TEXT: Stats
  Choose one:
   Reach 2, Grasp -1, Sleight 0 if the Scum’s 
  artistry was pleasing or useful to the crew, 
  and they built a reputation as creative 
  thinkers valuable to the colonial effort.
   Reach 2, Grasp 0, Sleight -1 if the Scum 
  were controversial and divided opinion 
  among the crew; they were placed under 
  surveillance by Security.
   Reach 0, Grasp 1, Sleight 1 if the Scum were 
  loathed by the majority of the crew for 
  their beliefs and antics; what they lack in 
  diplomacy they’ve made up for in learning 
  to defend themselves.
  Doctrine
  Choose one:
   Galactic Cosmopolitanism: When your 
  Cabal completes an Art Project (success or 
  failure), they get fleeting advantage on the 
  Cabal of their choice.
   No Gods, No Kings, Only Us: When 
  another Cabal or its representative uses 
  physical force against your Cabal or its 
  representatives, their roll has disadvantage.
   Burn it All Down: You can never Stake 
  Your Reputation to help the Officer Class. 
  In exchange, you gain advantage on all 
  diplomacy rolls with the Guardians of Eden 
  and the Workers Intergalactic.
  Lifestyle
  Choose one:
   Crust Punk: Your digs are unbelievably 
  filthy, but that’s just your style; you have 
  better things to worry about. Get advantage 
  on any Art Project roll.
   Problematic: You’re hedonists. Universal 
  laws and activist rules are for other folx; 
  radical praxis means wild indulgence. Once 
  per Age, convert a landmark claimed by 
  someone else into a sex pit; fill their dreams 
  with your Cabal’s unchained hedonism.
   University Collective: The Code of Conduct 
  is life; abuse and oppression must be called 
  out forthrightly and without apology. Get 
  advantage on any Community Action roll.
  Traditions
  Choose one of each, create something else, or 
  combine several:
  Populace
  Expensively educated radicals; scholarship 
  students from hardscrabble origins; collectivists 
  from radical organisations; X Liberation Front.
  Style
  Wild and unrestrained; bureaucratic and rule-
  bound; avant-garde and academic.
  Governance
  Commune of anarchists; council of community 
  elders; charismatic leadership.
  Landmarks
  Before
  A forest of mushrooms ten storeys high, with 
  reality-altering properties; A secret garden for 
  communing only Scum can find (for now); A lake 
  with alien properties; fun for skinny dipping!
  Worldfall
  An art gallery that promises to change the new 
  world; A community centre that acts as neutral 
  ground for all Cabals; The sex pit.T
  Threat
  Where the narcs meet; the fucking police station; 
  a place so beautiful you know someone else is 
  going to want to exploit it.
  Resources
  Pick two as Surpluses and take the rest as Needs:
  Culture, Contacts, Art, Luxury, Justice.
  The Scum of the Universe
  “What we left behind was a fascist nightmare of unchecked power, 
  war, and profiteering. Here on our new world there are no old gods, no 
  masters, no kings. As it should be. Earth is very far away now, and we’re 
  gonna keep it that way.” - Dori, Scummune Health Specialist
  Making your Scum
  
  Moves Take two:
  Surpluses
  Needs
  Notes
  Reach
  Grasp 
  Sleight
  Mood
  Data
  Reputation
  Tech 
  Name
   Art Project
  Your Cabal can spend a Surplus to create an art 
  installation or work of some description in order 
  to gain critical benefits. You must describe:
  1. What it looks like
  2. Where it is located
  3. What, if anything, it may ask of passers-by. 
  Is it an interactive work, or merely meant to be 
  looked at? The Project can also be more intangible: 
  a ballad or a poem, perhaps. 
  When you reveal it, roll +Reach. On a 10+ choose 
  2, on a 7-9 choose 1, on a <7, the debut is a 
  disaster; choose 1 but with a major downside to be 
  determined by the GM.
   
  Ƚ A Cabal is inspired by the work, granting 
  you +2 Reputation.
   
  Ƚ Communal donations to the artist(s) are 
  redistributed to the Cabal. Choose one 
  Surplus.
   
  Ƚ The Scum initiate a colony-wide 
  conversation or debate that can be used to 
  their benefit; get fleeting advantage.
   
  Ƚ The chatter around the Project leads some 
  to theorise about its connection to the new 
  world, granting you +2 Data.
   
  Ƚ It’s a hit with the Scummune, granting the 
  Cabal +1 Mood for the rest of this Age.
   
  Ƚ The Project inspires a wild change in 
  perspective and practise that turns one 
  Need into a Surplus, but changes a different 
  Surplus into a Need.
   Collective Property
  The Cabal shares everything - everything. While this 
  is a possible source of conflict it also makes for a 
  surprisingly efficient distribution of resources. 
  Once per session, you can make anything you 
  need, no matter how complex, materialise as if 
  out of thin air cobbled together from junk lying 
  around the Scummune. Whether it’s built to last, 
  however...
   Community Action
  When you stage a protest, describe it: what kind 
  of action is it? A sit in? Assisting another Cabal’s 
  strike? Occupying an essential structure? Who 
  exactly is participating? Are they carrying signs? If 
  so, what do they say? Roll +Grasp to find out what 
  happens. On a 10+ take one, on a 7 to 9, take one 
  with a cost to be determined by the GM; on a 6- 
  the Action fails with spectacular results.
   
  Ƚ Successfully disrupt a specific faction’s 
  Wonder, causing them to lose a Resource 
  they had previously invested in it (this 
  includes the Constitutional Convention, 
  reducing their influence on it.)
   
  Ƚ Inspire negotiations that give you advantage 
  on Conduct Diplomacy rolls with a Cabal of 
  your choice for the rest of the age.
   
  Ƚ Give an allied Cabal advantage on their 
  next roll.
   Unwritten Rules
  Even non-hierarchical communities have elaborate 
  norms and, of course, hidden social codes. Scum 
  have a highly attuned sense for the nuances and 
  submerged meanings of negotiation and discourse 
  that others may miss. 
  When you use Diplomacy, you can ask a follow-up 
  question, anything you like, and get an honest 
  answer. When you Uncover Secrets, you can add 
  two elements instead of one.
  Inheritance
  Scum Characters get +1 to Sway or Force.
  When you Tool Up, pick 1 to get for free:
   
  Ƚ Some Followers with 1 Quality and artsy.
   
  Ƚ Some Followers with 1 Quality and incendiary.
   
  Ƚ An Outfit with on-trend.
   
  Ƚ An Outfit with sensual.
  
  “What does a world leave behind? Above all else, monuments to its convictions. On our planet, as must be 
  the case everywhere else in the universe, the oldest and best preserved ruins of our past selves were religious 
  in origin. Burial grounds, sacred circles, tombs and temples. We’ve grown so far and so fast now. But are we 
  to lose our appetite for wonder? For the unknown in that deep and lovely void of space? No, there is always 
  something worth revering, always a force bigger than you. It commands respect, perhaps even admiration and 
  worship. But above all, we must remember.” - Arcano-Bishop Moira Whitbrook, “The Collected Sermons.”
  Keepers of the Flame
  Stats
  Choose one:
   Reach 2, Grasp 0, Sleight -1 if your faith 
  evokes the most popular religions from the 
  old world.
   Reach -1, Grasp 2, Sleight 0 if Worldfall was 
  a traumatic event that showed the need for 
  strength.
   Reach 0, Grasp -1, Sleight 2 if your faith 
  focuses on the deep mysteries of the new 
  world.
  Doctrine
  Choose one:
   Harmony: When your Cabal interacts 
  with the new world’s environment in any 
  capacity, they gain fleeting advantage.
   Humanist: When your Cabal is engaged in 
  diplomatic negotiations of some sort, they 
  gain fleeting advantage, and are immune to 
  harm if they render aid.
   Purity of Faith: When your Cabal takes an 
  action that enhances the standing of their 
  faith or attempts to win converts, they gain 
  fleeting advantage.
  Lifestyle
  Choose one:
   Shaking Bones: Your devotion to 
  revelation and personal experience of 
  the Divine bends everything towards the 
  furtherance of your faith. Spend 1 Tech to 
  create a relic. Say what it is and does.
   Of the Holy See: The majesty of the church 
  itself will inspire all who follow it. Esoteric 
  liturgy, flying buttresses, grand people in 
  grander garb. So long as your character’s 
  gear has the regal tag, they gain advantage 
  on all diplomatic rolls.
   Hermetic: Your relative seclusion ensures 
  you are difficult to infiltrate. All attempts to 
  spy on your community have disadvantage.
  Traditions
  Chose one of each, or create something else:
  Populace
  Ascetics who took the chance to start over quite 
  literally; an opulent class of adherents ranked 
  in a hierarchy of devotion; hedonistic lovers of 
  nature who revere circles.
  Style
  Identikit gowns that efface all difference; opulent 
  silks and trimmed vestments with jeweled holy 
  symbols; earthy, flower child garb in all colours.
  Governance
  A rigid hierarchy with a titular leader and a 
  college of clergy; consensus driven circles 
  with no leaders or ranks; a semi-hierarchical 
  democracy where all parishioners have a vote. 
  Landmarks
  Before
  Standing stones that hint at an ancient intelli-
  gence; a copse of glass trees that whisper of the 
  sacred; a series of warrens that promise enlight-
  enment or death.
  Worldfall
  A cathedral to keep the flame; a monastery far 
  from the main colony; a shrine containing a 
  strange relic from before or after Worldfall.
  A Threat
  A social group devoted to your demise; a sacred 
  location that claims life in sacrifice; an alien text 
  that drives people to extremes.
  Resources
  Pick two as Surpluses and get the rest as Needs:
  Culture, Leadership, Recruits/Followers, Art, 
  Artefacts of the Old World
  Making your Keepers
  
  Moves 
  Surpluses
  Needs
  Notes
  Reach
  Grasp 
  Sleight
  Mood
  Data
  Reputation
  Tech 
  Name
  Take Our Eternal Flame and one more:
   Our Eternal Flame
  The Cabal’s faith can take any number of shapes. 
  Choose one theology and its attendant bonus, or 
  create your own! 
  Each theology has a core tenet. When your Cabal 
  successfully furthers their tenet, hold 1. When an 
  emissary of your Cabal - including your Character 
  - draws on this vision of paradise on new earth, 
  spend 1 hold to:
   
  Ƚ Ignore all your Needs for one move.
   
  Ƚ Recover a Wonder surplus you had 
  previously lost due to intrigue.
   
  Ƚ Gain a faithful convert. Describe them.
  Gardeners of the New Eden
  Tenet: The preservation of the new, sacred world.
  Grant your perspective character an animal 
  companion, and an Arboretum that is capable of 
  producing any plant-related surplus, including 
  Medicines. Gain a new instance of it at the start of 
  each Age.
  The Cathedral of Worlds
  Tenet: Reverence for the mysteries of the unknown.
  Gain a towering palace in the heart of the colony. 
  You start with Surplus: Luxury and gain a new 
  instance of it at the start of each Age. Customise a 
  unique group of elite clergy who can serve as your 
  catspaws in political endeavours.
  The Stave Temple of Union
  Tenet: Serving others as if they were all part of the 
  same, global family.
  Gain a meeting hall anywhere in or around the 
  colony. Start with Surplus: Followers and gain a 
  new instance of it at the start of each Age. Get 
  advantage on all Conduct Diplomacy rolls. 
  The Shrine of Ancestors
  Tenet: Honour the world before and the memory of 
  your ancestors; make them proud.
  Place several shrines around the colony. Name and 
  describe at least three. Start with Surplus: Artefacts 
  of the Old World and say what they are. Gain a 
  new instance of them at the start of each age. You 
  can spend 2 Tech to fashion a unique and powerful 
  artefact that somehow resembles a relic of the Old 
  World, once per session. Say what it does.
   No One Colonist Should 
  Have All That Power
  The hedonism of your cult overflows the very 
  cup of life. Your personal opulence, your spiritual 
  ecstasy, leaves you feeling able to do anything 
  you set your mind to. And you’re right. Once per 
  session, gain a 10+ on a move instead of rolling.
   Reliquary
  Your cabal stores and reveres three relics of their 
  religion - describe them. Once per session, you can 
  add an item of your choice to the reliquary and 
  say what your cabal reveres about it. When you 
  cull a relic from the Reliquary, convert it into an 
  appropriate material Surplus.
   Canticle of the Chosen
  When you openly challenge a powerful figure, 
  organisation, or Cabal in public and condemn them 
  for their corruption or violation of your tenets, roll 
  your highest stat. Explain in detail how your faith’s 
  unique strength is involved in this challenge. On a 
  7-9 choose one, on a 10+ choose two:
   
  Ƚ You suffer no reprisals.
   
  Ƚ You receive alms and donations. Gain 
  Surplus: barter goods, or Surplus: luxuries, 
  or Surplus: art.
   
  Ƚ Your enemy must tactically retreat. If 
  they’ve harmed your Wonder in any way, 
  you can use this opportunity to repair the 
  damage.
   
  Ƚ You create a holy relic. Describe it and how 
  it came to be.
   
  Ƚ You gain important political support on 
  the Council (this can take the shape of e.g. 
  doubling the power of votes friendly to your 
  cause).
  On a miss, you’re just another voice in the 
  wilderness. Or ranting on a streetcorner.
  Inheritance
  Keeper Characters get +1 to Sway or Steel.
  When you Tool Up, pick 1 to get for free:
   
  Ƚ Some Followers with 1 Quality and zealous.
   
  Ƚ Some Followers with 1 Quality and 
  compassionate.
   
  Ƚ An Outfit with elegant.
   
  Ƚ An Outfit with ascetic.
  
