TEXT: • 
  Family Playbooks
  Name:
  Reach
  Mood
  Grasp 
  Data
  Sleight
  Tech 
  Inheritance
  Coalition characters get +1 to the stat of their choice. Quick characters can pick an Inheritance move 
  from either of your root families’ playbooks.
  Stats
  You set your differences aside to survive, but 
  who were your factions before the Coalition? 
  Choose one:
    If you were victims and guardians:  
  Reach +1, Grasp 0, Sleight 0.
    If you were victims and aggressors:  
  Reach 0, Grasp 0, Sleight +1. 
    If you were aggressors and guardians:  
  Reach 0, Grasp +1, Sleight 0. 
  Doctrine
  Choose one:
    A Survival Imperative: Gain 1-Synergy 
  whenever you Fall Into Crisis or roll In Want. 
    Peace Through Conquest: Gain 1-Synergy 
  whenever you successfully Claim by Force. 
    United for the Future: Gain 1-Synergy 
  whenever you Lend Aid or unleash a 
  Wonder. 
  Lifestyle
  Choose one:
    Nomadic: Between wary survivors and 
  veteran warriors, your caravans cannot be 
  ambushed or infiltrated. 
    Dispersed: The bonds that tie you together 
  go beyond mere convenience: there is love 
  and deep friendship built on the fires of 
  conflict. Members of the Coalition will never 
  betray each other. 
    Settled: Outsiders stick out like a sore 
  thumb faced with your complex customs. 
  Infiltrators won’t remain hidden for long 
  among your people. 
  Resources
  Pick two as Surpluses and take the rest as Needs:
  Barter Goods, Culture, Prestige, Luxury, Artisans.
  Traditions
  Pick two Family Playbooks that are not in play 
  as your factions’ root families. Define your two 
  factions using their Traditions:
  Populace: 
  Style:
  Governance:
  Landmarks
  Check Landmarks from your root families, drawing 
  a sign of one from each category on the map:
  Before:
  The Fall:
  A Threat:
   
  History
  Ask the other families for volunteers:
  If you were Victims:
  Which one of you turned your back at us in our 
  moment of greatest need? They say the reason 
  they couldn’t help even if they wanted to and 
  give you 2-Treaty.
  If you were Guardians:
  Which one of you supplied us with critical 
  resources for our duties? They say what you 
  stood watch against and you exchange 1-Treaty.
  If you were Aggressors:
  Which one of you repelled our aggression? They 
  say what did they had to sacrifice to avoid defeat 
  and take 2-Treaty on us.  
  The Coalition
  The wasteland is divided by a thousand bloody feuds and bitter divisions. 
  If you cannot create harmony - even vicious harmony - across tribal lines, 
  among warriors and peasant and sages... you are surely doomed.
  
  Moves 
  Surpluses
  Needs
  T r eaty
  F ac tion
  You rs On Them
  Theirs On You
  Reach
  Grasp 
  Sleight 
  Mood
  Data
  Tech 
  Alliance Move: When you get multiple Families or Factions to 
  cooperate in a joint venture,  gain 1-Treaty on each of them.
  Take Building Synergy and one more:
    Building Synergy
  To keep such a complex alliance running you 
  need a lot of compromise and hard work. Gain 
  1-Synergy when you... 
  • 
  Gain 2-Treaty at once: you see yourselves as 
  two Families, not one. 
  • 
  Remove a Need: the memory of your shared 
  plight strengthen your bonds. 
  • 
  Get a 10+ on Hold Together: yet another proof 
  of your alliance’s resilience. 
  When your factions jointly commit to a task you 
  become more than the sum of your parts. Spend 
  1-Synergy to:
  • 
  Perform opposing tasks simultaneously.
  Combine two of Diplomacy, Claim by Force 
  and Subterfuge on the same target. Pick one to 
  roll with fleeting Advantage. 
  • 
  Seize opportunities in changing times. Pick 
  one extra Fortune on a Turn of Ages or Wonder 
  roll, or pick one extra option when Flush with 
  Resources.  
    Cooperation Across Lines
  When you invite another Family to build a Wonder, 
  mutually spend 1-Treaty in each other to invest 
  one of their Surpluses in your Wonder. They gain 
  fleeting Advantage on the Wonder roll once it’s 
  unleashed.  
    Bipartisan Diplomacy    
  If someone Calls in a Debt on you, you can 
  immediately Call in a Debt on them without 
  spending Treaty. If you spend 1-Synergy, you can 
  instead shut down their Call in a Debt attempt.
    Overlap ping Networks
  When your Character deals with a person or 
  community matching their parent faction’s profile 
  (Victim, Guardian or Aggressor), they roll Find 
  Common Ground and Find Familiar Face with 
  Advantage. 
  Also, you can appropriate another Family’s hero 
  into your culture: when The Age Turns spend 
  1-Synergy to trigger Eulogy, even without their 
  Relic.   
    Hostile Tak eover
  When you bring a Faction to its knees, spend 
  1-Synergy for each of their Surpluses to assimilate 
  them. Gain their Alliance move, Treaties and 
  Surpluses, and discard their Needs. 
  Check your root Family Playbooks: pick 2 from one Family and 2 from the other.
  How Do You Fight?
    
    
    
    
  How Are You Defended?
    
    
    
    
  How Do You Travel?
    
    
    
    
  What Useful Expertise Can You Draw On?
    
    
    
    
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Legacy/Legacy 2e/KS Material/Families & Factions/Legacy - Life Among The Ruins (2nd Edition) - Families & Factions - The Coalition.pdf