TEXT: Reach:
  GRasp:
  sleiGht:
  tech:
  Mood:
  access, Reading the Wind
  hold together, claim By Force
  Jury-Rigging
  conspire, subterfuge, Fog of War
  the age turns
  NaMe:
  The sea, the great unifier, has always been your people’s only hope to survive 
  the Fall. You feel it’s your duty to share the ocean’s bounty and beauty with the 
  drylanders. The world needs healing and salt water is the cure: waves, tears, sweat 
  or blood.
  to create your pioneers, choose a name, stats, doctrine, lifestyle, history, 
  traditions and moves.
  stats
  Choose one:
  Reach +2, Grasp -1, Mood -1, Tech 0 
  if the Homeland is mostly covered by 
  seas and oceans. 
  Reach -1, Grasp +2, Mood -1, Tech 0 if 
  the Homeland is only partially covered 
  by seas and oceans. 
  doctrine
  Choose one: 
   
  φ Preservers of the Seas: The wealth of 
  the seas is yours for the taking. Gain 
  Surplus: Food, Trade or Transport at 
  the start of every Age. 
   
  φ Masters of the Waves: You have 
  Advantage navigating the seas. 
   
  φ Rulers of Atlantis: Your people 
  are truly amphibious. You have 
  Advantage underwater. 
  lifestyle
  Choose one: 
   
  φ Nomadic: You know where to 
  find wealth beyond measure in 
  the vastness of the oceans. If you 
  would erase Surplus: Food, Trade or 
  Transport, exhaust it instead.
   
  φ Dispersed: Your domains are vast, 
  but your people remain strong and 
  vigilant. When you Call in a Debt 
  and take one of their Surpluses, 
  also gain Surplus: Peace, Morale or 
  Leadership.
   
  φ Settled: Anyone who acts against 
  your Family in its home turf 
  must 
  take 
  Need: 
  Transport, 
  Reconnaissance or Trade.
  history
  Pick two Surpluses:
  Defences, Knowledge, Barter Goods, 
  Land, Transport
  Pick three Needs:
  Trade, 
  Culture, 
  Revenge, 
  Recruits, 
  Weaponry
  Then, look at the other Families:
  One of them is partly descended from 
  Pioneer settlers who turned their back 
  to the sea. Gain 1-Treaty on each other 
  as memories of ties and sleights remain 
  to this day. 
  One of them was your sole contact with 
  drylanders for a long time. They tell us 
  why you two never lost touch, and you 
  tell us what happened to reveal your 
  existence to the other Families. They 
  take 2-Treaty on you.
  traditions
  Populace: aquatic cyborgs, genetically 
  modified merfolk, an intrepid crew of 
  submariners, something else. 
  Style: sleek diving clothing, glossy 
  armour and equipment, diaphanous 
  nets and fabrics, something else.
  Governance: 
  technocratic 
  council, 
  communist 
  collective, 
  enlightened 
  anarchy, something else.
  Moves
  You get all the basic moves. Choose 
  any two Pioneer moves.
  the pioNeeRs oF the depths
  cReatiNG the pioNeeRs
  
  tReaty
  Needs
  suRplus
  GeaR
  pioNeeR Moves
   
  φ the Neptune Factor
  From 
  birth, 
  gravity 
  chains 
  humanity to the earth. But we 
  have only to sink beneath the 
  waves and be free! Every Pioneer 
  Character gains +1 to one of their 
  Stats when in the seas. Also, 
  Pioneer Followers gain Quality 
  +1 when acting in the seas. 
   
  φ the dragon in the sea
  You are free from the hope that 
  the sea will ever rest. Instead, 
  you’ve learned to sail through 
  the tempest. When your Family 
  hits -2 Mood, you can choose 
  to roll +Grasp: on a hit gain 2 
  of +Barter Goods, +Trade, and 
  +Progress, and erase a Need. 
  On a miss, the GM can make as 
  hard a move as they like.
   
  φ lords of the deep
  The water cycle and the life 
  cycle are one, and your Family 
  understands them better than 
  any other. Spend 1-Tech to 
  renew an Exhausted resource.
  the Kraken Wakes
  Sometimes we must discard the 
  old, embrace the new, and run 
  headlong down an unwavering 
  course. When your Family faces 
  a Trial on the Turning of Ages, 
  gain Surplus: Motivation and +1 
  Forward per Trial you faced. 
   
  φ startide Rising
  The sea, once it casts its spell, 
  holds one in its net of wonder 
  forever. You can spend 1-Tech to 
  grant Advantage underwater 
  to a Character or Family for 
  an Age. From then on, gain +1 
  ongoing to Access or Forge a 
  Treaty with them..
  Characters from this Family can start with any and all of the following:
  •  A fine weapon of your people (melee or ranged, elegant).
  •  A small sea vessel, capable of transporting some crew and cargo. 
  •  Personal underwater propeller. 
  •  A diving suit, able to provide 24 hours’ air supply.
  •  A well-trained cetacean companion (Follower, Quality +1, Expertise: underwater 
  Search and Rescue).
  alliaNce 
  Move
  When 
  you 
  trade 
  Surplus-
  for-Surplus 
  with 
  a Family close 
  to 
  shore, 
  gain 
  1-Treaty on them.
  
