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&
Strife
Salt & Strife a Powered by the Apocalypse tabletop roleplaying game
a hack of Apocalypse World, Dungeon World, and other games
Musketeer�����������������������������������������������������������������������������������20
Chapter 1, essentials����������������������������������������� 4 Gunner�����������������������������������������������������������������������������������������23
Black Powder, Tall Ships, & Gold������������������������������������������� 4
Rider���������������������������������������������������������������������������������������������26
Preparing for Play���������������������������������������������������������������������� 4
Bravo��������������������������������������������������������������������������������������������29
The Conversation����������������������������������������������������������������������� 4
Merchant�������������������������������������������������������������������������������������32
Moves and Dice��������������������������������������������������������������������������� 4
Crafter������������������������������������������������������������������������������������������35
Stats������������������������������������������������������������������������������������������������ 5
Barber-surgeon��������������������������������������������������������������������������38
Things�������������������������������������������������������������������������������������������� 5
Scholar�����������������������������������������������������������������������������������������41
Harm Track���������������������������������������������������������������������������������� 6
Priest��������������������������������������������������������������������������������������������44
Character Improvement����������������������������������������������������������� 6
Stranger���������������������������������������������������������������������������������������47
Bonds��������������������������������������������������������������������������������������������� 6
Beast���������������������������������������������������������������������������������������������50
Downtime Moves����������������������������������������������������������������������� 6
Subversive�����������������������������������������������������������������������������������53
Name, Mother Country, Religion, Company,
Harlot�������������������������������������������������������������������������������������������56
and Looks�������������������������������������������������������������������������������������� 7
Leper���������������������������������������������������������������������������������������������59
Getting Started���������������������������������������������������������������������������� 7
Conjuror��������������������������������������������������������������������������������������62
Chapter 7, experience������������������������������������74
Appendix 1, glossary���������������������������������������83
Appendix 4, currencies��������������������������������93
Appendix 5, maladies�������������������������������������95
Appendix 6, fashion���������������������������������������97
Credits������������������������������������������������������������������������ 101
CHAPTER 1
essentials
S
alt & Strife is a roleplaying game about a company
of adventurers from the lower classes in the early in their fictional circumstances doing whatever it is that
modern period, a time of exploration, enterprise, they do. All these rules do is mediate the conversation.
and exploitation. They kick in when someone says some particular things,
and they impose constraints on what everyone should
The early modern period spans the 1600s to the 1800s. say after.
Salt & Strife focuses on the middle period, the 1700s, but
it can be used to describe adventures as early as the time There are no rounds or turns. You follow the natural
of Rabelais and as late as the revolutionary wave of 1848. flow of the conversation, making sure each person has
an equal say.
PREPARING FOR PLAY
You need a few people—ideally three to five friends total. MOVES AND DICE
Choose one person to be the game master (GM). Everyone The particular things that make these rules kick in are
else will be players, taking the role of characters in the called moves. A move looks like this:
game (player characters or PCs). As you play, the players
say what their characters say, think, and do. The GM Defy danger: when you try to evade conflict or
describes the world around those characters. establish a positional advantage, roll+Salt. On a
10+, you do what you set out to, the threat doesn’t
Each player will need a role sheet, which contains most come to bear. On a 7-9, you do it but there’s a cost,
of the information they need to play the game. Access to complication, or choice.
this book is good, too—but it’s primarily the GM who will
be using this. You also need six-sided dice. Moves are rules that tell you when they trigger and what
effect they have. A move depends on a fictional action
4
essentials
and always has some fictional effect. In the move above, from a single move).
the trigger is “when you try to evade conflict or establish a
positional advantage”. The effect is what follows, usually When a move tells you to “gain 2 hold”, you bank that
a dice roll and the fictional outcome that results from it. number of future uses which you spend later to trigger
the thing you want. You can spend 1 hold for one effect
When a player describes their character doing something as many times as the hold you have.
that triggers a move, that move happens and its rules
apply. If the move requires a roll, its description will tell Now let’s take a look at some of the other things contained
you what to roll and how to read the results. in a role sheet:
Items of every sort have tags. Tags are terms to describe BONDS
things. Some tags have a specific effect on the rules Bonds are what make you a tight-knit band, not just a
(things like harm reduction on armor). Other tags are random assortment of people. They’re the feelings,
purely about the fiction (like the tag valuable). Tags help thoughts, and shared history that tie you together. You
you describe your character’s actions when the items will create and resolve countless bonds as you play.
are being used and they give the GM information about
how the items you’re using might go wrong or cause Each bond is a simple statement that relates your
complications when you fail a roll. character to another character or a group of characters.
Your role gives you a few to start with.¹ You’ll replace
HARM TRACK your starting bonds and come up with new ones through
When your character gets hurt, you mark segments in play.
their harm track. Mark one box for each 1 harm. Player
characters have six boxes in their track. At the end of each session you may resolve one bond.
Resolution of a bond depends on both you and the player
The first three boxes heal automatically with time. Harm of the character you share the bond with: you suggest
that fills the fourth and fifth boxes gets worse with time that the bond has been resolved and, if they agree, it is.
unless treated. If you suffer harm that causes you to fill When you resolve a bond, you get to mark experience.
the sixth and last box, it means that your character has
died. A bond is resolved when it no longer describes how you
relate to that person. That may be because circumstances
Typically when a character takes harm, it’s equal to the have changed—Ignacio used to have your back but after
harm rating of the weapon, attack, or mishap, minus the he abandoned you to the French, you’re not so sure. Or it
armor rating of the character’s armor. could be because that’s no longer a question—you guided
Fanny before and she owed you, but she paid that debt
Taking harm triggers the suffer harm move. The more when she saved your life with a well-timed musket shot.
harm inflicted, the worse the result is likely to be. Any time you look at a bond and think “that’s not a big
factor in how we relate anymore” the bond is at a good
Instead of taking harm, you can choose to mark a place to resolve.²
debility. You mark the debility instead of any harm
boxes. Debilities are permanent. You’re not restricted to the premade bonds on your role
sheet. Nor are you restricted to just one bond per person.
CHARACTER IMPROVEMENT Relationships often comprise multiple bonds.
You mark experience—fill in one of the little experience
boxes on your sheet—under a few circumstances in play. When something tells you to roll+bond, that means tally
When you make a move and miss, you always mark up the number of bonds you have with the subject in
experience. Sometimes you mark experience from the question and add that number to the roll.
effects of a move (“mark experience if you do this or
that”). For example, when you wrap a session up up, you’ll DOWNTIME MOVES
trigger the session end move and go back over what you Time will naturally pass between scenes. When you have
did that session, marking experience according to how the opportunity to spend that interval wisely, you reap
thoroughly you pursued your group’s goals. rewards according to the downtime moves specific to
your role.
When you mark your sixth experience box, you improve
your character. Toward the back of each role sheet are You gain resources when you spend the time in between
the rules for that character’s improvement: they can scenes being productive and resourceful. You indulge
choose new moves, increase stats, things like that. When your vice (+1 to your next roll) when you spend the time in
a character improves, clear all the filled-in experience between scenes pleasure-seeking. You rest & recuperate
boxes and start over at 0. (heal harm) when you spend the time in between scenes
quietly doing nothing in peace, with access to food and
drink.
6
essentials
7
CHAPTER 2
basic moves
E
very player character can make use of each of the • On a 7-9, they change the terms to suit themselves,
12 basic moves. or demand concrete assurance first.
F
Defy danger: when you evade conflict or establish a
F
Spout knowledge: when you consult your accumulated
positional advantage, roll+Salt. On a 10+, you do what knowledge about something, roll+Smarts. On a 10+,
you set out to, the threat doesn’t come to bear. On a 7-9, the GM will tell you something interesting and useful
you do it but there’s a cost, complication, or choice. about the subject relevant to your situation. On a 7-9,
F
Seize by fire & steel: when you use force to get what
the GM will only tell you something interesting—it’s on
you to make it useful. The GM may ask you “How do you
know this?”.
you want, roll+Strife. On a hit, you get what you want. On
a 7-9, also choose 2:
• You take harm.
F
Examine surroundings: when you look closely at
• Someone else who isn’t the enemy takes harm. something or someone close by, roll+Smarts. On a 10+,
• The enemy gains a positional advantage. ask 2. On a 7-9, ask 1.
• Something of value breaks. What happened here recently?
F
Parley: when you use words to convince or manipulate
What is about to happen?
What is the best way in/out/past?
What here is most vulnerable to me?
someone, tell them what you want and roll+Style. On What here is most dangerous to me?
a hit, they need you to promise something first. If you How can I get this thing/person to ___?
make that promise: What here is a lie?
• On a 10+, it works and whether you keep the
promise later is up to you.
8
basic moves
Help or hinder: when you help or hinder someone, keeper rolls+Style, and the lookout rolls+Salt. On a 10+:
roll+bond with them. On a 10+, they take +2 or -2 to their • The navigator reduces the amount of time it takes
roll, your choice. On a 7-9, they take +1 or -1, and you to reach your destination (the GM will say by how
expose yourself to danger, retribution, or cost. much).
F
Suffer harm: when you suffer harm, roll+harm suffered
• The supply-keeper reduces the number of resources
required by 1.
• The lookout will spot any trouble quick enough to
(after armor, if you’re wearing any). On a 10+, the GM can let you get the drop on it.
choose 1:
• You’re out of action: unconscious, trapped, gone, or On a 7-9, each role performs their job as expected: the
incoherent. journey takes about as long as expected, the normal
• It’s worse than it seemed. Take an additional 1 number of resources are consumed, no one gets the drop
harm. on you but you don’t get the drop on them either.
• Choose 2 from the 7-9 list below.
