TEXT: THE ENCLAVE OF BYGONE LORE 
  The wonders of the World Before were glorious, and even as their 
  Fall continues to ravage the world we will hold onto them. As the 
  old sun sets and a new sun rises, we will remember them. 
  NAME:  
  Reach 
  Grasp 
  Tech 
  Access, Reading the Wind 
  Hold Together, Claim by Force 
  Jury-rigging 
  STATS 
  Choose one: 
  Reach 2, Grasp -1, Tech 0, Mood -1 if you 
  send your members out to teach others 
  forgotten lore. 
  Reach 1, Grasp 0, Tech 0, Mood -1 if you 
  keep the light of civilization secret and 
  safe. 
  DOCTRINE 
  Choose one: 
  q  Holding Back Another Fall: When a 
  piece of dangerous technology is 
  brought back to the Family, they can 
  break it down into 2 Tech. 
  q  Uplifting Mankind’s Remnants: If 
  others heed your Family’s advice on 
  grand projects, they take +1 forward. 
  q  Better Living Through Technology: 
  When you spend more than 1 Tech 
  you get 1 back, but every time you 
  encounter a large fragment of pre-Fall 
  artifice you gain Need: avarice.  
  LIFESTYLE 
  Choose one: 
  q  Nomadic: you keep your technology 
  shrouded, and it’ll look mundane to 
  the casual observer. 
  q  Dispersed: when you write to family 
  in other settlements for insights, their 
  advice gives you +1 forward. 
  q  Settled: when you encounter a 
  fragment of Pre-Fall culture, you know 
  its cultural significance. 
  HISTORY 
  Pick two surpluses: 
  Defenses, Operatives, Knowledge, 
  Camaraderie, or Culture 
  Pick three needs: 
  Recruits, Trade, Motivation, Leadership, 
  or Barter Goods 
  Then, look at the other families: 
  One of them looks like civilization's best 
  chance to regrow. They take 2-Treaty on 
  you. 
  One family has seen the true power of 
  your technology. Take 2-Treaty on each 
  other. 
   
  TRADITIONS 
  Populace: Close-knit families passing 
  secrets to their children, scholars and 
  those who seek their knowledge, vat-
  grown duplicates, something else. 
   
  Style: Hidden within bulky environment 
  suits, utilitarian clothes studded with 
  strange implants, monastic robes 
  embroidered with intricate circuitry, 
  something else. 
   
  Governance: Meritocratic academic 
  bureaucracy, anarchic rule of the loudest 
  and most interesting, hidebound council 
  of elders, something else. 
   
   
   
  CREATING AN ENCLAVE 
  To create your Enclave, choose a name, stats, doctrine, lifestyle, history, traditions and 
  moves. 
  Mood 
  0	
     +1	
    
  -­‐1	
    
  -­‐2	
    
  +2	
    
  -­‐3	
    
  +3	
    
  Flush With Resources, 
  Fall Into Crisis, 
  The Age Turns 
  Current 
  Objective: 
  
  NEEDS 
  SURPLUS 
  TREATY 
  q  Sufficiently Advanced  
  Your Family has retained access to some 
  of the wonders of the World Before. 
  Choose one: 
  q  Medical treatments able to cure any 
  ailment. 
  q  A ward that shields a wide area from 
  harm. 
  q  A weapon that could slay any foe. 
  q  A vehicle that can swiftly transport a 
  dozen people from horizon to horizon. 
   
  It comes with 3-Power. To activate it, roll 
  +Power spent (minimum 1). On a 10+ it 
  works perfectly, exactly as desired. On a 
  7-9 it does what you wanted, but it’s either 
  out of action for the near future or there 
  are weird anomalies (you choose). On a 
  miss, it erupts with chaotic power and 
  bizarre side effects. 
   