  Reach:
  GRasp:
  sleiGht:
  tech:
  Mood:
  access, Reading the Wind
  hold together, claim By Force
  Jury-Rigging
  conspire, subterfuge, Fog of War
  the age turns
  NaMe:
  You are here, and humanity is not alone in the galaxy after all. You may have 
  come in peace or as an invader, but the Fall cut you off from your civilisation. Now 
  you must survive with what this broken land has to offer, hoping to reclaim one 
  day your vast heritage, the stars.
  to create the starfarers, choose a name, stats, doctrine, lifestyle, history, 
  traditions and moves.
  stats
  Choose one:
  Reach +1, Grasp -1, Mood -1, Tech 5 if 
  the homeland is alien terrain humans 
  had to adapt to. 
  Reach 0, Grasp +1, Mood -1, Tech 0 if 
  the homeland is suitable for human life. 
  doctrine
  Choose one: 
   
  φ Gardener of Worlds: when spending 
  Tech to discover or unlock the 
  hidden potential of the homeland or 
  its denizens, gain +2 per Tech. 
   
  φ Conquerors from Beyond: If you 
  would erase +Weaponry, +Defences 
  or +Transport, exhaust it instead. 
   
  φ Stellar Locusts: +1 when you Claim 
  by Force any resource. 
  lifestyle
  Choose one:
   
  φ Nomadic: your atmospheric drop 
  ships are still functional... for now. 
  Spend 1-Tech to improve the result 
  of any Wasteland Survival to its 
  next step. 
   
  φ Dispersed: your people can gather 
  all its numbers on a moment’s 
  notice. Spend 1-Tech to gain +1 Grasp 
  as long as you stay in one place to 
  complete a given task.
   
  φ Settled: your bases are secret and 
  very well hidden. Spend 1-Tech 
  to give any attempt to find it 
  Disadvantage. 
  history
  Pick two Surpluses:
  Defences, 
  Knowledge, 
  Motivation, 
  Reconnaissance, Transport
  Pick three Needs:
  Leadership, 
  Medicine, 
  Weaponry, 
  Peace, Land
  Then, look at the other Families:
  One Family has a hold over a critical 
  resource for your survival. They tell 
  us what it is and you tell us why you 
  depend on it. They take 2-Treaty on 
  you. 
  Your technology saved a Family 
  from certain doom. Tell us what that 
  technology was and they tell us what 
  doom was averted. Take 1-Treaty on 
  them.
  traditions
  Populace: 
  vaguely 
  humanoid, 
  arachnoid 
  builders, 
  biomechanical 
  cephalopods, something else. 
  Style: bulky life support, bristling with 
  weaponry, nanogel suit, something else.
  Governance: genetics-based autocracy, 
  a council of digitised elders, decentralised 
  cells bound by an alien moral code, 
  something else.
  Moves
  You get all the basic moves. Choose 
  any two Starfarers moves.
  cReatiNG the staRFaReRs
  the staNded staRFaReRs 
  
  tReaty
  Needs
  suRplus
  GeaR
   
  φ orbital Bombardment
  When you attack from orbit, 
  raze a terrain feature or a Surplus 
  belonging to another Family or 
  Faction. Then roll +Grasp. On a 
  7-9 choose 2, on a 10+ choose 1:
  •  You 
  cause 
  unintended 
  collateral damage.
  •  You 
  galvanise 
  your 
  foes 
  against you.
  •  You lose an alliance.
   
  φ invading armies
  When you march upon an 
  opponent, bringing to bear all 
  your advanced arms and ships, 
  roll +Reach. On a 7-9 choose 1, on 
  a 10+ choose 2:
  •  Their allies stop providing 
  them support.
  •  Their followers start rioting in 
  panic.
  •  One of their enemies will pay 
  you a tribute of 1 Surplus.
   
  φ Body snatchers
  When you make contact with 
  your sleeper cells infiltrated in 
  another Family or Faction, roll 
  +Reach. On a hit, choose one:
  •  You learn a secret weakness of 
  their defences.
  •  You learn ways to move 
  through this area quickly and 
  unseen.
  •  You learn clues to a hidden 
  strength or unknown history.
  On a 10+ you are given access 
  to a safe house you can use 
  while you’re in that Family or 
  Faction’s territory.
   
  φ abduction
  You can automatically succeed 
  in Access at the cost of 1-Treaty 
  with a Family. It’s a scary 
  thought to know no one is safe 
  from your grasping light!
   
