TEXT: Riley Hopkins 
  
  CREDITS
  Art: Shannon Manor
  Cover Stained Glass: Sorbet 
  Graphic Design: Sasha Reneau
  Layout: Sasha Reneau 
  Original Story: Chris Hutton & Riley Hopkins 
  First pass of Edits: Wheels 
  Second round: Sasha Reneau 
  Editor: Steph Schwartz
  Thank you to Mandy, Chris, Nora, Wheels, & Jo, 
  for pushing me to actually do this and teaching me about Kingdom Hearts.
  CONTENTS
  Overview 
   
   
  2
  Links 
   
   
   
  4
  Basic Moves 
   
   
  6
  Combat  
   
   
  9
  Tags 
   
   
   
  11
  GM Guide 
   
   
  13
  GM Principles  
   
  15
  GM Moves 
   
   
  15
  Player Guide 
   
   
  16
  Playbooks 
   
   
  18
   
  The Chosen 
   
  20
   
  The Connected  
  22
   
  The Dark 
   
  24
   
  The Discarded  
  26
   
  The Displaced  
  28
   
  The Friend 
   
  30
   
  The Light 
   
  32
   
  The Mystic 
   
  34
   
  The Other 
   
  36
   
  The Anachronism 
  38
   
  The Amalgam 
   
  40
   
  The Linksmith   
  42
   
  The Prodigy 
   
  44
   
  The Knucklehead 
  46
   
  The Memory 
   
  48
  Advanced Moves 
   
  50
  Setting: Lamda (λ) 
   
  51
  Thank You 
   
   
  58
  
  Intersitital: (Noun) 
  An imperfection in a crystal caused by the presence of an extra atom 
  in an otherwise complete lattice.
  
  2
  OVERVIEW
   
  Light is symbolic of the friendship and love your character possesess--how 
  empathetic they are, and how willing they are to make new friends.
   
  Dark is the inner frustrations your character has; the tendency to put up 
  walls around themselves, emotionally.  They lash out at others and feel anger. 
   
  Mastery is how much your character resonates in the world of academia or ap-
  prenticeship.  They could have studied for years; they could be teaching others. 
  They could be anything from a Coach to an evil emperor.
   
  Heart is how much your character has grown to know themselves.  It is looking 
  at someone else, and deciding you will change the way you act based their 
  actions.  It’s a willingness to learn without being taught.  
  a PB-what now?
  A Powered by the Apocalypse game (or PbtA game, for short) is a shorthand for games 
  that run on the Apocalypse World engine (created by Vincent Baker).  
  The mechanics are as follows:
   
   
  All rolls are 2 six-sided dice (2d6) plus stat. 
   
   
  When you roll over a 10, you succeed in what you’re attempting.  
   
   
  When you roll 7-9, it’s a partial success. 
   
   
   When you roll 6 or under, it’s a failure.  
  Instead of a d20 game, where you would pick one of your skills and roll it, in this you 
  use Basic Moves and Playbook Moves that are triggered by you doing something within 
  the fiction of the game itself.  This is to encourage roleplay over mechanics. 
  What’s a move?
  Each player gets access to what we call Basic Moves, which are found on the next 
  chapter.  Those are events that happen in roleplay that call for a ”roll” to determine 
  the results.  For example, if I went to go hit a big cat man with a sword, then I’d be 
  rolling Strike with Intent.  It happens because the fiction dictates it.  
   
  The playbook moves work in this same way.  If you have an opportunity to play into 
  your playbook moves, then you get to trigger them and use them.  The Playbook 
  Moves are unique to your character, at least until other people start advancing their 
  character to take from other playbooks. 
  This is a game about hopping from world to world, fighting monsters, 
  and making friends along the way.  Interstitial focuses on friendships, 
  romantic relationships, teachers, siblings, enemies, and rivals.  
  Relationships come in many forms, but they make your character who 
  they are. These make up the four stats: Light, Dark, Mastery, Heart. 
  
  3
  Playbook Moves?
  When you create a character in this game, you pick a playbook.  Each playbook has 
  certain moves that are tied with it, and is built to do a different thing.  As you gain expe-
  rience, the playbook unlocks more moves for you to have at your disposal.
   
  Since each playbook is targeted at doing one thing well, it makes for specialized char-
  acters that fill in roles well, and as you advance you can take from other book’s moves, 
  making your character grow dynamically.
  Advancing?
  As you play, you’ll gain experience.  This can be done through Spending Links, Failing 
  rolls, or specific playbook moves.  After you gain 5 experience, you gain an advance-
  ment.  These are outlined on each character sheet.  You can only take each advance-
  ment once.
  Okay, what terms do I need to know?
  Gamemaster (GM): The person who is running the game.
  Non-Player Character (NPC): A character the GM is controlling.
  Player Character (PC): A character the player is controlling.
  2 d6: Two six-sided dice.
  Roll with ____: Roll 2 d6, and add the number in that stat.
  Harm: This is damage. It is explained more in Combat.
  Forward: If you read Plus One Forward in a playbook move, it means that the individual 
  affected will get plus one on their next roll.  If it’s an NPC, something beneficial happens. 
  Hold: Hold is a resource that stays with you until you spend it or it otherwise fades.  You 
  can spend Hold in different ways, as described in the move where you got it.
  Small Gang: If a character or group of characters is described as a small gang, then 
  they can perform feats of strength higher than your average individual.
  Example of Play:
  Kairi, who is playing the Light playbook, is currently trying to rescue her friend Sora.  
  She drops in and is standing across from the Big Bad Guy and goes to attack him. 
   
  This triggers her Strike with Intent, and she rolls 2d6 plus her Dark stat.
   
  She ends up with a 7, so she gets to pick one item from the list, and decides to do Great 
  Harm to the Bad Guy.  He takes heavy damage, but hits her as she goes by, so she takes 
  one harm as well.
   
  After this, her friend Riku, who has the Discarded playbook, is trying to figure out what 
  to do next, or if there’s anything in the area that can help.  He uses Deep Dive and ends 
  up with an 11, so he gets to pick 2 from the list under Deep Dive in basic moves.
  
  4
  LINKS
  What’s a Link?
  A Link is a representation of your connections and relationships with others.  All Links, 
  no matter positive or negative, are important. There are, standard, four kinds of Links:
   
  Light: These links are friendships and loves.  These Links are generally positive.
   
  Dark: These are rivals.  These Links are generally born out of negative emotions.
   
  Mastery: These are Teachers, Students, Mentors, or Apprentices.  These Links 
  can be either positive or negative, but leans on one learning from the other.
   
  Heart: These are Links made with those whose actions or attitudes lead you to 
  introspection or the discovery of new things about yourself.
   
  Making a Link
  When you meet someone for the first time, or make an emotional breakthrough with 
  someone you already know, you form a connection with a character, or Make a Link. 
  Roll based on the kind of relationship.  Dark Links are rivals, Light Links are friends, 
  Heart Links are introspection, and Mastery Links are students and teachers.
   
  When you roll a link that is based off your highest stat, gain +1 on the roll. 
   When you roll for your lowest stat, Mark Experience.
   
  When you get 10+, you both get a Link on one another, and your Link Move triggers.  
  When you roll 7-9, Your Link move doesn’t trigger, or the Link isn’t what you intended. 
   
  On a miss,  your Link Move doesn’t trigger.  The GM gives you a Link, but also picks one:
  • 
  Make a Move as hard as you want.
  • 
  Someone else gets a Link
  Spending a Link
  Links can be used in a mechanical way in this game.  A playbook move may tell you 
  to Spend a Link, and this means to erase the Link from your list.  Unless that Link is 
  Locked, it is gone.  It can be remade later, and this person or relationship isn’t forgot-
  ten, but it’s just not as strong as it once was, and you can no longer call on it for help.
  A Link can be spent for several things: 
  • 
  Gain Advantage on a roll
  • 
  Create a small scale retcons
  • 
  Two Links can be exchanged for Experience
  
  5
  Locking a Link
  Links are where you draw your power from, but sometimes a relationship is powerful 
  enough to stay with you even if you have to use it for its power.
  This is signified through Locking a Link.
   
  When a Link is locked, it doesn’t dissapear when you spend it.  
  Instead, it just becomes inactive until you roll a 10+ with a roll of the same type. 
   Then it reactivates and can be used as normal.
   
  When a Link has changed with another character, roll Make a Link again.  
  On 7-9, the link type changes, and on 10+ it is locked. 
  On a miss, it doesn’t change, or the GM changes it themselves.
   
  Locked Links still count towards Push Through Stress Link totals, even if they’re spent.
  Starting Links
  When you start a game, look to each other player and form a Link with them.  It can 
  be of any kind, and they don’t have to match both ways.  This will explain the connec-
  tions in your party and how each person knows one another.
  Rolling with Links
  When you roll with Links, you’ll roll with the Links you have in that category, not your 
  stat.  This means if you have 2 Dark Links and a Dark stat of 1, and have to Push 
  Through Stress with Dark, you’d roll +2. This caps at +4.
  What is “Advantage”?
  Advantage, as it refers to dice rolls, means that you will roll 3d6 instead of 2d6 and 
  pick the two highest numbers.  This is a bonus that helps you get higher rolls in ex-
  change for your links or for quick thinking.
  Example of Play:
  The player character Hela has been cornered by a Golem.  She rolls to Strike with 
  Intent, but rolls a 3 and a 1, plus her Dark stat, bringing her to 5.  Naturally, Hela does 
  not want to lose this interaction, so she decides to spend her Link with Hadrian, her 
  friend and party member, 
   
  From spending the Link, she can now reroll that die that came up 1.  She rolls it and 
  now gets a 5, adding that with the 3 from earlier, and then adding her +2 Dark stat, 
  she ends up with a 10: a complete success, instead of a total failure!
  
  6
  Deep Dive
  When you confront the situation in front of you and ask questions, roll with Heart. 
  On 10+, ask 3.
  On 7-9, ask 1.
  • 
  What here could I use to ____?
  • 
  What here is not as it seems?
  • 
  What is the best way out of this situation?
  • 
  What is the biggest threat here?
  • 
  What was done here recently?
  You gain +1 Forward to acting on the 
  answers. 
  On a miss, the GM tells you something 
  you wish wasn’t true.
  Convince Somebody
  When you tell someone what you want from them and are trying to get them to do it, 
  roll Heart. 
  BASIC MOVES
  Make a Link
  When you meet someone for the first time, or make an emotional breakthrough 
  with someone you already know, you form a connection with a character, or Make a 
  Link.  Roll based on the kind of relationship. Dark Links are rivals, Light Links are 
  friends, Heart Links is introspection, and Mastery Links are students and teachers. 
   
  When you roll a link that is based off your highest stat, gain +1 on the roll. When you roll 
  for your lowest stat, Mark Experience.
   
  On a 10+, you both get a Link on one another, and your Link Move triggers. 
  On a 7-9, Your Link move doesn’t trigger, or the Link isn’t what you intended. 
  On a miss,  your Link Move doesn’t trigger, The GM gives you a Link, but also picks one:
  • 
  Make a Move as hard as you want
  • 
  Someone else gets a Link
  For NPCs: 
  On a 10+, they’ll do it, until something 
  puts them in danger or reveals your true 
  intentions. 
  On 7-9, they’ll do it, but need some clear 
  assurance or evidence first.
  For PCs:
  On 10+, both. 
  On 7-9, choose one.
  If they do it, they mark experience.
  If they refuse, they lose a Link.
  On a miss, prepare for the worst.
  
