TEXT: NAME AND PRONOUNS
  The Beast  
  The Beast follows their truth and their 
  passions, which puts them in conflict 
  with civilization and civilized norms. 
  Unless they give up what makes them 
  special and powerful, they cannot make 
  themself acceptable to that civilized 
  society.
  Their central conflict is living their 
  truth versus fitting in with a dominant 
  social order.
  Example Archetypes:
  Example Archetypes:
   
  ª Ranger Between Worlds
   
  ª Bitten
   
  ª Raised by Beasts
  Aesthetics
  (circle or invent one for each)
   
  ª Wild demeanor, hungry 
  demeanor, piercing 
  demeanor
   
  ª Torn clothes, practical 
  clothes, chitinous clothes, 
  raider’s clothes
   
  ª A cold-wrought sword, a 
  sword of teeth, a found 
  sword
  Starting Stats
  Choose one column of stats, 
  then add 1 each to two 
  different stats. Record your 
  choice on the next page.
  Daring
  +1
  +1
  Grace
  +0
  +1
  Heart
  +1
  –1
  Wit
  –1
  +0
  Spirit
  +0
  +0
  Notes
  Advances
  When you fill your XP track, you gain an 
  Advance from the list. If you’re playing 
  a single session rather than an ongoing 
  game, you earn an Advance every 3 XP 
  instead of every 5.
  Your first five Advances must be from 
  the top six on the list. After you take your 
  fifth Advance, you can choose to switch 
  to another playbook or live happily 
  ever after. Choose one of these last two 
  options when the emotional conflict 
  at the core of your playbook has been 
  resolved or eclipsed by a new conflict 
  corresponding to a new playbook.
   
  � Take another move from your playbook
   
  � Take another move from your playbook
   
  � Take a move from any playbook
   
  � Take a move from any playbook
   
  � Add 1 to a stat (max stat of 3)
   
  � Add 1 to a stat (max stat of 3)
   
  � Switch to a new playbook
   
  � Live happily ever after
  Strings
  Gaining a fourth string on someone triggers 
  a String Advance (page 20).
  
  Playbook Moves
  (start with the move marked and choose two more)
   
  � Transform:
  Transform: You have a bestial form, which you can assume at will and must assume 
  whenever your Feral hits 4. When you do, tell everyone what the beast in you looks 
  like, increase your Feral to 4 if it’s not there already, and roll +Daring
  +Daring:
   10+: Choose 2
   7–9: Choose 1
   
  ªYou are in harmony with your beast and may clear a Condition
   
  ªYou are magnificent and little escapes your notice; you gain leverage or an 
  opportunity with a monster
   
  ª Pain is nothing to you; ignore the next time you would Stagger while 
  transformed
   
  ªYou can move in ways no ordinary person could
  You revert to your usual form when your Feral drops below 4. While transformed, 
  you may mark a Condition to avoid reducing your Feral, as often as you like.
   
  � Big Dyke Energy:
  Big Dyke Energy: When you make it clear to your foes that you’re the biggest 
  threat, then for the rest of the scene, whenever you roll a 10+, you may choose 
  someone present to be impressed or intrigued with you. Once during the scene, 
  when you gain a String on someone, gain an additional String on someone else 
  who considers you an enemy.
   
  � Ferocious:
  Ferocious: When you Fight, you may mark a Condition to choose an additional 
  option, even on a 6-.
   
  � Shameless:
  Shameless: When you say aloud what you want from an NPC, you may give them 
  a String on you to ask a question about them from the Figure Out move.
   
  � Tenacious Purpose:
  Tenacious Purpose: When you commit yourself to a specific goal, you may ask 
  the GM once per scene how you could advance that goal in a way that violates 
  “civilized” norms. Take +1 forward to act on the answer. If you refrain, it counts as 
  an uncomfortable situation that reduces your Feral by 1 and you must mark a 
  Condition.
   
  � Tracker:
  Tracker: When you investigate a person’s living space, camp, or trail, or an object 
  important to them, you can roll +Heart
  +Heart instead of +Wit
  +Wit to Figure Them Out, and 
  may do so even when they’re not present. You can also ask the question, “Where 
  did they go?” as if it were an option on the list for that move. On a 7–9, they take 
  a String on you instead of asking a question back. Say why. Do they just smell that 
  good or that fearsome?
  Truths of Heart and Blade
   
  � Smitten Kitten:
  Smitten Kitten: When you become Smitten with 
  someone, say why, give them a String, and answer 
  this question:
   
  ª What have you done that you are sure they view 
  as inappropriate?
   
  � The Bloody Truth:
  The Bloody Truth: When you Figure Out a Person 
  in physical conflict, you may additionally ask one of 
  these questions, even on a 6-:
   
  ª What awakens the beast inside you?
   
  ª How could I get you to kiss me?
  Feral 0
  1
  2
  3
  4
  You may walk in civilized circles, but sooner or later your 
  feral truth will come to the fore.
   
  ª Your Feral score starts at 1. 
   
  ª If it hits 4, you can’t hold back the beast any longer 
  and you Transform.
   
  ª If your Feral drops to 0, you lose access to all your 
  Beast playbook moves until it increases again. On 
  the plus side, you’re fitting in. You blend. You’ve 
  assimilated.
  Increase Feral when:
   
  ª You express yourself in a shocking way through your 
  appearance
   
  ª You display intense emotion that society wants you 
  to conceal
  Decrease Feral when:
   
  ª You feel that your bestial nature has hurt someone 
  you care about
   
  ª You go along with an uncomfortable interaction to 
  fit in
  Your Transformed Form
  When you Transform, what does the beast in you look like?
  Daring
  skill at arms 
  forcefulness
  Grace
  elegance 
  agilityHeart
  emotional awareness 
  expression
  Wit
  cleverness 
  knowledge
  Spirit
  integrity
  metaphysical power
  Conditions
  Conditions
  angry
  –2 to Figure Out a Person
  To clear, break something important to 
  you or someone you care about
  frightened
  –2 to Fight
  To clear, run away and leave something 
  important behind
  guilty
  –2 to Emotional Support
  To clear, sacrifice something important 
  just to hurt yourself for what you did
  hopeless
  –2 to Defy Disaster
  To clear, lose yourself in escapism or 
  pleasure when you should be doing 
  something important
  insecure
  –2 to Entice
  To clear, take rash action to confront 
  the object of your jealousy and prove 
  your worth without any plan or advice
  Experience (xp)
  Experience (xp)
  Receive experience (XP) whenever you 
  roll a 6- or when a move tells you to 
  mark XP. A PC can spend XP to take an 
  Advance (see the reverse side).
  
  NAME AND PRONOUNS
  The Chosen  
  The Chosen playbook revolves around 
  special status, relationships across 
  social strata, and the crushing expec-
  tations of fate, family, or the adoring 
  public.
  Their central conflict is inner truth 
  versus crushing social expectations.
  Example Archetypes:
  Example Archetypes:
   
  ª Magical Princess
   
  ª Pop Idol
   
  ª Chosen One
  Aesthetics
  (circle or invent one for each)
   
  ª Stoic demeanor, 
  benevolent demeanor, 
  authoritative 
  demeanor
   
  ª Fancy clothes, holy 
  vestments, clothes 
  denoting status
   
  ª A bejeweled sword, an 
  ancestral sword, a holy 
  sword
  Starting Stats
  Choose one column of 
  stats, then add 1 each 
  to two different stats. 
  Record your choice on 
  the next page.
  Daring
  –1
  +0
  Grace
  +1
  +1
  Heart
  +1
  +0
  Wit
  +0
  +1
  Spirit
  +0
  –1
  Notes
  Advances
  When you fill your XP track, you gain an 
  Advance from the list. If you’re playing 
  a single session rather than an ongoing 
  game, you earn an Advance every 3 XP 
  instead of every 5.
  Your first five Advances must be from 
  the top six on the list. After you take your 
  fifth Advance, you can choose to switch 
  to another playbook or live happily 
  ever after. Choose one of these last two 
  options when the emotional conflict 
  at the core of your playbook has been 
  resolved or eclipsed by a new conflict 
  corresponding to a new playbook.
   
