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06b Bronzes

Bronzebloods experience a mix of anxiety and stereotype as they navigate life, often viewed as uneducated laborers despite their hard work in various fields. They possess unique traits and abilities that reflect their cultural heritage, including strong oral traditions and skills in manual labor or crafting. The document outlines various character options and abilities for Bronzebloods, emphasizing their roles and challenges within their society.

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0% found this document useful (0 votes)
24 views26 pages

06b Bronzes

Bronzebloods experience a mix of anxiety and stereotype as they navigate life, often viewed as uneducated laborers despite their hard work in various fields. They possess unique traits and abilities that reflect their cultural heritage, including strong oral traditions and skills in manual labor or crafting. The document outlines various character options and abilities for Bronzebloods, emphasizing their roles and challenges within their society.

Uploaded by

facef23461
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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BRONZE

Life as a Bronzeblood is, uh, anxious. You’re not quite as


oppressed as rustbloods tend to be, but you’re also keenly aware
that even the slightest shift in Imperial Propaganda could see
you thrown under the Omniscuttlecoach. And even then, life sucks!
Highbloods characterize you as bumbling country hicks who don’t
know a darn tootin’ thing about the world, even if you visit the
city regularly. Many Bronzebloods do live in rural areas, acting
as farmers and lusus ranchers— but tonnes aren’t! Most Bronzes
are the manual labourers of the streets, working in factories or
with heavy machinery. Not that you can safely correct the
stereotype, Omniscuttlecoach and all that. You know that you’re
likely going to be shafted into being an engineer or a pilot
someday, but… deep down, you wish for something better.

Stereotype: Bumbling Country Yokel


Reality: Hardworking Neighbours
Common Traits: Determined, Wanderlustful, Anxious
Wealth Level: Poor

Entry Moves (Pick one at Level 1)


YARNCHASER
[Bronze][Passive][Unlock: Folklorist]
What do you believe in? Bronze trolls have a strong oral
tradition, and folktales spread like wildfire through their
communities. Whether you're an illustrator for wigglertomes
writing about fairy tales or a librarian of handmade books,
nobody knows folklore like you! You are [Talented] in +PLC.
Select an area of expertise from the list below, and gain the
associated effect.
Faeries & Magic: Some people like to say that magic is fake as shit, but
you disagree! You know how to ward off bad vibes; do three spins and
clap your hands, and hey presto, [Magic] rolls are [Inept] against
you!
Beasts & Creatures: Ah, that! That's a four-legged gollygosher. In certain
tales, they're good omens! Or were they bad… you study bestiaries and
know all about monsters. When you first encounter a monster, you can
mark them as a GOOD OMEN or a BAD OMEN for [Free]. If Good, when
fighting it, all combatants are [Hopeful]. If Bad, all combatants are
[Scared] but do +1 damage.
Beliefs & Religions: From dark carnivals to astrosorcery, everyone has
something they believe in. You study the origins of such beliefs
closely, including ones long since gone. You may add [Holy] energy to
any damage you do as you pray forgotten prayers from a bygone era.
The True Meaning Of Holidays In General: GOD YOU FUCKING LOVE HOLIDAYS.
When you encounter someone during a festival or holiday, you can take
one of the following effects:
Holiday Cheer: They like the holidays! You become [Hopeful].
Holiday Smear: THEY DON'T LIKE THE HOLIDAYS. You become [Enraged].
Foodways & Cuisine: Food is a language in itself, telling stories about how
people eat and what their cultures think of food. You can fill up
your inventory with TAPAS, 1 VP foods with the following choice of
effects when you eat them.
1. 2 [Boost]
2. Lower [Recharge] of a move by 1.
3. Increase [Build-Up] of a move by 1.
4. Heighten an [Emotion].
Proverbs & Language: Ho-hum, a bag in the bush is a friend of the morrow.
You study language, slang, dialects, even ones long since dead. You
get a MAX WORDPLAY roll on a 17+.
Music & Dance: Folk songs, a people's earliest storytelling, and dancing
its earliest theatre! Your FRAYMOTIF rolls use +PLC as you contribute
your own music to the scene!
Art & Literature: You can tell a lot about a society just from the beauty
they create. You can inspire a willing target to swap out their old
[Talent] to temporarily become [Talented] at +PLC.
MAD MECHANIST
[Bronze][Passive][Craft][Unlock: Junker]
What do you get when you cross mechanical innovation with low
budgets? Some ESPECIALLY wild builds! Bronzes are often expected
to become engineers upon ascension, but are simultaneously not
given the support or resources to work on advanced scientific
projects. As such, most improvise by cannibalizing the carcasses
of machines to create something new. See this palmhusk? It's made
from a scuttlebuggy engine, an old husktop, and a drone's brain.
Works great! You are [Talented] at +HUB; it's more important to
be gutsy than smart here. Your crafting starts on a small scale;
you can craft items on the fly in the middle of an encounter,
effectively buying items with your VP mid-combat. Unlike other
on-the-fly purchase moves, you can use the same item more than
once, though there's a [Recharge: 2] on such creations.
Obviously, you can't make wholly organic items like food.
Additionally, you add one of the following tags to items
purchased like this. Items you buy in [Downtime] can also have
these tags.
Unstable: This thing is fit to blow at any moment. Watch your fingers!
Whenever this item takes damage or breaks, it explodes. Dealing 2
[Somatic] damage to all opponents and immediately destroying the
item. This effect has the [Strife] tag, cause you threw it at the
bad guys before it blew up. You did chuck it before it blew right?
Oh god.
Weaponized: In the hands of an unsupervised child, anything can be a
weapon, like this weapon. Sure you can use it as a not-weapon, but
it's definitely a weapon. You add a single ABSTRATA UPGRADE to the
item, though it costs an additional 2 VP.
Jury-Rigged: You duct tape two items together, like troll Frankenstein,
combining their tags and effects, allowing you to use both as a
single action, but making the resulting item extremely flimsy
quality. The resulting item uses a number of VP equal to the two
individual items' VP added together, divided by 2, minus 2. However,
whenever you use it, roll 1d8. On a 1 or a 2, it falls apart before
you can activate it.
Reuseable: Squeeze just a little bit extra out of it! If the item is
[Consumable], roll 1d8 after using it. If you roll a 4+, it doesn't
get used up! Every time you use this, the number range on this d8
goes up by 1.
Transfigurable: Okay, jam it sideways, twist, and… tada! Your flashlight is
now a grappling hook! You can permanently transform an item with this
tag into another item with equal value as a [Free] action. You can't
do this more than once.
Flawed: Not the best, but it'll do the trick! The item becomes
[Consumable], breaking after it is activated once, but it costs 2 VP
less (min. 1). Obviously, you can't give this to a [Consumable] item.

BACKBREAKING WORK
[Bronze][Passive][Unlock: Labourer]
You? You work. HARD. While Rusts tend to take the service roles
side of shitty jobs, Bronze business is in manual labour. Whether
it's hauling hunks of metal in a sweltering hot factory, grueling
over the harvest in massive farmlands, or working on the
construction of new buildings, one thing's for sure— this is hard
work! Your stamina is frighteningly high; you are [Talented] at
+APP. As an action, you can choose to GET TO WORK. When you GET
TO WORK, you can't roll [Mental] rolls at all, but all of your
[Physical] rolls use +APP. That being said, all this hard work
comes at a price; after 2 turns of GETTING TO WORK, you become
[Tired]; after 4, you become [Exhausted], and after 6, you become
[Unconscious]. These effects can't be removed in an encounter.
You can't stop GETTING TO WORK if you're in a combat encounter,
so be sure you know when you want to start!

