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MaKiNg YoUr AuThOrItY First Descent
Before your first delve, work through these, and answer: What’s your personal connection with the Vassal?
Particulars
The Crew
Pick from each, or make your own: Feminine, masculine, ambiguous, concealed, … They, She, He, … Pristine uniform, a symbol of authority, rumpled and overworked, … Bright eyes, ruthless eyes, kind eyes, watchful eyes, … Teen, Young Adult, Adult, Senior, …
Pick one to represent what you offer the group, and gain it as a Crew Covenant: □ Auteur: Leadership, structure, grand vision. Ask: Which of you works for me? □ Justice: Truth, fairness, accountability. Ask: Which of you did I help find justice? □ Sage: Guidance, tradition, mystic insight. Ask: Which of you regularly comes to me for advice?
Aftermath
When you use a castle stat, assign it one of these: +1, +1, 0, -1. When the fight’s over, gain a Void rank and advance, and work through these:
Gear Make a signature weapon (1 perk, 1 flaw) and pick one to have every delve: □ Gleaming armour (expend to avoid marking a condition from a blow). □ Signal flare (expend to show everyone the route to you, no matter how distant they are). □ A noble sword (piercing, close).
Castle Form Your form in the castle has one of these per rank of World or Void. Start with one: Myth: Angel halo, dragon skin, infernal horns, vampire grin, … Clothes: Regal vestments, military dress uniform, academic robes, haute couture, … Accessories: Wings, constellations, echoing voice, mirrored eyes, … Mien: More glorious, more terrifying, more true, more serene, …
Mundane Life
When you return to reality, work through these:
Role Pick a category and an occupation: □ Delinquent: Class president, team captain, gang leader, … □ Prodigal: Store manager, apprentice, vigilante, … □ Traitor: Lawyer, politician, doctor, …
Put a black mark in Infamy. Put a black mark in Lack. Put a black mark in Fealty.
Add the place where you meet with others in your organisation to the relationship map.
The Authority I kNoW tHaT yOu'rE lOsT aNd dEsPeRaTe. DoN't wOrRy, I'm hErE nOw.
The Authority pushes back against the castle by building their own kingdom. They're an inspiring leader, a wise mentor, or an intimidating commander. In the castle, they can inspire and protect their allies, or lock down and restrict their foes.
Gauges You're self-assured and resourceful. Mark one tick in Infamy and Lack, two in the rest.
Contacts
Gain one as a Major Covenant, and name them. □ Chariot: The rival who spurs you to excel. □ Fool: The novice you’re teaching. □ Magician: The headhunter scouting you. Add another rebel’s contact as a Major Covenant, saying what links you.
PlAy aN AuThOrItY tO:
• Manage an organisation working in the city. • Set the pace of fights and dominate your enemies. • Ask what role authority, power and hierarchy play in your fight.
NaMe: PaRtIcUlArS:
Covenants
Check the Covenant handout for details of the moves these grant you.
Contact
Arcanum
Disadvantage on Pass Beneath Notice and Dodge
AnGrY CaLlOuS CoWeD OvErWhElMeD ScArEd
PrOnOuNs:
InTeNsE CoMmItTeD
Disadvantage on Connect and Stand With Me Disadvantage on Vent and Strike Disadvantage on Rebel Eyes and Line It Up Disadvantage on Make a Stand and Pressure
Blood
MuNdAnE RoLe:
Lack
Crises
Dire? ImMiNeNt?
Infamy Heat
CREW COVENANT
FeAlTy You may always ask: Who here most needs my advice? The Architect will answer truthfully. When you Vent, you may also pick this effect: Choose someone in your presence. They cannot contradict what you say or physically block your actions until you leave their presence.
SwOrDs CuPs
CoInS WaNdS
FoRm: WeApOn:
Shelter Move: You inspire one of the others. The next time they would fade their Crew Covenant, they may ignore that cost.
Shadow Moves
Void Ranks
Mark when you miss in the City.
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Advances □ □ □ □ □ □
Add +1 to a Castle stat. Add +1 to a Castle stat. Gain a Shadow Move. Gain a Shadow Move. Gain another Gear option. Add a perk to your signature weapon.
World Ranks Advances
Mark when you miss in the Castle.
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□ Commit to a Major Covenant. □ Pick one of your castle abilities; get advantage using it with Vent. □ Mystically provide a friend or follower with financial security. □ Minions arrive in the hideout, eager to help with research or red tape. □ Organisational charts and pinboards appear in the hideout, automatically updating as you learn more about the castle.
□ Just You and Me
If a foe’s within arm’s reach, you can mark Void to reshape the castle and trap you both within an empty room. The previous state is restored when you will it, or when you Push Through Pain.
□ Heroic Intervention
When an Adversary is bearing down on an ally, you can mark Void to immediately close the distance between you and Pressure them – gaining Advantage on the roll.
□ War Cry
When you let out an intimidating war cry, mark Void to give every Rebel who joins in fleeting Advantage.
□ 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.
MaKiNg YoUr CaPtIvE First Descent
Before your first delve, work through these, and answer: How did you break free in time to help these rebels?
Castle Form
The Crew
You don’t have a ‘regular’ body, and your castle form has been shaped by your struggle to survive. Pick from each, or make your own: Feminine, masculine, Lost senses, unpredictable dysfunctions, hindered ambiguous, concealed, … mobility, constant pain, … They, She, He, … Ragged clothes, gauzy drapes, much-repaired vestiges, prison uniform, … Teen, Young Adult, Adult, Senior, … Blood-soaked, chained, burning, contorted, drowned, … These don’t change over time: they’re a fundamental part of your new life.
Your Crew Covenant is The Shade; see the other page for details. Ask: Which of you knew me before I was like this?
Aftermath
When you use a castle stat, assign it one of these: +1, +1, 0, -1. When the fight’s over, gain a Void rank and advance, and work through these:
Gear Make a signature weapon (1 perk, 1 flaw) and pick one to have every delve: □ Stygian charm (expend to make the intangible tangible for as long as you hold your breath). □ Penance stare (expend to strike guilt into the heart of someone who meets your eyes). □ Touch of the Void (lingering, close).
Prison Life
While the others return to reality, work through these:
Your Prison
Prison Amenities
Where must you return to? □ The shard of a powerful Vassal. Who do you think they are? Put a black mark in Torment. □ The interstitial spaces between shards. Who else lives there? Put a black mark in Fetters. □ The Void itself. What have you found to appease its hunger? Put a black mark in Abyss. Add the prison to the relationship map.
