TEXT: BARTER
  If you’re charging someone wealthy for your services, 1-riches is the 
  going rate for one murder executed or one week’s employment as bodyguard.
  1-riches will cover a month’s living expenses, if your tastes aren’t too 
  grand.
  As a one-time expenditure, and very subject to availability, 1-riches 
  might count for: a night in high luxury & company; any weapon, gear or 
  fashion not valuable or rare; the material costs of resuscitation by a healer; 
  repair of a piece of gear; a year’s tribute to a warlord; a months stabling and
  care for a well-bred horse, well-used; bribes, fees and gifts sufficient to get you
   into almost anyone’s presence
  .
  For better stuff, you should expect to make particular arrangements. You 
  can’t just wander around the commons of some hardhold with riches 
  ajangle and expect to find hi-tech or luxe eternal.
  Introducing
  THE BARBARIAN
  “Venarium was reduced to a mass of charred ruins, as it is to this day. The 
  Aquilonians were driven back across the marches, and have never since tried 
  to colonize the Cimmerian country. But you speak of Venarium familiarly. 
  Perhaps you were there?”
  “I was,” grunted the other. “I was one of the horde that swarmed over the
  ADDITIONAL RULES
  hyborian
  saga
  barbarian
  The
  walls. I hadn’t seen fifteen snows, but already my name was repeated about
  the council fires.”     —Beyond the Black River
  WEAPONS
  Impressive weapons 
  • great-axe (3-harm hand messy
  • broadsword (3-harm hand
  messy cleave)
  • spear (3-harm hand/close)
  • polearm (4-harm hand reload
  Serious weapons 
  • crossbow (2-harm close reload) 
  • composite bow (2-harm close/
   far)
  • sword (3-harm hand messy)
  • axe (3-harm hand)
  • flail (2-harm hand area) 
  • garrote (2-harm hand ap 
  intimate reload)
  Practical weapons
  • club/staff (2-harm hand)
  • poniard (2-harm hand)
   
  • many knives (2-harm hand 
  infinite)
  • javelin (2-harm close reload) 
  HARM
  When a character gets hurt, the player marks 
  segments in her harm countdown wheel. Mark 
  one full segment for each 1-harm, starting 
  with the segment 12:00 to 3:00.
  Typically, when a character takes harm, it’s 
  equal to the harm rating of the weapon, 
  attack, or mishap, minus the armor rating of 
  the character’s armor. is is called harm as 
  established. 
  When you suffer harm, roll+harm suffered 
  (after armor, if you’re wearing any). On a 10+, 
  the MC can choose 1:
  • You’re out of action: unconscious, trapped, 
  incoherent or panicked.
  • It’s worse than it seemed. Take -1 ongoing until 
  you can rest.
  • Choose 2 from the 7–9 list below.
  On a 7–9, the MC can choose 1:
  • You lose your footing.
  • You lose your grip on whatever you’re holding.
  • You lose track of someone or something you’re 
  attending to.
  • You miss noticing something important.
  On a miss, the MC can nevertheless choose 
  something from the 7–9 list above. If she 
  does, though, it’s instead of some of the harm 
  you’re suffering, so you take -1harm.
  When you inflict harm on another player’s 
  character, the other character gets +1Hx 
  with you (on their sheet) for every segment of 
  harm you inflict. If this brings them to Hx+4, 
  they reset to Hx+1 as usual, and therefore 
  mark experience.
  When you hurt someone, they see you more 
  clearly.
  cleave)
  • shield (2-harm hand reload)/ 
  (1-armor)
  BARTER PERIPHERAL MOVES
  When you give 1-riches to someone, but with strings attached , it counts 
  as manipulating them and hitting the roll with a 10+, no roll required.
  When you go into a city’s bustling market, looking for some particular 
  thing to buy, and it’s not obvious whether you should be able to just go buy 
  one like that, roll+Wits. On a 10+, yes, you can just go buy it like that. On a 
  7–9, the MC chooses one of the following:
  • it costs 1-riches more than you’d expect
  • it’s available, but only if you meet with a guy who knows a guy
  • damn, I had one, I just sold it to this guy named Othbaal, maybe you can go get it 
  off him?
  • sorry, I don’t have that, but maybe this will do instead?
  When you make known that you want a thing and drop coin to speed it
  on its way, roll+riches spent (max roll+3). It has to be a thing you could 
  legitimately get this way. On a 10+ it comes to you, no strings attached. On 
  a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, 
  but with strings very much attached. 
  BANDS
  When a character makes an aggressive move using her band as a weapon, her 
  band inflicts and suffers harm, she doesn’t. A band inflicts and suffers harm 
  according to its own and its enemy’s sizes, weapons, and armor.
  When a Band suffers…
  1-harm: a few injuries, one or two serious, no fatalities.
  2-harm: many injuries, several serious, a couple of fatalities.
  3-harm: widespread injuries, many serious, several fatalities.
  4-harm: widespread serious injuries, many fatalities.
  5-harm and more: widespread fatalities, few survivors.
  messy)
  
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  OTHER MOVES
  BARBARIAN MOVES
     NAME —
  LOOK
  STATS
  MOVES
  HX
  help or interfere; session end
  BARBARIAN SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A BARBARIAN
  To create your barbarian, choose race, look, stats, moves, gear, and Hx.
  RACE
  Aesir, Cimmerian, Hyperborean, Kushite,
  Pictish, Vanir. 
  LOOK
  Man, woman.
  Loin cloth, whisps of silk, furs, 
  jewels, hides, nothing. 
  Scarred face, dark face, wide face
  hawklike face, bearded face,
  tattoed face, hard face, striking 
  face.
  Brooding eyes, merciless eyes, 
  wild eyes, sullen eyes, or 
  piercing eyes.
  Pantherish body, massive body,
  compact body, lithe body. 
  STATS
  Choose one set:
  • Allure=0 Fierce+2 Grace+1 Wits=0 Wyrd=0
  • Allure=0 Fierce+2 Grace+2 Wits-1 Wyrd-1
  • Allure+1 Fierce+2 Grace=0 Wits+1 Wyrd-1
  • Allure-1 Fierce+2 Grace+1 Wits+1 Wyrd=0
  MOVES
  You get all the basic moves. Choose 2 
  barbarian moves.
  GEAR
  You get:
  • 1 weapon from any playbook.
   
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn:
  • Tell everyone Hx+1. You put yourself 
  out in the public view.
  On the others’ turns:
  • Choose the character you trust the 
  least. Whatever number that player 
  tells you, ignore it; write Hx+3 next to 
  the character’s name instead.
  • Everyone else, write whatever number 
  they tell you next to their character’s 
  name.
  At the end, find the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. 
  GEAR & RICHES
  HOLD
  __ get +1Grace (max +2)
  __ get +1Wits (max +2)
  __ get +1Wyrd (max +2)
  __ get a new barbarian move
  __ get a new barbarian move
  __ get a hideout (workspace) 
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, 
  heal one segment. 
  IMPROVEMENT
  Whenever you roll a highlighted 
  stat, and whenever you reset 
  your Hx with someone, mark 
  an experience circle. When you 
  mark the 5th, improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  strive against
  peril
  inflict brutality;
  wade into battle
  seduce or
  manipulate
  read a sitch;
  read a person
  highlight
  highlight
  highlight
  highlight
  highlight
  allure
  fierce
  Grace
  wits
  wyrd
  Savage instincts
   
  
  : when you strive against peril, roll+Fierce
  instead of roll+Grace.
  Primal reflexes
   
  
  : the way you move unencumbered counts as 
  armor. If you are naked or nearly so, +1-armor.
  Brutal fury
   
  
  : whenever you use both hands for your weapon, or fight
  INDOMITABLE
   
  
  : with your back to a wall or a doughty comrade, you
  circumstances.
  Predatory glare
   
  
  : when you enter a charged situation, roll+
  count as a band (3- harm band, small), with armor according to the
  Song of death
   
  
  : you get +1Fierce (Fierce+3). 
  __ get 2 jobs (detail) and mercenary
  On a 10+, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to make
  eye contact with an NPC present, who freezes or flinches and can’t
  take action until you break it off. On a miss your enemies identify
  you immediately as their foremost threat.
  Fierce.
   
  __ get a new barbarian move
  discern the
  unnatural
  unarmed, you inflict +1 harm.
  
  By default you have around 20 followers, loyal to you but not fanatical. 
  from you, integrated in the local population (fortune+1 surplus: 1-riches
   want: desertion).
  Choose 2:
   Your followers are dedicated to you. Surplus: +1riches, and replace want: 
  desertion with want: hunger.
   Your followers are involved in successful commerce. +1fortune.
   Your followers, taken as a body, constitute a powerful psychic antenna. 
  Surplus: +augury.
   Your followers are joyous and celebretory. Surplus: +party.
   Your followers are an underground network. Surplus: +insight, and replace
   Your followers are hard-working, no-nonsense. Surplus: +1riches.
   Your followers are eager, enthusiastic, and successful recruiters. Surplus: 
  +growth.
  Choose 2:
   You have few followers, 10 or fewer. Surplus: -1riches.
   Your followers aren’t really yours, more like you’re theirs. Want: judgment 
  instead of want: desertion.
   Your followers rely entirely on you for their lives and needs. Want: 
  +desperation.
   Your followers are drug-fixated. Surplus: +stupor.
   Your followers disdain fashion, luxury and convention. Want: +disease.
   Your followers disdain law, peace, reason and society. Surplus: +violence.
   Your followers are decadent and perverse. Want: +savagery.
  DESCRIPTION
  SURPLUS
  FOLLOWERS
  FORTUNE
  RICHES
  WANT
  FOLLOWERS
  HOLD
  GEAR & RICHES
  Introducing
  THE CULTIST
  The priests of the religion had a habit of hiding their temples in a remarkable 
  fashion. The worship of Mitra was overwhelmingly predominant in the 
  Hyborian nations, but the cult of Asura persisted, in spite of official ban and 
  popular antagonism. Conan had been told dark tales of hidden temples where
  incense smoke drifted up incessantly from black altars where kidnapped 
  humans were sacrificed before a great coiled serpent, whose fearsome head 
  swayed forever in the haunted shadows.     —The Hour of the Dragon 
  ADDITIONAL RULES
  FOLLOWERS PERIPHERAL MOVES
  INSIGHT
  When you use your followers for insight, ask your followers what they think 
  your best course is, and the MC will tell you. If you pursue that course, take 
  +1 to any rolls you make in the pursuit. If you pursue that course but don’t 
  accomplish your ends, you mark experience.
  hyborian
  saga
  CUltist
  The
  They congregate in their own communities. They have their own lives apart
  want: desertion with want: secrecy.
  AUGURY
  When you use your followers, altar, campfire ritual, or meditation to
  perform augury, roll+Wyrd. On a hit, the MC will tell you something
  new and interesting about the current situation, and might ask you a
  question or two; answer them. On a 10+, the MC will give you good
  detail. On a 7–9, the MC will give you an impression. If you already
  know all there is to know, the MC will tell you that. On a miss, some
  threat from the outer dark is inflicted on you or your followers.
  
