Broken Toys: Legacy 2nd Edition

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Links[edit]

OOC thread

The Homeland[edit]

Settlements[edit]


Landmarks[edit]


Our World[edit]

How it came to pass...[edit]

The ecosystem had to change in strange and unexpected ways to survive the Fall.
Cultivators, what was the first creature to be domesticated in recent memory? Was it husbanded like livestock, or was its taming a mutual interaction like that of dogs or cats? What is its role in the settlements today? Alternatively, describe a modern pet or pest known to be directly descended from one of humanity's companions in the golden age of biotechnology.

Cultivators: Snub-tusks make for fine beasts of burden, and headstrong mounts. The largest of them can be as tall as a man at the shoulder, and their hair is thick and coarse - with beady eyes, and a snout filled with teeth that sometimes jut this way and that. They came from the wild lands, and we recognised each other: friends in an unfriendly world. And perhaps that's what they were looking for - memories of a time when they lived easily with us, and not so harsh and unforgiving. If there are still any pigs left at all, snub-tusks are not them. But they'll more than do for us.

The Fall preserved much of the Homeland’s power infrastructure.
​Hive, this infrastructure is sound, but its power supply or activation is inconstant in most of the homeland. What's the ratio? Does it remain active in a perpetual brownout state most of the time but have irregular, hours-long blackouts, or is it more like its skeletal machinery occasionally resurrects itself in frightful, frantic periods of transmission and movement when powers elsewhere align?

Hive: The power system is in a state of constant flux, patches losing power while other patches regain it, those patches losing power to another set, then finally the first group regaining the power- at the cost of the third of course. The Wardens have managed to install ways for sections to feed off of others, but this fix while useful still keeps the power fluxing dangerously, leaving the populace dependent on batteries and capacitors. A way to lessen this problem would be greatly appreciated by the Wardens.

The Fall was a sudden and terrifying event.
Merchants, how has the fear this cultural memory carries become a source of profit for the grifter and kindhearted alike?

Merchants:

The armies from the world Before burned in the Fall and the scum of the earth inherited their might.
Tyrants, what violent or self-serving act that we would call wicked or criminal has this homeland forgotten to condemn?

Tyrants: The homeland was once home to another group. Uplifted beasts originally thought to be feral, that were hunted, eaten and kept as pets and beasts of burden. Once they learned enough of our ways to questioned their position, they were wiped out in a great purge. Hopefully anyway, if any of the intelligent beasts survived they would have a valid grudge against those living in the homelands.

The Behemoths brought the Fall upon the world.
Order, were the Behemoths made, or brought here from some other place?

Order: The Behemoth's came from beneath where they slumbered seeking out life upon the surface from their prison of rock and fire. Number Witches tried to enslave and control them but only made them more dangerous.

The golden age...[edit]

The sprawling ruins of an enormous city - now filled with deadly spores.
Each of you- what rumor, legend, or theory about what lies in this city has either tempted you, or kept even your young and reckless from trying to venture in?

Cultivators: The spores change you. The changes nearly always result in a horrible, wretched death as your biology fails - but change you they do! There may be… applications there.

Hive: Our lack of biology makes us invulnerable to the spores, but when we sent a team into the city, 144 hours, 19 minutes and 37 seconds after they were supposed to report back, we received a data burst originating from inside the city. The data received was a low-integrity gamma-grade instance of the person inhabiting the vehicleform of the squad. The memories were hard to sift through and often mixed with each other, but we were able to identify images of vicious mutants, territorial monsters, and most disturbing...

Human voices, but they seemed to be coming from machines. Cleaning drones, cooking arms, even children's toys. All heavily modified with improvised addons.
We know that organic life forms are not immune to the spores, and fear of death makes one do anything to avoid it.
We also know that the inhabitants had access to salvaged dataweave, and that robotic life forms are immune to the spores.
After revival from backup, none of the members of the squad were willing to go back. Neither did we wish to send them.

