Sense, Sensibility & Swordsmanship (OEF)
Sense, Sensibility & Swordsmanship (OEF)
Sense, Sensibility & Swordsmanship (OEF)
2
Sense, Sensibility, & Swordsmanship
Sense,
Sensibility &
Swordsmanship 🗡
HAYLEY GORDON
Game Design and Writing
VEE HENDRO
Game Design and Layout
LAUREN McMANAMON
Editing and Proofreading
AVIV OR
Cover Illustration and Additional Art
RAVEN WARNER
Interior and Additional Art
Storybrewers Roleplaying
www.storybrewersroleplaying.com
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Good Society
Dear William,
Dear S.B.
INTRODUCTION
elcome to Sense, Sensibility and Swordsmanship, the
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Each player will take the role of one major character. If you
are playing with a Facilitator, they may choose to play a major
character and facilitate the game.
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-
Sense, Sensibility and Swordsmanship than the original game.
This expansion adds a new phase to each cycle called
the Rooftop phase, which follows the exploits of each Rooftop
Phase
major character’s masked identity. Each cycle should take
p.27
approximately 3 to 4 hours to play through.
Which playset will you use to set up your game, and will
you use it in part, or in full?
Some playsets will require the Evil Plot module, for others
this module is optional.
The Evil Plot module introduces a Big Bad with an Evil Plot.
Players can generate the Big Bad and their Evil Plot together
)
Evil Plot
at the start of the game, or the Facilitator may create both Module
before the game begins. This module is optional, so you may p.19
choose whether to include it in your game.
The Evil Plot module is helpful for players who want a strong
structure to push the story along and a little more Facilitator
intervention. We highly recommend this module for groups
playing Sense, Sensibility and Swordsmanship for the first
time. Players who enjoy taking on the role of each other’s
antagonists may prefer to play without it.
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Exclude inner conflicts if your group would like more action and
less character introspection. Keep them in your game if you’d
like more drama and interpersonal conflict. We recommend
excluding inner conflicts if your group choses the farce tone
during Collaboration.
Playing in Person
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Playing Online
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A MASKED IDENTITY
Most major characters in Sense, Sensibility and Swordsmanship
will have a masked identity in addition to their civillian
character role . A masked identity, such as Zorro or the
͠͠ The Vigilante: Fight for justice and the people, and risk
your life to end corruption.
͠͠ The Outlaw: Execute audacious crimes, whether to help
the poor or simply line your own pockets.
<Masked
͠͠ The Bounty Hunter: Round up the criminal scum that
plague this city, and all for a nice fee.
Identites ͠͠ The Agent: Complete the vital mission assigned to you by
in Detail
p.48 the organisation or nation you work for.
͠͠ The Charlatan: Show up your enemies, break hearts, and
be generally the most popular scoundrel in town.
Multiple players may choose the same masked identity.
Your choices can create an interesting story in themselves—
for example, if two Bounty Hunters team up against a pair
of Outlaws.
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❶
❸
❹
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“I like that,” says Edwin, and gives Tammy the resolve token.
Candice catches Christopher entering, and the scene plays out.
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REVEALED!
Revealing your dual identity to the public triggers the
‘revealed’ condition on your masked identity sheet. Mark your
identity as revealed on the SS&S public information sheet.
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REVEALED!
“Wait, don’t arrest her!” yells Prudence to the police who are
dragging Candice away. “It is I, not her, you seek. I am… the
Shadow.”
Edwin says, “Wow! Prudence just revealed her own dual identity
in public.”
…..
“Of course,” says Edwin, “but you’re not going to like it. Let’s
jump into the scene. You’re in a dark, damp cell. You’ve been
there for two days and haven’t even received scraps of bread.
Suddenly, the door creaks open, and a police sergeant steps
in, top hat and all. ‘Well,’ he says, ‘you’re the one they call the
Shadow? There’s something we need you to do for us. Unless
you would rather rot away in this gaol cell, of course.’”
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The Evil Plot Module is helpful for players that would like
a strong structure to push the story along, and a little more
Facilitator intervention. We highly recommend this module
for groups playing Sense, Sensibility and Swordsmanship for the
first time.
The Evil Plot Module consists of two parts: the Big Bad (and
their second-in-command), and the Evil Plot.
