Forming a Covenant: The Hairdresser
During an investigation into a TV star, Dylan hit it off with
Rosaline, a hairstylist who used to work in showbiz. Later Dylan
Checks In with her at her hair salon, in an out-of-the-way corner
of the city. As they chat the Architect reveals Rosaline’s need:
she’s bored with the staid cuts her clients ask of her, and would
dearly love an opportunity to experiment with the sort of styles
she enjoyed attempting back in her heyday.
If Dylan volunteers as a test subject, he can turn this into a Major
Covenant. His player talks with the Architect about what this
relationship might give him. Maybe she’s the Devil: the haircut
and accompanying conversation are just tools – it's about
changing how you see yourself, and goading you to act on that.
Or maybe she’s the Hermit? The city might have forgotten her,
but that suits her just fine – her salon is a small haven, away
from the bustle and pressure.
Forming a Covenant: The Rat
Wyla is trapped in the cramped tunnels under her target’s
factory, searching for a way out. She opens her mind to the Void,
Venting to perceive things beyond human senses. The ultraviolet
colours she sees paint a way out, but there’s a backlash – a rat
living in these tunnels is gifted smarts and malice by the magic.
Filled with a supernatural hunger it follows Wyla back home,
hungry to feast on her possessions. But it’s not subtle, and when
Wyla finds it chewing on her cellphone with its diamond teeth
she approaches it open-handed and offering a deal. She’ll give it
enough food to last a lifetime, if the rat helps her with her
investigation of the factory.
Rats are naturally sociable creatures, so the Architect says the
rat’s very willing to accept this deal. If Wyla follows through on
her part, she’ll form a covenant: maybe the Moon, representing
the rat’s affinity for the dark places where monsters hide? Or
maybe the Oracle, as she lets the rat show her the beauty it sees
in the nooks and crannies of the city?
ThE FoOl
Free, pure, naive
At their best, the Fool is honest, At their worst, the Fool is reckless
inquisitive and courageous, showing and proudly ignorant, risking things
people new ways and unseen important to them when they should
alternatives. know better.
Nurture this covenant when… Betray this covenant when…
you do something spontaneous they ask you to do something
together, at your prompting or foolhardy and you refuse, or you
theirs. abandon them when they need you.
152
Hangout Move
When you hang out with the Fool, the Architect will describe a strange coincidence
that strikes nearby. If you get to the truth of what happened, you’ll discover
something that heals a condition or gives information on the Vassal or their victims.
City Move
Sometimes things just work out, against all odds. When you go over the top to fix a
problem in your life, roll a single die.
On a 4+, it somehow works – quell a crisis.
On a 1-3 things go very wrong – max out the gauge linked to the crisis.
Castle Move
You live a charmed life. When you search for a way out of lethal danger, roll 2d6. No
matter what, you’ll be removed from the situation; on a 10+ you say what state you’re
in when you return, on a 7-9 the Architect will. On a 6-… we’ll next see you in the
Avatar’s company.
The Winter Wanderer By Violet Henderson
A nature lover and forager, her heart is always wandering the wild and untamed
places, outside of the cities. She spends her free time exploring the quiet and
forgotten parts of the world where the castle has not yet laid claim. However,
these places are shrinking, the castle's borders expanding. More and more of the
wild places are being fenced off, turned into gardens, lawns, and estates.
How they can help: The Castle’s Threats:
• Secret Ways: She spends a lot of • Trespass: She is not always vigilant
time in the wilderness around the when her wandering takes her across
city, searching out old forgotten the invisible walls of the castle's
paths or forging new ones herself. If influence, where its laws of property
you need a way into or out of and ownership threaten to ensnare her.
somewhere quickly and quietly, she • Enclosure: As the castle pollutes and
may be able to lead your way. corrupts with one hand, the other
• Hidden Places: The Winter paints visions of a brighter future
Wanderer knows cloistered places, within its walls. The wanderer may be
sheltered by leaves and branches, tempted by promises of
where prying eyes might be evaded conservation, green power initiatives,
for a time. When you need and 'sustainable' development, and
somewhere to lay low for a few days, aid the castle in bringing the
the Winter Wanderer can always wilderness to heel. Turning from
point you in the right direction. exploring to mapping, foraging to
• Foraged Food: The Winter Wanderer farming, camping to enclosing.
knows which wild growing berries • Isolation: Her skills at skirting the
are safe to eat, which bark can be castle's sight also make it a little too
used to make kindling for a cooking easy for her to retreat from the
fire, and how to make river water castle's walls. When things get too
safe to drink. She can provide simple hard, when the world grows too dark,
food and warmth for those who have she may be tempted to withdraw and
nowhere else to go. leave others to their plight.
153
ThE MaGiCiAn
Skilled, Creative, Hungry
At their best, the Magician is At their worst, they’re manipulative,
inspiring, resourceful, and driven. egotistical and power-hungry.
Nurture this covenant when… Betray this covenant when…
you collaborate with the Magician you use the Magician’s work
to create something better than without crediting them, or you
either of you could make on your sabotage their efforts.
own.
154
Hangout Move
When you help the Magician with a project of theirs, they teach you a mundane
skill you didn’t know before (lock-picking, painting, mixing music, etc). The next
time you use it, roll with advantage.
City Move
The Magician inspires you to go beyond. When you quell a crisis, you can mark a
condition to pick one:
• It’s enduring: If this crisis is dire, it’s not any longer.
• There’s momentum: You can also quell another rebel’s crisis.
• It’s enticing: Someone who sees your work wants to meet you.
Castle Move
When you improvise a ritual to protect from danger, grant a temporary ability, or
make a potent weapon (2 perks,1 flaw), roll +Coins. On a hit, it works, at least for this
delve. On a 7-9 the Architect will give your magic a weakness, quirk, or unintended
side effect.
The Charming Tailor By Tetra Saturn
The Charming Tailor makes clothes for people, and it gets them by, but it's not
what they want. They want to make clothes for people. Garments that astonish and
impress. Once upon a time they dreamed of fame and fortune, but their reality
fell short. They practice crafting elaborate masterpieces in their off hours, and
are itching to find someone who will appreciate their true handiwork.
How they can help: The Castle's Threats:
• Costume Designer: Striking outfits • Fickle Heart: The Charming Tailor is
are the Charming Tailor's speciality, more concerned with entertainment
the more audacious and complex the than ideals. If a more appealing gig
better. Whenever you need a new comes up, their attention and
addition to your wardrobe, they'll be support will start to waver.
ecstatic. (And ready with plenty of • Ambition: The Charming Tailor
fashion advice if you want it.) yearns for excitement, and while
• Flashy: Glitz, glamour, smoke, and working with you provides some,
mirrors. The Charming Tailor the castle has grander audiences and
dabbles in special effects. They can opportunities to offer. They may be
supply you with the necessary drawn to the possibility of
materials to make any number of Vassalhood.
properly dramatic entrances. • Stardom: While the Charming Tailor
• Bit Part: Back in their theatre days is used to a supporting role, there is
they used to fill in when actors got a part of them that wonders what it
sick or an extra was required. If you would be like to play the
need a quick impersonation or act, a protagonist. To be a mysterious lone
cover or phone call, the Charming wolf, cut off from you, displaying
Tailor is happy to provide. their talents to the fullest. This
would not end well for them.
155
ThE OrAcLe
Secretive, Spiritual, Perceptive
At their best, the Oracle is At their worst, the Oracle is secretive,
empathetic, insightful, and intuitive, withdrawn, and indecisive, trusting
helping you understand your in gossip and disregarding facts.
motivations.
Nurture this covenant when… Betray this covenant when...
you reveal something you value the material over the
significant to them about your spiritual, or are too busy with your
dreams, hopes or ambitions. mundane obligations to heed their
advice.
156
HaNgOuT
When you let the Oracle show you a hidden place in the city, their player will
describe what makes it beautiful, and how it’s at risk. When you magnify its beauty
or protect it from danger, heal a condition.
CiTy MoVe
Once each day, you can declare that you had a dream about your current situation.
Ask the Architect a question in the form of ‘What will happen if I ____?’.
They’ll describe an element of your dream that answers your question.
You have fleeting Advantage if you go ahead with your proposed action.
CaStLe MoVe
When your make your faith manifest, roll +Cups. On a hit, radiant light prevents
creatures of the castle from coming within a few metres of you.