  � Take another move from your playbook
   
  � Take another move from your playbook
   
  � Take a move from any playbook
   
  � Take a move from any playbook
   
  � Add 1 to a stat (max stat of 3)
   
  � Add 1 to a stat (max stat of 3)
   
  � Switch to a new playbook
   
  � Live happily ever after
  Strings
  Gaining a fourth string on someone triggers 
  a String Advance (page 20).
  
  Playbook Moves
  (start with the move marked and choose two more)
   
  � The Fated Day Approaches:
  The Fated Day Approaches: Whenever you miss an opportunity to make progress 
  towards your Destiny, choose 1:
   
  ª Someone with power over you makes an uncomfortable demand in furtherance 
  of your Destiny, backed by a threat
   
  ª The PC you care about the most receives bad news or has an accident serious 
  enough to make them Stagger
  The GM will tell you the details, inspired by your Destiny. They may wait until a lull 
  in the action to drop the consequences on you.
   
  � Don’t You Know Who I Am?:
  Don’t You Know Who I Am?: When you meet someone who knows you by 
  reputation (you decide), roll +Heart
  +Heart:
   10+: Say two things they’ve heard about you
   7–9: You say one, the GM says one
   
  � Entourage:
  Entourage: You have a group of loyal attendants. Name three of them who 
  accompany you and choose a trait for them: Dangerous, Fanatical, Resourceful, 
  Charming
  Choose a basic move. Your entourage grants you a +1 on rolls for this move when 
  present. When you would Stagger, you may choose instead for one of your named 
  Entourage to die. If you do, your Entourage gains a String on you. 
   
  � Gossip:
  Gossip: When you seek insight about a person by spending some time gossiping 
  with those who know them, roll +Wit
  +Wit:
   10+: You learn a dangerous secret and gain a String on the target. You may 
  also ask a question from the Figure Out a Person move.
   7–9: You may ask a question from the Figure Out a Person move.
  Someone you speak to who is dangerous to you may ask a question of you from 
  the same list.
   
  � Guidance from Above:
  Guidance from Above: When you petition a superior for guidance, they give you 
  instructions and useful information. Mark XP or clear a Condition if you do as 
  commanded. They gain a String on you if you do otherwise.
   
  � Help Me~~!:
  Help Me~~!: You’re a magnet for trouble and hunted by those who would use 
  you for their own purposes. Others mark XP when they Defy Disaster that would 
  otherwise befall you. In addition, whenever you’re captured, your captor reveals 
  something they hope to achieve; gain a String on them and mark XP.
   
  � Know Your Place!:
  Know Your Place!: When someone dares insult you and you deliver a scathing 
  retort, roll +Wit
  +Wit:
   10+: Word spreads of your sharp wit, take +1 forward, and they choose 1
   7–9: They choose 1
   
  ª Back down
   
  ª Make a fool of themself
   
  ªAttack you
  Truths of Heart and Blade
   
  � Love Is Not My Destiny:
  Love Is Not My Destiny: When you become Smitten 
  with someone, say why, give them a String, and 
  answer this question:
   
  ª How do our respective stations make it impossible 
  to be together?
   
  � Inescapable Conclusions:
  Inescapable Conclusions: When you Figure Out a 
  Person during a physical conflict, you may ask one 
  additional question from this list, even on a 6-:
   
  ª What do you hope for your future?
   
  ª What do you fear is your destiny?
  Destiny
  They keep telling you that you have a Destiny, but it’s 
  not what your heart truly desires. What is it?
   
  Choose two Heroic Aspects and two Tragic Aspects:
  Choose two Heroic Aspects and two Tragic Aspects:
  Heroic Aspects
  Tragic Aspects
   
  ª Portents & Prophecies
   
  ª Spiritual Prowess
   
  ª Heir to a Mystic Power
   
  ª Prominent Suitors
   
  ª Save Your World
   
  ª Soother of Monsters
   
  ª Help of the Masses
   
  ª Chosen by a God
   
  ª Legendary Skill
   
  ª Love that Cannot Be
   
  ª End of the Universe
   
  ª Lose Those You Love
   
  ª Arch-Nemesis
   
  ª Bitter Rival
   
  ª Betrayal
   
  ª Seduced by Evil
   
  ª Coveted Destiny
   
  ª The End of Love Itself
  When you act in accordance with one of your Aspects, 
  check it off and take +1 forward. If it’s a Tragic Aspect, 
  also mark XP. When all four Aspects are checked off, 
  describe how your Destiny grows ever nearer, then erase 
  the check marks and begin again.
  You may fulfill your Destiny in the course of play, or 
  reject it so firmly that you no longer feel pressure to 
  fulfill it. This deserves a climactic scene either way, and 
  trying to reject your Destiny draws the full wrath of your 
  Aspects and those pressing you to fulfill it. Afterwards, 
  choose a new Destiny, adopt a new playbook, or live 
  happily ever after.
   
  �  
   
  �  
   
  �  
   
  �  
  Daring
  skill at arms 
  forcefulness
  Grace
  elegance 
  agilityHeart
  emotional awareness 
  expression
  Wit
  cleverness 
  knowledge
  Spirit
  integrity
  metaphysical power
  Conditions
  Conditions
  angry
  –2 to Figure Out a Person
  To clear, break something important to 
  you or someone you care about
  frightened
  –2 to Fight
  To clear, run away and leave something 
  important behind
  guilty
  –2 to Emotional Support
  To clear, sacrifice something important 
  just to hurt yourself for what you did
  hopeless
  –2 to Defy Disaster
  To clear, lose yourself in escapism or 
  pleasure when you should be doing 
  something important
  insecure
  –2 to Entice
  To clear, take rash action to confront 
  the object of your jealousy and prove 
  your worth without any plan or advice
  Experience (xp)
  Experience (xp)
  Receive experience (XP) whenever you 
  roll a 6- or when a move tells you to 
  mark XP. A PC can spend XP to take an 
  Advance (see the reverse side).
  
  NAME AND PRONOUNS
  The 
  The Devoted 
  Devoted  
  The Devoted is a selfless protector, 
  The Devoted is a selfless protector, 
  committed to a person or a cause.
  committed to a person or a cause.
  Their central conflict lies in pitting this 
  Their central conflict lies in pitting this 
  devotion against self-care.
  devotion against self-care.
  Example Archetypes:
  Example Archetypes:
   
  ª Sidekick
  Sidekick
   
  ª Champion
  Champion
   
  ª Protective Friend
  Protective Friend
  Aesthetics
  (circle or invent one for each)
   
  ª Hard demeanor, affectionate 
  demeanor, alert demeanor
   
  ª Armor, uniform, sturdy clothes
   
  ª A bestowed sword, a well-worn 
  sword, a defensive sword
  Starting Stats
  Choose one column of stats, then 
  add 1 each to two different stats. 
  Record your choice on the next 
  page.
  Daring
  +1
  +1
  Grace
  +0
  +1
  Heart
  +0
  –1
  Wit
  –1
  +0
  Spirit
  +1
  +0
  Notes
  Advances
  When you fill your XP track, you gain an 
  Advance from the list. If you’re playing 
  a single session rather than an ongoing 
  game, you earn an Advance every 3 XP 
  instead of every 5.
  Your first five Advances must be from 
  the top six on the list. After you take your 
  fifth Advance, you can choose to switch 
  to another playbook or live happily 
  ever after. Choose one of these last two 
  options when the emotional conflict 
  at the core of your playbook has been 
  resolved or eclipsed by a new conflict 
  corresponding to a new playbook.
   
  � Take another move from your playbook
   
  � Take another move from your playbook
   
  � Take a move from any playbook
   
  � Take a move from any playbook
   
  � Add 1 to a stat (max stat of 3)
   
  � Add 1 to a stat (max stat of 3)
   
  � Switch to a new playbook
   
  � Live happily ever after
  Strings
  Gaining a fourth string on someone triggers 
  a String Advance (page 20).
  
  Playbook Moves
  (start with the move marked and choose two more)
   
  � Fanatical Self-Sacrifice:
  Fanatical Self-Sacrifice: You may mark a Condition to prevent a Condition being 
  inflicted on another. When you do, mark XP, and you may only clear that Condition 
  by taking the associated destructive action. Mark it with an asterisk to remind 
  yourself. Also, your Conditions only cause a –1 penalty to the associated basic 
  moves (instead of –2).
   