The Big Bad has the same narrative status, and operates by
the same rules, as a regular connection. Like all connections,
their primary goal is to complicate the lives of the major
characters. They carry out their plot, and give other major
characters a reason to care about the plot’s outcome.
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The Big Bad has others in their employ helping them with
their plan—most importantly their second -in- command.
This second-in-command will be chosen from among the
connections created by the players.
Those who work for the Big Bad start out loyal and obedient.
However, events that occur during the game may cause their
mind to change. They may lack the determination, cunning,
or ruthlessness of their employer. Depending on the story,
the second-in-command could even be swayed to betray the
Big Bad or reveal their secrets.
<
The Evil Plot is the plan that the Big Bad pursues to achieve
their nefarious goals. For example, in the film The Mask of
Evil Plot Zorro, the Big Bad’s plot is to sell illicit gold from a gold mine
Examples
to purchase the state of California.
p.76
The Evil Plot always consists of a series of steps, which the
Big Bad will pursue in order throughout play. The Facilitator
may choose to create the Evil Plot before the game begins,
or the players can sit down and create the plot together.
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You will need the Evil Plot Sheet for these steps.
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2. Fill out the Big Bad section of the Evil Plot sheet
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Choose a plot that fits within the genre of Sense, Sensibility and
Swordsmanship, such as plots to:
͠͠ Get rich
͠͠ Seize political power
͠͠ Seize a particular item (or person) of value and meaning
͠͠ Start wars, feuds, or conflict for personal benefit
͠͠ Take arch-enemies or opponents out of the picture
If you’re having trouble concocting an Evil Plot, you can
choose to adapt one of the plots listed in the playset section
on p.76.
EVIL PLOTS
Evil Plots always take the following form:
So they can…
To then…
In order to…
Example:
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Write the connection’s name and role on the Evil Plot sheet.
Kevin Folau
98B
Moneybags
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Players can influence the Evil Plot while the Big Bad pursues
it and their nefarious goals. During the game, players may
use resolve tokens to add details to the plot and create fiction
surrounding it.
The pace of the Evil Plot in your game will vary depending
on the number of cycles you are intending to play. Most Evil
Plots will naturally last around two or three cycles. However,
the Evil Plot may take longer if each step is very substantial.
If the Evil Plot comes to an end, do not fear. Evil never rests!
In the next upkeep phase, your group will create a new Evil
Plot, and a new Big Bad if desired.
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Uncover the next stage of the plot either when the Big Bad
starts pursuing it, or a major character discovers it in advance.
The major characters do not need to know about a step in
the plot for it to be revealed—the step that the Big Bad is
planning to complete next should always be visible to players.
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CYCLE OF PLAY
1 Rooftop
2 Novel Chapter
3 Reputation
4 Rumour and Scandal
5 Epistolary
6 Rooftop
7 Novel Chapter
8 Reputation
9 Epistolary
10 Upkeep
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FRAMING A SCENE
Players may decide to fame a scene during the Rooftop phase.
The person framing the scene decides the following:
͠͠ Where does the scene take place? (e.g. at the house of the
corrupt judge)
͠͠ What is the action of the scene? (e.g. the Shadow is breaking
into the judge’s house to steal some documents)
͠͠ Who will be in the scene? (e.g. BUT the Shadow is pursued
by the Bounty Hunter on her tail, the Golden Cuffs).
The player framing the scene may include any major
characters or connections they wish. However, the player may
need to use a resolve token to compel the other character’s
involvement if the situation is compromising or dangerous,
for example a risky heist. Similarly, other players can always
offer resolve tokens to have other major characters and
connections enter the scene.
“Oh, yes, that sound great,” says Nadia, taking Tammy’s resolve
token.
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FRAMING A VIGNETTE
Instead of framing a detailed scene, players may also choose
to frame a short scene or vignette that focuses on a revealing
moment in their character’s life. For example, players may
create a vignette showing their major character wielding their
ancestral sword for the first time, or shooting their pistol at a
portrait of their arch-enemy. They can also frame a vignette
foreshadowing their character’s future plans, such as tailing a
mark, or staking out a manor for a future robbery.
