Beruflich Dokumente
Kultur Dokumente
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The Connected Moves: At character creation, take A New World and two others:
Link move: This World is Connected Advancements: Cross these out as you take them.
Whenever you take a Light Link, give another character a World Link. These cannot ӽӽ Increase Light by 1 ӽӽ Pick a move from this playbook
be locked. These are representative of connections to the World itself. A World Link ӽӽ Increase Dark by 1 ӽӽ Pick a move from this playbook
can be used to automatically 10+ a roll and miss the next one, to completely heal the ӽӽ Increase Heart by 1 ӽӽ Pick a move from this playbook
party’s Harm but erase a Link from each person, or change one of everyone’s Links ӽӽ Increase Mastery by 1 ӽӽ Pick a move from another playbook
to a different type.
Exp: ӽӽ Pick a move from another playbook
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The Dark Moves: At character creation, pick three:
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The Discarded Moves: At character creation, pick three:
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The Displaced Moves: At character creation, pick three:
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The Friend Moves: At character creation, pick three:
Description
In every story, there are side characters.
There are friends and supporting roles that
I’m Sorry About the Ice Cream: It’s Gotta Budge!:
help get people to where they need and allow When one of your friends Complete Their When a friend is in extreme danger,
others to fall back on them in times of trouble. Harm Clock and they are willing, roll Spend a Link and roll with Heart.
based on Heart. On 10+, you gain the means to get them
This book is about healing and buffing the On 10+, they will come back after the out of danger.
party. Its Link move allows for everyone to danger has passed. On 7-9, you can see what you need to do,
have a pool of Heart Links, and it has moves On 7-9, they come back much later, but you’re both in danger now.
throughout that keep people alive, disguised, and have forgotten something important.
or makes them stronger! On a Miss, you both take Harm.
Once More:
Costume Change:
If you take 2 or more Harm and complete
your Harm Clock, instead have 1 Harm When in need of a disguise, Roll with
left. Mastery.
On 10+, pick 3.
On 7-9, pick 2.
Character Questions Help!: • You are Hidden.
What makes your Friend so friendly?
When you are in trouble, • Your costume is flawless.
How has your Friend offered their emotional support in the past?
others get +1 to Limit Break and help you. • Every party member gets a costume.
What does your Friend have to remind them of their friends when they’re apart?
• Your costume is removable.
Well, Gawrsh:
Name: Pronouns:
(Donald, Goofy, Ron, Chewie, Hunk) When you Deep Dive, always ask, Buffing the Party:
Harm: “What do I know about this, based on my When the party’s back is against the wall,
experiences?” Roll with Heart.
roll plus
Stats
+1 as well as your normal questions. On 10+, the party takes 2 +1 forward.
-1 0 +1
make/spend On 7-9, your friends take +1 forward,
un/lock Light Dark Mastery Heart Look Out!: and you take -1 forward.
Links
When a friend is in danger,
get +1 Forward to Limit Break with them.
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The Light Moves: At character creation, pick three:
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The Mystic Moves: At character creation, pick three:
Description
You’re powerful in magic, but what gives For Your Own Good: Magical Teacher:
you your true strength is your connection When you push someone away for their Establish a Locked Mastery Link with
to your friends. And that’s a strength own safety, Unlock a Link with them and another character. That character is
you’re willing to sacrifice to save them. choose one for them: considered your Apprentice.
• They heal all Harm If they’re a player, you get +1 forward to
This book is all about Breaking Links • Their Locked Links are reactivated help each other in Use Magic checks.
and Unlocking Links in order to help • They get an automatic 10+ on their If they’re an NPC, they’re someone you
other people. It helps you lock Links for next roll can call on for aid when you’re in need.
yourself and others, and then you can • They are removed from danger.
freely break or unlock those Links to What Are You Doing Here?:
keep your friends safe. From the Aether: When you share links with another char-
When confronted with a daunting acter, you can communicate and help
Character Questions obstacle, Roll with Mastery. each other, no matter where they go.
