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Written, designed and scenarios cover art by Eva Terra.
Cover Art and Playbook art by Phoebe Mark.
Proofread by Milloupe.
Powered by the Apocalypse World engine, by D. Vincent Baker
and Meguey Baker.
Titles and text body use variations of Source Code Pro by Paul D.
Hunt and Teo Tuominen.
For more visit https://worstgirleva.itch.io/burning-hearts-forever
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We shine bright as we fly our giant mechs across endless stars, we
dance as we transform into magical girls with powers to change
fate, we descend into a world that is a twisted reflection of ours
to fight the monsters from our subconscious, we rise to the stage
and spill our hearts out in song, we race against time to save the
world from evil warlocks, we ride across the countryside in race
cars like tomorrow doesn’t matter.
We are those blessed with Hearts. Our Hearts, capitalized, are
tools we wield to change fate, to do the impossible, and to make
the world our own. And our hearts, lowercase, our metaphorical
hearts, our beating hearts, our emotional hearts. They might not
be literally the same, but the ambiguous wording is on purpose.
Our Hearts are many things. They are the legendary weapons we
vanquish evil with, the giant mechs that fly us to the stars, the
hidden powers we’ve found within ourselves, the shining charms
that let us become magical girls, the roaring engines propelling
us across the countryside, and so much more.
                                                             ⬥3⬥
               Table of Contents
CHAPTER 1: The Game.......6         Pulling Strings.............50
                                    Tempt.......................52
 The Party....................7
                                    Intimacy Moves..............53
 Hearts.......................7
                                    Conditions..................55
 Open Scenarios...............7
                                    Last Stand..................58
 Conversation.................8
                                    Reroll......................59
 Principles...................8
 Scenes......................10    CHAPTER 5: Downtime Moves 60
 Belonging...................11
 Safety Tools................12     Connect With Your Heart.....62
 Why Play....................13     Investigate.................63
                                    Get in a Fight..............64
CHAPTER 2: The Mechanics. 14        Indulge.....................65
                                    Take a Leap of Faith........66
 Moves and Rolling Dice......15
                                    Rest........................67
 Stats.......................16
                                    Vent........................68
 Hearts......................17
 Strings.....................18    CHAPTER 6: The Playbooks. 70
 Conditions..................19
 Harm, Armor, Vulnerable and        Introduction................71
 Healing.....................20     The Dreadnought.............73
 Forwards, Ongoing and Holds. 22    The Foesworn................78
 Highlighted Stats...........22     The Fool....................83
 Starting Relations and Main        The Frozen..................87
 NPCs........................23     The Hero....................91
 Tags........................24     The Lover...................96
 Broken Hearts...............25     The Outsider...............100
 Non Heart Weapons...........26     The Spider.................105
 Experience and Advancements. 26    The Storm..................109
 The Structure of a Play.....27     The Vampire................113
 Season Advancements.........29
                                   CHAPTER 7: Playing Your
CHAPTER 3: Basic Moves. . .32      First Session...........119
 Engage in Conflict..........34     Gather Supplies............120
 Defend Someone..............37     Introduce Safety Tools.....120
 Throw Your Charm............38     Explain Premise and Roles. .120
 Read a Person...............40     Discuss Roleplaying........121
 Burn Bridges................42     Discuss Moves and Hearts. . .121
 Do Something Risky..........44     Pick a Scenario............122
 Soothe a Heart..............45     Discuss the Setting........122
                                    Pick a Playbook............122
CHAPTER 4: Extra Moves. . .47       Build Your Character.......123
                                    Establish Backstories......124
 Ready Your Heart............49
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 Start Playing..............124     Combat and Sharing the
                                    Spotlight..................142
CHAPTER 8: The Narrator. 125
 Principles.................126
                                   CHAPTER 9: Making Your Own
 Hard moves and soft moves. .132   ........................143
 Narrator Moves.............133     Custom Moves...............144
 Strife Between Main Characters     Custom Playbooks...........145
 ...........................139     Custom Scenarios...........147
 Making Villains............139     Index......................150
 Rules and Mechanics for NPCs
 ...........................141
Table of Contents                                           ⬥5⬥
CHAPTER 1: THE GAME
Burning Hearts Forever is a           scepter   that    protects  her
tabletop RPG that runs on the         friends at her own expense, a
apocalypse engine made to tell        giant mech that burns as bright
stories in a wide array of            as its pilot's bravery.
different scenarios, each with a
different definition of what a        Hearts are not just objects,
Heart is. The game focuses on         they are something important to
the interpersonal relationship        each character. Something that
between characters and the drama      they can’t live without, that
that unfolds when strong wills        shapes their lives, that guides
clash.                                their dreams. It’s a game about
                                      intense    scenes   of    emotional
       The Party                      conflict, where characters wield
                                      their Hearts on their sleeves as
                                      they    cry   and    laugh    while
The game is played by 3 to 6
                                      fighting    against    rivals   and
players in sessions that range
                                      lovers.
from 2 to 4 hours. It can be
played as a single session (or a
“one-shot”),    or    a   larger        Open Scenarios
campaign of multiple sessions.
                                      This game has no static setting,
Each    player     controls     one   and the rules can be adapted for
character. Characters controlled      a number of different types of
by   players   are    called   main   stories. This book contains a
characters,        the       player   wide    selection   of    pre-made
characters, or PCs. One player        scenarios for you to play, but
acts as the Narrator, describing      you may also create your own as
the world and taking the role of      you like. What a Heart is, the
all the secondary characters,         mood of the game, and other
the non-player characters, or         aspects   of   play   can   change
NPCs, that inhabit it.                drastically    from  setting    to
                                      setting.
           Hearts                     You can choose to play in a
                                      light-hearted    fantasy   setting
This is a game about Hearts.
                                      about going on adventures with
Hearts are both the metaphorical
                                      magical weapons and acquiring
heart of a character, the core
                                      rewards and saving the world
of their emotional being, and
                                      from evil wizards, or a dramatic
also an object or concept that
                                      story      focused      on     the
gives them power to shape the
                                      interpersonal relationships of
world. Hearts have no set form,
                                      characters    where   combat   and
but are defined by the setting
                                      dialogue are merged in a battle
of the game and reflect the
                                      of wills to see who gets to
personality of the character. A
                                      change the world according to
legendary sword as sharp as its
                                      their wishes.
wielder’s wit, a magical girl’s
The Game                                                           ⬥7⬥
                                     will know what they’re going to
Some scenarios might also offer      do next, and this keeps the game
unique rules, changing, adding       unpredictable and wild, a game
or removing from the basic moves     where at any point the rolling
and mechanics, so the experience     of a pair of dice can change
of the game can be adapted to        everything.
the   themes  of   the  scenario
currently being played.
                                             Principles
    Conversation                     While playing this game, there
                                     are four principles that all
Roleplaying is a conversation.       players, including the narrator,
This     means     that      above   should be mindful of. These are
everything, before the rules,        not   rules,  they   are  merely
the   moves,   the    dice,    the   things that should be followed,
playbooks, it's about       people   so the game flows better. No one
talking to each other. We say        will be enforcing these, but
what our characters do, how they     this is a good starting point to
do it and why they do it. We say     understand what the game is
things,   we   complement     what   about. The principles are the
others said, we agree, and we        following:
argue. We say what they want and
what they’re afraid of, the           ♦   Play flawed characters.
people they have a crush on and       ♦   Say what the rules demand.
the people they want to crush.        ♦   Say what honesty demands.
                                      ♦   Play to find out.
Roleplaying is a conversation
and that means we say what our       Play Flawed Characters
characters do, but this game is
not just roleplaying, it’s a         As a player it’s important to
roleplaying game, an RPG, so we      take risks, remember that you’re
have rules that come into play       not playing to win, there’s
when we say specific things to       nothing here to properly be won.
dictate the result, for making       Instead, you are using this game
the actions of our characters        as   a    tool    to   build    an
unpredictable, that make other       interesting      and      engaging
players react to our actions, to     narrative for everyone. Take
measure how likely we are to         risks, put your character in
succeed at something and to          dangerous     situations,     make
create hooks for the recurring       mistakes knowing full well how
things our characters do.            badly they can turn out and
                                     don’t be afraid to make your
Rules    bring    numbers    and     character do things they will
randomness to our dialogue. It       regret like hurting others, but
makes it so that not even the        of course ask permission to the
player controlling the character
⬥8⬥                                                          The Game
player      controlling      said    literally had a +4 on that move
character beforehand.                and it's insane that you managed
                                     to roll snake eyes twice in a
If you’re afraid that making         row   after  using   the  reroll
your character act on impulse        action, but we can laugh at how
and   lash    out   on    another    unlikely these situations are.
character might hurt someone         You mark experience, you laugh,
else’s feelings, just ask how        and you let the narrative go on.
they feel about it. We are
playing flawed characters who        Failing is in fact a good thing
make mistakes, but we have the       that can create all the most
advantage that this is just a        interesting types of stories. No
game,   we  are   building   this    good   story  is   told  without
story, we can take breaks and        having flawed characters try and
ask how others feel about our        fail, so don’t be afraid of
actions.                             failing or of making a move
                                     you’re almost certain is not
Don’t be afraid of putting your      going to succeed in because
character        in      dangerous   failure creates all the most fun
situations you’re sure they’re       and engaging stories.
going to get hurt in, and know
that you’re always free to say       No tale worth telling is made
you’re   not    comfortable   with   without some mistakes, without
something    your   character   is   characters failing and failing
suffering and find a convenient      over and over because failing is
way out of it. Take risks but        an integral part of telling a
know   that    everyone’s   safety   good narrative, so fail away.
stands above everything else and
if     anything      makes     you   Say What Honesty Demands
uncomfortable you’re free to
change it.                           Even   if   your   character  has
                                     secrets and avoids showing their
Say What the Rules                   heart to others, it’s important
                                     to be honest about how they’re
Demand                               feeling. Having your character
Remember that all the moves and      lash out on someone else without
the dice rolls are there for a       explaining why they’re doing so
reason, they are not an obstacle     might give other players mixed
or something that should be won      signals,   so   tell   them  that
over, again there is nothing to      actually your character pushes
be won here. It’s important to       others away because they’re too
act on the rules and follow them     afraid of rejection and that
because these limitations breed      deep down they would love to
creativity.                          have someone there with them.
                                     Tell the players, but not the
I know sometimes the dice     can    characters, let the players know
feel unfair, I know that      you
The Game                                                        ⬥9⬥
how to act about it,      even   if   The    story    is    wild   and
their characters don’t.               unpredictable, or at the very
                                      least, it should be wild and
Tell the other players about          unpredictable.     We’re     all
your character and let them know      creating a narrative together
the situations you most want to       here, and it would not be fair
roleplay and the things they          for one player to have all
should play around with. Maybe        control over characteristics of
no other character understands        the plot, it’s important that
yours, maybe yours is a big           all players feel and know that
puzzle that no one managed to         they have agency and power to
solve and in your mind this is        shape this story as a group.
just the coolest character ever
if anyone just gave the time to       And this applies even to the
understand them. But if the           narrator.   It    is    not   the
other    players   don’t    know      narrator’s job to railroad the
anything about your character,        party into a story that has
they have no way of solving the       already been written, after all
puzzle, they won’t know how to        what is the fun in being the
play around them and how to           puppet of someone else’s pre-
explore how good of a character       written narrative. Keep it fresh
yours is.                             and   keep    it   unpredictable,
                                      making every roll a plot twist,
And also it’s important to tell       allowing the story to be wild
others how you as a player feel       and engaging.
too. Don’t bottle your feelings
and hide that actually you did
not like having your character
                                                Scenes
hurt like that. Be transparent
                                      The story is told in scenes,
about the things that make you
                                      like a TV series, an anime, or a
uncomfortable, always be safe.
                                      chapter of a book. The spotlight
This game is a tool to tell
                                      shines on what is important and
stories and explore feelings, so
                                      dims its light when it has shown
it’s important for everyone to
                                      enough. That means that not
do their best and avoid being
                                      everything    that    the    main
hurt.
                                      characters do has to be on-
                                      screen, you can do a scene and
Play to find out                      tell a micro story with it, next
Writing and plotting is fun, but      you can shift to another scene
remember this is a story told by      in another time in another place
everyone, even if you have this       and     tell    another     tale.
one super cool idea about how         Everything   that   happens    in
things could go it’s important        between that isn’t necessary to
to keep in mind that things           be told, does not have to be
might not go that way.                played.
⬥10⬥                                                        The Game
If the characters are taking a     cast, she is gonna try to
very long and boring walk, you     rough up some thugs.
absolutely do not need to play     MAGGIE: I like that! So how
the entire thing. You say you      do you get out? Do you sneak
had a walk, you say you got        out the window, or do you
where you needed, you do the       just take the front door and
next scene.                        damn anyone who sees you?
                                   JULIA: Flora is not a subtle
When   starting  a   scene,  the   person so, yeah, I will say
narrator will ask the players      she takes the front door.
questions about their characters
and build on the answers, that
is the process of framing a
                                          Belonging
scene. Asking what characters      This game absolutely does not
are doing and what they will do,   accept any type of bigotry on
how they are feeling, who they     the   table.  It   supports   the
want to see, who they want to      rights of people of color, queer
avoid and where they are going,    people, fat people, disabled
are a few examples of questions    people, religious freedom and
the narrator can ask to frame a    the    rights   of   all    other
scene.                             minorities.
Here is an example of a scene      It’s important to be stated.
being framed:                      This is a game that can be many
                                   things, but it can never be used
MAGGIE: Flora, you’re still        as a tool for bigotry. Players
in the hospital from your          don’t need to play explicitly
last   conflict   with    Queen    queer characters, or characters
Despair.    The   others    are    of color, but this game is not a
training without you, they         place    to   play    as   white
said you should rest. What do
                                   supremacists or homophobes. The
you do?
                                   LEAST you can do is play as an
Maggie is the narrator of the
                                   ally.
game, she is in charge of
controlling the environment,
                                   Burning Hearts Forever is about
the NPCs and framing the
                                   a group of queer women who often
scenes to give opportunities
for the main characters to         find themselves in homoerotic
shine. Flora is the Storm, a       battles, it’s about the coming
figure with immense power,         of age of a group of teens who
but with little control over       learn more and more of how they
it. She is played by Julia.        do not fit into society, it’s
JULIA: Flora would absolutely      about inclusive groups of adults
not lay down and do nothing        who respect and love each other
while     the    others     are    no matter their differences.
training.   With   or   without
                                   This game can be used both as a
                                   power fantasy of living in a
The Game                                                     ⬥11⬥
society where your sexuality and     better    explore    their   own
gender are no more important         feelings while still being safe.
than whether you’re left or          It can often be a little intense
right-handed. If players desire      and feelings can be hurt if not
so, they can play minorities who     properly spoken out loud, so
will never face oppression like      remember to keep your heart
they would in real life.             safe. That is why we have safety
                                     tools like the X Card, Lines and
But if one so desires to explore     Veils and the Open Door Policy.
the   experiences    of  being   a
marginalized minority in a safe      The X Card is a tool made by
environment, they are free to do     John Stavropoulos that has been
so. They may say, “I want my         growing in popularity in the
character to be a non-passing        tabletop   community.   Basically
trans woman who is loud about        the X Card is an object, usually
her identity and often finds         a card with an X written on it,
herself    in   bad     situations   but not necessarily, that at any
because of such.” If so, it’s        time any player may tap to tell
important to everyone on the         others they are uncomfortable
table to stay safe and always        with what is at hand and that it
ask for consent before putting       should be dropped or edited. A
someone else’s character under       player should not feel forced to
bigotry. It can be a great way       explain     why     they     feel
to    explore     feelings,    but   uncomfortable, all that matters
remember to stay safe.               is that if they tap the X Card,
                                     something is wrong.
This game supports both power
fantasies of living in an openly     The Open Door Policy states that
queer world that accepts all         all players are free to leave
kinds     of    minorities   and     the     table     if     they’re
exploration of how it is to live     uncomfortable with the content
in a society that wants them         at hand or if they just need a
dead   is    like   in   a  safe     break. Players should not feel
environment.                         pressured to stay even if they
                                     do not feel safe, and should
    Safety Tools                     always know that they are free
                                     to leave.
The goal of this game is to
                                     Lines and Veils     are to be
create a memorable experience
                                     defined   before  starting   the
for all players, filled with
                                     game, but can be implemented
drama and breathtaking scenes of
                                     later on if a player figures out
love and conflict. It’s for all
                                     they’re    uncomfortable    with
players to have an enjoyable
                                     something they thought they’d be
experience, and potentially even
                                     fine with. Lines are things that
use this game as a means to
                                     absolutely do not happen in the
                                     game, they are lines not to be
⬥12⬥                                                       The Game
crossed, things that do not           stories. Because this game helps
happen either on or off-screen.       to tell them by introducing
Veils are things that may happen      randomness and rules to the
off-screen, but not explicitly        narrative to keep things wild
expressed out loud. A line for        and fresh.
torture means that no matter
what, torture will not happen in      We play because we have amazing
the game, a veil for torture          characters that we want to see
means that a door closes, and a       shine, so we put them in scenes,
character   is   tortured   off-      we give them special moves that
screen,    but     it’s    never      make playing them more unique,
explicitly mentioned.                 we give them unique Hearts that
                                      they may use in a number of
Another thing to keep in mind is      different settings that this
to do a little aftercare after        game covers.
the game is over. Save some time
after the session to talk about       We play because we love the
how   everyone    feels   and   the   company of our friends, and we
things they liked or disliked.        want to spend time with them and
Talk about the amazing things         develop something together, have
you liked in the game and praise      the fruits of our labor create
other     players     for     their   an amazing tale together.
creativity.
There are many other safety
tools out there that can be used
to keep everyone safe while
playing, these are only a few
examples.
        Why Play
The question of why playing is a
loaded one. We play because we
want to tell stories, and this
game is a great tool for telling
them. Because we want to tell
tales      about     complicated
characters that are driven by
complicated things. Because we
want   to    explore  unorthodox
settings that aren’t usually
covered by other games.
We play because we love stories
and because we love to tell
The Game                                                       ⬥13⬥
CHAPTER 2: THE MECHANICS
These are the basic mechanics of     Daring, but if you’re the kind
the   game,   they   explain   how   of person that doesn’t break
things    like    rolling    dice,   under pressure you may take +2
inflicting, and taking damage,       on   rolls    that   use   Cold.
being afflicted by conditions,       Sometimes moves might also call
improving your character and so      for modifiers outside the stats,
many others work.                    for example other mechanics like
                                     number    of    conditions   you
     Moves and                       currently    have,     or   even
                                     narrative things like how many
    Rolling Dice                     people are helping you on this
                                     action.
Roleplaying is a conversation,
                                     Second, a move will name what
where we say all the things that
                                     happens depending on the result.
our characters do. As long as
                                     A hit is anything equal or above
the result is certain you just
                                     a 7, it means that you succeed
do it, you say what you do, you
                                     in your action. A miss is
describe how you do it, and you
                                     anything equal or below a 6, it
do it. But if the result is
                                     means   that   you  failed   the
uncertain, when you don’t know
                                     action, but moves will often not
if you’re able to charm that
                                     have   descriptions    to   what
person, if your punch is going
                                     happens if you fail, as failures
to land on him, if you can
                                     are   opportunities    for   the
properly read her actions, or if
                                     Narrator to make a move of their
you’re in the right mind to
                                     own.
soothe them, you roll.
                                     A strong hit is equal or above a
When a move calls for a roll,
                                     10, it means that you had a full
you roll two six-sided dice, or
                                     success with no drawbacks. A
2d6, that’s the only type of
                                     weak hit or a mixed success is a
roll in this game. The reason
                                     roll between 7 and 9, it means
why we use 2d6 in contrast with
                                     that you did succeed, but there
a single twelve sided one is
                                     will be a cost or decreased
because it has more predictable
                                     result.
results, since it’s more likely
for the total to fall around
                                     A player may not realize they’re
numbers like 6 or 7, than 2 or
                                     triggering a move, and it’s the
12.
                                     job of everyone in the table to
                                     point it out, for example:
First, a move will name a
modifier that will be applied to
                                     THELMA: I want to insult her
the roll. That’s where stats
                                     and   tell    her   to   stop
come in to define the things         bothering me.
that you’re good and bad at. If      MAGGIE:   That   sounds  like
you’re not very brave, you will      you’re trying to Burn Bridges
take -1 on rolls that use
The Mechanics                                                 ⬥15⬥
with her, will you roll for        later, the hot headed anime
that?                              character that never gives up.
THELMA: I don’t think this
would be a roll, I’m not           A   high   Daring   means    your
trying to gain anything from       character can throw a punch and
saying that.                       project   their   will    against
THELMA: I’m just trying to         others, it means they’re good at
get a reaction from her, but       standing up for a cause and
depending on it I might roll       defending   those    who    can’t
something.                         protect themselves.
Another example is:                Hot
LEWIS: I want to tell Jason        Meaning    beautiful,    pretty,
to stop harassing Charlotte.       charming, alluring, appealing,
MAGGIE:   That   sounds   like     cute,     dazzling,     elegant,
you’re trying to Defend Her,       fascinating, handsome, stunning,
will you roll for that?            someone who can get other’s
LEWIS: Yeah, I will. It’s          fancy, someone who can make
really important for Oliver        others flustered just by being
right now to keep her safe.        in their presence.
           Stats                   Having a high Hot means your
                                   character is an unforgettable
Burning Hearts has four regular    figure who will get to the best
stats and a special one. Stats     side of others.
represent   the    things   your
character is good and bad at and   Cold
reflect them while rolling. The
value of a stat cannot be lower    Meaning      cool,      distant,
than -2 or higher than +3. The     apathetic,          emotionless,
stats in this game are:            reserved, detached, someone who
 ♦ Daring                          doesn’t flinch, someone who can
 ♦ Hot                             tell someone else the cold hard
 ♦ Cold                            truth, the quiet anime character
 ♦ Sharp                           who’s always unbothered, who is
 ♦ Pulse                           often found leaning on walls and
                                   never loses their cool.
Daring
                                   A high Cold means your character
Meaning       brave,      bold,    will   be   good   at  rejecting
adventurous,          fearless,    others, at making others regret
audacious, intense, confident,     ever trying to get close to them
courageous, dashing, fearless,     in the first place, and good
gallant, heroic, someone who       keeping their heads clear in
gets things done first and asks    dangerous situations.
⬥16⬥                                              The Mechanics
Sharp                                 game. Every main character has a
                                      Heart that will not always be
Meaning clever, bright, smart,        with them. While they don’t have
calculated,             scheming,     their Hearts, they may not take
intelligent,      wise,    alert,     advantage   of   their   Heart’s
brainy,      brilliant,     keen,     bonuses, but they may still
knowledgeable, astute, bright,        increase their Pulse and roll
someone who is good at coming up      moves that use Pulse.
with insights.
                                      While a character has their
A high Sharp will grant a             Heart in hands they are able to
character the skill to read           spend their Pulse stat in moves
others,   to   understand  them       like rerolling, and they will
better, and to see their hidden       also   benefit  from   all  the
weaknesses.                           attacks and extras their Heart
                                      has.
Pulse
                                      The game has a clear difference
Pulse   is    a   special    stat     between playing with and without
representing     your     Heart’s     your Heart. Scenes without your
emotional state and ability to        Heart are usually focused on
affect reality. A high Pulse          narrative things and building
means you’re in sync with your        bonds between characters, taking
Heart, while a low one puts you       strings   on   each   other  and
closer to a broken Heart.             building your Pulse stat with
                                      your highlighted stats.
The     Pulse      stat     changes
frequently during play. You may       When you don’t have your Heart
increase your Pulse when rolling      in hands, the maximum amount of
specific stats, sometimes even        harm you can withstand is 4.
when rolling Pulse itself. And        This increases to 7 when holding
you may spend your accumulated        your Heart. This is a way to
Pulse to reroll moves, or to          make a clear difference between
share it with others when you         the   two   gameplays.   Playing
have an intimate moment with          without your Heart will usually
them, and you use your current        be less focused on combat and if
Pulse   as   the    modifier   when   there is any conflict it will be
healing    others.    Additionally,   messy and not the kind of cool
each playbook may have unique         combat people look forward to.
uses for Pulse.
                                      Mechanically wise, your Heart is
           Hearts                     a series of tags that describe
                                      one or more characteristics.
                                      They   also  give   you  various
We mentioned what a Heart is,
                                      bonuses to moves and ways to
but it was never explained what
                                      spend your Pulse. While you have
they actually do during the
                                      your Heart the game will usually
The Mechanics                                                  ⬥17⬥
be more focused on combat, or       your Heart feels and how it
use combat as a metaphor, like      feels when you have it and when
in the Rocking Tour scenario        you don’t. Describe the quirks
where you play as a group of        of your Heart, the faulty parts,
musicians where your shows are      the   parts   that  don’t   work
effectively boss battles where      properly and the parts that do.
you   build   hype instead  of      Describe your favorite parts and
inflicting harm.                    the parts you honestly wish were
                                    different.
On character creation, you may
choose from a series of skills
and strengths to represent the
                                             Strings
powers of your Heart. They are
                                    Strings are a mechanical way to
divided   into    bases,    which
                                    represent social influence and
represent   the  shape   of   the
                                    bonds, tying characters together
Heart, the kind of heart your
                                    in a messy web of relationships.
character has. Bases will always
                                    It’s a mechanic borrowed and
have tags that represent the
                                    adapted from Monsterhearts by
harm your Heart inflicts, it’s
                                    Avery Alder that allows for
range, and might have extra
                                    characters to acquire strings on
things like bonuses to rolls,
                                    others as the result of actions
armor or more specific things
                                    and   later   spend   them   for
like say, a bonus to harm while
                                    bonuses.
having the high ground.
                                    Strings represent advantages a
Hearts also have extras which
                                    character has over others, like
may strengthen your base or give
                                    knowing a secret about someone,
you other bonuses like armor,
                                    or having control over something
stronger rolls or things that
                                    they care about, but strings
are specific to a playbook’s
                                    also represent your ability to
mechanics. For instance, the
                                    support others, showing how well
Fool, an archetype that wears
                                    you understand them. You will
their heart on their sleeve and
                                    gain strings on other characters
wants others to always be paying
                                    during play as you get to know
attention to them, will have
                                    them.
extras   that   give  advantages
against those who have many
                                    Giving someone a string does not
strings on them.
                                    necessarily mean that you’re
                                    giving them a way to harm you,
As you take advancements you may
                                    strings can be used in ways that
choose new extras for your Heart
                                    are beneficial to the person
and you may even change bases
                                    you’re spending it on, like
during   the  interval   between
                                    adding +1 to their roll. So
seasons.
                                    giving someone a string is more
                                    like showing them vulnerability
Besides gameplay mechanics, it’s
                                    and giving them the option to
also important to always say how
⬥18⬥                                              The Mechanics
spend it however they want,          Scared
whether they want to assist or
take advantage of you. It’s like     You’re terrified and afraid, all
trusting someone with a secret.      your bravery is gone, you’re too
They can use it to help you, or      shaken to act.
they can use it to manipulate
you.                                 Scared decreases rolls that use
                                     Daring by -2 and you may clear
My advice for keeping track of       it by running away from a
strings is having all of them in     dangerous situation.
a    single   sheet     that    is
accessible to all players, and       Guilty
not having them scattered across
everyone’s    character     sheet.   You’re too guilty to act. You
Keeping track of strings when        keep thinking about the mistakes
they’re      divided       between   you’ve   made,  and   you  can’t
everyone’s sheets gets really        communicate with others.
hard and confusing fast, so
having a dedicated page or sheet     Guilty decreases rolls that use
to keep track of them is ideal.      Hot by -2 and you may clear it
                                     by making a sacrifice to make
      Conditions                     you feel better about yourself.
                                     Angry
Characters might     suffer from
conditions as a result of an         You’re furious and mad, all your
action or for narrative reasons.     cool is gone. Instead you’re
Conditions     are     detrimental   just   spiteful   and   passive-
statuses that are represented by     aggressive.
decreasing the rolls of moves,
each one of them is associated       Angry decreases rolls that use
with one of the stats. They may      Cold by -2 and you may clear it
be cleared by the effects of         when      breaking      something
moves, or by fulfilling certain      important   out   of   anger   or
circumstances    associated   with   lashing out and harming an ally.
each     condition.    The    five
conditions are:                      Insecure
 ♦ Scared
 ♦ Guilty                            You’re lacking confidence and
 ♦ Angry                             don’t believe your own judgment.
 ♦ Insecure                          You would rather just follow
 ♦ Hopeless                          orders    than  to   think   for
                                     yourself.
                                     Insecure decreases rolls that
                                     use Sharp by -2 and you may
The Mechanics                                                  ⬥19⬥
clear it by acting on impulse       run over by a car in a mundane
and possibly getting in danger.     setting would be almost enough
                                    to incapacitate you instantly,
Hopeless                            but if you’re a superhero of
                                    sorts that would probably only
Nothing matters and there is no     be around 2 or 3 harm.
point in moving forward. You
can’t connect with your Heart,      The rule of thumb is that one
part of you feels like that         harm is a relevant but light
doesn’t matter and that scares      wound, two is something serious
you.                                and three is something terrible.
Hopeless decreases rolls that       Harm works a bit differently
use Pulse by -2 and you may         when you aren't wielding your
clear   it   by  ignoring your      Heart and when you are. The
responsibilities and indulging      biggest reason being because
in easy relief.                     while you don’t have your Heart
                                    the most harm you can take is 4
The   way   of   clearing    each   and while you do, that number
condition   will    be    further   goes up to 7.
elaborated on page 59.
                                    It’s supposed to represent how
   Harm, Armor,                     regular people are fragile and
                                    how things will possibly harm
  Vulnerable and                    you more while you don’t have
                                    your Heart. So when you want to
      Healing                       start saving the world and going
                                    through fights that will harm
This game will often feature        you seriously, you’d better have
scenes with combat, whether the     your Heart with you.
characters are wielding their
Hearts or not, so here are the      Armor
rules    and    guidelines   for
                                    Armor is a flat reduction to the
fighting and managing the damage
                                    harm you take. You can acquire
you take and inflict:
                                    it from the effect of moves,
                                    narrative   reasons,   or   from
Harm                                effects from your Heart. If you
Harm measures the amount of hits    take 3 harm while you have 1
you   can   take  before   being    armor: you only take 2 instead.
incapacitated. When you take a      The maximum amount of armor you
hit, you mark an amount of harm     can have is 2.
equal to it. The amount of harm
inflicted reflects how severe       Armor doesn’t      go away after
the hit your character took was,    reducing a hit,     if you have 2
naturally, what a heavy hit is      armor and take 3    harm twice, you
depends on the setting. Being       will just take      a total of 2
⬥20⬥                                              The Mechanics
harm. The only way to negate
someone’s armor is to inflict       Narratively    it   means   your
vulnerable on them.                 character will have to spend the
                                    rest of the act unable to get
Healing                             out    of    bed.   Mechanically
                                    speaking it means that just
The total amount of harm you can    because   your    character   is
take   is   represented    by   4   technically alive, it doesn’t
diamonds and 3 hearts in your       mean that you can get up and
character   sheet.   While    not   actually do things. If you were
wielding your Heart you will        to roll anything it would be
take regular harm which only        considered an instant failure
affects the ones shaped like        and if you were to take further
diamonds, and when you take harm    harm your character would die.
while you do, you will first        So no, you can’t exploit this to
mark the ones shaped like hearts    keep fighting.
which represent Heart harm.
                                    And furthermore, on the part
Harm may be healed by Resting or    about taking further harm while
by Connecting with Your Heart       having   all    harm   marked   it
during downtime between acts,       doesn’t mean that while your
when you Ready Your Heart by        character is resting someone can
spending Pulse, or when you         come and poke them for 1 harm
Soothe a Heart. Heart harm acts     and kill them. Again, death is
as an armor of sorts that will      always   the     owner   of   that
protect you from damage before      character’s    choice,   and   the
it starts actually affecting        purpose of this rule is to
you.                                clarify   that    your   character
                                    should be bedridden while having
Breaking your Heart is something    all harm marked.
that will be properly explained
on page 25, but for now it          Your character may be healed by
should just be made clear that      another one with the Soothe a
your Heart does not break when      Heart move or by Readying Their
you mark all three Heart harm.      Heart so they can keep playing
                                    for the duration of the act, but
When you mark all your boxes of     they can’t do that in the scene
harm, you have a few options.       they mark their seventh harm.
You may choose to have your         Unless they choose to do the
character die, but remember that    Last Stand move, they’re out of
death is always a player choice,    that scene, either they passed
otherwise you may have your         out for the duration of it, or
character fall unconscious or       ran away in panic.
flee from the scene. Another
option is to trigger the Last
Stand   move,   which   will  be
further explained on page 62.
The Mechanics                                                  ⬥21⬥
Vulnerable                         Hold
Vulnerable   is  a   detrimental   A hold is always given with a
status that causes the next hit    special condition that it can be
a character takes to ignore        spent on. Take the Storm for
armor. It is inflicted either by   example,   their    main   move,
rolling to Throw Your Charm or     Raising Storm, gives the player
spending a string, like using      a hold for every roll with a
your influence over them to        result equal or under 11, for
lower their guard. If the target   every three holds they have they
has no armor, the next hit they    take +1 ongoing and when they
take will inflict 1 extra harm     roll a 12 or above they must
instead.                           spend all those holds and choose
                                   a number of detrimental options
      Forwards,                    based on the number of holds
                                   spent.
