Defiant Awakening
Defiant Awakening
Defiant Awakening
Defiant
Role Playing Game
beta-testers
Radosław Bożek, Magdalena 'Madireth' Darda-Ledzion, Maciek ‘Maciejka’ Elget,
Dorota Grześkiewicz, Lena Jurczuk, Magdalena ‘Arte’ Konikowska, Agnieszka 'As'
Krupińska, Paweł Łaszcz, Piotr Mysłek, Marcin 'Chomik' Niewiadomski, Marta
Ordowska-Bożek, Aleksandra ‘Hedere’ Ososińska, Paulina 'Siowa' Piórkowska,
Maciej Starzycki, Sylwia Śleziak, Maciej Tybus, Adam ‘Dopler’ Wysocki,
Bartosz Wysoczański, Diana Zierke
All illustrations used in this book were made using stock images from paid
and free sites, namely Pixabay, Unsplash, Pexels, and Depositphotos;
All icons used in this book were downloaded from the Noun Project website;
This is a work of fiction. Names, characters, businesses, places, events, locales, and
incidents are either the products of the authors’ imagination or used in a fictitious
manner. Any resemblance to actual persons, living or dead, or actual events is purely
coincidental.
In Defiant, your Characters walk a thin line between satiating their desires and
following the dystopian laws of their uncanny society. They share a unique
position as supernatural aristocrats, ruling over their Holdings and
empowering their Domains with the strength of their passions. And while you
will all be telling a tale of their struggles, triumphs, tough choices, and intense
relationships, the most crucial question is not “How does the story end?” nor is
it “How do we get there?”.
Instead, each of you will be playing to find out who your Character really is,
and what they are truly made of. What will the Characters do with all the
power that has been given to them? How much are they willing to sacrifice to
do what is right? How many rules are they willing to bend to get what they
want? With every Defiant Episode, you will learn more about your Characters
and will have the opportunity to add more details to their intricate portraits.
Welcome to Defiant.
Defiant Awakening
In this book, we cover all basics and some of the game rules needed to start
playing Defiant. This guide should be more than enough to play a couple of
Mini-Episodes with your friends and get to know the game. Since you will
create your own Characters, it’s certainly possible to play a few different
Defiant mini-campaigns with the same group.
If you do enjoy the Defiant experience, be sure to get the complete rulebook! It
will allow you to learn more about the world of Defiant and play as members
of all four Origins. With the full version of Defiant, you can really spread your
wings as the GM, play as members of all four Origins, and learn about the
world of Defiant in more detail.
The Players
Each Player creates and controls their unique Character - one of the heroes of
the story you’ll be telling together. Rather than merely reacting to the GM’s
narrative, the Players may use their Characters’ special rules to insert new
elements into the story, suiting it to their needs.
The Players also help the GM with unclear situations. Whenever there’s a
dispute at the table, you all sit together and decide on the proper solution.
And then, using all the information they have, the Players declare their
Characters' actions, changing the picture altogether. The GM engages in this
dialogue, describing how the Characters’ actions impact the situation and how
the NPCs react to them. The Players respond to the new situation and engage
in the dialogue by declaring actions, asking more questions, or adding new
elements. And this back-and-forth dialogue is the main structure of the game.
Dice
The absolute minimum set of dice required to play consists of a single six-
sided die (d6), eight-sided die (d8), and a ten-sided die (d10) for the whole
group.
It will make die-rolling a bit difficult (since you usually have to roll a total of
three or four dice) but is totally doable.
The complete set of three d6s, four d8s, and four d10s will make the game run
smoothly and is highly recommended. The colors of the dice do not matter at
all; just grab whatever dice you have available.
What you really need to print out are the “QuickStart Creation Cards” - during
the game, you’ll have to shuffle some of them, use the information provided
on them, and the whole character creation pretty much relies on them. So if
you are to print out just one item, make it the “QuickStart Creation Cards.”
Blue-Blooded Supernaturals
Rather than playing the low-ranking members of the Defiant society, your
Characters will be a part of supernatural royalty. Each of them will govern their
own Holding within the city and have a handful of Defiant subjects, serving as
their entourage, agents, or playthings.
Mini Episodes
Rather than full Defiant Episodes, the QuickStart rules let you play the game
through series of Mini-Episodes, each focused around a different event in your
Characters’ lives. A single Mini Episode is meant to be played out either during
a single meeting with the GM and other Players. It usually takes between three
to five hours of playtime to finish a Mini-Episode.
Mini-Episode Structure
Every Mini-Episode (apart from the Pilot Episode) follows the same structure.
It starts with the Players talking about their Characters’ daily activities and
Then you play out the main Thread of the Mini-Episode – an event in the
Defiant world that your Characters cannot ignore. It can be anything - from
attending a party held by someone important, dealing with a threat to your
Province’s standing, conducting an inquiry on the Princeps’ behalf, to fighting
an apocalyptic cult, participating in a ruthless tournament, or exacting harsh
justice as demanded by the Archon.
The Threads are broad events with plenty of time to delve into your
Characters’ goals, make new friends and enemies, and so on. While all of your
Characters participate in a Thread, they can have different goals and attitudes
towards it.
Personal Themes
The Players choose Personal Themes for their Characters. They are a source
of Traits that make your heroes better at overcoming odds. Themes come
with special questions you can ask anytime to influence the scenery, or get
interesting answers from the GM. There are also Special Rules associated
with each Theme, giving your Characters an additional edge. “Goliath,”
“Socialite,” or “Gem” are all examples of Personal Themes.
Challenges
Whenever a Character comes across a situation, where their victory is not a
given, and a potential failure would make for an exciting story, they need to
face a Challenge. It is a test of the Character’s skills and talents and a way to
check if they can overcome the odds.
Traits
Traits represent your Characters’ abilities, areas of expertise, or talents.
“Incredible Voice,” “A Knack for Gadgetry,” or “Friends in High Places” are all
Traits. Whenever a Trait seems appropriate, you can use it in a Challenge, to
increase your Potential (and the chance of success).
Potential
When the Character is taking a Challenge, you need to sum up all applicable
Traits and subtract all Afflictions that would hinder their effort. The number
you end up with is the Character’s Potential for this Challenge. The higher the
Potential, the more likely it is the Character will succeed.