Where did your Mystic train their abilities? On a 10+, you are able to get an item that
When did your Mystic first put others’ needs before their own? you need. I Made a Promise:
How does your Mystic, visually, give off an impression of knowledge to others? On a 7-9, you get something serviceable.
On a miss, you invite danger. Whenever you make a Locked Mastery
Link, make a promise to that character.
Mark Experience, and if you break that
My Friends are My Power!: Promise, lose the Link.
When you Spend a Link, you can give the
Name: Pronouns: bonus to someone else. Light Portal:
(Mickey, Aqua. Eraqus,Luke, Allura)
Harm: Spend Links freely. Anyone you have
Mystic Secrets: Spent a Link with is at the scene, if they
roll plus When you know something that would are willing.
0 0 +2 -1 Stats help the situation, but refuse to tell
make/spend anyone, Mark Experience.
un/lock Light Dark Mastery Heart
Links
After 3 Advancements, take this (or an Advancement on pg. 50):
The Prestige:
You gain an extra selectable effect on all rolls where you select from a list.
The effect is bombastic and powerful. This will increase effect, add harm, increase
healing, make the move more effective, etc.
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The Other Moves: At character creation, take I’m Your Other, and 2 other moves:
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The Anachronism by Travis “Wheels” Wheeler from Very Random Encounters Moves: At character creation, take 3 moves:
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The Amalgam by Travis “Wheels” Wheeler from Got it Memorized? Moves: At character creation, take Fusion Dance, and 2 other moves:
Description Fusion Dance: Many Hands Make Light Work:
Some say their friendships are inseparable. Let’s just say you
can relate. You are a composite being made up of two or more When you start a mission, roll with your Once per mission, you may separate one
Constituent Hearts. Whether by friendship, romance, appren- chosen In Harmony stat. Constituent Heart from your Amalgam to
ticeship, rivalry, or any other kind of connection, the strength of On 10+, you are in perfect sync. For this perform reconaissance: roll with Light.
your relationship allows you to form one person: The Amalgam. mission, you may choose which Link type On 10+, take 3 Hold.
to use whenever Pushing Through Stress. On 7-9, take 1 Hold.
This book is about building advantages for yourself based on the On 7-9, one of your Constituent Hearts On a miss, the separated Constituent
mission at hand, and making special connections with NPCs. is distracted. Explain why this mission Heart is lost or captured. They won’t
reminds them of something they fear. return from this mission with you unless
Character Questions On a miss, you can’t keep things together. you rescue them.
How did your Amalgam form initially? Select one Constituent Heart to play as,
What is the core relationship detail that keeps your Amalgam together? and take -1 on all rolls for this mission. Spend a Hold at any time to ask the GM
What about your look makes it clear that you are multiple people? You reform after the mission is complete. any yes or no question about the scene.
Multi-class Errata: Live Together, Die Alone: Drift Compatible:
If you are playing another playbook and take a move from The Amalgam playbook upon
advancement, do one of the following: When you roll with advantage, add +1 When you roll 12+ to Make a Link with a
• Pick a willing NPC with whom you have a Locked Link to amalgamate with you as to the result. Also, when you fill your willing NPC with whom you’ve never had
a Constituent Heart. Explain how your appearance, personality, and/or outlook Harm Clock, you may instead choose: a link, they may join your Amalgam as a
changes with the new addition. “One of your Constituent Hearts is dead.” new Constituent Heart. Explain how your
• Reveal that you’ve been an Amalgam THE WHOLE TIME! Introduce the rest of the You may only choose this option once. appearance, personality, name, and/or
players to the two or more Constituent Hearts that form your character. outlook changes with the new addition.
Name: Pronouns: Equal and Opposite: You may swap two of your stats.
(Piccolo, Garnet, The Underking, Captain Planet, Every rival in your Amalgam’s collective
Third Wheel:
The Delightful Children from Down the Lane, Harm: history combine as the Bane of Your
Dark Claw, Ventus-Vanitas, Terranort) Existence. Take a Locked Dark Link When you spend time alone with a person
Stats
roll plus with them. When you spend that Link to you have a link with, roll with Light.