     Ongoing and
                                        Highlighted
        Holds
                                           Stats
Forwards, Ongoing and Holds are
things you can acquire from the    At the start of every act,
effect of moves or if the          players will highlight two of
narrative      demands.    They    their stats. The first the owner
represent a variety of bonuses     of the character will choose,
your character can have.           and the other one will be chosen
                                   by the person that holds the
Forward                            most strings on them. In case of
                                   a tie, they will choose between
A forward, often called a +1       one of the characters that hold
forward, is a bonus a character    the most strings on them. This
can acquire to the next roll       represents the influence they
they   make   under a   certain    hold over the other and telling
circumstance.                      them what aspect of them they
                                   most want to see the most.
Ongoing
                                   Once per scene, when rolling
Ongoing,    often    called   +1   each of your highlighted stats,
ongoing, is an ongoing bonus a     you will increase your Pulse by
character can acquire to all the   1. The stat ranges between -2
rolls they make under a certain    and +3.
circumstance      until     it’s
concluded.                         When you take your Heart in hand
                                   and Ready your Heart, you may
                                   spend your Pulse for a series of
⬥22⬥                                             The Mechanics
effects like healing or taking a   As the game moves on, the
bonus to rolls.                    narrator may introduce what we
                                   call    the    Main   Non-Player
If your highlighted stat is        Characters, or Main NPCs. These
Pulse and you roll to Soothe a     are NPCs like any other that
Heart,   you   roll, add  your     have no special rules attached
current Pulse to the roll and      to them, with the exception that
increase your Pulse after the      the   narrator   will  ask   the
move has resolved.                 players to choose a starting
                                   relation with them. The goal of
When a new act starts you must     main NPCs is to create extra
change your highlighted stat and   drama in the game.
if the person who holds the most
number of strings on you has       If   the  main   characters  are
changed, the one who currently     magical girls, the main NPCs
does will choose your second       will be magical girls. If the
highlighted stat.                  main characters are mech pilots
                                   so will the main NPCs be and so
When   choosing   a   stat   to    on for all the other scenarios.
highlight, remember that it’s      Main NPCs will always stand
not about highlighting their       equal to the player characters,
strongest stat to help them or     and they serve as the supporting
their weakest stat to mess with    cast of sorts.
them. It’s about highlighting
the stat you want to see them      Main NPCs are not villains, at
use the most.                      least not necessarily. They are
                                   characters that stand equal to
      Starting                     the PCs, but they may take an
                                   antagonistic    role    if    the
   Relations and                   narrative demands so. Their goal
                                   is so that the narrator can use
     Main NPCs                     them to fill in whichever niches
                                   are open in the cast. If you
                                   need   a  childhood   friend,   a
Not exactly a rule, but it’s
                                   rival, or a lover friend, you
worth mentioning: As you create
                                   may use a Main NPC.
your character, you will choose
a starting relation with each
                                   The story is and always will be
other player character. These
                                   about the main characters, the
relations are ways to know where
                                   ones the players control, but a
you stand in the narrative with
                                   story can’t be told with just
each other, and also, so players
                                   two to five characters. With the
can have strings on the other
                                   main   NPCs    you   may   build
characters   right    from   the
                                   rivalries and romances with your
beginning.
                                   PCs, you may give them allies
                                   and enemies, exes and crushes.
The Mechanics                                                ⬥23⬥
Main NPCs fill in the role of
those who are equal to the main     Many of the tags below don’t
characters, while secondary NPCs    affect the mechanics of the
will often be people like higher    game, there are no written rules
ups,   parents,   teachers   and    that happen when you use a messy
everyone else. You’re free to       or a volatile weapon, but if you
use main NPCs however you want      try to attack someone with one
regarding developing relations      and fail, or have a mixed
with the player characters, but     success, the narrator will be
secondary NPCs will often have a    free to invoke these aspects in
simple drive and stick to that.     the result.
One last thing is, if you’re        JULIA: I hit them with my
playing    with    a    lot    of   electric guitar.
characters, and you run out of      JULIA:    Shoot,   that's    a
slots    to     write    starting   failure.
relations with other characters,    MAGGIE: Flora you try to hit
you have a few options. Either      them with the lightning of
you may use one of the bullet       your instrument, but fail.
points a second time, or you may    MAGGIE: Dear, how do you fail
come up with a new one based on     this.
your character’s story and using    MAGGIE: Since it has the
the pre-made ones as reference,     messy tag, I will say that
taking and/or giving about 2 to     the way you fail is that you
4 strings between you two.          do manage to hit them, but
                                    you also hit everyone else on
Again, all of these are mostly      the     stage     with     the
rough suggestions so if you have
                                    electricity.
an idea for this super cool
character with pages upon pages     The list of tags is:
of backstory you made for them,      ♦ N-harm (1-harm, 2-harm, 3-
you may feel free to come up           harm etc.): This Heart will
with your own starting relations       inflict n harm on a hit.
to the other PCs and main NPCs.      ♦ Range: describes the range of
                                       effectiveness of the Heart.
                                       Is separated in the following
            Tags                       sub tags:
                                       ♦ Intimate:    Effective    at
Hearts have a base that is               extremely close range, like
defined by a description and a           a bite or a hug.
series of tags that describe an        ♦ Hand:    Effective    within
attack. Every base will have at          arm's length.
least two tags to describe the         ♦ Close: Effective at close
harm it inflicts and the range           quarters.   Outside    arm’s
it possesses, with the option of         length, but not too far.
having more to describe other          ♦ Medium Range: Anything a
characteristics of it.                   stone’s throw away.
⬥24⬥                                               The Mechanics
    ♦ Far: Effective at anything     ♦ Quick: Is fast and agile,
      you can see.                     easy    to    dodge    incoming
♦   N-armor(1-armor or 2-armor):       attacks.
    Gain that amount of armor        ♦ Restraining:    Will   restrain
    while holding a Heart with         the target on a successful
    that tag.                          hit.
♦   +bonus (+1 forward to Hot, +1    ♦ Unreliable:    Needs    regular
    Sharp when eyesight matters,       cleaning and maintenance.
    +1 to Engage in Conflict,        ♦ Useful: Has more than one
    etc.): adds a bonus to a stat      use.
    or a move under specific         ♦ Valuable:   Is   valuable   and
    circumstances.                     bound to impress others.
♦   Area: Affects all targets in     ♦ Volatile:   This    attack   is
    range.                             dangerous and unstable.
♦   Balanced: It’s balanced and
♦
    easy to use.
    Braced: this Heart must be
                                        Broken Hearts
    braced in a specific position
                                     This is a game about Hearts, and
    to be used.
                                     the thing about them is that
♦   Fire: Uses fire.
                                     they   can   often   be  broken.
♦   Forceful: Pushes the target.
                                     Breaking   your    Heart  is   a
♦   Life Drain: Heals harm equals
                                     mechanic in the game, it means
    to the harm it inflicts.
                                     both the malfunction of your
♦   Heavy: Heavy and hard to use.
                                     Heart that can shape the world
♦   Armor Ignoring: Ignore armor.
                                     according to your desire, and it
♦   Loud: This attack is loud and
                                     means breaking your metaphorical
    will draw attention.
                                     heart and turning you into an
♦   Messy: hard to control, will
                                     emotional wreck.
    leave a mess of property
    damage.
                                     Hearts are broken as the result
♦   Reload: Will need reloading.
                                     of actions, when the fiction
    Reloading is something you
                                     demands such, or when you would
    can do without a move, but it
                                     lower your Pulse below -2. Also,
    will take a few seconds. If
                                     Every main character shares the
    there’s an enemy attacking
                                     Last Stand move that may be used
    you, you might need a roll to
                                     to keep fighting after marking
    Do    Something    Risky    to
                                     all harm boxes at the cost of
    properly     do   it     under
                                     breaking their Heart, while some
    pressure.
                                     playbooks offer powerful moves
♦   Remote: This Heart can be
                                     at the price of a broken Heart.
    used remotely.
♦   Slow: Is slow and has a hard
                                     As your Heart breaks, it’s like
    time hitting targets.
                                     the world is turned upside down.
♦   Small:     Is    small     and
                                     Your mech will malfunction, and
    concealable.
                                     your magic sword will become
                                     silent,   your    magical   girl
The Mechanics                                                  ⬥25⬥
transformation will be much more     attention     towards     you,    and
eerie and dark.                      explaining to the table how your
                                     character has the non Heart
Mechanically speaking, while a       weapons they have.
character’s   Heart   is  broken      ♦ Something like a small knife
everything that costs Pulse will        that you can easily carry
inflict   harm   instead.   Each        without much problem but has
playbook has a special condition        low range and not much harm
that needs to be fulfilled for          would have the tags 1 harm,
the Heart to be mended, but it          hand, small.
may also be mended by the result      ♦ A larger knife or short blade
of moves such as Connecting with        would be able to inflict more
Your Heart during downtime.             harm but lose the skill to be
                                        concealable     would    have    2
       Non Heart                        harm, hand.
                                      ♦ A very large sword, we’re
        Weapons                         speaking     anime    levels
                                        massive sword here, that you
                                                                        of
                                        would    definitely      get    in
Of course, there are weapons
                                        trouble if you carried it in
outside   of    Hearts   in   the
                                        the streets would have 3
scenarios of this game. They
                                        harm, hand, heavy.
allow for you to have more messy
                                      ♦ A medium range weapon like a
combat    scenes    with    other
                                        pistol or a small crossbow
characters, fights like the ones
                                        would have the tags 2 harm,
you have in real life, unlike
                                        medium    range    and    at   the
the mystical ones that your
                                        player’s      discretion      loud
Heart offers. You may have a
                                        and/or reload.
small knife you carry with you
                                      ♦ A long range weapon like a
while not wielding your Heart,
                                        sniper rifle or a large bow
just like you may bring a
                                        would have the tags 3 harm,
handgun while you have your
                                        far   and    at    the   player’s
Heart in hands.
                                        discretion       loud       and/or
                                        reload.
Here   are    some    examples  of
                                      ♦ A weapon like a shotgun would
weapons that are unrelated to
                                        have the tags 3 harm, close,
Hearts. These will of course
                                        messy and possibly area.
depend on the scenario that is
being   played,    so   these  are
generic weapons you can have, as       Experience and
well   as   guidelines    for  the
corresponding tags.                     Advancements
Be mindful of the fiction and of     Characters      will     acquire
the fact that if your non Heart      experience when rolling a 6 or
weapon is a massive sword, it        below, or from the effect of a
will probably bring a lot of         move. After acquiring your fifth
⬥26⬥                                                  The Mechanics
experience, you may erase all of    character   is   acquiring    that
them and take an advancement.       skill.
Acquiring     experience     from   By   explanation,   this   simply
failing represents how we learn     means it needs to make sense for
from our mistakes, and how we       your character to have such
can’t grow and learn new things     moves. It makes sense for a Hero
without failing a few times.        who desperately wants to protect
                                    her    friends   to   pick    the
Advancements are like level ups     Dreadnought’s   Revenge,    which
you can give your character. You    allows for the Hero to break her
can use them to learn new moves,    Heart when an ally falls in
upgrade your stats and unlock       combat for bonuses.
extra features to your Heart.
The proper list of advancements     This is to be kept in mind
you may take is detailed in each    because a lot of moves and
of the playbooks.                   extras are specific to certain
                                    mechanics that are exclusive to
When you take an advancement,       certain     playbooks.     Other
you should fill the diamond next    playbooks    can’t   pick    the
to it. This means that you can’t    Foesworn’s extras that give them
take it again, but all diamonds     bonuses when their Employer has
are cleared at the start of a       a lot of strings on them, if
new season, or if you change        they don’t have an Employer to
playbooks.                          begin with.
Picking new Moves and               The Structure of
Extras
When you mark experience five
                                         a Play
times,    you   may    take    an
advancement.    Some    of    the   Scenes
advancements options are for
taking   new  moves   and   Heart   What a scene is has already been
extras. All the moves and extras    explained,   but    it    can    be
from your playbook are on the       reinforced in this section to
table for you to pick, but there    compare   it   with    the    other
are also options for choosing       measures of narrative in this
moves and extras from other         game.
playbooks, these have a few
rules.                              Scenes are the smallest scale of
                                    the narrative. They are the
You’re not free to pick from        smallest matryoshka dolls you
every move or extra from other      can   find   inside  the   other
playbooks. You will need to give    narrative dolls. A group of
an explanation as to how your       scenes composes an act. A group
The Mechanics                                                    ⬥27⬥
of acts composes a season and a    offer the players stronger and
single season, or a group of       free   actions   that   can   be
them compose the play.             triggered   once  per   session.
                                   There is no specific time that a
Scenes are the single moments      session should last, so how
that the narrative spotlight       often these moves are used might
shines on. It’s a fight, but it    fluctuate a lot from table to
can also be only a piece of a      table.
larger combat. It’s a date, a
meeting, a visit to the shop.      Acts may take a single or more
Scenes   are   framed   by   the   sessions, but you can’t do more
narrator, they put one or more     than   one  act  in   a  single
characters in a situation, then    session.
things happen until the narrator
will frame another one. That is    Acts
a scene.
                                   An act is like an episode of a
Some   things    can   only  be    TV show. It features a series of
triggered once per scene, the      scenes that tells a story. Like
biggest example of this is how     how a group of magical kids
once per scene when rolling one    defeated an enemy, or about a
of your highlighted stats you      show that a band did, or a race
will get to gain a Pulse, but      that a group of racers did.
other moves will often give
players bonuses that last for      Scenarios will have the base
the duration of the scene.         structure of what an act should
                                   contain, but for the most part
A group of scenes will compose     they will introduce a section
an act. It’s like all these        where players will not wield
scenes are framed together in a    their Hearts as an introduction
way that forms a movie that        to the problem to be solved, and
tells a story that can be          one where they do wield their
standalone, or a piece of a        Heart   where  they  solve   the
larger narrative.                  problem presented.
Sessions                           Each scenario has questions for
                                   the players to answer that will
A session refers to the time       allow for them to mark exp at
that players will come together    the end of every act. If your
and play the game for a few        party is doing a lot of fast
hours,   then  when  they  come    acts, you’re likely to gain a
together again in the next week    lot of exp like this.
or so to play again, that is a
different session.                 After an act is over, players
                                   will take a break and share the
There are a number of moves and    things   their  characters  are
Heart bases and extras that        doing before the start of the
⬥28⬥                                             The Mechanics
next act. This time is called      what it represents to their
downtime, where players have a     character and what they did in
series of moves that they’re       the interval between seasons.
free to do. Moves that allow for
them to heal, to interact with     It’s the idea that a new season
other characters, to connect       is    a  new    beginning    where
with their Hearts, and so on are   characters will start with no
all examples of things that can    harm,   conditions    or    broken
be done in downtime.               Hearts. If they had any of
                                   these, they were healed in the
Seasons                            intermission   between    seasons.
                                   It’s also a breath of fresh air
A season is composed of a series   for the players to not have to
of acts, but it doesn’t have a     worry   about   healing    between
specific number. What determines   seasons as season finales are
the end of a season is when the    bound to do a number on their
first player of the party marks    characters.
their   fifth   advancement,  at
which point the players are in     Play
the endgame, as the next act
should be the last, and it         A play is what a campaign is
should wrap up the season.         called,   a  group   of  seasons
                                   together that tell a story, so
If we continue the TV show         you could say that the play is
analogy, a season would be...      the TV show in its entirety.
Well, it would be a season. It     There is no particular number of
should focus on a specific enemy   seasons that a play should have,
that our heroes are fighting, a    it can have only one, or it can
specific conflict, a large race    extend for many seasons.
our heroes are doing that will
be broken down in a series of      You can technically use the same
checkpoints, a list of states a    characters after a play is over
band visits in their tour and      into a new one, but there really
does shows in before doing their   isn’t a name for such a large
last one and deciding on what      sum of narrative. A campaign? I
should be the future of the        genuinely can’t see how coming
band. These are all examples of    up with a name for that would be
seasons.                           relevant, so you’re free to call
                                   it whatever you want.
At the end of a season, players
may choose a season advancement
for their character, but they
                                          Season
don’t take downtime actions.
Harms, conditions and broken
                                       Advancements
Hearts are healed and there are
                                   Season advancements are taken at
no moves rolled, players simply
                                   the end of every season. They
choose an advancement and tell
The Mechanics                                                 ⬥29⬥
are supposed to be things that         Identity can change with the
greatly change the character.          changing of the character’s
Things they acquire after a long       role, but that is entirely up
period of play to represent            to the player. Feel free to
their ongoing growth and change.       change the gender of your
The season advancements are:           character and change their
 ♦ Change playbooks                    name    and     pronouns,    and
 ♦ Retire your character.              naturally you don’t have to
 ♦ Advance two of the basic            change     your      character’s
   moves.                              playbook to do so.
 ♦ Take one regular advancement.   ♦   You may skip the part of
 ♦ Change your Heart.                  developing    your    background
                                       with   the   other    characters
Changing Playbooks                     since you already have that
                                       set, but if a new Main NPCs
Playbooks are about what is your       is introduced, or a player
character’s biggest issue and          makes a new PC, you may
how they deal with it. The Storm       assign one of the starting
can’t control themselves, the          relationships from your new
Foesworn has to work for a toxic       playbook to them.
Employer, the Frozen is too        ♦   You may pick a new archetype
scared of intimacy. Changing           if it makes sense. Your past
your Playbook means that that          will    still     be    directly
arc   of   your   character   is       related to all the things
complete, and now you’re moving        that have already happened in
on to their next arc, with a           the game, but you can use the
different issue.                       archetypes as a base to tell
                                       how the transition to your
A Vampire may have found a way         new playbook happened.
to remove their curse, but now     ♦   You    may    choose     between
they have little control over          keeping your stats as is or
their powers as a Storm. A             choosing from one of the two
Foesworn can quit their work for       starting stats options from
their Employer and make their          your new playbook and adding
own Heart as an Outsider. Or a         +1 to one of them.
Lover may choose to stand up for   ♦   Keep all the moves that would
themselves and become the Hero.        make sense for your character
There are no limits to how you         to have. If you used to be an
may   change   your  character’s       Outsider    and   now   you   no
playbook.                              longer have a stolen Heart,
                                       it makes no sense to keep the
The rules for changing playbooks       Outsider’s Background. Same
are the following:                     thing if you used to be a
 ♦ Identity things like name,          Foesworn and you no longer
   pronouns, eyes and look are         work for an Employer.
   all kept the same unless the
   player wants to change them.
⬥30⬥                                                The Mechanics
♦ You take the Intimacy and         in case you roll a 12 or above.
  broken Heart moves from your      Somewhat of a critical success
  new playbook.                     for the moves you use the most
♦ If   you   have  a    different   to   represent  how  you   have
  Heart, you may create a new       mastered them.
  one, but this time choose 3
  extras   instead   of   2.   If   Changing Hearts
  you’re keeping your Heart as
  it is, you may skip this          Changing Hearts is similar to
  part.                             changing playbooks, but only
                                    focusing on making a new Heart
Retiring your Character             for your character. In fiction,
                                    it’s   like    when   you   gain
Retiring your character can mean    drastically     different    new
a number of different things.       powers. Maybe your mech was
They may choose to leave the        destroyed at the end of the last
band, giving up on fighting and     season, and you’re making a new
choosing to live a normal life      one for the new season. Or
as an NPC instead. It might also    something similar to acquiring a
mean that they take a role that     new car, or a new weapon, or a
is simply no longer viable for a    new guitar.
PC.
                                    Your role in the narrative is
To ascend to the position of a      still the same. You still face
deity, to betray your allies and    the same issues and have the
become the new Dark Lord are        same problems, but your Heart is
both good examples of ways to       different.      Maybe     you’re
“retire your character”, or you     approaching your issues with a
might choose for your character     new mindset, a new perspective
to sacrifice themselves and have    to deal with your problems.
a martyr’s death.
                                    Mechanically speaking,    when you
If you choose to retire your        make a new Heart you     may erase
character you will need a new       the base and extras of   your past
one for the next season, you may    one, choose a new base   and three
either choose to pick one of the    extras for it.
NPCs and promote them to your
PC, or make a new character from    Don’t forget to tell the rest of
scratch,   possibly  introducing    the table what happened to your
them as an exchange student,        old Heart and how you got your
which is a very popular trope.      new one. Your old one could have
                                    been destroyed, or maybe you
Advanced Moves                      returned it to the person you
                                    borrowed it from. Maybe the
Basic moves may be advanced as a    Foesworn changed Employers and
season advancement. This means      got a new Heart from their new
they will gain a special effect     one.
The Mechanics                                                  ⬥31⬥
CHAPTER 3: BASIC MOVES
Basic Moves in Burning Hearts        ♦ Throw Your Charm: To get on
Forever   work   as   a   way   to     another    character’s   good
determine results of commonly          side.
used actions in a way that keeps     ♦ Read   a   Person:   To  read
the narrative interesting and          another character’s thoughts
engaging. The basic moves are:         and secrets.
 ♦ Engage in Conflict: To get        ♦ Burn Bridges: To push another
   into   physical   combat   with     character away.
   another character.                ♦ Do Something Risky: To act
 ♦ Defend   Someone:   To   defend     under pressure in a tight
   your allies from harm.              situation.
                                     ♦ Soothe a Heart: To ease your
                                       allies’ pain.
Basic Moves                                                  ⬥33⬥
                                     ♦ Discover a major weakness and
       Engage in                       take 3 strings on them.
                                     ♦ Create an opportunity for all
        Conflict                       allies and give them all +1
                                       forward.
                                     ♦ They      are       completely
When you physically clash with
                                       overpowered. NPCs will give
someone: Roll with Daring. On a
                                       up or flee and PCs will mark
hit you may choose a base from
                                       exp if they do so or take -2
below and on a 10+ you may
                                       ongoing this scene to any
choose an extra, but on a 7-9
                                       roll they do against you.
the   person   you’re   engaging
against may choose an extra of
                                    When you physically engage with
themselves.
                                    someone, when you jump on top of
                                    them to harm them, when you push
Bases:
                                    them into a trap, when you take
 ♦ Trade    blows   with    them:
                                    something away from them with
   Inflict your harm on them and
                                    little to no subtlety: you roll
   take their harm back.
                                    this move. First establish how
 ♦ Push them where you want.
                                    you’re doing it, if you’re using
 ♦ Take something from them.
                                    a weapon, your Heart or just
                                    doing it with your hands
Extras:
 ♦ Discover a weakness and take
                                    If your goal is to inflict harm
   a string on the other.
                                    on them, Heart bases and non
 ♦ Create an opportunity for an
                                    Heart weapons have tags that
   ally   and   give    them +1
                                    describe the amount of harm you
   forward.
                                    will inflict. If you’re doing
 ♦ Go all out and inflict 1
                                    something outside tagged weapons
   extra harm if you’re harming
                                    you can determine the harm by
   them.
                                    what   you’re   doing    in   the
 ♦ Avoid their hits and take 1
                                    fiction, for example the harm
   less harm if they’re harming
                                    inflicted by punching someone is
   you.
                                    vastly different from the damage
                                    that   hitting   them    with   a
ADVANCED: On a 12+ you may
                                    baseball bat will cause.
choose a base and one from the
list below:
                                    On a hit, you get to choose a
 ♦ Choose two extras.
                                    base.   You   don’t    have   to
 ♦ Perfectly avoid their hits
                                    necessarily physically hit them
   and take no harm when trading
                                    with the intention of harming
   blows.
                                    them. You may just want to push
 ♦ Strike   with  precision  and
                                    them away or take something from
   double the amount of harm
                                    them.
   you’re     inflicting    when
   trading blows.
                                    If you choose to trade blows,
                                    you hit them and they hit you
⬥34⬥                                                  Basic Moves
back. You both inflict your harm     There are many extras to choose
on   the  other.   Describe  how     from when rolling a 10+. You can
you’re hitting them and the          choose to either inflict extra
narrator will describe how they      harm or take less harm, these
are hitting you back, then you       are the simpler ones that focus
get to choose extras.                purely on combat. You may create
                                     an opportunity and give an ally
When   trading  blows   with an      +1 if you are fighting in a
opponent, don’t forget that the      group. It’s important to explain
fiction is your first priority.      how you’re doing that and what
If you have a ranged weapon, a       kind of opportunity you are
weapon with the far tag, and         creating. You may also give
you’re using that distance to        opportunities   to   NPCs,   but
your advantage against a foe         again, NPCs don’t roll, so it's
that has no way of hitting you       something that mostly happens in
back: you get a free hit.            fiction.
Between the base options, you        You may also choose to take a
have things like pushing them        string on the person you’re
where   you    want   and   taking   engaging against. This is useful
something from them. If you need     considering how many effects
to push an enemy towards a trap      strings have. You may spend that
or pull them away from a place       string to inflict a condition,
that gives them power, you may       or to inflict even further harm
choose the option to push them       next time you roll to Engage in
where    you    want.    To   take   Conflict against them, or take
something from them can be a         +1 forward on the next roll you
little    abstract,    the   thing   make against them.
you’re taking from them might be
an object, or it might be their      But on a 7-9, the enemy is the
attention from something.            one that is going to choose the
                                     glitch they will apply to your
In combat, when you’re trying to     move. They can do something
defeat an opponent, you will         simple like defending and taking
start to fill their harm boxes.      1 less harm, but they can also
Filling all of them doesn’t          find a weakness and take a
necessarily mean killing them,       string on you, or making an
it’s about winning the battle        opportunity  for   an  ally   of
and submitting them to your          theirs.
will. They might die, but they
may also give up fighting, run       Again,   NPCs     don’t   get   +1
away, or the thing they were         forwards, but if an NPC makes an
using to fight in the first          opportunity    to    another,   it
place may break and they can no      happens     entirely     in    the
longer harm you, like a robot or     narrative. Maybe they don’t hit
a powerful weapon.                   you,    but      they     position
                                     themselves in the perfect way
Basic Moves                                                     ⬥35⬥
that their ally is going to        MAGGIE: I will say the cops
attack next and the players will   are   not    carrying   ranged
have to react and dodge the hit.   weapons and your attack has a
It’s a good way of following a     longer range than theirs, so
roll with another action, making   they can’t counter-attack, if
the combat flow.                   you choose to trade blows.
                                   PHOEBE: Nice, but I don't
The   advanced   options  mostly   think my goal is to inflict
focus on upgrading the already     harm here. All I want to do
existing       options,     like   is push them where I want,
inflicting even more or taking     more precisely, I want to
even less harm. Taking more        push them outside the train.
strings, creating an opportunity   MAGGIE: That’s great. For my
for all allies, or choosing two    reaction, I will say that the
from the weaker options.           cops will remember that and
                                   take a string on you.
The one option that is new is
the   one   to   overwhelm   the
opponent. This is more than just
inflicting a lot of harm or
pushing them where you want.
It’s about making them think
that there is just no way they
can win this fight and forcing
them to either give up or run
away.
MAGGIE: The cops are on your
tail, Bandit, it doesn’t look
like you’re gonna be able to
lose them. What do you do?
PHOEBE: Well then I might as
well   face  them   head   on!
Bandit quickly turns around
and shoots one of the cops.
MAGGIE: Well, that’s a roll
to Engage in Conflict if I
have ever seen one! Roll plus
your Daring.
PHOEBE: Bandit has +1, and
that’s a 4 and a 2, so a 7
total!
MAGGIE: That’s a hit. With
that, you can choose a base,
but I will get to choose a
reaction myself.
⬥36⬥                                               Basic Moves
                                    The first option you may choose
  Defend Someone                    when rolling this move is to
                                    take less harm. It’s simple and
                                    straightforward, a choice for
When you defend someone from
                                    when the narrative is not as
harm: Roll with Daring. On a hit
                                    relevant in the scene, or when
you take the harm they would and
                                    you really don’t want to take
they are safe. On a 7-9 choose
                                    that damage.
an option from the list below
and on a 10+ you may choose two.
                                    You may also choose to retort
 ♦ Avoid their Hits: Take 1 less
                                    back and inflict a condition on
   harm.
                                    the person that was attacking
 ♦ Retort back and make the
                                    the one you are defending. It’s
   attacker mark a condition.
                                    like using your words to make
 ♦ Impress     whoever     you’re
                                    them ashamed of their actions
   defending and take a string
                                    and shift their emotions because
   on them.
                                    of it, or even taunting them and
                                    making them angry, it’s up to
ADVANCED: On a 12+ you take the
                                    you.
hit and you may choose one from
below:
                                    You may also take advantage of
 ♦ Choose all three options from
                                    the situation and take a string
   the list above.
                                    on the one you’re defending.
 ♦ Completely avoid their hits
                                    Like using this situation as an
   and take no harm.
                                    excuse to make them owe you one,
 ♦ Make    them     ashamed   of
                                    or maybe even scold them because
   themselves and make them mark
                                    they   should    stand  up   for
   3 conditions.
                                    themselves more.
 ♦ Be the hero of whoever you
   are defending and take 3
                                    The advanced options are mostly
   strings on them.
                                    powered   up  versions   of  the
                                    already existing ones. Take no
When someone is being a target
                                    harm, inflict more conditions,
for harassment, you can stand in
                                    take more strings, or do all
and take the hits for them. On a
                                    three with decreased effect.
hit, you take all the damage and
you get to choose how to react.
                                    It should be stated that this
                                    book will sometimes refer to
Heroic figures and those who
                                    this move with different names
take care of their allies are
                                    depending on who the text is
bound to use this move. It lets
                                    referring to. If you see the
you stand up for those of your
                                    text   describe    things   like
allies who can’t stand up for
                                    “Defend You”, or “Defend Them”,
themselves, or don’t have as
                                    or “Defend Her”, these all refer
much armor as you do.
                                    to this move.
Basic Moves                                                  ⬥37⬥
MAGGIE: Queen Despair still
feels bitter after the last
time you beat her, her eyes
are red like rubies, full of
rage towards Flora.
MAGGIE: She is not even going
to do a monologue, she will
just rush towards her. What
do you do?
THELMA: Arthur knows she is
still too beat up and will
jump in front of her and take
the hit while saying, “Sorry
Flora, but I can’t let you
take this one alone.”
JULIA:     Oh,    Flora    is
absolutely not happy to be
helped, but she is otherwise
too tired to do anything.
THELMA: That’s an 11 on my
roll to Defend Someone.
MAGGIE: Nice, you take the
hit for her and you get to
choose 2 from the list.
THELMA: I already have 2
armor and I know Despair’s
melee hit is only 2 harm, so
I’m completely undamaged from
that already. I’m choosing to
take a string on Flora and
inflict a condition on Queen
Despair.
THELMA: For the string I
think it’s related to how
Flora hates showing weakness
and couldn’t defend herself,
for the condition I wanna
force her to mark scared
cause she couldn’t scratch me
at all.
⬥38⬥                            Basic Moves
                                    is a move to convince others to
Throw Your Charm                    do your bidding, it’s called
                                    Tempting and will be explained
                                    on page 55.
When you use your charm on
someone: Roll with Hot. On a 10+
                                    This move is also the most
choose three from below and on a
                                    straightforward way of getting a
7-9 choose two.
                                    string on someone if you need
 ♦ Reveal a weakness: Take a
                                    one,    and     of    inflicting
   string on them.
                                    vulnerability   on   others   to
 ♦ You don’t mess it up and they
                                    bypass their armor. It’s an
   don’t get a string on you.
                                    action that can even be used in
 ♦ Make them flustered: Inflict
                                    combat, for example you can roll
   vulnerable on them.
                                    this   to   make   your   target
 ♦ Force them to choose one from
                                    embarrassed, so you can negate
   below:
                                    their armor on your next hit.
   ♦ They    act   awkward    and
     embarrass themselves.
                                    When you tempt someone, you need
   ♦ They promise you something
                                    to spend a string you have on
     they think you want.
                                    them and this is the best way to
   ♦ They give themselves in to
                                    acquire them. If you meet a
     you.
                                    character you do not have a
                                    string on, you may roll this
ADVANCED: On a 12+ you may
                                    move, hopefully get a hit and
instead choose one from the list
                                    spend the string to Tempt them
below:
                                    to do something. If you fail,
 ♦ Choose all four options from
                                    you can still do it, but you
   the list above.
                                    will have to do something in the
 ♦ They      are       completely
                                    fiction for them first.
   flustered: Inflict vulnerable
   on them for the rest of this
                                    You may also choose to force
   scene.
                                    them   to  react   towards   your
 ♦ Reveal a major weakness: Take
                                    flirting. It happens purely in
   3 strings on them.
                                    the   fiction,   but    it's   an
 ♦ They fall in love with you.
                                    interesting way to give the
   NPCs will do anything you ask
                                    person controlling the character
   them for the current scene,
                                    a list of ways they can act on
   and PCs will mark exp if they
                                    your flirting.
   do or take -2 ongoing to any
   roll involving you.
                                    They may choose to embarrass
                                    themselves   or    promise   you
When you want to impress, or
                                    something.    There    are    no
charm someone, this is the move
                                    mechanics for this promise, it
for it. Above everything, this
                                    happens purely in the fiction
is not a move to convince
                                    and it should be kept in the
someone to do something, it’s
                                    fiction. It’s not very likely,
for flirting and charming. There
                                    but they may also choose to just
Basic Moves                                                   ⬥39⬥
completely   give   themselves   to   MAGGIE: So cheesy, I love it.
you.                                  Roll plus Hot.
                                      LEWIS: Well oops, that’s a 4.
You get to choose 2 on a 7-9,         I failed.
which means that you may either       MAGGIE: So first mark exp and
choose to not give them a string      second gain Pulse cause Flora
on you and another option, or         highlighted your Hot.
try to push your luck, give them      MAGGIE: Third I will say that
a string and choose 2 others          they laugh, but is otherwise
from the list. Same with a 10+,       happy for the change of pace,
but you get to choose another         you might have looked kinda
one.                                  like a fool to them, and
                                      they’re not giving you a
The advanced options are powered      string, but I will say they
up   versions  of   the  already      think you’re funny and if you
existing ones. You can inflict
                                      try to Tempt them they will
                                      be happy to give you a deal
vulnerability for the rest of
                                      for the information.
this scene, take 3 strings on
them or do a little of both and
force them to react to you too.