As you gather more power, you can make your stay here more comfortable. When you gain a point of World or Void, improve one of these aspects of your prison; when you lose a point, erase an improvement.
Prison Gauges
Luxuries: Absent, Hollow, Occasional, Ample.
Three gauges track your new life, each starting with two boxes ticked:
Private space: None, Covert, Cramped, Expansive.
• Torment: Do the prison’s inhabitants tolerate you? Check against this when you Let Your Hair Down or Pass Beneath Notice in the prison. • Fetters: Are you able to take care of your form? Check against this when you Make a Stand or use Rebel Eyes in the prison. • Abyss: How much of your memories or interests have you lost to the Void? Check against this when you Vent or Connect in the prison, or whenever you Check In with a rebel.
Gain one as a Major Covenant, and name them. □ Moon: A feral void-creature scavenging for scraps. □ Vagabond: An orphaned minion of a fallen Vassal. □ Judgement: An avatar of a greater power walking the prison with impunity. Put them on the relationship map with a link to you. Once everyone’s picked theirs, link another NPC on the map to you and add them as a Major Covenant, saying what memories lead you to them.
Climate: Hellish, Uncomfortable, Palatable, Cosy. Guards: Pervasive, Patrolling, Scattered, Banished.
Contacts
The Captive I kNoW tHiS pLaCe, I cAn hElP yOu, bUt pLeAsE, hElP mE – I’m nOt mEaNt tO bE hErE.
Not everyone hurt by the castle walks away from it. The Captive’s body may be in a coma, imprisoned, dead, or lost – but their mind is a spectre trapped in the void, walking the castle’s corridors, and haunting the city. Can they still fight the castle despite how it’s changed them?
PlAy a CaPtIvE tO:
• Explore the shadowy otherworld you’ve made your home. • Be a spectre haunting the castle and the city. • Tell the story of those dehumanised by the system you’re fighting.
NaMe:
PrOnOuNs:
PaRtIcUlArS:
Covenants
Check the Covenant handout for details of the moves these grant you.
Contact
Arcanum
InTeNsE CoMmItTeD
CREW COVENANT
The shade
Disadvantage on Connect and Stand With Me Disadvantage on Vent and Strike Disadvantage on Rebel Eyes and Line It Up Disadvantage on Make a Stand and Confront
Crises
Dire? ImMiNeNt?
Fetters Abyss
Hangout move
City move
Castle Move
When you spend time with the Shade, you may pick one:
When you or your host attempts a roll, use your host’s gauges. Tick a Prison Gauge to give their roll Advantage.
When you’re leading the group somewhere you’ve been before, you never need to roll Travel the Labyrinth. When a foe is within arm’s reach, mark a condition to reshape reality and separate the two of you with a deep chasm, a barricade, or a surging river (of what?).
• Tell them a way they’re important to you; the Shade refreshes Fetters. • Show them something you feel strongly about; the Shade refreshes Abyss. • Help them test their powers; the Shade refreshes Torment.
Disadvantage on Pass Beneath Notice and Dodge
AnGrY CaLlOuS CoWeD OvErWhElMeD ScArEd Torment
To act in the city, you need a willing host; ask for a volunteer. With a few moments of meditation, you can shift between your prison and your host’s presence. When you take an action in the city, you can act near your host. Your host can easily perceive you; 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. You may always ask: Who here is mourning struggling to hold on? The Architect will answer truthfully. When you Vent, you may also pick this effect: Isolate someone in arm’s reach. For the rest of this day, nobody but you can perceive them, and any mark they leave on the world fades in seconds.
SwOrDs CuPs
CoInS WaNdS
FoRm: WeApOn:
Shelter Move: Ask another rebel a personal question about their city life. If they answer openly and honestly, they mark World; if they lie, obfuscate or refuse, they mark Void. Either way, they showed you something: intensify your Crew Covenant.
Shadow Moves
Void Ranks
Mark when you miss in the City.
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Advances □ □ □ □ □ □
Add +1 to a Castle stat. Add +1 to a Castle stat. Gain a Shadow Move. Gain a Shadow Move. Gain another Gear option. Add a perk to your signature weapon.
World Ranks Advances
Mark when you miss in the Castle.
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□ Commit to a Major Covenant. □ Pick one of your castle abilities; get advantage using it with Vent. □ A library/cinema/bar/cafe appears in your prison, giving its inhabitants a glimpse of the world outside the castle. □ When you leave a host, any past host can accept you, wherever they are. □ The hideout grows a door to your prison anyone can use, and you’re fully physical within its walls.
□ Dead Man’s Party
□ Velvet Room
□ Trapped in here with me
□ A Haunting Spectre
When you Reach Out, tick Abyss to strip away the human skin over a minion’s void-stuff and get fleeting Advantage on the roll. When you Let Your Hair Down with the denizens of your prison, fade a Covenant with someone in the city to get an automatic strong hit. When you create an Opening, tick Torment to summon a gate to your prison. When someone Strikes with that Opening, they can send the foe through the gate to the prison, where they’ll stay for the rest of this delve. When you return to your prison, either let them return to their shard or pay dearly to trap them: fade a Covenant with a prison contact or spark a new crisis.
When you pull your allies through a door that shouldn’t exist, tick Fetters to get advantage on Find Shelter. This refuge is home to one or more inhuman entities, largely indifferent to you all. When you use Wolf at the Door, you can pay the cost by sacri‐ ficing a rank of World or Void to these entities. When you Dodge or Flow Like Water, you may mark Void to pass through physical obstructions like fog. In the city, you can float away from your host, but making an impact is far harder – while you’re outside their immediate presence, you automat‐ ically miss on all moves. Tick a prison gauge to get a weak hit instead, tick two to get a strong hit.
MaKiNg YoUr HaRlEqUiN First Descent
Before your first delve, work through these, and answer: What did the Vassal do that you can’t just laugh off?
Particulars
The Crew
Pick from each, or make your own: Feminine, masculine, ambiguous, concealed, … They, She, He, … Threadbare uniform, comfortable clothes, weird clothes, … Laughing eyes, bloodshot eyes, sleepy eyes, bright eyes, … Teen, Young Adult, Adult, Senior, …
Pick one to represent what you offer the group, and gain it as a Crew Covenant: □ Fool: Innocence, spontaneity, new starts. Ask: Which of you did I believe in, when no one else would? □ Vagabond: Letting go, new perspectives, pauses. Ask: Which of you enjoys wasting time with me? □ Oracle: Intuition, spirituality, subconscious. Ask: Who did I help by showing a third way out of a dilemma?
