Name -
The Chained One
Once, you lived in the Land of the God-Kings. No longer. By magic, luck, or something stranger, you have been evicted from the world, imprisoned or banished. But your power grows...
Look
Chained One Moves ⬤ Walk
the Earth. Once per session, when you physically appear in the Land of the God-Kings, roll+mystical. On a hit, you appear fear your gateway, gaining access to all moves. On a 10+, you may walk the earth for up to an hour as opposed to a minute or two. On a 6-, the effort takes a lot out of you: erase an advancement on your return track.
Fatal Flaw | Ambition __ | Greed __ | Honour __ | Isolation __ | Kindness __ | Pride __ | Rage __ | Revenge __ | Sacrifice __ | harm, final fate, flawed
O A Whisper In The Dark. While not in your gateway’s presence, you can manipulate. O Herald of War. When you walk the earth, you bring war with you. Choose a move from another playbook: while walking the earth, you may use that move.
History aid/interfere, remember
Stat
Score
O How Dare You Defy Me! When you manipulate a creature, gain +1 severity.
O Lodestone. When you attempt to walk the earth using a living conduct, roll+manipulative if the conduct is an NPC, and +history if the conduct is a PC.
Brutal
battle, destroy O highlight
Calm
risk, recover O highlight
Cunning
observe, reveal strategy O highlight
Manipulative
manipulate, read a creature O highlight
Mystical
channel magic, unleash O highlight
Tags
-1
⬜________________ ⬜________________
-2
⬜________________ ⬜________________
-3 X
⬜________________ ⬜________________
O Knowledge Is Power. When you observe, roll+manipulative instead of +cunning.
Moves
Armour ⬜ Light ⬤ ⬜ Heavy O ⬜ Magical O
⬜________________
O Obey. When you defeat a creature that has at least one tag on it from you manipulating it, channel magic, and control their body. You can spend your hold, 1-for-1, to make them take an action you wish them to take. Once your hold is gone, they are free. O Original Sin. Gain a flaw. O Unbound. Your presence is an every-ominous shadow. While not in your gateway’s presence, you can observe, remember, and read a creature.
Advancement Experience
O +1 manipulative (max +3) O +1 mystical (max +2) O a new chained one move. O a new chained one move O you can walk the earth an addition time per session.
O a new gateway. O an army and leader. O a move from another playbook. O a move from another playbook.
Presence Abilities and Moves
Death and Apathy
When you get to your X tag, make the harm move. If you are indulging in your fatal flaw, instead make the fate move.
O O O O O
After 5 advances
O +1 to any stat (max +3) O retire your character. O change to a new playbook. O choose 3 basic moves and advance them. choose 3 basic moves and advance them.
Presence
You exist only as a vague presence in the world. You can appear, but only for short periods of time. The rest of the time, you are chained. While chained, you have a gateway to the rest of the world, around which your shadow lurks. Choose your gateway: O a powerful artifact. O a mortal being. O a place (country or structure). You can communicate with creatures near your gateway. In addition, you can observe, remember, manipulate, read a creature, or channel magic near your gateway. While chained, you cannot battle, destroy, or risk. You can always use your playbook moves. While chained, you cannot be harmed physically. Your gateway can be attacked, but they are very hard to kill, even by the standards of the ascended. While walking the earth, you can use all your moves. In addition, choose 3 of the following: O while walking the earth, choose a stat: it is +3. O when you walk the earth, the earth shakes and the dead crawl free from their graves. O while walking the earth, you get +1 ongoing. O when you walk the earth, the sky grows dark, and the sun begins to go out. O while walking the earth, you have heavy armour. O when you walk the earth, every creature of the Land of the God-Kings knows fear. O while walking the earth, you have +1severity. O when you walk the earth, the ancient gods stir in their sleep. O when you walk the earth, all mortals who see you pledge allegiance. At the beginning of a session, roll+manipulative. On a 10+, your plans are going extremely well: mark 1 box on your return track. On a 7-9, you plans are going fine. mark 1 box, and ask the GM what needs to be achieved before you can roll this move again. On a 6-, your plans are not going so well. Ask the GM what problems you have. Return Track ⬜ ⬜ ⬜ ⬜ ⬜ → your power grows, and you grow strong. +1 any stat (max +2). ⬜ ⬜ ⬜ ⬜ ⬜ → you are nearing your return, and find it easier to enter the mortal world. You can walk the earth an addition time per session. ⬜ ⬜ ⬜ ⬜ ⬜ → you begin to return to your former glory. Gain a move from any playbook. ⬜ ⬜ ⬜ ⬜ ⬜ → your return is imminent. The next time you walk the earth, you walk the earth permanently. Tell us what happens, Chained One. Your time is now.
Possessions
Character Creation
To create your Chained One, choose name, appearance, stats, moves, gear, fatal flaw, and history.
Name
Aobus, Cagyn, Dhuakku, Korpay Miho, Nabohava, Nocturni, Nuksek, Sumet, Yabo, Zesura The Chained, the Crippled, the Exiled, the Feaster, the First, the Historian, Judgment, the Last Tyrant, the Overthrower, Silencer, the Shadow.
Stats
Choose one set: • Brutal+2 Calm=0 Cunning-1 Manipulative+2 Mystical-1. • Brutal=0 Calm=0 Cunning+1 Manipulative+2 Mystical+1. • Brutal-1 Calm+1 Cunning=0 Manipulative+2 Mystical+1. • Brutal+1 Calm-1 Cunning=0 Manipulative+2 Mystical+2.
Moves You start with all basic moves, walk the earth, and 1 Chained One move of your choice.
Possessions Aside from your gateway, you get a temple or other structure devoted to you, and a small cult of devoted servants awaiting your return. When you walk the earth, you get powerful weapons and light armour. While chained, you get magical armour.
Improvement When you roll your highlighted stat, reset your history or with someone, or reset your fatal flaw, mark experience. When you mark 5 experience, advance.
Look
Human, lovecraftian monster, shadowed figure, threatening voice, or demonic figure.
Chains
Extradimensional cage, secluded prison, timeless void, indestructible gemstone, hell itself, the ethereal plane, or the land of dreams.
History Everyone introduces their character’s name, look, and personality. Take a turn. On your turn, ask the following: • Which of you had a role in my imprisonment? For that character, write history-1. • Which of you do I think could help with my release? For that character, write history+3. For everyone else, write history+1. You don’t have anything better to do than watch, and you’d be amazing at the things you can learn....
Fatal Flaw
Pick a fatal flaw from the list. It starts at +1. When you reset your fatal flaw, instead of gaining an experience, you may mark a box on your return track.
Death You do not die as mortal beings do. When you would die, instead erase your entire return track, and lose your ability to walk the earth for a time. If this happens when you are permanently walking the earth, also become chained once more.