  Choose how Power is regained: 
  q  Renewable Energy: 1 Power every few 
  months, climate permitting. 
  q  Precious Fuels: 1 Power per material 
  Surplus erased. 
  q  Mystic Sacrifice: 1 Power per named 
  Family member or Player Character 
  sacrificed. 
   
  q  An Eye for Details 
  Your Family sees hidden relevance in 
  stories that others overlook. When they 
  Read the Wind you can ask one extra 
  question, anything you like. 
   
   
  q  Weird Science  
  When your Family puts together a device 
  powerful enough to shape the local area 
  for generations, say what they want it to 
  do. The GM will give one to three of the 
  following conditions: 
  •  It’ll take weeks/months/years to build. 
  •  You’ll need to erase a certain Surplus. 
  •  It’ll only work for a limited length of 
  time before needing to recharge. 
  •  You’ll need to hook it up to a certain 
  power source. 
  •  You’ll have to sacrifice 1/2/3 Tech. 
  q  Deep Knowledge 
  Your Family has a well-curated and 
  extensive store of records on certain 
  fields. Choose one: 
  •  Grand Architecture, from Surface to 
  Stars. 
  •  Magic and Artifice of the Glorious Past 
  •  The Horrors Birthed by the Fall 
  •  The Fragmented Lands and their 
  Hidden Depths 
  •  Persons and Proceedings of Historical 
  Significance 
  When your Character encounters a 
  creature, item or situation covered by this 
  field, tell everyone a fact about it and take 
  +1 ongoing acting on that information. The 
  GM will also tell you something you can 
  do to gain 1 Tech from the subject. 
   
  q  I Am Become Death 
  When your Family Claim by Force by 
  bringing their most advanced arms to bear 
  and letting loose with twisted fire, you 
  gain an extra +1 for each Tech spent. 
   
   
   
  Pick two 
  GEAR 
  Characters from this Family can start with as many as they like of the following: 
  •  The dog-eared journal of a researcher or explorer. 
  •  Dusty travelling clothes or a simple robe. 
  •  Reverently maintained heirloom arms (melee or ranged, hi-tech). 
  •  A month's worth of dehydrated rations and nutritional supplements. 
  Alliance Move 
  When you spend time and effort showing another group how to use their 
  technology better, gain 1-Treaty on them. 
  
  THE Gilded Company of Merchants
  Fire fell from the heavens, the seas boiled, and the very laws of 
  reality were torn apart. Through all this tumult, though, one thing 
  has stayed true: people need things, and someone has to sell the 
  things to the people. 
  NAME 
  Reach 
  Grasp 
  Tech 
  Access, Reading the Wind 
  Hold Together, Claim by Force 
  Jury-rigging 
  STATS 
  Choose one: 
  Reach 2, Grasp -1, Mood -1, Tech 0 if they 
  grease palms and give generously. 
  Reach 1, Grasp 0, Mood -1, Tech 0 if 
  they’re canny operators with a shrewd 
  eye on the budget. 
  DOCTRINE 
  Choose one: 
  q  Traders in Stories and Song: When 
  your Family puts on a performance in 
  a new location, they take +1 forward in 
  dealing with that community. 
  q  Cutthroat Extortionists: When a 
  customer wants your goods but can’t 
  afford them, your Family can convince 
  them to perform any favour as 
  payment instead.  
  q  Men of Wealth and Taste: When your 
  Family gain a lavish or opulent 
  Surplus, they take +1 forward. 
  LIFESTYLE 
  Choose one: 
  q  Nomadic: When your Family comes to 
  a new area, tell the group what hidden 
  resource brought you here. 
  q  Dispersed: The transport of goods and 
  messages between settlements is 
  another Stock in Trade for your 
  Family. 
  q  Settled: Everyone who carries 
  something valuable to your settlement 
  will bring it to your Family first. 
  HISTORY 
  Pick two Surpluses: 
  Barter Goods, Contacts, Recruits, 
  Camaraderie, Culture 
  Pick three Needs: 
  Justice, Weaponry, Medicine, 
  Reconnaissance, Leadership 
  Then, look at the other Families. 
  Everyone, like it or not, has to trade with 
  your Company. Take 1-Treaty on all the 
  other Families. 
  One of them came to your rescue when a 
  deal went way south. They take 2-Treaty 
  on you. 
   
  TRADITIONS 
  Populace: loose confederacy of traders, 
  aristocrats living off their pre-Fall 
  heirlooms, enthusiastic but eccentric 
  collectors, something else. 
   
  Style: Luxurious silks and furs, elegant but 
  hardy trail wear, packs and pockets 
  bulging with curios, something else. 
   
