Kill Six Billion Demons Broken Worlds 11
Kill Six Billion Demons Broken Worlds 11
Kill Six Billion Demons Broken Worlds 11
Tom Parkinson-Morgan
Character sheets:
Sam Chabot
Editing assistance:
Christian “MadLetter” Selgrad
This role-playing game is based on the web and print comic KILL SIX BILLION
DEMONS by by Tom Parkinson-Morgan, aka Abbadon. It can be found on the web at
http://killsixbilliondemons.com or
http://killsixbilliondemons.com or in print via Image Comics at your local comic shop.
Demand and support for the development of this game have come from the support
of the amazing fans and contributors of the Kill Six Billion Demons Patreon (http://
(http://
patreon.com/killsixbilliondemons).
patreon.com/killsixbilliondemons ). Thanks to all the support and enthusiasm of the
Kill Six Billion Demons patrons for the development of this game. game. Without you, it’s
doubtful I would have turned my crazy ideas
idea s into reality.
This game is ocially available at the Kill Six Billion Demons Patreon for as little as
$2. If you got it elsewhere, I don’t mind, but please consider supporting your favorite
comic authors or artists on Patreon sometimes, even if it’s just a few bucks here and
there, it makes a huge dierence and can lead to the creation of projects like this
game and more.
BROKEN W
BROKEN WORLDS
ORLDS
2 Powered
Powered by
by the
the Apocalypse
Apocalypse
BROKEN WORLDS
The Multiversal Mar- Desolate Glory 144 Night Guard (Group) 158
ketplace 133 The Great Concordance Ras Supharna, Guild Scion 159
Hours 133 of the Demiurges 145 Reinforce 159
Halls, Shops, and Stalls 134 The Tower of Zoss 145 Conceal 159
Wandering Shops 134 Denizens of Throne 146 Torturer 159
T
a Signs 135 Servitor Races 146 Devour 159
b Currency 135 Eidolons 146 Threat Level: 2 159
l
e The News 135 Goblins 146 Elemvy Guile, Guild As-
Furnace and Spires 135 Innite Mothers 147 sassin 159
o
f Furnace 136 The Kind People 147 Night Guard Captain 159
C Deep Lairs 136 The Rootless 148 Riposte 159
o Penitents 136 Devils 148 Night Guard Elites 159
n Work 137 Pale Devils 148 Overwatch 159
t Spires 138 Blue Devils 149 Parkhassian (The Exqui-
e Rival Guilds 138 Red Devils 149 site) 159
n
t City of Spies 138 Verdant Devils 150 Dodge 159
s The Giving Forest 138 Gilded Devils 150 Seal Meridians 159
City of Flowers 139 Ebon Devils 151 Supharna’s Bodyguard 160
Palaces 139 Angels 152 Crush 160
Glorious Remnants 139 Root Knights 152 Threat Level: 3 160
Old Blood 139 Petal Knights 152 Pankriss, Devil Guard 160
City of Night 140 Thorn Knights 153 Berserk 160
Temple of the Any-
Faced God 140 THE PALACE OF NIGHT 154 PLAYSHEETS 162
City of Dances 141 Summary and Introduction 155 The Beggar 162
Sanctum 141 Who is Ras Supharna? 155 The Boss 164
Crumbling Depths 142 How did we get here? 155 The Fated 167
City of Ten Thousand Starting it o 156 The Fury 169
Temples 142 The Exquisite Parkhas- The Hunger 171
Religion in Throne 143 sian, Master of the Palace The Hunter 174
Living Gods 143 of Night 157 The Law 177
Conduit of Dark Science 144 Palace Threats 158 The Master 179
Buried Secrets 144 Threat Level: 1 158 The Rened 181
Sacred Spoke 144 Night Guard (Individual) 158
METATRON ’S WORDS 184
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INTRODUCTION TO BROKEN WORLDS
The Kill Six Billion Demons Roleplaying Game
(http://killsixbilliondemons.com)
8
INTRODUCTION
A Brief History of the Wheel reviled idiot-trickster goddess YS-Aesma.
YS-Aesma. These
Broken Worlds takes place in the multiverse of stories would be too numerous to recount here,
the great Wheel, the setting of the comic Kill Six and indeed most of them were lost to time.
Billion Demons on which this game is based. If you
are the game master, you can change details of The Inheritors
the setting as you like. This game assumes that it’s After countless ages, the gods grew tired of doing
taking place in a world of multiple universes, and menial work, and they left it to the god of craftsmen
multiple dimensions, all linked through a hub world and caretakers, UN-Koss.
UN- Koss. Koss quickly grew sick of
called Throne, the corrupt and ruined heavenly realm xing chariot wheels, hammering out nails, and
where the gods once ruled and lived. The history mending broken shoes. He traveled to the Void
of Throne and the Wheel itself is detailed more and took some of the primal ames of YS and UN
extensively in the Daemoniac section of this book. to make new beings to serve him, and ultimately
the other gods as well.
The feats of many great and terrible men and women
hammered the Whee
Wheell into the shape it is today. But First, Koss used the Cool White Flame of UN to make
it was not always so. hundreds of races of Servants. These immortal races,
in the shape of mythical creatures, powerful beasts,
The King in the Tower or sentient beings, were forged each for a single
Once, there was YISUN, who had no rivals, no beginning, purpose or task. Some for cleaning Throne’s canals,
no end, no sires, and no equals. YISUN commanded all working Throne’s forges, or serving as Throne’s
secret res, all multidimensional
multidimensional songs, all the dread porters. For a time, the gods were delighted and
names of Royalty, and all sword arts. YISUN was the content with the Servants doing their bidding.
king in the tower, the unparalleled and innite God.
The servants quickly grew unruly as the gods, free of
YISUN’s existence was a terrible one, lonely and menial work, grew to be whimsical and cruel masters.
devoid of meaning. Innite, unparalleled,
unparalleled, unchanging To keep them in line, Koss took the freezing Cold
and unending, YISUN saw only one solution to White Flame and hammered the Law into it. Thus
singularity the power
power of self-destruction.
self-destruction. YISUN making the rst Angels, immortal, aming beings
performed the great art of Division, annihilated of order. The Angels were too cold to safely enter
themselves and split into two primal beings: YS, who Throne, so Koss dipped them in ash, giving them
was the master of all that was, the Hungry Black stone bodies to move around in.
Flame, and UN, who was the master of all that was
not, the cold and dread White Flame. The idiot god Aesma, jealous of Koss’ achievements,
stole his chisel and snuck into his workshop. Using
These two primal gods rst warred, shocked by each the Warm Black Flame of YS to make her own race,
other’s hideousness, and then made love, destroying the race of Humanity.
themselves as YISUN had and giving rise to 777,777
gods, half from the Black Flame, and half from the Aesma was not as skilled a craftsman as Koss,
White Flame. however, and she created humankind with a vital
aw the aw of mortality. Unlike all other creatures
creatures
Throne and the Rule of the Gods and gods alike up to this point, each human’s soul
These gods were much more singular
singular beings, more ames would eventually sputter and fade. It was in
individualistic
individualistic and driven to war, love, build, create this way that the idea of death entered the world.
and destroy. They raised up a mighty city in the space
that was nothing, a city of red stone, and named it The End of the Gods
Throne. In Throne they were resplendent in their The gods, tired of their circular and immortal
power, immortal, and embodying pure aspects of existence, like YISUN before them, were inspired
reality. They had adventures, told tales, built and by Aesma’s awed creations. They decided once
created ne things, and waged war upon each other and for all to destroy themselves, and in the process
from time to time, as was the custom. forge the Multiverse. From Throne, they each faced
outwards and told a beautiful story, and in their
Many ancient and well known stories exist about self destruction forged an entire world. Thus were
the more famous (and infamous) of the gods, such 777,777 gods destroyed and 777,777 worlds created,
as UN-Hansa
UN-Hansa and his loyal daughter YS-Prim, the radiating outwards
outwards from Throne like the spokes of
peace keeper and demon slayer YS-Het,
YS-Het, the lord of a great Wheel. The races of humanity and servants
swords and master of war UN-Intra,
UN -Intra, and the much were banished from Throne to live in the newly
9
BROKEN WORLDS
created worlds, where they created new civilizations series of keys each with absolute power over one
and thrived for countless millennia. of these worlds. These keys could be used to open
a gateway, a tear in space time, so that ordinary
Some angels were banished to the void, to keep people as well as soldiers, merchants, supplies and
watch on the Hot Black Flame, the chaotic remnant other goods could be transported directly to Throne.
of the primal goddess YS. Others were left in Throne
I as its nal guardians, the Prime Angels. These angels For a time, Throne thrived and grew as it became
n grew to monstrous size over uncounted years, an interdimensional
interdimensional metropolis. Overtime the
t
r some ten stories tall or more, and kept watch on demiurges’ thoughts turned to rulership instead
o the decaying ruins of the city of the gods and the of enlightenment. Their attitudes towards
towards each
d
petrifying corpses of the Gods themselves. other quickly became more belligerent, until war
u
c was inevitable. When it came, the war consumed
t The Destruction of the Heavenly Gate the multiverse. Many dimensions burnt down to
i
o and the Demiurges thier core. The world destroying power wielded
n Thus it was for untold ages, until the Conquering by the Demiurges was used to full force and with
King, a dark sorcerer by the name of Zoss, broke terrifying eect. When the dust settled, Zoss had
into Throne by some awesome power. He slew the disappeared and the Demiurges, who had been
Prime Angels. He smote their leader, the archangel hundreds of thousands in number, were reduced
Metatron, and pulled from him all the secrets of to a mere Seven.
Divinity.
The Seven
Using this power, Zoss breached the veil between These Seven bloodthirsty and ruthless rulers, the
worlds that sequestered Throne from the rest of only remaining powers in all possible universes,
reality. He called upon other great and mighty heroes, made a pact of neutrality. They slunk away to their
human and Servant alike, from the countless worlds lairs and tended to their enormous empires. Today,
Today,
that comprised creation. Zoss then installed himself they still rule as black emperors and tyrant kings of
as the Ruling King, the master of all Universes. The all worlds. The only truly neutral ground is Throne
saints, sorcerers, kings, and masters of reality that itself, overpopulated, teeming with pollution and
ruled under him created a new governing body. violence, and overowing
overowing with corrupt gangsters,
They rebuilt Throne and formed a superior society criminal guilds, and warlords.
of enlightened equals, naming themselves the
Demiurges. PLAYING THE GAME
For a while, the Demiurges ruled a just, compassionate, These are the Broken Worlds
Worlds of this game, and the
and highly rational society, studying the secrets of the world that you will be playing in. A dark, decaying
universe, learning the ways of immortality and master multiverse, in which the only true adage is to
over the powers of creation. During this time the Devils, Reach Heaven Through Violence. Broken Worlds
a new race of Inheritors, were created by the Demiurges, is designed to be run as a set of extraordinary and
beings created by masking the chaotic Hot Black Flame powerful characters overcoming ruination in a vast,
of YS unto a form that could be bound with language multi-dimensional
multi-dimensional fantasy setting (by default, the
and willpower. setting of Kill Six Billion Demons). Each game is
designed to follow the characters as they struggle
The society of the Demiurges, for all its power, was with a broken worlds.
an isolated society, set apart from the countless
worlds that surrounded it. The opening of these The core world of Kill Six Billion Demons is a
worlds and their integration with Throne would multiverse - lled with hundreds of thousands of
ultimately be the demiurges undoing. cultures and thousands of races, along with angels
and devils. They all interact through the ruined and
The Universal War holy city of Throne, the hub-city at the center of all
The Demiurges, in their desire to spread creation. Each world is a physical place that can be
enlightenment, or merely through their lust for traveled to by means of a King’s Gate, which connects
power and rulership, made the fateful decision to the multiverse-spanning King’s Road. The road
to open Throne to common folk to conquer and runs through each reality, and the Void Between
rule other worlds and connect them to Throne. To Worlds, a great emptiness outside of creation.
facilitate this, the Ruling King Zoss hammered the
divine power he had stolen from Metatron into a This is a game more suited for a set of characters
solving a specic set of problems (much like a wuxia For example, if I have a move that says, ‘Whenever
or kung-fu movie, comic, or TV season). The specic you knock your opponent on their back, take +1
ways in which the world is threatening to break will forward’, I’ll get +1 to my next roll (and next roll
progress according to the game master. only) when I knock someone at. If the move instead
reads ‘Whenever your opponent is knocked out on
Setup the ground, get +1’. That means I can take +1 on
To play this game you will need at least 2 six-sided my next roll and all the rolls after as long as my
dice (D6s) or a way to simulate them, a character play opponent is still on the ground. Simple! n
sheet (found in the end of this book), and a pencil. o
i
Clumsy, Broken, and Empowered rolls t
Telling the Story If a roll is Clumsy, it’s made with 2d6 without any c
u
The core purpose of any role playing game is to tell positive modifiers. Your character is either not
d
a story, with everyone at the table participating. procient in the roll, or skill doesn’t apply in this case. o
One player takes the role of GM, or game master - r
t
you should decide before beginning to play. That If a roll is Broken, your character is disadvantaged n
player will act as both a storyteller and a facilitator in some way - either you’re disabled, ghting for I
for the rules. Everyone else at the table will take your life, or the roll is especially dicult. Roll 3d6
the role of characters in the story or world that the and pick the lowest 2 results!
GM helps create.
If a roll is Empowered, your character has an
Usually telling the story takes place through a kind advantage of some kind. Roll 3d6, removing any
of conversation between the players and the GM. negative penalties and choose the highest two
For example: results. The simplest way to get an empowered
roll is to spend a Power die, which is talked about
Player 1: “I open the door.” later in this section.
GM: “It opens slowly and easily, but as you do a
guard dashes out, brandishing his spear at you. A GM may make rolls clumsy, broken, or empowered,
What do you do?” depending on circumstances. More information on
this is in the GM section on pg. 91.
However, if players could do anything they like
without any failure involved, the game would Hold
become boring very quickly! All this game system Some moves give you hold . For example, a move
does is lay constraints on player actions, or add could read ‘When you roll a 10+, hold 3’. Think of hold
additional consequences to that conversation, to like a currency. You hold on to it and can spend it for
help introduce interesting story hooks, danger, and a number of eects that are detailed in the move.
tension to the action. You can’t spend hold from one move on another
move, and you lose hold when the parameters of the
This is done through rolling dice and moves. move are no longer relevant, or you take a respite.
Normal roleplaying, conversation, etc does not The rst part of the move is the trigger, ‘When
require a move. In fact, most of the time, you won’t be X…’ which describes what has to happen for the
making any moves at all . However, when the situation move to take place. The next part describes the roll
would change based on the player’s actions , or the you need to make and the outcomes. The GM will
players want to aect the outcome of events , or generally decide the outcomes, which may involve
the players want to receive more information - in them following up with a move of their own. It’s as
I other words, whenever there are consequences , they simple as that!
n usually make a move. Some moves also give you
t
r additional options or ways to interact with the story Keep in mind nearly all moves are triggered by player
o that the players and the GM are telling together. The action. This is very important - the players should
d
kind of move you make will depend on the wording always have the initiative in a game of broken worlds,
u
c of the move and the story itself! and GM should try playing as reactively as possible.
t
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o When do you make a move? All moves have a ‘When A player can’t do anything that would constitute
n X happens’ trigger that gives you a good idea of making a move without making a move. For example,
when you are required to make it. Making a move if a player wants to sneak by a sleeping guard, they
usually requires a roll. When making a roll, roll 2d6, will have to use an overcome move. Why? There’s
add the appropriate bonus (usually a player statistic, consequences here - the guard might wake up!
listed as +statistic, for example +body) and check
the result. The general and most important rule is the ction
trumps everything. In other words, the ction (the
– 10+ is a success. You have accomplished what story) decides the moves you have to make. If it
you set out to do. ts the ction, make it so! In the previous example,
– 7-9 is a partial success, and may have some maybe the GM decides the guard is so far asleep that
trade-os. The GM will usually oer you a worse no move is required - the guard is so drunk that he
outcome, bargain, or some form of retribution. has no chance of waking up.
– 2-6 is a miss, and probably involves a downside
for your character, such as taking damage. This even applies to combat. The kind of situation will
determine the move you need to make, or whether
They look like this: you even need to make a move at all! Normally, to
ght a guard would take a Reach Heaven Through
Reach Heaven Through Violence move (a fancy way of saying ‘ghting’), and
Violence you’d have to roll for it. But if the guard is asleep,
When you attempt to strike down you might have to make an overcome roll to slit
your foes in combat, roll +body his throat without waking him up. If you succeed,
(melee) or +reex (ranged) he’s probably dead! The GM might even decide the
guard is totally passed out and there’s no need for
On a 10+ deal your damage to a roll at all. You don’t have to make a move - he’s
a target or targets in range, a dead man!
and you can additionally
activate your weapon ourish.
On a 7-9, you exchange blows The Golden Rules
with your enemy. You deal
damage, but also take damage If you ever have qualms about the rules - just
as established, and you may remember two things. First, the ction is the
suffer additional harm or most important aspect when making a move.
disaster. That means as long as it makes sense in the
On a miss, your blows strike story, it’s probably ne!
wide, and you are fully
exposed to retribution, harm, Second, specic examples trump general.
or disaster. Generally, a player always deals -1 damage
to targets with the group tag. However, if
Click for the full list of Basic that player has a way around that tag, they
Moves . can ignore this limitation.
Example of Play GM: Not quite, you’re way over their heads by this
Lets look at a very simple example of moves in point, so normally you wouldn’t be able to attack
action. There are three people in this example, them, since you have a melee weapon. However, your
the GM, a player called K, who is playing a Hunter daggers have the thrown tag so you c an denitely
character, and a player called H, who is playing a make a ranged attack.
Fated character. H: I step forward and swing with my sword. 9 …
GM: Alright, you’re just outside the temple. The plus my +body is 11!
doors appear to be sealed shut, but you can faintly GM: Great, your strike hits true. How much damage n
hear chanting from inside. do you do, and what is your ourish? o
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H: I try the doors. H: I do 2 damage, plus one because of my Fated t
GM: They’re closed, and don’t seem to budge. What Style, and I choose to disarm my target. c
u
do you do? GM: That’s enough to cut one of the guards down,
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K: Get these doors open, I’ll keep watch. so no need to disarm him. Tell me how it happens. o
H: I’m going to try and force the doors. H: My father’s sword goes straight into his throat. r
t
GM: Great. Make an Overcome roll using +body to GM: He goes down gurgling and wide eyed. n
avoid attracting unwanted attention. K: Here’s my ranged attack with my daggers. I roll a I
H: Actually wait, can I make the Pry Secrets move to 6, plus my +reex… 8 total. I still deal my damage,
try and gure out what’s keeping the door locked? right?
GM: Sure, go ahead. Roll +mind GM: Your strike hits true. I think you do 2 damage
H: Great. I got an 8. What here could be useful to me? right? So you cut down the poor sap. However, before
GM: You spy a pretty simple lock keeping it shut. It you do, since you rolled an 8, the third guard jabs
could be picked. his spear at you. Minus your 1 armor… you feel a
K: I’m going to pick it. I have the tools for it. sharp pain as the sharp point deals 1 damage, slicing
GM: Sure, you do. pass your side.
14
CHARACTER CREATION
Details of the Playsheet These stats go from -3 to 3, which is the number you
Your playsheet determines the race of the character will add to a roll. They are generated on character
you can play, your starting gear, and the moves you creation and can increase over the course of the game.
can make (what kind of character you are). When
choosing starting gear you will often be asked to Players have damage, armor, wounds, and stamina,
make a choice between several options, or (detail) which are relevant for combat and other perilous
the options you have. situations. (Details in the Damage and Healing)
It’s up to you to decide the other aspects of your Unlike other RPGs, damage, wounds, and stamina
character, such as appearance, name, and background. depend on what kind of character you’re playing,
not what you’re wielding - but your weapon will
Statistics determine the ctional aspects of your attack, and
Characters have ve statistics: Body, Reex, Heat, sometimes gives it other qualities. Armor can change
Breath, and Mind. depending on what you’re wearing or your class
moves. Players usually all roughly act at the same
All characters start with the following statistics time, so there’s also no initiative statistic.
assigned as the player desires: +2, +1, +1, +0, -1.
Each class description details the most important Character Creation
statistics, which is relevant to their moves and At the very rst play session, each player will choose
advanced moves list. If you plan to learn Advanced a character class (or randomly hand them out!).
Martial Arts Moves, it’s advisable to research which There can only be one of each character type - each
statistics apply to those moves. character lls a certain niche in the story, and having
two of them defeats that purpose.
• Body means physical power, muscle, bulk, and
strength. A character with high body is usually The play sheet will detail how to make a character.
athletic or muscular, and can be physically large You’ll start by choosing statistics for your character,
and imposing. Characters that ght with body setting your character’s stamina, deciding your
often rely on their physical power to get them character’s appearance and starting possessions,
through situations. naming them, and choosing an advanced move. Then,
• Reflex means physical speed, agility, and at the rst play session, you will ll in your bonds.
accuracy. A character with high reex relies
on their incredible speed, and can perform Races
supernatural feats of skill such as plucking There are four races in the Kill Six Billion Demons
an arrow from midair, running up walls, ying Universe: Humans, servants, angels, and devils. Your
through the air, or walking on water . race has no bearing on your statistics but aects
• Heat means bravery, courage, physical presence, some moves and the way you role-play.
15
BROKEN WORLDS
– Humans are the must numerous race in creation. classes are procient with all of the weapons and
They are the most adaptable, the most multi- armor on their list, others will require that you pick
cultural, and have the most potential for power. from a limited selection.
– Servants are the non-human races, native to
C Throne and several other worlds. They are not a Gear
h singular race, but rather many species of creatures, Every class starts with its own limited starting gear
a created rst by the Gods. Each race was created list. The play may choose any piece of gear from that
r for a specic purpose, making Servants excellent list. For a description of each piece of gear, its cost,
a
c craftsmen and workers. Each race of servants is as and eect see Chapter 6 Equipment and Sundries .
t dierent as the next. If you make a servant, detail
e
r your race to the GM and what they were created for. Moves
C – Angels are the ancient protectors of Throne, the core All characters start with the basic moves, plus the
r world. They are spirits of eternal re in their true forms, move from their play sheet, and one advanced move
e bound to the void, but by use of stone bodies they can chosen or Advanced Martial arts if the class allows.
a
t interact with the mortal races in the physical world. As you level up, you can choose additional moves
i
o Most angels follow the Old Law of Throne, but there to customize your character further.
n are rogue angels and fanatics among their number.
– Devils are spirits of dark re, pulled from the void Burning Will
as human creations. Each Devil has a mask and A characters’ Burning Will represents their drive
a number of names that dene them. They are towards their goals. When you create your character,
capricious beings that value chaos and wildness. you can write down your character’s ultimate desire
as a single sentence in the Burning Will box. Their
Bonds desire could be something as simple as ‘to see my
Players also start with several bonds. Bonds get lled master avenged’, ‘to rule this land as king’, or ‘to
in at the rst play session, and determine the role- nally see peace among my people’.
playing aspects of your character and relationships
with the other characters. You can nd the spaces This component of character creation, like bonds,
for bonds on your character sheet in the form of is completely optional, but it can be one way to
sentences that need completion. think about your character’s strong motivations,
and provide something you can easily refer back
You may add bonds as you see t, or even skip to during a session. Your Burning Will can change
creating bonds entirely, but it is recommended for as the situation demands - perhaps you accomplish
new players, as having bonds will create a history your goal and can choose another.
between your characters that you can build o.
The second, and very important component of
Prociencies a character’s Burning Will is their Flaw. A Flaw is
Every class details the number and type of armor something intrinsic to a character’s personality that
and weapon prociencies the class starts with. Some drives them along, but in a negative way.
Each time characters gain a level, they can choose a new advanced move from their class,
from the Advanced Martial Arts section on pg. 78 if the GM agrees to it, or they can advance
one of their existing moves. In order to advance a move, the players must have already taken
the requisite advanced move.
In addition, at level 3, 6, and level 9, players can increase a statistic of their choice by +1, to a
maximum of +3, and choose a new weapon prociency.
CONFLICT AND TERMINOLOGY hold like a currency. When a move tells you to ‘hold
3’ or ‘you get hold 3’, you can spend that ‘hold’ like
Modiers a currency to gain an eect specied in the move.
Some moves will give modiers to rolls, usually +1 You can’t spend hold from one move on another
or -1. There are three types of modiers, regular, one! You lose all hold when you take a respite.
forward, and ongoing
Rest and Respite
+1 just means add one to the roll when a certain Some moves only recharge after a rest. A rest is
condition is met. Easy! sucient time (hours or days) and space (safety and
+1 forward just means +1 to your very next roll only quiet) for the character to recharge, recoup, and relax.
when a condition is met. When you want to rest, you make the Rest move.
-1 ongoing means take a -1 penalty to your rolls
until the penalty condition is removed. Other moves recharge after a respite. A respite is
sucient time and space (as with a rest) to bind wounds,
All types of bonuses can stack with themselves and catch breath, and calm nerves (about 15-30 minutes).
each other.
If you don’t have the time or the space (an unsafe
Hold or dangerous location, for example) - you can’t take
Some moves tell you to ‘hold 3’ or ‘hold 1’. Think of a rest or respite!
18
CONFLICT AND TERMINOLOGY
19
BROKEN WORLDS
For an idea of what damage looks like outside of they will not heal. The Rest move is a little special,
players: as the consequences are mostly story-focused. Your
GM will tell you the outcome of this move.
1. Incidental damage, an improvised weapon, a short
fall. After making a rest, no matter what, all your stamina
2. A long fall, a sword blow, a gunshot, normal is recovered. However, the number of wounds you
combat damage. heal from a rest depends on how many you pick
3. A serious gunshot, assault rie re, a blow for the move. y
from an ogre, savaged by a beast, a grenade g
explosion. Rest o
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4. Being shot by a cannon, hit by a massive boulder, When you have time (hours, days) and a place o
a multi-story fall, ravaged by a frenzied demon. (relatively safe/quiet) to gather your strength and n
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8. Being crushed by a colossal being, immersed in recuperate, choose a number of wounds you want
acid or lava. everyone in your party to heal (0,1,2,3, for example),
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12. Being crushed by a moon sized being, lacerated and choose a player to roll. Then they roll -wounds e
in the jaws of the world wolf. healed. (Subtract!) T
Damage can be reduced by the huge tag and the group On a 10+, you are able to grasp the time to gather
tag. Damage can ignore or take into these reductions your strength, for now. Regain the wounds you
at the GM’s discretion. For example, being immersed chose, all stamina, and all armor.
in lava probably completely bypasses how big you are. On a 7-9, choose 1 from the on miss options, but
take out the word ‘signicant’. Regain the wounds
Certain weapons or attacks have the ap, vicious, you chose, all stamina, and all armor.
destructive, messy, brutal or area tags, which can all On a miss, choose 1:
aect damage. For more information on tags see pg.
23-24 . Most weapon styles have a ourish eect that – Your enemies gain something signicant from
takes place when you roll a 10+ on a Reach Heaven your rest (ground, time, resources, allies, etc)
through Violence roll. See the weapon styles on pg. – You lose something signicant from your rest
71-76 for more info. (ground, time, items of power, resources, allies, etc)
Damage from certain moves is listed as bonus damage For example, the party has taken some heavy
(for example, +1 damage). This means add one damage, damage in a scue with the guilds. Vengo and Parl
period. Other damage is listed as ‘Deal 1 damage’ - have taken 2 wounds, whereas Meti has taken 3.
meaning deal exactly 1 damage to the target. The party chooses to heal 3 wounds and roll a 10,
minus 3 wounds, for a total of 7. The party chooses
Health and Healing to lose something from their rest.
Each target (and player character) has a certain
amount of stamina , which is aected by their breath The GM notes down that as they’re resting, thieves
statistic. Stamina can represent a character’s ability to dash through their camp and make o with some of
keep ghting in combat, their energy and poise, and their supplies - and barely manage to escape. Since
minor nicks and wounds to their person. Once stamina the party won’t lose anything ‘signicant’, the GM
is depleted, any remaining damage and damage should probably make the supplies fairly minor. If it
thereafter will go to wounds . Wounds represent was signicant, it could have been weapons, armor,
direct and harmful physical damage to your person. If a keystone, an ancient text, or something similar.
a player lls in their last wound (no matter how much
more damage they would take) and are reduced to Here’s another example - The player characters
0 wounds, they make the Shattered roll. are trying to reach a temple before their e nemies.
They roll a 6 on a Rest move, and choose to have
If a player lls in their last wound (no matter how their enemies gain something signicant. When the
much more damage they would take) and are player characters reach the temple, the GM tells
reduced to 0 wounds, they make the Shattered roll. them that their enemies are already there and set
up in defense, having found a shortcut.
Stamina will regenerate fully after a Respite (about
15-30 minutes of downtime). Wounds are not The GM doesn’t have to tell the party what they’re
recovered after a respite and can usually only be gaining or losing - merely note it down!
healed by taking the Rest move. Without resting,
Death Shattered
Fate is ckle and combat is brutal in Throne. When When a player is reduced to 0 wounds, they make
the die is cast and you have lost all of your stamina the Shattered roll. Each time they make this roll, they
and you last wound make a shattered roll. Maybe take a cumulative -1 penalty to the next shattered
you’ll be lucky, maybe you’ll defy fate, or maybe the roll, stacking indenitely (so the rst is normal,
ame will claim you. the next -1, then -2, etc). When Empowered, the
shattered penalty is not removed from the shattered
roll. This penalty resets upon a rest.