  Stats
  Choose one:
   Reach 1, Grasp 0, Sleight 0 if your Guardians 
  are a motley but earnest crew of activists 
  drawn from all classes and walks of life.
   Reach 0, Grasp 1, Sleight 0 if your Cabal is 
  descended from militant eco-feminists who 
  fight valiantly to preserve the ways of the 
  Earth Goddess.
   Reach 2, Grasp 0, Sleight -1 if your 
  Cabal was formed from a branch of an 
  internationalist NGO, or working group 
  from a supranational body like the UN.
  Doctrine
  Choose one:
   The Goddess’ Will: All interactions with 
  nature, however exploratory or uncertain, 
  will end in success if you can spend 1 Tech.
   Stand Before the Infinite: Any Wonder 
  you build will be sustainable, and thus cost 
  one less resource to build—GM’s choice.
   Become One With All the World: Once 
  per session, convert all waste into a 
  newfound Surplus
  Lifestyle
  Choose one:
   Beltane Beauty: Your hedonism permits 
  such creative freedom that you may produce 
  one Surplus: art per session for free.
   Children of the Grove: Your closeness 
  with nature allows for an impenetrable 
  defence. Twice per session, gain Advantage 
  on Subterfuge rolls to misdirect assaults on 
  your grove.
   Scholars of the Balance: Your intricate 
  knowledge of the novel sciences of this 
  world allows you to convert one Surplus 
  into Tech at will.
  Traditions
  Chose one from each, or make your own:
  Populace
  Hippies, earthsingers, and crypto-anarchist folk 
  musicians; scientists drawn from ranks of elite 
  ecologists, biologists, and zoologists; mystical ac-
  tivists of passionate conviction who love freely.
  Style
  Flowing, colourful garb made from natural fibres; 
  lab coats and respectable business casual that 
  still admits rude activist pins; nothing at all, if 
  they can help it—bodypaint?
  Governance
  Straight up anarchism where no one knows 
  who the hell is in charge of anything; non-profit 
  industrial complex with ranks and offices; great 
  circles of communal thought, perhaps linked by 
  telekinesis.
  Landmarks
  Draw a sign of one from each, or make your own:
  Before
  A pod of creatures that swim through the skies 
  and just might take you with them; a chasm 
  where it’s impossible to fall through; chapels of 
  wind in a lost valley with strange healing powers.
  Worldfall
  A greenhouse so vast you could get lost in it; a 
  farm for ethically domesticating native fauna; an 
  aquarium that opens the oceans to you.
  A Threat
  A native disease that could ravage the colony 
  if left unchecked; a fungal mass that demands 
  obedience; a maze of pillars on the verge of 
  collapse—that could take you all with it.
  Resources
  Pick two as Surpluses and take the rest as Needs:
  Hydrophobic farm food, Exotic farm food, 
  Domesticated life, Followers, Art.
  “You face a world of marvellous wonders painted in the strangest of hues; purple grass, floating rocks, oceans 
  teeming with mammals and skies filled with invertebrates, fungus that talks, and ice that sings. Like any world, 
  life here has a collective pulse that needs to be felt, known, and respected. A new colony is consumed with its own 
  needs, its source culture, and its own dreams. But, to paraphrase an old story, who will speak for the new world’s 
  trees?” - Dr. Nigel Koh, ship zoologist, memoirs.
  “Can you hear it? Can you hear the planet singing?” ~Maisie Afryea Io, planetsister.
  Guardians of Eden
  Making your Guardians
  
  Moves 
  Surpluses
  Needs
  Notes
  Reach
  Grasp 
  Sleight
  Mood
  Data
  Reputation
  Tech 
  Name
  Take Create Your Own Lifeform and two more:
   Create Your Own Lifeform
  One unique ability of the Guardians is simply 
  this: create the dominant lifeform on the new 
  world. Interacting with the natural world will 
  be important for a variety of reasons - when you 
  construct a desalination plant, for instance, will 
  you need to negotiate with coral? Several Cabals 
  and characters have abilities that modify such 
  interactions. But only you get to play god(dess) for 
  a shining moment and say “this creature exists.” 
  Work it out in concert with the GM. It can be 
  anything; slugs, fish, space bears, a fungal network, 
  cosmic otters. But make it interesting and make 
  it part of the story. What is your Cabal’s evolving 
  relationship to the creature?
   Constellations of the 
  Heart
  Everything about your Cabal’s community has 
  fostered intimate understanding between its 
  members; knowledge you can apply elsewhere. 
  Roll +Reach to uncover the secrets of others. On a 
  hit, ask a question. On a 10+ ask two.
   
  Ƚ What am I missing here?
   
  Ƚ Who is behind all this?
   
  Ƚ Who should I really be speaking to?
   
  Ƚ Where is this all going?
   99 Kriegsminister
  When an opponent is determined to use force 
  against you or the planet, misdirect their 
  militarism and send them running like headless 
  (if pompous) chickens. Roll +Sleight to create a 
  distraction in the colony that scatters or thwarts 
  an attack against your interests—including 
  espionage you may have uncovered. On a hit, you 
  turn them back but with a cost (decided by the 
  GM). On a 10+ you suffer no consequences—hold 
  a rock concert in celebration, why not?
   Tilting at Windfarms
  Build an elegant series of windmills at your colony. 
  For all the surplus power they generate, they might 
  produce other surpluses as well. Twice per session, 
  generate one surplus resource. Each surplus must 
  be different and cannot be Surplus: luxury, or 
  Surplus: art.
   The Politics of Dancing
  Throw a massive festival that promises a 
  cornucopia of pleasures and delights. Present an 
  epicurean smorgasbord of nature’s finest. For 
  the cost of a Surplus: barter goods, your festival 
  can lay the groundwork for propitious diplomatic 
  negotiations. Ply your prospects with wine and all 
  of the Goddess’ ambrosia! On your next diplomacy 
  roll, take a +2 advantage.
   Listen
  Nobody knows this planet quite like your Cabal. 
  Except, of course, the planet itself, and its 
  mysterious alien intelligences. When you genuflect 
  in humble awe before the planet, roll +Reach. On 
  a hit, answer a single burning question of any 
  description. It is, however, up to the planet (and 
  the GM) to decide what exactly to tell you. Expect 
  the kinds of riddles that start adventures rather 
  than end them.
  Inheritance
  Guardian Characters get +1 to Sway or Lore.
  When you Tool Up, pick 1 to get for free:
   
  Ƚ An Outfit with academic.
   
  Ƚ An Outfit with hippy.
   
  Ƚ Followers with 1 Quality and Cultivation and 
  permaculture.
   
  Ƚ A Vehicle with eco-friendly.
  
  Stats
  Choose one:
   Reach 0, Grasp 2, Sleight -1 if your 
  Envisioneers began as a military corps 
  of battle engineers who get the job done 
  without letting anyone get in their way.
   Reach 2, Grasp 0, Sleight -1 if you draw 
  Envisioneers from the ranks of civil servants 
  and planners, with an eye for politics.
   Reach -1, Grasp 0, Sleight 2 if your 
  Envisioneers emerged from tech firms 
  specialised in the architecture of invisible 
  networks.
  Doctrine
  Choose one:
   Essayons: Whenever you miss on a roll, 
  gain another attempt if you spend 1 Tech, 
  twice per session.
   Laboramus Sustinere: Always begin an 
  Age with any surplus of food you may 
  desire. Choose from Surplus: barter goods, 
  Surplus: hydroponic farm food, Surplus: vat 
  meat, or Surplus: native food.
   Move Fast, Break Things: Once per session, 
  your character can guarantee a 10+ instead 
  of rolling. Roll a d6 to determine how much 
  damage you take from the exertion. 1-2 = 1 
  harm; 3-4 = 2 harm; 5-6 = 3 harm.
  Lifestyle
  Choose one:
   Institute of Technology: You will always 
  have at least 1 Tech on hand, except when 
  your Mood is at -3.
   Stargazers: Take inspiration from the 
  turning of the universe, and gain advantage 
  on any Dream of Infrastructure roll.
   Blast. Build. Battle: Whenever you win a 
  battle with an opposing force, hold 1. Spend 
  your hold to assist allies in any move they 
  might make.
  Traditions
  Chose one from each, or make your own:
  Populace
  Hardened soldiery and grimly efficient 
  proletarian exemplars who build soaring 
  monuments and overcome all physical 
  challenges; aloof geeks who keep to the lab 
  and their computers, working magic invisibly; 
  cunning rockstar scientists eagerly promoting 
  their projects with slick presentations.  
  Style
  Coveralls, hardhats, workwear, steel-toed 
  boots; labcoats, e-Watches, and slacks; black 
  turtlenecks, tight t-shirts, slick suits.
  Governance
  Crown corporation with a strict hierarchy and 
  strident commitment to public service; private 
  corporation with playful ideas about open-
  concept offices; a trade union with secret ballots 
  and aggressive membership drives.
  Landmarks
  Draw a sign of one from each, or make your own:
  Before:
  A power source unlike any you’ve ever known; 
  geothermal vents and natural spas; a portal - 
  next stop, anywhere.
  Worldfall:
  Solar farms; a transport network; electronic 
  walls.
  A Threat:
  A geological anomaly that imperils the entire 
  colony; a ticking time bomb in the heart of the 
  colony’s infrastructure; a type of weather that 
  thwarts technology.
  Resources
  Pick two as Surpluses and take the rest as Needs:
  New World Tech, Barter Goods, Trained Staff, 
  Envisioneers
  Making your Guardians
  “It seems boring, doesn’t it? The girders, scaffolds, rafters, rusty pipes, and LED lights. Look closer, though; 
  listen. Listen! It’s the heartbeat of the colony. It’s lifeblood rushing back and forth – engines, machines, yes, but 
  also logistics! You make that happen, you make the colony go. Keeping the lights on isn’t just a science, it’s an 
  art. You conduct a symphony of electricity and a chorus of systems. The result: everything we need to not only 
  survive, but thrive. But to design it all, you must first invent a vision.”
  ~Professor Athena Qhawe, Chair of the Engineering Department at ____ University, first day lecture.
  
  Moves Take two:
  Surpluses
  Needs
  Notes
  Reach
  Grasp 
  Sleight
  Mood
  Data
  Reputation
  Tech 
  Name
   Dream of Infrastructure
  As the engineers of the colony, you’re in charge 
  of designing and building it. This ability can be 
  used up to three times per session, and never 
  consecutively. Decide what type of building to 
  make, describe it, and what surplus it will produce 
  for you and every other player. (Each player 
  gets one copy of the surplus. If you try to deny a 
  resource to a player, a conflict is triggered that will 
  have to be resolved by other moves.)
  Roll your highest stat. On a miss, no one gets 
  anything but you do not use one of your three 
  charges for this move. On a 7-9, distribute 
  resources as normal, but the building cannot 
  endure past this session and will have to be 
  rennovated by performing this move again. On a 
  10+ the structure stands the test of time and can 
  be “reactivated” to produce its surplus at the start 
  of each new session.
  Example buildings:
   
  Ƚ Monorail: can increase Surplus: barter 
  goods, Surplus: rare ore, Surplus: native 
  flora, or Surplus: water from facilitating the 
  rapid and efficient movement of materials, 
  or simply Surplus: transport.
   
  Ƚ Recycling plant: allows everyone to convert 
  one surplus into another of their choice.
   
  Ƚ Geodesic dome: grants every player 
  Surplus: luxury or Surplus: land.
   
  Ƚ Factory: produce any piece of electronics or 
  machinery you desire.
   
  Ƚ Spaceport: allows every player to add the 
  void tag to one vehicle of their choice. 
   
  Ƚ Communication Tower: Each cabal can gain 
  either Surplus: research or Surplus: luxury. 
  They choose which.
   Mind and Hand
  Whenever you gain Tech, you also gain 1 Data. 
  Describe what you’ve learned from the tech that’s 
  so valuable, and why only your intrepid engineers 
  could see it.
   Open Concept Office
  Your labs are a somewhat ridiculous space where 
  limited resources were nevertheless channelled 
  into ballbits, beanbags, and plastic slides. The 
  benefit is that you’ll always have Surplus: morale 
  so long as you spend one tech per session on 
  upkeep for the weird place.
   Midnight Oil
  Once per session, you can throw everything you’ve 
  got into a marathon crunch session that produces 
  a free surplus required to complete a Wonder.
   The Androids You’re 
  Looking For
  You may spend tech to boost your followers’ 
  quality 1-for-1. Describe your robots and what 
  makes them special.
   Where Do You Want to Go 
  Today?
  Using esoteric technologies cooked up in your 
  engineering labs, once per session you can teleport 
  up to five characters to or from anywhere on the 
  planet. Either the starting point or destination 
  must be in the colony itself.
  Inheritance
  Envisioneer Characters get +1 to Sway or Steel.
  When you Tool Up, pick 1 to get for free:
   
  Ƚ Followers with Quality 1 and technical 
  expertise.
   
  Ƚ An Outfit with powered.
   
  Ƚ A Vehicle with tough.
   
  Ƚ A Vehicle with hi-tech.
  
