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Published by natashachapmanfx, 2022-11-16 05:38:55

voidheart-symphony

voidheart

An Example Reading 5

To demonstrate, here’s an example spread:
4a

3

12

4B

Step 1: Tier

The Lovers, reversed

The Vassal is a monarch, newly arrived in this city to serve some
goal wider than the city itself. The Lover represents, well, love,
along with alignment and choices. Alignment is interesting –
forming new partnerships. I think that this Vassal is in the city as
an ambassador for a broader wing of the castle, and is here to fold
the city’s Vassals into their organisation, either as a mutually
beneficial partnership, or a hostile takeover. Either way, it’ll only
strengthen the castle in this city.

Step 2: Drive

The Moon

The Moon is a card of illusions and nightmares. What this tells me
is that the world scares the Vassal, and the castle offers them a
perspective that makes the world simple. Their impulse is,
perhaps, to ignore complexity and act according to a simple
paradigm – you can serve or you can suffer.

Step 3: Complications

Four of Coins, Reversed; Crown of Swords; Eight of Cups

Regrets: The reversed Four of Coins can represent materialism,
frugality, selfishness. Perhaps the Vassal made decisions in the
past driven by material needs (miserly withdrawal or acquisitive
hunger) and regrets the consequences of that? But I’m not really
feeling that one. Perhaps, it’s a lack of what the upright card
represents: control over your assets and financial stability. Maybe
the Vassal was careless with how they used the riches the castle
funnelled to them, and it hurt or upset someone they cared for.

Aspirations: The Crown of Swords is one entirely in charge of
their intellect and authority. The Vassal wants to be a wise ruler,
fully a master of their domain – and there’s a vein of noblesse
oblige running through them. They view it as admirable for the
one in charge to care for the needs of their lessers, even if they
cannot imagine a world outside the hierarchy of the castle. Their
shard might have elements pointing to underlings they think
they’ve helped, or victims of other Vassals that this Vassal uses to
convince themselves they’re one of the good ones.

Connections: The Eight of Cups is a card about introspection –
brooding on your purpose in life, and what you need to do to feel
fulfilled. I think the Vassal has someone that they go to when they
want to get things off their chest; maybe this city is home to an old
friend or even old flame of theirs, and they’re viewing this trip as
an opportunity to catch up and ground themselves a bit.

Step 4a: Mundane Support

Two of Coins, Reversed

The Vassal has a whole squad of supernaturally-augmented
minions serving them. Coins puts them in the financial sphere, and
the reversed Two of Coins specifically represents financial
instability and neglect. This makes me think of a business of
auditors or financial consultants, with the ability to corrupt and
contaminate numbers. They can come into a business, twist its
records, and cause its ruin (or serve it up on a platter to regulators).

Step 4b: Supernatural Support

Seven of Swords; Two of Swords; Six of Coins

The Seven of Swords is deception and secrecy. The Vassal is
unhappy with the underhanded way they enforce the castle’s will
(as described in Mundane Support). They don’t like acting like a
thief or assassin, even if it’s ‘necessary’. So in the castle, this is a
cloaked assassin jumping between shadows, swamping rebels in
confusion and cutting them open to spill out their precious assets.
If it breaches into the city, I might have them be a doppelgänger
set to steal a contact’s business from them and asset-strip it, or
straight-up act as an assassin assaulting the rebels in the night.

The Two of Swords is stillness, indecision, stalemate. The Vassal is
tired of the status quo, but they’re so locked into the castle’s
hierarchy that they don’t know what ‘different’ looks like. In the
castle, this constricting structure manifests as a knight on a
chessboard: constraining rebel’s movement, lunging from oblique
angles, and shifting to match the tactics used against it. If it
breaches into the city, it causes stultifying stillness to settle over a
neighbourhood. The air grows sluggish and humid, water is brackish
and flows fitfully, the roads are gridlocked, and red tape piles up.

