TEXT: The City Of Judas                              www.daimongames.com 
  GM Material 
  GGGMMM   MMMaaattteeerrriiiaaalllsss   
   
  SUMMARY 
   
  City Front 
  2 
  Characters’ Front 
  3 
  GM Guide 
  4 
  Front Materials (1) 
  5 
  Front Materials (2) 
  6 
  Fronts Sheet 
  7 
  Characters Creation Guide 
  8 
   
  INFORMATION 
   
   
  Contacts 
  Email: davide.pignedoli@gmail.com 
  Website: www.daimongames.com 
   
  Email: info@dreamlordpress.it 
  Website: www.dreamlordpress.it 
  License 
  Copyright Davide Pignedoli 
  You are allowed to create and share, even 
  commercially your own material (playbooks, 
  adventures, new games) for City of Judas, or based on 
  City of Judas, as long as you give proper attribution. 
   
   
   
   
  CREDITS 
   
  Jerusalem map 
  The map in the Print Material is a Reconstruction of 
  Ancient Jerusalem, released under CC-BY-SA-2.5. See 
  the original at the link below: 
  http://commons.wikimedia.org/wiki/File:Reconstruction
  _of_Ancient_Jerusalem.jpg  
   
  INSTRUCTIONS 
   
   
  Print this material for the GM running the game. 
   
  Use the City Front as an inspiration to create threats, 
  plots, intrigue and adventures material within the 
  City of Judas. 
   
  Fill the Characters Front during the characters 
  creation process: do not postpone it. Fill it with the 
  important information about the characters, and keep 
  it up to dated during the game. When you bring an 
  element into play, mark a circle next to it, even if the 
  player misses the chance you offered. 
  When you plan to give attention to something, 
  underline it; when a Condition is active, underline it. 
  List most recent Moves or the less used ones, to give 
  it attention. 
  You don't need to keep balance, but it will serve as a 
  reference. Every now and then, take a clean 
  Characters' Front and have a fresh start. 
   
  Use the GM Guide as a reference: you have a 
  complete list of your Iron Rules, Iron Principles and 
  Iron Moves, with a reference to the exact page in the 
  manual. 
  Also, the GM Guide contains some important 
  reminders, a list of useful NPCs names, the Taint 
  Evocations reference and notes about Conditions. 
   
  The Front Materials (1) and (2) contain a complete 
  reference of instincts, sample moves, keywords and 
  countdowns to create new Fronts. 
  To track your Fronts, use the provided Fronts Sheet. 
   
  Finally, you have the Character Creation Guide with 
  all the necessary information to support your Players 
  while making new characters. You can also refer to 
  the manual at page 152 and following. 
   
   
   
   
  
  The City Of Judas                              www.daimongames.com 
  GM Material 
  CITY FRONT 
   
   
   
  Locations 
  Fill the blanks during the game. Place them on the map. 
   
  › Great Temple 
  [majestic, fortified, place of power?                         
  ] 
  › David's Palace 
  [fortified, military, garrison,                                   
  ] 
  › The Five Towers 
  [mystery, some fortified,                                        
  ] 
  › The Church Of Sepulcher 
  [cult, sacred, contented, place of power?                     
  ] 
  › Damascus Gate 
  [north,                                                                
  ] 
  › Golden Gate 
  [east,                                                               
  ] 
  › Zion Gate 
  [south,                                                                
  ] 
  › Jaffa Gate 
  [west,                                                                 
  ] 
  › Church Of The Christ 
  [Christian, religious, power-center,                            
  ] 
  › Nest Of Judas 
  [Judaists, religious, power-center,                             
  ] 
  › Iron Fist Headquarter 
  [fortified, military, garrison,                                    
  ] 
  Important NPCs 
  Fill the blanks during the game. Place them on the map. 
   
  › Head of the Church Of The Christ: 
  [religious, connected, noble,                              
  ] 
  › Head of the Cult Of Judas: 
  [religious, ambitious,                                          ] 
  › Head of the Guild of the Merchants: 
  [rich, ships, caravans, trade, opium                           
  ] 
  › Roman descendants' noble family: 
  [rich, noble, pagan?,                                                
  ] 
  › Recently arrived from Anglia: 
  [rich, noble?, military?, religious?                             
  ] 
  › Mysterious sorcerer:  
  [spells and rituals, obscure?, religious?                     
  ] 
  › One of the Caesars of the Iron Fist: 
  [military, noble?, religious?,                                      
  ] 
  › A Magister of the Iron Fist: 
  [military, gives missions,                                           
  ] 
  › 
                               : 
  [                                                              
  ] 
  › 
                               : 
  [                                                              
  ] 
  › 
                               : 
  [                                                              
  ] 
  City Fronts 
  Use these as inspirations; fill the appropriate Front sheet. 
   