  Stats
  Choose one:
   Reach 1 Grasp 0 Sleight -1 if your Officers 
  were an elite cabal detached from the rest 
  of the crew.
   Reach 2 Grasp -1 Sleight 0 if your Officers 
  executed their responsibilities wisely and 
  with restraint before Worldfall, integrating 
  themselves well with the rest of the crew.
   Reach 1 Grasp 1 Sleight -2 if your Officers 
  were drawn from military ranks.
  Doctrine
  Choose one:
   Ex Astris, Scientia: Exploring and 
  understanding the new world is vital. When 
  a research sample is brought back to the 
  Cabal, they can break it down into 3 Tech.
   Ex Scientia, Tridens: Knowledge is power; 
  whenever you spend more than one Data, 
  get one back.
   Context is For Queens: Laws are for 
  everyone else. Leadership demands more 
  subtlety; gain advantage on all Diplomacy 
  rolls and ignore your Sleight penalty on 
  Subterfuge rolls.
  Lifestyle
  Choose one:
   Officers of Intergalactic Law: Your Cabal 
  is understood as a local law authority, 
  granting you leverage in negotiations. Get 
  advantage on Diplomacy rolls when you are 
  adjudicating a dispute.
   Dreamers of Far Flung Dreams: A 
  boundless literary imagination begets 
  wonders. When you produce Data, gain a 
  point of Tech or Reputation too.
   Palace of Nations: The grandeur of your 
  lifestyle, drawing from monuments to 
  democracy and great public spaces, inspires 
  all. You always have at least 1 Reputation, 
  unless you’re at -3 Mood.
  Traditions
  Chose one from each, or make your own:
  Populace
  A tightly bound band of naval officers; open fam-
  ilies of civil servants and peacekeepers; would-be 
  explorers who want to “see what’s out there”; 
  demagogues in waiting.
  Style
  Casual dress that allows for easy mixing with the 
  crew; functional jumpsuits; crisp naval-themed 
  uniforms that clearly denote ranks and roles.
  Governance
  Council-based democracy; meritocratic bureau-
  cracy; Triumvir of the highest ranking officers; 
  military junta.
  Landmarks
  Draw a sign of one from each, or make your own:
  Before
  A gorgeous waterfall that serves as a source of 
  fresh water; a nest of jellyfish that somehow float 
  through the air; a piedmont that makes for a 
  perfect observatory site.
  Worldfall
  The council chamber where all the big decisions 
  are made (on paper, at least); a vast library, to 
  preserve Old Earth’s knowledge; a place where 
  physics appears to be suspended, perfect for a 
  lab.
  A Threat
  An unstable anomaly that warps time, space, 
  or worse; a predatory form of plantlife that’s 
  less than thrilled by the colony; a terrible thing 
  brought back from the homeworld that should’ve 
  been left behind.
  Resources
  Pick two as Surpluses and take the rest as Needs:
  Culture, Operatives, Leadership, Luxury, 
  Morale.
  “There can be no future for this new world without stability and order. A title is more 
  than just a decoration: it’s a responsibility, it’s a code, it’s where the buck stops. And we 
  take that responsibility gladly, with all its burdens and glories.”  
  ~ Captain Gavi Smith, during his first election campaign.
  The Officer Class
  Making your Officers
  
  Moves 
  Surpluses
  Needs
  Notes
  Reach
  Grasp 
  Sleight
  Mood
  Data
  Reputation
  Tech 
  Name
  n  Enclave
  This is the hub of operations, the nominal centre 
  of the colony. Choose one:
   Command Centre 
  A sprawling complex of bunkers capped by 
  ostentatious satellite dishes and comm arrays. 
  Training rooms, tactical chambers, and barracks 
  fill the various buildings, many of which stretch 
  deep underground. While the new planet is 
  beautiful, it’s better to be safe than sorry. 
  You erase Need: Fighters as soon as you gain 
  it,  and add +1 Quality to any martially-focused 
  Followers.
   Research Lab
  Geodesic domes rich with life; holographic 
  libraries and reading rooms; lab buildings 
  connected by glass tubes to distantly perched 
  observatories; banks of computers to begin 
  assimilating the first tidbits of data being collected 
  by your xenosociologists. It’s a prefab and plasteel 
  palace devoted to the pursuit of knowledge on the 
  farthest frontier humanity has ever known. You’ve 
  landed on a new world, but you keep looking to 
  the stars. 
  You erase Need: Researchers as soon as you gain 
  it,  and add +1 Quality to any scientifically-focused 
  Followers.
   Planetary Capitol
  Peace, order, and good government; it all has to 
  start somewhere. Fashioning a great dome out 
  of prefab metals wasn’t easy, but somehow an 
  impressive monument to democracy has been 
  built at the heart of the new colony filled with 
  offices, debating chambers, committee rooms, and 
  record halls. The Planetary Council meets here, 
  beneath elegantly minimalist statues of abstract 
  concepts (Justice, Virtue, etc.) and your choice of 
  slightly pretentious quotes about democracy. 
  You erase Need: Leadership as soon as you gain it,  
  and add +1 Quality to any diplomatically-focused 
  Followers.
   Redsuits
  You command a small army of people who can 
  take on the most difficult and dangerous of tasks. 
  Though they are especially vulnerable to harm, 
  they can allow you to be two places at once. Three 
  times per session, you can use (and sacrifice) 
  Redsuits instead of spending Surplus: Security 
  Staff or Surplus: Recruits.
   The First Duty
  The pursuit of knowledge is paramount for you, 
  whether it’s discovering the scientific truth of the 
  new world or maintaining the historical truth of 
  where we all came from. When you invoke this 
  Duty, roll +Reach. On a 10+, gain your choice of 
  one Tech, one Reputation, or a surplus related 
  to the research (GM’s discretion). On a 7-9, gain 
  one of these at a significant cost. On a 6 or below, 
  explain the explosive trouble your pursuit of truth 
  at any cost has caused.
   Ivan the Terra-Bus
  You have built a large, crewed ATV with lavish 
  facilities - maybe, elaborate comms equipment, an 
  on-board lab capable of analysing most findings 
  in the field, or provisions to last for long trips. It 
  just needs a commander, and a hardy stomach to 
  deal with all the physics-defying bouncing across 
  the landscape. It has land, and three Vehicle tags 
  of your choice. Each time it survives to a new Age, 
  give it a new tag.
   Moonshot
  Your labs have infinite potential, and you 
  aggregate the research of an entire colony made 
  up of engineers, physical-, biological-, and social-
  scientists, and more. You can do something 
  wonderful, and take it big. Devise a technological 
  project - perhaps launching a satellite, or local 
  terraforming, or developing a hybrid lifeform, be 
  creative! Negotiate with your GM about what, if 
  any, practical benefits it may give you. The GM will 
  then give one to three of the following conditions:
   
  Ƚ It will take weeks/months/years to build.
   
  Ƚ Its byproducts must be shared among all 
  Cabals, without condition or exchange.
   
  Ƚ It will change the colony/planet in a less 
  than desirable way.
   
  Ƚ You will need to sacrifice 2 Tech.
   
  Ƚ Researchers lose their lives, giving you 
  Need: Morale.
   
  Ƚ It requires access to a planetary power 
  source that requires negotiation with the 
  planet itself.
   
  Ƚ Turn a GM-chosen Surplus into a Need.
  Take Enclave and one other:
  Inheritance
  Officer Characters get +1 to Lore or Sway.
  When you Tool Up, pick 1 to get for free:
   
  Ƚ An Outfit with comms.
   
  Ƚ An Outfit with dapper.
   
  Ƚ A Weapon with ranged.
   
  Ƚ A point of Data.
  
  “No matter where you go or what kind of society you build, hell, even if you have robots all over the damn 
  place, someone’s got to do the shitwork. Some job, somewhere has to be performed by skilled hands. Labourers. 
  The real heart and soul of any endeavour. We take out the officer’s trash and clean their shiny quarters, we’re 
  the ones who actually build the engineers’ schemes, or the religious folk’s temples. We keep everything squeaky 
  clean and in perfect working order, with a love for detail no thoughtless robot can match. The thoughtful 
  ones though? I’m gonna make sure they get union cards.” ~Syd X. Velasquez, shop foreman at the Transport 
  Worker’s Intergalactic
  Stats
  Choose one:
   Reach 2, Grasp 1, Sleight -2 if the Workers 
  come from organised, mainstream labour 
  movements on their homeworld and were 
  active in electoral politics.
   Reach 1, Grasp 0, Sleight 0 if the Workers 
  are drawn from the ranks of previously 
  un-unionised jobs in tech and other white 
  collar professions.
   Reach 0, Grasp 2, Sleight -1 if the Workers, 
  steeped in militant trade union tradition, 
  collectively endorse using their numbers to 
  fight for their rights with force if necessary.
  Doctrine
  Choose one:
   Workers of the World, Unite! You fight for 
  the freedom of everyone who labours, and 
  it inspires any among your number to hone 
  their strengths, ready to defend freedom. 
  Your Character gets +1 Steel.
   An Injury to One is an Injury to All: Your 
  ethos protects your own, but it extends to 
  the entire colony: you provide for them, but 
  also liberate from oppressive ideologies. 
  At the start of every session, name a food 
  surplus and distribute it among all players.
   Miljonprogrammet: It’s a new world: who’s 
  to say a million homes can’t be built, with the 
  needs of their inhabitants met? When another 
  player’s move gives you a resource, take 
  double the resources you’d otherwise get.
  Lifestyle
  Choose one:
   Bohemian Radicalism: “Praxis” is a word 
  you use in everyday conversation, and 
  you’re going to make damn sure the world 
  knows what you’re talking about. When 
  you Uncover Secrets to discover something 
  related to politics or diplomacy, you can ask 
  an additional question.
   Young Pioneers: Uniformed, devoted, 
  marching ever forward. No one can thwart 
  your fight for what’s right. Twice per 
  session, when you would fail a combat or 
  espionage roll, you can reroll the dice. 
   Flatpack Social Democrats: Minimalist 
  and modern, you have what you need to 
  get the job done with just a touch of style. 
  Once at the start of each session, name 
  something your Cabal has built and what it 
  does. Gain +1 to Tech, Reputation, or Data.
  Traditions
  Chose one of each, or create something else:
  Populace
  Traditional workers contracted onto the colony 
  ship; white collar workers who expected better 
  on arrival; well-educated labourers with revolu-
  tionary praxis in mind.
  Style
  Hardhats, overalls, hi-vis, and cigs; long-coats, 
  long-beards, long-skirts, and longer memories; 
  red star fatigues and green berets.
  Governance
  Traditional hierarchical trade union; representa-
  tive bodies with no nominal president; organised 
  cells of members collected in micro-unions.
  Landmarks
  Draw a sign of one from each on the map:
  Before
  A deep cavern with many hidden nooks; a 
  geothermal vent that can power a single turbine 
  forever; stone with really useful properties.
  Worldfall
  The place where an investigative newspaper 
  is printed (or published); a plaza that hosts a 
  monument to a great labour leader (say who); 
  a tavern that hosts the finest synth-liquors, and 
  serves as a salon for radical politics.
  A Threat:
  A  volcano long overdue for eruption; a nascent 
  corporatist club that thinks unions are obsolete; 
  a herd of mysterious animals on a mass migrato-
  ry stampede.
  Resources
  Pick two as Surpluses and take the rest as Needs.
  Ore, Construction Equipment, Justice, Leader-
  ship, Transport.
  Making your Workers
  
  Moves 
  Surpluses
  Needs
  Notes
  Reach
  Grasp 
  Sleight
  Mood
  Data
  Reputation
  Tech 
  Name
  Inheritance
  Worker characters get +1 to Sway or Steel.
  When you Tool Up, pick 1 to get for free:
   
  Ƚ An Outfit with tough.
   
  Ƚ An Outfit with academic.
   
  Ƚ A Vehicle with transport.
   
  Ƚ A Vehicle with rugged.
  n Strike!
  Your ultimate power lies in what you are: the 
  people who make everything happen. Using that 
  power requires an unflinching willingness to down 
  tools and remind everyone else of your true worth 
  to the colony. When you go on strike, roll your 
  highest stat and theme your strike around that 
  stat’s strengths. Choose a target:
  An Enemy Wonder: Somewhere in your 
  opponent’s supply chain is a link that leads back 
  to your workers, and you can sever it with extreme 
  prejudice. On a hit, remove one of the Surpluses 
  invested in the Wonder. On a 7-9 do it, but at a 
  cost; turn one of your surpluses into a Need. On a 
  miss, there is no effect.
  An Enemy Special Project: This affects a variety 
  of possible moves by other players, including 
  the building of art installations by Scum or an 
  Envisioneer Dream of Infrastructure project. On 
  a 10+ redirect the benefit of the project to your 
  Cabal, depriving others of its benefit for a single 
  session. On a 7-9 you can do it if you spend 1 
  Reputation, 1 Tech, or 1 Data. On a miss, no effect.
   Monument Valley
  You build infrastructure and necessities for others, 
  but what of the roses to go with your bread? You 
  build towering and inspirational works of art 
  that celebrate your Cabal’s accomplishments. At 
  the start of every session, gain Surplus: Art. Your 
  Character gains +1 Sway.
   Socialist Realism
  What is built in bronze, steel, or new world marble 
  isn’t easy to destroy. Your under-construction 
  Wonders are robust despite being incomplete, 
  and are being built by true believers forging their 
  image in steel -  your enemies take disadvantage 
  on any rolls to sabotage them.
   Co-Op Stores
  Your workers aren’t alienated; they can sell their 
  own goods for their benefit and the good of the 
  Cabal. When you bring products to market for a fair 
  trade, roll +Reach. On a 7-9 pick 1, on 10+ pick 2:
   
  Ƚ Buyers don’t realise the true worth of what 
  they paid with.
   
  Ƚ You acquire interesting gadgets from 
  another cabal; get +1 Tech.
   
  Ƚ You host a bazaar that generates some 
  goodwill; get +1 Reputation.
   
  Ƚ You get a powerful artefact from the Old 
  World.
   
  Ƚ A fascinating rumour comes across your 
  Cabal leader(s)’ desk.
   