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o When you are reduced to 0 wounds, roll +breath.
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On a 10+, heal one wound, as you recover for now
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c On a 7-9, heal one wound. Then, the GM chooses
t 1, or you choose 2 from the list below (can’t choose
the same twice)
Defy Fate
When you attempt to defy your fate and avoid
death, make a clumsy roll.
Tags Fine
Sometimes attacks, weapons, or items have special Especially high quality. Any item with the ne tag
tags. These tags determine the qualities (in the is worth at least around 3x its base price.
ction) of the weapon, item, or attack.
Forceful
Range Tags Damage dealt with this tag knocks targets completely y
Combat is divided into dierent range bands (how o their feet or sends them ying, and staggers g
relatively far apart people are from each other. The larger targets. It may or may not give them the o
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ranges are Intimate (closer than hand, right up in reeling tag (Player rolls d6 on a 4-6 they gain reeling). o
each other’s faces), Hand (hand to hand combat), n
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Close (close enough to hear comfortably - about Hidden
twenty to thirty paces), Far (clear visual range), Easy to conceal, and not immediately noticeable to
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and Extreme (out of clear visual range and further). casual inspection. e
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Range tags indicate the range at which something Innite
is usable. If a target is further away or closer than As many as you need. Not actually innite (i.e. you can’t
that range, then the weapon or item won’t be as throw innite knives at someone), and you can still lose
eective, and you must make a broken roll to use it. your knives as a unit. But you won’t run out of them.
Focus Thrown
Requires focus to use (can’t move or do anything This melee weapon can be used to make a range
else while wielding or using this item or ability). attack at a range indicated in the tag.
(from hand to close for example), unless they Ultimately the kind of game you play and the kind
can move further as established (for example, of combat you want to get into depends on your
they are riding a motorcycle). fellow players and your GM - talk to them!
Enemy moves will entirely rely on the player’s rolls, Player vs. Player
so there’s no ‘enemy turn’ in such a structure. Once Though the game of Broken Worlds assumes players
every player has acted, the round is over and a new will be working together, they might not always
round begins. agree on matters, whether it is one player preventing y
another from stealing from an ancient pyramid, g
Mixing Both one player trying to knock another unconscious to o
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Structured or narrative combat alone can certainly prevent them from doing something rash, or simply o
be used to cover an entire campaign’s combat, players ghting each other (to the death or not). n
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but it’s often preferable to mix the two. Moves Players might also be interested in some friendly
can be expanded or contracted narratively to t sparring, dueling, or training.
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whatever situation you need. You can take things e
into structured combat when you want to up the In a case of player vs. player combat, players with T
stakes of each player’s action, or ‘zoom out’ and the higher Reex statistic will tend to act rst. If
let things play out a little looser, which can make there’s a tie, then roll o with a d6.
the narrative move much faster. I use a lot of movie
language here because like in movies, I think pacing All moves aimed directly at another player are always
is very important to a good RPG session. You don’t made broken, but they otherwise play out as normal.
want to get stuck making rolls for every individual Damage from retaliations (for example, on a roll
action against a gang of forty people for an hour less than 10 on a Reach Heaven Through Violence
if that’s not going to suit the story, but you also move) depends on player damage.
don’t want to totally skip over an epic duel with a
powerful villain in a single roll.
26
MOVES
27
BROKEN WORLDS
If you no longer stand in defense of your target On a 10+, the GM will tell you useful, interesting,
(willingly or otherwise), lose your hold. and dangerous information about it.
On a 7-9, the information will either be dangerous
Might or interesting, but not directly useful. Tell your GM
When you use your physical strength to subdue, how you know this information, either way.
grapple, or throw, roll +body. Choose a target
without the group or huge tags. Meditation
If you chose meditation , you spend about an hour
M On a 10+, you successfully wrestle, throw, push, grab in communion with a greater power (tell your GM
or halt your target, choose any or all options below. what).
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v On a 7+, choose two of the options below.
e On a miss, if you targeted an enemy, that enemy On a 10+, the power (through the GM) will tell
s may additionally choose one of the below options you something mysterious and important about a
against you. person, topic, or location of your choice.
On a 7-9, the answer will be cryptic, unclear,
– Your target stops moving and cannot move until or simply an impression.
they escape your grasp On a miss , you expose
– Your target takes 1 ap damage yourself to something dark
– Your target gains the reeling tag or malicious.
– Your target gains the crippled tag
Pry Secrets
Utility Moves When you attempt to discern
These moves may be made in combat, but are more information from a person, area,
suited to out of-combat situations. or situation, roll +mind.
Use +body when physical strength and athleticism – Who’s really in charge here?
is the deciding factor – What’s about to happen?
Use +breath when bodily health, constitution, and – What here seems false or deceitful?
healing are the deciding factor – What here could be useful to me?
Use +mind when quick thinking, mental acuity, or – What has just happened here?
knowledge are the deciding factor – What seems to be the safest path forward?
Use + heat when social graces, bravery, impressiveness,
or strength of will are the deciding factor Creation
Use +reflex when quickness of action, speed, When you attempt to create an item or object, if it’s
reexes, and acrobatics are the deciding factor. not rare or unusual, you can make it comfortably, as
long as you have access to materials and tools. As long
Query the Cosmos as you have time to work on your creation between
When you attempt to pry information from the universe, rests, you can create it in 3 wealth increments per rest,
choose knowledge (+mind), or meditation (+mind). based on the base market price. It will nish after
your last rest, and you can sell it or use it as you see t.
Knowledge
If you chose knowledge , you consult your own For example, a sword costs 3 wealth. To make one,
knowledge about something. Roll + mind. you must have access to materials and have the time
to work on it. Since the sword costs 3 wealth at base not be inuential or powerful. They will oer you
market price, it will take just one rest to complete. only one of the following: information, support,
safety, or supplies, though not necessarily without
You can attempt, at GM discretion, to make ne a price.
objects the same way. If an object is rare or unusual, On a miss, you get attention from an inuential,
you can make it the normal way, but you must rst mismatched, and possibly hostile local power. They
make a Ply the Market move to secure the necessary will ask you for one of the following: information,
rare components. support, safety or supplies. If you don’t give it to
them, retribution will swiftly come your way.
Bend Will s
When you have leverage and seek to manipulate an Train e
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audience, roll +heat. Manipulate meaning lie, cheat, When you have downtime to train and hone your skills o
seduce, intimidate, or perform, an audience meaning (hours, days, etc), mark experience and gain a single
the people or person you mean to manipulate, and power die. Then, if you have xp equal to your level+3 M
leverage meaning something your audience wants, or more, reduce your xp by your level+3, increase your
whether your talent or your money. level by 1, and choose a new move for your character
as you increase your power and training.
On a 10+, your audience is impressed and will do
as you want on only a promise of your leverage. In addition, you may choose one or zero of the
On a 7-9, they need some concrete assurance or following:
proof of your leverage before they do anything.
On a miss, not only is your audience not convinced, – Choose another character. That character has a
but your leverage has a lessened or 0 eect on breakthrough in their training or understanding.
further negotiations and you will need new leverage. – Choose another character. That character hears
an interesting rumor or piece of news.
Ply the Market – Choose another character. That character either
When you stride the inter-world marketplace looking learns a secret or gains a secret of their own to
for goods, if it’s readily available, you can buy it keep.
at local prices. If you want it rarer, cheaper, more – Choose another character. That character learns
exotic, or dangerous, roll +heat. of an opportunity for power or inuence.
32
PLAYSHEETS
33
BROKEN WORLDS
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The Fated
It doesn’t matter what plunged me into this. What
matters now is that the red st of destiny reaches.
Just over the horizon, I can see it, glimmering!
Statistics Inspirational
Heat, Body, and Reex are important for you. When you make the bolster move you cannot miss
- treat a 2-6 result as a 7-9 instead. s
Damage: 2 t
Stamina: 3+breath Mantra of Prim, the Loyal e
Wounds: 3 Your will is the ercest there is - erce enough to e
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bend fate itself to your advantage. After a GM has s
Choose a Race established details about a person, place, location, y
or situation, you may spend a power die to add a a
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Human and Servant single detail of your own in the form of a sentence P
At the end of Session move, ask the question, “Did that begins with the phrase “Yes, and fortunately …”.
we further my Destiny this session ?” If the answer is The GM must accept this detail as established, unless
yes, everyone can mark experience. they choose to spend a break die.
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The Master
I myself was an upstart once, but it was a waste
of my time. Now I nd myself surrounded by
idiots. The one thing I have left to achieve is to
beat some sense into your thick skull!
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The Beggar
The world is God’s cosmic joke, so I don’t see what
all the fuss is about. It’s a world for dogs, and sons
of dogs, and I know just how to deal with dogs. Now
how about that wine?
defend your whole body, in addition to the armor Raining Wine Style
gained from Ladder Fighter, gain the forceful and Root: Drunken Brawler
messy tags. When you spend that armor, your When you’re very drunk, all your rolls additionally
weapon breaks and you lose the tags from this move become broken. However, you gain the huge tag,
until you nd a new one. and if you roll doubles on any move (hit or miss, only
count the nal die!), you may empower the next roll
Ghost Medicine of an ally that can see you as they take advantage
P When you rest, if you have materials you can brew 3 of your erratic actions. Lose this eect and tags if
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a doses of ghost medicine, a potent and bizarre healing you sober up.
y salve. When you or an ally takes a swig, roll a 1d6.
S Red Sta Dog Boxing
h On a 1-2, the drinker recovers all their stamina or Ignore the group tag when ghting (you deal and
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e 1 wound. take normal damage when ghting groups), and
t On a 3-4, the drinker’s skill in a particular area your attacks against group targets are ap. You are
s increases. You choose from one or roll a 1d6: especially nimble or adept when surrounded and
1-speech, 2-alcohol tolerance, 3-cooking, 4-gambling, can ght naturally when ganged up on.
5-acrobatics, and 6-seduction. They can empower
rolls involved in that skill until they rest. Sparrow Pecks Ox
On a 5-6, the drinker’s mannerism changes drastically You ignore the huge tag in combat (deal and take
until they rest in some bizarre way, Choose 1: normal damage). In addition, when you roll a 10+
against a huge target, you send your target reeling.
– They gain an irresistible attraction to the next
person they see. Sparrow Shares a Drink
– They become unbelievable narcissistic. When you want to get on good terms with someone
– They become unbelievably naive. indierent or hostile, roll +heat.
Whatever eect takes place, it is apparent to anyone, On a 10+, you tell them a raucous joke or story
and the drinker also appears and acts as though they that gets you in their good graces for the next few
are drunk. This eect lasts until the next rest. NPCs minutes. A guard might forgive your trespass, a
can also drink Ghost medicine with similar eects. bouncer might open a door for you, or a merchant
might give you a discount.
Gleaner On a 7-9, they are no longer indierent or hostile to
When you use Ways and Means, you can additionally you, but they won’t give you any special treatment.
look for something rare or dangerous (could be On a miss, your attempt at humor goes badly for you.
something rare or dangerous that’s already on the
list - word on the streets for example). After a few minutes, the eect of your story wears
o. Don’t outstay your welcome.
On a 7+, it’ll come to you, no matter how rare or
dangerous , but always with the additional cost that Squash the Dog’s Back
the local folks who found it for you caused a LOT Root: Hurl Dogs Skyward
of unwanted attention. Any damage you do to a target you are wrestling,
grappling, or holding is brutal and messy.
Hurl Dogs Skyward
Branch: Squash the Dog’s Back Sublime Mockery
You can ignore the group and huge tag restrictions Root: Sparrow Mocks Dogs
when making a Might move. Your might is such that Replace the list of choices on your Sparrow Mocks
you can wrestle colossal beings or objects, or distract Dogs move with the following:
and hinder entire groups.
– Deal 1 ap damage and give your target the reeling
Ladder Fighter tag
Branch: Fifty Talent Dog Destroyer – Choose an ally. That allies next roll against your
While using a massive improvised weapon large target is empowered.
enough to defend your whole body, gain 1 armor. – You may disarm your target of anything or
When you spend that armor, your weapon breaks everything they are wearing save one item
and you will have to nd a new one of appropriate nominated by the GM.
size. If you do, gain this armor back.
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The Fury
Feast! Maggots of the Divine Corpse!
I’d gladly take a blade in the gut for <Insert Character Boiling Blood
name >. When you push a move, you can additionally declare
<Insert character name > is weak and soft, and will you are being insanely reckless. If you do, get 2
die without my help. power die on a success instead of 1, but also give 2
I fought (for, alongside, or against) <Insert Character break die to the GM on a failure.
name > in the <Insert name> war.
Coat of Scars
Gear (Choose any) Branch: Bloody Path to Heaven
Clothing (shabby, plain, ascetic) and Light armor (detail). You heal 1 wound when you take a respite. In
Traveler’s gear, and 2-6 items from the warrior’s gear. addition, choose a single area of your body (torso,
A number of scars (detail). A single weapon you are arm, head, leg). You do not feel pain in this part of
procient with, battered. Scraped and scattered coin your body and it cannot be pierced, severed, or burnt
worth 1 wealth. by normal means. You cannot be crippled in that
body part, though you take damage as normal there.
Fury Moves
Gain all the basic moves and these moves: Ghost Making Tiger
While raging, any damage you deal to threat 0 or 1
Battle Trance targets is instantly fatal - you shred them to pieces
You have the ability to y into a rage in an open, or cut them down mercilessly. You can still suer
violent conict (it must be open, and it must be harm or retribution from them on a 7-9 before you
violent!). The rage can be a frothing, bestial rage, a end them.
Prey On Weakness
When you start a ght with multiple participants,
ask your GM who a particularly weak (or the
weakest) character there is. During the ght, you
will inevitably cut this character down, terrify them
into submission, or cause them to break and ee. You
can decide when this happens, and in what manner.
Sivran’s Claw
While raging, at your option, you can choose to
enter a sublime rage. Your base damage becomes
4. However, this rage is exhausting, and after your
rage ends, all your rolls are broken until you rest.
Smash Gates
Root: Limitless
You can rage a third time before you rest, but after
you nish your third rage, you fall unconscious, are
stunned, and cannot be roused until you complete
a rest.
Tiger’s Roar
When you raise your voice in protest, command,
or victory, everyone will stop what they’re doing
to listen to you, no matter what they are doing
(combat or otherwise). You can empower your next
bend will roll against them. This will only work once
on the same target between rests.
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The Law
They say men can’t be trusted out here, that even
angels have gone crooked. That the corruption of
Throne has twisted everything up, made people into
animals.
Prociencies of the gods. The particulars of the Old Law are many,
Light, Medium, and Heavy Armor. You are procient but generally you concern yourself with these three
with staves, and 2 of the following: Empty hand, tenets (ll out the last two)
pankration, blade, spear, bow, gun, or great gun.
– Killing of innocents is forbidden.
Statistics – The act of <insert action> is punishable by <insert
Breath and Heat are important for you. punishment>.
– Trespassing on <insert noun> is strictly forbidden. s
Damage: 2 t
Stamina: 3+breath When someone breaks these laws, they are guilty . e
Wounds: 3 e
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When you have suspicion of a target’s guilt, no matter s
Choose a Race where or who they are, as long as you spend a power y
die and declare the wrath of the old law upon their a
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Angel heads, you gain a supernatural dedication to hunting P
If you’re not wearing armor, you count as having 2 armor. them down. At some point before your next rest, your
target will always be within your grasp, willingly or not
Human (though they don’t have to be unarmed nor alone!)
At any time, you can ask the GM “Where’s the center
of scum and villainy here?”, and the GM will tell you Watchman’s Eye
exactly where, no matter how hidden. On a 7+, when making a Pry Secrets roll add the
following questions to those you may ask:
Servant
When you Ply the Market, if you requisition goods – What kind of crime has been committed here?
in the name of the local authority, you can spend – Is this person guilty of breaking the Old Law?
the authority’s wealth instead of your own.
Wield the Old Law
Bonds When you give an order to an NPC, roll +heat.
Complete one bond for at least one other character
by using one of the following or write your own. On a 10+, you can empower your next roll against
them.
<Insert character name > helped me out of a tough On a 7+, your target has to either do what you say,
situation before. ee, or attack you.
<Insert character name > seems unstable and perhaps On a miss, they do what they like and your next roll
dangerous. I’ll keep my eye on them. against them is broken.
I have arrested <Insert character name > for <crime>
before. Advanced Moves
At rst level choose one advanced move, and gain
Gear (Choose any) one additional per level thereafter:
Medium Armor worth 2 armor (detail). (Choose: plain,
ne) clothing. A uniform (detail). A writ or badge of Body Fortress
oce, and a mark of authority from Throne. Gear Increase your armor by +1.
(Warriors or Urbanite’s). A thick stave or sta for
keeping the peace, and one other weapon. Coinage Branding Words
from local authorities and an assortment of small Branch: Iron Words
items (detail) worth 2 wealth. When you roll a 7+ on a Wield the Old Law roll, you
can give a simple one word command that your
Law Moves target must follow before deciding whether to do
Gain all the basic moves and these moves: what you say, ee, or attack you. They carry it out
to the best of their ability, and won’t do anything
Juggernaut directly self harmful.
Armor and weapons lose the unwieldy tag for you.
Burning Emblem
Mantra of Het, the Watchful Name an source from which you draw your
You follow the Old Law, a complex, quasi-religious authority (a king, a queen, a guild, an organization,
system of iron-clad laws that governed the old world a brotherhood or sisterhood). When you raise the
emblem of your authority high, those present will Fierce Horse Soul
always pause and listen to you, even if they are When you are in sight of a guilty target, you gain
your enemy. the unstoppable tag and all Agility moves you make
are empowered.
If your authority holds sway over them, you can
command them as if you rolled a 7+ on Wield the Old Het Transforms into a Pillar of Basalt
Law, with no roll required. In addition, your emblem When you keep keen watch on an person or object,
P always counts as leverage for the Bend Will move. roll +breath.
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y Burning Finger On a 10+, you take -1 damage from all sources as
S When you strike at a guilty target’s vital life force, long as you remain in this stance.
h make a +breath roll. You must be in hand range to On a 7+, gain focus and your attacks gain forceful as
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s On a 10+ the target is in crippling pain and stunned. If you fail to stay close to the nominated person
When they recover from being stunned, they are or object for any reason, you lose this stance, and
crippled in one body part of your choice until they must make the roll again to regain it.
can rest.
On a 7-9, they are crippled and reeling for a short Iron Words
duration, and you expose yourself to retribution Root: Branding Words
before your strike hits. On a successful Wield the Old Law roll, the target
On a miss, your target safely escapes your reach is branded supernaturally and takes 2 ap damage
and leaves you reeling. the next time they approach you without your
permission or try to harm you. They are aware that
At the GM’s option, if your target is a devil or angel and they will take this damage if they are sentient.
suciently weakened you can banish it to the void
with this move, removing it from the physical world. Unlimited Chariot
When a physical obstacle or obstruction bars your
Excuse Me, Citizen way, roll +breath.
When you meet someone that falls under your
jurisdiction, make a clumsy roll. On a 10+, you smash through it, bypass it, or gain
you and your group easy passage through it.
On a 10+, you can do any or all of the below. On a 7-9, you gain passage, but take signicantly
On a 7+, they are guilty of some minor transgression, more time and attract unwanted attention.
and you may use your authority to do one of the On a miss, you take more time and attract unwanted
following, which they must follow to the best of their attention, but you still can’t get by.
ability (though what they do afterwards is up to them):
This obstruction can be any size or composition (a
– Requisition something they are holding, wearing, mountain, for example), but it may take proportionally
or driving. more time to get through.
– Get them out of the way or get them to stay with you.
– Get them to deliver a message, item, or package Walls Surround, Het Plants Her Sta in
for you. the Hall
– Get them to take you to a specic location they You can no longer fail an Aid move, but treat the 2-6
know about. result as a 7-9 instead. In addition, get an additional
1 hold when you make the Aid move
On a miss, they publicly spurn your authority, and
you lose the use of this move until you rest. We Shall Make an Anvil of Their Skulls,
and My Heart Shall be the Forge
Famous Iron Soul When you deal damage, choose any ally. Their next
The armor value of any armor you wear becomes at attack against the same target deals +1 damage and
least 3, and repairs cost nothing. In addition, your gives the target crippled if it hits.
armor becomes such a part of you that you can rely
on it for supernatural feats. Once between rests
you can use your current armor as a bonus on any
roll instead of the regular statistic.
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The Boss
Sure, you can double cross me. Backstab me even. But
I’ve got 15 or 16 good reasons why you’re going to
regret it. More if they bring their cousins!
gang, you lose this tag. Your gang doesn’t function Any time you make a move, you can declare you are
eectively without you commanding them (they’re making an example for your gang with your actions.
a bit thick), and if your gang needs to perform a task
separate from you (for example, guarding an area On a 7+, no matter the result, raise your +BOSS
while you split from them) a Dirty Work move will statistic by 1.
determine how well they do. Otherwise use your On a 2-6, lower it by 1.
statistics to represent the gang. On double 6s, raise it by 2.
On two ones, lower it by 2. s
Your gang fights with a motley assortment of t
weaponry and styles. They might even all ght with The Many e
the same weapon (there’s a reason they call them Your wounds, stamina, armor, statistics, and the e
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the Axe Gang). Decide what weapons they have. gang’s are synonymous, though any damage your s
gang would take ‘o screen’ doesn’t hurt you. Any y
It’s totally possible (and likely) for members of your tags that apply to you or the gang functionally apply a
l
gang to get snued in combat, but don’t sweat it to the gang as a whole, even though in ction you P
too much. You can decide when named members of may not be personally aected, nor are all the
the gang bite it, but any number of faceless mooks members of a gang aected equally. You can decide
will probably die for you. whether in ction you personally suer or members
of your gang suer from the results of a bad roll.
Dirty Work
When you give your gang a dicult, demeaning, or Making a Shattered or Defy Fate roll represents a
humiliating task, or a task where they must separate direct threat to you, however, not your gang. If you
from you, roll +BOSS to see how they do. die, your gang disperses over a few days without
further leadership or becomes hostile.
On a 10+, the gang performs just ne, with minimal
complaints and acceptable competency. Advanced Moves
On a 7-9, they perform their task but they complain At rst level choose one advanced move, and gain
like hell and half-ass the job or screw it up somehow one additional per level thereafter:
(though not to the point of failure).
On a miss, it’s a total screw-up, and your gang Big Boss
hilariously (and maybe intentionally) messes up If you miss a Dirty Work roll, you can treat a 2-6
the task you gave them. Either they get the wrong result as a 7-9 instead, but lower your +BOSS by -3
guy, defend the wrong location, break your favorite instead of -1 after the roll.
tea set, or something similarly disastrous.
The rst time you reach maximum +BOSS during
After you complete this move, lower your +BOSS by a session, or if you start a session with maximum
1 as it stretches your good will with your gang. Your +BOSS, gain a power die.
gang won’t do anything suicidal or insane regardless
of how well you roll! Diamonds of the Rough
Branch: I’ve got a guy..., Serious Swagger
Mantra of the Beast-Headed God Choose 2 - Brawny, Street-wise, Sneaky, Quick-
Any time you’d make a roll requiring you to roll fingered, Fast Talkers, Brainy, Well Connected.
+BOSS, you can instead spend a power die to gain Your gang always has a couple of guys that t this
a 10+ result automatically by making an example description. Take +1 on the roll when they do your
out of one of your gang members or giving a really Dirty Work for you when their expertise would t the
damn inspiring speech. After all, you’re the Boss, no description. You can take on new guys and choose
matter what your gang thinks of you. dierent options when you rest.
Fierce Loyalty At your option, you can have it there for you in no
When you or your gang gain the crippled, stunned time at all without doing anything for them, and
or reeling tags, the next time you deal damage it with zero hassle, but it was almost certainly taken
gains the brutal, ap, and destructive tags. from someone important and angry.
Squeeze ‘em Dry While your gang is enlarged in this way, it becomes
You’ve got some really shifty sorts in your gang, who especially unruly. Your +BOSS is reset to 0 (whether
know the right way to get what they want. When it was positive or negative before) and all your rolls
you need something dirty (wealth, information, become broken. If you miss a Dirty Work roll while
secrets, goods, work), you can roll +BOSS. your gang is enlarged in this way, you’ll lose any
members created by this move (and the tag) until
On a 10+, you and your gang squeeze a good amount you can recruit again.
of it out of someone unfortunate, no trouble at all.
On a 7-9, you get a little less, and you piss someone That’s Our Boss!
important o in the process. If you declare that you are setting an example with
On a miss, it’s way dirtier than you were prepared for, your THE BOSS move, you can, at your option, also
and gets you and your allies in some serious trouble. declare that you are very serious. If your roll was
broken, it stays broken, otherwise it becomes clumsy.
Serious Swagger Instead of raising or lowering your +BOSS by 1 after
Root: Diamonds of the Rough the roll, raise or lower it by 3.
When you need some serious loot, choose one -
(extravagant wealth, luxury goods, mercenaries, Total Nutters
inter-world transport, vehicles, armaments, friends, Your lackeys will absolutely do something suicidal
dangerous secrets, poisons, artifacts, intoxicants). or insane. You still need to make a Dirty Work roll
You always know someone can get it to you high to see how they do. In addition, on a 10+ Dirty Work
quality if you take care of something for them rst. roll, you no longer lose +BOSS.
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The Refned
Truly, anyone can kill. I prefer not to dirty myself with
such droll work. But if you really must insist, I will
show you the ways in which killing can be fantastically
beautiful. If, by some chance, you do manage to crawl
your way to kiss my heels, your reward will be my
short sword.
Platinum Silk it (walk up the hallway and ask for entrance). If you
When wearing ne or luxurious clothing, you can focus, you can look through its eyes.
wield it as both armor and weapon. Fine clothing or
better counts as 1 armor for you, and while wearing When you will it, you and the image both dissolve
it, you can use it as a special melee weapon with into smoke, and you appear in the location where
intimate-hand range. While attacking with your the image was.
clothing, you can make Reach Heaven Through
Violence rolls with +heat. Flying Sleeves s
Branch: Adamant Silk t
If you are not wearing ne clothing or better, you Your clothing becomes a deadly weapon. When e
lose the benets of this move. If you are forced wearing ne or better clothing you can also wield it e
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to wear shabby or lthy clothing, your rolls are as a close, innite, forceful ranged weapon with the s
broken until you remedy this following ourish: gain the ap tag. You can make this y
awful situation. attack with your sleeves, by throwing your hat, or a
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attacking with something more bizarre such P
Advanced Moves as hairpins, your own hair, or your voice.
At first level choose one
advanced move, and gain one House of Smoke
additional per level thereafter: When you speak mesmerizing words of
power and weave the very air with
Adamant Silk your sorcerous might, roll +mind.
Root: Flying Sleeves
As long as it’s not lthy, ne or better On a 7+, you create an illusory realm
clothing gives you 2 armor instead around you, lling a cube around 150
of 1, and you gain the unstoppable paces on each side. The realm must
tag while wearing it. overlap the real world. For example,
if you create your realm inside a
Devouring Shadows building, it must follow the same
When you successfully cast shadows, at oor plan. If you create your
your option, you can summon a nightmare realm in an empty eld, it must
instead, formed from a target’s fears, that be roughly at. However, you
latches onto them, unable to be removed until can add extra features that don’t
you rest. While the nightmare is attached, you always really exist - for example, a wall where
know the target’s location, the target cannot gain there is none, a statue, trees, a fountain, etc. These
the evasive tag, and when that target takes damage features (and the entire realm) are make of a thin
from any source, that damage cannot be reduced in smoke, and can be safely passed through as though
any way (such as from armor, the group or huge tags). they are not there, though they are utterly convincing
to every sense except touch.
Enslave Flame However, on a 10+, you can choose a number
When you roll a 10+ on Bend Will, even against a of features equal to your +mind. These features
hostile target, you can choose to ensorcell them. While become real. For example, you could create an
charmed this way, the target treats you as though they illusory staircase to the second oor where there
are deeply in love with you and your group as friendly is none, or a door where there is none.
acquaintances. This eect lasts until you take a respite On a miss, the illusory realm is created, but spirals
or rest, or they are hurt by your or your group. They wildly out of your control into a bizarre nightmare,
remember that you ensorcelled them afterwards. entrapping anyone within.
Eye Splitting Feather The realm lasts until after you rest, after which it
When you use your Court Sorcery to Cast Shadows, dissipates (including any features you made real!)
you can at your option create the exact mirror image
of yourself or a willing creature within sight. This Masquerade
image, unlike a regular shadow, can create sound and Branch: Thousand Faces
noise, and is completely convincing to all sensations When you choose to Slip Masks and Laugh, you
except touch. It can move 100 paces in any direction can change the appearances and voices of up to 3
before dissipating, and either mimics your movement additional willing or unwilling targets you can see.
or follows a simple 1 sentence instruction you give
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The Hunter
Assassin. Mercenary. Murderer. This one has little
need for petty names or petty obstacles. For this one
is a hunter of men.
– Spider School : When your hands and feet are Scorpion School technique
bare, you can cling to and climb vertical and If you have time and materials to prepare an area,
overhanging surfaces at full speed, even if the you can lay traps, tripwires, and prepare your
surface is sheer or smooth. weapons. Roll +mind.
– Bat School : In dim light or darkness, you can glide
through the air. You cannot gain altitude, though On a 10+, hold 4.
you lose it very slowly. On a 7-9, hold 2.