Aftermath
When you use a castle stat, assign it one of these: +1, +1, 0, -1. When the fight’s over, gain a Void rank and advance, and work through these:
Gear Make a signature weapon (1 perk, 1 flaw) and pick one to have every delve: □ Lucky charm (expend to re-roll a missed roll). □ A fancy jacket (expend and put it on a minion to make everyone think they’re you). □ Confusing fighting style (cleave, close).
Castle Form Your form in the castle has one of these per rank of World or Void. Start with one: Myth: Will’o’the’wisp aura, siren scales, rabbit ears, monkey tail, … Clothes: Jester motley, shapeless habit, catwalk fashion, dandy coat, … Accessories: Laugh track, narcotic haze, prism eyes, quicksilver mask, … Mien: More glorious, more terrifying, more true, more serene, …
Mundane Life
When you return to reality, work through these:
Role Pick a category and an occupation: □ Delinquent: Class clown, dropout, dreamer, … □ Prodigal: Stoner, artist, temp, … □ Traitor: ‘Independent means’, scam(?) psychic, cashier, …
Put a black mark in Infamy. Put a black mark in Lack. Put a black mark in Fealty.
Add the place that most earns your disdain to the relationship map.
The Harlequin WoE iS mE, fOr iN fIgHtInG tHe cAsTlE I hAvE bEcOmE iT. ExCePt wAy cOoLeR, lOl Maybe they don't think your fight really means anything. Maybe they're trying to keep morale up. Or maybe a revolution without dancing is no revolution at all. Either way, the Harlequin tries not to take things too seriously.
Gauges You laugh it all off. Mark one tick in Heat and Infamy, two in the rest.
Contacts
Gain one as a Major Covenant, and name them. □ Temperance: The co-worker/classmate who’s always free to hang. □ Hermit: The recluse you bonded with over a common interest. □ Moon: The fellow survivor who reminds you of a time you’d rather forget. Add another rebel’s contact as a Major Covenant, saying what links you.
PlAy a HaRlEqUiN tO:
• Defy authority and make a mockery of the castle. • Confuse, mislead and distract your enemies. • Remind the group of the use of art, joy and humanity.
NaMe: PaRtIcUlArS:
Covenants
Check the Covenant handout for details of the moves these grant you.
Contact
Arcanum
Disadvantage on Pass Beneath Notice and Dodge
AnGrY CaLlOuS CoWeD OvErWhElMeD ScArEd
PrOnOuNs:
InTeNsE CoMmItTeD
Disadvantage on Connect and Stand With Me Disadvantage on Vent and Strike Disadvantage on Rebel Eyes and Line It Up Disadvantage on Make a Stand and Confront
Blood
MuNdAnE RoLe:
Lack
Crises
Dire? ImMiNeNt?
Infamy Heat
CREW COVENANT
FeAlTy You may always ask: Who here would appreciate a distraction? The Architect will answer truthfully. When you Vent, you may also pick this effect: Begin a performance. Until it’s over, nobody outside the crew can look away from you or disrupt you.
SwOrDs CuPs
CoInS WaNdS
FoRm: WeApOn:
Shelter Move: You kick back and relax; say how. You and anyone who joins you erases a condition, but gains fleeting Disadvantage.
Shadow Moves
Void Ranks
Mark when you miss in the City.
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Advances □ □ □ □ □ □
Add +1 to a Castle stat. Add +1 to a Castle stat. Gain a Shadow Move. Gain a Shadow Move. Gain another Gear option. Add a perk to your signature weapon.
World Ranks Advances
Mark when you miss in the Castle.
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□ Commit to a Major Covenant. □ Pick one of your castle abilities; get advantage using it with Vent. □ Give an enemy or rival unexpected good fortune that will shock and unsettle them, giving them a new perspective on life. □ Rolled dice, shuffled decks, and flipped coins will tell you the result they expect to give before anyone else knows. □ Add a relaxation space to the hideout: a cafe, library, karaoke, whatever fits your group.
□ MaDe YoU LoOk
□ TeArS oF a ClOwN
Your allies have fleeting Advantage making use of this, though the enemy will act against you.
□ AnD nExT yOu’lL sAy...
When you make yourself the centre of attention, mark Void to pick one: • The enemy reveals a hidden weakness. • The enemy ignores your allies.
□ I WaS NeVeR HeRe
When you successfully Dodge, mark Void to leave a duplicate in your place to distract the enemy. Mark Void again to blow it up (stun, close).
When you put on a pantomime of emotion, mark Void to overcome an enemy with the emotion you were performing. Each Rebel gets fleeting Advantage taking advantage of it. When you tell an opponent what they’ll do next, mark Void to make them pick: do exactly what you predicted, or stumble, hesitate or flinch. If they do what you predicted, show how they played into your hands and gain Advantage on Strike.
MaKiNg YoUr HeReTiC First Descent
Before your first delve, work through these, and answer: How did you realise the Vassal had supernatural power?
Particulars
The Crew
Pick from each, or make your own: Feminine, masculine, ambiguous, concealed, … They, She, He, … Distressed uniform, alternative fashion, identity-hiding mask, … Sardonic eyes, wary eyes, fiery eyes, frightened eyes, … Teen, Young Adult, Adult, Senior, …
Pick one to represent what you offer the group, and gain it as a Crew Covenant: □ Devil: Temptation, heresy, iconoclasm. Ask: Which of you gives me comfort when it gets too much? □ Magician: Skill, flair, improvisation. Ask: Which of you depends on my talents? □ Tower: Upheaval, sacrifice, transformation. Ask: Which of you helped me put my life back together?
Aftermath
When you use a castle stat, assign it one of these: +1, +1, 0, -1. When the fight’s over, gain a Void rank and advance, and work through these:
Gear Make a signature weapon (1 perk, 1 flaw) and pick one to have every delve: □ A reminder of your cause (expend to avoid marking a condition). □ Thief tools (expend to open any door or breach any barrier). □ Improvised bombs (cleave, ammo).