On a 7-9 pick 2, on a 10+ pick 1:
• You can't move without breaking the shield.
• You can't attack without breaking the shield.
• It only shields you.
The Bookseller’s Assistant By Natalie Ash
No one comes to see the bookseller, though many people come to the shop for it’s
collection of rare books. Patrons return for the assistant. She has a good knowledge of
history, but is sought for her empathy and spiritual advice.
How they can help: The Castle's Threats:
• Track that Book Down: The • Victim of the Market: Megastores
Bookseller’s Assistant may not do the and online shopping have hit
ordering, but she has access to the independent booksellers hard,
trade connections and databases. It including this one. Rare books
might take some time, but if a book is collectors and locals have kept it open
for sale she can tell you where and for so far, but if an online marketplace
how much. turned its attention to rare books,
• Naïve Wisdom: With a brain soaked that would be the shop’s death-knell.
in history, and a heart full of • Too Helpful: The Bookseller’s
empathy, the Bookseller’s Assistant Assistant prefers emotional truths
has a way of cutting through the and doesn’t care so much about facts
clutter of modern life and and factions – unless it makes a good
simplifying problems. A way that, story – and is equally as likely to help
often, presents a more ready the castle as she does the rebels.
solution than first thought. • Betrayed by Reality: A frequent giver
• Community of Believers: The many of advice, the Bookseller’s Assistant
people the Bookseller’s Assistant has is bound to get it wrong sometimes.
helped haven’t exactly formed a When her advice worsens someone’s
religion, but they’re fairly situation, she becomes withdrawn
interconnected. With a phone call or and tentative. This happens even if
two, she can probably find someone in her advice was good, but the
a position to help the rebels a little bit. surrounding situation changed.
157
ThE GaRdEnEr
Nurturing, Powerful, Abundant
At their best, the Gardener gives At their worst, the Gardener
others a supportive and nurturing constructs stifling relationships,
environment that lets them grow into quashing potential so that it doesn’t
their true potential. threaten their authority.
Nurture this covenant when… Betray this covenant when…
you grow into greater beauty or you ruin your own chances out of
strength with their support, or spite, or try to control another’s
cultivate a person (or creature) to growth.
a significant milestone following
the Gardener’s example.
158
HaNgOuT
WhenyouvisittheGardener, they give you something impractical but important; a
book, an accessory, a pot plant, etc. So long as you keep it with you and draw strength
from it,once per investigation you may turn a missed move into a weak hit.
CiTy MoVe
When you Check In with a rebel, you may refresh one of their gauges. If you do,
pick the cost:
• Tick Lack, as you dig into your own stocks.
• Tick Fealty, as you resent them a little for needing this.
• Grow protective, taking lasting Disadvantage the next time they’re hurt until
you can tend to them.
CaStLe MoVe
The Gardener haunts you, gauzy and insubstantial. When you ask the spirit for
advice, the Architect will give an answer that gives fleeting Advantage, but pick one:
• They confuse parts of their life for your situation.
• They cannot perceive some significant detail.
• They ask you to promise something before they answer.
The Polymath Tutor By Violet Henderson
A lifetime student, her passion is for teaching and for learning through teaching,
growing as she nurtures growth in others. She teaches whatever captures her
interest, or at least whatever will pay her bills this month. As a freelance educator
she works with local colleges, online courses, charity initiatives, and sometimes,
when desperate, with more insidious clients from within the castle's walls.
How they can help: The Castle's Threats:
• Shared Skills: The Polymath Tutor is • Corruption: While she aims to
always chasing new passions, and nurture good seeds, circumstances
always willing to share them with don’t allow her to be so discerning.
anyone who's interested. If you go to Those she teaches may go on to bear
her with an open mind and a willing poison fruit, and go to root in the
ear, you'll always come away having castle's soil.
learned something new. • Burnout: Her work makes constant
• Contacts: In her time freelancing, demands of her both physically and
the Polymath Tutor works with emotionally, made worse by her
people with a huge range of skills, precarious place as a freelancer, a
talents, and ideas. If you need to string of bad jobs could run the risk
find someone with a certain skill set, of breaking her spirit entirely.
she can always find some skilled if • Stability: The castle constantly
maybe not entirely scrupulous tempts her with the promise of
individual who fits the bill. stability, even luxury, if she would
• Nurturing Ideas: The Polymath Tutor only turn her skills towards the
will never disregard an idea out of castle's ends. She could buy her way
hand. When you come to her with a out of years of suffering by training
plan or a project she can help you to just one banker, policy maker, or
interrogate, explore and reflect to drone operator.
guide the idea into its fullest form.
159
ThE AuTeUr
Visionary, Established, Imperious
At their best, the Auteur brings At their worst, the Auteur is
structure, stability, and wisdom into inflexible in their opinions and seeks
other’s lives. to control the actions of others.
Nurture this covenant when… Betray this covenant when… you
you teach the Auteur respect someone else’s advice over
something new, or thank them the Auteur’s, or suffer by doing
for the success their advice has something they told you not to.
brought you.
160
HaNgOuT
When you spend time with the Auteur, they can offer you a risky task you can perform
to help their organisation. They get to decide what it is, you decide if you want to take
it. If you carry it out, you both refresh Infamy or Lack on top of any other outcomes.
CiTy MoVe
You draw structure and certainty from your relationship with the Auteur. When
you comprehensively reject a group identity society has placed on you in favour of
one you’ve found for yourself, remove a tick in Fealty.
CaStLe MoVe
When you use up an Opening to display your power over an opponent, roll +Swords.
On a hit, remove the Opening; on a 7-9 gain 1 Insight, on a 10+ gain 3. So long as you
have Insight, you have Disadvantage on PushThroughPain. Spend Insight to:
• Redirect the opponent’s attack towards you.
• Reveal their weakness and give an ally fleeting Advantage.
The Kindly Boss By Rem Diaz
The Kindly Boss is the last bastion of a desperate person. The Kindly Boss is, by all
measures of the word, a hardened criminal. Head of a crime organisation, the
Kindly Boss has his fingers in all kinds of less than legal pies. But while ruthless,
the Kindly Boss is not without scruples. He’s amongst the first to lend a hand
when his subordinates or friends are targeted. After all, it’s hard to stay on top
when everyone hates you.
How They Can Help The Castle’s Threats
• Yeah, I Can Get That: The Kindly • Corruption: There’s nothing like
Boss has a bit of a flexible view on grasping at power to make the castle
what’s entirely legal. As such, even see you as an opportunity. The
when he can’t directly provide an Kindly Boss needs to watch out that
asset, he can usually point you in the he doesn’t step on people in his
right direction for who might. ambition.
• This Is My Territory: The Kindly • Suspicion: The Kindly Boss is not fond
Boss is a little bit less kindly when it of those he perceives to be a threat. It
comes to people pushing in on what might not take much of a push to
he perceives to be his. So when the make you seem like usurping upstarts.
castle’s Vassals make their presence • Knocked Down: The castle isn’t
known, he tends to make his above empowering some other
displeasure known in return. His wannabe kingpin to bring this
people will have your back. contact down.
• Port In a Storm: The Kindly Boss has
boltholes and safe-houses, where he
and his men can safely go to ground
when things get hot. And if he likes
somebody enough, he might be willing
to leave a spare key under the mat.
161
ThE SaGe
Institutional, Mentoring, Orthodox
At their best, the Sage passes down At their worst, the Sage is a
wisdom and initiates their wards into gatekeeper, only passing down
a higher station. wisdom to those who meet their
biases or standards.
Nurture this covenant when… Betray this covenant when…
you let the Sage teachings you spurn tradition, or burn
guide you in making a bridges with an institution you’re a
significant decision. member of.
162
HaNgOuT
When you go to the Sage asking for their advice with a problem, they can tell you what
to do. So long as you are doing exactly what they said, roll with lasting Advantage.
CiTy MoVe
The Sage has given you access to an exclusive group. When you use your membership
of this group to open doors,gain fleeting Advantage on any Infamy check. If you miss
the check, the Architect will say how this ends up hurting the group.
CaStLe MoVe
The Sage has shown you how to learn from others – even the strange inhabitants of
the castle. When you Reach Out to a minion and call on them for aid, gain fleeting
Advantage on Travel the Labyrinth.
