena from each other. crackling aura that
threatens danger to any
who get near.
235
Th e Ch il d- Catc he r
By Misha Handman
The Child-Catcher
particularly delights in
targeting struggling parents,
especially those trapped by
the legal system on drug
charges. She removes their
children with the help of a compliant
legal system (p. 250) and sends them to
be adopted by wealthy families, and
then ‘loses’ the paperwork so that their
parents will never find them.
Tier: 2 The Child-Catcher is roughly aware of the castle’s power, and she
wishes to know more. She has been gifted with two pairs of glasses
that cause those who wear them to see the world as she does, and has
turned two of her most compassionate service agents into loyal
agents. When one of them is fired or arrested, she recovers the glasses
and ensnares someone new.
Drive: The Child-Catcher exults in having power over others, whether they
Dominion are the families that she destroys or those that she created.
Plan: The Child-Catcher wishes to ensnare new Vassals, who will owe her
dearly. She is tempting wealthy families into knowingly stealing
children, whose desperate parents are then lured into self-destructive
acts of vengeance. She will finally offer the castle’s power to the
wealthy for protection and as blackmail.
236
ExAmPlE VaSsAlS
Reveal:
• A child or sibling of a player or one of their contacts is targeted for removal.
• The rebels recognise a neighbourhood child standing glassy-eyed next to her
new ‘parents’.
Shard Aesthetics
At first glance, the Child-Catcher’s Shard appears to be a monument to order:
carefully-arranged furniture, long corridors lined with shelves filled with
perfectly-aligned trinkets, and playrooms with every toy in its proper place. But
even the smallest change reveals what the precise order was hiding: fat crimson
worms, leering faces pressed against glass, and blood dripping down the walls.
The Child-Catcher’s minions are the things in the walls and beneath the floors –
tendrils of blood, whispering husks shaped like children, and twitching
maggots. Her halls are filled with proof of her dominion – gifts from parents
saved from revelation, arrest reports and obituaries of shattered lives, and
children’s pictures on every wall.
Avatar Qualities
Crimson Threads Mirror-Polished Silent Venom
Armour
The threads that dance The Child-Catcher wears The Child-Catcher can
from the Child-Catcher’s a gleaming suit that spit a venom that
hands reshape the world reflects anything back on silences whomever or
around her. her attackers. whatever it touches.
Break: Everything in the Break: Fall from around Break: All lost sounds
arena is shattered and the Child-Catcher, erupt at once, filling the
broken, leaving it a revealing the squirming area with a deafening
dangerous field of worms of her flesh. howl.
rubble.
237
Th e Co pm ak er
By Paige Foisy
Drive: The Copmaker desires, more than anything else, to be sure the
Insight misinformation he spreads is fact, and to learn to use the castle to do it.
Plan: He’s trying to get a contract with the city to mechanise the police
force. If he can manufacture the devices making arrests, he can
manufacture arrest statistics as well. Once all the right people are in
prison, the world will be perfect.
238
ExAmPlE VaSsAlS
Reveal
• One of the players or one of their contacts is roughed up by a mechanised
officer on a test run.
• One of the players or one of their contacts is algorithmically and incorrectly
marked for arrest.
Shard Aesthetics
The Copmaker’s shard is all greebled machines and white plastic hallways leading
to automated assembly lines and prison blocks. As you get closer and closer to the
Copmaker himself, the halls are coated with discarded pieces of machinery,
owner’s manuals, and sparking cables, the walls becoming less and less pristine
and coated with engine lubricant, and the low hum of server banks drowned out
by the sounds of industry. The Minions of the Copmaker are computer-monitor-
headed guards, strung with wires, and shambling piles of electronics. Treasures
are things that make him feel smart: successful programs, engineering awards,
or binders filled with his research.
Avatar Qualities
Predictive Plexiglass Shield Cords and Cables
programming
The code that flows The Copmaker carries the The area is filled with
through the Copmaker’s shield of an officer of the wires of all thicknesses
dark form allows him to law, and wields it with and materials.
look ahead to the future. Strength and Precision.
Find a better way forward. Defend against a blow. Hoist a rebel into the air.
Break: No longer able to Break: The shards litter Break: The cords pulse
predict what should the battlefield and grow and fall limply to the
happen next, the area into large, spiked crystals, ground, slamming into
glitches, with strange painful to touch. the rebels and trapping
and abstract objects them underneath.
hurtling around the area
at high speeds.
239
Th e Fa ls e Fr ie nd
By Violent Henderson
Tier: 1 The False Friend is a knight – he’s started to receive the castle's favour but is
not yet aware of the reasons for these boons. The Stained Glass (p. 254) has
put words in all the right ears to ensure favourable reviews of the False
Friend’s establishments have started to appear in local newspapers and
national radio. This attention has funnelled a stream of influencers towards
his bars and restaurants, an opportunity from the castle to prove his worth.
Drive: He wants his establishments to be talked about in all the most fashionable
Acclaim circles, and attended by all the most influential patrons.
Plan: He's started to see an upturn in his fortunes, but doesn't want to be a flash
in the pan. He’s looking for investors to turn his past wealth, and present
attention, into a firm foothold in the future of the city's social scene. But
that means cleaning things up and making things more presentable –
including the class of his patronage.
240
ExAmPlE VaSsAlS
Reveal
• A rebel sees a bouncer violently ejecting a group of queer students from a bar,
freeing a table for the wealthy tourists waiting outside.
• A rebel or contact, finds their workplace under new management, hours and
pay cut, prices raised, and new policies for handling customers enforced.
Shard Aesthetics
His shard is a place of manufactured, commodified cosiness – naturalistic and
rustic stylings all measured and sculpted to the millimetre. Asymmetrical
Edison bulbs hanging from exposed roof beams coat the shard in a sterile amber
glow. At the far end, a single stage light highlights the polished bar where the
False Friend's Avatar stands, flanked by shelves upon shelves of expensive spirits
and small-batch beers. Between there and the door stand his minions: besuited
bouncers with smiling faces on the backs of their heads, groups of laughing
patrons who move together in jerky snapshot motions, and clockwork baristas
with their faucet-like hands dripping sweet-smelling poison.
Avatar Qualities
Drinks on Tap Bar Furniture Sanitising Camera
The False Friend spews The arena is a maze of The False Friend sees his
rivers of intoxicating heavy wooden tables, world through the lens of
liquid. wrought iron bar stools, a camera, its gaze wiping
and other fixtures away anything unsightly.
favouring aesthetics over
accessibility.
Disorient a rebel with the Create a shield from Temporarily blind a rebel
fumes. overturned tables. with a flash.
Separate the rebels with Sendlightbulbscrashing Reveal a new path they can
flows of liquid. down,showeringtherebels. use to attack.
Break: Intoxicating Break: Metal warps and Break: The Avatar's veneer
liquid rains throughout wood splinters to form of civility falls away, and
the arena. hazardous spikes coating their attacks become
the arena floor erratic and violent.
241
Th e Fa ls e Pr op he t
By McKayla Roundy
Tier: 3 The False Prophet has long known about the power of the castle, and
gratefully submits to it. In exchange he has been rewarded with unnatural
powers of persuasion and guile, and his agents have been granted the gift
of tongues to command those around them to temporarily follow the will
of the False Prophet. They’re marked by their deathly pale skin, unnatural
serpentine flexibility, and thin forked tongues. They are constantly
wearing the same suits as the False Prophet.
Drive: He seeks nothing less than complete and total control over others in
Conformity order to reshape the world in his image. No wealth, power, or influence
will satisfy his lust for control, not until every person on the planet
submits to his “perfect” plan for humanity.
Plan: Spouting hate towards those who were different used to be easier. The
Prophet and his faith are starting to be seen as harmful and bigoted, and he
is losing followers and influence fast. That is, unless he can rebrand his cult,
gaslight his detractors, and convince the public of the faith’s legitimacy.
242
ExAmPlE VaSsAlS
Reveal
• One of the rebels, contacts, or loved ones is approached by one of the
Prophet’s agents in an attempt to convert them.
• The rebels befriend a former follower of the False Prophet – now being shunned
and abandoned by their family and peers after embracing their identity.
Shard Aesthetics
The False Prophet’s shard is the platonic ideal of his chapels. It is a perfectly
organised and twisted contradiction of welcoming cleanliness and sanctity, with
an uncanny and oppressive reverence for the False Prophet. Altars and pews line
the halls, with minions filling the place of priest and worshipper alike. Wearing
the same suits as the false prophet and his agents, minions traverse the halls in
an endless sea of uniformity, ghostly white featureless faces and gentle
serpentine movements making each minion indistinguishable from the next.