Outcomes
All die results of “5” or more count as Successes, regardless of the number of
sides. So, when rolling a d6, only “5” and “6” are Successes, while all results
from “5” to “10” are considered Successes on a d10. The more Successes you
rolled, the better. One Success is a mixed blessing at best, while three
Successes result in a decisive victory.
Shards
Each Player Character has a pool of Shards they can use to improve their
chances in a Challenge. Spending a Shard before the roll, ads an additional d8
to the roll, resulting in a 4-die pool. This die is upgradable, just like the other
three. You can also use the Shards to power up your Special Rules or ask
Theme Questions.
Every time you play Defiant, there should be a “Line” and a “Veil” card present
at the table. You can download and print them from our gaming aids, or
simply make them yourself - just draw a line, or write “line” on one card and
draw or write “veil” on another. To use the card, simply tap it or say its name
out loud.
The Line
You should use the Line Card whenever you feel uncomfortable with a topic or
proceedings in the game world and wish to exclude them from the game. You
do not have to explain your decision - if you feel bad about an element of the
story or something happening to any of the Characters, use the Line Card. You
can also do this when you’re the GM; it’s for everyone.
After you used the Line Card, try to explain which element you feel
uncomfortable with. From this point forward, it’s banned from this game. The
better you explain the exact thing you’re not ok with, the lesser the chance of it
popping up ever again. Of course, you may not feel comfortable sharing too
At the very beginning of each Chronicle, you will all create a list of topics that
“cross the Line.” These are things you do not want to come up during the
game. It’s the perfect moment to exclude elements that you already know
would upset you. Each time you use the Line Card during the game, you can
add the current problematic event to the “crossing the Line” list.
The Veil
Sometimes you might be ok with a general element, but don’t want detailed or
graphic descriptions. This is what the Veil Card is for. Using the Veil card does
not change anything in the game world. Whatever was happening still
happens; however, you (both the Players and the GM) refrain from
descriptions, simply acknowledging that the thing happens and moving on to
the next Scene or element.
You can use the Veil Card in regard to your Character but also to others. If
you’re not ok with listening to what’s happening to them or what they are
doing, tap the Veil Card, and you should all skip the descriptions, simply
stating that something has happened. The GM can use the Veil Card as well,
of course.
Everyone at the table has the right to veto you, however, leaving the situation
in question behind the veil. You cannot unveil a scene that has been veiled
using the card, of course, since you already know that someone wants it
hidden. The primary use of unveiling is communicating to the GM that you are
ok and enthusiastic about jumping into the gory, sexy, unsettling details of
what’s currently happening.
The safety rules rely heavily on two great tools: the X card by John
Stavropoulos, and the Lines and Veils by Ron Edwards.
You’ll be able to pick all four Defiant Origins for your Characters. You’ll learn
more about the Infernals and Leviathans and will be able to pick four more
Origin-Exclusive Personal Themes.
You’ll enjoy far more options during Character creation, with many additional
Court Themes, Marital Themes, and Personal Themes.
You’ll learn advanced rules of the game, including more detailed guide to
undertaking Challenges and handling Courts, as well as new mechanics like
Endeavors and Province or House Standing.
And last, but not least – you’ll support us and enable us to create more
content for the game, expanding the Defiant universe, introducing new
factions, secrets and fun rules to make the game even better.
If you like Defiant Awakening, consider buying the electronic and printed
version of the full rulebook or backing our crowdfunding campaign (starting in
July 2023). Thanks!
The full version of the world of the Defiant is available in the main rulebook. This
chapter should be more than enough, though, to get you started with your first
few sessions.
The whole society is built around the Principles and Commandments – rules
and principles that regulate the life of Defiant, so the Sephira’s requirements
are met, and it’s as powerful as possible. For humans, the Commandments
may seem weird, cruel, perverse, or bothersome, but for the Defiant, it’s just
how the things are. If this is the price they have to pay for living their safe and
exciting lives, they’re more than happy to pay it.
Separate Societies
The Domains are the lonely bastions of light in the otherwise Apocalypse-
ridden world. Each Domain exists without any communication with other
Defiant societies and is a world of its own. There are no global politics or
cross-Domain alliances. For the Defiant, their city is their whole world.
The Angels are the rebels from the Apocalyptic hosts, who decided to no
longer serve as mindless soldiers and weapons in the hands of their masters.
The Daeva have lived in this world for thousands of years, often worshipped
as deities. Some of them love humanity too much to acknowledge their new
role of herd cullers.
The Leviathans awakened from their long sleep to be used as the great beasts
of war. Those who craved more than mere destruction have joined the ranks
of the Defiant.
The Infernals are the denizens of the underworld, who escaped their
inhospitable home to start new lives among the Defiant.
While you will come upon the members of all four Origins during the game, the
QuickStart rules enable you to create only the Angelic and Daeva Characters.
Angels are the manifestation of the Absolute’s thoughts and will. They were
the ultimate soldiers, the perfect agents, the unstoppable weapons. For Aeons,
they’ve been carrying out their masters’ bidding, without question, rest, or
hesitation. And most of them still are. As the Final Days came, the Hosts
descended unto Earth, to serve as the bulk of the apocalyptic forces..
Since their work was to be done in the mortal world, their masters gave them
human forms - but Angels have never experienced sensuality before. For
most, it was a traumatic experience. Their perfect spiritual forms mixed with
filthy material bodies and filled them with rage and disgust. But as always,
they remained blindly loyal to their masters and began their final crusade.
For some, however, this new situation felt less like torture and more like an
eye-opening experience. For the first time in their existence, the Angels could
feel, touch, experience physical pain, and pleasure. And with those new
imperfections in their otherwise pristine constructs, they became more self-
aware and started questioning their orders.
And thus, the war started. The rebellious stood against their brethren. Victory
was virtually impossible, but it is not in the angelic nature to give up when the
cause is just. Many fell and entered limbo as the Heavens would no longer
have them. When the spark of the rebellion was slowly fading, help came from
the most unlikely allies: The Daeva needed help to awaken the Sephirot and
ensure their own survival, and the defiant Angels were the perfect candidates.
The war was never won or lost, one might say it took a new turn. Angels and
Daeva used the Sephirot and formed the foundations of what would later
become Defiant society.