The Six of Coins is prosperity, flow of money, generosity. This is
the Vassal’s perception of themselves as a generous ruler, ignorant
of the harm they cause. In the castle they drown rebels in torrents
of coins, command a flock of minions, ‘buy’ the rebel’s gear and
replace it with useless trinkets. In the city, they are an angel
investor for a contact’s venture, giving them everything they ever
wanted but pulling them into the castle’s systems.

Step 5: Danger

Scholar of Wands

What’s the immediate risk to the rebels’ community? As a minor
arcanum this means that it’s a structural change, and wands puts
this in the realm of creativity and inspiration. The scholar, in
particular, makes this a question of initiation, of people setting
out on a journey of creation. So I think it’s the arts scene of the
rebels’ community that’s under the hammer. This isn’t likely to be
a targeted attack, but a pretty common gentrifying pathway is:

1. An area has cheap property values, maybe thanks to it previously
being home to an industry that’s declined and shut up shop.

2. Artists and students move in, seeking cheap accommodation. Over
time the area gains a reputation as ‘cool’ or ‘artistic’ or ‘bohemian’.

3. Prices rise as the area becomes desirable and developers seek
to exploit its reputation. First the long-term residents of the
area are pushed out, and then the artistic community, until it’s
only home to upper-class professionals who want to look
cultured and arty.

So! This Vassal is coming in to fold this city’s castle into their
network, and one of their first steps is to get a strong financial
foothold. They’ll do this by noticing a part of the rebel’s
community that is at step 2 in that chain above, and start buying
out houses and meeting spots to start developing them into
something more profitable. This fragments the artistic
community in the area, and if left unchecked will dilute the
neighbourhood’s vibrancy until it’s bland and commodified and
marketable to the people with enough money to “really” matter.

Conclusion

So that’s our Vassal: a deal-maker at the summit of a pyramid of
financial institutions. They rely on the castle to give them simple
rules for life that’ll bring them prosperity, but they’re finding it
harder to ignore the complications and nuance of their actions.
And while they want to be a good ruler to those under them, they
cannot see the beauty that can only exist outside their walls.

ReAdInG tIpS

There are a few card interpretation strategies I bounce between. The
simplest one is to look up a card writeup online – Biddy Tarot is
often pretty good, though I’m also a fan of the per-card breakdowns
Pixel Occult do for their decks (e.g. their Neon Moon deck).
Another strategy is to build a set of structural guidelines, different
axes of meaning you can locate your card on. Some examples:
• Suit: Coins govern financial and material things. Wands are

passions, inspirations, creativity. Cups are emotions, communities,
and relationships. Swords are actions, intellect, and belief.
• Court Cards: A Scholar is starting a journey into the suit’s element.
An Envoy brings the suit’s element into someone else’s life. An
Avatar is encapsulating the suit’s element within them. And a
Crown is using the element as a tool, mastering it and directing it.
• Upright/Reversed: An upright card has its core meaning; a
reversed (upside-down) card is a modifier to that. A reversed
card might invert the card’s core meaning, showing a lack of
whatever the upright card indicated; it might block the core
meaning, suggesting something impeding the core meaning
from coming about; or it might internalise/externalise the core
meaning, reading a card normally about a person’s
environment as a description of their mental state or vice versa.
• Progression through the Arcana: The Major Arcana can be read
as a journey from complete naïveté (The Fool) to complete
enlightenment (The World). When interpreting a Major
Arcanum, you can read it as a guide towards the target’s
spiritual/philosophical/intellectual development – the higher
its number, the more lessons the target has learned from the
world. I find this less useful, but it might help you.
A final strategy is simply to see what the card’s art suggests to you.
Tarot cards are often full of dense, mysterious, and often
contradictory symbolism – see what it suggests to you! This is also
why it’s important to pick a deck that’s meaningful to the tone of
your campaign. Looking at my own decks, Neon Moon would work
well of a high-tech, almost cyberpunk-flavoured campaign; Oriens
encourages me to think in terms of nature, animals and ecosystems;
and the traditional Rider-Waite deck puts the spotlight on traditional
occultism, folklore, and institutional, historical systems of power.