With an extra option of making
them fall in love with you,
making them completely useless
for the rest of the scene when
rolling anything involving you.
MAGGIE:   In   front   of  you
stands Diego, the one person
who actually knows how to
disable the anxiety rays from
the Metal Dictator. What do
you do?
LEWIS: Well, I want to Tempt
them into giving me that
information, so I might try
to Throw My Charm on them and
get a string on Diego.
MAGGIE: Well, describe how
you do it.
LEWIS: Oliver lights a cigar
and offers another to Diego.
MAGGIE: He accepts it, and
thanks Oliver.
LEWIS: Well, Oliver is going
to light his cigar with his
own and look deeply into his
eyes.
⬥40⬥                                                 Basic Moves
                                   This is a good move not just for
   Read a Person                   learning
                                   motivations,
                                                 about
                                                    but
                                                              character
                                                            also    for
                                   developing    them.    A    narrator
When you take a good look at
                                   being   asked    these    questions
someone: Roll with Sharp. On a
                                   towards their NPCs should seize
hit you may ask them up to two
                                   this opportunity to come up with
questions, but on a 7-9 they
                                   interesting bits for them.
will get to ask you one back.
Take +1 ongoing when acting on
                                   Some playbooks have moves that
the answers for the rest of the
                                   allow for you to ask specific
scene.
                                   questions for free, enabling the
                                   player to ask questions more
ADVANCED: On a 12+ you take +2
                                   related to their goals, like the
ongoing instead.
                                   Fool asking what it will take to
                                   make them only have eyes for
All of the moves in this game
                                   them and the Spider asking what
focus on the interaction between
                                   they are hiding.
characters, so it’s only natural
that   the  move   dedicated  to
                                   MAGGIE: The Masked Duelist
asking questions is specifically
                                   stands before you on his
related to questions towards       mech, the Blooming Rose. His
another character.                 mask hides all expression,
                                   and   his   stance    has   no
More than just asking questions    openings. What do you do?
you also get a bonus to acting     PHOEBE: I can't just rush in
on the answers, so you might       and hit him, I don’t know how
often    find  yourself   asking   strong he is. I’m rolling to
questions you already know for     Read a Person to see if I
the bonus, just like you can ask   find any weakness.
them    simply  because   you’re   PHOEBE: Nice! It’s an 8,
curious and want to know the       minus 1, it’s still a mixed
answer.                            success.
                                   MAGGIE: Well, you get to ask
On a 7-9, they will get to ask a   two questions, but you will
question back to you. NPCs don’t   open yourself, and they will
roll   dice,   so   they’re  not   get to ask one back. What are
getting bonuses to rolls, the      you asking?
question is something to be kept   PHOEBE: I wanna know what
in the narrative, like they are    he’s most scared of right now
observing a weakness in you, and   and what are his weaknesses.
they might act on it, but it's     MAGGIE: The thing he is most
also an opportunity for you to     scared of right now is to
develop   your   character  when   lose the grip of his sword
thinking of the answer.            and make a Zero-G fool of
                                   himself trying to catch it.
Basic Moves                                                    ⬥41⬥
MAGGIE: For his weakness: you
realize    he     is    really
defensive of his left hip,
you have to assume it’s an
important part of his mech.
MAGGIE: He will be asking you
what is the most important
thing for you.
PHOEBE: Well Bandit is the
Fool, so certainly the most
important thing for her is to
keep all eyes on her.
⬥42⬥                             Basic Moves
                                     rejecting the strings they have
    Burn Bridges                     on you. It makes sense for them
                                     to have this contrast as one is
                                     rolled with Hot and the other
When   you   push   someone away
                                     with Cold.
emotionally: Roll with Cold. On
a 10+ choose three from below
                                     The first option is to burn the
and on a 7-9 choose two.
                                     bonds you have. Become less
 ♦ Burn a bond you have: Clear a
                                     friendly with someone, to grow
   string they have on you.
                                     distant from them, negate the
 ♦ Hurt   their   emotions: They
                                     social advantage they have over
   mark a condition.
                                     you. The second is to inflict a
 ♦ You don’t let it get to you:
                                     condition on them, to make them
   Don’t mark a condition.
                                     angry because of your rejection,
 ♦ Force them to choose one from
                                     or to guilt-trip them, to make
   below:
                                     them scared of you. Explain what
   ♦ They overreact and make a
                                     you’re saying to them, and they
     scene.
                                     will choose a condition to mark.
   ♦ They try to do something to
     regain your respect.
                                     This move can also make the
   ♦ They accept the rejection
                                     target choose an option from a
     and leave.
                                     list of ways to react to your
                                     actions,   making   them   choose
ADVANCED: On a 12+ you may
                                     between overreacting, trying to
instead choose one from below:
                                     get close to you again, or
 ♦ Choose all four options from
                                     simply   taking   the  hint   and
   the list above.
                                     leaving you alone.
 ♦ Destroy       your       bonds
   completely:   They  lose   all
                                     Similarly to Throw Your Charm,
   strings they hold on you.
                                     you get 2 options on a 7-9 where
 ♦ Make them an emotional wreck:
                                     you may either choose to be safe
   They mark 3 conditions.
                                     and not mark a condition, or be
 ♦ You break their Heart. Both
                                     a bit greedy and choose to
   mechanically    and  in    the
                                     affect them twice, taking a
   fiction.
                                     condition in return.
Burning     Bridges    is    about
                                     The first few advanced options
rejecting others, more than just
                                     are mostly powered up versions
rejecting someone’s attraction
                                     of the previous ones, burning
towards you. It’s like shutting
                                     all bonds and making them clear
them    down,    rejecting   their
                                     all strings, making them mark
presence,     their    friendship,
                                     three conditions, or choose a
their entire existence.
                                     little of each one.
While the move to Throw Your
                                     But it also adds a whole new
Charm is about taking strings on
                                     option:   To  completely   break
others, to Burn Bridges is about
                                     their Heart, both in the fiction
Basic Moves                                                    ⬥43⬥
and the narrative. If someone       MAGGIE: Hm, I will say she
does not have a Heart, you can      chooses to overreact and make
still choose this option as you     a scene.
can     still     break     their   MAGGIE: She expected you to
metaphorical   heart    and   the   at least respect her after
narrator will act accordingly.      she won and that all her
                                    issues would be solved as the
MAGGIE: Andressa is acting          winner of the tournament.
all high and mighty because
she won the Tournament of
Silver, and she tells you
that she could take you on at
any time just like she beat
the others.
NAOMI:       Oh       Charlotte
absolutely    does   not    like
that, but I don’t think she
will   attack    verbally,    in
contrast with physically.
NAOMI: I think she will try
to give the cold shoulder to
Andressa and say that she
went   easy    on   her    cause
Andressa’s parents would get
pissed at her if she didn’t
win.
NAOMI:     I’m     trying     to
reinforce her insecurities to
see if it’s enough for me to
feed on her.
Naomi plays the vampire, a
cursed figure whose Pulse is
constantly     being     drained
until their Heart is broken,
and instead of a highlighted
stat they have to feed on the
negative emotions of others
to increase their Pulse.
MAGGIE: It will be, depending
on your result, roll to Burn
Bridges with her.
NAOMI: And it’s an 11!
NAOMI: I will make her choose
one narrative reaction, burn
a string we have, and not
take the condition.
⬥44⬥                                               Basic Moves
                                    This move operates mostly on the
    Do Something                    fiction, you name what you’re
                                    avoiding and what you want to
       Risky                        achieve and if you have a hit
                                    you do it, if the result of your
                                    roll is a miss, you don’t and
When you act with precision and
                                    something bad will happen. If
care   against    an    immediate
                                    you have a mixed success, you
threat, like trying to dodge an
                                    will do it, but there will be a
incoming attack just in time,
                                    glitch, something will go wrong.
closing the door before an enemy
reaches you or by pressing a
                                    Players may be faced with a
button   to  stop   the   missile
                                    price to pay or a hard choice,
launch while someone is trying
                                    something like “you can close
to stop you: Roll with Cold. On
                                    the door, but you can’t bring
a 10+ you succeed on what you
                                    Abby with you, if you don’t, she
set out to do but on a 7-9 there
                                    will be at the mercy of the
will be a worse outcome, hard
                                    enemies.”      something    that
choice or price to pay.
                                    effectively offers the player
                                    two choices: You may achieve
ADVANCED: On a 12+ you do it
                                    your   goal,    but    you  lose
extremely well and may choose
                                    something. You may either choose
one from below:
                                    to do it, or to save that which
 ♦ Clear your mind and clear up
                                    you hold dear.
   to three conditions.
 ♦ Impress the audience and take
                                    A worse outcome means that it’s
   a string on everyone on the
                                    not possible to get a full
   scene.
                                    success and something will go
 ♦ Inspire your friends and give
                                    wrong. They’re not able to dodge
   all of them +1 forward.
                                    the hit completely and might not
                                    take harm but will get sent to
During combat there isn’t really
                                    the ground with the impact, or
a proper “turn order” but I like
                                    they might try to press the
to give enemies a turn too to
                                    button in time, but someone will
make it feel like they are doing
                                    hold their hand and stop them.
things and not just reacting to
the player’s actions. But I
                                    Worse outcomes are usually a way
don’t like making their actions
                                    to build off the narrative. “You
be just an attack that just
                                    do it, but…” and so on. Giving
inflicts harm on the players,
                                    the players a hook of what they
where they have no way to
                                    should do next, or requiring
respond.    That’s   just    not
                                    further actions to achieve their
intuitive, so what I like to do
                                    goals.
is announce an attack and give
the players an opportunity to
                                    Additionally, at the narrator’s
react to it.
                                    discretion, they may give you a
                                    bonus    depending    on    the
Basic Moves                                                  ⬥45⬥
narrative. Like giving you or an
ally +1 forward, giving you a
string on someone, or giving
someone   a    string    on    you,
allowing    you    to    clear    a
condition     or      marking     a
condition, depending on whether
they had a full, or a mixed
success.
MAGGIE: Before you realize,
Queen Despair is right above
you ready to hit, but you
still have time to react.
What do you do?
JULIA: Flora tries to jump
out of the way and dodge the
hit, she has recovered since
her    last   fight   against
Despair, but above everyone
she knows how dangerous she
can be.
MAGGIE: I will say that’s a
roll to Do Something Risky
with dodging in mind.
JULIA: And it’s a 9!
MAGGIE: Cool, with a 9 I will
say you dodge, but her attack
hits the ground and creates a
cloud of dust. You can’t see
where she is and if you don’t
do something she will hit you
again.
⬥46⬥                                  Basic Moves
                                    biggest danger of the move.
  Soothe a Heart                    Otherwise, being able to heal
                                    conditions and harm like this is
                                    definitely worth the risk.
When     you    help     someone,
emotionally or physically: Roll
                                    As it was mentioned previously,
with Pulse. On a hit you may
                                    if you have Pulse as your
choose up to two from below, you
                                    highlighted stat and you roll to
may choose the same option more
                                    Soothe a Heart. You roll, add
than once. On a 7-9 you must
                                    your current Pulse to it, choose
spend 1 Pulse for each option
                                    how you’re going to heal your
that you choose.
                                    ally, resolve the move, and then
 ♦ They clear a condition.
                                    you increase your Pulse by 1.
 ♦ They erase 2 harm.
                                    An advanced roll allows for you
ADVANCED: On a 12+ you may
                                    to completely heal an ally’s
instead choose one from below:
                                    harm, conditions, possibly both,
 ♦ Choose four options from the
                                    or even mend their Heart, simply
   list above at no consequence.
                                    speaking, their Heart is no
 ♦ They   clear  all   of   their
                                    longer    broken,    and   their
   conditions.
                                    emotions are stabilized.
 ♦ They erase all of their harm.
 ♦ Their Heart is mended.
                                    MAGGIE: You hide in a corner,
                                    it   feels   like  the   Metal
Soothe a Heart is a special move    Dictator has lost you. You
because it’s rolled with Pulse.     can take your time to rest or
It’s like the more connected to     just flee. What do you do?
your Heart you are, the better      THELMA: Arthur says “we can’t
you   are  at   showing  empathy    run away now, this is our
towards others and helping them     chance to actually defeat the
emotionally and physically.         Dictator.”
                                    LEWIS: Hm, I will say that
This is the main move used to       Oliver is scared, especially
heal harm and conditions. If you    because Arthur already took
want to play a character that       so much damage. He might be
resembles a healer, it’s a good     stubborn and not care about
idea to hold a large amount of      the harm he takes, but Oliver
Pulse and to make this move         definitely does.
constantly.                         THELMA:    Interesting.    The
                                    thing about Arthur is that he
When rolling a mixed success,       is,      indeed,     extremely
you must spend your own Pulse,      stubborn and selfish and will
as healing is not something that    put his life on the line at
comes easily in this game. If       any given moment. So he’s
you were to decrease your Pulse     just not going to listen to
below -2, your Heart will be        Oliver.
broken, so that’s possibly the
Basic Moves                                                  ⬥47⬥
LEWIS: Well, if you can’t
fight them, join them. Oliver
will at least try to patch
Arthur up before going back.
MAGGIE: Roll to Soothe a
Heart with Pulse.
LEWIS: My Pulse is +2 right
now, so I’m confident on this
roll.
LEWIS: And it’s a 9!
MAGGIE: You can heal Arthur,
but you’re gonna have to
spend some Pulse for that.
LEWIS: My Pulse is going down
to 0, but at least Arthur can
clear 4 harm.
⬥48⬥                            Basic Moves
CHAPTER 4: EXTRA MOVES
Extra moves are similar to basic
moves, but these aren’t rolled
and   are   often   triggered   by
spending    resources    on    key
situations of the game. The
extra moves are:
 ♦ Ready Your Heart: To mark the
   transition    between    scenes
   where you don’t wield your
   Heart and those where you do.
 ♦ Pulling Strings: To use your
   strings to take advantage or
   to help others.
 ♦ Tempt: To make others do your
   bidding.
 ♦ Intimacy Moves: Effects that
   happen   when   you   share   a
   moment    of   intimacy    with
   someone.
 ♦ Moves related to conditions:
   To take advantage of other
   characters’ conditions and to
   clear your own conditions.
 ♦ Last Stand: To use the last
   of your strength to stand up
   and fight.
 ♦ Reroll: To change fate with
   the help of the power that
   comes from your Heart.
⬥50⬥                                 Extra Moves
                                    moment to become powerful     and
Ready Your Heart                    get ready for what’s ahead.
                                    All the descriptions are only
When you reconnect with your
                                    relevant to the fiction, but
Heart after not having it in
                                    they are important nonetheless
hands for a while, like a
                                    because it makes the game more
magical    girl   doing   their
                                    interesting. It’s a moment where
transformation, a pilot booting
                                    you   get    to   express   your
up their mech or a band setting
                                    character’s personality in the
up their instruments for the
                                    unique way that they wield their
show.
                                    Hearts.
Describe your Heart, describe
                                    There’s a reason why they’re
how you hold it and if there are
                                    called   Hearts,    and   that’s
any special rituals to getting
                                    because they’re a part of the
it,   like    a    transformation
                                    character. It’s more than just
sequence of sorts, describe how
                                    booting up your mech, it's about
it feels and the things you like
                                    reconnecting to the other half
and dislike about it, tell about
                                    of yourself. It’s about becoming
its quirks, the things that work
                                    whole and doing what you do
and the ones that don’t, tell
                                    best.
fun   facts    about    it,   get
creative.
                                    MAGGIE: The Metal Dictator
                                    boards his giant mech, the
When you Ready Your Heart, you      Empire.   A   massive   thing,
may spend Pulse for the effects     bigger than reason and more
below, one for one.                 powerful than a sun. What do
 ♦ Clear a condition.               you do?
 ♦ Clear all Heart harm.            THELMA: Well I can’t take it
 ♦ Clear 2 Regular harm.            on if I’m not in my own mech,
 ♦ Hold 1. You may spend that       so I’m gonna say that Arthur
   hold to get a +1 forward on a    gets inside the Excalibur.
   roll   (may  be    used after    MAGGIE: Nice, that would be a
   rolling).                        moment to Ready Your Heart,
                                    describe how you do it.
If your Heart is broken you         THELMA: I wanna say Arthur is
can’t spend your Pulse to heal      the    type    to    have    a
yourself, but your allies may       catchphrase when he gets on
spend theirs to heal you.           his   mech,    so   he    says
                                    something   extremely   cheesy
Ready Your Heart is the move        like “Excalibur, give me the
that defines the transitions        power of rebellion!” while
between scenes where you don’t      the ship unfolds with a lot
wield your Heart and those where    of metal going left and right
you do. It’s more than just a       finally taking the shape of
moment to spend Pulse, it’s a       the mech.
Extra Moves                                                  ⬥51⬥
MAGGIE: Do you wanna share
any quirks, faulty parts, or
the   things  you    like   and
dislike about Excalibur?
THELMA: Oh, I would. I think
that     the    thing     about
Excalibur is that it’s a very
big and imposing mech. Arthur
likes it, but he will often
feel like he is taking too
much space.
MAGGIE: Nice. Do you want to
spend Pulse on any bonuses?
THELMA: I will spend 2. One
to heal all my Heart harm and
another to take a hold for a
bonus later.
⬥52⬥                              Extra Moves
                                    their weaknesses, that you’re
 Pulling Strings                    influencing their roll by making
                                    them doubt their own skills,
                                    that you can force them to mark
When interacting with another
                                    a condition because you know
character that you hold strings
                                    exactly what they’re scared of.
on, you may spend strings you
hold on them for one of the
                                    Just like you can use strings to
following effects:
                                    increase your rolls when you
 ♦ Add or subtract 1 from their
                                    Engage in Conflict against them
   roll.
                                    or   get   them  vulnerable   to
 ♦ Add +1 on a roll you make
                                    inflict extra damage, you can
   against or on them.
                                    spend them to increase their
 ♦ Inflict vulnerable on them.
                                    roll on someone else or to
 ♦ You may spend 2 strings to
                                    increase your roll to Soothe
   force   them    to   mark   a
                                    Their Heart.
   condition.
 ♦ Additionally, strings may be
                                    When using strings to influence
   used to Tempt characters (see
                                    a roll, you may spend it after
   move description).
                                    the roll has been made. So if
                                    you roll a 6 or a 9 you may
Characters   hold   strings  on
                                    spend a string to upgrade it to
others, they represent how well
                                    the next level, just like if
they know each other and the
                                    someone rolls a 7 or a 10 you
social advantage they have over
                                    may spend a string to downgrade
one another, how well they can
                                    the roll.
manipulate someone by pulling
their strings.
                                    Additionally,   multiple  people
                                    may spend a string each to
Pulling strings is more than
                                    influence a roll. If a very
just changing someone’s roll or
                                    important move results in a 4,
inflicting extra harm on them.
                                    three other teammates might use
It’s about knowing someone’s
                                    their strings to increase it all
weaknesses and using that to
                                    the way to a 7, but a person may
your   advantage   when   harming
                                    only spend a string to change a
them, it’s about encouraging
                                    roll once per roll.
someone, so they can get a bonus
on   their   roll,   it’s   about
                                    If you have a lot of strings on
insulting their insecurities and
                                    someone it means you can either
making them mark a condition.
                                    help them a lot or that you can
                                    really mess them up. If you’re
When pulling strings on someone,
                                    still not sure whether they’re a
it’s important to tell how that
                                    friend or foe, if you’re still
is reflected in the fiction more
                                    on the fence about how you feel
than just the rules, explaining
                                    about them, you can hold on to
that you’re getting a bonus to
                                    your strings to use them in a
your roll by exploiting one of
Extra Moves                                                  ⬥53⬥
future situation     once   you’ve
made up your mind.
When   it   comes  to   spending
strings to change someone else’s
or your roll you may spend the
string after the result has been
rolled in most cases, with the
exception that you may not force
another   player   to   mark   a
condition to decrease their roll
by 2.
THELMA: Arthur has taken a
lot of harm. I don’t think he
can stay in this battle for
much longer, so I might as
well go all out on this next
roll.
MAGGIE: The Metal Dictator is
not looking much good either,
so you might get him with
this last attack.
THELMA: Rolling to Engage in
Conflict and...
THELMA: Damn, it’s a 6.
THELMA: Lucky me, I have some
strings on him after the
gala, so I’m spending to
increase my roll by 1 and
another inflict vulnerable on
him.
MAGGIE: Ok, that makes it a
mixed success and if you’re
inflicting vulnerable I have
to assume you’re going to
trade blows.
MAGGIE: That’s going to be a
total of 4 harm on him!
MAGGIE: Except that because
it’s a mixed success I get to
choose a glitch.
MAGGIE: He will take 1 less
harm,   surviving  with   just
that 1 last point of health.
⬥54⬥                                 Extra Moves
                                     As it was already explored in
           Tempt                     the Throw Your Charm move, it’s
                                     the most straightforward way to
                                     get a string on them if you need
Tempting is the main method of
                                     one to Tempt them. Of course,
convincing other characters to
                                     you can also get one from
do your bidding in this game.
                                     Engaging    in    Conflict    or
When tempting another character,
                                     Defending   Them.   Although,  I
you have a short dialogue with
                                     imagine it’s more like you’re
them, using your influence over
                                     bullying someone if you roll to
them to convince them to do
                                     Engage against them, choose to
something. If they accept, you
                                     take a string and immediately
may name what you want and spend
                                     spend that string to Tempt them.
a string you hold on them.
                                     Not a kind way to play the game,
                                     but certainly a way.
Tempting works differently for
player characters and non-player
                                     For NPCs they will either just
characters.
                                     do it, or if it’s something
 ♦ When      tempting      Players
                                     harder    they  will   ask   for
   Characters, you may spend a
                                     something in return or expect
   string and name what you want
                                     you to spend more strings to
   them to do. If they do it:
                                     convince them to do it. For
   they get to mark exp, but
                                     example, they could ask for you
   they   are   free   to   choose
                                     to do something first to show
   whether they want to do it or
                                     them how serious this is, or
   not and if they choose not to
                                     they could say that they’re only
   do it, you do not get your
                                     doing it for three strings and
   string back.
                                     if you don’t have that amount of
 ♦ Non-Player Characters will do
                                     strings you will have to do
   what they were tempted to do,
                                     something    to compensate   for
   but    at    the     narrator’s
                                     that.
   discretion, they might ask
   for something in return or
                                     If you don't have a string on
   require more than just one
                                     the NPC you want to tempt, and
   string to be spent.
                                     you failed to get one, or you
 ♦ You may also tempt a NPC even
                                     simply don’t feel like getting
   if you don’t have a string on
                                     one, you can tempt them for free
   them, but they will name a
                                     by submitting yourself to their
   price of their own, usually
                                     will and doing their bidding
   something     narrative    like
                                     before they do yours.
   getting   them   something   or
   doing something for them, and
                                     You can tempt a PC to do
   only do what you asked them
                                     something, but you can’t force
   to, if you do what they asked
                                     them to do it. You can offer
   you to first.
                                     them experience if they do, but
                                     they’re still free to say no to
                                     it, as players should always
Extra Moves                                                   ⬥55⬥
have    control   over    their
characters.
MAGGIE: So you failed to
Throw Your Charm on Diego,
but you can still try to
Tempt them, they will just
name a price of their own. Do
you still want to do it?
LEWIS: I absolutely still do.
MAGGIE: And how do you Tempt
them?
LEWIS: Oliver takes a long
drag on the cigar, you know
to look cool, and sighs and
starts   talking    about   how
important it is to fight for
the sake of mankind and how
we need to stand together in
the face of adversity.
MAGGIE: Nice.
MAGGIE: So, you Tempt Diego,
and they get to name their
price. They want you to prove
you’re for real, and will ask
you   to   bring   them   their
favorite   flower:   the   pink
lotus.
LEWIS: I think I remember
them from your world building
doc.
LEWIS: Isn’t that the one
that only grows on top of
Mount Kardia?
LEWIS:    That   one    massive
mountain?
MAGGIE: Yes!
⬥56⬥                              Extra Moves
                                       them inspired to act on their
  Intimacy Moves                       goals, while the Frozen gets to
                                       erase strings others have on
                                       them when rejecting intimacy and
When you trigger a moment of
                                       giving    strings    away   when
intimacy with someone: You may
                                       actually having it with others.
spend 1 Pulse to increase their
Pulse by 1.
                                       These default rules allow for a
                                       broad      interpretation      of
When characters have an intimate
                                       “intimacy”, but feel free to
moment with each other, a moment
                                       decide with your table if you
of weakness where they let their
                                       want    these    rules    to   be
guards down, where they show
                                       specifically platonic, romantic,
each     other     all     their
                                       or sexual moments. As well, make
vulnerabilities and let go of
                                       sure to discuss beforehand what
all pretense, they may trigger
                                       situations    your   players  are
their Intimacy Moves.
                                       comfortable     roleplaying   and
                                       remember to use safety tools.
Intimacy Moves are a mechanic
borrowed from Urban Shadows,
                                       THELMA: Arthur feels better
triggered when two (or more)
                                       after Oliver healed him. He
characters    have    an    intimate   was so ready to put his life
moment   with    each    other.   It   on the line that he didn’t
doesn’t have to be necessarily         even think about the people
romantic nor sexual, but those         who care about him.
are   also    good    examples    of   THELMA: Arthur just stands
moments   to    trigger     Intimacy   there   looking  at   Oliver’s
Moves.                                 eyes.
                                       LEWIS: Well, Oliver returns
When you have a moment of              the feeling.
intimacy with someone, either          THELMA: Arthur gives Oliver a
party may spend a Pulse to             smooch.
increase the other’s Pulse by          THELMA: On the lips.
one. This represents characters        MAGGIE: Awn.
sharing   powers    in intimate        MAGGIE:   Would  this    be   a
moments and the main way of            moment of intimacy?
sharing       Pulse     between        LEWIS: Oh, absolutely.
characters.                            LEWIS: Oliver’s Intimacy Move
                                       is to ask for a secret.
Additionally, each playbook has        LEWIS: Hm, I think he will
something unique that happens          ask for Arthur’s weakness, to
when characters have a moment of       protect him! Of course.
intimacy    related   to    that       THELMA: Arthur’s weakness is
playbook’s gameplay loop. The          that he is really gullible
Hero, for example, is a very           and easy to influence.
idealistic archetype who shares        LEWIS:    Well,   that’s    not
their ideals with others, making       really a secret.
Extra Moves                                                      ⬥57⬥
THELMA: Well, I guess the
secret is that Arthur does
has a physical weakness, a
wound on his left leg that he
tries very hard to hide.
THELMA: For his move, I get
to inspire Oliver with my
ideals. Great, I get to tell
him how important it is for
us   to   defeat   the   Metal
Dictator. He gets +1 forward
on doing that and marks exp
if he does.
MAGGIE: Lovely.
⬥58⬥                             Extra Moves
                                   also insult him to try to
      Conditions                   take advantage of his anger.
                                   NAOMI: Charlotte says that he
                                   has as much control of his
                                   emotions as a teenager does,
Taking Advantage of                and dodges like a matador
Conditions                         dodges a bull.
                                   NAOMI: I’m rolling to Do
When rolling against another       Something Risky.
character,     you     may  take   NAOMI: It’s a 9! With the +1
advantage of a condition they      from provoking him it’s a 10
have to add +1 forward to your     total right?
roll    against      them.  It’s   MAGGIE: Yup.
important   to     remember that
characters are more than just      Clearing Conditions
angry, for example, they are
usually angry at something or      Conditions may be cleared by the
someone specific, so you need to   effect   of   a    move  or   by
know what they are angry about     fulfilling       a       certain
to exploit that anger to get a     prerequisite. At the end of
bonus to your roll.                every scene, the table should
                                   check if the players are able to
You may not be able to exploit     clear conditions, depending on
someone’s   condition  if   they   the things they have done in the
don’t care about your actions.     fiction.
This depends on the fiction, but
the rule of thumb is that you      Each condition has a trigger
need to be able to exploit their   that needs to be fulfilled for
condition in a believable way.     it to be cleared, something that
You need to say something in the   you can do to alleviate the
narrative that will strike their   negative    feeling    that    is
composure, so you can take the     affecting you. You can clear the
bonus, and you also need to have   condition by the simple effect
a certain amount of influence      of a move, but if you really
over them.                         need to clear it, you can make
                                   your   character   take   certain
MAGGIE: Before you have time       actions to do so.
to react, the Masked Duelist
is right on top of you, ready      This way makes it so that
to strike. What do you do?         conditions may also be cleared
NAOMI: He has a condition          by accident. A player might not
marked, right?                     even realize they have done the
MAGGIE: Yes, he does. Bandit       trigger necessary to clear a
marked the condition angry on      condition they have, so it’s
him.                               important to do this check at
NAOMI: So Charlotte will jump      the end of every scene to see if
out of the way, but she will       anyone has a condition to clear.
Extra Moves                                                  ⬥59⬥
                                     Clearing anger is about letting
These are the following triggers     it all out, and it’s about doing
for clearing the conditions:         something you know you’re going
 ♦ Scared: by running away from      to regret. It’s a cycle of
   danger when you’re needed the     lashing out and wishing you
   most.                             would do better.
 ♦ Guilty:     by     making     a
   sacrifice, so you can feel        Insecure is cleared by being
   better about yourself.            impulsive and acting out without
 ♦ Angry:      when       breaking   thinking of the consequences.
   something   important   or   by   It’s almost like a method of
   lashing out and harming an        enabling the players to allow
   ally.                             themselves to get in trouble to
 ♦ Insecure:    by    acting    on   create an interesting narrative.
   impulse without thinking of       It’s about not trusting yourself
   the consequences.                 and feeling like you just have
 ♦ Hopeless: by abandoning your      to do something because you
   duty and indulging in your        don’t feel useful enough, so
   desires.                          you’re going to jump in trouble
                                     to prove you’re not useless.
Clearing scared is about acting
on your fears. It’s about being      Hopeless is about feeling like
so scared you cannot go forward,     nothing   matters,   it’s  about
so you don’t. You run away, you      being disconnected to your Heart
leave, you say screw this and        and disconnected to others. It
leave the situation that is          affects the way you’re able to
scaring you. Sometimes running       feel empathy for others. You may
away is important, sometimes         clear hopeless by, well since
even   necessary,    you   can’t     nothing matters anyway you might
possibly face all your problems      as well have fun and indulge in
head on, so you run.                 your interests and easy relief.
Guilty is about feeling like you     PHOEBE: Ok, so Bandit has
don’t deserve something. Like        angry marked and I don’t
you messed up and that you need      think I like that. How do you
to be punished. So if you punish     clear that again?
yourself, you can clear this         MAGGIE:   Breaking  something
condition. You can sacrifice         important or lashing out and
something important as a means       harming an ally.
of penitence, or put yourself in     PHOEBE: I don’t want her to
grave danger because you feel        harm an ally, but she can
like you deserve it.                 absolutely   break  something
                                     important.
Anger is a tragic thing that         PHOEBE: What is the most
makes you snap on the ones you       important   thing   in   this
love and lash out on those that      scene?
you just wish would respect you.
⬥60⬥                                                  Extra Moves
MAGGIE: That would probably         get to clear all of them, all
be the chandelier that Queen        these emotions start fighting
Despair owns. She has told          each other and in the end you
you time and time again about       can’t    really    feel anything
how she got it a thousand           anymore.        You’re     numb,
years ago and has treasured         heartbroken, but at least your
it ever since.                      mind is clear, like having an
PHOEBE: Oh, that thing is           ego death.
absolutely going down.
                                    If your Heart's already broken,
                                    then you just fall and can’t go
Multiple Conditions                 on, refuse to go on. The pain is
                                    so much that you freeze, your
If you must mark a condition you    legs start shaking and refuse to
already   have:   decrease  your    move forward, you don’t see a
Pulse by 1 instead.                 reason to take another step,
                                    your resolve is broken, you lose
If   you   must   mark   another    your drive to fight.
condition, and you already have
all of them marked: Clear all
conditions and break your Heart
instead. If your Heart's already
broken when that happens: Mark
all unfilled harm boxes instead.
Your character cannot go on,
they pass out or run away.
If you’re angry and something
makes you even angrier, that is
just going to be painful. If
you’re   scared   and   something
makes   you  even   more   scared
you’re going to end up terrified
and if this keeps happening you
may end up with your heart
broken, numb, with nothing to
look up to.
Things can get hectic if you
have too many conditions marked,
it can get particularly hard to
clear all of them as each has a
different clear condition, and
it's   hard   to    roleplay   a
character that is both scared,
angry, guilty, and more. That’s
why your Heart breaks and you
Extra Moves                                                  ⬥61⬥
                                   develop how tired your character
      Last Stand                   is.
                                   By the way, your Heart stays
If your Heart isn’t broken and
                                   broken even after the scene that
your Pulse is at a minimum of 0
                                   you used Last Stand on. It's
when you mark your final harm
                                   sort of a way to make it, so
and you can no longer go on: you
                                   players can’t use it all the
may move your Pulse to -2 and
                                   time and have to mend their
break your Heart to clear all
                                   Heart before using it again.
your   regular  harm   and  keep
going.
                                   MAGGIE: Arthur your hit is
                                   not enough to defeat the
Last Stand is the main way to      Metal   Dictator,     but   his
get your Heart broken in the       counter-attack    brings    you
basic moves. It’s a very strong    down to 7 harm.
move,   but  you’re   getting a    THELMA: This isn’t good. I
broken Heart from it.              thought that would be enough,
                                   but I need more.