F
Heal harm: when you tend to someone's wounds, spend
instead?”
F
1 resources and roll+Smarts. On a 10+, heal 2 harm. On Pray: when you seek counsel with gods, spirits, or dark
a 7-9, heal 1 harm. Additionally, the GM will choose 1 on forces, roll+Strange. On a 10+, the GM will tell you
a 10+ and 2 on a 7-9: something useful and interesting. On a 7-9, the GM will
• They need to be physically stabilized before you give you an impression, nothing more. On a miss you can
can move them. expect terrifying visions, bad juju coming your way, etc.
• They fight you; you’re defying danger.
• They’ll be in and out of consciousness for 24 hours.
• Stabilizing them eats up your supplies; spend 1
F
Session end: when you reach the end of a session, choose
resources more. one of your bonds that you feel is resolved (completely
• They’ll be bedridden, out of action, for at least a explored, no longer relevant, or otherwise). Ask the player
week. of the character you have the bond with if they agree. If
• They’ll need constant monitoring and care for a they do, clear the bond, mark experience, and write a new
day or two. bond with whomever you wish.
On a miss, you mess up (corruption, bleeding, etc.) and Then answer the two questions related to your enterprise.
they take 1 harm. For each ‘yes’ answer, everyone marks experience.
F
Undertake a perilous journey: when you travel through
F
¹This move is unusual in that a hit is bad and a miss is good.
dangerous territory, choose one member of the party to
find the way, one to keep track of supplies, and one to
keep an eye out. The navigator rolls+Smarts, the supply-
9
CHAPTER 3
roles
T
here are 13 main roles to choose from, plus 5 Hunters are solitary frontiersmen, their
supplemental roles. The supplemental roles intimate knowledge of Mother Nature
are just like the others, but less archetypal. As providing invaluable aid to themselves
a group, decide whether any of the supplemental roles and others. They are guides, trackers, and
are appropriate for the kind of game you envision. If not, killers of game.
focus on the main ones.
Musketeers are fighters with a strong
Sea dogs are experienced seamen. They sense of brotherhood. Wherever they go,
might serve in a variety of roles on ship, they bring with them a fellowship which
such as bosun, helmsman (also called the transcends normal boundaries. Musketry
quartermaster), navigator, captain, etc. (la mousqueterie) describes a suite of skills
Sea dogs have seen everything before, quite beyond simply dashing the enemy’s brains out at a
they’re the grizzled veterans of the endless ocean, they distance.
know how to gut fish and men like it’s nothing more
than knotting a line to a cleat. Gunners spit brimstone that terrorizes
fleets and nations whole. In the Royal
Workers are helpers who devote Navy, gunners need “quite a few
their energy to others. They may be exceptional qualifications, including
apprenticed in one of a thousand trades, being expert in higher mathematics,
an old laborer, a servant, a foremastman, an excellent chemist, and a past master at logistical
or just an unskilled youth starting on considerations.” In reality, a gunner needs only a healthy
their path. To friends, they are an invaluable asset: fear of the explosive qualities of black powder.
offering help at every turn, keeping the wheels turning.
They are sometimes invisible underfoot. Plenty of experts
and veterans start out like this.
10
roles
Sea dog
12
roles
13
roles
14
roles
Worker
15
roles
Rest & recuperate: when time passes and you spend the
intervening period in rest and recuperation, provided
you have peace, quiet, and food and drink, clear 1 harm
box. The fourth and fifth harm boxes require medical
treatment—they don’t clear, but nor do they get any
worse.
MOVES
Choose 1 move to start. THINGS
• Dirk (1 harm, close, armor piercing)
Artful dodger: once per session, you or someone else • A lantern and child’s toy
within reach may reroll a single suffer harm roll.
LOOKS
Climber: when you are up in the rigging of a boat, the Choose at least 1 from each.
pilot takes +1 ongoing. In addition, you never suffer harm
from falling: there’s always a line, branch, or other object • Natural curls, ill-fitting wig, cocked hat, cap
for you to grab hold of at the last moment. • Smartly dressed, simple clothes, second-hand clothes
Trainee: when you go to someone for advice, they must
tell you honestly what they think the best course is. If
BONDS
___ and I share an inside joke that no one else gets.
you pursue that course, take +1 to any rolls you make in
the doing. If you pursue that course but don’t accomplish
___ needs my help or else they’ll never get anything
your ends, you mark experience.
done right.
Solidarity: when you put the welfare of another PC
___ thinks they have a better lot in life than me, but I
before your own, gain a bond with them. If you already
can show them what really matters.
have a bond with them, mark experience instead.
Hunter
17
roles
MOVES
Choose 1 move to start.
Byways: when you are in the wilderness seeking aid, Rest & recuperate: when time passes and you spend the
roll+Salt. On a hit, tell the GM about an abandoned intervening period in rest and recuperation, provided
camp, buccaneer’s cove, uninhabited island, or hunter’s you have peace, quiet, and food and drink, clear 1 harm
cache, etc., that contains just what you need. On a 7-9, you box. The fourth and fifth harm boxes require medical
discover someone there and they won’t share anything treatment—they don’t clear, but nor do they get any
for free. worse.
18
roles
BONDS
___ is the only reason I stick around.
19
roles
Musketeer
20
roles
21
roles
LOOKS IMPROVEMENT
Choose at least 1 from each. When you mark your sixth and final experience box,
clear the track and choose an improvement. Once all
• Cocked hat, powdered wig, bedraggled wig, tied back improvements have been taken in the first category, you
• Mustache, powder & rouge, military dress, rich clothes, can begin choosing improvements in the second.
puffy slashed clothes, smart jacket, colorful cravat
□ □ +1 to a stat (max +3)
BONDS □ □ □ choose a new musketeer move
___ and I will protect everyone else if we have to. ...
□ choose a new musketeer move
___ can’t shoot, so I will teach them. □ choose a move from any role sheet
□ a company of deserters (a large gang) dressed like you
Other people underestimate ___, but I appreciate their □ retire to safety (need: 20 resources)
true value.
22
roles
Gunner
23
roles
STATS If you don’t have access to cannons (on a ship, etc.) when
Allocate +3, +2, +1, 0, -1 to Salt, Strife, Style, Smarts, you take this move, your gang comes with an artillery
and Strange. piece and accoutrements.
24
roles
piece are somewhere else. ___ and I were the only survivors of a disaster.
• You have everyone’s attention.
DOWNTIME MOVES
Gain resources: when time passes and you spend the
intervening period getting up to no good with a gang,
gain 1 resources (not your vice; your vice doesn’t pay).
Rest & recuperate: when time passes and you spend the
intervening period in rest and recuperation, provided
you have peace, quiet, and food and drink, clear 1 harm
box. The fourth and fifth harm boxes require medical IMPROVEMENT
treatment—they don’t clear, but nor do they get any When you mark your sixth and final experience box,
worse. clear the track and choose an improvement. Once all
improvements have been taken in the first category, you
THINGS can begin choosing improvements in the second.
• Choose:
□ Hand mortar (far, loud) and bag of grenades (2 □ □ +1 to a stat (max +3)
harm, close, thrown, area, messy, loud) (uncountable) □ □ □ choose a new gunner move
□ A brace of pistols (1 harm, close, loud) (uncountable) ...
and cutlass (2 harm, close) □ choose a new gunner move
• 2-4 angry hounds, fed gunpowder □ choose a move from any role sheet
□ □ increase the size of a gang in your employ by 1 step
□ retire to safety (need: 20 resources)
LOOKS
Choose at least 1 from each.
BONDS
___ is weak, and I know just what would toughen them
up.
25
roles
Rider
26
roles
27
roles
DOWNTIME MOVES After what they did for us, me and my mount would
Gain resources: when time passes and you spend the both run through hell for ___.
intervening period being useful in a place with stables,
or where goods, people, or messages need transporting, ___ and I have been on many long journeys together.
gain 1 resources.
Rest & recuperate: when time passes and you spend the
intervening period in rest and recuperation, provided
you have peace, quiet, and food and drink, clear 1 harm
box. The fourth and fifth harm boxes require medical
treatment—they don’t clear, but nor do they get any
worse.
THINGS
• Choose 1:
□ Horse, donkey, mule, pony, or camel
• Choose 1 tag: friendly, fearsome, handsome, strong,
clever
• And 1 more: stinking, temperamental, messy,
ravenous, deaf
□ Team (2-4 animals) with wagon or carriage
• Choose 1 tag: fast, orderly, comfortable, strong,
affectionate
• And 1 more: temperamental, loud, fragile, IMPROVEMENT
cumbersome, shy When you mark your sixth and final experience box,
• Saber (2 harm, close) clear the track and choose an improvement. Once all
• Choose 1: improvements have been taken in the first category, you
□ Cuirass (2 armor, heavy) can begin choosing improvements in the second.
□ Pike (2 harm, close, heavy)
• Choose 1: □ □ +1 to a stat (max +3)
□ Musketoon (2 harm, close/far, loud) □ □ □ choose a new rider move
□ Dragon (1 harm, close, loud) ...
□ choose a new rider move
LOOKS □ choose a move from any role sheet
Choose at least 1 from each. □ retire your mounts to safety and create a stud farm
from their stock
• Cocked hat, powdered wig, long wig, crested helmet, □ retire to safety (need: 20 resources)
simple helmet, tied back
• Riding wear, rich clothes, military dress, smartly
dressed, drab clothes
BONDS
___, my mount, is my closest friend and confidant.
28
roles
Bravo
29
roles
Reputation: when you tell someone your real name, Indulge vice: when time passes and you spend the
roll+Style. On a hit, they’ve heard of you, and you say intervening period indulging your vice, take +1 to
what they’ve heard (the GM has them react accordingly). your next roll. (At game start, choose 1 vice: carousing,
On a 10+, take +1 to your next roll for dealing with them gambling, torrid romance.)
as well. On a miss, they’ve heard of you, but the GM says
what.