+1 0 +1 -1
reroll, take +1 if your history with the On 10+, explain how you bond. Change
make/spend
Light Dark Mastery Heart Bane of Your Existence has taught you your links with each other to Locked
un/lock about situations like this. Links of whatever types you each prefer.
Links On 7-9, the other character may ask a
Stronger Than You: personal question of a Constituent Heart.
Multitasking is easier when you’re more
Areas of Our Expertise:
than one person. When you roll 7+ on
Defend from Harm, you may also choose When you call upon the combined insight
Link move: In Harmony one option from the Strike to Subdue list. of your Amalgam during a Deep Dive, you
may roll with Mastery instead.
Your very existence is a connection between people. When you start a mission, pick a
Link type to represent the current state of that connection. Take +1 forward for this After 3 Advancements, take this (or an Advancement on pg. 50):
mission whenever you gain a Link of this type. This benefit does not stack. Two Become One:
Advancements: Cross these out as you take them. When you invite an NPC with whom you have a locked link to join you as a Constituent
ӽӽ Increase Light by 1 ӽӽ Pick a move from this playbook Heart, roll with Heart.
ӽӽ Increase Dark by 1 ӽӽ Pick a move from this playbook On a 10+, they join you as a Constituent Heart. You may swap two of your stats.
ӽӽ Increase Heart by 1 ӽӽ Pick a move from this playbook On a 7-9, they respectfully decline. If your link with them is spent, reactivate it.
ӽӽ Increase Mastery by 1 ӽӽ Pick a move from another playbook On a 6-, the NPC is upset by your offer. Unlock your link with them.
Exp: ӽӽ Pick a move from another playbook
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The Linksmith by rpgnatalie Moves: At character creation, take Linksmith, and 2 other moves:
Content Warning: Gaslighting and abuse.
Make sure everyone is okay with those topics before you use this playbook. Linksmith: I Said Stop:
Description When you mess with someone’s memo- When you break the last of someone’s
Have you ever wanted to mess with everyone else’s ries and change their relationships, Links, roll with Dark. On a hit, they fall
memories? Make them believe things that aren’t true? for each of the following that you have: into a deep slumber.
Change who they care about? Have you ever been • physical contact with them. On 10+, choose 2.
afraid of what you could do if you did? What you would • an object connected to them. On 7-9, choose 1.
become? Would any of your own memories be real? • time. • they lose all of their memories.
...choose one: • they do not awaken until you allow it.
This playbook is all about messing with other people’s • lock/unlock a Link. • they’re forgotten by all who once
links and their memories. If you want to explore the • change who is Linked. knew them.
consequences of memory and connections, you should • change a Link type. On a miss, when they wake up,
choose this playbook. This playbook’s moves often • break a Link. they realize that you tampered with their
trigger when other people do stuff, so pay attention to They Mark Experience for each Link memories. Be prepared for the worst.
what your friends say. If you want to change people’s changed in this way.
memories for intentionally malicious ends, the Dark is Apparition:
probably a better playbook for you, taking the Linksmith It Was All a Lie:
move on advancement. To make something from someone’s
When you convince somebody to act on memories, tell the GM what you want to
Character Questions false memories: make. They require 1-2 of the following:
What are you most afraid to be driven to use your powers for? • for NPCs, your words count as clear • it’ll take time.
Whose memories would you never touch, not even if someone forced you to? insurance or evidence. • it needs an item from another world.
What is it about your look that lets others know that you are apart from them? • for PCs, choose which Link they’ll • you can’t do it without ___’s help.
lose if they refuse. • spend one of your Links.
Name: Pronouns: On a miss, the GM cannot reveal your • the best you can do is a shoddy
(Namine, the Giver, Dominick falsified memories. version, imperfect or unreliable.
Cobb, Willow Rosenberg) Harm: Once you’ve done everything required,
the GM will stat it up for you.