XENODRUID
[Bronze][One-Off][Psionic][Unlock: Summoner]
Bronze psionics are notably rare; you, however, are lucky enough
to have the ability to COMMUNE, controlling the minds of lusii to
fight for you! Your power comes from a mix of innate psychic
might and a deep understanding of how lusii work. You are
[Talented] at +IMG. You may spend an action to summon a lusus.
You can give up one, both, or all of your actions to give to your
lusus to fight with. The lusus can only use Universal moves. Due
to the nature of your empathetic link, you and your summoned
lusus share all resources and conditions, from HP to Status
Conditions to [Boost] or [Recharge]. When you want to COMMUNE,
roll +IMG.
MIN: AAAAAAHHH! YOU ANGERED A BEAR! THIS IS THE WORST OUTCOME! A Cholerbear
appears, and it is hostile to you.
BAD: Hnnnhhh… headache… you get 2 [Drag].
OK: You thought you felt some psychic stuff coming, but it was just a
sneeze. Achoo! You waste this action, but you can try again next
turn.
GOOD: LUSUS: SUMMONED! Choose one of the stat arrays below; it uses these
stats and [Talents] instead of your own when it rolls. It also gains
the listed effect.
BEAST: +1 RAS, +1 GRA, +0 APP, +3 GRT, +2 HUB, +0 IMG [+GRT] All
opponents become [Scared] when it's on the field.
BLOB: +0 RAS, +0 GRA, +3 APP, +1 GRT, +0 HUB, +2 IMG [+APP] Has 1
[Resistance] to [Somatic] damage, and intercepts [Strife] moves that
would deal [Somatic] damage to you, taking the damage instead.
BUG: +1 RAS, +3 GRA, +0 APP, +0 GRT, +1 HUB, +2 IMG [+GRA] [Deafens] all
opponents on the field with its loud noises.
BIRD: +1 RAS, +2 GRA, +0 APP, +1 GRT, +3 HUB, +0 IMG [+HUB] Can [Fly],
and can spend an action to pick you up and [Fly] too.
BFISH: +3 RAS, +1 GRA, +0 APP, +2 GRT, +1 HUB, +0 IMG [+RAS] Can breathe
underwater, and if it keeps you in its mouth, you can be down there
too.
BEING: +2 RAS, +1 GRA, +0 APP, +0 GRT, +1 HUB, +3 IMG [+IMG] Can roll
GRIEF with +IMG, does [Psychic] damage.
GREAT: Wow! You summoned a really weird lusus! Though it has the array of
only one lusus, it gains the effects listed under two of the above,
like Bird and Beast.
MAX: Holy freak show! This thing is BIZARRE! You get a GREAT, but you gain
three effects.

DREAM-CHASING DRIFTER
[Bronze][Passive][Unlock: Vagabond]
A mysterious stranger (you) pushes through the doors into the
smokey room. Everyone goes quiet as you silently make your way to
your seat. Hey, some guy says, hey, you got a lot of nerve
showing up here. Yeah, you say, you've got a lot of nerve in
general, you figure. Combat ensues, maybe! This is just a brief
insight into your life. Whether that smokey room be a saloon in a
rural town or a night club in a city is irrelevant. Maybe you're
an outlaw. Maybe you're a rebel. Maybe you're a rebel outlaw. The
point is that you're a charming rogue that gets up to all sorts
of dubious activities. You are [Talented] at +RAS. You always
carry a trusty firearm with you wherever you go. You immediately
gain a RANGEDKIND ABSTRATA UPGRADE that can have one other
UPGRADE attached. Additionally, you can add the following
modifications to your trusty firearm. You can swap your
modification as a [Downtime] action.
GIMMICKKIND: Wow, this weapon does all sorts of funky shit. Most of its
functions seem better fit for a party than a fight, but if you’re
clever, you could definitely trip somebody up with it. On a GREAT
[Strife] roll, you can deal 1 less damage and apply a GOOD
SHENANIGANS effect. On a MAX, you can get the effects of a GREAT and
apply a GREAT SHENANIGANS effect. Your damage against opponents with
a negative status effect is [Unblockable].
DOUBLEKIND: Rule #2, double-tap. You add a secondary barrel to your weapon,
or maybe you just have two of the same weapon now. You can use
[Strife] moves twice in a turn, but you cannot roll a [Strife] move
during the next round. Twice the firing means twice the reload time.
QUICKDRAWKIND: Your weapon is super easy to get out and use. Strike first,
and strike hard. You can roll for LET’S STRIFE using +RAS, and if you
land the first attack, you deal +1 [Unblockable] damage. If you miss
or get hit first, your next [Strife] roll is [Free]. You were just a
bit too slow to the draw is all…
GAUDYKIND: Those engravings provide no tactical advantage. This weapon was
just built to look cool and intimidate your foes. Any opponent who
sees this weapon is [Scared], and you gain 1 [Boost] whenever you
succeed on a [Flourish] or [Strife] roll, because merely wielding
this thing makes you look sick as fuck. If you lose the gun, the
target is no longer [Scared].
SEMIAUTOKIND: BLAM! BLAM! BLAM! This weapon was made to rattle off multiple
shots in succession. Each turn you don’t make a [Strife] roll, an
extra shot can be loaded into your weapon, up to a maximum of 3
stored shots. As an action, you can unload all your shots at once as
a series of [Strife] rolls, which can all be of the same move.
CREWKIND: MAN THE CANNONS! This weapon requires an entire team to wield.
You and your allies can all roll [Strife] moves at once, combining
the total damage and effects into one big attack. Teamwork makes the
dream work. You must have at least one ally to use this weapon. This
is a [Lengthy] move, with [Recharge: 3]. You can't make other
[Strife] rolls during this time.

Basic Moves (Available at Level 1)

A JOB TO DO
[Bronze][Basic][Open][Passive]
Being from a caste notorious for being all work, no play, your
caste gets saddled with jobs pretty early on in life. Pick an
option from the list below representing what it is you work at
most often…
Engineering: You're the type of troll that works with anything with an
engine, wires, or similar. You can buy items for 1 VP less (min. 1).
Construction: You work on building buildings, baby! HIVECRAFTING UPGRADES
cost 1 LUX less than normal.
Farming: You work with animals all the time; you're a natural. Lusii cannot
make you use [Drag] in a fight.
Smithing: The heat of the forge and the clang of hammers keep you
schmovin'! When you buy an item, you can choose to give it 2 HP more
than normal in exchange for raising its price by 1 VP.
Resource Gatherer: Whether you're a miner, a lumberjack, or a fisherman,
you pick up items from nature and bring them home to make shit with.
You gain access to a biome through the Olive Nyanarchist HERMIT
WISDOM move. You may only select WOODLANDS, MOUNTAINS, SWAMP, or
DEEPSEA (though that's more river or lake-themed!).
Banditry: YOU FIEND! YOU'RE A CRIMINAL! THAT'S NOT A JOB AT ALL! You steal
stuff, smuggle lusii, and make everyone around you feel a little less
safe. Such is the way of the bandit! If you defeat someone in combat,
you can take an item from their Sylladex; it costs half as much VP as
normal for you. You can also choose to take up to Treasure II or 3
LUX.
Entertainment: Huh..? You don't do much manual work. You tell stories, make
art, and do beautiful things. Not typical, but… it is nice. You can
make ART with 2 VP mid-encounter; this [Consumable] item/effect gives
you or an ally the [Hopeful] condition. This can be anything from
poetry to food to a sweet dance!
Some Other Bullshit: What do you MEAN you've got a job not listed? Other
Bronzes are gonna look at you funny now! You take an effect from this
list, but your job is different from what's listed.