  › Official Church of Christ [stability, nobility, coin] 
  › Cult of Judas [peasants, rebellion, opium usage] 
  › Merchants [trade east, trade west, opium routes] 
  › Locals [not aligned yet] 
  › Roman descendants [Christians, Judaists, nobles] 
  › North Europeans [recent, Christians, Judaists] 
   
  Borders Fronts 
  Use these as inspirations; fill the appropriate Front sheet. 
   
  › Pirates [west, sea, raiders] 
  › Barbarians [north] 
  › Warband [brigands, mercenaries, coin] 
  › Obscure cult [stealth, infiltrate, corrupt] 
  › Book of Q [south, negotiable?] 
  › Unknown threat [east, monsters?] 
   
  
  The City Of Judas                              www.daimongames.com 
  GM Material 
  CHARACTERS’ FRONT 
   
  Fill the important information about the characters, at the start 
  and during the game. When you bring an element into play, 
  mark a circle, even if the player misses the chance you offered. 
  You don't need to keep balance, but it will serve as a reference. 
  Character Name  
  and Playbook 
   
  Background(1) 
   
   
   o o o 
  Background(2) 
   
   
   o o o 
   
  List of best, recent, important moves 
  ~ 
   
   o o o 
  ~ 
   
   o o o 
  ~ 
   
   o o o 
   
  Spirit -1 when: 
   
   
   
  Conditions 
   
   
   
  Tainted 
   
   o o o 
  Unprepared 
   o o o 
  Infamous 
   o o o 
  Debt 
   o o o 
  Unstable 
   o o o 
   
  Character Name  
  and Playbook 
   
  Background(1) 
   
   
   o o o 
  Background(2) 
   
   
   o o o 
   
  List of best, recent, important moves 
  ~ 
   
   o o o 
  ~ 
   
   o o o 
  ~ 
   
   o o o 
   
  Spirit -1 when: 
   
   
   
  Conditions 
   
   
   
  Tainted 
   
   o o o 
  Unprepared 
   o o o 
  Infamous 
   o o o 
  Debt 
   o o o 
  Unstable 
   o o o 
   
   
   
  When you plan to give attention to something, underline it; 
  when a Condition is active, underline it. List most recent Moves 
  or the less used ones, to give it attention. Every now and then, 
  take a clean Characters' Front and have a fresh start. 
  Character Name  
  and Playbook 
   
  Background(1) 
   
   
   o o o 
  Background(2) 
   
   
   o o o 
   
  List of best, recent, important moves 
  ~ 
   
   o o o 
  ~ 
   
   o o o 
  ~ 
   
   o o o 
   
  Spirit -1 when: 
   
   
   
  Conditions 
   
   
   
  Tainted 
   
   o o o 
  Unprepared 
   o o o 
  Infamous 
   o o o 
  Debt 
   o o o 
  Unstable 
   o o o 
   
  Character Name  
  and Playbook 
   
  Background(1) 
   
   
   o o o 
  Background(2) 
   
   
   o o o 
   
  List of best, recent, important moves 
  ~ 
   
   o o o 
  ~ 
   
   o o o 
  ~ 
   
   o o o 
   
  Spirit -1 when: 
   
   
   
  Conditions 
   
   
   
  Tainted 
   
   o o o 
  Unprepared 
   o o o 
  Infamous 
   o o o 
  Debt 
   o o o 
  Unstable 
   o o o 
   
   
  Taint Tracker 
  Mark one section every time a character  
  takes -1 to Spirit. Clear sections only  
  when you perform an evocation. 
   
   
  Mission Commander: 
   
