TSL Playbooks v0.6
TSL Playbooks v0.6
TSL Playbooks v0.6
XP [][][][][] The
ADVANCEMENT
When you fill your XP track, you gain an Advance from the list. Once you have The Beast lives beyond the edge of civilization, living among the animals, like
taken five Advances from above the break, you may select subsequent Advances an animal. She follows instinct and passion, which puts her in conflict with
from below it. civilization and civilized norms.
£ Take another Move from your Playbook
Her central conflict is living her truth versus gaining the acceptance of civilized
£ Take another Move from your Playbook society.
£ Take a Move from another Playbook
Example Archetypes: Ranger • Bitten • Raised by Beasts
£ Take a Move from another Playbook
£ Add 1 to a Stat (max Stat of 3) NAME/PRONOUNS:
£ Add 1 to a Stat (max Stat of 3)
£ Switch to a new Playbook
£ Live happily ever after
LOOK (circle or invent one for each)
• Wild eyes, hungry eyes, piercing eyes
• Torn clothes, practical clothes, chitinous clothes, raider’s clothes
• A cold-wrought sword, a sword of teeth, a found sword
CONDITIONS You revert to your usual form when your Feral drops below four. While transformed,
£ Angry: -2 to Figure Out A Person you may mark a Condition to avoid reducing your Feral, as often as you like.
(Clear by breaking something important) £ Big Dyke Energy: When you make it clear to your foes that you’re the biggest
£ Frightened: -2 to Fight threat, then for the rest of the scene, whenever you roll a 10+, you may choose
(Clear by running away and leaving something important)
someone present to be impressed or intrigued with you. Once during the scene,
when you gain a String on someone, gain an additional String on someone else
£ Guilty: -2 to Emotional Support who considers you an enemy.
(Clear by sacrificing something important just to hurt yourself for what you’ve done)
£ Shameless: When you say aloud what you want from an NPC, you may give them
£ Hopeless: -2 to Defy Danger a String on you in order to ask a question about them from the Figure Out Move.
(Clear by losing yourself in escapism or pleasure when you should be doing something important)
£ Tracker: When you investigate a person’s living space, camp, or trail, or an object
£ Insecure: -2 to Entice important to them, you can roll +Heart instead of +Wit to Figure Them Out,
(Clear by taking rash action to confront the object of your jealousy or prove your superiority) and may do so even when they are not present. You may also ask the question
“Where did they go?” as if it were an option on the list for that Move.
FERAL £ Tenacious Purpose: When you commit yourself to a specific goal, once per
You may walk in civilized circles, but sooner or later your feral truth will come to scene you may ask the GM how you could advance that goal in a way that violates
the fore. civilized norms. Take +1 Forward to act on the answer. If you refrain, it counts
as an uncomfortable situation that reduces your Feral by one and you must mark
FERAL [0][1][2][3][4] a Condition.
Your Feral score starts at one. If it hits four, you can’t hold back the beast any longer £ Ferocious: When you Fight, you may mark a Condition to choose an additional
and you Transform. option, even on a 6-.
If your Feral drops to zero, you lose access to all of your Beast Playbook Moves until
it increases again. On the plus side, you’re fitting in. You blend. You’ve assimilated.
Increase Feral when:
• You express yourself in a shocking way through your appearance.
• You display more intense emotion than is acceptable in your present company.
Decrease Feral when:
• You feel that your bestial nature has hurt someone you care about.
• You go along with an uncomfortable interaction in order to fit in.
Chosen
XP [][][][][] The
ADVANCEMENT
When you fill your XP track, you gain an Advance from the list. Once you have The Chosen Playbook revolves around special status, relationships across social
taken five Advances from above the break, you may select subsequent Advances strata, and the crushing expectations of fate, family, or the adoring public.
from below it.
£ Take another Move from your Playbook Her central conflict is inner truth versus crushing social expectations.
£ Take another Move from your Playbook Example Archetypes: Aristocrat • Celebrity • Chosen One
£ Take a Move from another Playbook
NAME/PRONOUNS:
£ Take a Move from another Playbook
£ Add 1 to a Stat (max Stat of 3)
£ Add 1 to a Stat (max Stat of 3) LOOK (circle or invent one for each)
• Stoic eyes, benevolent eyes, authoritative eyes
£ Switch to a new Playbook • Fancy clothes, holy vestments, clothes denoting status
£ Live happily ever after • A bejeweled sword, an ancestral sword, a holy sword
ADVANCEMENT
When you fill your XP track, you gain an Advance from the list. Once you have The Devoted is a selfless protector, committed to a person or a cause.
taken five Advances from above the break, you may select subsequent Advances
from below it. Her central conflict lies in pitting this devotion against self-care.