The Old Boy By James White
Maybe he is a member of a London Club, or a Masonic Lodge, or maybe something else
entirely. The Old Boy is friends with everyone –“Everyone important”, he will say with a
wink – and so he gets invited everywhere. He may be a bit twee and a bit patronising,
but the rebels have his sympathy and so, after sharing his avuncular wisdom, he
whispers in an ear here, writes a memo there, all for you. Just try not to embarrass him.
How they can help: The Castle’s Threats:
• One More Thing: The Old Boy’s had some • A New Deal: The Old Boy is
interesting hobbies in his time, as have his only human: it is not
friends. If the rebels need something inconceivable that the castle
specific, he might know where to get it. This could offer him something
might be an unusual object or piece of that he wants, something
equipment, or something rare and expensive which would disentangle him
which would usually be beyond the rebels’ from the rebels forever.
means. Unless they have a very good reason, • The Old Problem: There are
though, he is going to want it back. reasons why the Old Boy does
• One of Them: Some of the castle’s most prized not put himself in harm’s way.
agents brush shoulders with people in the Old Old injuries or a life of
Boy’s world. Whether it’s because of his indulgence have taken their
charm or his cultivated bumbling mien, the toll and could yet prove
castle thinks the Old Boy harmless – a mistake debilitating or deadly.
which works in his favour. The Old Boy’s • The Young Ones: The Old
ability to pick up and piece together gossip Boy’s position stems from a
allows him to give warnings and advice to the carefully managed act of
rebels, which are usually reliable. Usually. smoke and mirrors. If the
• One of Us: Trouble follows the rebels rebels call on him too often,
wherever they go. The Old Boy’s or create too much of a mess,
considerable resources can help to make he may find his influence
some of this trouble disappear. Given waning, or even vanishing
enough time and information, the Old Boy forever.
can help deal with consequences arising
from a maxed-out stress gauge.
163
ThE LoVeRs
Dependable, Loving, Harmonious
At their best, the Lover is a reliable At their worst, the Lover may be needy
partner and paramour, helping their or distant, but always frames the
companion be the best they can be. problems in their life around their
partner.
Nurture this covenant when… Betray this covenant when…
you take time to bond with The you let the Lover down on a
Lover, making them feel valued. promise, or make them feel like a
resource instead of a partner.
If your character is in a relationship with multiple partners, you could use this
covenant to represent the whole group – or pick one partner who provides this
covenant’s benefits, and pick out other covenants for your other paramours.
164
HaNgOuT
When you spend time with the Lover, ask them: What do you most love about me?
When you act in line with the vision of you they see, roll with fleeting Advantage.
CiTy MoVe
With the Lover held close, you gain a better understanding of what others hold
precious. For every five minutes you watch someone socialise, you can ask their
player one of these questions; their player will answer honestly.
• Are they in love?
• Are they satisfied with their life?
• What is most precious to them?
• Who here do they most rely on?
CaStLe MoVe
The Lover gives you the resolve to endure. When you mark a condition, you may
draw strength from your relationship: heal another condition or get fleeting
Advantage. If you do, promise the Lover something you’ll do for them when you get
out of here. If you don’t do it, fade this covenant.
The Hopeless Romantic By Eleanor Hingley
The Hopeless Romantic wears her heart on her sleeve, falling fast and hard and
completely. She doesn't mean to hurt people when she moves on, but that's
usually how it happens. Who doesn't want to try and hold a flame that burns so
brightly? She loves not wisely but too well, pouring passion into a million hobbies,
and collecting friends and lovers with ease.
How they can help: The Castle's Threats:
• Lovable: She can charm anyone. Even • Broken Heart: The Romantic does
better, she loves your bright and dark not take rejection well. If someone
sides, your good days and your bad she loves pushes her away, she
ones. Always happy to be a distraction might collapse in on herself or
or a shoulder to cry on, the Romantic burn the world in her anger.
can calm antagonists or recruit allies. • Broken Trust: The Romantic
• Passionate: Due to her endless assumes the best of people, but
enthusiasm, the Hopeless Romantic that can make her vulnerable to
has an eclectic range of skills, from the minions of Vassals, or people
sailing to slam poetry. While she may who don't have her best interests
not excel at any of them, she can at heart.
produce something competent and full • Ennui: Passion might be the
of passion at short notice. Romantic's drive, but the lack of it
• Inspiring: The Hopeless Romantic is a grinds her soul down. She
muse and a demon in one vivacious becomes listless and easy prey for
package, an inspiration to anyone who the castle's influence when bored
expresses a spark of creativity. She or frustrated, often taking reckless
believes in you one hundred percent – action to reignite the spark.
one thousand percent! Of course, any
artist swept along by one inspiration 165
risks losing their way when their muse
moves on.
ThE ChArIoT
Dynamic, Determined, Assertive
At their best, the Chariot is At their worst, the Chariot is either
independent and self-contained, fully pig-headed and stubborn, or all too
determined to achieve their goals. willing to move on when things get
tough.
Nurture this covenant when… Betray this covenant when…
you go somewhere new you realise you don’t know what
together, somewhere neither of you want, or give up on achieving a
you have gone before. goal because it’s too hard.
166
Hangout
When you hang out with the Chariot, they can dare you to do something
dangerous. If you go through with the dare, heal a condition; if you stand your
ground and refuse, they’ll respect it but the next dare will be riskier.
City Move
When things get tough, the tough get going. When you start running, gain 1 hold
per Condition currently marked. Spend 1 hold to:
• Dodge around an obstacle in your path;
• Evade a pursuer;
• Gain definite hold of a means of transportation.
Castle Move
Against an unbeatable foe, you become an unstoppable force. When you charge an
enemy, roll +Swords. On a hit, you crash into them and push them far away from
where they were. If you had an Opening, exhaust it to pick one:
• Smash them into something, dealing damage as per Strike;
• Hurl them far away, giving your group breathing room.
The Elite Gamer By Paul Matijevic
The Elite Gamer is a prominent member of the local fighting game tournament
scene, and she dreams of going higher. She struggles with a community hostile to
outsiders and peers who don't respect her, but she has the skills and determination
to make it big and refuses to let other people tell her what to do.
How they can help: The Castle’s Threats:
• Assist Character: The Elite Gamer has • Chip Damage: The Elite Gamer is
a nice streaming setup, a car, and a tough, but the mud her opponents
willingness to perform repetitive tasks sling at her would wear anyone
for a long time. She's willing to set down. As Vassals encourage more
aside a day of her time to help you out, and worse attacks on her, she'll
provided it's not tournament day. eventually be pushed to her limits.
• Relax, I Understand j00: If you ever • Guard Crush: The Elite Gamer’s
need someone to listen to your financial situation is a little
problems and Elite Gamer advice precarious right now. If she's
without judgement, the Gamer can prevented from competing or
do it over some Mario Kart. Never winning for long enough, she might
underestimate the value of a new push harder to earn money outside
perspective. tournaments – and burn herself out
• Tag Tournament: The Elite Gamer trying to keep her dream alive too.
naturally has a lot of gamer friends. If • Mind Games: If the castle can't drive
you have a problem she can't help the Elite Gamer out, it might try to
with, she can probably put you in make her part of the establishment.
touch with someone who can. She could find herself swimming in
new offers of sponsorship or
friendship, but if she accepts, her new
"allies" will start controlling her actions.
167
StReNgTh
Courageous, Wise, Resilient
At their best, Strength knows which At their worst, they lose confidence
challenges they can overcome and in their ability to make changes to
brings endless determination to bear their world, and sink into a
against them. depressive funk.
Nurture this covenant when… Betray this covenant when…
you overcome a great obstacle you use your strength without
through stamina and intention, lashing out and causing
persistence. suffering.
168
HaNgOuT
When you hang out with Strength, you can talk through a condition you’re
struggling with. When you next miss a roll affected by that condition, heal it or
upgrade the result to a weak hit/7-9.
CiTy MoVe
Strength teaches you how to use the solidarity of your allies. So long as you are
standing side by side with other rebels, you can mark a condition instead of
them (and vice versa).
CaStLe MoVe
Your emotions don’t control you – you control them. When you make a fight
intensely personal, mark a condition to get lasting Advantage fighting this enemy.
The Brawler By Misha Handman
The Brawler cares deeply about the people around them, but has been convinced
that they aren’t smart enough or quick enough to really help. They usually work as
a bouncer, security guard, or other profession that lets them use their fists to
protect people, and they actually will try to keep their charges safe, but their
constant frustration at the suffering they see leaves them easily provoked to
violence, and they don’t have good tools to express why they’re unhappy.