  
  The City Of Judas                              www.daimongames.com 
  GM Material 
  GM GUIDE 
  GM Iron Rules 
  from page 67 
  Make the world cold and sharp 
  Make the characters important 
  Follow the story, don't drive it 
  Stick to your principles, 
  remember what to say: 
  what the Iron Principles demand 
  what the rules demand 
  what the fiction demands 
  what honesty demands 
  Stop, catch your breath 
  Iron Principles 
  from page 68 
  Forge The Iron World Real 
  Speak The Characters Names 
  Mask Your Moves 
  An Unforgiving World 
  Make Locations And NPCs Real 
  Ask Questions, Build On Answers 
  Play For The Characters 
  Sometimes Spoil Their Plans 
  Think "In The Meanwhile…" 
  Let The Story Decide 
  GM Iron Moves 
  from page 76 
  Announce Immediate Peril 
  Show Remote Dangers 
  Separate Or Capture Them 
  Put Someone In A Spot 
  Offer Opportunities With A Cost 
  Show Their Weaknesses 
  Turn Their Moves Against Them 
  Into The City Of Judas 
  Into Civilization 
  Into The Wilderness 
  Make A Threat From A Front 
  Gain Tactical Positioning 
  Exploit Conditions 
  Inflict Harm Or Disadvantage, 
  reduce the Advantage Die 
  Moves 
  Face Danger (page 31) 
  Help Someone (page 32) 
  Conflict (page 32) 
  Perception (page 33) 
  Manipulate (page 34) 
  Lie And Deceive (page 35) 
  Gear And Ammo (page 40) 
  Test Your Spirit (page 41) 
  Milestone (page 42) 
  End Of A Mission (page 42) 
  Engage In Battle (page 49) 
  Take Your Shot (page 49) 
  Defend And Hold (page 50) 
  Face Death (page 50) 
  Inflict Harm (page 54) 
  Suffer Harm (page 56) 
  Gang Suffer Harm (page 125) 
  Some Suggestions 
  from page 72 
  Describe at the start 
  Follow the player's pace 
  Get to the point 
  If you separate them, becareful 
  with idle time 
  Bind characters together 
  Use their feedback 
  Here and now 
  If You Stall, look at Fronts, impulses, 
  urgencies, escalation, look at the 
  characters' Moves and Conditions 
  Remember 
  › There are five Stats: Edge, Steel, Charm, 
  Shadow, Brains. If you do not have a 
  dedicated move for something, use 
  Face Danger with the appropriate 
  Stat 
  › You can call for a Face Danger roll, if 
  the character is trying to do 
  something difficult 
  › Remember that major monsters or ugly 
  fights require Face Death, rather than 
  Face Danger 
  › If the Player asks a lot of questions, is he 
  perhaps doing a Perception move, for 
  a Situation or a Person? 
  › They need Gear And Ammo holds for 
  special gear or ammunitions in battle 
   
  › Remember that you can decrease the 
  Advantage Die of a Player a symbol of 
  a specific disadvantage 
  › Keep an eye on the characters' 
  Conditions: Unstable, Debt, Tainted, 
  Prestige, Equipment: exploit them 
  with your Moves 
  › Usually, moves require an action by the 
  character, but you as GM can 
  sometimes call for Test Your Spirit 
   
  › Calculate the Established Harm as 
  weapon harm minus armor 
  › Remember that heavy armor has 
  consequences in fiction, and in terms 
  of numerical penalties 
  › If the characters inflict harm, and calls 
  for the move, roll or bring the result 
  over to the Inflict Harm move 
  › If the characters suffer harm, roll or 
  bring the result over to the Suffer 
  Harm move 
  › You need the harm moves to end a fight, 
  one way or the other 
  › When time passes, remember to heal the 
  characters for the appropriate value 
   
  › Keep your Characters' Front updated: 
  track moves, background, conditions; 
  use it to inspire you 
   
  NPCs Names 
  Male: Michael, Herod, Paeon, Simon, Nava, 
  Samer, Acacius, Hadrian, Saul, Geoffrey, 
  Semuel, Abelardus, Rafael, Maurice, 
  Acteon, Gaius, Timeus, Tacitus, Gilbert, 
  Essua, Albanus, Fulvius, Romanus, Ralf, 
  Leon, Yakov, Gladwin, Osbert, Chelbo, 
  Gale, Sechok, Milon, Elazar, Uri, Nasam, 
  Sulam, Alair, Sean, Thomas, Calix, Aiken, 
  Ernestus, Fabius, Zeno, Leofwin, Plato, 
  Roger, Richard, Isaac, Uriel, Wimarc, 
  Basilius, Nicon, Silvester, Hugh, Achim, 
  Tobias, Ranulf, Dorus, Ennius, Paulus, 
  Aymer, Pontus, Eban, Efrain, Simeon, 
  Ailwin, Alexis, Henry, Juda, Yousef 
   