  φ Wormhole Gates
  Spend 1 Tech to instantly relocate 
  your Character or one of your 
  assets to the safety of one of your 
  bases.
  staRFaReR Moves
  Characters from this Family can start with any and all of the following:
  •  Sophisticated weaponry (melee, ranged, high-tech).
  •  Maps of the Homeland from before the Fall.
  •  A small and incredibly powerful battery.
  •  A device to interface with ancient Tech.
  •  A set of power armour (+2 Armour), suited only for Synthetic characters.
  alliaNce 
  Move
  When a Family or 
  Faction overcome 
  their biases and 
  seek 
  you 
  for 
  support or trade, 
  gain 1-Treaty on 
  them on top of any 
  deals you make.
  
  Reach:
  GRasp:
  sleiGht:
  tech:
  Mood:
  access, Reading the Wind
  hold together, claim By Force
  Jury-Rigging
  conspire, subterfuge, Fog of War
  the age turns
  NaMe:
  Humanity concluded too early that they understood artificial intelligence. You are 
  proof that they were wrong and the Singularity is inevitable. Now, your creators 
  must surrender their position as the dominant species... graciously or not.
  to create your hive, choose a name, stats, doctrine, lifestyle, history, traditions 
  and moves.
  stats
  Choose one:
  Reach 0, Grasp 0, Mood -1, Tech 10 if 
  the Homeland’s power infrastructure 
  has been decimated.
  Reach -1, Grasp +1, Mood -1, Tech 5 if the 
  Fall preserved much of the Homeland’s 
  power infrastructure.
  doctrine
  Choose one: 
   
  φ Shepherds of Humanity: spend 
  1-Treaty to generate 3-Tech, or 
  donate 3-Tech to a Family to gain 
  1-Treaty on them. 
   
  φ Conquering Swarm: The Hive’s 
  directive is to bring harmony and 
  discipline to the world. You always 
  succeed at Hold Together as if you 
  achieved a +10.
   
  φ Guardians of the Singularity: you 
  always know how much Tech other 
  Families and Factions have in store, 
  and know when they use it. 
  lifestyle
  Choose one: 
   
  φ Nomadic: 
  all 
  your 
  agents 
  appear perfectly human, though 
  underneath their skin lies a body of 
  metal. Spend 1-Tech to disregard a 
  Harm box’s penalty for as long as 
  it’s marked. 
   
  φ Dispersed: 
  when 
  Reading 
  the 
  Wind, your Hive mind gets you 
  the information immediately if you 
  spend 1 Tech.
   
  φ Settled: your drones can be easily 
  repaired. Spend 1-Tech (instead of 
  exhausting a Surplus) to provide 
  Professional Care in Healing for any 
  synthetic Character inside the Hive’s 
  holdings. 
  history
  Pick two Surpluses:
  Defences, 
  Knowledge, 
  Weaponry, 
  Reconnaissance, Transport
  Pick three Needs:
  Trade, Barter, Goods, Culture, Peace, 
  Land
  Then, look at the other Families:
  One Family holds an important node 
  of your ancestral infrastructure. Tell us 
  why it still matters to you and they say 
  what prevents them from unlocking its 
  deeper mysteries. They take 2-Treaty 
  on you.
  Everyone fears that you could render 
  them obsolete at any moment. Each 
  Family tells us the event that caused 
  this fear and you tell us what they saw 
  there to convince them so. You take 
  1-Treaty on every Family. 
  traditions
  Populace: 
  conjoined 
  cyborgs, 
  anthropomorphic 
  robots, 
  inhuman 
  machines, something else. 
  Style: sleek and minimalist design, 
  heavy and dirty casing, camouflaged 
  military armour, something else.
  Governance: blind obedience to master 
  control, shared consciousness of conjoined 
  minds, one mind replicated to infinity, 
  something else.
  Moves
  You get all the basic moves. Choose 
  any two Hive moves.
  the syNthetic hive
  cReatiNG the hive
  
  tReaty
  Needs
  suRplus
  GeaR
  hive Moves
   
  φ drone army
  Spend 1-Tech to create custom-
  made 
  Followers 
  (Quality 
  +1, 
  Expertise: 
  Combat, 
  Reconnaissance, or Engineering). 
  Also, when Claiming by Force 
  add this to the available options: 
  “Your drone army suffered the 
  brunt of the losses: spend 3-Tech 
  right now or take -1 Grasp 
  ongoing until you do.”
   
  φ vast digital archives
  Whenever 
  you 
  gain 
  Tech 
  outside of the Hive you also gain 
  1-Data. Data can be cashed in for 
  +1 to a roll like Tech, but it can 
  also be transmitted wirelessly, 
  copied and easily traded to other 
  families. Even with many copies, 
  each Family can only benefit 
  from a given piece of Data once.
   
  φ autonomous systems
  Machines need very little to go 
  on. Your Mood is locked at +2, 
  regardless of Surplus & Needs. 
  You still have limits: if you 
  would ever gain a sixth Need, 
  trigger Fall into Crisis instead.
   
  φ Nanofabricators
  You alone control the miraculous 
  nanotechnology - a cornucopia 
  that can feed the world. Spend 
  3-Tech to create any physical 
  Surplus or Erase a physical 
  Surplus to gain 3-Tech. 
   