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  CULTIST MOVES
   Fortunes: fortune, surplus and want all depend on your followers. At the 
  beginning of the session, roll+fortune. On a 10+, your followers have 
  surplus. On a 7–9, they have surplus, but choose 1 want. On a miss, they 
  are in want. If their surplus lists barter, like 1-riches or 2-riches, that’s your 
  personal share.
   Frenzy: When you speak the truth to a mob, roll+Wyrd. On a 10+, hold 3. 
  On a 7–9, hold 1. Spend your hold 1 for 1 to make the mob:
  • bring people forward and deliver them.
  • bring forward all their precious things.
  • unite and fight for you as a band (2-harm 0-armor size appropriate).
  • fall into an orgy of uninhibited emotion: fucking, lamenting, fighting, sharing, 
  celebrating, as you choose.
  • go quietly back to their lives.
  On a miss, the mob turns on you.
   Charismatic: when you try to manipulate someone, roll+Wyrd instead of 
  roll+Allure.
   Dreaming soul: you get +1Wyrd (Wyrd+3).
   Seeing souls: when you help or interfere with someone, roll+Wyrd 
  instead of roll+Hx.
   Divine protection: your gods give you 1-armor. If you wear armor, use 
  that instead, they don’t add.
     NAME —
  LOOK
  STATS
  MOVES
  HX
  help or interfere; session end
  CULTIST SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A CULTIST
  To create your hocus, choose race, look, stats, moves, followers, and Hx.
  RACE
  Aquilocian, Argossean, Brythunian,  
  Corinthian, Hyperborean, Iranistani,
  Ophirian, Pict, Stygian, Turanian, 
  Vendhyan, zamoran, zingaran, other.
  LOOK
  Man, woman, ambiguous, 
  transgressing, or concealed.
  Tattered vestments, formal 
  vestments, scrounge vestments, 
  exotic vestments, or mostly
  naked.
  Innocent face, dirty face, 
  determined face, open face, 
  severe face, or ascetic face.
  Mesmerizing eyes, dazed eyes, 
  forgiving eyes, suspicious eyes, 
  clear eyes, or burning eyes.
  Bony body, lanky body, soft 
  body, fit body, graceful body, or 
  fat body.
  STATS
  Choose one set:
  • Allure-1 Fierce+1 Grace=0 Wits+1 Wyrd+2
  • Allure+1 Fierce-1 Grace+1 Wits=0 Wyrd+2
  • Allure=0 Fierce+1 Grace-1 Wits+1 Wyrd+2
  • Allure+1 Fierce=0 Grace+1 Wits-1 Wyrd+2
  MOVES
  You get all the basic moves. You get 
  fortunes, then choose 2 more cultist
  moves.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn:
  • Any of them who are your followers, tell 
  their players Hx+2.
  • Tell everyone else Hx=0.
  On the others’ turns:
  • Choose the character whose soul you’ve 
  seen. Whatever number that player tells 
  you, ignore it; write Hx+3 next to the 
  character’s name instead. 
  • Everyone else, whatever number they tell 
  you, give it +1 and write it next to their 
  character’s name. You’re a good and quick 
  judge of others.
  At the end, find the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. 
  __ get +1Grace (max +2)
  __ get +1Fierce (max +2)
  __ get +1Wits (max +2)
  __ get a new Cultist move
  __ get a new Cultist move
  __ choose a new option for your followers
  __ choose a new option for your followers
  __ get a sanctuary (workspace) and +1fortune 
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, 
  you each hold 1. Either of you can spend 
  your hold any time to help or interfere 
  with the other, at a distance or despite 
  any barriers that would normally 
  prevent it.
  IMPROVEMENT
  Whenever you roll a 
  highlighted stat, and whenever 
  you reset your Hx with 
  someone, mark an experience 
  circle. When you mark the 5th, 
  improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  GEAR
  In addition to your followers, 
  detail your fashion according to 
  your look. You have coin worth 
  2-riches and one ritual dagger,
  sickle, or staff  (2-harm hand).
  OTHER MOVES
  BARTER
  If you’re charging someone wealthy for your services, 1-riches is the 
  going rate for: one circumstance foretold, revealed and come true; a month’s 
  employment as auger and advisor; a month’s employment as ceremonist.
  1-riches will cover a month’s living expenses, if your tastes aren’t too grand.
  As a one-time expenditure, and very subject to availability, 1-riches might 
  count for: any weapon, gear or fashion not valuable or rare; the material costs
  crash resuscitation by an healer; repair of a piece of rare gear; a weeks hire of the 
  protective companionship of a sellsword; a year’s tribute to a warlord; a month’s
  stabling and care for a well-bred mount, well-used; bribes, fees and gifts sufficient
  to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You 
  can’t just wander around the commons of some hardhold with riches 
  ajangle and expect to find rare or luxe eternal.
  Khitani, Kothian, Kushite, Nemedian, 
  do something
  under fire
  go aggro;
  seize by force
  seduce or
  manipulate
  read a sitch;
  read a person
  highlight
  highlight
  highlight
  highlight
  highlight
  allure
  fierce
  Grace
  wits
  wyrd
  swear an oath
  
  Choose one of these profiles:
  • Power+2 looks+1 1-armor weakness+1
  • Power+2 looks+2 0-armor weakness+1
  • Power+1 looks+2 1-armor weakness+1
  • Power+2 looks+1 2-armor weakness+2
  Choose its breed: 
  Steppe, Turanian, Stygian, Khitani, 
  Hyborian, Vendhyan, pony, elephant, 
  camel, other.
  Choose its strength or strengths:
  Fast, rugged, aggressive, virile, huge, 
  cross-country, uncomplaining, 
  workhorse, nimble, robust.
  Choose as many as its power.
  Choose its look or looks: 
  Sleek, painted, powerful, musculuar,
  scarred, majestic, wild, polished, 
  barded, garish.
  Choose as many as its looks.
  Choose its weakness or weaknesses:
  Slow, frail, messy, lazy, ornerous,
  hungry, unreliable, loud, skittish.
  Choose as many as its weakness.
  MOUNT
  BARTER
  If you’re charging someone wealthy for your services, 1-riches is the going 
  rate for: one message or valuable delivered; one convoy led through hostile 
  territory; one month’s employment as personal driver.
  1-riches will cover a month’s living expenses, if your tastes aren’t too grand. 
  As a one-time expenditure, and very subject to availability, 1-riches might 
  count for: restoration of a damaged or neglected mount to working condition, 
  a month’s stabling and care for a well-bred mount, well-used but not damaged; a 
  night in high luxury & company; any weapon, gear or fashion not valuable or rare;
  repair of a piece of rare gear; a week’s hire of the protective companionship of a
  sellsword; a year’s tribute to a warlord; bribes, fees, and gifts sufficient to get you
  into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You 
  can’t just wander around the commons of some hardhold with riches 
  ajangle and expect to find rare or luxe eternal.
  BREED
  POWER
  LOOKS
  TAGS
  ARMOR
  WEAK
  Introducing
  THE HORSEMAN
  And while the gleaming ranks milled in confusion, the trumpets of Conan 
  sounded, and through the opening ranks of the archers crashed the terrible 
  charge of the Aquilonian knights. 
  The hosts met with a shock like that of an earthquake, that shook the totter-
  ing towers of Shamar. The disorganized squadrons of the invaders could not 
  withstand the solid steel wedge, bristling with spears, that rushed like a
  thunderbolt against them. The long lances of the attackers ripped their ranks
  ADDITIONAL RULES
  MOUNTS & HARM
  When a mount suffers…
  1-harm: light damage. Gashes, non-vital puncture. 0-harm can pass to riders. 
  2-harm: functional damage. Loss of blood, blurred vision, problems with
  with balance and cooridination. Can be field-dressed. 1-harm can affect
  riders.
  3-harm: serious damage. Wounds will inhibit normal performance but can be
  field-dressed and still carry a rider. 2-harm can affect riders.
  4-harm: collapse. Catastrophic functional damage, may be healed in a stable
  but not in the field, or can be used for food. 3-harm can affect riders.
  5-harm and more: total dismemberment. Full harm can affect riders, plus
  they can suffer additional harm if the mount tumbles and crushes them.
  total dismemberment
  collapse, 3-harm 
  through
  light damage, 0-harm through
  functional damage, 1-harm through
  serious damage, 2-harm through
  12
  3
  6
  9
  countdown
  Whether harm affects a mount’s riders, doesn’t affect them, or just hits
  them too, depends on the MC’s judgement of the circumstances and mount.
  hyborian
  saga
  Horseman
  The
  to pieces, and into the heart of their host rode the knights of Poitain, swing-
  ing their terrible two-handed swords.     —The Scarlet Citadel
  Thrown from saddle can be a typical result from the “suffer harm” roll.
  
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  OTHER MOVES
  HORSEMAN MOVES
     NAME —
  LOOK
  STATS
  MOVES
  HX
  help or interfere; session end
  HORSEMAN SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A HORSEMAN
  To create your driver, choose race, look, stats, moves, gear, mount, and Hx.
  RACE
  Afghuli, Aquilonian, Brythunian,
  Corinthian, Hyrkanian, Iranistani,
  Khitani, Kothian, Nemedian, Ophirian, 
  Shemitish, Stygian, Turanian,
  Vendhyan, zamoran, or zingaran. 
  LOOK
  Man, woman, ambiguous, or 
  concealed.
  Silks and furs, robes, cloaked, 
  leather wear, or showy scrounge
  wear, armored.
  Handsome face, gorgeous face, 
  stern face, fine-boned face, worn 
  face, or crooked face.
  Cool eyes, hooded eyes, hard 
  eyes, sad eyes, cold eyes, or pale 
  eyes.
  Slim body, pudgy body, stocky 
  body, solid body, tall body, or 
  strong body.
  STATS
  Choose one set:
  • Allure+1 Fierce-1 Grace=0 Wits+2 Wyrd=0
  • Allure=0 Fierce=0 Grace+1 Wits+2 Wyrd-1
  • Allure-1 Fierce+1 Grace=0 Wits+2 Wyrd=0
  • Allure=0 Fierce-2 Grace+1 Wits+2 Wyrd+1
  MOVES
  You get all the basic moves. You get born 
  in the saddle, and then choose a second 
  horseman move.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, 
  choose 1 or both:
  • One of them has been with you for days 
  on the road. Tell that player Hx+2.
  • One of them once got you out of some 
  serious shit. Tell that player Hx+2.
  Tell everyone else Hx+1. Everybody 
  knows a bit about who you are and where 
  you’ve been.
  On the others’ turns:
  • You aren’t naturally inclined to get too 
  close to too many people. Whatever 
  number they tell you, give it -1 and 
  write it next to their character’s name.
  At the end, find the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. 
  GEAR & RICHES
  HOLD
  __ get +1Grace (max +2)
  __ get +1Fierce (max +2)
  __ get +1Allure(max +2)
  __ get +1Wyrd(max +2)
  __ get a new horseman move
  __ get a new horseman move
  __ get 2 jobs (detail) and mercenary
  __ get a stable (workspace, detail) and crew
  __ get a move from another playbook
  __ get a move from another playbook
  IMPROVEMENT
  Whenever you roll a highlighted 
  stat, and whenever you reset 
  your Hx with someone, mark 
  an experience circle. When you 
  mark the 5th, improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  GEAR
  You get:
  • 1 handy weapon
  • oddments worth 2-riches
  • fashion suitable to your look 
  (you detail)
  Handy weapons (choose 1):
  • crossbow (2-harm close reload)
  • composite bow (2-harm close/
   
  far)
  • spear (3-harm hand/close) 
  •
   
  sabre (3-harm hand messy)
   
  axe (3-harm hand) 
  BREED
  YOUR MOUNT 
  POWER
  LOOKS
  TAGS
  ARMOR
  WEAK
  strive against
  peril
  inflict brutality;
  wade into battle
  seduce or
  manipulate
  read a sitch;
  read a person
  highlight
  highlight
  highlight
  highlight
  highlight
  allure
  fierce
  Grace
  wits
  wyrd
  Born in the Saddle
   
  
  : when riding your mount...
  ...if you strive against peril, add your mount’s power to your roll.
   
  ...if you wade into battle, add your mount’s power to your roll.
   
  ...if you inflict brutality, add your mount’s power to your roll.
   