Castle Form Your form in the castle has one of these per rank of World or Void. Start with one: Myth: Lupine claws, promethean fire, gorgon hair, skeleton grin, … Clothes: Assassin robes, insurgent fatigues, punk motley, outlaw coat, … Accessories: Shadow tendrils, mirage duplicates, pyrotechnics, shifting face, … Mien: More glorious, more terrifying, more true, more serene, …
Mundane Life
When you return to reality, work through these:
Role Pick a category and an occupation: □ Delinquent: Runaway, hoodlum, defiant, … □ Prodigal: Punk, activist, thief, … □ Traitor: Thinker, scene mom, whistleblower, …
Put a black mark in Infamy. Put a black mark in Lack. Put a black mark in Fealty.
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
Gain one as a Major Covenant, and name them. □ Vagabond: The dropout who’s always willing to share their stash. □ Sun: The visionary firebrand who fills you with righteousness. □ Oracle: The artist who helps you see a better world. Add another rebel’s contact as a Major Covenant, saying what links you.
The Heretic StAnD wItH mE aNd wE’lL bUrN tHiS wHoLe rOtTeN tHiNg dOwN. 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.
PlAy a 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.
PrOnOuNs: She/They
NaMe: Sangeet "Saptak" Walia PaRtIcUlArS:
Covenants
Check the Covenant handout for details of the moves these grant you.
Contact
Arcanum
InTeNsE CoMmItTeD
CREW COVENANT
Magician
Disadvantage on Pass Beneath Notice and Dodge
AnGrY CaLlOuS CoWeD OvErWhElMeD ScArEd
Disadvantage on Connect and Stand With Me Disadvantage on Vent and Strike Disadvantage on Rebel Eyes and Line It Up Disadvantage on Make a Stand and Confront
MuNdAnE RoLe: Prodigal
Blood Lack
Crises
Dire? ImMiNeNt?
Infamy Heat FeAlTy You may always ask: Who here is desperately yearning to be free? The Architect will answer truthfully. When you Vent, you may also pick this effect: Pick a rule – written or unwritten – of the social context you’re in. Nobody can apply it to you for the next scene, no matter how hard they try.
SwOrDs CuPs
0 -1
CoInS WaNdS
+1
FoRm:
+1
WeApOn:
Shelter Move: Ask the Architect: What danger should we be most on the lookout for? They must answer honestly.
Shadow Moves
Void Ranks
Mark when you miss in the City.
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Advances □ □ □ □ □ □
Add +1 to a Castle stat. Add +1 to a Castle stat. Gain a Shadow Move. Gain a Shadow Move. Gain another Gear option. Add a perk to your signature weapon.
World Ranks Advances
Mark when you miss in the Castle.
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□ Commit to a Major Covenant. □ Pick one of your castle abilities; get advantage using it with Vent. □ Erase all traces of a friend’s debts or criminal convictions. □ You may talk to one form of vermin that lives in your city. □ Add a costume rack to the hideout, filled with props and uniforms that’ll let you blend in anywhere.
□ Avenger’s Resolve
□ Shadow Step
When another rebel marks a condition, you may mark Void to heal any condition of your own.
When you hide in the shadows, you can mark Void to reappear from any other shadow in sight.
□ A Shadow Like a Mirror
□ Subversive Whisper
When you Dodge or Flow Like Water, you may mark Void to leave a duplicate of yourself in place. You can mark Void again to reveal that the ‘duplicate’ was the real you.
When you spy on minions of the castle unobserved, you can mark Void to whisper an incendiary secret into their minds and turn them against a target of your choosing.
MaKiNg YoUr IcOn First Descent
Before your first delve, work through these, and answer: How is the Vassal exploiting your image?
Particulars
The Crew
Pick from each, or make your own: Feminine, masculine, ambiguous, concealed, … They, She, He, … Customised uniform, athletic gear, stunning cosmetics, … Bright eyes, intense eyes, laughing eyes, sunglasses-hidden eyes, … Teen, Young Adult, Adult, Senior, …
Pick one to represent what you offer the group, and gain it as a Crew Covenant: □ Strength: Courage, compassion, energy. Ask: Which of you am I teaching confidence and resilience? □ Chariot: Travel, willpower, discipline. Ask: Which of you gives me a place to crash when home is too far away or too much of a burden? □ Lovers: Harmony, consensus, partnership. Ask: Which of you is in a committed relationship with me?
Aftermath
When you use a castle stat, assign it one of these: +1, +1, 0, -1. When the fight’s over, gain a Void rank and advance, and work through these:
Gear Make a signature weapon (1 perk, 1 flaw) and pick one to have every delve: □ Loyal fans (expend to sent them off to perform simple tasks). □ Bulletproof confidence (expend to avoid marking a condition). □ Microphone (stun, grazing).
Castle Form Your form in the castle has one of these per rank of World or Void. Start with one: Myth: Siren voice, sylph wings, stag’s antlers, infernal hooves/tail, … Clothes: Wrestler’s costume, diva’s gown, sharpest suit, trendsetting style, … Accessories: Champion’s laurels, spectral backing singers, gleaming medals, glorious jewellery, … Mien: More glorious, more terrifying, more true, more serene, …
Mundane Life
When you return to reality, work through these:
Role Pick a category and an occupation: □ Delinquent: Track champ, diva, vandal, … □ Prodigal: Athlete, influencer, streamer, … □ Traitor: Author, celeb, pundit, …
Put a black mark in Infamy. Put a black mark in Lack. Put a black mark in Fealty.
Add the location where you perform to the relationship map.
The Icon ThE dArKnEsS cAn’t sToP uS nOt wHeN I cAn oUtShInE tHe sUn.
The Icon might be a top athlete, a model or a celebrity. They are adored by society – but that adoration can be its own set of chains. In the castle, they may be a paragon of excellence, an opponent their foes cannot ignore, or an unassailable beacon of perfection.
Gauges You’re spotless. Mark one tick in Infamy and Blood, two in the rest.
Contacts
Gain one as a Major Covenant, and name them. □ Auteur: The coach guiding your growth. □ Wheel of Fortune: An old rival, fallen on hard times. □ Star: A new talent, naive in the ways of your trade. Add another rebel’s contact as a Major Covenant, saying what links you.
PlAy aN IcOn tO:
• Manage the demands of your fame and fanbase. • Fight with excellence and audacity. • Explore being a glamorous figurehead of revolution.
NaMe: PaRtIcUlArS:
Covenants
Check the Covenant handout for details of the moves these grant you.