"It’s quiet and still as he slips on his outfit, a golden face mask
and a pair of shining golden cufflinks. He tiptoes through his
silent manor to leave, but hears the sound of yelling from his
mother’s room. He creaks open the door to see her moaning
in her sleep—‘no, don’t! Leave him alone!’ A look of vengeance
crosses his face as he remembers that fateful night his mother
can only be reliving in her sleep. He creaks the door closed and
heads out into the dark.”
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DARING DEEDS
During the course of play, you may encounter times where
physical conflicts or contests arise with an uncertain outcome.
In Sense, Sensibility and Swordsmanship, such conflicts or
contests are called daring deeds. They may occur between
two characters, such as a duel or a chase. They may also occur
between a character and situation, such as stealing secret
documents, or breaking out of a gaol cell.
“Drop your pistol or the vicar gets it,” says the Solution to the
Shadow, holding his dagger to the vicar’s neck.
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Each person only has one say in the resolution process, even if
multiple characters they control are involved.
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Each person states their ideal outcome for the daring deed.
This is a player level exercise, not a character level exercise.
Players state what they would like to happen in the story.
Usually, this will be an option that gives their character at
least part of what they want, but it need not be. Players are
always welcome to orchestrate their character's misfortune.
Tammy’s ideal outcome is that the Solution gets the seal and
escapes scot free.
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Step 5: (Optional)
Bid resolve tokens to determine the outcome
Bidding starts with the player whose major character has the
most to lose (as decided by the Facilitator). Bids may increase
by any increment, but must always increase by at least one
resolve token. Players may choose not to bid any resolve
tokens, but at least one resolve token must be bid in order
to win. Once passed, a player can no longer re-enter bidding.
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REVISED OUTCOMES
STILL IN CONFLICT
Edwin asks the players to state a revised outcome.
Tammy still wants the Solution to get the seal, but suggests
that he leaves behind the key to his civilian identity.
Nadia wants Colonel Tarleton to keep the seal, but also wants
the mask to slip off the Shadow (her major character), revealing
her civilian identity—this time to all characters instead of just
the Colonel.
REVISED OUTCOMES
NO LONGER IN CONFLICT
Tammy still wants the Solution to get the seal, but suggests
that he is injured in the fight.
Tammy and Nadia agree to this idea, and the outcome of the
daring deed is decided.
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During each player’s turn, the Facilitator must ask the active
player a question that progresses the action. This question
can relate to the decided outcome, or simply call for a response
to something that happened earlier. For example:
Once every player has had a turn, then choose whether to move
the focus to a final player to finish the daring deed, or continue
the action for another round. If the agreed upon outcomes
have not yet come into effect, then the action must go on!
If we’ve seen everything important, it's time to move on.
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The daring deed is over after a player takes the final turn.
All players must abide by the outcome. If a player doesn’t get
their desired outcome, they may not make another attempt
during the same daring deed.
The Shadow failed to steal the documents from the office, and
was chased off by Lady Thorn’s henchmen. The Shadow may
not then return in secret and try to steal the documents again
in that same phase.
...
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Nadia: Sure. I’m fine for the police to get a glimpse of the
Shadow before she disappears into the night. After all,
they already know she’s associated with Candice.
Nadia: Yep, bring it, I’ll use my resolve tokens to get the
upper hand later.
Nadia: Sweet.
Edwin: Alright, let’s play this out. How does the Shadow
get Candice through the window unseen?
...
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REPUTATION CHANGES
Reputation in Sense, Sensibility and Swordsmanship functions in
a very similar way to Good Society. However, there are a few
changes you should note:
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Tammy creates the reputation tag 'careless' for the Solution. She
writes this on the public information sheet with an (m) after it to
indicate it was the masked identity reputation criteria that led to the
Solution’s dip in reputation.
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REPUTATION CONDITIONS
As per usual, a reputation condition will immediately trigger
if a major character accumulates three or more reputation tags
of the same type (positive or negative). For the purpose of
triggering a reputation condition, it does not matter whether
your reputation tags are masked identity tags or civilian
identity tags. However, the composition of tags that trigger
your reputation condition will determine which reputation
conditions you can choose from:
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THE VIGILANTE
The people of this city have suffered ͠͠ Zorro
for too long against the yoke of ͠͠ The Scarlet Pimpernel
their oppressors. Every day, ordinary people are forced to surrender
the little they have into the corrupt hands of those in power.
This can stand no longer. What the people need is a hero.