The walls and altars of the shard are covered in the False Prophet’s treasures;
religious icons, symbols, and paintings, with the False Prophet’s likeness in
place of familiar religious figures.
Avatar Qualities
Eye of Providence Hands of the Shepherd Twisted Tongues
A gold and ivory obelisk The False Prophet’s The False Prophet speaks
towers over the coercive tendrils permeate with many snake-like
cathedral, a singular the inner sanctum, slowly tongues, cutting deep at
unblinking eye watching reshaping everything into insecurities before
over all. his image. striking.
Break: Destroy all shelter Break: The False Prophet’s Break: The broken
and hiding places in the minions and thralls enter a tongues fall to the floor
arena. fanatic fury. as serpents with the
same powers as the False
Prophet.
243
Th e Ge ne ra l
By Erika Chappell
Drive: Oh sure, the money is great, power’s great, but at the end of the day he’s
Indulgence just a fan of his toys and he loves sharing them. He’ll talk for hours about
his favourites, and nothing brightens his day like seeing them show up on
the news. He’s getting on in years, so it’s nice to have a legacy.
Plan: Bring the chaos home. The General has benefited immensely from
globalised violence, but he wants his city to feel it especially. Scared
people are potential customers, after all. He wants something big and
showy that will convince everyone they need protection.
244
ExAmPlE VaSsAlS
Reveal
• The players find themselves surrounded by a tide of rising violence, fuelled in
large part by easy access to lethal instruments. It isn’t hard to find out who is
providing them.
• The rebels break up a fight, only to find one of the assailants was an agent of
the General, trying to spread the chaos.
Shard Aesthetics
The General’s shard is a theme park dedicated to humanity’s guilty obsession
with weaponry, filled with cylindrical halls with rifled grooves or conveyor belt
rides past screen after screen of cheesy war movies. His minions are the
attendants, playacting warriors of history with a smile always plastered on their
faces, drained of colour like an old film. His treasures are newspaper clippings,
evidence of the chaos he has caused through the world, infamous weapons he
tracked down for display, and memorabilia of classic cinema, especially
anything to do with John Wayne.
Avatar Qualities
New Recruits Living Warzone Big Iron
The General’s Avatar As the fight drags on, the The General falls back on
always seems to have help, arena fills with the his pearl-handed revolver,
minions emerging from detritus of war, all of it which operates on the
every nook and cranny. dangerous in its own way. logic of a low-grade
western. And it sure as hell
holds more than six shots.
Reveal new foes even as old Wrap barb wire around a Fire a shot that precisely
ones fall. rebel’s leg. hits vulnerabilities.
Pin the rebels down with Fill with gun smoke and Shoot the weapon out of
the ferocity of their attack. thunderous noise. someone’s hand.
Blindside the enemy with Reveal a trap a rebel is Bring down part of the
an attack. about to step on. environment.
Break: The arena Break: The ground melts Break: Every remaining
suddenly shrinks, getting away until everything is a minion, agent, and ally of
dangerously intimate. thick, sucking pit of mud. the General descends in a
last, desperate wave.
245
Th e Li ve st re am Pu nk
By Minerva McJanda
Tier: 1 The Livestream Punk is a very small fish in a very big pond – that’s
what makes him useful to the castle. As he makes riskier, crueller
content the castle will twist algorithms to send more and more
viewers to his channel, subtly cultivating ever greater monstrosity.
Drive: His newfound audience is giving the Punk a kind of validation he’s
Acclaim been missing his whole life. He’ll do anything to keep them watching.
Plan: The castle doesn’t care about the Rowdy Streamer’s success, except in as
much as it helps line the Social Media Mogul’s pockets. What the castle
wants is for the Livestream Punk to get popular enough to scandalise
polite society, horrify those in power, and further cement the disdain
they hold for his generation. Then it’ll discard him and move on.
246
ExAmPlE VaSsAlS
Reveal
• A contact is targeted by the Livestream Punk for a prank video, and they’re
left them rattled, injured or scared of what harassment might come next.
• A fame-seeking contact is recruited to the streamer house, and promised a
following and a career if they help the Livestream Punk with his videos.
Shard Aesthetics
A convoy thunders along a dusty highway, racing through an arid wasteland
towards the gleaming city they will one day tear down. The convoy’s a slapdash
mix of vehicles – motorbikes and school buses, SUVs and racecars, daubed with
neon paint and fortified with welded-on spikes and roll cages. Lanky, emaciated
machine-goblins leap from vehicle to vehicle, keeping everything running, while
silent figures in black motorcycle leathers and mirrored helmets sit behind each
driver’s seat keeping the convoy on track. Of course, the convoy’s going nowhere:
the desert scenery whipping past is an optical illusion, and if you leave the
highway you’ll see that each vehicle of the convoy is spinning its wheels in place.
The Avatar knows this, but doesn’t care: so long as he’s at the head of the convoy
he’s in charge, and he wouldn’t know what to do at the city if he ever arrived.
Avatar Qualities
Scrap-metal Wings Lightning Sword Follower Count
Wings of rusted metal The Punk draws power The Livestream Punk’s
unfurl from the from his fellow travellers adherents would give
Livestream Punk’s back, – electricity arcing from their lives for him.
sharp and twisted. nearby trucks to form a
crackling blade.
Grab a rebel and yank Curve around an attempt Drag a rebel to the ground.
them skyward. to block his strike.
Smash their car into the
Slice through obstructions. Numb a foe’s limb. rebels.
Blast rebels away with a Fling an arc of lightning Act as a willing human
gust of air. across a great distance. shield for the Livestream
Punk.
247
Th e Ph il an th ro pi st
By Liz Weir
Tier: 2 The Philanthropist is a Noble of the castle, and on some level he knows
he’s drawing on something greater than himself. He’s convinced himself
it’s anything but dark, though – if the rebels confront him with the castle’s
nature, he’ll tell himself the sickness is their doing. His two biggest hostels
are managed by his confidantes, empowered by the castle to curse those
they cast out to be easier to ignore than aid. The castle’s mark seems at
first just to be a faintly unnerving smile, but it never changes. They don’t
blink. They don’t even open their mouths to speak.
Drive: Every benevolent act reinforces his certain belief that he’s a good person;
Excellence he’s not in it for the adulation, but to feel like he, personally, is doing good.
Plan: Until now, his work has been local to the city, but that’s going to change.
A representative of a respected national charity criticised his operation,
a sure sign that their whole organisation is corrupt – he’s going to bring
them down, and take their place.
248
ExAmPlE VaSsAlS
Reveal
• A friend or contact is kicked out of a hostel, and now it’s like the rebels are the
only people who can even see them.
• A fixture of the rebels’ neighbourhood receives an offer of support from the
Philanthropist’s organisation. All they’re asked in return is that their
benefactor gets some input in how they operate.
Shard aesthetics
Clean city streets, a confusing mix of houses missing walls with their private lives
exposed and facades whose doors and windows open on blank brick walls. Many
of the minions are half-finished, given just enough detail to need aid of some
kind. Paramedics stalk the streets, scalpel-sharp hands ready to cut the
vulnerable open and expose their needs. Hidden doors and hatches lead
backstage, disgorging gangs of stagehands who undo any good works and spread
misery, preparing the world to be set right again. The backstage ward is a
confusing warren of cramped tunnels, and at its heart is the nest of an avian
Enforcer who emerges to steal away whatever the Philanthropist wants forgotten.
His Avatar lives on a stage, constantly play-acting altruism for the waiting cameras.
Avatar Qualities
Concealing Shadows Defining Voice Floating
Soft shadows pool What the Philanthropist The Avatar is above it all.
around, concealing declares is truth – either Even when he comes
anything the because of piercing down to meet the rebels
Philanthropist doesn’t insight, or because reality on an even footing, his
want seen. shifts to match it. feet are a few inches
above the floor.
Break: Flood the stage Break: The stage shatters Break: The Philanthropist
with blinding light. into floating shards. slams into the ground,
knocking rebels down
with a shockwave.
249
Th e Re pr es en tati ve
By Charlie Ann Page
Plan: The Representative’s efforts in the welfare office have been noticed,
particularly in court and in mentoring his team of assessors. The
Child-Catcher (p. 236) is grooming him for promotion to the head
office, and a high-flying job where he gets to spread his methods all
around the country.
250
ExAmPlE VaSsAlS
Reveal
• One of the rebels has their welfare claim denied, and overhears a
conversation between their assessor and The Representative.
• One of the rebels strikes up a conversation with a woman in tears outside the
local courthouse, and she tells them of what just happened to her.