Tyrants: The Tyrants have heard stories of the spores changing people. Most die, but in the sewers and tunnels of the city is a population of cannibalistic mutants. They plot to take over the rest of the homeland, but for now are content to steal away children who disobey their parents and eat them.

Merchants:

Order: The Servitors and Shamans of the Behemoths covet their secret rituals free from the agonizing end brought upon by the Spores. Those that dwell too close are snatched and sacrificed to their momentous bulk.

A Dataweave factory that would be a powerful asset to the Wardens, but is inhabited by something monstrous with a taste for metal.
Hive, what did this dataweave mean to your creators? What does it mean now, to their surviving grandchildren?

Hive: This material has the consistency of clay and an odd matrix of lines that are constantly shifting color, a hint at it's true composition. On the nanoscale, it is composed of a mixture of circuitry, quantum nano-engines, photonic neurons, and other computing materials, all of them strange and arcane to the untrained mind. Because of this interweaving of computation, it is able to manage running a synthetic mind much more easily then a traditional computer. Because of it's extremely complex nature, it is very hard to create, involving energy expenditures much larger then even average nanofabrication.

Specialized fabricators can lessen it a great deal, so many were created. The factory has many of these, and Before it could meet the demands of the entire region. But then the plague and the spores struck. Many synths lost their lives, to the plague, or the monsters created by it's polymutative nature. Those horrible mutants shambled and rolled and slithered toward our domain...

We used... our... finest nanophage. Our most powerful bombs. A few brave programs sacrificed their continuity to set off EMPs that could reach across most of the field. The loss of material was a major setback. But it was worth it. The only remnants of the polymorphic strain are on the battlefield, the city, and unfortunately, the factory. The plague merged biology with technology, resulting in a Behemoth with limbs of metal, flesh, metal and flesh. It's torso and head have all kinds of implants. Even it's brain is a twisted fusion of neurons and dataweave. It is hungry for anything, for anything can be used to repair it's body, failing from the strain of reconciliation.

Dataweave is so very hard to make, yet so very vital to creating new bodies for our populace. If we reclaimed this factory, repaired it, it could very well start a new golden age for the Digital Wardens.

A haven for the rich and powerful that lasted longer than most.
Merchants, amidst all the personal relics and private treasures this place once held, what item of value inspired you to change the course of your ventures?
Tyrants, when you were first shown this place, you saw the remains of defenses marvelously clever or aggressively paranoid, and you saw the evidence of its eventual defeat. What lesson, in war or governance, do you attribute to this sight?

Merchants: The 3 yachts and traditional uniforms found here triggered both there formalization of their leadership and their lack of a single permanent home, even after each one had been sold, lost, or worn away.

Tyrants: One cannot sit idle, assuming you are safe behind you walls and defenses (metaphorical or otherwise) when you have surrendered the area around you. A determined enemy will get in and you will be helpless. To thrive and be victorious it is necessary to venture out into danger, probe, and attack. You enemy should always be wary of your strike, and you should never sit idle assuming safety.

A carrier vessel large enough to shelter thousands and win wars single-handed.
Tyrants, is this vessel a ship, a vast siege engine, or something that might once have hung in the air?
Order, the smaller machines of war that were once housed in this hulk lay scattered within a few miles of the surrounding area, little more than corroded shells and stripped-out cockpits, and yet- what do you remember about these weapons that others have forgotten?
Hive, what occasionally whispers in the depths of this machine, and why does it concern you?

Tyrants: The vessel once hung in the air (and perhaps even the void). It thought itself safe from the tooth and claws of the Behemoths.

Order: Mobility was survival but those warded against the horrific heat of their presence could get close. The husks hold greater secrets overlooked by the uninitiated. Remains of canisters that once held strange alchemy that harness the magic of winter.

Hive: Occasionally our agents sent to that location detect signals coming from somewhere in the lower sections. A voice, pleading for help, but the name it gives is Sareng. And no one can help the Sarengs.