  � For the Cause!:
  For the Cause!: When you Fight the enemy of your Devotion, you can suffer a 
  Condition to choose an additional option from the Fight move, even if you roll a 
  6-. You can inflict a Condition a second time within a single Fight move this way.
   
  � Gallant Rescue:
  Gallant Rescue: When you Defy Disaster that’s about to befall someone else, you 
  can either gain a String on them or ask one of the following questions, even if you 
  roll a 6-. You can only gain one String per scene in this way on any given person.
   
  ª How do you feel about my Devotion?
   
  ª What secret pain lies in your heart?
   
  � Power of Conviction:
  Power of Conviction: When you Entice someone while extolling the virtues of 
  your Devotion or invoking its authority, you may roll +Spirit
  +Spirit instead of +Heart
  +Heart. A 
  superior in your Devotion gains a String on you, representing your dependence.
   
  � Lay on Hands:
  Lay on Hands: When you touch someone as part of Emotional Support, you heal 
  their physical ailments. Tell them how your Devotion sustains you; they mark an 
  XP if they validate your Devotion, and you gain a String on them if they criticize it.
   
  � Loyal Steed:
  Loyal Steed: Name your steed and detail two strengths and two weaknesses from 
  the list on the next page. When riding your steed, you may roll +Spirit
  +Spirit to Fight and 
  may take a person with you whenever you Defy Disaster.
  Strengths
  Weaknesses
   
  ª Unthreatening
   
  ª Fast and agile
   
  ª Dangerous attack
   
  ª Hardy
   
  ª Stealthy
   
  ª Mental bond
   
  ª Flying  
  (counts as both strength choices unless 
  flight is common)
   
  ª Unusual diet
   
  ª Conspicuous
   
  ª Plodding
   
  ª Harmless
   
  ª Stubborn
   
  ª Collateral damage
   
  ª Vulnerable to something common
   
  � Toxic Devotion:
  Toxic Devotion: Once per scene, when you forgive your Devotion for abusing you 
  or make excuses for obvious problems with your Devotion, take +1 forward or mark 
  XP. Also, once per scene, when you learn that another PC thinks your Devotion 
  is problematic and you don’t defend it, mark a Condition and give them a String 
  on you.
  Truths of Heart and Blade
   
  � My Heart is Not Mine to Give:
  My Heart is Not Mine to Give: When you become 
  Smitten with someone, say why, give them a String, 
  and answer this question:
   
  ª How does pursuing them conflict with your 
  Devotion?
   
  � What Will You Fight For?:
  What Will You Fight For?: When you Figure Out 
  a Person during a physical conflict, you may 
  additionally ask one of these questions, even on a 6-:
   
  ª What are you willing to risk death for?
   
  ª What kind of deeds earn your loyalty?
  Devotion
  (choose one or invent your own)
   
  ª To a cause:
  To a cause: Freedom, vengeance, justice, love, the 
  gay agenda
   
  ª To a person:
  To a person: A PC, a liege, an idol
   
  ª To a higher power:
  To a higher power: A god, a sexy dragon, a sentient 
  planet
  What three tenets of your Devotion have you found 
  yourself tempted to violate?
   
  ª Mark a Condition if you act contrary to your 
  Devotion, for instance by violating its tenets or 
  disobeying a superior.
   
  ª When you Defy Disaster, you may bring a subject 
  of your Devotion with you safely.
  Non-Devoted cannot take these moves with Advances.
   
  � Last Stand:
  Last Stand: When you face a superior foe on behalf 
  of your Devotion, you may roll +Conditions (the 
  number of Conditions you have marked) instead of 
  the normal stat to Fight or to Defy Disaster that’s 
  about to befall someone else.
   
  � What’s Best for Them:
  What’s Best for Them: When you’re Smitten with 
  someone, you may treat them as a subject of your 
  Devotion. Also, when you take action to help them 
  be romantic with someone other than you, mark XP.
  Daring
  skill at arms 
  forcefulness
  Grace
  elegance 
  agilityHeart
  emotional awareness 
  expression
  Wit
  cleverness 
  knowledge
  Spirit
  integrity
  metaphysical power
  Conditions
  Conditions
  angry
  –2 to Figure Out a Person
  To clear, break something important to 
  you or someone you care about
  frightened
  –2 to Fight
  To clear, run away and leave something 
  important behind
  guilty
  –2 to Emotional Support
  To clear, sacrifice something important 
  just to hurt yourself for what you did
  hopeless
  –2 to Defy Disaster
  To clear, lose yourself in escapism or 
  pleasure when you should be doing 
  something important
  insecure
  –2 to Entice
  To clear, take rash action to confront 
  the object of your jealousy and prove 
  your worth without any plan or advice
  Experience (xp)
  Experience (xp)
  Receive experience (XP) whenever you 
  roll a 6- or when a move tells you to 
  mark XP. A PC can spend XP to take an 
  Advance (see the reverse side).
  
  NAME AND PRONOUNS
  The Infamous  
  The Infamous once participated in 
  wicked deeds, but they’ve become 
  fiercely righteous in trying to atone.
  Their central conflict arises from the 
  lasting consequences of their past 
  actions and beliefs versus their new 
  convictions. Will they repair the harm 
  they caused, will they seek forgiveness, 
  or will they despair? Will they find a 
  new place to belong?
  Example Archetypes:
  Example Archetypes:
   
  ª Former Villain
   
  ª Escaped Henchperson
   
  ª Veteran of Dishonor
  Aesthetics
  (circle or invent one for each)
   
  ª Haunted demeanor, 
  challenging demeanor, 
  disdainful demeanor
   
  ª Dangerous clothes, 
  unremarkable clothes, 
  transgressive clothes
   
  ª A broken sword, a 
  wicked sword, an 
  enemy’s sword
  Starting Stats
  Choose one column of 
  stats, then add 1 each to 
  two different stats. Record 
  your choice on the next 
  page.
  Daring
  +1
  +1
  Grace
  –1
  +0
  Heart
  +0
  +0
  Wit
  +0
  +1
  Spirit
  +1
  –1
  Notes
  Advances
  When you fill your XP track, you gain an 
  Advance from the list. If you’re playing 
  a single session rather than an ongoing 
  game, you earn an Advance every 3 XP 
  instead of every 5.
  Your first five Advances must be from 
  the top six on the list. After you take your 
  fifth Advance, you can choose to switch 
  to another playbook or live happily 
  ever after. Choose one of these last two 
  options when the emotional conflict 
  at the core of your playbook has been 
  resolved or eclipsed by a new conflict 
  corresponding to a new playbook.
   
  � Take another move from your playbook
   
  � Take another move from your playbook
   
  � Take a move from any playbook
   
  � Take a move from any playbook
   
  � Add 1 to a stat (max stat of 3)
   
  � Add 1 to a stat (max stat of 3)
   
  � Switch to a new playbook
   
  � Live happily ever after
  Strings
  Gaining a fourth string on someone triggers 
  a String Advance (page 20).
  
  Playbook Moves
  (start with the moves marked and choose two more)
   
  � Wicked Past:
  Wicked Past: When you hear about a villain for the first time, you may decide that 
  you know them from your past. If so, give them a String on you to ask a question 
  from the Figure Out a Person list and take +1 forward against them.
   
  � Make It Right:
  Make It Right: When you allow yourself to be vulnerable to someone you hurt 
  during your villainous past, they choose 1
   
  ª Decline to engage; they gain a String on you
   
  ª Lash out; you Stagger
   
  ª Guide you; they mark XP and give you a task to help make amends
   
  ª Show vulnerability; you take +1 forward to interact with them
   
  ª Forgive you; you each clear a Condition and this move no longer triggers with 
  this person
   
  � Always Suspect:
  Always Suspect: When you pretend to be a villain to win a villain’s trust, they trust 
  you enough to offer you an opportunity and you gain a String on them. You must 
  choose one of the following options:
   
  ª Someone watching comes to the worst possible conclusion
   
  ª The villain requires an act of villainy to prove your intentions first
   
  ª The villain is only pretending to trust you and the opportunity is a trap
   
  � Talons of the Past:
  Talons of the Past: When you gain a String on someone associated with your 
  villainous past, or vice versa, mark XP. The first time this happens for a given person, 
  you each can define a secret or vulnerability you know about the other.
   