  7
  Limit Break
  When you help out your friends or create an oppurtunity for them, roll with Light.  
  On 10+, You give +1 Forward to an ally.
  On 9-7, it costs you.
  • 
  Spend a Link
  • 
  Take Harm
  On a miss, you make the situation worse.
  Interfere
  When you try to stop someone else’s action by using suprise or force, roll with Dark. 
  For a PC:
  On a 10+ choose 2. 
  On a 7-9, choose 1.
  • 
  They are Pushing Through Stress to do it
  • 
  They take experience if they don’t do it
  For an NPC: 
  on a 10+ they don’t do it.
  On a 7-9, they don’t do it cleanly, something goes wrong in a dramatic way.
  On a miss, they do it, and the GM makes a move as hard as they want.  Good Luck.
  Cast Magic
  When you use magic in any meaningful way, roll with Mastery.
  On 10+, describe your Magic and pick 3, on 7-9, do the same but pick 1. 
  • 
  The Magic opens something.
  • 
  The Magic causes 1 Harm.
  • 
  The Magic heals 1 Harm.
  • 
  The Magic hits more then one entity.
  • 
  The Magic has no unintended consquences.
  • 
  The Magic creates an illusion.
  • 
  The Magic inflicts a semi-permanent condition.
  • 
  The Magic bypasses defenses.
  Strike to Subdue
  When you try to fight another without 
  causing Harm, roll with Mastery.
  On 10+ Deal Harm, and Choose two. 
  On 7-9, Choose one.
  • 
  Take Something From Them
  • 
  Force a Change of Location
  • 
  De-escalate the Situation
  On a miss, you take Harm, and the situa-
  tion escalates.
  Strike with Intent
  When you move to cause Harm against 
  another, roll with Dark.
  On 10+ Deal Harm, and choose two. 
  On 7-9 Deal Harm and Choose one.
  • 
  Defend yourself from Harm
  • 
  Deal Great Harm (+1 Harm)
  • 
  Take Control of the situation
  On a miss, you take Harm and the GM 
  makes a move.
  
  8
  Defend from Harm
  When you try to prevent or avoid danger or Harm from happening to either yourself or 
  others, roll with Light.
  On 10+, you prevent or avoid the danger.
  On 7-9, it costs you: expose yourself to danger or the GM makes a Move.
  On a miss, they take Harm anyway and the situation escalates.
  Push Through Stress
  When you Push Through Stress, roll with Links. The GM chooses which Links to roll 
  based on the situation (Mastery, Dark, Light, Heart).
  On 10+, Pick two. 
  On 7-9. pick one.
  • 
  Succeed at what you were attempting
  • 
  Take +1 Forward
  • 
  Ask a question about this scene
  • 
  Gain an advantageous position
  Roll with Links? What?
  When you roll with Links, you’ll roll with the Links you have in that category, not your 
  stat. 
  This means if you have 2 Dark Links, and a Dark Stat of 1 and have to Push Through 
  Stress with Dark, you’d roll +2.
   
   
  This caps at +4.
  The GM makes a Move?
  The GM has a list of moves and principles that they adhere to and can look to for guid-
  ance when trying to figure out what comes next in a scenario.  These are explained 
  more on the GM Page(pg. 13).
  
  9
  COMBAT
  Combat isn’t the focus in this game. It can happen--relationships can turn sour, 
  emotions can run high, someone might need defending.  But it’s not the heart and soul 
  of this game like it is in others.
   
  That being said, there are plenty of options for it, between the Strike with Intent and 
  Strike to Subdue moves.
   
  When you deal Harm using one of those moves or Take Harm from an enemy, you mark 
  a check on your Harm Clock.  This is representative of how much damage you have 
  taken.
  What should Combat Feel Like?
  Combat in this game is fast and loose. Grids or tactical maps aren’t needed to get the 
  full effect.  Your should always be reacting to characters moving at one another and 
  having everyone get shots in.
   
  As a base, most important NPCs have 4 Harm, where as smaller mooks have 2 or even 
  1. The most important thing is for Combat to serve a purpose narratively.  Try not to just 
  have a fight for the fight of it; make it mean something.
   
  If the players have to plow through random floaty mooks, why are those mooks there? 
  How could things spiral if they are left unattended?  Think about these things when you 
  fight.
   
   
  What Happens When My Harm Clock is Full?
  When your Harm Clock is completed, 
  pick one of the following:
  • 
  You are dead.
  • 
  You relinquish your character to become an NPC.
  • 
  You take a new playbook and start fresh with the same character.
  • 
  You lose all your Links and all marked experience, but can revive later.
  • 
  You owe someone a large favor, and mark them as a Link that is antaganostic to 
  you.
  Character Death & You
  Sometimes you get to a point in a character’s arc when it 
  might make sense for them to die. Their story is over, 
  they’ve fought bravely and they’re done. It can be troubling 
  sometimes to have to decide that! It feels like you’re losing 
  all the progress you’ve made with your character.
   
  But games are more fun when they have stakes. You could 
  pick ”owe a large favor” or ”lose links” every time, but you should 
  want to let some stories conclude.
  
  10
  Example of Play:
  Edith, who is using The Friend playbook, is standing across from the Green Ranger. 
  The Green Ranger rushes at Edith, and the GM asks, “What do you do?”
   
  Edith doesn’t want to get hit by the Green Ranger’s dagger, but also knows she 
  needs to end this fight, so she decides to Strike to Subdue.  She rolls with Mastery, 
  which is +1 by default for her playbook.  She rolls an 8 naturally, and adding the one 
  brings it to a 9, which is a mixed success.  She picks one off the Strike to Subdue list.  
   
  Edith’s player decides to take something from them.  She doesn’t pick any defend from 
  harm options, so she takes One Harm from the dagger hitting her, but then is able to 
  twist her body in such a way that she pulls the knife from the Green Ranger’s grasp. 
   
  The Ranger pulls out his gun and begins to take a shot, but Edith knows this dagger has 
  a connection to the Ranger’s Powers, and wants to disrupt that.  She decides to Cast 
  Magic with her Mastery, but she rolls a 5, which is a failure.  So she spends her Link 
  with Criss, her dad, and Rerolls her 1, getting a 6 this time.  
  This brings the total to 10, plus 1 for Mastery which is 11: A Complete Success! 
   
  Edith chooses No Unintended Consquences, Inflicts a Condition, and Opens Some-
  thing.  She breaks the dagger, which staggers the Ranger after he hits her again, 
  but the magic leaves his body through the broken dagger, causing his Ranger Suit 
  to open up and fade away, leaving him unarmored, stunned, and the fight over. 
   
  In this battle, Edith took 2 Harm, and the Ranger technically took none. 
  
  11
  TAGS
  Tags describe the features and tones of a setting. They’re used to help describe a 
  location, and to establish themes that you want to carry across the session. 
   
  When creating a world that the players are going to, try to attach three tags to it, in 
  order to really help cement the themes you want to resonate in your play.
  Is This Mandatory?
  Not at all! Some people playing will find it easier to establish themes and tones if they 
  have a specific list to pick from, in order to be consistent. But if you’re more comfort-
  able shooting from the hip, feel free!
  Tag Name 
   
  Description 
   
   
   
  Touch Points
  Tag Name
  Description
  Touch Points
  Historic
  Things here are grounded in a reality. 
  Make it more personable.  Call on tropes, not 
  stereotypes.
  Olympia, 
  Three Musketeers, 
  Land of Dragons
  Dystopia
  Things here are unfair and people are 
  downtrodden.  Introduce the trouble, and then 
  introduce hope.  
   
  Mad Max, Sonic 
  DX, 9, The Domed 
  City of Corinth
  Fantasy
  Combat is important; stress it here.  
  Talk about the consquences for violence. 
  The Shire, Joten-
  heim, Whiterun
  Fun
  Let the goofiest things happen here.  Lean into 
  the ludicrous. 
   
   
  House of Mouse, 
  Toon Town, Angel 
  Grove
  Intense
  Failed rolls should have harsher effects.  
  Enemies could deal more Harm.
  Winterfell, 
  MS08th, Kamino 
  Magical
  Things here should have a more mystical 
  energy.  Stretch reality further than it should.  
  Explain less.
  Asgard, Beach 
  City, Westbrook,
  Criss Angel 
  Modern
  Make it look and feel like the world outside. 
  It can be pulled from real life.
  Metropolis, 
  Tom Nevers Field, 
  Seattle 
  Movie
  Things here should be more bombastic and 
  high energy.  Things should happen faster.
  Fast & Furious, 
  Edge of Tomorrow, 
  Captain America: 
  Winter Soldier 
  Mystery
  No one is as forthcoming as they should be.  
  Everyone is suspicious.  Secrets on top of 
  secrets. 
  Johnny Dollar, 
  Poirot, Columbo, 
  Dr. Blake, Miss 
  Fisher
  
  12
  Tag Name
  Description
  Touch Points
  Rural
  Things here are slow-moving and friendly, 
  with an emphasis on rustic hospitality.  
  Supernatural and creepy things tend to 
  happen in rural areas.  
   
  Stardew Valley, 
  Miyazaki Films,
  Emperor’s New 
  Groove
  Sci-Fi
  The distant future.  The year 2000.  
  Add flashing lights, chrome, neon.  
  There’s probably something to do with space.
  Kamino, 
  Deep Space Nine, 
  Jetsons
  Sitcom
  The stakes are lower here.  There should be 
  fewer locations you go to.
  Frasier, Rugrats
  Superhuman
  A normal success means more here.  
  Give players bigger effects, but also make the 
  enemies hit them harder.
  Central City, 
  X-Mansion, Power 
  Rangers, Kamen 
  Rider
  Talking
  Animal
  Creatures are an important part of life here.  
  Take time for jokes and fun.  
  Linger on character interactions.
  Green Hill Zone, 
  100 Acre Wood, 
  Kanto
  Technological
  Everything is interconnected, from plot 
  threads to devices.  Assume everyone can see 
  everything.  Machines are all over.
  Blade Runner, 
  Horizon: Zero 
  Dawn, Battletech
  Urban
  There is a hustle and bustle to everything.  
  People move fast and there are always 
  several plates spinning at once.
  Gotham Central,  
  Yakuza
  Video Game
  There are clear lines between different areas.  
  People are predictable.  Lean into the game’s 
  mechanics.
  Pac-Man, Jak & 
  Daxter, Mushroom 
  Kingdom 
  Wilderness
  Solitude can get to you.  No human contact 
  other than yourself shakes you.  Make them 
  feel more alone.  
   
  Hatchet, 
  Firewatch, 
  Tarzan, LOST
  
  13
  GM GUIDE
  In this game, you play with your players to find out what happens.  
  It’s not a GM (Game Master) vs the Players game.  You and the players are, together, 
  finding out how the game plays out through your and their actions.
   
  Through play, just like the players have moves, so do you as the GM.  When someone 
  fails a roll, you can make a move from the Moves list.  A Soft Move is a where you show 
  them whats coming and give them a chance to react, a Hard Move is just doing it.
   
  To rephrase, a Soft Move is to show them the barrel of the gun before you fire it.
   
  The GM Principles are things you should keep in mind as you play.  These are the prin-
  ciples that give this game the feel that it should have, and help keep tone consistent.
  Honesty & Your Players
  In a lot of roleplaying games, there is an idea that that the GM has to hide things from 
  the players, lie to them about situations, or similarily obstruct the players view and dis-
  rupt their knowledge.  This is not the way a game like this works best.  Your players can 
  handle truth, and should be trusted with it to make the best and most dramatic story 
  decisions.  When a character asks you a question with a move like Deep Dive and has 
  done the legwork to get the actual true information, don’t shy away from giving them 
  that information. 
   
   
   
  Play to Find Out What Happens
  When you classically think of a GM, what do you think of?
   
  Do you think of someone who has a long story written out, with twists and turns and 
  reveals?  Because if you did, that is something this game will want you to fight against.  
  This game is about playing to find out what happens, which means everyone has equal 
  hand in the story.  The players, the GM, everyone.  It is very easy to come to a game and 
  think you need to have the big twists and turns planned for the players, turning them 
  into an audience instead of cowriters. 
   
  Let the players come up with plot points and let them influence the world.  Great sto-
  ries come out of the wild and chaotic nature of play.
  Traveling to Other Worlds
  This game is built under the idea that you will be going to different worlds.  This can 
  mean a few things: maybe you’ll go to an established property you and your friends 
  love, maybe you’ll make up your own! Anything is valid here.  This can be entirely and 
  dramatically different then the world you are currently in--Sci-fi to Fantasy or Urban 
  to being in a musical.
   
  It is recommended that the GM run one- to two-session arcs that take place in one 
  world, then travel and switch to another.
  
  14
  How they get there is up to you.  Does each world have a portal?  Do your players have 
  a vessel to shuttle them from place to place?  Is it an odd mist that takes over their 
  vision, and when they awake they’re in a new setting?  All of these work, or whatever 
  you can think of!
   
  In between sessions where you will be going to different worlds, have your players 
  Heal Harm, take any Advancements they need to, and maybe give them some time to 
  decompress and talk about what happened in their last world.
   
