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The_Rebel

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Robert Arndt
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0% found this document useful (0 votes)
67 views4 pages

The_Rebel

Uploaded by

Robert Arndt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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REBEL

Rebel
The
Notes: The
Name:
Look:

Description:
You were once at home in the
darkness and the dark arts were
your bread and butter. Whether
it was boredom or a tragic event
at some point you decided it
was time to switch teams. Now,
darkness mourns your defection
and you are struggling to be
accepted into the exclusive club
Please remember to print double-sided for best results.
of the good. What can you say,
traitor? What fun is there in
welcoming the light when you are
so used to the shadows?

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8 1
The REBEL The REBEL
Background: Advancements
◊ Who were your associates in the
darkness? From the start you can choose the
following advancements:
◊ +1 Rage (Max +3).
◊ +1 Influence (Max +3).
◊ +1 Experience (Max +3).
◊ A move for the Rebel.
◊ How long have you been in the ◊ A move for the Rebel.
city? ◊ A move for the Rebel.
◊ A Move from another playbook.
◊ A Move from another playbook.
◊ What prompted you to change?

◊ Who did you have to betray to


come out of the darkness?

Once you have taken all previous


advancements you can choose from
the following list:
◊ Why is it difficult for your new ◊ +1 to any trait (Max +3).
allies to trust you? ◊ +1 to any trait (Max +3).
◊ Advance a basic move.
◊ Advance a basic move.
◊ Change playbook (keep moves and
Bonds: advances already unlocked).

Bond +1: no bonus Once you have taken all the


Bond +2: remove an additional level of Guilt when using the Ask advancements from both lists try
for Forgiveness move. to Break the cycle.
Bond +3: when using the Bond for the Ask for Forgiveness move,
also remove a scar.

PCs:
The PC to your left was willing
to trust you. Ask why they
XP:
decided to trust you and then
mark a bond with them.

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The REBEL The REBEL
Moves from other Playbooks: Bonds:

NPCs: Create and describe 2 NPCs


you have formed a bond with.
Then tick 2 boxes for one
and one box for the other.

1. Someone who took you in when


you ran away from your old
allies. What did they teach
you about the mortal world?

2. Someone who has become the


target of your old allies
and you are protecting. Why
are you doing this?

Add 1 on one of the following:


Faith Influence Experience Rage

Traits: -1 0 1 1

Conditions: Scars:

6 3
The REBEL The REBEL
Gulit: Sin: Moves:
Double-cross to achieve During character creation Legacy of Darkness:
choose your sin from the list. You can draw on part of the arsenal Walk in the Night: When you need access
your goals, even if someone
you had when you were a member of the to a place related to the occult or
might get hurt. When you do You will not be able to change
dark forces. When you choose this move supernatural world you always know
this you take 1 XP and 1 it. pick 2: where it is and how to get there,
Guilt. ◊ An artefact from another world. when you attempt to reach it roll
Pride Envy Describe 2 qualities and 1 flaw. Each +Experience:
time you manage to insert qualities
When you reach Guilt 4 for the within the description of a move you ◊ On a 10+, getting there is easy and you
gain +1 Next for each quality that know how to take defences by surprise.
first time during a session, ◊ On a 7-9, getting there is relatively
applies to the description. The MC
mark a condition related to may insert the flaw of the artefact complex and there is a defence.
your sin, the MC will tell you as part of the consequences whenever ◊ On a 6-. it is a very difficult place
what it is. When you act upon deemed appropriate. to reach, dangerously guarded and your
this condition, remove it and ◊ Exchange Coin: You kept with you a enemies are aware that you want to
symbol that belonged to the faction reach it. The MC will tell you some
take 1 XP.
you betrayed. Describe what the item information on how to do this and what
looks like and how all members of that defences are present, but this is only
faction respect its meaning. You may the tip of the iceberg.
use it once per NPC belonging to that

Moves: faction to gain a favour from them.


You can decide to sacrifice it to gain
a great favour but you will lose it
You start with: forever.
◊ A weapon belonging to your old faction. Half-Blood: At the start of the session
Describe who it has the most effect you decide whether to bring out your
Pierce the Veil Move roll +Experience on. You gain +1 Ongoing against them. mortal part or your supernatural part.
Dark Past: instead of Faith and in addition to
When you first encounter a creature ◊ An ability that only members of that When you do this your abilities change
getting the effects described by the faction are able to use. Describe to according to the nature you have
related to the supernatural, if move you get the following additional the MC the effect you get each time chosen (you retain any bonuses awarded
you think it is meaningful, roll effects. you use it. in creation or with an advancement on
+Experience to see if you have dealt
your chosen trait).
with it. ◊ On a 10+, The MC will reveal an
important secret about the target Human: Choose 1
◊ On a 10+, You know a lot about of your spell. ◊ +1 Ongoing for all moves that roll
Profiteer: Once per scene you can
it, tell the MC what the nature ◊ On a 7-9, The MC will reveal a +Faith.
offload the consequences intended for
of your relationship was and they relevant detail about the target ◊ +1 Ongoing for all moves that roll
you onto another PC in the scene. When
will tell you what you know and of your spell. +Influence.
you do this roll +Rage.
why it owes a debt to you.
◊ On a 7-9, You know some information ◊ On a 10+: You nullify the consequences But you are more vulnerable to Darkness.
about it, the MC will tell you Then choose one: with an Opportunity. Describe how
what but they also decide the you take advantage of your partner Supernatural: Choose 1
nature of your relationship. to turn the situation around. ◊ +1 Ongoing for all moves that roll
◊ On a 6-, You have never met before, Broken Promises: When you knowingly ◊ On a 7-9: Halve the consequences for +Experience.
you have no information about it, the new target. ◊ +1 Ongoing for all moves that roll
break a promise or fail to keep your
but it knows you are a traitor and ◊ On a -6: Leave your allies at the +Rage.
word remove 1 Condition but add 1
despises you. Guilt. mercy of events, describe how you
leave the scene and mark 1 Guilt. But you have difficulty interacting
Hidden Secrets: When you activate the with humans.
If no PC is in the scene, you can
always activate the move and it works You can decide to change your nature
the same way but marks Guilt regardless once per scene but each time you do so
of the result. you gain 1 Guilt.

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