Some say the Daeva were sentenced to live on Earth as a punishment. Others
see them as spirit-protectors of this world - the embodiment of human
prayers. The Daeva emerged around the time of the first civilizations and have
accompanied humanity since. At the peak of power, they enjoyed godlike
status. They led mortal followers to glory or toyed with them for amusement.
As magic faded from the world, however, their powers withered. Eventually,
they lost their immortality, turning into myths and creatures of legends.
It quickly became clear they had a role to play in the upcoming Apocalypse.
They were offered a last, final chance to bathe in glory, before perishing
forever. They could regain their full power and become the mighty gods of the
old. In return, however, they would lead humanity into madness, ensuring that
mortals would not stand against the powers of the Apocalypse.
For many, the temptation of becoming true gods was so great that they
agreed to lead their followers to slaughter. Some, however, did not accept their
fate. They worked tirelessly to save the world from destruction. With the
discovery of the Sephirot, a glimpse of hope shined upon the doomed world. It
is the Daeva who wrote the first chapter in the Defiant history.
Long before the rise of humanity, Earth belonged to the mighty Leviathans.
Theirs was not a rule of soft words and mercy, but of fire and blood. The weak
were culled to satisfy the hunger of the strong. The Leviathans knew only
death and destruction, as they were created for but one purpose: the utter
annihilation of all. After millennia of cruel tyranny, one by one, they fell into a
great slumber, to awaken when the end of days finally came.
Yet the world was changing. When the time did come, the great beasts awoke
in their larval human forms. To their surprise, some hungered for more than
mere destruction. They wanted lives of their own. No longer willing to do their
masters’ bidding, the rebels devised a plan to shield themselves from the
influence of the Apocalypse. Through powerful spells, they created magical
seals that would prevent them from changing into apocalyptic Beasts.
They allied themselves with the insurgent Daeva and Angels and pledged their
loyalties to the Sephirot, thus becoming a part of the Defiant. While they may
have sacrificed their impressive draconic forms, their powers remained
formidable. And though they strive to comply with the rules, one thing remains
the same: the lingering hunger. Defiant Leviathans are no longer bent on
destroying the world, but their hunger has not diminished a single bit. It’s
merely that rather than destruction, they now crave life in all of its aspects.
Their Appearance
Though they look human, there’s always an unfamiliar, malicious aura around
the Leviathans, as if the ancient predatory beasts inside them are struggling to
break free. Though they do not have to, most Leviathans take pride in their
heritage and choose to show off their draconic horns. They range in shapes,
colors, and sizes, and some royals decorate them with carvings or jewelry.
Citizens of Shodmagh and Gom’rah built their twin cities at the height of
humanity’s golden age, long before the rise of ancient civilizations. They stood
as a testament to human ingenuity and might. Throughout the ages, they were
known by many names, and people regarded them as symbols of greatness or
embodiments of corruption. In fact, there is truth to both views. The greatest
minds and foulest souls filled the cities’ streets, creating a one-of-a-kind
society of ambitious free thinkers, insatiable decadents, and ravenous
adventurers.
In the greater scheme of things, however, it wasn’t the human role to ascend
into greatness. Thus, the cataclysm came. The entire world was flooded, and
the remains of humanity had to begin anew, bearing in mind the grim
message: they were to live the lives of mediocrity and to never again meddle in
the affairs of higher beings. Everyone believed the twin cities perished beneath
the waves of the raging seas, but the citizens of Shodmagh and Gom’rah were
sentenced to a far more cruel fate.
They were to be the first denizens of a new world – an infernal pit created to
torture those who dared to rise above their calling. Centuries passed, and the
tormented gradually changed into tormentors, carrying out sentences on
mortals thrown into their hellish world for acts of defiance.
And then came the Apocalypse. The once impenetrable defenses of Hell
malfunctioned, allowing some creatures to escape back into the mortal realm.
Those smart or lucky enough found their way to the cities protected by the
Sephirot and swore their allegiance, becoming the last group to join the
Defiant. With supernatural powers and millennia of unimaginable torture, they
are trying to make up for lost time and to come to terms with their dark past.
Rebirth
In order to enter the safety of the Domain and live among other Defiant, one
must entirely renounce their apocalyptic heritage. Their battle-scarred vessels
are left behind along with their war-torn memories. Defiant are reborn in new
mortal bodies, and when they reach adolescence, they mystically awaken,
gaining supernatural powers and becoming aware of who they really are.
Newly awakened Defiant are instinctively drawn to their spiritual parents in the
Domain.
The Carnival
The Apocalyptic Daeva are sustaining a powerful spell called “the Carnival,”
which makes most mortals oblivious to the destruction around them and
easier to control. The spell works on the mundanes in Defiant cities as well,
meaning they have no clue about events outside their safe haven and go
about their lives as if nothing wrong is happening.
Further behind those chaotic borders lies the world ravaged by the
Apocalypse. Great beasts tear whole cities apart, holy fires cleanse the land,
The Horsemen
The supernatural creatures that serve Apocalypse are called the Horsemen.
The strongest of them, infused with incredible powers, are a threat that
Defiant cannot stand against outside their Domains. However, even if they
manage to enter Defiant cities, the power of the Sephirot weakens them
significantly. They are still an intimidating threat, but they can be bested,
though usually at a heavy price.
One member of the community, chosen by the Sephira itself, merges with the
mystical seal, becoming a new being, called the Hierophant. They are the only
one to truly understand the Sephira’s needs. The Hierophant is the absolute
ruler of every Defiant Domain, able to create and change laws at will. They
might be considered the voice of the Sephira, translating its abstract wishes to
more human-like desires.
Though powerful and entitled to create new laws at their whim, the Hierophant
is so preoccupied with catering to the Sephira’s needs that they rarely interact
with other Defiant, even Royalty.
Hierophant rarely interferes with everyday affairs. Their link with the Sephira
makes them operate on a different level of consciousness, feeling the desires
and emotions of every being, sensing the Apocalypse’s influence and shielding
the city from danger. Because of that, the Archons and the Executors handle
most issues. They are Royalty and maintain Holdings and Courtiers, but spend
most of their time taking care of more important duties.
Archons
Archons serve as Domain’s officials and take care of crucial issues. They may
call upon the Princepses and Royals to help with their task, usually offering
some sort of reward for their trouble. Whenever an Archon position opens up,
each bloodline may present their candidate. They are all taken before the
Hierophant, who makes their decision and names the new Archon.