Shard Aesthetics
The Representative’s shard is a seemingly endless office building, with doors
and windows that seem to shift and move as you traverse it. If you listen closely,
you can just about hear whispers of half-truths in the distance.
At the shard’s heart, a courtroom grander than even the most extravagant of the
City, where a throne sits next to an old three-legged stool facing the judge’s
bench. It’s there the Representative’s Avatar sits, ruling over his domain.
Avatar Qualities
Red Tape Courtroom Files
The Representative carries The Representative rules The Representative is a
a spool of red tape that can the courtroom, bending meticulous researcher,
be used to confuse and the very walls and and equally adept at
bind the rebels. furniture to his whim. weaponising that
knowledge.
Break: The spool breaks, Break: The courtroom is Break: Losing the
scattering the ribbon littered with broken primary tool at his
across the battlefield. furniture. disposal, the
Representative grows
violent and rage-fuelled.
251
ThE SoCiAl MeDiA MoGuL
By Freyja Erlingsdóttir
Tier: 3 The Mogul knows the castle, and aims to sit at its very centre. He
knows everything his agents know, but this is not mutual. His agents
are blind in one eye. His hackers have the ability to sense secrets by
scent and sight and find cracks in any defence, and the Mogul’s Hound
can smell data trails, hunting quarry via security cameras and phone
GPS, though most often she is kept back guarding the Mogul’s shard.
Drive: He seeks to know everything, about everyone, both past and future. Thus
Panopticon he shall control everyone and everything: enemy, rival, and ally alike.
Plan: He plans to insinuate himself into every system in the world. When
laws are unwilling, his Black Hat hacker puts pressure on lawmakers to
adopt “security solutions” by attacking hospitals and power plants.
When competitors arise, his White Hat hacker “exposes vulnerabilities”
and encourages adoption of his apps and firewalls instead.
252
ExAmPlE VaSsAlS
Reveal:
• One of the players (or one of their contacts) becomes aware of constant
surveillance, or stops one of his hackers from cracking a system.
• The White Hat recruits a player to help stop a malicious attack, but shows too
much of their hand.
Shard Aesthetics
The Mogul’s shard is navigated like a nightmarish webpage, its pixel brightness
made up of thousands of tiny eyes tracking every move. Adorning its walls are
paintings that play like videos when someone draws near, showing lies and
propaganda with snappy editing and friendly colours. The shard overwhelms with
information; every wall a memory from a relative, every tile a post you’ve made.
His minions take the form of faceless stalkers with camera lenses for eyes, dog-
shaped automata who track your shard browsing history, and ambushing
popup ads with hidden blades. Treasures include details of the Mogul’s
activities in exhaustive detail, and scraps of information about him, his eyes
blacked out in every photo.
Avatar Qualities
Panopticon Data Web Subtle Knife
The Mogul hungers to The Mogul’s lair is The Hackers have hidden
know everything with covered by entrapping knives. The Tracker has
his eight secret eyes. webs, each strand four fangs. The Mogul
seemingly sentient. has eight claws.
253
Th e Stai ne d Gl as s
By Tetra Saturn
Tier: 3 The Stained Glass is a Monarch of the castle. They are aware that the
castle grants them power and they are grateful for it. They see the castle
as something wonderful and sacred to defend. An entire squad of their
agents can manifest broken rules or procedures into physical
consequences. They wear badges and pins that reflect terrifying forms.
Drive: They’re driven to maintain the way things currently are – to feel they
Emblem are doing the right thing in the broken system they love so dearly.
Plan: A turning point is arriving, a chance to lose or bolster the support they
have gathered. They are tidying away the mess while preparing a nice
arrangement to put on display.
254
ExAmPlE VaSsAlS
Reveal
• A rebel (or one of their contacts) is hit hard by a negligence or disaster that
the Stained Glass is sweeping under the rug.
• One of the Stained Glass's agents comes to a rebel (or one of their contacts)
with a deal with generous strings.
Shard Aesthetics
The Stained Glass's shard is immaculate. It showcases what the traditions they
uphold find beautiful, while staying hip to the current times. Under the surface
is something else, murkier and abyssal, but it's unclear whether even they know
what lies behind the wallpaper.
Their minions are secretarial staff made of glass, mimics, and liquid light
security guards. Treasures are things that bring them reassurance (favourable
news articles), keepsakes of important connections, and things that remind
them of the past – old books, faded photos, etc.
Avatar Qualities
Resplendent glow Stacks of History Heavily Connected
The Stained Glass is Documents in piles The Stained Glass can
always illuminated by around their office awaits summon the weight of
dozens of gothic the Stained Glass's call. their corporate backing
windows, whose light with a phone call.
twists to their whim.
Bind a rebel with a rule, Demolish part of the
Form a reflective shield. hurting them if it’s broken. arena.
Create an illusion of safety Push a rebel into danger. Increase gravity's pull on a
hiding incoming harm. rebel.
Break: Become a maze of Break: Erupt into a Break: Spill oil and
images that the Stained vicious storm. deadly chemicals.
Glass phases through.
255
EnFoRcErS
ThE MoDeRn GoEtIa
The castle seeps into the Vassal’s mind through its cracks: their regrets and
frustrations, flaws and shortcomings. Their Drive is the most Void-touched
part of the Vassal’s mind, and it’s through this channel that their Avatar is
empowered (see p. 226), but as the connection between the Vassal and the
castle deepens it’ll find other flaws and embody those too.
These lesser flaws are the shard’s Enforcers. They’re an immune system for
the shard, ruling its minions and hunting down invaders. As the Vassal grows
closer to the castle and rises in Tier, more Enforcers form within their shard –
one per Tier, each with its own fiefdom.
Blight the world. Any time the Vassal’s clock fills (p. 38), the Architect picks a
surviving Enforcer to leave the shard and cause problems in the mundane
world. These problems are supernatural, but not blatant: the Enforcer can
spread a bizarre pox, wear a not-quite-perfect human disguise to corner a
rebel in their workplace, or cause freak weather disasters – but they’re not
going to be a shrieking demon throwing fire down main street.
While an Enforcer is breaching, the Architect gets one Breach Reaction per
player. These can be spent at any time to hurt the rebels, picking an Architect
Reaction (p. 206) appropriate for the Enforcer’s attack. Rebels can fight back,
and although it’ll be tough defeating it here is as good as defeating it in the
castle (see Violence in the City, p. 48). The Architect can also spend a Breach
Reaction to drag all rebels present in the scene into the castle, trapping
them there until they either defeat the Enforcer or find a way to escape.
256
ThE FoOl
The Grinning Machine
The Fool, Inverted
The Vassal is erratic and wild, driving towards multiple goals with no long-
term plan. They come out intact but leave the lives of others in ruins.
DESCRIPTION
A shimmering digital smear of flickering screens and glitching output; a
golem of static and noise. It moves in a juddering, unpredictable fashion
and takes wild lunges towards its prey; its body is semi-real, and flickers in
and out of space as it is attacked.
Breach
Outside the shard, the Machine manifests as ominous, threatening messages
that flash on computer and TV screens – disrupting a rebel’s workplace.
QUALITIES
While the Enforcer is alive, the Avatar’s face shifts and changes to the
Familiar Faces of the rebels’ loved ones as they speak.
Stretch a limb across the Flash a loved one’s face in Jump from one screen to
arena. the path of an attack. another.
Flicker out of existence for Show images of harm Blind a rebel with flashing
a few moments. coming to a contact. lights.
When broken, the When broken, piercing When broken, the arena
creature is reduced in laser-light spears from is pitched into darkness.
size, but seems much cracked screens.
heavier and vicious.
257
ThE MaGiCiAn
The Knight of Endless Summer
The Magician, Inverted
The Vassal is thick-headed, unobservant, over-confident, and completely
unaware of their own ineptitude; they bluster through life unconcerned
with the impact that they have on others.
DESCRIPTION
A bellicose ogre with a grotesquely oversized mouth. The Knight is a
hedonist, and is never able to satisfy its hunger for meat, physical
pleasure, or loud noises. It is an idiot, but a powerful one, and its inability
to conceive of its own defeat can be a strength.
Breach
When it leaves the shard, a district of the city is struck with a vicious heatwave.
Unable to sleep, people start pointless fights and mess up simple tasks.
QUALITIES
While the Enforcer is alive, the Avatar holds a Hammer of Consumption, the
hilt of which sears and cooks the Avatar’s hand as it’s used.
Channel burning heat into Wind up a colossal swing. Send out blinding rays of
any weapon that hits the sunshine.
armour. After winding up, smash
down, dealing great pain Shake off doubt or
Smash a rebel with a and disintegrating gear. weakness.
gauntleted backhand.