  When you enter a new world, consider asking your players, “Have any of you been here 
  before?”  Maybe not every world works for this, but sometimes it’s nice to make Links 
  with someone before meeting them, so one character has a prebuilt network here.
  Choosing the World
  The hardest part of any game is deciding, “What world is today’s adventure going to 
  take place in?”  Obviously, it’s up to you to decide.  The best advice I’ve found is to try 
  and figure what you or your players have written fan fiction about in the past or want to 
  write fan fiction about.  The tone of this game is about inserting characters into worlds 
  in action, and just slamming pieces together that don’t seem to fit, wiping away the 
  dust and finding out how they do.
   
  This game is the ultimate “Yes, and-”; no idea is too out there, no idea is too silly, too 
  self indulgent.  Embrace it all!
  Watch Out for Your Friends
  A player who is made uncomfortable by something may sometimes not want to speak 
  out.  They may be uncomfortable, or worried about conflict.  Because of this, the other 
  players should keep an eye on their friends.  If you can see someone getting uncom-
  fortable, or notice they haven’t come on mic in awhile, or in general are getting that 
  peculiar aura off of them, check in with them.
   
  During a scene, you can hold up the ”Ok Sign” hand gesture, which is touch-
  ing your pointer finger and your thumb, while leaving the other fingers up. 
  This poses the question: ”Are we all ok with this?” The players can then 
  respond in three ways, silently with hand gestures:  
  A thumbs up means, “I’m ok with this, and we can go higher.” 
  A flat hand parellel to the ground means, 
  ”I’m ok with this, but I don’t want to go any further than this.” 
  and a thumbs down means, ”I am not ok with this.”
   
  All of this can happen without breaking the speed of play, and silently.  If you’re 
  playing online, you can substitute with emojis! :Thumbsup:
  
  15
  An Unexpected Visit 
  Reveal a New Question 
  Answer a Question 
  Capture Someone.  
  Do Something Off Screen 
  Ask them What They Do  
  Change The Answer 
  Make them lose something 
  An Unexpected Exit 
  Give a PC a Link 
  Do Harm as established by fiction 
  Unlock a Link 
  Remove a Link 
  Remove a magical condition
  Have fewer NPCs than you think 
  Let good emotions stay constant 
  Let bad feelings bubble up until they explode 
  Every Link is important to someone 
  Make the small things large 
  Each world is temporary, but come back to visit 
  The big picture plot is always happening behind the episodic 
  Darkness lingers in every heart 
  Drop them right in the thick of it 
  Canon is nebulous 
  Make it seem like it was planned all along
  GM MOVES
  GM PRINCIPLES
  
  16
  PLAYER GUIDE
  Just like GMs have Principles that they should keep in mind, players should have agen-
  das.  These are goals that you should focus on as you’re playing to make the game work 
  the best it can.  They aren’t hard and fast rules, but it’s something to strive for.
  Principles
  To Meet New People 
  To Make Links when it feels right 
  To Change Links as the relationship evolves 
  To share authorship of the story with the everyone at the table. 
  To be a fan of everyone at the table 
  To play to find out what happens 
  To revel in what you enjoy without apology or reservation 
  To help faciliate others in their indulgence
  To Meet New People: 
  You should always strive to meet and in-
  teract with the people in the world you 
  are visiting.
  To Make Links when it feels right: 
  Good first impression?  Make a Link. 
  Someone does something to just bare-
  ly frusterate you?  Make a Link.  Always 
  look for a way to make that immediate 
  connection with a character, even when 
  you know it will change.
  To Change Links as the relationship 
  evolves: 
  If someone you love turns on you, or you 
  realize that someone who frustrated you 
  is actually an okay person, roll to Change 
  Your Link.  This helps the story keep 
  evolving.
  To share authorship of the story with 
  everyone at the table: 
  This isn’t the GM’s story.  This isn’t even 
  your story.  This is everyone’s story.  
  You’re all just telling it together.
  To be a fan of everyone at the table: 
  Be excited when your friends do dope 
  stuff, and they’ll be excited when YOU do 
  dope stuff!
  To play to find out what happens: 
  No one is coming to this with a plan, so the 
  fiction is what shows you what happens 
  next.  Everyone has the same amount 
  of authorship of the story, so twists and 
  turns can come out of nowhere.
  To revel in what you enjoy without 
  apology or reservation: 
  This game is about doing the indulgent 
  stuff that we all want to do, but are afraid 
  of being put on the spot or embarassed. 
  If you want to ride a jetski with your favor-
  ite character, do it; if you want to live in 
  your favorite world, do it.  Enjoy your likes 
  unapologetically.
  To help facilitate others in their in-
  dulgence: 
  Just like you, everyone else will want to 
  be on their own indulgence at the same 
  time, so you need to help enable them.  
  Let them go off alone with their friend; 
  toss them the keys to the car.
  
  17
  Problematic Faves
  When we’re enjoying the things we like without apology, sometimes there are lines we 
  cross where people are made uncomfortable, either in how we are enjoying the thing, 
  or in the thing that we are enjoying.
   
  If, in play, a player or GM does something that makes you uncomfortable, bring it up 
  at the table.  They should stop, no questions asked, if it’s making you uncomfortable. 
  If you want to explain it you can, but you are under no obligation to.  It’s important to 
  make your table a safe space for everyone.  Find something else they enjoy, or another 
  flavor of that same thing that isn’t as problematic.
  Watch Out for Your Friends
  A player who is made uncomfortable by something may sometimes not want to speak 
  out.  They may be uncomfortable, or worried about conflict.  Because of this, the other 
  players should keep an eye on their friends.  If you can see someone getting uncom-
  fortable, or notice they haven’t come on mic in awhile, or in general are getting that 
  peculiar aura off of them, check in with them.
   
  During a scene, you can hold up the ”Ok Sign” hand gesture, which is touch-
  ing your pointer finger and your thumb, while leaving the other fingers up.  
  This poses the question: ”Are we all ok with this?” The players can then 
  respond in three ways, silently with hand gestures:  
  A thumbs up means, “I’m ok with this, and we can go higher.” 
  A flat hand parellel to the ground means, 
  ”I’m ok with this, but I don’t want to go any further than this.” 
  and a thumbs down means, ”I am not ok with this.”
   
  All of this can happen without breaking the speed of play, and silently.  If you’re 
  playing online, you can substitute with emojis! :Thumbsup:
  
  18
  PLAYBOOKS
  Choosing your Playbook 
   
   
   
   
   
  When you choose your playbook, there’s a few things you get to do to further customize 
  it before we start.
   
  First, check to see if your playbook has a feature. A feature is automatically one of your 
  moves when you start the game, and cannot be taken by another playbook. Then, pick 
  three moves, or two if you have a feature.
   
  Second, you can add +1 to any stat to start, if you do though, -1 from another stat. 
  Is there a party balance I need to keep? 
   
   
   
   
  In this game there is no party dynamic that should be kept to as law. This isn’t a game 
  where DPS, Tank, Healer works well, and the playbooks aren’t built for it. Pick what 
  playbook calls out to you, and then pick a character for it!
  How do the players know each other? 
   
   
   
   
  The buy in is simple, the group of you are traveling between worlds, chasing some-
  thing. Maybe you’ve tracked a big, frightening monster that’s trying to turn the citizens 
  into fuel, or you’re trying to lock portals that have opened up. No matter what you de-
  cide, you already know each other. If you want to roleplay getting to know each other, or 
  meeting, then that works as well!
  the Chosen
  the Connected
  the Dark
  the Discarded
  the Displaced
  the Friend
  the Light
  the Mystic
  the Other
  Extra Playbooks
  During the course of the Kickstarter, 
  extra playbooks were unlocked that were 
  outside the scope of the original game. 
  They are included here! 
  the Anachronism
  the Amalgam
  the Linksmith
  the Prodigy
  the Knucklehead
  the Memory
  
  19
  
  20
  Character Questions
  What pushes your Chosen to be heroic? 
  What scares your Chosen and holds them back? 
  What is a memorable part of your Chosen’s look?
  Description
  Every story needs a Chosen, and that’s why we 
  invited you!  These are the main wielders, the 
  fate touched, the ones who seem to always be 
  in the right place at the right time doing pivotal 
  things.  These people are heroes through and 
  through. 
   
  This book is about about being a protagonist: 
  your Luke’s, your Harry’s, your Sora’s.  
  The mechanics play to that as a way to assist 
  your friends and get in big fancy fights. It’s a 
  class that has a lot of mechanical benefits.
  The Chosen
  Link move: Every Memory is a Link 
  When you successfully gain a Link, Choose One:
  • 
  Mark Additional Experience and Lose a Link
  • 
  Heal All Harm
  • 
  Change a Link’s Type
  Name: 
   
       (Sora, Luke, Harry)
  Harm:
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  0
  +1
  -1
  +1
  make/spend
  un/lock
  roll plus
  
  21
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       Leave The Front Light On: 
  When you forgive someone who has intentionally caused you harm, roll with Light. 
  On 10+, choose two. 
  On 7-9, choose one.
  • 
  Form a Heart Link with them. 
  • 
  They gain a Heart Link with you
  • 
  They leave to reflect on their actions.
  • 
  They give you what they think you want.
  On a miss, whoops. Shouldn’t have done that.
         You’re Never taking their Heart!:
  When an ally takes damage, gain +1 
  forward to Strike to Subdue.
        Even if I Don’t Remember,
  the Memories are Still There: 
  When you Spend a Link, you may spend 
  another and roll with your remaining 
  Links. 
  On 10+, you lose the Link as normal. 
  On 7-9, you keep one Link. 
  On a miss, you keep both Links.
        We Can Do This!: 
  When with your friends, everyone gains 
  +1 forward to Push Through Stress.
        Are You For Real?
  Look Who’s Winning!: 
  Once per world, prevent all Harm that 
  would be done to you.
        Taps My Head Three Times: 
  You’re not smart enough to be 
  manipulated.  If a character is trying to 
  trick or deceive you, you may ask the GM 
  the character’s true intentions.
        Strike Raid:
  You can Strike With Intent using Light 
  instead of Dark.
        I Don’t Want to Fight You: 
  When you Strike to Subdue, you may also 
  choose to Defend Yourself From Harm.
        Leaf Bracer: 
  If you roll a 7-9 on a check, and the option 
  to take Harm is not already there, you can
  Take Harm and instead get +10 on the 
  check.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  
  22
  Character Questions
  What life event is going on for your Connected in this world? 
  How, visually, is it clear that your Connected is the person of interest? 
  What are your Connected’s goals for this world?
  Description
  Each world brings new people, and you are
  one of those people.  You live in the world that 
  these visitors are stopped at today, so you know 
  a bit more about how things are done here. 
   
  This book plays a lot with the idea that there are 
  already people in the world you travel to.  With 
  the playbook feature A New World, you are able 
  to change your character while keeping your 
  stats and progression.  If you want to help take 
  a more direct and mechanical control over the 
  settings, this is the right book.
  The Connected
  Link move: This World is Connected
  Whenever you take a Light Link, give another character a World Link.  These cannot 
  be locked.  These are representative of connections to the World itself.  A World Link 
  can be used to automatically 10+ a roll and miss the next one, to completely heal the 
  party’s Harm but erase a Link from each person, or change one of everyone’s Links 
  to a different type.
  Name: 
   
       (Hercules)
  Harm:
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  0
  0
  0
  +1
  make/spend
  un/lock
  roll plus
  
  23
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
      Two For One Special: 
  Whenever a character uses a World Link, you may spend any two Links to reactivate it 
  as if it were a locked Link. 
       I Know Myself:
  When you Strike To Subdue, Roll with 
  Heart.
        a New World, a Different Face: 
  At the start of a session, 
  you may Spend Links.  For each Link 
  spent, switch one stat or move with  
  another. Any other Links spend for  
  Experience 1:1. 
   