BEASTLY BURDEN
[Bronze][Basic][Passive][Recharge: 2]
Your caste is often the one tasked with doing the heavy lifting,
hard work or otherwise shedding blood sweat, and other bodily
fluids in the name of labour. Even those who aren't actively
labourers themselves will often find themselves being asked to
throw in some elbow grease at the expense of others… so yeah, you
do that. Whenever you would gain a [Physical] condition, you can
choose to immediately take 2 [Drag] instead to power through it.
Y'know, in the name of labour.

BRONZEBO
[Bronze][Basic][Open][Manipulate]
Aw, shucks, don't mind me, partner, I'm just a silly ol'
Bronze! You're well aware that your folksy charm is alluring,
and you can weaponize the stereotypes your caste has received
to get what you want. When you start the long con and act like
a big sexy hunk of meat to get what you want, roll +PLC.
MIN: No. Nononono, you can't do this. It's DEMEANING! Fuck, man, you're
desperate, but not THAT desperate, you know?! Fuck! Oh, you're so
embarrassed. You become [Humiliated].
BAD: Hhhhgh- no, nonono, time out. You can do this, just- just give you
a moment. You're [Embarrassed]. Eurgh.
OK: Ahyu- aw, fuck, voice crack. You can do this, you swear, just give a
moment- nothing happens this turn.
GOOD: Ahyuk! Yessiree, you sure are a sexy moron, 100%! Your attitude
disarms and charms the opponent, and gets you ready for what you
need to do next. Your next WORDPLAY roll against the opponent is
[Tiered Up].
GREAT: Niiiice! Not only do you convince the opponent you're a sweet,
thoughtless idiot, but you totally make them think you're kinda
hot too! You get a GOOD roll, and the opponent is [Charmed] by
you.
MAX: Oh, wow, it REALLY works on them, huh? Like, wow. Either you're
really good at this or they’ve got a type. You get a GOOD roll,
but the opponent is [Fascinated] by you.

CHRONIC WORRY-WART
[Bronze][Basic][Open][Passive]
The, uh. Yeah. Uh, so, Bronzebloods have a strangely high
proportion of trolls with pretty bad anxiety. Maybe it's a
coincidence, maybe it's because you're juuuuust on the cusp of
being totally numbed like rusts are, but are also given enough
reprieve from the horrors of reality that when it hits you it
hits you HARD… uh. Yeah! You get the following PROBLEM SLEUTHING
results.
NERVOUS SIDE-EYE: You glance at an ally, praying they aren't going to do
something stupid. They privately tell you what they're going to do
next. If you approve, gain 2 [Boost] (phew!). If you disprove, shake
your head rapidly at them and give them 2 [Boost] if they reconsider.
GULP: Is this going to fuck you over? It totally is. You glance around,
looking for a way out; your next ABSCOND roll is [Talented] and has a
+2 [Buff].
DOUBLE-CHECK: There's no way this is gonna backfire, right? You have an
ally explain their plan to you; once they do so, their next roll for
it is [Talented].
WHAT'S THE WORST THAT COULD HAPPEN: You imagine the worst possible thing
that could happen. Every turn for the next 3 turns, roll 1d8 at the
start of a round. On a 1, ALL ROLLS ARE [Godawful] AND [Tiered Down]
FOR EVERYONE. Why did you imagine it?!

COUNTRY VS CITY
[Bronze][Basic][Open][Passive]
Bronze trolls have a reputation for being country hicks. On the
one hand, yeah, there are a lot of Bronzes that populate rural
places and work farming lives. On the other hand, there's about
as many Bronzes as other castes in the city, too, so what the
fuck. The stereotype sticks though, so many trolls will often
ask… which do you call home, the city or the countryside? Pick an
option from below.
CITY SLICKER: You're an urbanite for sure. The mean streets are all you've
ever known, and you've gotten pretty used to them by now. You can
make BIG BUYS for items up to the Well-Off Wealth with no
repercussions.
COUNTRY FOLK: You don't really care about the big city— a nice place to
visit, but it's full of drones and shit! No, you prefer to live out
in the sticks, that's for sure. Lusii and animalistic monsters have a
-2 [Nerf] to [Strife] rolls against you.
NEW TO THE CITY: Yeah, you're from the country, sure. But you're here in
the city now, and things are… different! [Analyze] rolls at you are
[Inept]; people can't figure you out as you step between both worlds.
MOVED TO THE COUNTRY: That's better. No more smog, no more concrete jungle…
life out here is harder but better. You are immune to the [Stressed]
emotion; whenever you would get it, you instead feel [Peaceful].
ITINERANT: You're a traveler! You wander between worlds, never stopping in
either forever. You've seen basically everything by now; as such,
your [Analyze] rolls can never be [Inept], [Tiered Down], or
[Nerfed].

GRIN AND BEAR IT


[Bronze][Basic][Open][Recharge: 2][Mental]
One of the best traits an umber troll like you can have is mental
fortitude. You gotta take stuff in stride and put off the things
on your mind until it's slightly more convenient. Mostly
microaggressions. Also macroaggressions. When you want to exert
your willpower, roll +HUB.
MIN: A… AAAARGHHHH- YOU'VE JUST GOT SUCH A BIG BLOODPUSHER, NNNNOOOOO, IT
HUUUURTS, AAAAGGGHHHHH. You gain the [Heightened] version of the
incoming Emotion. If the incoming Emotion was already [Heightened],
you gain the stacking effect for that emotion.
BAD: Hrnnnhhh okay yeah no you feel it.
OK: You put off the Emotion... Nnnnnmmmhhh, for only a moment, you got a
lot of feelings. Okay, fine, fuck. The [Emotion] comes back in two
turns. You take 1 [Drag].
GOOD: Yeah, okay. You remove an [Emotion] effect in exchange for 1 [Drag].
Take it on the chin and all that.
GREAT: Pfft. Is that the best you can do, bud? The [Emotion] is cancelled
entirely. You've just heard it all before!
MAX: Pshhaw! Let's see how you like it, dipshit! You're so visibly
unaffected that you get the opposite [Emotion].
HARDY HEALTH
[Bronze][Basic][Passive]
Lowbloods are generally more susceptible to illness, thanks to
Alternia making healthy solutions be out of their reach. Good
thing that you're weirdly healthy! Any rolls you make against
disease-based [Afflictions] are [Talented].

IMPRESSIVE HORNS
[Bronze][Basic][Passive]
There's no way not to be immature about this move. You have
exceptionally large or exceptionally hard horns. Even the
shortest horns of a Bronze are much tougher than those of other
trolls. Yup, one way or another, your horns sure are big and
impressive. You can replace the GREAT or MAX of a [Strife] roll
with this effect.
TOSS: SEEYA LATER, STINKY!! You throw that motherfucker into the air with
your horns. They are [Flying] for a turn and then land [Floorbound].
They take 1 [Somatic] damage then, and only then!

LOW-KEY LUSOKINESIS
[Bronze][Basic][Passive][Psionic]
Fully-fledged lusokinetic psionics are rarer than one might
expect. Of all lowblood psionics, they're definitely the rarest
to show up consistently! That being said, many Bronzes have much
more low-key versions of the psionic gene that lets them
understand lusii better… and vice-versa! Whenever you or an ally
gain an [Emotion], you may give a lusus present this [Emotion]
too. If you did not previously have a [Psionic] move, you may
gain the PSIBURN Affliction, but it only gives you a terrible
headache. You become [Confused].