A gargantuan carcass crawling with monstrous scavengers.
Cultivators, what tool or instruction did you provide when asked for guidance by those venturing among the parasites and scavengers? Were your warnings heeded, and did it matter?
Order, what do those who've never witnessed a behemoth learn about the creatures from seeing this corpse? For all the fear and wonder it invokes, do you regard it as among the greatest of the titans, or a comparatively middling specimen?

Cultivators: The scavengers can be…avoided. If you approach at the right times. If you mask your scent with carrion that surrounds you. If your luck doesn’t leave you. And this helps! It really does. But one misstep, or an itchy trigger finger will spell disaster.

Order: The corpse has long since cooled with each passing of the Sun where it fell can be seen how the heat has warped the terrain that surrounds it. This was one of the first to emerge from below one of the greats but stories tell of even larger kin.

To the Tyrants and the Order, did this machine and this monster ever meet? Are their remains locked together as if in combat still, more two environments encroaching upon one another than mere animal and machine at war, or was there a victor?

Tyrants: They met in battle fighting and great distances of miles with mighty weapons. Weapons from the vessel carved ravines, and explosions created craters in the countryside. Forrests of wicked spines launched from the behemoth still stand where they struck the ground. The environment shaped by their battles is even more alien then the rest of the homeland. There was no victor, only mutual destruction.

Order:

To all- do you find in these two ancient hulks a symbol of hope, or an intimation of fear?

Order: The corpse is a constant reminder that even these wondrous things are not immortal take what hope you can. The cadaver of the machine is a testament to mistakes of the past and the price of failure.

Tyrants: We would not admit it, but the Tyrants see them as a sign of fear. Whatever power they have now is still nothings compared to what was and may still exist somewhere, and even with all their power there was not victory, only death. Someday the Tyrants may destroy a great enemy only to be destroyed in turn.

Cultivators: Hope, that we were never powerless against even the dread threats of the Fall. A memento, of what we could do and what we survived. Fear, that even the height of our power wasn’t truly enough...

Hive: "We must hold together for survival. The Carrier had no allies, only subordinates, and look at it now. Broken, torn to pieces. The monster is as well. If we band together, we can crush the monsters we can, and defend against the ones we can't." That is what they say, and what they try to believe. But deep down in their memory, below dozens of other files, they think that maybe that power of that level can't be stopped by anything. No matter how strong your bonds of fellowship.

Merchants:

A great ending...[edit]

Abandoned catacombs filled with tubes, and malformed genetic failures.
Cultivators, you have likely commissioned expeditions deeper into these dungeons than others are willing to explore, if you have not sent them yourselves, (in fact, who has?) but what warnings, hauntings, or predations have kept most of its secrets unexplored?

Cultivators: A thousand small things make each step agonizing. Crumbling architecture, ancient fail-safes, security that still functions, the remnants of what was made there, and new residents come down from above all vie to be our downfall at every turn. But slowly…slowly…we seek to clear it floor by floor. Looking for lost secrets.

An area on the border of the Homelands soaked in radiation, electromagnetism, and general toxicity from a terrible calamity long ago involving [DATA REDACTED: INPUT ENCRYPTION KEY TO CONTINUE]
Hive, how is the behavior of the homeland's surviving infrastructure tied into the unnatural arcing and combustion of this wasteland?

Hive:

A cache of doomsday weapons, built for the Fall.
Tyrants, those laymen and would-be scholars of the Homeland who would learn the history of war look to you. Of the poorly corralled and manufactured abominations of the Fall, which were the weapons, and which were the monsters they were meant to fight?
To the rest- do your families believe the Tyrants' narrative, or do your backgrounds and technologies convince you you know better?

Tyrants: The basic rule, is if it's made of metal it fights monsters. If it's fleshy and weird it's probably a monster. In practice, this gets...complicated. As scientists increasingly turned to biological weapons for the ecological warfare, it became harder to tell pet from monster. By the time of the fall something happened to the machines, and many of them were either running wild or turning against their creators. Tyrants generally advise other to be wary.