– Lizard School : You can hide instantaneously. As s
long as you remain still, you are impossible to While ghting in the prepared area, you can spend t
distinguish from any background. This eect your hold 1 for 1 for the following benets (can e
will not work if someone was already aware of choose the same option more than once): e
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or looking at you. s
– Centipede School : You can perform feats of – Trip or ensnare a target, giving them reeling y
manual dexterity with any part of your body, – Deal your damage as area, forceful, and messy a
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not just your hands or other primary limbs. You – Give a target the crippled tag P
may also wield weapons eectively in this way. – Ignore the huge and group tags on your next
source of damage
Advanced Moves
At rst level, and when you gain a le vel thereafter, Sense Atum
choose from these moves: You can sense the rough direction, emotional state,
and physical health of living beings up to far range
Intensive Study of your current location by taking a moment to
Gain another basic School’s technique. You can take focus and sensing their Atum. This ability extends
this move more than once. through walls, oors, and earth, but nothing made
of metal. This eect becomes clearer the closer the
Moth School Technique targets are to you - targets at close range will leave
When you roll a 10+ on an Agility move, you can give much clearer impressions than targets at far range,
the reeling tag to any enemies you pass through. which will be muddled.
You weigh almost nothing if you choose to, and
never take damage from falling. You can walk on Silver Blades of Ovis
water and jump o impossible surfaces, such as a Branch: Ovis’ Five-Way Sword
sword blade. When dealing damage to a target unaware of your
presence, your attacks deal +1 damage and gain
Ovis’ Five-Way Sword the ap tag.
Root: Silver Blades of Ovis
When dealing damage to a target unaware of your Synchronize Atum
presence, your attack gains brutal and gives your When you know the face and name of a target, you
target the crippled and reeling tags. can roll +mind to link your heartbeat with theirs.
Panther School Technique On a 10+, you create a link, which you can use
Empower Close Eyes and Still Hearts when you have to determine the approximate location, surface
sucient time to survey your target or location. thoughts, and emotional state of your target, no
Additionally, you don’t make noise unless you choose matter the distance.
to, no matter what you’re doing. On a 7-9, you create the same link, but your target
is aware of your use of it, and can sense the same
Predator Wasp School Technique things about you (with a much weaker eect).
When you touch a target, willing or not, you can On a miss, you link with the target, but only they
brand them with a small mark that allows you to can sense information about you (and not the other
see through their eyes by gaining focus. They are way around).
unaware of this mark or ability. The mark fades
after you rest, and you can only have one active at You can only synchronize Atum with one target at
a time. In addition, you can consume this mark to a time, and it fades after a rest.
focus and directly control your targets movements
for a few short moments. Your target’s movements
are imprecise and jerky, and they are aware of the
control.
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The Hunger
Sure, I’ve got a few debts in me, and I’ve got the marks
to prove it. But power’s quite the mistress, fool. Tell,
me have you ever seen this before?
– You and your group will risk danger from <blank>. entered it through. However, you can also name a
– It’s going to take signicant time (hours, days, location which you have visited (for example, the
weeks) glassblower’s guild) and you can open a door from
– It’s going to cost more in materials and money the House to another (real) door somewhere in the
than expected rough vicinity of that location. How precise it is and
– You’ll need to <blank> rst. where you open that door is up to the GM.
– You’ll have to give up <blank> to do it.
– You need help from <blank>. Once you personally leave the House for a minute, s
– You can’t fully accomplish it - only a lesser, more the entrance disappears, trapping anyone left t
unreliable version there within. You can only access your House twice e
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Mantra of Kaon, the Greedy s
When you spend a power die to channel ame, you Bloody Word y
can choose to roll a d6. Root: Kaon’s Greedy Word a
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When you use your Red Word successfully on a P
On a 5+, take the die as a new power die. target, you can gain the stunned tag to cripple it
On a 1-4, give it to the GM as a break die. with fear or disorient it with pain, and cause it to
also gain the stunned tag as long as you yourself
Pact have this tag. It is struck with terrifying visions of its
Your power and prestige comes from a pact or own demise. These stunned tags end when you or
agreement with a patron. Choose 1 and detail: (A your target take damage, or someone takes action
devil, a master, a powerful ruler). While your patron to assist you or your target as normal.
is happy with your exploits, you can comfortably ask
them for a favor at the beginning of each session, Cut the Universe
which they will always grant you. If they are unhappy When you want to cut a ery path of nothing and
or not condent in your exploits, they’ll ask you transport you and your group across the universe
instead. If you don’t fulll this request in due time, instantly, name a location and roll +mind. If you haven’t
lose your ability to ask favors of your patron until seen the location you wish to cut to, make a clumsy roll.
you nd a new patron, and you incur the wrath of
your old one. On a 10+, you come out where you intended, or
somewhere close by.
Advanced Moves On a 7-9, you come out roughly where you intended,
At rst level choose one advanced move, and gain but in somewhere very inconvenient (in the middle
one additional per level thereafter: of enemies, far from where you need to be).
On a miss, there is a mishap - the GM decides where
A House Removed everyone ends up (and how unscathed they are).
You cut a small part of the Wheel (the universe) o
for yourself. Your House is a medium sized structure This Art, often called Division, is extremely rare and
oating in an empty void. Detail it to your GM. While coveted by the rulers of the universe. Tell your GM
inside you can’t use your Dread Sorcery, but you can how you came across it.
shape ambient features of the House by willing them
into existence. Any modications to your House can Devouring Flame
be made by you only and remain even if you leave it. When you fell at least one enemy with your
pyromancy, you can draw on their dissipating soul
To open a door to your House, you need time and ame to gain 2 stamina or heal 1 wound. This stamina
safety, a door, a door frame, or portal-like structure cannot put you above your maximum.
(existing or self-constructed), and a key, which you
forge (3 wealth, rare and dangerous materials). You Erudite
can re-use the key and the door frame, and open a Choose two areas of study, as if they were a title of
door to the house from any door in the universe, a book. (Example: Angels and the Pact, Daemonica
as long as you have the key. Malecum: The Orders and Features of Daemons).
You are a master of these subjects as long as you
Only targets that have the key or your permission study them, and can charge 2 wealth per rest for your
can open a door to the House. Once inside, you services in tutoring and advice, as long as there’s work
can close and seal the door at your option. You in the area.
can only leave your House from the same door you
In addition, when you roll a 10+ on Query the Cosmos Strengthened Binding
about these areas of study, you make a breakthrough Branch: Smother Flame, Sublime Binder
in your eld, and you can tell the GM a new piece of When you bind a shade, if there are materials (ash,
useful information, hitherto undiscovered, about your clay, or dead esh) nearby, you can additionally bind
subject area. The GM must accept this new information it into the shape of a steed or a servant (choose) after
as fact, but can add to it in any way they wish. or before you ask it your question. The servant shade
is bound to follow your commands unthinkingly.
P You can change subjects that you are studying when It can carry items and perform simple tasks, but
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a you rest, but may only have two at a time that you can cannot ght. The steed will never tire and can at
y devote your full attention to and gain the benets your option y or swim. It collapses and is destroyed
S of this move. when you rest. You can have any number of shades,
h but while you have a bound shade, take -1 ongoing
e
e Kaon’s Greedy Word to Dread Sorcery rolls
t Branch: Bloody Word
s When you speak a Red Word, you can step on the
target’s shadow (if they have one). If you do, they are
crippledin an area of your choosing. Additionally, they
can’t move from their spot until your foot is moved.
Overcharge
When you roll a 10+ on your Dread Sorcery, you can
take an downside from the 7-9 list. If you do, your
sorcery’s targets are doubled.
Phoenix Blade
If you so choose, you can choose to have your
Pyromancy deal 4 instead of 3 damage. However, you
now suer (or an ally suers) 1 ap backlash damage
on a 7-9, and 2 ap backlash damage On a miss.
Smother Flame
Root: Strengthen Binding
When you or an ally slay at least one enemy
with Reach Heaven Through Violence, or Dread
Sorcery, you can instantly bind that enemy’s soul
as if you’d just successfully cast Bind Shade.
66
EQUIPMENT AND SUNDRIES
Fine
Items are a better or exceptional version of an item, Clothing and Personal Items
whether armor, weapons, clothing, or food. You can
make anything listed here ne by simply giving it the Item Wealth Tags
ne tag. Items that already have the ne tag have Shabby Clothing 1
the tag’s price increase included in their base price. Ascetic Clothing 1
Plain Clothing 2
Fine items are by default, rare, and you’d have to
Exotic Clothing 2
nd the proper connection, crafter, or salesperson.
Prices of ne items, like any rare items, will vary, but Jewlary 3 Fine
by default cost and sell for at least 3x the wealth Fine Clothing 3 Fine
of the none-ne version. Luxurious Clothing 6 Fine
Religious Items 1
Services can also be ne. The services of a ne
Writing Materials 1
courier, for example, would be far more professional,
reliable, and eective. Accutrements 2
Game Set 2
If something isn’t listed here, you can still buy it (if
it’s available). 2 wealth is approximately the price for:
Gear
A week’s service from someone useful, a month’s When you pay the indicated wealth you can pick
hardscrabble living or a week’s comfortable living any number of items o the appropriate gear list
for one person, supplies for 1 person’s short journey, to obtain. If your character stars with this gear, you
local clothing and a good pair of boots, bribes for a can pick anything or everything o the indicated list
guard just trying to do his duty or an enterprising to start with!
courtier, information and items that are just a little
o market, fuel, food, or repairs for a vehicle for one Peasant’s Gear - All weather boots. Workman’s tools
month, good smithing and tailoring work to repair (agricultural or urban). A shawl or short cloak. A hat.
the scars of battle on armor, clothing, or weapons. A sack with rations and to hold personal items. A
dented hand-lamp. A hut or simple shelter to call
Clothing and Personal Items home. A walking stick. Candles.
Shabby clothing - Ragged or dirty clothing, soiled Traveler’s Gear - All weather boots. A massive/
from toil, the streets, or work tattered/ornate cloak. A well- worn hat. Traveler’s
Plain clothing - such as a commoner might wear pack with hardtack and other rations, a torch, an oil
Fine clothing - Well tailored clothing, such as a noble or lamp, a compass, 50 feet of rope, pitons, a foldable
master merchant might wear. Includes some accessories shelter, and oilcloth. A memento. A battered radio.
Luxurious clothing - Kingly or queenly attire,
67
BROKEN WORLDS
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Fine martial arts styles (empty hand, pankration) are each time after, name your new technique to the GM.
treated the same way as Fine weapons but have be Then choose one ourish for your style from below:
taught. To learn them, you must nd the appropriate
master (not an easy task!) and pay the same price – Your attack gains the forceful tag.
as a ne weapon for training. – Your attack gains the area tag.
– You can disarm a target within range of something
Flourish they are holding or wielding
E Each weapon style has a ourish. This is a special – Give the reeling tag to a target
q eect that takes place when you roll a 10+ on a
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Reach Heaven Through Violence move. Flourishes added to Empty Hand stack!
m Melee Weapons Pankration
e All melee weapons have a range of hand unless specied Wrestling. You cannot be disarmed. The cost included
n is for training.
t Empty Hand
Fist, knee, foot, or elbow. Unarmed combat, taken Blade
to an art. You cannot be disarmed. Common martial Sword, axe, or other bladed weapon, one, two, or
arts styles are Pattram Sword Hand, 49 Empty Palms, multiple. Common blades are straight swords, short
and Ki Rata. The cost included is for training. swords, kukri, machetes, and sabers - more exotic
ones might be disk blades, chained blades, or blade-
Flourish: If you already know Empty Hand, you can catchers.
take it again (unlike other styles) when you reach level
3, 6, and 9. The rst time you take Empty Hand, and Flourish: If you already know a blade style, you can
take it again when you reach level 3, 6, and 9. The like a boomerang, ying disc, or ying guillotine.
rst time you learn a blade style, and each time
after, name your technique to the GM, then choose Chain/Whip
a ourish for your style from below: A chain, whip, rope, or other such weapon, favored
by the under-gangs of Throne.
– Your attack gains the forceful tag.
– Your attack gains the area tag. Flourish: Disarm a target or something they are
– You can disarm a target within range of something holding or wielding and yank it from their grasp. s
they are holding or wielding
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Spear, or pike, honed to a deadly point. Requires n
Flourishes added to Blade styles stack! two hands to wield eectively. u
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Great Weapon Club d
A massive blade, club, or halberd. You need two Iron club, a simple tree branch, short stave, or war n
hands to wield this weapon eectively. hammer. A
Knife Stave
Knife, dagger, or short blade. Stave or sta, rough or ornate.
Melee Weapons
Weapon Range Wealth Tags Flourish
Spear Hand, Thrown - Close 1 Unwieldy Reeling
Knife Hand 1 Hidden, Light, Innite, Precise Crippling
Ranged Weapons they are able to use the Art, or sorcery of some
kind. Detail what form this sorcer y takes, whether
Reloading it’s bolts of re, paper charms, lightning, oating
Some ranged weapons have the loading tag. You blades, or something more terrible or wondrous.
don’t need to track ammo for these weapons, but
the loading tag is a negative tag that can used by the Needle
GM. Players who re these weapons in combat will Needle, usually do their damage through a payload
eventually need to reload, taking time and eort. of poisons or paralytics.
Hand Gun
A hand-gun or revolver, can usually be red multiple
times.
Ranged Weapons
Weapon Range Wealth Tags Flourish
Implement Close-Far 5 Rare, Focus Destructive
Needle Intimate-Close 1 Hidden, Light, Innite, Precise Reeling
Short Bow Close 2 Light Messy
Bow Close-Far 2 None Messy
Crossbow Close-Far 3 Unwieldy, Loading, AP Messy
Rare, Focus, Unwieldy, Forceful,
Great Bow Close-Extreme 4 Reeling
Potent
Cwellan Close-Extreme 6 Rare, Loading, AP Crippling
Gun Close 3 Loading, AP Messy
Assault Gun Hand 3 Loading, Messy Brutal
Rie Close-Extreme 4 Rare, Focus, Unwieldy, Loading, AP Crippling
Hand Gun Close 5 Rare, Light, Loading, AP Disarm
Auto-Gun Close 6 Rare, Loading, Unwieldy, AP Area
Rare, Focus, Unwieldy, Loading,
Great Gun Far-Extreme 7 Area
Destructive, Messy, AP
78
OPTIONAL RULES
Flourish: Your melee attack hurls those struck an process costs 4 wealth, rare ritual materials, and
unbelievable distance - far enough to go out of requires a period of healing.
visual range. They don’t take any extra damage for
being hurled this far, and they’ll stop if they hit any * Once fortied, you gain the following benets:
obstacles (though they may also smash through
them), but they do gain the reeling tag – You can never be decapitated for any reason as
long as your left stud is intact. Your head becomes
Diamond Soul functionally indestructible, though the rest of
To qualify for the benets of this school of martial your body may still be harmed. Weapons bend
arts, you must nd and study from a shard of the or turn aside when striking it. If, for whatever
Worldstone, a gem of incredible size that was reason, your head is struck from your body (your
shattered 30,000 years ago. Communing with the left stud is broken), it can survive for a year and a
shard each day will allow you to practice a technique day without a body as long as at least one other
that allows you to harden your body and mind. If stud is intact. If attached to any body, living or
you choose to channel this technique during a rest, dead, over 3 days your head will gain control of
until you rest again, your body and skin take on it as your new body, and revive it if it is dead.
gemlike properties. – You can focus and read the ambient emotional
state of a situation as long as your right stud
When you nish a rest, you can use the Diamond is intact
Soul technique to increase your armor by 3. However, – You can re a long range beam of re, energy,
you cannot deal higher than 1 damage with any ice, or something similar from your central skull
attack or move. You can end this eect on yourself stud. When you focus and roll +mind:
by concentrating for a moment.
On a 10+, deal damage with the hand-extreme range,
Five Elements Internal Technique messy, destructive tags that will pierce through all
Your mastery of internal forces protects you from enemies in a line from you up to its maximum range.
harm. When you rest, as long as you have time to On a 7-9, you make the attack, but stagger yourself
perform calisthenics to align your atum, mark the from shock or heat, giving yourself the reeling tag.
following on your playsheet: Fire, Earth, Water, On a 2-6, you gain the reeling tag but cannot make
Wood, Metal. The rst time you would take damage the attack.
from any source that is primarily composed of that
element (for example, a bullet = metal, drowning = Howl of the Cursed
water, a boulder = earth), ignore it. You are cursed to undergo a painful and monstrous
transformation when a particular trigger occurs.
Any time after, you take damage normally from those Tell your GM what the specic trigger is (common
sources, just ignore the rst instance of damage. triggers include moonlight and certain liquids or
You can refresh this move each time you take a herbs). It could be willful or otherwise. After a
rest, but it won’t ‘stack’, simply give you the ability brief and terrible moment, you take on a bestial,
to ignore damage once again. If you can’t perform warped, or monstrous form. Until you rest, you deal
calisthenics, you don’t gain the benets of this move. +1 damage. However, when you miss a roll, the GM
will decide what way the curse aects your next roll.
Flying Snow
You are supernaturally light and graceful in In addition, you no longer heal wounds normally
combat. Many learn this technique by listening to during a rest. To heal, you must consume something
the resonance of the wind. As long as you practice indicated by the nature of your curse. Common
this technique, you can no longer fail an Agility roll substances are rot, esh, blood, or lth, but whatever
(treat a 2-6 as a 7-9 instead). In addition, you can y it is, it is vile. When you consume this substance
whenever you would normally move, and are not during a rest, you heal your wounds as normal.
inhibited by ground based obstacles. This ight is
slow but graceful. Medicine Palm
You are part of an ancient organization of traveling
Head of John doctors that go up and down the king’s road. To gain
This headbutt-focused martial arts style is infamous the benets of this school of Martial Arts, you must
for its ostentatiousness. You fortify your forehead nd and study a copy of the Blood Flower Manual, a
with 3 metal studs. These studs can be any metal or medical text that teaches herbal and ener gy-based
design you like, and often include gemstones. The medicine for the various races of the multiverse.
79
BROKEN WORLDS
Once you’ve studied this text, you can charge around unusable. Paying 3 wealth in materials, feed, or
2 wealth for your services, on average, when you rest services when you rest will restore your mount to
in an area with work. In addition, when you wish to full wounds, no matter how damaged. It does not
heal someone by re-aligning their atum with precise heal when you rest, but regains its armor.
presses of your ngers, roll +mind:
In combat, as long as you’re on your mount and
M On a 7+, heal 3 stamina.
On a 10+, additionally heal 1 wound.
there’s space for you to ride it, you can choose to
have your mount be part of your attacks. If you do,
a On a miss, your target takes -1 ongoing until they deal +1 damage, but your mount also takes damage
r
t rest. You can only use this move once on any target from any reprisals.
i
a between rests, success or failure.
l Shivering Arrow
A Flourish: Your target gains the crippled tag Whenever you rest, you can ritually purify a single
r
t piece of ammunition (bolt, arrow, etc). Speak
s Murderous Blade the name of a specic individual and burn ritual
You wield a dangerous and forbidden style that materials. If you use this ammunition any time before
drains your enemy’s atum to power your own life you next rest to make an attack against the named
force. Once between rests, when you slay an enemy individual, the attack cannot miss (treat a 2-6 on
in combat, you can draw out their fading soul ame Reach Heaven Through Violence as a 7-9 instead),
to heal all your wounds and stamina. and gains the forceful, ap, messy, and lingering
tags. In addition, no matter the range of your bow,
However, you must feed your blade fresh blood the arrow or bolt can be shot up to extreme range,
from a sentient being other than yourself when guides itself around cover and other obstacles, and
you rest. If you fail to do this, it begins to draw from seeks its target regardless of visual status once it’s
your life force, and you take -1 ongoing and cannot shot o.
heal wounds until you satisfy it.
Twenty Five Purities Path
Pattram Sword Hand Practitioners of this technique must spend time
Your unarmed strikes are as eective as edged studying from an authentic copy of the Twenty Five
weapons. You are always considered armed, and can Purities Manual, which describes the 25 ways that
savagely cut through living and nonliving material the soul can be honed and perfected. The manual is
alike with your bare hands. Your empty hand strikes rare and costs 3-5 wealth to obtain - you can most
gain messy and destructive tags. likely get it from an ascetic or monastery.
Flourish: Give the crippled tag to your target Once you complete reading and studying this manual
(not an easy task!), you cannot be aected by mind
Pilgrim Fist or perception altering eects unless you so choose.
You are part of a wandering martial order, a You are permanently immune to poison, disease,
pilgrim, troubadour, or traveling merchant. the reeling tag, and can instantly clear yourself of
Whenever you take a rest, you take +1 forward, intoxication.
you always heal maximum wounds no matter what
your group chooses, and you heal 1 wound on a In addition, when you roll a 7+ on a Bend Will or
respite. In addition, your local network of road- Query the Cosmos about a person that hasn’t read
weary connections always give you interesting and the manual, you can ask the question: “Where is
potentially useful news when you do. this person the most vulnerable?” and get a clear
and precise answer
Rider of the Endless Path
You have a mount - either mechanical, alchemical, or Vertigo Bullet
biological. It could be anything from a motorbike, to You are a master of close range gun combat. Your
a bound shade, to a monster, to a car, to a warhorse. gun can be used at intimate-hand range as a precise
You don’t have to pay transportation costs when melee weapon. In addition, guns lose the loading tag
you wish to go somewhere, as l ong as your mount for you, such is your skill at reloading and maintaining
can get you there easily. them.
Devil (special)
Choose another type of follower and gain its move.
Each session, the devil will gain a single power die it
will give to it’s favorite character. However, the devil
has the additional cost of Debauchery and Excess.
Guard
When a character would take a hit, the guard can
intercede and take it instead. A guard can do this a
number of times between rests equal to +expertise.
84
GM TOOLKIT
GM TOOLKIT looks like (both giving and receiving it!). Ask them:
“How do you want to do this?” when they fell a
What is a GM? powerful foe.
The GM is the Game Master, the person who runs
the game, tell the story and helps create the scenery 3. Describe everything, except when you don’t need to
and characters of Broken Worlds. You get to work Describe everything. But don’t describe everything.
with players to create and breathe life into the allies, If your players spend twenty minutes describing
enemies, and locations that the players will meet what their characters are eating for breakfast, make
on their travels. Most importantly, you will help the a no-breakfasts rule. It’s going to happen.
players drive the story forward.
4. Create compelling stakes
If you’re playing the GM, think about yourself Make sure the stakes are clear, simple , and relevant
primarily as a person who’s there to help a good to the player characters.
story get told . You’re not there to tell your own
story alone, though you will denitely help set up 5. Speak to characters, not to players
a lot of it. You’re there rst and foremost to help Make the characters real. Try to have your players
everybody collaboratively tell an interesting story, do this too.
with stakes and consequences .
6. Never name your own moves
Here are some principles to stick to: Don’t pull the curtain back unless you really need
to. Never say ‘I’m portending doom’ or ‘I’m dealing
1. Create a rich, living world. 2 damage’. Say ‘The sky darkens and you hear the
2. Let your players establish or ll in the details. sound of crows circling’, and ‘The blade bites into
3. Describe everything, except when you don’t your esh deeply, take two wounds’
need to.
4. Create compelling stakes. 7. Be a fan of the player’s characters
5. Speak to characters, not to players. Make sure the player characters all get a good
6. Never name your own moves. spotlight. Encourage them to shine in their own
7. Be a fan of the player’s characters. way, and always create situations you know that they
8. Name everyone. can engage with. If you have a Rened character in
9. Kill everyone. your group, you may want to include some social
element to your fronts, for example. If you have a
Here’s a simple explanation of each one (especially Fury, you may want to put some ghts in.
the last one):
8. Name everyone
1. Create a rich, living world Give NPCs a name and face. Give them a quirk. Make
Describe! Think o-screen! Let players know about them interesting and memorable. Let the players
the culture and weirdness of all the bizarre places meet them again, and always have them react to
they visit. Throne itself is a massive place that will the players’ actions.
likely never be fully covered in the comic, not to
mention the hundreds of thousands of worlds that 9. Kill everyone
connect through it. When players visit The Shades, Let everyone and everything fall under the terrible
what does it look like? Let players visit a location, guillotine of fate. Be ready to kill everyone at a
then come back to nd it has changed because of moment’s notice. Yes, even if they’re plot important.
their actions. The plot will get far more interesting when they die.
That assassin who was going to track the players and
2. Let your players ll in the details pop up again and again to harass them, until your
When you need to ll in details and want to tie pesky players trapped him on the rst encounter?
things in with the characters, ask your players! If Let him die. It’s going to be really interesting when
you need to introduce a new merchant character, his master shows up.
ask your players if anyone knows him. If they do
how? And what’s his name and quirks? Obviously, player characters have a lot more agency
in their own fate vis-a-vis their inevitable grisly death.
Similarly, in combat, let your players describe the But if it happens, let it happen.
outcome of their actions. Ask them what their
successful rolls look like. Ask them what damage
85
BROKEN WORLDS
Usually you’ll make soft moves when a player rolls 4. Put someone in a spot.
a 7-9, and hard moves when players miss a roll, but Always look to throw your players into dicult
there’s always exceptions. The key thing to remember decisions. Do I go for my sword that has just been
is that the ction should drive any moves you make. kicked away and try to cut down the devil, or do I
Just like with the players, the ction trumps everything! help the man who the devil is c hoking to death? Do
I save the merchant’s daughter and get nothing, or
If this seems a little opaque to you, the most take my money and walk away?
important thing to remember is that the term
‘moves’ is mostly an abstraction. Fundamentally, 5. Inict or trade damage, as established.
moves are simply a way to easily gure out what If it comes from an enemy, check the enemy’s
you, the GM, should do next when a player fails a damage type. If there’s no damage listed:
roll, there should be consequences to an action,
or the story should move forward. 1. Incidental damage, an improvised weapon, a
short fall.
Here are the GM moves: 2. A long fall, a sword blow, a gunshot, normal
combat damage.
1. Make a threat or break move 3. A serious gunshot, assault rie re, a blow from
2. Threaten to start a ght an ogre, savaged by a beast, a grenade explosion.
3. Separate them 4. Being shot by a cannon, hit by a massive boulder,
4. Put someone in a spot a multi-story fall, ravaged by a frenzied demon.
5. Inict or trade damage, as established 6. Being crushed by a colossal being, immersed
6. Portend Doom in acid or lava.
7. Foreshadow threats 12. Being crushed by a moon sized being, lacerated
8. Expend their resources in the jaws of the world wolf.
9. Exploit their weaknesses
10. Oer power, at a cost If the damage is especially nasty, give it brutal, or ap.
11. Give an opportunity for their characters (with If it could disable a target, you can give the victim
or without a cost) the reeling or crippled tag.
12. Turn their move back on them
6. Portend Doom.
And after each move, turn it back to the players and Show players the ways in which the threats to their
ask “What do you do?” world are slowly warping it for the worse. The next
t
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time they visit that market, the kindly trinket seller something, make them pay for it! If they weren’t
they once knew is hanging from a gibbet - her store expecting to pay for something - make them pay
a burnt husk and covered in scrawled messages - for it! If they are sitting comfortable in their power,
addressed to the heroes. with a web of inuential connections - make those
connections needy. The Ply the Market move can
7. Foreshadow threats. help with this a lot.
Show your players the way in which the world around
them is constantly threatening to swallow them up. 9. Exploit their weaknesses.
Throne and the outworlds are not friendly places. Think about the physical and emotional weakness
These threats could be obvious (a black citadel lies of the player characters. If they don’t have someone
up the hill, crows swarm around it), or o-screen (the who’s got at social skills - put them in a social
people here are branded with a red sigil on their situation. Think about their Flaws. If a player’s aw
forehead. Their eyes are dull and lifeless). is that they’re greedy - oer them exorbitant wealth
to betray their party in a horrible way. Give players
8. Expend their resources. the opportunity to role-play their characters dealing
Take their wealth, health, armaments, armor, and with their own vulnerabilities.
power away from them (as established). If they want
10. Oer power, at a cost. local weapon smith? The local representative of the
Oer players connections, magical or physical power, Weapon Traders Guild would like a word with them.
followers, luxury goods, business opportunities, Fine
items, or a lead on their quest - but make sure there’s Break Moves
strings attached, whether its money, a favor, or something Break moves are descriptive tools for you, the GM, to
more nefarious. Nobody trades anything for free in the give more specic reactions to player moves, and to
Red City. Players may very often nd themselves at the help you run enemies in a slightly smoother manner. The
G whim of a petty trade prince or guild scion. key trigger to break moves is they should only be made
M (like other GM moves) in response to player action, in a
T 11. Give an opportunity for their characters (with tense situation when there is naturally an opening for
o or without a cost). you to make a move (usually when a player rolls a 2-6
o Give your players the opportunity to shine. Think or a 7-9), and players hand the initiative back to you.
l
k about the types of characters you have in your
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t party, and what connections, situations, or leads For ease of use, some simple Break moves are given
will interest them the most. here, which are used in the example enemies section
of this book. When creating your own enemies and
Here’s a list of suggestions: threats, feel free to use these break moves as a
toolbox, or simply write your own. ‘You’ in this moves
The Fated : Give them opportunities to advance their refers to the enemy using them. Most of the Break
Destiny, to inspire and advance their own reputation, Moves here are for use in combat, but there are a
or to show their leadership few social moves listed at the bottom here.
The Master : Give them opportunities related to their
fame, history, or breadth of knowledge. Let other Combat Break Moves
characters recognize and respect them. These are break moves well-suited to combat. Feel
The Beggar : Give them opportunities for things to free to write your own.
get a little wild or o the rails. Let the small folk of
the world reach out to them. Let them pass into the Berserk
populace and learn the ruts in the streets. Go into a rage, a frenzy, or a hardened battle trance.