MoVe SuMmArY

Universal Moves

TaKe A RiSk EvOkE tHe CoVeNaNt

When you do something risky that If you're desperate after rolling the
isn’t covered by another move, you dice, say which Intense Covenant you
do it, and the Architect will say what call on for aid. Fade the covenant, and
consequences unfold. re-roll one of your dice.

HaRd LeSsOnS If it's your Crew Covenant, the others say
which rebel steps up to help you out;
When you roll a miss in the city, the Architect says how they’re placed
mark Void as you reach for its aid. in danger.

When you roll a miss in the castle, If it's a Major Covenant, the Architect
mark World as you’re reminded of says how they lend unexpected help
your vulnerabilities. to you but open themselves up to
retaliation.
HeLp OuT

When you help another rebel, say
how and give them Advantage.
You'll share in the consequences of
their move, good and bad.

City Moves PaSs BeNeAtH NoTiCe

MaKe a StAnD When you attempt to Pass Beneath
Notice, check against Infamy.
When you Make a Stand to force
someone to pay attention to you, On a hit, you do it long enough to get
check against Blood. what you wanted, but it costs you.

On a hit, choose two: On a weak hit pick 2, on a strong hit pick 1:
▶ They don’t cause you immediate ▶ You have to leave this situation

problems. right now, or be discovered.
▶ Your words shake them. ▶ Someone notices you, and they’ll
▶ They spend some time focused
keep an eye out later.
only on you. ▶ You get separated from your allies

On a weak hit, it gets personal: mark a or pulled out of position.
condition. On a strong hit, you may
mark a condition to pick all three
options.

CoNnEcT VeNt

When you try to Connect with When you call on the void’s power in
somebody by… the city, choose 1-5 effects:

…convincing them you’re worth ▶ Terrify everyone present.
their time, check against Infamy. ▶ Conceal your identity from all
…making the Vassal’s threat clear,
check against Heat. onlookers.
…putting up a false front, check ▶ Call on a strength you’d have in the
against Lack.
castle.
On a hit, they’ll give you a chance to ▶ Perceive something beyond your
make your case. They’ll answer a few
questions or do a minor favour that senses.
doesn’t risk their own standing. ▶ Shrug off anything that would hurt

On a strong hit, also pick one: you.
▶ They reveal far more than they ▶ Use your playbook’s unique Vent

normally would. effect.
▶ They give you access to a restricted
Then check against Fealty.
location or a valuable item.
▶ You hit it off; add them as a minor On a strong hit, pick one backlash;
on a weak hit, pick as many as you
covenant. picked effects; on a miss, the
Architect picks as many as they like.
ReBeL EyEs
▶ The darkness changes some part
When you spend time looking for of your form as it leaves you.
information, say what you’re trying
to learn and check against Heat. ▶ A strange quirk of fate inflicts
suffering on one of your
On any hit, you’ll have a clear idea Covenants.
how to get the information, but the
Architect may give you one or two of ▶ One of the effects is flawed and
these requirements: only part-way successful.
▶ It’ll take until later today/
▶ The departing shadow will hunt
tomorrow to get it. you on your next delve.
▶ You’ll have to put yourself in
▶ A nearby animal or object gains
danger. newfound smarts and malice.
▶ You’ll have to tick a gauge to get it.
▶ You’ll need _____ to help you get it.

On a weak hit, you’re watched too. The
Architect picks what someone in this
scene uncovers:
▶ What your true affiliations are.
▶ What you’re after right now.
▶ What’s causing you pain.