30
roles
LOOKS
Choose at least 1 from each.
31
roles
Merchant
32
roles
one person is buying. Choose the lower of the two dice Rest & recuperate: when time passes and you spend the
rolled—gain that many resources. intervening period in rest and recuperation, provided
you have peace, quiet, and food and drink, clear 1 harm
Mercantilist: when you make the session end move, box. The fourth and fifth harm boxes require medical
also ask yourself: Do I have more resources than I started the treatment—they don’t clear, but nor do they get any
session with? If the answer is ‘yes’, choose 1: worse.
• Mark experience.
• +1 resources. THINGS
• Name an NPC. They lost money this session and • A speaking-trumpet and exotic folding fan
the GM will show it next time you encounter them. • One thing from an unclaimed role
• Samples of wares
Drinks are on me!: when you throw a big party, spend 1 • 4 resources
resources and roll+nothing, +1 for every extra 1 resources
spent. On a 10+, choose 3. On a 7-9, choose 1. On a miss,
you still choose one, but things get really out of hand (the
LOOKS
Choose at least 1 from each.
GM will say how).
• You befriend a useful NPC.
• Powdered wig, towering wig, wide-brimmed hat, cocked
• You gain useful information.
hat, feathered hat
• You become a minor celebrity thereabouts.
• Clothes ready to burst, rich finery, gold-embroidered
• You indulge your vice, as do all other PCs in
silk, bejeweled cravat, lace kerchiefs, flowing layers, the
attendance.
latest textiles, exotic patterns, colorful clothes, simple
clothes
BONDS
I once ripped off ___, but I don’t think they recognize
me.
IMPROVEMENT
When you mark your sixth and final experience box,
clear the track and choose an improvement. Once all
improvements have been taken in the first category, you
can begin choosing improvements in the second.
DOWNTIME MOVES □ □ +1 to a stat (max +3)
Gain resources: when time passes and you spend □ □ □ choose a new merchant move
the intervening period transacting business, gain 2 ...
resources if it’s in a bustling settlement or 1 resources if □ choose a new merchant move
it’s with village folk, tribes, rustics, etc. □ choose a move from any role sheet
□ be granted a monopoly by some government
Indulge vice: when time passes and you spend the □ retire to safety (need: 20 resources)
intervening period indulging your vice, take +1 to your
next roll. (At game start, choose 1 vice: gambling, finery,
spices.)
34
roles
Crafter
35
roles
36
roles
• It takes a very short time. (Otherwise, it takes a Indulge vice: when time passes and you spend the
while.) intervening period indulging your vice, take +1 to your
• The damage is hidden from casual inspection. next roll. (At game start, choose 1 vice: stealing, operating
(Otherwise, it’s not.) a still, food.)
Jesus was a carpenter: you can suffer 1 harm in order to Rest & recuperate: when time passes and you spend the
reconstitute an utterly destroyed item, unspike a cannon, intervening period in rest and recuperation, provided
patch a nearly-sunk ship, or perform other miracles of you have peace, quiet, and food and drink, clear 1 harm
handiwork that seem impossible, causing the object to box. The fourth and fifth harm boxes require medical
function normally for the rest of the scene. At the end of treatment—they don’t clear, but nor do they get any
the scene, the item is finally, irreparably destroyed. worse.
LOOKS
Choose at least 1 from each.
BONDS
I’m always happy to make or fix anything for ___.
IMPROVEMENT
When you mark your sixth and final experience box,
clear the track and choose an improvement. Once all
improvements have been taken in the first category, you
can begin choosing improvements in the second.
Barber-surgeon
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And choose 1 more: Rest & recuperate: when time passes and you spend the
intervening period in rest and recuperation, provided
Art of physick: when you spend time examining a you have peace, quiet, and food and drink, clear 1 harm
patient, alive or dead, roll+Smarts. On a 10+, ask 2. On box. The fourth and fifth harm boxes require medical
a 7-9, ask 1: treatment—they don’t clear, but nor do they get any
What is wrong with them, and how might I help? worse.
What is their emotional state right now?
How and when did this happen?
THINGS
What do I know about the thing that caused this?
• A medicine chest with your personal seal
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• A physic garden of curative plants which produces 1 have to do something about it.
stock for your medicine chest per session
• A stool and collapsible operating table I want to peer inside ___.
• Amputation knife (2 harm, close)
IMPROVEMENT
LOOKS When you mark your sixth and final experience box,
Choose at least 1 from each. clear the track and choose an improvement. Once all
improvements have been taken in the first category, you
• Powdered wig, threadbare wig, simple cap, cocked hat can begin choosing improvements in the second.
• Long leather coat, tiny spectacles, tinted spectacles,
stained clothes, dark clothes, fine clothes, simple clothes, □ □ +1 to a stat (max +3)
leather apron □ □ □ choose a new barber-surgeon move
...
BONDS □ choose a new barber-surgeon move
___ is scared of me, but I can change that. □ choose a move from any role sheet
□ hold 1; spend 1 hold to resurrect a dead patient
I’ve been observing ___’s bad habits for a while now and □ retire to safety (need: 20 resources)
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Scholar
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Aristotelian inquiry: when you closely examine I like them plenty, but ___ is truly mistaken about a lot.
something through a lens, roll+Smarts. On a 10+, ask
as many as you like. On a 7-9, ask only 1: With work, I think I may be able to show ___ around in
What is this made of? polite company.
Why does this look this way?
What made this look this way?
What is this?
DOWNTIME MOVES
Gain resources: when time passes and you spend the
intervening period tutoring others, gain 1 resources.
Gain +1 resources if you tutor while someone’s esteemed
guest thanks to Haute société.
Rest & recuperate: when time passes and you spend the
intervening period in rest and recuperation, provided
you have peace, quiet, and food and drink, clear 1 harm
box. The fourth and fifth harm boxes require medical
treatment—they don’t clear, but nor do they get any
worse.
THINGS
• A cumbersome chest containing: charts & maps, books
on diverse subjects, sketchings, empty bottles, lenses &
grinders, correspondence, a long-lost pair of spectacles,
a small stuffed and mounted animal specimen, things
loaned to you but never returned
IMPROVEMENT
• Choose:
When you mark your sixth and final experience box,
□ Smallsword (2 harm, close) and pistol (1 harm, close,
clear the track and choose an improvement. Once all
loud)
improvements have been taken in the first category, you
□ Musketoon (2 harm, close/far, loud)
can begin choosing improvements in the second.
BONDS
___ doesn’t give me the respect I deserve.
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Priest
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next roll. (At game start, choose 1 vice: penitence, lust, BONDS
destroying false idols.) It would be unseemly of me to reveal my true feelings
for ___.
Rest & recuperate: when time passes and you spend the
intervening period in rest and recuperation, provided I will convert ___ or die trying.
you have peace, quiet, and food and drink, clear 1 harm
box. The fourth and fifth harm boxes require medical I think ___ has more divine favor than me and I must
treatment—they don’t clear, but nor do they get any find out why.
worse.
IMPROVEMENT
THINGS When you mark your sixth and final experience box,
• A holy book and accessories (censer, ritual herbs, etc.) clear the track and choose an improvement. Once all
• Choose 1: improvements have been taken in the first category, you
□ Staff, walking stick, or cane (1 harm, close) can begin choosing improvements in the second.
□ A zealous hireling (devoted loyalty and paid in
absolution of sins) with cutlass (2 harm, close) □ □ +1 to a stat (max +3)
□ □ □ choose a new priest move
LOOKS ...
Choose at least 1 from each. □ choose a new priest move
□ choose a move from any role sheet
• Natural hair, skullcap, wide-brimmed hat, powdered □ a mandate to create a religious order after your
wig, long wig, exotic hat teachings
• Black clothes, austere clothes, tattered clothes, exotic □ retire to safety (need: 20 resources)
clothes, rich clothes
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Stranger
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Eyes of the outsider: when you look closely at the secrets THINGS
swimming in someone’s eyes, roll+Strange. On a 10+, • Choose 1:
ask 1. On a 7-9, ask 1 but you make a social faux pas in □ Bow-and-arrow (2 harm, close, quick)
so doing. □ Pike (2 harm, close, heavy)
What would they do to me if no one was watching? □ Musket (3 harm, far, loud)
What have they done to others like me? • A musical instrument from home
What are they afraid of? • A mysterious pendant from home
• A snuffbox containing drugs
DOWNTIME MOVES • One thing from an unclaimed role that isn’t a weapon
Gain resources: when time passes and during the
intervening period you disappear inexplicably and
tell no one what you did while you were gone, gain 1
resources. If the GM asks, write what you did on a piece of
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LOOKS IMPROVEMENT
Choose at least 1 from each. When you mark your sixth and final experience box,
clear the track and choose an improvement. Once all
• Exotic hat, natural hair, queued, simple wig, cocked hat improvements have been taken in the first category, you
• Exotic clothes, breech-cloth, dark clothes, drab clothes, can begin choosing improvements in the second.
tattooed
□ □ +1 to a stat (max +3)
BONDS □ □ □ choose a new stranger move
I have questions for ___, who has seen my mother ...
country much more recently than I. □ choose a new stranger move
□ choose a move from any role sheet
I will no longer put up with ___’s misconceptions about □ secret knowledge of the location of a great treasure
me and my people. □ return home for good (need: 20 resources)
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Beast
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Death throes: when you fill your sixth and final box
of harm, roll+Strife. On a 10+, you remain alive until
the end of the scene or until you suffer harm again,
whichever comes first. On a 7-9, you can perform a single
action before dying. On a failure, you simply die.