Order:

Cultivators:

Hive: For the most part, everything they said checks out. There were a lot of organic threats out there in the Fall, and a lot of synthetic ones too. That's why we had to bunker down as hars as we did.

Merchants:

A metropolis ruined by the battles of the Fall.
Merchants, what valuables or resources are readily scavenged from this place by those who pass through it? What local danger seems to either escalate or spread farther out in proportion to how much is taken?

Merchants:

The tear in the world the first Behemoth crawled from.
Order, is this place approachable today, or is it hidden away in some dark corner or hostile landscape? Safe paths or doomed ones, people still commonly make pilgrimages to it- do you condone this practice?
To the rest- what do you do to aid, profit from, shun, or sabotage these pilgrims, and do your own family members ever attempt these journeys?

Order: This place is reachable for those that know it's location but the journey is arduous. With the right guide, the safe paths can be navigated. Pilgrims make the journey their few make the journey back but it's a path of fools. No solace is found in their waking place.

Cultivators: Those monsters are the greatest creatures on this planet. Perhaps there exists some clue – some token! – to understanding them down in that black pit. We go there, but not as pilgrims. We go as seekers.

Tyrants: In better times the Tyrants will provide escorts...for a price. In tougher time, the pilgrims make soft targets for a raiding party. Occasionally family members will venture out to the portal to better know the enemy.

Merchants:

Hive: We have a... "scout" there. He's rude, and awful to be around, so we sent him over there to report back every so often. It's a good arrangement.

And the smaller endings that hold our attention...[edit]

A plague too efficient and dreadful to be natural. It affects flesh and machine alike.
Hive and Cultivators, by what measures do you attempt to protect yourselves or others from infection?
To all- how do your families treat the infected when you discover them?

Hive:

Cultivators: We have drugs and medicines: though their side effects are fierce and fearsome if you're unused to them, and they might kill you before the plague does. Easier, and safer for most to seal their suits. The plague seems to suffer in high temperatures – 80 Celsius or more – but hibernates in low ones so saunas to help the living, and fire to quiet the dead…

Tyrants: Amputation of the effected area, isolation, and failing that immolation.

Merchants:

Order: Those cursed take on the most dangerous and risky ordeals of our Order for they are already doomed.

A machine intelligence, lacking the empathy subroutines of The Wardens, has taken root like some-kind of metallic plant; The Wardens are next in its path of growth.
Hive, how different do you consider this entity to be from yourselves?
To all but the Hive- are you conscious of this threat? Do you perceive it as such?

Hive: Completely different. It has no emotions. NO. EMOTION. It's not even conscious at that point really. Just a drone doing what it's programmed. Just mindlessly spreading outward, careless as to what it overruns in the process. Emotionless things like that are to be destroyed with extreme prejudice.

Cultivators: We don’t know about the threat as such. It’s not made of flesh and blood, so why seek it? Best to avoid things like that entirely.

Merchants:

Order: We have heard nothing and know nothing of this potential threat.

Tyrants: The Tyrants do tend to see things as threats, although their knowledge of this one is much less then the Hive. The Tyrants wonder if the two are related.

A dwindling but vital resource.
Merchants, which families, if any, have you shared this discovery with? What faction do you suspect also knows, and which faction suspects you are hiding something essential from them (even if you are not)?

Merchants:

A foreign army stranded on the Homeland.
Cultivators, do you consider these outsiders to be human?
Tyrants, your interactions have mostly been brief, and at a distance, but from what your scouts have told you, do you consider these people a credible threat?
Hive, what about these people seems strangely familiar to you?
Order, do you fear the foreigners know something of the behemoths that even you do not, or do they seem childishly unaware of the dangers surrounding them?
Merchants, what seemingly worthless resource has a quiet representative inquired about?

Cultivators: A person is someone you can talk to. Someone who’ll share a meal, a fire, and a story on even the most ominous night. If they refuse to do those things, you can hardly consider them a person at all.