  � They Can Change, Too:
  They Can Change, Too: When you give up an advantage on someone dangerous 
  because you believe they can mend their wicked ways, you can ask a question as 
  if you’d Figured Them Out.
   
  � Used to Disappointment:
  Used to Disappointment: When you rely upon or trust someone else with 
  something important, say how you expect them to let you down.
   
  ª If they pleasantly surprise you, they gain a String on you
   
  ª If they do as you expect, choose 1: they lose a String on you, or you gain a String 
  on them
   
  ª If they are somehow even worse than you expected, you have a choice: berate 
  them and inflict a Condition, or swallow your loneliness and take a Condition 
  yourself
   
  � What Makes a Home:
  What Makes a Home: If every other PC in a scene has a String on you, your 
  Conditions cause you only a –1 penalty instead of a –2 to the associated basic moves.
   
  � Who’s the Monster?:
  Who’s the Monster?: When you expose the hypocrisy of someone who is 
  supposedly virtuous, roll +Daring
  +Daring:
   10+: Gain a String on them and choose 1
   7–9: Choose 1
   
  ªThe wrongness of their act is exposed to all; they mark XP if they change 
  their mind. If they don’t, they must attack you or take a Condition.
   
  ªYour words sting; they take a Condition.
   
  ªYou impress an onlooker; gain a String on them.
  Truths of Heart and Blade
   
  � Undeserving:
  Undeserving: When you become Smitten with 
  someone, say why, give them a String, and answer 
  this question:
   
  ª Why do you think they would be wrong to forgive 
  you?
   
  � Your Wicked Heart:
  Your Wicked Heart: When you Figure Out a Person 
  during physical conflict, you may additionally ask one 
  of these questions, even on a 6-:
   
  ª What are you most ashamed of?
   
  ª How could I get you to betray your ideals?
  What Cannot Be Undone
  You’ve hurt people, and they have no obligation to 
  forgive you or engage with you.
  Before defining Relationships in character creation, 
  propose a wicked past that you think could be forgiven, 
  and ask each PC this question:
   
  ª What circumstances or subsequent deeds could 
  make it possible to forgive this past?
  If anyone hesitates or can’t answer the question, revisit 
  your past and tone it down. You can tone down the 
  gravity of your backstory by reducing the severity of 
  your deeds or the agency you had in enacting them.
  Afterwards, answer these questions:
   
  ª What personal growth are you proud of?
   
  ª What about your past causes you the most grief?
   
  ª You swore to never again perform certain actions 
  that could lead to harm. What are they? Examples 
  include: Lying, stealing, accepting someone’s love, 
  drawing blood, or breaking a promise. If you break 
  your vow, you Stagger. Then decide whether to 
  keep the vow or abandon it.
  Daring
  skill at arms 
  forcefulness
  Grace
  elegance 
  agilityHeart
  emotional awareness 
  expression
  Wit
  cleverness 
  knowledge
  Spirit
  integrity
  metaphysical power
  Conditions
  Conditions
  angry
  –2 to Figure Out a Person
  To clear, break something important to 
  you or someone you care about
  frightened
  –2 to Fight
  To clear, run away and leave something 
  important behind
  guilty
  –2 to Emotional Support
  To clear, sacrifice something important 
  just to hurt yourself for what you did
  hopeless
  –2 to Defy Disaster
  To clear, lose yourself in escapism or 
  pleasure when you should be doing 
  something important
  insecure
  –2 to Entice
  To clear, take rash action to confront 
  the object of your jealousy and prove 
  your worth without any plan or advice
  Experience (xp)
  Experience (xp)
  Receive experience (XP) whenever you 
  roll a 6- or when a move tells you to 
  mark XP. A PC can spend XP to take an 
  Advance (see the reverse side).
  
  NAME AND PRONOUNS
  The Nature Witch  
  The Nature Witch is deeply connected 
  to their environment and less experi-
  enced when it comes to people. They’re 
  either new to socializing or are newly 
  exploring what it feels like to socialize 
  as their true self. 
  Their central conflict revolves around 
  the growth that their explorations will 
  require from them and those who love 
  them.
  Example Archetypes:
  Example Archetypes:
   
  ª Oblivious Horse Girl
   
  ª Beacon of Kindness
   
  ª Plant Geek Babygay
  Aesthetics
  (circle or invent one for each)
   
  ª Innocent demeanor, wise 
  demeanor, sad demeanor
   
  ª Modest clothes, rough 
  clothes, simple clothes
   
  ª A wooden sword, a harmless 
  sword, an elemental sword
  Starting Stats
  Choose one column of stats, 
  then add 1 each to two 
  different stats. Record your 
  choice on the next page.
  Daring
  –1
  –1
  Grace
  +0
  +1
  Heart
  +1
  +0
  Wit
  +0
  +0
  Spirit
  +1
  +1
  Trials
   
  ª Ride a fantastical creature
   
  ª Win a duel
   
  ª Go somewhere no person 
  has tread before
   
  ª Fall in love
   
  ª Stick up for yourself, though 
  it breaks someone’s heart
   
  ª Lose someone you care about
   
  ª Befriend someone very 
  different from you
   
  ª Liberate something dangerous
   
  ª Receive a rare gift from 
  someone you respect
   
  ª Experience an altered 
  state with a friend
   
  ª Fail at something that 
  means the world to you
   
  ª Reject a conviction you once held
   
  ª Extend kindness to someone 
  who doesn’t deserve it
   
  ª Achieve a lost cause
   
  ª Throw away something comfort-
  able to pursue a dream
   
  ª Kiss someone dangerous
   
  ª Forgive someone who 
  deserves forgiveness
   
  ª Trust someone with your 
  secrets, only to be betrayed
   
  ª Shock someone with an 
  unwelcome truth
   
  ª Earn forgiveness for a misdeed
  Advances
  When you fill your XP track, you gain an 
  Advance from the list. If you’re playing 
  a single session rather than an ongoing 
  game, you earn an Advance every 3 XP 
  instead of every 5.
  Your first five Advances must be from 
  the top six on the list. After you take your 
  fifth Advance, you can choose to switch 
  to another playbook or live happily 
  ever after. Choose one of these last two 
  options when the emotional conflict 
  at the core of your playbook has been 
  resolved or eclipsed by a new conflict 
  corresponding to a new playbook.
   
  � Take another move from your playbook
   
  � Take another move from your playbook
   
  � Take a move from any playbook
   
  � Take a move from any playbook
   
  � Add 1 to a stat (max stat of 3)
   
  � Add 1 to a stat (max stat of 3)
   
  � Switch to a new playbook
   
  � Live happily ever after
  Strings
  Gaining a fourth string on someone triggers 
  a String Advance (page 20).
  
  Playbook Moves
  (start with the move marked and choose two more)
   
  � Wild Friends:
  Wild Friends: You can speak with animals and plants and may Influence them with 
  Strings just like other NPCs. Near your home, or anywhere you have spent a long 
  period of time, animal and plant friends are always nearby when you want them.
   
  � Awaken the Wild:
  Awaken the Wild: When you are in a safe position and attempt to commune with 
  a place or non-sentient creature, roll +Spirit
  +Spirit:
   10+: Choose 1
   7–9: Choose 1, GM will offer you a hard choice or success at a cost
   
  ªYou cleanse it of hurt, corruption, or sickness
   
  ªYou alter its behavior, ecosystem, or atmosphere to one you choose
   
  ªYou make it dangerous to a certain person or creature, or a type of person 
  or creature
  If you attempt this move while rushed or while distressed to the point of having 
  three or more Conditions, it works as above, briefly, but afterwards the place or 
  creature will fall dead and barren.
   
  � Familiar:
  Familiar: You have a cute animal as your loyal familiar. You can perceive the world 
  through its senses whenever you choose and communicate with it at any distance. 
  In addition, choose a basic move. When the familiar helps with that basic move or 
  with Emotional Support, take +1 to your roll.
   