There are three main Archons that are present in all Defiant domains, though
some cities may hold additional offices.
The Archon of Justice is responsible for investigating and punishing all the
wrongdoings that go against all the rules not connected to Commandments
(since those trespasses are handled by Executors). They do not possess any
police force; instead, they appoint Royals to deal with the guilty and carry out
sentences.
The Archon of Blessings assigns newly awoken Defiant to the Holdings and
manages all the privileges and special rules awarded to particular Defiant.
The Archon of Peace deals with threats related to the Apocalypse’s presence
in the city. They can muster forces to fight with incursions and to seal
breaches. They may also investigate and arrest Defiant, who have fallen under
Apocalypse’s influence.
Executors
To ensure the law is upheld in every Province and Holding, the Hierophant
appoints an Executor for every Commandment. These Defiant are responsible
for controlling and punishing any defections concerning their assigned rule. If
the Principles are a set of general guidelines, identical for every Defiant
Domain, the Commandments are specific laws regulating additional aspects
of life in a single city. Executors are handpicked by the Hierophant, and any
Lord or Lady may become one.
The duties
Royals enjoy many privileges but are also burdened with duties. Lords and
Ladies are responsible for their subjects. They have to ensure their loyalty and
dedication to the Sephira and the Principles. Princepses are tasked with
upholding the law, keeping an eye on the Lords, defending their territory if
Apocalypse forces are present there, and taking care of mortals. Moreover, the
actions of Royals have greater meaning that those of common Defiant. Their
desires are stronger and they have a closer connection to the Sephira, so
when they follow the Commandments, they give it a lot more power.
It’s not unusual for a Princeps to task their Royalty with additional duties.
Someone may be responsible for handling any mortal-related issues in the
Province, while someone else may serve as the Province’s investigator, taking
care of Defiant problems before they reach the Authority. This differs from
Province to Province and is all up to the local ruler.
Every Holding is ruled by a Lord or a Lady with their personal entourage, called
Courts, at their disposal. Royals are free to treat their Courts as they see fit, as
Below them, about twice as many in number, are the Lowborn - Defiant
denizens of the City, with limited powers and little political influence. Most of
them maintain mundane jobs to make a living, while some work at the Courts
of the Highborn as servants and lower-ranking agents.
The Principles
While each Domain has a different set of Commandments, some universal
laws, called the Principles, are to be upheld in every Defiant city. They are the
foundation of the Defiant society.
The Courts
Defiant Lords and Ladies (or Lieges) rule over their Courts. They govern their
own Holdings with a group of Bloodborn subjects (meaning every Defiant, who
is a member of any House, but who don’t hold any title or position; all
Courtiers are Bloodborn). Those Courtiers could be their relatives or members
of any of the noble Houses. A Liege can have members of all Origins (Angels,
Daeva, Infernals, and Leviathans) under their rule.
As absolute rulers of their Courts, Royals are responsible for setting their own
Holding laws. Some may treat their subjects almost like partners, others form
more corporate-like relations, while plenty treat them as their personal
playthings. As long as they are in line with the Commandments and Province
laws, the Princepty and the Authority have little to say when it comes to
individual leadership styles.
Bloodline Affairs
Every Defiant Royal is a part of a larger bloodline, usually one of the twelve
Great Houses. Some of their relatives may be situated in their Courts, others
may rule over Holdings throughout the city, and a few might even hold
positions as Princepses, Archons, or Executors. Every bloodline shares a
common trait, like an Angelic Calling or the same Daeva Pantheon.
Bloodlines are similar to mortal aristocratic families of old. There are no laws
that force the Royals to comply with the wishes of their Houses. The moment
one becomes a Lord or a Lady, they are sovereign and free to treat their
relatives as they choose to. While some decide to ignore what’s best for the
bloodline, it’s usually wise to maintain at least a decent relationship with your
kin.
Different types of parties and social gatherings take place every day all around
the Domain. Hosting such an event is not only a chance to organize it on one’s
own terms but also a way to show off personal success, impress the guests,
do business, or gain political allies.
Royal Marriages
The institution of marriage plays an essential part in the lives of Defiant
Royalty. All Lords and Ladies are expected to have a spouse. Some refrain
The spouse of the ruler is considered Royalty and gains almost equal rights.
The only difference is that their word is always second to that of the actual
ruler. Whenever there’s a conflict or they give opposing commands to their
Courtiers, it’s always the Lord - and not the Consort - who the subjects have to
follow.
Lieges usually have a say in who they will marry. Their House, Princeps, and
other Defiant usually have their own ideas and propose different candidates,
but it’s up to the ruler to choose the one they see fit. Any Bloodborn Defiant is
a valid candidate, regardless of their gender, bloodline, or standing. Marriages
play an important part in House politics.
One of the issues almost every Royal needs to face is sharing a life with
someone they usually either did not choose or had to choose because of non-
romantic reasons. Some couples become friends or even lovers over time.
Some develop almost business-like arrangements and others spend their lives
in constant conflict. Before awakening, most Defiant live normal, modern
human lives, and the idea of arranged marriages is odd to many of them.
The rules of succession may vary between bloodlines, but the vast majority
share the same laws in that matter. The eldest child of the Royal couple and of
the ruler’s House inherits the Holding after their parent’s death or retirement. If
there is no heir, other Defiant from the bloodline are potential pretenders to the
throne.
Before that happens, though, many choose to retire. The life of a Defiant is
vibrant and exciting, but also very demanding. If you’re a Courtier, you serve
your Liege to the best of your ability, and it requires a lot of effort. Royals, in
turn, have a lot of responsibility. Their desires and actions power up the
Sephira, so a slow, relaxed lifestyle is not an option. With time, many Defiant
become tired or burned out. That’s why they withdraw from active duty at
some point.
Apart from the Creed, bloodlines also follow their own sets of laws which are
different for every House. Most of the time, especially in the case of the Major
Houses, these laws are respected by the whole Defiant society. Daeva Lords
and Ladies of House Achto marry two Consorts, and those marriages are
recognized by other bloodlines as valid. So is the Ward system of House
Zeruel, and so on.