DOWNTIME MOVES
Gain resources: when time passes and you spend the
intervening period playing with others or frolicking,
gain 1 resources.
MOVES Indulge vice: when time passes and you spend the
Choose 1 move to start. intervening period indulging your vice, take +1 to your
next roll. (At game start, choose 1 vice: violence, raw
Summonses: there is a particular call that summons you. meat, drink.)
Once per session, when someone calls, you can choose
inexplicably to arrive on the scene, when a moment Rest & recuperate: when time passes and you spend the
earlier you were somewhere else. intervening period in rest and recuperation, provided
you have peace, quiet, and food and drink, clear 1 harm
Hear me: when you look to the heavens and let out box. The fourth and fifth harm boxes require medical
an unintelligible cry, roll+Strife. On a hit, everyone treatment—they don’t clear, but nor do they get any
around you freezes for a split second. On a 10+, also name worse.
someone who heard you—they must run helter-skelter as
far away from you as possible until they think they’re THINGS
safe. • Choose 1:
□ Piercing unarmed blows (1 harm, close, armor
Seek: when you chase someone at breakneck speed, piercing)
roll+Strife. On a 10+, you overtake them easily. On a □ Powerful unarmed blows (2 harm, close)
7-9, choose 1: • A lucky gold coin from someone kind (1 resources)
• They have one chance to get away. Ask how they
try, and decide with the GM whether they lose you. LOOKS
• They lead you to a place of their choosing. Ask Choose at least 1 from each.
where.
• They think they’ve escaped, but you settle in for • Ill-fitting wig, long flowing hair, close-cropped, tattered
a long haul, and come upon them later, when they hat, threadbare cap, hooded, bare
aren’t on guard against you. Ask where they are • An iron collar, scars of past mistreatment, exotic
then. clothes, simple clothes, bare
Bend bars, lift gates: when you use pure strength to BONDS
destroy an inanimate object, roll+Strife. On a 10+, Anyone who hurts ___ hurts me.
choose 3. On a 7-9, choose 2.
• It doesn’t make an inordinate amount of noise. I struggle to keep my worse nature hidden from ___.
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...
___ saved me from a cruel master. □ choose a new beast move
□ choose a move from any role sheet
IMPROVEMENT □ your likeness becomes the favorite graffito of the
When you mark your sixth and final experience box, street people of some settlement and you pass into
clear the track and choose an improvement. Once all legend there
improvements have been taken in the first category, you □ retire to safety (need: 20 resources)
can begin choosing improvements in the second.
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Subversive
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MOVES
Have this move to start:
Like kin: once per session, you can use a move belonging
to a PC who shares your ideology. DOWNTIME MOVES
Gain resources: when time passes and you spend
Turning of the screw: when you have someone the intervening period doing something illegal in
completely at your mercy and deliberately cause them a settlement or spend it secretly in the company of
pain, roll+Strife. On a 10+, choose 2. On a 7-9, choose 1: fellow ideologues, gain 1 resources.
• They will agree to say exactly what you want them
to say. Indulge vice: when time passes and you spend the
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intervening period indulging your vice, take +1 to • Black clothes, dark clothes, poor clothes, cloaked
your next roll. (At game start, choose 1 vice: pyromania,
revenge, pamphleteering.) BONDS
___ has troublesome beliefs, but I think they’ll see
Rest & recuperate: when time passes and you spend the reason.
intervening period in rest and recuperation, provided
you have peace, quiet, and food and drink, clear 1 harm ___ knows my secret, now I must find out one of theirs.
box. The fourth and fifth harm boxes require medical
treatment—they don’t clear, but nor do they get any ___ will be first against the wall if they’re not careful.
worse.
IMPROVEMENT
THINGS When you mark your sixth and final experience box,
• A poignard (1 harm, close, armor piercing) clear the track and choose an improvement. Once all
• Choose 1: improvements have been taken in the first category, you
□ 3 throwing daggers (1 harm, close, thrown) can begin choosing improvements in the second.
□ 3 grenades (2 harm, close, thrown, area, messy, loud)
• A dark lantern □ □ +1 to a stat (max +3)
• A sheaf of pamphlets □ □ □ choose a new subversive move
...
LOOKS □ choose a new subversive move
Choose at least 1 from each. □ choose a move from any role sheet
□ a detailed map of the headquarters of your ideological
• Cocked hat, knit cap, natural hair, powdered wig, tied enemy
back, hooded □ retire to safety (need: 20 resources)
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Harlot
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LOOKS IMPROVEMENT
Choose at least 1 from each. When you mark your sixth and final experience box,
clear the track and choose an improvement. Once all
• Tiny perched hat, elaborate wig, towering hat, improvements have been taken in the first category, you
headwrap, natural hair, colorful wig, braided, veiled can begin choosing improvements in the second.
• Powder & rouge, cloud of perfume, flowing clothes,
glittering clothes, modestly attired, shimmering satin, □ □ +1 to a stat (max +3)
rubies & gold, arsenic & lace, high-collared, tightly □ □ □ choose a new harlot move
corseted, exotic clothes, furs ...
□ choose a new harlot move
BONDS □ choose a move from any role sheet
I know ___’s Achilles heel. □ deed to a molly-house, brothel, or coffee-house
□ retire to safety (need: 20 resources)
I’m never alone with ___ if I can help it.
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Leper
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LOOKS
Choose at least 1 from each.
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Conjuror
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STATS When you fail to do this, the spirit can threaten to depart
Allocate +3, +2, +1, 0, -1 to Salt, Strife, Style, Smarts, in order to spur you, it can negotiate, wheedle, give you
and Strange. time, or it can end its service at once.
If the spirit agrees to serve you as long as you continue to Shepherd of black sheep: when you come to a settlement
do a particular thing for the spirit, then if ever you fail to for the first time, or an old one that’s significantly
do it, the spirit’s service is ended. Examples: changed since you last visited, name someone gullible
• Pursue an unachieved ambition on its behalf. or someone sinister who lives there. This figure will
(Should you achieve it, the spirit remains in your welcome you and defend your reputation no matter what.
service, and now you hold it over it.)
• Perform rituals on its behalf. Dominion over death: when you fill your sixth and
• Sacrifice things to it. final box of harm, roll+nothing. On a 10+, clear the
sixth box and escape death having glimpsed something
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BONDS
___ is on to me.
IMPROVEMENT
When you mark your sixth and final experience box,
clear the track and choose an improvement. Once all
improvements have been taken in the first category, you
can begin choosing improvements in the second.
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CHAPTER 4
items
E
ach piece of equipment has a number of tags. which increase accuracy. Rifles came to prominence
These tell you something about how the during the American Revolutionary War and the
equipment affects the character using it or suggest Napoleonic Wars. In earlier periods, rifled pistols were
something about the way it is used. Like everything else, more common than longarm varieties.
these guide the fiction you’re creating in play. If a weapon
has slow reload, it might mean that you’re stuck reloading A hand mortar is a primitive grenade launcher that fires
it for a long time after you fail that seize by fire & steel grenades farther than they can be thrown. It is rare; as
roll. with rifled weapons, it can’t be found in shops.
RANGED WEAPONS
Firelock muskets are the most common longarm of the
period. A musket is relatively inaccurate on its own but
devastating as part of a volley. A shorter carbine version,
the musketoon, is used by mounted cuirassiers and naval
types. It has a slightly flared barrel that accommodates
ball or buckshot. The blunderbuss, also called a boat gun,
is essentially a primitive shotgun with a wide flared tip.
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Pikes were the premier land weapon of the 1600s (the ARTILLERY
‘pike & shot’ era). In later periods, they were common at A cannon is a long-range smoothbore artillery piece that
sea. A pike is about ten feet long with a spiked or leaf- accommodates every type of shot.
shaped point. A formation of pikes is used to defend
against an assault. A row of bayoneted muskets works the A carronade is a short-barrelled short-range cannon. It
same. is cheaper to produce and easier to load than a normal
cannon, being originally designed for merchantmen
Dirks (stabbing daggers, or poignards) are widely issued but finding widespread use as a close-up ‘smasher’.
but rarely used except as tools. Someone with a knife is Carronades sit on a wooden bed with a slotted sliding
disadvantaged against nearly anyone else. The Dutch mechanism.
and Malay are noted dagger wielders.
A swivel cannon is a miniature cannon that can be
Harpoons and lances are tools of whalers and other operated and fired by a single person. It sits on a swiveling
hunters. A lance is specially weighted but otherwise stand. The small bore makes it mostly an anti-personnel
resembles a pike. The lance, held in hand, delivers the weapon.
killing blow to a whale; harpoons merely ensnare the
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essentials
A mortar provides indirect fire to enemy positions. It sits night engagements, this is useful for lighting enemy
on a stationary bed or a rail. positions. A bomb is very dangerous to handle. It has
nearly the range of ball shot but poor accuracy.
Except for a swivel cannon, no one person can use an
artillery piece without help. ARMOR
Due to firearms, armor has gone away by the 18th
To disable an artillery piece, a metal spike can be driven century. The only armored troops are mounted troops
into the touch-hole. Unless a miracle occurs, a spiked such as cuirassiers. Musketeers never wear armor, and
artillery piece can never be fired again. any seaman with so much as a heavy coat on risks being
drowned the moment he goes overboard.
AMMO
Ammo is treated as a temporary tag which is applied to RESOURCES
a weapon when it’s loaded and lost when it’s discharged.¹ Resources are a nonspecific measure of wealth. They
Ammo implies things such as range, area of effect, and aren’t necessarily coin, nor goods: sometimes when
what a hit looks like, in addition to whatever tags are you gain resources it’s tokens of appreciation or social
already on the weapon itself. capital. When you run out of resources in the wilderness
you may be in danger of starving. When you run out of
Ball shot is the standard. It flies true and has the farthest resources in town you’re destitute. Wherever you are, it
reach. It is armor piercing. takes resources to survive comfortably.