The Fury : Give them combat to demonstrate their Gain the unstoppable tag and deal +1 damage for
strength and skill. Give them worthy opponents. the rest of combat.. You are incapable of actions
Give them opportunities to demonstrate the depth that require focus.
and full extent of their scars.
The Law : Give them opportunities to do the right Brawn
thing, or to stand out by doing the right thing. Give Abandon subtlety for brute strength. Gain the
them connections or leads related to wronged or forceful and destructive tags for the rest of combat,
warped justice. but you are incapable of actions that require focus.
The Boss : Give them opportunities that the Law
would hate. Give them connections and opportunities Brutality
directly related to the people in their gang. Let them Deal a powerful and crushing blow. Deal damage as
explore the criminal underworld of an area. established, but this damage gains the brutal tag.
The Rened : Give them opportunities to demonstrate
their wealth and brilliance. Let them know that yes, Crush
they are the best. Give them social situations to Grab, pin down, mob, or wrestle your target within
ply their social power - whether frivolous (a gala, a intimate range. A player targeted by a crush cannot
ball, a party) or dangerous (a court, a battleeld, a move away from intimate range with you, and gains
diplomatic summit) the crippled or reeling tag.
The Hunter : Give them opportunities to move
deadly and unseen. Send them contracts. Give them Deect
connections to their shadow arts schools. Bring shield, armor, or unnatural skill to bear against
The Hunger : Give them opportunities for dangerous incoming attacks. Reduce the damage of the next
and raw power. Give them a strong connection with incoming attack or eect to 1 that targets you or
their patron, whoever it might be. an ally.
Dodge Reinforce
Use your natural agility or supernatural abilities to If reinforcements are available in the area, alert
become untouchable. Gain the evasive tag until the them and gain the group tag if you don’t have it
end of combat, or until you stop moving or can no already. If you already have the group tag, gain the
longer move eectively (you are grabbed, crippled, huge tag as well.
terrain changes, etc) as established.
Revive
Ensnare If you’re dead, as long as you weren’t killed by (re-ice-
t
Drag down or trap a target, in melee or at a range. acid-holy water), lurch back to life with 2-3 wounds. i
Your target gains the crippled tag until they can
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free themselves from their ensnarement. Riposte o
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Envenom
Use superior skill to disarm your opponent. A
character targeted by this move is disarmed and
T
Deal damage as established. Any wounds dealt by given the reeling tag M
this move are lingering either bleeding heavily or G
suering from poison. Savage
Disregard your safety and ght like an animal. All
Fortify attacks for the rest of combat gain the vicious or
Hunker down, or bring defenses to bear. Instantly brutal tag, but take +1 damage when you take
gain 1-2 armor. This armor stacks with other health damage.
and armor.
Seal Meridians
Formation Drain your target of energy, whether through martial
Deal +1 damage and become unstoppable for the rest of arts techniques or supernatural ability. Pick two
combat as long as at least one ally is standing with you. statistics (for example +breath and +mind). Your
target makes any rolls using these statistics broken
Insanity until they take action to recover or rest.
Infect your enemies mind with madness, whether
through an alien mind or horrific appearance. Shock
The target of this move is reeling and afterwards Strike with incredible force. Deal damage as
becomes unable to distinguish friend from foe until established. A character targeted by this move is
aided by an ally. either crippled or reeling.
Overwatch Shove
Wait for an opportune time to strike. Deal damage, Push, shove, or throw a target, possibly throwing
then mark down the target of this move. The next them o or into an obstacle. If that’s the case, deal
time they fail a move, deal damage to them as damage as established.
established on top of any other eects as long as
they are in range. Speed
Instantly move to a point you can see, ignoring
Overkill obstacles or enemies blocking your path
Throw all your force into a brutal blow. Deal damage
as established, and your target is stunned until Stealth
someone takes action to revive them. Disappear from sight and gain the evasive tag until
discovered.
Regenerate
Knit torn esh back together, with unearthly biology Supercharge
or dark sorcery. Regain 2-3 wounds. This cannot put Gain the huge tag. Become giant, whether literally
your wound total above your maximum. You can’t or in strength alone.
make this move if you’re dead.
Terror
If you’re able to make this move, pick a weakness, Assume or unveil a horrifying appearance or
or several (re, acid, water, sunlight, etc). You can’t terrifying secret. The target of this move is crippled
make this move when exposed to this weakness, in by fear until someone aids them and their rolls are
any amount. broken as long as they can see you.
Social Break Moves before the nal results are calculated and taken
Here are moves more suited to socially charged or into account.
tense situations.
As GM, break die are your only tool for directly
Accuse interacting with the players, as Broken Worlds is a
Pick a target, and accuse them of a shocking crime game that runs on player initiative! Since you will
or deviancy. Whether it’s true or not, that target only be getting them when players are eectively
G loses credibility and until they take action to clear gambling for power, their use should feel fair, but
M their name, their +heat rolls with or against targets the point is not to be abusive or punishing with them.
T that believe your accusation are broken.
o Player Initiative
o Buyout As a GM running Broken Worlds, your job is to play
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k Name some leverage, and an ally of your target. as reactive as possible to the players. Pay close
i
t Through that leverage, that ally is now in your attention to the wording of moves - all of them
pocket. If the target can remove your leverage, are initiated through player action! For example,
that ally escapes your control. the Overcome move reads ‘ When you must avoid
danger, disaster, or mishap through your actions’.
Conceal In other words, you will never actually be asking
Ask your target something that they want or need, or ‘forcing’ players to make a move unless they
and name an obstacle. That want or need is now triggered it themselves.
beyond their reach until they clear the obstacle.
It’s perfectly alright (and preferable) to let players
Incite know they will need to make a roll for a particular
Name or describe a crowd of people that could action, and to have them retract that action once
conceivably become a mob. They do so, and your they learn it will take a particular roll. “Oh, you’d
target is now crippled until they can escape the like to bargain for this? That will probably take a
mob’s grasp. You gain the group tag if you don’t bend will or ply the market move.”
have it already.
Always turn moves back on the players and hand
Reveal them the initiative. This is the most important thing to
Pick one or two targets. Reveal a shocking fact or remember in order to run a game that ows naturally
secret about: and lets player action dictate the narrative. Players may
not be used to this style of playing, and if things are a
– Their parentage. little awkward for the rst session, don’t worry. Make
– The nature of their world. sure your players are comfortable with the system.
– A close ally.
– Your relationship with them. Rolling (or the lack thereof)
A golden rule to follow: if a move doesn’t trigger,
They are reeling after this information, whether it and you don’t need to roll, then don’t make a roll. Let
is true or not. actions resolve as simply as possible. Rolling should be
the last resort of any player action. This may feel strange
… And so on. Feel free to write your own, using for you at rst, but it will make the ‘conversation’ of
these moves as guidelines! creative roleplaying ow a lot smoother.
of combat might require a dierent move than evil sorcerer hypnotizing a character, or a character
an action made in combat. When making moves getting momentarily knocked unconscious. Make
out of combat, rst check to see if player actions sure you establish and make it clear to players that
would require a move. For example, a player tr ying the aicted character can be helped out of their
to lift a heavy boulder might not actually trigger situation.
the Overcome move unless, through that player’s
actions, he or she is tempting disaster, danger, or Making Moves Broken or Clumsy
misfortune. If a move doesn’t trigger, the player
simply does it! To repeat the golden rule above, in
Sometimes moves are extremely dicult to pull
o - the player might be asking to do something
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general, it is better to avoid making moves as crazy or near-impossible, such as jumping o of a
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much as possible. To do it, just do it. spear point! o
o
Granting Power Dice and Experience If that’s the case, the rst thing to do check to see
T
It’s possible, as part of your moves (oer power at if their moves allow them to do what they’re asking. M
a cost, give opportunities based on their character) The second is to ask them if they want to make a G
to grant players Power Dice or experience for their Channel Flame move to see if they can do it. Moves
actions. The ction should always reinforce the made using Channel Flame should not be restricted
gaining of power dice or experience - the character by the possible and are there to encourage players
gains a moment of clarity, touches a powerful to take heroic action.
artifact, receives power from a dark entity, etc.
If the move is something that skill simply can’t factor
Players should naturally accrue power dice from into - such as a move requiring luck or a twist of fate,
pushing rolls or making the Train move, and should or something the character isn’t skilled in, such as
naturally accrue xp over time. However, if players using a table leg to ght (if they’re not a beggar).
seem like they are being starved unintentionally of In that case, have the character make a clumsy roll
power dice or xp, it can help to target them when (a roll without any modiers).
thinking about opportunities to grant the characters.
The last thing to do is see if the move is just plain
Using the Reeling, Crippled, and dicult, but skill still applies. If the player doesn’t
Stunned Tags want to Channel Flame, but still wants to accomplish
The reeling tag basically just means ‘skip the next something that seems far-fetched, have them make
thing you were going to do - you’re reeling’, like if a broken roll.
you just got hit in the gut, or got sand in the eyes,
or hurled bodily into a wall. This puts a player out of Finally, remember you can make any roll broken
action, but just for a few moments. The basic metric regardless of circumstances if you spend a break
is that if other players have all had a chance to do die, even after the roll is made.
something, then the reeling player has denitely
recovered. Reeling npcs can remain that way as Train vs Rest
long as you feel like. Train and Rest are dierent moves. Rest is specically
when you want to resupply, recharge, and re-stock
The crippled tag means a specic sense or body part your group. If you have wounds, or you need to rest
is out of commission, at least for the time being, to recharge moves and get supplies again, you make
until the player or NPC takes action to remedy it, the Rest move.
as established in the ction. If a player is crippled
in their right arm because a dagger is stuck in it Train is when you don’t have moves to recharge,
and wants to use a two handed weapon, you can supplies to buy, or wounds to heal - all you want to
rightly point out they probably should deal with the do is level up, train, and increase your power. You
dagger rst before they get use of that arm again. can make a Train and a Rest move together over
The same goes for NPCs. the same period of time if you want - they’re not
mutually exclusive!
The stunned tag should be used sparingly, because
unlike the reeling tag, it doesn’t go away unless
someone takes action to help the aicted player or
NPC, which eectively puts them out of commission.
It’s very useful for depicting deadly or powerful
hazards, such as a building collapsing on someone, an
Here’s a simple example Break: An evil warlord is If the Break happens, decide what ultimately
invading a peaceful world. happens, and how it impacts the players. Then you
can choose a new Break! No matter what happens,
The situation is already bad. The Break would be the it can always get worse.
warlord becoming powerful enough to dominate
and rule the world uncontested. Or maybe the world If players can defeat or resolve threats positively
hasn’t even been invaded yet, and the moment of they can hold off the Break. If players resolve
invasion is the Break. enough threats in a satisfying way, you may choose
to ultimately confront or resolve the Break if you
Playing Without a Break feel like the players have been successful enough.
It’s entirely possible to play without a Break and for Resolving a Break usually ends a campaign, but if
one to naturally occur during the course of game you somehow can continue, always work towards
play. Perhaps a villain players meet in the rst session a new one!
becomes compelling enough that players have to
stop him or her. That villain ascending to power Threats
could become the Break, and the players are trying Threats can be thought about as the primary villains
to prevent it. of your story, or the obstacles that get directly in
the way of the heroes and their goals. They are the The most important parts of a threat are choosing
factions that are most contributing to the Break, and the stakes of the threat and the threat’s burning will.
ones most likely to cause it. The most important
part about threats is that they are threatening . Here’s roughly what a threat looks like:
That sounds a little silly, but there should always be
stakes and consequences for the player characters Threat Type: A title or category for the threat
who fail to stop or slow down a threat. You can easily
get a hold on this by asking a very simple question:
what will happen if the player characters do nothing?
Burning Will: Threats, like players, also have a
Burning Will (a motivation). Left alone, and at a
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If the answer is nothing important, then you don’t basic level, what does the threat want to do? This
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have a threat. It’s important that the stakes are both is to help you think of basic actions that the threat o
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very real, and very clear to the player characters. can take when it needs to move forward.
T
Constructing threats is a step that is not strictly Stakes: What is being threatened? It’s very important M
necessary to run a full game of Broken Worlds! that these are both clear and relevant to the players. G
If you’d rather just wing it, you’re welcome to
totally ignore this section of the rules. However, Moves: Typical moves or actions that the threat
I strongly advise that this kind of preparation can will take, given player inaction, or in response to
drastically help tell a far more compelling story, as player action.
well as being a useful guide for you when you’re
stuck with what to do. Fundamentally, this section Actors: Who are some key players or NPCs? For
of the book is more of a set of templates for you to example, for the threat ‘the Tyrant’, who is the Tyrant
set up and use as a tool, not a strict rule set. in question?
Constructing threats is a pretty simple matter. Most Enemies: What are some typical or general enemies
threats (but not all) will generally include typical associated with this threat, and what is distinct
enemies that the players might run across. For more about them?
information on how enemies and combat work (and
how to build them), see the enemy section on pg 103. Locations: Where is this threat active? What parts
of the world is it active in, and who is it aecting?
Not all enemies need to be part of a Threat .
Certainly players might run into a gang on the Each threat includes a list of options and questions
street that is not part of a Gang, for example (that’s specic to each threat that can help you esh them
the capital G gang, the threat). However, a threat out in a thematic manner. Feel free to add your own
describes something fundamentally dangerous to or ignore them at your leisure - it’s your game to run!
the players and their way of life, and is therefore
far more interesting to include in a game. If you Each threat also has a bunch of enemies you can use
can t a faction, individual, group, or alliance of in the enemies section associated with it, though you
enemies into a Threat, you should (or just write can pick and choose at will. For more information
your own Threat). on how to build your own enemies, check out the
enemies toolkit on pg. 103
To build a threat, rst pick a type. The world of
Throne is a specic universe and setting based on The Tyrant
Wuxia and ancient mythology. Accordingly, I’ve The Tyrant is an inexorable force. He (or she) is power
organized threats into dierent types that I think incarnate, or wants to be very badly. The Tyrant gets
are thematically appropriate for the setting. The his power from the thunder of a thousand boots,
threats are the Tyrant, the Broker, the Cult, the from the smack of weapon butts against exposed
Wrecking Ball, the Monstrosity, and the Gang. esh. His burning will is to dominate, to rule, and to
control. He might be a warlord, a leader of a mighty
If you have an idea for a threat that doesn’t exactly horde. He might be a king, ruling from an opulent
t into any of these categories, don’t worry about palace. Or he might be a mighty guild prince, a savvy
it - use the guidelines here and write your own! businessman with a criminal empire spanning worlds
After you pick a type for your threat, use the guide and an iron heel. The most important part of the
(and answer some questions) to help esh it out. tyrant is that he is in charge, and he’s got the army
Then populate your threat with some key actors to prove it.
and enemy types that the players might run into.
to prove a point or test a theory she has. Sometimes, doubt on the players’ actions
she may not play it for any reason at all, other than – Show the players’ own aws to them in hideous
simply to play. The only important thing for her is detail
that she keeps on winning, and she will do anything – Appeal the players’ vanities. Flatter the players,
she can to get ahead - no matter who or what she even if it isn’t warranted.
has to sacrice, oppress, kill, or burn to get there. – Willingly indulge in the catastrophic consequences
of their actions.
Typical brokers are charismatic guild bosses or
businessmen, politicians or royalty, princesses and Actors:
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princes, gang bosses, demagogues and priests. Who is the Broker? How did she get into the game
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in the rst place? Who is she pretending to be, and o
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To make a Broker, consider the following: who is she manipulating to get there?
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– What does the Broker ultimately want? (Become Is there anyone preventing the Broker from acting M
the richest merchant in the east Rim by controlling in the open? Who and how? G
the spice trade, start a gang war in the lower
Shades so I can become boss, secretly kill Most Brokers in Throne are courtiers, lords,
my political rivals so I can become king, sorcerers, or other manipulators,
nothing at all - I just want to see the world often serving one of the Seven, but
burn because it interests me) perhaps in service to one of the
– What’s the Broker trying to prove? massive trade guilds. Sometimes
Why are they playing this game? they are crime lords who reside in
(Power, money, revenge, pleasure) the lower Shades, seeking to stick
– What is the Broker totally their ngers in every pot. Other
or willfully ignoring? What times they are smiling, pompous
consequences of their actions do nobles of some ancient city house,
they see as totally inconsequential? richly dressed and powdered,
(death, insanity, pollution, chaos, seeming foppish on the surface
destruction, poverty, starvation) but only revealing their true,
malicious natures when provoked.
Every Broker needs some pawns. Mammon’s Grand Dragon bank
Check out the enemies section is infamous for employing such
and esh them out a bit. nobles as clerks.
Burning Will: To violently and relentless claw my – What are the signs of the Cult? Do they have a
way towards unleashing the forbidden power that I special symbol of mode of dress?
crave and deserve. – When the cult needs muscle, who does it call
on? (Mercenaries, trained animals, devotees,
Stakes: dedicated soldiers, possessed members)
– If the players do nothing or fail to stop the Cult, – Does the Forbidden Power have a shape? If the
in what way will the world be terribly, violently, Cult calls on it, what kind of assistance will it
and inexorably changed? send?
– If the players fail to stop the Cult, who among
keep in mind the players will ultimately beat him, or Monstrosities can be singular, or multiple. They
he’ll beat himself. A wrecking ball that accomplishes could travel in packs, or swarms, or hordes, or simple
his goal usually loses all his drive and power. hunt alone. Monsters, rogue devils, and demons
of all kinds fall in this category, as do things like
If the players need something to ght, keep in mind cannibals, certain types of dark sorcerers, reclusive
the Wrecking Ball usually has a wake that follows him and mad kings, and the like. Unlike the Tyrant and
around. This could be followers, echoes, castings o the Wrecking Ball, the Monstrosity does not act in
G of the Wrecking Ball himself. Maybe he has devotees, self interest - only to ll its instinct.
M or soldiers, or gang members that follow him around.
T Maybe he’s an ancient evil, and the world literally To make a Monstrosity, consider the following:
o spews forth evil creatures everywhere he goes. – What is the need that the Monstrosity needs
o Maybe it’s a literal wake of destruction - obstacles to ll, and how is it getting worse? (A hunger
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into disarray or looking to prot o the destruction. reproduce, to return to its lair). Whatever it is,
it is repulsive to common sensibility, and it drives
Whatever it is, write it down here and stat it if it’s the monstrosity beyond all other needs, to the
an enemy. point of irrationality.
– What is the boundary keeping the
Locations: Monstrosity in, and how is it going to exceed
– Where did the Wrecking Ball hang it?
out when he wasn’t on his leash?
What was that place - a ghting pit, The Monstrosity needs a boundary.
a prison, a literal pit, or something This may be hunting grounds, a prison
else? of sorts, or a physical limitation (it
– Where’s the Wrecking Ball can’t walk in open sunlight). Whatever
ultimately heading? What’s the it is, the Monstrosity will gradually
place he’s got to blow through expand this boundary. If the players let
everything else to get to, and it, it will encompass the entire world.
how bad is it going to get if he
gets there? – Was the Monstrosity once human?
If so, how did it get like this. If not,
The Monstrosity that’s just ne. Some monsters don’t
There are many definitions of what need explanation
‘human’ entails in Throne and the outer – What signs does the monstrosity
worlds, and sometimes the definition leave? How do people know
can get stretched exceedingly thin. But there are where it’s territory is, and when
absolutely things out there that one could never it has visited them? What is the
in a million years classify as human. Things that monstrosity fond of? (It kidnaps
build lairs, or nests, and pluck travelers up there to maidens, it feeds on blood, it digs holes, it ays
suck on their bone marrow. Things that lurk in the its victims and wears their skins)
darkness with reective eyes, ready to drink blood – When did the Monstrosity come into the open?
and soar through the night. Was it driven there, or has it always been there?
The Monstrosity, whatever it is, might be intelligent. The Monstrosity is usually its own threat. But it
It might be able to converse, make conversation, also has spawn, which you can detail in the enemies
chide, or even joke with its victims. Whatever it is, section.
however, it is not in control of its own actions. It is
driven by an all consuming instinct that dominates Burning Will: To satisfy my awful hunger, consume,
every aspect of its being at a fundamental level. This breed, and expand my territory.
instinct causes it to commit unspeakable acts, which
only drive it further from humanity - if it was ever Stakes:
human in the rst place. It could be a tragic gure, – If the players do nothing or fail to stop the
a fallen hero for example, or simply something of Monstrosity, its boundaries will ultimately
animal nature that needs to feed. encompass virtually everything the players
know or care about. It will then be totally free
to indulge its hunger to its fullest extent. Detail Monstrosity. Perhaps the very people the Monstrosity
what that entails. preys upon turn upon the players. Perhaps they
– Name exactly who and what will the Monstrosity worship it. A Monstrosity could very easily be the
will ultimately consume. If the players do nothing, forbidden power that the Cult is seeking.
everything on this list is gone - dragged away,
devoured, or mutilated beyond recognition. If you decide to go that route, write some of these
spawn down, and stat them.
Moves:
– Torment the players from afar, leaving signs of Locations:
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its passing – What region is the Monstrosity preying upon? Let
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– Drag away someone to its lair, and feed it get larger and larger as the threat progresses, o
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– Mutilate, devour, or feast upon someone close
to the players
in surprising ways.
– The monstrosity should have a lair of some kind.
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– Attack suddenly and without warning, even in This could be anything from a dank and lthy M
a safe place cave or hole in the ground to an opulent palace G
– Reproduce and multiply, even if it would seem where she is held prisoner, served wine, and
surprising. If there was one monstrosity, there preys upon the slaves given to her.
is now two.
– Transform familiar territory into something The Gang
terrifying. Reveal to players that a formerly safe Gangs are incredibly common in Throne and the
place is now, without a doubt, no longer secure outlying worlds, where money is tight, comradely
is valuable, and violence is all too cheap. Not
Actors: surprisingly, they also constitute one of the most
What are the features of the Monstrosity? Does common, dangerous, and all too ubiquitous threats
it have specic weaknesses or strengths that the in the Red City and elsewhere. A Gang could be
players can exploit? Are there any mythological something huge and organized, like a guild, sucking
records of the Monstrosity? The records of Throne the life out of the world. Or it could be something
are full of tales of heroes taking on horrifying as small as a dozen skilled ghters, beating the snot
demons with very little more than a walking stick out of the locals and the authorities.
and a barrel of wine.
Whatever form it takes, the rst thing the Gang
Is anyone else doing anything about the Monstrosity? wants is to extract from its territory not only material
If so, write down the specic and disheartening ways wealth, but also respect. The second thing the Gang
in which these people are failing completely to stop it. wants to do is expand - not only in size, but also in
power, territory, and inuence. These two factors
The Monstrosity can be used to describe any number combined make the Gang one of the more basic but
of the ancient and horrifying creatures lurking the terrifying threats in Broken Worlds.
depths of Throne and the far reaches of the worlds.
Often these monsters are defending something of The most typical example of a Gang in Throne is a
particular importance, but it’s important to note trade guild. But the template can also be used to
that if that’s the case, the Monstrosity is never just describe other forms of organized crime, banditry,
sitting there - it’s always on the move, looking to robbery, mercenaries, or even legitimate rulership.
satisfy its hunger.
I should mention that the Tyrant template could
Enemies: certainly be used to describe a powerful gang boss.
The Monstrosity itself, like the Wrecking Ball, should The Gang as it’s described here is dierent because
probably be an enemy that the players will want to it does not start in a position of power and control,
ght at some point - and let them. But it’s probably and it does not desire to total dominate its victims,
safe to not give it too much screen time to start. Let merely extract prot and homage. The Tyrant does
the players’ imaginations construct just how awful this not crave respect - he demands it.
thing is before you fully reveal it. Tell players ancient
tales of it. Let them encounter it inside of its lair. To make a Gang, consider the following:
– What form does the gang take? (A trade guild,
However, the Monstrosity may have spawn of sorts. a crime syndicate, a crime family, a group of
These could be ospring, or weaker copies of the bandits, a band of assassins, a massive organized
Monstrosity, but they could also be victims of the network, a group of land barons)
– Is the gang high class or low class? territory the players like, or even the player’s
– What’s the gang’s hustle(s)? (slavery, narcotics, strongholds, that’s just ne
money laundering, natural resource extraction, – Loudly, messily, and publicly crush a rival
manufacturing, killers for hire, smuggling,
forgery, legitimate business). To some extent, Actors:
all gangs do some manner of extortion or Gangs are super common in Throne, so it’s very
exploitation. It’s just what they do. important to make a note of what makes each one
G – Who are the gang’s primary victims? particular distinct, and what makes this one dangerous.
M – What tokens or icons does the gang have to Make sure the gang members wear a distinctive uniform,
T signify their allegiance? There’s a reason they wield a distinctive weapon, or act in a particular way.
o call them the axe gang! (A specic weapon, a Gang members that are clean cut, wear black clothing
o special hat, long black coats, nice shoes, a red and a top hat, and come at their opponents with axes
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k pin, an armband, a tattoo, body scarication) are very visually distinct from dirty, largely overweight
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t gang members that wear stained butcher’s aprons,
The Gang is chock full of gang members, and probably thick leather coats, and gold chains across their chest!
has a boss or two. Detail these in the enemies section.
Gang bosses tend to be better dressed and more
Burning Will: To get the respect we deserve, to swell distinct than their rank and le. Decide whether a
our ranks, and take what we want, gang is ruled by one boss or several. Maybe there
without recourse are several distinct gangs under the thumb of one
boss, or maybe the Gang describes a
Stakes: city-spanning with many dierent
– If the players do nothing or fail groups.
to stop the Gang, what new,
more powerful, and innitely Enemies:
more terrifying form will the All Gangs have a basic mook
Gang turn into (an army, a to do their dirty work. Decide
cult, a way of life). what this guy looks like. Then
– If the players fail to stop decide what it looks like when
the Gang, write down the 30 or 40 of them come at the
Gang’s hustle, whatever players, as they certainly will at
it may be (for example, some point.
narcotics). That hustle will
become a fact of life, wherever If the Gang has a couple of real
the Gang has territory, and nobody badasses, or maybe is solely made
will be able to do anything about up of a bunch of elite members,
it whatsoever, not even the make sure to spend more time
players. detailing what they look like.
Gangs often bring different
Moves: varieties of muscle to the ght - big guys,
– Demand respect and support from everyone small guys, quick guys, guys with harpoons, guys
- the public, the players, onlookers - everyone. who are actually massive bloodthirsty devils, guys
– Hold players or their allies hostage, beat them in vehicles - you name it.
bloody, or force them to pay respect. Don’t kill
them, they could be useful in the future. If you think the Gang’s boss will be doing a lot of
– Make outrageous claims of power and inuence. ghting, detail him or her here as well. They deserve it.
Then make one of them come true. But leave the
rest alone… for now. Locations:
– Get a local power broker under control. They’re – What’s the Gang’s home turf? What does their
working for the Gang now, no matter who they headquarters look like? Are they deep in some
were working for before. subterranean salt mine, whipping armies of slaves
– Try to coerce or entice the players to work for while they sip tea, or are they in some creaking
the Gang airship lashed to a stories-high apartment
– Double in size, without warning building in lower Ashton?
– Claim new territory, and carve it out wherever – What kind of fronts or businesses do the Gang
you like. If it happens to overlap with someone’s have?
ENEMY COMPENDIUM Armor: 0 or 1
Moves:
Here are some generic templates to get you started.
You can make any of these templates into a group Ensnare
by adding the tag: Drag down or trap a target, in melee or at a range.
Your target gains the crippled tag until they can
Common Enemies free themselves from their ensnarement.
G These are the everyday threats living in and around
M throne. A whole gang of criminals and outlaws.
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o Threat Level: 0 Bound Shade
o Damage: Skeletal claws, 2 hand
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Wounds: 2 Moves:
Armor: 0 or 1
Moves: Crush
Grab, pin down, mob, or wrestle your target within
Ensnare intimate range. A player targeted by a crush cannot
Drag down or trap a target, in melee or at a range. move away from intimate range with you, and gains
Your target gains the crippled tag until they can the crippled or reeling tag.
free themselves from their ensnarement.
Fading soul ames bound to bodies of decaying
Criminals abound in Throne, though bandits are esh, skeletal remains, or forms made of clay and
the more brazen sort, abandoning civility to prey ash, bound shades are a common sight in Throne,
on those that stray too far down the wrong alley. where they are used as porters, guards, and pack
animals of all kinds.
Commoner
Damage: Fists, 1 intimate Courtier
Wounds: 1 Damage: Knife in the back, 1 hand
Armor: 0 Wounds: 4
Moves: none Armor: 0
Moves:
Common, unremarkable rabble
Reinforce
Threat Level: 1 If reinforcements are available in the area,
alert them and gain the group tag if you
Assassin don’t have it already. If you already have
Damage: Poisoned blades, 3 hand- the group tag, gain the huge tag as well.
close, lingering
Wounds: 3 Buyout
Armor: 0 Name some leverage, and an ally of
Moves: your target. Through that leverage,
that ally is now in your pocket. If the
Stealth target can remove your leverage, that
Disappear from sight and gain the ally escapes your control.
evasive tag until discovered.
The demiurges, the noble houses of throne, and the
Throne is full of hired killers looking for guild princes of the Red City all have large attendant
coin. Many dierent races are known for their skill courts, where those skilled in intrigue and plot make
in assassination, including the Innite Mothers, the their lairs.
serpent men, and the Teeth Keepers.