  Female: Eden, Eustella, Flora, Lucia, Edith, 
  Agnes, Abigail, Rachel, Hilda, Daria, 
  Undine, Sarah, Liecia, Claudia, Itala, Iola, 
  Pax, Richenda, Jivete, Amaris, Anika, Shari, 
  Roesia, Calista, Jocasta, Silva, Rohese, 
  Aldith, Beila, Yeintil, Elise, Saris, Nance, 
  Miriam, Xuna, Chana, Claricia, Isebella, 
  Tasia, Talia, Anabel, Agatha, Athalia, 
  Bethel, Juturnia, Gilah, Orpah, Clarice, 
  Decima, Laelia, Pax, Vita, Avice, Emmot, 
  Jael, Reba, Clotild, Adelphia, Laetitia, 
  Xanthe, Nediva, Gisela, Electra, Junia, 
  Urania, Joan, Herleve, Lilith, Yaffa 
  Taint Evocations 
  › One: one or more hell-hounds or other 
  hunting demon(s), or one or more 
  minor cultists 
  › Two: one or more hell-knights or other 
  fighting demon(s), or one or more 
  relevant opponents 
  › Three: one or more soul-sucking demons 
  or some major demon, with advanced 
  fighting or corruption 
  › Four: a weak manifestation of a Prince of 
  Hell, enough to create a dedicated 
  Front to gather and rule dark forces 
  › Five: a strong manifestation of a Prince 
  of Hell, that would put things in 
  motion up to the point of threatening 
  the City of Judas itself 
  Conditions 
  When a Condition is active: 
  › Make a hard move without the need to 
  setup or give a chance to avoid it, 
  just to react to it 
  › But remember to make it consequential 
  from a fictional point of view 
   
  
  The City Of Judas                              www.daimongames.com 
  GM Material 
  FRONT MATERIALS (1) 
   
  Monsters and Demons 
   
  Dragons or Huge Monsters - a list of instincts: 
  • To raid and attack 
  • To amass treasures 
  • To destroy 
  • To seek revenge 
  Example GM Moves: 
  • Attack suddenly 
  • Accept ransom or tribute 
  • Come from inland or 
  sometimes from the sea 
  • Be huge and unique 
  • Pick a special victim 
  • Have an inhuman appetite 
  for gold and violence 
   
  Demons or Angels or Minor Deities - a list of instincts: 
  • To obtain power 
  • To demand worshipping 
  • To manifest 
  • To influence human politics 
  Example GM Moves: 
  • Follow inhuman logic 
  • Attack with supernatural 
  powers 
  • To issue orders, to judge 
  • Pick a special victim or 
  someone to trust 
  • Be unique and scary 
  • Accept tribute and 
  worshipping 
  • Prophesize 
  • To bless, curse, infest a 
  body, an artifact or a place 
   
  Guardian Spirits - a list of instincts: 
  • To protect and curse 
  • To awaken and fight 
  Example GM Moves: 
  • Defend at all costs 
  • Use supernatural powers 
  • To command minions 
  • Be bound to a location 
  • To persecute thieves 
  • Curse an artifact 
   
  Cults 
   
  The Church of Christ - a list of instincts: 
  • To preserve stability 
  • To maintain power 
  • To gain gold and influence 
  • To increase their power 
  Example GM moves: 
  • Show corruption 
  • Show power 
  • Invoke support of powerful 
  friends 
  • Show faith sometimes 
  • Maintain order 
  • Demand something or 
  someone 
  • Use intermediaries 
  • Use threats and pressure 
  • Act with force when 
  necessary 
  • Offer rewards 
  • Corrupt if necessary 
  • Obtain control of a location 
  and its population 
   
  The Cult of Judas - a list of instincts: 
  • To instigate rebellion 
  • To consume opium 
  • To overthrow powers 
  • To fight Christians 
  Example GM Moves:  
  • Condemn corruption 
  • Antagonize power 
  • Act with faith 
  • Subvert order 
  • Support the poor 
  • Act directly 
  • Attack only when necessary 
  • Invoke support of the 
  crowd 
  • Challenge or insult 
  • Release someone or 
  something 
  • Reject bribery 
  • Obtain support of the local 
  population 
   
  Other Obscure Cults - a list of instincts: 
  • To infiltrate 
  • To corrupt 
  • To evoke demons 
  • To destroy 
  Example GM Moves:  
  • Remain hidden 
  • Corrupt those with power 
  • Desire for power 
  • Desire for destruction 
  • Move cautiously 
  • Gain unexpected allies 
  • Offer sacrifices (animals, 
  goods, even humans) 
  • Advance a dark agenda 
  • Attack suddenly 
  • Offer dark powers 
  • Reject bribery 
  • Subvert order 
  • Obtain more connections 
  • Instill fear in the local 
  population 
   
   
   
