TEXT:  Engineers
   Energy
   PRogress
   Rare Materials
   Safety
  You have reached up, high into heavens, with 
  a tall monument to your people’s ingenuity. 
  Built upon mysterious tech some would deem 
  best left forgotten, its gaze reaches from 
  horizon to horizon... and beyond. 
  Under its shadow you are safe. 
  Permanent Bonus
  The Owner can at any moment Disconnect or 
  Reconnect Families and/or Characters. 
  All Trials & Fortunes can only be chosen once. 
  Families that get a Fortune are considered 
  Connected, as are their Characters. 
  the Watchtower
  Trials
   
  Ń Eyes Everywhere: Derelict infrastructure 
  comes to life under the Watchtower, 
  extending its watchful gaze everywhere. All 
  Families & Factions lose Surplus: Spies.  
   
  Ń Whispers Everywhere: The Tower connects 
  everyone, giving them the tools to 
  broadcast lies in all open channels. Those 
  without Surplus: Spies roll Subterfuge with 
  Disadvantage over the next Age.
   
  Ń All Along the Watchtower: Disconnected 
  life remains harsh and unforgiving, but you 
  take pride in your freedom. Permanently 
  lose Connected status to start the next age 
  as the Firebrand and gain an extra move 
  when building them. Another Disconnected 
  Family can start as the Reaver with an extra 
  move if they exchange 2-Treaty with you. 
  Both must start at Rebel roles.
   
  Ń The Eldritch Sign: The Tower beckons 
  hostile forces from the void. Tells us of the 
  alien’s unique strengths, looks, hungers 
  and capabilities, and the Owner choses a 
  wonder in play for them to hijack. Every 
  Age the Tower still stands they hijack a new 
  Wonder… unless confronted, of course.
   
  Ń A Plague of Ghosts: The Tower unleashes 
  phantom signs that cause havoc in comms 
  and devices. As long as the Tower stands, 
  all connected Families & Factions gain the 
  Need: Plague. Collectively erase 3 instances 
  of Surplus: Engineers, Spies or Progress to 
  fix the glitch and erase the Need.
   
  Ń Calamity Warning: The Tower sounds 
  the alarm of a disaster in your holdings. 
  It comes in time to save lives, but too late 
  to avoid havoc and loss. All Connected 
  Families & Factions gain Need: Luxury & 
  Safety, but their next Character gains a 
  bonus Saint move.
   
  Ń Stir the Slumbering: The Tower’s signal 
  awakens hostile behemoths to rampage 
  across the land. The Owner tells us of 
  the behemoth’s unique strengths, looks, 
  hungers and capabilities. For the next Age, 
  Characters of all Connected Families gain a 
  bonus Survivor move.
  Fortunes
   
  Ń Topographical Map: The tower maps the 
  whole Homeland in real time.  Connected 
  Characters have lasting advantage when 
  Fiercely Assaulting a disconnected enemy 
  or Defusing their attacks. 
   
  Ń The Lighthouse Effect: Regardless of 
  distance, travellers are never alone under 
  the Tower’s watchful gaze. All Connected 
  Characters gain 1 Data on a Wasteland 
  Survival hit. As soon as a Connected 
  Character rolls Wasteland Survival their 
  Family immediately gains Surplus: Scouts if 
  they don’t have it already.
   
  Ń The Comms Grid: You are all connected 
  to a web pinned by the Tower. Connected 
  Families & Characters can communicate 
  freely and instantly across the Homeland 
  among themselves. Also, Diplomacy efforts 
  between Connected Families & Factions 
  happen instantly and roll with advantage.
   
  Ń The Information Network: In the etheric 
  webs woven by the Tower a silent war of 
  secrets and codes rages. All Connected 
  Families add “Gain 2 of their Data, stolen or 
  copied as you wish” to the Subterfuge list.
   
  Ń A Wilderness of Mirrors: An espionage war 
  begins, with every faction training their 
  own operatives.  Connected Families can 
  spend 1-Tech to change Surplus: Recruits 
  into Surplus: Spies or Scouts. 
   
  Ń Red Alert: The Tower gives an early 
  warning on your foes movements. All 
  Claim by Force moves targeting Connected 
  Families have lasting Disadvantage.
   
  Ń Radio Numbers: You discovered a 
  mysterious transmission, lost in the ether. 
  It streams a constant flow of ciphered 
  data, pointing to the Watchtower’s tech 
  origins and purpose. Start the next age as 
  the Historian, the Machine, or the Seeker, 
  picking an extra move when building them. 
  Others can start with an extra move as one 
  of the other two Characters if they give you 
  2-Treaty.
  
SOURCE: textdata/thevault/Legacy (PbtA)/2nd Edition/Supplements/Backer Playbooks/Families & Factions/Legacy - Life Among The Ruins (2nd Edition) - Families & Factions - The Watchtower.pdf