Tyrants: They are absolutely threats. They are strangers, armed and hear. Even if they come with the best of attentions, when they need something they cannot get through peace they will simply take it. At least we know the other families. The foreigners have no history to fall back on.

Hive: Some of their soldiers have augmentations; arms and legs, eyes and ears, they vary from soldier to soldier, but the augs are all made of the same glossy black and gold metal and plastic. These all happen to be the same kind of augmentations that the Hive gifts to those in it's favor.

Order: These foreigners are either desperate, insane or both we cannot determine which. Though maybe we are wrong maybe they know some secrets of below could they be worshipers of below?

Merchants:

The Families[edit]

The Digital Wardens (Synthetic Hive), played by Verenes Aoene[edit]

Reach 1 | Grasp 0 | Sleight 0

Traditions
Populace:
Style:
Governance:

Moves[edit]

Treaty Move - When a Family or Faction overcome their biases and seek you for support or trade, gain 1-Treaty on them on top of any deals you make.

Doctrine: Shepherds of Humanity - Your factories could rebuild civilization from scratch, if given the proper blueprints. You can spend 1-Data to manufacture 3-Tech.

Lifestyle: Settled - Your drones can be easily repaired. Spend 1-tech to provide professional care to any synthetic inside the Hive's holdings.

Nanofabricators: You alone control the miracles of nanotechnology. When you use your foundries to break down resources and reassemble them, pick one:
• Spend 3-Tech to create any physical Surplus.
• Erase a physical Surplus to gain 3-Tech.

Terraformers of Tomorrow: When working together with another Family, the effect of one of their long term moves will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration.

Resources[edit]

Surplus
Weaponry (Armory)
Knowledge (Intel)

Needs
Energy
Defenses
Transport

Gear
Armoury 2 (Tags: Melee, Ranged, Inconspicuous "aberrant")
Outfit 0 (Tags: Utility, Camo, Regal)
Intel 1
Vehicles 1 ( [With Vehicles 1, describe either two types of vehicle each with one of "Land," "Water," "Air," or "Space," or one vehicle type with that and any second tag.] )
Companions 0 (When you raise Companions, you can either create a group with a particular specialty and Quality 1, or give an existing group +1 Quality.)

Tech 5
Data 0

Inheritance - Hive characters get +1 to Steel or Lore. The family starts with 1 point permanent in Armoury (tag: inconspicuous) and Vehicle.

(Cultivators of the New Flesh), played by Cannonball[edit]

Reach 2 | Grasp 0 | Sleight -1

Traditions
Populace: a mutual corporation of tradesmen and ranchers
Style: sterile and analytic
Governance: a pantheon – taking on nature’s aspects

Moves[edit]

Treaty Move - When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.

Doctrine: Sculpting a New Humanity - When your family creates or tames a new species, they inherit one of its minor or cosmetic traits.

Lifestyle: Settled - Your family’s farms and facilities are extensive, and can work on the creation of multiple new Surpluses simultaneously.

Culture: When your family starts cultivating a new product, erase Surplus: Progress, Surplus: Medicine, or Surplus: Barter Goods. After a few months, get the surplus back, plus:
•Progress: get Surplus: Medicine, and 1 use of a medicine that can heal any harm box instantly.
•Medicine: get Surplus: Crops, and a slow but steady population growth in the Family. At the end of the age, if you still have the surplus, gain Surplus: Recruits.
•Barter Goods: get Surplus: Livestock and gain a few exemplary examples of the bred animals. If they’re used as mounts, add +2 to your Vehicles Investment when statting them.
At the start of each Age, you can skip straight to the harvest.

Domestication: When a novel life form is brought back to your family’s farm, and reshaped to suit your needs, choose one:
•Archive one of its traits. From now on you can add that trait to the crops and animals created by Culture, and have the drugs you create temporarily grant it to their users.
•Corral a small breeding population of the organism.
•Find a way for you to resist its abilities or avoid its dangers.