258
ThE OrAcLe
The Bound Demon
The Oracle, Inverted
The Vassal seeks approval from multiple outside sources, and is trying to
keep too many people happy at once to maintain a sensible outlook.
DESCRIPTION
A tangle of muscular limbs in a broadly human shape, topped with a bald
head that cries out in muffled anguish, its mouth sealed over with flesh. It
is bound by thick red ropes that extend out to the edges of the arena and
wrench the Enforcer into a variety of stress positions.
Breach
Outside the shard, the Bound Demon manifests as a swarm of pecking,
screeching birds; each of them has red string tied around their left leg.
QUALITIES
While the Enforcer is alive, the Avatar has a harness made of Red Ropes that
contorts them into impossible positions to evade incoming attacks.
Grab a rebel and yank Use pain to drown out any Stare intensely at a rebel.
them close. other distraction.
Strike away the rebel’s
Pull the Bound Demon Leave slick pools of blood protective gear,
lightning-fast across the across the arena. enchantments, cover, etc.
arena.
When broken, they whip When broken, the mad, When broken, the
around the arena and tie unrestrained enforcer creature’s true “head” is
up rebels. becomes enraged and revealed – an eyeless,
vengeful. ravening mouth between
its shoulder blades.
259
ThE GaRdEnEr
The Bounteous Harvest
The Gardener, Inverted
The Vassal has begun a systematic campaign of betrayal against those who
have aided them in the past; they are willing to burn any bridge to get ahead.
DESCRIPTION
A great and rusted machine, brimming with spinning blades – like three
combine harvesters crashed into each other at once and then got up and started
walking. The deafening noise of screeching metal alone is hard to endure.
Breach
Outside the shard, the Bounteous Harvest takes on the form of a literal
blight: crops die, trees wither, plants dry and food spoils.
QUALITIES
While the Enforcer is alive, the Avatar holds a single harvester blade,
rusted but wicked-sharp, clutched in one bleeding hand.
Tear at a rebel with Fling gears and parts Cut rebels with razor-
spinning blades. across the arena. sharp grass blades.
Chew through a barrier. Cannibalise itself to repair Coat a rebel with blood-
damaged components. red oil.
260
ThE AuTeUr
The Master of Our Desires
The Auteur, Inverted
The Vassal is desperate not to disappoint someone – and they’ll never feel
like they’re living up to their imagined expectations. A desire to impress
has turned toxic and bitter, and the person they’re trying to make an
impression on may not even know they exist.
Description
An idealised marble titan clutching a bronze sword; its body looks like the
person the Vassal would like to become, and its face is a flat mirror on support
struts. As it moves, the stone around its joints cracks and scrapes painfully.
Breach
Outside the shard, the Master is as a hulking figure in a barely-convincing
human disguise. They corner the rebel, throw them an improvised weapon
of some kind, and order them to fight. Killing them doesn’t always take.
QUALITIES
While the Enforcer is alive, the Avatar wears the mirror-mask
fashioned into a Venetian style.
Turn aside weak or diffuse Smash through cover or Amplify a rebel’s self-
blows. scenery. image anxieties to an
incapacitating degree.
When broken, the When broken, the giant When broken, great
cracked giant lunges punches a hand into the shards of mirrored
after the rebel who ground to begin pulling glass fall from the
caused the damage to up another blade. ceiling of the arena.
exact a terrible revenge.
4
261
ThE SaGe
The Throne
The Sage, Inverted
The Vassal believes that there is a right and a wrong way to do things, and
those who step outside the clearly-marked boundaries of society deserve to
be ostracised, punished and exploited.
DESCRIPTION
A winged figure with six heads – some beasts, the others human – that
speaks with the voice of the Vassal. It is righteous to the point of madness,
and anything that disagrees with it (or stands near it, in the case of rebels)
is to be destroyed as an abomination against the Vassal’s internal reality.
Breach
Outside the shard, the Throne manifests as a far-right website espousing
fiercer laws against the rebels’ communities. If investigated, the identities
of the contributors and owners of the site are completely manufactured.
QUALITIES
While the Enforcer is alive, the Avatar bears the Phoenix Wings
as a tattoo of wings across their shoulder blades.
Deafen rebels across the Burn a grabbed rebel with Fly out of attack range.
arena. angelic fire.
Leave a burning trail
Call for aid from across the Tear a chunk of the rebel’s across the arena.
shard. power out of their body.
When broken, the other When broken, the When broken, they’re
heads mourn the loss, ground where they fall replaced with
weeping a river of tears cracks into a great spasming, unstable
that floods the arena. chasm. wings of pure fire.
262
ThE LoVeRs
The Unconjoined
The Lovers, Inverted
The Vassal is heartbroken, and their devotion to the person who left them
has become poisonous and harmful.
DESCRIPTION
A monstrous creature with gangly limbs that drags the carcass of its conjoined
lover behind it as it fights. Pathetic, certainly, but it perceives almost any
activity as a threat to its lover, and will fight viciously to defend their honour.
Breach
Outside the shard, the Unconjoined manifests as a series of unexplainable
bitter reprisals similar to those performed by a bitter ex-lover: vandalism,
arson, theft, and so on.
QUALITIES
While the Enforcer is alive, The Avatar carries with them the ghostly
spectre of their dead lover, hovering in the air behind them.
Stifle sound, heat, and Shake off distractions and Seal a wound shut around
motion. doubts. a weapon.
263
ThE ChArIoT
The Copper-Caged Wolf
The Chariot, Inverted
The Vassal wants to move, to take action, to be dynamic and
unconstrained; this enforcer was born of that frustrated impulse.
DESCRIPTION
A crackling beast made of solid lightning, bound and imprisoned within
an articulated cage of copper wiring. It paces its cell, waiting for its chance
to escape and rejoin its pack in the clouds.
Breach
Outside the shard, the Wolf manifests as a vaguely lupine storm cloud and
howling winds. This lightning storm ravages the city, flooding the parts of
it one of the rebel calls home.
QUALITIES
While the Enforcer’s alive, the Avatar crackles with the electric power of a
Voltaic Beast.
Lash out with sparks. Bolt across the arena. Deafen them.
Electromagnetically grab After breathing deep, Cover the arena with fog.
a weapon or item. exhale a torrent of plasma.
264
StReNgTh
The Untamed Fire
Strength, Inverted
The Vassal is destroying everything in their path; they are exerting their
will on the world with little thought as to consequence or outcome but
relishing in the power they can exert over others.
DESCRIPTION
A great feline beast built from steel and chains that houses a barely-contained
continual explosion in its centre. The metal that makes up its body is under
so much tension that it screeches and sings whenever it moves, but it’s
mostly drowned out by the furious roar issued forth from its terrible jaws.
Breach
Outside the shard, the Fire manifests as a bulldozer; there’s no driver, and it
doesn’t have any markings indicating the place of its manufacture. It will drive
itself into a location important to the rebels, and smash straight through it.
QUALITIES
While the Enforcer’s alive, the Avatar wears a pendant holding a
scintillating gem containing an echo of the Eternal Combustion Engine.
When broken, the fire When broken, the When broken, the tail
rages out of control, creature howls and shifts spasms wildly and
and the detonations into a bipedal giant. lashes around of its
tear chunks out the own accord.
floor of the arena. The
8
265
ThE HeRmIt
Misanthrope
The Hermit, Inverted
The Vassal’s self-reliance has become toxic and unhealthy. They no longer
trust others, and obsess over planning for every eventuality.
DESCRIPTION
The arena is bare aside from a table at the centre, holding a note that reads
THANK YOU FOR YOUR COOPERATION. When the rebels read it, the
room transforms into a nightmarish maze of traps, blind alleys, pitfalls,
sentry guns and mirrors. The enforcer themselves – a pallid bundle of skin
and wires – is in a hidden compartment nearby.
Breach
Outside the shard, the Misanthrope manifests as a trap placed somewhere
important to the rebels. They’re designed to maim, not kill – razorwire nooses
around limbs, acid, holes deep enough to fracture ankles on a fall, and so on.
QUALITIES
While the Enforcer’s alive, the Avatar wears a cog on a necklace that
commands the Manslaughter Machines hidden around them.
266
WhEeL oF FoRtUnE
The Jigsaw Man
Wheel of Fortune, Inverted
The Vassal is unable to take control of their life. They perceive the world as
a jumble of stress and noise, and as such, they exist in a constant –
perhaps entirely imagined – struggle for survival.