Someone brave. Someone fearless. Someone who will stand up and
fight even when hope is lost. Someone like you.
A world where the cruel and the powerful oppress the poor,
where those in authority have no checks on their power, where
corruption and persecution reign supreme—this is the world
that needs the Vigilante. The Vigilante fights for justice to
prevent the exploitation of the weak, and to preserve freedom
and hope. They take the law into their own hands to do what
must be done.
It is not for their own sake that the Vigilante fights, but rather
to defend those who cannot defend themselves. They are the
shining glimmer of hope for the downtrodden, the only thing
standing in the way of those in power doing exactly what
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they please. Not only does the Vigilante fight for the ordinary
people, but they care for their fate, and go out of their way
to help those in need even at the cost of their own gain,
or own skin.
They rely on and enjoy popular support, and may even play
up their operations for show. The Vigilante may also leave a
symbol, such as a carving or memento, to let their enemies
know they’ve meted out justice.
The Vigilante fights for their ideals, not their personal gain.
The strong force of rightness propels them to be serial risk
takers that rarely back down from a fight, or the chance to
defend an innocent bystander. They care little for their own
safety, and have few compunctions leaping into action at any
moment—provided they can still keep their civilian identity
a secret, of course.
CONNECTIONS
The Vigilante needs oppression, corruption, or wrongdoing
to fight against. This may come from the Big Bad or another
player; but if not, the Vigilante should create a connection that
fills this role.
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THE OUTLAW
The true law of this world isn’t dreamed ͠͠ Sovay
up by Parliament. It is the law of the pistol ͠͠ Lupin III
that lets every person take as much as ͠͠ Danny Ocean
they dare. You have never been short of talents, tools, or audacity.
However, it is not what you do possess, but what you don’t that
drives you to liberate the newest, shiniest, and best from its current
owners and into your eager hands.
The Outlaw is someone who breaks the law for their own gain.
Whether they are a master thief, sneaking into the vaults of
houses without leaving a trace, or an audacious highwayman,
robbing carriages in mid-daylight, the Outlaw is an expert at
taking what does not belong to them, and using it for their
own ends. The Outlaw is driven by personal motives and
desires, whether they aim to steal what no one has stolen
before, or simply to get rich.
More is always better for the Outlaw. Whether it’s the reward
that entices them or the challenge, they cannot resist the lure
of the biggest, rarest, most expensive, and most exclusive.
The Outlaw always keeps their eyes peeled for their next
target or prize, even as they’re still enjoying the fruits of their
previous exploits.
The Outlaw is out for their own skin, and that means they’re
willing to make a bargain, cut a deal, or negotiate, provided
it’s in their best interests. They recognise that working
together can at times be better than working alone—at least
for now. Whether they keep their promises when the prize is
in their hand is a matter for future consideration.
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The Outlaw may not have friends, but they do have contacts—
useful people with a useful range of skills. They’re likely to
know the town’s underworld operations: who you go to
for what, and who you never go near if you want to live.
The Outlaw can use this network to scrounge favours, seek
protection, and get information. Of course, the underworld
network isn’t always so friendly, and knowing all these
ethically impartial individuals can be as much a bane as it is
a blessing.
CONNECTIONS
The Outlaw needs someone to chase them—otherwise where
is the thrill in crime? If one of the major characters isn’t on the
hunt to pursue and arrest them, they should create a connection
who will. They may also wish to create an underworld contact
who could both help them, and betray them.
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THE BOUNTY
HUNTER ͠͠ Batman
These streets are filled with thieves, ͠͠ Rick Deckard
thugs, and murderers—the worst scum that humanity has to offer.
They think they can get away with anything. And the worst part is,
they probably would, if you weren’t here. Sure, you may get a reward
for your arrests. But this? This isn’t just a job. This is personal.
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A natural loner
CONNECTIONS
The Bounty Hunter needs an outlaw to hunt. If that’s not
a major character, it should be a connection. The Bounty
Hunter should also consider creating a contact in power who
they deliver criminals to, especially if the two of them have a
tumultuous relationship.
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THE AGENT
From a young age, you’ve been cultivating ͠͠ James Bond
a certain kind of professional skill set. ͠͠ Agent 99
A kind that you knew would make you very valuable to others.
