TEXT: 20
  21
  Character Questions
  What pushes your Chosen to be heroic? 
  What scares your Chosen and holds them back? 
  What is a memorable part of your Chosen’s look?
  Description
  Every story needs a Chosen, and that’s why we 
  invited you!  These are the main wielders, the 
  fate touched, the ones who seem to always be 
  in the right place at the right time doing pivotal 
  things.  These people are heroes through and 
  through. 
   
  This book is about about being a protagonist: 
  your Luke’s, your Harry’s, your Sora’s.  
  The mechanics play to that as a way to assist 
  your friends and get in big fancy fights. It’s a 
  class that has a lot of mechanical benefits.
  The Chosen
  Link move: Every Memory is a Link 
  When you successfully gain a Link, Choose One:
  • 
  Mark Additional Experience and Lose a Link
  • 
  Heal All Harm
  • 
  Change a Link’s Type
  Name: 
   
       (Sora, Luke, Harry)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       Leave The Front Light On: 
  When you forgive someone who has intentionally caused you harm, roll with Light. 
  On 10+, choose two. 
  On 7-9, choose one.
  • 
  Form a Heart Link with them. 
  • 
  They gain a Heart Link with you
  • 
  They leave to reflect on their actions.
  • 
  They give you what they think you want.
  On a miss, whoops. Shouldn’t have done that.
         You’re Never taking their Heart!:
  When an ally takes damage, gain +1 
  forward to Strike to Subdue.
        Even if I Don’t Remember,
  the Memories are Still There: 
  When you Spend a Link, you may spend 
  another and roll with your remaining 
  Links. 
  On 10+, you lose the Link as normal. 
  On 7-9, you keep one Link. 
  On a miss, you keep both Links.
        We Can Do This!: 
  When with your friends, everyone gains 
  +1 forward to Push Through Stress.
        Are You For Real?
  Look Who’s Winning!: 
  Once per world, prevent all Harm that 
  would be done to you.
        Taps My Head Three Times: 
  You’re not smart enough to be 
  manipulated.  If a character is trying to 
  trick or deceive you, you may ask the GM 
  the character’s true intentions.
        Strike Raid:
  You can Strike With Intent using Light 
  instead of Dark.
        I Don’t Want to Fight You: 
  When you Strike to Subdue, you may also 
  choose to Defend Yourself From Harm.
        Leaf Bracer: 
  If you roll a 7-9 on a check, and the option 
  to take Harm is not already there, you can
  Take Harm and instead get +10 on the 
  check.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  0
  +1
  -1
  +1
  make/spend
  un/lock
  roll plus
  
  22
  23
  Character Questions
  What life event is going on for your Connected in this world? 
  How, visually, is it clear that your Connected is the person of interest? 
  What are your Connected’s goals for this world?
  Description
  Each world brings new people, and you are
  one of those people.  You live in the world that 
  these visitors are stopped at today, so you know 
  a bit more about how things are done here. 
   
  This book plays a lot with the idea that there are 
  already people in the world you travel to.  With 
  the playbook feature A New World, you are able 
  to change your character while keeping your 
  stats and progression.  If you want to help take 
  a more direct and mechanical control over the 
  settings, this is the right book.
  The Connected
  Link move: This World is Connected
  Whenever you take a Light Link, give another character a World Link.  These cannot 
  be locked.  These are representative of connections to the World itself.  A World Link 
  can be used to automatically 10+ a roll and miss the next one, to completely heal the 
  party’s Harm but erase a Link from each person, or change one of everyone’s Links 
  to a different type.
  Name: 
   
       (Hercules)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
      Two For One Special: 
  Whenever a character uses a World Link, you may spend any two Links to reactivate it 
  as if it were a locked Link. 
       I Know Myself:
  When you Strike To Subdue, Roll with 
  Heart.
        a New World, a Different Face: 
  At the start of a session, 
  you may Spend Links.  For each Link 
  spent, switch one stat or move with  
  another. Any other Links spend for 
  Experience 1:1. 
   
  You are now a different person then you 
  were last game.
       Friends in Low Places: 
  When somebody else Makes a Link, take 
  +1 Forward to Making a Link with either 
  of the people involved.
        That’s Not How Things Work 
  ‘Round These Parts: 
  When someone is acting in a way that is 
  antithetical to how your world works, you 
  may Spend a Link to stop it from happen-
  ing.
       I Know This, Because: 
  When you Deep Dive and have a familiar-
  ity with the situation, instead of asking a 
  question, the GM asks you one of them. 
  This takes the place of one of your
  questions.
       Hyper Healing:
  When you use a Heart Link to Heal Harm, 
  Heal two Harm instead of one.
       Now Listen Here, You: 
  When you confront someone who is 
  antagonistic to your goals, you may ask 
  the GM:
   “How will this immediately effect me?”
       My Handy, Dandy Item: 
  You have an item that is very important 
  to you. Describe it. 
  When you have it, take +1 to Make a Link. 
  If it’s taken from you or outside of your 
  influence, take +1 towards getting it back.
  Moves: At character creation, take A New World and two others:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  0
  0
  0
  +1
  make/spend
  un/lock
  roll plus
  
  24
  25
  Link move:  Embrace Darkness 
  Whenever another character makes a Dark Link, Mark Experience and take +1 forward 
  to making a Mastery Link with them.
  Character Questions
  Does your Dark know they’re the villain? 
  What drives your Dark to try to teach others their ways? 
  What, visually, shows your Dark is creepy?
  Description
  You have given yourself over to the darkness, 
  and your only goal is to get more people to do 
  that as well: for them to fall in line with you, and 
  become more powerful then that foolish light. 
   
  This book is a villain that wants to control
  others.  They mirror the Mystic in some 
  ways, as both are books that want you 
  to teach others.  You can use these 
  playbook moves to hide in scenes 
  and twist people’s emotions. 
   