Resources[edit]

Surplus
Progress (boosts Armoury, Vehicle, or Intel)
Barter Goods (boosts any)

Needs
Land
Culture
Medicine

Gear
Armoury 0 (Tags: Melee, Ranged)
Outfit 1 (Tags: Utility, Camo, Regal, Tough)
Intel 0
Vehicles 1 ( [With Vehicles 1, describe either two types of vehicle each with one of "Land," "Water," "Air," or "Space," or one vehicle type with that and any second tag.] )
Companions 0 (When you raise Companions, you can either create a group with a particular specialty and Quality 1, or give an existing group +1 Quality.)

Tech 0
Data 0

Inheritance - Cultivator Characters get +1 to Sway or Lore. The family starts with 1 point permanent in Outfits (Tag: Tough) and Vehicles.

(Order of the Titan), played by Factol Pentar[edit]

Reach 1 | Grasp 1 | Sleight -1

Traditions
Populace: a tribe of unhinged zealots
Style: flowing robes of adaptive camouflage
Governance: a council of the dead occasionally channeled for guidance

Moves[edit]

Alliance Move - Gain 1-Treaty when you Lend Aid to groups under a Kaiju Threat Alert.

Doctrine: Hell Crusaders When a Behemoth attacks, say where you can find a Surplus to help you fight it off.

Lifestyle: Dispersed - When any other family's holdings is menaced by a Behemoth, you may narrate the arrival of a group of the Order.

Kaiju Threat Alert: When you scout for signs of behemoth attack, pick a danger in the world as an omen of an incoming assault. Say how it threatens Families of your choice, who become Alerted. You can spend Treaty you have on one Alerted group on any other.
•If the behemoth is stopped before the threat becomes plausible, each Alerted Family or Faction gets 1-Treaty on you.
•If you stop it whilst it’s a clear threat, gain 1-Treaty on every Alerted Family or Faction, and redistribute Treaty on them as you like.
•If someone else stops it whilst it’s a clear threat, you and whoever stopped it gain 1-Treaty on every Alerted Family or Faction.
•If the behemoth assault happens as you foresaw, you and every Alerted Family or Faction gain a Need of your choice.

---: ---

Resources[edit]

Surplus
Recon (Boosts Intel)
Weaponry (Boosts Armoury)

Needs
Leadership
Transport
Recruits

Gear
Armoury 2 (Tags: Melee, Ranged, Elegant, [---])
Outfit 0 (Tags: Utility, Camo, Regal)
Intel 2
Vehicles 0 ( [With Vehicles 1, describe either two types of vehicle each with one of "Land," "Water," "Air," or "Space," or one vehicle type with that and any second tag.] )
Companions 0 (When you raise Companions, you can either create a group with a particular specialty and Quality 1, or give an existing group +1 Quality.)

Tech 0
Data 0

Inheritance - Order characters get +1 to Lore or Force. The family starts with 1 point permanent in Armoury (tag: elegant) and Intel.

(Company of Gilded Merchants), played by ApparitionsStalkTheNight[edit]

Reach 0 | Grasp -1 | Sleight 2

Traditions
Populace: Interconnected Households
Style: Uniformed Pride
Governance: Branches ruled by proven heirs.

Moves[edit]

Alliance Move - When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them.

Doctrine: Cut-throat Extortionists: When a customer wants your goods but can’t afford them, your Family can convince them to perform any favour as payment instead.

Lifestyle :Dispersed: The transport of goods and messages between settlements is another Stock in Trade for your Family. P

Stock in Trade: Your Family has a particular product range they trade in, and you can expect to have those wares around unless your Family is deeply in need and Mood is at -3. Once per session, you can draw on one of your Stocks in Trade to boost a roll's results by one category: 6- to 7-9, 7-9 to 10+.
[Choose 1, 2, or 3: • Arms and ammunition. • Art, music and culture. • Books, maps, and instruction manuals for forgotten things. • Drugs, spices or venoms. • Food, fresh or preserved. • Living creatures, bred or captured. • Mementos of the World Before.]