£ Take another Move from your Playbook Example Archetypes: Herald • Champion • Guardian
£ Take another Move from your Playbook
£ Take a Move from another Playbook NAME/PRONOUNS:
£ Take a Move from another Playbook
£ Add 1 to a Stat (max Stat of 3) LOOK (circle or invent one for each)
£ Add 1 to a Stat (max Stat of 3) • Hard eyes, affectionate eyes, alert eyes
• Armor, uniform, sturdy clothes
£ Switch to a new Playbook • A bestowed sword, a well-worn sword, a defensive sword
£ Live happily ever after
TRUTHS OF HEART AND BLADE
¢ My Heart is Not Mine to Give: When you become Smitten with someone, say
why, give them a String, and then answer this question:
• How does pursuing them conflict with your Devotion?
¢ What Will You Fight For?: When you Figure Out a Person during a physical
conflict, you may additionally ask one of these questions, even on a 6-:
• What are you willing to risk death for?
• What kind of deeds earn your loyalty?
STATS (Choose one column of Stats, then add 1 each to two different Stats.) PLAYBOOK MOVES (choose 2 more)
Skill at arms and forcefulness ¢ Last Stand: When you face a superior foe on behalf of your Devotion, you may
DARING +1 +1 Basic moves: Fight, Defy Danger Roll +Conditions (the number of Conditions you have marked) instead of the
Elegance and agility normal Stat to Fight or to Defy Danger that is about to befall someone else.
GRACE +0 +1 Basic moves: Defy Danger
¢ What’s Best for Them: When you are Smitten with someone, you may treat
Emotional awareness and persuasiveness them as a subject of your Devotion. Also, when you take action to help them be
HEART +0 -1 Basic moves: Entice, Emotional Support, Defy Danger
romantic with someone other than you, Mark XP.
Cleverness and knowledge
WIT -1 +0 Basic moves: Figure Out a Person, Defy Danger ¢ Fanatical Self-Sacrifice: You may Mark a Condition to prevent a Condition
Spiritual potency and prowess
being inflicted on another. When you do, Mark XP, and you may only Clear that
SOUL +1 +0 Basic moves: Emotional Support, Defy Danger Condition by taking the associated destructive action. Mark it with an asterisk
to remind yourself. Also, your Conditions only cause a -1 instead of a -2 penalty
CONDITIONS to the associated Basic Moves.
£ Angry: -2 to Figure Out A Person £ Gallant Rescue: When you Defy Danger that is about to befall someone else, you
(Clear by breaking something important) may either gain a String on them or ask one of the questions below, even if you
£ Frightened: -2 to Fight roll a 6-. You can only gain one String per scene in this way on any given person.
(Clear by running away and leaving something important) • What, or whom, do you desire?
£ Guilty: -2 to Emotional Support • What secret pain lies in your heart?
(Clear by sacrificing something important just to hurt yourself for what you’ve done) £ Power of Conviction: When you Entice someone while extolling the virtues of
£ Hopeless: -2 to Defy Danger your Devotion or invoking its authority, you may roll +Soul instead of +Heart, and
(Clear by losing yourself in escapism or pleasure when you should be doing something important)
a superior in your Devotion gains a String on you representing your dependence.
£ Insecure: -2 to Entice £ For the Cause!: When you Fight the enemy of your Devotion, you may suffer a
(Clear by taking rash action to confront the object of your jealousy or prove your superiority)
Condition to choose an additional option from the Fight Move, even if you roll
a 6-. Using this Move, you may select the “Inflict a Condition” option a second
time within a single Fight Move.
DEVOTION (choose one or invent your own): £ Toxic Devotion: Once per scene, when you forgive your Devotion for abusing
• To a cause: Freedom, vengeance, justice, love, the gay agenda
you or make excuses for obvious problems with your Devotion, clear a Condition
• To a person: A PC, a liege, an idol
or Mark XP.