   
  The Dark
  Name: 
   
   (Xemnas, Xehanort, Sidious)
  Pronouns:
  Harm:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       Mark of the Recusant: 
  When someone accuses you of wrongdoing, Spend two Links to immediately convince 
  them, unequivocally, of your innocence.
       Why Would I Lie?:
  When you give advice to a character, 
  they gain +1 forward to following it. 
  You gain +1 to Make a Link with them 
  using Mastery.
        Hide in Shadows: 
  You may roll with Dark to obscure 
  yourself from identification.
  On 10+, Choose three,
  On 7-9, Choose one:
  • 
  I will keep my face concealed.
  • 
  I will be unseen by other forces.
  • 
  I will be able to make a quick exit.
  • 
  There will not be unintended  
  consequences.
  On a miss, you are identified.
         I know what Lies in Your Heart: 
  When you roll to Convince Somebody, 
  you can Roll with Dark instead.
       Dark Portal: 
  Roll with Dark. 
  On 10+, you may teleport yourself and 
  allies into any scene already in progress 
  or a new location.
  On 7-9, you must either Spend a Link, 
  Take Harm, or enter the scene at a 
  disadvantage.
        Hate Lingers in Every Heart: 
  When you manipulate an NPC to make 
  them feel Darkness, roll with Dark. 
  On 10+, Unlock a Link they have with 
  someone else. 
  On 7-9, their darkness turns on you as 
  well.
  On a miss, a Locked Link reactivates, 
  and they are reminded of the power of 
  their friendships.
        My Protégé: 
  When you gain a Mastery Link with a 
  character, they get +1 to Strike with Intent 
  when by your side, and -1 when away. 
  You get the same, but reversed.
        The Dark Makes Me Stronger: 
  When attacking or performing a feat of 
  strength, you count as a Small Gang and 
  can do more than a normal person.
        Three Stage Fight: 
  When you fill your last Harm, roll Dark. 
  On +10, you are revived.
  On 7-9, you are revived, and 
  must choose two:
  • 
  I remember who I am.
  • 
  I owe no favors to anyone.
  • 
  I retain my strength and abilities.
  • 
  I retain my Links.
  • 
  I retain my appearance.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  0
  -1
  +2
  0
  make/spend
  un/lock
  roll plus
  
  26
  27
  Character Questions
  What caused your Discarded to be looked over?
  What drives your Discarded forward?
  How, visually, is your Discarded a reflection of who they were looked over for?
  Description
  You could have been somebody, you 
  could’ve been a contender.  But instead, 
  you were looked over.  You failed the test.  
  You weren’t pure enough. Whatever the 
  reasons, you aren’t given the same oppor-
  tunities that The Chosen is.
   
  This book is about combat and being 
  strong.  It’s the most offensive/combat 
  based book in the game and that was 
  done with intention.  If you want to get 
  rough and tumble and have a lot of  
  combat, this is the book for you.
  The Discarded
  Link move: It Should Have Been Me
  Whenever you Make a Link with a character that has a Link of a different type with you, 
  gain +1 Forward on actions against them.
  Name: 
   
       (Riku, Terra, Trish, Kylo, Lotor)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       Walker in Twilight: 
  You may use your Light and Dark stats interchangably with each other.  Light and Dark 
  Links also count as the same for Pushing through Stress.
       Hold a Grudge:
  When someone you care about betrays 
  you, you may immediately acquire or 
  change them to a Dark Link without roll-
  ing.
        The Path to Dawn: 
  When you make a realization about your-
  self, roll with Dark. 
  On 10+, recall something about yourself 
  that you had forgotten, or were forced to 
  forget. You may switch 1 of your stats with 
  another. 
  On a 7-9, you must Spend a Link and the 
  memory is emotionally intense.
   
  On a miss, you falter, and the GM moves 
  one of your stats.
        My Darkness is My Weakness: 
  You can let Darkness overcome you when 
  you need to overcome an obstacle.  When 
  rolling Dark on a move, you may volun-
  tarily Take Harm to take +2 on the roll.
      Come On, You Can Do Better 
  Than That!: 
  If someone who has a Light Link with you 
  fails an action or has a moment of doubt, 
  and you egg them on, they get +1 forward 
  and you Reactivate a Locked Link.
        You and I Are Alike: 
  When someone who does not have your 
  best interests at heart tries to take 
  advantage of you, roll with Light. 
  On 10+, you are able to see through their 
  act and can immediatly take the upper 
  hand in the situation. 
  On 7-9, it costs you.  
  Take Harm, or Spend a Link.
        Drive Form:
  When you Strike with Intent or Strike 
  to Subdue, you may choose from both 
  moves options instead of only one.
       I Have to Use the Darkness: 
  Whenever someone you care about 
  completes their Harm Clock, take +1 
  Dark. (Max +3) You don’t get this bonus if 
  you are the one Harming your friends.
        Who Are You Calling Small?: 
  When your frustration about being over-
  looked gets the party in trouble, Mark 
  Experience.  You and the party get +1 
  forward to getting out of trouble, as long 
  as you admit your fault.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  -1
  +1
  +2
  -1
  make/spend
  un/lock
  roll plus
  
  28
  29
  Link move: I Have My Own Story 
  When you Make a Link, all Locked Links reactivate.
  Character Questions
  Does your Displaced miss their home?
  What did your Displaced first do when they got to this new world?
  What, visually, has your Displaced brought from their home that doesn’t fit in with 
  where they are now?
  Description
  Sometimes, a world is destroyed off panel.  
  Our heroes weren’t there fast enough, 
  or simply didn’t know about it.  You are an 
  inhabitant of those worlds that escaped, 
  and are now just trying to stay afloat.
   
  This book is about Locked Links that symbol-
  ize stronger relationships from back home.  It 
  plays with the idea that every time you make 
  a new relationship, you’re reminded of the 
  friends you’ve already made.
  The Displaced
  Name: 
   
       (Leon, Yuffie, Coran)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
        It’s All Coming Back To Me Now: 
  When you have your back against the wall and look back to old memories for help, 
  Spend 3 Links or Take 2 Harm to summon someone or something from your home to 
  help you.
       Memories of Home:
  When you recall old memories to 
  overcome a challenge, roll plus Heart. 
  On 10+, you remember something from 
  home that can help you in your current 
  situation. 
  On 7-9, you must spend a Link.
         This is Not my Beautiful House: 
  Spend a Heart Link to roll +10 to Defend 
  Someone.
        There are Other Worlds than 
  These: 
  You are already aware of the connections 
  between worlds.  
  Name an ally from another world, and 
  take a Locked Mastery Link with them. 
  When they need your help, you get +1 to 
  helping them. 
       D-Link: 
  When you spend a Locked Link to gain 
  advantage on a roll and get 10+, Lock a 
  new Link.
        I Have a Plan: 
  Before a mission, roll Mastery. 
  On 10+, Take three Hold.
  On 7-9, take two Hold.
  • 
  Appear Somewhere You’re Needed.
  • 
  You’ve Prepared an Item that you 
  needed.
  On a miss, your opponent has predicted 
  your moves. Take one Hold.
        Never Leave Home Without It: 
  You have a special item from your home. 
  Describe it, and take +1 ongoing for the 
  basic move of your choice, as long as you 
  involve the item. 
       Somebody’s Watchin’ Me: 
  An enemy of your world also escaped. 
  Establish who they are and take a Locked 
  Dark Link with them.  
  Defeating them leads to an automatic 
  character advancement.
       Don’t Phase Me, Bro: 
  When talking to someone from another 
  world, take +1 to Convince Somebody.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  -1
  0
  +1
  +1
  make/spend
  un/lock
  roll plus
  
  30
  31
  Character Questions
  What makes your Friend so friendly?
  How has your Friend offered their emotional support in the past?
  What does your Friend have to remind them of their friends when they’re apart?
  Description
  In every story, there are side characters. 
  There are friends and supporting roles that 
  help get people to where they need and allow 
  others to fall back on them in times of trouble. 
   