Contact
Arcanum
Disadvantage on Pass Beneath Notice and Dodge
AnGrY CaLlOuS CoWeD OvErWhElMeD ScArEd
PrOnOuNs:
InTeNsE CoMmItTeD
Disadvantage on Connect and Stand With Me Disadvantage on Vent and Strike Disadvantage on Rebel Eyes and Line It Up Disadvantage on Make a Stand and Confront
Blood
MuNdAnE RoLe:
Lack
Crises
Dire? ImMiNeNt?
Infamy Heat
CREW COVENANT
FeAlTy You may always ask: Who here is looking for their chance to shine? The Architect will answer truthfully. When you Vent, you may also pick this effect: Borrow unreal grace, strength or presence from your legend.
SwOrDs CuPs
CoInS WaNdS
FoRm: WeApOn:
Shelter Move: Ask the Architect: What is the Vassal currently feeling most guilty about? They will answer honestly, and you gain fleeting advantage acting on it.
Shadow Moves □ Impossible Perfection
Void Ranks
Mark when you miss in the City.
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Advances □ □ □ □ □ □
Add +1 to a Castle stat. Add +1 to a Castle stat. Gain a Shadow Move. Gain a Shadow Move. Gain another Gear option. Add a perk to your signature weapon.
World Ranks Advances
Mark when you miss in the Castle.
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□ Commit to a Major Covenant. □ Pick one of your castle abilities; get advantage using it with Vent. □ Grant a friend or ally whatever they need to have creative independence. □ Awaken images of you; you can talk to them, ask what they’ve seen, and get them to change their pose and expression. □ Add a broadcast studio to your hideout, able to record and transmit messages to the city.
Your beauty cannot easily be marred. When your actions would be impaired by a condition, you can mark Void to ignore the Disadvantage it imposes.
□ Steal Your Heart
When you attempt to sway, dazzle or seduce a minion or Enforcer, mark Void and roll +Cups. On a hit, they're enamoured with you, and might fight other minions for you or tell you something useful. On a 7-9, your influence only lasts a few moments, and once it's broken they'll hate you for the manipulation.
□ Audacity
When you encounter the Avatar or an Enforcer, mark Void to buy a few moments to talk and pick one: • Refresh Heat as your castle self hides your city form. • They show you a way to reduce the Pressure Rank. • They reveal the true meaning of part of this shard.
□ Best of the Best
When you attempt an impossible feat of grace, strength or endurance, mark Void for each benefit: • During the feat, roll +0 on Push Through Pain. • You can easily stop doing it if you need to. • Nobody here can do anything but watch.
MaKiNg YoUr InHuMaN First Descent
Before your first delve, work through these, and answer: How did the rebels catch your attention? Why are you helping them?
Particulars
The Crew
Pick from each, or make your own: Feminine, masculine, ambiguous, concealed, … They, She, He, … Pristine uniform, a symbol of authority, rumpled and overworked, … Animal, construct, spirit, ghost, dream, … Human(ish) guise, urban animal, bizarre creature, …
Pick one to represent your origins, and gain it as a Crew covenant: □ Moon: A minion finding freedom. Ask: Who is showing me how to live for myself? □ Star: A mindless object or animal, accidentally uplifted. Ask: Who is trying to bring out my potential? □ Death: A human transformed by the void. Ask: Who remembers me as I used to be?
Aftermath
When you use a castle stat, assign it one of these: +1, +1, 0, -1. When the fight’s over, gain a Void rank and advance, and work through these:
Gear Make a signature weapon (1 perk, 1 flaw) and pick one to have every delve: □ A disguise (expend to pass as a castle minion). □ Portable hole (expend to open a door to the hideout for a few moments). □ Gleaming claws (piercing, close).
Castle Form Your form in the castle has one of these per rank of World or Void. Start with one: Myth: Ghostly veil, animal gait, cosmos eyes, automaton gears, … Clothes: Something archaic, something futuristic, nothing at all, … Accessories: Lesser spirits, eerie music, localised storms, runic halo, … Mien: More mundane, more pleasant, less true, more chaotic, …
Mundane Life
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.
When you return to reality, work through these:
Role Pick a category and an occupation: □ Pretender: Ordinary high school student, office drone, pensioner, … □ Interloper: Surreal performer, mystic consultant, nomadic possessor, … □ Lurker: Stray animal, haunting ghoul, lurking monster, …
The Inhuman
Put a black mark in Blood. Put a black mark in Infamy. Put a black mark in Fealty.
Add the place you go to explore your new identity to the relationship map.
Gauges You’re not completely real. Mark one tick in Blood and Lack, two in the rest.
Contacts
Gain one as a Major Covenant, and name them. □ Judgement: An ancient inhuman, ambivalent to humanity. □ Sage: A mundane worker showing you how to be human. □ Strength: An activist building a community outside society. Add another rebel’s contact as a Major Covenant, saying what links you.
The strange forces of the void find root in unexpected places, gifting sentience to animals, forces of nature and the unquiet dead – and sometimes, a castle-shard’s minions like freedom too much to go back. Whatever their origin, they now walk the mundane world and seek out others walking between two worlds.
PlAy aN InHuMaN tO:
• Explore personhood and build an identity for yourself. • Live and breathe the nightmare physics of the castle. • Delve into the metaphysics of the castle and the void.
NaMe: PaRtIcUlArS:
Covenants
Check the Covenant handout for details of the moves these grant you.
Contact
Arcanum
Disadvantage on Pass Beneath Notice and Dodge
AnGrY CaLlOuS CoWeD OvErWhElMeD ScArEd
PrOnOuNs:
InTeNsE CoMmItTeD
Disadvantage on Connect and Stand With Me Disadvantage on Vent and Strike Disadvantage on Rebel Eyes and Line It Up Disadvantage on Make a Stand and Confront
Blood
MuNdAnE RoLe:
Lack
Crises
Dire? ImMiNeNt?
Infamy Heat
CREW COVENANT
FeAlTy You may always ask: Who here is longing to express their wild side? The Architect will answer truthfully. When you Vent, you may also pick these effects:
SwOrDs CuPs
CoInS WaNdS
Move faster and further than humanly possible. Make a door to the hideout, right here and now.
FoRm: WeApOn:
Shelter Move: You tap into the thoughts of a nearby Enforcer. The Architect will describe what they can see and hear, and you may ask a question about what they’re thinking and feeling.