  � I Ship It:
  I Ship It: When you want to make a match between two other people and talk up 
  one to the other, roll +Heart
  +Heart:
   10+: You may give the listener a String on the other person or give the other 
  person a String on the listener
   7–9: As above, and the listener can either take a String on you or give the other 
  person a String on you
  Anyone involved may mark XP if they become Smitten with anyone else involved, 
  including the Witch (immediately or later this session, maximum of 1 XP per PC).
   
  � The Magic of Love:
  The Magic of Love: When you’re Smitten with someone and proudly extol the 
  power of love, either of you may spend a String on the other to gain the use of 
  one of their playbook moves for one scene.
   
  � Nature’s Touch:
  Nature’s Touch: When you touch someone and let the power of the natural world 
  flow into them, roll +Spirit
  +Spirit:
   10+: Choose 2
   7–9: Choose 1
   
  ªThey may give you a String on them to clear a Condition
   
  ªThey gain the ability to speak with plants and animals for the rest of the 
  scene
   
  ªThey must answer one of the Figure Out a Person questions of your choice 
  or else they take a Condition
  Truths of Heart and Blade
   
  � Love Conquers All:
  Love Conquers All: When you become Smitten with 
  someone, say why, give them a String, and answer 
  this question:
   
  ª What is a clear challenge to being with them that 
  you’re overlooking because of your naivete?
   
  � Clear-Hearted Insight:
  Clear-Hearted Insight: When you Figure Out 
  a Person during a physical conflict, you may 
  additionally ask one of these questions, even on a 6-:
   
  ª What makes you feel loved?
   
  ª What do you hope for the future?
  Curiosity
  Dealing with people feels new to you and you might 
  be awkward, but you want to learn. What better way 
  to learn than by doing?
   
  ª Choose four Trials from the list on the other page. 
   
  ª When you complete a chosen Trial, mark it as 
  completed and choose one: mark XP, clear a 
  Condition, or take a String on someone involved. 
   
  ª When your four chosen Trials are all fulfilled, reflect 
  on what you’ve learned about yourself and pick four 
  more. 
   
  ª If you complete the entire list, choose the ones that 
  meant the most to you and then evolve into a new 
  form of life inspired by those experiences. 
   
  ª Adopt a new playbook, remain a Nature Witch, or 
  retire to live happily ever after.
  Current Trials
  Completed Trials
  Daring
  skill at arms 
  forcefulness
  Grace
  elegance 
  agilityHeart
  emotional awareness 
  expression
  Wit
  cleverness 
  knowledge
  Spirit
  integrity
  metaphysical power
  Conditions
  Conditions
  angry
  –2 to Figure Out a Person
  To clear, break something important to 
  you or someone you care about
  frightened
  –2 to Fight
  To clear, run away and leave something 
  important behind
  guilty
  –2 to Emotional Support
  To clear, sacrifice something important 
  just to hurt yourself for what you did
  hopeless
  –2 to Defy Disaster
  To clear, lose yourself in escapism or 
  pleasure when you should be doing 
  something important
  insecure
  –2 to Entice
  To clear, take rash action to confront 
  the object of your jealousy and prove 
  your worth without any plan or advice
  Experience (xp)
  Experience (xp)
  Receive experience (XP) whenever you 
  roll a 6- or when a move tells you to 
  mark XP. A PC can spend XP to take an 
  Advance (see the reverse side).
  
  NAME AND PRONOUNS
  The Scoundrel  
  The Scoundrel is a hero of action and 
  intense physicality. Their sword fights 
  are punctuated by banter and flirtation 
  and end in kisses as often as they end 
  in bloodshed.
  Their central conflict lies in their urge 
  to explore new horizons versus commit-
  ting to purpose or security.
  Example Archetypes:
  Example Archetypes:
   
  ª Shimbo Pirate
   
  ª Diva Fencing Champion
   
  ª Dashing Jewel Thief
  Aesthetics
  (circle or invent one for each)
   
  ª Playful demeanor, 
  provocative demeanor, 
  eyes only for you
   
  ª Revealing clothes, 
  flowing clothes, 
  tight clothes, gaudy 
  costume
   
  ª A flashy sword, a 
  famous sword, a deli-
  cate sword
  Starting Stats
  Choose one column of 
  stats, then add 1 each 
  to two different stats. 
  Record your choice on 
  the next page.
  Daring
  +1
  +1
  Grace
  +1
  +0
  Heart
  +0
  –1
  Wit
  –1
  +1
  Spirit
  +0
  +0
  Notes
  Advances
  When you fill your XP track, you gain an 
  Advance from the list. If you’re playing 
  a single session rather than an ongoing 
  game, you earn an Advance every 3 XP 
  instead of every 5.
  Your first five Advances must be from 
  the top six on the list. After you take your 
  fifth Advance, you can choose to switch 
  to another playbook or live happily 
  ever after. Choose one of these last two 
  options when the emotional conflict 
  at the core of your playbook has been 
  resolved or eclipsed by a new conflict 
  corresponding to a new playbook.
   
  � Take another move from your playbook
   
  � Take another move from your playbook
   
  � Take a move from any playbook
   
  � Take a move from any playbook
   
  � Add 1 to a stat (max stat of 3)
   
  � Add 1 to a stat (max stat of 3)
   
  � Switch to a new playbook
   
  � Live happily ever after
  Strings
  Gaining a fourth string on someone triggers 
  a String Advance (page 20).
  
  Playbook Moves
  (start with the moves marked and choose two more)
   
  � Lust at First Sight:
  Lust at First Sight: When you become Smitten with someone you barely know, 
  declare your undying love and give them a String on you. Lose your Smitten status 
  with anyone who has no Strings on you. Take +1 forward to any act you think might 
  impress your new interest.
   
  � Shiny and New:
  Shiny and New: When you give or receive Emotional Support in an intimate 
  moment with someone new, you each mark XP or clear a Condition.
   
  � Better to Seek Forgiveness:
  Better to Seek Forgiveness: When you apologize to someone for your outrageous 
  conduct and put yourself at their mercy, roll +Daring
  +Daring:
   10+: You find out what it will take for them to forgive you and you each gain a 
  String on the other. If they forgive you, you each clear a Condition.
   7–9: You find out what it will take for them to forgive you. If you do it, you 
  either take Strings on each other or they may clear a Condition, your 
  choice.
   
  � Fools Rush In:
  Fools Rush In: When you vault into a situation without forethought and wind up 
  way over your head, give someone dangerous to you a String, mark XP, and take 
  +1 forward to Defy Disaster.
   
  � Impressive Swordplay:
  Impressive Swordplay: Whenever you roll a 7+ to Fight, you may gain a String 
  on someone who is present and ask their player what it is about you that has 
  impressed or intrigued them.
   
  � The Main Attraction:
  The Main Attraction: When you make a dramatic entrance, roll +Grace
  +Grace:
   10+: Choose 2
   7–9: Choose 1
   
  ªAll attention is focused on you for a moment
   
  ªYou hold the attention of one person for as long as you deliver a  
  dramatic speech
   
  ªTake a String on someone present
   
  ªYou take +1 forward
   
  � One in Every Port:
  One in Every Port: When you return to any town you’ve been to before, name a 
  person with whom you shared intimacy here and say how you left things. If you 
  left on bad terms, mark XP and the GM will tell you something interesting that has 
  changed since you were last here.
   
  � Rrrip!:
  Rrrip!: When you take or narrowly evade a physical blow from someone dangerous 
  to you, you may declare that your clothes were damaged and are now practically 
  indecent. For the remainder of the scene, when you roll a 10+ on any move against 
  an NPC, you may declare that they have a crush on you (up to one NPC per roll 
  and subject to GM discretion). Additionally, any PC who becomes Smitten with 
  you during the remainder of the scene may mark XP.
  Truths of Heart and Blade
   
  � To Love and Lose:
  To Love and Lose: When you become Smitten with 
  someone, say why, give them a String, and answer 
  this question:
   
  ª Why would your romance never last?
   
  � Repartée:
  Repartée: When you Figure Out a Person during 
  a physical conflict, you may additionally ask one of 
  these questions, even on a 6-:
   
  ª What would make you run away with me?
   