Cultist
Bandit Gang Damage: Jagged blade, 2 hand or dark sorcery 2
Damage: Clubs and knives, 2+1 hand-close, group close-far, ap
Wounds: 3 group Wounds: 2
The ancient families of the Wheel are powerful Master Martial Artist
indeed, inside the Red City and out. Many of them Damage: Martial Arts 3 intimate or Sorcery, 3 close-
having criminal connections or serve the demiurges far, ap, destructive
directly, while others are kings and queens of entire Wounds: 5
worlds. Armor: 0
Moves:
Threat Level: 2
Seal Meridians
Guild Boss Drain your target of energy, whether through
Damage: Custom weapon, 2 intimate-hand, area or martial arts techniques or supernatural ability. Pick
Common Enemies
Enemy Lvl Damage Range Tags Wounds Armor Moves
Bandit 0 2-Clubs, Knives- Pistols Hand-Close None 2 0 or 1 Ensnare
Commoner 0 1-Fists Intimate None 1 0 None
Assassin 1 3-Poisoned blades Hand-close Lingering 3 0 Stealth
Bandit Gang 1 2+1-Clubs, Knives-Pistols Hand-Close Group 3 0 or 1 Ensnare
Bound Shade 1 2-Skeletal claws Intimate -Hand None 3 1 Crush
Reinforce,
Courtier 1 1-Knife in the back Hand None 4 0
Boyout
2-Jaggaged blade-Dark
Cultists 1 Hand-Close-Far None-AP 2 0 Reveal
sorcery
Guild Gangster 1 2-Nasty weaponry Intimate-Hand None 3 0 Shove
Guard 1 2-Spears-Ries Hand-Close-Far None-Loading 2 2 Formation
Guard Captain 1 2-Spears-Ries Hand-Close-Far None-Loading 3 2 Deect
Martial Artist 1 3-Martial arts Intimate None 3 1 Riposte
Outlander 1 2-Crude weapons Hand AP 3 0 Savage
Sorcerer 1 2- Needles-Dark sorcery Hand-Close-Far Lingering-Area, AP 3 0 Insanity
Soldier 1 2-Sword-Marksman rie Hand-Close-Far None-Loading, AP 2 1 Brutality
Conceal,
Noble 1 2-Ceremonial weapon Hand-Close None 2 0
Accuse
2-Customer weapon- Intimate-Hand-
Guild Boss 2 Area-Forceful 4 1 Reinforce
Swanky rie Close-Far
Guild Brute 2 2+1-Enormous size Intimate-Hand Forceful, Huge, Area 3 1 Berserk
Martial Arts Intimate-Close- Seal
2 3-Martial arts-Sorcery None-AP, Destructive 5 0
Master Far Meridians
Brawn,
Giant 3 Crushing blows 3+1 Intimate-Hand Vicious, Huge 5 1
Crush
ANGELS Wounds: 5
Armor: 3
Threat Level: 2 Moves:
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Angels
Enemy Lvl Damage Range Tags Wounds Armor Moves
Petal Knight 2 4-Brutal Martial Arts Intimate-Close AP 4 1 Speed, Dodge
Riposte, Seal
Root Knight 2 4-Rened Martial Arts Intimate-close Forceful 4 2
Meridians
Elder Angel 3 3-Ancient Martial Arts Intimate-Hand Destructive 5 3 Fortify
Thorn Knight 3 5-Brutal Martial Arts Intimate-Hand Destructive, Brutal 5 3 Berserk, Brawn
7-Overwhelming
Prime Angel 3 Intimate-Close Brutal, Forceful, Huge 8 5 Overkill, Shock
Strength
Threat Level: 0 Small and cunning, blue devils are highly skilled in
The Art and loquacious speech alike. What they lack
Demi-imp pack in intelligence, they make up for with a keen sense
G Damage: Annoying scrabbling, 1+1 hand, group of humor and mischief.
M Wounds: 1 group
Threat Level: 2
T Armor: 1
o Moves:
o Red Devil (Bearded Devil)
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intimate range. A player targeted by a crush cannot Armor: 1
move away from intimate range with you, and gains Moves:
the crippled or reeling tag.
Savage
Red or green devils that have gone too long without Disregard your safety and ght like an animal. All
making pacts with humans often diminish into attacks for the rest of combat gain the vicious or
these tiny, shriveled beings, a predecessor to their brutal tag, but take +1 damage when you
demotion to a blue devil. What they lack in power, take damage.
they make up for in persistence.
Threat Level: 1
Crush
Grab, pin down, mob, or wrestle your
target within intimate range. A player
targeted by a crush cannot move away
from intimate range with you, and
gains the crippled or reeling tag.
Incite
Name or describe a crowd of people
that could conceivably become a
Devour Terror
Rip life from your enemy with fang or claw. Deal Assume or unveil a horrifying appearance or
damage as established, then heal 2-3 wounds. terrifying secret. The target of this move is crippled
by fear until someone aids them and their rolls are
Expertly skilled in violence and given to drink and broken as long as they can see you.
song, Red Devils are highly valued as mercenaries
and bodyguards. Slow and terrifying with their skull-like visages, green
Devils
Enemy Lvl Damage Range Tags Wounds Armor Moves
Demi-Imp
0 1-Annoying Scrabbling Hand Group 1 1 Crush
Pack
Pale Devil 1 2-Wrestling Intimate-Hand None 2 0 Crush
Close-Far-
Blue Devil 1 4-Art-2-Dagger None 2 0 Incite
Hand
Red Devil 2 3-Claws or Club Intimate-Hand None 4 1 Savage, Devour
Envenom,
Green Devil 2 2-Claws-1-Acid Spittle Hand-Far None-AP 5 2
Terror
War Devil 2 2-Iron Club Hand Messy 3 3 Formation
Ensnare,
Gilded Devil 2 5-Poisoned Dagger Hand Lingering 4 0
Conceal
Intimate-
5-Claw or Bite-4-The Revive, Seal
Ebon Devil 3 Hand-Close- Huge, Brutal-Area, AP 7 2
Art Meridians
Far
Devil 7-Razor Wire or Dire Stealth,
3 Intimate-Hand AP, Vicious 4 1
Assassin Knife Envenom
Hand-Close-
Devil Engine 3 4-Engine Claws or Gun Forceful-Area 3 4 Deect
Far
Heretic’s 8-Supreme Martial Hand-Close- Terror,
3+ AP, Forceful-Messy 8 2
Courtier Arts-6-Supreme Art Far Regenerate
brooding within their lairs and scheming constantly. Binding a raw devil to an animate armor instead
of a mask is a dicult process. The result is an
Devil Assassin unstable abomination, hard to control, but even
Damage: Razor wire or Dire knife, 7, intimate-hand, harder to stop in combat.
ap, vicious
Wounds: 4 Heretic’s Courtier
Armor: 1 Damage: Supreme martial arts, 8 hand, ap, forceful
Moves: or Supreme art, 6 close-far, messy
Wounds: 8
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Stealth Armor: 2
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Disappear from sight and gain the evasive tag until Moves: o
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discovered.
Terror
T
Envenom Assume or unveil a horrifying appearance or M
Deal damage as established. Any wounds dealt by terrifying secret. The target of this move is G
this move are lingering either bleeding heavily or crippled by fear until someone aids them and
suering from poison. their rolls are broken as long as they can see you.
The corpses of the gods are not without parasites. Puppet Wasp Swarm
Navigating the long petried tissue of dead gods has Damage: Stings, 2+1 intimate, ap, group
given bone worms an enormously powerful set of Wounds: 4 group
mandibles, which they use to mangle their prey and Moves:
crush them to a pulp.
Attach
Flayer The target takes 1 ap damage, and immediately attacks
Damage: Flaying claws, 3 hand, brutal an ally. If the target is a player, they make a roll as normal,
but it is not a broken roll (as in normal player vs. player this move is reeling and afterwards becomes unable to
combat). The wasp can be removed by dealing any distinguish friend from foe until aided by an ally.
damage to the wasp swarm or another player taking
an action to remove it. Many of the residents of Shades and the darker
alleyways of Throne are familiar with the gossip dog,
The puppet wasp attaches just below the nape of and perhaps wish they weren’t. Resembling a pig with
the neck on most humanoids, where it inserts a ve a decidedly humanlike face, the dog is able to almost
inch spine that directly links its nervous system to its
victim’s, subduing it and bringing it under the wasp’s
perfectly mimic any voice or sound it hears, though it
doesn’t understand any of it. Many an unwary traveler
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control, though it remains conscious. Puppet wasp hives has been lured down a dark alley by a strange man’s
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are highly intelligent and use their puppets for labor, mumbling, a child’s cries, or a woman screaming for o
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inltration, and feeding their young. help only to be torn apart by the terrifyingly strong
jaws of the gossip dog, which often imitates the dying
T
Tarry Bird cries of its prey. M
Damage: Screech 2 intimate-close,area,brutal, or beak, G
2 hand Mind Jacker
Wounds: 3 Damage: Fists 1 hand or projectile vomit 3 close, ap
Moves: Wounds: 5
Armor: 1
Piercing Screech Moves:
All targets within close range of the Tarry bird are
crippled by deafness for an hour. Paralytic Gas
A target of your choice in close range is stunned until
The Tarry bird emits a screech so loud and so absolutely a player takes action to help them.
awful it can stun or completely incapacitate its prey
from fty paces. It then swoops in with its serrated The mind jacker does not kill its victims, though it hunts
beak and tears at their esh before they can recover. with incredible skill and stealth. Instead, it subdues
them with a paralytic vomit that sends them into a
Threat Level: 2 hallucinogenic state. Then it immobilizes them with
its fore claws and remains hunched over their inert,
Canallan twitching bodies for several hours. During this period
Damage: Filthy teeth and claws, 3+1 messy, huge of time, the jacker will slowly absorb its victim’s
Wounds: 5 huge consciousness. Studies of this creature still haven’t
Armor: 1 discovered the method by which it accomplishes this
Moves: incredible feat, but those targeted are left (technically)
alive, though their bodies will inevitably waste away
Crush and die over a period of about three weeks. Nobody
Grab, pin down, mob, or wrestle your target within knows or cares to speculate on what happens to the
intimate range. A player targeted by a crush cannot minds of those absorbed.
move away from intimate range with you, and gains
the crippled or reeling tag. Mind Jacker vomit is a highly valued recreational drug.
its consciousness remains linked to its pod, which will will die in 2-3 days unless saved.
slowly grow for it a new body. The new body will often
adjust to the circumstances of the sackling’s death - for The reptilian swallower is notable for its enormous
example, if it was killed by re, it will be born again digestive pouch almost the same size as its body. Once
with a thick, insulated rubbery carapace. A sackling its prey is dead or merely unmoving, the swallower will
typically has 5-6 ‘lives’ before its pod is exhausted and gulp it down whole, waddling away to its lair where
collapses, though some are rumored to have up to 10-11. it remains for up to a week, swollen and unmoving,
G Old sacklings that have died many times are incredibly digesting its prey with its corrosive saliva. Unbelievably,
M tenacious, ferocious creatures. tales of victims being saved from a swallower’s pouch
T give them up to two to three days to survive.
o Swallower
o Damage: Strangling, 3 intimate, ap Threat Level: 3
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Damage: Bone crushing jaws, 3+1 intimate-hand,
Shock lingering, ap, huge orBody ailing, 2+1 intimate-hand,
Strangle the target, dealing 3 damage A character area, huge
targeted by this move is grabbed by the swallower Wounds: 5 huge
andreelinguntil the swallower is removed from them. Armor: 2
Moves:
Swallow
The swallower targets a character with the reeling, Berserk
crippled or stunned tags within intimate range. The Go into a rage, a frenzy, or a hardened battle trance.
target is stunned and inside of the swallower until the Gain the unstoppable tag and deal +1 damage for the
swallower is killed. The swallower gains 3 wounds, but rest of combat.
cannot use this move again while it has a swallowed
target inside of it, and will attempt to ee. The target An adult bone worm can grow to preposterous size.
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DAEMONIC
hard to master and rarely sees use except by grand powerful will. For example, one sorcerer’s will to turn
masters and very powerful or prodigious sorcerers. bolts of air into re can be equally contested by another’s
It is rumored that the ultimate use of the White Art is will to turn them into beautiful owers. If a practitioner
to turn back time, but this has never been observed. was to will another person to die, they would not only
have to contest with lying to the universe, but also the
The Red-White Art is a mixed art, more common in other person’s will not to die, which can (predictably)
many uses than the pure White, but extremely rare and become immensely dicult in short order.
dicult in its most powerful uses. It is utilized to use
the Red Art to aect others (since their perception of An example of how the art shapes combat is that bullets
self must also be altered), by changing their physical or projectiles of all kinds are less useful than a sword
form or mental state. Common uses are in baleful against an accomplished sorcerer. Since a sword is a
transguration, or baleful warping (also known as physically held object being used as a tool (and thereby
cursing or red words). During the great war between partially imbued with the wielder’s will) it is much harder
demiurges it was used to turn men’s skin to iron, reduce to aect. It would be easier for a sorcerer to turn bullets
great kings to babbling idiots, or warp a warrior into into butteries than it would be for them to turn a gun
a story-high monstrosity. At its peak practice, it can someone is holding into sand, for example.
be used to kill with a single word. For this reason, its
practice is taboo: restricted and even forbidden in Since wielding the Art is dicult, most sorcerers nd it
many sorcerous circles and even many worlds. easier to focus their will through a physical object instead
of purely from their mind. This implement often takes
The Black Art is the rarest, simplest and most awe the form of a bell, charm, mirror, sword, or something
inspiring Art. It isn’t known if any practitioners still live. similar. Casting without implements is extremely rare.
The Black Art has only one fundamental use, and that
is to create something from nothing. It is written in the To use the Art one must speak clearly and coherently.
few texts that speak of its study that this ability can be For that reason, sorcerers can be disabled or restrained
used to further kindle the Flame Immortal and create life. by being gagged or held mute. They are often punished
or crippled by having their tongues or other speaking
Intricacies of the Art organs ripped out.
Most uses of the Art can be contested by an equally
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BROKEN WORLDS
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An easy way to acquire ability in the art is through technology. For example, the largest magical construct
devils (by being given the Black Flame directly through in Throne is the Glyphosphere (created by the Grand
a contract or through consumption of devil esh), since Dragon, known as the demiurge Mammon). With the
they are natural liars and have a less tenuous hold on right knowledge, it is possible to speak words into
reality due to their chaotic nature. Doing so caused a small glowing runes while within Throne, which take physical
mark or deformity, known as a Devil’s Kiss, to appear on form and can travel to their destination in the form of
the body, a small tumor or part of the body which has a bird or other animal, which will deliver the message.
been turned Devil, and can grow to consume the user.
Users of the art are referred to commonly as sorcerers.
Users of the Art The most common (and poorly regarded) types are
The Art is highly coveted, and its users, while not Vattra (Marked), who gain their power most often
unseen, are rare and powerful individuals. Many through devil power (often through devils themselves,
people make use of the art at a rudimentary level, or who are more than willing to feed people the Black
interact with its constructs without having much skill Flame in exchange for contracts or debts and the repair
in it. For example, a person may learn a certain word of their masks).
to turn a wall into a door, or use a paper messenger,
without any knowledge of how these things came to The three other kinds of sorcerers are Tellans, who
be. It’s also common for people to make use of tools gain their power from folk legend, storytelling hedge
with magical properties (such as devil esh or blood) magic, and hearsay, Tongues, who engage in esoteric
and solitary study and are usually ascetics, and Teeth,
Magical constructs, and shades (or captive devils) who are rigorously trained to gain their ability, often
bound into physical forms are very common in for war or administration. All three tend to look
throne, and slightly more reliable than conventional down on the Marked as weak and impulsive.
is shallow, it is said the bones of the dead are piled methods of ruling range from simple extortion to wild
thick beneath its red outcroppings. The gates were and rampant cruelty. Throne today is a barely held
nished, but many remained unopened, the worlds together anarchic warren of a thousand cultures and
beyond untouched. In the end, Zoss ed, abandoning languages, ridden with violence, disease, and crime.
his throne, and only seven Demiurges, of a society of It is just livable enough compared to the ravaged and
tens of thousands, survived the war. Each individual exploited outlying worlds to make people want to
was immensely powerful - enough to lay waste to immigrate, and just horrible enough to make people
armies with a single word, or kill with a thought - but resent most days of their existence there.
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not powerful enough that they could overcome the a
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other six. Thus, an uneasy treaty was reached, in which Structure of Throne n
they would split the universe seven ways. The tables here can be used as an adventure hook, o
or to add a point of interest - feel free to make
The Seven Part World m
your own!
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This Pact of the Seven-Part World, as it was called, a
persists to the present day. The seven still rule, each The original city of Throne was torn down when the D
of them having their seat of power in Throne, and gods self-annihilated to create the multiverse, but
underneath them the city rots. In the power vacuum numerous ruins and remnants of the legendary city
created by the aftermath of the war, and the Seven’s remain in places - the most notable example of this
increasing apathy for the state of their own kingdoms, being the workshop of the craft god Koss, which is
commerce lled the place of governance. Great guilds, the present location of the concordance of angels.
each of them spanning worlds, took advantage of the Parts of the god-forged city persist in the city core of
spaces so long denied to them by the civic minded Throne, especially the area around the Concordance
former rulers of Throne. The guilds are ubiquitous of Demiurges, and are treated with great reverence
across Throne, and are its de-facto rulers. Their by even the most impious of residents. The disc on
activities are largely, if not wholly criminal, and their which Throne sits is made of an almost indestructible
D6 Underside of Throne
The corpse of a god protrudes from the underside of the disc - smashed through it in times long past. The
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corpse holds a mystery within it - faint light can be seen glowing from its eye sockets.
A hole has been punched through the disc through which the water of Throne wicks away eternally. The
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area around this hole is full of ridges and strange plant and animal life.
A colony of exiles and unsavory types has sprung up here, lashed precariously to the underside of the disc
3 with rope and piton. Smugglers, pirates, and black marketeers make their homes here, seeking to evade
the guilds.
A forgotten laboratory sits here, clamped to the bottom of the disc. Strange devices protrude out of it -
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perhaps its former occupant was studying the void below?
Massive crustaceans cling to the underside of the disc, each the size of a house. Feeding o the sickly
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plant life that grows in the permanent darkness down here, they seem docile - or are they?
A passage or borehole is here, spiraling up through ancient ruins into untold depths above. It hasn’t seen
6 use for some time - the architecture looks ancient, perhaps dating from the time of the gods themselves.
Where it leads remains to be seen.
material akin to stone, which also dates from the God’s their bodies emerging from the water, while others
time. Expeditions have been made to the underside are almost human sized, and honored with local
of the disc and often report on strange discoveries. shrines. The bones of the gods often persist within
the stone esh of their corpses and are greatly
The current city of Throne was carved out over time valued as a crafting material, as relics, and as living
from the petried corpses of the gods themselves. The space, as they are incredibly durable.
work itself has cost mythical amounts of time, currency,
D materials, and lives, by untold generations of residents, Water pours continually from the center of Throne,
a workmen, and slaves. The reddish cast of the stone that cresting the edge of the disc into great waterfalls
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m the gods’ bodies became gave Throne its moniker of the that fall away into the void. This water, according to
Red City, a name which inspires fear, awe, or longing in legend, was at one point rumored to have strong
o any tongue it is spoken. The work of carving out new healing properties, but at the present day it is more
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residences and spaces from the remnants of the gods
continues into the present day, though the amount of
often than not heavily polluted and foul. The water
comes from the Font of Ovis at the very center, a place
c available space is dwindling rapidly. strongly protected by the monks of the Twenty Five
Purities order that worship there. Other fonts and
The size of each god’s corpse varies greatly - some sources of pure water are said to exist all over the city,
are mountain like in their size, with only parts of but are either strongly kept secrets or powerful hoaxes.
The sun of Throne was forged by the god Koss, but The air in Throne is breathable to most races. It has
was broken in some untold catastrophe of the past, a warm and humid climate year round, exacerbated
and no longer moves. It is a dim sun that sits in the heavily by pollution. There is no natural weather in
air remarkably close to the city proper. Historians Throne per say, but on certain days the mists that
theorize that Throne had a 28 hour day evenly split rise naturally from the water below will rise above
between day and night as the sun rotated over and their normal level. The eects and types of these
under the disc. The disc itself does not rotate, but has mists are predicted by the Moisture Guild, as the
a very slight oscillation over a century-long period. adverse eect of pollution and other unknowable
This means that one side of Throne is perpetually in substances dumped into the holy waters of the Red
sun, and the other is perpetually, in shadow. These City can have sometimes dangerous and frequently
sides are referred to as sunside and shadeside bizarre consequences.
respectively.
D6 The Mists
Choking pollution - the mists are a roiling dark cloud that covers the streets. Visibility is almost non-existent, and
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those that can aord to take cover do so. The rest make do with lter masks, goggles, or thick scarves.
2 The mists are thick and swirling. Strange lights dance within, of various colors.
3 The mists rise up in a storm cloud . Thick rain pelts the city for a good day or more, accompanied by lightning.
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The mists are present, but thin, making the air cool and wet. The natural plant life of throne grows at an exponential a
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The mists withdraw to the low city - throwing a thick layer over half of the Red City. The high city is left clear and o
gleaming with moisture. m
The mists withdraw completely. The sky and ground are clear - the entire lthy and cluttered mass of Throne is e
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exposed to the open air. Days like this are rare.
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Districts of Throne
What follows is a look at the various districts and
areas within the Red City, the nexus of all worlds.
Each of these sections can be expanded upon for
your particular campaign.
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savior Goddess of the poor and dispossessed. Her remnants of a person’s soul ame that have been
main temple was erected in the Shades shortly lashed to a dead body, or one made of clay or ash.
after it’s founding - nobody knows what year. With Though they retain some appearance of intelligence,
her pure, beautiful expression, and her snow white over time it quickly fades, and they are suitable only
skirt stained black by the lth at her feet, Myra for the most menial of tasks - butchery being among
is said to constantly swallow and be vomiting up them. Needing no sleep, pay, or sustenance (and
the pain and sorrow of the poor that she protects. having no qualms about the work) the dead are ideal
Her statue is the only intact thing there, for the workers. However, some dead are sentient - most
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rest of the temple is ramshackle and in bad repair. notably the constructs called Legions. When the a
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However, it has no end of priests or acolytes, for heat from several dying souls is merged together, a
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any may serve the Saint. The improvised repairs to new soul ame can be kindled - a weak and strange o
the temple, made by those passing on the street one, half formed from those that make it up. These
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patching it up with anything on hand, be it cloth, dead are self aware - though rare - and took it upon
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mud scrap metal, or old scraps of wood, have given themselves to represent their brethren, forming a
the temple a unique, patchwork look. Though she the rst butchers guild and the Undying Lords. The D
is disdained by many outside the shades, the holy Legion Barons of the Dead shepherd them from the
re in the temple burns eternally, bringing light and dark reaches of the Shades known as the Hollows,
warmth to the enormous amount of pilgrims that where countless thousands of dead - both mindless
huddle, shelter, and worship there. All in the shades and otherwise - reside.
treat the temple as sacrosanct, and even the most
notorious and bloodthirsty guild bosses who reside The Red City
there pay homage to the Saint. The core district of Throne is the Red City, the
fortress-like construction in the very center of the
Hunger Ledger disc with walls that are many kilometers high. The
The Hunger Ledger is a bank of sorts - one that was original walls of the city were raised by the Gods
pushed out of the main city of Throne in aeons past themselves, and many structures within date from
by the competition and took root in the inky soil the era before man even touched heaven. The
of the Shades. The Ledger has a simple bargain - it corpses of the city’s original masters, the great
imports food (not all of it fresh), and in return, it gods of Throne, still line its walls and have generally
buys labor. It banks this labor mostly in the form of been converted into building space, scaolded
what it calls ‘indentured servitude’ but is, in fact, far over, buried beneath ramshackle construction,
closer to slavery. It even gives out ‘loans’ of food, or hollowed out for use as great halls. The city is
of which it is known to charge ludicrous interest, built as a series of concentric rings and walls, each
and it never lets its debtors escape its clutch. The set slightly higher than the other, and linked by
Shades has no end of poor and desperate souls massive gates which none could hope to close or
scrabbling to escape starvation, and so the Ledger open without the use of some immense power.
has grown fat and powerful. Its feelers even extend The very center of the city is notable for Golden
into the low parts of the main city, where it pipes in Age architecture from after the rst conquest - the
its miserable workers in exchange for ever increasing buildings raised by the original demiurges. Here
ows of gold and narcotics. Some of it goes back is where the seat of great Zoss once was, and the
to feed its clients, but the rest go directly to the concordance of the demiurges, the massive speaking
swollen purses of the Hunger Barons, whose crooked hall from which the rulers of all worlds conducted
manses peek out of the packed roofs of the Shades their business. Radiating outwards, there are 7
like mushrooms. monumental walls that divide the city into seven
Grand Districts. Within these larger walls are smaller
The Hollows, the Butcher’s Guild and the walls that divide each ring of the city (there are 27
Undying Lords total). These sub-districts known for commerce,
Butchery is not a taboo in Atun, the overarching pleasure, industry, or scholarly pursuits. It would be
dogma for the worship of YISUN’s teachings, but impossible to list all of them in great detail here, but
many or most of the disparate cultures of Throne the character of each of the seven Grand Districts
hold a deep cultural bias against it, especially those is much more readily explained.
that believe strongly that all life is infused with the
Flame Immortal. Therefore, while butchery in times Ashton
past has been undertaken by many classes of social Ashton, or Ash Town is the lowest point of the city
outcasts, in Throne it has been taken up mostly by - the entryway for all immigrants, thieves, paupers,
the dead. Most dead are Bound Shades - fading kings, beggars, knights, and priests alike. It extends
from the lowest circle of the Red City and spills out those living here are incredibly poor, and crime is
through the forty-two great bridges that radiate high, but there is a distinct lack of gang warfare or
from the city proper into the sunken areas around the street violence that makes up a huge part of
the base of the city, where it slides away into the inner-city life. There simply isn’t enough to ght over.
waters of Throne in a sprawling mess. Ashton is,
predictably, a massive slum, but not any near as Dragonsgate and the Path of Banners
dangerous as the lower and more disreputable The unocial ‘main’ entryway into Throne is a massive
D districts clinging to the skirts of the great city such bridge almost half a kilometer wide, an ancient and
a as the Shades and Markets. It takes its name from monumental stone construction that has been thickly
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m the ash and dust tracked in on the boots, clothing, colonized by the surrounding slum - up to a point.
and vehicles of the millions upon millions of visitors For the bridge leads up the ancient and venerated
o and immigrants who track through its streets every Dragonsgate - certainly not the largest gate into
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day. The dust and dirt in Ashton coat everything in a
thick layer, and on days where the mists turn wild in
the Red City, but by far the most famous. The
Dragonsgate’s cracked stone doors have remained
c Throne, it can blow into huge dust clouds that can open for as long as the city has existed, for they are
clog streets and obscure entire buildings. kept that way by an order of Geas Knights known
as the Guardant Dragon. Tasked by an unknown
The Bridges demiurge with the eternal defense of the gate, the
Of the bridges that run into the city, only about order lives as a monk-like society of extremely skilled
fteen are in constant use. Some are in a state of warriors, taking the fortress and gate house as their
disuse or disrepair, no longer safe to travel on. abbey. There they spend their time in religious
Several have been colonized so thickly by contemplation, the forging and repair of
those clamoring for space inside the city their armor, and practice of severe martial
that they are no longer main entrance doctrine. They take the openness
points but merely a spillover of the city’s of the gate as a matter of religion,
guts, a tightly packed overgrowth of and cut down any challengers
buildings clinging to a relatively narrow with extreme prejudice. Indeed,
strip of stonework. Other bridges have there are many challengers, be it
been closed by opportunistic guilds guilds, gangs, or even small armies
who lord over them and demand assembled by some City Lord, but
exorbitant fees for entrance, and none have ever managed to take
one particularly large bridge has been the gate from the Dragons.
proclaimed an independent kingdom
and admits entry to very few. The Path of Banners leads up the
bridge to the gate - it is one of the
Outer Ashton only clear and wide paths in Outer Ashton, and has
Life outside of the part of Ashton outside of city walls its source in the unsavory district of Markets. It takes
is messy and chaotic, like living in a refugee camp its name from the uncounted banners that are hung
of fty million people. Most of those who migrate among its path - a tradition that every group coming
to Throne end up here, and those living outside see to Throne is bound to follow. The banners are at
their dwelling as a mere stopover in their quest to times so thick that they form a patchwork covering
nd space inside the city walls, for the Red City has that smothers local buildings. Some of them are from
never been less than full to bursting. Temporary great powers, some from mere families, and some
dwellings have coalesced into a shantytown the from empires past that have long since been ground
size of most nations. Clinging barnacle-like to the into dust. The care and keeping of the banners is
red walls of the city, outer Ashton has been built left to the priesthood of YS-Kora, mad goddess
up in layers over other shantytowns up to such a of colors. Below them in the avenue they watch,
terrifying height at points that it almost crests the the street is usually packed to the brim with weary
parapets of the city wall itself. The streets here are pilgrims and travelers, and full of the only meager
little more than wooden planks, narrow catwalks, or business that Outer Ashton manages to conduct.
rope bridges between the swaying towers build from
driftwood, wagon parts, and whatever else anyone Inner Ashton
could get their hands on. The air is festooned with Passing through the half-mile high and decaying gates
cooking smells, music from a thousand cultures, of the Red City, the view inside is quite dierent.
and the apping banners of a hundred thousand Unlike the gates, nothing is crumbling and decaying
nations, set out alongside drying laundry. Most of here - rather it is violent, colorful, and overburdened
with life. The roads are packed wall to wall with or another. These places have become the cores of
the teeming populace, and those walls can narrow cultural enclaves, miniature sub districts that can
down to a mere crack between buildings, or widen be as small as a few buildings where the language,
out to a cavernous hollow that serves as a public customs, food, and culture of the old worlds can be
square or marketplace. Construction is a constant found in abundance. Others of these buildings have
in Inner Ashton, and huge crowds of workmen, been turned into banks, restaurants, drinking halls,
beasts of burden, and machinery are everywhere gambling halls, living spaces, fortresses, or even barns
to be found throughout the district. The monolithic for livestock cultivation.