  This book is about healing and buffing the 
  party.  Its Link move allows for everyone to 
  have a pool of Heart Links, and it has moves 
  throughout that keep people alive, disguised, 
  or makes them stronger!
  The Friend
  Link move: a Friend of my Friend is my Friend
  When you make a Link that one of your friends already has, everyone else in your 
  party is granted that same Link. 
  Name: 
              (Donald, Goofy, Ron, Chewie, Hunk)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       The Ol’ Switcheroo: 
  Once per session, spend a Link so you and another character affected by Costume 
  Change can switch places instantly, having secretly been there the whole time.
       Help!:
  When you are in trouble, 
  others get +1 to Limit Break and help you.
         I’m Sorry About the Ice Cream: 
  When one of your friends Complete Their 
  Harm Clock and they are willing, roll 
  based on Heart. 
  On 10+, they will come back after the 
  danger has passed.
  On 7-9, they come back much later, 
  and have forgotten something important.
       Well, Gawrsh: 
  When you Deep Dive, always ask, 
  “What do I know about this, based on my 
  experiences?” 
  as well as your normal questions.
       Buffing the Party: 
  When the party’s back is against the wall, 
  Roll with Heart. 
  On 10+, the party takes 2 +1 forward.
  On 7-9, your friends take +1 forward,
  and you take -1 forward.
        It’s Gotta Budge!: 
  When a friend is in extreme danger, 
  Spend a Link and roll with Heart. 
  On 10+, you gain the means to get them 
  out of danger.
  On 7-9, you can see what you need to do, 
  but you’re both in danger now.
   
  On a Miss, you both take Harm.
       Look Out!:
  When a friend is in danger, 
  get +1 Forward to Limit Break with them.
       Once More: 
  If you take 2 or more Harm and complete 
  your Harm Clock, instead have 1 Harm 
  left.
       Costume Change: 
  When in need of a disguise, Roll with 
  Mastery. 
  On 10+, pick 3. 
  On 7-9, pick 2. 
  • 
  You are Hidden.
  • 
  Your costume is flawless.
  • 
  Every party member gets a costume.
  • 
  Your costume is removable.
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Moves: At character creation, pick three:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  +1
  -1
  0
  +1
  make/spend
  un/lock
  roll plus
  
  32
  33
  Character Questions
  Who does your Light confide in, when they need help?
  What makes your Light happy, even in their darkest hours?
  How does your Light, visually, let people know that they can 
  be trusted and are here to help?
  Description
  You’re an anchor for the people around you. You are 
  the brightest light, the most powerful energy. You 
  are so much more important then people give you 
  credit for, and everyone who meets you wants to be 
  your friend.
   
  This book is about making Heart Links en masse 
  and being stronger for it.  It has a lot of moves that 
  will get you Links and will enable you to spend them 
  in fun ways.  If you want a character that learns a 
  lot about themselves and uses the power of heart, 
  then you’ve come to the right place.
  The Light
  Link move: Any Friend of Yours is a Friend of Mine! 
  When you Make a Link with someone with whom one of your friends already has a Link, 
  everyone heals one Harm.
  Name: 
   
       (Kairi, Keith)
  Harm:
  Pronouns:
    
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       Nothing Hurts Like The Cold: 
  You may spend Heart Links to Cause Harm to someone.  For every 2 Harm you do, you 
  take 1 Harm.
        There is light in every dark place: 
  When trying to Convince Somebody when 
  they’re angry, you may use Light in place 
  of Heart.
       True Power is Light!: 
  When you fight against a Dark force, 
  spend a Heart Link to make them 
  stumble or fall at an oppurtune moment.
       I Know You Will: 
  When you take someone at their word, 
  create a Heart Link with them.  If they 
  break their word, break the link, and 
  have the offending player break another 
  Light Link.
       You Can’t Fool Me: 
  You can always tell when someone is 
  lying to you.
       With this, we’ll never be Apart:
  When you give a friend an object of 
  importance, you two will always share a 
  Locked Light Link.  If they dispose of or 
  lose the object, the Link becomes 
  unlocked.
       Mercy: 
  When you decide to spare someone you 
  have reason to destroy, make a Heart 
  Link with them.
       We need to think before we Act: 
  When you wish for guidance, ask: 
  “What here will keep my friends safe?” 
  The GM will answer you honestly.
       Lost, but Not Forgotten: 
  When someone Spends a Link of any kind 
  with you, gain a Heart Link with them.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  -1
  +2
  -1
  +1
  make/spend
  un/lock
  roll plus
  
  34
  35
  Character Questions
  Where did your Mystic train their abilities? 
  When did your Mystic first put others’ needs before their own? 
  How does your Mystic, visually, give off an impression of knowledge to others?
  Description
  You’re powerful in magic, but what gives 
  you your true strength is your connection 
  to your friends.  And that’s a strength 
  you’re willing to sacrifice to save them. 
   