Brand Loyalty: When you would use Diplomacy to meet someone you've traded with before, instead automatically get an audience. They will always be willing to at least hear you out.

Resources[edit]

Surplus
Contacts (Intel)
Recruits (Companions)

Needs
Barter Goods
Medicine
Culture

Gear
Armoury 0 (Tags: Melee, Ranged)
Outfit 1 (Tags: Utility, Camo, Regal, Tough)
Intel 1
Vehicles 1 ( [With Vehicles 1, describe either two types of vehicle each with one of "Land," "Water," "Air," or "Space," or one vehicle type with that and any second tag.] )
Companions 1 (When you raise Companions, you can either create a group with a particular specialty and Quality 1, or give an existing group +1 Quality.)

Tech 0
Data 0

Inheritance Merchant Characters get +1 to Sway or Lore. The family starts with 1 point permanent in Outfit (tag: tough) and Vehicle.

(Steel Fellowship the Tyrant Kings), played by Funkadelic[edit]

Reach -1 | Grasp 1 | Sleight 1

Traditions
Populace: Vassal villages giving tribute and warriors
Style: Ordered and well-drilled precision
Governance: Battle companies sitting in council

The basic structure of the Steel Fellowship, is a warrior class ruling over a series of Fiefdoms. Ideally, the warriors protect the civilian classes from the dangers of the Fall and the civilians grow the food and the other dull work of making civilization work. The warriors class is made up of companies, that administer their territories and send representatives to a governing council where decisions that effect the entire Fellowship are made. While still an expansive authoritarian military state, the formation of the Homelands and the Steel Fellowship's roll in stabilizing the area is starting to make some in the Fellowship question how it interacts with the other families.

Moves[edit]

Alliance Move: When you give another Family a position of power in your empire’s hierarchy, gain 1-Treaty on them.

Doctrine: The Tides of Conquest: If you have both Surplus: Recruits and Morale, you gain +1 Grasp. Your legions march as one against the world.

Lifestyle: Dispersed: Your Family are masters of destruction and can reliably sneak saboteurs and arsonists into any location.

Always Outnumbered, Never Outgunned:
A huge, bristling cornucopia of weaponry gives your Family a ferocious edge in battle.
Start with 3-Arsenal.
When you go all-out on an enemy, you may spend 1-Arsenal to:
• Dismay and overwhelm your foes.
• Drastically alter the battlefield or your place in it.
• Leave the battlefield in whatever direction you wish.
At the start of a new Age, reset to 3-Arsenal.

Dominion: When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:
• The heads of the settlement conspire with the Tyrants to keep the people peaceful and cooperative.
• They uneasily send tribute. Gain 2 Tech.
• Your Family terrifies their neighbours; gain 1-Treaty on each nearby settlement.


Resources[edit]

Surplus
Recruits (Companions)
Weaponry (Armory)

Needs
Leadership
Land
Transports

Gear
Armoury 2 (Tags: Melee, Ranged, Brutal, Silent)
Outfit 0 (Tags: Utility, Camo, Regal)
Intel 0
Vehicles 0
Companions 2 (When you raise Companions, you can either create a group with a particular specialty and Quality 1, or give an existing group +1 Quality.) Commandos Quality +2, Specialty: Unconventional military actions

Tech 0
Data 0

Inheritance:
Tyrant Characters get +1 to Force or Sway.
Start with 1 point in Armoury (tag: brutal) and Companions.

Treaty[edit]

The Digital Wardens (Synthetic Hive) - 1 Treaty (You fought side by side with a Family in a vicious battle. Take 1-Treaty on each other: Battle versus pirates)

Order of the Titan - 1 Treaty (The greatest hero of the last war is now a respected member of another Family.(Say which one and Take 1-Treaty on each other)