It’s one of my favorite moves,     THELMA: Ok, I’m doing my Last
it’s like in an anime where you    Stand. I’m breaking my Heart
think the main character is down   to defeat this guy.
and there is absolutely no way     MAGGIE:   Well   this    is  my
they’re going to win, but they     favorite move in the game, so
push themselves way over all       please describe to me how you
their limits and do it. It’s       do it.
cheesy, but it’s great.            THELMA: Arthur is kneeling on
                                   the ground, it looks like he
So use this opportunity to be      is about to faint, he coughs
cheesy,   say  something   super   up some blood, and it really
cliche, but cool. Say that your    looks like it's over.
character has blood running from   THELMA: But he doesn't faint,
the side of their mouth. They      he punches the ground so hard
clean it with their sleeve, and    it creates a crater, and he
you can’t see their eyes because   screams super loud. He stands
it’s covered by their hair, but    up, but it looks like he has
you can just see their breath      lost his senses, he looks
and, oh boy, do you know they’re   like a beast.
mad.                               MAGGIE: Great. Put your Pulse
                                   to -2, mark your Heart as
Last Stand is almost a reset for   broken and clear 4 harm.
your character because they’re
going to have -2 Pulse and have
their   Heart  broken   in   the
aftermath of the conflict they
use it on, so take that time to
⬥62⬥                                                Extra Moves
                                    failed     roll     still   has
          Reroll                    consequences, but your Heart
                                    shines, and you feel a surge of
                                    power to change fate.
While you wield your Heart, you
may spend 2 Pulse to reroll any
                                    You may either reroll one of
move, yours or someone else’s,
                                    your moves to try for a success
but a move can only be rerolled
                                    as you may help a friend out by
once, and you must keep the
                                    rerolling their failure, just
second result.
                                    like you may reroll a foe’s
                                    success hoping they will take a
When you Reroll a move: All
                                    fail next.
modifiers that were applied to
the first roll are applied to
                                    THELMA: With the last of his
the second. If someone spent a
                                    will,   Arthur   strikes   the
string to give the roll +1          dictator down. I’m rolling to
forward on the first roll, it       Engage in Conflict...
also applies to the second.         THELMA: Dammit, it’s a 4.
                                    LEWIS: Can I spend Pulse to
This is the move that every         Reroll it?
character has access to as long     LEWIS: I know I haven’t done
as   they   have    their  Heart.   much in this scene, but I
Additionally     playbooks   will   really wanted to help Arthur.
offer upgrades for this move,       MAGGIE:    Absolutely!     But
like being able to do it for a      describe how you do it.
single Pulse under a certain        LEWIS: Oliver has been down
circumstance.                       for a while, but with the
                                    last of his strength he uses
Reroll is what I mean when I say    his mech to release a web,
that   Hearts   are  tools   for    trapping the metal dictator
changing fate. You may spend two    and slowing his movement.
Pulse and change your fate,         MAGGIE: Nice, Arthur, reroll
change a dire situation into        that attack.
something more favorable and        THELMA: It’s an 8 this time!
better outcome.                     Thanks!
It costs 2 points of Pulse, so
it’s a bit more expensive than
most others, but it’s supposed
to be something you use in a
pinch when you really need it. A
last resort.
When doing the Reroll action,
make it something that happens
in the fiction. You don’t just
reroll the dice, your first
Extra Moves                                                 ⬥63⬥
CHAPTER 5: DOWNTIME MOVES
Downtime Moves are taken between    You can’t spend your downtime
acts. At the end of every act       doing the same downtime move
and before the start of the         twice. The Downtime Moves are
next, every player will have the    the following:
time to take 2 Downtime Moves.       ♦ Connect With Your Heart: for
These moves reflect the things         spending some quality time
you do in your free time, the          with your Heart.
hobbies you indulge in, the          ♦ Investigate:     for    finding
wounds you recover from, the           information   on   someone   or
broken   Heart  you   mend,  the       something.
people you grow closer to, the       ♦ Get in a Fight: for blowing
mysteries that you investigate.        up and getting into a fight
                                       with someone.
It’s important to note that          ♦ Indulge: for ignoring your
harm,   conditions   and   broken      responsibilities            and
Hearts   are   not  cleared   and      wallowing in your hobbies and
mended     between    acts     by      interests.
themselves,    you   must    take    ♦ Take a Leap of Faith: for
downtime moves to do so.               making a statement and taking
                                       a step forward into change.
After every player has taken         ♦ Rest: For resting and healing
both of their downtime moves,          while others take care of
the game will proceed to the           you.
next act. Maybe a month or so        ♦ Vent:    For    venting    your
has passed since the last act,         feelings to your friends.
or maybe it was just a few
days. Regardless of how
much time passes, it’s
fair to say that NPCs
have managed to mend
wounds and update each
other in the gossip.
Downtime Moves                                                 ⬥65⬥
                                   do reports to your higher ups,
    Connect With                   patrols, or simply homework for
                                   school the next day. If you
     Your Heart                    overindulge, you spend too much
                                   time with your Heart and forget
                                   to do these.
When you spend some time with
your Heart, possibly taking a
joyride with your mech, playing
your instrument for no one but
yourself, riding for hours in
the desert alone: You may spend
Pulse to choose from the options
below, for the listed price.
 ♦ 1: You clear your mind: clear
   a condition.
 ♦ 1: Your time is restful:
   clear 2 harm.
 ♦ 1: Clear all your Heart harm.
 ♦ 1: You don’t over indulge and
   don’t fail to keep track of
   your responsibilities.
 ♦ 2: Mend your Heart.
This move is useful when you end
an act with a lot of Pulse left,
but also a lot of harm and
conditions marked. It’s somewhat
similar to the Ready Your Heart
move, but instead of getting
ready for conflict, you’re just
spending some of your free time
with your Heart.
You may also choose to mend your
Heart with this move, although
it will cost you two Pulse that
you might need to heal or simply
to not overindulge, but it is an
option   for    mending   Hearts
between acts.
Regarding    the    overindulge
option,   your   downtime    is
considered free time, but you
still have responsibilities to
keep track of. Say you need to
⬥66⬥                                            Downtime Moves
                                     person or group that you’re
     Investigate                     investigating,    to    get   an
                                     advantage on them, you may also
                                     ask them any question, they must
When you want to find more
                                     respond truthfully. There is no
information about someone or
                                     mechanical benefit for this,
something, an enemy, a company,
                                     it’s   merely    to   give   the
an organization, one of the NPCs
                                     information to your character,
or even another one of the PCs:
                                     even if you as the player
Roll with Sharp.
                                     already knows about this.
On a 10+, choose three, on a 7-
                                     You    may    also    tick    an
9, two, and on a miss, only one.
                                     investigation   clock   forward,
 ♦ Discover   a   weakness   about
                                     representing how you’re getting
   them and take a string on
                                     closer to learning something big
   them (may pick this one more
                                     that may take a number of acts
   than once).
                                     to achieve.
 ♦ Tick a clock related to the
   investigation (may pick more
                                     Clocks may be 4, 6 or 8 segments
   than once.)
                                     long. A 4 segment clock is a
 ♦ Discover     something    about
                                     secret that can be discovered in
   them: Ask them any question,
                                     two downtime moves, while an 8
   they must answer truthfully
                                     one will take much longer. It's
   (with some exceptions at the
                                     up to the narrator to decide how
   narrator’s discretion.)
                                     big the clock will be depending
 ♦ You   leave   no   traces   and
                                     on how important the information
   aren’t spotted: They do not
                                     the players are looking for is.
   take a string on you nor
   anyone else who helped you in
                                     If the entire party is working
   this roll.
                                     together   to    solve the   same
                                     mystery, only one person can
Players may also declare that
                                     roll this move to tick that
they    want    to    start  an
                                     clock, so other players are
investigation clock to learn
                                     advised to spend strings, so the
something important about the
                                     person with the highest Sharp
person   or   group    they are
                                     gets a good roll. Once the
investigating for free.
                                     investigation clock is finished
                                     you   will    discover  something
Again, if you do not choose the
                                     important, game changing even
last    option,    whoever   you
                                     about the person or thing you
investigate will get a string on
                                     were investigating that should
you. You are presented with a
                                     probably be the focus on the
choice   of  whether   you  want
                                     next act.
results, or to stay safe.
As you investigate them you may
choose to take strings on the
Downtime Moves                                                 ⬥67⬥
                                       Narratively speaking, this is a
  Get in a Fight                       good   move
                                       narrative   of
                                                      to    develop
                                                         your
                                                                      the
                                                                character
                                       either with another NPC or even
When you have a fight with
                                       another PC.
someone, whether it's because
you were looking for one, or you
                                       As it was stated, the reason why
simply found yourself throwing
                                       you fought someone is up to you.
punches:    Name    who   you’re
                                       You two might simply have chosen
fighting and roll with Daring.
                                       to do a sparring match, perhaps
                                       as training or simply because
On a hit you get to choose three
                                       your character likes to wrestle,
from below and on a miss choose
                                       or maybe your character found
only two:
                                       themselves in a very heated
 ♦ You win the fight.
                                       debate with another and it ended
 ♦ Clear the angry condition.
                                       in a fight, but of course you
 ♦ You take a string on whoever
                                       might also have gotten in a
   you fought.
                                       fight   against   someone   just
 ♦ You don’t give a string to
                                       because you really can’t stand
   whoever you fought.
                                       their guts.
On a 9 and below, you have to
                                       Among the options on the move
choose a consequence.
                                       you may choose between clearing
 ♦ If you lost the fight, you
                                       the angry condition, taking a
   lost it badly, and they beat
                                       string on them, avoiding giving
   you   up   really    hard:    The
                                       them a string or, well, choosing
   rumors of your defeat are
                                       to actually win the fight.
   spread.
 ♦ If you won the fight, you
                                       Clearing anger represents how
   harmed them more than you
                                       after doing physical activities,
   wanted: They take a string on
                                       you can clear your mind, and you
   you and they will probably
                                       don’t really care about the
   still be recovering on the
                                       things that used to anger you.
   next act.
                                       You share strings with each
 ♦ Your fight upsets someone you
                                       other because you understand one
   care    about,    possibly      a
                                       another better now.
   higher-up    that    finds     it
   unbecoming   of    you,    or   a
                                       On a mixed success and failure,
   friend   who    thinks    you’re
                                       something goes wrong in the
   acting childishly.
                                       fight, and you’re the one who
 ♦ Your fight causes unwanted
                                       gets to choose what it is. Maybe
   collateral damage.
                                       your opponent beat you up badly,
                                       or maybe you’re the one who
Mechanically speaking, this move
                                       seriously hurt them. The other
is a good alternative if you
                                       option is that the fight will
want   to    clear   the   angry
                                       make a higher up, or simply
condition      between     acts.
                                       someone who didn’t expect that
⬥68⬥                                                 Downtime Moves
behavior     from  you,     get
disappointed in you, or you
cause     unwanted   collateral
damage, either to the general
environment or to a specific
object.
Some of these things happen
purely in the fiction, that only
really   makes  sense   in  some
specific contexts, but it's fine
if it doesn’t make sense in
yours, you can pick another one
of the options.
It’s also important to note that
you may choose to have a rather
intense battle with your foe,
one where eyes run wild as you
stare at their muscles, where
you try to hold back because you
don’t want to hurt them, but
also where you want to give your
everything in it because you
want to prove your worth to
them, and choose to trigger your
Intimacy   Move   as   sometimes
fighting can be a love language
(of course, only if they return
the feeling).
Downtime Moves                     ⬥69⬥
         Indulge                    Mechanically speaking, this move
                                    is the main way for clearing the
                                    insecure       and      hopeless
When you say damn it all, when
                                    conditions, but it's also an
you’ve had it, when you don’t
                                    interesting occasion to build
care about the consequences and
                                    your relationship with another
spend your free time indulging
                                    character that you spend time
in your hobbies and easy relief,
                                    indulging with.
possibly      ignoring      your
responsibilities: Roll with Hot.
                                    On a mixed success, things don't
                                    go so well for you, you get lost
On a hit you choose two from
                                    in    the   sauce.    You   lose
below and on a miss choose only
                                    something, leave an object at
one:
                                    the party, or maybe you spend
 ♦ Clear the insecure condition.
                                    too much money on gacha games.
 ♦ Clear the hopeless condition.
 ♦ You find someone you know in
                                    It   happens   entirely  in  the
   there, and you spend time
                                    narrative, as this game doesn’t
   together: you each take a
                                    have a dedicated mechanic to
   string   on  the   other   and
                                    represent    wealth.  Maybe  you
   intimacy moves are on the
                                    borrow money from someone, and
   table (may pick more than
                                    you must do something to pay
   once).
                                    them back, or maybe you have to
                                    sell something that is important
On   a   9  and   below,   choose
                                    to you to compensate for the
something that goes wrong:
                                    lost money.
 ♦ You lose something in there.
 ♦ You       make       something
                                    Other options for the failures
   embarrassing that goes viral.
                                    are   that   you  do   something
 ♦ One person in particular has
                                    embarrassing, and it goes viral
   to take care afterwards. Give
                                    among the characters and the
   them 2 strings on you.
                                    world of the game. Again, this
                                    happens purely in the narrative.
Indulge can mean a lot of
                                    Or you can get in a really
things, it can mean that your
                                    detrimental state and someone
character    gets    wasted    in
                                    will have to take care of you,
alcohol, that they party hard
                                    making yourself vulnerable to
the entire night when they have
                                    them and giving them strings on
work on the next day, but it can
                                    you.
also mean to generally indulge
in hobbies, it can mean that
they spend twelve hours straight
playing video games, or binge
reading a book or watching a
series, or investing too much
money in collectible plushies.
⬥70⬥                                             Downtime Moves
                                     to a bully that is always
  Take a Leap of                     bothering   you,   standing
                                     against an oppressive system,
                                                                  up
      Faith                          doing that part in Mulan where
                                     she climbs the pole that no one
                                     else could after her boss lost
When you do something risky,
                                     all hope in her.
when you prove that you’re not
useless by doing something no
                                     Some downtime moves allow for
one else could, when you clear
                                     you to clear specific conditions
your mind by doing something
                                     in a way that summed up, they
dangerous, when you get out of
                                     may clear all the conditions of
your comfort zone: Roll with
                                     the game. This one allows you to
Cold.
                                     clear guilt and hopelessness,
                                     with an extra option to take a
On a hit chose two, but on a
                                     string on someone who doubted
miss choose only one:
                                     you, to show to their faces that
 ♦ Clear the guilty condition.
                                     you can do it.
 ♦ Clear the scared condition.
 ♦ You take a string on someone
                                     Among the downsides you have
   who doubted you (may choose
                                     things like breaking something
   more than once).
                                     by accident, but you can also do
                                     something that is heroic, but
On a 9 and below, you must
                                     embarrassing. Something that is
choose   something    that    goes
                                     impressive,   but  just   a   bit
wrong:
                                     cringy,   even    if    sometimes
 ♦ You break something important
                                     cringing, is what we need to
   accidentally.
                                     move forward.
 ♦ It’s   embarrassing:    Someone
   takes a string on you.
                                     Your action might even go viral!
 ♦ Your action goes viral, for
                                     Something that you were merely
   better or for worse.
                                     doing for yourself can become a
                                     statement   that  will   inspire
I would be lying if I didn’t say
                                     everyone around you, maybe even
this move was inspired by Miles
                                     everyone in your city. Whether
Morales’ Leap of Faith on the
                                     you think that’s a good thing or
Into the Spider-Verse movie.
                                     not is up to you.
It’s about saying enough and
doing   something    risky   and
dangerous to prove your worth,
it’s about taking the leap of
faith forward to clear your mind
of your guilt and hopelessness.
Other examples of this action is
calling your boss off in their
abusive behavior, saying enough
Downtime Moves                                                 ⬥71⬥
                                   they do it, they do, and you get
            Rest                   the bonus when rolling.
                                   If they do help you, the only
When you take a rest, either
                                   consequence is that you will
simply by taking it easy for
                                   give all of them strings if you
some time or by having medical
                                   roll a 9 or below, which might
care: Roll with the number of
                                   even be good for you if, again,
characters that help you (max
                                   you’re on good terms with them.
4), either by taking direct care
of you, or by taking over your
                                   If you’re not on good terms with
obligations while you rest.
                                   them, or your character simply
                                   isn’t the type to ask for help,
No matter the result, you clear
                                   you can risk trying to recover
all your harm, but on a 9 and
                                   by   yourself.  No   matter  the
below you will overextend your
                                   result you will get to fully
care and give a string to
                                   heal, but on a miss you reduce
everyone who helped you, and if
                                   the amount of Pulse you have
nobody helped you: congrats!
                                   which might make you end up with
Nobody gets a string on you, but
                                   a broken Heart.
also you had to recover by
yourself, tell the others how
tough was that. On a miss, you
will decrease your Pulse by 3.
This move is entirely dedicated
to restoring regular harm, so
it's specially recommended, and
in a way necessary, to be taken
if you marked too much harm
during the last act.
You don’t roll this one with a
traditional stat, instead it's
about asking others to help you
rest, either by actively taking
medical care of you, or by
taking over your duties, such as
reports or homework while you
can take it easy.
If you’re on good terms with the
rest of your party, all of them
are allowed to help without
having to spend a downtime move
of themselves. They just say
⬥72⬥                                            Downtime Moves
                                   On a mixed success, you might
            Vent                   get a little too carried away
                                   with your emotions and say some
                                   things   that   are    too  much
When you spend some time venting
                                   information, things that are not
your feelings to someone: Roll
                                   exactly relevant to your current
with the number of people who
                                   situation. Your friends aren’t
are listening to you (max +4,
                                   going to make fun of you, but
min +1).
                                   they will remember it.
No matter the result you clear
                                   On a failure, the act numbs you
all your conditions, but on a 9
                                   and your connection to your
and below you will say some
                                   Heart is harmed. If your Pulse
things you really shouldn’t, and
                                   were to be decreased below -2,
everyone who is listening will
                                   your Heart is broken. You think
take a string on you. On a miss,
                                   about your pain, and it's all
you will decrease your Pulse by
                                   just too much.
3.
When your feelings overwhelm
you, the only way to deal with
them is to let it all out: Cry
in front of your friends, tell
them everything that afflicts
you, let them see all the ugly
parts of you, let the mask off,
make yourself vulnerable and let
their words affect you.
This move works very similarly
to Rest, with the difference
that you must vent to at least
one person, you cannot heal all
your conditions without making
yourself a little vulnerable to
a minimum of one person.
Speaking of one person, if you
choose to vent to a single
person, possibly cry in their
arms and fall asleep while they
hold you. It does sound like a
great scene to roleplay and a
perfect moment to trigger your
intimacy move.
Downtime Moves                                              ⬥73⬥
CHAPTER 6: THE PLAYBOOKS
                                   yourself in a genuine way. So
    Introduction                   you lie and wear a facade, you
                                   antagonize to get attention and
                                   oh   dear  how   you  love   the
Each player, except for the
                                   attention. You are someone who
narrator, chooses a playbook for
                                   doesn’t care if others hate you,
their character. Playbooks are
                                   as long as they’re thinking
archetypes, they focus on the
                                   about you.
type of Heart each character has
and the internal conflict they
face. They all come with unique
                                   The Frozen
moves that are cues for other      You are someone way, way too
players,      especially     the   scared    to    make   yourself
narrator. The Playbooks are:       vulnerable to others. To be
                                   judged is a curse that you will
The Dreadnought                    never subject yourself to. So
                                   you watch the world go by from
You have goals, big, big goals,
                                   your frozen palace as you push
and you’re doing anything you
                                   away all of those who try to
can to achieve them. You’re
                                   connect with you.
saving the world, you’re finding
a new home for humanity, you’re
getting into Harvard with a 4.0
                                   The Hero
GPA. No matter what your goal      People have big expectations for
is, it’s big, and you’re going     you. You are a hero of prophecy,
to   push   yourself   to   your   or maybe people just saw the
absolute limits to achieve it.     amazing potential you have and
                                   are cashing in on you. You on
The Foesworn                       the other hand are new to all of
                                   this and don't know all the
You   serve  a   corporation,  a
                                   intricacies of the system. Can
corrupt king, a dark wizard, an
                                   you fulfill all the expectations
eldritch deity. Whatever it is,
                                   they have on you? Or will you be
it’s toxic and not good for you,
                                   crushed by the weight of your
but they’re the ones who gave
                                   own potential?
you your Heart and you would
rather   serve   them   than  be
heartless. So you follow their
                                   The Lover
orders, no matter how much your    Personally, you’re not much of a
friends tell you how bad they      fan of the frontline. Both the
are and how much you get hurt      literal frontline of combat and
for it.                            the   front   line   of   social
                                   interactions. You would rather
The Fool                           stand back and help out those
                                   who stay in front, you would
You are someone who craves to
                                   rather be useful to others than
connect  to   others,  but  are
                                   to get into the intricacies of
otherwise too scared to express
The Playbooks                                               ⬥75⬥
the world. Not only others, but     The Vampire
one specific other, your one
true love.                          Your Heart is a toxic thing that
                                    you need to feed, else it will
The Outsider                        feed on your life force. You’re
                                    cursed and there’s nothing to do
You had to fight for your Heart.    besides   feed    and  live   on
You stole it, or you made it        borrowed time, so you hurt, and
yourself, and now you get in        you   feed.    Maybe  you   hate
trouble with authorities all the    yourself for your actions, but
time to keep it. To have a Heart    maybe you don’t care, maybe you
is the biggest blessing there       indulge in your feeding and
is, but apparently they don’t       enjoy it. It’s up to you.
think you deserve one. Well, you
don’t care, you’re not sitting
around while your friends are
saving the world, you’re going
to be a part of this no matter
how much you get hurt for it.
The Spider
You are an elusive figure. A
mystery shrouded in an enigma
dealing     in     secrets    and
classified     information.   You
weaponize the secrets you know
for social advantage, you expose
the deceit and lies of those in
power, you leave others in the
dark    for   your    benefit  as
everyone struggles to escape
your web.
The Storm
You’re scared of just how easy
it is for you to hurt others.
Your powers often go out of
control, but the ones who have
to pay for it are all the ones
you love. Maybe you’re terrified
of yourself and the things you
can do, but you may also like
the level of destruction you can
cause.
⬥76⬥                                              The Playbooks
                                   Your name is: Jack, Luke, Finn,
 The Dreadnought                   Kate, Anna, Emma.
                                   Your   pronouns   are:  She/her,
                                   He/him,    They/them,    It/its,
You have goals, big, big goals,
                                   Neopronouns.
and you’re doing anything you
                                   Your archetype is: Raised for
can to achieve them. You’re
                                   greatness, Small city big goals,
saving the world, you’re finding
                                   Impressing    someone,    Always
a new home for humanity, you’re
                                   studying, Mom friend.
getting into Harvard with a 4.0
                                   Your look is: disheveled look,
GPA. No matter what your goal
                                   tough look, athletic look, stern
is, it’s big, and you’re going
                                   look, worn-out look.
to   push   yourself   to   your
                                   Your eyes are: piercing eyes,
absolute limits to achieve it.
                                   dull eyes, fiery eyes, knowing
                                   eyes, outspoken eyes.
                                   Starting Stats
                                   Choose one:
                                    ♦ Daring +2
                                    ♦ Hot +1
                                    ♦ Cold -1
                                    ♦ Sharp -1
                                   Or
                                    ♦ Daring -1
                                    ♦ Hot -1
                                    ♦ Cold +1
                                    ♦ Sharp +2
                                   Your Pulse starts at +1.
                                   Advancements
                                   ◇ Add +1 to a stat (max +3).
                                   ◇ Add +1 to a stat (max +3).
                                   ◇ Take    another    Dreadnought
                                     move.
                                   ◇ Take    another    Dreadnought
                                     move.
                                   ◇ Take   a    move    from   any
                                     playbook.
                                   ◇ Take    another    Dreadnought
                                     Heart extra.
                                   ◇ Take another Heart extra from
                                     any playbook.
The Playbooks                                                 ⬥77⬥
Starting Relations                 Dreadnought Moves
Assign one of the following to     You start with 3 moves
each   of   the   other   player
                                   ◇ Guardian
characters and future main NPCs.
                                   When you protect someone without
♦ You consider ___ above you,      thinking of your own safety:
  and you strive to be like        Mark a condition to take +2
  them. Give them 3 strings on     forward to your roll to Defend
  you. Take a string on them.      Them.
♦ ___ always says that you
                                   ◇ Limit Break
  should take better care of
  yourself. Give them 2 strings    When you push yourself to your
  on you.                          limits   when   you   Engage in
♦ ___ has taken care of you        Conflict against someone: Roll
  while you were hurt. Give        with the number of conditions
  them a string on you.            you have instead of Daring.
♦ You   and   ___   compete   in   ◇ Even Champions Must Rest
  everything. You each take a
  string on the other.             If someone who holds 5 or more
♦ You made a childhood promise     strings on you helps you Rest:
  to ___ related to your goal.     You mend your Heart, and clear
  You each take 2 strings on       all your conditions.
  the other.                       ◇ Diamond in the Rough
♦ You stood up for ___ when
  they needed you the most.        When you push your mind to come
  Take a string on them.           up with any insight you can:
♦ You got in huge trouble for      Mark a condition to advance Read
  helping ___. Take 2 strings      a Person for the rest of the
  on them.                         scene   (may   be   used   after
♦ ___ wants to be more like        rolling).
  you. Take 3 strings on them.     ◇ Ambitious
  Give them a string on you.
                                   You have a goal, something big
                                   that will take long for you to
Highlighted Stats
                                   achieve. Mark exp every time you
At the start of every act,         take a step closer to achieving
choose one of your stats, and      it. When you finally do it,
the person who holds the most      choose      between     changing
strings   on   you   may  choose   playbooks,     retiring     your
another. Draw a heart around       character or taking another even
both. Once per scene, the first    bigger goal.
time you roll each of those        ◇ Stalwart Resolve
stats, increase your Pulse by 1
(to a maximum of +3).              Hold 1 for every condition you
                                   clear during downtime. During
                                   the next act, you may spend
⬥78⬥                                              The Playbooks
these holds to negate 1 harm you   push yourself even harder as you
take, one for one.                 learn the secrets of life to
                                   make a panacea for all of
◇ Revenge
                                   humanity’s ill.
When a friend falls in battle
next to you: You may move your     Choose a base and 2 extras:
Pulse to -2 and break your Heart   Bases:
to clear all your regular harm.
For the rest of the scene,
                                   ◇ A Heavy Heart
advance Engage in Conflict and     A Heart so heavy that it begs
add +2 when attacking those who    the question of how you can even
hurt your friends.                 carry it. You could have a
                                   lighter     Heart,    a     more
Intimacy Move                      comfortable one, but comfort is
                                   not what you want. You want the
Hold 1 when you have intimacy      largest Heart you can have, so
with someone. You may mark a       you    can  protect   all   your
condition and spend that hold to   friends. 2-harm, hand, 1-armor,
instantly appear in a scene        heavy.
where they need you. You lose
the hold when you have intimacy    ◇ A Pushing Heart
with someone else.                 A Heart that is relentless and
                                   that is always pushing forward,
Broken Heart                       always   moving   ahead,   always
                                   striving to achieve your goals.
If you need to break your arms,    2-harm, hand, forceful, once per
do it, if you need to break your   session   you   may  choose   the
mind, so be it. No matter what     option to “push them where you
it takes, you will achieve your    want” for free when you Engage
goals. You mend your Heart once    in Conflict.
a friend sees your pain and
physically steps forward to stop   ◇ A Restless Heart
you, or until you just can’t go    A Heart that is always on high
on anymore.                        alert   for    information   and
                                   anything that could be an issue.
The Dreadnought’s Heart            A Heart that is always paying
                                   attention to every detail. 1-
Your Heart is the tool you use     harm, medium range, once per
to reach your impossible goal.     session     when    acting    on
It’s the sword that strikes down   information that you acquired by
enemies   and   clears  a   path   Reading a Person, instead of
forward. It’s the shield that      adding +1 to a roll you may
protects you when you stand        consider it as if you have
between your foes and your loved   rolled a 12 instead.
ones, as you would rather die
than see them hurt. It’s an        Extras:
apparatus that allows you to
The Playbooks                                                ⬥79⬥
◇ If   you   have   2   or   more   you’re playing a more cold one
  conditions: get +1 armor (max     that takes their distance you
  2)                                can pick Diamond in the Rough to
◇ If   you   have   4   or   more   better Read a Person and Limit
  conditions:    Rerolling   only   Break to compensate for low
  costs 1 Pulse.                    Daring.
◇ Your Heart has a wide range:
  add the area tag to your          Ambitious gives you more of a
  base.                             long term goal to look for,
◇ Your Heart is strong, but         maybe   you’re looking  for   a
  slow: add +1 harm (max 4) to      promotion or to defeat a beast
  your base and the slow tag.       that is harming the citizens.
◇ Conditions only decrease your     Describe what it is when you
  rolls by 1 while wielding         pick the move, and the narrator
  your Heart.                       will give you chances to move
◇ When you take a hit, you may      towards that.
  decrease the harm you take by
  1   and   mark    a   condition   The idea of the Dreadnought is
  instead.                          of    a     character     that    is
                                    constantly pushing forward, but
Playing the Dreadnought             never taking care of themselves,
                                    someone that is often found in a
The Dreadnought’s main gameplay     hospital bed while their friends
loop revolves around having many    take    care    of    them.     Even
conditions and gaining bonuses      Champions Must Rest is about
from them until you can’t take      this one friend who knows you
them anymore and start falling      really well and that you trust
apart.   There   is   no  proper    with your life, thus they hold 5
starting point to start the         strings on you, and when they
loop, so it’s up to you to          take care of you, it heals all
choose how you want to build        your ills.
conditions and what benefits you    Additionally,     Steward    Resolve
want to take from them.             fits very well into that loop by
                                    giving you benefits for clearing
The   stat   choices   for   the    all    your    conditions     during
dreadnought allow for you to        downtime, creating a sort of
choose between someone who gets     loop    where     you    accumulate
their hands dirty to get what       conditions, clear them, take
they want (Daring 2, Hot 1) or      benefits and repeat.
someone who is hyper analytical,
always looking for a weakness to    Revenge    is    a    move   that
exploit (Sharp 2, Cold 1).          incentivize players into moments
                                    where   the    Dreadnought,   who
For playing a dreadnought that      fights so hard for the sake of
fights their way though, be on      everyone, sees an ally fall in
the lookout for Guardian and        battle   next     to   them   and
your  Intimacy  Move,  but  if      completely    lose   control   of
⬥80⬥                                                The Playbooks
themselves, seeking to destroy
those who harmed their friends.
It’s a very good move for the
Hero, too!
The Playbooks                     ⬥81⬥
                                   Your name is: Alexander, James,
    The Foesworn                   Nicholas, Elizabeth, Caroline,
                                   Katherine.
                                   Your   pronouns   are:    She/her,
You   serve  a   corporation,  a
                                   He/Him,     They/Them,     It/its,
corrupt king, a dark wizard, an
                                   Neopronouns.
eldritch deity. Whatever it is,
                                   Your archetype is: Child of the
it’s toxic and not good for you,
                                   boss, Your employer took you out
but they’re the ones who gave
                                   of the gutter, Needs the money
you your Heart and you would
                                   for someone else, Too valuable
rather   serve   them   than  be
                                   of an asset to your Employer to
heartless. So you follow their
                                   lose.
orders, no matter how much your
                                   Your   look   is:   formal   look,
friends tell you how bad they
                                   ceremonial look, uniform look,
are and how much you get hurt
                                   provocative    look,    delinquent
for it.
                                   look.
                                   Your eyes are: judgmental eyes,
                                   spiteful eyes, mischievous eyes,
                                     erratic eyes, tired eyes.
                                     Starting Stats
                                   Choose one:
                                    ♦ Daring -1
                                    ♦ Hot -1
                                      ♦ Cold +2
                                    ♦ Sharp +1
                                   Or
                                    ♦ Daring -1
                                    ♦ Hot +1
                                    ♦ Cold -1
                                    ♦ Sharp +2
                                   Your Pulse starts at +1.
                                   Advancements
                                    ◇ Add +1 to a stat (max +3).
                                    ◇ Add +1 to a stat (max +3).
                                    ◇ Take another Foesworn move.
                                      ◇ Take    a   move   from   any
                                         playbook.
                                        ◇ Take    another    Foesworn
                                           Heart extra.
                                          ◇ Take another Heart extra
                                              from any playbook
⬥82⬥                                              The Playbooks
 ◇ Take another benefit and give     another. Draw a heart around
   a string to your Employer.        both. Once per scene, the first
 ◇ Take another benefit and give     time you roll each of those
   a string to your Employer.        stats, increase your Pulse by 1
                                     (to a maximum of +3).
Starting Relations
                                     Foesworn Moves:
Assign one of the following to
each   of    the    other   player   You start with      Employed   and
characters and future main NPCs.     another move.
 ♦ ___ is a favorite of your
                                     ⬥ Employed
   Employer. Give them 3 strings
   on you. Take a string on          You serve an Employer that gives
   them.                             you benefits. You may activate
 ♦ ___ covered for you when you      them by giving your Employer a
   couldn’t finish a job. Give       string, but if they have 5 or
   them 2 strings on you.            more strings on you: You have
 ♦ You had a moment of weakness      asked for too much and your
   to ___ over how hard it is to     Heart is broken. Additionally,
   work for your Employer. Give      you may ask for something in the
   them a string on you.             fiction for your Employer and
 ♦ ___ also used to work for         the narrator will give you a
   your Employer. You each take      price in strings.
   a string on the other.            ◇ Double Agent
 ♦ ___ is the person you go to
   for comfort. You each take 2      Add the following option when
   strings on the other.             Investigating:
 ♦ You   used    your   privileged    ♦ Find    some    dirt   on   your
   position to assist ___. Take         Employer, like discovering a
   a string on them.                    secret    or   something   shady
 ♦ Your Employer told you to            they did that could make them
   harm ___, but you didn’t.            lose rep. Take a string on
   Take 2 strings on them.              them.