  The Book of Q - a list of instincts: 
  • To invade 
  • To threaten 
  • To compete for supremacy 
  • To convert the conquered 
  Example GM Moves: 
  • Move cautiously 
  • Show friendliness 
  • Gain power 
  • Gain stability 
  • Negotiate trade routes 
  • Hold hostages in good 
  conditions 
  • Threaten before attacking 
  • Attack in forces 
  • Offer money or goods 
  • Invoke restitution of a favor 
  • Convert people and places 
  • Seize control of a location 
  and maintain it 
   
  Various Powers 
   
  Military powers - a list of instincts: 
  • To control 
  • To fortify 
  • To attack and expand 
  • To abuse force 
  Example GM moves: 
  • Show discipline 
  • Show force 
  • Show mercy sometimes 
  • Maintain order 
  • Make a direct attack 
  • Act with force without 
  regret 
  • Enforce military law 
  • Demand something or 
  someone 
  • Threaten and follow through 
  • Offer rewards or demand 
  payment or bribery 
  • Obey orders from higher 
  ranks or nobles 
  • Obtain control of a location 
  and its population 
   
  Nobility and Royals - a list of instincts: 
  • To preserve stability 
  • To maintain power 
  • To gain gold and influence 
  • To increase their power 
  Example GM moves: 
  • Show corruption 
  • Learn secrets and plot 
  • Invoke support of powerful 
  friends  
  • Listen to reason sometimes 
  • Maintain order 
  • Demand something or 
  someone 
  • Corrupt and bribe 
  • Use intermediaries 
  • Use threats and pressure 
  • Act with force but almost 
  never in person 
  • Offer rewards, negotiate 
  • Obtain control of a location 
  and its population 
   
  Merchants, Traders and Guilds - a list of instincts: 
  • To trade and travel 
  • To bring goods and news 
  • To expand their market 
  • To protect or favor their 
  side 
  Example GM moves: 
  • Show pragmatism 
  • Show the power of gold 
  • Invoke support of powerful 
  protectors, blackmail 
  • Gain stability 
  • Negotiate trade routes 
  • Plot to improve their gain 
  and their markets 
  • Use commerce and goods to 
  control nobles or militaries 
  • Use intermediaries 
  • Use rewards and bribery 
  • Rarely act with force, but 
  favor patience, negotiations 
  • Use guards and corruption 
  • Keep secrets, spy someone 
  • Buy the favor of a location 
  and its population 
  • Sail, travel to Europe, bring 
  and ship opium 
   
  Sorcerers - a list of instincts: 
  • To preserve power 
  • To obtain influence 
  • To gain knowledge 
  • To discover a secret 
  Example GM moves: 
  • Show power and wonders 
  • Show corruption and taint 
  • Invoke support of powerful 
  ally or another sorcerer 
  • Listen to reason sometimes 
  • Act to pursue knowledge or 
  greater power 
  • Ignore military and political 
  powers 
  • Use intermediaries 
  • Use sorcery and demons 
  • Act with force without 
  hesitation when necessary 
  • Invoke restitution of a favor 
  • Use corruption, rewards, 
  but also magical control 
  • Obtain control of a remote 
  location 
   
  
  The City Of Judas                              www.daimongames.com 
  GM Material 
   
  FRONT MATERIALS (2) 
   
  Other Groups 
   
  Pirates or Slavers - a list of instincts: 
  • To raid and attack at sea 
  • To enslave and ransom 
  Example GM Moves: 
  • Attack suddenly 
  • Gain money or goods 
  • Come from the sea or rarely 
  from inland 
  • Hold hostages in poor 
  conditions 
  • Attack in forces 
  • Choose their victims wisely 
  • Respond only to gold or 
  brute force 
  • Seize control of a remote 
  location and make camp 
   
  Barbarians or Invaders - a list of instincts: 
  • To attack and raid 
  • To obtain land and settle 
  Example GM Moves: 
  • Attack suddenly 
  • Loot and enslave 
  • Come from inland, with or 
  without warning 
  • Hold hostages in poor 
  conditions 
  • Attack in forces 
  • Move with families 
  • Respond only to gold or 
  brute force 
  • Seize control of a rich 
  location and settle 
   
  Small Governments or Warbands - a list of instincts: 
  • To attack and raid 
  • To seek power and gold 
  Example GM Moves: 
  • Attack suddenly 
  • Gain money or power 
  • Come from inland or from 
  remote cities 
  • Hire mercenaries or be 
  hired as mercenaries 
  • Attack in small forces 
  • Attack the weakest 
  • Respond positively to 
  bribery or negotiations 
  • Improve their control on 
  the local population 
   