  ...if you try to seduce or manipulate someone, add your 
   
  mount’s looks to your roll.
  ...if you help or interfere with someone, add your mount’s 
   
  power to your roll.
  ...if someone interferes with you, add your mount’s 
   
  weakness to their roll.
  Good in the clinch
   
  
  : when you act under fire, roll+ Wits
  roll+ Grace.
  Weather eye
   
  
  : when you discern the unnatural, roll+ Wits
  of roll+ Wyrd.
  Daredevil
   
  
  : if you go straight into danger without hedging your 
  bets, you get +1armor. If you happen to be leading a band or 
  convoy, it gets +1armor too.
  Horsemaster
   
  
  : Your mount is trained and loyal. Roll+
  summon your mount with a whistle or call. On a 10+, your mount
  is right here now. 7-9, it is coming. On a miss, your mount is injured
  Wits
  injured on the way, and delayed (1-harm ap).
  instead
  to
  If you and another character have sex, 
  they immediately change their sheet 
  to say Hx+3 with you. ey also choose 
  whether to give you -1 or +1 to your Hx 
  with them, on your sheet.
  •
  discern the
  unnatural
  instead of
  
  Choose your monster’s bane: silver, water, fire, known glyph, known herb,
  direct sunlight, other. Your bane always unmasks your true form.
  Choose your monster’s true form: hairy, albino, ebony, slimy, tentacled,
  Unmasked: revealing your true form, deliberately or  by contact with your
  bane, causes every PC who sees you to get +2Hx with you, while you take -1Hx
  Bane Afflictions (choose 2):
   Cursed. You suffer +1harm from it.
   Vulnerability. You suffer ap harm from it.
   Afraid. You take -1 ongoing while it is in your presence.
   Irresolute. You inflict -1harm while it is in your presence.
   Ashamed. You have Fierce=0 while in it’s presence.
   Powerless. You lose access to all of your character moves while in it’s
  presence. You can still make basic moves.
  YOUR FORM
  Introducing
  THE MONSTER
  ADDITIONAL RULES
  HARM
  When a character gets hurt, the player marks segments in her harm 
  countdown clock. Mark one full segment for each 1-harm, starting with the 
  segment 12:00 to 3:00.
  Typically, when a character takes harm, it’s equal to the harm rating of the 
  weapon, attack, or mishap, minus the armor rating of the character’s armor. 
  is is called harm as established. 
  When you suffer harm, roll+harm suffered (after armor, if you’re wearing 
  any). On a 10+, the MC can choose 1:
  • You’re out of action: unconscious, trapped, incoherent or panicked.
  • It’s worse than it seemed. Take -1 ongoing until you can rest.
  • Choose 2 from the 7–9 list below.
  On a 7–9, the MC can choose 1:
  • You lose your footing.
  • You lose your grip on whatever you’re holding.
  • You lose track of someone or something you’re attending to.
  • You miss noticing something important.
  On a miss, the MC can nevertheless choose something from the 7–9 list 
  above. If she does, though, it’s instead of some of the harm you’re suffering, 
  so you take -1harm.
  When you inflict harm on another player’s character, the other character 
  gets +1Hx with you (on their sheet) for every segment of harm you inflict. If 
  this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark 
  experience.
  When you hurt someone, they see you more clearly.
  BARTER
  IIf you’re charging someone wealthy for your services, 1-riches is the going 
  rate for: one act of murder, extortion, or other violence; one week’s employment as 
  bodyguard or band leader; one month’s employment as thug-on-hand; one threat 
  delivered; one convoy guarded through hostile territory. 
  1-riches will cover a month’s living expenses, if your tastes aren’t too grand.
  As a one-time expenditure, and very subject to availability, 1-riches might 
  count for: a night in high luxury & company; any weapon, gear or fashion not 
  valuable or rare; the material costs of resuscitation by a healer; repair of a piece of 
  rare gear; a year’s tribute to a warlord; a month’s  stabling and care for a well-bred
  mount, well-used; bribes, fees and gifts sufficient to get you into almost anyone’s
  presence.
  For better stuff, you should expect to make particular arrangements. You 
  can’t just wander around the markets of some city with coin ajingle and
  expect to find rare or luxe eternal.
  DREAD BOONS
   
   
  YOUR FORM
  apelike, doglike, toadlike, batlike, snakelike, demonic, enormous, undead.
  hyborian
  saga
  MONSTER
  The
  & BANE
  with them as they now keep their distance. Seduce or manipulate
  .
  normally impossible while unmasked, but there are some fucked up cultists...
  “When Natohk dismounted before Set’s shrine by the oasis of Aphaka, the 
  beast swept into the night and vanished. And I have talked with the tribes-
  men who swore that it suddenly spread gigantic wings and rushed upward
  into the clouds, leaving a trail of fire behind it. No man has seen that camel
  since that night but a black brutish man-like shape shambles to Natohk’s
  tent and gibbers to him in the blackness before dawn.”
  —Black Colossus
  is
  Concealing your bane: unmasked, others (surviving) may seek to divine your
  bane, you are striving against peril. On a 10+, they don’t figure it out. On a 7-9,
  they still don’t got it but will definitely know should they meet you unmasked
  again. PCs roll+Hx to figure it out.
  Choose a Tell thats always apparent: glowing eyes, unnatural movement, odd
  shape, withering aura, harrowing voice, strange smell, other.
  
  MONSTER MOVES
   
  : whenever you take a debility, name the person you hold most 
  responsible. Take +1 ongoing to all rolls versus them, forever. (All rolls 
  with them directly as a target count, of course. Rolls against their family 
  and friends, minions, or property may count, in the MC’s judgment. MCs, 
  remember your job is to make Hyborian Saga seem real and keep the 
  characters’ lives interesting, not deny the PCs bonuses.)
   Ravenous : shot, stabbed, and poisoned, you just keep coming. When 
  you are being scary as fuck and coming at someone, you get +1-armor. 
  Bleeding just doesn’t bother you that much anymore.
   
  : take -2 on all “when you suffer harm” rolls.
   
  : roll+Fierce to smash your way through scenery to get to or 
  away from something. 10+, the scenery moved or smashed and you get what 
  you want. On a 7–9 you get what you want and smash or move the scenery,
  but take 1-harm (ap), and are disoriented and under fire in follow-up actions, 
  leave something behind, or take something with you. ink smashing 
  through walls or plowing through horses and people.
   Scent of blood: at the beginning of the session, roll+Wyrd. On a 10+ hold 
  1+1. On a 7–9 hold 1. At any time, you or the MC can spend your hold to have 
  you at the scene of a crime or violence (like a murder, not a pitched battle be-
  tween two forces). On a miss, the MC holds 1, and can spend it to have you
  there and trapped.
   Uncanny power: choose a move from the Sorcerer or Witch playbook. 
   Secret: your monster’s bane is rare and harder to divine. Roll+Wyrd 
  when you are striving against peril to conceal your bane. Other PCs must roll+ 
  Wyrd to figure it out instead of +Hx. 
   Beastly: whenever you fight with your natural weaponry, inflict +1harm. 
     NAME —
  LOOK
  STATS
  MOVES
  HX
  help or interfere; session end
  MONSTER SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A MONSTER
  To create your monster, choose race, look, stats, form, tell, bane, moves, gear, and Hx.
  RACE
  Alien being, Demonic offspring, Creature
  LOOK
  Always concealed, ambiguous,
  androgynous, animal?
  Filthy wear, masked, veiled, hood 
  and cloak, scrounged armor,
  robes, exotic wear, nearly naked.
  Hard eyes, blank eyes, merciless 
  eyes, dead eyes, or calculating 
  eyes.
  Huge body, muscular body, 
  tall gangly body, wiry body, or 
  obese body.
  STATS
  Choose one set:
  • Allure-1, Fierce+2, Grace+1, Wits=0, Wyrd+1
  • Allure+1, Fierce+2, Grace=0, Wits-1, Wyrd+1
  • Allure=0, Fierce+2, Grace=0, Wits=0, Wyrd+1
  • Allure-1, Fierce+2, Grace+1, Wits=0, Wyrd+1
  MOVES
  You get all the basic moves.  Choose 3 
  monster moves.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn:
  • One of the characters helped you do 
  something terrible once. Tell that player 
  Hx+2.
  • Tell everyone else Hx+1.
  On the others’ turns, choose one or both:
  • One of them was once kind and unafraid 
  towards you. Ignore what they tell you 
  and write Hx+3.
  • You think one of them is pretty. Add +1 
  to whatever number they tell you.
  At the end, find the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. 
  IMPROVEMENT
  Whenever you roll a 
  highlighted stat, and whenever 
  you reset your Hx with 
  someone, mark an experience 
  circle. When you mark the 5th, 
  improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  GEAR
  You get: 
  • 2 dread boons
  • fashion suitable to your 
  disguise. 
  Dread boons (choose 2):
  • terrible claws (2-harm hand) 
  • eyes of the abyss (2-harm close
  ap loud unmasked)
  • blood-drinker (s-harm intimate)
  • tendrils (3-harm hand messy
  cleave unmasked)
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  __ get +1Fierce (max +3)
  __ get +1Grace (max +2)
  __ get +1Wyrd (max +2)
  __ get a new monster move
  __ get a new monster move
  __ get a new dread boon
  __ get followers (detail) and fortunes
  __ get a hideout (workspace)
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, 
  hold 1. If they get into trouble, either you 
  or they can spend your hold and you are 
  there.
  OTHER MOVES
  HOLD
  • 1-armor natural
  from the Outer Dark, Atavistic throwback.
  strive against
  peril
  inflict brutality;
  wade into battle
  seduce or
  manipulate
  read a sitch;
  read a person
  highlight
  highlight
  highlight
  highlight
  highlight
  allure
  fierce
  Grace
  wits
  wyrd
  Thews of Steel
  Brutal charge
  Vengeful
  • montstrous locomotion (speed/
  leaping/ limited flight -you
  choose one, but you are always 
  considered unmasked to use it).
  • other (MC’s approval)
  discern the
  unnatural
  