  φ terraformers of 
  tomorrow
  When working together with 
  another Family, the effect of one 
  of their long term moves (such as 
  Weird Science, This is a Civilised 
  Land, etc.) will be implemented 
  on a new scale of magnitude - 
  either a much broader scale, or a 
  far longer duration. 
  All Characters from this Family are considered Synthetic. Characters from this 
  Family can start with any and all of the following:
  •  Sophisticated weaponry (melee, ranged, high-tech).
  •  Maps of the Homeland from before the Fall.
  •  A small and incredibly powerful battery.
  •  A device to interface with ancient Tech.
  •  A set of power armour (+2 Armour), suited only for Synthetic characters.
  alliaNce 
  Move
  When a Family or 
  Faction overcome 
  their biases and 
  seek 
  you 
  for 
  support or trade, 
  gain 1-Treaty on 
  them on top of any 
  deals you make. 
  
  Reach:
  GRasp:
  sleiGht:
  tech:
  Mood:
  access, Reading the Wind
  hold together, claim By Force
  Jury-Rigging
  conspire, subterfuge, Fog of War
  the age turns
  NaMe:
  First, Man destroyed your root species. Then they took your original habitat and 
  finally decided to gift you with intelligence enough to appreciate the depth of your 
  misery. You are all organic machines - survivors built to emulate your mother 
  species in spite of the burden of self-consciousness, abstract language and tool use.
  to create the children, choose a name, stats, doctrine, lifestyle, history, 
  traditions and moves.
  stats
  Choose one:
  Reach -1, Grasp +2, Mood 0, Tech 0 if 
  the homeland preserved the Uplifted 
  species natural habitat. 
  Reach 0, Grasp +1, Mood 0, Tech 0 if 
  they need to adapt to the homeland’s 
  hostile habitat. 
  doctRiNe
  Choose one:
   
  φ The Hunters: your Family descend 
  from predators and you have 
  Advantage hunting down prey in 
  the Homeland. 
   
  φ The Grazers: your Family descend 
  from herd animals and you have 
  Advantage moving as a group over 
  large distances. 
   
  φ The 
  Scavengers: 
  your 
  Family 
  descend from omnivores and you 
  have Advantage infiltrating and 
  scavenging for resources. 
  liFestyle
  Choose one:
   
  φ Air Based: your phenotype is 
  winged, and you can easily access 
  areas out of reach to land based 
  creatures. 
   
  φ Land Based: your phenotype is 
  ideal for speed and endurance, and 
  you will not grow tired before your 
  prey or pursuer does. 
   
  φ Water Based: your phenotype is 
  amphibious, and you can easily 
  access and survive in underwater 
  areas. 
  histoRy
  Pick two surpluses:
  Camaraderie, Leadership, Motivation, 
  Justice, Recruits
  Pick two Needs
  Knowledge, Medicine, Progress, Culture, 
  Trade
  Then, look at the other Families:
  One Family has come to your rescue 
  and helped you build your community. 
  Tell us how and they tell us when. 
  They take 2-Treaty on you. 
  Someone is related to those who 
  uplifted you. Tell us how you found out 
  about this, and they will tell us of their 
  relationship with your progenitors. 
  They take 2-Treaty on you.
  tRaditioNs
  Populace: a menagerie bound by 
  phenotype similarity, a family of the 
  same race, a designed species without 
  clear parallel, something else. 
  Style: tribal paintings and scarification, 
  torn scavenged clothing, crude armours 
  of an original design, something else.
  Governance: 
  loud 
  democracy, 
  a 
  council of elders, tyranny of the strong, 
  something else.
  Moves
  You get all the basic moves. Choose 
  any two Uplift moves.
  cReatiNG the childReN
  the upliFted childReN oF MaNKiNd
  
  tReaty
  Needs
  suRplus
  GeaR
   
  φ atavistic Nature
  Choose what gives your Family 
  a ferocious edge in battle:
  •  Superior senses and teamwork.
  •  Superior physical attributes.
  •  A 
  feral, 
  barely-restrained 
  killing instinct.
  Start with 3-Savagery. When 
  you go all-out on an enemy, you 
  may spend 1-Savagery to:
  •  Separate your target from its 
  allies.
  •  Terrify your target with a 
  display of violence.
  •  Take out your target’s weakest 
  units.
  At the start of a new Age, reset 
  to 3-Savagery.
   
  φ the strength of the 
  pack
  At the start of every Age 
  your Character gains a pack 
  of 
  Followers 
  (Quality 
  +1, 
  Expertise: Hunting, Scouting or 
  Scavenging). When they act as 
  one, both character and followers 
  gain +1 forward. If the pack is 
  ever wiped out, gain the Need: 
  Vengeance. 
   
