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Regents of the New Herd
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==Moves== * Culture ** When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus: *** Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly. *** Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits. *** Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they’re used as mounts, add 1 free tag to them. ** At the start of each age you can skip the months of cultivation and go straight to the harvest. * Evolutionary Leap ** When you use Culture, characters gain one of these bonuses (according to the Surplus produced) the next time they Tool Up: *** Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that’ll stop someone’s Death move from triggering for an hour. *** Crops: One serving of food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it’s cooked. *** Livestock: A group of animals with simian-level intelligence. They have 2 Quality and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence. ** In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the GM providing a downside. Your Family members will all exhibit that trait from then on.
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