PARTNER LUSUS
[Bronze][Basic][Open][Passive]
You don't go anywhere without your trusty [Custodian]! You love
‘em too dang much! You gain the CUSTODIAN COMPANION Perfectly
Generic Move if you didn't already have it; your [Custodian] has
6 Features, not 4, and you are [Talented] at ALTRICIALIZE.

WILD WITS
[Bronze][Basic][Open][Passive]
Look, whatever your position in Bronze society, you know that
it’s best to play defensively. Blah blah, acting out could get
the whole caste crushed by propaganda. But that doesn’t mean
“fairly” or “with honour”. Hell, it’s actually really fun to let
people think they’re getting the upper hand, and then point-blank
a trick down their throat! You get access to the following
SHENANIGANS effects:
BRAINBUST: You pick up the opponent and BAM! Give them a headbutt that
could shatter steel. The opponent loses one positive [Emotion].
BUCKAROO: If you're a city slicker, this is extremely embarrassing. If
you're a country folk, this comes naturally. When you roll this move,
you get 1 [Hold]. If your opponent summons their CUSTODIAN in the
middle of a fight, you can use a [Free] [Reaction] to jump on their
back and cling on for dear life. YEEHAW! The CUSTODIAN can't use its
effects until you get off, and counts as a 2 HORSEPOWER VEHICLE. You
can also roll this on wild lusii, but they'll still try to kill you.
CHARGE!: You grab someone and crash through a wall. You both become
[Bloodied] and [Floorbound].
SUCKERPUNCH: Yeah, come on, you're wide open! Sucker… If your opponent uses
a [Strife] move against you on their next turn, you deck ‘em right
the fuck back, getting 1 [WHAM] after they hit you. In a TEAM STRIFE,
this becomes 3 [Boost] instead because people in a STRUGGLE can't not
do it!

GIFT OF THE GAB


[Bronze][Basic][Passive][Locked: Folklorist]
You are an eloquent person! You'd have to be, to be able to pick
up the little bits and bobs left by lowbloods and collect them
into a solid culture. You gain the following WORDPLAY effects.
LISTEN: Sometimes, the best way to start a conversation is to say nothing.
You let the other person go ahead, and hear what they say. The target
must roll a +PLC move next turn, targeting you; on a GREAT, this
lasts 2 turns, and on a MAX, they have no choice but to start a full
conversation with you, turning this into a WORDPLAY encounter where
no [Physical] rolls can be made.
LEARN: Just by hearing the target speak, you learn a fact about their
beliefs and ideologies. You can [Tier Down] their next [Manipulate]
roll as you figure out what they'll likely say next. This gives you 1
[Boost] on a GREAT and 2 on a MAX.
GOSSIP: Word of mouth is a powerful thing! You can give false information
to any one [Analyze] roll the target gets this encounter, but they
don't know when. You can also avoid the target knowing if you're
lying on a QUESTION roll. You can do this twice in a GREAT and thrice
on a MAX.
ARGUE: It's like JAB, but you can keep doing it, even after combat starts!
TRADITIONAL MEDICINE
[Bronze][Basic][Recharge: 2][Heal][Physical][Locked: Folklorist]
Herbal remedies, granny cures, mellified moles… medicine in
Alternia is generally frowned upon aside from state-controlled
medicalizers, because you know. The Wounded Shall Be Culled and
all that. In theory, that should mean many lowbloods should die
due to a lack of access to healing products. In practice, that
means that these castes have made their own alternatives. Some
work, some don't, but it's better than nothing. When you want to
believe in the power of old-fashioned curatives and aid yourself
or someone else, roll +PLC.
MIN: Oh no! You didn't believe shit, and now you are exposed to a great
illness! Roll 2d8 on the BAD table.
BAD: You [Heal] 1 HP… and are afflicted with an effect! Roll 1d8.
1. Exposed to the Dancing Fever affliction (Uh-oh).
2. [Poisoned].
3. Exposed to the Psiburn affliction.
4. [Overwhelmed].
5. Exposed to the Fury Fever affliction.
6. [Tired].
7. Exposed to the Sniffles affliction
8. [Sad].
OK: Believe harder next time. Nothing happens.
GOOD: Okay! You [Heal] 1 HP, or use this roll against an [Affliction].
GREAT: Getting there, getting there… you [Heal] 2 HP, or use this roll
against an [Affliction].
MAX: What a panacea! You [Heal] 3 HP, or use this roll against an
[Affliction]!

KABOOMERATE
[Bronze][Basic][Physical][Strife][Locked: Junker]
BLAM! PEW PEW! K-CHOONMP! You LOVE a good explosion! The beauty
of ignition, the devastation of the aftermath, the GLORIOUS
sounds! Yup... you're kind of a guru when it comes to explosions.
And you have so many explodable parts on your person, that
really, it's not that hard for you to just... kinda... jury rig
your weapons into grenade launchers? Yeaaaah. When you want to
welcome people to Jackass, roll +HUB.
MIN: Predictably, you blow yourself up. Dumb shit. You do 4 [Somatic]
damage to yourself. You have no one but yourself to blame for this.
BAD: Again, you blow yourself up. Come on, man, explosions have a radius.
You do 1 [Somatic] damage to yourself.
OK: You burn your hand, which is... better than blowing yourself up, but
yeah. You take 1 [Drag].
GOOD: BOOM! You do 1 [Somatic] damage to your opponent.
GREAT: KA-BOOM! You do 2 [Somatic] damage to your opponent, or 1 [Somatic]
damage and [Deafen] all enemies for a turn.
MAX: KRAKABOOM, BABY, YEAHHH! You do 3 [Somatic] damage to your opponent,
or 2 damage and [Deafen] all enemies for a turn, or 4 to everyone
present, yourself included. Worth it!

TRUCK FREAK
[Bronze][Basic][Passive][Locked: Junker]
Out of your friends, which are you? Well, that one’s easy: you're
the one that LOVES scuttlebuggies! You’d be surprised how many
usable pieces of scuttlebuggies get left out in junkyards or on
the plains, and they’re pretty easy to salvage! VEHICLES and
VEHICLE UPGRADES cost 2 LUX less than normal for you; when you
take this move, you gain 4 LUX to spend on a VEHICLE and UPGRADES
immediately. Additionally, you have access to the following
exclusive VEHICLE UPGRADES.
CRASH GEAR (1 LUX): Yeah, you hooked up your truck to run people over. It's
pretty great. You don't need to STEER in order to RAM, but you do 1
less damage if you don't.
OPEN BUILD (1 LUX): You've got lots of places you can hang from on your
vehicle, like open doors or roofs. You can make [Physical] rolls as
normal inside your VEHICLE, but HIJACK rolls against you are [Tiered
Up].
EXTRA SEATING (2 LUX): You can always get more people! Your VEHICLE gains
an additional seat you can put a passenger in. These passengers get
their own controls, allowing them to roll VEHICULATE as well.
HAZARDOUS SPIKES (2 LUX): Witness you! This thing is covered in spikes and
shit; your ride does 1 [Somatic] damage to anyone who does [Somatic]
damage to it first.
MILLIPEDE LEGS (3 LUX): Many legs are better than six! Your stable build
and sleek design mean the penalty to VEHICULATE you take from high
HORSEPOWER reduces to -1 rather than -2.
JET ENGINE (3 LUX): EXPERIMENTAL TURBO CORE LET'S GOOOOOO! As an action,
you can double your current HORSEPOWER. This is completely suicidal
of you, but hey, have fun!