  Governance: Decadent merchant-princes 
  and their indentured servants, an open 
  market of favours and votes, independent 
  trade under a strictly-enforced charter, 
  something else.  
  CREATING A Company 
  To create your Company, choose a name, doctrine, lifestyle, history, traditions, stats and 
  moves. 
  Mood 
  0	
     +1	
    
  -­‐1	
    
  -­‐2	
    
  +2	
    
  -­‐3	
    
  +3	
    
  Flush With Resources, 
  Fall Into Crisis, 
  The Age Turns 
  Current 
  Objective: 
  
  NEEDS 
  SURPLUS 
  TREATY 
  q  Stock in Trade 
  Your Family has a particular product range 
  they trade in, and you can expect to have 
  those wares around unless your Family is 
  deeply in need and Mood is at -3. Choose 
  one, two, or three.  
  q  Arms and ammunition. 
  q  Art, music and culture. 
  q  Books, maps, and instruction manuals 
  for forgotten things. 
  q  Drugs, spices or venoms. 
  q  Food, fresh or preserved. 
  q  Living creatures, bred or captured. 
  q  Mementos of the World Before. 
  Once per session, you can draw on one of 
  your Stocks in Trade instead of exhausting 
  a Surplus. 
   
  q  Cabinet of Wonders 
  When you delve deep into your Family’s 
  reserves in search of something useful, 
  describe what it is and what you want it 
  for. It should fit with your Stock in Trade 
  or a Surplus of yours. The GM will give 
  you 1-3 downsides, and then you can 
  decide whether you still want to take it. 
  •  It’ll be useless afterwards. 
  •  Its value will be immediately obvious 
  to anyone who sees you carrying it. 
  •  You’re taking it away from an agreed 
  buyer, and there’ll be consequences if 
  it isn’t returned. 
  •  You’ll need help from a specific 
  character or NPC to use it well. 
  q  Brand Loyalty 
  Your Family never needs to roll to get 
  Access to someone you have traded with 
  before, and they will always be willing to 
  at least listen to what you have to say. 
   
  q  Rationing 
  Your Family is skilled at wringing every 
  last benefit from their resources. 
  Whenever you exhaust a surplus for any 
  reason, hold 1; spend 1 hold to get +1 
  forward to another action that surplus 
  could help. 
   
  q  Avaricious Appraisal 
  When your Family tries to work out the 
  worth of a new acquisition roll +Reach; on 
  a 10+ you have a good idea how much you 
  could get for it, as well as some details on 
  its past owner(s). On a 7-9 choose one: 
  •  It’s useless to you, but one of your 
  allies could make use of it. 
  •  It’s incredibly, maddeningly valuable. 
  Someone in your family becomes 
  obsessed with it, and you’ll have to deal 
  with them or Hold Together to 
  successfully sell it. 
  •  It’s very valuable, but one of your 
  enemies or rivals knows you have it 
  and they’re making plans.  
   
  q  Whaddaya Buying?  
  When your Family brings goods to market 
  roll +Reach. On a hit you’re able to sell 
  them for a fair price. On a 7-9 pick 1, 10+ 
  pick 2: 
  •  You hear an interesting rumour. 
  •  You make friends with another 
  merchant, giving you easy access to 
  another Stock in Trade while in this 
  area. 
  •  They don’t realise the true worth of 
  what they paid with. 
   
   
   
  Pick Stock in Trade and one other 
  GEAR 
  Characters from this Family can start with as many as they like of the following: 
  •  Well-fitting and stylish clothing. 
  •  Well-crafted and storied weapons from famous artisans (melee or ranged, 
  elegant). 
  •  Well-trained servants (Follower Quality +1, Expertise: grooming and pampering).  
  •  Well-preserved food, enough to put on a lavish feast. 
  Alliance Move 
  When you make another group part of your trading operation (suppliers, 
  distributors or vendors) gain 1-Treaty on them. 
  