How they can help: The Castle’s Threats:
• Let You In: The Brawler has access to • Corruption: The Brawler has
somewhere normally secure, and strength that the castle values. If the
can get you access or bypass lengthy castle can break their idealism or
check-in procedures. plunge them into cynical selfishness,
• Lend A Fist: The Brawler is always up they will stop caring who they’re
for a fight, and can be persuaded to violent on behalf of.
join in a minor brawl or to help • Destruction: The Brawler fights
protect someone. against evil, but lacks discretion. The
• Let It Out: When you’re exhausted castle’s Vassals may consider them
and need to vent, the Brawler knows an obstacle to be removed, through
all the best places in town to go to legal or extra-legal violence. The
unwind, and can get you there on Brawler is particularly vulnerable to
short notice. being targeted by the police as a ‘bad
apple’ in need of pruning.
• Isolation: The castle could use its
influence on the Brawler and their
friends, pushing them apart and
using the Brawler’s own temper as a
weapon against them. If isolated
from the people they care about, the
Brawler is likely to give up instead of
trying to improve.
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ThE HeRmIt
Isolated, Watchful, Introspective
At their best, the Hermit has used At their worst, the Hermit disdains
their isolation to gain perspective and broader society, viewing themselves
self-discovery, sharing their insights as superior and ignoring the broader
with a select group of friends. social fabric they rely on.
Nurture this covenant when… Betray this covenant when… you
you give them something that invade their privacy, or share with
helps them follow their others something they meant for
interests, or help them cope you alone.
when a social situation becomes
too much.
170
HaNgOuT
When you hang out with the Hermit, in-person or online, they'll tell you
something interesting they spotted recently – about a location, a local celebrity,
or a new social trend. Get fleeting Advantage when you make use of the lead.
CiTy MoVe
The Hermit shows you a way out. When you use Rebel Eyes to scrutinise a
location, you always also find a hidden entryway, exit, or hiding place.
CaStLe MoVe
When you use a distraction to escape an opponent's attention, roll +Wands.
On a hit you can put a safe distance between you and them. On a 10+ pick one:
• You're hidden from all foes until you next take action;
• Your disappearance confuses the foe, giving your allies breathing room.
The Chatroom By Blue Maelstrom
Whether organised through messaging apps, fan forums, or IRC servers, The
Chatroom is a close-knit online community formed from like-minded folks
seeking an escape from the loneliness and stress of offline life. The Chatroom can
be chaotic, full of clashing opinions and over-the-top drama, but it can also be a
source of empathy and community.
How they can help: The Castle’s Threats:
• Crowdsourcing: Chat members • Toxicity: Bad actors are a threat to any
come from diverse online community, and as the castle’s
backgrounds, possessing all power grows, the Chatroom struggles
manner of expertise. Want more and more to deal with toxic
personal advice, info on a niche individuals. Nontoxic members are
topic, or even just emotional cowed into silence, moderators become
support? Chances are inactive, and soon the loudest voices in
somebody’s online and willing the room are the ones spewing hate.
to help. • Anti-Privacy: The Chatroom is the perfect
• Crowdfunding: The Chatroom breeding ground for subversive discourse,
looks out for its own, and making it a tempting target for
members are quite willing to authoritarian Vassals. ISPs and websites
pitch in for a good cause. A few gladly sell the chat members’ data for the
dollars from each member can right price, and Vassals can abuse that
add up to a sizeable sum. info to identify and monitor members.
• Long Distance Relationships: • Controversy: Not everyone in The
Not everybody in The Chatroom Chatroom shares the same way of
is a city native, and these friends thinking – sometimes the most
in far-off places can be a huge innocuous disagreement sparks a server-
boon. When the rebels need wide flame war. With the pressures of the
items from outside the city, outside world closing in, frustrated chat
someone in the room can members become more likely to tear each
probably hook them up. other apart.
171
WhEeL oF FoRtUnE
Prepared, Passive, Enduring
At their best, the Wheel of Fortune is At their worst, the Wheel of Fortune
frugal in times of plenty and giving in is passive and unwilling to act,
times of trial. trusting in destiny to fix their
problems for them.
Nurture this covenant when… Betray this covenant when…
you find a way to turn a tragedy you hold onto a plan when it time
into victory, or find dreadful and again results in failure, or
failure despite your best efforts. refuse to help a friend who has
fallen on hard times.
172
HaNgOuT
When you hang out with the Wheel of Fortune, flip a coin. On heads, they show
you an opportunity you hadn't considered. On tails, they show you how the course
you're on might lead to disaster. Gain fleeting Advantage acting on their insights.
CiTy MoVe
When you help someone in need, gain 1-Balance. Spend 1-Balance to receive
unexpected charity or camaraderie, giving you fleeting Advantage on Connect or
Let Your Hair Down.
CaStLe MoVe
When you would roll without Advantage or Disadvantage, you may get
1-Balance by giving yourself fleeting Disadvantage, or spend 1-Balance to give
yourself fleeting Advantage.
Points of Balance disappear between investigations, spilling out as
random good fortune for those around you.
The Medic By Freyja Erlingsdottir
The Medic is constantly teetering on the edge of burnout, unwilling to quit his job
in case his intervention might save another life, even as his superiors take
shameless advantage with long shifts and endless overtime. His personal life is as
good as nonexistent, and yet he would rather sacrifice his time for others than
take any for himself. He feels powerless to improve his life, reasoning that his
trials are simply the cost of the work.
How they can help: The Castle’s Threats:
• Medic: The Medic can advise on • Hopelessness: He got into the
medical matters and fix you up if business to help people, but he is
you’re hurt, no questions asked. He close to losing hope altogether. A few
can even get you some prescription more disappointments or too-long
medicines, if you push him or shifts may push him over the edge of
convince him you need them. total burnout, leaving nothing – and
• Someone to Talk to: The Medic will no one – else to fill his life.
always lend you a sympathetic ear. He • Bargain: He won’t help himself, but
keeps tight confidence, raises spirits if offered a better way of life while
and gives good advice, especially on still helping others, he may accept it,
how to avoid danger to yourself. even if means becoming a slave to
• Small Acts of Kindness: Years of the castle instead.
giving people aid means the Medic • Sacrifice: If the need is urgent and if
know a surprising amount of people given the opportunity, The Medic will
willing to give help back. However, he readily sacrifice parts of himself to
only accepts it for the sake of others. heal another, whether his dreams,
his truths, his life, or even his soul…
173
JuStIcE
Fair, Righteous, Campaigning
At their best, Justice gathers power so At their worst, Justice trusts in and
that they can help others and bring supports the structures of society
low those that use society's structures without recognising the institutional
to cause pain and misery. harms they propagate.
Nurture this covenant when… Betray this covenant when…
you get them evidence or a lead you avoid responsibility for the
that helps them fight injustice. suffering you have caused.
174
Hangout
When you spend time with Justice, you can help them talk through the details of
their current case or sit in on a meeting with community members. Pick one to
learn about: the Vassal's current activities, a new contact who needs help, a threat
to another rebel's Role.
City Move
The systems of this city are unjust and perpetuate inequality, but with Justice you
can – for a moment – force them to work towards their putative lofty goals.
When you’re trying to convince a public servant to do their job, you can Make a
Stand checking against Fealty instead of Blood.
Castle Move
Eye for an eye, tooth for a tooth. When you remove an Opening from an ally with
Stand With Me, fade this covenant to force your adversary into the same danger
and place an Opening on them.
The Grassroots Organiser By McKayla Roundy
The Grassroots Organiser is passionate about improving their community and
making life better for the average citizen. During their career, they’ve done
everything from organising protests to direct action against government
corruption. Their exhaustive work for change has won the support of the
community, and many local politicians draw inspiration and support from them.