  Ƚ There’s treasure in the wilds!
   Hardy Souls Indeed
  The rugged life of a new planet challenges some 
  in the colony, but not your people. When working 
  or adventuring far afield in the wilderness, every 
  Worker has advantage and your followers gain 
  Quality +1. You also have advantage on Hold 
  Together.
  Take Strike! and one other:
  
  Stats
  Choose one:
   -1 Reach, +2 Grasp, 0 Sleight if you are a 
  world of furious storms and jagged peaks, 
  where the skies speak in riddles. 
   +2 Reach, -1 Grasp, 0 Sleight if your lush 
  and teeming forests beckon unwary souls 
  with otherworldly music.
   0 Reach, -1 Grasp, +2 Sleight if you are a 
  world shrouded by the deep and lovely 
  dark, where mysteries grow as freely as the 
  trees.
  Doctrine
  Choose one:
   Earth Mother: When you spend Data to 
  heal wounds caused by colonisation, it 
  teaches you about your new neighbours’ 
  tools. +1 Tech.
   Goddex of Storms: When you use weather 
  to defend yourself or to aid the colonists, 
  you integrate further understanding of the 
  colonists into your planetmind: gain 1 Data.
   Reclaimer: Take Advantage on rolls to 
  Claim by Force any resource that you can 
  credibly argue is leading the colonists to 
  harm you.
  Lifestyle and 
  Resources
  You are eternity. The need for ephemeral 
  resources is beyond you.
  Traditions
  Chose one from each, or make your own:
  Fauna 
  Spectres and ethereal creatures that straddle 
  plains; a biodiversity of mammals, avians, and 
  sea creatures; gastropods and cephalopods 
  that sparkle with hidden intellect; lithovorous 
  ancients that lumber through the ages.
  Flora
  Fungal skyscrapers and fields of exotic 
  mushroom bloom; heroic forests with pine 
  needles sharp enough to cut; rainforests in 
  rainbow hues; rolling fields of lifegiving violet 
  grass and valleys filled with forest.
  Geology 
  Perilous mountains and divine pillars thrown 
  up by clashing continents; eroded beauty carved 
  into sloping curves that gently kiss the seashore; 
  mile-deep canyons and calderas surrounded by 
  thrashing waves.
  Landmarks
  Draw a sign of one from each, or make your own:
  Before
  The ocean that swallowed the last colonists 
  whole; an endless mountain range that’s buried 
  a horrifying secret; valleys dotted by ancient 
  shapes that hint at intelligence, yours or some-
  one else’s.
  Worldfall
  The copse of trees that spies on the colony; a 
  water source that, when used by the colony, 
  will teach you something about the interlopers; 
  a pathway that leads deep into the bowels of 
  the world, which you’ve opened for your new 
  visitors.
  A Threat
  Something the colonists built that’s acting like 
  a nail in the spine of the world; the source of a 
  disease that makes no distinction between native 
  and alien life; a recently crashed meteor that 
  contains something far more worrisome than the 
  new colonists.
  I am used to dealing with life, being surrounded by it, marvelling at its brilliant diversity. This 
  was different. This was being surrounded by awareness. Imagine if you were in a crowd of people 
  and suddenly every single person fixed their gaze on you, lidless and unshakable, and probed your 
  mind. That’s what it was like when I discovered that our new home is a consciousness unto itself. 
  That’s our planet. It’s watching us. And judging us.  
  ~Dr. Mahli Yu, response given during a Parliamentary Inquiry.
  The Worldsoul
  Making your Workers
  
  Moves 
  Surpluses
  Needs
  Notes
  Reach
  Grasp 
  Sleight
  Mood
  Data
  Reputation
  Tech 
  Name
  n  Worldspeaker
  This is the lifeform that is most likely to act as 
  your avatar. Design your own creature, much 
  like the Guardians - look to their playbook 
  for suggestions on lifeform creation. As the 
  Worldsoul, there’s a twist. You don’t just have 
  a relationship with that lifeform: you are that 
  lifeform, at least partially. This process is your 
  preferred way of creating an “individual” entity 
  that might make you easier for the colonists to 
  understand. When you craft a lifeform to be your 
  avatar, pick two: 
   
  Ƚ Give it +1 to a stat.
   
  Ƚ Give it a natural weapon with two tags.
   
  Ƚ Give it natural armour with two tags.
   
  Ƚ Give it a retinue of lesser creatures (1 
  Quality, a specialisation of your choice).
  Any time you act through this specific lifeform, get 
  Advantage on Subterfuge or Conduct Diplomacy 
  rolls. Each time your Worldspeaker successfully 
  interacts with the colonists, gain 1 Data  as they 
  learn something new.
   Flying Sea Monkeys
  You have an army of flying jellyfish - creatures 
  made of a strangely light but durable, flexible gel, 
  who propel themselves through the air. They draw 
  moisture to themselves to increase the viscosity 
  of the air around them, simulating a kind of 
  underwater floating. They won’t collapse and they 
  can walk upright on their tentacles.
  When you deploy them as an extension of your will, 
  roll +Grasp for offence or +Reach for exploration 
  and diplomacy. On a 7-9, choose one, on a 10+ 
  choose two:
   
  Ƚ You learn more about the interlopers’ 
  strange technology. Gain 1 Tech.
   
  Ƚ The colony now owes you a favour. Name 
  the cabal who will have to deliver it.
   
  Ƚ You gain new Joiners. Add 1 to the Quality 
  of your Worldspeaker’s followers, or gain a 
  new group with a different specialty.
   
  Ƚ You manifest a permanent presence in the 
  colony through a strange new fixed lifeform 
  that the jellies built; describe it.
   The Three Rs
  You can reclaim any colonial Surplus or artificial 
  Landmark and diffuse it into the body of the 
  planet itself in order to study it. Roll your primary 
  stat and on a hit, explain what it looks like when 
  the world absorbs, say, Surplus: luxury into itself 
  and what it learns. Gain +1 Data.
   Cathedral of Winds
  The weather is your ally, your essence, your very 
  being. You write poetry with the skies and sing 
  through storms. Spend 1 Data to create a weather 
  system to act in the world and define that action:
   
  Ƚ If you’re attacking the colony, roll +Grasp.
   
  Ƚ If you’re aiding the colony, roll +Reach.
   
  Ƚ If you’re repairing the ecosystem, roll 
  +Sleight.
  Weather has unpredictable results, however well-
  designed. On a hit  you succeed; on a 7-9 choose 2, 
  on a 10+ choose one. On a <6, the GM selects 3:
   
  Ƚ The weather hits its target, but creates a 
  strange geological formation elsewhere.
   
  Ƚ You’ve sparked a forest fire, say where.
   
  Ƚ A tsunami emerges from a very strange place.
   
  Ƚ A stampede of animals ravages a place; say 
  where.
   
  Ƚ A species is cut off from the planetmind for 
  the rest of the Age; name which.
   
  Ƚ Your weather creates an earthquake which, 
  in turn causes an archipelago or island to 
  form somewhere nearby.
   
  Ƚ Ash blocks out the sun for the rest of the 
  session.
   Earthshaper
  Create a new natural feature of the world. Throw 
  up a new hill, carve a new river, sprout a new 
  forest, or reshape a stand of trees or a field. This 
  move can’t be used to create something as grand 
  as a new mountain range or ocean, but what you 
  change will be as noticeable as it is swiftly created. 
  Say what you want to create. The GM will name a 
  price for it. Perhaps Tech, or a Resource you’ll be 
  charged with absorbing from a Cabal. When you 
  acquire what you need, you can then create the 
  feature. Some examples and their possible benefits 
  are listed below:
   
  Ƚ Stand of White Pines: every Cabal will be 
  able to get Surplus: trade goods upon its 
  growth and at the start of every Age.
   
  Ƚ Fungal forest: every Cabal gets +1 Data but 
  must sacrifice a weapon tag. If they have no 
  weapons, they get the Data at no cost.
   
  Ƚ Singing Crystal Grove: every Cabal gets a 
  one time use of Surplus: art.
   
  Ƚ Hill of Standing Stones: Any religious Cabal 
  (Keepers and Guardians) are instantly 
  granted Surplus: morale. All other Cabals 
  can win Surplus: ore if they wrest control of 
  this hill from the faithful.
  Take Worldspeaker and one more:
  Inheritance
  As your only characters are crafted by Worldspeaker, you have no other Inheritance bonus.
  
  Name:
  Force 
   Lore 
   Steel 
   Sway 
  Harm
  Gear and Notes
  Y 
  Stressed
  Y 
  Bruised
  Y 
  Agitated
  Z 
  Shattered 
  (-1 Sway)
  a 
  Dead
  Role Moves
  Trigger one at character creation.
   Leader: Mark when you’re put in charge of a 
  social event or protest action. As long as you 
  bring your charming A-game, they’ll follow 
  you to the ends of the new earth.
   Agent: Mark when a group needs you to 
  uncover information about the colony’s 
  power brokers. Say who you’ve co-opted to 
  help you learn what you need to know.
   Rebel: Mark when you successfully 
  challenge the colony’s order (even if your 
  preferred faction is in the ascendant). 
  Name a group whose suffering could be 
  alleviated by resources you direct to them.
   Outsider: Mark when you become part of 
  an art project that refuses to let you go. 
  Work with the GM to figure out what you’re 
  trying to do and how much it will cost you.
  When you change roles, add 1 to a stat or pick a 
  new move. If you mark all roles, retire to safety and 
  trigger as much of your Death move as you wish.
  When you die, you inspire 
  your groupies, fans, and haters 
  to memorialise you in a way 
  you didn’t expect and may not 
  entirely approve of. Discuss 
  with the GM what that will 
  involve.
  Add a free tag to your Outfit when you Tool Up.
  Choose two Moves:
   Groupies
  You’ve developed a coterie of hangers-on. When 
  you unleash your groupies, roll +Sway. On a 10, 
  they do what you ask of them. On a 7-9 choose 
  one, on 6- the GM chooses two.
   
  Ƚ A member of your inner circle publicly 
  denounces you.
   
  Ƚ One of your groupies accidentally hurts 
  someone or destroys something valuable.
   
  Ƚ One of your entourage leaks some info 
  about you and/or your Cabal to a rival.
   
  Ƚ Drama causes your inner circle to descend 
  into the bad kind of anarchy. They’re  
  unusable until you resolve the drama.
   
  Ƚ A groupie defects to a rival Cabal, taking a 
  compromising piece of data with them.
   
  Ƚ The action leads to an entire building 
  being destroyed by the wildest party the 
  colony has ever seen. Describe it.
   Cut Piece
  Gain +1 Steel. When challenged to a fight, gain 
  fleeting advantage regardless of what you decide 
  to do. This does not apply if you attack first.
   Muse
  Choose the source of your inspiration:
   
  Ƚ The Decadence of Humankind: When 
  Reputation is used to boost a roll against 
  you,  get advantage on rolls to strike back.
   
  Ƚ The Wild Magic of the New World: When 
  you go on an expedition outside the 
  Colony, take advantage on your first roll.
   
  Ƚ Utopia, Plain and Not-Simple: Just once, 
  create a Surplus of your choice for free.
   Immolate
  When you throw everything you have into the 
  completion of an essential project, you can mark 
  one harm box and count that as spending a 
  Resource or a Reputation point, or instantly 
  complete your current art project.
   Eye For The Eternal
  Your eyes scan the horizon like a camera, scouring 
  for the perfect shot and that one jolt of inspiration. 
  When you focus your senses, describe what you see 
  and how it inspires you, and receive one thing you 
  need to complete an ongoing project.
  Need to start a protest, organise an art exhibition, or organise an unofficial social group away from 
  Security’s prying eyes? Best talk to the person putting out fires with gasoline.
  Stats
  Choose one and add your Cabal 
  bonus:
   Force 1, Lore 1, Steel 0, Sway -1
   Force 1, Lore 0, Steel -1, Sway 1
   Force 0, Lore 1, Steel -1, Sway 1
  Looks
  Masculine, feminine, 
  genderfucked, ambiguous.
  Scarred face, artful face, 
  mischievous face, enraged face.
  Wild eyes, thoughtful eyes, 
  cunning eyes, inquisitive eyes.
  Hard body, forceful body, 
  goddess’ body, unknowable body.
  Backstory
  Read these out, and ask for 
  volunteers:
  _______ has vowed to help me 
  change the world.
  _______ is my inside source - 
  whether they know it or not.
  _______ has a creative spirit that 
  won’t be denied.
  The Gasoline Fire
  
  Name:
  Force 
   Lore 
   Steel 
   Sway 
  Harm
  Gear and Notes
  Role Moves
  Trigger one at character creation.
   Leader: Mark when you promise the 
  Colony luxuries in exchange for material 
  support: gain a Surplus. You say how you’ve 
  improved the Colony’s lot already, and the 
  GM says what they now expect of you.
   Agent: Mark when you are dispatched to 
  win the support of a crucial Cabal for your 
  initiatives. Their player or GM says what 
  they need to make a deal possible.
   Rebel: Mark when you seek to usurp the 
  power of another. Say why you’re not only 
  right, but morally justified. The GM tells 
  you who you will hurt by doing this.
   Outsider: Mark when you put another 
  Cabal’s interests ahead of your own. Justify 
  your decision; the GM will tell you what 
  your independence costs.
  When you change roles, add 1 to a stat or pick a 
  new move. If you mark all roles, retire to safety and 
  trigger as much of your Death move as you wish.
  Add a free tag to your Outfit when you Tool Up.
  Choose two moves:
   Every Vote Counts
  Add +1 to Sway. When a Wonder is completed, add 
  your Sway to your Fortune/Trials roll.
   Reactor-side Chat
  Your best defence is your mouth; so is your best 
  offence. When you talk to the colony, feel their 
  pain, and tell them how you’re going to take it all 
  away, roll +Sway. On a 10+ your faction wins a 
  Resource (no luxuries). On a 7-9, you win your 
  non-luxury resource but at a cost. On a failure, 
  the worst fate of all is suffered: you are ignored.
   Article 26
  Above and beyond what others may seek to 
  build, yours is a library of philosophy and politics 
  and accessible to all. Those who know the game 
  can plumb its true secrets, naturally.
  When you use the library, roll +Lore. On a hit, 
  gain 2 Data. On a 10+ gain a Resource as well. 
  When another player uses the library, they roll 
  +Lore or +Sway. On a hit, it’ll give an answer to 
  whatever pressing political question they have.
   Their Finest Hour
  Should the need for fighting arise, your voice can 
  prove decisive. When battle begins, roll +Sway: 
  on a 10+, hold 3. On a 7-9, hold 1. Spend 1 hold to 
  give an ally’s combat roll advantage.
   The Great Game
  You are the mistress of the dead drop, the 
  dossier, the debriefing; you thrive on the hidden 
  web of knowledge that ties the colony together, 
  and the shadows that conceal its nexuses. When 
  you seek out an invaluable secret, roll +Lore. On 
  a hit, you force a secret out of a Cabal, a player, 
  or the GM - make sure you ask the right question 
  of the right party! Decide what the cost of the 
  information is. On a 10+, pick one. On a 7-9, pick 
  two. On a 6-, the GM decides how the colony’s 
  shadows exact their revenge.
   