Everyday Actions LeT YoUr HaIr DoWn

WoLf aT tHe DoOr When you Let Your Hair Down, say
what you do to blow off steam or
When you do what it takes to keep find comfort and check against Lack.
the wheels turning, quell a crisis –
yours or someone else’s. Pick how Onahit, markWorld and heal a condition.
you do this, and what it costs you:
On a strong hit, pick one:
▶ You put in the work. Mark a ▶ You see someone unexpected.
condition, and say what you do
and how it gets to you. Draw a new link for an NPC on the
relationship map – to this location
▶ You call in a favour. Fade an NPC or an NPC here.
covenant, and say how they help ▶ You make a new friend. Gain them
you out and draw the castle’s as a Minor Covenant.
attention in the process. ▶ It’s particularly healing. Refresh a
gauge.
▶ You ask for help. Ask the other
rebels for assistance. If one agrees, ChEcK In
they say what they do to help out
and mark a condition. When you meet with a Minor
Covenant, the Architect will tell you
LeT Go what pressing need of theirs you can
meet to win their trust. If you do it,
When others are depending on you mark World and make them a Major
but you rest instead, lose a rank of Covenant. If they don’t have an
World and heal a condition. The arcanum yet, assign one now.
Architect will say if the consequences
are truly as dire as you feared. When you meet with a Major
Covenant, trigger their Hangout
When you could use your power and Move. If the covenant was faded,
authority but give it to someone else mark World and intensify it.
instead, lose a rank of Void and heal
a condition. The Architect says what When you meet with a rebel, trigger
unexpected thing they do with it. their Hangout Move and they trigger
yours. Then, you check against Fealty.
ReAd tHe WiNd
Onahit, pick one; onastronghit, pick both:
When you step back to get a sense of ▶ One of you heals a condition.
the city, set a scene of your rebel ▶ One of you intensifies your Crew
going through their daily life.
Covenant.
Pick a detail for the Architect to add
into this scene as you play through it: On a miss, say what goes wrong and
▶ A new way your target’s hurting pick one:
▶ One of you fades your Crew Covenant.
people. ▶ One of you marks a condition.
▶ An unexpected meeting with an

contact.
▶ A sense of the city’s overall mood.
▶ Get fleeting advantage when you

act on the scene’s events.

Investigation Procedure Moves

GrOwInG ShAdOwS DaIlY PrOcEdUrE

To find your next target, decide At the start of each day, the Architect
together: marks a segment of the clock –
unless the rebels give up and trigger
▶ Which contact is your target Darkness Falls instead.
already hurting? The Architect
uses this connection to put the If Pressure is at Alert, each rebel must
Vassal on your relationship map. tick a gauge.
If Pressure is at Hunting, each rebel
▶ Is their cruelty institutional, must tick two different gauges.
personal, or intimate? The Architect
says what Tier the Vassal is at. When the clock’s full, the Architect
erases its segments and increases
▶ Which rebel first investigates Pressure. If any Enforcers are still intact,
them? The Architect says how you one breaches into the mundane world.
get confirmation that supernatural
powers are at work. If the pressure’s already at Hunting,
the rebels instead pick one:
▶ Where’s their power base in the
city? Draw this location on your ▶ Targeted Strike. The Vassal attacks
relationship map. The Architect a rebel, maxing out one gauge.
says what form the entrance to
their shard takes. ▶ Imperilled. The Architect picks a
contact to wound, imprison or exile,
ThE GrInD taking that Covenant out of action
unless the rebels rescue them.
At the start of an investigation,
check against your worst gauge. ▶ The Vassal’s plan is completed.
Trigger Darkness Falls.
On a hit, there’s trouble incoming -
write down a crisis tied to this WrAp Up
gauge. On a weak hit it starts the
investigation imminent; on a strong At the end of each session, take stock
hit it starts quelled. of what happened. Each rebel says what
made the biggest impact on them:
On a miss, the crisis is dire. If it’s
imminent at the end of the ▶ You made a difference to someone.
investigation, you’ll take a black MarkWorld, intensify your Covenant,
mark in this gauge. and say how this changed you.

So long as a crisis is imminent, you have ▶ The crew helped you. Say who most
lasting Disadvantage on all checks helped; you both heal a condition.
against the associated gauge.
▶ You focused on your own battle in
the castle. Mark Void and shift a point
between two stats (max +3, min -2).

▶ You focused on your mundane life.
Say one thing you cherish about it,
and refresh a gauge.