How they can help: The Castle’s Threats:
• Spontaneous Demonstration: • Blackout and Smears: Despite their
There’s no shortage of issues for the popularity, the Organiser has never
Organiser to mobilise their been popular with the media firms
supporters over, and the castle is owned by the castle’s Vassals. The
often a cause of them. When the castle has prevented the Organiser
rebels need to shake the attention of from getting attention, while also
the castle, the Grassroots Organiser besmirching their actions, policies,
is able to whip up a protest to keep and support.
the castle occupied. • Palm-greasing: It takes money to
• Been Around the Block Before: cause political change, money the
They’ve been in this game for a long Organiser tends to lack. More than
time, and with that has come a once, the castle’s systems have tried to
truckload of experience. Everything seduce them with promises of funding
from legal protesting advice to a to achieve all their goals… though
number of political contacts could the castle always collects its debt.
be obtained from them. • Nihilism: While unrelenting in their
• Hope and Progress: The fight push for change, not every
against injustice often feels like one movement or policy can be
step forward and two steps back. successful, especially against the
During those times the Grassroots castle’s systems. Losses are
Organiser is quick to comfort, devastating and take their emotional
offering hope for a better future and toll, and there are only so many
reminding you how far society has losses one can suffer at once before
come in the fight. giving up all hope.
175
ThE VaGaBoNd
Easygoing, Indecisive, Self-Sacrificing
At their best, the Vagabond is calm, At their worst, the Vagabond is
collected, and observant. They never passive and apathetic, unwilling to
rush into things, but their perspective risk the disruption action might
is often valuable. bring.
Nurture this covenant when… Betray this covenant when…
you find peace or insight by you demand they change when
surrendering to the whims of they don’t want to, or suffer
fate. burnout from pushing yourself
too hard.
176
Hangout
When you hang out with the Vagabond, you can tell them about a dilemma
you’re facing. Whether through the Vagabond’s advice or otherwise, the
Architect will tell you what the immediate consequences of each choice would be.
City Move
The Vagabond gives you the patience to watch and wait. When you stake out a
target, a hit on Pass Beneath Notice gives you fleeting Advantage on Rebel Eyes.
Castle Move
The Vagabond teaches you serenity in pain. When you mark a condition in a fight,
hold 1. Spend 1 to reveal a weakness in the adversary’s fighting style and give
another rebel fleeting Advantage against them. Spend 3 to create an Opening.
The Constant Cultist By Grant Howitt
You name it, they’ve devoted their life to it – for a while. Crystal wellness theory,
red-string kabbalah, detoxification regimes, angel worship, bungee-cord zen,
and applied wiccan technomancy are among the Cultist’s previous obsessions
and by no means a full list. They don’t discount their previous experiences as false
when they turn to a new passion, but accept them all as a greater understanding
of their shifting and ineffable place in the universe.
HOW THEY CAN HELP: THE CASTLE’S THREATS:
• Esoteric Stockpile: Their apartment • Hungry for Revelations: The Cultist
is jam-packed with leftover ritual will try anything once if it promises
components which they’re happy to hidden wisdom – so they’re the first
lend or donate to the cause. If you port of call when the Castle is
need something specific and vaguely looking for someone to corrupt and
occult to open the door to the castle, mislead, and maybe spread that
they probably have something like it corruption to the rebels themselves.
in their spare room. • A Chequered Past: Back in their
• Thicker Than Water: The Constant youth, the Constant Cultist fell in
Cultist has a connection to almost with radical political organisations
every fringe organisation and and did things that could come back
splinter cult in the city; despite their to haunt them. An anonymous
fly-by-night approach to phonecall to the authorities passing
enlightenment, they’re charismatic on the right information would
and well-liked by most of the groups result in – at best – having to answer
they’ve joined up with. They can put some difficult questions.
in a good word for you and get you • Sacred Inaction: The castle hijacks
past the gatekeepers, at least. their well-meaning policy of
• A Place to Burn Out: They’ve been weighing up all the options before
there. If you need somewhere to hide making a decision and sends them
while you collect your thoughts, lick amongst the rebels as an unwitting
your wounds and maybe avoid the agent of chaos. Sometimes, a few
police a little, they can sort you out. hours of confusion are all it takes.
177
DeAtH
Catalysing, Callous, Fatalistic
At their best, Death shows you which At their worst, Death is brutal and
parts of your life are causing pain or callous, pressuring you into changes
holding you back, and helps you let go so that you can be who they want you
of them. to be.
Nurture this covenant when… Betray this covenant when… you
you show willingness to make cling to your status quo even as it
significant changes to your life. causes you pain or misery.
178
HaNgOuT
When you spend time with Death, they can ask you one of these:
What’s your biggest regret? Who do you wish wasn’t in your life? What’s your biggest worry?
You don’t have to answer honestly, but both of you will know if you lie.
CiTy MoVe
When you stage an intervention for someone you care for, pick two:
• They’re driven to change things.
• They don’t resent you.
• There’s a clear route to a better life.
• They have the support they need to make the change.
CaStLe MoVe
Sometimes a part must die for the whole to live. When you surgically amputate
part of another rebel, inflict a condition on them to let them pick one:
• They remove a Blood-related crisis.
• Their Void Rank drops by 1.
• They’re freed of a lingering curse, poison, or wound, here or in the city.
The amputated part returns in the city – but the scar lingers.
The Nurse By James White
The Nurse is vague about whether she has any medical qualifications. The Nurse is
even vaguer about where she gets her stash of needles and chemicals and gossip but
there is no arguing with results. The Nurse is a source of advice, care, and unusual
items for the resistance but just how she finds what she finds might be troubling to
some. Does she have her reasons, or is something more sinister at play?
How they can help: The Castle’s Threats:
• Angel of Mercy: The Nurse can provide • Nightingale or Vulture? The Nurse’s
most forms of medical care, and find agenda might not fully overlap with
someone who can provide the rest. the rebels’. If her interests are
Such care might come with hidden threatened, it may not take much
costs or other strings attached, but it for her to start seeing the rebels as
can mean the difference between life tools to use – or pawns to sacrifice
and death, between swift recovery and – instead of allies worth nurturing.
lingering decline. • Shatter the Shell: Something
• Oracle of Apollo: The Nurse has seen it ruthless and fierce burns within the
all, heard it all, and experienced much Nurse. If she thinks it necessary to
of it herself. Her advice is surprisingly discard someone, anyone, to
comprehensive, and often cuts directly achieve her goals, she won’t
to the heart of the matter. hesitate long.
• Treasurer of Shennong: As long as • Wings of Icarus: If the Nurse is
you refrain from asking awkward disinclined to exploit her allies, she
questions, the Nurse can provide may instead take too much on
medicine and – depending on herself. Her operation is a risky
payment – other restricted one; it wouldn’t be hard for her to
substances, embargoed information over-reach, expose herself, and risk
on treatments, decommissioned discovery, blackmail,
medical equipment, and more. imprisonment, or worse.
179
TeMpErAnCe
Balanced, Moderate, Patient
At their best, Temperance is a At their worst, Temperance ignores
moderating force in other's lives, the root causes of other's joy and
bringing them balance, patience and sorrow, instead pushing them to stop
stability. harshing Temperance's mood.
Nurture this covenant when… Betray this covenant when…
you reconcile a conflict between an excess of emotion leads you into
friends, or your patience and disaster, or you alienate a friend by
vision bears fruit. holding firm to your beliefs.
180
HaNgOuT
When you hang out with Temperance,they help you balance out the worries in your
life. Move a tick from your stress gauge with the most ticks to the one with the least;
work out with the Architect what advice Temperance gave you to effect this change.
CiTy MoVe
Temperance teaches you… well, temperance. If you only take one action during a
day, gain one extra action, Everyday or Rebel, the next day.
CaStLe MoVe
When you act as a mediating force between your friends, you can work a strange
alchemy. Pick one or more other rebels and average out the Void or World marks
you each have recorded. You say where any remainder goes.
For example: You mediate Void between yourself and two others.
The three of you have one mark, three marks and four marks,
so there's 8 marks to distribute – leaving you at 3, 3 and 2.
ThE PrOlIfIc FeNcE-SiTtEr By Laurence Phillips
The Prolific Fence-Sitter is a writer and correspondent. They are highly educated,
privileged, and well-placed in the halls of traditional journalism, but are
otherwise a static force. Entrenched in conventional wisdom and the mythology
of the Golden Middle, the Fence-Sitter has the intelligence and resources to speak
truth to power, but is saturated with a timidity born of a fear of being wrong.