• To a higher power: A god, a demon, a dragon
£ Loyal Steed: Name your steed and detail two strengths and two weaknesses from
Mark a Condition if you act contrary to your Devotion. This might mean you disobey
the list below. When riding your steed, you may roll +Grace to Fight and may
a superior, or that you behave in a way that violates specific tenets of your Devotion.
take a person with you whenever you Defy Danger.
What three tenets of your Devotion have you found yourself tempted to violate?
Strengths: Unthreatening • Fast and Agile • Dangerous attack • Hardy • Stealthy
1. • Mental bond • Flying (counts as both choices of Strength)
Weaknesses: Unusual diet • Vulnerable to ___________ • Conspicuous • Plodding
2. • Harmless • Stubborn • Collateral damage
3. £ Lay on Hands: When you touch someone as part of Emotional Support, you heal
their physical ailments. Tell them how your Devotion sustains you; they gain an
XP if they validate your Devotion, and you gain a String on them if they criticize it.
When you Defy Danger, you may bring a subject of your Devotion along with you
safely.
Infamous
XP [][][][][] The
ADVANCEMENT
When you fill your XP track, you gain an Advance from the list. Once you have The Infamous has a wicked past, and she’s trying to do better.
taken five Advances from above the break, you may select subsequent Advances
from below it. Her central conflict lies in doubting that the world and its heroes really are as
£ Take another Move from your Playbook good as they demand she become. Will she seek forgiveness or despair at the
world’s hypocrisy? Will she find a new place to belong?
£ Take another Move from your Playbook
Example Archetypes: Onetime Villain • Turncoat • Veteran of Dishonor
£ Take a Move from another Playbook
£ Take a Move from another Playbook NAME/PRONOUNS:
£ Add 1 to a Stat (max Stat of 3)
£ Add 1 to a Stat (max Stat of 3)
LOOK (circle or invent one for each)
£ Switch to a new Playbook • Haunted eyes, challenging eyes, disdainful eyes
£ Live happily ever after • Dangerous clothes, leather clothes, transgressive clothes
• A broken sword, a wicked sword, an enemy’s sword
£ Insecure: -2 to Entice £ Used to Disappointment: When you rely upon or trust someone else with
(Clear by taking rash action to confront the object of your jealousy or prove your superiority)
something important, say how you expect to be let down by the other person.
• If they pleasantly surprise you, they gain a String on you.
• If they do as you expect, choose 1: they lose a String on you or you gain a
String on them.
• If they are somehow even worse than you expected, you have a choice: berate
them and inflict a Condition, or swallow your loneliness and take a Condition
yourself.
£ Always Suspect: When you pretend to be a villain to win a villain’s trust, they
trust you enough to offer you an opportunity and you gain a String on them. You
must choose one of the following options:
• Someone watching comes to the worst possible conclusion
• The villain requires an act of villainy to prove your intentions first
• The villain is only pretending to trust you and the opportunity is a trap
£ They Can Change, Too: When you give up an advantage on someone dangerous
because you believe they can mend their wicked ways, you gain an insight into
why they act the way they do. The character’s player will tell you what it is.
£ What Makes a Home: If every other PC in a scene has a String on you, your
Conditions cause you only a -1 penalty instead of a -2 to the associated Basic
Moves, and if you Stagger you count as if you had one fewer Condition.
Nature Witch
XP [][][][][] The
ADVANCEMENT
When you fill your XP track, you gain an Advance from the list. Once you have The Nature Witch is deeply connected to her environment and less experienced
taken five Advances from above the break, you may select subsequent Advances when it comes to people. She is learning that the world is wider and more
from below it. wondrous than she imagined.
£ Take another Move from your Playbook
Her central conflict revolves around choosing to maintain or abandon her ways
£ Take another Move from your Playbook as naivete gives way to experience.
£ Take a Move from another Playbook
Example Archetypes: Oblivious Druid • Beacon of Kindness • Empath
£ Take a Move from another Playbook
£ Add 1 to a Stat (max Stat of 3) NAME/PRONOUNS:
£ Add 1 to a Stat (max Stat of 3)
£ Switch to a new Playbook LOOK (circle or invent one for each)
£ Live happily ever after • Innocent eyes, wise eyes, sad eyes
• Modest clothes, rough clothes, simple clothes
• A wooden sword, a harmless sword, an elemental sword
TRIALS
• Ride a fantastical creature
• Win a duel TRUTHS OF HEART AND BLADE
• Go somewhere no person has tread before ¢ Love Conquers All: When you become Smitten with someone, say why, give
• Fall in love them a String, and then answer this question:
• Stick up for yourself, though it breaks someone’s heart • What is the clear challenge to being with them that you are overlooking
• Lose someone you care about because of your naivete?