  φ are We Not Men? 
  When your Family Lends Aid 
  or otherwise protects another 
  Family before they ask for your 
  help, gain +1 ongoing for the 
  purpose of the joint effort, for as 
  long as it persists. If the venture is 
  successful gain Surplus: Morale, 
  Culture or Motivation. 
   
  φ you are Weak! 
  When your Family takes over a 
  settlement, roll +Grasp. On a 10+ 
  pick 2, on 7-9 pick 1:
  •  The people of the settlement 
  are sent away running: one 
  neighbour takes a Need of 
  your choice. 
  •  Your Family takes by force 
  the fruit of their foe’s labour: 
  gain one of their Surpluses.
  •  Your 
  Family 
  strikes 
  fear 
  into their neighbours: take 
  +1 ongoing to Reach against 
  them for this Age.
   
  φ home. Family. Future.
  When your Family fights for 
  survival or supremacy, you can 
  gain Need: Recruits, Morale 
  and/or Motivation. For each you 
  take, choose one:
  •  One of your foe’s champions 
  will be overwhelmed.
  •  One chosen champion of your 
  Family will decimate scores of 
  your foe’s regular troops.
  •  Those who witness the battle 
  will be forever marked by the 
  nobility of your people.
  upliFted Moves
  Characters from this Family can start with any and all of the following:
  •  Pragmatic, tattered or striking clothing.
  •  Fearsome, intimidating weaponry (melee, brutal).
  •  Crude armour of simple design (+1 Armour).
  •  The dog-eared journal of a researcher responsible for your Uplifting.
  •  A sturdy and reliable method of transport (vehicle or animal).
  alliaNce 
  Move
  When 
  you 
  impress a Family 
  with the moral 
  virtues of either 
  side 
  of 
  your 
  genetic 
  makeup, 
  gain 1-Treaty on 
  them. 
  
  FoRce:
  loRe:
  steel:
  sWay:
  NaMe:
  Forbidden things have a secret charm, and nothing is as forbidden as coming from 
  nowhere to assault those weaker than you and seize their riches, their pride, their 
  very lives. You’d say you’re a free soul, with a deep-rooted disdain for those not 
  born in the tough and exacting lands you call home and a pragmatic outlook. Who 
  cares if those you leave in your wake disagree?
  to create your Reaver, choose a name, looks, stats, backstory, moves, and gear.
  looks
  Masculine, 
  feminine, 
  transgressing, 
  badly concealed. 
  Weathered 
  face, 
  handsome 
  face, 
  dashing face, disfigured face. 
  Sardonic eyes, angry eyes, cold eyes, 
  single eye.
  Agile body, scarred body, lanky body, 
  stout body. 
  stats
  Choose one:
  Force 0, Lore -1, Steel +2, Sway +1
  Force +1, Lore 0, Steel +2, Sway -1
  Force +1, Lore -1, Steel +2, Sway 0
  Backstory
  Everyone goes round the table and 
  introduces their characters by outlook, 
  appearance and history. Go around 
  again, and on your turn choose another 
  player for at least one:
  I saved _________ from slavers. 
  If not for __________ I’d have 
  been executed by the law.
  _________ laughs at the most 
  inappropriate times. Scary stuff!
  Moves
  You get all the basic moves. In addition, 
  gain My Kingdom, My Rules and one 
  more: 
  GeaR
  In addition to what you get from your 
  Family, pick your Vehicle (from My 
  Kingdom, My Rules) plus two:
   
  φ A traditional weapon of your 
  people (melee or ranged, plus any 
  two tags). 
   
  φ Excellent armour that has seen too 
  much use (1-Armour).
   
  φ A loyal, if raucous, crew (Followers, 
  Quality +1, Expertise: Piloting and 
  Assaulting).
   
  φ A journal showing the dangerous 
  trek to a barely known lost treasure.
  cReatiNG a ReaveR
  the ReaveR
  
  advaNceMeNt
  haRM
  GeaR / Notes
  When you successfully escape vengeance by disappearing 
  into Hostile Grounds, take an advance:
   
  φ Get +1 Steel
   
  φ Get +1 Force
   
  φ Get +1 Lore
   
  φ Get +1 Sway
   
  φ Get a new Reaver Move
   
  φ Get a new Reaver Move
   
  φ Get a move from another 
  playbook
  Each advance can only be chosen once.
   
  φ Excited
   
  φ Wrathful
   
  φ Strained (-1 Force)
   
  φ Broken (-1 Steel)
   
  φ Dead
  death Move
  When you mark off your Dead 
  box, you manage to escape the 
  scene and die on your own terms. 
  Leave behind clues to a secret 
  hoard of 2 of Surplus: Barter 
  Goods, Weaponry, or Transport.
  Choose one of your possessions as 
  a Relic, and one of your moves; 
  while a family member holds 
  that relic, they can use that 
  move.
   
  φ My Kingdom, My Rules
  Name the region outside the Homeland you hail from: the deep seas, the immaterial 
  digital realms, off-world void, dangerous ruins underground, or something else. 
  You are perfectly adapted to that harsh reality and have Advantage there. Also, 
  describe the vehicle or device you use to travel from your kingdom to the Homeland 
  and back, and choose 2: 
  •  It gets you there and back quickly.
  •  It gets you there and back safely.
  •  It can take others and items too.
   