  Introducing
  THE ROGUE
  Rascals gathered in every stage of rags and tatters—furtive cut-purses, leering 
  kidnappers, quick-fingered thieves, swaggering bravoes with their wenches,
  strident-voiced women clad in tawdry finery. Native rogues were the dominant
  element—dark-skinned, dark-eyed zamorians, with daggers at their girdles
  and guile in their hearts. But there were wolves of half a dozen outland
  nations there as well.     —The Tower of the Elephant
  ADDITIONAL RULES
  hyborian
  saga
  rogue
  The
   BARTER
  If you’re charging someone wealthy for your services, 1-riches is the going 
  rate for: one message or valuable delivered, one months employment as a personal
  spy, thief, or saboteur on hand.
  1-riches will cover a month’s living expenses, if your tastes aren’t too grand. 
  As a one-time expenditure, and very subject to availability, 1-riches 
  might count for: a night in high luxury and company; any weapon, gear or 
  fashion not valuable or rare; the material costs of a crash resuscitation by a
  healer; a week’s hire of the protective companionship of a sellsword; repair of a
  piece of rare gear; a year’s tribute to a warlord; a months stabling and care for a
  well-bred mount, well-used; bribes, fees, and gifts to get you into almost
  anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You 
  can’t just wander around the commons of some hardhold with riches 
  ajangle and expect to find rare or luxe eternal.
  CUSTOM RANGED WEAPONS
  Base (choose 1):
  • crossbow (2-harm close reload) 
  • bow (2-harm close reload) 
  • spear (3-harm hand/close)
  Options (choose 2):
  • ornate (+valuable)
  • antique (+valuable)
  • armor piercing (+ap -1harm)
  • composite (+far)
  • heavy (+1harm)
  CUSTOM WEAPONS
  CUSTOM HAND WEAPONS
  Base (choose 1):
  • staff (1-harm hand area)
  • haft (1-harm hand)
  • handle (1-harm hand)
  • chain (1-harm hand area)
  Options (choose 2):
  • ornate (+valuable)
  • poisoned* (+1harm ap reload)
  • head (+1harm)
  • spikes (+1harm)
  • blade (+1harm)
  • long blade** (+2harm)
  • heavy blade** (+2harm)
  • blades** (+2harm)
  • hidden (+infinite)
  **counts as 2 options
  YOUR CUSTOM WEAPONS
  • poisoned* (+1harm ap reload)
  • light (-reload -far)
  *counts as 2 options:
  poison (3harm ap intimate refill)
  HARM
  When a character gets hurt, the player marks segments in her harm 
  countdown clock. Mark one full segment for each 1-harm, starting with the 
  segment 12:00 to 3:00.
  Typically, when a character takes harm, it’s equal to the harm rating of the 
  weapon, attack, or mishap, minus the armor rating of the character’s armor. 
  is is called harm as established. 
  PERIPHERAL MOVES
  When you suffer harm, roll+harm suffered (after armor, if you’re wearing 
  any). On a 10+, the MC can choose 1:
  • You’re out of action: unconscious, trapped, incoherent or panicked.
  • It’s worse than it seemed. Take an additional 1-harm.
  • Choose 2 from the 7–9 list below.
  On a 7–9, the MC can choose 1:
  • You lose your footing.
  • You lose your grip on whatever you’re holding.
  • You lose track of someone or something you’re attending to.
  • You miss noticing something important.
  On a miss, the MC can nevertheless choose something from the 7–9 list 
  above. If she does, though, it’s instead of some of the harm you’re suffering, 
  so you take -1harm.
  When you inflict harm on another player’s character, the other character 
  gets +1Hx with you (on their sheet) for every segment of harm you inflict. If 
  this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark 
  experience.
  When you hurt someone, they see you more clearly. 
  
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  OTHER MOVES
  ROGUE MOVES
     NAME —
  LOOK
  STATS
  MOVES
  HX
  help or interfere; session end
  ROGUE SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A ROGUE
  To create your rogue, choose race, look, stats, moves, and Hx.
  RACE
  Afghuli, Aquilonian, Argossean, 
  Brythunian, Corinthian, Hyrkanian,
  Iranistani, Khitani, Kothian, Kushite,
  Nemedian, Ophirian, Shemitish, Stygian,
  Turanian, Vendhyan, zamoran, zingaran.
  LOOK
  Man, woman, ambiguous, or 
  concealed.
  Hooded cloak, loin cloth, silks
  and fur, luxe wear, baggy wear,
  aristocratic wear.
  Weathered face, ratlike face, 
  rugged face, narrow face, or 
  hawklike face.
  Narrow eyes, scorched eyes, 
  calculating eyes, wary eyes, or 
  shifty eyes.
  Small body, rangy body, wiry 
  body, lithe body, or fat body.
  STATS
  Choose one set:
  • Allure-1 Fierce=0 Grace+2 Wits+2 Wyrd-1
  • Allure+1 Fierce+1 Grace+2 Wits=0 Wyrd-1
  • Allure+1 Fierce-1 Grace+2 Wits+1 Wyrd=0
  • Allure=0 Fierce=0 Grace+2 Wits+1 Wyrd=0
  MOVES
  You get all the basic moves. Choose
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn:
  • Choose wether you are by nature gener- 
  ous with your trust and resources, or
  On the others’ turns, choose 1 or both:
  • One of them has seen you at your low- 
  est point. Whatever number that player 
  tells you, give it +1 and write it next to 
  the character’s name.
  • One of them once betrayed you to the 
  authorities. Whatever number that 
  player tells you, ignore it, write Hx+3 
  next to the character’s name instead.
  At the end, find the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. 
  GEAR & RICHES
  HOLD
  __ get +1Allure (max +2)
  __ get +1Fierce (max +2)
  __ get +1Wits (max+2)
  __ get +1Wyrd (max+2)
  __ get a new rogue move 
  __ get a move from another playbook
  __ get a move from another playbook
  IMPROVEMENT
  Whenever you roll a highlighted 
  stat, and whenever you reset 
  your Hx with someone, mark 
  an experience circle. When you 
  mark the 5th, improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  GEAR
  Detail your personal fashion. You 
  also have 1-riches worth of coin and
  1-armor at your option. 
  Choose 2 Custom Weapons.
  If you and another character have sex, 
  roll+Grace. On a 10+, it’s cool, no big deal. 
  On a 7–9, give them +1 to their Hx with 
  you on their sheet, but give yourself 
  -1 to your Hx with them on yours. On 
  a miss, you gotta go: take -1 ongoing, 
  until you prove that it’s not like they 
  own you or nothing.
  strive against
  peril
  inflict brutality;
  wade into battle
  seduce or
  manipulate
  read a sitch;
  read a person
  highlight
  highlight
  highlight
  highlight
  highlight
  allure
  fierce
  Grace
  wits
  wyrd
  Plundering jackal
   
  
  : whenever you search your pack or saddlebags for 
   
   
  something, or need some quick coin, roll+
   
  enough to fit. On a 10+ you find just the thing, or close enough. On a
   
  7-9, you find something pretty close, unless what you were looking
   
  for is rare, in which case no dice. On  a miss, you use to have just the
   
  thing, but it turns out some dog stole it. If you were trying to get some
   
  To Hell With This 
   
  
  : name your escape route and roll+Grace
  Cunning
   
  
  : when you’ve seized a prize you swore an oath for, you
  get +1Grace (max +3).
  Cold-blooded
   
  
  : when you inflict brutality on an NPC, roll+
  instead of roll+ Fierce. When you go aggro on another player’s
  10+, sweet, you’re gone. On a 7-9, you can go or stay, but if you go it 
  costs you: leave something behind, or take something with you,
  the MC will tell you what. On a miss, you’re caught vulnerable,
  half in and half out.
  __ get a new rogue move
  three rogue moves. 
  secretive. If the former, tell everyone
  Hx+1, if the latter, Hx=0.
  Fore everyone else, write whatever
  number they tell you next to their name. 
  Grace. It has to be small
  quick coin by cutting a purse, you’re caught and acting under fire.
  . On a
  Grace
  Hx instead of roll+ Fierce.
  __ get a hideout (workspace)
  __ get 2 jobs (detail) and
  Silver toungue
   
  
  : When you try to seduce or manipulate another
  player’s character, roll+Hx instead of Allure. For NPCs roll+Grace.
  moonlighting
  Opportunist
   
  
  : when you interfere with someone who’s rolling, roll+
  Grace instead of roll+Hx, you filthy cur.
  character, roll+
  discern the
  unnatural
  
  Introducing
  THE RULER
  When I was a fighting-man, the kettle-drums they beat, 
  The people scattered gold-dust before my horse’s feet; 
  But now I am a great king, the people hound my track 
  With poison in my wine-cup, and daggers at my back.
  ADDITIONAL RULES
  SIZE
  SURPLUS
  HOLDINGS
  RESOURCES
  WANT
  SIZE
  ARMOR
  +1harm vs smaller bands,
  -1harm vs larger, per 1-size difference.
  TAGS
  BAND
  RICHES
  HARM
  RULER
  The
  hyborian
  saga
  —The Road of Kings
  By default, your holdings include:
   1600-2000 souls.
   for jobs, a mix of hunting, crude farming, and smithing (surplus: 1-riches, want: 
  hungry).
   a fort/tower/longhouse of wood and stone. Your band gets +1armor when fighting
  in its defense.
   a simple armory of spears and shields.
   a personal guard of about 20 violent people (3-harm band medium unruly 1-armor).
  Choose 4:
   your population is large, 3200-4000 souls. Surplus: +1barter, want: +disease.
   your population is small, 800-1000 souls. Want: anxiety instead of want: hungry.
   for jobs, add lucrative raiding. Surplus: +1riches, want: +reprisals.
   for jobs, add protection tribute. Surplus: +1riches, want: +obligation.
   for jobs, add skilled artisans. Surplus: +1riches, want: +idle.
   for jobs, add a bustling, legendary market. Surplus: +1riches, want: +idle.
   your guard is large instead of medium, 40 trained soldiers or so.
   your guard is well-disciplined. Drop unruly.
   your armory is sophisticated and extensive. Your guard gets +1harm.
   you have a castle or palace made of stone and iron. Your guard gets +2armor 
  when fighting in its defense.
  And choose 2:
   your subjects are filthy and unwell. Want: +disease.
   your subjects are lazy and drug-stupored. Want: +famine.
   your subjects are decadent and perverse. Surplus: -1riches, want: savagery.
   your province owes protection tribute. Surplus: -1riches, want: +reprisals.
   your guard is small instead of medium, only about 10 trained soldiers.
   your guard is a pack of slavering hyenas. Want: savagery.
   your armory is  poor. Your guard gets -1harm.
   your compound is mostly tents, lean-tos and wooden walls. Your gang gets no 
  armor bonus when fighting to defend it.
  HOLDINGS
  USING A BAND AS A WEAPON
  When a character makes an aggressive move using her band as a weapon, her 
  band inflicts and suffers harm, she doesn’t. A band inflicts and suffers harm 
  according to its own and its enemy’s sizes, weapons, and armor.
  BANDS & HARM
  If there’s a size mismatch between bands, each step the attacker is bigger 
  adds +1harm, and each step the attacker is smaller knocks off -1harm.
  When a band suffers…
  1-harm: a few injuries, one or two serious, no fatalities.
  2-harm: many injuries, several serious, a couple of fatalities.
  3-harm: widespread injuries, many serious, several fatalities.
  4-harm: widespread serious injuries, many fatalities.
  5-harm and more: widespread fatalities, few survivors.
  few survivors
  many fatalities
  injuries, some serious
  many injuries, some fatalities
  serious injuries, fatalities
  12
  3
  6
  9
  countdown
  With a strong, present leader, a band will hold together if it suffers up to 
  4-harm. If the leader is weak or absent, it’ll hold together if it suffers up to 
  3-harm. If the leader is both weak and absent, it’ll hold together if it suffers 
  1- or 2-harm. If it has no leader, it’ll hold together if it suffers 1-harm, but no 
  more.
  If a PC is a member of a gang taking harm, how much harm the PC takes 
  depends on her role in the band. If she’s a leader or a prominent, visible 
  member, she suffers the same harm the band does. If she’s just someone in 
  the band, or if she’s intentionally protecting herself from harm instead of 
  fighting with the band, she suffers 1-harm less.
  