• Befriend someone very different from you ¢ Clear-Hearted Insight: When you Figure Out a Person during a physical conflict,
• Liberate something dangerous you may additionally ask one of these questions, even on a 6-:
• Receive a rare gift from someone you respect • What makes you feel loved?
• Experience an altered state with a friend • What do you hope for the future?
• Fail at something that means the world to you
• Reject a conviction you once held
• Extend kindness to someone who doesn’t deserve it
• Achieve a lost cause
• Throw away something comfortable to pursue a dream
• Kiss someone dangerous
• Forgive someone who deserves forgiveness
• Trust someone with your secrets only to be betrayed
• Shock someone with an unwelcome truth
• Earn forgiveness for a misdeed
STATS (Choose one column of Stats, then add 1 each to two different Stats.) PLAYBOOK MOVES (choose two more)
Skill at arms and forcefulness ¢ Wild Friends: You may speak with animals and plants and may Influence them
DARING -1 -1 Basic moves: Fight, Defy Danger with Strings just like other NPCs. Near your home, or anywhere you have spent
Elegance and agility a long period of time, there are always animal and plant friends nearby when
GRACE +0 +1 Basic moves: Defy Danger you want them.
Emotional awareness and persuasiveness £ Awaken the Wild: When you have time and the necessary peace of mind to
HEART +1 +0 Basic moves: Entice, Emotional Support, Defy Danger
attempt to commune with a natural place or non-sentient creature, Roll +Soul.
Cleverness and knowledge On 10+: Choose 1. On 7-9: Choose 1, but the GM will offer you a hard choice
WIT +0 +0 Basic moves: Figure Out a Person, Defy Danger
or success at a cost.
Spiritual potency and prowess
SOUL +1 +1 Basic moves: Emotional Support, Defy Danger • You cleanse it of hurt, corruption, or sickness
• You alter its behavior, ecosystem, or atmosphere to one of your choosing
CONDITIONS • You make it dangerous to a certain person or creature, or a type of person
£ Angry: -2 to Figure Out A Person or creature
(Clear by breaking something important) If you attempt this Move while rushed or distressed, it works as above, briefly,
£ Frightened: -2 to Fight but afterwards the place or creature will fall dead and barren.
(Clear by running away and leaving something important) £ Familiar: You have a cute animal that is your loyal familiar. You can perceive the
£ Guilty: -2 to Emotional Support world through its senses whenever you choose and communicate with it at any
(Clear by sacrificing something important just to hurt yourself for what you’ve done)
distance. In addition, choose a Basic Move. When the familiar helps with that
Basic Move or with Emotional Support, take +1 to your roll.
£ Hopeless: -2 to Defy Danger
(Clear by losing yourself in escapism or pleasure when you should be doing something important)
£ The Magic of Love: When you are Smitten with someone and proudly extol the
power of love, either of you may spend a String on the other to gain the use of
£ Insecure: -2 to Entice one of the other’s Playbook Moves for one scene.
(Clear by taking rash action to confront the object of your jealousy or prove your superiority)
£ Nature’s Touch: When you touch someone and let the power of the natural world
flow into them, Roll +Soul. On 10+: Choose 2. On 7-9: Choose 1.
CURIOSITY • They may give you a String on them to Clear a Condition
Dealing with people is new to you and you might be awkward, but you want to learn.
• They gain the ability to speak with plants and animals for the rest of the scene
What better way to learn than by doing? Circle four Trials from the list on the back
• They must answer one of the Figure Someone Out questions of your choice
of the playbook. When you complete a circled Trial, cross it out and choose one:
or else they take a Condition
Mark XP, Clear a Condition, or Take a String on someone involved. When your four
chosen Trials are all fulfilled, reflect on what you’ve learned about yourself and pick £ I Ship It: When you want to make a match between two other people and talk
four more. If you ever complete the entire list, choose the ones that meant the most up one to the other, Roll +Heart. On 10+: You may give the listener a String on
to you and then evolve into a new form of life inspired by those experiences. the other person or give the other person a String on the listener. On 7-9: As
above, and the listener can either take a String on you or give the other person
a String on you.