  THE LAWGIVERS OF THE WASTELAND
  Humanity is hurt, bleeding. The land cries out for justice. If there’s 
  no-one around to keep people on the straight and narrow and 
  uphold the law, you’ll just have to step up and take the law into 
  your own hands. 
  NAME 
  Reach 
  Grasp 
  Tech 
  Access, Reading the Wind 
  Hold Together, Claim by Force 
  Jury-rigging 
  STATS 
  Choose one: 
  Reach 1, Grasp 0, Mood -1, Tech 0 if they 
  use favours and allies to bring down their 
  foes. 
  Reach 0, Grasp 1, Mood -1, Tech 0 if it’s a 
  loose band of solitary judges and 
  executioners. 
  DOCTRINE 
  Choose one: 
  q  Hired Guns: When you accept a job to 
  take down a target, your Family gains a 
  temporary Surplus in trade goods or 
  reconnaissance for the job’s duration. 
  q  Righteous Vigilantes: When you come 
  to a scene of violence, you can ask the 
  GM one question about the victim or 
  the attacker. 
  q  Bounty Hunters: When you drag a 
  criminal back to a settlement, your 
  Family gets +1 Reach there for the next 
  month. 
  LIFESTYLE 
  Choose one: 
  q  Nomadic: When your Family moves 
  on from a settlement where they laid 
  down the law, name one thing that 
  settlement will now always (or never) 
  do. 
  q  Dispersed: When your Family spreads 
  word someone’s Wanted, they’ll find 
  no shelter in allied towns. 
  q  Settled: Your Family is known as the 
  local law and your judgements in all 
  matters are respected. 
  HISTORY 
  Pick two Surpluses: 
  Weaponry, Transport, Leadership, 
  Defences, Reconnaissance 
  Pick three Needs: 
  Obligation, Medicine, Recruits, 
  Camaraderie, Trade 
  Then, look at the other Families. 
  Your Family’s pursuit of justice steps on 
  toes and ruffles feathers. Give everyone 
  else 1-Treaty. 
  Your Family took down a band of raiders 
  and saved a Family from extinction. Take 
  2-Treaty on them. 
   
  TRADITIONS 
  Populace: gathering of the wronged and 
  vengeful, far-removed descendants of 
  cops and soldiers, corrupt syndicate 
  dabbling in protection and extortion, 
  something else. 
   
  Style: bristling weapons and barely-
  contained violence, simple uniforms and 
  hidden blades, cheerful colours and 
  makeshift munitions, something else. 
   
  Governance: lone vigilantes calling in for 
  support when needed, complex legal 
  codes overseen by elderly judges, 
  hierarchy of respect from legbreakers to 
  godfathers, something else.  
  CREATING the LAWGIVERS 
  To create your Lawgivers, choose a name, doctrine, lifestyle, history, traditions, stats and 
  moves. 
  Mood 
  0	
     +1	
    
  -­‐1	
    
  -­‐2	
    
  +2	
    
  -­‐3	
    
  +3	
    
  Flush With Resources, 
  Fall Into Crisis, 
  The Age Turns 
  Current 
  Objective: 
  
  NEEDS 
  SURPLUS 
  TREATY 
  q  Laying Down the Law 
  Everything you do is motivated by a strict 
  moral code, passed down through the 
  Family. 
  Who always deserves protection? Your 
  Family and Character take +1 ongoing 
  while protecting them.  
   
   
   
    
  Options: The sick, the poor, the young, the 
  weak, the old, particular race, particular 
  gender, particular faith, doctors, teachers, 
  slaves, etc. 
   
  Who always deserves your justice? Your 
  Family and Character take +1 ongoing  
  while pursuing them.  
   
   
   
    
  Options: The rich, the strong, murderers, 
  thieves, slavers, cheats, bigots, 
  imperialists, hoarders, etc. 
   
  What does your Family’s code prevent 
  you from doing in the name of justice? 
  Your Family and Character take -1 ongoing 
  if you go further, until the GM thinks 
  you’ve made amends. 
   
   
   
    
  Options: theft, beatings, kidnapping, 
  extortion, murder, betrayal, etc  
   
  q  Ear to the Ground 
  When your Family goes into a community 
  looking for information on a target, roll 
  +Reach. On a 7-9 learn 1, on a 10+ learn 3. 
  Tell us how you find this out. 
  •  Where to find their lair. 
  •  Who their allies are. 
  •  How dangerous their gang is. 
  •  What they’re planning. 
  q  This is a Civilised Land 
  Your Family has claimed a territory as 
  theirs, and so long as they patrol it and 
  keep its citizens safe they’ll know through 
  rumours and whispers when someone 
  breaks their laws. Additionally, its people 
  will gradually start behaving according to 
  their principles over time. 
   