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types from a hundred dierent cultures and mashed packed, and merely walking the streets there can
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them together with very little care as to what made be an uphill battle. Most travel in Ashton is done by
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sense. Often, they simply merge into one foot, for the streets are uneven and riddled a
another, creating bridges, caves, and with potholes, cracks, and even small D
canyons that the streets pour through. gullies and canyons that make vehicular
It is not uncommon to nd a bright and travel nearly impossible. Despite this
colorful restaurant jutting out of the side of there are numerous palanquins and
a golden-pillared bank, on the roof of which rickshaws for hire, and those that have
is built a ve story apartment complex the money often get by on a mount.
with sloping roofs, the fty and sixth Other enterprising individuals have
stories of which are a hotel and a build massive foot bridges over high-trac
nightclub with a watchtower leaning areas, for which they charge a exorbitant
at a crazy angle out of the side. fee, or strung gondolas on swaying wires
from building to building. Some taxi guilds
It is possible to nd food, culture, and music from have press ganged giants and other creatures into
anywhere in the known multiverse here if you their service that can climb over the crowds, or even
know where to look, and even if you don’t. It is buildings to get to their destination. Trac is not
constantly pressing in from all sides, in a cacophony only incredibly thick but also incredibly dangerous
of language, smell, and noise. There are no quiet for this reason - a traveler always runs the risk of
hours in Ashton, and those who visit for the rst getting trampled by something much larger than
time often nd themselves unable to bear more than themselves.
a few moments at a time in the open street. The
streets are at all hours, a colorful mix of immigrants, Ashton does, unbelievably, have a light rail system
emigrants, musicians, madmen, wise men, mad wise that runs along the outer wall of the Red City. It was
men, drunks, people on their way to be drunks, constructed quite recently by the Silver Spike guild with
mercenaries, priests, proselytizers, preachers, aid and money from the bank of Mammon’s Bank of the
paupers, saints, wealthy merchants, poor merchants, Grand Dragon and its mercenary forces. Ten decades
wannabe merchants, monstrous looking humans, of brutal guild war went into obtaining the necessary
human looking monsters, thugs, whore mongers, property control, and conict still continues to this
panhandlers, mysterious strangers, the dead, the day. Each train is armored and ridden by a dierent
very nearly dead, dukes, duchesses, prostitutes, mercenary company, who have festooned its iron sides
the destitute, and the desperate. Or something with company banners and emblems. Occasionally, the
along those lines. company will stop the train and dismount to demolish
a blockade or some construction, clear squatters, get
The seven inner walls of Ashton are largely destroyed, into a scrap with a rival guild, loot the local district
a consequence of the district’s massive growth, but for food and money, or ght some creature that has
occasionally one can nd parts of them built over nested on the rails. Despite all that, the rail system
or making up part of some new construction. Here is considered generally faster and cheaper than its
and there, are also remnants of great and stately alternatives, and does thriving business despite the
buildings left over from the Golden Age. Once the cost. The rail mercenaries consider their duty a privilege
home of the craftsmen and workers of the demiurges, and take great pride in their work, and despite the
these massive halls and palatial buildings have been occasional pillaging of local buildings and extortion
turned to a staggering variety of uses. Many of the of passengers, aren’t really all too bad.
old buildings in Ashton have been colonized and
turned into living space for one group of immigrants
House of Cats building. This has led to the Hall becoming completely
There are at least a thousand major drinking smothered in scaolding and extensions of its interior
establishments in Ashton, but the House of Cats space, so that its original construction is hardly visible.
eclipses them by being roughly the size of a city block. In practice, the hall accomplishes absolutely nothing of
Run by a mysterious and widely feared Madame, the political note, but it does make for a fantastic airing of
House is a restaurant, sauna, bathhouse, a money arguments, which helps relieve the tension between
lender, a supermarket, and music venue open at all various groups to such a degree that it is seen as a vital
D times, through war, natural disaster, or even direct part of Ashton city life. The High Council meets twenty
a assault by rival guilds. It is crewed by a small army four hours a day, and it is not uncommon for three to
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m of sta, and defended by a literal army of Black Cat four out-and-out brawls to break out inside the building
mercenaries who proudly call the House their home. at a time. An entire guild has sprung up around reserving
o It runs only by some sort of unspoken and mutual viewing space inside the hall for betting on these ghts,
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consensus that if it were to stop functioning, there
would be a noticeable dip in the availability of easily
and makes a ludicrous amount of money on it.
c accessible greasy food, dancing, cheap drinks, and Old King’s Road
far too loud music. Many a company of ne’er-do-wells The second ring of the city is the district known as
have had their start in the House. Old King’s Road or Old King’s Street. It is a narrow
ring, with no subdividing walls as are found in the
Ghost Market other Grand Districts. Supercially, it resembles a
The Ghost Market is one of the largest markets in deep canyon barely three or four hundred meters
Throne, rivaling only Old King’s Street for its wide between the soot-smeared, crumbling walls
size. Originally built in an old craftsman’s of inner Ashton, and the blackened crags of
hall that extends under the streets of Inner Furnace. Historians of the city’s Luminary
Ashton, it has grown and extended into a Scholar Society have long theorized the
single massive tunnel that almost rings the district was not populated in past ages,
entire district under its streets. Entrances to and was used solely for transport around
the Ghost Market are all over, but it has a the massive outer rings of the city. For
reputation for being a refuge for unsavory all it’s humble beginnings, however, Old
types. Though not as exclusive as other King’s Road is perhaps the most important
black markets throughout the city, it is most district in Throne. It is the lifeblood of the
notable for being the universal fence City, and what draws to Throne numerous
for stolen and counterfeited items. immigrants, refugees, merchant-kings,
You can get absolutely anything at princes, and all those that clamor for the
the Ghost market for half the price spectacular wealth it represents.
on the open market as long as you’re
comfortable with it being a little dented The very center of the district is
and covered in mysterious stains. There taken up by the eponymous road,
are rumors that deeper parts of the Ghost cobbled with stones from every
Marketexist,crewedbysubterraneanraces,and dealing known world. Such is the trac over
in far darker fare, but such things are usually avoided the road that it is being destroyed at an unbelievable
by the everyday traveler. rate, its cobbles torn up and smashed into dust.
However, it is a sacred and long standing tradition
Hall of the Mighty that any wishing to live or work in the City must bring
The Hall of the Mighty is perhaps the largest construction with them a cobblestone from their homeland, so
in Ashton. It is, ttingly, very poorly named, for it is where that the road is being rebuilt just as fast or faster
the disparate populace meet in order to set agendas, than it is destroyed. The maintenance of the road is
settle disputes, and start endless squabbles with each given to no one, but is held as a sacred relic of the
other. The Hall is built inside and over the corpse of a city that is respected by even the most black hearted
nameless god that is slumped over the outer wall of the guild scion.
Red City - half inside, and half out. It has been hollowed
out, and inside can be found the shrine to said God, as It is not the road itself that the district is known for,
well as a disorganized and lthy meeting hall where however. Old King’s road does not lead anywhere,
the High Council of Ashton meet. The High Council but it’s broad width encircles the entirety of the city
is a grand experiment in democracy in a city largely without interruption, and it is for that reason that
ruled by despots. Since anyone can have a say, the High it is home to the largest open marketplace in the
Council is composed of everybody who can t into the known multiverse. In the Golden Age of Throne after
the First Conquest, Throne was closed to all other dim lanterns swing through air clogged with smoke
worlds. The only way to travel in and out was via the from cooking food. Shops are piled upon shops,
godlike power of Division, which only the demiurges and narrow alleyways lead into restaurants built
possessed. Nevertheless, many of the demiurges into the underside of expansive foot bridges lined
were of noble birth or blood in their own worlds or with stalls and vendors. Every conceivable kind of
societies. They brought with them families, servants, product can be bought here, from every conceivable
and retainers who were not skilled in the arts of kind of seller. All major guilds do business and
ruling power. These common folk were known as are headquartered here, and almost every single
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the mechanicals, and they were held in high esteem building is selling a product of some kind. The crowds a
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by the demiurges for their bravery and commitment are full of not only shoppers, but peddlers hunched
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to their masters. Originally they did not outnumber over packs full to bursting, beggars, pitch-men, o
the demiurges themselves, but that quickly changed snake oil salesmen, fences, hawkers, swindlers, and
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with time. Since the demiurges were every last kind of unabashed huckster. While
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originally forbidden to practice trade guild war is unheard of here, petty crime a
or usury by the Old Law they held is quite rampant. Robberies, heists, D
sacred, they did not have a public and pickpocketing are all extremely
marketplace, and so it was given to common, and a nightmare to deal
Zoss to grant the mechanicals a place with not only for the angelic peace
to trade and do business. This was the keepers assigned to this district, but
start of the Old King’s Road market. also the private security guilds set
After the Second Conquest, when up to deal with such problems.
Throne was opened up, the mechanical
population of Throne grew to immense Hours
sizes, far outstripping its semi-divine The second law of Old King’s Road is
masters by a magnitude of a thousand its strict trading hours. The marketplace
times over or more. The upper districts is absolutely bustling with activity at
of Throne were closed to commoners, but every hour of the 28 hour day in Throne -
the market remained open. It therefore grew save two. During these two hours, by unspoken
into a center of commerce and power that grew consensus, and in some places brutal mandate,
in size to supersede any kingdom or empire of the the street must clear to make way for trac. For
outer worlds, and indeed, any power in Throne save the Old King’s Road is still a road - the largest and
the demiurges themselves. most unbroken road in Throne, and many still
use it for that purpose. It is almost impossible to
The Multiversal Marketplace travel with any degree of speed while the market
The rst law of the Old King’s Road market is strict is open, but during the two hours it is not, a frantic
neutrality. As Throne itself is neutral ground for the commotion takes place. Vendors, peddlers, and
demiurges, Old King’s Road is neutral ground for the merchants scrabble and hustle to clear the streets,
huge guild conglomerates that ght in bloody and for one trac begins to move on the road, it will
grueling fashion over every inch of the city’s other not stop, and any who remain will certainly have
districts. Even the most hated rival gang bosses or their property (and perhaps their person) trampled
guild masters will meet face to face here and not and crushed to dust. During the Traveling Hours, as
lift a nger against each other for fear of breaking they are called, the street rst clears, and then lls
the peace. For the peace is what keeps the money with an immense horde of vehicles, animals, beasts
owing, and the ow of money on the King’s Road of burden, and foot trac. By unspoken decree, it
market is an ocean. only travels one direction - clockwise. The fastest
vehicles, those driven by combustion, steam, or
By the Old Law, anybody may buy or sell on Old mechanical contraptions, move in the center, while
King’s Road, from commoner to king, and anybody the outsides taper o from riders to slower beasts
may do business as long as they can nd space. The of burden to the pedestrian hordes.
road is therefore not only absolutely packed with
stalls, stands, and vendors, but so too is every inch The trac is not fast, but it is an almost impossible
of available space in the surrounding buildings, speed by Throne standards. These days many choose
bridges, and overpasses. The district’s architecture to take the train lines in Ashton instead, which are
is built into the walls, and has been built entirely slightly faster despite their greater distance traveled
for the business of doing business. Huge, open (though far more dangerous). When the Traveling
bazaars lead into deep, multilevel chambers where Hours begin, great bells are rung all over the city
by the angels, louder and more resonant than the anything, and usually dabble in a wide variety of
usual bells rang to mark the hour. Many use these goods and services all in one shop. One of the most
great bells to mark the ending of a day and start famous shops on Old King’s Road is a tea house
of a new one. known prominently for both it’s excellent brews
and snacks, and also for its gunpowder and massive
Halls, Shops, and Stalls variety of bullets, musket balls, shells, and other
The shops in Old King’s Road follow a hierarchy of ammunition that it peddles.
D sorts. At the very top are the great trade palaces,
a usually located inside huge buildings many stories The most base level of shop in Old King’s Road,
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m above or below the common rabble of the street. and by far the most common, are the hundreds of
These halls are silk lined, perfumed spaces full of thousands of stalls that line the street itself and
o music, plant life, and art, not unlike the palaces cling under its bridges and to its walls. These stalls,
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of the earthly realms. They cater to kings, guild
princes, and petty royalty,
tents, and lean-tos are made from absolutely
anything, sell products of dubious origin
c and trade in exotic and and smell, and are usually fantastically
rare product. By the Old ramshackle. They can be located in the
Law, these houses are middle of the street, on the hunched
mandated to be open to back of a passing beggar, or in a
all who wish to visit them, particular deep pothole. As
but the uninvited may the multiverse’s largest ea
receive a frosty reception. market, the value and price of
It is at these palaces that anything purchased here can
trade and guild politics are vary wildly. It is however, by
conducted at the highest universal agreement, where
level in Throne, and the main the undisputed best food can
reason why the guilds who be found in Throne, usually
run the City hold the peace sizzling in its own grease
of the district sacrosanct. over a portable stove.
At the lower levels are the most common vendors By far the most infamous wandering shop is Pick. Pick is a
- private or guild-run shops, stalls, and restaurants titanic, six-limbed giant of unknown origin that wanders
that open onto the street. These can be as small up and down stretches of the road when the mists are
as a single room wedged between buildings, or as clear and the sun rouses him from his slumber. Nobody
large as an entire city block. They sell absolutely can stop Pick from going where he wants, for while he
is generally careful not to crush anything, he is almost services, and the city is lled with predatory money-
as tall as the upper levels of the buildings around him, lenders, loan sharks, and usurers of the highest
with boulder-like skin thicker than a castle wall. His wares degree.
are lashed to his back and consist of things he picked up
o the street, which can be anything from wreckage, Many attempts have been made at enforcing a
broken wagon wheels, or literal trash all the way to standard currency by very powerful trade guilds,
entire market stalls (and sometimes the merchants but the competition in currency and the reliability of
that run them). Having your stall lashed to Pick’s back its backers are both too chaotic to have any kind of
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is considered a great boon and privilege, for there is lasting eect. The one currency held in high regard is a
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absolutely nobody who would rob anything anywhere the Dragon Guilder of Mammon’s Grand Bank, but it
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near the giant for fear of incurring his wrath. He is slow- is not obtainable by the common folk without serious o
witted and of strong morality, will conduct simple barter sacrice, and therefore not in high use except in the
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for things taken from his ‘shop’, and generally forgets upper echelons of guild life. Trade at the day-to-day
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that there are living people doing their own business level therefore, involves a great deal of haggling, a
on his back. On cold days, he sleeps in the middle of the bartering, and sometimes straight-up coercion. D
street and trac moves around him, making his back
the only outdoor place that conducts business while The News
the Traveling Hours are live. Old King’s Road is the public square of the multiverse.
Not only does money ow, but so too does information.
Signs At least a thousand news-papers are sold on the
The most famous sight of Old King’s Road, aside street, but word of mouth travels just as fast. It is not
from the garishly colored roofs of the stalls that uncommon for even a king or emperor of an outlying
line its street, is the massive profusion of signs that world to get their news of the greater world from a
line its walls and corners. With a customer base from dirty sheet of paper printed with the latest gossip from
over the entire multiverse, a good sign is considered Throne and stamped with a guild seal from one of the
of vital importance for anyone wishing to conduct numerous presses that spring in and out of business
business with any degree of seriousness. At least here. Perhaps the most popular publication is The
four separate guilds specialize in sign making, all the Spoke (pun completely intentional), an outrageous
way from custom hand-painted signs of beautiful publication that is peddled on the street for a few
complexity to lurid electrical nightmares. As of late bent pennies. An entire guild, the Black Iron Ink guild,
it has become quite common for those with the maintains and guards the behemoth steam-powered
money to summon and hire blue devils or other small printing presses that print the Spoke. The guild master
creatures to not only maintain the signs but also to and editor, a gold devil named Ferlinto Queziz, is of
sit atop them and loudly berate or entice passerby the rm belief that information is power, and not just
into coming into the shop. There is even talk of a select information but all information. The Spoke is a
sign-hawker’s guild forming, much to shoppers’ complete mess that mixes celebrity gossip, hearsay,
consternation. and complete fabrication with serious news and
analysis. Factionalism within the guild and arguments
Currency over what to print lead to as many as twenty or thirty
Throne has no universal currency since the demiurges dierent versions of the paper being put out on the
spurned the concepts of material wealth. Raw goods street, depending on what part of the City you’re in.
such as precious metals are either too abundant or It’s a matter of great argument why the Spoke is so
too dierently valued in various worlds popular - some say it’s because it’s so cheap and readily
to have any degree of reliability - for available. In any case, it caters to so many tastes, most
example, gold is a soft metal with of them obscene, that is impossible not to ip through
very little value in many worlds. its pages and nd something of interest.
Certain currencies are valued highly
in particular districts, and most guilds There are several guilds such as the Wavering Thread
issue their own coin for internal use. that deal solely in information that make their home
In some places in the city, bizarre on Old King’s Road, but their prices and methods
mediums of exchange are used with are severe, and only the desperate or presumptive
some degree of commonality, such do business with them.
as food, gambling dice, or even hair.
Other powerful institutions such as Furnace and Spires
the Hunger Ledger from the Shades The ancient district of Furnace is a broad, reeking
demand labor or servitude for their maze of packed together industrial buildings,
workshops, forges and factories. By some ancient smoking oil lamps. The entire exterior of the district
law or accident of fate, the entire district is quite is humid, boiling hot, and constantly full of reeking
sunken - barely rising a quarter of the way up the and choking fumes from its uncountable factories,
monolithic and soot-stained dividing walls that cut plants, and workshops, which can sometimes
it o from the surrounding districts. In contrast, its become so bad that the only way residents can
sister district of Spires, true to it’s name, soars high navigate is by following the great res and lamps
above it’s own walls. The eponymous structures that that line the streets through the smog. At times
D ll the district are linked together with a dizzying, the fumes can be scalding, poisonous, or mutilate
a web like array of bridges, foot paths, ropeways, the skin at a touch. For this reason, most residents
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m and overhangs. The gaps between the swaying wear layers of protective gear or air filters to
buildings can be quite wide, and breathtakingly protect themselves, giving the streets of Furnace
o deep. A common saying is if you fe ll in Spires, you’d an otherworldly feel - even more so than the Red City
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have enough time to catch breakfast, lunch, and a
light dinner before you hit the ground.
itself at times. Passers-by in the street must hail each
other over the muing eect of thick lter masks
c and breathing apparatus, and glimpse each other’s
The third and fourth ring-districts of Throne are faces only through the glass of gas-mask eye holes
often spoken of in the same breath - and for a good or protective helmets. Only inside buildings, most of
reason. Over the millennia, the two districts have which are tightly sealed and protected against the
merged, boring holes and cracks in their dividing toxic atmosphere, can workers and residents take
wall, and growing under and over each other - Spires o layers of their protective covering and sweat in
on top, and Furnace on the bottom. None can say peace - possibly over a drink.
where the true dividing line lays - all buildings start in
Furnace and rise up precipitously until they join with Nevertheless, there are creatures from across the
Spires at the top. But the dierence between the multiverse that are well adapted to the conditions
two sister districts is night and day - quite literally. in Furnace, and many call it their home, grateful
The deep parts of Furnace always lay in the shadow for the lack of overcrowding that so plagues the
of its diving wall, but the merging of the two districts rest of the city, and prideful of their home district
and the overgrowth of Spires gradually covered beyond compare.
Furnace with a perpetual shadow. The residents of
Furnace don’t seem to mind - they like it that way. Deep Lairs
Furnace is regarded as a dangerous district, but not
Furnace for it’s crime rate (almost negligible, for everyone is
Furnace is one of the oldest districts in Throne - some too busy working or trying to survive). Many species
historians believe it to predate even the Sacred of beasts, or barely intelligent creatures - mostly
Spoke. It is the city’s roaring, steaming heart - the predators, have made a ne home in the underways
industrial district where Throne grinds the toil and and deep parts of Furnace, where the harsh
raw materials from tens of thousands of worlds into conditions make it dicult for city exterminators
usable goods. Many of the workshops in Furnace and angelic watchmen to deal with them properly.
pre-date the second conquest and were used by For that reason, deep parts of the district are avoided
the original demiurges. Cavernous, primeval spaces, by all but the most foolhardy - where horrifying nests
these workshops have been repurposed for any and lairs full of the fetid meat and bones of curiosity
number of uses: from making machinery, to milling seekers are found lodged in between the steam
grain, to smelting steel, to smashing bone meal. It pipes and vents. Tales of creatures of impossible
was here that the old masters of Throne hammered size and monstrous appetite are not uncommon
the city into its present shape, and here that the among the workforce of the district, and several,
most ancient guilds have their roots. such as the Gossilob, Old Dewclaw, and The Widow
are legendary even outside of the district.
Furnace is one of the most populous districts of
Throne at any given time, but very few residents Penitents
of the Red City live full-time there - it is a harsh A not-insignicant part of the full-time population
place to call home. Most visitor’s impression of the of Furnace, and one of the district’s most famous
district resembles something a little like the Hells features, is the Extreme Penitents of the Sharp and
so luridly depicted in many outworld religions. The Relentless Star Society. The Penitents venerate the
little sunlight that penetrates on the sunside part of limbless idiot god UN-Selat, who writhes blind in his
the district is a mere glimmer at best. Most of the suering. They believe very strongly that the world,
light comes from roaring ovens, forges, pit res, and being a result of God’s suicide, is also a result of God’s
pain, which must be venerated through suering. mid-level of the colossal building stacks that make
Their dogma teaches the ultimate worthlessness of up the district, with their bases in Furnace and their
all matter and that suicide would probably by the tops in Spires. Mashed together in extremely tight
best option but for the very act of existence being congurations, these barracks and their workers are
suering. By existing, and making that existence often divided among ethnic and lingual lines, if not
as uncomfortable as possible for themselves, the divided completely by species. They often function
Penitents believe they are paying homage directly like miniature cities, much like the blocks of the
to God. Nearly all penitents mutilate themselves outer city, with their own commissaries, mess halls,
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over time - removing ngers, toes, limbs, and even taverns, shops, and entertainment halls. The drinking a
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eyes, ears, noses, and tongues, and replacing them scene in Furnace is a strong (and necessary, some
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with uncomfortable and ill-tting prosthetics. They would argue) part of life, and the district imports o
wear the environmental suits typical of the district the most alcohol in the entire city.
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at almost all times - even when sleeping.
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Strikes are rare in the district, as any overseer can a
Penitents will work irrational and ludicrous hours quickly nd a replacement labor force with very D
that leave them very little time for anything else, little trouble. However, it is not uncommon for
will eat almost anything given to them, and will work labor brigades to form, sometimes spontaneously.
entirely for free. This makes them choice members of These marches start when disaected, underpaid, or
the workforce for the guild bosses and undergangs recently unemployed workers gather in the smog-
of Furnace, despite the fact that they are often lled streets and start a (rather loud) procession, in
poor and inecient workers. They are a common no particular direction, advertising their capabilities
sight inside the district and will willingly and eagerly and price on a ag lashed to a long pole. Work bosses
submit themselves to any form of degradation, will often post lookouts on the street to watch for
humiliation, or menial labor - making them very brigades, and will hire on the spot by picking the
popular slaves. workers that they need. Certain brigades have been
going for decades (some with a few of the original
More recently, there has been a rise in large marchers, who have found a certain kind of canny
reform factions within the Penitents, especially employment in getting new marchers to pay them
those living outside of Furnace. The adherents of a small fee), carry their own regiment banners, sing
reform commit to core tenets of the religion - such their own regiment songs (which are all very easy
as wearing the environmental suits and rejection to sing through a gas mask). These old brigades
of comfort and wealth. However, they have largely have a certain degree of prestige and factories
(but not completely) done away with extreme self and workshops will often give them preferential
mutilation, and bent much of the other doctrines of treatment or attention.
submission and degradation into something more
resembling monastic life - a strict but not absolute A notable quirk of the working population of Furnace
austerity. Even the reform Penitents do not see is not only it’s extremely cosmopolitan character
many new converts to the religion, but it has risen (common in every part of the Red City), but its
in esteem and visibility somewhat, with several relative level of equity. Almost everyone living
members even rising to rank in certain guilds and there, even the guild bosses and overseers, regard
district government. themselves as brothers (or sisters) in arms - equals
in the almost impossible everyday struggle to not
Work only make a living, but also live. Furnace residents
The labor force of Furnace is enormous, for despite have a certain level of pride regarding their working
the harsh conditions, exhausting hours, and grueling status, and look down upon the rest of the city,
work, the pay is the closest thing to a living wage which largely gets by on graft, swindling, hustling,
that can be found in the entire city. The scale of the and the black market economy. Furnace guilds tend
work being completed in the district is so lu dicrous to be old, pedigreed, and disdainful of lesser guilds.