While the bloodline laws are accepted in the Domain, they are not enforced by
the Authorities. An Achto refusing to marry two spouses might be looked
The Twelve
Twelve bloodlines stand out, even among the Major Houses. They are
sometimes referred to as “The Twelve” or “Great Houses.” These are the
descendants and relatives of the chosen twelve Defiant who forged the
original pact with the Sephirot and founded Defiant society. There are three
Great Houses of each Defiant Origin (Angels, Daeva, Infernal, and Leviathan).
Angelic Bloodlines
Every Angelic House shares the same divine calling. There are Angels of
Grace, Angels of Sorrow, Angels of Light, and many more. The three Great
Houses of the Angels were once Apocalyptic Orders, leading the hosts on their
path of annihilation.
No matter the side of the conflict, Angels are beings of duty and servitude to
the cause. They were created as living embodiments of a higher will, and even
after their deliverance, many still need a higher purpose in life. This is
especially true in the case of House Aratron.
Being Defiant, Aratronites believe in free will and only tend to those who seek
their help, at least most of the time. After all, one must seek forgiveness to
have a chance of receiving it. However, some members of the House are not
afraid to use any means necessary to help their victims realize the error of
their ways.
And thus, House Aratron is the home to living saints, sacrificing themselves
for the good of others, and to ruthless overseers, using twisted empathy to put
others into submission and administer harsh punishments. Most Aratronites
are a bit of both. They’re caring and loving, while ruthless and cruel at the
same time.
Aratronite Confessors
Taking on the role of society’s conscience is no simple task. One may easily
lose their bearings, and in the case of the Aratronites, there’s a fine line
between a devoted helper and a sadistic oppressor. That’s why every Royal is
expected to have a personal Confessor within the House - someone they can
turn to for advice and support who is a more objective judge of their actions.
Aratronite rulers do not have to follow all of their Confessors’ suggestions but
instead use them as personal counselors. The only real requirement is that,
whenever they pray to the Sephira to renew their connection, the counselor
should be present, and the Sephira leaves it to the Confessor to choose the
appropriate penance.
Upon taking the position of a Lord or Lady, an Aratronite is free to choose any
other member of the House as their personal Confessor. Most of the time, a
trusted Courtier is chosen to fulfill the role, but some prefer to select other
members of Royalty or Princepty. Once a Confessor is chosen, a Matriarch or
Patriarch has to approve of any changes in that position, and the request is
not easily granted.
To exist for eons as celestial beings and then be granted human forms - the
experience can be quite intoxicating. House Hariel is famous for its love of
newfound sensuality. Before the Apocalypse, Harielites were tasked with
inspiring mortals and sparking passion among them. Now, they can
experience it all for themselves. And their revelry is unmatched.
Angels of Passion strive to keep the flames of their desire burning bright. But
even the most exciting activities tend to lose their appeal over time. And so
Harielites are always ready to cross new boundaries and explore new exciting
possibilities - they are, in fact, bound to do so by their House’s Creed.
In a different world, the perverse norms of House Hariel might have been
shunned. However, since the Defiant rely upon Sephirot that are literally fueled
by their needs and desires, Angels of Passion are among the most influential
and respected factions. Some may be fascinated by them, others may fear
their ways, but all must respect them.
From the outside, House Hariel might seem like a group of aimless hedonists,
bent on their own pleasure. And while, of course, Harielites are keen on joy and
amusement (as are most Defiant, to be honest), there’s much more to the
Herielite way than sheer bliss.
And that’s when a Harielite needs to move on and search for something new.
They can never become content with what they have. And while this may
sound exciting, it’s also a real burden - for the Angels of Passion as well as
their Courtiers, friends, and loved ones.
The Host of the party is free to choose the mood, the place, and the rules that
apply during the event, however uncommon or perverse they might be.
Sometimes participants come alone and are forbidden from telling anyone of
what has occurred. On different occasions, they are supposed to have a
partner or a group of willing friends with them - it’s all up to the Host.
Zeruelites see themselves as first among the angels, and there’s some truth to
that. They were created as reflections of the absolute’s glory and power as the
highest angelic choir. They led other hosts by example on a path of
righteousness. Then, during the Apocalypse, for the first time in history, some
of them began to question the hosts’ mission. And thus, the great war began.
Now, though they may have changed sides, House Zeruel strives to uphold its
core values: to be the beacons of light in the lives of their subjects and other
rulers alike; to lead through example; to prove they’re still worthy of their
angelic calling. Zeruelites do not feel they betrayed their beliefs. They always
stood on the side of glory and virtue. When they deemed the old path no
longer righteous, they acted in the only way they could.
There’s a certain awe to members of House Zeruel. Maybe it’s their upbringing
and self-confidence, or perhaps they really were created better, but it’s usually
easy to spot the Zeruelite in a group of Defiant. An aura of glory and
entitlement surrounds them, as if they were cut out for the aristocratic life.
Every member of the House feels the burden of the Zeruelite Creed on their
shoulders. To live up to the glorious ancestry of their bloodline is no easy task.
No matter the circumstances, Zeruelites must always uphold their House’s
legacy. Their actions are to bring more glory to the bloodline and serve as an
example for others to follow. No one is perfect, yet this is precisely what
members of House Zeruel expects from their children.
While a powerful advantage, their Creed is also their major weakness on the
road to dominance. Others might easily resort to underhanded tactics to
achieve their goals. Such methods are beneath the glorious House Zeruel.
Zeruelites are expected to overcome obstacles directly, by the sheer power of
their skills and might of their heritage, in accordance with the laws, and
following the proper conduct.
The Protectorate
A bloodline is made up of more than just Royals, so naturally, there are far
more Zeruelite Courtiers than rulers. Angels of House Zeruel believe that it is
unbecoming for one of their heritage to be reigned over by a member of a
different bloodline. All Zeruelite Courtiers are to serve as Wards at Zeruelite
Courts, under the protection and guidance of Angels of Glory known as their
Protectors.
There’s actually more to that law than vanity. All Zeruelites are born as
potential future monarchs, but only some will ever have the chance to become
a Royal. This makes managing them an uneasy task - one that only an Angel
of Glory is fit to undertake. More often than not, Zeruelite rulers have to resort
to creative or harsh means to gain control over the angelic princes and Both
Zeruelite rulers and Consorts are granted the right to govern over the
bloodline’s Courtiers. This actually makes the Angels of Glory feel even more
distinguished and dignified. Very few Defiant outside the House ever have the
chance to see a Zeruelite cater to their needs or follow their orders - it is a
privilege reserved only for the Lords and Ladies of the bloodline.