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  RULER MOVES
   Leadership: when your guard fights for you, roll+Grace. On a 10+, hold 
  3. On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 to 
  make your guard:
  • make a hard advance
  • stand strong against a hard advance
  • make an organized retreat
  • show mercy to their defeated enemies
  • fight and die to the last
  On a miss, your guard turns on you or tries to hand you over to your enemy.
   Wealth: If your hold is secure and your rule unchallenged, at the 
  beginning of the session, roll+Grace. On a 10+, you have surplus at hand and 
  available for the needs of the session. On a 7–9, you have surplus, but choose 
  1 want. On a miss, or if your hold is compromised or your rule contested, 
  your hold is in want. e precise values of your surplus and want depend on 
  your holdings, as follows.
     NAME —
  LOOK
  STATS
  MOVES
  HX
  help or interfere; session end
  RULER SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A RULER
  To create your ruler, choose race, look, stats, moves, holding, and Hx.
  RACE
  All races have rulers; mighty kings, 
  errant princes, feuding barons, or rugged
  tribal cheiftains. 
  LOOK
  Man, woman, ambiguous, or 
  transgressing.
  Luxe wear, silds and furs, casual 
  wear, jewelry, exotic wear, armor. 
  Strong face, stern face, cruel 
  face, soft face, aristocratic face, 
  or gorgeous face.
  Cool eyes, commanding eyes, 
  languid eyes, sharp eyes, 
  forgiving eyes, or generous 
  eyes.
  Massive body, soft body, wiry 
  body, fat body, tall spare body, 
  or sensual body.
  STATS
  Choose one set:
  • Allure+1 Fierce-1 Grace+2 Wits+1 Wyrd=0
  • Allure+1 Fierce+1 Grace+2 Wits+1 Wyrd-2
  • Allure=0 Fierce-1 Grace+2 Wits+2 Wyrd-1
  • Allure+1 Fierce=0 Grace+2 Wits-1 Wyrd+1
  MOVES
  You get all the basic moves. You get both 
  ruler moves.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn:
  • Choose whether you are by nature 
  generous with your trust and resources, 
  or reserved. If the former, then tell 
  everyone Hx+1. If the latter, then tell 
  everyone Hx=0.
  On the others’ turns, choose 1 or both:
  • One of them has been with you since 
  before. Whatever number that player 
  tells you, give it +1 and write it next to 
  the character’s name. 
  • One of them once betrayed you or stole 
  from you. Whatever number that player 
  tells you, ignore it; write Hx+3 next to 
  the character’s name instead. 
  Everyone else, whatever number they 
  tell you, write it next to their character’s 
  name.
  At the end, find the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. 
  __ get +1Grace (max +3)
  __ get +1Wyrd (max +2)
  __ get +1Fierce (max +2)
  __ get +1Allure (max +2)
  __ get +1Wits (max +2)
  __ choose a new option for your holding
  __ choose a new option for your holding
  __ erase an option from your holding
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, 
  you can give the other character gifts 
  worth 1-riches, at no cost to you.
  IMPROVEMENT
  Whenever you roll a 
  highlighted stat, and whenever 
  you reset your Hx with 
  someone, mark an experience 
  circle. When you mark the 5th, 
  improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  GEAR
  In addition to your holding, 
  detail your personal fashion. 
  You can have, for your personal 
  use, with the MC’s approval, a 
  few pieces of non-specialized 
  gear or weapons from any 
  character playbook.
  OTHER MOVES
  HOLD
  GEAR & RICHES
  strive against
  peril
  inflict brutality;
  wade into battle
  seduce or
  manipulate
  read a sitch;
  read a person
  highlight
  highlight
  highlight
  highlight
  highlight
  allure
  fierce
  Grace
  wits
  wyrd
  discern the
  Strengths (choose 1 or 2): fast, rugged, 
  aggressive, virile, huge, nimble.
  Looks (choose 1 or 2): sleek, poweful, 
  majestic, wild, painted, muscular, polished, 
  scarred, garish, barded.
  Weakness (choose 1): slow, messy, hungry, 
  frail, oernerous, lazy, unreliable, skittish.
  If for some reason you need your mount’s 
  profile: (by default you don’t), it’s power+1 
  looks+1 1-armor weakness+1
  YOUR MOUNT
  STRENGTHS
  LOOKS
  WEAKNESSES
  unnatural
  
  Choose which of the following your workspace includes. Choose 3: a 
  smithy, a stable, a controlled growing environment, a hideout, skilled labor 
  (Arus, Bwatu, Promero, eg), a lair, a wagon train, a shrine, beasts of burden,
  weird-ass idols and fetishes, silks & cushions, a proving area, a relic of the 
  ancient age past, seclusion, sanctuary, booby traps.
  When you go into your workspace and dedicate yourself to accomplishing a 
  thing, or to getting to the bottom of some shit, decide what and tell the 
  MC. e MC will tell you “sure, no problem, but…” and then 1 to 4 of the 
  following:
  • it’s going to take hours/days/weeks/months of work;
  • first you’ll have to get/build/fix/figure out ___;
  • you’re going to need ___ to help you with it;
  • it’s going to cost you a fuckton of riches;
  • the best you’ll be able to do is a crap version, weak and unreliable;
  • it’s going to mean exposing yourself (plus colleagues) to serious danger;
  • you’re going to have to add ___ to your workplace first;
  • it’s going to take several/dozens/hundreds of tries;
  • you’re going to have to take ___ apart to do it.
  e MC might connect them all with “and,” or might throw in a merciful 
  “or.”
  Once you’ve accomplished the necessaries, you can go ahead and 
  accomplish the thing itself. e MC will stat it up, or spill, or whatever it 
  calls for.
  WORKSPACES
  BARTER
  If you’re charging someone wealthy for your services, 1-riches is the 
  going rate for:  a month’s employment as vizier on call; one solid, reliable and true
  answer.
  1-riches will cover a month’s living expenses, if your tastes aren’t too 
  grand.
  As a one-time expenditure, and very subject to availability, 1-riches 
  might count for: a night in high luxury and company; any weapon, gear or 
  fashion not valuable or rare; the material costs of a crash resuscitation by a
  healer; a week’s hire of the protective companionship of a sellsword; a years
  tribute to a warlord; bribes, fees and gifts sufficient to get you into almost
  anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You 
  can’t just wander around the commons of some hardhold with riches
  ajangle and expect to find hi-tech or luxe eternal.
  Introducing
  THE SAGE
  “Harken!” Spoke the other commandingly. “As a pebble cast into a dark lake 
  sends ripples to further shores, happenings in the Unseen World have broken
  ADDITIONAL RULES
  GEAR & WEAPON TAGS
  n-armor 
  n-harm 
  +nharm 
  +bonus 
  Alive 
  AP 
  Applied 
  Area 
   
  Close 
  Close/far 
  Far 
  Hand 
  Rare 
   
  Implanted 
  Infinite 
  Intimate 
  Loud 
  Messy 
  Refill  
  Reload  
  Remote 
  S-harm 
  Tag 
  Valuable 
  Worn 
   
  MOUNT STATS
  frame 
  power 
  looks  
  armor 
  weakness 
  hyborian
  saga
  sage
  The
  like waves on my slumber. I have marked you well, Conan of Cimmeria, and
  the stamp of mighty happenings and great deeds is upon you. But dooms are
  loose in the land, against which your sword can not aid you.”
  —The Phoenix on the Sword
  AUGURY
  When you use your followers, altar, campfire ritual, or meditation to
  perform augury, roll+Wyrd. On a 10+ you get all three. On a 7-9,
  Choose one:
  On a miss, some threat from the outer dark is inflicted on you or your
  followers.
  • Send a message.
  • Scry on a person, place, or thing.
  • Conceal your identity
  
  SAGE MOVES
     NAME —
  LOOK
  STATS
  MOVES
  HX
  help or interfere; session end
  SAGE SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A SAGE
  To create your sage, choose race, look, stats, moves, gear, and Hx.
  RACE
  Afghuli, Aquilonian, Brythunian, 
  Corinthian, Hyrkanian, Iranistani, Khitani, 
  Kothian, Nemedian, Ophirian, Shemitish,
  Stygian, Turanian, Vendhyan, zingaran. 
  LOOK
  Man, woman, ambiguous, or 
  concealed.
  Filthy clothes, silks & furs, 
  robes, exotic clothes, cloak 
  & naked underneath. loin clout.
  Plain face, pretty face, wizened 
  face, or expressive face.
  Squinty eyes, calm eyes, 
  dancing eyes, twinkling eyes, or 
  appraising eyes.
  Fat body, slight body, hunched 
  body, wiry body, stumpy body, 
  or strange body.
  STATS
  Choose one set:
  • Allure+1 Fierce=0 Grace-1 Wits+1 Wyrd+2
  • Allure-1 Fierce-1 Grace=0 Wits+2 Wyrd+2
  • Allure=0 Fierce-1 Grace+1 Wits+1 Wyrd+2
  • Allure-1 Fierce+1 Grace+1 Wits=0 Wyrd+2
  MOVES
  You get all the basic moves.  Choose 3 
  sage moves.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn:
  • Choose the character you find most 
  strange. Tell that player Hx+1.
  • Tell everyone else Hx-1. You’re kind of 
  strange yourself.
  On the others’ turns:
  • Choose the character you figure for the 
  biggest potential problem. Whatever 
  number that player tells you, give it +1 
  and write it next to the character’s name. 
  • Everyone else, whatever number they tell 
  you, give it -1 and write it next to their 
  character’s name. You’ve got other stuff 
  to do and other stuff to learn.
  At the end, find the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. 
  If you and another character have sex, 
  they automatically speak to you, as 
  though they were a thing and you’d rolled 
  a 10+, whether you have the move or not. 
  e other player and the MC will answer 
  your questions between them.
  Otherwise, that move never works on 
  people, only things.
  IMPROVEMENT
  Whenever you roll a 
  highlighted stat, and whenever 
  you reset your Hx with 
  someone, mark an experience 
  circle. When you mark the 5th, 
  improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  GEAR
  Detail your personal fashion. 
  You have coin and oddments
  worth 1-riches, and any personal 
  piece of practical weaponry like a
  staff or shortsword.
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  __ get +1Grace (max +2)
  __ get +1Fierce (max +2)
  __ get +1Wits (max +2)
  __ get a new sage move
  __ get a new sage move
  __ get followers (detail) and fortunes
  __ get a workspace (shrine), and you can
  work on people there too
  __ get a move from another playbook
  __ get a move from another playbook
  OTHER MOVES
  GEAR & RICHES
  HOLD
  Things speak
   
  
  : whenever you handle or examine something 
  interesting, roll+Wyrd . On a hit, you can ask the MC questions. 
  On a 10+, ask 3. On a 7-9, ask 1:
  who handled this last before me?
   
  who made this?
   
  what strong emotions have been most recently nearby this?
   
  what words have been said most recently nearby this?
   
  what has been done most recently with this, or to this?
   
  what’s wrong with this, and how might I fix it?
   
  Treat a miss as though you’ve missed an augury roll.
  Wandering Mystic
   
  
  : at the beginning of the session, roll+Wyrd. 
  10+, hold 1+1. On a 7-9, hold 1. At any time, either you or the 
  MC can spend your hold to have you already be there, with 
  the proper tools and knowledge, with or without any clear 
  explanation why. If your hold was 1+1, take +1forward now. On 
  a miss, the MC holds 1, and can spend it to have you already be 
  there, but somehow pinned, caught or trapped.
  Sage advice
   
  
  : when a character comes to you for advice, tell 
  them what you honestly think the best course is. If they do it, 
  they take +1 to any rolls they make in the doing, and you mark 
  an experience circle.
  Seer
   
  
  : you are able to enter a meditative trance and look 
  beyond the earthly veil. You get +augury. 
  Harmony
   
  
  : when you do something under fire, roll+Wyrd
   
  instead of roll+Grace.
  Deep insights
   
  
  : you get +1Wyrd (Wyrd+3).
  strive against
  peril
  inflict brutality;
  wade into battle
  seduce or
  manipulate
  read a sitch;
  read a person
  highlight
  highlight
  highlight
  highlight
  highlight
  allure
  fierce
  Grace
  wits
  wyrd
  __ get +1Allure (max +2)
  discern the 
  unnatural
  
