|Sway||0||h3||Feverish: -1SW||Sway||0||h3||Blinded: -1ST||Sway||0||h3||Drained||Sway||0||h3||Bleeding|
|h4||Lose Comp.||h4||Bleeding: -1F||h4||Bleeding: -1F||h4|
Bone Break: -1F
|h4||Crippled: -1F||h4||Crippled: -1F|
|LOYAL STAFF (Base)||Choose Move||Choose Move||Choose Move||Choose Move||Choose Move|
|Everywhere you go, your trusted and skilled agents go with you. Pick two:|
A Bodyguard: Get +1 Force when they fight at your command.
A Scholar: Get +1 Lore when you listen to their advice.
A Courtier: Get +1 Sway when they sweet-talk your target.
A Guide: Get +1 to Steel when you send them ahead to scout for danger.
|Choose Move||Choose Move||Choose Move||Choose Move||Choose Move||Choose Move|
|_________ would make a good match for one of my followers.||_________ showed me their family's secrets in confidence.||I respect ___________’s concern for others.||_________ has much to learn about life in the wasteland.||I have sworn to protect _________.||_________ reminds me of someone lost long ago.|
|_________ and I sat in council before, and I taught them wisdom.||_________ will make a good bodyguard.||_________ has grown fat on the backs of other’s labour.||_________ is why I come back to civilisation.||_________ and I stood watch together against the chaos.||_________ will need my help to survive.|
|I know how ________’s parents truly died. I wonder if they would welcome the truth...||I suspect _________ is stealing my secrets for their family.||_________ can teach me to understand this new world.||_________ shares my lust for discovery.||_________ helped me get out of a siege alive.||I saved _________ from certain death.|
|Leader: Mark when you take overt control of your Family. They'll bring concerns to you before opposing you.||Leader: Mark when you promise your Family luxuries if they do what you say. You say how you’ve improved their lot already, GM says what they now expect from you.||Leader: Mark when your Family rises up against an oppressor. Say where your forces are waiting in ambush.||Leader: Mark when you’re put in charge of a group’s supplies and provisions. So long as you put food on the table, they’ll follow your orders.||Leader: Mark when you seek sanctuary for your Family. Say where they’ll be safe, GM says what’s in your way.||Leader: Mark when the thing you survived threatens your Family. Say how they’ll need to change to survive it.|
|Agent: Mark when you become another leader's advisor. Say a topic they're humble in, GM says a topic they're over-confident in.||Agent: Mark when you’re sent to bring peace between two groups. Say what grudge is keeping them apart.||Agent: Mark when you infiltrate a group to bring it down. Say someone who trusts you; GM says one who suspects.||Agent: Mark when a group’s relying on you to find a crucial component. Say who else is looking for it.||Agent: Mark and hold 1 when you guard an expedition. Spend the hold to reveal a shelter your Family prepared on an earlier expedition.||Agent: Mark when you swear to keep someone safe. Say what about them reminds you of your past.|
|Rebel: Mark when you learn something that shakes up your view of the world. Say who you’re hoping will give you answers.||Rebel: Mark when you seek allies to bring down a corrupt leader. Say who’s suffering under them, GM says who they're favouring.||Rebel: MMark when your actions cause suffering to a group you have no quarrel with. Say one group you need to make amends with.||Rebel: Mark when someone convinces you that your Family’s hoarding resources. Say one group whose suffering they could alleviate.||Rebel: Mark when you fight against a threat that poses no harm to your Family. Say which Faction’s helping you.||Rebel: Mark when your Family acts like the thing you survived. Say how you’re hoping to set them to rights.|
|Outsider: Mark when you reveal your membership in a secret Faction. Say which other groups they’ve infiltrated.||Outsider: Mark when you disclaim Family ties to build a greater alliance. Say why the larger threat needs everyone to band together to fight it.||Outsider: Mark when your family betrays your creed. Name a principle; those who break it this age risk ruin.||Outsider: Mark when your hoard starts whispering to you. The GM says what it wants you to do.||Outsider: Mark when you protect one of your Family's enemies from them. Reveal the secret backstory that led to this.||Outsider: Mark when it’s time to move on. Say what was missing in the Family; GM says where you might find it.|
|Gear and Notes||Gear and Notes||Gear and Notes||Gear and Notes||Gear and Notes||Gear and Notes|