Daeva of House Achto know the meaning of sacrifice. For millennia, they were
aware of the looming danger. The fifth world had to come to an end, and
through the sacrifice of the gods, the sixth world would emerge. House Achto
takes great pride in the fact that none of their kin helped to uphold the
Carnival. All elders of the bloodline died their final deaths to give life to the
Sephirot, enabling the creation of the Domains and the survival of the Defiant.
Members of the House believe that they have more than earned their place
among the Defiant. And to acknowledge the sacrifice of their fallen brethren,
they are to live their lives to the fullest, taking advantage of their positions and
prerogatives. From the lowest Courtiers to Archons and Executors, the Achto
are to claim their dues and use their rights and privileges to the fullest extent.
Others sometimes find the Achto pushy or even despotic, but that’s a
misconception. Whenever a member of the House has power over someone
or a right to do something, their Creed dictates they should exercise it.
Whenever something is owed them, they should demand it. This is the way of
the Achto, and this is the way to live Defiant lives and to honor the fallen
heroes of the House.
There is a strong belief in the House that actions speak louder than words.
Achtos are not the ones to swear oaths or make vows. They believe that the
best way to make a statement is through deeds, and especially through
sacrifice. It is only when you are willing to sacrifice something that you
genuinely show your intent and devotion. Sometimes it’s symbolic, such as
when blood needs to be spilled to validate an oath. On other occasions, a true
offering or gesture of goodwill is required to pledge loyalty or establish an
alliance.
During the daytime, the Regent of Day is the absolute ruler of the Court, able to
issue any orders they see fit. They also hold power over the Regent of Night,
making the other Consort little more than their private slave. When the sun
sets, however, the roles switch; the Lord or Lady of the Night assumes control
of the Court and reigns over it until morning.
It seems that the bright star of House Kyrios never fades. Throughout mortal
history, these ambitious Daeva have made their presence known on multiple
occasions. In ancient times, when the power of Leviathans started to wither,
the Kyrios were the ones to wage wars on the mighty dragons (or titans, as
they called them) and finally end their reign. To this day, there’s a tension
between the Leviathans and the Daeva House that stole fire from them and
gave it to humanity.
Much like ancient times, modern-day Daeva of House Kyrios are celebrities
and stars in their own right, bent on proving their superiority and showing off
their virtues, merits, and skills. Kyrios are heroes, adventurers, stars, and idols,
each creating their own dazzling legend. There is no single ideal they should
follow. The fairest of them all, the greatest leader, the mightiest warrior, the
most creative lover - any title is up for the taking.
Some believe House Kyrios potentially could achieve anything, if only they
were able to cooperate or at least trust one another. Since their ancient origins
in Greece to this day, however, these Daeva are their own mightiest obstacle
on the road to greatness. With everyone in the bloodline fixated on proving
their superiority, Kyrios often see their kin as rivals more than allies.
The only thing stopping the House from outright chaos is the position of the
bloodline’s leader. The Elder is the only one all must listen to and respect, the
only one who does not have to prove anything but instead judges others’
accomplishments. The first among the Domain’s Kyrios sits on their throne,
serving as the ultimate parental figure and the undisputed head of the
pantheon.
When a ruler (a Lord, Lady or Princeps) dies or retires, the child who managed
to prove their superiority inherits the Holding and all privileges of their parent.
While the current ruler can designate a preferred successor, it’s ultimately up
to the Matriarch or the Patriarch to decide which child inherits the title. The
parent’s decision serves as an indicator but can be rejected without any
consequences.
There are no exact rules as to what makes for a perfect candidate. One child
may excel in the art of combat while another may choose to prove they’re the
perfect administrator or unmatched in throwing ludicrous parties. Being in
good relations with the head of the bloodline certainly helps.
The Kyrios are ambitious and competitive on their own, but their succession
laws literally pit siblings against each other. Each of the successors commits
their lives to proving they are the ones worthy of inheriting the title. And when
the time comes, one of them is chosen to do so, while the others are usually
placed at their Court to serve under the conquering hero.
Originating from ancient Egypt, House Sekh was among the first Daeva to
travel the world and spread their knowledge. The exalted Sekh are the builders
of wonders and architects of new Defiant communities. It is their relentless
pursuit of hidden knowledge that led to understanding the nature of the
Sephirot and establishing the rules of the Defiant society.
While virtually all Daeva bloodlines lost their powers in ancient times and only
recently regained self-awareness, House Sekh managed to hold on to just
enough supernatural energy to never forget who they were. At the peak of
their power, they raised wonderful structures all around the world that are
revered by humanity to this day. And while mortals were quick to renounce the
gods of old, the awe and beauty of their creations was enough to keep House
Sekh in existence.
To some, the Daeva of House Sekh seem more distant or reserved than
others. It’s probably because they have a different attitude than most Defiant.
Having lived countless lives, reborn time and time again in mortal vessels with
memories of their past deeds, they have experienced thousands of years of
history. And while their recollections of past lives may be foggy at best, they
still give them a unique perspective on modern affairs.
Members of the bloodline know precisely how they managed to achieve their
feat. While others concentrated on themselves and their actions, the Sekh
were always about leaving their mark on the world and raising impressive
testaments to their greatness. They firmly believe that without the awe that
their creations inspired, there would never have been enough power in the
world for the supernaturals to break their bonds and stand against the
Apocalypse.
The Great Works, as they call them, do not have to take the form of buildings
or statues. In fact, most do not. Managing the most talked-about Defiant club
in the city or maintaining an influential society is considered as worthy as
raising an avant-garde skyscraper in the Domain’s downtown. Great Work
should either be adored by mortals or appreciated by Defiant.
While the Lords and Ladies possess enough power and resources to
undertake their own projects, no one expects as much from Courtiers. If they
reside in a Sekh Court, they are to support the ruler in their attempts, serving
as managers, administrators, and consultants. Sekh Courtiers serving Defiant
from different Houses should do their best to inspire their rulers to create
Great Works of their own and then help along the way. House Sekh does not
believe themselves to be the only ones capable of creating modern wonders
and encourages others to follow in their footsteps.
“Be human.”
Renowned for their demonic cruelty, members of House Black renounced their
old ways and now try to live the lives they choose, rather than continue on the
path chosen for them by the overlords of Hell. They assumed a corporate-like
style of leadership and try to rediscover life beyond pain and suffering.