Buck and grape shot affect large areas. Both have a BOATS & SHIPS
singular purpose: to maim or wound as much as possible. Ships have a size and come with tags. Ship size dictates
what a ship’s full complement looks like: a small, medium,
or large gang (concerning gangs, see: CHAPTER 6, hired
help). Most sailing ships can operate in safe conditions
with just a handful of sailors—a small gang. In trying
circumstances, a ship below its complement invites
disaster.
Ship sizes:
• Small (sloops, ketches, fishing boats)
• Medium (brigs, xebecs, galleys, snows)
• Large (frigates and larger)
A ship can have any tag that makes sense: quick (as in its
speed), overfilled (overcrewed or heavy-laden), valuable,
maneuverable (good in shallows), loud (creaky, shouty,
Distance is short-range and penetration is minimal. requiring drums to keep time), 2 armor, etc.
Coaches are the same (a sturdy wagon might have 1 them; the container is depleted on a miss or as a
armor). A team of animals might be a small gang. result of a GM move
• valuable: it’s worth more than normal
TRAVEL
Journeying require supplies, which consumes resources. • close: within arm’s reach or comfortable speaking
distance; a few feet
• A short journey consumes 1 resources from • far: too far to close the distance in a short span,
every PC on the journey (i.e. one town to the next, you might be able to hear a shouted word or two; the
overland or piloting by coast). far side of a room and beyond.
• A medium-length journey consumes 2 resources
from every PC on the journey (i.e. through open • ball: a heavy stone or metal ball; works like armor
country or open water, within the bounds of a single piercing (ignores armor)
land or to a neighboring land). • buck or grape: a cloud of projectiles; works like area
• A long journey consumes 4 resources from every (affects multiple targets)
PC on the journey (i.e. from one land to a land well • chain: a length of chain that swings around
beyond its borders, ocean-crossing). unpredictably; works like messy (rips things apart)
• bomb: a shell that explodes and burns; works like
When undertaking a perilous journey, the navigator area (affects multiple targets)
and supply-keeper can decrease the number of resources • arrow: a simple arrow, which can be loosed silently,
consumed by shortening the trip or smartly managing quickly, poisoned
supplies. Hazards can increase the number of resources
consumed along the way. F
¹Unless the characters are in a survival situation with dwindling
resources and that’s central to the fiction, ammo should not be
COMMON TAGS tracked. Running out of ammo happens on a miss, it happens as
• area: its effects are spread over an area, not a single a result of a hard move from the GM. It may be that there are no
target; it fully affects everyone and everything there. more bullets in a character’s cartridge box, or all of their remaining
• armor piercing: ignores armor, inflicting full harm powder gets wet, or a saber has sliced open their sack and caused
• discreet: something easily concealed or appearing their cartridges to be lost.
harmless
If you really must know, a musketeer’s cartridge box (or gargoussier)
• heavy: cumbersome or weighted; if you’re holding contains two wooden blocks that hold 9 paper cartridges each. A ship
or wearing anything heavy and you go into the or fort carries tons of cannon shot.
water, good-bye.
• loud: everyone hears it, startling those close by and Thrown weapons can and should be kept track of, however. A
character can only carry a few harpoons or grenades.
alerting those at distance.
• messy: it does damage in a particularly destructive
way, ripping people and things apart.
• quick: it’s fast-firing; takes hardly a moment to
reload or bring to bear again.
• rifled: possessing a grooved barrel, rather more
accurate than a smoothbore. A rifled weapon is also
valuable.
• slow reload: it takes more than a moment to reset
it for another attack. All black powder weapons
including artillery have an implicit slow reload tag
unless they have quick.
• thrown: intended to be thrown (you can throw
anything, but this tag really helps)
• uncountable: applied to a container of things that
have no fixed number: there are simply many of
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essentials
ARMOR TAGS
Heavy buff coat 1 armor, heavy
Cuirass 2 armor, heavy
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CHAPTER 5
hired help
N
on-player characters are usually created and The guide for describing harm suffered by NPCs may
controlled by the GM according to the fiction. apply:
Hirelings—hired NPCs—are a little different,
and sometimes they form groups of NPCs treated as a • 1 harm takes out a common person
single unit called a gang. • 2 harm takes out a petty criminal or guard
• 3 harm takes out the highly trained or extremely
Hirelings are hired by provisioning in a place where help tough
can be bought or bartered for. • 4 harm takes out an elite soldier
• 5 harm takes out pretty much anybody
USING A HIRELING
Hirelings are passive helpers most of the time. Just like LOYALTY
items, theirs is a presence that allows you to do things in Loyalty determines what a hireling does when things go
the fiction you couldn’t do alone. wrong. Loyalty comes in three grades: treacherous, neutral,
devoted. A hireling’s starting loyalty depends on how good
By ordering a hireling to interpose themselves, you can the pay is, how much the locals like you, and how well
perform an action using them like an item. When you you rolled to provision when purchasing their services.
trigger a move and you use a hireling to do the action, The GM chooses a starting loyalty to match.
roll like you would normally. If it’s an attack, harm is
based on the weapon the hireling is holding. A hireling When a hireling isn’t paid when they were promised, or if
can suffer harm for you (decreased by their armor), or they find themselves in an untenable situation different
defy danger in your place, etc. If failure or consequences from what was expected, they may cross you or leave.
arise from your roll, you and your hireling can both Crossing you means attacking you, demanding what’s
be affected. When a hireling suffers harm, that’s an owed, helping the enemy. Leaving means standing aside
opportunity for the GM to make a move. or going away.
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hired help
A devoted hireling will almost never cross you and they’ll • 1 harm takes out some rabble
put up with a lot before leaving. • 2 harm takes out an ill-equipped and loose-knit
mob
When a bad thing happens to a hireling, their loyalty • 3 harm takes out a good group with a designated
may decrease one step. When a good thing happens to a leader
hireling, their loyalty may increase one step. • 4 harm takes out a big, good group with an
imposing l eader
Hireling loyalty: • 5 harm takes out a strong company of well-ordered
• Treacherous soldiers
• Neutral
• Devoted Size and loyalty are merely tags. Hirelings can have any
other tag that makes sense.
SIZE
When you hire more than a handful of individual helpers, PAY
your hirelings may be treated a gang. Gangs are groups Hirelings aren’t always paid cash money in resources. You
of NPCs. Gangs under your employ work like individual can promise them glory, friendship, food, knowledge, or
hirelings (items to be used when moves are made). You a share of something. When, where, and what should be
can seize by fire & steel, defy danger, parley, suffer established when they’re first engaged. Upholding that
harm, and so on using your gang as a weapon or tool agreement is necessary to keep them from crossing you
or leaving. When the pay isn’t forthcoming, that’s a sign
Gangs inflict harm according to what sort of weapon for the GM to make a move.
most of them are using. If most of them are wearing
armor, subtract that from the harm they suffer.
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CHAPTER 6
harm & healing
T
here are a few ways a player character may to change their mind, since they should have known.
suffer harm, such as:
If the established weapon doesn’t have a listed harm,
• They defy danger, the player rolls and gets a 7-9, make a quick, simple judgment of its seriousness. Use
and they get an outcome that includes suffering these examples for a guide:
harm.
• They seize something by fire & steel and end up 0 harm:¹
exchanging harm. • a scuffle
• The outcome of a move, either their own or
someone else’s, includes suffering harm. 1 harm:
• They’re fighting in a gang and the gang suffers • small weapons (pistol, knife)
harm. • a tumble down the stairs (armor piercing)
• The GM makes a move. • a ricochet
• being out in the burning sun all day with no water
CALCULATING HARM (armor piercing)
Harm equals the inflicter’s weapon’s harm minus the
sufferer’s armor. If the weapon has armor piercing, ignore 2 harm:
the armor. • someone with a weapon of any size up to a musket
• being thrown from a horse
When you’ve already established what weapon the • falling rocks
attacker’s using, obviously use its harm. Occasionally, • a one-story fall (armor piercing)
though, you’ll get this far without having already
established what weapon the attacker is using (the player 3 harm:
responds: “wait, she’s got a poleaxe, not a poignard?”). In • musket balls
those cases, establish it now and check if anybody wants • a two-story fall onto rough ground (armor piercing)
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essentials
getting hit straight-on by a carriage or a horse is critically hurt. They will get worse with time. As time
(armor piercing) passes between or during scenes, the GM may tell you to
mark additional harm if you’re critically harmed and not
4 harm: receiving treatment.
• a grenade in your lap
• a musket volley right at you DEBILITIES
• a fall from the top of a building onto your head When a player character suffers harm, the player can
(armor piercing) choose to mark a debility instead. If they do, they get
• indirect cannon fire the debility rather than marking any boxes of harm.
Debilities are permanent. They are:
5 harm and more: • Shaky: -1 Salt
• big explosions • Lame: -1 Strife
• direct cannon fire • Disfigured: -1 Style
• being strappadoed and hacked to bits • Addled: -1 Smarts
• drowning (armor piercing)
MALADIES
MARKING HARM When a player character suffers from an illness, disease,
For each 1 harm a character suffers, the player marks one or other such malady, they suffer -1 to a stat.²
box in their harm track.
• A malady that affects clearheadedness, mettle,
The first three boxes are less serious, the two after that are wisdom: -1 Salt
more serious. When the sixth and final box is marked, • A malady that affects strength, vitality,
the character dies. redbloodedness: -1 Strife
• A malady that affects appearance, one’s odor, one’s
pride: -1 Style
• A malady that affects intelligence, memory, wits:
-1 Smarts
F
¹Occasionally a player’s character will suffer 0-harm. A 2-harm
attack against 2-armor, for instance. When that happens, the player
will roll+0 for the suffer harm move.