  You are now a different person then you 
  were last game.
       Friends in Low Places: 
  When somebody else Makes a Link, take 
  +1 Forward to Making a Link with either 
  of the people involved.
        That’s Not How Things Work 
  ‘Round These Parts: 
  When someone is acting in a way that is 
  antithetical to how your world works, you 
  may Spend a Link to stop it from happen-
  ing.
       I Know This, Because: 
  When you Deep Dive and have a familiar-
  ity with the situation, instead of asking a 
  question, the GM asks you one of them. 
  This takes the place of one of your
  questions.
       Hyper Healing:
  When you use a Heart Link to Heal Harm, 
  Heal two Harm instead of one.
       Now Listen Here, You: 
  When you confront someone who is 
  antagonistic to your goals, you may ask 
  the GM:
   “How will this immediately effect me?”
       My Handy, Dandy Item: 
  You have an item that is very important 
  to you. Describe it. 
  When you have it, take +1 to Make a Link. 
  If it’s taken from you or outside of your 
  influence, take +1 towards getting it back.
  Moves: At character creation, take A New World and two others:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  
  24
  Link move:  Embrace Darkness 
  Whenever another character makes a Dark Link, Mark Experience and take +1 forward 
  to making a Mastery Link with them.
  Character Questions
  Does your Dark know they’re the villain? 
  What drives your Dark to try to teach others their ways? 
  What, visually, shows your Dark is creepy?
  Description
  You have given yourself over to the darkness, 
  and your only goal is to get more people to do 
  that as well: for them to fall in line with you, and 
  become more powerful then that foolish light. 
   
  This book is a villain that wants to control
  others.  They mirror the Mystic in some 
  ways, as both are books that want you 
  to teach others.  You can use these 
  playbook moves to hide in scenes 
  and twist people’s emotions. 
   
   
  The Dark
  Name: 
   
   (Xemnas, Xehanort, Sidious)
  Pronouns:
  Harm:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  0
  -1
  +2
  0
  make/spend
  un/lock
  roll plus
  
  25
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       Mark of the Recusant: 
  When someone accuses you of wrongdoing, Spend two Links to immediately convince 
  them, unequivocally, of your innocence.
       Why Would I Lie?:
  When you give advice to a character, 
  they gain +1 forward to following it. 
  You gain +1 to Make a Link with them 
  using Mastery.
        Hide in Shadows: 
  You may roll with Dark to obscure 
  yourself from identification.
  On 10+, Choose three,
  On 7-9, Choose one:
  • 
  I will keep my face concealed.
  • 
  I will be unseen by other forces.
  • 
  I will be able to make a quick exit.
  • 
  There will not be unintended  
  consequences.
  On a miss, you are identified.
         I know what Lies in Your Heart: 
  When you roll to Convince Somebody, 
  you can Roll with Dark instead.
       Dark Portal: 
  Roll with Dark. 
  On 10+, you may teleport yourself and 
  allies into any scene already in progress 
  or a new location.
  On 7-9, you must either Spend a Link, 
  Take Harm, or enter the scene at a 
  disadvantage.
        Hate Lingers in Every Heart: 
  When you manipulate an NPC to make 
  them feel Darkness, roll with Dark. 
  On 10+, Unlock a Link they have with 
  someone else. 
  On 7-9, their darkness turns on you as 
  well.
  On a miss, a Locked Link reactivates, 
  and they are reminded of the power of 
  their friendships.
        My Protégé: 
  When you gain a Mastery Link with a 
  character, they get +1 to Strike with Intent 
  when by your side, and -1 when away. 
  You get the same, but reversed.
        The Dark Makes Me Stronger: 
  When attacking or performing a feat of 
  strength, you count as a Small Gang and 
  can do more than a normal person.
        Three Stage Fight: 
  When you fill your last Harm, roll Dark. 
  On +10, you are revived.
  On 7-9, you are revived, and 
  must choose two:
  • 
  I remember who I am.
  • 
  I owe no favors to anyone.
  • 
  I retain my strength and abilities.
  • 
  I retain my Links.
  • 
  I retain my appearance.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  
  26
  Character Questions
  What caused your Discarded to be looked over?
  What drives your Discarded forward?
  How, visually, is your Discarded a reflection of who they were looked over for?
  Description
  You could have been somebody, you 
  could’ve been a contender.  But instead, 
  you were looked over.  You failed the test.  
  You weren’t pure enough. Whatever the 
  reasons, you aren’t given the same oppor-
  tunities that The Chosen is.
   
  This book is about combat and being 
  strong.  It’s the most offensive/combat 
  based book in the game and that was 
  done with intention.  If you want to get 
  rough and tumble and have a lot of  
  combat, this is the book for you.
  The Discarded
  Link move: It Should Have Been Me
  Whenever you Make a Link with a character that has a Link of a different type with you, 
  gain +1 Forward on actions against them.
  Name: 
   
       (Riku, Terra, Trish, Kylo, Lotor)
  Harm:
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  -1
  +1
  +2
  -1
  make/spend
  un/lock
  roll plus
  
  27
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       Walker in Twilight: 
  You may use your Light and Dark stats interchangably with each other.  Light and Dark 
  Links also count as the same for Pushing through Stress.
       Hold a Grudge:
  When someone you care about betrays 
  you, you may immediately acquire or 
  change them to a Dark Link without roll-
  ing.
        The Path to Dawn: 
  When you make a realization about your-
  self, roll with Dark. 
  On 10+, recall something about yourself 
  that you had forgotten, or were forced to 
  forget. You may switch 1 of your stats with 
  another. 
  On a 7-9, you must Spend a Link and the 
  memory is emotionally intense.
   
  On a miss, you falter, and the GM moves 
  one of your stats.
        My Darkness is My Weakness: 
  You can let Darkness overcome you when 
  you need to overcome an obstacle.  When 
  rolling Dark on a move, you may volun-
  tarily Take Harm to take +2 on the roll.
      Come On, You Can Do Better 
  Than That!: 
  If someone who has a Light Link with you 
  fails an action or has a moment of doubt, 
  and you egg them on, they get +1 forward 
  and you Reactivate a Locked Link.
        You and I Are Alike: 
  When someone who does not have your 
  best interests at heart tries to take 
  advantage of you, roll with Light. 
  On 10+, you are able to see through their 
  act and can immediatly take the upper 
  hand in the situation. 
  On 7-9, it costs you.  
  Take Harm, or Spend a Link.
        Drive Form:
  When you Strike with Intent or Strike 
  to Subdue, you may choose from both 
  moves options instead of only one.
       I Have to Use the Darkness: 
  Whenever someone you care about 
  completes their Harm Clock, take +1 
  Dark. (Max +3) You don’t get this bonus if 
  you are the one Harming your friends.
        Who Are You Calling Small?: 
  When your frustration about being over-
  looked gets the party in trouble, Mark 
  Experience.  You and the party get +1 
  forward to getting out of trouble, as long 
  as you admit your fault.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  
  28
  Link move: I Have My Own Story 
  When you Make a Link, all Locked Links reactivate.
  Character Questions
  Does your Displaced miss their home?
  What did your Displaced first do when they got to this new world?
  What, visually, has your Displaced brought from their home that doesn’t fit in with 
  where they are now?
  Description
  Sometimes, a world is destroyed off panel.  
  Our heroes weren’t there fast enough, 
  or simply didn’t know about it.  You are an 
  inhabitant of those worlds that escaped, 
  and are now just trying to stay afloat.
   
  This book is about Locked Links that symbol-
  ize stronger relationships from back home.  It 
  plays with the idea that every time you make 
  a new relationship, you’re reminded of the 
  friends you’ve already made.
  The Displaced
  Name: 
   
       (Leon, Yuffie, Coran)
  Harm:
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  -1
  0
  +1
  +1
  make/spend
  un/lock
  roll plus
  
  29
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
        It’s All Coming Back To Me Now: 
  When you have your back against the wall and look back to old memories for help, 
  Spend 3 Links or Take 2 Harm to summon someone or something from your home to 
  help you.
       Memories of Home:
  When you recall old memories to 
  overcome a challenge, roll plus Heart. 
  On 10+, you remember something from 
  home that can help you in your current 
  situation. 
  On 7-9, you must spend a Link.
         This is Not my Beautiful House: 
  Spend a Heart Link to roll +10 to Defend 
  Someone.
        There are Other Worlds than 
  These: 
  You are already aware of the connections 
  between worlds.  
  Name an ally from another world, and 
  take a Locked Mastery Link with them.  
  When they need your help, you get +1 to 
  helping them. 
       D-Link: 
  When you spend a Locked Link to gain 
  advantage on a roll and get 10+, Lock a 
  new Link.
        I Have a Plan: 
  Before a mission, roll Mastery. 
  On 10+, Take three Hold.
  On 7-9, take two Hold.
  • 
  Appear Somewhere You’re Needed.
  • 
  You’ve Prepared an Item that you 
  needed.
  On a miss, your opponent has predicted 
  your moves. Take one Hold.
        Never Leave Home Without It: 
  You have a special item from your home. 
  Describe it, and take +1 ongoing for the 
  basic move of your choice, as long as you 
  involve the item. 
       Somebody’s Watchin’ Me: 
  An enemy of your world also escaped. 
  Establish who they are and take a Locked 
  Dark Link with them.  
  Defeating them leads to an automatic 
  character advancement.
       Don’t Phase Me, Bro: 
  When talking to someone from another 
  world, take +1 to Convince Somebody.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  
  30
  Character Questions
  What makes your Friend so friendly?
  How has your Friend offered their emotional support in the past?
  What does your Friend have to remind them of their friends when they’re apart?
  Description
  In every story, there are side characters. 
  There are friends and supporting roles that 
  help get people to where they need and allow 
  others to fall back on them in times of trouble. 
   
  This book is about healing and buffing the 
  party.  Its Link move allows for everyone to 
  have a pool of Heart Links, and it has moves 
  throughout that keep people alive, disguised, 
  or makes them stronger!
  The Friend
  Link move: a Friend of my Friend is my Friend
  When you make a Link that one of your friends already has, everyone else in your 
  party is granted that same Link. 
  Name: 
              (Donald, Goofy, Ron, Chewie, Hunk)
  Harm:
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  +1
  -1
  0
  +1
  make/spend
  un/lock
  roll plus
  
  31
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       The Ol’ Switcheroo: 
  Once per session, spend a Link so you and another character affected by Costume 
  Change can switch places instantly, having secretly been there the whole time.
       Help!:
  When you are in trouble, 
  others get +1 to Limit Break and help you.
         I’m Sorry About the Ice Cream: 
  When one of your friends Complete Their 
  Harm Clock and they are willing, roll 
  based on Heart. 
  On 10+, they will come back after the 
  danger has passed.
  On 7-9, they come back much later, 
  and have forgotten something important.
       Well, Gawrsh: 
  When you Deep Dive, always ask, 
  “What do I know about this, based on my 
  experiences?” 
  as well as your normal questions.
       Buffing the Party: 
  When the party’s back is against the wall, 
  Roll with Heart. 
  On 10+, the party takes 2 +1 forward.
  On 7-9, your friends take +1 forward,
  and you take -1 forward.
        It’s Gotta Budge!: 
  When a friend is in extreme danger, 
  Spend a Link and roll with Heart. 
  On 10+, you gain the means to get them 
  out of danger.
  On 7-9, you can see what you need to do, 
  but you’re both in danger now.
   
  On a Miss, you both take Harm.
       Look Out!:
  When a friend is in danger, 
  get +1 Forward to Limit Break with them.
       Once More: 
  If you take 2 or more Harm and complete 
  your Harm Clock, instead have 1 Harm 
  left.
       Costume Change: 
  When in need of a disguise, Roll with 
  Mastery. 
  On 10+, pick 3. 
  On 7-9, pick 2. 
  • 
  You are Hidden.
  • 
  Your costume is flawless.
  • 
  Every party member gets a costume.
  • 
  Your costume is removable.
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Moves: At character creation, pick three:
  
  32
  Character Questions
  Who does your Light confide in, when they need help?
  What makes your Light happy, even in their darkest hours?
  How does your Light, visually, let people know that they can 
  be trusted and are here to help?
  Description
  You’re an anchor for the people around you. You are 
  the brightest light, the most powerful energy. You 
  are so much more important then people give you 
  credit for, and everyone who meets you wants to be 
  your friend.
   