You see, ours is a world full of fakes and pretenders, people trying
every day to appear as something they are not. It just so happens that
you are the best at it. And there are always organisations willing to
pay the best to get the best.
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Anyone can a wear mask. But the Agent is the only one called
upon to wear a mask even when they’re not wearing one.
It’s hard for the Agent to separate their civilian identity from
their masked identity, especially since their civilian identity is
just another tool to get the job done. The suspicious behaviour
of their civilian identity means that if they’re found out, they
can’t simply take off the mask and hide.
CONNECTIONS
The Agent needs a superior they report to from their
organisation. If this contact is not the Big Bad or one of the
other players, they should create one. If they already have a
contact, a double agent or enemy spy both make good choices
for a connection.
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THE CHARLATAN
The social requirements and ͠͠ Casanova
conventions of society are the very ͠͠ La Maupin
enemy of love, passion, and entertainment. Beneath the dull veneer
of obligation, a true adventurer waits to be set free. Few in this
world can match you in a duel of swords, affections, or wit. If only
there were some way to cast off the chains of “respectability” that
haunt your waking hours. Oh wait, there is.
Perhaps the only thing the Charlatan does love more than love
is being the centre of attention. They will miss no opportunity
to show off or show up their enemies, and relish the chance
for a dramatic showdown. Nothing makes the Charlatan more
infuriated than being ignored or overlooked, and nothing
happier than being at the centre of unnecessary spectacle.
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An escape artist
CONNECTIONS
The Charlatan needs someone to love, and someone to hate.
If no major characters fill these roles, create connections who
will. Even if the Charlatan already has a love interest, more
than one sweetheart is far from out of character.
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PLAYSETS
This section contains five playsets for you to choose from
when you play Sense, Sensibility and Swordsmanship. These
playsets are similar to those contained in Good Society, with
three main differences:
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Suitable for...
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Desires: #69 & #11 Desires: #69 & #18 Desires: #69 & #18
R elationship: #27 R elationship: #25 R elationship: #25
Role: Cornerstone Role: Hedonist Role: Hedonist
M ask: Outlaw M ask: Outlaw M ask: Outlaw
Desires: #70 & #18 Desires: #70 & #11 Desires: #70 & #11
R elationship: #25 R elationship: #27 R elationship: #27
Role: Hedonist Role: Cornerstone Role: Cornerstone
M ask: Agent M ask: Agent M ask: Agent
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Suitable for...
͠͠ Any tone
͠͠ Games of any length, from short to long
͠͠ Playing with the Evil Plot module
͠͠ Groups looking for a classic adventure comedy tone, with
a little relationship drama on the side
Using this playset
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Desires: #76 & #18 Desires: #76 & #18 Desires: #76 & #18
R elationship: #25 R elationship: #25 R elationship: #25
Role: Meddler Role: Meddler Role: Meddler
M ask: Vigilante M ask: Vigilante M ask: Vigilante
Desires: #70 & #1 Desires: #72 & #21 Desires: #72 & #21
R elationship: #24 R elationship: #33 R elationship: #33
Role: Careerist Role: Cornerstone Role: Cornerstone
M ask: Agent M ask: Vigilante M ask: Vigilante
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AN INCONVENIENT FEUD
A great feud forms the backdrop for this light-hearted playset
of swashbuckling, secret agents, and sentiment. Layers upon
layers of plans abound for the acquisition of riches, revenge,
and more importantly, advantageous marriages. Will our
major characters decide to duel, or to kiss (or both)?
Suitable for...
This playset can be used either with or without the Evil Plot
module, but using the Evil Plot module is recommended.
Desire #70 can only be used if the Evil Plot module is in play.
Swap desire #70 out for the spare if you are not playing with
the Evil Plot module.
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AN INCONVENIENT FEUD
● ● ● ● ● ● ● ● ● ● ● ●
Desires: #69 & #22 Desires: #71 & #22 Desires: #71 & #5
R elationship: #23 R elationship: #30 R elationship: #30
Role: Cornerstone Role: Socialite Role: Socialite
M ask: Agent M ask: Agent M ask: Agent
Desires: #74 & #19 Desires: #74 & #19 Desires: #74 & #22
R elationship: #28 R elationship: #28 R elationship: #79
Role: Meddler Role: Meddler Role: Dependent
M ask: Charlatan M ask: Charlatan M ask: Charlatan
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AN OUTLAW’S REVENGE
Dramatic irony abounds in this playset about revenge,
romance, and retirement. In their masks, many of these
characters have it out for each other, whether they’re motivated
by money, vengeance, or simply the law. But while animosity
flourishes at night, by day very different feelings arise.