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CHAPTER 7
experience
M
arking experience means marking one clear the track and choose an improvement, marking the
box in the experience track. You mark one you choose. An improvement is an upgrade to your
experience: character such as increasing a stat or gaining a new move.
• When you make a move and miss. After you mark all of the first five improvements (in
• When a move tells you to mark experience, e.g. the any order), you begin marking improvements in the
session end move. second category. This second tier of improvements is
• When the GM tells you to mark experience. more impactful. Each role has a unique second-tier
improvement that impacts the fiction in a big way.
When you mark your sixth and final experience box,
74
CHAPTER 8
starting out
Y
ou—the GM—start the first session by asking the sparks their interest in the established time and place.
players questions: Talk about playing styles.
• When and where does this take place? WHAT THINGS SHOULD WE
• What things would you like to see? AVOID?
• What things should we avoid? Get a consensus on: supernatural elements, historical
• What sort of group are you? accuracy, tone, sexual themes, violence, colonialism, and
• What sort of enterprise are you engaged in? race. Table behavior is another thing that’s important to
• What place, if any, does the group operate from? discuss beforehand. If even one person doesn’t want to
• What else? see something in the fiction or at the table, their motion
carries.
WHEN AND WHERE DOES THIS
TAKE PLACE? WHAT SORT OF GROUP ARE
Encourage nebulous answers rather than specific ones—a YOU?
general time frame rather than a specific year. You’re not Tell them that their characters have decided to form a
restricted to historical play. If the group wants to play company together—not necessarily a trading company,
in a fantasy world, everyone contributes world-building nor anything legally chartered, but a group of like-
details. minded souls agreed upon a shared venture. What and
why? Also “what is your group called?”
WHAT THINGS WOULD YOU
LIKE TO SEE? WHAT SORT OF ENTERPRISE
Also “what people would you like to see?” “what places?”. ARE YOU ENGAGED IN?
Talk about what interests them in role-playing games Have them choose an enterprise from the list below as it
generally and this one specifically. Zero in on what fits the answers so far:
75
starting out
Colonization (ex. Found a frontier settlement. Convert • A hardnosed lieutenant who takes care of things
natives to your religion. Establish political authority.) when you’re gone, no problem.
When you make the session end move, answer: • A renewable supply of vagrant errand boys.
Did we make a foreign land more like home? • A secret way in/out and a hidden cache.
Did we convince someone important of the rightness • Defensible positions, +1 armor to those fighting
of our ways? in its defense.
Commerce (ex. Run an import-export house. Sail a • A well or spring, resistance to fire and thirst.
merchantman. Keep a shop.) When you make the • A noteworthy religious icon.
session end move, answer: • An animal mascot, widely loved.
Did we expand the scope of our business?
Did we overcome a rival? Expanding your holding later is matter of doing it
Discovery (ex. Explore unknown territory. Search for through the fiction.
something that can be exploited. Reveal a secret.) When
you make the session end move, answer: Your holding has a problem with (choose 1):
Did we travel to strange new places? • Vermin.
Did we learn something new and important? • Idle help.
Production (ex. Run a manufactory. Oversee a mine. • Hostile neighbors.
Put on stage plays.) When you make the session end • A recurring miasma.
move, answer: • A landlord.
Did we impress someone important with our goods?
Did we overcome disaster?
Skullduggery (ex. Be an urban street gang. Engage
F
Your ship is small (like a sloop) and comes with a full
in piracy. Fight as sellswords.) When you make the complement, a small gang. It has a handful of cannons
session end move, answer: port and starboard (2 to 4 each). Your ship also has a
Did we break the law or transgress the morals of local few boons to start with. Choose 3:
society? • The patronage of someone important.
Did we overcome a notable enemy? • Always the number of jolly boats you need.
Stewardship (ex. Expand a farmstead or village. Rebuild • A hardnosed lieutenant who takes care of things
a fort. Run a highway inn.) When you make the session when you’re gone, no problem.
end move, answer: • Twice as many cannons but the extras are fake
Did we expand our holding? wooden ones.
Did we overcome disaster? • Hidden compartments.
• Coppered hull, add the tag quick.
WHAT PLACE, IF ANY, DOES • A bow or stern chaser (choose 1: carronade,
THE GROUP OPERATE FROM? mortar, swivel cannons).
According to the answers so far, it may make sense for the • A noteworthy figurehead.
players to start with a holding or a ship. If they start with • An animal mascot, widely loved.
neither—wandering adventurers, say—it should be made
easier for them to get one later on. Let them personalize Getting a bigger ship (or altering the one you have) is
their HQ: something you accomplish through the fiction.
Your holding is modest (e.g. a single dockside Your ship has a problem with (choose 1):
warehouse, a large but decayed fort) and comes with • Rats.
just a few loyal hands. Your holding also has a few • Roaches.
boons to start with. Choose 3: • Flies or fleas.
• The patronage of someone important. • Mold & rot.
• Stables with mounts and choose 1: • A supercargo.
• A few rickety wagons.
• A nice carriage.
76
essentials
WHAT ELSE?
Bonds, things, and moves all contain character backstory
if you ask the right questions. “How did you two first
meet?” “What is the meaning of your mysterious
pendant?” “How did you learn how to do that?” Each
answer informs the world and highlights what you
should focus on.
77
CHAPTER 9
game master
P
rinciples are the rules that help keep you focused Draw the lines clearly between upper and lower classes.
on what matters. There are textural principles Deals with authority should be like deals with the devil.
(how to evoke flavor, feeling, theme) and And remind them: no matter how high they go, there’s
structural principles (how to direct the game). When you always a bigger fish.
follow the principles, the conversation just flows. Neglect
either category, and you’ll see things stall or fall apart. Cast down Great Men. It’s important that your stories uplift
those people who don’t make it into the history books.
• Keep the characters always striving against those who Give ‘great’ figures fatal flaws and yank their pants down
hold power at every opportunity. Try to frame the fiction in such a
• Cast down Great Men way that spits in the faces of political-military figures.
• Make the time and place come alive Ignore history’s ‘greats’ or let the players kill them.
• Give everyone a name and a want
• Always come back to their enterprise Make the time and place come alive. Point out strange smells,
78
game master
interests them in the fiction—the group’s enterprise is and you never roll dice. Use a GM move:
the biggest hint, the central thing that should prompt
what stories you tell in the conversation. Everything • When a player makes a move and misses.
orbits around the enterprise. • When the players are waiting passively for
F
Ask lots of questions. If you don’t know something, or you
something to happen.
• When the fiction demands it.
don’t have a good idea, ask the players and use what they Never speak the name of your move to the players. To
say. Ask them about feelings, thoughts, reactions, but them, a GM move should simply look like a continuation
also what they can see, why that NPC did that, etc. It’s of the fiction, which it is anyway.
a conversation; make sure everyone has their equal say.
• Separate them
Address the characters, not the players. Speaking this way • Put someone in a bind
keeps the focus on the fiction, not the table. • Make them hurt
• Trigger their disadvantages
Let everything flow from the fiction. Everything that • Test loyalty
happens comes from and leads to fictional events. When • Make them pay for it
the players make a move, they first do a fictional action • Turn their move back on them
to trigger it, then they apply the rules and get a fictional • Announce an unseen/future peril
effect. When you make a move it always comes from the • Move forward or backward in time
fiction. • Tell them the prerequisites or consequences and
ask
Be a fan of the player characters. You’re not their adversary. • Make a danger move from one of your fronts
You should be as excited about the player’s victories as
they are. Failures are an opportunity to spotlight their Separate them: separating them means physically
characters, not to punish them. Say “yes, and” or “yes, driving them apart, isolating them when they need help,
but”, never “no”. Lastly, kill your darlings (NPCs you dropping tantalizing breadcrumbs at a forked path. You
love) whenever it keeps the fiction interesting. can separate them from each other, from the wider world,
or separate them from their stuff.
Play to find out what happens. Come up with a premise
rather than a plot. Have ideas for scenes but don’t Put someone in a bind: a bind is a situation which forces
presume how the characters will get there. You should them to make tough choices. Put them, or something
always be as surprised and entertained by the direction they care about, in between a rock and a hard place.
of the fiction as the players are.
Make them hurt: inflict harm as established by the
fiction or find ways to make them hurt in other ways:
give them a malady, hurt their feelings, etc.
them but sometimes leave. • Add 1-5 portents for each danger.
• List dramatis personae.
Make them pay for it: using up their stuff, including but • Write 1-3 stakes questions.
not limited to resources. If they want to do something, • Pick the appropriate direction on the compass rose
they have to give something. Feel free to give them an and put it there.
opportunity then dangle the monkey’s paw.
Step 1: Name the front.
Turn their move back on them: think about the benefits
a move might bestow and give them to someone else Step 2: Write 1-3 dangers, including type and what each
instead, such as an enemy. Consider what a backfire looks wants.
like.