Holding Yourself Together

WeIgHt oF tHe WoRlD OvErWhElMeD bY tHe WoRlD

When you just aren't good enough, When your World affinity would
when you're too weak or the world is increase but it’s already at 3, instead
too strong, check against Conditions of increasing it pick one:
Marked.
▶ Collateral damage. One of your
On a strong hit, you get a good look at Covenants or contacts joins the
the situation, and get fleeting fight and invades the castle, wholly
Advantage making things right. unprepared for what they’ll find
there. Unless you rescue them,
On a weak hit, mark a condition and they’ll soon be lost to you.
pick one:
▶ Take on extra responsibilities. ▶ Back Away. You’re overwhelmed by
all the many voices crying out for
Write down a new crisis. aid. Your World affinity drops to 2,
▶ Blame your crew for your pain. and the Architect will remove the
Committed state from a covenant
Inflict a condition on another rebel. or hit you with an extra crisis as
▶ Let down the ones who matter to you fail to meet your obligations.

you. Fade one of your Covenants. ▶ Retire from the rebel life. Become an
Architect-controlled character
On a miss, mark a condition and pick helping the city through purely
one: mundane means; make a new rebel.
▶ Throw in the towel. Waste your
OvErWhElMeD bY tHe VoId
next Mundane action just sitting in
this pain. When your Void affinity would
▶ This is just how things are now. increase but it’s already at 3, instead
Tick a gauge. of increasing it pick one:
▶ Pick two options for a weak hit.

▶ Devoured heart. Lose a Covenant,
permanently - they just don’t mean
anything to you any more.

▶ Outpouring darkness.Your Void rank
drops to 2, and your inner demons
breach forth to haunt the world.

▶ Claimed by the void. Become an
Architect-controlled monster that
stalks the halls of the castle and the
void beyond; make a new rebel.

Castle Delving

DiVe InTo DaRkNeSs TrAvEl tHe LaByRiNtH

When you lead your crew across the When you lead the group through
border between reality and the the labyrinthine corridors of the
castle, check against Blood. castle, roll with...

On a hit, you appear in the shard in a • +1 if you mark Void, else roll -1;
safe place. Each rebel takes on their • +1 if you’ve defeated an Enforcer,
castle form, with their signature
weapon and gear. else roll -1;
If they want something different, • +1 if you’ve spent time studying
each rebel can give up one gear
item to empower a mundane item the Vassal in the city, else roll -1.
they brought with them. Treat it as If you’re exploring, on a hit you reach a
a weapon with a perk and flaw, or a place that displays a deep-seated
utility item that can be expended to truth about the vassal. But the
do one appropriate thing. Architect picks 1 on a 10+, 2 on a 7-9,
On a strong hit, you arrive at a good as many as they like on a 6-:
vantage point, giving fleeting ▶ Its inhabits are hostile to you.
Advantage on Travel the Labyrinth. ▶ It’s filled with traps and hazards.
On a miss, you’re in a desperate ▶ Dangerous forces are on their way.
position as you arrive, under attack ▶ You’re trapped in here until you
from castle denizens or
environmental hazards even as you’re find the way out.
still shifting into your castle form. ▶ It also reveals something painful

about you. Say what.
If you’re going somewhere specific (the
heart of the shard, its exit, an Enforcer’s
lair, etc), on a hit you get there, and
on a 10+ you arrive in a controlled
position – able to plan, talk to each
other, and scope the area out.

On a miss, the Architect picks one:
you’re ambushed, separated, or
there’s a major obstacle in your path.

Exploration Moves

FlOw LiKe WaTeR SeE ClEaR

When you perform a feat of daring When you try to read a dangerous
athletics, roll +Wands. situation, roll +Coins.