(and the injury and fatality rate so high) that there They hold a great deal of clout in their dealings
are almost always jobs for those who are willing in the Red City, but tend to be more restrained
to suit up and ‘go under’ as it is put so delicately. in their ambition and slower to react to the sway
Since commuting in daily from Ashton, where most of the criminal underworld, which they remain an
workers live, is a near impossibility, workers usually intimate part of.
come in on weekly shifts, staying in guild barracks
or bunkhouses - tightly packed, hot, and sealed as a
submarine. These barracks are usually located in the
packages have been strung between them. Goods and most wealthy district. Mundane and o-world
are moved extremely fast and for extremely low royalty continues to reside here, but over the eras,
prices there - mostly to avoid prosecution - and they have been joined by incredibly wealthy slave
there are no permanent shops. The supports and kings, trade princes, crime bosses, and warlords.
structures of the Forest are very unsteady, and the It is a darkly attractive district, famous for it’s
billowing fumes coming from Furnace below are patronage for the arts as much as it is infamous
quite strong there, so it is an unusually dangerous for its indulgences and depravities.
place to conduct business. Nevertheless, the Forest
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is a popular destination for somewhat adventurous, Glorious Remnants a
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shrewd, or frugal shoppers who hire a lift to take Palaces is named for it’s architecture - and for a good
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them over the top of the wall from Old King’s Road. reason. No expense was spared in the construction o
of this district, which over time has only grown more
City of Flowers m
ludicrously ostentatious. The lofty and baroque
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The Spires is also known by another euphemism - structures here are encrusted with sparkling a
‘The City of Flowers of Any Shape and Size’. Being ornamentation, idols of a hundred thousand kings, D
the point of entry for many wealthy visitors to the jewels, soaring verandas of marble columns with
city, as well as an overwhelmingly large number of intricately carved bas reliefs, gilded domes, and
dimensional sailors, Spires is home to the largest latticed windows etched in liquid silver. Most of the
and most lucrative red light district in Throne. The district resembles nothing less than a glowing temple
‘owers’ of Spires are indeed, any shape and size to wealth and prestige. At places, the streets here
(even beyond conventional imagination), and despite are paved in pale stone mined from a dying world - a
their status, enjoy a degree of prosperity, safety, and single chip could buy a lifetime of security in an o
prestige unknown in the other more lurid parts of world market. That isn’t to say that Palaces isn’t as
the city. The seven Fragrant Flower Guilds of Spires dirty, cramped, and light-starved as other parts of
are powerful, old, and very well respected guilds. the city. Its darker corners, especially on the shade
Any fool stupid enough to mistreat or push side, are infamous around the city for
their misguided will upon a ‘ower’ swallowing unwary travelers whole. But
under the guild’s protection will nd all in all, the district exudes, and indeed,
themselves very quickly in the large is seeped in, an undeniable aura of class.
and extremely strong hands of the
guilds’ master obstacle eliminators. Many of the palaces, chateaus, and
castles constructed here have been
Palaces home to the same family for uncounted
The rst of the inner three rings of centuries - some since the time when
Throne, the ring of Palaces is the the demiurges ruled Throne undivided.
beginning of the so-called ‘high’ Others have changed hands over the
districts of Throne. The distinction years, and each successive generation
between the upper city (the three of occupants have added dierent
districts of Palaces, Sanctum, and architectural styles and their own
Sacred Spoke) and the lower city marks of royalty to their new
(Ashton, Old King’s Road, Furnace, dwellings. Such is the glut of royal
and Spires) is largely an invented residences in Palaces that virtually
one - both bleed over into each no part of the district would not
other and are equally as chaotic be considered a kingly place to live. Even
and messy. However, it does have some low-end shops and restaurants often operate out
basis in history. In the era before the Second of these wealthy facades, often several in the same
Conquest, and well into the Conquest itself, building, giving rise to such strange sights as a cheap
the district of Sanctum was strictly o-limits to noodle shop in the foyer of a palatial ballroom.
mechanicals (non-demiurges), with Sacred Spoke
being even more restricted. This meant that Old Blood
Palaces was the closest that those that considered Palaces is home to some of the oldest and wealthiest
themselves mundane royalty could get to the true, families in Throne, those that would be considered
multiversal royalty of the masters of c reation. kings and queens in their own right were they not
superseded by the demiurges. Many old royal families
The remnants of that era persist even to the present relocated here after their worlds were invaded and
day, and Palaces is renowned as Throne’s glittering subjugated during the Second Conquest. Others
were forced to move by their new lords, so that they broad and glittering avenues. The Night district itself
could be watched closely for signs of rebellion. Still is somewhat of a misnomer - for the street itself
others came willingly, abandoning their notions of is anything but dark. It glows with the ery glyphs
traditional rulership to ee to the heavenly realm, of ten thousand neon signs advertising everything
or simply to be closer to the center of true power. from exotic dancing, to opera, to dance halls, to live
These noble and royal families often brought their music, to meditative trance, to gambling halls, to
whole lineage into Throne, along with their retainers, blood sport combat arenas. Each sign is set into a
D soldiers, and armies of servants. Each royal palace building even more impossibly gaudy than the rest of
a became somewhat of a self-operating realm within the district. It is Throne’s most popular destination
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m the district itself - cut o, secluded and separate for entertainment, drawing visitors from all over
from the rest of Throne. In many cases, this returned the city, and indeed, all over the multiverse. Though
o to the rulers of these tiny kingdoms some sense of human entertainments are popular, an uncounted
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power and kingliness. variety of non-human entertainments are also
available here - from Goblin olfactory hookah bars
c To this day most of the royal palaces in the district to the priest-dances of the Kind People.
are secluded, walled-o aairs. The centuries
have degraded life within to a highly structured, The older, wealthier, and more
ritualistic, and dogmatic aair - relying on the prestigious royal families of Palaces
marks, dress, symbols, and other trappings have historically objected very loudly
of old royalty to retain some semblance to the district’s development - which
of connection to the old life. Entire was largely spurred by the more
hierarchies, priesthoods, and chains of powerful slaver, electronics, and
command exist inside these palace walls entertainment guilds. But the new
that fall apart the moment the threshold money that the district has brought
is crossed to the outside. In some cases, in over the years, along with the strong
many royal families and many of their support lent to it by the demiurge Gog-
servants do not leave their residences at Agog, have quieted their complaints
all and have no idea that they are even down over the years. Some of the more
in Throne. They spend their entire lives powerful royal families now run their
ruling and scheming within their own own franchises in the district, putting
sprawling palaces, oblivious to the on historical plays, opera, or more lurid
reality outside the walls that dwarfs aairs.
their minuscule kingdoms. Some
royal families have even degraded Temple of the Any-Faced God
into reclusive, cult-like aairs, that One of the larger buildings in the district,
violently attack or kidnap outsiders. an enormous, cathedral-like aair, is
Some rule as pitiful, idiotic puppets, the Temple of UN-Yaram Perator. Yaram
their servants setting up a fantasy of is known as the Any-Faced God - his
kingship for them to enact, while in idols have such a generic, androgynous
fact conducting true business with the appearance that travelers, traders, and
outside world of Throne. priests often mistake him for one of their
many personal gods. This has had the unintended
Despite this, many royal families remain active and side eect of elevating Yaram from a relatively
open. Some retain their connections to the worlds minor, unknown, and little-celebrated god to one
they once ruled - often through their fealty to one of the most popular gods in Throne, and certainly
of the Seven. Other more crafty rulers have forsaken in Palaces. Royals coming to Throne, unwilling to
any involvement with their former kingdoms and completely forsake their earthly religions for Atru,
have been content to leverage their initial power, the religion practiced by the demiurges, have taken
prestige, and enormous wealth into hiring pet guilds, Yaram’s totally unremarkable visage as a symbol
and have integrated themselves seamlessly into the of their own God already being a part of Throne’s
massive criminal underworld of Throne. massive (and very real) pantheon. This syncretism
has led to his temple being a constantly packed,
City of Night cavernous aair lled with idols taken from every
The sub-district of Palaces, known as the Night part of the multiverse, dressed in every conceivable
District, is barely more than one long street that kind of dress. There are Yarams dressed as heavenly
winds its way through the shade-side of the city’s virgin maidens, holding moon staves, Yarams dressed
as war gods with iron clubs, Yarams dressed as martyr Throne to spend a few pennies for a bath and a nice
gods in loose robes, Yarams dressed as bearded holy pair of hose to garner an invite for one of these
men, and all kinds of other inconceivable distortions. parties - often completely free of charge. The mass
migration up to Palaces for this single night means
The temple of Yaram is very popular, even outside the the trac of the entire city almost entirely stops
district, and its priesthood, being mostly cannibalized moving for a day - some set out se veral days ahead
from the priesthoods of other religions, is a complete of time - and the clean up afterwards is a legendary
mess. The holy book of Yaram is a staggeringly heavy, aair. Some scavenger and cleaner guilds make their
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overstued aair, that contradicts itself on dogma entire livings from the pickings after these parties a
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no less than ve thousand times. This doesn’t matter, (in gold, silver, and organs), and the cleanup often
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since most Yaramites haven’t read it, and for that only completes a few days before preparations for o
matter, nor have the priesthood, who spend most of the next cycle of balls is to start.
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their time arguing over the meaning of proper ritual.
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Sanctum a
City of Dances If Furnace is the smoldering guts of the Red City, D
Every four weeks (of Throne time), the entire district and Old King’s Road its beating heart, then Sanctum
becomes lled with a frenzied energy. Huge parades is the soul of the city - or at least a scorched and
and columns of servants dash to and fro through battered remnant of one. The original demiurges
the streets, followed by platoons of soldiers, and were strong believers in the inability of the lower
mounted royals in silken palanquins. Merchants classes to govern themselves. The society they set
drag their goods from the lower districts and ll up was one of equals - but equals within a strict
the street wall-to-wall with their stalls. Musicians hierarchy, with the city’s enlightened philosopher-
come out of their holes and play openly at all hours kings and their debate halls at the very top, and
of the day, causing a wild racket that can be heard the city’s workers, machinists, and laborers below
all over the city and sometimes drowns out the city them. Therefore, in the days before the Second
bells, to the great concern of their angelic guardians. Conquest, the inner two rings of Throne were the
exclusive domain of the demiurges. So sacrosanct
The reason for this fracas becomes very clear a few was this law that any trespassers from the lower city
days later, for in a single night Palaces becomes the were punished severely for even setting one foot
premiere social destination for the entire multiverse. over the threshold of the holy gates of the upper
A Night of Dance is held, in which almost every noble city - the standard punishment being removal of
house, even the small and fallen ones, ing open the oending limb. This cultivated among the lower
their doors and hold a grand ball. The origin of this classes of the city a kind of terrifying and mysterious
ritual is unknown, but it currently serves as not only air about the upper rings of the city - whispers of
the entire city’s most convenient time to cut loose, secret temples, of dark rituals and black science, of
but also the entire city’s most convenient time to frightening schemes to crack the universe or split
progress, plot, and execute political intrigue. Thus, time asunder.
it is not only a night of wild partying, but also a night
renowned for its high number of assassinations, In truth, the underground district of Sanctum was
rebellions, plots, massacres, takeovers, and coups. originally little more than a home for the demiurges
In a city full of hundreds of millions, it is more than to live, work, and study, with their various retainers
simple politeness that forces this rigidity, but also the and servants. It was a place of discovery, of learning,
sheer fact that it is near impossible to plan without and of contemplation. Over time the character of
the structure it oers. The routine is so well respected the district changed dramatically. After the Universal
that to undertake any kind of major political move War, the demiurge order cannibalized itself to
outside of the designated night is seen as a mark of such an extent that the sanctity of the district
extremely poor form, and breaking custom can lose was no longer able to be maintained. The Seven
support from even the most staunch allies. who remained ed Sanctum, in some cases quite
literally ripping their towers from the district, to
The most exclusive parties are held by the wealthiest establish their own strongholds further out on the
and oldest families of Palaces and tend to be invite Disc. The district itself was home to some of the
only - on pain of death. But almost every noble most brutal and nal battles in the war, and bears
house holds such a party - even if it would lose its scars to this day. Its only remaining occupants
them an inordinate amount of money - for fear of after the devastation were the surviving orders of
losing a large amount of face. It is not dicult even servants, sycophants, priests, clerks, and footmen
for the most despicable and destitute resident of who served its former masters. In the wake of their
abandonment, these orders founded their own and maintained by a priesthood that could be as
strongholds within the district and quickly became small as a single cleric or as large as ve thousand,
its new masters. and a pool or bowl for the ritual washing that
accompanies most religions across the multiverse.
Today, Sanctum is a solemn district, smaller than Other than these commonalities, each temple can be
its neighbors, and still largely a blasted ruin - but wildly dierent from any other. Some are dedicated
one bustling with pilgrims, priests, scientists and to a single god, some to fty. Some are austere and
D philosophers. It is the intellectual and spiritual heart bare, monastic in nature, where others are loud and
a of the city, home to its great, sprawling universities, bombastic, colorful and outrageous (sometimes with
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m and also most of its temples. Innumerable neon lights). Some are huge, monumental aairs that
secret societies, cults, orders, temples, covens, dominate their neighbors, edices etched in marble
o brotherhoods, and monasteries all toil away in and bronze, and some are miniature shrines
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the deep, pursuing the work or worship of the
district’s former masters.
lashed to a beggar’s back. These wandering
shrines, in particular, are quite common,
c a scheme boiled up by the city’s begging
Crumbling Depths population and its priesthood. One simply
Sanctum is an unusual district in that it places a few coins or a parcel of food in
extends deep into the core of Throne, and the box around a beggar’s neck, and gives
most of the district is submerged beneath the a quick prayer to receive a blessing. Long
surface. Walking through its subterranean lines of pilgrims sometimes trail after
streets, a traveler would get the sense of the more popular of these shrines, a
walking through an ancient cave system or strange parade that can often block
a huge cathedral, a massive sunken ruin that passageways for hours.
extends into deep and lightless depths. Its
buildings and temples are carved into the Some of the larger temples in the
living rock of the city, wedged in between district are the following:
huge and cracked supporting pillars as thick
around as a city block. Most of the gargantuan The Temple of UN-Sivran - The temple of
halls and ancient caverns of Sanctum are in the God of Conquest is an elaborate aair,
various states of collapse or disrepair, and his worship involves complicated
but they are so large that navigation is ritual that can take years to learn. The
still relatively easy. The light in most of priesthood wear ceremonial swords
the district comes from the hundreds of passed down through generations, and
thousands of large iron braziers that are lit oces tend to be hereditary.
outside of the temples that dominate the district,
each spiced with its own variety of incense, so that The Temple of UN-Kaon - The temple of the God
despite being underground, the air is relatively of Oerings is constantly lled with smoke and
warm, humid, and perfumed. A thick layer of smoke ash from the burnings that take place there every
tends to obscure the ceilings in most of the largest hour. Dogma teaches that oerings given to Kaon
chambers of Sanctum, giving the strange illusion go directly to YISUN, which was an elaborate scheme
of an outdoor, cloudy scene. The halls rings with cooked up by Kaon to enrich himself.
chants, mantras, and the soft sound of bells and
chimes as the thick crowds of pilgrims shue from The Temple of UN-Ovis - Ovis’ temple is notable
one temple to the next. for being entirely open air - it resembles nothing
less than an especially large and completely empty
City of Ten Thousand Temples town square. Its priesthood spends most of its time
There are not exactly ten thousand temples in meditating on nothingness, subsisting on donations,
Sanctum, but the number might be close. At and the temple itself is held in wide respect by
places, the walls of the district are built with the district’s populace.
temples carved into the them from top to
bottom - and they go on for miles. Each The Temple of the Sword God Intra - It is
temple usually contains an idol or icon of debated widely whether UN-Intra was a god,
its patron god, and sometimes icons or or a demiurge. Regardless, his temple is well
images of the god’s various avatars or frequented by pilgrims and populated with
incarnations. There is commonly a several orders of extremely erce
bowl or table for oerings, cleaned warrior monks.
The Temple of YS-Het - Het’s temple is notable for to get ground down almost instantly upon entering
standing by the main gate to Sanctum. It is a simple Throne, but they certainly exist - though often only
aair that is frequented by many city watchmen, due to the insularity of their adherents.
and most notably, many angels.
YISUN is a complicated gure in Atru. There are no
The Temple of YS-Pravi - Pravi, the cleft goddess of temples dedicated to YISUN, for in Atru belief, such
love, is said to have two sides - one representing worship would be largely pointless and extremely
romantic love, the other sexual. Aspirants to the self-indulgent, as YISUN is viewed as encompassing
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temple priesthood devote themselves to the cause the entirety of existence and non-existence. a
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of one of the sides of Pravi, and spend the rest of Therefore, worship of any god is worship of YISUN,
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their lives arguing and preaching within the temple and even strong atheism can also be viewed as o
priesthood and the city in favor of one or the other. dedication to that aspect of YISUN which does not
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exist. It is therefore quite possible (though rare)
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The Temple of the Beast Headed God - The Beast to nd atheist adherents of Atru throughout the a
Headed God is taught in many religions to be the city - though they have no temples to speak of, D
mother of demons, the progenitor of cancer, and even to minor gods.
the goddess of fertility. Visitors to her temple are
an odd mix of expectant mothers praying for good Living Gods
health and luck for their children, and the plague- In the wake of the destruction of the demiurges,
stricken praying for relief from their ailments. many theories rose up around their disappearance.
One of the more outlandish theories was that the
The Temple of YS-Aesma - Aesma, officially demiurges had not simply slaughtered themselves,
named by the celestial order as the patron saint but had physically transcended their physical forms,
of idiots and schemers, is widely reviled as becoming true enlightened beings. Many or
a demon and an evil force in most major even most of the demiurges, especially
religions. Regardless, her temple draws a those who joined the order during
staggering number of pilgrims, all come its expansion, cultivated a divine
to ask for her blessing in their business, aspect and encouraged their own
health, or life. Aesma is most frequently worship as a way to fully enthrone
worshiped here in her later incarnation their awesome power in the minds
as the bloody eyed god - made wiser and hearts of their subjects. These
and more bitter from her blinding upon two factors combined to give rise to
seeing the true shape of the universe. a large number of temples after the
Universal War, and even before, given
Religion in Throne over to worship of the demiurges
The set of loose religious beliefs as living embodiments of the
commonly known as Atru is the godhead, or even gods in their
predominant faith in Throne, but own right. Though regarded as
not by a large margin. Thousands heretical in the eyes of most
of out-world religions have their major religions in Throne, these
homes and crowning temples here, temples persist to the present day, and
and there are numerous other religions even make up a signicant portion of the temples
that are indigenous to Throne itself. Religion in found along the walkways and paths of pilgrimage
Throne is a complicated aair - given the physical throughout the districts.
evidence of the gods themselves that the city is
literally built upon. But beliefs tend to vary wildly A large subset of these temples are given over to
as to whether the gods are truly dead, or simply worship of the Seven - who are the only truly ‘living’
absent or transcendent. Regardless, religious gods left. Some are more outlandish and inuential
dogma tends to be highly syncretic, wherever it than others. The temple of Jadis, for example, the
is found. For any given god, a hundred dierent temple of the Eye Revealed, is extremely powerful
religions may claim them as the supreme being, and inuential all throughout the entire city. The
and a hundred other claim them as an incarnation masked and cloaked temple acolytes are a common
or aspect of a dierent god. Sometimes the same sight in Sanctum and are generally given a wide
god is worshiped as a mother deity or a father deity berth.
- depending on which temple you happen to walk
into. Monotheistic and rigid religious beliefs tend
died in the district, and their corpses are mostly still the rst blows were struck in the Universal War,
there save for the occasional surreptitious recovery and according to apocrypha, it is said the wretched
expedition by their worshipers or descendants. The corpses of the two men who started it are still there
bones of ancient corpses, some still intact in their - their names forgotten or perhaps erased from
armor, are so thick in places that it is impossible to history out of shame.
step without disturbing the dead. Great war machines
lie slumped against the rubble of mighty speaking Over the main arch entrance to the concordance is
houses, and evidence of the fantastic violence that inscribed the following:
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scoured this place is everywhere. The entire district a
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has become a monument to the unbelievable carnage “Here lies the domain of the wielders of names, No
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that took place during the war - an era frozen in time, bound or lay-line encircles it, For from step to step o
on display for all to see its folly. They span the span, aft and fore, They are world
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straddlers, and their stride is shod with re”
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The Great Concordance of the Demiurges a
The concordance of the demiurges is a colossal Many think the inscription apt irony, considering D
domed building next to the very center of Throne. the current state of the concordance.
It is an ancient speaking house, one that predated
the demiurges and was said to be used by the gods The Tower of Zoss
themselves, speculation that is reinforced by its Though egalitarian in principle, the demiurges had
colossal size. The honeycomb of halls inside the one caveat - that creation was, in reality, the exclusive
concordance are cavernous, and its central chamber dominion of the Ruling King, Zoss. No matter their
is large enough to t a small mountain inside. own delusions about power and virtue, there was,
and still is no equal to the old master of Throne.
Today the concordance is half-collapsed, a dust and
detritus-choked ruin clogged with the bodies of Very little is known about Zoss, as he was a reclusive
the bloodthirsty fools who caused its fall. But in its gure, other than his unbelievably long life span,
glory days, the building was the center of all political his love for good tobacco, and the unbelievable
life in the multiverse. It was here that any that the power that he wielded. It was Zoss who tore Throne
demiurges called their peers had a right to meet, open, Zoss who slew its last guardians, and Zoss who
to debate, and to stand at assembly. ripped the secrets of power from the Metatron.
There were none who challenged his power while
Even when the demiurges themselves were only a he ruled, and none who challenged his power even
few thousand in number, the hall was still buzzing after he abandoned his throne and disappeared
with activity at all hours. The concordance, for that late in the war.
purpose, not only contained a main speaking hall,
but also lodging and services for those attending Zoss interfered very little in the daily aairs of the
its functions, for debates could carry on for days. A demiurges, though he was frequently visited by them
small army of sanctied servants tended to its daily for counsel. It is said he spoke little, and tended to
functioning, servants who were so wholly committed measure his words very carefully. Most of his time
to their cause that many of them grew up their entire was reportedly spent observing the work of the
lives scarcely leaving the building. Some historians demiurges, meditating, and performing unknown
speculate that this insularity was enforced, for work in his tower.
the servants of the concordance frequently heard
dizzying facts and secrets about the inner workings The tower of Zoss is an enormous structure at the
of the multiverse that, if carried out of the holy center absolute center of Throne, sealed to this day not by
of the city, could have made them kings on their own. any mundane force, but by some incredible ancient
power. It was sealed shortly before Zoss abandoned
As the ultimate masters of creation, the first his throne, and all attempts to open it, including by
demiurges were a society of enlightened equals, the Seven, have failed. Some speculate the tower
and wielded their power as a pure democracy. is sealed by a temporal enchantment, locking it in
They respected nothing but ambition, intellect, time-space.
and the power of reason. However, the sheer scale
of the demiurges’ society only grew as the worlds The volumes of myth and speculation on what lies
outside of Throne were opened and conquered, and inside the tower of Zoss would be too extensive to
it could not stand under its own ideals for long. It repeat here, but range from unbelievable riches to
was on the speaking oor of the concordance that the source of enlightenment, to Zoss himself.
D
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Denizens of Throne can survive as long as its crystal is intact, and their
stone bodies are articial – it is not unusual for
Servitor Races Eidolons to forge or commission new ones.
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D
One that serves a powerful merchant has precedent These splinter roots are the origin of the Rootless.
over all others, even kings. Service to a powerful Over the aeons, the splinter roots became dull and
master is seen as their life calling, and Kind People without intellect, but over time, reacting to the
that seek to become powerful masters themselves discord in the universe and the desire to return to
are strictly ostracized, outcast, and even attacked throne, every one sprouts a number of smaller copies
by member of their own kind. It is for this reason of itself. These individuals are imbued with sentience
that the Demiurge Mammon, a member of this race, and only a vague sense of purpose. A hundred of
D is universally reviled as a demon by his own kind. more copies sprout from each root at a time, and
a though they are functionally clones of each other,
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m The name of their race is their personalities and paths quickly diverge.
somewhat misleading,
o as the Kind People, are The Rootless use iron bands to control their growth
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very powerful ghters
due to their durability
and contort their otherwise amorphous bodies into
shapes of their choosing. Their mother-root has
c and constitution, imbued them all with the desire to search (thought
earning them the for what, few are sure) and anity for plants of all
moniker “Dragons kinds, and a slow, methodical pace of thought.
of the West”. They
dislike open war, Nearly all rootless wander, many nding solace in the
but won’t hesitate life of a sage or ascetic warrior.
to seek mercenary
work, and may Devils
become knights. Born of the black ame, devils are a varied bunch.
but will also be very unlikely to discover the nature of catches their eye and usually adorn themselves with
their secret names and change color. When such an garish mishmash of fashion and random trinkets.
event does occur, and a pale
transforms to a blue or Their physical forms is highly malleable and can
even a red devil, the results change on their whim, but almost all imps manifest
can be catastrophic for the as female, and between two to ve feet high. Imps
summoner. grow and shed hair when they feel like it. Cutting
and consuming a lock of Imp hair is said to cure
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diseases of the mind. a
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Consuming Imp esh, or their blood (commonly o
known as blue devil liquor) grants the ability to
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understand and speak all languages.
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Red Devils D
Red devils are commonly referred to, throughout all
parts of the multiverse, as ‘war devils’, and for a good
reason. Unlike a common soldier, a red devil requires
neither rest nor sustenance. It will kill gleefully from
sunrise to sunup if ordered, without pause, hesitation,
Blue Devils or indeed any moral qualms a mortal soldier might
Blue Devils, also known commonly as imps or night have about mass slaughter. This is, of course, if they
devils, are a relatively common sight in Throne. They are paid – which red devils are very particular about,
are the lowest and weakest order of devils besides although most traditionally accept payment
payment in the form
pale, but what they lack in raw power or intellect, of tobacco, liquor, meat, weaponry, or jewelry. Though
they make up for in low cunning and charisma.
charisma . Imps they, like all devils, have no need to eat or drink, they
are prolic lairs and schemers, and love to tell and indulge their vices readily and often.
consume stories as fast as they can take them in
and spew them out. It’s said you should never tell Once paid, red devils are extremely loyal and will
an imp any secrets or precious stories, for they glut perform their duties without question until they
themselves on words to increase their power.
power. feel need for restitution once again, which can be
frequent. An unpaid red devil can be fantastically
Imps are commonly summoned and employed as lazy, and usually indulges its base vices at the expense
bookies, secretaries, courtiers, and advisors. Their of its host until it get bored
bor ed and wanders o. Those
natural anity for lying makes them extremely who try to trick red devils nd quickly that they are
potent users of the Art, though their whimsical not known for their intelligence
nature and short attention spans typically prevent for reason. Nevertheless,
any ambition they may have in using it maliciously. they are horrifyingly fast and
inhumanly strong no matter
Like most devils, imps are vain and self-possessed their size, and also hold
creatures, but they are generally
generall y a lot more amiable grudges for a long time.
and social than
the other devil Red devils tend to
orders. They have jovial, loud
are greatly dispositions, and
given to stealing a strong sense of
anything that humor. They are fond
of drinking, singing,
and war, sometimes
all at the same time.
Due to their quasi-
immortal nature,
most red devils tend
to view ghting as a
grand amusement or
challenge rather than
a matter of personal annihilation. Despite this, they Flocks of verdant devils are said to inhabit the upper
value their own ghting prowess and reputation reaches of the Spires district of Throne, making the
quite highly, and are easily insulted as such. They place infamously dangerous.
are quick to anger almost without exception, and a
red devil in a rage is a terrible sight indeed. Gilded Devils
Tall, pallid, and bedecked in rotting nery, gilded
Red devil liquor is a powerful intoxicant, but is also devils are infamous for their cruel and sadistic manner.
D said to increase the physical strength of it drinker Summoned to serve as chamberlains, magistrates,
a by several orders of magnitude. It is more corrosive and high class servants, they could be considered the
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m than other devil liquors, and heavy users often nd intelligentsia of the devil world. Such is their acumen
themselves consumed by the Hot Black Flame before for business, science, mathematics, sorcery, politics,
o long. ritual, and even organized crime this it is not uncommon
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to see a gilded devils outmaneuver their masters
master s and
rise to positions of leadership themselves. Foer this
c Verdant, or green devils, are considered the third reason, they are explicitly avoided by inexperience
most powerful rank of devils by deamonologists, summoners, for cautionary
and are by far the most feared. Commonly known tales abound of gilded devils
as ‘death’s head’ devils for their skull-like masks, performing spectacular feats
verdant devils are often winged, reptilian in such as selling their former
appearance, and alien in their thinking. They tend masters into slavery of forcing
to speak little, if at all, and are sparing with their them to serve as
movement, and mannerisms. court jester.
THE PALACE OF NIGHT
This is a very loose hook you can use to start and play test a game. Feel free to tweak it, add to it,
and use it as you will. My personal style of GMing is a lot more reliant on asking players to improvise
with me, but you can denitely adjust as needed. Most elements of this story are left up to you and
your players, so if you follow the prompts, you should come up with something pretty fun.
If you’re planning to play this story as a player and don’t want to get spoiled, stop here!
If you’re a GM, go on to the next page and read through the hook. It’s pretty loose, and it’s just a
start, so the majority of the actual story and adventure will be up to you!
154
THE PALACE OF NIGHT - A STORY HOOK
Summary and Introduction What are their tastes, their likes, and dislikes?
The players are contacted by a noble lord or lady
called Ras Supharna. They are asked on their behalf They’ll ask the players to retrieve something for
to raid the Palace of Night, an establishment ruled them from the Palace of Night, telling them its very
ver y
by another noble lord or lady called Parkhassian, in precious and personal to them, and that the players
order to retrieve something precious. will be handsomely compensated.
The Palace of Night is situated in on the dark side Decide what it is! Here are some suggestions:
of the Red City of Throne. It is reachable by many
means. Outwardly, the Palace is a high class salon - a – Ras Supharna’s
Supharna’s son or daughter
restaurant, musical venue, and cultural parlor for – A jewel, containing the names of powerful devils
the nobility. No-so-secretly, it is also an infamous – The key to a locked iron gate behind which is
meeting house for smugglers, information traders, hidden a terrible power
and other underworld gures. – A ledger that contains trade secrets or the hidden
location of a stash of immense wealth.
The players will have to inltrate or ght their way
through the depths of the Palace in order to get Ras However, Ras Supharna has a secret and very morally
Supharna’s treasure
treasure - and then escape alive. questionable side business. Decide what it is! Here
are some suggestions as to what it involves:
1. The Opening
The players meet Ras Supharna in the House of – Child labor
the Blade Lotus, a high class café buried deep in – Slavery
the core of the Red City of Throne. It’s a large, – Blood Sport
sprawling building carved into the side of a wide – Dark sorcery or ritual sacrice
arcade overlooking Blackstone Passage - a massive
boulevard deep in the central city clogged with In truth, Ras Supharna doesn’t want their precious
foot trac from hundreds of worlds, caravans, and thing for personal reasons at all, but to support their
merchants. The ancient building is overgrown
overgrown with side business. For example, they want their son or
the eponymous blade lotus, giving the entire café daughter back to cut their heart out in an oering
a slightly spicy smell. to Ovis, the hollow god of secrets. You should try
not to let on to this, for obvious reasons.
Tell the players they’ve been waiting in the café
with each other for some time, in a private section Ras Supharna also has a master. Decide who their
that’s been roped o with a velvet rope. You can master is (a powerful guild master, another noble,
ask the players how they got here, or what they’ve a devil, a sorcerer, a warlord), and how they will be
been doing while they’re
they’ re waiting. You may also have angered should the players or Ras Supharna not
the players describe their characters to each other deliver.
(very few others are in the private section but them).
How did we get here?
Then tell the players they are waiting on a noble Ask your players how they became interested in
called Ras Supharna, who requested their help with this opportunity. Go around the table, and ask your
a private matter. players any of these questions. Players don’t have to
answer any of them, but if they do, only one player
Who is Ras Supharna? should answer.
Ras Supharna is a middle-aged scion of an old
merchant guild trading (exotic spices/ liquor/silks, – Have any of you heard of Ras
Ras Supharna?
or something similar), a member of the nobility in – Which one
one of you had
had a friend, acquaintance, or
Throne. He or she is well dressed, well spoken, has a family member that went to the Palace of Night
friendly but rened demeanor, and wears excessive and disappeared?
amounts of (jewelry/makeup… something gaudy). – Which one of you had a bad run in with the Palace
He or she always travels with two guards, powerful of Night and wants to get even?
ghters in their own right (detail them, or ask your – Which one of you is close to someone who works
players to!). for the Palace of Night?
– Which one of you had thought about joining
Decide for yourself: Is Ras Supharna a man, woman, the Palace of Night at one point and perhaps
or something else? A human, devil, or a servant? wants to still?
155
BROKEN WORLDS
Now ask the rest of your players, if they didn’t After making the request, Supharna should inform
answer any question, why they are here, and how the players that there’s an upcoming event at the
they heard about the opportunity. Ras Supharna Palace, a Night of Song, where slaves, singers, and
will oer everyone payment of their choice (worth other talented individuals are invited to come and
3-5 wealth per player) for the completion of the try their luck on the stage. The Palace at that time
P job. If the players say they’re here for the money, will be the most vulnerable to either inltration or
a ask them what for. assault, with the guards tied up with the guests.
l
a It’s up the players what approach they ultimately
c You can ask additional questions to players based on take, though!
e their characters’ backgrounds. For example, if you
o have a Hunter character, you can ask them if their The Night of Song will be in just a day, so Supharna
f Shadow Arts school sent them. If you have a Law will recommend they use the day between now and
N character, ask them if they were sent to investigate. then to prepare, and familiarize themselves with the
i
g You may want to set this information up before you rest of their ‘team’. Then leave it up to the players!
h start playing the rst session.
t 3. The Palace
Starting it o Here’s the information on the Palace and its Master
Afteryounish answeringthesequestions, RasSupharna (or Mistress).
shows up (late), and explains the situation to the players,
accompanied by his or her guards. Remember, you can Location
always ask the players to ll in details!