One or more dangers comprise a front. A danger is what
Announce an unseen/future peril: think offscreen. acts and therefore drives the front. A danger falls into
Remind them that the world exists outside the scene by one of four types: faction, individual, place, or affliction.
moving around chess pieces where no one can see (but let The different types have different GM moves that come
them hear the pieces moving). Lay the seeds for future with them. When you have an opportunity to make a GM
dangers, hint and tease, foreshadow. move, you can use any of those moves listed for the types
of dangers in play (hence make a danger move from one
Move forward or backward in time: let time pass of your fronts).
between two scenes. Show the consequences in the later
one, or go back and re-establish the stakes in a previous Faction (a nation, company, institution, a family, rivals,
one. friends, foes)
• Destroy or drive out something smaller
Tell them the prerequisites or consequences and ask: • Outflank, corner, or encircle
make clear what they need to do and what will happen, • Replace a friend with a foe
then see if they’re still willing. • Seize something without regard to consequences
• Negotiate a deal
Make a danger move from one of your fronts: each Individual (a person, animal, ship, a leader or follower,
danger in each front comes with extra GM moves. Bring an object)
a danger to bear by using its moves. Whenever you have • Reveal a connection to something larger
an opportunity to use a GM move, look to those as well. • Stall, isolate, or misdirect
• Make plans for later
After every move, ask “what do you do?”. • Act with self-preservation
• Appeal to their humanity
FRONTS Place (a town, fort, ocean, nation, a single building, single
A front represents a threat to the player characters and room, obstacle)
the things, people, and places they care about. A front is • Bar the way in, out, or past
like a zone of activity, theatre of war, a looming theme. • Enforce behavior, or else
• Play a shell game using people or things
Fronts are made by the GM outside of play. Their content • Smash together opposing forces
is a mixture of player input (what occurs during play) and • Harbor a faction, individual, or affliction
GM invention (what will be interesting to encounter). Affliction (societal rot, injustice, war, disease, prejudice,
They are organizational aids that help GMs improvise in weather)
play. • Get worse or spread elsewhere
• Upend the natural order
How to make a front: • Hurt someone or something important
• Name the front. • Cause self-destructive, fruitless, or hopeless
• Name 1-3 dangers, including type and what each behavior
wants. • Spawn other afflictions
• Choose an impending doom for each danger.
80
game master
A danger also wants something, representing if not Come up with a list of NPCs relevant to the danger. They
conscious desire then a kind of inertia. Their GM moves can be just names, or archetypes, or whatever.
are triggered in aim of achieving that goal.
Step 6: Write 1-3 stakes questions.
Step 3: Choose an impending doom for each danger.
The stakes should be clear at this point. Think of the
The impending doom is what happens, big picture, if the questions regarding those stakes that you want to see
danger gets what it wants. It’s what the player characters answered. The questions should be concrete and lead to
need to keep from happening. irrevocable changes when answered. Your agenda as a GM
is to “play to find out what happens”—stakes questions
Step 4: Add 1-5 portents for each danger. are a way of finding that out, answering things you as the
GM find uniquely interesting.
Portents are the steps on a timeline which occur if the
danger goes unchecked. One portent can be a chain of Step 7: Pick the appropriate direction on the compass
things or single event. A portent doesn’t have to lead rose and put it there.
logically to the next in line, but it often may. When you’re
not sure what to do next, push your danger forward by The compass rose is how you organize your fronts in the
bringing a portent to pass. mindspace of the game. The four-pronged compass rose
comes unlabeled: name two opposing directions Near/
When a portent is thwarted, you cross it out and as long as Far, and the other two In/Out.
the danger is still threatening, write some new portents.
The timeline branches. A portent resolved, or not, can • Near fronts are clearly apparent, immediate
have ripple effects on other dangers and fronts, too. problems that affect the surroundings of the player
characters, or something close by.
Step 5: List dramatis personae. • Far fronts are threats off somewhere else, separated
by something like a great distance, or they’re more
81
essentials
rarefied problems that are present but hard to touch. Dangers can exist independent of fronts. Write up
• In fronts are threats among the ranks of the player a danger and place it on the periphery, perhaps in a
characters, their friends and circles, or inner lives. direction on the compass rose, perhaps not. You can link
• Out fronts are those that enclose the player group the danger to one or more fronts—a loose association.
from everywhere else, or they’re more nebulous Maybe it become its own front or a part of an existing
ideas, conceptual threats, even from heaven or hell. one later. Maybe it stays a free agent.
Some directions may have no fronts, others may have You can add more prongs to the compass rose and name
multiple (organize the more important fronts closer them what you want. If you’re a more literal thinker or if
to the compass rose itself, with the less important ones the game is centrally located in the world, you can even
farther behind them in the same direction). If a direction use North/South/East/West instead of Near/Far/In/Out.
on the compass rose has no fronts, you can highlight
that in the fiction: make the group feel hemmed in from A front is resolved when it’s no longer a threat in
the directions that do have threats, make clear that the the fiction. A front can be resolved even if its dangers
empty directions are places of refuge, or places they can weren’t. Perhaps one resolved danger resolved the rest
expand to or explore. like tenpins, or they all scattered to the wind and the
front dissolves, etc. Remember to note how the world
Fronts can move from one direction to another. When is permanently changed after you resolve a front—
the group goes on a long journey, what’s far becomes near especially if any portents came to pass.
and what’s near becomes far. When the group chases out
the threat among their ranks but it’s still a threat, it goes
from in to out. You can even spin the compass rose and
F
¹Hold off on making fronts until after the zeroth session—or better
let the fronts rearrange where they may. yet, after the first or second session. Let them come up naturally and
leave blanks.
82
APPENDIX 1
glossary
A
n explanation of some period terms whose to hide the light.
meanings may not be clear from context. firelock: A category of firearm in which the
powder is ignited by sparks. For example, the matchlock
baiting: A bloodsport in which animals are pitted and later flintlock. None can fire when wet.
against one another. Bets are placed on the outcome: Jansenist: Calvinist, more or less.
which animal will win, and how quickly. Examples Lazar-house: A hospital for the incurable and
include rat-baiting (a terrier versus a number of rats), terminally ill, typically lepers.
bear-baiting (a chained bear is attacked by bulldogs), and madak: Opium cut with tobacco. Smoked.
bull-baiting (a chained bull is attacked by bulldogs or a molly-house: A brothel for homosexual men.
bear). Papist: Catholic.
black powder: Gunpowder. plaster: A hot or cool sticky mixture, sometimes
bleeding: Deliberate bloodletting to release caustic, smeared on the skin and left to dry in order to
foul humors from the body. Done by scarifier, lance, or ‘draw out’ illness from within.
leeches. Women, per their cycle, balance their humors purging: Deliberate vomiting to release foul
naturally. humors from the body.
breech-cloth: A loincloth. queue: A braided pigtail or ponytail.
clyster: A huge enema syringe for injecting snuff: Fine tobacco powder kept in a snuffbox.
warm solutions of medicine (say, mercury, or a decoction Sniffed by the fingerful.
of herbs) into the anus. The most frequently used tool in strappado: A kind of torture where the victim
a barber-surgeon’s chest—a cure-all. is suspended by straps from their wrists, dislocating the
cocked hat: A hat with one or more sides ‘cocked’, shoulders.
or turned upwards. For example, a bicorne (two sides supercargo: A ‘bond company stooge’ who
turned up) or a tricorne (three sides turned up). accompanies a cargo in transit to protect the interests of
corruption: Infection. the cargo owner or insurer, to the great inconvenience of
dark lantern: A lantern with a shuttered aperture whoever is transporting it.
83
appendix: glossary
84
APPENDIX 2
character names
R
oll 1d6 for culture (on a 6, roll again). Once 5
you have culture, choose (first column) or
1: Russian
(second column) and roll 1d6. Or just choose
at every step. 2: Scandinavian
3: Sephardic Jew
1 2
4: Somali
1: Akan 1: Carib
5: Spanish
2: Bakongo 2: Chinese
6: Swahili
3: Barbary 3: Coromandel Indian
4: Basque 4: Dutch Akan A large population on the Gold Coast of Africa, who
make up a fair proportion of slaves and Maroons in the New
5: Benin 5: French World.
6: British 6: German 1: Konan 1: Phibbah
3 4 2: Quashey 2: Juba
1: Inca Peruvian 1: Mayan 3: Cudjoe 3: Mimbah
2: Irish 2: Mughal Indian 4: Quaccoe 4: Cubah
3: Iroquois 3: Ottoman Turkish 5: Mayfangoe 5: Obah
4: Italian 4: Persian 6: Quoffey 6: Bennebah
5: Malabar Indian 5: Portuguese
6: Malay 6: Polynesian
85
appendix: character names
Bakongo Kikongo speakers of the Kingdom of Kongo, ruled British Xenophobic soldier-mariners with silver tongues.
by Portuguese-collaborationist rulers turned Catholic. 1: Jonathan Random 1: Moll Carter
1: Lukinda Nzinga 1: Ndona Betelisi 2: Richard Rainborowe 2: Fanny Halloran
2: Nzinga 2: Luyinda 3: Ned Jones 3: Flora Bird
3: Mbo a Pemba 3: Ndona Zabela 4: Walter Hogg 4: Nora Tidd
4: Nganga Zumbu 4: Kimpa Lukinda 5: Huw Weedy 5: Elizabeth Bottomley
5: Manoka 5: Kitoko a Bangi 6: Thomas Fly 6: Anne Perkins
6: Ndom Zuau 6: Matadi
Carib Canoe marauders of the West Indies and South America.
Barbary Sabir-speaking pirate slavers whose galleys control 1: Kynoro 1: Zulmeira
the Mediterranean.
2: Jakuwa 2: Iwoya
1: Abdurrahman Assan 1: Fadma al-Sfaqiyya
Ali 3: Oko 3: Aina-patora
2: Ali Ghazi ad-Din 2: Sayyida 4: Putukusi 4: Okoa
3: Achmet Abu Bakr 3: Zira al-Kahina 5: Kurupi 5: Obah
4: Mehemet al-Wajdi 4: Sura bint Ali 6: Aikupo 6: Amyija
5: Saeed Abdoul 5: Lalla Aicha Mayyara Chinese Accommodating hosts who live in square towns with
6: Moulay Lutfullah 6: Umamah bint Hamdun impervious walls.