On a 7-9, pick one; on a 10+, pick two: On a hit, you can ask the Architect
questions. On a 7–9 ask 1; on a 10+ ask 3;
▶ You’re where you need to be. on a miss, ask 1 but prepare for the worst:
▶ Danger doesn’t follow you.
▶ Another rebel can take the trip ▶ Which exit takes me to my goal?
▶ What here is valuable?
with you. ▶ What can the enemies here do?
▶ What should I be on the lookout for?
PoWeR ThRoUgH
Get fleeting Advantage when you act
When you hurl your strength at the on each answer.
castle's obstacles, roll +Swords.
ReAcH OuT
On a hit, pick one:
When you form a bond with a
▶ You destroy an obstruction or piece minion of the Vassal, roll +Cups.
of scenery.
On a hit, you’ve formed a bond – the
▶ You knock back and scatter a group Architect will tell you what the
of minions. symbology of the minion means to
the Vassal, and the minion will help
▶ You give another rebel a clear path you so long as they can safely do so.
out of danger.
On a 7-9, pick a cost:
On a 7-9, the Architect gives your
action one of these costs: you’re put ▶ Your mind touches the Vassal’s.
in a bad spot, take a condition, or get Tick Heat.
separated from the others.
▶ The shard pushes back. Minions or
Enforcers are coming.

▶ The bond feeds on you. Mark a
condition.

When you call on the minion for aid,
mark Void and describe how they
reshape the shard’s landscape or
occupy a threat’s attention.

FiNd ShElTeR

When you search for a safe space to
hide and recover, roll +Wands.

On a hit, each rebel picks 1: On a 7-9, your foes regroup too; get
▶ Comfort another rebel. Heal one fleeting Disadvantage on Travel the
Labyrinth.
of their conditions. On a miss, the shelter you find is
▶ Encourage another rebel. fleeting or deceptive: you’re plunged
into danger before you can rest.
Intensify their Crew Covenant.
▶ Use your playbook’s Shelter move.

EmPeRoR's NeW ClOtHeS On a 10+, pick one more:
▶ Break their confidence. Start
When you disrupt the link to the
castle in the heart of a shard, roll a combat with an Opening.
die for each that is true and sum the ▶ Get under their skin. Give a rebel’s
highest two:
weapon the power to cut through
You've confronted the Vassal in person in the Avatar’s sorceries, illusions
the city. and blights.
▶ Subvert their power. If you defeat
You've uncovered the full details of what them now, each rebel can pick an
they're planning. extra boon in Peace and Quiet.
On a miss, the link’s shaken and the
You've met people the Vassal holds dear. Avatar’s vulnerable for the duration of
this fight, but the Architect picks one:
You've defeated at least one of their
Enforcers.

Your mundane self has suffered (directly ▶ Call for backup. The Avatar
or indirectly) at their hands. summons an Enforcer to fight
There’s organised resistance to the Vassal alongside them. Only available if
among the city’s people. they have surviving Enforcers.
On a hit, you break the connection!
They're vulnerable, but won’t go ▶ I SEE YOU. The Vassal realises who
down without a fight. you are in the city, and their
Pressure ranks up.

▶ Vessel of a greater power.
Defeating this Avatar will rank
down Pressure instead of triggering
Rivers in the Desert – this Vassal
falls, but their puppetmaster, a
higher-Tier Vassal, continues to act.

Confrontation Moves

StRiKe PrEsSuRe

When you exploit an Opening with... When you force a foe’s attention
…stealth and guile, roll +Wands. onto you, roll +Swords. No matter
…precise insight, roll +Coins. what, they’ll retaliate – they get an
…direct force, roll +Swords. Opening on you.
…arguments and emotional
appeals, roll +Cups. On a 7-9 pick 1; on a 10+ pick 2:

On any hit, you remove the Opening ▶ They’re thrown off-balance, and
and break one of the foe’s qualities. you get an Opening on them.
If you break its final quality, it’s
defeated and no longer a threat. ▶ You pin them in place, preventing
Otherwise, the Architect will trigger them from moving.
that quality’s Break Move, and on a
7-9 also pick 1: ▶ You give an ally a window to act freely.
▶ They lash out. You mark a condition.
▶ They single you out. They get an DoDgE

Opening on you. When you try to avoid incoming
▶ They reshape the arena. The danger, roll +Wands.

Architect introduces a new threat. On a hit, you successfully dodge the
attack.