  Ƚ Many Cabal members die to bring you this 
  information.
   
  Ƚ A secret of your own is exposed to an 
  unknown third party (GM decides).
   
  Ƚ You mark two harm boxes.
   
  Ƚ Your target knows you were responsible 
  and will exact a very personal revenge.
  Who actually runs this place? Perhaps it’s the uniformed officers, or maybe the engineers who keep 
  everything running in more ways than one. But on a planet with so many competing visions for the future, 
  diplomacy may yet prove to be most powerful – and necessary – art of all.
  Stats
  Choose one and add your Cabal 
  bonus:
   Force 0, Lore 1, Steel -1, Sway 1
   Force -1, Lore 1, Steel 0, Sway 1
   Force 1, Lore 0, Steel -1, Sway 1
  Looks
  Feminine, masculine, charismatic, 
  arachnine.
  Elegant face, stoic face, angular 
  face, poker face.
  Stark eyes, compelling eyes, 
  passionate eyes, unreadable eyes.
  Wiry body, lanky body, fit body, 
  indulged body.
  Backstory
  Read these out, and ask for 
  volunteers:
   gave me a secret that 
  could change everything.
  I think 
   is trying to 
  undermine me.
  There is only one person who can 
  be counted on when it hits the 
  fan: 
  The Proconsul
  Y 
  Concealable 
  wound
  Y 
  Winded
  Y 
  Collapsing 
  Z 
  Not the Face! 
  (-1 Sway)
  a 
  Taps
  A dead politician can do 
  wonders... as a symbol. Just 
  not necessarily a symbol they 
  would have approved of. When 
  you mark your Taps box, 
  announce what you want your 
  legacy to be. The remaining 
  players will interpret it for 
  themselves and pass legislation 
  bearing your name.
  
  Name:
  Force 
   Lore 
   Steel 
   Sway 
  Harm
  Gear and Notes
  Role Moves
  Trigger one at character creation.
   Leader: Mark when you lead a strike or 
  other communal action, such as a protest or 
  prayer meeting.  Say what it’ll take to end 
  the protest; GM will say how your target is 
  trying to break it.
   Agent: Mark when you give (heeded or 
  considered) advice to someone in a position 
  of authority. The GM says what the advisee 
  gets from your counsel.
   Rebel: Mark when you attack someone or 
  some organisation engaged in oppressive 
  behaviour. Say why you’re doing it.
   Outsider: Mark when your affinity for 
  life beyond your Cabal yields knowledge 
  no one else among your number could 
  possess. Explain what it is. GM says why it’s 
  dangerous.
  When you change roles, add 1 to a stat or pick a 
  new move. If you mark all roles, retire to safety and 
  trigger as much of your Death move as you wish.
  When you mark your Silenced 
  box, everyone you ever 
  helped or saved rallies to 
  your ideals one last time. Say 
  what they do as a group to 
  carry on your work, or avenge 
  you, or redeem you, or all of 
  the above. When all is over, 
  describe the bronze statue 
  fashioned in their honour.
  Y Shivering
  Z Stammering  
  (-1 Sway)
  Y Seeping. 
  Z Staggering  
  (-1 Force)
  a Silenced
  Add a point of Quality to your Followers when you 
  Tool Up.
  Choose two moves:
   The Wanderer
  Somehow you know the backcountry like you’ve 
  lived in it your whole life. Perhaps you have. No 
  matter what happens, you will always know the 
  way back to the colony. 
   Peace, Land, Bread
  When you try to rally those who are down-
  trodden, or simply kept out of the corridors of 
  power… or looking to start trouble, roll +Sway or 
  +Force, whichever is highest. On a hit, you learn 
  one:
   
  Ƚ A hidden weakness of your foes.
   
  Ƚ The location of a resource cache.
   
  Ƚ The secret weapon of an enemy Cabal.
   Of the  People
  Coming as you do from the nameless ranks of 
  unknown colonists, you blend in. Among dozens, 
  you won’t be easily recognised. Even alone in the 
  wilderness you may strike observers as simply a 
  roaming worker of no consequence.
   Sword of Burning Gold
  Give others the strength they lack. If you en-
  counter someone in need, whether another play-
  er or an NPC, you can inspire them to overcome 
  a challenge they’re confronting. If it’s another 
  player, they get +2 on their next roll. If the NPC 
  is from an opposing force, you can turn them 
  to your side (does not apply to pets or named 
  followers of another player).
   Revolutionary
  When you convince your Cabal to undergo a 
  radical change, roll +Sway or +Steel. On a hit, 
  shift their Doctrine or Lifestyle to whatever you 
  like, or swap one Cabal move for another. On a 
  7-9 they gain Need: morale or Need: followers. 
  The process changes you, as well. Trigger a new 
  role move. On a miss you are marked; the GM 
  explains how. 
  You’re not in charge - at least, not officially. And you’re not smart - at least, not as the scholars would reckon 
  it. But when a supervisor is working her staff to an early grave, or a leader needs to hear some home truths, 
  you’ll be there to help.
  Stats
  Choose one and add your Cabal 
  bonus:
   Force 1, Lore 1, Steel 0, Sway -1
   Force 1, Lore -1, Steel 1, Sway 0
   Force 0, Lore 1, Steel -1, Sway 1
  Looks
  Pick for each or make your own:
  Feminine, masculine, enshrouded, 
  androgynous.
  Realist face, chiseled face, 
  beautiful face, weathered face.
  Stunning eyes, fiery eyes, quiet 
  eyes, half lidded eyes.
  Gangly body, stooped body, 
  muscular body, gorgeous body.
  Backstory
  Read these out, and ask for vol-
  unteers:
   
   would be a hero of 
  the people if they let themselves.
  I know what secret burns in 
   ‘s heart.
  I saved the life of 
   but 
  they didn’t know it was me.
  The Hero of the People
  
  Name:
  Force 
   Lore 
   Steel 
   Sway 
  Harm
  Gear and Notes
  Role Moves
  Trigger one at character creation.
   Leader: Mark when you must take charge to 
  save your Cabal. Explain why it had to be you. 
  The GM decides what your reward will be.
   Agent: Mark when you start an investigation. 
  The GM will say what gear your Cabal gives 
  you for this mission. Explain who’s your 
  greatest weakness on this mission.
   Rebel: Mark when you defy a direct order. 
  Explain why you were right to do so, and 
  what you’re willing to sacrifice for this.
   Outsider: Mark when you break a rule or 
  norm someone of your rank is expected to 
  uphold. Name one person inspired by your 
  deeds, and one enemy you’ve now made.
  When you change roles, add 1 to a stat or pick a 
  new move. If you mark all roles, retire to safety and 
  trigger as much of your Death move as you wish.
  When you die, you are 
  buried with full honours. In 
  your will you leave a relic of 
  the old world to someone. 
  What is it and what does it 
  obligate them to do?
  Y Flesh wound
  Y Beaten up
  Z Shell-Shocked 
  (-1 Force)
  Z Scarred  
  (-1 Sway)
  a Amazing Grace
  Add a free tag to a weapon or your outfit when you 
  Tool Up.
  Choose two moves:
   For Cabal and Colony
  When you inspire people with a rousing speech, 
  roll +Sway. On a hit they’ll set aside their 
  differences long enough to allow you to lead 
  them to victory (one hopes). On a 10+ your 
  Cabal gains a new member; say who they are.
   Quarters
  Rank has its privileges, and one is a sweet setup. 
  Even if everyone in the colony has similar lodging, 
  yours is special because it has... (pick two)
   
  Ƚ Protections against spying, assault and 
  natural disasters.
   
  Ƚ A computer that can tap into any file on any 
  subject on the colony.
   
  Ƚ Luxuries and antiques from the old world.
   
  Ƚ One of the only honest-to-God weapons 
  caches on the planet.
   
  Ƚ A working nano-replicator, able to make one, 
  maybe two surpluses before it dies for good.
   
  Ƚ A fussy steward you can trust with your life.
   
  Ƚ A cache of blackmail material locked away.
   
  Ƚ A pet from the old world.
   
  Ƚ A vast, antique, book collection that just so 
  happens to have what you’re looking for. 
   Your Academy Days
  When you are confronted by a serious challenge, 
  roll +Force. On a 7-9, name a trick from your 
  days at The Academy that’ll help you get out of 
  this jam. On a 10+ the GM will tell you what risk 
  you need to take to win an even greater reward.
   The [Your Name Here] 
  Manoeuvre
  When you win a duel of any sort, roll +Sway. 
  Describe what incredible thing you did to secure 
  your victory. On a hit the audience is swayed to 
  your side; choose one. On a 10+ pick two.
   
  Ƚ Your opponent views you with new 
  respect.
   
  Ƚ The audience rewards you with valuable 
  gifts; GM decides what.
   
  Ƚ Your Cabal gains a skilled new member.
   
  Ƚ You learn something from the encounter, 
  and get fleeting Advantage acting on it.
   Briefing Room
  When you explain a coordinated action to your 
  team, roll +Force. On a 10+, hold 3. On a 7-9, hold 
  1. While executing the plan, spend 1 hold to give 
  a teammate Advantage on a roll.
  Someone had to lead this mission. Why not you? A Flag (as in “flag officer”) is in command, a leader of 
  people and machines, a spender of blood and treasure – though hopefully not their own.
  Stats
  Choose one and add your Cabal 
  bonus:
   Force 1, Lore 0, Steel 1, Sway -1
   Force 1, Lore -1, Steel 0, Sway 1
   Force 0, Lore 1, Steel -1, Sway 1
  Looks
  Feminine, masculine, valkyrie, 
  warlord.
  Stern face, scarred face, cryptic 
  face, stoic face.
  Thousand-mile-staring eyes, 
  calculating eyes, knowing eyes, 
  hard eyes.
  Statuesque body, fit body, 
  muscular body, lithe body.
  Backstory
  Read these out, and ask for vol-
  unteers:
  I protected 
   from a 
  disciplinary action.
  There’s only one person I trust to 
  fight at my side: 
  With 
   help, I found 
  love where I least expected it.
  The Flag
  
  Name:
  Force 
   Lore 
   Steel 
   Sway 
  Harm
  Gear and Notes
  Role Moves
  Trigger one at character creation.
   Leader: Mark when you you discover 
  something new about the natural world. 
  Say how the colony must adapt to your 
  discovery.
   Agent: Mark when you keep something about 
  the planet secret from the other Cabals. Say 
  how you plan to use that knowledge to your 
  (or the planet’s) advantage. 
   Rebel: Mark when you protect an aspect of 
  the natural world from colonial meddling. 
  Say how you’re hoping to prevent the colony 
  from doing something like this ever again.
   Outsider: Mark when you retreat to a distant 
  oasis in the wilderness that only you know 
  about. Return whenever you choose, but the 
  GM says what came back with you.
  When you change roles, add 1 to a stat or pick a 
  new move. If you mark all roles, retire to safety and 
  trigger as much of your Death move as you wish.
  Add a tag to your weapon, so long as you’re 
  exploring the world beyond the colony.
  Y Wilting
  Y Shrivelled
  Z Drained  
  (-1 Force)
  Z Fading  
  (-1 Sway)
  a Fertiliser
  When you die, say what grows 
  in the spot where you fell. If 
  allies are nearby, the planet 
  itself immediately moves to 
  protect them. GM decides 
  how.
  You get this move:
   Worldspeaker
  Your connection to the planet is deep and 
  abiding. So much so, you have bonded with a 
  native lifeform. Choose one of the following:
   A sea creature: The colony might be near 
  water, and if those oceans are inhabited… An 
  aquatic animal companion might be able to 
  go somewhere you cannot. 
   A vaguely mammalian-looking thing: An 
  animal companion that will stand and fight 
  by your side. While it’s not especially big or 
  powerful, it may have unique features that 
  set it apart from its terrestrial counterparts. 
  You cannot communicate with the creature 
  outside of personal range, but you could be 
  connected in other ways. Describe it. 
   Fungus: An elaborate network of 
  mushrooms links the planet together in a 
  kind of nervous system. You cannot control 
  it, but you can sense things through its 
  branches. Presence, sound, even images may 
  come to you, if you know where to touch.
   A mount: Choosing a creature that you 
  can domesticate and mount foregoes any 
  other distinctions that might inhere to it. 
  No special features or optional extras, alas, 
  but it can go really, really fast, carry a lot of 
  cargo, and knows the terrain.
  Also choose one:
   Your City Lies in Dust
  When you infiltrate a Cabal with a technological 
  focus, get advantage on every roll against them.
   Branching of a Million
  When you encounter a native lifeform, roll +Sway. 
  On a 10+ you can communicate with it directly, 
  permanently learning how to speak with that 
  species. On a 7-9, you can get vague impressions 
  and feelings across, but no permanent 
  communication knowledge is gained.
   Commune
  When you join your consciousness with other 
  colonists to bind to the spirit of the world, roll 
  +Lore. On a 10+ ask 2 questions. On a 7-9, ask 1. 
  On a 6- the planet takes an unhealthy interest in 
  everyone who participated.
   