 ♦ You started working for your      You may spend 5 strings you have
   Employer for ___’s sake. Take     with your Employer to have a
   3 strings on them. Give them      scene with them, discuss your
   a string on you.                  job and choose between: Leaving
Additionally,     all    of   your   the     company     and    changing
individual higher ups start with     playbooks,       retiring      your
a string on you.                     character, or getting promoted
                                     and staying as the Foesworn, but
Highlighted Stats                    with more responsibilities and
                                     choosing 2 more benefits (you
At the start of every act,           may    also     make    your    own
choose one of your stats, and        benefits).
the person who holds the most
strings  on  you   may  choose
The Playbooks                                                   ⬥83⬥
◇ Friends Looking Out for             ◇ High Tech Weapons
You                                   Inflict extra harm    when   you
When a friend tells you how           Engage in Conflict.
toxic your Employer is, and you       ◇ Artificial Heart
listen to them: Give them 2
strings on you. Your Employer         Gain 1 Pulse.
loses a string on you.
                                      Intimacy Move
◇ Dirty Jobs
Your Employer tells you to do         Your Employer loses a string on
horrible things. If you follow        you and gains one on the person
their   orders:   give  them   a      you had intimacy with.
string, but take 1 ongoing to
carrying out their orders. If         Broken Heart
you don’t: they lose a string on
                                      You’re in trouble with your
you, and you mark exp, but you
                                      Employer, you have asked for too
will be in trouble with them
                                      much,   and    now   they   want
later.
                                      something from you. They will
◇ Talent Scouting                     give you assignments and each
                                      one you complete will erase a
Once per session, you may ask
                                      string they have on you. While
the following question for free
                                      your Heart is broken, using
when you Read a Person: “How can
                                      benefits inflicts harm on you
you be useful to my Employer?”
                                      instead of giving away strings.
                                      You mend your Heart when your
Benefits
                                      Employer no longer holds strings
You start with two benefits.          over you, or you choose to leave
                                      them for good.
◇ Reinforcements
Call another employee   of     your   The Foesworn’s Heart
Employer to help you    in     this
scene.                                Your Heart is something that
                                      your Employer gave to you, it’s
◇ Corporate Strings                   something that makes you feel
Take a string on someone not          whole,   something  that   makes
associated with your company.         working for the Devil worth it.
                                      You might be selling away your
◇ Scan                                freedom, but at least you’re
Acquire confidential information      getting a Heart on the deal.
on a target not associated with       Whatever type of tool your Heart
your company. Take +1 ongoing         is, it’s top of the line with
when acting on that information       slick minimalistic design, the
for the rest of the scene.            kind that is entirely devoid of
                                      humanity.
⬥84⬥                                                  The Playbooks
Choose a base and 2 extras:           wants: add the forceful tag
Bases:                                to your base.
                                    ◇ Your Heart is a sight to
◇ A Distant Heart
                                      behold.   Once   per   session,
Literally distant as it has a         choose an extra option when
long range to harm others, but        you   Throw   Your   Charm   on
also distant in the metaphorical      someone.
sense. A Heart that doesn’t         ◇ When you use the influence of
connect with others, that is          your Employer, you may roll
always   distant  and   hard  to      to Burn Bridges with the
reach. 3-harm, far, reload.           number    of    strings    your
                                      Employer has on you instead
◇ A Merciless Heart
                                      of Cold.
A Heart that is only waiting for
the right opportunity to strike     Playing the Foesworn
and tear others down. That you
can never trust, lest it will       The Foesworn’s gameplay loop
stab you in the back. 1-harm,       revolves around giving strings
hand, armor-ignoring.               to your Employer for benefits
                                    and then taking bonuses when
◇ An Expensive Heart
                                    they have a certain number of
A Heart that you would never be     them, but having a broken Heart
able to afford if it wasn’t for     when they have too many. The
your Employer. A Heart that         main idea is to give them
comes with a price that you must    strings, but be careful, as the
always pay. Your Heart has two      game   is   about   finding  the
different attacks that it can       balance of how many strings they
do: 3-hand, hand and 2-harm,        should have on you.
far. You hold both, but cannot
use them at the same time. Give     The   stat   choices   for   the
a string to your Employer for       Foesworn allows you to play as
each scene that you use it to       someone cold and calculating
harm someone.                       (Sharp 1 and Cold 2) or someone
                                    that is distant and fascinating,
Extras:                             like a mystery (Hot 1 and Sharp
 ◇ Gain   +1    armor   if   your   2).
   Employer   has    2  or   more
   strings on you.                  Double   Agent  gives   you  the
 ◇ Rerolling only costs 1 Pulse     option to take strings on your
   if your Employer has 3 or        Employer. You may use them for
   more strings on you.             immediate benefits, but you may
 ◇ Your Heart doesn’t let go:       save them, so you can have a
   add the restraining tag to       meeting   with  them.   It’s  an
   your base.                       opportunity where you get to
 ◇ Your Heart puts your enemies     take control of your future and
   right   where   your  Employer   the future of your company. You
                                    may choose to bring all of their
The Playbooks                                                 ⬥85⬥
shady business to light and ruin   opportunity of doing as the game
them, quit and change playbooks,   normally goes, but also things
retire    to  a  life   in   the   that are generally frowned upon.
countryside or get promoted and    Like      stealing      something
get    even  deeper   into   the   important from a marginalized
company.                           community, destroying evidence
                                   of abuse, or silencing those who
Dirty jobs is the move if you      know too much. These are all
want your Employer to push you     very bad things, reinforcing how
to   do  terrible   things,  for   you should really quit.
playing around how toxic they
are and how you should really
quit, but also all the horrible
things you have already done for
them.
Friends Looking Out for You is
for focusing on the friends that
care about you, a consistent way
of getting rid of the strings
your Employer has on you while
also giving a benefit for your
allies for engaging with you
like that.
Talent Scouting is for those who
are carrying out the will of
their Employer and looking out
for characters who would be
useful   to    them,  making   a
narrative hook of being on the
lookout for them and further
interacting with others under
that pretense.
Your Intimacy Move is a good way
of making your Employer lose
strings on you, but it’s also
dangerous for those who are
close to you, as your Employer
may   spend  those   strings  to
corner, or harm them.
The types of missions that your
Employer will give you while
your Heart is broken are often
things   you  will   have   the
⬥86⬥                                              The Playbooks
                                   Your name is: Katy, Abby, Avril,
        The Fool                   Jason, Jeremy, Timothy.
                                   Your   pronouns      are:    She/her,
                                   He/Him,      They/Them,       It/its,
You are someone who craves to
                                   Neopronouns.
connect   to   others,  but  are
                                   Your archetype is: Jewel thief,
otherwise too scared to express
                                   Notorious     partier,    Celebrity,
yourself in a genuine way. So
                                   Thrill seeker, Wandering outlaw.
you lie and wear a facade, you
                                   Your    look     is:    punk    look,
antagonize to get attention and
                                   disheveled      look,    provocative
oh   dear   how   you  love  the
                                   look, adventurous look, flashy
attention. You are someone who
                                   look.
doesn’t care if others hate you,
                                   Your eyes are: yearning eyes,
as long as they’re thinking
                                   shining eyes, passionate eyes,
about you.
                                   mischievous eyes, alluring eyes.
                                   Starting Stats
                                   Choose one:
                                    ♦ Daring +1
                                    ♦ Hot +2
                                      ♦ Cold -1
                                      ♦ Sharp -1
                                    Or
                                       ♦ Daring -1
                                         ♦ Hot +2
                                           ♦ Cold -1
                                           ♦ Sharp +1
                                          Your Pulse starts at +1.
                                         Advancements
                                          ◇ Add +1 to a stat (max
                                           +3).
                                        ◇ Add +1 to a stat (max
                                        +3).
                                    ◇ Take another Fool move.
                                    ◇ Take another Fool move.
                                    ◇ Take    a    move   from   any
                                      playbook.
                                    ◇ Take    another   Fool   Heart
                                      extra.
                                    ◇ Take another Heart extra from
                                      any playbook.
The Playbooks                                                   ⬥87⬥
Starting Relations                   Fool Moves
Assign one of the following to       You start with Irresistible and
each   of    the   other    player   another 2 moves.
characters and future main NPCs.
                                     ⬥ Irresistible
 ♦ You        bet        something
   irreplaceable    to   ___   and   If someone has 5 or more strings
   lost, but they told you to        on you: Take +1 ongoing against
   keep it. What did you bet?        them on all rolls. But anyone
   Give them 3 strings on you.       may spend 8 strings they hold on
   Take a string on them.            you to instantly break your
 ♦ ___ saved you from trouble.       Heart.
   Give them 2 strings on you.
                                     ◇ Love Blooms on the
 ♦ ___ is always dealing with
   your bullcrap. Give them a
                                     Battlefield
   string on you.                    When you flirt to distract your
 ♦ ___ and you had a thing one       enemies in battle: You may give
   night. You each take a string     them a string to add +2 when you
   on the other.                     Engage in Conflict against them.
 ♦ ___ and you are exes. You
                                     ◇ Pleasure Doing Business
   each take 2 strings on the
   other.                            Once per scene, mark experience
 ♦ ___ is jealous of how well        when someone spends a string
   you   can   express   yourself:   they have on you.
   Take a string on them.
                                     ◇ Ask Questions Later
 ♦ You were ___’s first kiss,
   but they weren’t your first       When   you    rush   into    combat
   kiss. Take 2 strings on them.     without    thinking    about    how
 ♦ You   helped   ___  leave    an   dangerous    the   situation    is:
   abusive    partner.    Take   3   Increase your Pulse by 2.
   strings on them. Give them a      ◇ Look at Me
   string on you.
                                     Once per session, you may ask
Highlighted Stats                    the following question for free
                                     when you Read a Person: “What
At the start of every act,           will make you only have eyes for
choose one of your stats, and        me?”
the person who holds the most
                                     ◇ League of your Own
strings   on   you   may  choose
another. Draw a heart around         When you show someone just how
both. Once per scene, the first      out of their league you are:
time you roll each of those          Roll to Burn Bridges with Hot.
stats, increase your Pulse by 1      ◇ Polyamory
(to a maximum of +3).
                                     You   may form   a  connection
                                     related to your intimacy move
                                     with two different characters.
⬥88⬥                                                 The Playbooks
If you already have a connection   everyone’s attention by whatever
with two characters and have a     means possible.
moment of intimacy with a third
one, you may choose one to         Choose a base and 2 extras:
remove the connection with.        Bases:
                                   ◇ A Rogue’s Heart
Intimacy Move
                                   A Heart that takes trinkets from
When you have intimacy with        the ones it engages with. Maybe
someone, you form a connection,    because it wants to fill the
and you can offer to take the      void   inside,   or   maybe   just
blame for any problems that come   because it wants to be chased
up later. While the connection     after. 2-harm, close, once per
stands, if someone would take a    session   when   you   Engage   in
string on them, they can choose    Conflict with someone, you may
to redirect the string to you      choose   the   option   to   “take
instead.   The   connection   is   something from them” for free.
broken when either of you has a
moment of intimacy with another
                                   ◇ A Close Heart
character.                         A Heart that is only effective
                                   at extremely close range, like a
Broken Heart                       hug, like a kiss. An intense
                                   Heart once you step onto its
You’re     needy,   you    crave   event horizon. 3-harm, intimate,
attention, and that is all you     quick.
can    think    of  right   now.
Everything must be about you,      ◇ A Heart for Everyone
everyone must be thinking about    A Heart that has a place for
you all the time. No matter what   everyone   inside  it.   Like a
horrible things you must do, so    mother’s heart, it always has a
others will look at you, you       space for another one to step
will do it. You mend your Heart    inside. 2-harm, close, area.
once you badly hurt someone who
only wanted the best for you.      Extras:
                                    ◇ Rerolling only costs 1 Pulse
The Fool’s Heart                      against those who hold 4 or
                                      more strings on you.
Hearts are means to an end, a       ◇ Your Heart has a wide range:
method of expression of the           increase the range of one of
self, and your end is to be the       your bases to the next tag.
center of the universe and your     ◇ Your Heart is volatile: add
self is one that craves the           +1 harm to your base and add
stage. Your Heart should be           the messy tag.
something   that   you  use   to    ◇ Your Heart is kind. Take +1
express    yourself,   something      forward when you Soothe a
extravagant that is bound to get      Heart.
The Playbooks                                                 ⬥89⬥
◇ Once per session, you may
  spend Pulse to make your         Love Blooms in the Battlefield,
  opponent select one of the       your   Intimacy   Move,  and  by
  narrative options from Throw     extension,   Polyamory are all
  Your Charm when you Engage in    methods to help you give strings
  Conflict against them.           away to others, so you can take
◇ Your Heart is irresistible:      the benefits from Irresistible.
  take 2 strings instead of
  just 1 when you Throw Your       The Fool also has a number of
  Charm.                           options when it comes to combat.
                                   Ask Questions Later, Love Blooms
Playing the Fool                   in the Battlefield, and the
                                   Heart extra that allows for you
The Fool’s gameplay loop is        to trigger the narrative options
about   taking   benefits   when   from Throw Your Charm when you
others have a lot of strings on    Engage   in   Conflict   against
you   with    Irresistible.   It   others,   creating   a   dashing
represents someone who wears       swashbuckler who steals jewels
their heart on their sleeve and    and Hearts alike.
is constantly sharing more than
they should. They’re probably      League of Your Own gives you
going to look back on this and     another tool for Burning Bridges
regret it later, but for now       with others and making them only
they thrive on the attention       want you even more. It’s like
they get from being in the         being   so    amazing    that   it
spotlight.                         retroactively      makes      your
                                   rejection so much worse, a move
Like the other classes, they       for the heartbreakers out there.
must be careful not to give too
many strings away, and if they
do, hopefully to someone that
won’t spend them to break their
Heart. There might be a number
of other characters with 8 or
more strings on the Fool, but as
long as they’re on good terms
with them, they will probably be
nice about it.
The fool has a consistent high
Hot stat as they’re the type to
always be attracting others. The
main choice is between a Fool
that is beautiful and strong
(Hot 2, Daring 1) or a gorgeous
fool that can see right through
you (Hot 2, Sharp 1).
⬥90⬥                                              The Playbooks
                                     Advancements
      The Frozen                     ◇ Add +1 to a stat (max +3).
You are someone way, way too         ◇ Add +1 to a stat (max +3).
scared    to    make   yourself      ◇ Take another Frozen move.
vulnerable to others. To be          ◇ Take another Frozen move.
judged is a curse that you will      ◇ Take    a   move    from   any
never subject yourself to. So          playbook.
you watch the world go by from       ◇ Take   another   Frozen  Heart
your frozen palace as you push         extra.
away all of those who try to         ◇ Take another Heart extra from
connect with you.                      any playbook.
Your name is: Jackson, Hunter,
Austin, Lily, Ella, Ivy.
Your   pronouns    are:   She/her,
He/Him,     They/Them,     It/its,
Neopronouns.
Your archetype is: President of
the student council, Ice Queen,
Brooding      anti-hero,     Class
tsundere.
Your   look    is:   regal   look,
straight laced look, austere
look, impersonal look,
shrouded look.
Your     eyes      are:
distant     eyes,    cold
eyes, fearful eyes, judgmental
eyes, angry eyes.
Starting Stats
Choose one:
 ♦ Daring +1
 ♦ Hot -1
 ♦ Cold +2
 ♦ Sharp -1
Or
 ♦ Daring -1
 ♦ Hot -1
 ♦ Cold +2
 ♦ Sharp +1
Your Pulse starts at +1.
The Playbooks                                                 ⬥91⬥
Starting Relations                   Frozen Moves
Assign one of the following to       You start with Permafrost    and
each    of   the   other    player   another 2 moves.
characters and future main NPCs.
                                     ⬥ Permafrost
 ♦ You broke up with ___, and
   you regret it deeply. Give        If someone has no strings on
   them 3 strings on you. Take a     you: Take +1 ongoing against
   string on them.                   them on all rolls. If no one has
 ♦ ___ can see over your facade.     strings  on   you:   Your  Heart
   Give them 2 strings on you.       breaks.
 ♦ You   feel   embarrassed   over
                                     ◇ Point of No Return
   something you did in front of
   ___. Give them a string on        When someone inflicts harm on
   you.                              you, you may provoke them to go
 ♦ You used to be best friends       all in and spend all the strings
   with ___. You each take a         they hold on you to inflict
   string on the other.              extra harm, one for one. If they
 ♦ ___ is the one person you can     take the bait, they get to mark
   open up to. You each take 2       exp.
   strings on the other.             ◇ Loner
 ♦ ___ is worried about you.
   Take a string on them.            Take   +1  ongoing  when  doing
 ♦ ___ is mesmerized by your         something dangerous without the
   style: Take 2 strings on          help of allies.
   them.                             ◇ Don’t Look at Me
 ♦ You    rejected   ___’s    love
   confession. Take 3 strings on     Once per session, you may ask
   them. Give them a string on       the following question for free
   you.                              when you Read a Person: “What
Additionally, you give bad first     will it take from me to make you
impressions: Give a string to        never want anything to do with
everyone you meet.                   me again.”
                                     ◇ Bond Break
Highlighted Stats
                                     When   you    break   bonds with
At the start of every act,           someone and claim how you don’t
choose one of your stats, and        care about them: Spend all the
the person who holds the most        strings    you   have    on them
strings   on   you   may  choose     (minimum 1) and advance Burn
another. Draw a heart around         Bridges for the rest of the
both. Once per scene, the first      scene (may use after rolling).
time you roll each of those          ◇ Behind the Mask
stats, increase your Pulse by 1
(to a maximum of +3).                When you let go of your facade
                                     to someone for the first time
⬥92⬥                                                The Playbooks
and have a moment of intimacy       Choose a base and 2 extras:
with them: you both mark exp.       Bases:
◇ Stoic Recovery                    ◇ A Protected Heart
When you Rest without the help      A Heart that doesn't let any
of anyone: You may mark a           openings. A Heart that is used
condition to add +2 to the roll.    to take hits, so it developed
                                    defenses to stay safe. A Heart
Intimacy Move                       that is scared to be hurt, so it
                                    doesn’t leave its comfort zone.
When you reject a moment of         2-harm, hand, 1-armor.
intimacy with someone: They lose
a string on you, if they have no    ◇ A Restless Heart
strings on you: Gain a string on    A Heart that is always worried
them. If you do have a moment of    something is going to hurt you.
intimacy with someone: Give them    A Heart that is always ready for
3 strings.                          combat, that never lets its
                                    guard down. 2-harm, close, take
Broken Heart                        +1 forward when Doing Something
                                    Risky.
Nothing matters, you might as
well not even exist, considering    ◇ A Heart Made to Burn
how little others care about        Bridges
you. You might as well cause        A Heart for striking other’s
some damage, destroy things,        Hearts,    for   burning   down
harm others, break Hearts, it       precious memories, for moving
doesn’t matter what, as long as     forward from the foolish past
they understand how much you’re     and for rejecting the bonds you
hurting. You mend your Heart        have with others. 1-harm, far,
once you caused so much damage,     upgrade to 3-harm if you’re
everyone will know for a fact       fighting someone who holds no
that you exist.                     strings on you.
The Frozen’s Heart                  Extras:
                                     ◇ Rerolling only costs 1 Pulse
Your Heart is something that
                                       against those who hold no
reflects    your     personality,
                                       strings on you.
something subtle, that doesn’t
                                     ◇ Your Heart may act on its
bring    much     attention    to
                                       own: add the remote tag to
yourself, that ideally would let
                                       one of your bases.
you hide in plain sight or to
                                     ◇ Your Heart does not forgive.
walk in the shadows. It’s also
                                       Once per session, you may
something merciless, something
                                       choose another option when
that strikes with the intent to
                                       you Burn Bridges.
harm, to break bonds, to make
                                     ◇ Your   Heart  has  a  strong
someone hate you.
                                       resolve. Count as if you had
The Playbooks                                                ⬥93⬥
  2 armor (max 2) while you        Heart extras allows for choosing
  Defend Someone.                  another   option   when  Burning
◇ Despite the cold exterior,       Bridges with others. The main
  your Heart is warm on the        focus of the playbook is to
  inside:   Add   +1 when   you    reject others until they have no
  Soothe a Heart.                  strings on you anymore.
◇ Your Heart is as sharp as a
  knife:   add   the  following    Behind the Mask is for players
  option when Burning Bridges:     who want to focus on the moment
  Inflict your Heart’s damage      that you let go of your facade
  on them.                         to   others.  From   a  gameplay
                                   standpoint you don’t want others
Playing the Frozen                 to have strings on you, you
                                   don’t want to show weakness and
The Frozen will always have a      let them have an advantage over
high Cold stat because, well,      you even if they could use it to
they are the Frozen. The main      your benefit. But this move is
choice is between having someone   about opening up and giving them
who is always scheming (Cold 2,    that advantage, putting your
Sharp 1) or someone volatile       trust in them. A great move if
like a snowstorm (Cold 2, Daring   you’re   thinking   of  changing
1).                                playbooks soon, or simply for
                                   playing a Frozen who carefully
Their    main    gameplay   loop   chooses who they want to trust.
revolves around using Permafrost
to take advantage when others      Stoic Recovery is a move about
have no strings on you, like       how the Frozen refuses to accept
being the strongest when there     help from others, even when it
are no strings attached, when      comes to their own health, and
you have nothing to prove.         instead pushes themselves to
                                   recover alone, causing mental
It’s similar to the Foesworn’s     stress in the process.
Employed, and effectively the
reverse     of    the     Fool’s
Irresistible, because when no
one in the entire game has
strings on you, your Heart is
broken.   It’s   about   burning
strings to get an advantage
while also making sure at least
someone remembers you, else your
lack of bonds will turn you into
a nihilist.
Point of No Return encourages
others to spend the strings they
have on you, and one of the
⬥94⬥                                             The Playbooks
                                       ♦ Cold +1
        The Hero                       ♦ Sharp -1
                                      Your Pulse starts at +1.
People have big expectations for
you. You are a hero of prophecy,
                                      Advancements
or maybe people just saw the          ◇ Add +1 to a stat (max +3).
amazing potential you have and        ◇ Add +1 to a stat (max +3).
are cashing in on you. You on         ◇ Take another Hero move.
the other hand are new to all of      ◇ Take another Hero move.
this and don't know all the
                                      ◇ Take   a    move   from    any
intricacies of the system. Can
                                        playbook.
you fulfill all the expectations
                                      ◇ Take   another   Hero    Heart
they have on you? Or will you be
                                        extra.
crushed by the weight of your
                                      ◇ Take another Heart extra from
own potential?
                                        any playbook.
Your name is: Arthur, Theodore,
Felix, Alice, Joan, Matilda.
Your   pronouns     are:   She/her,
He/Him,     They/Them,      It/its,
Neopronouns.
Your archetype is: Chosen one,
Farm kid who pulled the sword
off the stone, Pure hearted,
Top of your class.
Your look is: dashing look,
adventurous     look,    iconic
look,      casual      look,
spirited look.
Your     eyes     are:
hopeful          eyes,
determined       eyes,
innocent      eyes,
tired         eyes,
nervous eyes.
Starting Stats
Choose one:
 ♦ Daring +2
 ♦ Hot +1
 ♦ Cold -1
 ♦ Sharp -1
Or
 ♦ Daring +2
 ♦ Hot -1
The Playbooks                                                    ⬥95⬥
Starting Relations                     Hero Moves
Assign one of the following to         You   start   with   The  Hero’s
each    of   the    other     player   Journey and another 2 moves.
characters and future main NPCs.
                                       ⬥ The Hero’s Journey
 ♦ ___ is training you. Give
   them 3 strings on you. Take a       Choose four things from the list
   string on them.                     below. After completing one,
 ♦ ___ defeated you without even       strike it out and either mark
   flinching.     Give    them     2   exp, clear a condition or take a
   strings on you.                     string    on    someone    involved.
 ♦ You     have     shared      your   After striking out all four:
   insecurities with ___. Give         choose another four. After you
   them a string on you.               have completed everything in the
 ♦ You used to be childhood            list: change playbooks, retire
   friends with ___, when there        to safety or take a protege.
   wasn’t a sea of expectations         ◇ Turn an enemy to your side.
   on you. You each take a              ◇ Run      away       from     your
   string on the other.                   responsibilities.
 ♦ ___ is your rival. You each          ◇ Kiss someone you should not.
   take 2 strings on the other.         ◇ Defeat someone who doubted
 ♦ ___    is    jealous    of    the      you.
   attention you get. Take a            ◇ Fall in love.
   string on them.                      ◇ Do the impossible
 ♦ ___ believes from the bottom         ◇ Sacrifice something important
   of their Heart that you are            for the greater good.
   the hero everyone needs. Take        ◇ Visit a strange place.
   2 strings on them.                   ◇ Complete      a      preposterous
 ♦ ___ was the one supposed to            trial.
   be the hero, before you were         ◇ Let all your insecurities out
   chosen. Take 3 strings on              to a friend.
   them. Give them a string on          ◇ Cry in front of an enemy.
   you.                                 ◇ Give      in     to     dangerous
                                          influences.
Highlighted Stats                       ◇ Push yourself to your limits
                                          and pay for it.
At the start of every act,              ◇ Fall back on your own ideals.
choose one of your stats, and           ◇ Fail to save someone.
the person who holds the most           ◇ Fulfill a childhood promise.
strings   on   you   may  choose        ◇ Dwell in business not yours.
another. Draw a heart around            ◇ Learn a new technique.
both. Once per scene, the first         ◇ Surpass your masters.
time you roll each of those
                                        ◇ Do something horrible while
stats, increase your Pulse by 1
                                          being manipulated.
(to a maximum of +3).
⬥96⬥                                                   The Playbooks
◇ Duel of Hearts                    inspired by your words and take
                                    1 forward in helping you and
Once   per   session,   add   the
                                    mark exp if they do so.
following extra when you Engage
in Conflict against someone:
Trigger a moment of intimacy.
                                    Broken Heart
◇ Fated Rival                       The pressure is just too much,
                                    and you break under it. You
Choose a character to be your       can’t   hold  up   to   all  the
rival.   Every   time  you  two     expectations everyone has on you
compete: the winner takes a         and no matter how much you push
string on the loser. You may        yourself, you will never be what
change your rival at the start      they want you to be. You lapse
of   a    new   act   if   your     into toxic coping mechanisms,
relationship to your past and       dwell in your depression and get
new rival changed.                  close to those who are bad for
◇ Heroic Charm                      you, like when the hero loses
                                    hope and becomes subordinate to
When you impress someone with
                                    the villain. You mend your heart
your boldness and adventurous
                                    when you see someone in trouble
spirit: you may roll to Throw
                                    and rush to save them despite
Your Charm with Daring.
                                    the odds, not because it’s your
◇ Everyone can be Good              duty as a hero, but because it’s
                                    what's right.
When you appeal to a villain’s
good side: You may give them a
string. If they use that string
                                    The Hero’s Heart
in this scene to harm you, you      Your Heart is worth an epic.
mark exp.                           It’s a sword of legends you
◇ A Sham                            pulled from the stone, it’s the
                                    guitar you found by chance that
When a superior looks down on
                                    shreds the most insane solos,
you with disappointment: Mark a
                                    it’s the fastest mech in history
condition, but take +1 ongoing
                                    that no one else managed to
to   do   the   task   of   that
                                    control before you. Whatever
character’s choice, and mark exp
                                    your Heart is, it’s something
when you complete it.
                                    incredible that is bound to make
◇ Battle of Wills                   everyone expect greatness from
                                    you.
Once per session, you may ask
the following question for free
                                    Choose a base and 2 extras:
when you Read a Person: “What do
                                    Bases:
you stand for?”
                                    ◇ An All Rounded Heart
Intimacy Move                       Your Heart has no weak points,
Speak about your values to those    but it has no strong points
you have intimacy with, they are    either. It does everything well,
The Playbooks                                                ⬥97⬥
but   it's   not   excellent   in        rolled a    12   with   the   move
anything. 2-harm, close, area.           advanced.
◇ A Heart For Protecting
                                       Playing the Hero
Others
Your Heart is not particularly         The Hero has two main struggles,
strong   by   itself,   but  it        the first is that they’re quite
specializes in defending others        naive   and   not   particularly
and keeping them safe while            experienced with the world; and
taking all the damage yourself.        the second is that a person or
1-harm, hand, 2-armor, slow.           institution saw great potential
                                       in them and took them under
◇ A Heart with a Will of               their wing to be the hero that
Its Own                                will save the world in the
Your Heart is powerful, possibly       future.
related   to  a   deity   or   a
legendary hero, but it doesn’t         They have a consistent high
often cooperate with you, and          Daring stat and a consistent low
you always find yourself having        Sharp. Someone who can throw a
discussions with it over what          punch, but isn’t very good at
should be done. 3-harm, close,         taking clues and reading others.
unreliable.                            Someone impulsive who can create
                                       good hooks by acting on those
Extras:                                impulses, your main choice is
 ◇ You are a knight in shining         between a warm hero who steals
   armor: spend 2 Pulse when           the hearts of everyone (Daring
   Protecting Someone to take no       2, Hot 1), or a cold one who
   damage at all.                      prefers to stay on their own
 ◇ Your Heart doesn’t give up          (Daring 2, Cold 1).
   even when it’s damaged: take
   +1 ongoing while having all 3       The Hero’s Journey is a mechanic
   Heart harm marked                   borrowed from the Beacon from
 ◇ Everyone likes you: once per        Masks.   It’s   about   all   the
   session,    you     may    choose   different things that the hero
   another option when you Throw       will do in their story as they
   Your Charm.                         mature. It's the narrator’s job
                                       to   be   on  the   lookout   for
 ◇ Your Heart is unstoppable:
                                       fulfilling those, but the Hero
   add the armor-piercing tag to
                                       should also always find ways to
   your base.
                                       attain them. When the journey is
 ◇ Your   Heart    has    a   longer
                                       complete, they get to choose
   reach: upgrade your range tag
                                       between no longer being the Hero
   to the next level.
                                       and changing playbooks, retiring
 ◇ When you give everything you
                                       from the life of heroism or
   have   when   you     Engage   in
                                       taking a protege, a new hero.
   Conflict against someone, you
   may   break   your     Heart   to
   consider it as if you had
⬥98⬥                                                  The Playbooks
Maybe the institution that was
training them no longer sees
potential in them, or maybe they
quit, and they’re changing their
role in the story. They can also
retire to a quiet life, or reach
the epitome of their powers and
go beyond the limits of Player
Characters,   doing   a   heroic
sacrifice as they become less of
a person and more of a concept.
When taking a protege you can
also choose to change characters
and start playing as them, but
otherwise the idea is that the
Hero is no longer a naive
figure, they have grown with all
of their adventurers, and now
they’re   taking  the   role  of
teacher for a new Hero, you
might also choose to do The
Hero’s Journey again with your
student.
You may choose to focus on the
impossible    expectations  your
higher ups have on you with
moves like A Sham. Or to play as
a Hero who doesn’t follow orders
and   refuses   to   kill  their
enemies with Everyone can be
Good, Battle of Wills and Duel
of   Hearts,   and   often  find
themselves in trouble because of
that.
The Playbooks                      ⬥99⬥
                                    Your archetype is: Your partner
       The Lover                    brought you here, The healer of
                                    the party, Manipulative schemer,
                                    The cavalry.
Personally, you’re not much of a
                                    Your look is: practical look,
fan of the frontline. Both the
                                    modest look, cozy look, athletic
literal frontline of combat and
                                    look, adventurous look.
the   front   line   of   social
                                    Your   eyes   are:   warm  eyes,
interactions. You would rather
                                    knowing    eyes,   tired   eyes,
stand back and help out those
                                    alluring eyes, hopeful eyes.
who stay in front, you would
rather be useful to others than
to get into the intricacies of
                                    Starting Stats
the world. Not only others, but     Choose one:
one specific other, your true        ♦ Daring -1
love.                                ♦ Hot +2
                                     ♦ Cold +1
Your name is: Marylyn, Gloria,       ♦ Sharp -1
Jake, Norma, Cody, Jacob.           Or
Your   pronouns   are:  She/her,     ♦ Daring -1
He/Him,    They/Them,     It/its,    ♦ Hot -1
Neopronouns.                         ♦ Cold +1
                                     ♦ Sharp +2
                                    Your Pulse starts at +1.
⬥100⬥                                              The Playbooks
Advancements                        another. Draw a heart around
                                    both. Once per scene, the first
 ◇ Add +1 to a stat (max +3).       time you roll each of those
 ◇ Add +1 to a stat (max +3).       stats, increase your Pulse by 1
 ◇ Take another Lover move.         (to a maximum of +3).
 ◇ Take another Lover move.
 ◇ Take   a    move   from    any   Lover Moves
   playbook.
 ◇ Take another blessing.           You start with      True   Love   and
 ◇ Take another blessing.           another 2 moves.
                                    ⬥ True Love
Starting Relations
                                    You do not hold your heart,
Assign one of the following to      instead choose a character to be
each    of    the  other   player   your True Love, and they will
characters and future main NPCs.    hold your heart for you.