  This book is about making Heart Links en masse 
  and being stronger for it.  It has a lot of moves that 
  will get you Links and will enable you to spend them 
  in fun ways.  If you want a character that learns a 
  lot about themselves and uses the power of heart, 
  then you’ve come to the right place.
  The Light
  Link move: Any Friend of Yours is a Friend of Mine! 
  When you Make a Link with someone with whom one of your friends already has a Link, 
  everyone heals one Harm.
  Name: 
   
       (Kairi, Keith)
  Harm:
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  -1
  +2
  -1
  +1
  make/spend
  un/lock
  roll plus
  
  33
    
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       Nothing Hurts Like The Cold: 
  You may spend Heart Links to Cause Harm to someone.  For every 2 Harm you do, you 
  take 1 Harm.
        There is light in every dark place: 
  When trying to Convince Somebody when 
  they’re angry, you may use Light in place 
  of Heart.
       True Power is Light!: 
  When you fight against a Dark force, 
  spend a Heart Link to make them 
  stumble or fall at an oppurtune moment.
       I Know You Will: 
  When you take someone at their word, 
  create a Heart Link with them.  If they 
  break their word, break the link, and 
  have the offending player break another 
  Light Link.
       You Can’t Fool Me: 
  You can always tell when someone is 
  lying to you.
       With this, we’ll never be Apart:
  When you give a friend an object of 
  importance, you two will always share a 
  Locked Light Link.  If they dispose of or 
  lose the object, the Link becomes 
  unlocked.
       Mercy: 
  When you decide to spare someone you 
  have reason to destroy, make a Heart 
  Link with them.
       We need to think before we Act: 
  When you wish for guidance, ask: 
  “What here will keep my friends safe?” 
  The GM will answer you honestly.
       Lost, but Not Forgotten: 
  When someone Spends a Link of any kind 
  with you, gain a Heart Link with them.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  
  34
  Character Questions
  Where did your Mystic train their abilities? 
  When did your Mystic first put others’ needs before their own? 
  How does your Mystic, visually, give off an impression of knowledge to others?
  Description
  You’re powerful in magic, but what gives 
  you your true strength is your connection 
  to your friends.  And that’s a strength 
  you’re willing to sacrifice to save them. 
   
  This book is all about Breaking Links 
  and Unlocking Links in order to help 
  other people.  It helps you lock Links for 
  yourself and others, and then you can 
  freely break or unlock those Links to 
  keep your friends safe.
  The Mystic
  Link move: It’s Always You 
  Whenever you Make a Link with someone, Lock A Different Link.
  Name: 
   
       (Mickey, Aqua. Eraqus,Luke, Allura)
  Harm:
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  +2
  0
  0
  -1
  roll plus
  make/spend
  un/lock
  
  35
       The Prestige: 
  You gain an extra selectable effect on all rolls where you select from a list.  
  The effect is bombastic and powerful.  This will increase effect, add harm, increase 
  healing, make the move more effective, etc.
       From the Aether:
  When confronted with a daunting 
  obstacle, Roll with Mastery. 
  On a 10+, you are able to get an item that 
  you need. 
  On a 7-9, you get something serviceable. 
  On a miss, you invite danger.
       I Made a Promise: 
  Whenever you make a Locked Mastery 
  Link, make a promise to that character. 
  Mark Experience, and if you break that 
  Promise, lose the Link.
       For Your Own Good: 
  When you push someone away for their 
  own safety, Unlock a Link with them and 
  choose one for them:
  • 
  They heal all Harm
  • 
  Their Locked Links are reactivated
  • 
  They get an automatic 10+ on their 
  next roll
  • 
  They are removed from danger.
       Mystic Secrets: 
  When you know something that would 
  help the situation, but refuse to tell 
  anyone, Mark Experience.
       Magical Teacher: 
  Establish a Locked Mastery Link with 
  another character.  That character is 
  considered your Apprentice. 
  If they’re a player, you get +1 forward to 
  help each other in Use Magic checks.  
  If they’re an NPC, they’re someone you 
  can call on for aid when you’re in need. 
       Light Portal: 
  Spend Links freely.  Anyone you have 
  Spent a Link with is at the scene, if they 
  are willing.
       What Are You Doing Here?: 
  When you share links with another char-
  acter, you can communicate and help 
  each other, no matter where they go.
       My Friends are My Power!: 
  When you Spend a Link, you can give the 
  bonus to someone else.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
  
  36
  Character Questions
  Does your Other know that they aren’t the only one? 
  How and Why does your Other resent their Counterpart? 
  What does your Other do to distinguish themselves, visually, from their Counterpart?
  Description
  You aren’t the first one.  You aren’t the one every-
  one thinks about.  You have a Counterpart who 
  people insist is the real one and you know that’s 
  not true--you are you. 
   
  This book is all about how you relate to your 
  Counterpart, and what makes you stronger than 
  them.  It requires you to use the features of the 
  book to make an NPC (or choose another PC) 
  and base yourself off of that.  Most moves have 
  to do with the Counterpart in some way.  If you 
  take this book, it shows the GM that you want to 
  see the Counterpart in the story.
  The Other
  Link move: I’m Me, and Nobody Else
  When your Counterpart makes a Link, forget a Link and gain theirs. 
  Mark Experience.  When you make a Link on your own, your Counterpart gains that 
  link as a Heart Link, but their move does not go off.
  Name: 
              (Roxas, Roy, Shiro, Zack, Cloud)
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  -1
  +2
  +1
  -1
  roll plus
  make/spend
  un/lock
  +
  Harm:
  
  37
       At Dusk, I Think Of You: 
  When you reflect on your Counterpart with acceptance, Roll with Heart and spend a 
  Link with them. 
  On 10+, choose 2.
  On 7-9, choose one.
  • 
  You add their Links to yours.
  • 
  They add your Links to them.
  • 
  You may switch one of your stats with one of theirs.
  • 
  Unlock your Links with each other and gain Experience.
  On a miss, one of you stumbles over yourselves.  Take Dark Links with each other.
        Are You For Real?
  Look Who’s Winning!: 
  Once per session, prevent all Harm that 
  would be done.
        I’m Your Other:
  Pick a PC or NPC you have a link with.  
  They are your Counterpart.  At the start 
  of a mission, roll Heart.  
  On 10+, Hold 3.  
  On 7-9, Hold 2.  
  On a miss, there is information you don’t 
  want to hear about your counterpart.
   
  You may spend Holds at any point during 
  the mission for +1 to a roll.
        Disposable: 
  When you Complete your Harm Clock, 
  pass any Marked Experience to your 
  Counterpart.
        I Want My Life Back: 
  When you try to separate yourself from 
  your Counterpart,  take -1 forward to 
  Making Links, and +1 to all Strike rolls 
  against things keeping you connected.
        They Think I Don’t Exist: 
  When interacting with another character, 
  you may Spend a Link.  
  Your opponents underestimate you.  Gain 
  +1 ongoing on rolls against them, until 
  you make it clear you are a threat.
        Re:Coded:
  When your Counterpart Strikes With 
  Intent,  you get +1 forward to Strike With 
  Intent.
        What Are These Memories?: 
  When you Push Through Stress, you may 
  roll with your Counterpart’s Links.
        Command Deck: 
  When you face an obstacle that you 
  cannot overcome, take Harm and Lose a 
  Link to gain abilities to Overcome the 
  Obstacle. You lose the new abilities once 
  the Danger is Gone. 
  Moves: At character creation, take I’m Your Other, and 2 other moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
  Exp:
  
  38
  Character Questions
  What caused your Anachronism to travel in time? 
  What past or future haunts your Anachronism? 
  What about your look makes your Anachronism stick out like a sore thumb?
  Description
  The others are used to traveling Worlds, but 
  you’ve traveled time itself.  Perhaps you did so 
  on purpose to change something in the past or 
  to know the future.  Perhaps you just mistook 
  that time machine for a phone booth.  Either way, 
  even amongst other World travelers, you’re still 
  a fish out of water.
   
  This book is filled with moves that affect basic 
  moves, and moves that have high rewards with 
  high, but compelling, risks.
  The Anachronism by Travis “Wheels” Wheeler from Very Random Encounters
  Link move: I Had to Leave Them Behind
  When you successfully gain a Link, you can choose to unlock one of your Locked 
  Links. If you do, take +1 forward and Mark Experience.
  Name: 
              (Alan Parrish, Cable, Trunks, The Doctor, 
   
  Desmond Hume, Pelinal Whitestrake, 
   
  Young Xehanort)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  0
  -1
  +1
  +1
  make/spend
  un/lock
  roll plus
  
  39
        This is Not Inevitable: 
  When a friend dies, roll Dark to interfere with the timeline. 
  On a 10+, save your friend and let the power go to your head. 
  On a 7-9, you are closer to learning how to let go. Take a Heart Link with destiny itself. 
  On a miss, you spend a long period of time in a vain attempt at changing fate.  
  Resurface, broken and jaded. Unlock all your locked links.
        Learn From My Mistakes: 
  When you spend a Mastery Link as the 
  “teacher” in the relationship, take a 
  Heart Link with the same character.
        What Year Is It?:
  When you arrive at a new World, you may 
  search your memory and roll Mastery. 
  On a 10+, you have travelled here before. 
  The GM will tell you something useful 
  that you remember about this place. 
  On a 7-9, the GM will tell you how what is 
  happening here is similar to something 
  else you have experienced. 
  On a miss, you have been here before, 
  but your time travelling has altered its 
  history. The GM will tell you how this 
  place is much worse than you remember.
        1.21 Gigawatts: 
  You crackle with temporal energy, 
  occasionally performing impossible feats
  of paradox and prowess.  When you roll 
  12+ on Strike To Subdue or Stike With In-
  tent, choose all three options.
        Time Heals All Wounds: 
  When you console a friend with a story 
  from your home time, roll Heart. 
  On a 10+ heal one of their harm and lock 
  a link. 
  On a 7-9, heal one of their harm. 
        I Was Different Then: 
  Once a World, you may cross paths with a 
  past or future version of yourself.  If you 
  do, roll with Heart. 
  On a 10+, your duplicate provides you 
  valuable tactical or emotional insights. 
  Take a Link of your choice with them. 
  On a 7-9, their insights only vaguely apply 
  to this new reality. 
  On a miss, you create a time paradox.  
  The Time Validator is after you. Run.
        As it Was Foretold:
  When you Deep Dive and roll 7+, you may 
  ask, “What happened here recently?” 
  without counting towards your questions 
  for the move.
        They Don’t Make Them Like 
  They Used To: 
  You have a trinket from your home time. 
  When you use it while Pushing Through 
  Stress, take +1.
        Echoes of Another Life: 
  When you Fill Your Harm Clock, you may 
  choose to come back as a version of you 
  from an alternate timeline, and keep all 
  of your old links as unlocked Heart links.  
  These people mean something to you, 
  but you’ve never met.
  Moves: At character creation, take 3 moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  
  40
  Character Questions
  How did your Amalgam form initially? 
  What is the core relationship detail that keeps your Amalgam together? 
  What about your look makes it clear that you are multiple people?
  Description
  Some say their friendships are inseparable.  Let’s just say you 
  can relate.  You are a composite being made up of two or more 
  Constituent Hearts.  Whether by friendship, romance, appren-
  ticeship, rivalry, or any other kind of connection, the strength of 
  your relationship allows you to form one person: The Amalgam. 
   
  This book is about building advantages for yourself based on the 
  mission at hand, and making special connections with NPCs.
  The Amalgam by Travis “Wheels” Wheeler from Got it Memorized?
  Multi-class Errata:
  If you are playing another playbook and take a move from The Amalgam playbook upon 
  advancement, do one of the following:
  • 
  Pick a willing NPC with whom you have a Locked Link to amalgamate with you as 
  a Constituent Heart.  Explain how your appearance, personality, and/or outlook 
  changes with the new addition. 
  • 
  Reveal that you’ve been an Amalgam THE WHOLE TIME!  Introduce the rest of the 
  players to the two or more Constituent Hearts that form your character.
  Link move: In Harmony
  Your very existence is a connection between people. When you start a mission, pick a 
  Link type to represent the current state of that connection.  Take +1 forward for this 
  mission whenever you gain a Link of this type.  This benefit does not stack.
  Name: 
          (Piccolo, Garnet, The Underking, Captain Planet,
           The Delightful Children from Down the Lane, 
            Dark Claw, Ventus-Vanitas, Terranort)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  +1
  +1
  0
  -1
  make/spend
  un/lock
  roll plus
  
  41
        Areas of Our Expertise: 
  When you call upon the combined insight 
  of your Amalgam during a Deep Dive, you 
  may roll with Mastery instead.
         Many Hands Make Light Work: 
  Once per mission, you may separate one 
  Constituent Heart from your Amalgam to 
  perform reconaissance: roll with Light.  
  On 10+, take 3 Hold. 
  On 7-9, take 1 Hold. 
  On a miss, the separated Constituent 
  Heart is lost or captured.  They won’t 
  return from this mission with you unless 
  you rescue them. 
   