  Ƚ What are we failing to see here?
   
  Ƚ What is the best way forward?
   
  Ƚ Who, if anyone, is a hidden threat?
   
  Ƚ What secret has the planet hidden here?
  No one knows the new planet better than you, and few people can hear its enchanted breath the way you can. 
  The rewards – and the costs – of this intimate knowledge are yours alone.
  Stats
  Choose one and add your Cabal 
  bonus:
   Force 0, Lore 1, Steel -1, Sway 1
   Force -1, Lore 1, Steel 0, Sway 1
   Force 1, Lore 0, Steel -1, Sway 1
  Looks
  Masculine, feminine, brujería, 
  ethereal
  Thoughtful face, zoned out face, 
  friendly face, enchanting face
  Starry eyes, warm eyes, knowing 
  eyes, yearning eyes
  Gangly body, divine body, limber 
  body, generous body 
  Backstory
  Read these out, and ask for vol-
  unteers:
  There’s something in 
  ’s 
  eyes that only I can see.
   knows something 
  vital about the planet that they’re 
  hiding from everyone else.
   and I grew something 
  together.
  The Ecomancer
  
  Name:
  Force 
   Lore 
   Steel 
   Sway 
  Harm
  Gear and Notes
  Role Moves
  Trigger one at character creation.
   Leader: Mark when you convert someone 
  to your faith. Say what they’ve sacrificed for 
  you. The GM will explain what the convert 
  now expects from your faith.
   Agent: Mark when you ease tensions in the 
  colony somehow. Explain what the real 
  cause of the dissension was.
   Rebel: Mark when you spiritually denounce 
  an aspect of colony life, or another Cabal. 
  Explain what part of your faith compelled 
  you to do this. The GM will say who in your 
  Cabal disagrees with your interpretation.
   Outsider: Mark whenever you are mocked 
  or excluded because of your faith. Say how 
  you respond and why. The GM may favour 
  you with divine approval.
  When you change roles, add 1 to a stat or pick a 
  new move. If you mark all roles, retire to safety and 
  trigger as much of your Death move as you wish.
  Add 1 to your Follower’s Quality when you Tool 
  Up.
  Y Grazed
  Y Wounded
  Z Lashed  
  (-1 Sway)
  Z Agonised  
  (-1 Lore)
  a In Passion
  When you mark your In Passion 
  box, you die and birth a legend 
  among your followers. You’re 
  not just a martyr but a Book, a 
  Canticle, with Stations to mark 
  your tormented final hours - or 
  the glories of your holy life. 
  Describe how your followers 
  commemorate you and how your 
  death shapes the faith.
  You get this move:
   Sanctuary
  This is your temple: it might be a prefab building, 
  brick and mortar, a copse of trees or a cave 
  network. Whatever it is, it’s the epicentre of your 
  faith in the colony. Once per age, it can provide 
  two spiritual or artistic Surpluses for you and 
  your Cabal (e.g. Leadership, Lore, or Art, not 
  Crops or Transport). 
  Pick One more:
   Joyful Mystery
  When you want to know something important 
  about the planet, roll Sway instead of Lore, to 
  commune with the holy land. On a hit, you can 
  ask the GM questions. On a 10+, ask three, on a 
  7-9, ask one. On a miss, ask one anyway, but the 
  planet takes exception in a way determined by 
  the GM.
   
  Ƚ What is this thing?
   
  Ƚ How can I use this to my advantage?
   
  Ƚ Where is the sacred here?
   
  Ƚ How can this help me procure a needed 
  resource?
   
  Ƚ Is there magic to be learned here?
   
  Ƚ What lurks beyond?
   Book of Shadows
  You keep an elaborate book of rituals, rich with 
  observations and lore about the new world - in-
  cluding your fellow colonists. When you discover 
  a dark secret about an authority figure or cabal 
  leader, roll +Lore. On a 7-9 choose 1. On a 10+ 
  choose 2.
   
  Ƚ You use their darkness to highlight your 
  light. Your cabal gains +1 Reputation.
   
  Ƚ You write a canticle that casts the cabal in 
  a dark light, costing them -1 Reputation.
   
  Ƚ Your shadow writing grants you insight 
  into a secret weakness of the cabal.
   Followers of the Spiral 
  Dance
  If you spend a few days proselytising, you can 
  gather a sizeable number of followers looking 
  for peace and meaning on the new world. Gain 
  followers of Quality 1 with one specialty: Spying, 
  Preaching, Artistry, Diplomacy, or Communing 
  with Nature. 
  You can spend Reputation to boost the follower’s 
  Quality 1-for-1. They will not leave the area with 
  you, however.
  You have faith stronger than steel, followers who love you more than life, and powers they can’t explain. 
  You’re a tiny light in a dark void, but you’ll burn bright enough to show them the way.
  Stats
  Choose one and add your Cabal 
  bonus:
   Force -1, Lore 1, Steel 0, Sway 1
   Force -1, Lore 1, Steel 0, Sway 1
   Force -1, Lore 0, Steel 1, Sway 1
  Looks
  Feminine, Masculine, Mysterious, 
  Ambiguous.
  Youthful face, wise face, tired 
  face, bewitching face.
  Vengeful eyes, knowing eyes, 
  seductive eyes, laughing eyes.
  Wiry body, curvaceous body, sleek 
  body, well-fed body.
  Backstory
  Read these out, and ask for vol-
  unteers:
   needs to see the 
  light.
  I believe 
   is the key to 
  our faith’s survival.
   confesses to me 
  daily.
  The Priestex
  
  Name:
  Force 
   Lore 
   Steel 
   Sway 
  Gear and Notes
  Harm
  Role Moves
  Trigger one at character creation.
   Leader: Mark when you advance the 
  position of your kind. The GM says what 
  reactionary forces are moving against you.
   Agent: Mark when you swear to protect 
  another of your kind from persecution. Say 
  what incident from your past caused you to 
  take up their plight.
   Rebel: Mark when you turn a colonist into 
  something more like you. Say who was 
  made uncomfortable by this, GM says why 
  they weren’t able to stand in your way.
   Outsider: Mark when you learn something 
  through means only your kind has access to. 
  Say what it costs and why it was worth it.
  When you change roles, add 1 to a stat or pick a 
  new move. If you mark all roles, retire to safety and 
  trigger as much of your Death move as you wish.
  The first time you Tool Up, describe an appendage 
  your ascended form possesses and give it two tags.
  Y Scraped/Glitched
  Y Bleeding/Errored
  Z Scarred/Virus  
  (-1 Steel)
  Z Walking Wounded/ 
  Crashed (-1 Lore)
  a Blue Screen
  When you die, choose:
  Your kin hold a funeral for 
  you. Describe the rituals, 
  and what your death signi-
  fies to them.
  You are scavenged for 5 
  Data or Tech by a GM-cho-
  sen player. Explain what 
  you teach the world, even 
  in death.
  Pick One:
   Joiner
  The planet is alive, far beyond the xenobiol-
  ogists’ predictions. Say who you were before you 
  joined and how that identity changed after you 
  communed with the new world. Gain +1 Force.
  If you touch one part of the planet’s ecosytem, 
  you can look through any other manifestation 
  of it. A tree can become your eyes, a pond your 
  hand. When you try to use the world as your 
  limbs, roll +Force. On a 10+, you can manipulate 
  the world near a biological object. On a 7-9 you 
  do it, but the GM will give you a cost. On a 6-, the 
  planet punishes your insolent presumptions.
   Silicon Life
  Were you the ship’s computer? Or maybe a merger 
  of wounded colonist and cyber-prosthetics? Either 
  way, you’re more machine than human; gain +1 
  Lore. 
  You aren’t vulnerable to the same maladies 
  as more meatbaggy lifeforms: you can ignore 
  disease and most biological hazards. In addition, 
  you can project three dimensional images at 
  will. Three times per session, you can instantly 
  understand any piece of technology and use it as 
  an expert. Gain +1 Ongoing to use that specific 
  piece of tech.
  You are life, but not as they know it. An AI, a cyborg, or someone who chose to join with the planet itself. 
  Whether through tech or hyper-evolution, you’re a changed, perhaps ascended entity.
  Stats
  Choose one and add your Cabal 
  bonus:
   Force 2, Lore 1, Steel -1, Sway -1
   Force -1, Lore 2, Steel -1, Sway 0
   Force -1, Lore 1, Steel 0, Sway 1
  Looks
  Feminine, masculine, beyond, pure 
  light, slimebeast
  Slimebody, furbody, lithe, plastic, 
  steel, ineffable
  LED eyes, black holes, a thousand 
  eyes, humanoid eyes, killer eyes
  Perfect face, glowing face, 
  mammalian face, void face
  Backstory
  Read these out, and ask for vol-
  unteers:
   helped me ascend.
  In order to get what I need to 
  survive, 
   hooks me up.
   did something to my 
  kind that I’ll never forget.
  The Synthesis
  
  Assigning 
  Liberties
   
  Ƚ First to meet Requirements: 
  Two Positive Liberties, Two 
  Negative.
   
  Ƚ Second-most of the 
  Requirements: Two Positive 
  Liberties, One Negative.
   
  Ƚ Third: One Positive Liberty.
   
  Ƚ Fourth: One Negative Liberty.
  Permanent Bonus
  Whoever meets the requirements 
  first will be forever remembered as 
  the convener of the Congress and 
  will always have access to a second 
  Doctrine move.
  When you describe your 
  government-type, think about which 
  of these three broad government-
  types it’ll fall into and choose the 
  relevant bonus. 
  Democracy: The top two Cabals 
  gain +1 Reach. In addition, all their 
  clothing is upgraded; add a new tag 
  to each.
  Authoritarian: The top two Cabals 
  gain +1 Force. In addition, all their 
  weapons and vehicles are upgraded; 
  add a new tag to each.
  Anarchist: The top two Cabals gain 
  +1 Sleight. In addition, once per ses-
  sion, they can evade the scrutiny of 
  any security force or organisation.
  Constitutional  
  Congress
  Negative Liberties
   
  Ƚ The Fourth Freedom: Unlawful search and seizure is forbidden; no security is worth the cost to 
  liberty. Your Cabal oversees a civil liberties watchdog that requires you to pay out of pocket for 
  its upkeep. NGOs can’t always rely on public funds, after all. At the start of each Age where you 
  control the organisation, take Need: Barter Goods (you may spend a Surplus: Barter Goods acquired 
  through a Positive Liberty to meet this requirement). In addition, every Cabal takes disadvantage 
  on all Subterfuge rolls. The Cabal that controls the organisation gains Surplus: Justice and Surplus: 
  Leadership at the start of each Age.
   
  Ƚ Right to Bear Arms: And, if they exist, the right to arm bears! In space. What could go wrong? This very 
  old, almost archaic right presents new problems. Your Cabal can always add the turret tag to their 
  Vehicles, and a free tag of their choice to their Armoury. All Cabals can freely add the hidden tag to 
  sidearm sized weapons. The uptick in paranoia and violence extracts its cost: your unpopular position 
  as lead lobbyist for arms ownership and manufacture costs you -1 Reach each Age you control it, and 
  caps the Quality of your Followers at 2.
   
  Ƚ Goods, Capital, Services, and Labour: You want to live with common markets, do whatever common 
  markets do? Choose two Gear types for your cabal to specialise in, and a tag for each. As long as you 
  control the CCB - Colonial Central Bank - your gear in that category will always have this tag, free of 
  charge. Gain +1 Tech at the start of the Age. The economic precarity caused by all that free flowing 
  money means that you have to go it alone - lose 1 Reputation, and take -1 Reach.
   
  Ƚ No Taxation Without Representation: An extropian revolt has tightened the pursestrings of the incoming 
  administration and its ability to raise public funds is limited. As you are tasked with overseeing tax 
  policy, you gain Surplus: Luxury but at the cost of Need: Morale and Need: Prestige. In addition, lose 
  -1 Reputation when you gain Data on Cabals with socialist or anarchist inclinations - ask them to 
  identify themselves, if it hasn’t already become obvious from play. Since there is less collectivisation of 
  resources, however, your Cabal can hold fast to its newfound Surplus: Land and Surplus: Currency.
   
  Ƚ No Bosses: The anarchists have won a major concession and rewritten the rules of hierarchy; wherever one 
  person stood above others, she is replaced with a council or the direct democracy of the office, factory, 
  school, or organisation in question. This cacophony of voices makes decisionmaking more difficult as 
  consensus becomes ever more elusive. Your Cabal and one other of your choosing gain Need: Leadership 
  and Need: Safety at the start of every Age. On the other hand, the improvement to cohesion brings a 
  permanent Surplus: Morale for the Cabal that administers this process. As long as you control this 
  programme, your Cabal takes +1 to Reach, and advantage on rolls that challenge hierarchical authority.
   
  Ƚ Freedom of the Press: Now you can become the most trusted name in news. Drawing on the traditions 
  established by early colonial newsletters and blogs, your Cabal now controls the biggest independent 
  news network in the colony. Describe it; what’s your medium? What’s your angle and editorial bias? You 
  attract the colony’s best reporters. Each session, gain +1 Data if they cover a culture beat, +1 Tech if they’re 
  science specialists, or +1 Reputation if you field the best goddamn politics team on the planet. In addition, 
  your Cabal and two others of your choice gain +1 Reach. However, name two Cabals that you have ongoing 
  disadvantage against, so long as you control the Agency. Not everyone appreciates your snooping.
   