  This book is all about Breaking Links 
  and Unlocking Links in order to help 
  other people.  It helps you lock Links for 
  yourself and others, and then you can 
  freely break or unlock those Links to 
  keep your friends safe.
  The Mystic
  Link move: It’s Always You 
  Whenever you Make a Link with someone, Lock A Different Link.
  Name: 
   
       (Mickey, Aqua. Eraqus,Luke, Allura)
  Harm:
  Pronouns:
       The Prestige: 
  You gain an extra selectable effect on all rolls where you select from a list.  
  The effect is bombastic and powerful.  This will increase effect, add harm, increase 
  healing, make the move more effective, etc.
       From the Aether:
  When confronted with a daunting 
  obstacle, Roll with Mastery. 
  On a 10+, you are able to get an item that 
  you need. 
  On a 7-9, you get something serviceable. 
  On a miss, you invite danger.
       I Made a Promise: 
  Whenever you make a Locked Mastery 
  Link, make a promise to that character. 
  Mark Experience, and if you break that 
  Promise, lose the Link.
       For Your Own Good: 
  When you push someone away for their 
  own safety, Unlock a Link with them and 
  choose one for them:
  • 
  They heal all Harm
  • 
  Their Locked Links are reactivated
  • 
  They get an automatic 10+ on their 
  next roll
  • 
  They are removed from danger.
       Mystic Secrets: 
  When you know something that would 
  help the situation, but refuse to tell 
  anyone, Mark Experience.
       Magical Teacher: 
  Establish a Locked Mastery Link with 
  another character.  That character is 
  considered your Apprentice. 
  If they’re a player, you get +1 forward to 
  help each other in Use Magic checks.  
  If they’re an NPC, they’re someone you 
  can call on for aid when you’re in need. 
       Light Portal: 
  Spend Links freely.  Anyone you have 
  Spent a Link with is at the scene, if they 
  are willing.
       What Are You Doing Here?: 
  When you share links with another char-
  acter, you can communicate and help 
  each other, no matter where they go.
       My Friends are My Power!: 
  When you Spend a Link, you can give the 
  bonus to someone else.
  Moves: At character creation, pick three:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  +2
  0
  0
  -1
  roll plus
  make/spend
  un/lock
  
  36
  37
  Character Questions
  Does your Other know that they aren’t the only one? 
  How and Why does your Other resent their Counterpart? 
  What does your Other do to distinguish themselves, visually, from their Counterpart?
  Description
  You aren’t the first one.  You aren’t the one every-
  one thinks about.  You have a Counterpart who 
  people insist is the real one and you know that’s 
  not true--you are you. 
   
  This book is all about how you relate to your 
  Counterpart, and what makes you stronger than 
  them.  It requires you to use the features of the 
  book to make an NPC (or choose another PC) 
  and base yourself off of that.  Most moves have 
  to do with the Counterpart in some way.  If you 
  take this book, it shows the GM that you want to 
  see the Counterpart in the story.
  The Other
  Link move: I’m Me, and Nobody Else
  When your Counterpart makes a Link, forget a Link and gain theirs. 
  Mark Experience.  When you make a Link on your own, your Counterpart gains that 
  link as a Heart Link, but their move does not go off.
  Name: 
              (Roxas, Roy, Shiro, Zack, Cloud)
  Pronouns:
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  -1
  +2
  +1
  -1
  roll plus
  make/spend
  un/lock
  +
  Harm:
       At Dusk, I Think Of You: 
  When you reflect on your Counterpart with acceptance, Roll with Heart and spend a 
  Link with them. 
  On 10+, choose 2.
  On 7-9, choose one.
  • 
  You add their Links to yours.
  • 
  They add your Links to them.
  • 
  You may switch one of your stats with one of theirs.
  • 
  Unlock your Links with each other and gain Experience.
  On a miss, one of you stumbles over yourselves.  Take Dark Links with each other.
        Are You For Real?
  Look Who’s Winning!: 
  Once per session, prevent all Harm that 
  would be done.
        I’m Your Other:
  Pick a PC or NPC you have a link with.  
  They are your Counterpart.  At the start 
  of a mission, roll Heart.  
  On 10+, Hold 3.  
  On 7-9, Hold 2.  
  On a miss, there is information you don’t 
  want to hear about your counterpart.
   
  You may spend Holds at any point during 
  the mission for +1 to a roll.
        Disposable: 
  When you Complete your Harm Clock, 
  pass any Marked Experience to your 
  Counterpart.
        I Want My Life Back: 
  When you try to separate yourself from 
  your Counterpart,  take -1 forward to 
  Making Links, and +1 to all Strike rolls 
  against things keeping you connected.
        They Think I Don’t Exist: 
  When interacting with another character, 
  you may Spend a Link.  
  Your opponents underestimate you.  Gain 
  +1 ongoing on rolls against them, until 
  you make it clear you are a threat.
        Re:Coded:
  When your Counterpart Strikes With 
  Intent,  you get +1 forward to Strike With 
  Intent.
        What Are These Memories?: 
  When you Push Through Stress, you may 
  roll with your Counterpart’s Links.
        Command Deck: 
  When you face an obstacle that you 
  cannot overcome, take Harm and Lose a 
  Link to gain abilities to Overcome the 
  Obstacle. You lose the new abilities once 
  the Danger is Gone. 
  Moves: At character creation, take I’m Your Other, and 2 other moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
  Exp:
  
  38
  39
  Character Questions
  What caused your Anachronism to travel in time? 
  What past or future haunts your Anachronism? 
  What about your look makes your Anachronism stick out like a sore thumb?
  Description
  The others are used to traveling Worlds, but 
  you’ve traveled time itself.  Perhaps you did so 
  on purpose to change something in the past or 
  to know the future.  Perhaps you just mistook 
  that time machine for a phone booth.  Either way, 
  even amongst other World travelers, you’re still 
  a fish out of water.
   
  This book is filled with moves that affect basic 
  moves, and moves that have high rewards with 
  high, but compelling, risks.
  The Anachronism by Travis “Wheels” Wheeler from Very Random Encounters
  Link move: I Had to Leave Them Behind
  When you successfully gain a Link, you can choose to unlock one of your Locked 
  Links. If you do, take +1 forward and Mark Experience.
  Name: 
              (Alan Parrish, Cable, Trunks, The Doctor, 
   