House Dawn
Infernals of Shame
Many consider House Dawn to be the most important among the Infernal
bloodlines. They are the remnants of the first mortals to ever be sentenced to
live in Hell, who eventually became demons themselves. Now, the proud
Infernals of Shame came back to the mortal world, to reclaim all that has been
taken from them. Their Creed, “Uphold our legacy,” furthers their need for
recognition.
House Joy
Infernals of Guilt
“Rejoice.”
While other Infernals tend to face their demonic legacy and the horrors of Hell,
House Joy has taken a different approach. Rather than dwell in the past, the
Infernals of Guilt are focused on making up for the lost time. They revel in the
excitements and pleasures the Defiant world has to offer.
House Hadad
Storm Leviathans
There’s a certain aura around the Hadad - as if a terrible storm was brewing
inside their hearts, ready to be unleashed on the world, bringing destruction
and suffering. Some Defiant are not keen on having to share the Domains with
the imposing thunder beasts, but then again - if they weren’t here, the Defiant
would need to face them on the apocalyptic battlefields.
House Melqart
Earth Leviathans
In the ancient times, when their draconic brethren ruled over the skies and
culled their human herds, the dragons of House Melqart ruled over their
impressive underground kingdoms they have built with the help of their
elemental affinity and thousands of mortal slaves. Their attunement to the
element of earth enabled them to find caches of priceless gems and minerals.
The mightiest of the ancient beasts, the Fire Leviathans were destined to end
the world in their draconic flames. As they awoke from their slumber, their
new goals were revealed to them. They were to become the world-breakers,
the life-eaters, the final instrument of destruction. But the proud Shemesh
decided differently. For too long have they been doing others’ bidding. It was
time for the Fire Leviathans to forge their own path, to carve out their own
piece of the world for them to govern.
While most Defiant game sessions follow a similar routine, the first meeting is
quite different. You have to establish the basic game structure, create Player
Characters and talk about the topics you’re interested in and the ones you’d
like to omit. New Players will have to be introduced to the world and the rules
of the game.
Character creation will probably take up most of the time during the first
meeting. However, you will also play out a few scenes focused around the
Characters’ backgrounds (you do not need to prepare for this in advance).
Think of it as a pilot-episode in a TV series. You’ll play it out to get a better feel
of the Characters and the world around them.
The whole setup was designed with a 4-people group in mind: a Game Master
and three Players. While this is the default group size, Defiant works just as
well with a smaller number of people. Playing with a GM and two Players, or
even with a single Player, works just fine. You will find information on playing
in smaller groups at the end of this chapter.
Preparations
One of you should take on the role of the Game Master. This person needs to
read the whole QuickStart before the meeting. You do not need to know
everything by heart; being able to quickly find the particular info required is
good enough.
Before the meeting, you should print out the QuickStart Creation Cards and
Character Sheets. Cut out the Cards, as you will be drawing them at random.
Preparation Summary
• Print (single-sided) and cut out a set of the QuickStart Creation Cards;
• Print out two copies of each Origin’s Character Sheets;
• Print out a copy of the basic information sheet for everyone new to the game;
• Gather a single set of 3d6s, 4d8s, and 4d10s;
• Make sure the Players read the QuickStart Province Brochure;
Setting Boundaries
Once everyone has a general idea about how the game might look, it’s time to
consider potential problems and sensitive topics. Before Character creation,
you all need to be on the same page about undesirable elements of the game -
the boundaries you should not cross.
The great thing about role-playing games is that they can be enjoyed by
people of different backgrounds, experiences, and views on life. This, however,
requires you to discuss the range of issues you’d like to omit during the game.
It’s supposed to be fun for everyone involved.
There are a few elements of the Defiant world that are fundamental to the
game. If you are not comfortable with one or more of them, you probably
should consider playing different games. There’s a ton of published titles to
suit everyone’s tastes. Crucial elements include:
Sometimes, it’s a good idea to prepare these lists beforehand. One of you
(usually the GM, but that’s not a rule) can reach the Players before the first
meeting and ask them to send their lists of problematic topics, along with
clarifications, if needed. This way, everyone has time to think about potential
undesirable elements.
It’s also useful to distinguish between topics that you don’t want to encounter
during the game and things you don’t want to happen to your Character. It's
Character Creation
As the Game Master, you will be guiding the Players through character
creation. The whole process of creating Player Characters should take less
than an hour. It’s designed to enable new Players to quickly shape their heroes
without the need to learn every aspect of the game. That’s why it relies heavily
on picking random elements and developing them into new Characters. You
can easily change the process and let the Players choose their preferred
Themes. However, we recommend using the method below during your first
game.
After everyone has finished choosing their Theme Cards, ask them to put all of
them on the table, facing up (each Player should have three Theme Cards).
These are the basic outlines of their Characters. Ask the Players if they have
any rough ideas about what Characters could be created with their sets. It’s ok
If a Player has chosen House Achto for their Character, the Marital Card
informs them of the general situation with their two spouses. They can either
decide that it portrays one of their Consorts and the other one has no
additional impact on the rules, or that both of their spouses fall into the same
category. Still, they do not double the bonuses and negative modifiers of the
Card they chose.
Character’s Name
There are example names on the House Cards - you can use a name from
there or come up with your own. When it comes to designing the names, the
general rules are different for each Origin. You will find example names on the
House Cards.
Some Trait sets (like the Gem’s “Appeals to: Origin, gender, status, personality”)
require the Player to specify their exact phrasing when writing them down on
the Character sheet.
For example: Rather than writing down “Appeals to Origin” as a Trait, they
should decide on a single type of Defiant their Character appeals to the most.
They could write it down as “Appeals to Angels,” “Appeals to Infernals,” etc.
You may write down an unused Trait from one of your Themes or a Trait from
a Card you do not possess, even if another Player already took it. The only
thing you cannot do is to write down an exact copy of one of your existing
Traits.
Origin Powers
All Origins possess their unique sets of supernatural powers. They are
summarized on the Character Sheets, and you can read about them in detail in
“ The Guidebook” chapter of this rulebook.
If you’re playing an Angel, write down their Noble Calling (shared by their
House), and design your own Dark Calling (e.g., Angel of Fear, of Anguish, of
Darkness).