  Spend a Hold at any time to ask the GM 
  any yes or no question about the scene.
        Drift Compatible: 
  When you roll 12+ to Make a Link with a 
  willing NPC with whom you’ve never had 
  a link, they may join your Amalgam as a 
  new Constituent Heart.  Explain how your 
  appearance, personality, name, and/or 
  outlook changes with the new addition. 
  You may swap two of your stats.
        Equal and Opposite: 
  Every rival in your Amalgam’s collective 
  history combine as the Bane of Your 
  Existence.  Take a Locked Dark Link 
  with them.  When you spend that Link to  
  reroll, take +1 if your history with the 
  Bane of Your Existence has taught you 
  about situations like this.
        Fusion Dance: 
  When you start a mission, roll with your 
  chosen In Harmony stat.
  On 10+, you are in perfect sync.  For this 
  mission, you may choose which Link type 
  to use whenever Pushing Through Stress.  
  On 7-9, one of your Constituent Hearts 
  is distracted.  Explain why this mission 
  reminds them of something they fear.
  On a miss, you can’t keep things together. 
  Select one Constituent Heart to play as, 
  and take -1 on all rolls for this mission.  
  You reform after the mission is complete.
        Stronger Than You: 
  Multitasking is easier when you’re more 
  than one person.  When you roll 7+ on 
  Defend from Harm, you may also choose 
  one option from the Strike to Subdue list.
        Live Together, Die Alone:
  When you roll with advantage, add +1 
  to the result.  Also, when you fill your 
  Harm Clock, you may instead choose:
  “One of your Constituent Hearts is dead.” 
  You may only choose this option once.
        Third Wheel:
  When you spend time alone with a person 
  you have a link with, roll with Light.
  On 10+, explain how you bond.  Change 
  your links with each other to Locked 
  Links of whatever types you each prefer.
  On 7-9, the other character may ask a 
  personal question of a Constituent Heart. 
  Moves: At character creation, take Fusion Dance, and 2 other moves:
       Two Become One: 
  When you invite an NPC with whom you have a locked link to join you as a Constituent 
  Heart, roll with Heart.  
  On a 10+, they join you as a Constituent Heart. You may swap two of your stats. 
  On a 7-9, they respectfully decline. If your link with them is spent, reactivate it. 
  On a 6-, the NPC is upset by your offer. Unlock your link with them.
  After 3 Advancements, take this (or an Advancement on pg. 50):
  
  42
  Character Questions
  What are you most afraid to be driven to use your powers for? 
  Whose memories would you never touch, not even if someone forced you to? 
  What is it about your look that lets others know that you are apart from them?
  Description
  Have you ever wanted to mess with everyone else’s 
  memories?  Make them believe things that aren’t true? 
  Change who they care about?  Have you ever been 
  afraid of what you could do if you did?  What you would 
  become?  Would any of your own memories be real? 
   
  This playbook is all about messing with other people’s 
  links and their memories.  If you want to explore the 
  consequences of memory and connections, you should 
  choose this playbook.  This playbook’s moves often 
  trigger when other people do stuff, so pay attention to 
  what your friends say.  If you want to change people’s 
  memories for intentionally malicious ends, the Dark is 
  probably a better playbook for you, taking the Linksmith 
  move on advancement.
  The Linksmith by rpgnatalie 
  Link move: You May Not Know it’s Me
  When you Make a Link with someone, activate your Linksmith move with them as if you 
  had one of the activating criteria. The Link you change must be one they have with you.
  Name: 
       
      (Namine, the Giver, Dominick 
   
     Cobb, Willow Rosenberg)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
     Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
  Content Warning: Gaslighting and abuse.  
   
   
         Make sure everyone is okay with those topics before you use this playbook.
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  +1
  -1
  -1
  +2
  make/spend
  un/lock
  roll plus
  
  43
        It’s My Turn to Help: 
  When you stop messing with someone’s memories and let them see the real you, if 
  they allow it, make a Locked Light Link with them.  Roll with Heart instead of Light 
  when using Limit Break to help them. You can only have one of these Links at a time.
        Visions: 
  When someone who has a Locked Link 
  with you uses Deep Dive, you may answer 
  their questions instead of the GM.
        Linksmith: 
  When you mess with someone’s memo-
  ries and change their relationships, 
  for each of the following that you have:
  • 
  physical contact with them.
  • 
  an object connected to them.  
  • 
  time.
  ...choose one:
  • 
  lock/unlock a Link.
  • 
  change who is Linked.   
  • 
  change a Link type.
  • 
  break a Link.
  They Mark Experience for each Link
   changed in this way.
        All of This, Because of Me: 
  When your actions cause another person 
  Harm, describe what you’ll do to make it 
  up to them; take +1 forward to doing it.
        It Was All a Lie: 
  When you convince somebody to act on 
  false memories:
  • 
  for NPCs, your words count as clear 
  insurance or evidence.
  • 
  for PCs, choose which Link they’ll 
  lose if they refuse.
  On a miss, the GM cannot reveal your 
  falsified memories.
        I Said Stop: 
  When you break the last of someone’s 
  Links, roll with Dark.  On a hit, they fall 
  into a deep slumber.  
  On 10+, choose 2. 
  On 7-9, choose 1.
  • 
  they lose all of their memories.
  • 
  they do not awaken until you allow it.
  • 
  they’re forgotten by all who once 
  knew them.
  On a miss, when they wake up, 
  they realize that you tampered with their 
  memories.  Be prepared for the worst.
        But They Still Feel Right:
  When someone rolls a 10+ (with any of 
  their stats), they reactivate all of their 
  Locked Links with you.
        Your Heart’s voice will Reach it: 
  When someone tries to re-Make a Link 
  they’ve lost or spent, they take +1 to 
  re-establishing it.  If they succeed, you 
  Mark Experience.  If they don’t or if it’s 
  changed, they Mark Experience. 
        Apparition:
  To make something from someone’s 
  memories, tell the GM what you want to 
  make.  They require 1-2 of the following:
  • 
  it’ll take time.
  • 
  it needs an item from another world.
  • 
  you can’t do it without ___’s help.
  • 
  spend one of your Links.
  • 
  the best you can do is a shoddy  
  version, imperfect or unreliable.
  Once you’ve done everything required, 
  the GM will stat it up for you.
  Moves: At character creation, take Linksmith, and 2 other moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  
  44
  Character Questions
  How does your character excel, and how have they shown it historically?
  How does attention motivate your character to succeed?                                              
  How important is it for your character to look really cool? 
  Description
  You know you’ve always been the top of 
  the class, and everyone else knows it 
  too. You’re used to the praise and you’ve 
  got the skill- or rather, the raw talent to 
  prove it. Whether you have to flex your 
  intellect with a scheme or show off how 
  effortless a task is, you’re quick to take 
  high risk, high reward tactics to get 
  what you need.
  The Prodigy by Jo Louden from Got it Memorized?
  Link move:  I Want to be Stronger for Someone Else
   When you Make a Link and are surprised with your connection with someone else, 
  you get +1 forward to Deep Dive or Defend Them.
  Name: 
       
      (Sasuke, Itachi, Neji, Shikamaru, Todoroki,  
   
  Tobio Kageyama, Toru Oikawa, LeLouch, 
   
  Jotaro Kujo, Seto Kaiba, Edward Elric, Robin)
  Harm:
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  +1
  -1
  -1
  +2
  make/spend
  un/lock
  roll plus
  
  45
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
        He Who Strikes First, Wins: 
  When you take the time to analyze a  
  combat situation before it starts, you may 
  ask the GM, “What will happen if I ____?” 
  once.
        Eyes of Heaven:
  When somebody is attacked by someone 
  you have a Link with, spend that link and 
  roll with Mastery.
  On 10+, you copy their attack, cancel it 
  out, and gain the upper hand. 
  On 7-9, you must either both take Harm 
  or neither of you take Harm. 
  On a miss, you take the Harm and are 
  wide open to worse consquences.
        I Will Judge You Myself!: 
  When using Strike with Intent against 
  someone that stands against your ideals, 
  roll with Light and take +1 Forward on 
  your next move if the strike is a success.
        Blue Eyes, Full Hearts, Can’t 
  Lose: 
  You have a signature technique that can 
  be used just for this situation.  Choose a 
  Basic Move for this to represent.  
  When you use your Signature Technique, 
  spend a Locked Link to immediately act 
  as if you rolled +10.
        Dual Identity: 
  You have someone or something special 
  linked to you who can help you surpass 
  your limits. When you let them take over 
  in order to pass an obstacle, spend a Link 
  and roll with Heart.
  On 10+, they succeed in an flashy way. 
  On 7-9, their action suffices, but their 
  power is too much.
  On a miss, you can’t focus and are 
  knocked prone.
        Next Generation:
  When you fill your Harm Clock, you can 
  make one final act to pass down a move 
  from yourself to another.
        One Thousand Birds: 
  When your spite and rage is palpable, 
  Spend a Dark link to immediately add & 
  choose Deal Great Harm for one of your 
  Use Magic options.
        If There’s No Door, 
  Then I’ll Make One!: 
  When the way forward is unclear, roll 
  with Mastery to open a new path forward. 
  On 10+, the opening is directly 
  advantageous to your goal. 
  On 7-9, it’ll get you there with time. 
  On a miss, you still make a path, but also 
  cause something terrible to happen. 
  Moves: At character creation, take 3 moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
       What I Have is Not a Dream, Because I will Make it a Reality: 
  You have ascended to the power you deserve. Spend a Link to make your Mastery stat 
  equal to the amount of Harm you have. This lasts for the rest of the session.
  
  46
  Character Questions
  What is the goal that keeps your character running full speed ahead?                                                      
  Who are the people in your character’s life that they would protect and how does that 
  motivate them?
  How important is it for your character to look really cool?
  Description
  You refuse to let anyone or anything stand 
  between you and your goals - to a fault.  
  Rush in first and ask questions later!
  The Knucklehead by Jo Louden from Bed, Bath, and Bionicle
  Link move:  To Be the Hero is All I’ll Ask 
  You’re driven to be the hero of your story! When you Make a Link with someone, they 
  know you’re a hero. You gain +1 forward to Convince them or Limit Break with them. 
  Name: 
       
      (Naruto, Lee, Deku, Hinata Shoyo, 
   
      Luffy, Magnus Burnsides, Goku)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  -1
  +1
  0
  +1
  make/spend
  un/lock
  roll plus
  
  47
       This is to Go Even Further Beyond!: 
  You have unlocked your potential. Spend a Link to make your Heart stat equal to the 
  amount of Harm you have. This lasts for the rest of the session.
        I Sprouted from the Concrete: 
  When a rival gets a leg up on you, Spend 
  your Link with them, and get an immedi-
  ate 10+ on your next roll to counter them.
        Dance, Water, Dance!: 
  You focus your energy inwards and create 
  clones of yourself.  
  Roll with Mastery. 
  On 10+, you create 5 clones that can move 
  individually. 
  On 7-9, you create 3 clones that move as 
  a unit. 
  On a miss, you summon an embarrassing 
  excuse for a clone that draws unwanted 
  attention.
        Let’s Go Back Together!:
  When things are at their worst, roll to 
  Limit Break.  Instead of a forward, you 
  may choose to roll with Advantage.  
  If you roll +12, everyone in the party gets 
  the bonus.
        Gear Second: 
  Spend a Heart Link to gain absurd speed 
  and agility: roll for two separate Basic 
  Moves in immediate succession.  
  If either move fails, you Take Harm and 
  are left wide open, needing to regain your 
  strength.
        Art of Summoning: 
  Choose a society of animals and form 
  any Locked Link with them.  When you 
  need a helping hand, roll with the corre-
  sponding stat. 
  On 10+, you summon a powerful adult. 
  On 7-9, gets you a serviceable but scrap-
  py youth. 
  On a miss, you get a baby you’ll have to 
  protect.  
  Failing to protect them negatively affects 
  your relationship with the society.
       Next Generation:
  When you fill your Harm Clock, you can 
  make one final act to pass down a move 
  from yourself to another.
        You’re Too Slow!: 
  When you are attacked by someone who 
  looks down on you, you may Spend a Link 
  to dodge and immediately appear in an 
  advantageous position.
        He Has the Most Dangerous 
  Power, to Turn Those Around 
  Him to Allies:
  On a successful Convince Somebody roll, 
  the convinced person gains a Light Link 
  with you, and you will gain a Locked 
  Mastery Link.  If you already have a link 
  with this person, replace it with this 
  locked Mastery Link.
  Moves: At character creation, take 3 moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  
  48
  Character Questions
  Why is your Memory being forgotten? 
  Who has forgotten your Memory that they were once important to? 
  Who does your Memory wish they could forget?
  Description
  Memory is fickle for most people, but 
  for you it’s the most important thing. 
  If people forget you, you’ll fade away.  
  You only have as much strength as 
  peoples belief in you, so you’re on 
  the lookout for the next connection. 
   