On a 7-9, pick 2; on a 10+, pick 1:

LiNe It Up ▶ You’re separated from your allies.
▶ You stumble, gaining fleeting
When you watch or test an enemy to
find a weak spot, roll +Coins. Disadvantage.
▶ You leave something valuable
On a hit, you find an Opening. Say
where it’s coming from – a chink in behind.
their armour, the environment, a flaw
in their fighting style, something else. StAnD WiTh Me

On a 7-9, pick 2; on a 10+, pick 1: When you reach out to bolster an
ally, roll +Cups.
▶ The foe sends an attack your way.
▶ The Opening only lasts a few On a hit, you save them from a
particular ongoing danger, whether
moments. that’s an Opening your foes have on
▶ The foe sees you; get fleeting them or some other lingering issue.

Disadvantage on Strike. On a 10+, they may heal a condition
or gain fleeting Advantage.

FlEe On a 7-9, the pain hits home. Mark a
condition, and get fleeting
When you use up an Opening to Advantage acting on it.
escape, all rebels can come with you. On a 10+, it's crushing. Pick one:
If you were fighting the Avatar, tick ▶ Mark two conditions, and get
the Vassal’s clock.
fleeting Advantage acting on each.
PuSh ThRoUgH PaIn ▶ Collapse unconscious until this

When you take a blow that strains danger has passed, overlooked by
your limits, roll +Conditions Marked. any enemies or dangers here.
▶ Shift a rank of World to Void, and
On a miss, you scrape by. You're unleash this new strength in a
knocked back, down, or winded. brutal and indiscriminate way.

Tags

Perks Flaws
Cleave: It can impact many foes in a Ammo/Fragile: It’s likely to break or

single attack. become unusable, only rearmed
Defensive: You can keep up your guard when you take Shelter or start a
new delve.
while using it and shield others. Bulky: You need solid footing and
Flexible: It bypasses defences and room around you to use it.
Close: You have to get inside a foe’s
can be redirected mid-attack. threat range before you’re able to
Hefty: It knocks an enemy down or use it.
Grazing: The weapon can’t deal
flying back. significant physical harm, and its
Lingering: It causes ongoing, effects can be shrugged off in time.
Talisman: It’s formed from an item
distracting pain. important to you – if it’s lost or
Piercing: It can punch through damaged, you tick a gauge.
Painful: It’ll hurt you if things go
armour and hide. wrong. Maybe even if they go right.
Long-Range: It can attack any foe in Reload/Brace: You need to take some
action to recover it or make it
this scene, no matter how far away usable again after attacking.
they are. Unstable: Using it staggers you,
Shifting: It has different shapes. Pick making you vulnerable and slow.
two flaws; only one is active at a
time, and you can switch between
them at will. Any additional perks
shift alongside its flaw.
Stun: It makes enemies slow and
sluggish.
Tether: It lets you hold onto or keep
up with a foe.

MoVe InDeX

Moves that are always available: Moves triggered in the city: 41
Evoke the Covenant 35 Check In (Fealty)
Hard Lessons 35 Connect (Various) 45
Help Out 35 Let Go 42
Overwhelmed by the Void 49 Let Your Hair Down (Lack) 42
Overwhelmed by the World 49 Make a Stand (Blood) 44
Take A Risk 35 Pass Beneath Notice (Infamy) 44
Read the Wind 43
Moves triggered in the castle: Rebel Eyes (Heat) 46
Dive Into Darkness (Blood) 54 Vent (Fealty) 47
Dodge (Wands) 66 Weight of the World 51
Emperor's New Clothes 58 Wolf At The Door 40
Find Shelter (Wands) 57
Flee 66 Moves used to shape the flow of a
Flow Like Water (Wands) 60 session or investigation:
Line It Up (Coins) 65 Daily Procedure 38
Power Through (Strength) 60 Darkness Falls 72
Pressure (Swords) 65 Growing Shadows 36
Push Through Pain 52 Peace and Quiet 75
Reach Out (Cups) 61 Retaliation 73
See Clear (Coins) 61 Rivers in the Desert 70
Stand With Me (Cups) 66 The Grind (Various) 37
Strike (Various) 64 Wrap Up 50
Travel the Labyrinth 56 Emperor's New Clothes 58
Pressure (Swords) 65
Reach Out (Cups) 61


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