  Introducing
  THE SELLSWORD
  “Today in the shadow, tomorrow in the sun,” quoth Olgerd, loosening his 
  crimson girdle a trifle and reaching again for the wine-jug. “That’s the way of
  life. Once I was a hetman on the zaporoska; now I’m a desert chief. Seven 
  months ago you were hanging on a cross outside Khauran. Now you’re 
  lieutenant to the most powerful raider between Turan and the western 
  meadows. You should be thankful to me!” 
  —A Witch Shall be Born
  ADDITIONAL RULES
  hyborian
  saga
  sellsword
  The
  BARTER
  1-riches will cover a month’s living expenses, if your tastes aren’t too grand. 
  1-riches will also cover your crew’s cut of a couple three four profitable jobs.
  As a one-time expenditure, and very subject to availability, 1-barter might 
  count for: a night in high luxury and company; any weapon, gear or fashion 
  not valuable or rare; the material costs of a crash resuscitation by an healer; a 
  week’s hire of the protective companionship of a sellsword; repair of a piece of rare
  gear; a year’s tribute to a warlord; a month’s stabling and care for a well-bred
  mount, well-used; bribes, fees and gifts sufficient to get you into almost anyones
  presence.
  For better stuff, you should expect to make particular arrangements. You 
  can’t just wander around the commons of some hardhold with riches 
  ajangle and expect to find rare or luxe eternal.
  If you’re charging someone wealthy for your services, 1-riches is the going
  rate for: one raiding expedition, one convoy led through hostile territory, one 
  threat delivered (loud and clear), one week’s employment of your band as thugs
  enforcers
  .
  (Profit / catastrophe)
  Paying jobs:
   Bodyguarding (1-barter / embattled)
   Surveillance (1-barter / deceived)
   Raiding (1-barter / embattled)
   Enforcement (1-barter / overthrown)
   Labor (1-barter / impoverished)
   
   Deliveries (1-barter / bushwacked)
   Infiltration (1-barter / discovered)
   Plundering (1-barter / impoverished)
   Brokering deals (1-barter / shut out)
   Smithing (2-barter / shut out)
   
   Compound defense (2-barter / infiltrated)
   Doing murders (3-barter / embattled)
  Obligation jobs:
   Avoiding someone (you keep well clear / 
  they catch you in a bad spot)
   Paying debts (you keep up with them / they come due) 
   Revenge (you victimize someone / they humiliate you) 
   Protecting someone (nothing bad happens to them / they are gone) 
   Pursuing luxury (beauty in your life / you wind up in a bad spot)
   Maintaining your honor (you keep your word and your name / you cross a 
  line)
   Seeking answers (you get a clue / you chase a red herring)
   
   
  MOVES
  jobs
  Fucking (2-barter / entangled)
  Companionship (1-barter / entangled)
  Performing (1-barter / shut out)
  Mercenary: roll+Fierce, On a
  10+ you get profit from the
  jobs you worked. On a 7-9, you
  get profit from one and
  catastrophe from the other(s).
  On a miss, catastrophe all
  around.
  Moonlighting: same as
  mercenary except you roll+
  Grace.
  Your jobs must be appropriate
  to whichever move you have.
  you can’t pick “companionship”
  for Mercenary, or “raiding”
  for Moonlighting.
  Moonlighting, however, is the
  more general move.
  Paying jobs on screen:
  • Profit: the MC can choose whether to come in on the end of the successful 
  job, or let the whole job happen in summary, off-screen.
  • Catastrophe: the MC can come in on the moment when the job goes south, 
  or you can summarize the job going south and come in on the aftermath.
  Obligations on screen:
  • Profit: the MC can choose whether to come in on the end of your 
  accomplishing it, or let it pass without much remark.
  • Catastrophe: the MC should come in on the moment when it goes south, as 
  a rule.
  • Unworked: an unworked obligation is an opportunity for the MC.
  BARTER PERIPHERAL MOVES
  When you give 1-riches to someone, but with strings attached , it counts 
  as manipulating them and hitting the roll with a 10+, no roll required.
  When you go into a town’s bustling market, looking for some particular 
  thing to buy, and it’s not obvious whether you should be able to just go buy 
  one like that, roll+wits. On a 10+, yes, you can just go buy it like that. On a 
  7–9, the MC chooses one of the following:
  • it costs 1-riches more than you’d expect
  • it’s available, but only if you meet with a guy who knows a guy
  • damn, I had one, I just sold it to this guy named Dalak, maybe you can go get it 
  off him?
  • sorry, I don’t have that, but maybe this will do instead?
  When you make known that you want a thing and drop coin to speed 
  it on its way, roll+riches spent (max roll+3). It has to be a thing you could 
  legitimately get this way. On a 10+ it comes to you, no strings attached. On 
  a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, 
  but with strings very much attached. 
  jobs on screen
  
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  SELLSWORD MOVES
     NAME —
  LOOK
  STATS
  MOVES
  HX
  help or interfere; session end
  SELLSWORD SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A SELLSWORD
  To create your sellsword, choose race, look, stats, moves, jobs, impressive
  weapons, gear, and Hx.
  RACE
  Virtually any race of the Hyborian Age. 
  LOOK
  Man, woman, concealed. 
  Filthy clothes, fine silks, exotic 
  clothes, armor. 
  Worn face, scarred face, honest 
  face, rough face, hard face, or 
  hawklike face.
  Calculating eyes, weary eyes,
  sharp eyes, or cold eyes. 
  Muscular body, rangy body, huge 
  body, sculpted body, or squat body.
  STATS
  Choose one set:
  • Allure-1 Fierce+2 Grace+1 Wits+1 Wyrd=0
  • Allure+1 Fierce+2 Grace+1 Wits=0 Wyrd-1
  • Allure=0 Fierce+2 Grace+1 Wits+1 Wyrd-1
  • Allure-1 Fierce+2 Grace+2 Wits=0 Wyrd-1
  MOVES
  You get all the basic moves.  You get
  and choose two other 
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, 
  choose 1, 2, or all three:
  • One of them has fought shoulder to
  shoulder with you. Tell that player Hx+2.
  • One of them left you bleeding and did
  nothing for you. Tell that player Hx-2. 
  Tell everyone else Hx=0.
  On the others’ turns:
  • Choose which character you think is
  smartest, add+1 to whatever they tell you.
  At the end, find the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. 
  IMPROVEMENT
  Whenever you roll a 
  highlighted stat, and whenever 
  you reset your Hx with 
  someone, mark an experience 
  circle. When you mark the 5th, 
  improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  GEAR
  Detail your personal attire worth
  • Great-axe (3-harm hand autofire
  • Broadsword (3-harm hand autofire)
  • Choose which one of them you think is
  the prettiest. Tell that player Hx+2. 
  • Everyone else, write down whatever they
  tell you next to their name.
  1-armor or 2-armor, your choice.
  Choose two impressive weapons:
  • Crossbow (2-harm close reload)
  • Composite bow (2-harm close/far)
  • Sword (3-harm hand messy)
  • Flail (2-harm hand area)
  strive against
  peril
  inflict brutality;
  wade into battle
  seduce or
  manipulate
  read a sitch;
  read a person
  highlight
  highlight
  highlight
  highlight
  highlight
  allure
  fierce
  Grace
  wits
  wyrd
  OTHER MOVES
   Battlefield Instincts: when you read a charged situation and act on the
  MC’s answers, you get +2 instead of +1.
   Fighting retreat : name your escape route and roll+ 
  you’re gone. On a 7-9, you can go or stay, but if you go, it costs you: leave
  somthing behind, or take something with you, the MC will tell you what. On 
  a miss, you’re caught vulnerable, half in and half out.
  GEAR & RICHES
  HOLD
  __ get +1Fierce (max +3)
  __ get +1Grace (max +2)
  __ get +1Wits (max +2)
  __ get +1Wyrd (max +2)
  __ get a new sellsword move
  __ get a new sellsword move
  __ get a band (detail) and 
  __ get a hideout (workspace)
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, 
  they immediately change their sheet 
  to say Hx+3 with you. ey also choose 
  whether to give you -1 or +1 to your Hx 
  with them, on your sheet.
  Fierce. On a 10+,
   Prepared for the inevitable : you have a well-stocked and high-quality
  medicinal kit (2-stock), and you know how to use it.
   Tactics : in battle, when you help someone who’s rolling, don’t roll+Hx.
  You help them as though you’d hit the roll with 10+.
   Bash & Slash: when fighting with a shield and weapon, inflict +1 harm.
   Mercenary:  you get two appropriate jobs. When you choose to work one
  or both, roll+Fierce. On a 10+, you get profit from both. On a 7-9 you get
  profit from one and catastrophe from the other. On a miss, catastrophe all
  around.
  Mercenary
  sellsword moves.
  war leader
  • Spear (3-harm hand/close)
  • Polearm (4-harm hand reload
  messy)
  messy) 
  messy) 
  • Axe (3-harm hand)
  • shield (2-harm hand reload)/ 
  (1-armor)
  discern the
  unnatural
  
  You get:
  • jewelry and coin worth 1-riches
  • fashion suitable to your look (you detail)
  Gracious weapons (choose 1):
   poison (3-harm intimate ap reload)
   ornate dagger (2-harm hand valuable)
   hidden knives (2-harm hand infinite)
   gilded whip (s-harm hand loud)
  Luxe gear (choose 2):
   luxe jewelry (worn valuable rare)
   long gorgeous gown (worn valuable)
   spectacular tattoos (implanted)
   skin & hair kit (applied valuable)
  Soaps, ochres, paints, creams, salves. Using it lets you take +1Allure forward.
   a pet (valuable alive)
  Your choice and yours to detail.
  SIREN GEAR
  BARTER
  If you’re charging someone wealthy for your services, 1-riches is the 
  going rate for: one night’s intimate companionship, an evening’s or a 
  weekend’s entertainment for a group (without touching), a month’s casual 
  employment as an enlivining presence.
  1-riches will cover a month’s living expenses, if your tastes aren’t too 
  grand.
  As a one-time expenditure, and very subject to availability, 1-riches 
  might count for: any weapon, gear or fashion not valuable or rare; the 
  material costs of a crash resuscitation by an healer; repair of a piece of rare gear;
  a week’s hire of the protective companionship of a sellsword; a years tribute to a 
  warlord; a month’s stabling and repairs for a well-bred mount, well used; bribes,
  fees and gifts sufficient to get you into almost anyones presence.
  For better stuff, you should expect to make particular arrangements. You 
  can’t just wander around the commons of some hardhold with riches
  ajangle and expect to find rare or luxe eternal.
  GEAR & RICHES
  Introducing
  THE SIREN
  It was a woman who stood there staring at them in wonder. She was tall, lithe, 
  shaped like a goddess; clad in a narrow girdle encrusted with jewels. A burn- 
  ished mass of night-black hair set off the whiteness of her ivory body. Her 
  dark eyes, shaded by long dusky lashes, were deep with sensuous mystery.
  ADDITIONAL RULES
  EXAMPLE ARTS
  For Artful & gracious:
  Singing or performing music, dancing, making jewelry, creating functional 
  and beautiful tools, working fur or leather, training dogs or birds — any 
  craft or art that suits the environment and the character.
  BARTER PERIPHERAL MOVES
  When you give 1-riches to someone, but with strings attached , it counts 
  as manipulating them and hitting the roll with a 10+, no roll required.
  When you go into a town’s bustling market, looking for some particular 
  thing to buy, and it’s not obvious whether you should be able to just go buy 
  one like that, roll+wits. On a 10+, yes, you can just go buy it like that. On a 
  7–9, the MC chooses one of the following:
  • it costs 1-riches more than you’d expect
  • it’s available, but only if you meet with a guy who knows a guy
  • damn, I had one, I just sold it to this guy named Othbaal, maybe you can go get it 
  off him?
  • sorry, I don’t have that, but maybe this will do instead?
  When you make known that you want a thing and drop jingle to speed 
  it on its way, roll+riches spent (max roll+3). It has to be a thing you could 
  legitimately get this way. On a 10+ it comes to you, no strings attached. On 
  a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, 
  but with strings very much attached. 
  hyborian
  saga
  siren
  The
  —xuthal of the Dusk
  