DESCRIPTION
A rapidly-forming and reforming cluster of semi-solid threat imagery; a
storm of data in the rough shape of gangly, too-tall humanoid with a
predator’s grin. Its body is a staccato flicker of teeth, blood, and fire; its voice
is the roaring calls of a dozen apex predators overlaid atop one another.
Breach
Outside the shard, the creature becomes a dog, a fox, a coyote – some local
predator that could seriously hurt an unwary human. They’ll hunt one
rebel in particular, attempting to do as much damage as possible before
they’re driven off or killed.
QUALITIES
While the Enforcer’s alive, the Avatar’s throat glitches and twists
and their voice has a subharmonic Bass Roar.
Overwhelm a rebel with Send visceral fear through Tear a chunk out of a rebel.
sensation. a rebel’s system.
Grab onto a rebel with
Reshape its weaponry. Pinpointrebelswithechoes. piercing fangs.
267
JuStIcE
The Burdened Wretch
Justice, Inverted
The Vassal is drowning in self-loathing. They see themselves as the lowest of
the low – and, as such, all their transgressions against others are justified.
DESCRIPTION
A slug-like creature with a vaguely humanoid head; diseased-looking organs
shift underneath a bulging translucent skin, and a dozen arms line its
flanks and scratch with torn fingernails at anyone who comes near. It carries
a lashed-together ball of rusted junk and leaking canisters on its back.
Breach
Outside the shard, the Wretch manifests as pollution, rust and decay; it targets
areas open to the public – community gardens, parks, and playgrounds.
QUALITIES
While the Enforcer’s alive, the Avatar carries their own Bundle of Burdens:
an overstuffed satchel containing many useful (and useless) items.
Spew out corrosive acid. Hurl a bomb. Grab a rebel and pull them
under the Wretch.
Discard a damaged limb Throw out a cloud of
to reveal a backup. blinding, acrid gas. Savage a grabbed rebel
with endless fangs.
11
268
ThE VaGaBoNd
The Dyspeptic Spectre
The Vagabond, Inverted
The Vassal is making the same bad decisions over and over as they refuse
to examine the broader impact of their actions.
DESCRIPTION
You can hear this thing grinding its teeth before you ever see it. A knot of pallid,
skeletal-thin limbs dangle from a huge, bloated head that moans in perpetual
discomfort as it floats unsteadily through the sky. Advertisements – some
you recognise, some you don’t – are reflected in its glassy, mismatched eyes.
Breach
Outside the shard, the Spectre manifests as a malformed humanoid that
hides in a covenant’s house and tempts them into making those same bad
decisions. They’ll get back together with their unstable ex, pick up a drug
habit, gamble, buy things they don’t need to fill the void, and so on.
QUALITIES
While the Enforcer’s alive, the Avatar bears dozens of
grasping hands lying in wait beneath their clothing.
Grab a limb in its teeth. Implant recklessness Poke and prod painfully.
in them and tick a gauge.
Bite down on a grabbed
limb. Hold a rebel with its gaze.
When broken, the When broken, the When broken, they drop
spectre’s off-putting blinded beast flails off from the central head
moan turns into a full- recklessly about. and skitter around.
blown scream of pain.
12
269
DeAtH
The Blind Gaoler
Death, Inverted
The Vassal is bound by indecision, resisting change that would free them
from toxic relationships or life patterns.
DESCRIPTION
A towering figure dragging heavy padlocks on chains behind them,
scraping their shoulders against the ceiling. Their head is enclosed in an
armoured helm, itself triple-locked, and their presence turns the land
around them to stinking, waterlogged mud.
Breach
Outside the shard, the Gaoler manifests as a tall blindfolded man. He has a
keyring on his belt that can unlock or lock any door, usually choosing doors
that would cause the PCs the most trouble.
QUALITIES
While the Enforcer’s alive, the Indolence Charm appears
on the Avatar as a similar, if smaller, necklace.
13
270
TeMpErAnCe
The Hungering Furnace
Temperance, Inverted
The Vassal is consuming everything around them in a heedless rush for
overindulgence. Anyone who dares to oppose them is quickly cast aside
after their usefulness has been exhausted.
DESCRIPTION
A mechanical behemoth that looks a little like a steam train with great steel
limbs instead of wheels. Towards the front of the creature, an opening to a
smoking furnace in its belly is ringed with grasping mandibles.
Breach
Outside the shard, the Furnace takes the form of a swarm of insects: termites,
ants, silverfish, woodlice, and so forth. They infest a building important to
the rebels and chew it apart from the inside.
QUALITIES
While the Enforcer’s alive, the Avatar’s innards
and Fiery Belly glow through their skin.
Trap a rebel between a Retaliate immediately Fill the arena with smoke.
wall and its bulk. against attack.
Send out a jet of flame.
Steadily and implacably Pin an attacked rebel
charge towards a rebel. against its iron skin.
271
ThE DeViL
The Gracious Lord
The Devil, Inverted
The Vassal sees themselves as a capable and fair leader, but in reality they
are cruel exploiters of weakness and need. They maintain a network of
sycophants and dependents to protect themselves from criticism.
DESCRIPTION
A sumptuously-dressed figure atop a platform, smoking a cigarette and
idly toying with an ivory-handed hunting pistol. The platform is supported
on the backs of six blindfolded and chained people, either naked or dressed
in silken rags, each facing in a different direction.
Breach
Outside the shard, the Lord manifests as a pathetic, malnourished dog that
follows the rebels around. It howls and barks throughout the night, abuses
any kindness shown to it, and bites the hand that feeds it.
QUALITIES
While the Enforcer’s alive, the Avatar smokes a cigarette
from a black packet with a gold-embossed Devil symbol.
When broken, the When broken, the When broken, the Lord
Enforcer attempts to people who carried it stops fighting and lights
steal a replacement on their backs leap to another, siccing more
from the rebel with the the Lord’s defence with servants on the rebels.
fanciest equipment. a competitive zeal.
15
272
ThE ToWeR
DESCRIPTION
A biomechanical, spider-legged monstrosity clad in pauper’s rags with a
vaguely humanoid torso extruding from a central thorax. It wears a crown
that is ringed with dozens of eyes (some animal) and whirring, clicking
camera lenses; its right hand is a claw that drips with poison that it coughs
up and spits onto it intermittently.
Breach
Outside of the shard, the creature manifests as a swarm of spiders that have
an uncanny knack for finding sensitive information stored on paper and
putting it in places where it will be noticed by others – especially the Vassal.
QUALITIES
While the Enforcer’s alive, the Avatar wears The Crown of Eyes,
a jagged loop of silver ringed with blinking red orbs.
16
273
ThE StAr
The Vacuum Abhorrent
The Star, Inverted
The Vassal is hopelessly sad. They attempt to alleviate the anhedonia with
anything to hand – drugs, sex, abuse of power, danger – but nothing’s
really making a dent, and their life teeters on the brink of ruin.
DESCRIPTION
An amorphous black smear, a greasy stain on reality, a hole in space that
consumes everything around it. On occasion, the shape rationalises into
the shadowy form of a hunched figure staring directly forwards, rocking
from side-to-side.
Breach
Outside the shard, the Vacuum becomes a torrential rainfall in an area that
the rebels frequent, flooding its streets with water and misery.
QUALITIES
While the Enforcer’s alive, the Avatar wears sunglasses
that project an aura of Devouring Midnight.
Pull a rebel out of cover. Twist reality to escape. Defend itself in a swarm
of black razors.
Devour anything that gets Slice with a razor-sharp
too close. hand. Send a storm out to chase
a rebel.
274
ThE MoOn
Abhorrent Tenebral Wings
The Moon, Inverted
The Vassal’s fears and anxieties are boiling beneath the surface – they
dread the things that haunt the night beyond their walls. Those fears are
weaponised, now, with this creature.
DESCRIPTION
It's like a neural net trained on deep-sea fish was asked to draw a picture of
a bat. A great rush of wings heralds its arrival, dark and leathery and
abhorrently writhing. Is that its head? It certainly has teeth. Are those its
talons? The eyes make you think otherwise, but you’re seized either way.
Breach
Outside the shard, the Wings are a cluster of night vermin appropriate to
your city. A rebel or one of their Covenants finds their home besieged by
vermin: lurking at the edge of eyesight, chewing at cables, boring through
walls and snapping at heels.
QUALITIES
While the Enforcer’s alive, the Avatar is shrouded in a Cloud of Vermin.
Take to the skies. Bite deep and tear flesh. Mob a rebel with a horde
of fluttering wings.
Blast them with a gust of Inject lingering infection.
wind. Whisper doubts in a
rebel’s ear.