  q  Round Up the Posse 
  When you brandish your Family’s 
  authority in a non-hostile land you can 
  recruit a gang of locals to fight at your side 
  and take someone down. So long as you 
  work towards bringing that target to 
  justice you can use them as a group of 
  Followers (Quality +1, Expertise: vigilante 
  justice), and when they fight alongside you 
  they reduce the harm you take by 1. 
   
  q  Tooled Up and Looking for 
  Trouble 
  When you arm up your Family and move 
  out en masse to bring justice to your 
  quarry, you may exhaust up to 3 
  Surpluses to gain hold, 1 for 1. While you 
  hunt, you may spend 1 hold to: 
  •  Take out a specified target 
  immediately. 
  •  Negate an incoming attack. 
  •  Force your foes out into the open. 
  •  Bring out reinforcements. 
   
   
   
  Pick Laying Down the Law and one other 
  GEAR 
  Characters from this Family can start with as many as they like of the following: 
  •  A battered leather coat. 
  •  Weapons used to capture and subdue (melee or ranged, nonlethal). 
  •  An obvious symbol of authority. 
  •  A sturdy and reliable method of transport (vehicle or animal) 
  •  Trail rations. 
  Alliance Move 
  When you bring another group’s hated foe to justice, gain 1-Treaty on them. 
  
  THE Servants of the One True Faith
  Some say that we are forsaken, cursed, cast into damnation for 
  our hubris and our sins. We know better. This is no eternal 
  torment but a refining fire, stripping away everything we don’t 
  need to create a better, holier world. 
  NAME 
  Reach 
  Grasp 
  Tech 
  Access, Reading the Wind 
  Hold Together, Claim by Force 
  Jury-rigging 
  STATS 
  Choose one: 
  Reach -1, Grasp 2, Mood -1, Tech 0 if they 
  keep themselves pure and distant from 
  the fallen wretches. 
  Reach 0, Grasp 1, Mood -1, Tech 0 if they 
  deign to aid the unrighteous with acts of 
  charity. 
  DOCTRINE 
  Choose one: 
  q  The Faith is Mother, the Faith is 
  Father: The bonds of faith between you 
  are more than natural. When Family 
  members are in deep distress, other 
  members somehow know. 
  q  The Canticle of Illumination: When 
  you enter a hostile community, you 
  will not be harmed so long as you 
  provide some aid. 
  q  The Cleansing Fires of Purity: When 
  you fight the horrors of the Fall, the 
  wounds you inflict will never heal. 
  LIFESTYLE 
  Choose one: 
  q  Nomadic: When you display your faith 
  in a new settlement, some locals will 
  join you. 
  q  Dispersed: The faith has been spread 
  far, and you’ll always find lodging and 
  food with other faithful in a 
  settlement. 
  q  Settled: Your Family can erase any 
  Surplus to erase Need: recruits by 
  going on a conversion drive. 
  HISTORY 
  Pick two Surpluses: 
  Culture, Leadership, Medicine, Peace, 
  Recruits 
  Pick three Needs: 
  Land, Trade, Medicine, Progress, Barter 
  Goods 
   
  Then, judge each other Family: 
  Righteous: Say what they did to win you 
  over and give them 1-Treaty. 
  Corrupt: Take 1-Treaty on them, and they 
  say what happened to make your Family 
  condemn them. 
   
  TRADITIONS 
  Populace: Secluded monastic community, 
  evangelistic cult full of zealous converts, 
  disparate survivors of an unimaginable 
  calamity, something else. 
   
  Style: Outlandish and impractical 
  ceremonial wear, plain homespun robes, 
  conspicuous symbols of prosperity and 
  devotion, something else. 
   
  Governance: acolytes interpreting the 
  utterances of an oracle, dogmatic 
  adherence to a holy text, many shepherds 
  guiding many flocks, something else. 
  CREATING the SERVANTS 
  To create your Servants, choose a name, doctrine, lifestyle, history, traditions, stats and 
  moves. 
  Mood 
  0	
     +1	
    
  -­‐1	
    
  -­‐2	
    
  +2	
    
  -­‐3	
    
  +3	
    
  Flush With Resources, 
  Fall Into Crisis, 
  The Age Turns 
  Current 
  Objective: 
  
  NEEDS 
  SURPLUS 
  TREATY 
  q  Faith of the Fallen 
  Your Family has a faith they cling to more 
  ardently than life. Choose one tenet: 
  •  The restoration and healing of 
  mankind. 
  •  The protection of the unfortunate. 
  •  The renunciation of the Before. 
  •  The attainment of godhood through 
  transformative power. 
  •  Travel to a pristine and unspoiled land. 
   