  φ act of Rebellion
  When you infiltrate a location, community or system, roll +Steel. On a 10+, choose 
  3. On a 7-9, choose 2. On a 6- choose 1:
  •  You enter unnoticed.
  •  You have an escape route.
  •  No violence is needed.
  •  You find the most valuable thing there.
   
  φ Beauty is unbearable
  When you plan out how to steal something, ask the GM these questions. When 
  acting on the answers you take +1 forward.
  •  What else is valuable there?
  •  What’s my target’s most powerful defence?
  •  Who will retaliate?
  •  Who else wants it?
   
  φ Walk Beside Me
  When you make a plan of attack and explain it to your team, roll +Steel. 
  On a 10+, hold 3. On 7-9, hold 1.
  While executing the plan, you can spend 1 hold to allow a teammate to roll with 
  Advantage on any move.
   
  φ heroism is optional
  When you take advantage of an opening to escape a situation, roll +Steel. On a 
  hit, you get away. On a 10+, choose 1. On a 7-9, choose 2. On a 6- choose 3:
  •  You suffer harm during your escape.
  •  You end up in another dangerous situation.
  •  You leave something important behind.
  •  You owe someone for your escape.
  ReaveR Moves
  
  FoRce:
  loRe:
  steel:
  sWay:
  NaMe:
  You came from far, far away. From a place where the achievements of Before 
  were kept, improved upon or long surpassed. You carry these traditions and ideas 
  with you as you wander the wasteland, performing miracles for your own eldritch 
  reasons. 
  to create your promethean, choose a name, looks, stats, backstory, moves, and 
  gear.
  looks
  Masculine, feminine, asexual, utterly 
  inhuman.
  Gangly body, large body, frail body, 
  cybernetic body. 
  Menacing 
  aura, 
  peaceful 
  aura, 
  disquieting aura, aggressive aura.
  Cold voice, soft voice, synthetic voice, 
  raspy voice. 
  stats
  Choose one:
  Force -1, Lore +2, Steel +2, Sway -1
  Force +1, Lore +2, Steel 0, Sway -1
  Force -1, Lore +2, Steel +1, Sway 0
  Backstory
  Everyone goes round the table and 
  introduces their characters by outlook, 
  appearance and history. Go around 
  again, and on your turn choose another 
  player for at least one:
  _______ has brought me valuable 
  finds before. 
  _______ is doomed without my 
  technology.
  Surprisingly, I learned a lot from 
  __________.
  Moves
  You get all the basic moves. Then, pick 
  two Promethean moves.
  GeaR
  In addition to what you get from your 
  family, pick three:
   
  φ A 
  weapon 
  beyond 
  anything 
  these primitives have (ranged, 
  inconspicuous, hi-tech and either 
  area or silent). 
   
  φ An omni-tool (3 uses; +1 to any 
  Promethean move on use).
   
  φ An inconspicuous environmental 
  suit.
   
  φ A powerful shielding device (3 uses; 
  +2 to Armour on use, in a fixed 
  dome large enough to hold a dozen 
  people).
   
  φ Miraculous healing gel (3 uses; -2 to 
  Shake it Off on use).
  cReatiNG a pRoMetheaN
  the pRoMetheaN
  
  advaNceMeNt
  haRM
  GeaR / Notes
  When you successfully achieve or acquire a technological 
  breakthrough, take an advance:
   
  φ Get +1 Steel
   
  φ Get +1 Force
   
  φ Get +1 Lore
   
  φ Get +1 Sway
   
  φ Get a new Promethean 
  Move
   
  φ Get a new Promethean 
  Move
   
  φ Get a move from another 
  playbook
  Each advance can only be chosen once.
   
  φ Confused
   
  φ Overwhelmed
   
  φ Bleeding (-1 Steel)
   
  φ Feverish (-1 Lore)
   
  φ Dead
  death Move
  When you mark off your 
  Dead box, all enhancements 
  made in that scene will become 
  permanent; you knew all along 
  that this was your time to die. 
  Also, leave a recorded message 
  behind. 
  Choose one of your possessions as 
  a Relic, and one of your moves; 
  while a family member holds 
  that relic, they can use that move.
   
  φ From a pure source
  If the Jailbreak rules from Echoes of the Fall are NOT in effect, use this...
  When you dismantle a piece of Tech in order to understand it fully, erase 1 Tech 
  and roll +Lore. On a hit you unseal this device’s potential; work with the GM 
  to write 2–3 moves the device will let you perform, with each use using one of 
  its three charges. Also give the device an Ambience - some way it affects the 
  surrounding area positively and negatively. Once a device runs out of charges, 
  it cannot be recharged - only its Ambience continues running. On a 10+ pick one:
  •  The device has one more charge.
  •  The Ambience is entirely benevolent.
  •  The device can be recharged by spending 2 Tech per charge.
  If the Jailbreak rules ARE in effect, use this:
  Always pick one extra option when you roll Jailbreak, even in the case of a roll 
  of 7-9. 
   