Anyone involved may Mark XP if they become Smitten with anyone else involved,
including the Witch (immediately or later this session, maximum of one XP
per PC).
Scoundrel
XP [][][][][] The
ADVANCEMENT
When you fill your XP track, you gain an Advance from the list. Once you have The Scoundrel is a woman of action and intense physicality. Her sword fights
taken five Advances from above the break, you may select subsequent Advances are punctuated by banter and flirtation and end in kisses as often as they end
from below it. in bloodshed.
£ Take another Move from your Playbook
Her central conflict lies in her urge to explore new horizons versus committing
£ Take another Move from your Playbook to purpose or security.
£ Take a Move from another Playbook
Example Archetypes: Pirate • Performer • Rogue
£ Take a Move from another Playbook
£ Add 1 to a Stat (max Stat of 3) NAME/PRONOUNS:
£ Add 1 to a Stat (max Stat of 3)
£ Switch to a new Playbook LOOK (circle or invent one for each)
£ Live happily ever after • Playful eyes, suggestive eyes, eyes only for you
• Revealing clothes, flowing clothes, tight clothes, gaudy costume
• A flashy sword, a famous sword, a delicate sword
ADVANCEMENT
When you fill your XP track, you gain an Advance from the list. Once you have The Seeker comes from a toxic society and has found a new community in which
taken five Advances from above the break, you may select subsequent Advances to belong and grow.
from below it.
£ Take another Move from your Playbook Her central conflict pits tradition and upbringing against justice and her personal
values.
£ Take another Move from your Playbook
Example Archetypes: Immigrant from Heteronormia • Enclave-Raised • Privileged
£ Take a Move from another Playbook
Background
£ Take a Move from another Playbook
£ Add 1 to a Stat (max Stat of 3) NAME/PRONOUNS:
£ Add 1 to a Stat (max Stat of 3)
£ Switch to a new Playbook LOOK (circle or invent one for each)
£ Live happily ever after • Guarded eyes, wide eyes, stranger eyes
• Foreigner’s clothes, basic clothes, elaborate getup
• An ancient sword, a brand-new sword, “That’s not a sword!”
ADVANCEMENT
When you fill your XP track, you gain an Advance from the list. Once you have
taken five Advances from above the break, you may select subsequent Advances The Spooky Witch is a weirdo who does her own thing while craving connection.
from below it. Many monsters are quite friendly if you give them a chance, but befriend them
£ Take another Move from your Playbook and you’ll be seen as a monster, as well.
£ Take another Move from your Playbook Her central conflict lies in navigating pressures to conform versus her own
£ Take a Move from another Playbook desires or those of her monstrous friends.
£ Take a Move from another Playbook Example Archetypes: Ghost Dancer • Nerdy Alchemist • Speaker for the Unseen
£ Add 1 to a Stat (max Stat of 3)
NAME/PRONOUNS:
£ Add 1 to a Stat (max Stat of 3)
£ Switch to a new Playbook
£ Live happily ever after LOOK (circle or invent one for each)
• Evasive eyes, suspicious eyes, distant eyes
• Wispy clothes, darker-than-black clothes, enticing clothes
• An eldritch sword, a bone sword, a thirsty sword
On 7-9: Choose 2 from the above list, but something goes awry. Choose 1: Weird Friends:
ADVANCEMENT
When you fill your XP track, you gain an Advance from the list. Once you have The Trickster is manipulative and calculating. She fears closeness, sincerity,
taken five Advances from above the break, you may select subsequent Advances and vulnerability. If she shows you the truth of her heart, she’ll be wearing a
from below it. mask to do it.
£ Take another Move from your Playbook
Her central conflict lies in desiring closeness while fearing vulnerability.
£ Take another Move from your Playbook
Example Archetypes: Spy • Charlatan • Thief
£ Take a Move from another Playbook
£ Take a Move from another Playbook NAME/PRONOUNS:
£ Add 1 to a Stat (max Stat of 3)
£ Add 1 to a Stat (max Stat of 3)
LOOK (circle or invent one for each)
£ Switch to a new Playbook • Gentle eyes, darting eyes, carefree eyes, mercurial eyes
£ Live happily ever after • Hooded clothes, nondescript clothes, simple mask
• A concealed sword, a venomous sword, a quick sword