  Ƚ Freedom From Want: Universal Basic Income is the law of the land, but it requires upkeep. The Cabal 
  that administers the UBI Office shares, with one other Cabal of its choice, Surplus: Rare Materials and 
  Surplus: Morale. This comes at the cost of Need: Luxury. In addition, your Cabal gains +1 Reach from 
  their administration of a popular programme, but its high visibility comes at the cost of -1 Sleight.
  Positive Liberties
   
  Ƚ Intergalactic Supreme Court: With gavels that will one day ring out across the stars, here is the place this 
  document will be interpreted for all coming time. Your Cabal has produced most of the jurists for this 
  Age. Tell us what their first ruling will be. At the beginning of every age where you control the Court, 
  Gain and Share Surplus: Culture and Justice with another Cabal of your choice.
   
  Ƚ Universal Healthcare: Just this once, everybody lives! Healthcare is enshrined as a fundamental right for 
  all coming time. Your Followers start at 2 Quality instead of 1, and you have one free reroll each age if 
  your previous roll would result in your Character’s death.
   
  Ƚ The Palace of Culture: A constitutional provision for the creation of heritage sites and vast museums. 
  Describe an inaugural exhibit, newly declared monument, or a listed building. At the beginning of every 
  new Age where you still control the Palace, Gain and Share Surplus: Culture and Art with another two 
  Cabals of your choice.
   
  Ƚ National Parks: Vast swathes of country are to be preserved and protected from any “development,” 
  flourishing forever as pristine wilderness shrines to the world’s natural heritage. Describe the first 
  national park or wildlife preserve. At the start of each session, gain +1 Data (knowledge gained 
  of wilderness terrain and alien life) or +1 Tech (from gaining equipment to survey and study the 
  preserves). At the beginning of every new Age where you still control the Parks Service, Gain and Share 
  Surplus: Prestige and Morale.
   
  Ƚ Sovereign Wealth Fund: The new Constitution guarantees everyone a stake in the colony’s resources, 
  and all citizens are entitled to a share of the world’s mineral wealth. The Cabal that oversees this 
  department will always have Surplus: Currency. Every Cabal gains Surplus: Barter Goods at the start of 
  every new Age.
   
  Ƚ National Education Service: All are entitled to a quality education at low to no cost. Name a university; if 
  you want to be cheeky, name it after yourself! Your Cabal controls the Education Ministry and supplies 
  some leading theorists for its schools and institutes. Gain +2 Data from your extensive sociological 
  research on the colony, or +2 Tech from your expertise in cutting edge R&D, or +2 Reputation from your 
  political think tanks. At the beginning of every Age where you control the Education Ministry, you Gain 
  and Share Surplus: Research.
   
  Ƚ Moonshot: You choose to go to the moon(s) (or nearby asteroids, or a sister planet) in this decade and 
  do the other things, not because they are easy, but because you control the newly founded space agency. 
  Gain +1 Tech, and you can add the void tag to your vehicles for free. Gain +1 Reach as long as you control 
  the Space Agency. Gain Surplus: Knowledge at the beginning of the Age - after you tell us what’s out 
  there and why it’s so important. 
   
  Ƚ The Octagon: National defence still matters, even when there’s only one country. But whatever lies 
  on the horizon, the biggest threats may yet come from within. Preside over a secretive Ministry of 
  Intelligence and get an extra point of Data each time you gain Data investigating other Cabals. Once 
  per session you can erase any Need from any Cabal at their request, and name your price for doing so. 
  Describe the codenames given to your agents.
   
  Ƚ Mass Transit: A right to get from one place to another, cheaply and easily. What could be more simple? 
  The Ministry of Transport gives your Vehicles the transport tag for free, plus an extra free tag of your 
  choice. Draw your own monorail, subway, or bus network on the map. Every cabal gains Surplus: 
  Transport at the beginning of the Age, but for the Cabal who manages the system, they can take it as a 
  permanent surplus so long as they are in control.
  Requirements
   2 Points of Reputation
   Barter Goods
   Culture
   Art
   Data
  
  Family Moves
  Peripheral
  Family Moves
  Peripheral
  Hold Together
  When your Cabal must resist hardship, tempta-
  tion or infighting, roll +Mood. On a hit you mostly 
  remain OK, pick 1:
   
  Ƚ You lose people to harm and/or desertion. Get 
  Need: recruits.
   
  Ƚ Another Cabal or Faction came through to help 
  you. They get 1 Reputation.
   
  Ƚ The danger hasn’t passed so much as shifted 
  into something more manageable. Say what 
  it is.
  On a 10+ the trial brings you together. Gain Surplus: 
  Morale in addition to the other results.
  Conduct Diplomacy
  When you call on your Cabal’s allies, say what 
  you want from them and roll +Reach: 
   
  Ƚ A meeting with one of their VIPs.
   
  Ƚ Access to a tightly-guarded location or 
  item.
   
  Ƚ Information on an opportunity or threat.
  On a hit, you get what you wanted and 1 Data. 
  On a 7-9, your agents had to get help from a third 
  party. Say which of your allies helped them seal 
  the deal, and give them 1-Treaty.
  Claim by Force
  When you direct your Cabal to seize or maintain 
  control of a resource, roll +Grasp. On a hit it’s 
  theirs, but not without cost. On a 7-9 choose two; on 
  a 10+, choose one:
   
  Ƚ You need to commit to securing it. Tie 
  one of your surpluses to the resource: if 
  you lose the resource, you lose the surplus 
  and vice versa.
   
  Ƚ There is a cost to your victory. Your Cabal 
  gets a need of the GM’s choice.
   
  Ƚ You hurt somebody; the GM will say who, 
  and you lose 2 Reputation. 
  Subterfuge
  When your Cabal infiltrates other factions, roll 
  +Sleight. On a hit, choose one thing your agents 
  achieve:
   
  Ƚ They make a resource appear more or less 
  desirable.
   
  Ƚ They cause a scandal within a Cabal/
  Faction’s organisation.
   
  Ƚ They hide your own involvement in an 
  action; you may frame someone else in 
  their place if you wish.
   
  Ƚ They sabotage an asset, making it fail at 
  the worst moment.
  On a 7-9 the GM names a clue you leave behind, 
  or a Cabal or faction that sees through the 
  deception.
  Power Up
  When you boost your actions with a marvel of 
  Before or anomaly of the new world, spend a point 
  of Tech to give a roll Advantage.
  Uncover Secrets
  When you gather your Cabal’s specialists in 
  council, roll +Data spent. On a hit ask 1:
   
  Ƚ “How do I get Surplus __”,
   
  Ƚ “How do I remove Need __”,
   
  Ƚ “What’s the truth behind __”
   
  Ƚ “How can we best make use of __”. 
  For each answer, add an appropriate detail to 
  the map. 
  On a 10+, ask a second question or add to the 
  map one of: 
   
  Ƚ A powder keg ready to explode.
   
  Ƚ A place to shelter from harm. 
   
  Ƚ A barrier that impedes travel.
  Call in a Debt
  When you call on an obligation another Cabal has 
  to you, spend 1 Reputation and choose one:
   
  Ƚ Gain +2 on a move that targets them.
   
  Ƚ Take a Surplus from them.
   
  Ƚ Get them to back you up, fall into indecision, or 
  protect something important.
  Player families can resist by spending 1-Reputation, 
  or Holding Together if they have none.
  Stake Your Reputation
  When you help another Cabal, pick the Surplus 
  you’re using to aid them and give their roll 
  Advantage. If their result is a 7+, get back the 
  Surplus and gain 1 Reputation. If the result is a 
  6-, lose the Surplus and they lose 1 Reputation.
  Declare Alliance
  When you decide to ally with another Cabal, state 
  your reasons for doing so. 
  If the Cabal is run by another player, their 
  permission is required to form the alliance. They 
  are entitled to ask for one of your Surpluses as a 
  condition to joining the Alliance. 
  If it’s an NPC Cabal, roll +Reputation. On a hit, 
  the Alliance is created. On a 7-9, you must give 
  them a gift first: sacrifice one of your Cabal’s 
  Surpluses.
  So long as your alliance stands, take advantage on 
  Conduct Diplomacy rolls with each other. When 
  the Alliance works together to build a Wonder, 
  collectively decide one requirement of the won-
  der to fulfill without spending any Surpluses.
  Alliances must be re-negotiated at the start of 
  each Age, or dissolved at the discretion of either 
  member. The dissolution of an Alliance is always 
  costly. If you break an Alliance without the other 
  party’s agreement, or if you act against your ally 
  in secret and word gets out, you’ll lose 1 Reputa-
  tion (these losses do not stack).
  FINDING A SURPLUS
  When your Cabal claims or creates a significant 
  resource in the fiction, add it as a surplus.
  RIGHT TOOL FOR THE JOB
  When your Cabal uses their resources to con-
  front a crisis, erase an appropriate surplus and 
  mitigate or resolve the problem.
  Flush with Resources
  If Mood would hit +4, erase a Surplus and pick 1:
   
  Ƚ Sell off the excess Surplus for 1 Tech.
   
  Ƚ Gift the excess to your allies and gain 
  advantage with Reach until the end of 
  this Age.
   
  Ƚ Bond with a great celebration, giving you 
  advantage with Grasp until the end of 
  this Age.
   
  Ƚ Finance a network of informants and gain 
  advantage with Sleight until the end of 
  this Age.
   
  Ƚ Invest in better equipment. Get a new 
  gear option.
  You can only pick each option once per age.
  Fall into Crisis
  If Mood would hit -4, erase a Need and pick 1:
   
  Ƚ Someone takes advantage of your weakness: 
  lose territory or an important alliance.
   
  Ƚ Your Cabal falls into infighting: get 
  disadvantage with Grasp until the dispute is 
  resolved.
   
  Ƚ Your Cabal retreats into solitude to work 
  through its issues, giving you disadvantage 
  with Reach until they are convinced out of 
  isolation.
   
  Ƚ Your Cabal loses discipline and your contacts 
  smell weakness on you, giving you disadvantage 
  with Sleight until you make a display of might 
  and drive.
   
  Ƚ Your old tools fail you. Lose one gear 
  option.
  You can only pick each option once per age.
  
  Character Moves
  Basic
  Defuse
  When you de-escalate a tense situation with:
   
  Ƚ Intimidation or physical exertion, roll 
  +Force.
   
  Ƚ Fast talking or misdirection, roll +Sway.
   
  Ƚ Endurance or quick action, roll +Steel.
   
  Ƚ Improvised technology or remembered 
  information, roll +Lore. 
  On a 10+ the situation is safe unless changed 
  significantly. On a 7-9, you’ve bought some time, 
  but choose one:
   
  Ƚ There’s a cost to securing safety.
   
  Ƚ The danger will soon return.
   
  Ƚ The danger’s still present but threatening 
  someone or something else.
  Fiercely Assault
  When you use an appropriate weapon to hurt, 
  capture or drive off your enemies, roll +Force. On a 
  hit, you do it. On a 7-9, you choose one and the GM 
  chooses two; on a 10+, you choose two and the GM 
  chooses one.
  Character list:
  You scavenge a Device.
  You find out some new 
  info - get 1 Data.
  Your avenue of escape 
  is clear.
  You inflict savage, terri-
  fying harm, frightening 
  and dismaying your 
  foes.
  GM list:
  Something or someone 
  important is harmed.
  Others will come after 
  you.
  You take Harm as 
  appropriate.
  The situation is desta-
  bilised and chaos will 
  follow.
  Unleash Power
  When you find a Device, the GM gives you a few 
  clues to what it can do. When you use the Device, 
  say a thing you want it to do based on the clues 
  and roll +Lore. 
  On a 7-9 pick two; on a 10+ pick three:
   
  Ń The device does exactly what you wanted.
   
  Ń The device can be used again.
   
  Ń You don’t rouse other devices in your environ-
  ment. 
   
  Ń You avoid the device’s side effects.
  When you return it to your Family, lose the Device 
  and give them +1 Tech.
  Wilderness Survival
  When you navigate through the wilderness outside 
  of settled lands, roll +Steel. On a hit, pick one: the 
  GM will give you further details. 
   
  Ƚ You lose something along the way.
   
  Ƚ A member of your group is hurt or sick.
   
  Ƚ An obstacle or threat is blocking your way 
  back.
  On a 10+, also pick one:
   
  Ƚ You discover a hidden treasure in the 
  wilderness, worth a lot if you can secure it.
   
  Ƚ You discover a secret path you can use 
  to take this route without triggering this 
  move.
   
  Ƚ You discover a secret: details on a threat, 
  signs of other peoples, the origin of the 
  Fall.
  Find Common Ground
  When you ask someone to work with you, roll +Sway. 
  On a hit they’ll do it if you meet their terms. On 7-9 
  their player picks two and both must be met, on 
  10+ they pick one:
  They’ll only do it if:
  …a third party vouches for you.
  …they can change specific parts of the task.
  …they can back out as soon as it costs them.
  …you reduce the threat you pose to them.
  …you give them something now that’s worth it.
  …you reveal your full agenda here.
  …your cabal loses 1 Reputation and theirs gains 1.
  Call For Aid
  After failing to roll as well as you’d like, say what 
  another character nearby can do to boost your efforts. 
  If the group agrees, the helper says how they do it and 
  rolls an appropriate stat.
  If the helper has relevant Backstory with you, they 
  take Advantage on the roll.
  If they hit, you increase your result by one category: 
  6- becomes 7-9, 7-9 becomes 10+.
  On a 7-9, they also share in your move’s consequenc-
  es.
  If they fail, your result drops to a 6- and they share in 
  the consequences.
  Character Moves
  Peripheral
  Familiar Face
  When you look for old friends in a new settlement, 
  roll +Sway. On a hit, you find someone; on a 7-9 
  pick two, on a 10+ pick 3:
   
  Ƚ You don’t owe them.
   
  Ƚ They’re influential in the settlement.
   
  Ƚ They’re not tied up in their own crisis.
   
  Ƚ They’re already interested in your current 
  predicament.
  Forge a Path
  When you find a way across precarious or dangerous 
  terrain, roll +Force. On a hit you make the trip, 
  but on a 7-9 pick two, on a 10+ pick one:
   
  Ƚ You’re exposed to danger as you travel.
   