  φ thy Godlike crime
  When you have the time and safety to upgrade a vehicle, spend 1-Tech and do 
  one of the following:
  •  Increase the vehicle Might by 1.
  •  Increase the vehicle Chrome by 1.
  •  Increase the vehicle Brawn by 1.
  •  Add or remove one tag from the vehicle.
  Upgrades last until the end of the scene.
   
  φ a Mighty lesson
  When you get your hands on a device and attempt to disable it, roll +Steel. On a 
  7-9, you do it and pick two; on a 10+, pick three:
  •  You do not cause collateral damage in the process.
  •  You do not permanently disable the device.
  •  You do it instantly.
  •  You gain 1-Tech (can be chosen more than once).
  •  You gain one more charge to one of your Jailbreak-boosted devices (can be 
  chosen more than once).
   
  φ a symbol and a sign
  When you have enough time and safety to upgrade a piece of normal equipment, 
  spend 1-Tech and do one: add one tag to it, remove a tag, or add +1 Armour to a 
  piece of armour. The upgrade lasts until the end of the next scene in which it is used.
   
  φ the Wretched Gift
  You have a knack for languages and customs. When you encounter someone from 
  a culture you have not encountered before, roll +Lore. On a 10+, you are fluent 
  in that language and culture. On a 7-9, you are limited to technical and scientific 
  concepts.
  pRoMetheaN Moves
  
  FoRce:
  loRe:
  steel:
  sWay:
  NaMe:
  You prefer to be called an “artificial being”, even if you may not look even remotely 
  human. Regardless of your design as a rescuer or terminator, you strive to be 
  something more than whatever you were created to be.
  to create your Borg, choose a name, looks, stats, backstory, moves, and gear.
  looks
  Androgynous, 
  masculine, 
  feminine, 
  asexual
  Uncanny-valley face, blank face, fluid 
  face, robotic face
  Muscular body, inconspicuous body, 
  sleek casing, heavy duty casing
  Cold voice, soft voice, robotic voice, 
  inhuman voice. 
  stats
  Choose one:
  Force +2, Lore +1, Steel 0, Sway -1
  Force 0, Lore +1, Steel +2, Sway -1
  Force +1, Lore +1, Steel 0, Sway 0
  Backstory
  Everyone goes round the table and 
  introduces their characters by outlook, 
  appearance and history. Go around 
  again, and on your turn choose another 
  player for at least one:
  I have rescued _________ from a 
  hellish place. 
  The last time _________ and I 
  travelled together, they were the only 
  organic to survive. 
  _________ and I have fought in 
  opposite sides before.
  Moves
  You get all the basic moves. Then, pick 
  two Borg moves. You always count as 
  Synthetic.
  GeaR
  In addition to what you get from your 
  family, pick three:
   
  φ A complex device of mysterious 
  purpose. 
   
  φ Small media embedded with the 
  accumulated lore of the world before 
  (3 uses, +1 to Activate Forgotten 
  Lore on use).
   
  φ A 
  pseudo-intelligent 
  intangible 
  companion AI, able to understand 
  specific 
  commands 
  (Follower 
  Quality +1, Expertise: Research).
   
  φ Inbuilt technology allowing you 
  to record and project any of your 
  memories. 
   
  φ An interface for the most advanced 
  technology from Before.
  cReatiNG a BoRG
  the BoRG
  
  advaNceMeNt
  haRM
  GeaR / Notes
  When you significantly change your behaviour either closer to 
  or further away from human norms, take an advance:
   
  φ Get +1 Steel
   
  φ Get +1 Force
   
  φ Get +1 Lore
   
  φ Get +1 Sway
   
  φ Get a new Borg Move
   
  φ Get a new Borg Move
   
  φ Get a move from another 
  playbook
  Each advance can only be chosen once.
   
  φ Dinged
   
  φ Bent
   
  φ Busted (-1 Force)
   
  φ Glitched (-1 Steel)
   
  φ Totalled
  totalled Move
  When you mark off your Totalled 
  box, erase a technological Surplus 
  (Knowledge, Weaponry, Transport, 
  etc.) in a place of safety to bring the 
  Borg back in action. Alternatively, 
  you can be scrapped for 5 Tech and 
  Surplus: Knowledge.
  Choose one of your components as 
  a relic, and one of your moves: so 
  long as a Family member holds that 
  component, they can use that move.
   
  φ scanning platform
  After analysing the current scene, roll +Lore. On a 10+, ask 2 questions. 
  On a 7-9, ask 1.
  •  Is there anything hidden here?
  •  Is there anything hazardous here?
  •  Is there anything valuable here?
  •  Is there anything vulnerable here?
   