1: Ah Wong 1: Jin Yue
Basque Globe-trekking whalers and cod fishers from the Bay
of Biscay 2: Hong Tsai 2: Su Mengshi
1: Ignace Hoyarçabal 1: Jimena Zabala 3: Cheng Yang 3: Fang Weize
2: Baptiste Ellisalde 2: Lourdes Ochoa 4: Li Hong Ji 4: Ke Yining
3: Zorian Aguirre 3: Joane Fortúnez y Elorza 5: Feiyin Pang 5: Fu Mei
4: Lore Navarro 4: Dolore de Garro 6: Muyan Yi 6: Ku Xihua
5: Ruy Diaz Diarrieta 5: Isidore de Salaberry Coromandel Indian A majority Hindoo conglomeration of
6: Martin de Rosteguy 6: Alize Ellisalde cultures on the east coast of India and Ceylon, whose minority
Tamil Muslims bring riches from across the Bay of Bengal.
Benin A plurality of cultures centered around Edo-ruled 1: Pingali Brahmendra 1: Rukmini Ram Kumar
Benin City, cosmopolitan ‘City of Walls’.
2: Panjru Shastri Nadar 2: Suryanarayanamma
1: Esi N’Oyo 1: Idia
3: Moodoosudun Gooptu 3: Moodoocunamma
2: Navrey 2: Emotan
4: Uday 4: Rangamma Seethapathi
3: Ogun N’Igun 3: Iden
5: Poondi Subramaniyan 5: Poongulali
4: Asoro N’Ubinu 4: Nkwoja Ogun
6: Chinna Rajaratnam 6: Kavita
5: Obasogie 5: Omuromi N’Udo
6: Ogbebor 6: Omote
86
appendix: character names
Dutch Shrewd Jansenist merchant-mariners. Irish Papists displaced and increasingly anglicized by
1: Ignatius Vandal 1: Anneke Brant centuries of Protestant British oppression.
2: Joos de Jonge 2: Geertje van den Noort 1: Rory MacCrory 1: Mary Alice O’Leary
87
appendix: character names
Malay Cunning seafarers from the diverse islands of the East Persian Prideful Central Asians, whose ranks include shi’ized
Indies. and assimilated Caucasians.
1: Lukman Syed 1: Katijah binti Hamzah 1: Ruhollah 1: Nakihat
2: Abdul bin Rasyid 2: Mayang Sari 2: Qolam Heydar Zahedi 2: Tamar-i-Aliya
3: Ganggang 3: Mas Ayu 3: Alireza Azeem Abadi 3: Roxana
4: Kao Tak 4: Haryati 4: Hossein Cherkes 4: Mahd Esfahani
5: Budiarto 5: Suriyong Gagananga 5: Farhad Mazloomi 5: Zahra Baji
6: Perang Che 6: Chantra Sopha 6: Nader-i-Zanjan 6: Soraya
Mayan Rebellious indigenes of Central America. Portuguese Peerless nautical scientists greedy for spices and
1: Yya Nacuaa 1: Xoc slaves.
88
appendix: character names
Scandinavian Staunch Lutheran mountain folk with plain, Spanish Pious traditionalists with an inbred Papist
fair looks from the far north of Europe. appreciation for rich food, wine, and gold.
1: Sven Svensson 1: Sigrid Slots 1: Ignazio de Zarate 1: María del Canto
2: Axel Bronk 2: Brita Matsdotter 2: Pedro Sanz 2: Catalina de Céspedes
3: Feddersen Bang 3: Ebba Clodt 3: Zizare El Cano 3: Ana Pizarro
4: Mats Carloff 4: Lisbetha Andersdatter 4: Alvaro de Váez 4: Margarita la Roja
Toller 5: Lope de Juancho 5: Ana Mariana de
5: Jorgen Grubbe 5: Greta Gyllander Santander
6: Ole Ove Sivertsen 6: Kari Arne 6: Julio Gábalo 6: Isabel Marita
Sephardic Jew Iberian conversos who practice their faith in Swahili Prosperous Bantu people who live in great numbers
secret, scattered to Northern Europe, North Africa, and the along the Swahili coast in polities such as Magadoxo, Zanzibar,
New World. and Sofala.
1: Gaspar de Palacio 1: Leonora Toro 1: Ojuang Mtoro 1: Ajuang Mtoro
2: Cohen Henriques 2: Mira Mendes 2: Odhiambo Kengia 2: Bi Sadi Panya
3: Diogo Ribeiro 3: Simha Pereira 3: Ramadhani 3: Mwaiuma
4: Uriel da Costa 4: Gracia de Pinto 4: Sitambuli 4: Bi Sala Mkisi
5: Abraham Amigo 5: Anna de Medina 5: Bon Amedy 5: Mishi wa Abdala
6: Zacuto Benalcazar 6: Rachel Nuñez 6: Bastola 6: Shamsa Muhashamy
Henriques
89
APPENDIX 3
ship names
R
oll 1d6 twice for culture. Once you have Barbary ships
culture, roll 1d6. Or just choose at every step.
1: Aia Jouan
90
appendix: ship names
91
essentials
92
APPENDIX 4
currencies
C
ommon is the denomination which most German currency
people handle in all transactions, rich is a Common Rich Rare
denomination which is thrilling to possess, and
rare is a denomination which normal folk will never Pfennig Kreutzer Gulden
possess.
Guinean currency
British currency Common Rich Rare
Common Rich Rare Baysa (cloth) Adila (bar of Mithqal (gold
Farthing Pound Guinea salt) dust)
93
appendix: currencies
Persian currency
Common Rich Rare
Dinar Abbasi Toman
Portuguese currency
Common Rich Rare
Real Cruzado Peça
Scandinavian currency
Common Rich Rare
Öre Mark Riksdaler
Spanish currency
Common Rich Rare
Real Real de a ocho Escudo
Venetian currency
Common Rich Rare
Denaro Lira Ducat
94
APPENDIX 5
maladies
R
oll 1d6 twice (on the first, roll again when 6) 5
or just choose.
1: Scarlet fever
1 2 2: Scurvy
1: Ague 1: Cholera morbus 3: St Vitus’s Dance
2: Bilious fever 2: Collicke 4: Stones & gravel
3: Black jaundice 3: Consumption/phthisis 5: Tympany
4: Bloody flux 4: Costiveness 6: Yellow fever
5: Brain fever/etc. 5: Dropsy Ague: an intermittent malarial fever
6: Calenture 6: Falling of the characterized by fits of shivering cold and rigor. -1 Salt.
fundament Bilious fever: a fever with great nausea and
vomiting. -1 Strife.
3 4 Black jaundice: an aching fever, blood-red eyes,
and splitting pain in the head. -1 Smarts.
1: Falling sickness 1: The Itch Bloody flux: the unrelenting passage of bloody
2: French pox 2: Jaundice stool. Dysentery. -1 Strife.
Brain fever/camp fever/gaol fever: a high fever
3: Green sickness 3: King’s-Evil
marked by episodes of stupor and delirium. Also splitting
4: La Grippe 4: Lung fever headaches and a rash. -1 Smarts.
5: Hecktick fever 5: Megrim Calenture: feverish delirium caused by heat
stroke. -1 Smarts.
6: Iliac passion 6: Palsy Cholera morbus: stomach sickness accompanied
by nausea and diarrhea. -1 Salt.
95
appendix: maladies
96
APPENDIX 6
fashion
R
oll 1d6 for one or more details of a character’s Arab fashion ( )
dress ( or ) or just choose.
1: Djellaba (hooded wool robe)
Arab fashion ( ) 2: Batoola (individualized face mask)
1: Djellaba (hooded wool robe) 3: Henna tattoos
2: Dishdasha (ankle-length light tunic) 4: Waqayah (waist-length fringed shawl draped over
head)
3: Izar (belted skirt)
5: Ornate jewelry (1: shamber, a headband of small
4: Litham (facewrap showing only the eyes)
silver coins, 2: mafraq, a headband with heart-shaped
5: Henna-dyed hair and kohled eyes centerpiece, 3: dinar, a large silver coin pendant over
6: Ceremonial dagger forehead, 4: banajiri, 1d6 bejewelled spiked bracelets, 5:
halq, innumerable silver earrings with pendant chains, 6:
khawatim, 2d6 finger and toe rings)
6: Veil
97
appendix: fashion
Chinese fashion ( ) (N.B. Chinese men of most ethnic European fashion ( ) (N.B. any European man who goes
groups must shave their forehead and tie their remaining bareheaded in a settlement is breaking a taboo and sometimes
hair in a queue or face execution) the law, too)
1: Doushi (conical bamboo hat) 1: Bag wig (a powdered wig with the hair in the back
2: Changpao (ankle-length robe) stuffed into a taffeta drawstring bag, bow-tied)
3: Magua (frog-buttoned jacket with or without sleeves) 2: Justaucorps (a knee-length coat with flared ‘skirt’)
98
appendix: fashion
2: Beaded cloth tiara 6: Tumans (wrestlers’ leathern breeches, i.e. hot pants)
99
appendix: fashion
4: Feather cloak 3: Zupan (tight frock coat with wooden buttons and
bell-shaped bottom)
5: Over-the-shoulder barkcloth shawl
4: Stanik (bodice)
6: Barkcloth headwrap
5: Vyshyvanka (richly embroidered tunic shirt with
Polynesian fashion ( ) talismanic properties)
1: Tattoos (1: lips, 2: chin, 3: full-face, 4: chest, 5: arms, 6: Perednik (embroidered apron with lace trim)
6: full-body)
West African fashion ( )
2: Feather skirt
1: Kaftan (poncho-like long robe)
3: Greenstone pend