HEAVY LOADS
[Bronze][Basic][Passive][Locked: Labourer]
A huge part of your job is carrying heavy stuff to and fro. Bags
of grain, huge steel beams, lumber… you name it, and you can
carry it. And it's so useful in many situations, too! You gain
the following effects for the following moves so long as you have
some HEAVY LOADS, items which cost 1 VP each. You use up a HEAVY
LOAD when using these effects.
SHENANIGANS:
PINNED: And where do you think YOU'RE going? You [Trap] the target.
LET'S STRIFE:
LAY FIELD: Hup Hup Hup Hup! You throw down some stuff to mark out the
battlefield. This acts as CAN'T ABSCOND BRO, but it lasts for the
encounter.
GRIEF:
BATTERED: SWIIIIING! On a GREAT GRIEF roll, you may choose to do 1
damage less and knock the target [Floorbound]. You can hit [Flying]
targets with this option as you hurl your heavy loads HARD.
SWASHBUCKLE:
MAKE COVER: You throw down a wall of your HEAVY LOADS to duck behind.
Targets who spend an action to DUCK here make [Physical] rolls
against them [Inept] but can't make [Physical] rolls themselves until
they leave.

THROUGH GRIT TEETH


[Bronze][Basic][Passive][Locked: Labourer]
Ugh, fuck. You messed up. You're hard at work, but you really
need to say the right thing to an ally, to analyze the situation,
to do something OTHER than work. But if your focus lapses, your
rhythm falls apart, and the work you've trained yourself to never
stop doing stops being done. You can't waste your breath. But…
maybe, through grit teeth, you can pause your work for just long
enough to make it count. As a [One-Off] while you're GETTING TO
WORK, you can choose not to make any [Physical] rolls this turn
and instead make [Mental] ones. These don't use +APP. If you use
this effect, you replace all [Emotions] you have with the
exclusive [Determined] emotion, described below. This doesn't
affect [Tired] or [Exhausted].
Determined: An emotion where you won't give up, no matter what. All [Drag]
you gain so long as you have this emotion is reduced by 1 (min. 1),
and you only trigger [Drag] from [Tired] or [Exhausted] on an OK or
GOOD respectively.

LUSUS WHISPERER
[Bronze][Basic][Passive][Psionic][Locked: Summoner]
You have the uncanny ability to understand lusii. Whether it
manifests through knowing what they want or what they need, or
through physically translating the noises they make into your
language, you understand lusii. Lusii can speak to you, and
conversely, you can roll [Manipulate] rolls on them and speak
back. WORDPLAY rolls on Lusii use +IMG.

TELEFAUNA
[Bronze][Basic][Passive][Psionic][Locked: Summoner]
You know a lusus' body language well, and can also kinda read
their minds. This makes it especially easy for you to tango with
monsters! All rolls made by Lusii against you are [Inept] as you
know what they're gonna do before they do.

FUSILLADE
[Bronze][Basic][Physical][Strife][Locked: Vagabond]
PEW PEW PEW! Guns are, obviously, the best weapon. As such,
you've trained to use them and make great use of 'em! When you
wanna open fire, roll +RAS.
MIN: JAMMED! Your firearm blows up, which is REAL shit for you! You take 2
[Somatic] damage, and can't use this move for the encounter.
BAD: Okay, misfire! Yikes! You take 1 [Somatic] damage.
OK: D'oh, you missed it! You deal 1 [Somatic] damage to a random troll
other than your target. If there's only you and one enemy, nothing
happens.
GOOD: BANG! You got 'em good! The target takes 1 [Somatic] damage.
GREAT: BANG BANG! You shoot that motherfuck hard! The target takes 2
[Somatic] damage, or 1 and the opponent is [Bloodied].
MAX: BANG BANG BANG BANG BANG! Shootout, baby! You do 3 [Somatic] damage,
or 2 and [Bloodied].

ROVING TROUBLEMAKER
[Bronze][Basic][Passive][Locked: Vagabond]
You're infamous for your ways throughout the lands you walk.
Don't talk to that guy— he's bad news! You have to admit, this
reputation is pretty awesome to have. The roll you need to make
to get a MAX with your +RAS rolls is 18+, not 20+. Whenever you
get a MAX +RAS roll, you also gain 1 [WHAM] on top of normal
effects.

Advanced Moves (Pick one at Level 6)

GOT YOUR BACK


[Bronze][Advanced][Open][Passive]
Hey! Relax. You don't need to take everything on yourself. We're
a team, remember? It's okay to rely on others, sometimes. That's
what the team is for! You've come to appreciate that you don't
always need to lead others; you can let them lead you too. When
you are in a TEAM STRIFE, increase your team's HP by 2.

HIVE IMPROVEMENT
[Bronze][Advanced][Passive]
Your hive isn't perfect; ramshackle doesn't even begin to
describe it. But it's yours, and no empire nor bandits are gonna
stop you from making your hive more habitable. You gain access to
the following HIVECRAFTING UPGRADE depending on your tree for
free now.
Junker: You build a SCRAPYARD. If you have a SCRAPYARD, you can turn LUX
into temporary extra VP, where 1 LUX becomes 1 free VP added to your
total cap. Items with this extra VP must be [Consumable], and when
they're used, their VP is lost too.
Labourer: You build a PRODUCTIONZONE. Whether it's a farm, a forge, or a
factory, you MAKE stuff here. Your MONEYMAKERY rolls all produce 1
LUX extra.
Summoner: You build a LUSUS RANCH, a place where lusii can come to rest.
You gain a second CUSTODIAN; further ones cost 4 LUX. You can only
summon one CUSTODIAN per encounter.
Vagabond: You build a SPEAKEASY. A tavern? A bar? A hideout? This place is
what you make of it! Drones cannot enter your hive, and anything said
here cannot be reported to the authorities, even if you really really
want to. Sorry, you signed a waiver promising you wouldn't!
Folklorist: You build a PRIVATE BOOKHIVE; it's like a regular bookhive, but
all the books are by you! All of your RUMORHUNGER [Downtime] moves
are [Tiered Up], even to MAX.
Other: Now boy what the hell are you doing. "Alternate" "Path"? Goodness
gracious. You gain a HIVECRAFTING UPGRADE of your choice for free.

IRON GUTS
[Bronze][Advanced][Open][Passive]
Life gives you the short end of the stick no matter where you
are. There’s always something to run from, whether it’s drones in
the city, bandits in the country, or apex predators in the
forest. You've survived after sweeps of toughening yourself up,
and you won't go down easy! You gain another GOOD, GREAT, and MAX
GUTSUCKERY EFFECT to choose instead of regular ones!
GOOD: HNNRRRK… you toughen yourself and prepare to get got. You gain 1
[Resistance] to a damage type of your choice for 1 turn.
GREAT: You got this… you got this! You're tougher than them, c'mon! You
gain 1 [Resistance] to a damage type of your choice for 2 turns.
MAX: IS THAT ALL YOU'VE GOT? C'MON, TRY HARDER! You gain 1 [Resistance] to
a damage type of your choice for 3 turns.