  Ƚ The route you took is lost.
   
  Ƚ You can’t take gear/other characters with 
  you.
   
  Ƚ You take a lot longer than you expected.
  Information is Power
  When your character draws on your family’s re-
  search, spend a point of Data and get advantage 
  on a roll.
  Unearth Forgotten Lore
  When you uncover a landmark or custom from the 
  past, roll +Lore. 
  On a 7+, gain 1 Data. On 7-9 ask 1; on a 10+, ask 3:
   
  Ƚ Is that a wonder or a horror?
   
  Ƚ Where is it drawing power from?
   
  Ƚ What dangers is it hiding?
   
  Ƚ How can I turn it to my advantage?
  Shake It Off
  When you take cover or put space between you 
  and a threat, heal any minor harm box. The GM 
  says how the situation changes while you’re 
  distracted. 
  When you have a few hours of peace, heal all 
  minor harm boxes.
  Professional Care
  When you rest a few days in safety with access to 
  a relevant Surplus, heal all harm. The GM says 
  how the local area changes while you’re being 
  treated.
  Eulogy
  When you bring a character’s relic back to their 
  family, you may spend time with them telling 
  and being told stories of the deceased character’s 
  life. If you do, the family’s player picks one:
   
  Ƚ Their family gives your family 2-Treaty.
   
  Ƚ Your character counts as a member of 
  their family - mark a role representing 
  this new relationship.
   
  Ƚ Their next Character swears to perform a 
  task of your choosing.
  
  Story Moves
  The Age Turns
  Zooming In
  When you focus on critical scenes where a handful 
  of people might change the course of history over 
  hours or days, say where you are on the map.
  1. The main characters present say what 
  they’re there to do. 
  2. The GM describes details of the envi-
  ronment, or asks the players questions 
  about it.
  3. Other players may create or pick up 
  quick characters to fill out the party. 
  4. Characters select gear according to 
  their family’s assets and the established 
  fiction.
  Begin play! 
  Zooming Out
  When events move from zoomed in scenes to the 
  bigger picture, and actions covering weeks and 
  months become important, each player whose 
  main character wasn’t involved picks one:
   
  Ƚ They found a new place in their family. 
  Change their Role.
   
  Ƚ They went scavenging in the wilderness. Add 
  1 Tech to their Family’s stock.
   
  Ƚ They scouted for information. Describe a lead 
  that might give you a new Surplus or remove a 
  Need, and get 1 Data.
   
  Ƚ They helped out another Family or Faction. 
  Gain 1 Treaty on them.
   
  Ƚ They discovered a new danger. Describe it, 
  and say which other Family or Faction it’s 
  threatening.
  Briefly describe what the Character got up to and 
  then move to the Family level, describing what 
  actions your family organisation are taking.
  Tool Up
  When you Zoom In on a character you may equip 
  them with any of their Family’s Inheritance 
  options, customised to suit their circumstances.
  They can also take these:
   
  Ƚ Outfit: Crew jumpsuits (utility).
   
  Ƚ Vehicle: Planet buggy (land).
   
  Ƚ Armoury: Dangerous tools (melee).
   
  Ƚ Followers: Unseasoned colonists  (1 
  Quality, remembering the old world). 
  For each of your Surpluses, pick a relevant 
  benefit:
   
  Ƚ Add a tag to a piece of gear for this mission.
   
  Ƚ Get as many copies of a weapon, outfit or 
  vehicle as needed to outfit the whole party.
   
  Ƚ Add 1 to the quality of a set of followers for this 
  mission. 
   
  Ƚ Get scout’s reports worth 1 Data.
  In Want
  When the perils looming over your family threat-
  en to come to pass, roll +Needs. 
  On a 10+ pick a Need. On a 13+, the GM picks 
  one too. For each Need, select another player to 
  choose what crisis it creates for your family:
   
  Ƚ A family member’s in trouble. Someone’s 
  ransoming them, or they’re stranded in the 
  wilderness, or they’re at death’s door.
   
  Ƚ A family asks for aid you can’t easily give. 
  Refuse and lose 3-Treaty on them, or get 
  involved despite your limeted resources.
   
  Ƚ Something snuck under your radar. The 
  player picks an option from Uncover Secrets 
  as the first sign of danger, adding it to the map.
   
  Ƚ Your resources run dry. You can’t get new 
  supplies from one gear category this session.
  Either the other player or the group then fleshes 
  out the details.
  When years and generations pass by, roll +Mood. 
  On a miss choose two trials.
  On a 10+ choose two fortunes and gain 2 Tech.
  On a 7-9 choose one trial and one fortune and gain 1 Tech.
  Trials
  Your Family suffers persecution and violence, but it 
  pushes them to adapt and grow. Gain a new Family 
  move but gain Need: revenge.
  Your Family was subsumed or enslaved by another 
  Family, and have only recently managed to break 
  away. Take a move from their playbook, but they get 
  2-Treaty on you.
  Starvation and poverty forced your Family to try 
  raiding and thieving, and it pissed people off. Gain 3 
  Surpluses, your choice, but give 2-Treaty to two other 
  Families.
  Something monstrous from out of the wilderness 
  took a particular dislike to your Family and has been 
  hounding them ever since. Say some secret you’ve 
  learned about it, gain 2 Tech from scavenged parts of 
  it, but take disadvantage on Family moves against it.
  A plague ravaged your Family, and no other Families 
  could help. Afterwards, they promise aid in the future. 
  Gain 3-Treaty split between any Families you wish but 
  take Need: medicine.
  Your Family saved the colony from some great threat, 
  whether invading armies or natural disaster, but at 
  great cost to themselves. Gain +1 Reach and Surplus: 
  motivation, but take Need: recruits.
  Your Family fell apart into feuding factions. The even-
  tual victors are stronger, more unified, but lacking 
  refinement. Gain +1 Grasp and Surplus: leadership, 
  but gain Need: culture.
  Disaster scattered your Family. You abandoned your 
  holdings, but you know how to stay hidden better 
  than ever. Gain +1 Sleight and Surplus: Reconnais-
  sance, but take Need: Land.
  Fortunes
  Your Family goes through a golden age, questioning 
  old philosophies and forging new paths. Gain a new 
  Family move but gain Need: leadership.
  Through marriage and trade, you learn one strength 
  of another Family. Take a move from their playbook, 
  but they get 2-Treaty on you.
  Your Family spends its time brokering deals and mak-
  ing friends. If you erase 2 of your Surpluses by spend-
  ing them on gifts and trades you can gain 3-Treaty 
  divided between other Families however you wish.
  Your Family found a hidden vault still intact from the 
  World Before. Say what its true treasure was and gain 
  2 Tech from initial scavenging. However, decades of 
  delving have left you isolated; gain Need: trade.
  Your Family finds a windfall, whether through 
  scavenging or by absorbing a smaller family. Gain 3 
  Surpluses of your choice, but it’s left you bloated; gain 
  Need: idle.
  Your Family builds a place of safety and commerce, 
  creating a new haven in this land. Gain +1 Reach and 
  Surplus: peace, but take Need: obligation.
  You go to war, whether for justice or spoils. Gain 
  +1 Grasp and Surplus: weaponry, but someone out 
  there holds a grudge. Take disadvantage on all Reach 
  moves against them until they’ve been dealt with for 
  good.
  A series of messy public disagreements caused many 
  Family members to leave, but it was all according to 
  plan. From their new homes, your exiles send you reg-
  ular reports on their host’s activities. Gain +1 Sleight 
  and Surplus: Spies, but take Need: Recruits.
  Making changes
  Each player: 
  1. Gives the broad story of their Family through the Age. 
  2. Changes Doctrine, Lifestyle, Gear and Traditions as desired.
  3. Names a new custom they develop to remember this Age.
  4. Adds one new threat, opportunity or faction to the map.
  5. Adds/adjusts map elements to fit the Fortunes and Trials chosen.
  6. Decides whether to keep their old Character playbook, move their original character to a new playbook, or 
  build a new one from scratch. Then they trigger a role move of their choice. 
  
  Gear
  Armoury
  Outfit
  All families can take weapons with one of these 
  tags:
  Melee: useful against targets within arm’s 
  reach.
  Ranged: useful against targets outside 
  arm’s reach and out to a few hundred me-
  tres.
  Potential tags for the weapons you pick up:
  Far: useful against targets hundreds of me-
  tres away but within eyesight.
  Area: affects a wide area when used, ena-
  bling you to take on groups that outnum-
  ber you.
  Aberrant: uses something other than ki-
  netic force to hurt your enemies - sound 
  waves, radiation, psionics etc.
  Brutal: devastates its targets and leaves 
  collateral damage.
  Hidden: people won’t see this weapon as a 
  danger.
  Silent: the weapon doesn’t draw attention 
  to you when used.
  Non-lethal: it incapacitates and won’t deal 
  lasting harm.
  Elegant: it’s flashy in use and can bypass 
  simple defences.
  Many: If you lose or use up the weapon, 
  you have others to hand.
  Unreliable: sometime it gets spectacular 
  results, sometimes it fails spectacularly.
  All families can take outfits with one of these tags:
  Utility: The outfit’s unremarkable and sim-
  ple, but can be easily repaired.
  Camo: You blend in with the natural en-
  vironment; if you stay still you’ll be over-
  looked.
  Regal: The outfit’s flashy. Everyone who 
  sees it recognises you and your family.
  Potential tags for the outfits you pick up:
  Sealed: Negates disadvantage stemming 
  from a lack of air, ambient infection, poi-
  son or corrosion. Get +1 Armour when 
  these deal harm to you.
  Thermo: Negates disadvantage stemming 
  from freezing or scorching temperatures. 
  Get +1 Armour when these deal harm to 
  you.
  Hardened: Negates disadvantage stemming 
  from radiation, hacking, psionics and 
  stranger forces besides. Get +1 Armour 
  when these deal harm to you.
  Tough:  Negates disadvantage stemming 
  from physical impacts – hail, landslide, 
  suppressing fire, etc. Get +1 Armour when 
  these deal harm to you.
  Mantle: High-tech defences provide 1 Ar-
  mour to you and anyone within arm’s 
  reach when activated.
  Mobile: Grapples, jump-jets, boosted mus-
  cles or similar make it much easier to get 
  around wearing this gear.
  Comms: You can send and receive audio 
  messages, as well as limited digital data.
  Powered: Motors in joints remove any en-
  cumbrance from the outfit, and let you 
  carry heavy loads indefinitely.
  Implanted: The outfit is hooked into your 
  biology and can perform immediate diag-
  nostics. Erase this to heal a single harm 
  level.
  Gear
  Vehicles
  Followers
  Vehicles have three harm boxes:
   
  Ƚ Dinged
   
  Ƚ Twisted (get Disadvantage while using it)
   
  Ƚ Busted (cannot move).
  When a vehicle takes damage the driver and 
  passengers may also suffer harm at the GM’s dis-
  cretion, though no more than the vehicle took. 
  A damaged vehicle’s environmental protection 
  may be impaired, depending on the fiction. To 
  repair, use the same rules as character healing.
  All Vehicles have one of these tags:
  Land/Water/Air/Space: The vehicle can 
  travel freely in the indicated enviroment. 
  Potential tags to pick up:
  Land/Water/Air/Space: Get another area 
  of operation.
  Mighty:  Get advantage when you Forge a 
  Path or Fiercely Assault with the vehicle 
  (melee, brutal).
  Swift: Get advantage when you Defuse by 
  manoevering out of danger.
  Canopy: The vehicle protects passengers 
  from the outside environment. Without 
  this, passengers must rely on their own 
  Outfits.
  Mount: It’s alive and can follow simple 
  commands.
  Durable: The vehicle gets another Dinged 
  box. 
  Eco-Friendly: The vehicle causes no harm 
  to the environment
  Hi-tech: Your vehicle bristles with sensors 
  and computer equipment, helping you 
  find Data or Tech in the field.
  Med bay: Characters treated here don’t 
  need a surplus to get Professional Care.
  Transport: The vehicle can hold up to 10 
  passengers.
  Turret: A ranged weapon mounted on the 
  vehicle gains the area tag and can be con-
  trolled by the pilot.
  Between a family acting in concert and a 
  character acting alone there’s a middle ground: 
  sometimes a character gets help from a few 
  family members or another small band. In 
  these situations, you can treat the helpers as 
  followers.
  Followers have two important traits: 
   
  Ƚ Quality: from +1 for decent help to +3 for 
  prodigious skill.
   
  Ƚ Specialty: a phrase outlining their talents. 
  When your character is directly assisted by their 
  followers, they increase the action’s breadth or 
  scope. Friendly scholars can help you research 
  more quickly and comprehensively, but won’t 
  help you come to the right conclusions. 
  When combat-capable followers fight with you, 
  add the area tag to your weapons as they help 
  you to take on a large group. 
  When assistants act unsupervised outside their 
  specialty, the GM should decide how well they 
  do given the fiction as established.
  When followers act unsupervised within their 
  specialty, use this:
  Under Orders
  When you send a group of followers to perform a 
  task within their specialty, roll +Quality. On a 10+ 
  they do it, no problem. On a 7-9, it’s done but 
  choose one:
   
  Ƚ They fell short in one particular aspect.
   
  Ƚ There’ll be unfortunate consequences.
   
  Ƚ It cost them: their Quality drops by 1.
  When a group hits Quality 0 they’re no longer 
  useful – they may be wounded, exhausted, or no 
  longer interested in helping you.
  To restore Quality, give a group of Followers 
  Professional Care.
  
SOURCE: textdata/thevault/Legacy (PbtA)/2nd Edition/Supplements/Worlds Of Legacy/Worldfall/Legacy - Life Among The Ruins (2nd Edition) - Worlds of Legacy - Worldfall Playbooks.pdf