 ♦ Give your True Love 3 strings    ◇ Damsel in Distress
   on you. Take a string on
   them.                            Once per session    when you’re in
 ♦ ___ used to be your True         danger: You may     tempt an ally
   Love. Give them 2 strings on     for free, so they   Defend You. If
   you.                             they do, they get   to mark exp.
 ♦ ___ holds influence over your    ◇ A Bit of a Flirt
   True Love. Give them a string
                                    Mark exp when switching lovers.
   on you.
 ♦ ___ and you are old friends.     ◇ Plead for Peace
   You each take a string on the
                                    When you plead to everyone in
   other.
                                    the room to drop their weapons:
 ♦ ___ and you have seen the
                                    Roll with Pulse. On a 10+ NPCs
   worst of each other. You each
                                    will listen to you and PCs will
   take 2 strings on the other.
                                    take -2 to inflict further harm.
 ♦ ___    admires  you   from   a
                                    On a 7-9, you become everyone’s
   distance. Take a string on
                                    next target and PCs (including
   them.
                                    allies) take -2 to inflict harm
 ♦ You rejected ___’s feelings.
                                    on anyone but you.
   Take 2 strings on them.
 ♦ ___ has seen your true side      ◇ Sharing is Caring
   and is terrified of you. Take    When you have a moment of
   3 strings on them. Give them     intimacy with someone, you may
   a string on you.                 spend any number of Pulse to
                                    give them the same amount.
Highlighted Stats
                                    ◇ My Heart for You
At the start of every act,
                                    You may break your Heart when
choose one of your stats, and
                                    you Soothe a Heart to count it
the person who holds the most
strings  on  you   may  choose
The Playbooks                                                   ⬥101⬥
as if you rolled a 12 with the     from being able to take Heart
move advanced.                     harm, and you don’t Ready your
                                   Heart, instead you Bless the
◇ Caretaker
                                   Heart of your True Love.
If another character names you
as one of the people who will
                                   Bless the Heart of your
take care of them when they        True Love
Rest, your help may count as a     When you give your Heart to your
+2 bonus to the roll instead of    True Love: Roll with Pulse. On a
a +1. If they roll a 9 or below,   hit: Hold 3, but on a 7-9,
they give you 2 strings instead    decrease your Pulse by 2, if it
of just 1.                         would go below -2: your Heart is
                                   broken. You may roll this move
Intimacy Move                      additional times while your True
                                   Love holds your Heart to get
When you have intimacy with        more holds.
someone, you may both ask the
other a question, either to the    Choose 3 blessings you can give
character or the player, you       to your true love. Spend a hold
must answer truthfully.            to activate it.
                                    ◇ Increase the harm your lover
Broken Heart                          inflicts by 1.
                                    ◇ Ignore    conditions   for   the
You gave your heart out, and
                                      next move.
they broke it, but nevermore,
                                    ◇ Choose a move. Add +1 to that
you’re not trusting anyone else.
                                      move when your lover rolls
You doubt everyone, you lash out
                                      it.
and hurt all those you love the
                                    ◇ Choose a move and consider it
most because you’re angry, and
                                      as advanced when your lover
you’re frustrated. While your
                                      rolls it.
heart    is   broken,   consider
                                    ◇ Ignore the effects of one of
yourself your own true love. You
                                      your     lover’s     detrimental
mend your heart once someone
                                      tags.
does     something    incredibly
                                    ◇ Consider as if the range of
reckless for your sake, and you
                                      your lover’s Heart was one
remember you can count on your
                                      tag higher.
friends.
                                    ◇ Declare    a   narrative   thing
                                      your Heart allows your True
The Lover’s Heart
                                      Love to do that they would
Your Heart is something for your      otherwise not be able to,
true love to use, it's possibly       like    flying,    walking    on
something that gives them an          walls, or being able to use
advantage like a piece of armor,      their Heart like a grappling
a mech that combines with them,       hook. You may spend a hold to
or even a sword they pull from        do it once.
your chest. You don’t benefit
⬥102⬥                                              The Playbooks
Playing the Lover                  the Hero playbook to look into
                                   if they are looking to play a
The Lover is a playbook for        protagonist that chooses paths
those who like roleplaying over    other than violence.
combat.   Their  intimacy   move
allows you to ask any question     While fighting, you may choose
for no benefit, simply to ask      to take turns to Soothe the
them for the sake of knowing the   Heart of your True Love or even
answer,   with   no   mechanical   Burn Bridges and Throw Your
bonuses.                           Charm   on   your   enemies  for
                                   bonuses like strings, inflicting
The lover has a consistent low     vulnerability, and conditions on
Daring as they are not good in     them, making the lover have a
combat and may either be a         support role in combat.
distant figure, an enigma that
no one can figure out (Cold 1,     When your Heart is broken, and
Sharp 2) or someone filled with    you wield it yourself: Its tags
emotions that wears their Heart    are 3-harm, intimate, messy, and
on their sleeve (Hot 2, Cold 1).   while   it’s   broken  you   may
                                   benefit from Heart harm, roll to
You   can   choose   to   either   Ready your Heart, but, naturally
dedicate yourself to one True      you can’t spend Pulse to heal
Love, or to pick A Bit of a        yourself, and you may activate
Flirt and change them as you see   your blessings to yourself by
fit. You could even create a       taking 1 harm.
Rose Bride situation where the
winner takes you as their True
Love, as Anthy was one of the
main   inspirations   for   this
playbook.
The Lover may take the role of a
healer, or a role of someone who
supplies others with Pulse by
taking Source, hoarding Pulse to
give it to your allies when you
have a moment of intimacy with
them and My Heart for You for a
guaranteed 12 with the move
advanced   when  you   Soothe  a
Heart.
While Plead for Peace allows you
to play as someone who doesn’t
like violence and doesn’t want
to see others getting hurt. It’s
a specially fitting skill for
The Playbooks                                              ⬥103⬥
                                   Your name is: Sally, Wendy, May,
    The Outsider                   Hudson, Sawyer, Asher.
                                   Your   pronouns    are:   She/her,
                                   He/Him,     They/Them,     It/its,
You had to fight for your Heart.
                                   Neopronouns.
You stole it, or you made it
                                   Your archetype is: New kid at
yourself, and now you get in
                                   school,    Self-made    superhero,
trouble with authorities all the
                                   Side    character    taking    the
time to keep it. To have a Heart
                                   spotlight,    2nd-choice    chosen
is the biggest blessing there
                                   one, Had to put in the work.
is, but apparently they don’t
                                   Your look is: practical look,
think you deserve one. Well, you
                                   plain look, daring look, punk
don’t care, you’re not sitting
                                   look, stealthy look.
around while your friends are
                                   Your   eyes   are:   tired   eyes,
saving the world, you’re going
                                   nervous eyes, bitter eyes, fiery
to be a part of this no matter
                                   eyes, yearning eyes.
how much you get hurt for it.
                                   Starting Stats
                                   Choose one:
                                    ♦ Daring -1
                                    ♦ Hot +2
                                    ♦ Cold -1
                                    ♦ Sharp +1
                                   Or
                                    ♦ Daring +1
                                    ♦ Hot -1
                                        ♦ Cold -1
                                         ♦ Sharp +2
                                            Your Pulse starts at +1.
                                                   Advancements
                                                        ◇ Add +1 to
                                                          a      stat
                                                          (max +3).
                                                        ◇ Add +1 to
                                                          a      stat
                                                         (max +3).
                                                      ◇ Take another
                                                       Outsider
                                                       move.
                                                  ◇ Take      another
                                                   Outsider move.
                                              ◇ Take a move from
                                            any playbook.
⬥104⬥                                             The Playbooks
◇ Take another Outsider Heart      the person who holds the most
  extra.                           strings   on   you   may  choose
◇ Take another Heart extra from    another. Draw a heart around
  any playbook.                    both. Once per scene, the first
                                   time you roll each of those
Starting Relations                 stats, increase your Pulse by 1
                                   (to a maximum of +3).
Assign one of the following to
each   of    the   other  player   Outsider Moves
characters and future main NPCs.
 ♦ You    broke    ___’s   Heart   You start with the Outsider’s
   accidentally. Whether it was    Background and another 2 moves.
   literally or metaphorically
                                   ⬥ Outsider’s Background
   is up to you. Give them 3
   strings on you. Take a string   Choose how you acquired your
   on them.                        Heart.
 ♦ You begged ___ to let you        ◇ Novice:   You   received your
   have a Heart, but they could       Heart as an accident or some
   do nothing about it. Give          don’t agree with the decision
   them 2 strings on you.             to give it to you, and they
 ♦ You think you’re never going       want you to give it back.
   to be as great as ___. Give        Mark exp when you show them
   them a string on you.              how deserving of your Heart
 ♦ ___ and you stand up for each      you are.
   other. You each take a string    ◇ Heartstealer: You stole your
   on the other.                      Heart, naturally there are
 ♦ ___ and you support each           people who want it back. Once
   other     in     your   worst      per session, you can choose
   behaviors. You each take 2         the option “take something
   strings on the other.              from them” for free when you
 ♦ ___ pities you. Take a string      Engage in Conflict.
   on them.                         ◇ Heartsmith:   You   made your
 ♦ You made a promise to ___          Heart    yourself,    or  the
   that you two would be great,       closest you could to a Heart.
   but they got a Heart and you       You may mend your Heart by
   didn’t. Take 2 strings on          spending a scene in your
   them.                              workshop    fixing   it  with
 ♦ ___ personally helped you get      someone else’s help.
   your Heart because they felt
                                   ◇ Trial and Error
   bad for you. Take 3 strings
   on them. Give them a string     Mark exp   when   you   break   your
   on you.                         Heart.
                                   ◇ Helping Hand
Highlighted Stats
                                   Take +1 ongoing when acting with
At the start of every act,         the intention of mending someone
choose one of your stats, and      else’s Heart.
The Playbooks                                                 ⬥105⬥
◇ Great Responsibility               out over trivial things, you
                                     want everyone to know how much
Choose an extra option when you
                                     it hurts. You mend your Heart
Engage    in  Conflict    against
                                     once you defeat someone who
someone who is using the power
                                     doesn’t believe you belong here.
of    their   Heart    for    bad
intentions.
                                     The Outsider’s Heart
◇ Freak
                                     The     Outsider’s    Background
If someone tells you that you        determines what your Heart is.
don’t belong here: Give them a       Either your Heart was taken from
string, but take +1 ongoing to       someone else, your Heart was
prove them wrong, and mark exp       handed down to you, or you made
when you do so.                      it yourself. If you made your
◇ Hot Mess                           Heart yourself, describe what
                                     materials you used to make it
Take +2 forward when you Throw
                                     and how it works. If you got it
Your Charm others while your
                                     from someone else, describe how
Heart is broken.
                                     important it is to you, so
◇ Strange, yet Familiar              important that you’re willing to
                                     fight tooth and nail to keep it.
When you Ready Your Heart, you
discover a new aspect of your
                                     Choose a base and 2 extras:
Heart you hadn’t found before:
                                     Bases:
spend 2 Pulse to add an extra
from any playbook to your Heart      ◇ A Raging Heart
until the next time you Ready
                                     A Heart that rages and that has
Your Heart.
                                     no patience with evildoers. A
                                     Heart that shows no mercy for
Intimacy Move                        the wicked. 3-harm, hand, messy.
When you have intimacy with          ◇ A Bruised Heart
someone, you realize something
                                     A   Heart   that  has   endured
new about your Heart, something
                                     hardship again and again. A
you could implement, or a new
                                     Heart that is used to being
way to use it. Choose a Heart
                                     pushed around, but that doesn’t
extra from their playbook and
                                     seek revenge. 2-harm, hand, 1-
keep it until you have intimacy
                                     armor.
with someone else.
                                     ◇ A Kind Heart
Broken Heart                         A Heart that doesn’t want to
You   would   be    crying,    but   hurt others unless it strictly
honestly, at this point you’re       needs to. A Heart that craves
already used to the crushing         the simple things like standing
dread of knowing you don’t have      in the sunlight with friends,
an    actual     Heart.     You’re   but you know you can’t have that
frustrated and prone to lashing      just now. 1-harm, medium-range,
⬥106⬥                                               The Playbooks
take +1 forward when you Soothe      Heart themselves, a hard worker
a Heart.                             with a workshop and a knack for
                                     manual   labor   and   building
Extras:                              Hearts.
 ◇ Your Heart is agile. Add +1
   when you Do Something Risky.      The two stat choices allow you
 ◇ Your Heart is safe. Once per      to   choose    between   someone
   session, you may take the         alluring and smart (Hot 2, Sharp
   option to take less harm when     1) or as someone volatile and
   you Defend Someone for free.      calculative (Daring 1, Sharp 2).
 ◇ Your Heart can work even when     Whichever   you    choose,   the
   damaged:   take    +1  ongoing    Outsider   is   always   someone
   while your Heart is broken.       clever who can read others well
 ◇ Your Heart wants to hurt          and someone who is not good at
   others just as much as it was     staying cool.
   hurt: inflict +1 harm when
   harming someone while your        Many moves and Heart extras of
   Heart is broken.                  the   Outsider   revolve  around
 ◇ You may push your Heart to        having a broken Heart and taking
   its limits. For the rest of       advantage of having one. This is
   this scene, advance all your      the playbook that most focuses
   moves, but your Heart is          on that mechanic, reflecting the
   broken at the end of it (you      struggle that the Outsider has
   may    trigger    this   after    to go through to keep their
   rolling a move).                  Heart and their rage over the
 ◇ Your    Heart    has   another    injustice they face.
   utility: add the tag useful
   to your base and describe         Having an Outsider in the game
   what other use it has.            means that the nature of what a
                                     Heart is will be explored a lot.
                                     Great    Responsibility     create
Playing the Outsider                 hooks   of   having   them   fight
                                     against those who abuse the
The Outsider’s Background gives      powers of their Heart for evil,
you a few ways to build your         and   Freak    is   a   move   for
Outsider. Either as a thief who      exploring the relations with
stole   their    Heart,    someone   those who don’t believe that you
elusive who is ready to do           belong here and proving to them
anything to keep it and knew the     that you do.
risk all along; or as someone
who got theirs by an accident        Broken Hearts can be used as an
and now people want them to give     excuse to be as edgy as possible
it   back,   someone    who   felt   with your character, to act like
blessed to finally have one but      the world is against you and
now is being forced to give up       have an excuse to lash out at
on it, and they’re not doing it;     others. This is a good playbook
or as someone who builds their       if you want to have an edgy
The Playbooks                                                 ⬥107⬥
character    with    a    tragic
background about how you don’t
deserve a Heart and you had to
fight tooth and nail against the
world to have one.
Strange, yet Familiar and the
Outsider’s Intimacy Move explore
the idea of an Outside that is
new to their Heart, someone
always working on it and coming
up   with    new   features   and
discarding    old    ones.   Like
they’re constantly working to
make    their    Heart   perfect,
improving it, understanding it
better.
⬥108⬥                               The Playbooks
                                    Your Pulse starts at +1.
      The Spider                    Advancements
You are an elusive figure. A        ◇ Add +1 to a stat (max +3).
mystery shrouded in an enigma       ◇ Add +1 to a stat (max +3).
dealing     in     secrets    and   ◇ Take another Spider move.
classified     information.   You   ◇ Take another Spider move.
weaponize the secrets you know
                                    ◇ Take    a   move    from   any
for social advantage, you expose
                                      playbook.
the deceit and lies of those in
                                    ◇ Take   another   Spider  Heart
power, you leave others in the
                                      extra.
dark    for   your    benefit  as
                                    ◇ Take another Heart extra from
everyone struggles to escape
                                      any playbook.
your web.
Your name is: Oliver, Matthew,
Patrick, Luna, Violet, Flora.
Your   pronouns   are:  She/her,
He/Him,    They/Them,    It/its,
Neopronouns.
Your archetype is: Master of
the underground, Seller of
secrets, Social climber,
Anonymous hacker, Truth-
seeker.
Your look is: formal look,
impersonal look, disarming look,
deceitful look, a solemn look.
Your eyes are: analytical eyes,
knowing eyes, mischievous eyes,
piercing eyes, inquisitive eyes.
Starting
Stats
Choose one:
 ♦ Daring -1
 ♦ Hot +1
 ♦ Cold -1
 ♦ Sharp +2
Or
 ♦ Daring +1
 ♦ Hot -1
 ♦ Cold +2
 ♦ Sharp -1
The Playbooks                                                  ⬥109⬥
Starting Relations                     Highlighted Stats
Assign one of the following to         At the start of every act,
each    of    the    other    player   choose one of your stats, and
characters and future main NPCs.       the person who holds the most
 ♦ ___     knows     your    darkest   strings   on   you   may  choose
   secret.     Not    because    you   another. Draw a heart around
   shared it, but because they         both. Once per scene, the first
   were     personally     involved.   time you roll each of those
   What was the secret? Give           stats, increase your Pulse by 1
   them 3 strings on you. Take a       (to a maximum of +3).
   string on them.
 ♦ You shared ___’s secret and         Spider Moves
   everyone knows about it. It's
   now public knowledge. What          You start with The Spider’s Web
   was the secret? Give them 2         and another 2 moves.
   strings on you.                     ⬥ The Spider’s Web
 ♦ In a moment of weakness, you
   shared one of your secrets to       You are intertwined in a web of
   ___. What was the secret?           secrets.    When    you   share
   Give them a string on you.          someone’s secret with someone
 ♦ ___ and you know a secret           else: Take a string on the
   that you both agreed to never       person you just gave the secret
   share. What was the secret?         to. If someone figures out you
   You each take a string on the       shared one of their secrets:
   other.                              They take a string on you, and
 ♦ ___ is a childhood friend of        you lose that secret.
   yours, and they know so many        ◇ Trapped in the Web
   embarrassing things you did.
   You each take 2 strings on          If you have 5 or more strings on
   the other.                          someone: They’re trapped in your
 ♦ ___ shared a secret with you        web. Take +1 ongoing against
   and    said    to    never   tell   them.
   anyone. What was the secret?        ◇ Ulterior Motives
   Take a string on them.
                                       Once per session when you Defend
 ♦ ___ would have gotten in
                                       Someone, you may choose the
   massive trouble if it wasn't
                                       option to take a string on them
   for you. Take 2 strings on
                                       for free.
   them.
 ♦ You helped ___ with a huge          ◇ Please Tell Me
   problem that stayed between
                                       Once per session, you may ask
   you two. What was it? Take 3
                                       the following question for free
   strings on them. Give them a
                                       when you Read a Person: “What is
   string on you.
                                       it that you’re hiding from me?”
⬥110⬥                                                The Playbooks
◇ Blackmail                          The Spider’s Heart
If you tempt someone, and you
                                     Your Heart is a tool that should
know one of their secrets, if
                                     strike fear in others. Something
they don’t do what you told
                                     for those that you know secrets
them, they mark a condition.
                                     of to understand how well you
◇ Dumpster Diving                    can   destroy    their   lives  by
Add the following option when        sharing    their    secrets,   and
Investigating someone:               something for those that you
 ♦ Discover    one    of their       hold no secrets on to fear, to
   secrets.                          know that such a position is
                                     only temporary and that it’s
◇ Love Letters on Notice             only a matter of time until you
Boards                               know all their darkest secrets.
When you reveal all the secrets
                                     Choose a base and 2 extras:
you hold on someone to the
                                     Bases:
public:   they   are   forced   to
choose an option below:              ◇ A Parasite’s Heart
 ♦ They lose all strings they
                                     A   Heart    that   drains  from
   hold on you (minimum 3).
                                     everyone   you.   A  Heart  that
 ♦ They mark 3 conditions.
                                     sustains you by feeding off of
 ♦ Their   Heart    breaks.   Both
                                     your loved ones. A Heart that
   mechanically    and    in   the
                                     thrives off of other’s pain. “No
   fiction.
                                     one heals from harming others.”
                                     Well, they haven’t met you. 1-
Intimacy Move                        harm, hand, life-draining.
When you have a moment of            ◇ A Strategist’s Heart
intimacy with someone you may
                                     A Heart that always takes the
ask them for a secret, if they
                                     optimal position for success.
refuse, you take a string on
                                     Not only in combat, but also
them.
                                     socially. A Heart that carefully
                                     studies other’s weaknesses to
Broken Heart                         exploit it when the time comes.
You’ve gone too far, no one will     2-harm, far, take +1 forward
ever forgive you, you’re evil,       when you Engage in Conflict
you’re a monster, you might as       while having the higher ground,
well   embrace  the   fact  that     or a strategical position.
you’re one and go all out. You       ◇ An Invasive Heart
have no reason not to share
every secret you hold with no        A Heart that doesn’t       respect
restrain. You mend your heart        privacy. A Heart that     gets up
when you let go of your facade,      close and personal to    know all
cry in front of everyone and let     the details about your   friends.
them see your pain.                  A Heart that craves to   know all
                                     the darkest secrets of   the ones
The Playbooks                                                 ⬥111⬥
close to you. 1-harm,     medium-
range, armor-ignoring.               The spider’s stats allows you to
                                     play as someone who is either
Extras:                              calculative and knows how to get
 ◇ You have 1 armor against          what they want from others (Hot
   those that you have a secret      1,   Sharp 2) or as someone
   on.                               distant and volatile who can
 ◇ If you hold a secret on           hurt you with either words or
   someone,    you   may    Reroll   fists (Cold 2, Daring 1).
   against them by spending only
   1 Pulse.                          Trapped in the Web allows you to
 ◇ Your    Heart    is    distant:   take ongoing bonuses against
   increase the range of one         those you have many strings on,
   base to the next tag.             somewhat the opposite of the
 ◇ Your Heart affects everyone:      Fool’s main move. With that
   add the area tag to your          move, you may play a spider
   base.                             hoarding       secrets        and
 ◇ Inflict +1 extra harm when        vulnerabilities over others for
   you harm on someone you have      control like a puppet master.
   a secret on.
 ◇ Nothing escapes your Heart:       Love Letters in Notice Boards
   once per session, you may ask     effectively enables you to Burn
   another   question   for   free   Bridges with someone as if you
   when you Read a Person.           had rolled a 12+ with the move
                                     advanced, but you won’t be able
Playing the Spider                   to benefit from the secrets you
                                     hold on them anymore, as it’s
The spider is a controlling          assumed that everyone will know
figure who has a very well-kept      them from now on.
diary where they write down
everyone’s dirty secrets. Oh,
they know all your secrets and
you better do what they say,
else   all   those   things you
struggled to keep to yourself
will be public knowledge.
Their    main    gameplay    loop
revolves around having secrets
and sharing them for strings,
hoping that the owner of that
secret doesn't find out. You may
tempt   others    into    sharing
secrets with you and then use
Blackmail on them, and some
Heart extras take benefits from
having secrets on others.
⬥112⬥                                               The Playbooks
                                   Your name is: Iris, Hazel, Ruby,
       The Storm                   Marcus, Cassio, Nero.
                                   Your   pronouns    are:    She/her,
                                   He/Him,     They/Them,      It/its,
You’re scared of just how easy
                                   Neopronouns.
it is for you to hurt others.
                                   Your archetype is: Born cursed,
Your powers often go out of
                                   Hormonal and angry, Musician
control, but the ones who have
                                   with no filter, Repressing your
to pay for it are all the ones
                                   powers.
you love. Maybe you’re terrified
                                   Your look is: disheveled look,
of yourself and the things you
                                   punk    look,      broken     look,
can do, but you may also like
                                   provocative     look,     dangerous
the level of destruction you can
                                   look.
cause.
                                   Your eyes are: piercing eyes,
                                   hardened eyes, spiteful eyes,
                                   repressed eyes, fearful eyes.
                                   Starting Stats
                                                Choose one:
                                                   ♦ Daring +2
                                                     ♦ Hot +1
                                                         ♦ Cold -1
                                                         ♦ Sharp -1
                                                    Or
                                                    ♦ Daring +2
                                                     ♦ Hot -1
                                                  ♦ Cold +1
                                                  ♦ Sharp -1
                                       Your Pulse starts at +1.
                                   Advancements
                                    ◇ Add +1 to a stat (max +3).
                                    ◇ Add +1 to a stat (max +3).
                                    ◇ Take another Storm move.
                                    ◇ Take another Storm move.
                                    ◇ Take    a   move    from   any
                                      playbook.
                                    ◇ Take   another   Storm   Heart
                                      extra.
                                     ◇ Take   another   Heart  extra
                                         from any playbook.
The Playbooks                                                ⬥113⬥
Starting Relations                   Storm Moves
Assign one of the following to       You start with Raising Storm and
each    of   the   other    player   another 2 moves.
characters and future main NPCs.
                                     ⬥ Raising Storm
 ♦ ___ put themselves in danger
   to take care of you when you      You have a power that you cannot
   lost control. Give them 3         control. Hold 1 every time you
   strings on you. Take a string     roll equal or below 11 and you
   on them.                          must spend all your holds when
 ♦ You lost control and ___ got      you roll a 12 or above by
   hurt. Give them 2 strings on      letting it all out. Choose one
   you.                              from below, and additional ones
 ♦ ___ thinks you’re a danger.       for every 3 holds you spend (max
   Give them a string on you.        4 total options). Additionally,
 ♦ ___ believes in you. You each     you take +1 ongoing on all rolls
   take a string on the other.       for every 3 holds you have.
 ♦ ___ has similar problems to        ♦ You    inflict     considerable
   yours,   and   you   understand      collateral   damage    on   the
   each other. You each take 2          surrounding environment.
   strings on the other.              ♦ You    break    an    important
 ♦ ___ is scared of you. Take a         object.
   string on them.                    ♦ Everyone   else    around   you
 ♦ You managed to control your          marks 2 armor piercing harm
   powers at the last moment and        (may pick more than once).
   saved ___ from danger. Take 2      ♦ You mark 2 conditions (may
   strings on them.                     pick more than once).
 ♦ ___ tried to use your powers
                                     ◇ Monster
   for   their   benefit   against
   your will. Take 3 strings on      When someone looks at you with
   them. Give them a string on       fear in their eyes, when they
   you.                              see   you  as   nothing   but a
                                     monster: Mark a condition, but
Highlighted Stats                    take +1 ongoing to prove them
                                     wrong and mark exp when you.
At the start of every act,
                                     ◇ Crashing Storm
choose one of your stats, and
the person who holds the most        Advance all moves while you have
strings   on   you   may  choose     4 or more holds of Raising
another. Draw a heart around         Storm.
both. Once per scene, the first
                                     ◇ Repression
time you roll each of those
stats, increase your Pulse by 1      When you physically restrain
(to a maximum of +3).                yourself    or   repress     your
                                     feelings,   you   may   mark    a
                                     condition to decrease a roll by
                                     -2 (may use this skill after
⬥114⬥                                               The Playbooks
rolling.) The condition doesn’t      You have to run, you have to
have to be associated with the       hide, everyone hates you and
stat rolled.                         everyone wants you dead. Rolling
                                     equal or below 11 gives you 2
◇ Lash Out
                                     holds of Raising Storm instead
When   you   harm   someone   you    of just 1. You mend your heart
consider   a    friend,    either    when someone gives you support,
physically or verbally, you may      no matter how much you hurt
clear two Raising Storm holds.       them.
◇ Rhythmic Beating
                                     The Storm’s Heart
Increase your Pulse by    1   when
you mark a condition.                Your Heart is something that
                                     you’re   not   in   control   of.
◇ Clear Skies
                                     Something big and destructible
When you roll a 12+, you may         like a mech at least twice the
choose   to   clear   all   your     size of the ones of the rest of
conditions   to   increase   the     the party, or a war hammer
number of Raising Storm holds        capable   of   caving   someone’s
you have, one for one. If you do     skull in if not used properly.
so, you cannot choose the option     The power of your Heart is
to mark 2 conditions.                something that scares you, you
                                     could cause so much pain with
◇ Beast Mode
                                     it, but maybe it excites you,
Whenever you break your Heart,       after all, you could cause so
you may trigger Raising Storm as     much pain with it.
if   you  had   rolled   a  12+.
Additionally, add the following      Choose a base and 2 extras:
option to Raising Storm:             Bases:
 ♦ Take +1 ongoing against those
   who have hurt you during this     ◇ A Moody Heart
   scene.                            A Heart that reflects the state
                                     of the storm inside you. A Heart
Intimacy Move                        that is prone to lashing out
                                     under   stress.   2-harm,   far,
When you have intimacy with          upgrade to 3-harm on 3 Raising
someone, they must choose to         Storm holds or more and to 4-
either increase or decrease the      harm on 6 or more holds.
number of Raising Storm holds
you have by 1.                       ◇ A Needy Heart
                                     A   Heart   that  always  needs
Broken Heart                         reassurance. A Heart that is
                                     always asking others if you’re
You’re a monster, all you can do     needed, and that needs constant
is   hurt   and   destroy,   and     care and support from you and
eventually someone will come and     those around you. 3-harm, hand,
put you down for your crimes.        unreliable.
The Playbooks                                                 ⬥115⬥
◇ A Thunderous Heart                 control hurts your friends    or
                                     impacts you emotionally.
A Heart that requires others to
brace when dealing with you. A
                                     As for what it means to lose
Heart that works like a tank
                                     control in a narrative sense,
that needs to be set in place
                                     it’s up to you. You may say that
before interacting with others,
                                     you release a burst of energy,
else the collateral damage will
                                     or that you can’t control and
be   too  large.  3-harm,  far,
                                     start lashing out, or even that
brace.
                                     you have to let everything out
                                     with a song.
Extras:
 ◇ The   pressure    inside   your
                                     The Storm is more than just
   Heart     brings      benefits:
                                     someone who is physically strong
   Rerolling only costs 1 Pulse
                                     and that doesn’t know how to
   if at 4 or more Raising Storm
                                     control it. They can be someone
   holds.
                                     who got hit by puberty and still
 ◇ You have +1 armor (max 2)
                                     doesn’t know how to control
   while   having    3   or   more
                                     their new-found strength, they
   Raising Storm holds.
                                     might carry a psychic power they
 ◇ Your Heart engulfs everything
                                     can’t control, or maybe they’re
   around you: Add the area tag
                                     just really snarky, and they
   to your base.
                                     can’t control when they lash out
 ◇ Your Heart has a wide range:      at others.
   increase the range of your
   base to the next tag.             They have a consistent high
 ◇ Spend 1 Pulse to inflict harm     Daring as they’re volatile and
   equals the amount of Raising      don’t know the full extent of
   Storm holds you have instead      their   power  and  are   either
   of your Heart’s harm when         someone   who   is  strong   and
   harming someone.                  distant (Daring 2, Cold 1) or
 ◇ Your Heart is effective in        someone who is strong and knows
   combat: once per session, you     their way around people (Daring
   may   choose   another   option   2, Hot 1).
   when you Engage in Conflict.
                                     Beast Mode is useful for taking
Playing the Storm                    advantage of your Rising Storm
                                     holds when your Heart breaks,
The Storm is a ticking time
                                     and to also go after those who
bomb.     Constantly     getting
                                     have hurt you. It’s about the
bonuses, but if you ever roll a
                                     moment when anime characters go
little   too  high,   you   lose
                                     completely insane, unhinge their
control and blow up. You might
                                     jaws, their eyes start shining,
choose options like breaking
                                     and they might otherwise be very
important things and inflicting
                                     civil, but right now they’re
collateral damage, but you may
                                     biting people.
also explore how your lack of
⬥116⬥                                              The Playbooks
Monster explores having someone
who invokes fear on others and
has to deal with being treated
like a monster. Someone who is
pushed    away    and    possibly
traumatized because of this, and
that tries their best to repress
and control their powers. This
move is also a bit cruel,
considering    that   it    gives
bonuses to your rolls, and that
just makes it more likely that
you will lose control.
Repression is good if you want
to play as someone who represses
their feelings for as long as
they can, oftentimes choosing to
mark conditions when they lose
control. Rhythmic Beating and
Clear Skies being useful moves
to look out for. A character
that has repressed their powers
so much that when it actually
comes out, it comes like a
tornado that wreaks havoc on all
of those who mistreated them.
Lash   Out   is   for  the  more
volatile    Storms    that   are
constantly letting it out in
smaller amounts by hurting those
they love and regretting it
deeply. Hurting and regretting,
but a regret that clears their
mind   and    strengthens  their
resolve.
The Playbooks                       ⬥117⬥
                                   Your name is: Edward, Charles,
     The Vampire                   Frederick,
                                   Amelia.
                                                 Charlotte,    Lucy,
                                   Your   pronouns   are:   She/her,
Your Heart is a toxic thing that
                                   He/Him,     They/Them,    It/its,
you need to feed, else it will
                                   Neopronouns.
feed on your life force. You’re
                                   Your archetype is: Dealing with
cursed and there’s nothing to do
                                   self-loathing,           Charming
besides   feed    and  live   on
                                   Hedonist, Seeking a cure, Cursed
borrowed time, so you feed, and
                                   by an evil spirit, Ravenous
you   feed.    Maybe  you   hate
                                   powers.
yourself for your actions, but
                                   Your look is: alluring look,
maybe you don’t care, maybe you
                                   dangerous look, hungry look,
indulge in your feeding and
                                   bloody look, formal look.
enjoy it. It’s up to you.
                                   Your   eyes   are:   cold   eyes,
                                   ambitious eyes, greedy eyes,
                                   tempting eyes, fascinated eyes.
⬥118⬥                                             The Playbooks
                                    ♦ ___ feels sympathy for you.
                                      You each take a string on the
Starting Stats                        other.
                                    ♦ ___ has similar problems to
Choose one:                           yours.   You   each   take  2
 ♦ Daring -1                          strings on the other.
 ♦ Hot -1                           ♦ ___ is scared of you. Take a
 ♦ Cold +2                            string on them.