  Locations 
   
  Marine locations, such as ports, ships, bridges, lakes, islands, 
  rivers: 
  • To facilitate trade 
  • To facilitate traveling 
  • To concentrate refugees 
  • To feed or starve 
  Example GM Moves: 
  • Show trades, commerce, 
  interests 
  • To demand tribute 
  • To change 
  • To separate and divide 
  • To be guarded or to be 
  conquered 
  • To open or close the way 
  • To resist 
  • To block, to divert 
   
  Wild locations, such as mountains, hills forests, deserts: 
  • To block 
  • To divide 
  • To protect 
  • To surprise 
  Example GM Moves: 
  • Show difficult routes 
  • Demand a guide 
  • To be conquered or to be 
  guarded 
  • Host a monster 
  • To resist invasion 
  • To demand sacrifice 
  • To block or to separate 
  travelers 
  • Protect a secret 
   
  Human locations, such as roads, villages, castles: 
  • To connect 
  • To travel 
  • To protect 
  • To group 
  Example GM Moves: 
  • Show multiple paths 
  • Demand a tribute 
  • Show intrigue and plots 
  • Offer markets 
  • Show protection 
  • Show guards and leaders 
  • Offer shelter 
  • Offer troubles 
   
   
   
   
   
   
   
   
   
  Events 
   
  Siege - keywords to the left, and example countdown on the 
  right: 
  • Isolation 
  • Battles, spies 
  • Disorder 
  • Street fights 
  • Escape, surrender 
  • Besieged 
  • Raids 
  • Hunger and thirst 
  • Revolt 
  • End of the siege 
   
  Pestilence - keywords to the left, and example countdown on 
  the right: 
  • Weakness 
  • Disease 
  • Military law 
  • Disorder and revolt 
  • Plague and death 
  • First victims 
  • Contagion 
  • Quarantine 
  • Quarantine breach 
  • Outbreak 
   
  Prophecy - keywords to the left, and example countdown on the 
  right: 
  • Ignorance 
  • Cults, closed circles 
  • Military reaction 
  • Overthrowing 
  • Sorcery 
  • First words 
  • Unintelligible prophecy 
  • Dark signs 
  • Interpretation of prophecy 
  • Ruin and disaster 
   
  Travel - keywords to the left, and example countdown on the 
  right: 
  • Guide 
  • Betrayal 
  • Secret 
  • Revolt 
  • Return 
  • Lack of preparation 
  • Brigands or pirates 
  • Discovery 
  • Hunger and thirst 
  • Lost road 
    
  Minor Human Threats 
   
  A list of minor human threats and basic instincts: 
  Priests [lead, preach, preserve, betray] 
  Monks [preach, hide, revolt, study, discover] 
  Soldiers [march, fight, defend, attack, ambush] 
  Guards [protect, guard, betray, harass] 
  Captains [lead, negotiate, order, betray] 
  Minor merchants [trade, negotiate, corrupt, travel] 
  Traders [invest, lend, borrow, corrupt, influence] 
  Apprentices [learn, trade, study, discover, protect] 
  Victims [request help, suffer, revolt, rebel] 
  Sailors [travel, discover, trade, revolt] 
  Warriors [fight, defend, attack, revolt] 
  Lovers [hide, protect, spy, betray, offer, demand] 
  Spies [hide, betray, spy, steal, subtract] 
  Thieves [hide, sneak, steal, bribe] 
  Brigands [ambush, assault, steal, negotiate] 
  Peasants [request help, produce, offer, demand] 
   
   
  
  The City Of Judas                              www.daimongames.com 
  GM Material 
  FRONTS SHEET 
   
  Major Front Threat 
   
   
   
  Dark Plan, Agenda 
  (with a countdown) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Stakes, Questions 
   
   
   
  Minor threats 
   
   
   
                  
   
   
   
   
  NPCs and Monsters 
   
  Name/Type: 
   
  Instinct: 
   
  H.S.: o o o o o 
  H.S.: o o o o o 
  Harm: 
  Armor: 
  Inflict Harm 
  1D6 / 2 D6 
   
   
  Name/Type: 
   
  Instinct: 
   
  H.S.: o o o o o 
  H.S.: o o o o o 
  Harm: 
  Armor: 
  Inflict Harm 
  1D6 / 2 D6 
   
   
  Name/Type: 
   
  Instinct: 
   
  H.S.: o o o o o 
  H.S.: o o o o o 
  Harm: 
  Armor: 
  Inflict Harm 
  1D6 / 2 D6 
   
   
   
   
  Major Front Threat 
   
   
   
  Dark Plan, Agenda 
  (with a countdown) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Stakes, Questions 
   
   
   