  Desmond Hume, Pelinal Whitestrake, 
   
  Young Xehanort)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
        This is Not Inevitable: 
  When a friend dies, roll Dark to interfere with the timeline. 
  On a 10+, save your friend and let the power go to your head. 
  On a 7-9, you are closer to learning how to let go. Take a Heart Link with destiny itself. 
  On a miss, you spend a long period of time in a vain attempt at changing fate.  
  Resurface, broken and jaded. Unlock all your locked links.
        Learn From My Mistakes: 
  When you spend a Mastery Link as the 
  “teacher” in the relationship, take a 
  Heart Link with the same character.
        What Year Is It?:
  When you arrive at a new World, you may 
  search your memory and roll Mastery. 
  On a 10+, you have travelled here before. 
  The GM will tell you something useful 
  that you remember about this place. 
  On a 7-9, the GM will tell you how what is 
  happening here is similar to something 
  else you have experienced. 
  On a miss, you have been here before, 
  but your time travelling has altered its 
  history. The GM will tell you how this 
  place is much worse than you remember.
        1.21 Gigawatts: 
  You crackle with temporal energy, 
  occasionally performing impossible feats
  of paradox and prowess.  When you roll 
  12+ on Strike To Subdue or Stike With In-
  tent, choose all three options.
        Time Heals All Wounds: 
  When you console a friend with a story 
  from your home time, roll Heart. 
  On a 10+ heal one of their harm and lock 
  a link. 
  On a 7-9, heal one of their harm. 
        I Was Different Then: 
  Once a World, you may cross paths with a 
  past or future version of yourself.  If you 
  do, roll with Heart. 
  On a 10+, your duplicate provides you 
  valuable tactical or emotional insights. 
  Take a Link of your choice with them. 
  On a 7-9, their insights only vaguely apply 
  to this new reality. 
  On a miss, you create a time paradox.  
  The Time Validator is after you. Run.
        As it Was Foretold:
  When you Deep Dive and roll 7+, you may 
  ask, “What happened here recently?” 
  without counting towards your questions 
  for the move.
        They Don’t Make Them Like 
  They Used To: 
  You have a trinket from your home time. 
  When you use it while Pushing Through 
  Stress, take +1.
        Echoes of Another Life: 
  When you Fill Your Harm Clock, you may 
  choose to come back as a version of you 
  from an alternate timeline, and keep all 
  of your old links as unlocked Heart links.  
  These people mean something to you, 
  but you’ve never met.
  Moves: At character creation, take 3 moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  0
  -1
  +1
  +1
  make/spend
  un/lock
  roll plus
  
  40
  41
  Character Questions
  How did your Amalgam form initially? 
  What is the core relationship detail that keeps your Amalgam together? 
  What about your look makes it clear that you are multiple people?
  Description
  Some say their friendships are inseparable.  Let’s just say you 
  can relate.  You are a composite being made up of two or more 
  Constituent Hearts.  Whether by friendship, romance, appren-
  ticeship, rivalry, or any other kind of connection, the strength of 
  your relationship allows you to form one person: The Amalgam. 
   
  This book is about building advantages for yourself based on the 
  mission at hand, and making special connections with NPCs.
  The Amalgam by Travis “Wheels” Wheeler from Got it Memorized?
  Multi-class Errata:
  If you are playing another playbook and take a move from The Amalgam playbook upon 
  advancement, do one of the following:
  • 
  Pick a willing NPC with whom you have a Locked Link to amalgamate with you as 
  a Constituent Heart.  Explain how your appearance, personality, and/or outlook 
  changes with the new addition. 
  • 
  Reveal that you’ve been an Amalgam THE WHOLE TIME!  Introduce the rest of the 
  players to the two or more Constituent Hearts that form your character.
  Link move: In Harmony
  Your very existence is a connection between people. When you start a mission, pick a 
  Link type to represent the current state of that connection.  Take +1 forward for this 
  mission whenever you gain a Link of this type.  This benefit does not stack.
  Name: 
          (Piccolo, Garnet, The Underking, Captain Planet,
           The Delightful Children from Down the Lane, 
            Dark Claw, Ventus-Vanitas, Terranort)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
        Areas of Our Expertise: 
  When you call upon the combined insight 
  of your Amalgam during a Deep Dive, you 
  may roll with Mastery instead.
         Many Hands Make Light Work: 
  Once per mission, you may separate one 
  Constituent Heart from your Amalgam to 
  perform reconaissance: roll with Light.  
  On 10+, take 3 Hold. 
  On 7-9, take 1 Hold. 
  On a miss, the separated Constituent 
  Heart is lost or captured.  They won’t 
  return from this mission with you unless 
  you rescue them. 
   
  Spend a Hold at any time to ask the GM 
  any yes or no question about the scene.
        Drift Compatible: 
  When you roll 12+ to Make a Link with a 
  willing NPC with whom you’ve never had 
  a link, they may join your Amalgam as a 
  new Constituent Heart.  Explain how your 
  appearance, personality, name, and/or 
  outlook changes with the new addition. 
  You may swap two of your stats.
        Equal and Opposite: 
  Every rival in your Amalgam’s collective 
  history combine as the Bane of Your 
  Existence.  Take a Locked Dark Link 
  with them.  When you spend that Link to  
  reroll, take +1 if your history with the 
  Bane of Your Existence has taught you 
  about situations like this.
        Fusion Dance: 
  When you start a mission, roll with your 
  chosen In Harmony stat.
  On 10+, you are in perfect sync.  For this 
  mission, you may choose which Link type 
  to use whenever Pushing Through Stress.  
  On 7-9, one of your Constituent Hearts 
  is distracted.  Explain why this mission 
  reminds them of something they fear.
  On a miss, you can’t keep things together. 
  Select one Constituent Heart to play as, 
  and take -1 on all rolls for this mission.  
  You reform after the mission is complete.
        Stronger Than You: 
  Multitasking is easier when you’re more 
  than one person.  When you roll 7+ on 
  Defend from Harm, you may also choose 
  one option from the Strike to Subdue list.
        Live Together, Die Alone:
  When you roll with advantage, add +1 
  to the result.  Also, when you fill your 
  Harm Clock, you may instead choose:
  “One of your Constituent Hearts is dead.” 
  You may only choose this option once.
        Third Wheel:
  When you spend time alone with a person 
  you have a link with, roll with Light.
  On 10+, explain how you bond.  Change 
  your links with each other to Locked 
  Links of whatever types you each prefer.
  On 7-9, the other character may ask a 
  personal question of a Constituent Heart. 
  Moves: At character creation, take Fusion Dance, and 2 other moves:
       Two Become One: 
  When you invite an NPC with whom you have a locked link to join you as a Constituent 
  Heart, roll with Heart.  
  On a 10+, they join you as a Constituent Heart. You may swap two of your stats. 
  On a 7-9, they respectfully decline. If your link with them is spent, reactivate it. 
  On a 6-, the NPC is upset by your offer. Unlock your link with them.
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  +1
  +1
  0
  -1
  make/spend
  un/lock
  roll plus
  
  42
  43
  Character Questions
  What are you most afraid to be driven to use your powers for? 
  Whose memories would you never touch, not even if someone forced you to? 
  What is it about your look that lets others know that you are apart from them?
  Description
  Have you ever wanted to mess with everyone else’s 
  memories?  Make them believe things that aren’t true? 
  Change who they care about?  Have you ever been 
  afraid of what you could do if you did?  What you would 
  become?  Would any of your own memories be real? 
   