  ª Where did you learn to fight?
  Living in the Moment
  Why are you so fickle? Is there something you need to 
  figure out about yourself, and you keep looking for it in 
  other people instead? Are you afraid of the vulnerability 
  that comes from investing in a relationship? Is your true 
  love unattainable? Are you just that oblivious?
  Choose something that you’ll be able to grow past to 
  give your character an emotional story arc. You don’t 
  need to figure it out immediately, and the Scoundrel 
  themself may not know at all.
  Playbook Moves
   
  � Heat of the Moment:
  Heat of the Moment: When you taunt someone into 
  doing something they want to do but find unwise, 
  roll +Daring
  +Daring:
  If the target is an NPC:
   10+: They’ll do it in exchange for a small 
  concession or reassurance
   7–9: They choose 1
   
  ªCreate an opportunity for you or your allies
   
  ªThey give you a String on them
  If the target is a PC:
   10+: They mark XP if they do it, and must take a 
  Condition if they don’t
   7–9: You choose 1
   
  ªThey mark XP if they do it
   
  ªThey take a Condition if they don’t
  For either a PC or an NPC, if you aren’t already 
  Smitten with them, you may choose to treat a 7–9 
  result as a 10+ by choosing to become Smitten with 
  the target. 
  Daring
  skill at arms 
  forcefulness
  Grace
  elegance 
  agilityHeart
  emotional awareness 
  expression
  Wit
  cleverness 
  knowledge
  Spirit
  integrity
  metaphysical power
  Conditions
  Conditions
  angry
  –2 to Figure Out a Person
  To clear, break something important to 
  you or someone you care about
  frightened
  –2 to Fight
  To clear, run away and leave something 
  important behind
  guilty
  –2 to Emotional Support
  To clear, sacrifice something important 
  just to hurt yourself for what you did
  hopeless
  –2 to Defy Disaster
  To clear, lose yourself in escapism or 
  pleasure when you should be doing 
  something important
  insecure
  –2 to Entice
  To clear, take rash action to confront 
  the object of your jealousy and prove 
  your worth without any plan or advice
  Experience (xp)
  Experience (xp)
  Receive experience (XP) whenever you 
  roll a 6- or when a move tells you to 
  mark XP. A PC can spend XP to take an 
  Advance (see the reverse side).
  
  NAME AND PRONOUNS
  The Seeker  
  The Seeker comes from a toxic society 
  and has found a new community in 
  which to belong and grow.
  Their central conflict pits tradition and 
  upbringing against justice and devel-
  oping their personal values.
  Example Archetypes:
  Example Archetypes:
   
  ª Immigrant from Heteronormia
   
  ª Enclave-Raised
   
  ª Privileged Background
  Aesthetics
  (circle or invent one for each)
   
  ª Guarded demeanor, curious 
  demeanor, uptight demeanor
   
  ª Foreigner’s clothes, old-fashioned 
  clothes, elaborate getup
   
  ª An ancient sword, a brand-new 
  sword, “That’s not a sword!”
  Starting Stats
  Choose one column of stats, then 
  add 1 each to two different stats. 
  Record your choice on the next page.
  Daring
  +1
  +0
  Grace
  +0
  +1
  Heart
  –1
  +0
  Wit
  +1
  –1
  Spirit
  +0
  +1
  Convictions
  When you break a Commandment and repudiate it forever, cross it off and mark 
  XP. Write a Conviction expressing your new beliefs, something that contradicts the 
  Commandment.
  Each time you live up to a Conviction despite temptation or cost, reduce your 
  Tradition by 1 and ask an onlooker if they agree with that Conviction. If they say yes, 
  take a String on them and learn what holds them back from living up to it, if anything. 
  If they say no, mark a Condition.
  Convictions should be bold statements that stand in contrast to the Commandments. 
  Check out page 73 of Thirsty Sword Lesbians for some examples.
  Advances
  When you fill your XP track, you gain an 
  Advance from the list. If you’re playing 
  a single session rather than an ongoing 
  game, you earn an Advance every 3 XP 
  instead of every 5.
  Your first five Advances must be from 
  the top six on the list. After you take your 
  fifth Advance, you can choose to switch 
  to another playbook or live happily 
  ever after. Choose one of these last two 
  options when the emotional conflict 
  at the core of your playbook has been 
  resolved or eclipsed by a new conflict 
  corresponding to a new playbook.
   
  � Take another move from your playbook
   
  � Take another move from your playbook
   
  � Take a move from any playbook
   
  � Take a move from any playbook
   
  � Add 1 to a stat (max stat of 3)
   
  � Add 1 to a stat (max stat of 3)
   
  � Switch to a new playbook
   
  � Live happily ever after
  Strings
  Gaining a fourth string on someone triggers 
  a String Advance (page 20).
  
  Playbook Moves
  (start with the move marked and choose two more)
   
  � People Are People:
  People Are People: When you talk about your home, roll +Heart
  +Heart:
   10+: Choose 2
   7–9: Choose 1
   
  ªAdmit a flaw about your home; gain +1 forward
   
  ª Share something good about your home; clear a Condition
   
  ª Lie about your home to impress a listener; take a String on them
   
  � Hear Me!:
  Hear Me!: When you shout one of your Convictions aloud in confrontation with 
  those who hold a contrary belief, roll +Daring
  +Daring:
   10+: Ask 2
   7–9: Ask 1
   
  ªWhy do you think you must follow that belief?
   
  ªWhat does it cost you to follow that belief?
   
  ªWhat do you wish for that is contrary to that belief?
   
  � It Wasn’t All Bad:
  It Wasn’t All Bad: When you encounter someone whose perspective is different 
  from that of your companions, share a relevant story from your home culture and 
  roll +Spirit
  +Spirit:
   10+: Gain a String on them and either take +1 forward to interact with them or 
  grant that +1 forward to a companion
   7–9: Gain a String on them
  In either case, they also tell you something interesting or useful about their 
  upbringing.
   
  � Listen and Learn:
  Listen and Learn: When you ask someone what you should do in an unfamiliar 
  situation:
   
  ª If you follow their advice, take +1 forward and clear a Condition
   
  ª If you follow their advice and it goes poorly, mark XP
   
  � Proper Courtship:
  Proper Courtship: When you’re Smitten with someone and perform an elaborate 
  and roundabout courtship ritual…
   
  ª If the recipient responds properly, you each get +1 forward to protect each other 
  until either of you breaks a Commandment, and they gain a point of Tradition 
  that they can spend for the same effects you can
   
  ª If they don’t understand that you’re Smitten, give a String to an onlooker who 
  does understand
   
  � Silly Tourist:
  Silly Tourist: When you Figure Out a Person or Defy Disaster by playing the fool, 
  you may additionally ask a question from this list, even on a 6-:
   
  ª What would make you laugh?
   
  ª What hidden threat or opportunity am I missing?
   
  ª How are you vulnerable?
   
  � Stiff Upper Lip:
  Stiff Upper Lip: You can spend a point of Tradition to ignore the -2 penalty caused 
  by Conditions. This effect ends if you violate a Commandment or at the end of the 
  scene. When the effect ends, take a Condition.
  Truths of Heart and Blade
   
  � I Don’t Belong:
  I Don’t Belong: When you become Smitten with 
  someone, say why, give them a String, and answer 
  this question:
   
  ª Which of your values do they openly violate or 
  decry?
   
  � Not So Different:
  Not So Different: When you Figure Out a Person 
  during a physical conflict, you may additionally ask 
  one of these questions, even on a 6-:
   
  ª What prejudice do you hold?
   
  ª What tradition do you most value?
  Tradition
  Tradition 0
  1
  2
  3
  4
  Tradition is a measure of how you feel your Authority 
  would judge your behavior.
   
  ª Your Tradition starts at 1. 
   
  ª Gain a point of Tradition whenever you make a 
  personal sacrifice to act in accordance with your 
  Commandments, to a maximum of 4. 
   
  ª When you are at 4 Tradition, you incur a Condition 
  each time you act contrary to your Commandments.
   
  ª Spend Tradition at any time to temper the wrath of 
  the Authority, or to take +1 forward to follow your 
  Commandments or Call on a Toxic Power.
  Commandments
  Describe the Authority that governed your upbringing.
   