KNUCKLE CRACK
[Bronze][Advanced][Open][One-Off][Physical]
Alright, fuck this. It's not worth playing nice with some people,
no matter how much trouble it gets you in. When you want to
remove your earrings or roll up your sleeves, maybe even crack
your knuckles, roll +GRT.
MIN: AGH, YOUR KNUCKLES! FUUUCK. OUCH… you do 1 [Somatic] damage to
yourself and are [Clumsy] for 3 turns.
BAD: You crack your knuckles, and… yeah, nothing happens. Whoops?
OK: You psych yourself up, but the target isn't impressed. You get 1
[WHAM].
GOOD: Alright, motherfucker, let's throw down! You become [Enraged].
GREAT: Hmmm. Maybe you're scarier than the target thought. You become
[Enraged], and the target becomes [Stressed].
MAX: OKAY YEAH YOU ARE DEFINITELY A PROBLEM FUCK FUCK FUCK. You become
[Out-Of-Control], and the target becomes [Agitated].

LOUDMOUTH LOWBLOOD
[Bronze][Advanced][Open][Passive]
ALRIGHT, YOU'VE HAD IT UP TO HERE! Bronzes are infamous for being
loud and boisterous, and while it's a grossly overexaggerated
trait, it's oh so fun to let off some steam and YELL. Whether
it's a slurry of words directed at a target, a ranting tirade of
curses, or just… a really loud shout of wordless frustration, you
don't fear speaking (or roaring) your mind! You gain the
following WORDPLAY effects:
YELL: MY EARS! You roar out really loudly. The opponent is [Deafened] for 2
turns.
SLANGSLING: You spew out an incomprehensible barrage of words. The target
is [Confused] for 2 turns. On a GREAT, they're [Dumbfounded] for 2
turns; on a MAX, they're [Dumbfounded] for the encounter.
THREATEN: You'd best do what I say! The target is [Scared] for 2 turns.
MOCK: You laugh and spit out something inflammatory. That hurts :( The
target is [Embarrassed] for 1 turn.

STRONG SENSE OF COMMUNITY


[Bronze][Advanced][Open][Passive]
Community is extremely important to you. Having support systems
has honestly gotten you through some real tough times. When you
take this move, you pledge yourself to a community. It can be as
small as a close friend group or as big as an entire town.
Whenever you are in an encounter with trolls in this community,
you gain the exclusive AT HOME condition.
AT HOME: A condition where even if things look tough… you won't give up!
You get a [Drag] buffer, a pool within which [Drag] can't be used in.
The size of this buffer depends on how many trolls triggering the AT
HOME condition are present; for example, if three trolls were making
you feel AT HOME, you'd have a buffer of 3 [Drag]. If an opponent
then stacked 5 [Drag] on you, they'd only be able to use 2, since
your AT HOME buffer swallowed up 3! For the purpose of enemy moves,
the [Drag] in this buffer does not exist.

TALK OF THE TOWN


[Bronze][Advanced][Passive]
By now, no matter where you go, people know you and are willing
to talk to you. Your RUMORHUNGER [Downtime] rolls are [Tiered Up]
so long as you are in the community you selected from COUNTRY VS.
CITY. If you are an ITINERANT, you get a +2 to ALL your
RUMORHUNGER [Downtime] rolls instead. You don't need to have the
move to take this, but the community you pick here must be the
same there if you take it later.

THE RIGHT MOMENT


[Bronze][Advanced][Open][Passive]
By now, you've had a fair share of scraps you've found yourself
in. You know to pick the right moment to throw a punch… though
how you define the right moment really depends on who you are as
a person! You gain the following LET'S STRIFE options.
WAIT YOUR TURN: Steady… STEADY… now! You wait until the right moment to
strike, and then kick ass! This acts as ORDER UP, except you always
go last. You gain 1 [WHAM] at the start of your first turn with this
option.
RUSH IN: FUCK THAT NOISE CHAAAAARGE! You go first in order as if you'd
rolled ORDER UP and gain 1 [WHAM], but you gain 3 [Drag] because of
your immediate rush.

WELL-KNOWN REPUTATION
[Bronze][Advanced][Open][Passive]
People know you! Thanks to your work in your respective field,
it's kinda hard not to. Whether you're that storyteller that
comes round sometimes, the troll who can reap an entire field in
a day, or that motherfucker with the guns, you enjoy a reputation
of some sort. Pick whether it's good or bad!
GOOD: You're a helpful sorta person! All allies are [Hopeful] for 2 turns
at the start of a combat encounter with you.
BAD: NOT THIS BITCH! All enemies feel [Stressed] for 2 turns at the start
of a combat encounter with you.
MYSTERIOUS: Oh jeez… you're one of those morally grey wanderer types,
aren't you… all other trolls are [Numb] for the first 2 turns of
combat with you as they try to suss you out.

DEEPER STUDIES
[Bronze][Advanced][Passive][Locked: Folklorist]
With time and effort, you can uncover even greater lore than you
thought possible! Select an upgraded effect to the choice you
made with YARNCHASER.
Faeries & Magic: Circles of power, leylines, all that stuff. Just stand in
juuuuust the right spot, and you've got a wellspring of power at your
feet! As a [Lengthy] action, you can consecrate a spot that [Tiers
Up] ALL magic in the area, even to a MAX. This includes enemies and
monsters, so watch out!
Beasts & Creatures: Hmmmm… you know all about these things! When you roll
PROBLEM SLEUTHING against a monster, lusus, or similar, your roll
uses +PLC, and is [Tiered Up], even to a MAX.
Beliefs & Religions: You immerse yourself in the practices of others,
figuring out where their magic comes from. You may take a single
[Magic] move from a tree or template linked to religion;
practitioners can tell that your magic is a replicate and generally
aren't too bothered, since it's clearly inferior. You use +PLC to
roll.
The True Meaning of the Holidays in General: You gotta stock up on
decorations! During in-world holidays and festivals, all items cost 1
VP and 1 LUX less than normal, but they become holiday-themed. You
can also purchase exclusive holiday items after the holiday ends, if
your Clouder adds any to the event.
Foodways & Cuisine: ADVAAAAAANCED COOKERY! You gain the following recipes
you can make with your TAPAS.
1. Remove [Poisoned] or [Clumsy].
2. Half your current [Drag].
3. Remove an [Emotion].
4. Ignore an [Inept] or [Tier Down] effect for a turn.
Proverbs & Language: Ah, hear your words indeed! Your [Manipulate] rolls
are never [Inept], [Nerfed] or [Tiered Down].
Music & Dance: You know how to give allies some inspiration, bardic style!
You can spend an action to give all allies in an encounter 1 [Boost].
Art & Literature: You've got a real eye for aesthetics, written or visual,
and have learned to appreciate every small thing. Whenever you gain
[Boost], you gain +1 extra.

ROOT LEGENDS
[Bronze][Advanced][Passive][Locked: Folklorist]
What are UFO tales if not encounters with the fey for the modern
era? What religion isn't impacted by the stories of its layfolk?
Did ghosts invent Christmas (EVIDENCE: A CHRISTMAS CAROL)? In
your studies, you've linked together other areas of folklore that
enhance the credibility of your original field. Choose an
additional area of expertise from YARNCHASER and link it to your
first option; for example, you might take Foodways & Cuisine to
heighten your study of The True Meaning of the Holidays by
studying seasonal meals, or you might take Proverbs & Language to
translate ancient tales of Faeries & Magic. You only get the
effects from YARNCHASER, nowhere else.

PIPE GUN PIONEER


[Bronze][Advanced][Passive][Locked: Junker]
They said you were a madtroll. They said it couldn't be done.
"You can't reverse the polarity of a flamethrower to make it an
ice thrower." They said, "Flamethrowers don't even have
polarity.", but they were WRONG. ALL WRONG, YOU JUST PROVED THEM
ALL WRONG. Your innovative mind has made you an expert at
crafting your own weapons and firearms. You can add up to three
ABSTRATA UPGRADES to a single weapon. You gain one for free when
you take this move.