 ♦ Sharp +1                         ♦ ___ thinks your charm is
Or                                    irresistible. Take 2 strings
 ♦ Daring +1                          on them.
 ♦ Hot +2                           ♦ ___ regrets lashing out after
 ♦ Cold -1                            you fed on them and hurting
 ♦ Sharp -1                           you badly. Take 3 strings on
Your Pulse starts at +1.              them. Give them a string on
                                      you.
Advancements
                                   Feed
◇ Add +1 to a stat (max +3).
◇ Add +1 to a stat (max +3).       Instead of highlighted stats,
◇ Take another Vampire move.       you get this move. You feed your
◇ Take    a   move   from    any   Heart using other’s emotions. At
  playbook.                        the start of each act you choose
◇ Take another Vampire Heart       one and the person with the most
  extra and another curse.         strings on you chooses another
◇ Take another Vampire Heart       emotion your Heart feeds on.
  extra and another curse.         These trigger once per scene
◇ Take another Heart extra from    each.
  any   playbook   and   another    ◇ Pain: Gain 2 Pulse when you
  curse.                              inflict   physical   pain   on
                                      someone.
Starting Relations                  ◇ Loss: Gain 2 Pulse when you
                                      destroy something important.
Assign one of the following to      ◇ Deceit: Gain 2 Pulse when you
each   of   the    other  player      break a promise that someone
characters and future main NPCs.      genuinely believed you would
 ♦ ___ was the first person you       keep.
   ever fed on. Give them 3         ◇ Doubt: Gain 2 Pulse when you
   strings on you. Take a string      reinforce            someone’s
   on them.                           insecurities.
 ♦ ___ is the vampire hunter to     ◇ Shame: Gain 2 Pulse when you
   your vampire. Give them 2          make someone feel ashamed of
   strings on you.                    their actions.
 ♦ ___ once saw you when you
   were hungriest. Give them a
   string on you.
The Playbooks                                               ⬥119⬥
Vampire Moves                       ◇ Curse of Binding
                                    Choose another one of the PCs or
You   start   with   Cursed   and
                                    an important NPC: You cannot
another move.
                                    disobey them unless you spend a
⬥ Cursed                            Pulse to do so.
Whether you have your Heart in      ◇ Curse of Hospitality
hands or not, you’re cursed, and
                                    You must spend a Pulse to enter
you can’t control yourself. If
                                    places uninvited.
your Pulse is at -2, and you
must decrease it even further:      ◇ Curse of Affliction
Your Heart is broken instead.       Instead of conditions decreasing
◇ Starved Beast                     your rolls with certain stats,
                                    you must spend a Pulse to roll
Take +1 ongoing while at 0 Pulse
                                    moves    associated    with     a
or less.
                                    condition that you have marked.
◇ Brooding Vampire                  ◇ Curse of Command
When   you  feed   on  someone’s
                                    You tempt others by spending
emotions, you may show them your
                                    Pulse instead of strings.
weak side and ask them what they
think you should do next. Give      ◇ Curse of Truth
them a string, take 1 forward to    You cannot lie unless you spend
doing what they said and mark       a Pulse to do so.
exp if you do it.
◇ Heartbreaker                      Intimacy Move
You also feed on breaking others    When you have intimacy with
Hearts. Move your Pulse to +3       someone: They choose a stat for
when you break someone else’s       you to highlight, the next time
Heart. Additionally, once per       you roll it: gain a Pulse and
session,   you   may   ask   the    erase the highlight.
following question for free when
you Read a Person: “What will it    Broken Heart
take me to break your Heart?”.
◇ Dining Out                        You’re hungry, your heart is
                                    consuming you, and you need to
Add   the   following    positive   feed it. You turn into a beast
option when you Indulge:            only     seeking     to     feed,
 ♦ You find a good target to        metaphorically   or    literally,
   Feed. Increase your Pulse by     it’s up to you. Instead of your
   2.                               curses consuming Pulse, they
                                    inflict harm on you. Mend your
Curses                              heart once you have fed enough
                                    to have +3 Pulse, or when
You start with two curses:          someone hunts you down and cages
                                    you, whichever comes first.
⬥120⬥                                              The Playbooks
The Vampire’s Heart                 Heart that wants to be saved yet
                                    wants others to keep away. 2-
Your Heart is a curse you bear,     harm, close, 1-armor.
it’s a claymore that needs to
feed on blood, it’s a motorcycle    Extras:
that burns the hopes of the          ◇ Add the following option to
innocent.     It’s      something      Engage in Conflict: Steal 1
powerful that binds you unless         Pulse from them.
you feed it, and to feed it you      ◇ Your Heart is distant. Take
need to inflict pain in others.        +1 forward when you Burn
Perhaps you hate it, which begs        Bridges.
the question of why you have it.     ◇ Your Heart is invasive: add
Or maybe you find inflicting           armor piercing to one of the
pain on others pleasing, and it        bases.
makes    for  a    good   excuse.    ◇ Your Heart has a wide range:
Regardless, you have to feed it,       increase the range of one of
else   your  Heart   will   start      the bases to the next tag.
feeding in your own pain.            ◇ Your Heart is strong and
                                       heavy: add +1 harm to your
Choose a base and 2 extras:            base and the heavy tag.
Bases:                               ◇ You may Reroll by taking 1
                                       harm instead of the Pulse
◇ An Alluring Heart
                                       cost.
A Heart that leaves all of those
around    you    breathless.   A    Playing the Vampire
charming Heart that captures
everyone’s fancy and draws them     The    Vampire’s    play  style
in.   1-harm,   far,   once  per    constantly       drains     the
session, you may choose the         character’s Pulse with Curses.
option to “inflict vulnerable”      If you don't have enough, your
for free when you Throw Your        Heart breaks and starts feeding
Charm.                              on you.
◇ A Hungry Heart                    Since   the   Vampire   has   no
A Heart that longs to get up        highlighted stat, they have no
close and personal to others. A     easy source of Pulse and have to
Heart that indulges in close        rely on Feeding to get it. The
connections. An intense Heart       vampire is one of the darker
that promises an adventure to       playbooks, as they must hurt
anyone who gets entangled with      others to increase their Pulse.
you. 2-harm,   intimate, life-
draining.                           Your options for stats are to
                                    either play as a distant and
◇ A Repressed Heart
                                    brilliant Vampire (Cold 2, Sharp
A Heart that misses the times       1), or an impulsive and charming
when you were not yet cursed, a     on (Hot 2, Daring 1).
Heart you hide from others, a
The Playbooks                                               ⬥121⬥
Curses are things that trigger
no matter whether you want it or
not. Being unable to lie or to
disobey   someone,   making   it
obligatory to spend a Pulse
instead   of   a   string   when
tempting others are all examples
of things that you will have to
do because your Heart forces you
to.
Brooding   Vampire  focuses   on
playing a more emo vampire that
is insecure and doesn’t know
where to go, someone that shows
vulnerability to those they feed
on and asks for directions. Your
Intimacy Move also allows the
Vampire to ask others what they
should do.
Heartbreaker is on the other end
of the spectrum, meant to be
used by charming vampires who
leave a trail of brokenhearted
lovers behind as they ride into
the sunset.
Starved   Beast    is   a   more
mechanical move, focusing on
taking a bonus when at low
Pulse, which is dangerous as you
can soon run out of it and start
spending your health. It’s a
situation   that   benefits  the
player for taking risks, similar
to moves from other playbooks.
⬥122⬥                              The Playbooks
CHAPTER 7: PLAYING YOUR FIRST
           SESSION
So you’re going to play Burning     that they can leave at any time
Hearts Forever? That’s great!       if things get too extreme.
This section will help you in
the process of playing your         This part is also important, so
first session. From now on,         don’t   skip   it.  Talk   about
these rules assume you’re going     expectations and whether someone
to be the one narrating the         on the table would like to
game, and “you” refers to the       explore some complex feelings of
Narrator.                           abuse, or of being a victim of
                                    bigotry. Make sure everyone on
 Gather Supplies                    the table is in the same mindset
                                    about these topics, and let
                                    everyone be aware that their
First, of course, you need all
                                    safety comes first.
the most obvious things: finding
a group of friends, scheduling a
time and having everyone read        Explain Premise
through the most important parts
of the manual.                          and Roles
Print the reference sheet and       Once everyone is there, or the
the playbooks, gather a couple      call is full, it’s time to
of   six   sided   dice,   paper,   explain the premise of the game,
pencils and erasers, if playing     explain about Hearts and how the
in real life, or be sure to have    game is a tool for collaborative
all    the    online    documents   storytelling for tales that are
available for all players, and      character focused. Ask everyone
set up a bot for rolling dice,      what they expect from this game
if playing online.                  and make sure everyone is on the
                                    same page about what kind of
You may also get snacks, which      game this will be.
are    optional,   but    very
recommended.                        Define who in your party will be
                                    the   narrator   and    make   it
Introduce Safety                    explicit for all the others that
                                    they will play the world and the
     Tools                          secondary   characters.   Someone
                                    with the role to fill in the
                                    gaps and to create interesting
This game can be a little
                                    scenes for the main characters,
intense, so it’s important that
                                    those controlled by the other
everyone reads the section about
                                    players.
safety tools before starting to
play and keeps them in mind
                                    All the other players will be
while playing. Have an X card
                                    playing the main characters and
accessible, define lines and
                                    be sure they understand their
veils, and let everyone know
                                    roles. Explain that roleplaying
⬥124⬥                           Playing Your First Session
is a dialogue, and that we roll
moves to resolve the uncertain,       Discuss Moves
and that the narrator does not
roll dice.                              and Hearts
Make sure everyone knows the       Explain the main mechanics of
four basic premises and read       the game, explain how strings
them out loud if necessary, as     work, how conditions work, and
it’s very important for all        the   same   for   stats,  harm,
players to know and be very        intimacy moves, broken hearts
aware of the premises while        and advancements. The players
playing. Remember: Play flawed     will possibly already have had a
characters, say what the rules     previous   contact    with   the
demand,    say    what   honesty   mechanics before from reading
demands, and play to find out.     the playbooks, so make sure they
                                   understand what they actually
                                   mean.
       Discuss
                                   Read each of the main moves out
     Roleplaying                   loud. These will be the moves
                                   players will be using throughout
Discuss how roleplaying is a       the entirety of the game, so
dialogue, make sure everyone       make sure their applications are
understands     that      above    clear. Explain how they work and
everything this game is just       explain what they do, respond to
about people talking to each       any questions the players have,
other, that when you say some      and let them understand that
specific things the rules come     they’re   the  tools   that  the
in to answer that which is         characters will use to interact
uncertain. Read the principles     with each other.
of   the   game out   loud   if
necessary.                         Explain how we use the moves.
                                   Explain that you don’t simply
Make sure everyone is in the       roll for the move, instead you
same   mindset  about   what  to   trigger it when your character
expect from the game, what are     does something that fits the
the    game’s   strengths    and   move. You may have the intention
weaknesses, and where it shines.   to use a move in the first
Make sure they understand how      place, but it’s important above
scenes   work,  that   it’s  the   everything to say what your
narrator’s job to frame them and   character does in the narrative,
that players will be the stars     before the mechanics come into
of the scenes they’re on, that     play. Explain what they are
we use scenes to tell the story    going to do and how they are
and that their role is to put      going to do it.
the characters in interesting
situations.
Playing Your First Session                                 ⬥125⬥
 Pick a Scenario                    their families are, their school
                                    or   work    place,   the   most
                                    important places they will be
This game is not based on a         going to during the game.
single   setting,    instead   it
offers   a   plethora   of   very   As the game goes on you will
diverse scenarios for players to    start filling your setting with
choose from. You can choose from    NPCs, family members, fellow
over the top fantasy stories to     students,     work    partners,
very grounded ones. You can         villains, and allies. You can
choose from light-hearted ones      come up with a few before the
to really deep and heavy ones.      game starts, but most of them
From combat focused ones, to        will be introduced as the game
others that shine a light on        plays out.
narrative and dialogue.
                                    Discuss the specifics of the
Introduce   all   the  different    setting. Each scenario has blank
scenarios to the players and let    spaces you can fill in like, how
them discuss, let them talk         do the main places look like?
about the things they would like    How does it feel, what is the
to explore on each different one    weather, how do the people in
and the things they don’t like      there feel, what is the culture
about them. Discuss the scenario    of the place? Build up on
you like the most until players     questions like these to develop
come to decide the scenario they    the scenario.
will be playing on.
                                    If you’re playing with one of
Naturally, the premade scenarios    the presets of the scenario, you
that come with this game are not    can skip this part.
the only options you have to
choose from. You may use them as
a base to make your own custom       Pick a Playbook
scenario.
                                    After   you    have   chosen  the
     Discuss the                    scenario,   and    developed  the
                                    setting, after the stage is set,
       Setting                      it’s time to create the main
                                    characters. If you’re playing in
                                    real life have printed copies of
Scenarios will happen in cities,    all the playbooks and let the
quadrants of space, racetracks      players   read   them   over,  if
and so on. After choosing a         you’re playing over the internet
scenario it’s time to build the     just give them time to read the
stage for your play, building       character sheets. This usually
the characteristics and problems    takes some time, so let the
of a city, the issues a road        players read through and answer
will have, and so on. Develop       any questions that will come up.
where the characters live, who
⬥126⬥                           Playing Your First Session
                                      some scenarios, they’re mostly
As they come to decide on a           there   to  give  an  idea  of
playbook, ask them to read the        different characters that fit
description of the playbook out       the playbook.
loud and talk a bit about their
moves, intimacy move and broken       Each scenario has a subsection
heart and the things they expect      dedicated to talking about how
from playing a character from         characters live in the setting,
that archetype.                       they also offer a series of
                                      questions to be answered to help
You   may   have    two   different   develop your character and fit
players play the same playbook        them in the world of the game.
and have each of them explore a
different facet of it. It’s an        As for the moves, their starting
interesting situation to have         one will give an idea of what is
two characters that fit the same      most important to that playbook
role, possibly struggle to feel       while players will be able to
unique    because    of   it,   and   choose another one or two moves.
eventually     draw     a   rivalry   If the playbook doesn’t have a
against each other. “There can        starting move, they’re free to
only be one” and all that.            choose what is most important to
                                      them.
      Build Your                      Players will also have to choose
      Character                       stats to define the things their
                                      character is good at and the
                                      things   they’re   bad at,   and
Some players prefer to start
                                      develop their Heart. Each Heart
with   the    stats,   moves   and
                                      has a description that helps
Hearts,    to   define   how   the
                                      them have an idea of their main
character will be played first;
                                      aspect. They will also choose
while    others    go    for   the
                                      extras   to   further  customize
identities:     name,    pronouns,
                                      their Heart.
archetype,    look,    and   eyes.
Whichever they prefer it’s up to
                                      The fiction of the Heart also
them, just answer any questions
                                      should    be    developed.   Every
that come up and give them time
                                      scenario     has    a   subsection
to develop their characters.
                                      dedicated    to   explaining   how
                                      Hearts are in it and offers a
The identity is mostly related
                                      series of questions for players
to roleplaying and helping the
                                      to develop the fiction of their
players have an idea of what
                                      Heart.
path to take their characters,
looks may give ideas of the
                                      Things like broken Hearts and
things the character wear and
                                      intimacy moves are not really up
eyes of how they feel. While
                                      to be chosen, but it’s important
some archetypes might not fit
                                      to   be   aware   of   them   to
Playing Your First Session                                     ⬥127⬥
understand how your character       everyone has towards each other,
acts when showing vulnerability     I recommend keeping strings in a
to another and how they react to    single   place,   like   a   page
their world coming down.            dedicated for them, or a shared
                                    document.   Keeping    track   of
      Establish                     strings can be quite draining,
                                    so having a single place to
     Backstories                    check for all of them makes
                                    things much easier.
After each player has created
their character, it’s time to          Start Playing
share them with the rest of the
group. Their playbook, name,        After safety tools have been
pronouns, look, eyes, archetype,    introduced, the principles have
how they fit into the scenario,     been stated, and everyone is on
the stats, moves, and Hearts        the same page about roleplaying.
they choose.                        After the scenario is chosen and
                                    the stage of the play is set,
And after all the characters are    the main character’s roles are
developed and introduced, it’s      defined, their personalities and
time     to     connect     them.   bonds towards each other are
Roleplaying    is    much    more   made, it’s time to play.
interesting     if     characters
already have past connections to    Ask   some   questions to the
each other, so this game offers     players and frame the first
a series of ways to create          scene of the game.
backgrounds between the main
characters.
You may start with the youngest
person in the party, or if
you’re playing online, I usually
like going by the alphabetical
order of usernames, but start
with someone and let them say
their backgrounds out loud and
let the other characters choose
how   they    relate   to   that
character.
Backgrounds are something that
go both ways, so two characters
will have two different ways
that they know each other, one
from each of the playbooks. As
you’re marking down the strings
⬥128⬥                           Playing Your First Session
CHAPTER 8: THE NARRATOR
The narrator takes control of         are     your     guidelines    for
the world, and the secondary          developing an interesting story.
characters, or NPCs. Their role       Address the characters, not the
is    to    create    interesting     players.
situations     for    the    main      ♦ Ask provocative questions and
characters to overcome and to            build on the answers.
determine    and   describe   the      ♦ Be    a   fan   of   the   main
results of moves.                        characters.
                                       ♦ Give side characters simple
It’s also important to act on            and compelling motivations.
the principles and agenda of the       ♦ Find the catch.
game   and    remind   the   other     ♦ Give everyone an interesting
players    of    such.   Remember:       life.
Always   say    what   the   rules     ♦ Be dramatic.
demand, always say what honesty        ♦ Treat   secondary    characters
demands, play flawed characters          like borrowed toys.
and play to find out.                  ♦ Give       every      secondary
                                         character a name.
During the   game, the narrator is     ♦ Live to fight another day.
in charge    of controlling NPCs,      ♦ Entangle relationships.
describing    places, people, how      ♦ Don’t say the moves out loud.
characters      feel,   and    act.    ♦ Sometimes, disdain decision-
Generally,   they’re in charge of        making.
making the   world feel alive.
                                      Address the characters,
As a narrator you never roll          not the players
dice, instead you just describe
how things happen, and you react      This is a story about heroes,
to    the   things    the   main      about   epic    people    who    do
characters do. NPCs never have        impossible things, about pilots
to roll dice for an action, they      who   burn   the    stars,    about
just do the things that the           magical girls, about rock stars.
Narrator says they do. When a         It’s important for the players
player fails a roll, you get to       to put themselves in the shoes
decide how that turns out.            of their characters, so first
                                      and    foremost     address     the
      Principles                      characters, not the players,
                                      make the players think as the
Remember   to   act   on   these      characters,     act     as      the
principles alongside the four         characters, be the characters.
part agenda to keep the game
thematic,   and   to  make   the      You   don’t   ask   Thelma   the
characters feel alive. You don’t      accountant what she does when
have to memorize these, but keep      her opponent stands in front of
them in mind and come back to         her defenseless. You ask Arthur,
them from time to time. These         the Hero how he obliterates and
                                      sends this foe to kingdom come,
⬥130⬥                                                  The Narrator
never to return. Of course, this
is   something  almost   trivial   MAGGIE:    You   find   yourself
compared to the others, but it’s   face to face with Edward
the first step, so everyone is     Frederick. Charlotte, tell me
in character.                      why you used to have a crush
                                   on him in high school.
Ask provocative                    NAOMI: I think Edward was the
                                   one   that    turned   Charlotte
questions and build on             into    a     vampire,    in   a
the answers                        metaphorical sense, into a
                                   metaphorical vampire.
Always ask questions, ask them     NAOMI: She was enchanted by
all the time, about everything.    him and left out a weakness,
I know I said the role of the      and   he    saw   that   as   an
narrator was to control the        opportunity to turn her.
secondary characters and the       MAGGIE:    That’s    great,   he
world, but your job is also to     smiles    and   starts   walking
ask so many questions.             towards you saying “I missed
                                   you Charlie.”
Ask how the characters feel, how
they decorated their room, who     MAGGIE: Flora, you wake up
their crush is, why they punched   tied in a dark wet place, and
Bob in the face in second grade,   you recognize the person who
who helped them out when they      took off your blindfold.
were failing algebra, how they     MAGGIE: It’s John, and he has
hid that body in the summer of     some grudges for you. Tell me
‘83.                               why he did this to you.
                                   JULIA: Hm, that's a good
Ask questions, but also ask        question. The thing is that
provocative     ones.     Insert   Flora   used   to  be   really
yourself in the narrative and      repressed in the past, so I
ask a question that already adds   don't think she would have
something just by itself. Don’t    harmed him on purpose.
be afraid to ask something that    JULIA: Maybe instead she lost
already implies an answer, but     control next to him, he got
leave the question open enough,    hurt and thought she did it
so players will have the freedom   out of malice.
to create their own answers and    MAGGIE: I love that, and
not feel constricted by the
                                   yeah, it fits your playbook.
question.
                                   Be a fan of the main
Allow the player to create an      characters
answer that might not be what
the narrator asked in the first    Make the main characters live
place, but that builds on the      rent-free   in your  mind.   Be
narrative by itself, so it’s       interested in them, think and
good enough as is.                 wonder   about their   routine,
The Narrator                                               ⬥131⬥
their secrets, their lovers, and    Give side characters
rivals, everything about them.
                                    simple and compelling
This somewhat ties in to the        motivations
other       principle,       “Ask
provocative questions and build     Secondary characters shine the
on the answers.” You should want    most when they’re simple and
to know everything about the        divisive. Give them a drive,
main   characters,     ask   them   something a few words long,
questions, like a teen girl asks    using the base of “to ___”. Give
Harry Styles’ favorite food.        them a simple goal and make them
                                    act on it, “to be the most
Above everything, this game is      popular girl in school”, “to be
about the main characters. The      the most respected hunter”, “to
secondary characters are tools      avenge my parents”, and so on.
to   develop   the  main   ones,
everything revolves around them.    The story is about the main
It’s   your    job   to   create    characters, so the secondary
interesting situations to make      ones don’t need rocket science
the main characters shine, to       in their development. Give them
put them in the exact situations    a    simple   drive,   something
that will challenge them and let    concrete and something decisive.
them do their best.                 But still something interesting
                                    enough that it is bound to clash
Put   the  main   characters   in   with    the   main   character’s
situation   where    they    will   narrative.
struggle, not for the sake of
struggling, but because you want    Find the catch
to see them shine and how
                                    To find the catch, find out how
they’re going to come out that.
                                    a good thing will affect someone
                                    else negatively, be the monkey's
Your   goal   is    not   to   be
                                    paw   that  grants   wishes  for
antagonistic towards them, but
                                    players and acts oblivious when
this is fiction, and stories are
                                    they find out the consequences.
told with conflict and with
having   characters   deal   with
                                    Look for the things left unsaid.
their issues. You can’t have a
                                    Find ways to create interesting
story without those, and you
                                    hooks from the things that the
can’t develop the characters
                                    players did not realize. Oh, so
without a story.
                                    everyone is happy about the new
                                    river in town granting water to
                                    the population? Well, time to
                                    show the players those who had
                                    unstable houses right in the
                                    place    where  the   river   is
                                    running.
⬥132⬥                                               The Narrator
                                    Be dramatic
Never   give    them   something
without   taking    another   in    If you ever saw a subjective
return, don’t simply resolve a      anime like Revolutionary Girl
conflict without building right     Utena or Mahou Shoujo Madoka
into the next one. Find the         Magica you should have an idea
catch and keep the story going.     of what I’m talking about. Those
                                    pieces with amazing scenery that
Give everyone an                    make   absolutely    no   sense,
interesting life                    dialogues where even the most
                                    vile people are actually very
Don’t   be    afraid   to    give   polite and let the heroes do
secondary characters messy and      their talking. And the dialogue?
complicated lives. Make them        Oh dear, the dialogue.
fascinating      to      generate
interesting   interactions   with   The way they talk in such a
the main characters, give them      unique and abstract way, the way
lives outside them, if they         metaphors    bleed    into   the
haven’t been on a scene for a       conversation, and become more
while, surprise the players by      than   simply   metaphors,  they
telling them what the character     become the very meat of the
has been up to since the last       dialogue.
time they saw them.
                                    These are the kind of stories
Maybe Rebecca the magical girl      that this game tells, these are
hasn’t been in the spotlight for    the kind of scenes you want to
a while after she got beaten up     frame. Pompous flamboyant acts
badly in the fight against Queen    where everything is so beautiful
Despair, so surprise the players    and flows so well. Embrace the
by having her show up when they     drama and be over the top. Take
need her the most, maybe she has    your   time   to   explain   the
a cybernetic arm now. Why do        metaphors and get everyone on
magical    girls    don’t   have    the same page if needed, but
cybernetic arms more often?         make everything as dramatic as
                                    you can.
Have a list of all the NPCs,
with their names, their drives,     When describing a place, use
and take a look at it from time     extravagant terms, describe how
to   time.    If  a    secondary    the space station is so large
character hasn’t been there for     you could get lost and never
a while and the players are         visit the same place twice in an
almost forgetting they exist at     entire lifetime. Talk about the
all, it’s the ripe time to show     intricate clock tower in the
them back and tell the main         middle of the city that is
characters what they have been      entirely unnecessary, but can be
up to since then.                   seen from any angle in the
                                    entire   town.    Describe   the
The Narrator                                                ⬥133⬥
twisted dimension filled with       right, naturally, this depends
buildings of flashing primary       on the setting, but don’t be
colors and the stages that could    afraid to make them struggle, to
house an entire metropolis.         push them a bit, to make them
                                    suffer just a little.
Make characters say absolute
nonsense.   It  helps   to   give   Put them in danger and make the
secondary   characters   abstract   main characters want to save
drives like “to find that which     them,   make  them   damsels  in
shines” or “to acquire that         distress so the main character’s
which is eternal” and just makes    can be their heroes. Always
them talk about these things out    remember that the point of these
loud like they’re as normal as      secondary characters is to make
asking someone what time it is.     situations to make the main
                                    characters shine.
Treat the secondary
characters like borrowed            Give every secondary
toys                                character a name
The secondary characters are        Did the heroes just buy a water
merely tools you’re using to        bottle in the shop? Well, what’s
develop your main character’s       the shopkeeper’s name? Always
tale.   They   might   be  cool,    give them a name, have them all
interesting, and important to       saved in a little document or a
the other players, but don’t be     little piece of paper where you
afraid to use them with malice.     keep track of all the important
Think of them as not yours, and     information    of   the    play.
think of this story as not          Surprise players by revealing
theirs.   It’s   someone  else’s    that the shopkeeper is one of
story, and they’re just there to    their classmates that is working
support the main characters.        part time.
They’re toys, but they’re not       It’s important to give them a
your toys, don’t grow attached      name because it gives them an
to them, don’t give them a          identity,  it   makes  them   no
character arc. Remember who are     longer just the shopkeeper of
the protagonists of this story,     the street corner. You don’t
and   it’s  not   the   secondary   have   to  give   them  a   deep
characters,      they’re      the   backstory, but it helps to give
supporting cast that you’re free    them a short drive of a word or
to   use   to   make   the   main   two.
characters shine.
                                    Make these secondary characters
Death is a serious thing so of      come back and be relevant again,
course I’m not saying to kill       make the world seem alive by
secondary characters left and       giving a life to these secondary
                                    characters. A benefit that comes
⬥134⬥                                               The Narrator
with this is that you will not     friends work, right? It’s good
have to constantly come up with    practice to make players grow
characters and will be able to     attached   to   these secondary
reuse the ones who have already    characters, make them invested
been made.                         in their lives and make them
                                   interested to see what will
If you have trouble coming up      happen to them.
with names, you can write down a
number of them from an internet    Entangle relationships
database before the game starts,
and use them as the game goes.     Build complicated relationships
                                   between    secondary and   main
Live to fight another              characters. Give them intricate
                                   webs    of    having the   main
day                                characters just absolutely love
It’s usually not a good idea to    the guts of this one NPC that
kill off every villain because     can in no way stand this other
that means you have to come up     main character.
with another one. So try to keep
them alive, make them run away     Build    unique     relationships
at the last second, make them      between each secondary character
survive the ambiguous fall of      and each main character. Make
that building and come within a    them divisive and make the main
mechanical body.                   characters    fight  each   other
                                   because    of   the   complicated
You can appeal to the humanity     relations they have with NPCs.
of the main character, after
all, killing is quite a big deal   Do you need a character to help
that leaves characters with long   out Arthur? Well Bandit’s mom
term trauma. So make these NPCs    (that, by the way, Bandit hates
live to fight another day, make    the guts of her mom) is right
them     recurring    characters   there, and she just can’t have
because they’re like fine wine     enough   of  Arthur.  Make  the
that only gets better the more     players make the most awkward
appearances   they  have,   make   face while their nemesis flirts
their loss sting and make them     with another one of the main
shake their fists and scream to    characters.
the main characters just how
much they’re going to pay for      Make things messy and tangled,
this.                              make a chart of relationships
                                   between   main  characters   and
And make them come back when the   secondary ones that is just
players least expect it. Make it   absolutely incomprehensible to
like the coming back of an old     human eyes. Give it color coded
friend, a fictional old friend,    arrows and, oh boy, do you add
a fictional old friend that        arrows there of the most diverse
tried to kill you. That’s how      colors like “stole my bike”,
The Narrator                                                ⬥135⬥
“promised to take me shopping       You’re not sure whether director
for the first time”, and “cursed    Steel   is  actually   going  to
by bloodline”.                      suspend Oliver for violating the
                                    holy law and taking away all of
Don’t say the moves out             the Metal Dictator’s powers? As
loud                                narrator, what you can do is ask
                                    your players what they think
When thinking of which moves to     should happen instead.
use against the players, it’s a
good idea to not say them out       One of them might suggest that
loud.   Describe  them  in  the     the director knows about what
fiction, and think about them,      happened, but Oliver is one of
but do not explain to your          his best soldiers, so he might
players which move you’re going     want to slide this under the
to use.                             rug, even if it can get him in
                                    trouble with the council of
Do something believable, don't      rulers. So he will punish Oliver
think they will think it’s fair     with   communal    service   and
without having to explain that,     training the young instead of
“yeah, so you failed a roll and     banishing him.
that let me do a move which
means I can do this.” Take your
time to think and announce the
                                      Hard moves and
move when you’re done, but don’t
say out loud, “I will invoke
                                        soft moves
this move.”                         The narrator does moves, or
                                    reactions, these are not moves
Sometimes, disdain                  the same way the player roll
decision-making                     moves,     these     are    just
                                    guidelines,    suggestions    of
Sometimes you don’t have to make    things that can happen in the
a decision. When a hard choice      fiction. Remember the narrator
hits you, and you’re not sure       does not roll dice so all of
what will happen, it’s ok for       these things just happen. They
you to put the burden on someone    say they happen, they explain
else.                               how they happen, and they do.
Ask another player what they        Narrator moves are separated
think would happen, or think        between hard and soft moves.
from   the   perspective   of   a   Soft moves are not as severe and
secondary    character.    You’re   gradually set the scene for a
still the final arbiter of what     hard move, while hard moves are
happens,   but    it’s   a   good   drastic   things  that   require
practice to take the decision       immediate action from players.
from someone else’s shoes.          It’s important to switch between
                                    using hard moves and soft moves.
⬥136⬥                                               The Narrator
Use soft moves to build up          something to happen, you can
tension and bring it all down       have a look at this list and
with a hard move.                   pick a move from here. The
                                    narrator moves are:
An example of a soft move is         ♦ Put them together.
something    that    builds    up    ♦ Separate them.
tension. Something that puts         ♦ Tell them the consequences
players on their toes, but that        and make them decide.
does   not   require    immediate    ♦ Announce future conflict.
reaction, something that gives       ♦ Turn their move back at them.
them room to think and to act.       ♦ Break their Hearts.
                                     ♦ Inflict harm or a condition.
A hard move is a boulder that        ♦ Take a string on someone.
comes crashing down right in         ♦ Make an NPC misinterpret the
front of them, metaphorically,         situation.
but also, maybe literally. A         ♦ Wind up a punch.
problem they can’t avoid that        ♦ Use a custom move.
they have no room to think or to    After making a move, always ask
plan, they just have to act.        what the characters will do.
                                    This is directly related to the
There   is   no   separate list     principle “ask questions and
between hard and soft moves,        build on the answers.”
what differentiates a move from
soft and hard is how they’re        When the villain comes rushing
used. Any of the moves listed       down on your hero, ask: “what do
below can be used as either a       you do”. When your hero finds
hard or a soft move.                themselves in an underground
                                    Colosseum with no one but their
  Narrator Moves                    rival, ask: “what do you do”.
                                    When giving a player a choice
                                    with a hard consequence, ask
The narrator may make a move
                                    “what do you do”. When someone’s
when a player fails a roll, when
                                    move fails and that backfires
the narrative asks for it, or
                                    terribly, ask “what do you do?”.
when   the  game   is  stalling.
Again, narrator moves are not
                                    Always ask until the question
rolled, the narrator merely says
                                    has   been  hammered  into  the
they happen, and they do. Moves
                                    player’s mind so much that they
are the way the narrator can
                                    will answer before you even ask
react to the players’ actions
                                    it.
and in return force reactions
from the players
                                    Put them together
Of course as the narrator they      Not just put two characters
can do pretty much anything, but    together, but put two characters
these are a sort of guidelines      that hate each other in the same
of   actions,  when   you   need    place. Put the two characters
The Narrator                                                ⬥137⬥
who hate each other’s guts the     end of the day, but for now
most and force them to be in the   you will have to learn to be
same   place,  make   them  work   nice and stop fighting.”
together even.