  This playbook is all about messing with other people’s 
  links and their memories.  If you want to explore the 
  consequences of memory and connections, you should 
  choose this playbook.  This playbook’s moves often 
  trigger when other people do stuff, so pay attention to 
  what your friends say.  If you want to change people’s 
  memories for intentionally malicious ends, the Dark is 
  probably a better playbook for you, taking the Linksmith 
  move on advancement.
  The Linksmith by rpgnatalie 
  Link move: You May Not Know it’s Me
  When you Make a Link with someone, activate your Linksmith move with them as if you 
  had one of the activating criteria. The Link you change must be one they have with you.
  Name: 
       
      (Namine, the Giver, Dominick 
   
     Cobb, Willow Rosenberg)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
     Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
  Content Warning: Gaslighting and abuse.  
   
   
         Make sure everyone is okay with those topics before you use this playbook.
        It’s My Turn to Help: 
  When you stop messing with someone’s memories and let them see the real you, if 
  they allow it, make a Locked Light Link with them.  Roll with Heart instead of Light 
  when using Limit Break to help them. You can only have one of these Links at a time.
        Visions: 
  When someone who has a Locked Link 
  with you uses Deep Dive, you may answer 
  their questions instead of the GM.
        Linksmith: 
  When you mess with someone’s memo-
  ries and change their relationships, 
  for each of the following that you have:
  • 
  physical contact with them.
  • 
  an object connected to them.  
  • 
  time.
  ...choose one:
  • 
  lock/unlock a Link.
  • 
  change who is Linked.   
  • 
  change a Link type.
  • 
  break a Link.
  They Mark Experience for each Link
   changed in this way.
        All of This, Because of Me: 
  When your actions cause another person 
  Harm, describe what you’ll do to make it 
  up to them; take +1 forward to doing it.
        It Was All a Lie: 
  When you convince somebody to act on 
  false memories:
  • 
  for NPCs, your words count as clear 
  insurance or evidence.
  • 
  for PCs, choose which Link they’ll 
  lose if they refuse.
  On a miss, the GM cannot reveal your 
  falsified memories.
        I Said Stop: 
  When you break the last of someone’s 
  Links, roll with Dark.  On a hit, they fall 
  into a deep slumber.  
  On 10+, choose 2. 
  On 7-9, choose 1.
  • 
  they lose all of their memories.
  • 
  they do not awaken until you allow it.
  • 
  they’re forgotten by all who once 
  knew them.
  On a miss, when they wake up, 
  they realize that you tampered with their 
  memories.  Be prepared for the worst.
        But They Still Feel Right:
  When someone rolls a 10+ (with any of 
  their stats), they reactivate all of their 
  Locked Links with you.
        Your Heart’s voice will Reach it: 
  When someone tries to re-Make a Link 
  they’ve lost or spent, they take +1 to 
  re-establishing it.  If they succeed, you 
  Mark Experience.  If they don’t or if it’s 
  changed, they Mark Experience. 
        Apparition:
  To make something from someone’s 
  memories, tell the GM what you want to 
  make.  They require 1-2 of the following:
  • 
  it’ll take time.
  • 
  it needs an item from another world.
  • 
  you can’t do it without ___’s help.
  • 
  spend one of your Links.
  • 
  the best you can do is a shoddy  
  version, imperfect or unreliable.
  Once you’ve done everything required, 
  the GM will stat it up for you.
  Moves: At character creation, take Linksmith, and 2 other moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  +1
  -1
  -1
  +2
  make/spend
  un/lock
  roll plus
  
  44
  45
  Character Questions
  How does your character excel, and how have they shown it historically?
  How does attention motivate your character to succeed?                                              
  How important is it for your character to look really cool? 
  Description
  You know you’ve always been the top of 
  the class, and everyone else knows it 
  too. You’re used to the praise and you’ve 
  got the skill- or rather, the raw talent to 
  prove it. Whether you have to flex your 
  intellect with a scheme or show off how 
  effortless a task is, you’re quick to take 
  high risk, high reward tactics to get 
  what you need.
  The Prodigy by Jo Louden from Got it Memorized?
  Link move:  I Want to be Stronger for Someone Else
   When you Make a Link and are surprised with your connection with someone else, 
  you get +1 forward to Deep Dive or Defend Them.
  Name: 
       
      (Sasuke, Itachi, Neji, Shikamaru, Todoroki,  
   
  Tobio Kageyama, Toru Oikawa, LeLouch, 
   
  Jotaro Kujo, Seto Kaiba, Edward Elric, Robin)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
        He Who Strikes First, Wins: 
  When you take the time to analyze a 
  combat situation before it starts, you may 
  ask the GM, “What will happen if I ____?” 
  once.
        Eyes of Heaven:
  When somebody is attacked by someone 
  you have a Link with, spend that link and 
  roll with Mastery.
  On 10+, you copy their attack, cancel it 
  out, and gain the upper hand. 
  On 7-9, you must either both take Harm 
  or neither of you take Harm. 
  On a miss, you take the Harm and are 
  wide open to worse consquences.
        I Will Judge You Myself!: 
  When using Strike with Intent against 
  someone that stands against your ideals, 
  roll with Light and take +1 Forward on 
  your next move if the strike is a success.
        Blue Eyes, Full Hearts, Can’t 
  Lose: 
  You have a signature technique that can 
  be used just for this situation.  Choose a 
  Basic Move for this to represent.  
  When you use your Signature Technique, 
  spend a Locked Link to immediately act 
  as if you rolled +10.
        Dual Identity: 
  You have someone or something special 
  linked to you who can help you surpass 
  your limits. When you let them take over 
  in order to pass an obstacle, spend a Link 
  and roll with Heart.
  On 10+, they succeed in an flashy way. 
  On 7-9, their action suffices, but their 
  power is too much.
  On a miss, you can’t focus and are 
  knocked prone.
        Next Generation:
  When you fill your Harm Clock, you can 
  make one final act to pass down a move 
  from yourself to another.
        One Thousand Birds: 
  When your spite and rage is palpable, 
  Spend a Dark link to immediately add & 
  choose Deal Great Harm for one of your 
  Use Magic options.
        If There’s No Door, 
  Then I’ll Make One!: 
  When the way forward is unclear, roll 
  with Mastery to open a new path forward. 
  On 10+, the opening is directly 
  advantageous to your goal. 
  On 7-9, it’ll get you there with time. 
  On a miss, you still make a path, but also 
  cause something terrible to happen. 
  Moves: At character creation, take 3 moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
       What I Have is Not a Dream, Because I will Make it a Reality: 
  You have ascended to the power you deserve. Spend a Link to make your Mastery stat 
  equal to the amount of Harm you have. This lasts for the rest of the session.
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  +1
  -1
  -1
  +2
  make/spend
  un/lock
  roll plus
  