REVERSE JUNKINEERING
[Bronze][Advanced][Passive][Locked: Junker]
Who needs a budget? With the genius you're showing, you can build
half the shit highbloods make, but for half the price! Of course,
it's a lil shoddy at times, but hey, who cares if it's pretty so
long as it works? You can craft items up to the Well-Off Wealth
level with MAD MECHANIST. These items do not trigger BIG BUYS for
you. You can still only make mechanical items, not organic ones.

MADE OF STEEL
[Bronze][Advanced][Last Stand][Locked: Labourer]
Holy SHIT, how are you still GOING? No matter what the world
throws at you, you just… power through it. All in the name of
getting your work done, huh? When you GET TO WORK, it's startling
how difficult it is to down you. You can reduce incoming damage,
even to 0, as a [Free] action. However, for every point of damage
you ignore, you clock down the timer before you fall
[Unconscious] from BACKBREAKING LABOURER. For example, if you
took 4 damage and reduced it to 2, you'd count as if an extra 2
rounds had passed. You can also ignore [Physical] conditions in
this way. However, when you would fall [Unconscious] through
sheer exhaustion, you don't— instead, you are immediately reduced
to 1 HP, [Exhausted] as you try to give it one last shot. You
can't [Heal] in this state.

VERSUS THE MACHINE


[Bronze][Advanced][Passive][Locked: Labourer]
You don't trust a machine to do a troll's work. After all, you
can do the labour of ten scuttletractors in a fraction of the
time! That and drones are kind of an existential pain in the ass
for lowbloods, and you've gotten used to hammering metal into
shape, and… you get what I'm saying. Your rolls against
mechanical foes can never be [Inept], [Tiered Down], or [Nerfed],
and you do +1 damage to items and VEHICLES.

PSIWRANGLE
[Bronze][Advanced][Recharge: 3][Control][Psionic][Locked:
Summoner]
You get lusii on a level nobody else does thanks to your innate
connection to them. That means you GET lusii. That also means you
can GET lusii, you know what I mean? When faced with a lusus you
aren't controlling, you can attempt to bring them under your
spell. If you've met a particular lusus before, you can attempt
to control that specific lusus from a distance. Roll +IMG.
MIN: Oh you motherfucker. The lusus is [Out-Of-Control], prioritizing
attacking you before anyone else.
BAD: They didn't like that you did that! The lusus is [Enraged].
OK: Not terrible! You can choose the Lusus' next target, but little more
than that.
GOOD: Aha! You sway it! You control the lusus, making it do any 1 action of
your choice. If used on a [Custodian], they use their Feature as a
GOOD ALTRICIALIZE roll. If the [Custodian] belongs to an enemy, it
doesn't trigger the Feature's [One-Off] for the enemy, just for you.
GREAT: Whoo-ee! Skip that Lusus' next turn, cuz you decide what it does if
anything! If used on a [Custodian], they use their Feature as a GREAT
ALTRICIALIZE roll.
MAX: Gods swim at your feet. You get a GREAT, but you do this for 3 turns!
If used on a [Custodian], they use their Feature as a MAX
ALTRICIALIZE roll.

STAMPEDE-CALLER
[Bronze][Advanced][Psionic][Locked: Summoner]
What's one lusus when you can summon a whole heap of them? When
you roll XENODRUID, you can choose to instead summon a STAMPEDE
Hazard, which actively avoids harming you or your allies. On a
GOOD, Round 1 starts next turn. On a GREAT, the Hazard acts as
normal. On a MAX, OH SNAP the Stampede happens so fast. Rounds 1
and 2 happen simultaneously. If you spot a [Hidden] troll taking
cover from the stampede with an [Analyze] check, they instantly
take the damage from the stampede again, and are subject to its
wrath!

IT'S HIGH MOON


[Bronze][Advanced][One-Off][Locked: Vagabond]
You and your opponent stare each other down, exchanging a few
badass words. Your hands hover over your weapons, and… STRIFE!
You may offer the opponent a SHOWDOWN as a [Free] action. If they
accept, this becomes a [Lengthy] action for both of you. In a
SHOWDOWN, both you and the opponent stare at each other, and then
make a [Strife] roll. The higher [Strife] roll becomes a MAX, and
the lower becomes a MIN. In the event of a tie, both [Strife]
rolls resolve normally, but both parties become [Hopeful]. Not
bad, pal.

SICKNASTY MARKSMAN
[Bronze][Advanced][Flourish][Physical][Locked: Vagabond]
You didn’t make it this far by being the biggest or most powerful
troll in a fight, but through cunning, not having qualms about
what’s “fair” or “sporting”, and this totally rad trickshot
you’ve been practicing. When you want to pull off a sick combat
maneuver, roll +RAS. Each maneuver has the [Recharge: 3] tag.
MIN: Ugh! You humiliated yourself, and you're really undermining anyone's
ability to take you seriously! Your [Flourish] rolls are all [Inept]
for the rest of the encounter.
BAD: Mmgh… disappointment isn't the word. You take 2 [Drag].
OK: You don't do what you intended, but your spirit shines through. This
move does not gain [Recharge: 3] this turn.
GOOD: Check this out! You'll give something to your fellow lowbloods to be
proud about! Select one of the options below:
DIVE: Get down! You duck behind cover, allowing you to become [Hidden]
for 2 rounds. Rolling a [Strife] move after going [Hidden] this way
does not remove the [Hidden] status early.
DEADEYE: You hold your breath, time slows down, and a chill wind rolls
by. Your next [Strife] roll is [Tiered Up], even to a MAX.
DANGEROUS STUNT: Boom! How do you like THAT, jerkwad? You muster up some
courage and do something crazy, completely removing yourself from a
[Hazard]! This doesn't work on weird magic stuff, obviously, but you
CAN jump out a burning window!
BRAG: UWAHAHAHA! Nothing like a badass speech to get the engine revving.
You become [Proud].
HECKLE: Hey! Bulgebreath! Over here! You taunt the opponent to draw
attention to yourself. The target’s next [Strife] roll [Tiers Up]
against you, but [Tiers Down] against anyone else, even to a MIN.
ELEVENTH HOUR: No way are you going down here! You gain 1 [Hold]; you
can use this [Hold] as a [Reaction] when you're knocked [Unconscious]
to stay at 1 HP instead. This is a [One-Off] and [Buildup: 4] effect.
This is a [Last Stand] effect.
GREAT: You do it, and you feel strong because of it. You get 1 [WHAM] and a
GOOD effect.
MAX: The thrill of showing off your strength thoroughly empowers you. You
get a GREAT, and all your [Recharges] reset to 0.