  Minor threats 
   
   
   
                  
   
   
   
   
  NPCs and Monsters 
   
  Name/Type: 
   
  Instinct: 
   
  H.S.: o o o o o 
  H.S.: o o o o o 
  Harm: 
  Armor: 
  Inflict Harm 
  1D6 / 2 D6 
   
   
  Name/Type: 
   
  Instinct: 
   
  H.S.: o o o o o 
  H.S.: o o o o o 
  Harm: 
  Armor: 
  Inflict Harm 
  1D6 / 2 D6 
   
   
  Name/Type: 
   
  Instinct: 
   
  H.S.: o o o o o 
  H.S.: o o o o o 
  Harm: 
  Armor: 
  Inflict Harm 
  1D6 / 2 D6 
   
   
  
  The City Of Judas                              www.daimongames.com 
  GM Material 
  CHARACTERS CREATION GUIDE 
   
  Checklist 
   
  If you need to consult the complete rules for the Characters 
  Creation, refer to page 152 and following, of the manual. 
   
  For the characters creation, follow the checklist: 
  • Name and Looks: select from the example lists 
  • Stats scores: assign the values 
  • Counters: leave Health and XP blank (Health blank is the same as 
  Health +4), no debilities, set the Spirit to +1 
  • Moves: each character has already one move selected with Ø. 
  Select another two, except for the Sorcerer who has already two 
  selected, plus the basic list of spells 
  • Gear: every character has some default equipment plus an 
  additional two items from a dedicated list 
  • Spirit: besides setting score to +1, make sure that your and the 
  Players know what will trigger a -1 to Spirit 
  • Background: define two according to the guidelines, either using 
  the examples provided, or making up your own 
   
  Names 
   
  The names list includes male (M) and female (F) examples: 
  • Barber (M): Abelardus, Herod, Paeon, Simon, Michael, Nava, 
  Samer / (F): Eustella, Flora, Lucia, Agnes, Abigail, Rachel, Hilda 
  • Horseman (M): Acacius, Hadrian, Saul, Geoffrey, Semuel, Rafael, 
  Maurice / (F): Daria, Iola, Undine, Jivete, Amaris, Sarah, Liecia 
  • Hunter (M): Acteon, Gaius, Timeus, Gilbert, Essua, Saul, Gladwin 
  / (F): Claudia, Itala, Pax, Richenda, Anika, Shari, Roesia 
  • Priest (M): Chelbo, Gale, Sechok, Milon, Elazar, Uri, Nasam, Sulam 
  / (F): Beila, Yeintil, Elise, Saris, Nance, Chana 
  • Leader (M): Albanus, Fulvius, Romanus, Ralf, Leon, Yakov, Osbert 
  / (F): Calista, Jocasta, Silva, Rohese, Miriam, Xuna, Aldith 
  • Raider (M): Alair, Fabius, Zeno, Richard, Isaac, Sean, Thomas / (F): 
  Claricia, Isebella, Tasia, Athalia, Bethel, Talia, Anabel 
  • Scout (M): Calix, Ernestus, Plato, Roger, Aiken, Uriel, Wimarc / 
  (F): Agatha, Juturnia, Vita, Avice, Gilah, Orpah, Clarice 
  • Sellsword (M): Basilius, Nicon, Silvester, Hugh, Achim, Tobias, 
  Ranulf / (F): Decima, Laelia, Pax, Emmot, Jael, Reba, Clotild 
  • Veteran (M): Alexis, Tacitus, Pontus, Henry, Juda, Yousef, Leofwin 
  / (F): Electra, Junia, Urania, Herleve, Lilith, Yaffa, Edith 
  • Sorcerer (M): Dorus, Ennius, Paulus, Aymer, Eban, Efrain, 
  Simeon, Ailwin / (F): Adelphia, Laetitia, Xanthe, Joan, Eden, 
  Nediva, Gisela 
   
  Gear 
   
  By default, all characters receive the following: 
  • Equipment score +1 
  • Two weapons: each character chooses between small, large, or 
  ranged ones 
  • Armor worth 1 armor (light armor or shield), or 1 point of 
  protection to cumulate with other protection points 
   
  In addition, every character can pick two from the gear list 
  available to his specific playbook (they cannot pick the same 
  option twice). 
   