Shadow Moves
Void Ranks
Mark when you miss in the City.
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Advances □ □ □ □ □ □
Add +1 to a Castle stat. Add +1 to a Castle stat. Gain a Shadow Move. Gain a Shadow Move. Gain another Gear option. Add a perk to your signature weapon.
World Ranks Advances
Mark when you miss in the Castle.
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□ Commit to a Major Covenant. □ Pick one of your castle abilities; get advantage using it with Vent. □ Free an Enforcer from their Vassal and let them build a new life. □ Add a portal to your hideout leading directly to your target’s shard. □ Grant sentience to the hideout, and give it some kind of avatar that can speak to you all and use the hideout’s facilities.
□ My True Form
□ Psychopomp
□ Ghost Eater
□ Apparition’s Blade
You realise that the castle had a stronger hand in your creation than you thought. Describe how your castle form changes to reflect this. You may markVoid to grow a useful organ or limb: extra arms, tentacles, eyes, wings, mouths, etc. When you defeat a minion of the Vassal, you can con‐ sume its body and roll +Cups. On a 7-9 hold 1; on a 10+ hold 3. On a miss hold 1, but the Archi‐ tect will change an element of your Castle Form to match the consumed creature. The Architect will tell you one or more reactions the creature had – spend 1 hold to use one. You must use up all your hold to eat another denizen.
When you Travel the Labyrinth, you can mark Void to guide your group to guide your group to or from any individual’s psyche, the land of the dead, the castle's home realm, or stranger places still. When you channel the hunger of the Void into your weapon, mark Void to give your attack fleeting Advantage and a weapon perk of your choice.
MaKiNg YoUr PeNiTeNt First Descent
Before your first delve, work through these, and answer: Why was this your breaking point?
Particulars
Your Vassalage
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, …
You don’t get a Crew Covenant yet. Instead: how deeply did you serve the castle? □ Underling: The servant of a true Vassal. Start with one Void Rank (and advances) and three Vassal Moves. □ 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. StartwiththreeVoidRanks(andadvances)andfiveVassalMoves.
Castle Form
Your form in the castle has one of these per Void rank: Red right hand, crude oil tears, miasma of smog, bloodstained riot gear, tormented spectres, …
Also start with a signature weapon: 1 perk, 1 flaw.
Pick one each time you lose a Void rank, lose 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 in the castle has one of these per World rank: Sprouting flowers, brick and concrete flesh, vibrant graffiti, memento-filled lockets, …
Aftermath When you use a castle stat, assign it one of these: +1, +1, 0, -1.
Mundane Life
Gear
Crime and punishment
Pick one to have every delve: □ Inner Demon (expend to summon them from your heart; they’ll rampage wildly once freed). □ Fiendish PA (expend to take an extra Shelter action). □ Flames of Torment (lingering, painful).
How did you hurt people? How did you stop?
When the fight’s over, work through these:
When you return to reality, work through these:
□ Fist: Using violence to force compliance. TakeaBlackMarkinBloodifyoustooduptothem. □ Voice: Manufacturing consent for cruel policies. Take a Black Mark in Infamy if you publicly recanted. Crew Covenant □ Purse: Taking resources from people who Ask the others how they need you to prove needed them. yourself to them, and gain it as a Crew Covenant: Take a Black Mark in Lack if you made reparations. □ Sage: Use your knowledge to help their fight. □ Gardener: Dedicate yourself to helping others. If you made a quiet exit instead, take a Black Mark in □ Strength: Commit heart and soul to the fight. Fealty. □ Devil: Show them how to be powerful like you. Add the place where you did this work to the □ Judgement: Show them the secrets of this relationship map. other world. □ Hermit: Take a step back and listen to the Gauges castle’s victims. You’ve just started becoming someone better. Mark three □ Auteur: Give them access to your resources. ticks in Fealty and Heat, one in the rest. □ Wheel of Fortune: Humble yourself and realise your privilege.
The Penitent I kNoW I’vE dOnE wRoNg. CaN yOu sHoW mE hOw tO dO rIgHt?
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.
PlAy a PeNiTeNt tO:
• Use your castle-granted powers to aid the rebels. • Make amends for the things you’ve done. • Explore what it means to try to become a better person.
NaMe:
PrOnOuNs:
PaRtIcUlArS:
Covenants
Check the Covenant handout for details of the moves these grant you.
Contact
Arcanum
InTeNsE CoMmItTeD
CREW COVENANT
Blood
Crises
Dire? ImMiNeNt?
Lack Infamy Heat
You may always ask: Who here feels the most guilt? The Architect will answer truthfully.
FeAlTy
When you Vent, you may also pick this effect: Summon beings of darkness and hunger from nearby shadows to fulfil a single command.
StAiN
SwOrDs CuPs
CoInS WaNdS
FoRm: WeApOn:
Shelter Move: Take the other rebel’s pain. Any of them may heal a condition, with you marking a condition of your own for each you heal.
Void Ranks
Mark when you miss in the City.
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Advances □ □ □ □ □ □
Add +1 to a Castle stat. Add +1 to a Castle stat. Gain a Shadow Move from any other playbook. Gain a Shadow Move from any other playbook. Gain another Gear option. Gain another signature weapon.
World Ranks Advances
Mark when you miss in the Castle.
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□ Commit to a Major Covenant. □ Pick one of your castle abilities; get advantage using it with Vent. □ Grant another rebel a free World Advance. □ Pick a location; neither you nor any other Vassal can use their powers there. □ Decorate the hideout with reminders of those your crew has helped and those they couldn’t.
AnGrY CaLlOuS CoWeD OvErWhElMeD ScArEd
Disadvantage on Pass Beneath Notice and Dodge Disadvantage on Connect and Stand With Me Disadvantage on Vent and Strike Disadvantage on Rebel Eyes and Line It Up Disadvantage on Make a Stand and Confront
When your Stain gauge fills, when you wield your power without thought for the consequences, when you profit from other’s suffering, or when you do anything else the group thinks counts, you Lapse. Check against Fealty, and on any hit choose your gut response: • Horror at what you’ve done. Lose a Void rank, and treat the fallout as a new crisis. • Indulgent self-loathing. Lose a World rank, and fade your Covenant with someone who should be protected from monsters like you. • Callous justifications. Fade your Crew Covenant, and take a Vassal Move.