The Palace is a cultural landmark in the central Red
2. The request City in Throne. It’s located deep in the River District
This is what Ras Supharna knows and tells the players - an area notorious for its beautiful architecture and
about the Palace of Night, and asks the players to deplorable morals. The Rivers are literal - they run
do. Fill in the details! beneath the streets in a network of lthy, populous,
and clogged canals - and metaphorical. Rivers of illicit,
Parkhassian, the master of the Palace of Night, is an dangerous information and black market goods ow
old enemy of Supharna. behind the gilded doors of its gorgeous exteriors. Every
building in the River District has a front business (a
They used to work for the same trading company, cafe, an instrument shop, a wine shop, a boutique),
but Supharna hedged out Parkhassian, who turned and a far more bustling back-door business.
to darker exploits, joining the Palace of Night and
eventually working up the ladder to become its owner. The Palace itself sits on a peak on the outer wall
overlooking the nightward side of Throne on one side
For revenge, Parkhassian hired a mercenary band to (it sits in perpetual darkness), and the entire River
raid a trade caravan and steal away Ras Supharna’s District on the other. It is a massive structure, simple
treasure, and has threatened to hold it for 99 years. in design, carved from a single, pale, calcied god. It
is surrounded by a black garden (literally black), of
Supharna tells the players he or she is afraid that rare plants imported from Mottom’s Scoured Worlds.
the Palace of Night will sell or use it for nefarious The courtyard square outside is always bustling with
purposes (but really wants it back for his or her own dignitaries, socialites, and notaries, for it is where the
nefarious purposes). gossip, art, and (for many) underworld business center
of this side of the Red City. The Palace is open all hours,
Ras Supharna tells the players that Parkhassian is and business rarely slows down. Almost anything can
involved in dark and evil endeavors, but is not sure be bought there, if you have what is needed.
what exactly. Supharna knows many more details
about the Palace of Night and Parhkassian (as detailed The Palace is crewed by beautiful human servants
below), but won’t divulge too much unless pressed, (only beautiful ones, ugly ones are not accepted), and
and doesn’t truly know much about anything other defended by the Night’s Guard, who wear beautiful
than the top level and the event schedule. white masks, white robes, and wield beautiful (and
very sharp) red spears. Unbeknownst to many, it is
Above all, Ras Supharna should denitely implore the also defended by darker things that lurk in the depths
characters about the deep personal feud between below. Its master is the Exquisite Parkhassian
them and Parkhassian, and the pressing and emotional
need to get their treasure back
k
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The Exquisite Parkhassian, Master of Most importantly though, Parkhassian practices the
the Palace of Night exact same terrible secret business that Supharna
does. If you decided Supharna has a business
Decide for yourself: When you detail Parkhassian, involving child labor, so does Parkhassian. It takes
the most important thing to remember is that they place on the third level of the Palace. This will (of
should be, in almost every detail, almost exactly the course), pose an interesting quandary to the players
same as Ras Supharna (same gender, race, even the - so encourage your players to react to it!
same fashion proclivities), but slightly dierent - just
enough so the players don’t think they are dealing The Night of Song
with a clone of some kind.
The Night of Song is an event that happens every
The most important character details about Parkhassian six turns (a turn is the length of time it takes for the
is that he or she hates Ras Supharna and will openly Multiverse to rotate around Throne). Anyone, slave
denounce and expose Supharna’s dark business to the or free, can perform in front of the River District’s
players (and perhaps oer to hire them). elite - nobles, dignitaries, barons and baronesses,
Reinforce Riposte
If reinforcements are available in the area, alert Use superior skill to disarm your opponent. A
k
them and gain the group tag if you don’t have it character targeted by this move is disarmed and o
already. If you already have the group tag, gain the given the reeling tag. o
huge tag as well. H
A guard captain, wielding a red plumed spear, a
y
Conceal silver saber, and a plumed helm. May be a devil, r
Ask your target something that they want or need, often with multiple arms. o
t
and name an obstacle. That want or need is now S
beyond their reach until they clear the obstacle. Night Guard Elites
Damage: swords, 3 hand or muskets, 3 close
A rich and powerful guild scion - also the player’s Wounds: 3
employer. Armor: 1
Moves:
Torturer
Damage: 2 hand Overwatch
Wounds: 2 Wait for an opportune time to strike. Deal damage,
Armor: 0 then mark down the target of this move. The next
Moves: time they fail a move, deal damage to them as
established on top of any other eects as long as
Devour they are in range.
Rip life from your enemy with fang or claw. Deal
damage as established, then heal 2-3 wounds. Seven or so elite guards armed with rifles and
bayonets. Found deeper in the Palace. Far more
A devil or human torturer, found deep in the Palace. disciplined and strong willed.
Wields chains, knives, or other implements.
Parkhassian (The Exquisite)
Threat Level: 2 Damage: 3 hand
Wounds: 4
Elemvy Guile, Guild Assassin Armor: 1
Damage: Razor Wire, 3 hand-close, AP Moves:
Wounds: 5
Armor: 0 Dodge
Moves: Use your natural agility or supernatural abilities to
become untouchable. Gain the evasive tag until the
Ensnare end of combat, or until you stop moving or can no
Drag down or trap a target, in melee or at a range. longer move eectively (you are grabbed, crippled,
Your target gains the crippled tag until they can terrain changes, etc) as established.
free themselves from their ensnarement.
Seal Meridians
Envenom Drain your target of energy, whether through martial
Deal damage as established. Any wounds dealt by arts techniques or supernatural ability. Pick two
this move are lingering either bleeding heavily or statistics (for example +breath and +mind). Your
suering from poison. target makes any rolls using these statistics broken
until they take action to recover or rest.
A Spider School Hunter, an insectile creature of the
race called the Innite Mothers. Clings to ceilings A rich and powerful socialite and trade lord or lady.
and walls to hunt her prey. Has exible armor under their ne clothing and is
skilled in martial arts, unlike Supharna.
P
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a
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o
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i
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t
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H
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Palace Enemies
Enemy Lvl Damage Range Tags Wounds Armor Moves
Night Guard 1 2-Spear and Shield Hand None 2 0 Deect
Night Guards 1 2+1-Spear and Shield Hand Group 2 0 Deect
Reinforce,
Ras Supharna 1 2-Holdout Gun Close AP 3 1
Conceal
Torturer 1 2 Hand None 2 0 Devour
Night Guard Captain 2 3-Saber and Spear Hand None 3 1 Riposte
Night Guard Elites 2 3-Swords/Muskets Hand/Close None 3 1 Overwatch
Elemvy Guile, Guild Ensnare,
2 3-Razor Wire Close-Hand AP 5 0
Assassin Envenom
Parkhassian (The Dodge, Seal
2 3 Hand None 4 1
Exquisite) Meridians
Pankriss, Devil Guard 3 3+1-Iron Club Intimate-Hand Huge, Forceful 4 3 Berserk
Supharna’s Bodyguard 2 3-(Detail) Hand None 3 1 Crush
BONDS
ARMOR
I’ve definitely shared good times recently
Current Max
with ______________________
________________
________________ has the stink of wealth
BURNING WILL
around them.
STAMINA GOAL
I met _____________ on the road once, and
Current Max (3+Breath)
we barely escaped from ________________
WOUNDS FLAW
Assign as you wish: +2, +1, +1, +0, -1. Body and Heat are the most useful for you.
After a few minutes, the effect of your story wears SUBLIME MOCKERY
off. Don’t outstay your welcome. Replace the list of choices on your Sparrow Mocks
Dogs move with the following:
LADDER FIGHTER - Deal 1[ap] damage and give your target the
While using a massive improvised weapon large [reeling] tag
enough to defend your whole body , gain 1 armor. - Choose an ally. That ally’s next roll against your
When you spend that armor, your weapon breaks target is empowered.
and you will have to find a new one of appropriate - You may disarm your target of anything or
size. If you do, gain this armor back. everything they are wearing save one item
nominated by the GM
ADVANCE: FIFTY TALENT
DOG DESTROYER
When using an improvised weapon large HURL DOGS SKYWARD
enough to defend your whole body , in addition You
You can ignore the [group] and [huge] tag restric-
to the armor gained from Ladder Fighter, gain tions when making a Might move. Your might is such
the [forceful] and [messy] tags. When you that you can wrestle colossal beings or objects, or
spend that armor, your weapon breaks and you distract and hinder entire groups.
lose the tags from this move until you find a
new one. ADVANCE:
ADVANCE: SQUASH
SQUAS H
THE DOG’S BACK
Any damage you do to a target you are wrestling,
SPARROW PECKS OX grappling, or holding is [brutal] and [messy]
You ignore the [huge] tag in combat (deal and take
normal damage). In addition, when you roll a 10+
against a [huge] target, you send your target [reeling]
THE BOSS NAME LEVEL XP
BONDS
ARMOR
I know that ____________________ is well
Current Max known in the underworld.
WOUNDS FLAW
BOSS starts at 0 Assign as you wish: +2, +1, +1, +0, -1. Any statistic can be useful for you.
GANG You are the boss of a large gang of lackeys of Any time you’d make a roll requiring you to roll
questionable morality. Detail your gang and some of +BOSS, you can instead spend a power die to gain
its members to your GM and name it. a 10+ result automatically by making an example
NAME
Choose 1 main racket for your gang. This is how out of one of your gang members or giving a really
your gang makes its living: damn inspiring speech. After all, you’re the Boss,
no matter what your gang thinks of you.
DESCRIPTION
- Extortion and ‘Dues’
- Mercenary work and ‘Protection’ THE MANY
- Smuggling and other ‘Business’
Your wounds, stamina, armor, statistics, and the
- Thievery and ‘Acquisitions’
gang’s are synonymous, though any damage your
- Trading in goods of ‘Acceptable legality’
gang would take ‘off screen’ doesn’t hurt you. Any
tags that apply to you or the gang functionally
Your gang completely lacks any semblance of
apply to the gang as a whole, even though in
discipline, brains, or bravery, but they love each
fiction you may not be personally affected, nor are
other very much.
TAGS all the members of a gang affected equally. You
can decide whether in fiction you personally suffer
At any point, you have about 10-15 of these total
or members of your gang suffer from the results of
bastards hanging around, protecting you and doing
LOOK a bad roll.
your dirty work. You’ll always have about that many
no matter what or how many you lose (they’ll come
Making a Shattered or Defy Fate roll represents a
out of the woodwork eventually). If they all get
direct threat to you, however, not your gang. If you
wiped out, revolt, or if you get totally separated from
die, your gang disperses over a few days without
them for whatever reason, you lose the [group] tag
further leadership or becomes hostile.
and the use of your gang-based moves until you rest
and can get them back.
WEAPONS & STYLES
DIRTY WORK
Think about your gang as an extension of yourself.
Members of your gang can separate out and When you give your gang a difficult, demeaning,
perform tasks for you, but when they do, they are or humiliating task, or a task where they must
handled much like other npcs. Similarly, you can separate from you, roll +BOSS to see how they do.
separate from your gang, but can’t command them On a 10+ The gang performs just fine, with
MAIN RACKET effectively if you do. You and the gang are basically minimal complaints and acceptable competency.
synonymous. On a 7-9, they per form their task but they
complain like hell and half-ass the job or screw it
Extortion and ‘Dues’ up somehow (though not to the point of failure).
When you’re with your gang and commanding
them, you gain the [group] tag, so you deal +1 On a miss, it’s a total screw-up, and your gang
Mercenary work and ‘Protection’
damage to non-group targets and take -1 damage hilariously (and maybe intentionally) messes up
from them. When you separate from your gang, you the task you gave them. Either they get the wrong
Smuggling and other ‘Business’
lose this tag. Your gang doesn’t function effectively guy, defend the wrong location, break your
without you commanding them (they’re a bit thick), favorite tea set, or something similarly disastrous.
Thievery and ‘Acquisitions’
and if your gang needs to perform a task separate
from you (for example, guarding an area while you After you complete this move, lower your +BOSS
Trading in goods of ‘Acceptable legality’ by 1 as it stretches your good will with your gang.
split from them) a Dirty Work move will determine
how well they do. Otherwise use your statistics to Your gang won’t do anything suicidal or insane
represent the gang. regardless of how well you roll!
MEMBERS
THE BOSS
Any time you make a move, you can declare you are
making an example for your gang with your actions.
If your roll is a 7+, no matter the result, raise your
+BOSS statistic by 1. If it is a 2-6, lower it by 1. If the
final dice are double 6s, raise it by 2, and if they’re
two ones, lower it by 2.
WEALTH ADVANCED MOVES
BONDS
ARMOR
I’ve known _________________ since I was
Current Max very young.
STAMINA GOAL
I consider _______________ a mentor to me.
Current Max (3+Breath)
WOUNDS FLAW
Assign as you wish: +2, +1, +1, +0, -1. Heat, Body, and Reflex are important for you.
PROFICIENCY Increase your armor by 1. If you have less than 1 A number of times between rests equal to your
point of armor left when you take a respite, your +heat, you can reach into your inner fire and re-roll a
Light and Medium Armor. Empty hand, the armor becomes 1. Your body exudes a natural aura roll you just made OR allow an ally you can see you
weapon granted by your fated style, and of warmth, light, and heat that you can exude or re-roll a roll they just made, choosing the better of the two
one extra weapon style of your choice suppress at will. results in either case. When you perform this action, a
nimbus of flame appears around your body.
BLINDING STAR
ADVANCE: BRIGHTEST STAR
When you focus your inner power into a fiery aura ,
roll +body. On a 7+, your body flashes with fiery When you spend a power die to channel flame
radiance. On a 10+, choose 1-3 of the following options, and empower a roll, a single ally that can see you
on a 7-9 choose 1. On a miss, you are [reeling]. can also empower their next roll, as long as their
action follows your action or is against the same
- The radiance blinds and disorients all enemies that target. For example, if you spent a power die to
can see you for a few moments, leaving them [reeling] leap across a chasm, another ally could empower
their roll to leap across the same chasm.
STARTING GEAR - The radiance lights the area around you within
[hand] range on fire, dealing 1[ap] damage
HEART OF THE VOICE
Choose any:
- The radiance forces everyone, friend and foe, When you take a few moments to plan before a
Plain, Fine, or Exotic Clothes, light armor within [close] distance to avert their eyes, function- fight, any allies that listen and act on your plan (no
worth 1 armor (detail), and a fated or ally blinding them, and persists for 1 minute. matter how well it actually goes) can ign ore the first
special weapon. instance of damage they take completely during that
fight (no matter how large or small). You yourself
DEFIANCE don’t receive this benefit.
Gear (Choose 1: Traveler’s, Peasant’s, or
Urbanite’s). An assortment of multi-world Take +1 when you push a move.
coin and barter items worth 1 wealth. A
MARTYR
coin giving you passage through one of
VENGEFUL STAR As long as you have only 1 wound remaining, you
the seven kingdoms of your choice. A
memento from your past (detail). When you lose your first wound in combat ( just deal +1 damage and gain the [unstoppable] tag.
your first!) you can automatically deal your damage
to a target of your choice within range without any
WORD OF THE WORLD-SONG
roll required.
INVENTORY Choose a single Word - (roughly translated: The
ADVANCE: SUPERNOVA Glory, The Tower, The Flame, The Diamond, The
Blade, The Mind, The Beast). This is one part of the
When you lose your last wound and are forced
seven part name of God. You understand a little of
to make the Shattered roll, you can automati-
its meaning. Once between rests, when you speak
cally deal your damage to all targets of your
this Word, anyone who can hear you, ally or enemy,
choice within in range before you make the
takes 1[ap] damage, is knocked off their feet,
Shattered roll.
[reeling], and [crippled] by deafening for a minute
after you speak it. The Word causes moderate
RADIANCE structural damage and widespread destruction
around you.
When you roll a 10+ on Reach Heaven Through
Violence, you gain additionally gain 1 stamina on
top of dealing +1 damage. This stamina cannot put
you over your maximum.
RISING STAR
BONDS
ARMOR
I’d gladly take a blade in the gut
Current Max
for __________________________________
STAMINA GOAL
I fought (for/alongside/agaist) ___________
Current Max (2+Breath)
in the __________________ war.
WOUNDS FLAW
Assign as you wish: +2, +1, +1, +0, -1. Body is the most important for you, followed by Breath.
SERVANT
When showing someone your scars would
help you on a roll, take +1 on the roll
WEALTH ADVANCED MOVES
BONDS
ARMOR
I’ve watched _____________ secretly for
Current Max some time. They may not know about it.
____________’s (blood/flesh/knowledge/skill)
STAMINA GOAL
is extremely useful to me in my rituals.
Current Max (3+Breath)
WOUNDS FLAW
Assign as you wish: +2, +1, +1, +0, -1. Mind is the most useful for you, followed by Reflex.
SERVANT
When you bind a shade, if there are materials When you fell at least one enemy with your Choose two areas of study, as if they were a title of a
(ash, clay, or dead flesh) nearby, you can addition- pyromancy, you can draw on their dissipating soul book. (Example: Angels and the Pact, Daemonica
ally bind it into the shape of a steed or a servant flame to gain 2 stamina or heal 1 wound. This Maleficum: The Orders and Features of Daemons).
(choose) after or before you ask it your question. stamina cannot put you above your maximum. You are a master of these subjects as long as you
The servant shade is bound to follow your study them, and can charge 2 wealth per rest for your
commands unthinkingly. It can carry items and services in tutoring and advice, as long as there’s
OVERCHARGE
perform simple tasks, but cannot fight. The steed work in the area.
will never tire and can at your option fly or swim. It When you roll a 10+ on your Dread Sorcery , you
collapses and is destroyed when you rest. You can can take a downside from the 7-9 list. If you do, In addition, when you roll a 10+ on Query the
have any number of shades, but while you have a your sorcery’s targets are doubled. Cosmos about these areas of study, you make a
bound shade, take -1 ongoing to Dread Sorcery rolls. breakthrough in your field, and you can tell the GM a
new piece of useful information, hitherto undiscov-
CUT THE UNIVERSE
ADVANCE: SMOTHER FLAME ered, about your subject area. The GM must accept
When you want to cut a fiery path of nothing and this new information as fact, but can add to it in any
When you or an ally slay at least one enemy
transport you and your group across the universe way they wish.
with Reach Heaven Through Violence , or
instantly, name a l ocation and roll +mind. If you
Dread Sorcery, you can instantly bind that
haven’t seen the location you wish to cut to, make You can change subjects that you are studying when
enemy’s soul as if you’d just successfully
a clumsy roll. you rest, but may only have two at a time that you
cast Bind Shade.
can devote your full attention to and gain the benefits
On a 10+, you come out where you intended, or of this move.
ADVANCE: SUBLIME BINDER somewhere close by. On a 7-9, you come out
roughly where you intended, but in somewhere
When you bind a shade, you can bind it into A HOUSE REMOVED
very inconvenient (in the middle of enemies, far
a warrior form, as long as there are materials
from where you need to be). When you miss this You cut a small part of the Wheel (the universe) off
(clay, ash, dead flesh) nearby. Warrior
move, there is a mishap - the GM decides where for yourself. Your House is a medium sized structure
shades are large, strong, and will per form
everyone ends up (and how unscathed they are). floating in an empty void. Detail it to your GM. While
simple, uncomplicated tasks for you on your
inside you can’t use your Dread Sorcery, but you can
command. As long as you have at least one
This Art, often called Division, is extremely rare and shape ambient features of the House by willing them
warrior shade, deal +1 damage as your
coveted by the rulers of the universe. Tell your GM into existence. Any modifications to your House can
shades attack alongside you. However, each
how you came across it. be made by you only and remain even if you leave it.
time you take damage while you have at
least one shade, you lose one shade.
To open a door to your House, you need time and
KAON’S GREEDY WORD
safety, a door, door frame, or portal-like structure
Take -1 ongoing to Dread Sorcery rolls when
When you speak a Red Word, you can step on the (existing or self-constructed), and a key, which you
you have at least one bound shade. You can
target’s shadow (if they have one). If you do, they forge (3 wealth, rare and dangerous materials). You
have any number of shades, but if you miss a
are [crippled] in an area of your choosing. can re-use the key and the door frame, and open a
Dread Sorcery roll while you have any
Additionally, they can’t move from their spot until door to the house from any door in the universe, as
warrior shades, they break free and turn on
your foot is moved. long as you have the key.
you, dealing 1[ap] damage to you or nearby
allies per shade, then dissipate. They will collapse ADVANCE: BLOODY WORD
Only targets that have the key or your permission can
and are destroyed when you take a rest.
When you use your Red Word successfully open a door to the House. Once inside, you can close
on a target, you can gain the [stunned] tag to and seal the door at your option. You can only leave
SPIN WHEEL AND LAUGH AT GOD cripple it with fear or disorient it with pain, your House from the same door you entered it
and cause it to also gain the [stunned] tag as through. However, you can also name a location
When you grasp the Flame Immortal with your
long as you yourself have this tag. It is struck which you have visited (for example, the
terrible will, roll +mind. On a 10+, you can
with terrifying visions of its own demise. glassblower’s guild) and you can open a door from
completely erase the effects of something that just
These [stunned] tags end when you or your the House to another (real) door somewhere in the
happened as if you had turned back time itself a
target take damage, or someone takes action rough vicinity of that location. How precise it is and
few moments - damage, someone escaping your
to assist you or your target as normal. where you open that door is up to the GM.
grasp, a mistake or misstep, even death. However,
there are always minor unforeseen consequences
Once you personally leave the House for a minute,
- you turn things back slightly too far, or the result PHOENIX BLADE
the entrance disappears, trapping anyone left there
is slightly warped in some way.
If you so choose, you can choose to have your within. You can only access your House twice
Pyromancy deal 4 instead of 3 damage. However, between rests.
On a 7-9, these consequences are major instead
you now suffer (or an ally suffers) 1[ap] backlash damage
of minor. On a miss, these consequences are even
on a 7-9, and 2[ap] backlash damage on a miss.
worse.
BONDS
ARMOR
I met _______________ on a contract once,
Current Max though they didn’t know it at the time.
WOUNDS
WOUNDS FLAW
Assign as you wish: +2, +1, +1, +0, -1. Reflex is the most important for you, followed by Mind.
HUMAN
SERVANT
-You have to dispatch someone unnecessary to stay concealed -Lizard School: You can hide instantaneously. As
-You take more time or effort than normal long as you remain still, you are impossible to
-You leave marks of your passing distinguish from any background. This effect will not
-You have to leave something behind or give something away work if someone was already aware of or looking at you.
-You give away someone else’s position
-Centipede School: You can perform feats of manual
On a miss, you are detected, and choose 1 from the dexterity with any part of your body, not just your
list above hands or other primary limbs. You may also wield
weapons effectively in this way.
PRACTICED KILLER
All your weapons gain the [hidden] tag (large I am a student of the _______________ school.
weapons fold) after you spend a rest tinkering with
them. After you tinker with them in this way, only
you can wield them effectively (everyone else makes
a clumsy roll and NPCs can’t use them).
ADVANCED MOVES
BONDS
ARMOR
ARMOR
______________ helped me out of a tough
Current Max situation before.
STAMINA
STAMINA I arrested ____________________________ GOAL
WOUNDS
WOUNDS FLAW
Assign as you wish: +2, +1, +1, +0, -1. Breath and Heat are important for you.
When someone breaks these laws, they are guilty. WATCHMAN’S EYE SERVANT
When you make a Pry Secrets roll , you can When you ply the market , if you
When you have suspicion of a target’s guilt, no requisition goods in the name of the local
additionally ask the following questions on a 7+:
matter where or who they are, as long as you spend authority, you can spend the authority’s
a power die and declare the wrath of the old law wealth instead of your own.
- What kind of crime has been committed here?
upon their heads, you gain a supernatural dedication
- Is this person guilty of breaking the Old Law?
to hunting them down. At some point before your
next rest, your target will always be within your
grasp, willingly or not (though they don’t have to be
unarmed nor alone!)
WEALTH ADVANCED MOVES
When you keep keen watch on an person or You can no longer fail an aid move, but treat the 2-6
object, roll +breath. On a 7+, gain [focus] and your result as a 7-9 instead. In addition, get an additional
attacks gain [forceful] as long as you remain within 1 hold when you make the aid move.
reach of that ally or object. On a 10+ you take -1
damage from all sources as long as you remain in
this stance.
BONDS
ARMOR
_____________ has prospered under my
Current Max tutelage so far.
WOUNDS FLAW
Assign as you wish: +2, +1, +1, +0, -1. Mind is the most important for you, followed by Breath.
Choose a specific goal for your student or students When you plant your feet and breathe in, you can
in the form of a sentence that starts with “This take the Mountain Dragon stance. In this stance, you
session, I require my (idiotic/foolish/naive) student(s) cannot move, but nor can you be moved from your
to _____” spot by any force save divine intervention. While in
this stance your physical force multiplies tenfold.
When your student or students accomplishes this Gain the [huge][unstoppable] and [focus] tags, but
goal, you and your student(s) may gain 1 power die. you cannot take any action that requires you to
move your feet.
DRAGON SCALE TECHNIQUE You can carry many times your body weight in this
stance if required, and resist forces that would crush
You take -1 damage from any source long as you
a normal person, such as the weight of a boulder, or
have a hand free and are aware of it. You don’t get
the foot of a giant. The stance will break if you move
this damage reduction against damage from a
from your spot, but you can take it again at will.
source you can’t see, are not aware of, or if you don’t
have a free hand.
DAMAGE
DAMAGE POWER LOOK
Starts at (2)
BONDS
ARMOR
ARMOR
_______________________ once served at
Current Max my whim.
WOUNDS
WOUNDS FLAW
Assign as you wish: +2, +1, +1, +0, -1. Heat is the most useful for you, followed by Mind.
SERVANT
Giant 107 Traveler’s Gear 35 , 38 , 41, 44 , 58 , 67
DEVILS 110 Urbanite’s Gear 35 , 38 , 47 , 50 , 62 , 68
Threat Level: 0 110 Warrior’s Gear 44 , 47 , 50 , 58 , 68
Demi-imp pack 110 Weapons 71
Threat Level: 1 110 Melee Weapons 72
Blue Devil (Imp) 110 Blade 72
Pale Devil (Cacodaemon) 110 Chain/Whip 73
Threat Level: 2 110 Claw 73
I
n Gilded Devil (Smiling Devil) 112 Club 73
d Green Devil (Death’s Head Devil) 111 Empty Hand 72
e Red Devil (Bearded Devil) 110 Flying Blade 73
x
War Devil 111 Great Weapon 73
Threat Level: 3 112 Knife 73
Devil Assassin 113 Pankration 72
Devil Engine 113 Spear 73
Ebon Devil (Night Devil) 112 Stave 73
Heretic’s Courtier 113 Ranged Weapons 74
Palace Threats 158 Assault Gun 75
Threat Level: 1 158 Auto-gun 75
Night Guard (Group) 158 Bow 74
Night Guard (Individual) 158 Crossbow 75
Ras Supharna, Guild Scion 159 Cwellan 75
Torturer 159 Great Bow 75
Threat Level: 2 159 Great Bows 75
Elemvy Guile, Guild Assassin 159 Great Gun 75
Night Guard Captain 159 Gun 75
Night Guard Elites 159 Hand Gun 75
Parkhassian (The Exquisite) 159 Implement 62, 74
Supharna’s Bodyguard 160 Needle 74
Threat Level: 3 160 Rie 75
Pankriss, Devil Guard 160 Short Bow 74
Equipment
Ammunition and Explosives 76 F
Bombs 76
Gas Bombs 76 Flame Immortal 15, 17, 64, 118, 119, 129, 153
Armor 76 Flaws 17, 87
Heavy Armor 76 Followers 82
Light Armor 35 , 44 , 76 Angel 83
Medium Armor 47 , 76 Apprentice 83
Clothing and Personal Items Chronicler 83
Accoutrements 67 Courtier 83
Ascetic clothing 38 , 44 , 58 , 62 , 67 Devil 83
Exotic clothing 35 , 67 Guard 83
Fine clothing 35 , 38 , 47 , 50 , 54 , 55 , 62 , 67 , 81, 159 Guide 83
Game Sets 67 Love Interest 83
Jewelry 67 , 68 Martial Artist 83
Luxurious clothing 55 , 67 Merchant 83
Plain clothing 35 , 38 , 44 , 47 , 50 , 67 Sage 83
Religious items 67 Thief 83
Shabby clothing 41, 44 , 50 , 67 Font of Ovis 124
Writing materials 67
Gear 67 G
Additional maps and charts 68
Noble’s Gear 38 , 62 , 68 Gear 16, 35, 38, 41, 44, 47, 50, 54, 58, 62, 67, 68
Peasant’s Gear 35 , 38 , 41, 50 , 67 , 68 Geas Knights. See Guardant Dragon
Sky-ship 71
Twenty Five Purities Manual 80
Twenty Five Purities Order 124
I V
n
d
e Void 9, 10, 121, 122, 151
x
W
Y
Yabalchoath 151