HoW tHeY cAn hElP: ThE CaStLe’s ThReAtS:
• Placater: By fixing their ideological • Assimilation: The Fence-Sitter is only a
rudder firmly to the centre, the step or two away from becoming part of
Fence-Sitter rarely makes enemies the system they claim to hold to account.
in the corridors of the mighty. By controlling access to the information
They are trusted to always provide they require, a Vassal can turn an
a “fair and balanced” viewpoint, upstanding journalist into a PR machine.
and as such elites find it easy to • Conditional Love: The Fence-Sitter’s
make time for them. family are willing to support them as
• Silver Spoon: They come from a long as they maintain their upstanding
privileged background, and have reputation. Should their commitment to
access to private wealth and the status-quo be brought into question,
property. If properly motivated all that has been given can be taken away.
they can easily provide a secluded • Dying Breed: The Fence-Sitter is a
holiday home to lie low in, or a bulwark of a dying medium. At any
brown envelope full of cash. moment the financiers behind
• Classical Education: A fastidious traditional journalism could decide to
researcher and minor intellectual consolidate their losses, throwing all
in their own right, they have the who rely on their money into the snake-
drive, passion and single- pit of freelance journalism, to write
mindedness to uncover all listicles on the latest pop culture fad.
manner of deeply hidden secrets.
181
ThE DeViL
Transgressive, Tempting, Hedonistic
At their best, the Devil’s temptations At their worst, the Devil seeks to
show you a part of yourself you were break down your self-image so that
in denial over – rejecting society’s they can be the one who defines who
conditioning to embrace who your you are.
truly are.
Nurture this covenant when… Betray this covenant when…
you realise something life- you place the needs of others or
changing about yourself – and society as a whole above your own
follow through on it. self-actualisation.
182
HaNgOuT
When you hang out with the Devil, they test your boundaries. Their player
secretly decides if they’re going to be helpful or hurtful; you secretly decide if
you're receptive or dismissive. If you're receptive and they're helpful, it's better
than you expected – heal a condition and mark Void. If you're receptive and
they're hurtful, it's worse than expected – mark Fealty and fade this covenant.
Otherwise, it's a pretty normal hang.
CiTy MoVe
When you tend to the Wolf at the Door, you can fake a solution to one of your
crises instead of paying a cost. If you do, check against Infamy. On a hit, it
works. On a weak hit, your deception has its flaws – get fleeting Disadvantage in
the city. On a miss, the consequences are dire.
CaStLe MoVe
The Devil shows you how looking after number one isn’t necessarily harmful.
When you Evoke the Covenant and put another rebel in trouble, they get fleeting
Advantage escaping the danger you put them in.
The Criminal Lawyer By Lisandro Johnston
The Criminal Lawyer won't claim she's on your side. Alliances are flimsy things,
after all. As a lawyer, she's seen and committed her fair share of atrocities, yet even
she understands that certain people need to be brought down. Luckily, regardless of
what side she's on, desperate people flock to her like moths to a flame. Everyone
wants a way to game the system, and she just happens to have the rulebook in hand.
How they can help: The Castle’s Threats:
• Ocean's Unlucky Thirteen: Assuming • Pariah: No one likes lawyers, not even
you have the cash to pay for it, the those who hire them. The Criminal
Criminal Lawyer will plan out Lawyer’s opportunistic personality and
whatever heist or crime you have in her lack of filter certainly haven't made
mind, all equipment included. her any friends. She doesn't have
Blueprints, tools, disguises, the works. anyone to rely on in times of need.
• Rulebook: The more powerful • Indulgent: The Criminal Lawyer has
someone is, the more rules society a refined palate and very expensive
places upon them, and Vassals have tastes. Wine, sweets, fancy furniture;
power to spare. The Criminal Lawyer she's in the habit of spending her
will happily ascertain what those money in all kinds of places. Almost
rules are, and how to exploit them in all merchants know her, even those
your favour. who regularly deal with Vassals.
• Small World: What if there's • Weak-willed: It's true she would never
someone out there planning the work with someone who is truly evil,
same crime as you? If so, the but the world isn't divided into good
Criminal Lawyer most likely knows people and Vassals. For the right sum,
them. And for a price, you can know her allegiance could be bought by a
them too. less than reputable client.
183
ThE ToWeR
Scarred, Seasoned, Tragic
At their best, the Tower is a resolute At their worst, the Tower is a constant
and steadfast friend when things are drain on their friends, always having a
going bad – they’ve seen it all. new sob story to explain why their
life is off track.
Nurture this covenant when… Betray this covenant when…
you meet the Tower on their you do something to try and fix
own terms, without judgement their life without their consent, or
or condescension. abandon them in a moment of need.
184
HaNgOuT
When you hang out with the Tower, they decide what they’re looking for:
escapism or assistance. They can’t tell you directly, but can gesture at it with their
roleplaying. If you provide what they’re looking for, you gain fleeting Advantage
on Fealty or heal one of their conditions. If you let them down, and especially if
you do the other one, they’ll lose some trust in you and in society, and if they’re a
rebel they get fleeting Disadvantage on Fealty checks.
CiTy MoVe
When you’re at your lowest point, the Tower is there to let you know you’re not
alone. Once per investigation when you max out a gauge, the Tower will appear
and help with your problems – fully refresh that gauge.
CaStLe MoVe
There’s power in destruction, even when it’s indiscriminate. When you accept
pain in order to achieve your goals, succeed at a move as if you’d rolled a 10+ but
also pick one of the 10+ results from Push Through Pain.
The Crow By Lisandro Johnston
An ex-soldier turned priest, The Crow realised after retiring from the army that
his true enemies were not the fellow men he'd been ordered to slaughter, but the
ones pushing him to do it in the first place. Against such monsters, unfortunately,
the strength of one man is useless. As such, he's turned to the only force greater
than the greed of man; Unity. An odd choice for a deity, yet he knows that even
the simplest of gods can instil faith in people.
How they can help: The Castle’s Threats:
• Helping Hand: In exchange for an • Nothing's Free: Indiscriminate
honest day's work, he will provide charity is looked down on by those
you with shelter, basic supplies, and who control the lives of others
even rudimentary weapons, through extortion – The Crow must
depending on your needs. keep a low profile to avoid the wrath
• Forgiveness: While it is only human of Vassals and their allies.
to sin, he believes that forgiveness is • Scarcity: The more desperate people
transcendent. Do you have a this afflicted city throws his way, the
confession to make? If so, he will not harder it’ll be to lend a helping hand
judge, and he will not tell. to all of them.
• Consecration: Although he's given • One-Man Army: He'll stop at
up combat, he'll occasionally teach nothing to help those in need – and
those interested enough to learn. A if they’re beyond his ability to help,
necessary evil, he calls it. Yet one he’ll burn himself out or get deep
that works wonders to defend into trouble before he accepts it.
oneself against evil worse than man.
185
ThE StAr
Talented, Generous, Mercurial
At their best, the Star is a creative At their worst, the Star is naive and
genius, their raw potential shining amateurish, unwilling to accept
through their ever-improving art and other's advice or instruction.
bringing hope and life to those
around them.
Nurture this covenant when… Betray this covenant when…
you bring a change of you see someone in crisis and
perspective to someone's life hoard resources you could have
and help them find a new way to used to help them out of it.
be happy.
186
HaNgOuT
When you hang out with the Star, they'll say what they're in the process of
creating. It might be a new project, or the next stage of a familiar one. At some
point in the scene they'll ask you what you think; describe your honest feelings
about it and your place in the world to mark World or Void as appropriate.
CiTy MoVe
The Star lets you find unexpected paths when you think you're lost. If you find
yourself unsure where to go or can't see a way out, call on the Star. The Architect
will give you a definite way forward or way out; get fleeting Advantage using it.
CaStLe MoVe
The Star awakens inner potential. Once per delve when you spend some
moments meditating on who you want to be, pick a Shadow Move from a
playbook no-one else is using. You can use that move for the rest of this delve,
and then you lose it and can’t gain it this way again.
The Gamemaker By Declan Winterton
The Gamemaker is a bright and brilliant soul who weaves weird worlds and
strange stories for the delight of others. Around her table friends and strangers
try on new skins and different minds. She loves the way her game can change
people’s perspectives or inspire imaginations, but can risk losing herself in the
joy of creation and the worry of perfection.
HOW THEY CAN HELP: THE CASTLE’S THREATS:
• Insight to Your Ills: The character • Perfectionism: The Gamemaker loves
you bring to the Gamemaker’s her story and so do her players. It just
session is a reflection of one of your needs something more and it would
current worries or problems. In be perfect. She’ll spend more than she
playing the session you gain a has in time, money and promises to
measure of insight on how to work make it as good as she dreams it can
towards solving or dealing with that. be. And it still won’t be enough.
