TEXT: Surpluses
  Needs
  T r eaty
  F ac tion
  You rs On Them
  Theirs On You
  Reach
  Grasp 
  Sleight 
  Mood
  Data
  Tech 
  Alliance Move: Whenever a family or faction realises your character 
  personally played a key role in their history, gain 1-Treaty on them.
  The Deathless Elite
  Immortality, the oldest human desire! Many have sought it through the ages by 
  deeds and mighty works, in vain screaming: “we were here! forget us not for we were 
  worthy”. Not you, though - as the heirs to wealth and power beyond imagining you 
  had vanquished death long ago, and not even the Fall changed that.
  
  Moves 
  Name:
  Your characters can always have battered, half-understood journals from the Before. In addition, pick 3:
  How do you fight?
     A blasting bronze staff (melee, ranged, area)
     Voice-boosting torc (ranged, aberrant, area)
     Rings of power (melee, brutal, area)
    
  How are you defended?
    Kinetic shield belt (regal, mantle, hardened).
    Hi-tech upgrades (implanted, mobile, comms).
    Ornate power armor (regal, powered, sealed).
    
  What special vehicles do you have?
    Attack jet (air, swift, turret).
    Land fortress (land, transport, durable).
    Gene-boosted charger (land, mount, mighty).
    
  What useful expertise can you draw on?
    Bodyguards (Quality 2, Escort and protect).
    Nurses (Quality 2, Treat and care).
    Stewards (Quality 2, Manage and purchase).
    
  n Last R edou bt
  Your family’s fortress is vast. You can’t ever hope to 
  occupy all its levels, and you have forgotten more 
  of its secrets than you will ever know. 
  Choose an amazing but unreliable feature:
    Its sprawling halls present a lavishing feast.
    Its ghostly servants offer wise counsel.
    Its vanishing gardens provide solace.
  Choose an uncontrollable defense:
    Deadly wails that echo on and on.
    Automated shells that kill with brutal precision.
    Mists that lead the unwary astray.
  Choose a lurking threat:
    A curse upon all who venture too deep.
    Monsters that infest the lower levels.
    A genius loci guarding a key location.
   
   Parliament of G hosts
  Your ancestors linger, always willing to lend you 
  their knowledge of the past. After consulting 
  the preserved remains of your ancestors, roll 
  Uncover Secrets and Unearth Forgotten Lore with 
  advantage whenever you use the ghost’s advice. 
  When the age turns, they reveal a previously 
  unknown landmark or custom from the past. 
   
   Lif e Everlasting
  You can live forever: your family members may 
  always return in future ages if you wish.  Your 
  characters gain an extra harm box:
   Unfazed
  If you trigger your character’s Death move, you 
  may spend 1-Tech to bring them back within a few 
  days.
   The Modern Prometheus    
  When you take the dead and the dying to the 
  Redoubt’s labs you can provide Professional Care 
  regardless of Surpluses. You can even revive them 
  from death. Either way, they come back wrong: 
  they lose 1 Sway, to a minimum of -2.
  Also, all your Companions start with a free 
  Speciality of “Unnaturally Hale”. 
   
   S torm Lords
  Whenever your Family is gripped by profound 
  emotion, the Redoubt’s systems hear and reshape 
  the Homeland’s weather to match. As long as the 
  weather persists, the listed Surpluses become 
  useless and do not contribute to Mood. 
  Sorrow: a frigid fog or simmering haze.  
  Negates Surplus: Scouts and Surplus: Safety.
  Rage: a fierce wind that whips dust, sand or snow 
  into a storm.  
  Negates Surplus: Crops and Surplus: Trade.
  Horror: raging thunder and lighting.  
  Negates Surplus: Morale and Surplus: Leadership.
  Take Last Redoubt and one more.
  Inheritance
  Your characters get +1 to Lore or Sway. Quick characters pick one:
  Reanimator: if you’re there when a character 
  marks their Dead box, you can revive them instead 
  of triggering their Death move. They come back 
  with 1 less Sway, minimum of -2.
  Chamberlain: for the purposes of Call for Aid, 
  you’re considered to have relevant backstory with 
  every character. 
  Mercenary: while on a battlefield, you roll Find 
  Familiar Faces and Forge a Path with advantage.
  Diplomat: you can spend 1-Treaty to gain 
  advantage on Find Familiar Faces and Unearth 
  Forgotten Lore. 
  Chauffeur: you gain advantage on Defuse rolls 
  while driving a vehicle for a passenger.
  Stats
  Choose one:
    Reach 0 Grasp +1 Sleight 0 if the Before’s 
  elite transcended the world and watched it 
  burn. 
    Reach -1, Grasp +1, Sleight +1 if the 
  ravenous appetites of the Before’s elite 
  caused the Fall. 
    Reach +1 Grasp +1 Sleight -1 if the 
  philanthropists among the Before’s elite 
  averted extinction.
  Doctrine
  Every Deathless Character starts with an extra 
  Move or +1 to a Stat, but they must choose one:
    Eternal Passions: name an object of their 
  adoration - a person, a place, a treasure. You 
  would rather die than see it harmed.  
    Echoes of the Past: describe a set of actions 
  from the past and repeat it in ritual fashion 
  whenever possible.
    Predators of Dust: name one thing you 
  must take from others for consumption. 
  Lifestyle
  You inhabit the Last Redoubt - a looming and 
  ominous fortress. Choose its main feature:
    Lords of the Domain: your Redoubt 
  can always keep in an internal threat 
  imprisoned, or keep out an external threat.
    The Haunted Castle: the Redoubt’s ghostly 
  defenders relentlessly hunt intruders. 
    Travellers of the Labyrinth: the Redoubt’s 
  ever shifting halls can take you to the dark 
  places of this world and beyond. 
  Traditions
  Chose one of each, or create something else:
  Populace: Direct descendants competing to 
  earn immortality; hereditary worshippers and 
  servants; perfected clones of the elite.
  Style: Black velvets, lace, fishnets and tinged 
  leathers; animal masks, diaphanous smart 
  materials and heavy jewelry; black rubber and 
  latex dripping in hooks & chains.
  Governance: A council of flickering holograms; 
  the demanding voice in their heads; mumblings 
  and dreams of cryogenized elders. 
  Landmarks
  Draw a sign of one from each on the map:
  Before: An artificial island bathed in eternal 
  sunlight; a fortress of glass and stone perched in 
  a remote location; a gigantic forest of symmetry 
  and beauty.
  The Fall: A luxurious space shuttle, crashed; 
  crazed weather battering a sterile land; a slender 
  tower turned into a haven for the desperate.
  A Threat: A violent revolutionary for the 
  destitute; a ring of memory traffickers; a gang of 
  body and organ harvesters. 
  History
  Ask the other families to volunteer for each:
  Which one of you first found power in the confines 
  of the Redoubt? They say the price they paid for 
  that power and give you 2-Treaty.
  Which one of you was saved by an inhuman 
  traveller? Give them 2-Treaty as you crave to 
  know more about this wanderer.
  Whose kin suffer as our thralls? Give them 
  2-Treaty, and they say why the thralls can’t leave.
  Resources
  Pick two as Surpluses and get the rest as Needs:
  Defences, Engineering, Progress, Leadership, 
  Rare Materials.
  
SOURCE: textdata/thevault/Legacy (PbtA)/2nd Edition/Supplements/Backer Playbooks/Families & Factions/Legacy - Life Among The Ruins (2nd Edition) - Families & Factions - The Deathless Elite.pdf