When you hit one of these Penance triggers, tick 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: Spend time listening and learning from groups affected by your actions. □ Transformation: Accept your own weakness, become someone the old you would’ve hated. □ Uprising: Put your safety on the line to bring down those who cause suffering. If you have no Penance ticks during Peace and Quiet, that’s a Lapse. Otherwise, check against 6 - Penance ticks. On any hit, lose a Vassal Move. If you have none, change On a weak hit or miss, erase a Penance check – to a new playbook. On a weak hit, you can’t change easily – take a black mark in an appropriate gauge. or if you have none, tick Fealty. On a miss, ask the other rebels what you’re missing, On a miss, you cannot help but see your and get Advantage on the next check if you work on it. actions as justified. Take a Vassal Move. Then, erase all Penance ticks.
Vassal Moves □ Indulge Vice Replaces Let Your Hair Down When you indulge in an excess of consumption, mark Stain and heal two conditions. Every rebel who comes with you can heal one of those conditions, but must also describe a sign they see that their world continues to burn while you party.
□ Dominate
Replaces Make a Stand When you make someone feel small, mark Stain and the Architect will describe how they back down, retreat, or give you what they think you want. They’ll retaliate, when they feel safe. Accept this retaliation as a crisis, or mark Stain again to have the crisis strike another rebel.
□ Shameless Replaces Pass Beneath Notice When you walk in like you own the place, mark Stain □ The Master’s Tools Replaces Connect to make it clear that you belong here. One of your When you wield your privilege as a weapon, mark Covenants will hear about the company you’re Stain and say what the arms of the state grant keeping, and the news will hurt and upset them. you: access to a location, removal of an obstacle, a meeting with a VIP. The Architect will say what □ Invade Privacy Replaces Rebel Eyes collateral damage is inflicted on this area and/or When you push through someone’s boundaries to get its inhabitants. the information you want, mark Stain and the Architect will tell you everything this person □ Prodigal Child Returns knows about that topic. They’ll also tell you what You become a Vassal once more. Turn this sheet wounds your invasion has left on them. over to the Architect, and make a new rebel.
MaKiNg YoUr PrOvIdEr First Descent
Before your first delve, work through these, and answer: Who did the Vassal hurt, and how did you comfort them?
Particulars
The Crew
Pick from each, or make your own: Feminine, masculine, ambiguous, concealed, … They, She, He, … Practical uniform, a bag of supplies, rumpled and overworked, … Kind eyes, weary eyes, hooded eyes, intense eyes, … Teen, Young Adult, Adult, Senior, …
Pick one to represent what you offer the group, and gain it as a Crew Covenant: □ Gardener: Nurturing, provision, protection. Ask: Which of you can always come to me to feel cared for? □ Temperance: Moderation, patience, advice. Ask: Which of you trusts me to rein you in when you go too far? □ Wheel of Fortune: Celebration, investment, stockpiling. Ask: Which of you did I guide through misfortune?
Aftermath
When you use a castle stat, assign it one of these: +1, +1, 0, -1. When the fight’s over, gain a Void rank and advance, and work through these:
Gear Make a signature weapon (1 perk, 1 flaw) and pick one to have every delve: □ Home cooking (expend when you Shelter to let each rebel heal a particular condition). □ Hard-wearing clothes (expend to avoid danger from extreme heat, cold, corrosion, etc). □ Sanctified bow (ranged, brace).
Castle Form Your form in the castle has one of these per rank of World or Void. Start with one: Myth: Medusa hair, dryad bark, spider eyes, merfolk scales, … Clothes: Blue temple robes, doctor’s coat, quartermaster’s bandoleers, bodyguard’s armour, … Accessories: Flocks of doves, floral wreaths, belts of potions, a caduceus, … Mien: More glorious, more terrifying, more true, more serene, …
Mundane Life
When you return to reality, work through these:
Role Pick a category and an occupation: □ Delinquent: Big sibling, parent’s carer, guerrilla gardener, … □ Prodigal: Bartender, teaching assistant, medic, … □ Traitor: Emergency responder, parent, therapist, …
Put a black mark in Infamy. Put a black mark in Lack. Put a black mark in Fealty.
Add the place you go to look after your dependants to the relationship map.
Gauges
The Provider We hAvE tO cArE fOr eAcH oThEr. ThAt’s tHe oNlY wAy tHiS bEcOmEs sOmEtHiNg tHaT lAsTs. 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.
You stay strong for others. Mark one tick in Fealty and Blood, two in the rest.
Contacts
Gain one as a Major Covenant, and name them. □ Tower: The charity case you can’t help but take care of. □ Death: A critically-ill confidante making peace with the end. □ Lovers: Your paramour/partner you can trust implicitly. Add another rebel’s contact as a Major Covenant, saying what links you.
PlAy a PrOvIdEr tO:
• Play a character deeply invested in caring for others. • Protect and supply the other rebels. • See what costs you’ll pay to make sure others have better lives.
NaMe: PaRtIcUlArS:
Covenants
Check the Covenant handout for details of the moves these grant you.
Contact
Arcanum
Disadvantage on Pass Beneath Notice and Dodge
AnGrY CaLlOuS CoWeD OvErWhElMeD ScArEd
PrOnOuNs:
InTeNsE CoMmItTeD
Disadvantage on Connect and Stand With Me Disadvantage on Vent and Strike Disadvantage on Rebel Eyes and Line It Up Disadvantage on Make a Stand and Confront
Blood
MuNdAnE RoLe:
Lack
Crises
Dire? ImMiNeNt?
Infamy Heat
CREW COVENANT
FeAlTy You may always ask: Who here needs a hug or a kind word? The Architect will answer truthfully. When you Vent, you may also pick this effect: Give someone a day freed from a wound, illness or affliction.
SwOrDs CuPs
CoInS WaNdS
FoRm: WeApOn:
Shelter Move: Ask the other rebels: Who has a problem with another rebel? If you help them work through their problems, they each intensify their Crew Covenant.
Shadow Moves
Void Ranks
Mark when you miss in the City.
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Advances □ □ □ □ □ □
Add +1 to a Castle stat. Add +1 to a Castle stat. Gain a Shadow Move. Gain a Shadow Move. Gain another Gear option. Add a perk to your signature weapon.
World Ranks Advances
Mark when you miss in the Castle.
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□ Commit to a Major Covenant. □ Pick one of your castle abilities; get advantage using it with Vent. □ Pick a community nonprofit, food bank, mutual aid society, etc. that will no longer need to worry about resources. □ Gain the aid of a guardian spirit; when you send it to watch over someone, you’ll know if they run into danger. □ Add plentiful supplies to the group’s hideout, enabling it to feed, rest and care for about a dozen people.