  When your Family gains something that 
  furthers their tenet, hold 1. When an 
  emissary of your Family – including your 
  Character – draws on this vision of future 
  perfection, spend 1 hold to: 
  •  Gain an insight towards your current 
  goal. 
  •  Ignore all Needs for one move. 
  •  Plant the seeds of your faith in the 
  mind of another. 
   
  q  Sacrifice 
  When you whip your Family into a frenzy 
  then send them into battle, you can gain 
  Need: recruits, Need: medicine and/or 
  Need: leadership. For each you take, 
  choose one: 
  •  Darkness will cloud your enemies’ 
  eyes, allowing you to take them by 
  surprise. 
  •  One chosen champion of your Family 
  will be unharmed by the foe’s attacks. 
  •  The site of the battle will be marked 
  and forever stand as a testament to 
  your righteousness. 
  q  A Voice in the Wilderness 
  When your Family condemns a powerful 
  figure or organisation in a public place roll 
  +Grasp. On a 7-9, choose one; on a 10+ 
  choose two. 
  •  They may be angry, but you’ll suffer no 
  reprisals. 
  •  You receive grateful donations; gain 
  Surplus: barter goods. 
  •  The crowd delivers a representative of 
  your foe to you. 
  •  The audience riots, forcing your enemy 
  into retreat. 
   
  q  Prophecy from Pain  
  When you roll a 10+ on Hold Together 
  someone in your Family receives a vision 
  of how you might reach future prosperity. 
  Take +1 forward when acting on it. 
   
  q  Ecumenical Eye 
  When your Family Reads the Wind to 
  learn of another faith, you always learn 
  the details of their beliefs no matter what 
  you roll. 
   
   
   
  Pick Faith of the Fallen and one other 
  GEAR 
  Characters from this Family can start with as many as they like of the following: 
  •  Religious vestments. 
  •  Ritualistic or ceremonial weapons (melee, inconspicuous). 
  •  A small holy book and religious symbol. 
  •  Simple, bland but nutritious rations. 
  •  An acolyte under instruction in the faith. 
  Alliance Move 
  When you publicly condemn another group for their sins, hold 1. Publicly absolve 
  them of those same sins and spend that hold to gain 1-Treaty on them. 
  
  THE TYRANT KINGS
  The old world was weak. Their great workings made them soft, 
  inflexible, unable to adapt. It’s time for a new way of doing things, 
  a new world order for a new world. 
  NAME 
  Reach 
  Grasp 
  Tech 
  Access, Reading the Wind 
  Hold Together, Claim by Force 
  Jury-rigging 
  STATS 
  Choose one: 
  Reach -1, Grasp 2, Mood -1, Tech 0 if they 
  burn and pillage their way through the 
  world. 
  Reach 0, Grasp 1, Mood -1, Tech 0 if they 
  give limited freedoms to their conquered 
  vassals. 
  DOCTRINE 
  Choose one: 
  q  The New Imperium: When your 
  Family brings another group under 
  their dominion, they gain Surplus: 
  recruits or Surplus: morale. 
  q  Chaos Reigns: Your Family are masters 
  of destruction and can reliably sneak 
  saboteurs and arsonists into any 
  location. 
  q  Together Against the World: When 
  your Family fights to rescue or avenge 
  a Family member, take +1 to Grasp.	
    
  LIFESTYLE 
  Choose one: 
  q  Nomadic: Your Family is an always-
  marching army, and will never be 
  caught unarmed. 
  q  Dispersed: Your Family are masters at 
  working in enemy territory, and 
  members always have at least one 
  weapon concealed. 
  q  Settled: Though your Family is 
  established, they remain ever-vigilant; 
  guard patrols will tell you if anything 
  hostile crosses the borders. 
  HISTORY 
  Pick	
    two	
    Surpluses:	
    
  Weaponry,	
    Transport,	
    Slaves,	
    Land,	
    
  Leadership	
    
  Pick	
    three	
    Needs:	
    
  Avarice,	
    Medicine,	
    Recruits,	
    Culture,	
    
  Contacts	
    
  	
    
  Then,	
    look	
    at	
    the	
    other	
    Families.	
    