  SIREN MOVES
     NAME —
  LOOK
  STATS
  MOVES
  HX
  help or interfere; session end
  SIREN SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A SIREN
  To create your skinner, choose race, look, stats, moves, gear, and Hx.
  RACE
  Sirens can be from virtually anywhere, but 
  commone races include: 
  Aquilonian, Brythunian, Corinthian,  
  Khitani, Nemedian, Ophirian, Stygian,
  Vendhyan, and zamoran.
  LOOK
  Woman, sometimes a man, 
  or androgynous.
  Display wear, showy lace, 
  luxe wear, naked or nearly so.
  Striking face, sweet face, 
  exotic face, cute face, or 
  beautiful face.
  Laughing eyes, mocking eyes, 
  dark eyes, shadowed eyes, 
  troubled eyes, arresting eyes, 
  bright eyes, or cool eyes.
  Strong hands, expressive 
  hands, quick hands, calloused 
  hands, or steady hands.
  Slim body, toned body, shapely
  body, young body, or lush body.
  STATS
  Choose one set:
  • Allure+2 Fierce-1 Grace+1 Wits+1 Wyrd=0
  • Allure+2 Fierce=0 Grace=0 Wits=0 Wyrd+1
  • Allure+2 Fierce=0 Grace-1 Wits+2 Wyrd-1
  • Allure+2 Fierce+1 Grace+1 Wits+1 Wyrd-2
  MOVES
  You get all the basic moves.  Choose 2 
  siren moves.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, 
  choose 1, 2 or all 3:
  • One of them is your friend. Tell that 
  player Hx+2.
  • One of them is your lover. Tell that player 
  Hx+1.
  • One of them is in love with you. Tell that 
  player Hx-1.
  • Tell everyone else Hx=0.
  On the others’ turns:
  • For everyone, whatever number they 
  tell you, give it -1 or +1 and write it next 
  to the character’s name. Your choice for 
  each.
  At the end, find the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. 
  IMPROVEMENT
  Whenever you roll a 
  highlighted stat, and whenever 
  you reset your Hx with 
  someone, mark an experience 
  circle. When you mark the 5th, 
  improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  GEAR
  You get:
  • 1 gracious weapon
  • 2 luxe gear
  • coin & oddments worth 1-riches
  • fashion suitable to your look 
  (you detail)
  OTHER MOVES
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  __ get +1Grace (max +2)
  __ get +1Grace (max +2)
  __ get +1Fierce (max +2)
  __ get +1Wits (max +2)
  __ get a new siren move
  __ get a new siren move
  __ get 2 jobs (detail) and moonlighting
  __ get followers (detail) and fortunes
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, 
  choose one:
  • You take +1 forward and so do they.
  • You take +1 forward; they take -1.
  • ey must give you a gift worth at least 
  1-riches.
  • You can enchant them as though 
  you’d rolled a 10+, even if you haven’t 
  chosen to get the move.
  HOLD
  Breathtaking
   
  
  : you get +1Allure (max +3).
  Come hither
   
  
  : when you whisper someone’s name to the outer dark,
   
  roll+Wyrd
   
  (augury). On a hit, they come to you, with or without any 
  clear explanation why. On a 10+, take +1 forward against them. On
   
   
  a miss, the MC will ask you 3 questions; answer them truthfully.
   
   
  Artful & Gracious
   
  
  : when you perform your chosen art—any act of 
  expression or
   
  culture—or when you put its product before an audience,
   
  roll+Allure. On a 10+, spend 3.
   
  On a 7–9, spend 1. Spend 1 to name an
  NPC in your audience and choose one:
   
  this person must meet me 
   
  this person must have my services 
   
  this person loves me 
   
  this person must give me a gift 
   
  this person admires my patron 
   
  On a miss, you gain no benefit, but suffer no harm or lost 
  opportunity. You simply perform very well.
  Enchanting
   
  
  : When you have time and solitude with someone, they
   
  become fixated upon you. Roll+Allure. On a 10+, hold 3. On a 7-9, 
  hold 2. They can spend your hold, 1 for 1, by: 
  giving you something you want 
   
  acting as your eyes and ears 
   
  fighting to protect you 
   
  doing something you tell them to 
   
  For NPCs, while you have hold over them they can’t act against you. 
  For PCs, instead, anytime you like you can spend your hold, 1 for 1:
   
   
  they distract themselves with the thought of you. they’re 
   
  acting under fire. 
  they inspire themselves with the thought of you. they take +1 
   
  right now. 
  On a miss, they hold 2 over you, on the same terms.
  Arresting Seduction
   
  
  : When you remove a  piece of clothing, your
  own or someone
   
  else’s, any who can see you cannot do anything but
   
  watch. You command their absolute attention. If you choose, you can
   
   
  exempt individual people, by name.
  strive against
  peril
  inflict brutality;
  wade into battle
  seduce or
  manipulate
  read a sitch;
  read a person
  highlight
  highlight
  highlight
  highlight
  highlight
  allure
  fierce
  Grace
  wits
  wyrd
  discern the 
  unnatural
  
   Books of Lore
  After you spend hours poring over your books of lore, hold 1 (max 1). Spend your 
  hold on any Sorcerer move, even if you do not normally have the move.
   Lair with Altar (workspace)
  when you sacrifice a human life or goods  worth 1-riches on your altar, you may 
   Demon Familiar
  The Demon Familiar counts as a weapon (3-harm, remote, alive, 2-armor). If you
   Mummy Dust
  Mummy Dust is a weapon (hand, s-harm, infinite).
  SORCERER GEAR
  BARTER
  If you’re charging someone wealthy for your services, 1-riches is the 
  going rate for: one successful visions of death; one successful task of mesmerism, 
  or one use of the Augury; one week’s employment as a vizier.
  1-riches will cover a month’s living expenses, if your tastes aren’t too 
  grand.
  As a one-time expenditure, and very subject to availability, 1-riches 
  might count for: a night in high luxury & company; any weapon, gear or 
  fashion not valuable or rare; the material costs of a crash resuscitation by 
  a healer; repair of a piece of rare gear; a week’s hire of the protective companion-
  ship of a sellsword; a year’s tribute to a warlord; a months stabling and care for
  a well-bred horse, well-used; bribes, fees and gifts sufficient to get you into
  almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You 
  can’t just wander around the commons of some hardhold with oddments 
  ajangle and expect to find rare or luxe eternal.
  GEAR & RICHES
  Introducing
  THE SORCERER
  He held out his hand as if to receive something, and the Turanian cried out
  sharply like a man in mortal agony. He reeled drunkenly, and then, with a
  splintering of bones, a rending of flesh and muscle and a snapping of mail-
  links, his breast burst outward with a shower of blood, and through the
  ghastly aperture something red and dripping shot through the air into the
  Master’s hand, as a bit of steel leaps to the magnet. The Turanian slumped to
  ADDITIONAL RULES
  THREAT TYPES & IMPULSES
  You can’t use these — they’re the MC’s — but you might find them interesting.
  Warlords:
  • Slaver (impulse: to own and sell people)
  • Conqueror (impulse: to take land)
  • Prophet (impulse: to establish a new order)
  • Immortal (impulse: to restore the world they new)
   
  • Packmaster (impulse: to hunt and dominate)
  Outsiders:
  • Ancient God (impulse: to take sacrifice)
  • Sorcerer (impulse: craves mastery)
  • Alien Being (impulse: craves restitution)
  • Monster (impulse: the ruination of all)
  Landscapes:
  • Wilderness (impulse: to generate badness)
   • Other Realm (impulse: to entice and betray people)
  • Ruin (impulse: to conceal a secret)
  • Fortress (impulse: to deny access)
  Afflictions:
  • Disease (impulse: to saturate a population)
  • Condition (impulse: to expose people to danger)
  • Custom (impulse: to promote and justify violence)
  • Superstition (impulse: to dominate people’s choices and actions)
  • Sacrifice (impulse: to leave people bereft)
  • Curse (impulse: to bring the mighty low)
  Brutes:
  • Hunting pack (impulse: to victimize anyone vulnerable)
   
  • Enforcers (impulse: to victimize anyone who stands out)
  • Cult (impulse: to victimize & incorporate people)
  • Mob (impulse: to riot, burn, kill scapegoats)
   
  hyborian
  saga
  sorcerer
  The
  use the Demon Familiar with a move, on a miss it suffers any consequences as an
  npc, not you.
  perform the augury move. 
   
  the floor and lay motionless, and the Master laughed and hurled the object to
  fall before Conan’s feet – a still quivering human heart.
  —The People of the Black Circle
  
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  OTHER MOVES
  SORCERER MOVES
     NAME —
  LOOK
  STATS
  MOVES
  HX
  help or interfere; session end
  SORCERER SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A SORCERER
  To create your sorcerer, choose race, look, stats, moves, gear, and Hx.
  RACE
  Aquilonian, Hyperborean, Khitani,
  Pictish, Stygian, Thurian, Turanian,
  Vendhyan, zamoran, Other. 
  LOOK
  Man, woman, ambiguous, 
  or concealed.
  High formal wear, dark robes,
  hooded cloak, wrapped in bandages, 
  environmental wear improper to 
  the local environment.
  Scarred face, smooth face, pale 
  face, bony face, dusky face, 
  or sweet face.
  Stony eyes, dead eyes, deep eyes, 
  hollow eyes, pale eyes, ruined 
  eyes, or blazing eyes.
  Awkward angular body, frail body, 
  lanky body, crippled body, starved
  body, or desiccated body.
  STATS
  Choose one set:
  • Allure-2 Fierce+1 Grace+1 Wits+1 Wyrd+2
  • Allure+1 Fierce=0 Grace=0 Wits=0 Wyrd+2
  • Allure-1 Fierce-2 Grace+1 Wits+2 Wyrd+2
  • Allure-1 Fierce-1 Grace+2 Wits=0 Wyrd+2
  MOVES
  You get all the basic moves. Choose 2 
  sorcerer moves.
  GEAR
  You get:
  • 1 ceremonial weapon
  • 2 sorcerer gear
  • treasures worth 5-riches
  • fashion suitable to your look, 
  including at your option a piece 
  worth 1-armor (you detail)
  ceremonial weapons:
  • staff (2-harm hand) 
  • ornate dagger (2-harm hand 
  valuable)
  • hidden knives (2-harm hand 
  infinite)
  • sickle (2-harm hand)
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn:
  • Tell everyone Hx-1. You are inscrutable.
  On the others’ turns, choose 1, 2 or all 3:
  • One of them has slept in your presence 
  (knowingly or un-). Whatever number that 
  player tells you, ignore it; write Hx+3 next 
  to the character’s name instead.
  • One of them, you’ve been watching carefully 
  for some time, in secret. Whatever number 
  that player tells you, ignore it; write Hx+3 
  next to the character’s name instead.
  • One of them quite evidently dislikes and 
  distrusts you. Whatever number that player 
  tells you, ignore it; write Hx+3 next to the 
  character’s name instead.
  Everyone else, whatever number they tell 
  you, add 1 to it and write it next to their 
  character’s name. You know everyone better 
  than normal.
  At the end, find the character with the highest 
  Hx on your sheet. Ask that player which of 
  your stats is most interesting, and highlight 
  it. 
  HOLD
  __ get +1Grace (max +2)
  __ get +1Wits (max +2)
  __ get +1Fierce (max +2)
  __ get +1Allure (max +2)
  __ get a new Sorcerer move
  __ get a new Sorcerer move
  __ get followers (detail) and fortunes
  __ get a new piece of sorcerer gear
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, roll+ 
  Wyrd. On a 10+ hold 3, on a 7-9 hold 1.   
  IMPROVEMENT
  Whenever you roll a highlighted 
  stat, and whenever you reset 
  your Hx with someone, mark 
  an experience circle. When you 
  mark the 5th, improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  strive against
  peril
  inflict brutality;
  wade into battle
  seduce or
  manipulate
  read a sitch;
  read a person
  highlight
  highlight
  highlight
  highlight
  highlight
  allure
  fierce
  Grace
  wits
  wyrd
  Mesmerism
   
  
  : when you try to seduce someone, roll + Wyrd
   instead of roll+Allure.
  All-Seeing Eyes
   
  
  : when you read someone, roll+Wyrd
   
  instead of roll+Wits. Your victim has to be able to see you, but
   you don’t have to interact.
  Master of Darkness
   
  
  : You get +1 Wyrd (Wyrd +3). 
   