  46
  47
  Character Questions
  What is the goal that keeps your character running full speed ahead?                                                      
  Who are the people in your character’s life that they would protect and how does that 
  motivate them?
  How important is it for your character to look really cool?
  Description
  You refuse to let anyone or anything stand 
  between you and your goals - to a fault.  
  Rush in first and ask questions later!
  The Knucklehead by Jo Louden from Bed, Bath, and Bionicle
  Link move:  To Be the Hero is All I’ll Ask 
  You’re driven to be the hero of your story! When you Make a Link with someone, they 
  know you’re a hero. You gain +1 forward to Convince them or Limit Break with them. 
  Name: 
       
      (Naruto, Lee, Deku, Hinata Shoyo, 
   
      Luffy, Magnus Burnsides, Goku)
  Harm:
  Pronouns:
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
       This is to Go Even Further Beyond!: 
  You have unlocked your potential. Spend a Link to make your Heart stat equal to the 
  amount of Harm you have. This lasts for the rest of the session.
        I Sprouted from the Concrete: 
  When a rival gets a leg up on you, Spend 
  your Link with them, and get an immedi-
  ate 10+ on your next roll to counter them.
        Dance, Water, Dance!: 
  You focus your energy inwards and create 
  clones of yourself.  
  Roll with Mastery. 
  On 10+, you create 5 clones that can move 
  individually. 
  On 7-9, you create 3 clones that move as 
  a unit. 
  On a miss, you summon an embarrassing 
  excuse for a clone that draws unwanted 
  attention.
        Let’s Go Back Together!:
  When things are at their worst, roll to 
  Limit Break.  Instead of a forward, you 
  may choose to roll with Advantage.  
  If you roll +12, everyone in the party gets 
  the bonus.
        Gear Second: 
  Spend a Heart Link to gain absurd speed 
  and agility: roll for two separate Basic 
  Moves in immediate succession.  
  If either move fails, you Take Harm and 
  are left wide open, needing to regain your 
  strength.
        Art of Summoning: 
  Choose a society of animals and form 
  any Locked Link with them.  When you 
  need a helping hand, roll with the corre-
  sponding stat. 
  On 10+, you summon a powerful adult. 
  On 7-9, gets you a serviceable but scrap-
  py youth. 
  On a miss, you get a baby you’ll have to 
  protect.  
  Failing to protect them negatively affects 
  your relationship with the society.
       Next Generation:
  When you fill your Harm Clock, you can 
  make one final act to pass down a move 
  from yourself to another.
        You’re Too Slow!: 
  When you are attacked by someone who 
  looks down on you, you may Spend a Link 
  to dodge and immediately appear in an 
  advantageous position.
        He Has the Most Dangerous 
  Power, to Turn Those Around 
  Him to Allies:
  On a successful Convince Somebody roll, 
  the convinced person gains a Light Link 
  with you, and you will gain a Locked 
  Mastery Link.  If you already have a link 
  with this person, replace it with this 
  locked Mastery Link.
  Moves: At character creation, take 3 moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  -1
  +1
  0
  +1
  make/spend
  un/lock
  roll plus
  
  48
  49
  Character Questions
  Why is your Memory being forgotten? 
  Who has forgotten your Memory that they were once important to? 
  Who does your Memory wish they could forget?
  Description
  Memory is fickle for most people, but 
  for you it’s the most important thing. 
  If people forget you, you’ll fade away.  
  You only have as much strength as 
  peoples belief in you, so you’re on 
  the lookout for the next connection. 
   
  This book has the potential to have you 
  die out very quickly if you don’t talk 
  with your GM and other players first. 
  You are a small spark that has the po-
  tential to grow into a large flame, you 
  just need to be protected while you’re 
  weak, cause the lightest wind could 
  blow you out.  Cultivate Saplings.
  The Memory
  Link move:  Hey, Can You Introduce Me? 
  When a friend talks about you and how much you mean to them with someone, 
  they take +1 forward to Make a Link with that person and you get the same link that 
  they make.
  Name: 
      
  (Xion, Tinkerbell, Freddy, Coco, Tidus)
  Harm:
  Pronouns:
       Please, Please Remember: 
  When making a Link, you and your party may treat 7-9’s as 10+.
        Inside Memories, I can Live  
  Forever: 
  When you would Take Harm, you may 
  Spend a Link instead. Unlock a Link to 
  heal one Harm.
       I’m only here if You Remember:
  Your stats are equal to your Links minus 
  one.  A stat cannot go higher then 3. 
  Whenever you roll a 1 on a die, you lose a 
  Link. You do not lose two links for rolling 
  two ones at once. 
   
  If you lose all your Links, you die.
        I’m Glad I Got to Meet You:
  You are drawn to people who have 
  connections with you.  You can locate 
  anyone you have a Link with a sense of 
  direction, distance, and time.
       Make a Big Impression: 
  When you Interfere or Limit Break with 
  someone, on a 10+ you may also form a 
  Link with them: either Dark for Interfere, 
  or Light for Limit Break. 
        Ultimate Form: 
  When you need to draw on your power to 
  save your friends, spend Links Freely. 
  You may choose from the list for each 
  Link.
  • 
  You deal Great Harm
  • 
  You Heal someones Harm completely
  • 
  You remove a friend from Danger
  • 
  You draw all attention onto yourself
  • 
  You may transfer your Marked  
  Experience to a friend
        I’ll Always be There to Get My 
  Friends Back:
  Whenever you would lose a Link from 
  rolling a 1, an ally may lose a link 
  instead. 
        Heated Moment: 
  Whenever you Push Through Stress, you 
  may Spend a Link to succeed as if you 
  rolled a 10+.
        Never Forget: 
  At the beginning of a session, roll with 
  your Highest Links. 
  On 10+, Hold 2, 
  On 7-9, Hold 1. 
  Spend Hold to ignore losing a Link.
  Moves: At character creation, take I’m Only Here if You Remember, and 2 moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
   ӽ
  Pick an Advanced Move
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  make/spend
  un/lock
  roll plus
  
  50
  51
  ADVANCED MOVES
  After you get three Advancements, you can pick either your playbook’s Advanced 
  Move or you can pick from this list of general Advanced Moves.  These function the 
  same as any other move, but have a little extra spice:
        Tank a Shot:
  You have an Extra Harm on your clock, 
  giving you a Harm Clock of 5. 
  When you have 1 Harm remaining,  
  you gain +2 Forward to your next roll.
  Retire This Character: 
  After a long enough time in the field, 
  everyone gets exhausted.  Sometimes 
  plots wrap up nicely, sometimes you get 
  cast into darkness saving your friends; 
  either way, this character is not able to 
  continue their story.  Maybe they’ll come 
  back later?
  When you can no longer pick another advancement, you must pick one of these two:
        Home Base: 
  You have a home base on a world. 
  Describe it. You can always travel back 
  there to regroup and find new paths to 
  other worlds. 
  While there, you can share stories of 
  your friends you’ve met along the way. 
  You may share your Links with your party. 
  They get Heart Links of whatever you 
  share.
        Prophecize: 
  Your character may only use this once. 
  You may state something about the world 
  that is unequivocally true.  This could be 
  something like, “The enemy will show up 
  here at this time” or, “The barriers be-
  tween worlds are no longer passable.” 
  You get one sentence with one main idea, 
  and you can only do it once. Spend a Link. 
   