  Nobody	
    can	
    aﬀord	
    to	
    ignore	
    you.	
    Gain	
    1-­‐
  Treaty	
    on	
    all	
    of	
    them.	
    
  Someone’s	
    a	
    threat	
    even	
    to	
    the	
    Tyrants,	
    
  and	
    you	
    worry	
    about	
    them.	
    They	
    take	
    2-­‐
  Treaty	
    on	
    your	
    Family.	
    
   
  TRADITIONS 
  Populace: conscripted soldiers marching 
  on an endless war, vassal villages giving 
  tribute and warriors, family of veterans 
  that survived the Fall together, something 
  else. 
   
  Style: ordered and well-drilled precision, 
  barbaric brutality with leathers and 
  spikes, masks/helmets decorated 
  according to rank, something else. 
   
  Governance: Rule of the strongest fighting 
  off regular challengers, zealous conqueror 
  and her advisors, battle companies sitting 
  in council, something else. 
  CREATING the TYRANTS 
  To create your Tyrants, choose a name, doctrine, lifestyle, history, traditions, stats and 
  moves. 
  Mood 
  0	
     +1	
    
  -­‐1	
    
  -­‐2	
    
  +2	
    
  -­‐3	
    
  +3	
    
  Flush With Resources, 
  Fall Into Crisis, 
  The Age Turns 
  Current 
  Objective: 
  
  GEAR 
  Characters from this Family can start with as many as they like of the following: 
  •  Pragmatic, tattered or striking clothing. 
  •  Fearsome, intimidating weaponry (melee or ranged, brutal). 
  •  A small gang of scarred minions (Follower Quality +1, Expertise: intimidation and 
  extortion). 
  •  A case of luxury food and drink, liberated from a recent acquisition. 
  •  Transport for you and your gang. 
  NEEDS 
  SURPLUS 
  TREATY 
  q  Always Outnumbered, Never 
  Outgunned 
  Choose what gives your Family a 
  ferocious edge in battle: 
  •  A huge, bristling cornucopia of 
  weaponry. 
  •  A few ill-tempered but devastating 
  relics of the Fall. 
  •  A feral, barely-restrained killing 
  instinct. 
  Start with 3-Arsenal. When you go all-out 
  on an enemy, you may spend 1-Arsenal to: 
  •  Dismay and overwhelm your foes. 
  •  Drastically alter the battlefield or your 
  place in it. 
  •  Leave the battlefield in whatever 
  direction you wish. 
   
  At the start of a new Age, reset to 3-
  Arsenal. 
   
  q  Conscription 
  With access to a large group of people and 
  financial, emotional or brutal leverage 
  over them your Family can gain Surplus: 
  recruits but choose one: 
  •  The conscripts chafe under your 
  Family’s rule and are plotting a 
  rebellion. 
  •  They’re green and will likely break in 
  the next major battle. 
  •  They’ll only fight for you so long as 
  they have faith in your promises. 
   
  q  Dominion 
  When your Family takes over a 
  settlement, roll +Grasp. On a 10+ pick 2, 
  on 7-9 pick 1: 
  •  The heads of the settlement conspire 
  with the Tyrants to keep the people 
  peaceful and cooperative. 
  •  They uneasily send tribute. Gain 2 
  Tech. 
  •  Your Family puts fear into their 
  neighbours; take +1 ongoing to Reach 
  against them for this Age. 
  q  Lords of War 
  When you bring together all your armies 
  and march to battle against a stated target 
  take +1 ongoing to Claim by Force so long 
  as you stay together, but if you give up 
  without conquering your target gain Need: 
  leadership. 
   
  q  Tyranny 
  When your Family makes an example out 
  of a dissenter, a defeated foe or a useless 
  minion, hold 1. Spend hold 1-for-1 to force 
  a Family member or a resident of a 
  conquered settlement to: 
  •  Perform a task for you, no matter the 
  risk. 
  •  Give up a secret they’d rather you not 
  hear. 
  •  Give up all their possessions. 
   
   
   
  Pick two moves 
  Alliance Move 
  When you give another Family a position of power in your empire’s hierarchy, gain 
  1-Treaty on them. 
  
SOURCE: textdata/thevault/Legacy (PbtA)/Reference sheets/Family_Playbooks_-_Printer_Friendly.pdf