  Choose 6+ Commandments the Authority has issued:
   
  � Always answer an insult with a drawn sword
   
  � Never admit to your weak emotions
   
  � Always cover your sinful body
   
  � No intimacy until after a monogamous marriage
   
  � Never give when you can sell
   
  � Never let a weaker person fight their own battles
   
  � Never fight a weaker person’s battles
   
  � Always obey the Authority
   
  � Always obey a certain type of person (gender, race, 
  class, belief, elders)
   
  � Never go unchaperoned (or at all) with a certain type 
  of person
  Consult the reverse side for your Convictions.
  Daring
  skill at arms 
  forcefulness
  Grace
  elegance 
  agilityHeart
  emotional awareness 
  expression
  Wit
  cleverness 
  knowledge
  Spirit
  integrity
  metaphysical power
  Conditions
  Conditions
  angry
  –2 to Figure Out a Person
  To clear, break something important to 
  you or someone you care about
  frightened
  –2 to Fight
  To clear, run away and leave something 
  important behind
  guilty
  –2 to Emotional Support
  To clear, sacrifice something important 
  just to hurt yourself for what you did
  hopeless
  –2 to Defy Disaster
  To clear, lose yourself in escapism or 
  pleasure when you should be doing 
  something important
  insecure
  –2 to Entice
  To clear, take rash action to confront 
  the object of your jealousy and prove 
  your worth without any plan or advice
  Experience (xp)
  Experience (xp)
  Receive experience (XP) whenever you 
  roll a 6- or when a move tells you to 
  mark XP. A PC can spend XP to take an 
  Advance (see the reverse side).
  
  NAME AND PRONOUNS
  The Spooky Witch  
  The Spooky Witch is a weirdo who does 
  their own thing while craving connec-
  tion. They’ve found that many monsters 
  are quite friendly if you give them a 
  chance, but befriending them brands 
  you a monster, as well.
  Their central conflict lies in navigating 
  pressures to conform versus their own 
  desires or those of their monstrous 
  friends.
  Example Archetypes:
  Example Archetypes:
   
  ª Spell Dancer
   
  ª Nerdy Alchemist
   
  ª Speaker for the Unseen
  Aesthetics
  (circle or invent one for each)
   
  ª Focused demeanor, 
  playful demeanor, 
  distant demeanor
   
  ª Wispy clothes, dark-
  er-than-black clothes, 
  specialized clothes
   
  ª An eldritch sword, a 
  bone sword, a thirsty 
  sword
  Starting Stats
  Choose one column of 
  stats, then add 1 each 
  to two different stats. 
  Record your choice on 
  the next page.
  Daring
  +0
  –1
  Grace
  +0
  +1
  Heart
  –1
  +0
  Wit
  +1
  +0
  Spirit
  +1
  +1
  Notes
  Advances
  When you fill your XP track, you gain an 
  Advance from the list. If you’re playing 
  a single session rather than an ongoing 
  game, you earn an Advance every 3 XP 
  instead of every 5.
  Your first five Advances must be from 
  the top six on the list. After you take your 
  fifth Advance, you can choose to switch 
  to another playbook or live happily 
  ever after. Choose one of these last two 
  options when the emotional conflict 
  at the core of your playbook has been 
  resolved or eclipsed by a new conflict 
  corresponding to a new playbook.
   
  � Take another move from your playbook
   
  � Take another move from your playbook
   
  � Take a move from any playbook
   
  � Take a move from any playbook
   
  � Add 1 to a stat (max stat of 3)
   
  � Add 1 to a stat (max stat of 3)
   
  � Switch to a new playbook
   
  � Live happily ever after
  Strings
  Gaining a fourth string on someone triggers 
  a String Advance (page 20).
  
  Playbook Moves
  (start with the move marked and choose two more)
   
  � I Like Snails!:
  I Like Snails!: When you are Smitten with someone and Figure Them Out, blurt 
  out something weird and let them ask you a question from the list. Then ask them 
  another question from the list, even on a 6-.
   
  � Astral Dance:
  Astral Dance: When you dance across the boundary into the realm beyond, 
  describe it and roll +Grace
  +Grace:
   10+: You and a small number of others who dance with you arrive at a distant 
  destination of your choice.
   7–9: You don’t arrive where you intend, you arrive almost too late, or you lose 
  something important in the process. The GM will tell you which.
   
  � Divination:
  Divination: When you have time and safety to read the unseen truth of someone 
  present, describe your divination process and what makes it conspicuous. The GM 
  will tell you something interesting about the person or the obstacles they face that 
  they don’t know. Then roll +Spirit
  +Spirit:
   10+: If you tell the truth, they clear a Condition. If you lie, gain a String on them.
   7–9: They learn the truth and clear a Condition.
   
  � Dreamwalk:
  Dreamwalk: When you touch an unconscious, sleeping, or willing subject, you 
  can see an impression of their thoughts and appear in their dreams. You may roll 
  +Spirit
  +Spirit to Figure Out or Entice them in this state.
   
  � Eerie Companion:
  Eerie Companion: You have a little pet monster or spirit. Choose two basic moves. 
  The companion grants you +1 to these moves when it assists you, but its assistance 
  is always obvious and alarming to ordinary people. In addition, you can speak with 
  monsters.
   
  � Friends in Weird Places:
  Friends in Weird Places: You are friends with some odd people. Folx that others 
  might not consider people at all…
  Name three of them. For each one, write down one thing they’re good at, one 
  reason why everyone else is afraid of them, and what you like to do together when 
  you hang out. 
  When you call on them for help, the GM tells you what they provide. Give them 
  a String on you and mark the Favor next to their name. Whenever significant time 
  passes, one of your friends with marked Favor will need help from you. Clear their 
  Favor if you help, mark a Condition if you don’t.
   
  � Talk Nerdy to Me:
  Talk Nerdy to Me: You may roll +Wit
  +Wit instead of +Heart
  +Heart to Entice someone. In 
  addition, choose an area of study that holds special interest for you. You have 
  top-tier knowledge of this area and are always prepared with an interesting fact, 
  and sometimes even a useful fact, when you come across something within your 
  expertise. The GM will provide the information or invite you to make something up.
   
  � Witchfire:
  Witchfire: You may roll +Spirit
  +Spirit instead of +Daring
  +Daring to Fight, but you’re very 
  conspicuous when you do. The consequences of a 6- will be severe.
  Truths of Heart and Blade
   
  � Why Did I Bring up the Snails?:
  Why Did I Bring up the Snails?: When you become 
  Smitten with someone, say why, give them a String, 
  and answer this question:
   
  ª What obvious thing about you are you sure would 
  make them reject you?
   
  � Whispered Secrets:
  Whispered Secrets: When you Figure Out a Person 
  during a physical conflict, you may additionally ask 
  one of these questions, even on a 6-:
   
  ª What makes you insecure?
   
  ª What haunts you?
  The Unseen
  The Unseen are mysterious beings most cannot perceive. 
  Their very existence may be debated, but you know the 
  truth, because they have spoken to you. You know that 
  some are kind and some are dangerous, that they have 
  abilities and limitations that differ from “normal” people, 
  and that you find yourself in between.
  Work with your GM to define what the Unseen are—or 
  what your Spooky Witch thinks they are. They could be 
  friendly spirits, phase-shifted aliens, psychic remnants, 
  glitched-out nanites, angry poltergeists, or something 
  totally other. When did you first interact with them? 
  What do you think they want?
  Other playbooks cannot take this move as an Advance.
   