  Barber, Hunter, Priest, Scout and Sorcerer: 
  • +1 Equipment 
  • +1 Equipment again 
  • 1 additional weapon 
  • 1 additional protection point 
   
  Horseman, Leader, Raider, Sellsword and Veteran: 
  • +1 Equipment 
  • 1 additional weapon 
  • 1 additional protection point 
  • 1 protection point again 
   
   
   
  Stats 
   
  Barber 
  • Edge +1; Steel -1; Charm 0; Shadow +1; Brains +2 
  • Edge +1; Steel 0; Charm +1; Shadow -1; Brains +2 
  • Edge +2; Steel -1; Charm 0; Shadow +1; Brains +1 
  • Edge +2; Steel 0; Charm +1; Shadow -1; Brains +1 
   
  Horseman 
  • Edge +1; Steel +2; Charm -1; Shadow 0; Brains +1 
  • Edge +1; Steel +2; Charm 0; Shadow +1; Brains -1 
  • Edge +1; Steel +2; Charm +1; Shadow 0; Brains -1 
  • Edge 0; Steel +2; Charm +1; Shadow 0; Brains +1 
   
  Hunter 
  • Edge +2; Steel +1; Charm -1; Shadow +1; Brains 0 
  • Edge +2; Steel +1; Charm 0; Shadow +1; Brains -1 
  • Edge +2; Steel 0; Charm 0; Shadow -1; Brains +1 
  • Edge +2; Steel 0; Charm +1; Shadow -1; Brains +1 
   
  Priest 
  • Edge 0; Steel -1; Charm +2; Shadow +1; Brains +1 
  • Edge -1; Steel 0; Charm +2; Shadow +1; Brains +1 
  • Edge -1; Steel 0; Charm +1; Shadow +1; Brains +2 
  • Edge 0; Steel -1; Charm +1; Shadow +2; Brains +1 
   
  Leader 
  • Edge 0; Steel +1; Charm +2; Shadow -1; Brains +1 
  • Edge +1; Steel -1; Charm +2; Shadow +1; Brains 0 
  • Edge +1 Steel 0; Charm +1; Shadow -1; Brains +2 
  • Edge 0; Steel +1; Charm +1; Shadow -1; Brains +2 
   
  Raider 
  • Edge +1; Steel +2; Charm -1; Shadow 0; Brains +1 
  • Edge +1; Steel +2; Charm -1; Shadow +1; Brains 0 
  • Edge 0; Steel +2; Charm +1; Shadow -1; Brains +1 
  • Edge +2; Steel +1; Charm 0; Shadow -1; Brains +1 
   
  Scout 
  • Edge +1; Steel -1; Charm 0; Shadow +2; Brains +1 
  • Edge +1; Steel -1; Charm +1; Shadow +2; Brains 0 
  • Edge +2; Steel 0; Charm -1; Shadow +1; Brains +1 
  • Edge +2; Steel +1; Charm 0; Shadow +1; Brains -1 
   
  Sellsword 
  • Edge +1; Steel +2; Charm -1; Shadow +1; Brains 0 
  • Edge 0; Steel +2; Charm +1; Shadow -1; Brains +1 
  • Edge +2; Steel +1; Charm +1; Shadow -1; Brains 0 
  • Edge +2; Steel +1; Charm -1; Shadow +1; Brains 0 
   
  Veteran 
  • Edge +1; Steel +2; Charm -1; Shadow +1; Brains 0 
  • Edge +1; Steel +2; Charm 0; Shadow -1; Brains +1 
  • Edge +1; Steel +2; Charm +1; Shadow -1; Brains 0 
  • Edge +2; Steel +1; Charm -1; Shadow +1; Brains 0 
   
  Sorcerer 
  • Edge 0; Steel -1; Charm +1; Shadow +1; Brains +2 
  • Edge +1; Steel 0; Charm +1; Shadow 0; Brains +2 
  • Edge +1; Steel -1; Charm 0; Shadow +1; Brains +2 
  • Edge 0; Steel +1; Charm +1; Shadow -1; Brains +2 
   
  Looks 
   
  Example looks: 
  • Sex: man, woman, ambiguous, other 
  • Face: kind, strong, hard, noble, scarred, pretty, friendly, pale, noble 
  dark, serious, pointed, elegant 
  • Hair: long, short, dark, blonde, gray, white, bold, oiled, untamed 
  beard, savage beard, short beard, long beard 
  • Eyes: serious, kind, caring, clear, cold, dark, savage, shining, scary, 
  piercing, crazy, noble 
  • Body: short, tall, strong, massive, fat, slender, thin, agile, robust, 
  scarred 
  • Clothing: casual, careless, military, comfortable, functional, exotic, 
  expensive, dark, robust, extravagant, tunic, cape, hat 
   
   
  
SOURCE: textdata/thevault/City of Judas (PbtA)/City of Judas - GM Materials.pdf