When broken, it can When broken, the teeth When broken, the
still protect itself by continue growing where creature grabs the
sheltering under the they fell, covering the offender up to seek
crumpled wings. arena with spikes. vengeance for its
children.
18
275
ThE SuN
The Knight of Golden Glory
The Sun, Inverted
The Vassal is good at what they do, and they know it. They view most
mundane tasks and concerns as beneath them as they cruise forward,
fuelled by an impenetrable self-confidence.
DESCRIPTION
A lithe, heartbreakingly beautiful figure that stands a little over ten feet
tall. Clad in resplendent armour with an open helm, they are under a
perpetual spotlight, and the area around them is cast into darkness.
Breach
Outside the shard, the Knight manifests as a variety of aspirational adverts that
display human faces idealised to the point of alien beauty. Those under the
advert’s influence will feel worthless and desperate to change their situation.
QUALITIES
While the Enforcer’s alive, the Avatar wears a breastplate and pauldrons
fashioned after the Armour of Glory.
Ask a rebel: What makes Reflect an attack back. Slice through any defence.
the knight beautiful?
Catch weapons in a Leave crackling fire in the
Inflict emotional turmoil gauntleted fist. blade’s wake.
on any who mar the
Knight’s beauty. Crush a caught weapon.
When broken, they When broken, their bare, When broken, the
lunge at the rebel who scarred torso catches and Knight will switch to a
attacked them in an traps weapons rather brutal grappling style to
inchoate rage. than deflecting them. choke the life out of its
opponents.
19
276
JuDgEmEnT
The Hunter of Witches
Judgement, Inverted
The Vassal has taken it upon themselves to burn a perceived evil out of the
world by whatever means necessary. While the thing they hate may be
broadly harmful, the way they go about ousting it is causing untold harm.
DESCRIPTION
An old-school inquisitor wearing black armour, a long coat and a wide-brim
hat, they pronounce judgement on any rebels that would dare invade this
shard. Beneath the coat, they are little more than an assemblage of shadows.
Breach
Outside the shard, the Hunter manifests as a wretched homunculus – little
more than a tangle of meat and detritus – that follows the rebels and
reports their actions to authorities via anonymous phone call.
QUALITIES
While the Enforcer’s alive, the Avatar has a Bloody Left Hand, represented
by a set of rings with spikes that pierce the flesh of their fingers.
277
ChApTeR 7
ThE CiTy YoU LiVe In
The city itself is another major character in your campaign. It’s a
major part of your aesthetic palette when running this game – the
simple act of setting a game in London instead of Tokyo will have
a huge difference on the characters you’re playing and the
strictures they’re pressing up against (let alone the impact of
setting the story in a different time period than the modern day).
You’ll be able to work those out for your home city better than I can,
but if you want something a bit off the beaten path we provide some
example cities, for you to use directly or draw inspiration from:
Introduction
Iron flows in the veins of Sheffield, the hills bleeding into its
rivers, driven by the pounding heartbeat of the drop forges. For
centuries, the skill and ingenuity of artisans in silver and steel
brought prosperity and renown to the market town and clustered
villages nestled in the hills and valleys. But the industrial
revolution put Sheffield on the map. The power of the five rivers,
easy access to coal and iron, and the ambition of powerful men.
Sheffield became a crucible, transforming the labour of its people
into the wealth of nations. Stainless steel emerging from soot-
caked factories, fed by the blood of the earth and men. But there is
turmoil in the castle, and now, in 1984, that change is shaking even
the solid foundations of the City of Steel.
The financial boom of the 80s and the politics of Thatcher and
Reagan are reshaping who holds wealth and power. Old industries
are being forced out of profitability, and those whose livelihoods
are dependent on them are hit the hardest. The government is
pursuing an ideologically motivated clampdown on unions, leading
to the general Miners Strike. Women and people of colour fight to
have their voices heard. And the growing AIDS crisis highlights the
discrimination against the queer community even as it makes it
starker. Against this grim backdrop, people still live their lives and
fight for what they believe in. They’re forging communities,
creating art, grasping at progress, and refusing to be cowed.
Mine Workings
The city is riddled with old mine tunnels, though no working pits
lie within the city boundaries. Occasionally a sinkhole will open
up, even swallowing buildings whole. Buried spectres of a bygone
era haunt these tunnels, lives sacrificed in the pursuit of wealth
and power. These tunnels may lead to the shards of industrialists,
keen to maintain their link to past glories. Or the ghosts may offer
safety to those who fight the castle anew.
The Leadmill
A relatively new club in an old flour mill (Leadmill is the name of
the street), it opened in 1980 initially as a community centre, but
has grown in fame as a music venue. Particularly supportive of the
local music scene, many of the synth bands the city is establishing
a reputation for play here. It also hosts overtly left-wing political
events. It is a place rebels can come to cut loose after tense
skirmishes with the castle, or meet up with like minded comrades.
Park Hill Flats
A brutalist series of council flats, perched on a hill overlooking the
city. When they were constructed at the end of the ‘50s, clearing
the old tenement slums, they were a utopian dream. Streets in the
sky, where families could live in maisonettes with modern indoor
bathrooms and central heating. But neglect of the buildings and
the council’s byzantine housing practices are isolating the estate
and turning it into a darker, crueller place. People trapped in
concrete cells and despair.
But even as the castle tries to break their will, they cannot truly
break the cosmopolitan community spirit. The flats may well be
home to the rebels and their contracts. They have a presence in the
castle as well, where shadowy figures exploit the fears and
insecurities of those who dwell there, and the shadow image is a
stark tower in monochrome.
New Wave
While the era as a whole may be more associated with the anger of
punk, Sheffield would become an important birthing ground for
new wave and synth-pop music in the late ‘70s and early ‘80s. Acts
like Cabaret Voltaire were particularly influenced by the industrial
nature of the city and this shows in their music. Other important
bands from this period include ABC, Heaven 17, The Human
League, and Pulp. The movement is still influenced by the political
nature of punk, but with a more avant garde sensibility, and some
members of the scene may be rebels or contacts.
The Miner’s Strike
The miner’s strike was a general strike called by the National Union
of Miners (NUM) which lasted from 1984 to 1985. It is best
remembered for the uncompromising nature of both sides – the
Thatcherite Conservative government and the union led by Arthur
Scargill, and the brutal tactics employed by the government. Mining
towns were flooded with police who were usually drawn from
external forces, particularly the Metropolitan Police. They used
heavy-handed tactics and violence to break pickets, including at the
infamous Battle of Orgreave, which took place just outside Sheffield.
On top of this they froze the NUM bank accounts, which meant
the union was incapable of financially supporting the striking
miners. This amounted to siege warfare against the miners and
their families, and the economic effect on mining regions was
devastating, persisting long after the strike was broken. It had a
knock-on effect in Sheffield, hastening the decline of the already
struggling steel industry as a major employer.
From the perspective of the castle, the brutal action against the
miners strike represents not only an effort to bring ordinary
people to heel, but a shift in the internal power structure of the
castle itself. The old order of Empire and industry is collapsing,
supplanted by globalisation, finance and media control. Initially
the rebels may engage with the foot-soldiers of the castle –
massed ranks of faceless truncheon-wielding police in a blue wall,
led by horrific centaurs with great clubs. But as they pierce
deeper, they will encounter vulture-headed capitalists intent on
stripping the carcasses of businesses for whatever they can take,
and slimy politician-leeches willing to sacrifice entire
communities to maintain their grip on power.
BaNdIt CoUnTrY
By Espina MacNeill
Marnagh Bog
A sodden desert, the shadow that encloses Otterby. Willow trees,
mountains of turf, and stripped cranes. Ancient people built an
oak trackway for sacrifices, but it has since sunk into the muddy
waters beneath. Men from the peat company – not based in
Otterby, of course – mash the bog into compost bags and truck it
down roads that rise and fall like the universal breath.
Barton Lodge
Formerly the Hotel Otterby, but changed after the ‘such a lovely
face, such a lovely place’ jokes became unbearable. Features a fully-
stocked kitchen, two conference rooms, and thirty guest rooms,
all uninhabitable thanks to black mould. Only the bar and the
lounge remain usable, the rest of the hotel quarantined for the
safety of the customers.
Leam Hill
A green snake wrapped in gorse and barbed wire, crowned by
three burial sites. These cairns, as they’re called, have kept a stern
watch over Lake Liara for the past few thousand years. A favourite
spot of witches and neo-pagans the county over, and not just for
the delicious mushrooms that grow upon it. The stones catch the
starlight in such an enchanting way...
The Castle in Otterby
Mother Bog shelters all.