  � Commune with the Unseen:
  Commune with the Unseen: When you perform a 
  ritual to commune with the Unseen, give a dangerous 
  Unseen a String on you and roll +Spirit
  +Spirit:
   10+: Choose 2
   
  ª Hide something in the Unseen world
   
  ª Learn something important from the Unseen
   
  ªTemporarily alter the Unseen nature of a place
   
  ªAsk a question from Figure Out a Person of 
  anyone, anywhere, if you can name one of 
  their deceased loved ones
   
  ª Learn the recent history of an object you hold
   7–9: Choose 2 from the 10+ list, but choose 1 
  thing that goes awry
   
  ª Restless Unseen cause a haunting
   
  ª Hungry Unseen destroy all non-sentient life 
  in a small area
   
  ª Stern Unseen judge you, inflicting a Condition
  Daring
  skill at arms 
  forcefulness
  Grace
  elegance 
  agilityHeart
  emotional awareness 
  expression
  Wit
  cleverness 
  knowledge
  Spirit
  integrity
  metaphysical power
  Conditions
  Conditions
  angry
  –2 to Figure Out a Person
  To clear, break something important to 
  you or someone you care about
  frightened
  –2 to Fight
  To clear, run away and leave something 
  important behind
  guilty
  –2 to Emotional Support
  To clear, sacrifice something important 
  just to hurt yourself for what you did
  hopeless
  –2 to Defy Disaster
  To clear, lose yourself in escapism or 
  pleasure when you should be doing 
  something important
  insecure
  –2 to Entice
  To clear, take rash action to confront 
  the object of your jealousy and prove 
  your worth without any plan or advice
  Experience (xp)
  Experience (xp)
  Receive experience (XP) whenever you 
  roll a 6- or when a move tells you to 
  mark XP. A PC can spend XP to take an 
  Advance (see the reverse side).
  
  NAME AND PRONOUNS
  The Trickster  
  The Trickster is devious and calcu-
  lating. They fear closeness, sincerity, 
  and vulnerability. If they show you the 
  truth of their heart, they’ll be wearing 
  a mask to do it.
  Their central conflict lies in desiring 
  closeness while fearing vulnerability.
  Example Archetypes:
  Example Archetypes:
   
  ª Businesslike Spy
   
  ª Endearing Charlatan
   
  ª Cold Mastermind
  Aesthetics
  (circle or invent one for each)
   
  ª Harmless demeanor, suspicious 
  demeanor, mercurial demeanor
   
  ª Hooded clothes, nondescript 
  clothes, clothes to play a role
   
  ª A concealed sword, a venomous 
  sword, a surprising sword
  Starting Stats
  Choose one column of stats, then 
  add 1 each to two different stats. 
  Record your choice on the next 
  page.
  Daring
  +1
  +0
  Grace
  +0
  +1
  Heart
  –1
  –1
  Wit
  +1
  +1
  Spirit
  +0
  +0
  Notes
  Advances
  When you fill your XP track, you gain an 
  Advance from the list. If you’re playing 
  a single session rather than an ongoing 
  game, you earn an Advance every 3 XP 
  instead of every 5.
  Your first five Advances must be from 
  the top six on the list. After you take your 
  fifth Advance, you can choose to switch 
  to another playbook or live happily 
  ever after. Choose one of these last two 
  options when the emotional conflict 
  at the core of your playbook has been 
  resolved or eclipsed by a new conflict 
  corresponding to a new playbook.
   
  � Take another move from your playbook
   
  � Take another move from your playbook
   
  � Take a move from any playbook
   
  � Take a move from any playbook
   
  � Add 1 to a stat (max stat of 3)
   
  � Add 1 to a stat (max stat of 3)
   
  � Switch to a new playbook
   
  � Live happily ever after
  Strings
  Gaining a fourth string on someone triggers 
  a String Advance (page 20).
  
  Playbook Moves
  (start with the moves marked and choose two more)
   
  � Ew, Feelings:
  Ew, Feelings: When someone offers you Emotional Support and you refuse to 
  open up, increase your Feelings by 1 and choose 1 from the listed options for that 
  move as if they rolled 7–9. If they rolled 10+, they know they got through to you; 
  they gain the benefits of a 10+ result as if you had opened up.
   
  � The Mask:
  The Mask: When you seek to persuade an NPC of a lie about yourself, roll +Wit
  +Wit:
   10+: Choose 2
   7–9: Choose 1
   
  ªThey believe a big lie
   
  ªThe lie you have chosen is unexpectedly perfect, creating a new opportunity
   
  ªThey give you the benefit of the doubt and remain convinced even if there 
  is some evidence of your lie
  Additionally, whenever a PC Figures You Out, you can give false answers. You must 
  increase your Feelings by 1 at the end of any scene where you do this.
   
  � Center of the Web:
  Center of the Web: When someone approaches you to get something from you 
  or threaten you. Choose 1:
   
  ª Gain a String on them or they lose a String on you
   
  ª Ask them a question from the Figure Out a Person move
   
  ª+1 ongoing against them for the scene
   
  � Deft Fingers:
  Deft Fingers: When you filch something from a person, roll +Grace
  +Grace:
   10+: Choose 2
   7–9: Choose 1
   
  ªThe item reveals a secret love or vulnerability
   
  ªThe item creates an opportunity (such as a map, key, or note)
   
  ªThe person doesn’t know you took it
   
  � Devious Scheme:
  Devious Scheme: When others go along with your cunning plan, roll +Wit
  +Wit:
   10+: Twice during your plan, you may choose 1
   7–9: Once during your plan, you may choose 1
   
  ª Produce just the right object
   
  ª Describe an unexpected weakness in an obstacle
   
  ªAppear right behind someone at a crucial moment
   
  � Knives behind the Mask:
  Knives behind the Mask: When someone reveals a secret about you in your 
  presence, you’re prepared with a damaging secret about them. If you reveal it 
  now in retaliation, they mark a Condition. If you keep the secret for the time being, 
  gain a String on them.
   
  � Play the Part:
  Play the Part: When you use someone else’s personal item or clothing to disguise 
  yourself as them, roll +Daring
  +Daring:
   10+: While you remain so dressed, your disguise is perfect; only your words or 
  deeds may expose you.
   7–9: Someone sees through your disguise, but they don’t give you away just 
  yet. Give them a String.
  Truths of Heart and Blade
   
  � A Beautiful Lie:
  A Beautiful Lie: When you become Smitten with 
  someone, say why, give them a String, and answer 
  this question:
   
  ª What secret do you have that you think would 
  make them reject you if they knew?
   
  � I See Through You:
  I See Through You: When you Figure Out a Person 
  during a physical conflict, you may additionally ask 
  one of these questions, even on a 6-:
   
  ª Who do you want me to be?
   
  ª What are you most afraid of right now?
  Feelings
  Feelings 0
  1
  2
  3
  4
  Your heart is as passionate as any other, but you bury it 
  beneath layers of deception—until you can’t keep your 
  feelings in any longer.
   
  ª Feelings start at 1.
   
  ª Increase your Feelings by 1 each time you gain a 
  String, someone gains a String on you, or you mark a 
  Condition. Strings assigned during character creation 
  don’t increase your Feelings.
   
  ª You may also choose to increase your Feelings any 
  time you find yourself gasping or swooning over 
  someone. 
   
  ª When you open up to someone whose regard matters 
  to you, reduce your Feelings by 2. 
   
  ª When you secretly perform a loving act for someone, 
  reduce your Feelings by 1.
   
  ª If your Feelings track reaches 4, you can’t hold it in 
  anymore. Tear off the mask and scream what you’ve 
  been holding in, do what you’ve been afraid to do, 
  and damn the consequences. 
  You can give anyone present a String on you to gain 
  a String on them. Stop when the consequences catch 
  up with you, for good or ill.
  Afterwards, reduce your Feelings to 0 and clear a 
  Condition. It feels good to get it out, at least in the 
  moment.
  Daring
  skill at arms 
  forcefulness
  Grace
  elegance 
  agilityHeart
  emotional awareness 
  expression
  Wit
  cleverness 
  knowledge
  Spirit
  integrity
  metaphysical power
  Conditions
  Conditions
  angry
  –2 to Figure Out a Person
  To clear, break something important to 
  you or someone you care about
  frightened
  –2 to Fight
  To clear, run away and leave something 
  important behind
  guilty
  –2 to Emotional Support
  To clear, sacrifice something important 
  just to hurt yourself for what you did
  hopeless
  –2 to Defy Disaster
  To clear, lose yourself in escapism or 
  pleasure when you should be doing 
  something important
  insecure
  –2 to Entice
  To clear, take rash action to confront 
  the object of your jealousy and prove 
  your worth without any plan or advice
  Experience (xp)
  Experience (xp)
  Receive experience (XP) whenever you 
  roll a 6- or when a move tells you to 
  mark XP. A PC can spend XP to take an 
  Advance (see the reverse side).
  
SOURCE: textdata/thevault/Thirsty Sword Lesbians (PbtA)/Thirsty Sword Lesbians TSL Playbooks.pdf