  
  Immortal
   
  
  : When you meet someone important, roll + 
  on a hit they have heard of you, and you say what they have 
  heard; the MC will have them respond accordingly. On a 10+
  Grace,
  you take +1 forward for dealing with them as well. On a miss 
  they have heard of you, but the MC will decide what they have
  heard. 
  Whispers
   
  
  : you can roll+Wyrd to get the effects of inflicting
  brutality. Your victim has to be able to see you, but you don’t
  have to interact. If your victim forces your hand, your mind counts
  as a weapon (1-harm ap close loud-optional).
  Visions of death
   
  : when you go into battle, roll+Wyrd . On a 
  10+, name one person who’ll die and one who’ll live. On a 
  7-9, name one person who’ll die OR one person who’ll live. 
  Don’t name a player’s character; name NPCs only. The MC 
  will make your vision come true, if it’s even remotely possible. 
  On a miss, you foresee your own death, and accordingly take 
  -1 throughout the battle. 
  Unnatural Wiles
   
  
  : In darkness or near-darkness you have 
  Allure +2. 
  Spend your holds to ask them: 
  what was your character’s lowest
   
  
  for what does your character crave 
   
  forgiveness, and of whom?
  what are your character’s secret pains?
   
  in what ways are your character’s mind
   
  and soul vulnerable?
  On a miss, you inflict 1-harm (ap) upon
  your subject, to no benefit.
  moment?
  Death Spell
   
  
  : your outstretched hand and a spoken word
  count as a weapon (4-harm ap close reload). On a miss 
  using the Death Spell, you take the damage instead. 
  discern the
  unnatural
  
  Your medininal kit has all kinds of crap in 
  it: scissors, rags, tape, needles, clamps, 
  gloves, oils, wipes, alcohol, injectable 
  elixirs & herbs, salves, leeches, maggots,
  phials, tonics, potions, splints, bandages, 
  razors, pliars, charms, crystals, poultices, 
  narcotics, incense, idols, and essences, 
  salts, powders, ointments, hooks, horse-
  When you use it, spend its stock; you can spend 0–3 of its stock per use. 
  You can resupply it for 1-riches per 2-stock, if your circumstances let you 
  barter for medical supplies.
  It begins play holding 6-stock. You can carry2-stock on your person. 
  To use it to stabilize and heal someone at 9:00 or past: roll+stock spent. 
  On a hit, they will stabilize and heal to 6:00, but the MC will choose 1 (on 
  a 10+) or 2 (on a 7–9):
  • they need to be physically stabilized before you can move them.
  • even drugged, they fight you; you’re acting under fire.
  • they’ll be in and out of consciousness for 24 hours.
  • stabilizing them eats up your stock; spend 1-stock more.
  • they’ll be bedridden, out of action, for at least a week.
  • they’ll need constant monitoring and care for 36 hours.
  On a miss, they take 1-harm instead.
  To use it to speed the recovery of someone at 3:00 or 6:00: don’t roll. ey 
  choose: spend 4 days (3:00) or 1 week (6:00) blissed out on narcotics, 
  immobile but happy, or do their time like everyone else.
  To use it to revive someone who’s died (at 12:00, not beyond): roll+stock 
  spent. On a 10+, they recover to 10:00. On a 7–9, they recover to 11:00. 
  On a miss, you’ve done everything you can for them, and they’re still 
  dead.
  MEDICINAL KIT
  STOCK
  BARTER
  If you’re charging someone wealthy for your services, 1-riches is the 
  going rate for: one successful resuscitation (plus material costs); one week’s 
  full around-the-clock care (plus material costs); one month’s employment as 
  physician on call (plus material costs, if any)
  .
  1-riches will cover a month’s living expenses, if your tastes aren’t too 
  grand.
  As a one-time expenditure, and very subject to availability, 1-riches 
  might count for: two refills for your medicinal kit;
   
  a night in high luxury & 
  company; any weapon, gear or fashion not valuable or rare; repair of a piece 
  of rare gear; a week’s hire of the protective companionship of a sellsword; a
  year’s tribute to a warlord; a month’s stabling and care for a well-bred horse,
  well-used. bribes, fees and gifts sufficient to get you into almost anyones presence.
  .
  For better stuff, you should expect to make particular arrangements. You 
  can’t just wander around the commons of some hardhold with riches 
  ajangle and expect to find rare or luxe eternal.
  Introducing
  THE WITCH
  “You do not fear to sit in the hut of a witch?” she asked, breaking her silence 
  at last...“I have found the brooding silence of the glens more pleasing than the 
  babble of city streets,” she said. “The children of the wild are kinder than the 
  children of men.” Her hand briefly stroked the ruff of the sleeping wolf. “My 
  children were afar from me today, or I had not needed your sword, my king. 
  They were coming at my call.”     —The Hour of the Dragon 
  ADDITIONAL RULES
  HARM & HEALING
  Harm before 6:00 heals automatically with time. Harm after 9:00 gets 
  worse with time, unless stabilized. If the player marks the segment 11:00 to 
  12:00, it means that the character’s dead but can still be revived. Any harm 
  past that and the character’s dead for reals.
  PERIPHERAL MOVE
  When you heal another player’s character’s harm, you get +1Hx with 
  them (on your sheet) for every segment of harm you heal. If this brings you 
  to Hx+4, you reset to Hx+1 as usual, and therefore mark experience.
  When you heal someone, you see them more clearly.
  INFIRMARY
  When you go into your infirmary and dedicate yourself to working on a 
  person, decide what you’re trying for and tell the MC. e MC will tell you 
  “sure, no problem, but…” and then 1 to 4 of the following:
  • it’s going to take hours/days/weeks/months of work;
  • first you’ll have to get/build/fix/figure out ___;
  • you’re going to need ___ to help you with it;
  • it’s going to cost you a fuckton of jingle;
  • the best you’ll be able to do is a crap version, weak and unreliable;
  • it’s going to mean exposing yourself (plus colleagues & patient) to serious danger;
  • you’re going to have to add ___ to your infirmary first;
  • it’s going to take several/dozens/hundreds of tries;
  • you’re going to have to take ___ apart to do it.
  e MC might connect them all with “and,” or might throw in a merciful “or.”
  hyborian
  saga
  hair, screws, and braces. It is big enough to fill your saddlebags and satchel.
  Witch
  The
  
  OTHER MOVES
  WITCH MOVES
     NAME —
  LOOK
  STATS
  MOVES
  strive against
  peril
  inflict brutality;
  wade into battle
  seduce or
  manipulate
  read a sitch;
  read a person
  discern the
  highlight
  highlight
  highlight
  highlight
  highlight
  HX
  help or interfere; session end
  __ get +1Wits (max +2)
  __ get +1Grace(max +2)
  __ get +1Fierce (max +2)
  __ get +1Allure (max +2)
  __ get a new witch move
  __ get a new witch move
  __ get another pet & a +1bonus or new tag
  __ get a move from another playbook
  __ get a move from another playbook
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  If you and another character have 
  sex, your Hx with them on your sheet 
  goes immediately to +3, and they 
  immediately get +1 to their Hx with 
  you on their sheet. If that brings 
  their Hx with you to +4, they reset it 
  to +1 instead, as usual, and so mark 
  experience.
  WITCH SPECIAL
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1grace)
   crippled (-1fierce)
   disfigured (-1allure)
   broken (-1wits)
  CREATING A WITCH
  To create your witch, choose race, look, stats, moves, gear, and Hx.
  RACE
  A witch can be from virtually any race. 
  LOOK
  Man, woman, ambiguous, 
  or concealed.
  White robes, loin cloth, colorful
  cloak, veil, mask, filthy wear.
  Kind face, strong face, rugged 
  face, haggard face, pretty face, or 
  lively face.
  Quick eyes, hard eyes, caring 
  eyes, bright eyes, twinkling eyes, 
  or clear eyes.
  Frail body, stout body, compact
  body, big body, rangy body, or 
  sturdy body.
  STATS
  Choose one set:
  MOVES
  You get all the basic moves. Choose 2 
  witch moves.
  GEAR
  You get:
  • medicinal kit (2-stock on person)
  • 1 small practical weapon
  • a hideout (workspace) where you
  • fashion suitable to your look, 
  including at your option a piece 
  worth 1-armor (you detail)
  Practical weapons (choose 1):
  • club/staff (2-harm hand)
  • ritual dagger (2-harm hand)
  • poison needle (3-harm intimate
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, 
  choose 1, 2, or all 3:
  • One of them put a hand in when it 
  mattered, and helped you greatly. 
  Tell that player Hx+2.
  • One of them, you figure doomed to 
  self-destruction. Tell that player Hx-1.
  Tell everyone else Hx-1. You’re a strange
  outsider.
  On the others’ turns:
  • You try not to get too attached. 
  Whatever number they tell you, give it 
  -1 and write it next to their character’s 
  name.
  At the end, find the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. 
  GEAR & RICHES
  HOLD
  IMPROVEMENT
  Whenever you roll a highlighted 
  stat, and whenever you reset 
  your Hx with someone, mark 
  an experience circle. When you 
  mark the 5th, improve and erase. 
  Each time you improve, choose 
  one of the options. Check it off; 
  you can’t choose it again.
  allure
  fierce
  Grace
  wits
  wyrd
  Call of the Wild
   
  
  : You may call animals to your aid. Roll+ 
  10+, hold 3. On a 7-9, hold 2. Spend your holds to have the animal: 
  Smoky Visions
   
  
  : Through a campfire ritual, you can perform
  augury. Roll+
  Den Mother’s grace
   
  
  : while you are protecting someone or something, 
  or fighting defensively, you get +1armor.
  Healing touch
   
  
  : when you put your hands skin-to-skin on a 
  wounded person, roll+Wyrd. On a 10+, heal 1 segment. On a 7-9, 
  heal 1 segment, but you’re striving against peril from your patient’s
  soul. On a miss: first, you don’t heal them. Second, you’ve opened
  both your soul and theirs to the outer dark, without protection or
  preparation. For you, and for your patient if your patient is a 
  fellow player’s character, treat it as though you’ve missed an 
  augury roll. For patients belonging to the MC, their experience
  and fate are up to the MC.
  Touched by death
   
  
  : whenever someone in your care dies, you 
  get +1Wyrd (max +3).
  ap reload)
  Wyrd. On a
  deliver a written message 
   
  act as your eyes and ears 
   
  fight to protect you 
   
  do something you tell them to 
   
  On a miss, they hold 2 over you, on the same terms.
  Hx instead of +Wyrd to do augury for someone else.
  for one of them.
   A pet (2-harm and 1-armor
  Your choice and yours to detail.
  remote alive).
  • Allure-1 Fierce+1 Grace=0 Wits+1 Wyrd+2
  • Allure+1 Fierce-1 Grace+1 Wits=0 Wyrd+2
  • Allure=0 Fierce+1 Grace-1 Wits+1 Wyrd+2
  • Allure+1 Fierce=0 Grace+1 Wits-1 Wyrd+2
  __ get to work on medicinal stock at hideout
  can work on people.
  unnatural
  
SOURCE: textdata/thevault/Apocalypse World (PbtA) [multi]/1st Edition/Hyborian Saga Playbooks.pdf