  This book has the potential to have you 
  die out very quickly if you don’t talk 
  with your GM and other players first. 
  You are a small spark that has the po-
  tential to grow into a large flame, you 
  just need to be protected while you’re 
  weak, cause the lightest wind could 
  blow you out.  Cultivate Saplings.
  The Memory
  Link move:  Hey, Can You Introduce Me? 
  When a friend talks about you and how much you mean to them with someone, 
  they take +1 forward to Make a Link with that person and you get the same link that 
  they make.
  Name: 
      
  (Xion, Tinkerbell, Freddy, Coco, Tidus)
  Harm:
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  make/spend
  un/lock
  roll plus
  
  49
       Please, Please Remember: 
  When making a Link, you and your party may treat 7-9’s as 10+.
        Inside Memories, I can Live  
  Forever: 
  When you would Take Harm, you may 
  Spend a Link instead. Unlock a Link to 
  heal one Harm.
       I’m only here if You Remember:
  Your stats are equal to your Links minus 
  one.  A stat cannot go higher then 3. 
  Whenever you roll a 1 on a die, you lose a 
  Link. You do not lose two links for rolling 
  two ones at once. 
   
  If you lose all your Links, you die.
        I’m Glad I Got to Meet You:
  You are drawn to people who have 
  connections with you.  You can locate 
  anyone you have a Link with a sense of 
  direction, distance, and time.
       Make a Big Impression: 
  When you Interfere or Limit Break with 
  someone, on a 10+ you may also form a 
  Link with them: either Dark for Interfere, 
  or Light for Limit Break. 
        Ultimate Form: 
  When you need to draw on your power to 
  save your friends, spend Links Freely. 
  You may choose from the list for each 
  Link.
  • 
  You deal Great Harm
  • 
  You Heal someones Harm completely
  • 
  You remove a friend from Danger
  • 
  You draw all attention onto yourself
  • 
  You may transfer your Marked  
  Experience to a friend
        I’ll Always be There to Get My 
  Friends Back:
  Whenever you would lose a Link from 
  rolling a 1, an ally may lose a link 
  instead. 
        Heated Moment: 
  Whenever you Push Through Stress, you 
  may Spend a Link to succeed as if you 
  rolled a 10+.
        Never Forget: 
  At the beginning of a session, roll with 
  your Highest Links. 
  On 10+, Hold 2, 
  On 7-9, Hold 1. 
  Spend Hold to ignore losing a Link.
  Moves: At character creation, take I’m Only Here if You Remember, and 2 moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
   ӽ
  Pick an Advanced Move
  
  50
  ADVANCED MOVES
  After you get three Advancements, you can pick either your playbook’s Advanced 
  Move or you can pick from this list of general Advanced Moves.  These function the 
  same as any other move, but have a little extra spice:
        Tank a Shot:
  You have an Extra Harm on your clock, 
  giving you a Harm Clock of 5. 
  When you have 1 Harm remaining,  
  you gain +2 Forward to your next roll.
  Retire This Character: 
  After a long enough time in the field, 
  everyone gets exhausted.  Sometimes 
  plots wrap up nicely, sometimes you get 
  cast into darkness saving your friends; 
  either way, this character is not able to 
  continue their story.  Maybe they’ll come 
  back later?
  When you can no longer pick another advancement, you must pick one of these two:
        Home Base: 
  You have a home base on a world. 
  Describe it. You can always travel back 
  there to regroup and find new paths to 
  other worlds. 
  While there, you can share stories of 
  your friends you’ve met along the way. 
  You may share your Links with your party. 
  They get Heart Links of whatever you 
  share.
        Prophecize: 
  Your character may only use this once. 
  You may state something about the world 
  that is unequivocally true.  This could be 
  something like, “The enemy will show up 
  here at this time” or, “The barriers be-
  tween worlds are no longer passable.” 
  You get one sentence with one main idea, 
  and you can only do it once. Spend a Link. 
   
  [Further errata: This move can only be 
  taken once, by anybody. That means if 
  your friend took this move, then it’s gone. 
  It’s a one hitter quitter so use it wisely... 
  Or don’t, wish for a fish. I’m not going to 
  stop you.] 
  Change Playbooks: 
  Change playbooks! You keep all your 
  moves earned through advancements, 
  but otherwise start fresh.
        Gain Strength: 
  Once per session, you can choose to 
  Spend a Link to automatically roll +10.
        Rewrite Your Link Move:
  You may rewrite your Link Move.  
  This option can be taken as many times 
  as you like.  Work with the GM to make 
  something good!
        Lingering Will: 
  When you complete your Harm Clock, 
  you become untethered to the world of 
  life, and you begin to fade. Choose one: 
   
  You may choose to survive for as long as 
  others have Links with you. Everytime 
  you roll or take Harm, somebody loses 
  a Link with you. When everyone has 
  forgotten you, you no longer exist. 
   
  You may choose to survive for long as 
  you have Links with others. Everytime 
  you roll or take Harm, you lose a Link. 
  When you have forgotten everyone, you 
  no longer exist.
  
  51
  The Sovereign Force
  The Sovereign Force is the elite group that polices Lamda. Their sworn mission is to 
  keep Lamda safe by preventing the travel of people or objects between worlds. 
  The Force was created in response to Lamda’s first incident of world crossing: the 
  arrival and hostile takeover of the powerful tyrant Anapest Foil. Edict 563 (the Force’s 
  leader), Mill the Master, and other now legendary figures banded together for three 
  purposes: to protect people from Anapest’s regime, stop it from expanding to other 
  worlds, and eventually overthrow it. Once they succeeded in removing Anapest from 
  power, Edict 563 became determined to stop world hopping as a whole to prevent such 
  events from ever happening again. 
  Now, the Force are not only increasing their street presence on Lamda to combat the 
  renegade group The Other, they have begun installing members on other worlds, lock-
  ing down all cross-world travel and enacting stricter consequences for those caught 
  trying.
  Notable People:
  Name: Edict 563
  Appearance: Handsome and possesses an athletic build, a cookie cutter soldier. Wears 
  the Eyes Mask. 
  Pronouns: He/Him
  Bio: The leader of the Sovereign Force, otherwise known as the Sovereign High. Rec-
  ognized for his potential from youth, Edict 563 was the one who discovered and (with 
  encouragement from their friend Mill the Master) developed the technology of the 
  λBrace, a device that could be used as a weapon, tool, or even a way to travel to other 
  worlds, responding to the user’s thoughts. This discovery led to him being viewed as 
  a hero by much of Lamda ’s population. When Anapest Foil showed up on Lamda and 
  seized power, Edict 563 took it upon himself to defeat Foil, and was eventually success-
  ful. In the aftermath, he has found himself in charge of not just the Sovereign Force but 
  the entire world of Lamda . He has committed himself to keeping all worlds separate, 
  an ideology that eventually caused him to clash with Mill. Still seen by many as their 
  chosen protector, Edict 563 had more sway over the rest of the Force, and Mill was 
  ousted from the group. After Mill’s frequent interference in Force activities, the two 
  former friends found themselves in combat, and while Edict won the fight, he could not 
  bring himself to kill his old friend, so he ordered another Force member to do it and 
  walked away. Since then, he has become colder, lost his ability to use his own invention, 
  and doubled down on his mission to keep his home isolated.  
  Name: Need 888
  Appearance: Gaunt and pale with long dark hair, and dressed with ill-fitting Sovereign 
  Force armor and weapons too big for them. Wears the Nose Mask. 
  Pronouns: They/Them
  Bio: Need 888 is the only surviving member of Lamda’s oligarchy, whose life was saved 
  by Mill the Master during Anapest Foil’s first strike. They were ushered into hiding 
  Setting: Lamda (λ)
  
  52
  once the assault began, and did not come out for the entirety of Foil’s reign. Once that 
  threat was defeated, they rejoined the world and immediately became a member of the 
  Sovereign Force, despite being a person of industry rather than anything resembling 
  a soldier. They oversee much of the construction on Lamda, and often try to backseat 
  drive Edict 563’s decisions. They are frequently bothered by a particularly pesky tree 
  that keeps sprouting up inside their high tower home. 
  Name: Blink 911/Kaz Rosenblatt-Armstrong
  Appearance: Wears the Mouth Mask. They appear mostly human, the only signs of their 
  being from another world hidden from the rest of the Sovereign Force by the mask.
  Pronouns: They/Them
  Bio: Secretly from another world, their real name is Kaz. They are a victim of The Oth-
  er’s efforts to undermine the Sovereign Force by scooping up random people from one 
  world and dumping them in another. When Kaz found themselves on Lamda, they were 
  discovered by a patrolling Sovereign Force member, Shape 196. Shape 196, knowing 
  that the outsider would be captured or killed by the rest of their patrol, was overcome 
  by their conscience and quickly supplied Kaz with a Sovereign Force mask and armor 
  to help them avoid suspicion. However, the two were separated shortly after, leaving 
  Kaz stuck amongst the ranks of the Force, trying to blend in as Blink 911 and seeking 
  a way to escape. This quickly escalated when Kaz was the soldier ordered to kill Mill 
  the Master, and under the fear and pressure, Kaz panicked and carried out the order. 
  Now carrying a deep guilt and seeing what they are capable of, breaking free from their 
  “safe” identity as a member of the Force has become even more important.
  Home World:
  Lamda is a dense urban world, with both people and buildings packed tightly in to-
  gether. Its cities build up rather than out, and despite its population being relatively 
  stable thanks to the Sovereign Force’s mission to keep it separate from other worlds, 
  its towers grow taller by the year to accommodate the growth of their various indus-
  tries. There is a very small terrarium where grass, water, and trees can be found. 
  Lamda’s ecosystem is quite resilient, and those resources crop back up even in places 
  where urban development has taken place, but are quickly marked for replacement 
  with more construction. As a result, the terrarium is regarded as something of a cross 
  between a museum and an attraction. 
  Before the arrival of Anapest Foil, Lamda was run by an oligarchy of elected officials, 
  but they were some of the first to be annihilated by Anapest when one of them, Kris-
  seris Foechuckle, invited the newcomer to speak at the capitol. After surviving the 
  years of being ruled by Foil, the people of Lamda were reluctant to go back to their old 
  forms of government, instead trusting the members of the Sovereign Force that had 
  gotten their freedom back. This is what transformed the Force from a rebel military 
  contingent into a governing body. 
  
  53
  Major Events:
  -Edict 563 discovers the elements needed to create the λBrace, and develops it 
  with Mill the Master
  -Anapest Foil appears on Lamda, destroying its rulers and installing themselves 
  in their place
  -Edict 563 and Mill the Master create the Sovereign Force
  -Anapest Foil is destroyed by Edict 563
  -The Sovereign Force excommunicates Mill the Master
  -Edict 563 wins a battle against Mill and Blink 911 carries out his order to kill the 
  Master
  -Under the supervision of Need 888, the Force begins to send soldiers to other 
  worlds to prevent travel
   
  Aesthetics/Day to Day Life:
  Each member of the Sovereign Force wears scaled armor and a partial mask that de-
  notes which type of member they are through which facial feature is not covered. A 
  mouth uncovered means a general soldier, ears uncovered is a scout, nose uncov-
  ered is a strategist. The eyes uncovered are reserved for the Sovereign High, the role 
  filled by Edict 563. Higher-up members like Edict 563, Need 888, and others assign 
  Force members their roles and duties (all aimed at preventing travel between worlds) 
  and station them either on Lamda itself or other worlds they’ve been able to reach. 
  During the struggle with Anapest Foil, the Sovereign Force’s signature weapon was 
  the λBrace, but in recent times many of them have found themselves no longer able 
  to mentally shape and wield the device as intended, so they have begun discarding the 
  Braces in favor of more simple weapons and devices. 
  The Other 
  The Other is a group of rebels on the rise, whose goal of opening up all worlds to each 
  other has put them in conflict with the Sovereign Force.
  No one knows for certain who started The Other, but their enigmatic figurehead Ven-
  detta Mondatta claims it was fen. Vendetta’s push for total freedom has attracted 
  like-minded individuals from countless other worlds. The Other has even succeeded 
  in convincing a few Force members into switching sides, based on the latter’s fear 
  of stronger foes elsewhere and Vendetta’s claim that “without open doors, you don’t 
  know where the monsters are.” This propelled the group from being a scrappy, loud-
  mouthed crew to a serious sect with the means to get things done.
  As a result, The Other has been gaining more traction and becoming bolder as of late, 
  distributing cross-world vessels and displacing random people and objects by taking 
  them from their worlds and dropping them in others: all for the sake of sticking it to 
  the Sovereign Force. 
  