Just because this place drains the Void does not mean it is free
from it. Instead, Otterby is a city of refuge for those among the
castle who have angered the castle or been broken by it. The lines
between Vassal and rebel blur in these wild lands, leaving it up to
the involved parties who is friend and who is foe. Remember: the
enemy of your enemy is not always your friend, and never forget
what you're fighting for.
Last, but not least, is the Starlight Usurper. The Starlight Usurper
is old, older than any other Vassal. In a time before time they
betrayed the castle and fled, burying their Shard far beneath Leam
Hill. Some rebels seek to make contact with the Starlight Usurper,
believing them to be the key to defeating the castle for good, but
others are not so sure the enemy of their enemy is their friend.
Translations from the ancient Gaelic are vague, though: the
Usurper could be buried ‘below’ Leam Hill, or ‘above’...
WiNdY CiTy GoThIc
By Adira Slattery
The city is hungry. Its steel is quenched in hog’s blood, hard rivets
weaving through a flaming wreckage. One hundred and forty nine
years ago Chicago burned to the ground and was reforged. The
swamps and wild onions made way for straight planned streets,
tall buildings, slaughterhouses, and rail. Skyscrapers were birthed
here, and then pushed to the limit. Something here wants to tear
down the sky and eat the clouds raw, and the people were more
than happy to feed it. The city of Big Shoulders worked and
worked and worked, and created a modern henge girded in iron.
The hawk wind howls off the lake through the wild skyscrapers.
Piles of snow and hard rain fall in April. At 10 AM on the first
Tuesday of every month, a piercing siren reminds you of the
tornadoes menacing just beyond the border. It’s not called The
Windy City for nothing, and Chicago’s weather is as temperamental
as they come. The people just plow through it all the same, even as
every season is represented during a single week in January. And if
you beat the weather, then you lay your claim: stake out a space in
the winter with a folding chair to protect your shady spot of the
lakefront in summer. Just because the train caught on fire doesn’t
mean you can be late to work – it’s always catching on fire this time
of year. Chicago sneers at weakness, and the castle smiles.
The people of Chicago have always found ways to fight back. All
the way back to the Haymarket Affair people have been pushing
back and getting shot, blown up, or jailed. Chicagoans don’t lay
down though; they get right back up, swinging. The people have
taken the worst this city has to offer and come out on the other
side. Neighbourhoods band together and create a better world.
That’s what the rebels represent in a place like Chicago, a way to
break the eternal cycle of graft and abuse.
NEIGHBOuRHOODS
Chicago is filled with neighbourhoods, at least 77 depending on
how you count. Here are just four specific areas to give you a cross
section of the Windy City.
The Loop
Bordered by a circle of elevated train tracks, the downtown centre
of Chicago awakes with a bustle of activity as the sun rises. Lower
Wacker fills with cars whose GPSes don’t work underground, and
Lake Shore Drive accommodates driving 65 on a road designed for
a 45mph speed limit while the cops drive past you going 80. Filled
with activity, Vassals look out over the skyline from corner offices
and dream of higher floors. The courts come into session, and the
trading floor opens. But then, with the setting sun, the castle falls
back asleep. No one is in the Loop after 6PM. Tourists wander the
dark corridors between the skyscrapers and think, “Isn’t this the
downtown? Shouldn’t there be something to do?” But everyone
who lives there has retreated up their elevators to their glistening
apartments, and won’t come down until the sun returns.
West Ridge
Tucked into the very northern edge of the city, this residential
neighbourhood sits peacefully. Touhy and Devon, the major roads
of West Ridge, are both lined with stores and restaurants. While
Touhy is the centre of Orthodox Jewish life in Chicago and
slumbers on the weekend, Devon’s South Asian corridor bustles at
every hour. The multiethnic nature of West Ridge makes it the
most diverse neighbourhood in a city plagued by segregation, and
the castle would love nothing more than to tear it apart.
Gold Coast
Glittering and fabulous, the Gold Coast is where those with real
money live and play. Boutiques and bars create the Viagra
Triangle, where rich older men come just a short way north from
the Loop to meet young and desperate women. The castle has an
iron grip on Chicago, but here it is so powerful that the Vassals
can afford to live a little and flex their power.
Pilsen
Building up in the early 20th century, Chicago needed a massive
influx of immigrants. From German, to Czech, to Italian, to
Mexican, Pilsen has been home to a never ending cycle of
communities calling this neighbourhood home. But now as
society shifts, a new group has been coming in with trendy coffee
shops and upscale bakeries. And the castle is more than happy to
stoke the fires of gentrification.
ChApTeR 8
VoIdHeArT aNd tHe TaRoT
TaRoT TrAnSpOsItIoN
Readers familiar with the tarot may have noticed that the deck
described in Voidheart Symphony isn’t 100% accurate to the arcana
as set out in the Rider-Waite deck. As I made this game, I found
places where the tarot was unnecessarily gendered, or its
archetypes didn’t fully hit what I was shooting for – so I changed
some card names to improve the fit.
Gardener Empress
Auteur Emperor
Sage Hierophant
Scholar Page
Envoy Knight
Avatar Queen
Ruler King
ScEnArIo SpReAdS
So, you’re starting up a new Voidheart Symphony investigation, and
want inspiration for the Vassal the players are investigating, their
particular position in the shadow hierarchy of the castle, and the
resources they can bring to bear both in the mundane world and
in their personal castle-shard. Here’s one method of doing that,
using a standard tarot deck.
Preparation
Get a deck with Major and Minor arcana. Shuffle it, making sure
to get a good mix of upright and reversed cards.
Reading
1. Draw a card for the Vassal’s Tier.
How high up they are in the castle’s ranks.
If their Tier has already been decided, just interpret the card to
inform the answer to their Tier question.
• The first is their regrets – the things they wish had gone
differently.
• The second is their aspirations – their most lofty goals and
noble intentions.
• The last is their cherished connections – the people (or pets)
whose presence they value.
1 2 5
4B
Step 1: Tier
The Lovers, reversed
Step 3: Complications
Four of Coins, Reversed; Crown of Swords; Eight of Cups
So! This Vassal is coming in to fold this city’s castle into their
network, and one of their first steps is to get a strong financial
foothold. They’ll do this by noticing a part of the rebel’s
community that is at step 2 in that chain above, and start buying
out houses and meeting spots to start developing them into
something more profitable. This fragments the artistic
community in the area, and if left unchecked will dilute the
neighbourhood’s vibrancy until it’s bland and commodified and
marketable to the people with enough money to “really” matter.
Conclusion
So that’s our Vassal: a deal-maker at the summit of a pyramid of
financial institutions. They rely on the castle to give them simple
rules for life that’ll bring them prosperity, but they’re finding it
harder to ignore the complications and nuance of their actions.
And while they want to be a good ruler to those under them, they
cannot see the beauty that can only exist outside their walls.
ReAdInG tIpS
There are a few card interpretation strategies I bounce between. The
simplest one is to look up a card writeup online – Biddy Tarot is
often pretty good, though I’m also a fan of the per-card breakdowns
Pixel Occult do for their decks (e.g. their Neon Moon deck).
A final strategy is simply to see what the card’s art suggests to you.
Tarot cards are often full of dense, mysterious, and often
contradictory symbolism – see what it suggests to you! This is also
why it’s important to pick a deck that’s meaningful to the tone of
your campaign. Looking at my own decks, Neon Moon would work
well of a high-tech, almost cyberpunk-flavoured campaign; Oriens
encourages me to think in terms of nature, animals and ecosystems;
and the traditional Rider-Waite deck puts the spotlight on traditional
occultism, folklore, and institutional, historical systems of power.
MoVe SuMmArY
Universal Moves
TaKe A RiSk EvOkE tHe CoVeNaNt
When you do something risky that If you're desperate after rolling the
isn’t covered by another move, you dice, say which Intense Covenant you
do it, and the Architect will say what call on for aid. Fade the covenant, and
consequences unfold. re-roll one of your dice.
City Moves
MaKe a StAnD PaSs BeNeAtH NoTiCe
When you Make a Stand to force When you attempt to Pass Beneath
someone to pay attention to you, Notice, check against Infamy.
check against Blood.
On a hit, you do it long enough to get
On a hit, choose two: what you wanted, but it costs you.
▶ They don’t cause you immediate
problems. On a weak hit pick 2, on a strong hit pick 1:
▶ Your words shake them. ▶ You have to leave this situation
▶ They spend some time focused right now, or be discovered.
only on you. ▶ Someone notices you, and they’ll
keep an eye out later.