                                   Separate them
Oh, I see you failed your roll
there? Well what a coincidence,    This is the direct opposite of
your fated rival just walks in     putting them together. Put the
the door saying how it’s raining   two characters who need each
like   hell  outside  and   that   other the most apart, make them
everyone will have to stay home    struggle and realize all their
together.                          weaknesses as they lack the
                                   person they need above all.
Force the heroes to pretend
they’re friends with the person    This move can somewhat be used
who they are bound to fight at     with putting them together by
the end of the world. Make them    picking two pairs of characters
act like fake teenagers who say    that do very well together and
they can’t handle their ass one    forcing them to pair with one
moment and are calling them        from the other group.
besties the other.
                                   You can take this move also a
Make the characters realize how    bit   literally   and    turn   a
similar they are, they might       character   into  a   damsel   in
hate each other, but maybe put     distress and require them to be
them in a situation where they     saved     from   wicked     evil.
can agree on something, make       Sometimes a player might even
them   see  themselves  in  the    want for this to happen to their
other’s face and make them hate    character, so keep it in mind.
it.
                                   You may also use this move on
NAOMI: And that’s a 4.             NPCs and make them the damsels
MAGGIE: Well, don’t forget to      that need to be saved by the
mark exp, but that’s a fail        main characters.
on    Burning   Bridges   with
Nelson.                            THELMA: Oops! That’s a 5.
MAGGIE: Hm, oh, I have the         MAGGIE: Do you want to reroll
perfect response for this.         that?
MAGGIE:   So   director  Steel     THELMA: No, I’m curious what
sees you two fighting and          you’re gonna come up with.
says,     “This     is    such     MAGGIE: First mark exp, and
unbecoming behavior for you        ok, so you failed at dodging
two.”                              the Masked Duelist’s attack.
MAGGIE: He reaches for a pair      MAGGIE:   I  will   say   that
of handcuffs on his belt and       instead of him just taking
locks you two to one another.      this opportunity to hit you,
“I will free you two at the
⬥138⬥                                              The Narrator
instead he cuts down the           is really weak right now and
ropes of the bridge.               her resolve is shaken, so she
PHOEBE:   But   Bandit hasn’t      will listen to you.
crossed it yet.                    MAGGIE: But the higher ups
MAGGIE: Exactly.                   expect you to kill her, and
                                   if you let her go Arthur,
Tell them the                      your squad leader, will get
                                   in trouble with them.
consequences and ask
Sometimes victory is just one      Announce future conflict
hard choice away, and sometimes
                                   You can also use your reaction
you’re the one giving that hard
                                   to do something that doesn’t
choice. When a player wants to
                                   generate immediate conflict. You
do something complicated, you
                                   can announce something, say that
might   disdain    rolling   and
                                   there’s a pillar of smoke in the
instead just give them a choice.
                                   horizon    that   is     probably
Yes you can do it, you can do it
                                   relevant to the thread of fate,
perfectly well, you can have all
                                   make it a little mystery and let
that you ever wanted, but that
                                   the players figure out what it
will come at a cost.
                                   is   by  themselves,   let   them
                                   interact with it at their own
It’s more personal than just
                                   pace.
rolling, it takes the result
away from lady luck and puts it
                                   If players ignore the conflict
right in the player’s hands.
                                   you just announced, well you’re
Make them want something and put
                                   totally able to make it blow up
it right in front of them, but
                                   in their faces. Make the villain
give it a cost, maybe an ally
                                   come right to their doorstep, or
will get hurt if they do so,
                                   tell them the orphanage blew up
maybe they can get the thing
                                   because they didn’t do anything
they always wanted, but someone
                                   about it. Maybe in your mind the
else will have to pay for it.
                                   pillar   of   smoke  wasn’t   an
MAGGIE: Flora, you succeed,        orphanage, but since they didn’t
and you currently have Queen       do anything about it, you can
Despair under your grasp. You      make it the worst situation
could finish her off right         possible.
now. What do you do?
JULIA: I don’t think Flora         You can even do this while
wants to do that. I think          players are in the middle of
that she is just tired of          another fight. Fill their bottle
fighting, and she wants to         of   conflicts   and   make   it
show some empathy towards her      overflow as they try their best
and try to bring her to the        to hold all of these in their
good side.                         hands. Make it too much for them
MAGGIE: Interesting. I will        to handle, make them fail at
say that you can do that. She      least one thing.
The Narrator                                                ⬥139⬥
Turn their move back at            JULIA:   Yeah,   I   am,  I’m
                                   curious of what’s going to
them                               happen, and I kinda pushed
                                   her cause I wanted to see her
This move is especially good
                                   reaction.
when   players    are   fighting
                                   NAOMI: Charlotte will tell
between each other. Say Bandit     Flora   that    actually  she
tries to Throw Her Charm on        deserves it, something about
Charlotte and fails, one result    divine rights of kings.
to that move you can do is say     NAOMI: I don’t know, I just
that Bandit makes a total fool     imagine   Charlotte   is  the
of herself and Charlotte can       insane kind of person to
choose between rolling to Throw    believe that.
Her Charm    back or to     Burn   NAOMI: I roll to Burn Bridges
Bridges with her as if she had     with Flora.
rolled    a  10+,    no  rolling   NAOMI: Ops, that’s a 5.
necessary   they   just  do   it   MAGGIE: This is hilarious. I
because that’s a result of the     will say Charlotte makes a
other roll.                        total clown of herself, Flora
                                   you may Burn Bridges against
This move has a sort of double     her back, no need to roll,
meaning. Maybe Bandit rolls to     just consider it as if you
Engage in Conflict against a       had a 10+.
villain and rolls a miss. You
can say she misses the attack      Break their Hearts
just as much as you can say that
actually she hits, and she hits    This is a more direct and
really well, and the villain is    objective one. When a player is
looking awful.                     struck by a heavy load of
                                   emotional turmoil, it might be
Bandit is not a killer, and she    enough to break their Heart.
doesn't want to become one now.    Remember that breaking Hearts is
Turn this from a fight into an     a   very  direct   metaphor.  If
act of rushing the villain to      someone confesses their undying
the hospital. Sometimes too much   love to their crush and gets
success is the best result for a   rejected, well, that sounds like
miss.                              a good opportunity to break
                                   their Heart. If someone sees
JULIA: Flora says something        their friend betraying them and
about Charlotte’s past, about      allying   themselves   with  the
how she’s privileged and got       villain, now that’s a heart
everything she wanted just         break if ever saw one!
from her blood.
NAOMI: I think Charlotte is        The thing about broken Hearts is
really proud and stubborn, so      that they’re also kind of a big
she’s not going to let this        deal. They affect characters a
slide if you’re ok with that.      lot and can be quite detrimental
                                   to them, so this is a reaction
⬥140⬥                                              The Narrator
that often requires consent.       LEWIS: “But I thought you
Sometimes people might think       loved me?”
getting their Heart broken from    MAGGIE: “So gullible.”
being   rejected    is  actually   MAGGIE: I feel like this is a
awesome and a great way to         good   opportunity  to  break
explore these negative feelings,   your Heart.
but maybe they don’t want to and   LEWIS: I agree.
don’t   think   their  character
would get their Heart broken.      Inflict Harm or a
                                   Condition
Having   a   Heart  broken  also
really    affects   someone   in   If   you  want   to  reflect   a
combat, so if it’s a good idea     character’s pain in an objective
to do this after the battle is     way, but not outright break
over and not make them fight       their Hearts, you may inflict
with their Heart broken, unless    harm or a condition on them. If
everyone really wants to see       someone is insulted, and it
that character suffer.             hurts them you can give them a
                                   condition, if someone falls from
This is the kind of move that      a high place you might make them
will for the most part always be   mark some harm.
triggered   as  a   response  to
something very intense happening   Take a String on Someone
in the narrative, so it isn’t
the kind of move that you can do   When something happens like a
as a soft move. This is a          character shows another a moment
special case of a move that will   of weakness unrelated to any of
always come crashing down and      the moves, or when they find out
change the course of the river     a    secret     about    another
of fiction.                        character, or when they do a
                                   favor to someone, it makes sense
MAGGIE: Oliver, you got the        for them to get a string in the
info from Diego, and you’re        narrative even if there are no
finally here to disable the        moves currently requiring so.
Metal    Dictator's     anxiety
rays.                              Sometimes     moves    will   be
MAGGIE: Everything was going       triggered and strings will be
perfectly fine until a cage        shared, but it’s your job as
fell from the ceiling.             narrator to see strings more
LEWIS: Wait, what?                 than just numbers, but as social
MAGGIE: Diego comes out from       advantages characters have on
hiding and says, “I can’t          others   and   if   someone does
believe you thought I was          acquire    an    advantage  over
just   going  to    share   the    someone in the fiction it makes
master’s secrets like that.        sense to represent that in the
You’re so gullible.”               rules too.
The Narrator                                               ⬥141⬥
Make an NPC misinterpret           everything make it seem fair,
                                   make the player really feel like
the situation                      “damn, I shouldn’t have done
                                   that.”
NPCs will often not make the
best, fully informed decisions.
They are prone to overreaction     Wind up a Punch
and taking hasty action for the
                                   This is the move you’re most
sake    of    having    a   more
                                   likely to use while players are
interesting   narrative.  Expect
                                   fighting NPCs. It helps to give
the main characters to be the
                                   the idea that the NPCs have a
wiser person in the room and
                                   turn and that they’re not just
punish them if they are not, but
                                   reacting to what the PCs are
oh boy, are NPCs allowed to make
                                   doing.
hasty decisions.
                                   By winding up a punch, I mean
You might have a villain finally
                                   make them start the act of doing
break    down   and  show   some
                                   an attack, but give the players
sympathy    towards   the   main
                                   time to react to it. Like how
characters and try to do better,
                                   video game enemies will have
have the main characters talk
                                   telegraphed attacks and how in
with them and have them explain
                                   animation you have anticipation
their reasoning, only for a
                                   frames, so the audience can see
higher up of the heroes to find
                                   big actions coming.
them and think that they’re
betraying their cause and making
                                   Players will most often react by
friends with the enemy.
                                   jumping out of the way by Doing
                                   Something Risky, but there are
If you see an opportunity for a
                                   other options too. They might
character to misinterpret the
                                   want to hit them back and Engage
situation in the worst way: do
                                   in Conflict, or even someone
it, make the main characters
                                   else might want to Defend Them.
have to explain themselves for
                                   You might even try to stop their
things they never did or make
                                   hit   by   Burning   Bridges  or
they have no chance but to react
                                   Throwing Your Charm at them.
under the pressure, but make it
fair, don’t punish the players
                                   Use a Custom Move
with   things   coming  out   of
nowhere, and always make the act   There are more narrator moves
of expecting the worst come from   than just the ones in this list.
a place of caring about the main   Just like you can make custom
character and not hate.            moves for player characters, you
                                   can make custom narrator moves
Make the main character’s mom or   too, after all, narrator moves
their    lover   overreact    to   are merely things that happen in
something trivial, make them       fiction, so you can make them
feel betrayed and lost and above   very easily.
⬥142⬥                                              The Narrator
                                     here’s a few rules for when that
Special narrator moves can be        happens.
unique to a setting, a move that
can be used at any time during       If someone rolls to Engage in
the play, they can be associated     Conflict against the other, let
with a character or a group of       them inflict the damage of their
characters that stands out in        Hearts to each other and let
the setting, like a gang, or         them choose extras depending on
adults in a setting starring         the result, follow the rules for
teenagers. These moves can be        most moves, but here’s when you
used   any  time   the  specific     get in:
character or group is on the
scene. A move can be associated      If someone rolls a miss that’s
with a place, maybe a place of       when you get to manipulate the
magic, the player’s hideout or       fiction, look at all the moves
their classroom.                     in   the   list  above   for   a
                                     reaction, but look specially for
Give   important    NPCs    custom   “turn their move against them” a
moves,   simple   guidelines    of   very objective way to represent
things they can do to make them      the failure of a roll is to give
feel    more     powerful      and   the opposition a free 10+ on a
impactful. Give custom moves to      move.
the most important places in the
game, make the crystal grotto        It’s also good practice to make
feel more unique by showing the      things happen in fiction like,
players glimpses of the future       changes in scenery and things
when   they    gaze    into    the   falling, or other things for the
crystals.                            players   to   care    about  in
                                     general.   The  fight   can  get
For example, if your characters      really   anticlimactic   if  the
find themselves fighting in an       players just roll to Engage in
asteroid belt you might come up      Conflict against each other over
with   the   custom   “throw  an     and over.
asteroid at them”. If they fail
a roll, you may say they stumble
and find themselves coming in
                                      Making Villains
collision with an asteroid.
                                     The term villain here is being
                                     used very broadly. A villain can
 Strife Between                      be many things, it can be an
                                     actual villain that wants to
 Main Characters                     defeat our heroes, it can also
                                     be   a   higher   up  that   has
It’s inevitable, but sometimes       influence    over    the    main
the main characters’ goals will      characters and use it in abusive
clash against each other, and        ways, it can even be just a
they  will   enter  combat,  so      parent of one of the main
The Narrator                                                 ⬥143⬥
characters   that   thinks  they
should be someone they’re not.     Next, give them an amount of
                                   armor, something from 0 to 2. 0
Villains are foes that drive the   means they are rather vulnerable
narrative forward. They can be     to    attacks  and    not   that
straightforward and just fight     resistant. While 2 means they
the main characters, or they can   are quite impervious to strikes,
be more of a social problem,       and it will be hard to take them
someone that holds influence       down.
over the main characters that
they can’t deal with simply by     The last mechanical part is to
fighting against.                  give them attacks. Similar to
                                   how Hearts have a harm amount, a
Also   remember   the  principle   range tag and some other tags,
“live to fight another day”, do    the attacks of villains work
not simply kill villains, make     similarly. Attacks can be things
them retreat and make them come    like weapons they carry, powers
back    again,   make   them   a   they have, or even their words
recurring foe and possibly even    of disapproval that shakes the
use the “tangled relationships”    main   characters    off   their
principle to make a villain that   balance.
absolutely hates one PC, but is
the mentor of another.             Harm goes between 1 and 4. 4
                                   being quite a lot of harm that
So when making a villain, of       will do a lot of damage on a
course first give them a name,     player, and one being just a
as every NPC should have a name.   scratch.   You  can   give   them
Next   give    them    a  drive,   multiple attacks and make the
something        simple      and   stronger ones harder to hit,
straightforward, but if you want   narratively speaking, and the
your villain to be the relatable   weaker ones easier to do so.
kind give them a drive that is
good by itself, but that they’re   Maybe your giant stone soldier
trying to achieve by nefarious     can hit the party with their
ways.                              massive sword that inflicts 4
                                   harm on hit, but it’s really
Next, define how much harm they    only going to connect if the
can take before they fall down.    entire party stands still for 5
For regular villains that do not   seconds,   so  they  resort   to
have Hearts, say a parent of one   mostly kicking them which is
of   the  main   characters  for   easier to hit, but inflicts less
example, give them 4 harm boxes.   damage. But if the giant stone
For those who have Hearts, give    soldier does find itself in an
them 7, and if they are a very     opportunity   where  the   whole
formidable foe that is above the   party is paralyzed, possibly as
PCs by a lot, give them more       a consequence of a failure, they
than 7.
⬥144⬥                                              The Narrator
may resort to using their 4 harm   possibly act out on that anger,
sword.                             and   you  may   look  for   the
                                   subsection      of      clearing
You can also create custom moves   conditions on how they should
for them. Things that can be       act. NPC conditions may also be
triggered when a player fails or   exploited by the main characters
the game is stalling. A reaction   for a bonus.
is something that merely happens
in the fiction, something like     NPCs may have strings on the
“take a NPC hostage”, “point out   main characters, but not on
their weaknesses” or “remind       other NPCs. This represents how
them of their past failures.”      the advantages and interactions
                                   they have with the main cast is
Think of villain moves as their    important, but interactions with
signature move, but instead of     NPCs   aren’t,  and   the  focus
being a death ray, it’s the        should always be on the main
thing in fiction they will do      characters.
most often. Villain moves are
also a good guideline of what to   You may spend a string an NPC
do when playing a scene against    has for the following effects:
such a villain. You can still       ♦ Inflict vulnerable on a PC.
use any of the other generic        ♦ Spend two strings to inflict
narrator   reactions,   but  the      a condition on a PC.
specific villain reactions are      ♦ Add or subtract 1 from a roll
the ones they will do the most.       a PC is doing.
                                    ♦ Trigger a reaction.
     Rules and                     The only new one here is to
   Mechanics for                   trigger a reaction. You may use
                                   a string for something less
       NPCs                        orthodox than conditions and
                                   numbers,   but  to   use   their
                                   advantage to post their love
NPCs have no stats and don’t
                                   confession on the school board,
roll moves. If an NPC is strong
                                   or to share a secret from the PC
or smart, that is something that
                                   to someone that holds influence
only happens in the fiction, yes
                                   over them.
they’re   able   to  lift   that
boulder or decode that message,
                                   For NPCs that have Hearts they
if that makes sense, it happens
                                   will not have Pulse, but they
and   there   is  no  need   for
                                   will have a series of attacks
rolling.
                                   that their Heart grants them,
                                   similar to how PCs have them.
NPCs may have conditions, but
                                   Their Hearts may be broken, but
again these only affect the
                                   it   happens   purely  in   the
fiction.   If    a   secondary
                                   fiction.
character is angry, they will
The Narrator                                               ⬥145⬥
NPCs do not acquire experience     be on the lookout for the
and do not take advancements,      reaction   “wind up  a   punch”
but   if   one   of    the  main   giving     the   villain     an
characters has a move that gives   opportunity to get right in
experience   to   others   under   front of one of our heroes and
certain circumstances, you can     ready to strike.
use the NPC to play around them
and trigger that move.             This way, players still have a
                                   chance to react to the attack,
If a NPC acquires a +1 forward     and it’s more intuitive than
or a +1 ongoing, again they        just saying “it’s the enemy’s
don’t roll, so that will only      turn, and they hit you. Mark two
affect the fiction, and you can    harm.” Instead, what you say is
either ignore it or say that       “before you realize it, the
they have an easier time doing     enemy   is   right  above   you,
the next action, or they inflict   winding up a punch to hit you.
extra harm on their next attack.   What do you do?” This way
                                   players may choose to dodge or
     Combat and                    block by Doing Something Risky
                                   or to go all in and Engage in
     Sharing the                   Conflict back.
      Spotlight
This game has no proper rules
for combat turn order, we don’t
roll dice using a dexterity
modifier or anything to define
who is going when. Instead, we
share the spotlight, someone
goes first, either a player or a
foe, then another and another,
using the fiction as a basis for
the order.
Say a player goes first, rolls
to Engage in Conflict against
the enemy and chooses to give an
ally an opportunity, then it
makes sense that that ally gets
to   go   next   and   use  that
opportunity to strike, making a
combat that flows unto itself.
For enemy attacks I suggest
doing hard moves and especially
⬥146⬥                                              The Narrator
CHAPTER 9: MAKING YOUR OWN
If you have taken interest in       when someone rests or    use   the
the design of this game and         tools the hideout has.
would like to create things of
your   own,   this   section   is   You could have a move related to
dedicated to help you create        interacting with a specific NPC,
your   own   moves,    playbooks,   like a move for dealing with a
reactions and scenarios to truly    figure of authority that holds
turn this game into your own.       influence   over   the   PCs,   or
                                    someone   that   can   read   your
    Custom Moves                    thoughts, so you need to roll to
                                    protect them from them. Or a
                                    custom   move    for   using   and
You can create moves for many
                                    handling a powerful weapon or an
different things. A move is
                                    ancient artifact.
pretty much anything that a
player can do, it can or cannot
                                    First give your move a name,
include a roll, said roll can
                                    something simple, that states
use any stat as a bonus, a
                                    what   the   move   should  do.
different resource, or nothing
                                    Something like “Interact with a
and can create a wide array of
                                    psychic”, or “find something in
different effects.
                                    the hideout”, or “activate the
                                    space death ray”.
You can create a move that is
specific    to    a    scenario,
                                    Second, give it a trigger. When
something that you know will be
                                    you push someone, when you enter
a recurring action and that
                                    the hall of smoke, when you
players will have to roll them
                                    wield   Excalibur,    when   you
frequently. You can even come up
                                    protect your thoughts from the
with a custom move later during
                                    siren, when you repress the
play when you realize players
                                    feelings you have over someone,
are often doing something that
                                    these are all valid conditions
can have its own move.
                                    that can trigger a move.
Moves cover pretty much anything
                                    Third, you may or may not add or
in the game, and they can be
                                    subtract something to the roll.
related to simple things that
                                    You may use one of the stats, or
the players can do, like the
                                    go for something more unorthodox
basic moves this game offers,
                                    like rolling with the amount of
just like they can be associated
                                    conditions, the amount of harm
with specific places, objects
                                    you have taken. Or even the
and NPCs.
                                    amount    of   times    you   have
                                    triggered your intimacy move
If your play has a recurring
                                    with the person you’re rolling
place,  like  a   hideout  your
                                    against. You can also go for
players  constantly   use,  you
                                    something    from   the   fiction,
could create a custom move for
                                    completely    unrelated   to   the
                                    rules like, the amount of magic
⬥148⬥                                            Making Your Own
crystals the character has, how    action, or for every condition
many supplies they have gathered   you have, etc.
for this trip or the amount of
believers that are praying for
their success.
                                   Custom Playbooks
                                   Playbooks are above everything
Fourth and last is the effect of
                                   about a struggle that the main
the move. Basically what it does
                                   character will face and that
and what happens when you roll
                                   will be the focus of their
it. Separate the effects between
                                   character.     The    Outsider’s
things like a hit, a 10+, a 7-9
                                   struggle, for example, is how
or a miss. Most moves don’t have
                                   they do not have a conventional
descriptions for what happens
                                   Heart and how they have to fight
when you miss because that’s the
                                   to keep it. It’s a metaphor for
chance for the narrator to do a
                                   being rejected and excluded from
reaction, so they are open-
                                   spaces and having to fight for
ended, but you can still give
                                   your place in them.
specific results for rolling a
miss.
                                   So the first step to making a
                                   playbook is coming up with a
Results can go from anything
                                   struggle. A narrative problem
like giving a benefit on a hit,
                                   that your character will face
but a downside on a 7-9. Offer
                                   and will be used as a main hook
the player to choose from a
                                   for their scenes. Struggles also
list, you could even make it a
                                   give various different examples
list of downsides, making the
                                   of how to play a character of
player choose the poison they’re
                                   said struggle, so remember to
going to take.
                                   keep it as something that can be
                                   used   for  a   wide  array   of
Moves   can  also   not  involve
                                   different characters.
rolling at all. Sometimes when
you’re faced with a specific
                                   Second,   give   it    a   name.
situation you just have to do
                                   Something short and impactful
this thing, or you just get this
                                   that relates to their themes and
thing like “when you enter the
                                   gives the reader a good idea of
hall of smoke, you must pay a
                                   what the playbook should be
price”.
                                   about.
You can also give the player a
                                   This part is optional, but if
list of options that they need
                                   you have the artistic skills,
to choose from, and you can even
                                   you   should   also   give   your
determine the amount of options
                                   playbook a symbol. Something
from the fiction instead of a
                                   simple built out of diamond
result of a roll. Choose an
                                   shapes.   It’s   definitely   not
option   for   every  time   you
                                   necessary,   but   it  helps   to
triggered your intimacy move
                                   characterize the playbook.
since the last time you did this
Making Your Own                                             ⬥149⬥
                                    playbooks   of   this   game   as   an
Next work on the narrative part.    example.
The goal is to give the player
that will use this playbook a       When designing a playbook move
series of examples on how to        think    about    the    type   of
build their character. Write        situation that you are trying to
different archetypes that they      invoke, you can give a bonus to
can fill, different names that      the   player   under   a   certain
fit the playbook, and some eyes     circumstance, so the player will
and looks to give the player a      be    driven    to    seek    that
north.                              circumstance, or the move can
                                    have an effect when another
Write   the  backstory   of  the    character interacts with your
playbook, about 8 or so. They       character in a specific way,
are supposed to be the way to       making so that the other players
connect the main characters with    will want to seek these types of
each other, having them already     situations.
have a dynamic before starting
the game, so the players have       Define what your playbook’s main
something to work with.             stats would be, and write down
                                    two options for the character’s
Some playbooks have a gameplay      starting stats. The stats are
loop and some don’t. It’s ok if     divided between +2, +1, -1 and -
your    playbook    doesn’t    do   1. You can give the +2 to the
anything   specific,   but   it's   same stat twice if that stat is
interesting to explore if all       very, very important to the
the playbook’s moves follow the     playbook like how Cold is to the
same idea. Take the Fool for        Frozen, or you can give these to
example, their goal is to give a    the two most important stats the
lot of strings to others, so        archetype would take. Try to
they can get advantage over         make the division of the stats
them. It represents someone who     diverse and to give the player a
wears   their  Heart   on   their   meaningful decision.
sleeve and doesn’t mind being
perceived by others.                The point of playbooks moves is
                                    to   decide    what    types of
Now that you have a goal on the     situations you want a character
moves of your playbook, it’s        to be in and give them bonuses
time to work on the playbook        for being in these situations,
moves. There’s usually about six    thus inspiring the player to
to seven moves per playbook, and    seek these situations.
players often start with two or
three of these moves. Moves are     The intimacy move is something
very diverse and can have a wide    that   is    inherent   to   the
array of different effects, you     character, so be mindful that
can   use  the   moves  in   the    it’s something that will be used
                                    constantly. Intimacy moves are
⬥150⬥                                            Making Your Own
inherently about more than one     that brings the whole combo of
character, so it should be taken   the playbook together.
as an opportunity to explore how
your playbook interacts with
other characters. What would a
                                   Custom Scenarios
character   of   the   archetype
                                   This game works almost in a
you’re writing usually do when
                                   modular   way.  Moves   are   the
having an intimate moment with
                                   things you do and playbooks are
someone else?
                                   the base used to create a
                                   character, but the scenario is
The broken Heart may or may not
                                   the     context    that     these
affect the character’s moves.
                                   characters will be found in.
Usually    if    one   of    the
character’s main moves would
                                   For a scenario, the first thing
break their Heart it’s good to
                                   to think of, is of course the
make it affect the rules, but
                                   setting and what a Heart would
that is optional. The broken
                                   be in it. You can make it based
Heart is also an opportunity and
                                   on a piece of media that you
a sort of allowance for the
                                   really like, or just in some
player to lash out on others,
                                   situation that you’re interested
act   irrationally,   make   bad
                                   in.
decisions and just be generally
edgy. Describe the broken Heart
                                   You can also make it based on
and how the character would be
                                   something rather specific like a
at their worst, and make it an
                                   whole new setting you came up
opportunity for the player to
                                   with    that    doesn’t   really
play like the world is against
                                   resemble anything, or you can
them.
                                   make it more broad. You can also
                                   make   the    mechanical   parts
Lastly, work on the Heart of the
                                   somewhat specific, leaving the
character. For the base the
                                   fiction open for the players to
general idea is that 1 harm
                                   come up with a wide array of
Hearts have big benefits, 2 harm
                                   different settings.
Hearts have small benefits, 3
harm    Hearts    have    decent
                                   It’s also important to define
downsides and 4 harm Hearts have
                                   what a Heart is in your scenario
massive downsides. You can use
                                   and in what types of scenes the
the list of tags to come up with
                                   characters   will   be    wielding
benefits and downsides for your
                                   their   Hearts  and    not.   Most
Hearts.
                                   scenarios have these very well-
                                   defined and others just allow
For the bonuses, most of them
                                   for you to carry your Heart all
are standard: extra harm, extra
                                   the time.
armor, a bonus to a certain
move, cheaper rerolling under
                                   The difference between having a
certain circumstances, something
                                   Heart and not having one is
Making Your Own                                             ⬥151⬥
important because these change     for   things    that   should   be
the gameplay quite a lot. Take     defined.
for example in Fight the Pull of
Gravity,    in    scenes   where   After     the     setting       is
characters do not have control     established,   make    a    little
of their mechs they are just       section for character creation
pilots, people like any other      in    the  specifics     of   this
with access to technology from     scenario. Tell about what Heart
the   future,  but   with  their   wielders do in your scenario and
Hearts, their mechs, they have     ask questions about important
the power to fight for the         things like how they got their
future of humanity.                Heart and from where they are
                                   from. Contextualize them inside
This difference is important to    the scenario they are.
be explored, somewhat painting a
difference      between      the   Next go to the creation of each
“civilian”   gameplay   and  the   of the main character’s Hearts.
“hero”   gameplay.   Hearts  can   Same    as    the  others,  make
inflict quite a lot of harm, but   questions for developing each of
they’re mostly only to be used     the Hearts in the context of the
against those who also have        setting. If their Heart is a
Hearts, while conflict between     weapon, ask what kind of weapon
those who are not wielding their   it is, what kind of blade it
Hearts has smaller numbers, but    has, if it has a blade at all
it’s just as intense.              and so on. Helping the player
                                   develop    their  Heart  in  the
After you have your setting and    context of the scenario.
the definition of Heart set, you
need a title and hook. A title     Next, describe how acts are
should be something unique and     going to work and how they will
should make clear what the game    be   separated.   Acts   are   an
is about. A hook is a short        important way to create and tell
description of the scenario, a     the story in pieces of micro
way to sell what it’s about in     fiction,    making    the    play
the shortest way possible in one   somewhat episodic like an anime
sentence or two.                   or a TV series. Separate them
                                   between moments where you have
Next, describe the setting and     your Heart and those where you
describe the ways it can be        don’t if it feels your setting.
explored by the players. Make
lists of adjectives for them to    Make each act a place to tell a
choose from, something that does   short story that is a part of a
affect the rules, it merely        larger one. Write some questions
gives the players a north on       that should be asked by the end
what it looks and what it feels    of every act to the players,
like. Also open-ended questions    things   they    should   strive
⬥152⬥                                             Making Your Own
towards that gives them exp for
each that they answer yes to.
Presets are both different ways
to use the Scenario without
having    to  create  a   world
yourself, but also to show the
people who will be creating
their   own  setting  how   the
Scenario you’re making can be
explored.
Main NPCs examples are good ways
to give players a sense of how
to build their characters by
using the playbooks that aren’t
in play.
Seasons are good examples of how
longer   over   arching  stories
could work in your scenario. A
fight against a villain, a group
of villains, solving a larger
problem, investigating a murder.
These are all good examples of
things to add to your play to
make the game more interesting
and engaging for the players.
Longer conflicts to be solved as
the players go ahead, solving
smaller ones and working towards
their bigger goal.
You may also write custom moves
for your scenario. Things that
will often be happening that
could be implemented as part of
the gameplay. You can look at
the section dedicated for custom
moves on page 148 for more
reference.
Making Your Own                    ⬥153⬥
                              Index
A
    Acts..........................................................28
    Advancements..............................................26, 27
    Agenda......................................................8-10
      Narrator Agenda.........................................130-137
    Armor.........................................................20
B
    Background...........................................23, 24, 128
    Belonging.................................................11, 12
    Broken Hearts.........................................25, 26, 62
C
    Conditions.........................................19, 20, 59-61
D
    Death.........................................................21
E
    Example of Play. .11, 16, 24, 36, 38, 40-42, 44, 46, 47, 51, 52,
    54, 56, 57, 59, 60, 62, 63, 131, 138-141
    Experience................................................26, 27
F
    Forward.......................................................22
H
    Hacking..................................................148-153
    Harm..........................................................20
    Healing.......................................................21
    Hearts.............................7, 17, 18, 25, 26, 51, 52, 66
    Hold..........................................................22
M
    Moves.....................................................15,    16
      Basic Moves..............................................32,   33
        Burn Bridges...........................................43,   44
        Defend Someone.........................................37,   38
⬥154⬥                                           Making Your Own
       Do Something Risky.....................................45, 46
       Engage in Conflict......................................34-36
       Read a Person..........................................41, 42
       Soothe a Heart.........................................47, 48
       Throw Your Charm.......................................39, 40
     Downtime Moves...........................................64, 65
       Connect With Your Heart....................................66
       Get in a Fight.........................................68, 69
       Indulge....................................................70
       Investigate................................................67
       Rest.......................................................72
       Take a Leap of Faith.......................................71
       Vent.......................................................73
     Extra Moves..............................................49, 50
       Conditions..............................................59-61
       Intimacy Moves.........................................57, 58
       Last Stand.................................................62
       Pulling Strings........................................53, 54
       Ready Your Heart.......................................51, 52
       Reroll.....................................................63
       Tempt..................................................55, 56
     Narrator Moves..........................................137-143
N
    Non Heart Weapons.............................................26
    NPCs............................................23, 24, 145, 146
O
    Ongoing.......................................................22
P
    Play..........................................................29
    Playbooks..................................................74-76
      Dreadnought...............................................77-81
      Foesworn..................................................82-86
      Fool......................................................87-90
      Frozen....................................................91-94
      Hero......................................................95-99
      Lover...................................................100-103
      Outsider................................................104-108
      Spider..................................................109-112
      Storm...................................................113-117
      Vampire.................................................118-122
Making Your Own                                              ⬥155⬥
S
    Safety Tools..............................................12, 13
    Scenarios......................................................7
    Scenes................................................10, 27, 28
    Seasons.......................................................29
      Season Advancements.......................................29-31
    Sessions......................................................28
    Stats.....................................................16, 17
      Pulse....................................17, 22, 23, 47, 62, 63
    Strings...................................18, 19, 23, 53-55, 145
T
    Tags......................................................24, 25
V
    Vulnerable....................................................22
⬥156⬥                                           Making Your Own