  54
  Notable People:
  Name: Vendetta Mondata
  Appearance: Thin features, a pointed face and a bitter eyes.
  Pronouns: Fe/Fen
  Bio: A charismatic enigma, Vendetta is a former citizen of Lamda who resented the 
  Sovereign Force and their goals. Successfully making fen way off-world, fe took on a 
  new name and began to travel between worlds frequently, bringing together like-mind-
  ed individuals to create the group The Other and disrupt the Sovereign Force’s attempt 
  to impose order. Or at least, that’s the story as Vendetta tells it. Having a flair for the 
  theatrical, it has not been enough to simply break the Force’s rules, but Mondata has 
  taken great pleasure in sending Edict 563 and Need 888 trinkets from other worlds 
  to taunt them. Fe are also responsible for spreading The Other’s messages about the 
  importance of open worlds and what to do to help the cause. 
  Name: Auxiliary Concern
  Appearance: Tall. Her Face hidden by a hood.
  Pronouns: She/Her
  Bio: Vendetta’s bodyguard and deadliest weapon. Auxiliary was initially a fighter under 
  the employ of Anapest Foil, and was imprisoned on Lamda after losing a fight with 
  Mill the Master. Auxiliary was the better warrior, but with an assist from Minit, Mill 
  was able to apprehend her. Her incarceration was shorter than intended, however, as 
  months after the Sovereign Force regained control from Foil she seized an opportunity 
  to overpower her guards and thrash her way through the prison. As she was about to 
  complete her breakout, she discovered there would be no way to escape without an 
  λBrace, but just then a portal opened up, and on the other side Auxiliary found Vendet-
  ta Mondata, who wanted to use her abilities for The Other. She now resides in Castle 
  Mercury, well-fed and well-compensated, free to pursue any of her interests as long as 
  she is ready to fight for The Other whenever the need arises. As of yet, it has not; but 
  Auxiliary secretly hopes the person she is eventually called on to kill is Minit. 
  Name: Plastique Anomaly
  Appearance: A blobby, gelatinous creature that resembles a cross between an arach-
  nid and an amphibian. They wear a builder’s apron with a pouch. 
  Pronouns: They/Them
  Bio: Plastique is a talented builder, who was enlisted by Vendetta to create Castle Mer-
  cury from pieces of architecture from as many worlds as they could find. Plastique also 
  builds vessels, some for Others and some for distribution to the citizens of the worlds. 
  They typically choose not to get involved in The Other’s campaigns and activities, but 
  they value the chance to see other worlds and apply their skills. They have a soft spot 
  in their heart for the bombastic Mondata for having recognized their abilities, but are 
  very nervous around Auxiliary Concern. 
  
  55
  Home World: 
  What most people, including many of their own members, believe about The Other is 
  that they don’t have a home base, as they are a guerilla force. However, this is a lie. 
  Hidden away on a nearly uninhabited world called Ovalan is Castle Mercury, a towering 
  amalgamation of things taken from other worlds. Both its exterior and interior are 
  constructed from and decorated with these patchwork pieces. This is where Vendetta 
  Mondata, Auxiliary Concern, Plastique Anomaly, and other chief members of The Oth-
  er call home, successfully hidden from even the foot soldiers carrying out mischief in 
  their name on other worlds. However, one of Ovalan’s few residents, a concerned citi-
  zen named Rake Fenderhoof, has been curious about the castle and has finally worked 
  up the courage to investigate...
  Major Events:
  -Someone (maybe Vendetta Mondata) creates The Other
  -Auxiliary Concern is broken out of prison on Lamda
  -The Other succeed in opening two worlds up to each other
  -The first materials about The Other and how to join begin to turn up on various 
  worlds
  -Castle Mercury is constructed on Ovalan
  -Some members of the Sovereign Force defect to The Other
  -The Other successfully conducts their first random displacement, kidnapping 
  someone from one world and depositing them in another
  Aesthetics/Day to Day Life:
  Unlike the Sovereign Force, members of The Other are not even united in their moti-
  vations, let alone location or uniform. Some have strong convictions and genuinely be-
  lieve that all worlds should be open to each other, and others simply like to push back 
  against authorities like the Sovereign Force. On a day to day basis, members employ 
  tactics such as moving items and people between worlds, distributing vessels capable 
  of cross-world travel (sometimes as randomly as they distribute people), fighting with 
  Sovereign Force patrollers, and attempting rescues for people the Force has captured. 
  Meanwhile, Auxiliary Concern reads a lot of books and eats good food.   
  Minit: 
  Minit is a small creature rescued from a warring world by Mill the Master during the 
  Sovereign Force’s campaign against Anapest Foil. Having formed a bond with someone 
  from another world, Mill was perturbed by their partner Edict 563’s new direction for 
  the Force, and was excommunicated. Operating out of a clock tower in Lamda, Mill 
  acted in resistance against the Force, until they were confronted by Edict 563 and killed 
  by Blink 911. 
  Left alone, Minit has taken up the Master’s fight; but it’s only become more complicated 
  with the rise of The Other. The Master opposed the Force’s idea that all worlds should 
  be kept separate from each other, but they also would have pushed back against The 
  Other’s insistence on opening up all worlds to each other regardless of consequence, 
  recognizing that elements which were harmless in one world could be dangerous to 
  the denizens of another.
  
  56
  Minit is determined to carry out what was supposed to be the work of the original 
  Sovereign Force: to help the inhabitants of any and all worlds that need it. And having 
  realized that Mill’s mistake was trying to do it all alone, rumor has it that Minit is look-
  ing for help herself…
  Notable People:
  Name: Minit
  Appearance: A small creature that resembles an Earth guinea pig.
  Pronouns: She/Her
  Bio: Minit was a talented member of an orchestra on her homeworld of Festsin, whose 
  chief concern was her musical career. But all of her goals and plans were upended by 
  the outbreak of war, and she went into hiding. This is when she met Mill the Master 
  and Edict 563, who had arrived on Festsin seeking a place where they could regroup 
  and strategize how best to save their world but found another conflict instead. After 
  the trio exchanged their stories, Minit believed that it was too late to save Festsin but 
  not to save Lamda, so she left her home behind with her new friends. She contributed 
  as much to the Sovereign Force’s victory as Edict 563 and Mill the Master, but once the 
  fight was over she found herself being treated as lesser, and was no longer recognized 
  as a full member of the Force. She and Mill retreated to the clock tower, using it as a 
  home base while they disrupted the Force’s activities. After witnessing Mill’s death, she 
  has begun to do what the pair had done when they first met: bringing together other 
  people who seek to do their best to help others. She is secretly troubled by two guilts: 
  firstly, that she hides some of the truths about Mill (such as their cynical stubbornness 
  late in their life and the grim reality of their death) so as not to lessen their power as 
  an inspirational figure; and secondly, she wonders if she abandoned Festsin too soon, 
  but has not yet worked up the bravery to return home. 
  Name: Mill the Master
  Appearance: Wears a big coat, their hair long, wild and wavy. 
  Pronouns: They/Them
  Bio: Evident by their nickname, Mill the Master is now considered a legendary hero, 
  but they weren’t always that way. They spent many years as Edict 563’s aimless friend, 
  interested in things like politics and fencing but never feeling the need for a career, 
  which drew the disdain of their community. Public opinion on Mill turned around when 
  they guided Edict 563 toward socially beneficial applications of the λBrace technology, 
  and Mill’s legacy was sealed by their co-founding the Sovereign Force and their adven-
  tures against Anapest Foil. However, they ended their days as the outcast they began 
  as, after being ejected from the Force for refusing to cast Minit out of Lamda. Mill, too 
  burned by the experience, didn’t heed Minit’s advice about rallying people together the 
  way they did with the Force, so Mill and Minit operated as vigilantes alone, a decision 
  that eventually led to Mill fighting Edict 563 and losing. Minit tells those that believe in 
  Mill that the Master was at peace in the end and allowed Blink 911 to strike them down, 
  but Mill died screaming. 
  
  57
  Name: Shorty
  Appearance: Instantly recognizable on account of his facial hair, red smoking jacket, 
  and handheld thermite launcher.
  Pronouns: He/Him
  Bio: A thrillseeker from Earth, Shorty was the first Earthling to discover that there 
  were other worlds, and he decided to keep that entirely to himself. He travels from 
  world to world doing whatever he pleases, but found himself being sought after by 
  various groups and people once it became clear that he is actually some sort of ora-
  cle, a fact he tries his best to ignore. He struggles to live a life in the present and not 
  become overwhelmed by what’s to come. He once was tapped by The Other to join 
  them, as they wanted to use his abilities and admired his anarchic energy, but he didn’t 
  stay long, as he found many of its members annoying. He wound up meeting Minit on 
  Lamda, and though she’s been unable to convince him to stay at the clock tower and 
  help her cause on a permanent basis, he does pop by so she can consult him about the 
  futures of various worlds. When Minit asked him to be Earth’s aide, he tried to dodge 
  the responsibility by quipping that he was his own world. Minit responded by saddling 
  him with his own aide, an incessantly talking cigarette named Grinntanius Isophote. 
  The two do not get along. 
  Home World:
  Minit hides out in an abandoned clock tower on Lamda, guarded by Slam Burgerfist, 
  who she appointed as Lamda’s aide. The tower is near the terrarium, so it is mostly 
  ignored by the Sovereign Force. It has been retrofitted to include bedrooms for her, 
  Slam, and visitors, and it is home to vessels that Minit and Mill obtained in their travels.  
  Major Events:
  -Mill the Master helps Minit leave her war-torn world, and the two become close 
  companions.
  -Mill and Minit work together to capture Auxiliary Concern, which helps enable 
  Edict 563 to defeat Anapest Foil.
  -Mill, along with the rest of the Sovereign Force, becomes one of Lamda’s official 
  leaders. Mill pushes for Minit to receive the same rank, but the request is not 
  granted.
  -Edict 563 orders Mill to send Minit back to her world. Mill refuses.
  -Mill is excommunicated from the Sovereign Force; they relocate to the clock tower
  -Mill and Minit begin to run counter-operations against the Force
  -Mill loses their battle with Edict 563, and is executed by Blink 911
  -Minit meets Slam Burgerfist and Shorty, and begins to seek out more help
   
  Aesthetics/Day to Day Life: 
  Minit often uses her smaller stature to sneak into Sovereign Force towers and retrieve 
  the λBraces they’ve been discarding, in order to give them to her recruits. One of her 
  group’s works in progress is selecting a native in every world they find to serve as an 
  aide, with the responsibilities of helping travelers and keeping Minit and the group 
  as a whole updated on how that world is faring. Shorty often visits the clock tower to 
  discuss the future with Minit and so that she can learn about new worlds he’s visited. 
  Occasionally, when they need to de-stress, Minit will play music for Slam.  
  
  58
  To Our Wonderful Kickstarter Backers
  Thank you to every person who backed or preordered this game. Y’all made this 
  possible and what it means to me cannot be expressed in words. Thank you to:
  Aaron Amendola
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  THANK YOU!
  
  59
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  60
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  61
  Interstitial: Our Hearts Intertwined is © 2019 Linksmith Games. 
  All Rights Reserved.
  (Listen to Bed, Bath, & Bionicle.)
  
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