Stats
+2
roll plus Your Heart’s voice will Reach it:
-1 -1 +1
make/spend When someone tries to re-Make a Link
Light Dark Mastery Heart they’ve lost or spent, they take +1 to All of This, Because of Me:
un/lock
When your actions cause another person
Links
re-establishing it. If they succeed, you
Mark Experience. If they don’t or if it’s Harm, describe what you’ll do to make it
changed, they Mark Experience. up to them; take +1 forward to doing it.
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The Prodigy by Jo Louden from Got it Memorized? Moves: At character creation, take 3 moves:
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The Knucklehead by Jo Louden from Bed, Bath, and Bionicle Moves: At character creation, take 3 moves:
Advancements: Cross these out as you take them. This is to Go Even Further Beyond!:
ӽӽ Increase Light by 1 ӽӽ Pick a move from this playbook You have unlocked your potential. Spend a Link to make your Heart stat equal to the
ӽӽ Increase Dark by 1 ӽӽ Pick a move from this playbook amount of Harm you have. This lasts for the rest of the session.
ӽӽ Increase Heart by 1 ӽӽ Pick a move from this playbook
ӽӽ Increase Mastery by 1 ӽӽ Pick a move from another playbook
Exp: ӽӽ Pick a move from another playbook
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The Memory Moves: At character creation, take I’m Only Here if You Remember, and 2 moves:
roll plus
Stats
I’ll Always be There to Get My I’m Glad I Got to Meet You:
make/spend Friends Back: You are drawn to people who have
un/lock Light Dark Mastery Heart Whenever you would lose a Link from connections with you. You can locate
Links rolling a 1, an ally may lose a link anyone you have a Link with a sense of
instead. direction, distance, and time.
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ADVANCED MOVES
After you get three Advancements, you can pick either your playbook’s Advanced
Move or you can pick from this list of general Advanced Moves. These function the
same as any other move, but have a little extra spice:
When you can no longer pick another advancement, you must pick one of these two:
Retire This Character: Change Playbooks:
After a long enough time in the field, Change playbooks! You keep all your
everyone gets exhausted. Sometimes moves earned through advancements,
plots wrap up nicely, sometimes you get but otherwise start fresh.
cast into darkness saving your friends;
either way, this character is not able to
continue their story. Maybe they’ll come
back later?
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The Hunted Moves: At character creation, take Hunted, and 2 moves:
When you establish boundaries in a personal relationship, lose one Link and gain one After 3 Advancements, take this (or an Advancement on pg. 50):
Distance. You may spend Distance to receive one of the following benefits: Our Hearts Intertwined:
• Gain Advantage on a roll When you stand against your Adversary with friends at your side, roll with Light.
• Heal or deal 1 Harm to anyone On 10+, choose three.
THEY ARE
• Give another party member +1 forward On 7-9, choose one.
COMING
Your Adversary draws nearer every chance it gets, 6
7
8 • Deal Harm equal to your number of Links of any kind.
creeping along the links that tie worlds together. 5 9 • Protect your friends from harm.
4
When you mark the Adversary Track for the seventh 3
10 • Take +1 ongoing against your Adversary.
time, the harbinger of your Adversary appears. 2 11 Note: If you take this move, you may not take Destiny is Destiny.
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When you mark it for the 13th time, your Adversary 13
THEY
Advancements: Cross these out as you take them.
comes for you.
ARE HERE ӽӽ Increase Light by 1 ӽӽ Pick a move from this playbook
Clear a mark whenever you: ӽӽ Increase Dark by 1 ӽӽ Pick a move from this playbook
• Spend or lose an unlocked Link Fill a mark whenever you: ӽӽ Increase Heart by 1 ӽӽ Pick a move from this playbook
• Close yourself off from a friend • Remain in a world for a full week ӽӽ Increase Mastery by 1 ӽӽ Pick a move from another playbook
• Enter a new world for the first time • Spend or refresh a Locked Link ӽӽ Pick a move from another playbook
• Abandon someone depending on you • Gain a Link of any kind
Exp:
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