• Bardic Inspiration: The • I Am Your God: She admits she can be
Gamemaker’s stories fill you with a little uptight about the rules, but
hope and daring as she inspires you sometimes it goes from bad to worse.
to dive forward into a new plan or Sometimes her pride won’t let her
project with fresh new vigour. back down and she’ll lose friends,
• Cosplay Night: When you’ve been family, everyone to that burning
through hell the Gamemaker can desire to be right.
help you relax and refresh, enjoy • Legend-Maker: At her core the
playing a game with your friends Gamemaker is a performer and fame
and coming back to the world and glory call her. She’ll happily take a
renewed. promise of spreading her stories and
inspiration to millions without
checking whose hand she’s shaking.
187
ThE MoOn
Primal, Nightmarish, Liminal
At their best, the Moon brings At their worst, the Moon offers only
subconscious insights to the fore and illusions and doubts, trapping you in
puts you in touch with something your own anxieties.
larger than yourself – primal, vast,
and mysterious.
Nurture this covenant when… Betray this covenant when…
you trust in your instincts in you wallow in the Moon's illusions
the face of danger and your and weirdness, to the point that it
common sense. harms your mental health.
188
HaNgOuT
When you hang out with the Moon, anything can happen. It might be a
hallucination, a vision, or the world's wonders becoming visible. If you throw yourself
into this unreality, you can swap one condition you’re suffering for another.
CiTy MoVe
When you consult your dreams for guidance, toss a coin. On heads, the Moon is
present in your dreams, and will show you something important. Gain fleeting
Advantage acting on their message.On tails,the dreams are nightmares.Pick one: gain
lasting Disadvantage for the next day,or realise something uncomfortable about yourself.
CaStLe MoVe
When you reject your humanity as you throw yourself into a battle, say how your
body twists and changes. For the rest of this fight, you can mark a condition to:
• Get an automatic 6- on Push Through Pain.
• Go somewhere it’d be impossible for you to go normally.
• Turn your limbs into weapons (tether, flexible, close).
The Nighttime Wanderer By Tetra Saturn
Passing over the night soaked streets, bathed in electronic light, the Nighttime
Wanderer knows this city in and out. And still they find ways to get lost in it. They
disappear into a cold, sleepy job during the day, collapse as soon they get home, and
then brighten up at duskfall. That's when everything comes alive for them.
How they can help: The Castle's Threats:
• Escape: They know that things can • Adrift: The Nighttime Wanderer
get tough or brutal. When you need likes to wander. And at some point,
to get away, for a breather, a chat, or they may decide to wander
a shared silence, the Nighttime somewhere else. To a new map of
Wanderer will always know a route routes, hideaways, and stories for
out. And have just the place to them to learn.
introduce you to. • Lost: The Nighttime Wanderer likes
• Every Nook and Cranny: The places uncanny or out of the
Nighttime Wanderer knows this ordinary. The castle is one such
city better than the back of their space in heaps and spades, and they
hand. If there's something you want may wander off into its corridors.
to know about it, all you need to do • Terrified: At some point, The
is ask. At the very least, they'll know Nighttime Wanderer might find
where to look. somewhere to belong. And that will
• Pulse: The Nighttime Wanderer be new and precious to them. The
keeps track of what's afoot. And risk of losing their newfound home,
always has plenty of personal or bringing trouble to it through
anecdotes and insights of the city associating with you, may spook
that they'll gladly share. They aren't them into ghosting you.
just an observer, and get involved in
all sorts of happenings.
189
ThE SuN
Direct, Insightful, Positive
At their best, the Sun brings clarity At their worst, the Sun is idealistic
and optimism to your life and clears and uncompromising, showing an
out your doubts and uncertainties. almost childlike stubbornness to
deviate from their ideals.
Nurture this covenant when… Betray this covenant when…
you join the Sun in you compromise your ideals in
enthusiastically celebrating service to the 'greater good'.
their ideals through art, protest,
or labour.
190
HaNgOuT
When you spend time with the Sun, at any point in the conversation you can ask
them one of these questions. The Sun will do their best to answer, and their answer
will be more right than wrong.
• Who's really behind ____ ?
• What's the connection between ____ and _____ ?
• Who's keeping ____ a mystery?
If the Sun is another rebel, they can consult with the Architect before answering.
CiTy MoVe
When you speak truly and honestly to someone when you Make A Stand, all present
know that you speak the truth.
CaStLe MoVe
When you bring out the light within, roll +Cups. On a hit, you illuminate the area
with warm yellow light. On a 7-9 pick one, on a 10+ pick two:
• You burn away illusions and shadow.
• The light illuminates something useful to you.
• Hostile creatures may only see you.
• You can wield the light as a weapon (long-range, stun, grazing).
The Lark By Lisandro Johnston
As a travelling performer, Lark has always loved tales of the absurd and fantastic.
However, one day she learned that, as they say, truth is stranger than fiction.
After that, she began collecting stories from a different source; normal people.
Their struggles, failures, and triumphs. Their secrets. After all, what could be
more entertaining than naked, unvarnished reality? And, as long as you don't ask
too many questions, she'd be happy to share one of these stories with you. All she
asks in return is one of your own.
How they can help: The Castle’s Threats:
• Intel: All stories contain nuggets • Wanted: No one likes their dirty
of truth – Lark's are simply laundry aired out in the open, much
thicker and juicier than most. less the castle's Vassals. Lark claims
Interested in a specific one? Then her stories to be fictional, yet her
you better have sharp ears, and an clients aren't the only ones who can
even sharper mind. read between the lines.
• Are You Not Entertained? From • Vagrant: The more clients she attracts,
costumes to special effects, Lark the more often she has to move in fear of
spares no expense to make a attracting too much attention. As such,
spectacle of her stories, the kind she is not the easiest woman to find.
which is hard to come by these days. • Overzealous: Lark always puts her
• Perfect Audience: Need a shoulder storytelling before her own safety. In
to cry on? Is there a secret you her eagerness to entertain and be
desperately need to get out of your entertained, she might unknowingly
chest? Lark is all ears, as long as walk herself –and all of her well-
you make it entertaining. earned secrets– into a trap.
191
JuDgEmEnT
Alien, Enlightened, Potent
At their best, Judgement calls on you At their worst, Judgement is disdainful
to move beyond the mundane and of the day-to-day lives of regular people,
seek a higher power. seeing them only as raw materials to
be refined by their fire.
Nurture this covenant when… Betray this covenant when…
you cast aside a large part of you put off making a choice until it's
your life to become something too late, or return to a situation or
greater. relationship that was harmful to you.
192
Hangout
When you meet with Judgement, it'll be in a liminal space only lightly touching the
mundane world. If you ask them to, they can perform a ritual to swap out any one of
your Advances for another.
City Move
Judgement lets you peer into the disposition of souls. When you ask the Architect
if someone in this scene empowered by the castle, they’ll answer truthfully.
With a touch, you may sever your target from the castle's influence and power for
a day – and lose access to all your Covenant-granted abilities for the duration.
CaStLe MoVe
Judgement sees the man behind the curtain. When you spot an Opening with Line It
Up, the Architect will also tell you a pain, inadequacy, or regret deeply held by the
Vassal. Get fleeting Advantage making use of it in the city.
The Fallen By Trevor Cashmore
The Fallen was left devastated by a Vassal of the castle, and are now trapped in limbo:
a hospital bed. Their loss made them feeble, yet gave them new understanding and
power. They are not ashamed of having been a victim of the castle, for they were not
defeated – they were reforged. What are they now? Wounded? Inhuman? A ghost?
They refuse to answer – and perhaps don’t know themselves.
How they can help: The Castle’s Threats:
• Judged According to their Deeds: • Cold Case: The castle is eager to finish
From much experience, the Fallen the job. By erasing evidence,
knows Vassals and their dark intimidating or killing witnesses, or
deeds well, and can provide clues even going after the Fallen themselves,
towards their motivations, they gradually erode the Fallen’s belief
strengths and weaknesses, and in second chances and karma.
identities. • Revenant: Their fall ignited in the
• Katabasis: The Fallen provides, to Fallen a burning conviction to bring
the worthy, access to the dark down Vassals. This desire is something
delights and resources of the the castle can twist and goad into all-
city’s underworld. Criminal? consuming vengeance, which would
Literal? That’s for you to earn the devour all their supporters as fuel for
right to discover... the hunt.