  [Further errata: This move can only be 
  taken once, by anybody. That means if 
  your friend took this move, then it’s gone. 
  It’s a one hitter quitter so use it wisely... 
  Or don’t, wish for a fish. I’m not going to 
  stop you.] 
  Change Playbooks: 
  Change playbooks! You keep all your 
  moves earned through advancements, 
  but otherwise start fresh.
        Gain Strength: 
  Once per session, you can choose to 
  Spend a Link to automatically roll +10.
        Rewrite Your Link Move:
  You may rewrite your Link Move.  
  This option can be taken as many times 
  as you like.  Work with the GM to make 
  something good!
        Lingering Will: 
  When you complete your Harm Clock, 
  you become untethered to the world of 
  life, and you begin to fade. Choose one: 
   
  You may choose to survive for as long as 
  others have Links with you. Everytime 
  you roll or take Harm, somebody loses 
  a Link with you. When everyone has 
  forgotten you, you no longer exist. 
   
  You may choose to survive for long as 
  you have Links with others. Everytime 
  you roll or take Harm, you lose a Link. 
  When you have forgotten everyone, you 
  no longer exist.
  
  52
  53
  Your Adversary draws nearer every chance it gets, 
  creeping along the links that tie worlds together.   
  When you mark the Adversary Track for the seventh 
  time, the harbinger of your Adversary appears. 
  When you mark it for the 13th time, your Adversary 
  comes for you.
  Character Questions
  Who or what have you already lost to your Adversary? 
  What world did you originally come from? 
  How long have you been running?
  Description
  Your Adversary will not stop until you are dead. 
  And those friends you made?  They’re a yellow 
  brick road straight to your door.  The more im-
  pact you have, the closer your Adversary draws. 
   
  This playbook is about finding a healthy balance 
  between creating boundaries and accepting help 
  when you need it.  The moves in this playbook aim 
  to give you the tools to explore this.  
  The Hunted
  Link move:  We Are Not Friends 
  When you establish boundaries in a personal relationship, lose one Link and gain one 
  Distance.  You may spend Distance to receive one of the following benefits:
  • 
  Gain Advantage on a roll
  • 
  Heal or deal 1 Harm to anyone
  • 
  Give another party member +1 forward
  Name: 
      
  (Lup, Schala, Ben Kenobi, 
   
  Blake Belladonna, Guy Fieri)
  Harm:
  Pronouns:
  13
  THEY 
  ARE HERE
  THEY ARE
  COMING
  7
  Fill a mark whenever you:
  • Remain in a world for a full week
  • Spend or refresh a Locked Link  
  • Gain a Link of any kind
   Clear a mark whenever you:
  • Spend or lose an unlocked Link
  • Close yourself off from a friend
  • Enter a new world for the first time
  • Abandon someone depending on you
  1
  3
  9
  8
  11
  10
  6
  5
  4
  2
  12
  Light
  Mastery
  Dark
  Heart
  Links
  Stats
  0
  -1
  +2
  0
  make/spend
  un/lock
  roll plus
       Our Hearts Intertwined: 
  When you stand against your Adversary with friends at your side, roll with Light. 
  On 10+, choose three. 
  On 7-9, choose one.
  • 
  Deal Harm equal to your number of Links of any kind.
  • 
  Protect your friends from harm.
  • 
  Take +1 ongoing against your Adversary.
  Note: If you take this move, you may not take Destiny is Destiny.
        Don’t Expect any more Favors: 
  When you roll 10+ to Make a Link, 
  you may reject the Link and gain one 
  Distance.
        Worlds Apart: 
  When you cast your mind outward to 
  sense other worlds, roll with Heart. 
  On a hit, ask one question. 
  On 10+, take +1 forward to Make a Link.
  • 
  Is _____ in this world?
  • 
  What world did _____ last enter?
  • 
  What’s the closest world to this one?
  On a miss, you receive a vision of your
  Adversary.
        Just Passing Through:
  When you turn down someone’s offer of 
  hospitality, mark experience.
        Coming Clean:
  When you open up about your Adversary, 
  mark the Adversary Track once to form 
  a Link of your choice with everyone 
  present.
        Destiny is Destiny:
  When you accept your fate and face your 
  Adversary alone, you may lose all of your 
  Links to grasp for power in desperation. 
  When you do, roll with Dark. 
  On 10+, you aren’t forgotten.
  On 7-9, pick one.
  On a miss, die. 
  You destroy your Adversary and yourself. 
  You call upon the Darkness for aid, and 
  it heeds you...for a price; destroy your 
  Adversary if you immediately change to a 
  playbook of the GM’s choice. 
  Note: If you take this move, you may not 
  take Our Hearts Intertwined.
        Conference Call:
  You may talk to your Adversary at any 
  time, across worlds. When you do, take 
  +1 forward to Deep Dive. 
        Leave Me Alone: 
  When someone forms a Link with you, 
  take +1 forward against them.
        Hunted:
  You have a Locked Dark Link with your 
  Adversary.  Answer the following:
  • 
  What do you call it?
  • 
  What (or who) foretells its arrival?
  • 
  What marks you as its prey?
  • 
  What lets you hide from its sight?
  Moves: At character creation, take Hunted, and 2 moves:
  After 3 Advancements, take this (or an Advancement on pg. 50):
  Exp:
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from this playbook
   ӽ
  Pick a move from another playbook
   ӽ
  Pick a move from another playbook
  Advancements: Cross these out as you take them.
   ӽ
  Increase Light by 1
   ӽ
  Increase Dark by 1
   ӽ
  Increase Heart by 1
   ӽ
  Increase Mastery by 1
  
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