The_Rebel
The_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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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?
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:
Traits: -1 0 1 1
Conditions: Scars:
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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
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