• Fruit of the Poisonous Tree: • Wraith: The Fallen will forever mourn
What the Fallen lost, they gained what the Vassal took from them. The
in esoteric knowledge and power. more the castle taunts them with their
They can provide insights into the past, the more they become obsessed
castle, or power of Shadow, but with reclaiming what they lost, and in
always with a cursed price. doing so, fail to realise that this
impossible quest will only doom them
to lose all that they gained instead.
193
CoVeNaNt NeEdS
Swords Cups
Ace Give them clarity about what to do next. Provide an outlet for stifled creativity.
2 Stop them from making rash decisions Show them you’re in this for the long
and taking on too much responsibility. haul.
3 Help them get over a messy breakup. Give them a community to be a part of.
4 Give them a chance to recover from Give them peace and space to reflect on
burnout. their desires.
5 Back them up as they confront their Help them process their past trauma.
antagonists.
6 Help them move house (and deal with Revel in nostalgia with them.
any ensuing drama).
7 Show them they can trust you with their Show them which of their dreams is the
secrets. real deal.
8 Break them out of their tunnel vision. Help them see why they’re feeling
unfulfilled.
9 Act as a sounding board for their Bring about a dream they’d suppressed
anxieties. as unrealistic or childish.
10 Care for them as they recover from a Show them the value of their existing
disastrous betrayal. relationships.
Scholar Indulge the passionate desire for truth Push them out of fleeting comforts so
that burns within them. that they pursue their deeper passions.
Envoy Show you can be the partner they need Resolve a quarrel between them and their
to put their dreams into action. partner before feelings spiral out of control.
Avatar Be honest with them about your true Stop them living in other people’s heads
goals and what you want their help for. and give them emotional autonomy.
Crown Give them a well-researched plan of action Get them out from under a toxic,
that’ll get them out of their current crisis. controlling partner.
Wands Coins
Ace Commit time to hearing out their new Help them sort out the red tape that
idea and giving honest feedback. came with an unexpected windfall.
2 Work with them on a plan for their Help them balance their main job and
future. their side hustle.
3 Show them that their ambitions can Find them skilled people to collaborate
take them far further than they imagine. with.
4 Help them celebrate a major event Help them find a sense of financial
(graduation, family wedding, birthday, etc). security.
5 Help them stop arguing with their Spend time volunteering with the
colleagues and find a way to listen. charity they work for.
6 Win them public recognition for their Get them out from under an onerous
good deeds. debt.
7 Protect them from people seeking to Spend time cultivating a garden or park
tear down their achievements. with them.
8 Take care of their mundane needs as they Offer them your labour and let them
throw themselves into an opportunity. teach you a new skill.
9 Help them take a break from their Get them to take time out of the city and
struggles and recover from burnout. enjoy nature.
10 Show them they can give you some of Plan out with them how they can
their burdens. provide for their family.
Scholar Relight the spark of inspiration they had Help them prepare for a job interview.
for an old project.
Build a daily routine together that gives
Envoy Find them a patron who’ll let them each of you a sense of stability.
spread their wings.
Help them move from nurturing others
Avatar Back them up as they attend a high- to seeking their own flourishing.
stakes social event.
Crown Find them a crew of people who will be Show them the harm done by inequality,
able to put their vision in action. and push them to rethink their own wealth.
MaKiNg YoUr OwN CoVeNaNtS
This book uses the Major Arcana of the tarot to divide up the
different things your rebel’s contacts can provide for you, but that
shouldn’t restrict you. As you play, you might find that my
presentation of the Arcana doesn’t work for you, that you want to
add in extra archetypes not covered here, or you want to use a
whole different system of organisation for your game. Great!
If you’re wanting to rewrite a covenant – or write a new one –
you’ll want to cover these bases:
Personality: What sort of person is the contact, within the context
of this relationship? If you’re making this covenant bespoke for an
existing NPC in your game, this can be a lot more specific than the
covenants in this book, but it’s still worth considering how the
person might change in this new context. If you’re not basing it on
an existing rebel/contact relationship, it’s worth setting out:
• The ways they can encourage or help the person they’re in this
relationship with.
• The ways they need support and assistance from the person
they’re in this relationship with.
• Their particular strengths.
• Their particular frailties.
Hangout Move: A Covenant’s Hangout Move is extremely
important. It’s the core way this character is going to be shown
onscreen, and should communicate the essence of the relationship.
It’s also a way of showing how this character has an impact on the
rebel’s life. The way they help out can be directly offering advice and
help (Strength, Gardener), providing an escape from the pressures of
the city (Vagabond, High Priestess), providing useful tools and
information (Magician, Sun), even antagonism that still somehow is
useful to the rebel (Devil, Moon). Whatever form this aid takes,
remember that it’ll need to be revisited multiple times throughout
your game – make sure it can hold up to that kind of repetition.
City Move: This is a direct way of showing how this relationship
encourages and empowers the rebel. Like the hangout move, this
help can take many forms. It could be direct help – dropping their
name, using a trick they’ve showed you, drawing on their
resources. It could be a matter of perspective and philosophy,
seeing the world as the contact does and drawing strength from
that. It could be something far weirder – calling on their occult
might to empower your supernatural activities, hearing their
words in your mind, sending dreams to bedevil your targets.
But I’d encourage you to keep things subtle and focused on the ways
this relationship has changed the rebel. Relationships are at the heart
of Voidheart Symphony – the ways they make you a different person,
the way they help you see the world differently, the way investing in a
network of mutual care and trust builds a lasting movement. Adding
too much weirdness here can dilute that core message and reduce the
important mundanity of city-level play, so use it with care.
Castle Move: Now, this is your chance to go weird with it. Castle
Moves are a great opportunity to add capabilities not seen in the
core moves, and are the rebel’s secret weapon in their battle
against the castle. Add weird mystic weaponry, quirks of fate,
warping of the psychoterrain battles are happening in, brand new
capabilities for movement and information-gathering.
The simplest form of a castle move is a modifier: when you trigger a
basic move while doing [x], get an extra bonus. Justice is an example
of this, and it’s a great way of getting to get the player acting a
specific way while keeping the focus on the core moves. Then there’s
direct moves: when you do X, [effect]. Skipping any kind of roll
means the move is over quickly and flows you right back into the
action – see Temperance, or Vagabond. More complex still are moves
with a roll attached, like Strength or Sun – note how this provide an
alternate route to results provided by the basic moves, giving
different options for fictional positioning and powerful alternate
outcomes. Pick the complexity of your Castle Move with care, to
make sure it has an appropriate amount of screen time!
Covenant Systems: If you’re making multiple covenants, consider
how they intersect with each other. A little overlap is fine, but it’s
helpful if each covenant has a clear and distinct role in the system.
It’s also worth thinking about what the aesthetics of your system
communicate. A small, closed set (e.g. the Zodiac, the planets,
greek gods) makes each archetype feel more cosmically important,
whereas a vast, unbounded set (e.g. flowers, minerals, memes)
can make each covenant feel more personal, specific and
momentary. Play with it and decide what works for you!
ChApTeR 5
ThE ArChItEcT
YoUr AgEnDa
You have three guiding rules as you run this game:
Make the city feel real
You make the city feel real by using your narration to highlight
the quirks and routines of the city's inhabitants, by grounding the
characters in their day-to-day life, and by taking the troubles
assailing the rebels and their friends as seriously as they deserve.
You do it by treating the city as a place that could exist, and
staying true to the city that your group has built up in their minds.
Make their revolution feel necessary – and possible
Voidheart is a game about revolution. That's why it's important to make
their revolution feel necessary – and possible. The first part means
that the castle's Vassals shouldn't be a mere annoyance, a thing you
go and fight because you're bored and it sounds like fun. They should
represent an existential threat to the rebel's way of life and to the society
they'd want to live in. But they can be fought. Make the revolution
possible by showing the weaknesses and corners cut in the Vassal's
operations, by showing how a group of psychonautic revolutionaries
can worm beneath their defences and tear their plans apart.
Play to find out what happens.
Finally, this is a game that thrives on the story being wild, untamed,
able to push in any direction that takes its fancy. You play to find
out what happens by rejecting any notion of a pre-planned plot,
and giving your shared conversation and the game's moves the
authority to decide where your game ends up.