On a weak hit, it gets personal: mark a ▶ You get separated from your allies
condition. On a strong hit, you may or pulled out of position.
mark a condition to pick all three
options.
CoNnEcT VeNt
When you try to Connect with When you call on the void’s power in
somebody by… the city, choose 1-5 effects:
…convincing them you’re worth
their time, check against Infamy. ▶ Terrify everyone present.
…making the Vassal’s threat clear, ▶ Conceal your identity from all
check against Heat. onlookers.
…putting up a false front, check ▶ Call on a strength you’d have in the
against Lack. castle.
▶ Perceive something beyond your
On a hit, they’ll give you a chance to senses.
make your case. They’ll answer a few ▶ Shrug off anything that would hurt
questions or do a minor favour that you.
doesn’t risk their own standing. ▶ Use your playbook’s unique Vent
effect.
On a strong hit, also pick one:
▶ They reveal far more than they Then check against Fealty.
normally would.
▶ They give you access to a restricted On a strong hit, pick one backlash;
location or a valuable item. on a weak hit, pick as many as you
▶ You hit it off; add them as a minor picked effects; on a miss, the
covenant. Architect picks as many as they like.
On a hit, you appear in the shard in a • +1 if you mark Void, else roll -1;
safe place. Each rebel takes on their • +1 if you’ve defeated an Enforcer,
castle form, with their signature else roll -1;
weapon and gear. • +1 if you’ve spent time studying
the Vassal in the city, else roll -1.
If they want something different,
each rebel can give up one gear If you’re exploring, on a hit you reach a
item to empower a mundane item place that displays a deep-seated
they brought with them. Treat it as truth about the vassal. But the
a weapon with a perk and flaw, or a Architect picks 1 on a 10+, 2 on a 7-9,
utility item that can be expended to as many as they like on a 6-:
do one appropriate thing.
▶ Its inhabits are hostile to you.
On a strong hit, you arrive at a good ▶ It’s filled with traps and hazards.
vantage point, giving fleeting ▶ Dangerous forces are on their way.
Advantage on Travel the Labyrinth. ▶ You’re trapped in here until you
find the way out.
On a miss, you’re in a desperate ▶ It also reveals something painful
position as you arrive, under attack about you. Say what.
from castle denizens or
environmental hazards even as you’re If you’re going somewhere specific (the
still shifting into your castle form. heart of the shard, its exit, an Enforcer’s
lair, etc), on a hit you get there, and
on a 10+ you arrive in a controlled
position – able to plan, talk to each
other, and scope the area out.
On a 7-9, pick one; on a 10+, pick two: On a hit, you can ask the Architect
questions. On a 7–9 ask 1; on a 10+ ask 3;
▶ You’re where you need to be. on a miss, ask 1 but prepare for the worst:
▶ Danger doesn’t follow you.
▶ Another rebel can take the trip ▶ Which exit takes me to my goal?
with you. ▶ What here is valuable?
▶ What can the enemies here do?
PoWeR ThRoUgH ▶ What should I be on the lookout for?
When you hurl your strength at the
castle's obstacles, roll +Swords. Get fleeting Advantage when you act
on each answer.
On a hit, pick one:
ReAcH OuT
▶ You destroy an obstruction or piece When you form a bond with a
of scenery. minion of the Vassal, roll +Cups.
▶ You knock back and scatter a group
of minions. On a hit, you’ve formed a bond – the
▶ You give another rebel a clear path Architect will tell you what the
out of danger. symbology of the minion means to
the Vassal, and the minion will help
On a 7-9, the Architect gives your you so long as they can safely do so.
action one of these costs: you’re put
in a bad spot, take a condition, or get On a 7-9, pick a cost:
separated from the others.
▶ Your mind touches the Vassal’s.
Tick Heat.
▶ The shard pushes back. Minions or
Enforcers are coming.
▶ The bond feeds on you. Mark a
condition.
On a hit, each rebel picks 1: On a 7-9, your foes regroup too; get
fleeting Disadvantage on Travel the
▶ Comfort another rebel. Heal one Labyrinth.
of their conditions.
▶ Encourage another rebel. On a miss, the shelter you find is
Intensify their Crew Covenant. fleeting or deceptive: you’re plunged
▶ Use your playbook’s Shelter move. into danger before you can rest.
Your mundane self has suffered (directly ▶ Call for backup. The Avatar
or indirectly) at their hands. summons an Enforcer to fight
alongside them. Only available if
There’s organised resistance to the Vassal they have surviving Enforcers.
among the city’s people. ▶ I SEE YOU. The Vassal realises who
you are in the city, and their
On a hit, you break the connection! Pressure ranks up.
They're vulnerable, but won’t go ▶ Vessel of a greater power.
down without a fight. Defeating this Avatar will rank
down Pressure instead of triggering
Rivers in the Desert – this Vassal
falls, but their puppetmaster, a
higher-Tier Vassal, continues to act.
Confrontation Moves
StRiKe PrEsSuRe
When you exploit an Opening with... When you force a foe’s attention
…stealth and guile, roll +Wands. onto you, roll +Swords. No matter
…precise insight, roll +Coins. what, they’ll retaliate – they get an
…direct force, roll +Swords. Opening on you.
…arguments and emotional
appeals, roll +Cups. On a 7-9 pick 1; on a 10+ pick 2:
On any hit, you remove the Opening ▶ They’re thrown off-balance, and
and break one of the foe’s qualities. you get an Opening on them.
▶ You pin them in place, preventing
If you break its final quality, it’s them from moving.
defeated and no longer a threat. ▶ You give an ally a window to act freely.
Otherwise, the Architect will trigger
that quality’s Break Move, and on a DoDgE
7-9 also pick 1: When you try to avoid incoming
danger, roll +Wands.
▶ They lash out. You mark a condition.
▶ They single you out. They get an On a hit, you successfully dodge the
Opening on you. attack.
▶ They reshape the arena. The
Architect introduces a new threat. On a 7-9, pick 2; on a 10+, pick 1:
Tags
Perks Flaws
Cleave: It can impact many foes in a Ammo/Fragile: It’s likely to break or
single attack. become unusable, only rearmed
Defensive: You can keep up your guard when you take Shelter or start a
while using it and shield others. new delve.
Flexible: It bypasses defences and Bulky: You need solid footing and
can be redirected mid-attack. room around you to use it.
Hefty: It knocks an enemy down or Close: You have to get inside a foe’s
flying back. threat range before you’re able to
Lingering: It causes ongoing, use it.
distracting pain. Grazing: The weapon can’t deal
Piercing: It can punch through significant physical harm, and its
armour and hide. effects can be shrugged off in time.
Long-Range: It can attack any foe in Talisman: It’s formed from an item
this scene, no matter how far away important to you – if it’s lost or
they are. damaged, you tick a gauge.
Shifting: It has different shapes. Pick Painful: It’ll hurt you if things go
two flaws; only one is active at a wrong. Maybe even if they go right.
time, and you can switch between Reload/Brace: You need to take some
them at will. Any additional perks action to recover it or make it
shift alongside its flaw. usable again after attacking.
Stun: It makes enemies slow and Unstable: Using it staggers you,
sluggish. making you vulnerable and slow.
Tether: It lets you hold onto or keep
up with a foe.
MoVe InDeX
Moves that are always available: Moves triggered in the city:
Evoke the Covenant 35 Check In (Fealty) 41
Hard Lessons 35 Connect (Various) 45
Help Out 35 Let Go 42
Overwhelmed by the Void 49 Let Your Hair Down (Lack) 42
Overwhelmed by the World 49 Make a Stand (Blood) 44
Take A Risk 35 Pass Beneath Notice (Infamy) 44
Read the Wind 43
Moves triggered in the castle: Rebel Eyes (Heat) 46
Dive Into Darkness (Blood) 54 Vent (Fealty) 47
Dodge (Wands) 66 Weight of the World 51
Emperor's New Clothes 58 Wolf At The Door 40
Find Shelter (Wands) 57
Flee 66 Moves used to shape the flow of a
Flow Like Water (Wands) 60 session or investigation:
Line It Up (Coins) 65 Daily Procedure 38
Power Through (Strength) 60 Darkness Falls 72
Pressure (Swords) 65 Growing Shadows 36
Push Through Pain 52 Peace and Quiet 75
Reach Out (Cups) 61 Retaliation 73
See Clear (Coins) 61 Rivers in the Desert 70
Stand With Me (Cups) 66 The Grind (Various) 37
Strike (Various) 64 Wrap Up 50
Travel the Labyrinth 56 Emperor's New Clothes 58
Pressure (Swords) 65
Reach Out (Cups) 61