□ Self-Sacrificing
When another rebel would mark a condition, mark Void to mark it in their place. Gain fleeting Advantage on the moves the condition penalises.
□ Mama Bear
When you put your whole body into a feat of strength, mark Void to lift and carry any weight.
□ Endlessly Resourceful
When you reach into your bags and pockets, mark Void to pull out something impossible: something too big, too dangerous, on the other side of the world, or seemingly in your opponent’s hands.
□ Mother of Monsters
When you craft a creature from the swirling chaos, mark Void, describe them and give them a weapon perk and flaw. They can take one blow; the second kills them. Pick one, or two if you mark Void again: • They’re obedient. • They’re knowledgeable. • Their desires and interests are humanlike. At the end of a delve, mark Void to let them leave this shard and live in your hideout.
MaKiNg YoUr WaTcHeR First Descent
Before your first delve, work through these, and answer: Who’s the Vassal going after now?
Particulars
The Crew
Pick from each, or make your own: Feminine, masculine, ambiguous, concealed, … They, She, He, … Sturdy coat, drab camouflage, nerd chic, … Shiny glasses, sunken eyes, piercing eyes, … Teen, Young Adult, Adult, Senior, …
Pick one to represent what you offer the group, and gain it as a Crew Covenant: □ Hermit: Insight, awareness, distance. Ask: Which of you knew me long before we met face to face? □ Sun: Perception, clarity, vision. Ask: Which of you found fortune through my advice? □ Judgement: Analysis, discernment, absolution. Ask: Which of you helped me uncover a terrifying truth?
Aftermath
When you use a castle stat, assign it one of these: +1, +1, 0, -1. When the fight’s over, gain a Void rank and advance, and work through these:
Gear Make a signature weapon (1 perk, 1 flaw) and pick one to have every delve: □ Detailed notebook (expend for advantage on See Clear). □ Smoke bomb (expend to disappear from sight). □ Hunting rifle (ranged, ammo).
Castle Form Your form in the castle has one of these per rank of World or Void. Start with one: Myth: Grigori eyes, gargoyle skin, mothman wings, ghost translucence, … Clothes: Street camo, PI longcoat, cyberpunk apparel, urbex rigging, … Accessories: Hacker tech, goggles and lenses, satchels of books, occult junk, … Mien: More glorious, more terrifying, more true, more serene, …
Mundane Life
HoW dO yOu fIgHt sOmEtHiNg yOu cAn’t eVeN sEe? By lOoKiNg fOr tHe pAiN iT cAuSeS, tHe oNeS wHo bEnEfIt, tHe cRaCkS iTs sHaDoWs lUrK iN.
When you return to reality, work through these:
Role Pick a category and an occupation: □ Delinquent: Star pupil, nerd, junior reporter, … □ Prodigal: Blogger, hacker, researcher, … □ Traitor: PI, professor, fringe crackpot, …
Put a black mark in Infamy. Put a black mark in Lack. Put a black mark in Fealty.
Add the place you go to share information with other truth-seekers to the relationship map.
Gauges You keep your distance. Mark one tick in Infamy and Heat, two in the rest.
Contacts
The Watcher
Gain one as a Major Covenant, and name them. □ Devil: The journalist you swap tips with. □ Gardener: The (surrogate?) parent who worries about your safety and health. □ Justice: The whistleblower who leaks to you. Add another rebel’s contact as a Major Covenant, saying what links you.
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.
PlAy a WaTcHeR tO:
• Spot the hidden truths wound through the mundane world. • Spot your foe’s hidden weaknesses and strike from afar. • Ask what boundaries you won’t cross to learn the truth.
NaMe: PaRtIcUlArS:
Covenants
Check the Covenant handout for details of the moves these grant you.
Contact
Arcanum
Disadvantage on Pass Beneath Notice and Dodge
AnGrY CaLlOuS CoWeD OvErWhElMeD ScArEd
PrOnOuNs:
InTeNsE CoMmItTeD
Disadvantage on Connect and Stand With Me Disadvantage on Vent and Strike Disadvantage on Rebel Eyes and Line It Up Disadvantage on Make a Stand and Confront
Blood
MuNdAnE RoLe:
Lack
Crises
Dire? ImMiNeNt?
Infamy Heat
CREW COVENANT
FeAlTy You may always ask: Who here is lost in confusion or indecision? The Architect will answer truthfully. When you Vent, you may also pick this effect: Name someone. Anyone. You’ll see what they’re doing right now – and can roll Rebel Eyes to probe further.
SwOrDs CuPs
CoInS WaNdS
FoRm: WeApOn:
Shelter Move: You submerge your mind into the labyrinth. Roll 2d6; on a 7+ mark Void, on a 6- mark a condition. Either way, say what you understand now and get Advantage on Travel the Labyrinth.
Shadow Moves
Void Ranks
Mark when you miss in the City.
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Advances □ □ □ □ □ □
Add +1 to a Castle stat. Add +1 to a Castle stat. Gain a Shadow Move. Gain a Shadow Move. Gain another Gear option. Add a perk to your signature weapon.
World Ranks Advances
Mark when you miss in the Castle.
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□ Commit to a Major Covenant. □ Pick one of your castle abilities; get advantage using it with Vent. □ A friend or ally gains a sixth sense that can detect the castle. □ Gain an animal familiar that you can project your mind into. □ Scrying windows appear in the hideout, able to observe locations you’ve been to in the city and the castle.
□ Astral Projection
□ Chaos Eyes
□ Brain Radio
□ Eyes on the Inside
When you close your eyes and stay still, you may mark Void to send your soul out into the castle. You can see through its eyes and – with effort – pull switches, open doors, move small object, etc. Most castle minions won’t be able to see or interact with it. Most. When you’re in the castle, you can mark Void to talk to any one person who’s felt the castle’s touch – rebels, Vassals, Covenants, etc.
Some eyes are windows to the soul; yours are portals to the shifting chaos of the void. When someone meets your gaze, mark Void to force them to pick one: • They cannot think or move for a few moments. • They must move far away from you. You can mark Void to perceive the intangible and immaterial – auras, thoughts, hearts. When you use this sight to guide your words, roll +Coins instead of +Cups on Reach Out or Strike.