Suitable for...
͠͠ Any tone
͠͠ Games of three cycles or more
͠͠ Playing with or without the Evil Plot module
͠͠ Groups ready for an all-swords-drawn showdown, with
more than a sprinkling of romance
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AN OUTLAW'S REVENGE
● ● ● ● ● ● ● ● ● ● ● ●
Desires: #73 & #16 Desires: #73 & #16 Desires: #73 & #16
R elationship: #31 R elationship: #31 R elationship: #31
Role: New Arrival Role: New Arrival Role: New Arrival
M ask: Outlaw M ask: Outlaw M ask: Outlaw
Desires: #69 & #18 Desires: #69 & #2 Desires: #69 & #2
R elationship: #25 R elationship: #26 R elationship: #26
Role: Dependent Role: Dependent Role: Dependent
M ask: Outlaw M ask: Outlaw M ask: Outlaw
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Suitable for...
This playset can be used either with or without the Evil Plot
module.
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Desires: #68 & #10 Desires: #68 & #10 Desires: #68 & #10
R elationship: #25 R elationship: #28 R elationship: #25
Role: Careerist Role: Careerist Role: Careerist
M ask: Bounty Hunter M ask: Bounty Hunter M ask: Bounty Hunter
Desires: #75 & #1 Desires: #75 & #1 Desires: #75 & #16
R elationship: #24 R elationship: #24 R elationship: #31
Role: Dependent Role: Dependent Role: Dependent
M ask: Outlaw M ask: Outlaw M ask: Outlaw
Desires: #78 & #13 Desires: #78 & #13 Desires: #78 & #13
R elationship: #27 R elationship: #27 R elationship: #27
Role: New Arrival Role: New Arrival Role: New Arrival
M ask: Bounty Hunter M ask: Bounty Hunter M ask: Bounty Hunter
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You’ll still need to create a Big Bad for your game, either with
your group at the start of Backstory, or in your preparation
before the game starts.
A ROYAL WELCOME
This plot is a stock standard scheme perfect for any playset.
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INJUSTICE IS SERVED
This plot revolves around social manoeuvring, and is great
for romantic comedy or drama. This Evil Plot is most fun if a
major character is the Big Bad’s enemy.
͠͠ The Big Bad wants to... send their agent to become close
to the Baron’s child
͠͠ So they can... investigate the Baron and discover their
secrets
͠͠ To then... blackmail the Baron to secure the Big Bad’s
appointment to the chief justiceship of this area
͠͠ In order to... use their power to take revenge on their
enemy
͠͠ It’s worse than we thought, because... they plan to lock
their enemies up for life or send them to the gallows
77
Good Society
FAMILY DRAMA
This is an outrageous villainous plot appropriate for the farce
or romantic comedy tones. It would work well with the Mask
Returns playset and the Inconvenient Feud playset.
This Evil Plot packs the most punch if the Big Bad is related
to at least one of the major characters.
FEAR MONGER
This is a more serious plot, appropriate for the drama tone or a
heavier romantic comedy. It deals with power and corruption.
͠͠ The Big Bad wants to... stir up fear about all these
masked criminals
͠͠ So they can... become elected as the local governor by
promising to crack down on crime
͠͠ To then... demolish the poor part of town to build a giant
coal mine
͠͠ In order to... buy their child a Dukedom with the money
͠͠ It’s worse than we thought, because ... the coal mine
could leak poisonous gas
78
Sense, Sensibility, & Swordsmanship
͠͠ The Big Bad wants to... bribe the local chief justice with
an advantageous marriage
͠͠ So they can... arrest the friends and accomplices of the
town’s masked outlaws
͠͠ To then... find out their civilian identity
͠͠ In order to... publicly expose them and run them out of
town
͠͠ It’s worse than we thought, because... once the
Vigilantes are gone, then the Big Bad’s real evil plot can
begin
79
Good Society
Backstory
80
Sense, Sensibility, & Swordsmanship
Rules of Play
Cycles
81