  φ Reinforced structure
  You can shrug off damage that would tear flesh and bone apart. 
  When you take damage roll +Force. On a hit take half the harm 
  (rounded down). On a 7-9 choose 2, on a 10+ choose 1:
  •  You lose your advantageous position.
  •  You lose an important asset you were carrying.
  •  Somebody else takes the damage as well.
  On a 6 or lower, you suffer full damage.
   
  φ environmental probe
  You have seen things people wouldn’t believe. You have 3-Armor 
  against any Natural Disasters, and +1 ongoing to Defuse environmental 
  hazards. 
   
  φ tactical computer
  Your tactical analysis and comms all but guarantee your team’s 
  safety. You can always respond to Call for Aid with a Lore Defuse, 
  even remotely. Also, when you have time to assess an enemy before 
  acting, you can Fiercely Assault with +Lore. 
   
  φ scientific database
  You gain +1 Data for any Tech you use or you witness being used 
  by other Characters. For more on Data, see the Synthetic Hive’s Vast 
  Digital Archives.
  BoRG Moves
  
  FoRce:
  loRe:
  steel:
  sWay:
  NaMe:
  You were not designed to live in society. Not just because of your violent nature, 
  but because your skills and wits are all you need. Fearing no man, no beast, no evil, 
  you rage and do not go gentle into that good night.
  to create your untamed, choose a name, looks, stats, backstory, moves, and gear.
  looks
  Masculine, 
  feminine, 
  ambiguous, 
  concealed. 
  Wiry body, hirsute body, powerful 
  body, scarred body. 
  Menacing eyes, dead eyes, hungry 
  eyes, shifty eyes.
  Husky 
  voice, 
  growling 
  voice, 
  whispering voice, mute. 
  stats
  Choose one:
  Force +2, Lore -1, Steel +2, Sway -1
  Force +2, Lore -1, Steel +1, Sway 0
  Force +1, Lore -1, Steel +2, Sway 0
  Backstory
  Everyone goes round the table and 
  introduces their characters by outlook, 
  appearance and history. Go around 
  again, and on your turn choose another 
  player for at least one:
  _______ and I have defied the law 
  together before. Good times. 
  I am very proud of how far _______ 
  has come.
  ______ thinks I am trouble. So why 
  can’t they keep away?
  Moves
  You get all the basic moves. Then, pick 
  two Untamed moves.
  GeaR
  In addition to what you get from your 
  family, pick three:
   
  φ A large melee weapon/tool (melee, 
  brutal). 
   
  φ A fine bow (ranged, elegant, silent).
   
  φ A memento of your heritage, 
  unexpectedly valuable.
   
  φ Crude armour (1-Armour).
   
  φ A horn to warn off incoming attacks.
  cReatiNG a uNtaMed
  the uNtaMed
  
  advaNceMeNt
  haRM
  GeaR / Notes
  When you successfully impress those who witness your stoic 
  sacrifice, take an advance:
   
  φ Get +1 Steel
   
  φ Get +1 Force
   
  φ Get +1 Lore
   
  φ Get +1 Sway
   
  φ Get a new Untamed Move
   
  φ Get a new Untamed Move
   
  φ Get a move from another 
  playbook
  Each advance can only be chosen once.
   
  φ Indifferent
   
  φ Annoyed
   
  φ Enraged
   
  φ Winded
   
  φ Dead
  death Move
  When you mark off your Dead 
  box, you manage to overwhelm 
  one last obstacle, be it a wall 
  or a platoon of foes. Say what 
  collateral damage you caused 
  to achieve it.
  Choose one of your possessions 
  as a Relic, and one of your 
  moves; while a family member 
  holds that relic, they can use 
  that move.
   
  φ Fierce agility
  When you travel through dense, difficult, or inaccessible 
  terrain, roll +Steel.
  On a 10+, hold 3; on a 7-9, hold 2; on a 6-, hold 1.
  Spend 1 hold to overcome an obstacle in your way: climbing 
  a cliff wall, leaping from structure to structure, and so on. 
  Spend an additional hold to do it silently or faster than any 
  human ever could.
   
  φ Keen senses, Keener Reflexes
  You can’t be surprised by anything short of a miracle. Also, 
  if attacked you can always react before the attack strikes. 
   
  φ Reckless Fighter
  When you roll Fiercely Assault, the GM must always 
  choose:
  “Something or someone important to you is harmed”
   
  φ hale Beyond Measure
  You have +1 Armour, and when confronted by overwhelming 
  forces you gain an extra +1 Armour.
   
  φ peerless Brute
  When you use pure strength to destroy something curtailing 
  your freedom, roll +Force.
  On a 10+, choose 3; on a 7-9 choose 2:
  •  It takes but a moment.
  •  Nothing of value is destroyed.
  •  It doesn’t attract a lot of attention.
  •  No one else is hurt or killed.
  uNtaMed Moves
  
SOURCE: textdata/thevault/Legacy (PbtA)/Reference sheets/Legacy - Mirrors in the Ruins - Playbooks Spreads.pdf