Ultra Moves (Pick one at Level 12)

MYTHSEEKING MARVEL
[Bronze][Ultra][Passive][Locked: Folklorist]
You've traveled far and wide, you've filled many books with
handwritten notes, and you've illustrated more monsters, cultural
artifacts, and ideas than could be kept in a single gallery. Your
efforts to study the unstudiable have been fruitful, and everyone
sees you as a true scholar of society. You gain access to HERO
MODE through your PERFECT PULCHRITUDE. You gain an effect based
on your YARNCHASER choice.
Faeries & Magic: You've studied enough spellbooks to learn quite a few
interesting abilities! You take 3 [Magic] [Basic] or [Advanced]
moves, even if they are [Locked]. Entity-type monsters are usually
not hostile to you and your allies unless provoked. Thanks, weird
fey!
Beasts & Creatures: No sense letting body parts go to waste! When you kill
a monster, you may take a part of their corpse and fashion it into an
item worth a number of VP equal to their level. You can use one move
that monster had, subject to Clouder's approval.
Beliefs & Religions: Truly incredible… you've uncovered a dead religion
that went extinct aeons ago, and studied it extensively! You may take
a second aspect or class as a Template, flavouring it as power from a
dead faith. You can take 2 [Basic] moves, 2 [Advanced] moves, and the
[Ultra] only, as if it were a regular template. You gain the [Entry]
now. All +IMG rolls instead use +PLC.
The True Meaning of Holidays in General: IT'S CRAMPLESLINK EVE! Every time
you beat someone in an encounter, they are exposed to SIMPTOMS for
your favourite holiday. Your emotion from YARNCHASER may be
[Heightened] if you so choose.
Foodways & Cuisine: MOOOOOOOORE RECIPES! You can make the following TAPAS…
1. Revive a recently dead person lol
2. Gain an [Emotion].
3. Reset the [One-Off] of a move. Ironically, this is a [One-Off].
4. Reduce incoming [Energy] damage by 1 (min 0).
Proverbs & Language: Your mastery of all forms of speech is truly
incredible. You can use [Manipulate] rolls on any creature, even ones
that don't normally speak, as you find a pidgin language you both
get. You have a vague understanding of what they attempt to
communicate to you.
Music & Dance: You're EXTREMELY good at making sounds that swing you off
your feet! FRAYMOTIF rolls have no [Build-Up] for you.
Art & Literature: The creativity you put into your work is astounding. You
can create items on the fly as if you were purchasing them as you
create homemade masterpieces or write poems with similar effects on
the mind.

SCRAPYARD SUPERGENIUS
[Bronze][Ultra][Passive][Locked: Junker]
BEHOLD! YOU ARE THE ULTIMATE GENIUS! You've surpassed all those
stuffy nerds in their nice, clinical labs by doing something they
could never hope to do: PRACTICAL WORK. You get your hands dirty,
you wrestle with problems instead of thinking about them, and you
hit stuff with a wrench till it WORKS! You are a GODDAMN GENIUS!
HAHAHA! You gain access to HERO MODE through your HARDCORE
HUBRIS. You have 12 VP rather than 8 thanks to the heavier loads
of junk you bring everywhere with you. By now, you've automated
nearly every aspect of your life with cogs, pipes, and boilers…
so it stands to reason that you'd take a shot at fixing up
yourself! You can REBUILD yourself as a [Downtime] action as you
build yourself mechanical tools and gear that you wear around
your limbs, neck, back, etc. You can give yourself a second
[Talent] to +HUB; you gain the following effects depending on the
REBUILD you choose.
ROBOTIC RASCALITY: You've kitted yourself out with an automated defense
system that fucks with opponents at every step. Steam valves hiss in
their face, oil leaks, etcetera! The [Recharge] of all moves
opponents use on you are increased by 1.
POWERED-UP PULCHRITUDE: Your bloodpusher is literally hooked up to an
engine to make you more charismatic. It works, weirdly enough. Your
[Manipulate] rolls are never [Inept], [Nerfed] or [Tiered Down].
GUNSLINGING GRACE: You've got extra robotic arms… that WIELD GUNS! PEW PEW!
All of your weapons always have RANGEDKIND attached. This stacks with
PIPE GUN PIONEER.
AUTOMATIC APPETITE: You've got storage all over you— glove compartments,
giant bags, cool hats… your VP increases to 16. Goddamn.
MECHANICAL MANGRIT: MECHAAAAA MUSCLE! You've got mechanical braces you wear
on your fists that have rockets built into ‘em to help you punch
faster. You cannot lose [WHAM] until you spend it.
PYROPHORIC PERSPICACITY: You've got goggles that let you see through
EVERYTHING. Trolls can never be [Hidden] from you, and you can use
PRECICE PERSPICACITY HERO MODE as well as HARDCORE HUBRIS.
IRONCLAD IMAGINATION: You WILL not be fucked with by wizards thanks to your
antimagic alloy armour. [Magic] rolls are [Inept] against you.

ONE-TROLL WORKFORCE
[Bronze][Ultra][Passive][Locked: Labourer]
Nothing will EVER stop you. You're a walking factory, the
backbone of your farm, etcetera etcetera. You never quit, never
rest, and work until your bones break. Maybe it's a point of
pride? Maybe it's because you have to. Whatever the case is… you
work to earn the right to work, and you work HARD. You gain
access to HERO MODE through your AWESOME APPETITE. Your VP
increases to 12, letting you carry even more stuff with you at
all times. When you GET TO WORK, you reeeeally GET TO WORK. Your
timer no longer goes down on its own— hell, you could GET TO WORK
for weeks on end if you needed to! Instead, it clocks down
whenever you get an OK or lower roll. So long as you keep
succeeding, you'll never stop, you little Stakhanovite, you.
Using MADE OF STEEL still counts the timer down. While you GET TO
WORK, you can access RESPLENDENT RASCALITY, MYTHIC MANGRIT,
GLORIOUS GRACE, and HARDCORE HUBRIS as well as AWESOME APPETITE,
except all rolls here use +APP. Using these other HERO MODES
count your timer down by 2. You may be a one-troll workforce, but
know the risks of such neverending labour!
SUMMONER SUPREME
[Bronze][Ultra][Passive][Psionic][Locked: Summoner]
You've studied books on lusus taxonomy from cover to back. You've
linked minds with the mightiest Snazzard. Your gym partner is an
ape. You KNOW lusii, much like someone might know themselves. And
your mastery over lusii is truly incredible. You gain access to
HERO MODE through your INCREDIBLE IMAGINATION. Your summoned
lusus has +4 stats to distribute through its stat array. Finally,
lusii you summon tend to be much stronger; you gain the following
effects.
BEAST: Aw hell naw. Your opponents are [Terrified] when this motherfucker
ends up on the field.
BLOB: This thing’s wounds just keep healing up… it [Heals] 1 HP every 3
turns. This bolsters your mind, [Healing] you too.
BUG: This thing has wicked pincers! Its attacks are [Unblockable], and it
rolls GRIEF with +GRA.
BIRD: CAW! Fast as fuck, boy! This thing can make a [Free] SWASHBUCKLE roll
every turn.
BFISH: This thing's size is absolutely insane. Big Fish. It has an extra 5
HP, which affects you too.
BEING: Eeebedyy deebedy beep beep… this thing can see into your very mind.
It can roll your moves too, and can use the Rust Psychic TELEPOWERS
move OR the Cerulean Mastermind FREAKY EYE move.

ALTERNIA’S MOST WANTED


[Bronze][Ultra][Passive][Locked: Vagabond]
You've robbed allowance dispensaries. You've wrangled snazzards.
You've had capers that have brought you within an inch of your
demise, only for you to give a charming wink and make the
comeback of the century. Technically, you should be cullbait by
now… but the empire is too goddamn scared of you to have you
executed. These are the kind of things people say about you, and
who can blame them? You're basically a legend at this point. You
gain access to HERO MODE through your RESPLENDENT RASCALITY. And
you know what? You carry SO MANY GODDAMN GUNS. At the start of
your turn, you can swap the firearm modification you have from
DREAM-CHASING DRIFTER as a [Free] action as you pull more and
more guns from your belt. All damage you do with your firearms is
[Unblockable] as you shoot RIGHT in the weak points. Whenever you
gain [WHAM], you only lose 1 when you are damaged, rather than
all of it. Pew pew!

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