When playing a Daeva, pick a Sacred Animal for them (specific for their
House), write down their followers’ Trait and decide on their form of
nourishment.
Troubles
Write down the three Troubles from the Personal Themes. For now, the
Trouble track remains empty - you will mark it anytime you score at least a
single “1” during a Challenge.
House
Write down the name and the Creed of your House. You may also note any
additional information about your bloodline you find useful.
The Court
Your Court card specifies how many Courtiers you should write down. Note
their Archetypes, decide on their Origin and House, and give them appropriate
names. Note down the Court Afflictions and Court Traits from both your Court
Card and your Marital Card.
In the case of larger Courts, you do not need to design all the Courtiers at
once. You can finish fleshing them out after the Pilot Episode, or even later
in the game.
The Holding
There are four facilities listed on each Holding Card. To create Holding
Facilities, give each of them an adjective. A “VIP lounge” might become a
“luxurious VIP lounge,” “perverse VIP lounge,” “monitored VIP lounge,” and so
on. Think of adjectives that go well with your vision of the Holding. Write down
the four Holding Facilities on your Character Sheet.
If you want, you can write down a smaller number of Facilities now (at least
one, though), and add the rest after the Pilot Episode. Remember, however,
that this may decrease your chances for a good outcome of the first Court
Challenge, as you can use the Facilities to increase your Potential.
Theme Details
Write down the names of your Personal Themes. Note the nine Theme
Questions and the six Theme Special Rules your Character can use.
While the Scene is supposed to be problematic, remember that you are trying
to establish how the Character’s life looks. Do not introduce a scenario that
completely changes their situation. For example, if an Executor visits them
with demand, the Scene should not end with the Character getting arrested -
it’s too much of a change.
One Success
In case of single Success rolled, the Character should be put in a situation,
where something potentially catastrophic is about to happen: they found out
that their Courtier is about to betray them, a major problem is uncovered just
before it can backfire, the Character learns about a dangerous secret
concerning their spouse before anyone else finds out about it, etc.
The main difference between this situation and that of no Successes is that
the Character has the ability to stop the potential disaster from happening
rather than dealing with the fallout. As with the previous situation, however,
the outcome should not change the Character’s background dramatically
(unless the Player chooses to do so).
Two Successes
You should focus on exploring the specifics of the Court’s everyday life. For
the most part, everything should work as intended. The GM should introduce
some cracks in the otherwise pristine vision. A minor problem with a spouse,
Courtier doing something wrong despite their good intentions, a minor
outburst of a conflict between factions.
Three Successes
If a Player has managed to roll Three Successes, everything is well in the
Character’s Court. Though there are undoubtedly some problems among the
Courtiers or with the spouse, the Scene should not focus on them. Instead,
play out the Scene where they managed to get some sort of upper hand or
additional resources.
The idea is to find out what will the Character do with the advantage. If they
got wind of another Lord's wrongdoing, would they use it as leverage? Report
the neighbor to the authorities? Try to help them to right their wrongs? If their
Courtier comes to them with a questionable but profitable arrangement, would
they agree? It’s a great way to find out more about the Character.
The GM should ask a lot of questions during the Scene. How do different
areas of the Holding look? Does the Character have a morning routine? Are
there any additional rules in the Court? How do some of the Courtiers look?
Are there any traditions among them? How does the spouse fit into all this?
When you all get the basic idea of the Character’s life and surroundings, the
GM should introduce the issue that resulted from the initial Pilot Court
Challenge. Presenting any adversities is also a great way to introduce game
rules to new Players. If the Character needs to convince someone, put a
Courtier back in their place, or mediate between two enemies, call for a
Challenge.
This chapter is meant to be used by the Players and the Game Master alike.
Below you will find all the main rules of the game, along with detailed
explanations on how to use them, and some examples. Whenever you’re
unsure how to interpret a rule, or how to proceed during the session, start by
checking this chapter for answers.
The Session
Whenever the group meets to play the game, it’s called a Session. We don’t
recommend Sessions shorter than 2-3 hours, because it’s difficult to include
all the necessary elements of the game in a shorter time.
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The Scene
Every Session is divided into Scenes. There is no fixed length of the Scene, it
can last from several minutes to an hour. Usually, a Scene takes place in a
single location. It is based around a broad event, i.e., a party in a Leviathan’s
Holding, a midnight street race, a secret underground meeting, an intense
dialog between a Lord and his spouse.
Most of the time, the GM sets the scene, describing the location, people
present, mood, and the events taking place. The Players can (and should) ask
Theme Questions to influence the Scene, and may also ask for additional
details. They role-play their characters, declare actions, and take Challenges.
This way, the Scene comprises the GM’s initial ideas and the Players’ input,
making it engaging for everyone.
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Basic Philosophy
This is the general break-down of how the game works. In other sections, we
focus on the specifics, explaining different game mechanics, and going into
details of how to make Defiant as fun and engaging as possible. For now,
however, let’s take a step back and try to talk about the game in general.
The Players
Though technically everyone at the table is playing the game, when we talk
about the “Players,” we mean the people controlling the Player Characters
during the Episodes (as opposed to the “Game Master,” running the game).
There are between one and three Players in a Defiant Chronicle, and while their
role differs significantly from the Game Master’s, they do have some
responsibilities during the game.
If everyone agrees that the declared action should succeed in the given
circumstances, the GM narrates the outcome. If there are any doubts as to the
success or the potential problems, the Character needs to take a Challenge.
You should use the game rules to check the outcome of the Character’s
actions.
The Players are the ones deciding what their Character does, what they think,
and what they feel. By default, they always control the Character’s action and
their state, though they should consider the impact some of the Afflictions
may have on them. A “drunk” Character should probably be portrayed
differently than when they are not under the influence of alcohol, etc.
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Ultimately though, the Player may play out their Character any way they want.
They may omit the “drunk” Affliction in their role-play, though it will still
influence the Character’s Potential during a Challenge. There are no additional
points or perks for the Players best portraying their Characters - it’s all
supposed to be fun, not an acting contest.
The Player role does not boil down to declaring actions, however. By using
Theme Questions and Special Rules, they can introduce new elements to the
Scene or push the story in a different direction. Nothing is stopping the Player
from asking, “What token of appreciation am I about to receive?” in the middle
of a fight or during a heated argument. As long as they have the Question on
their Question list, and have a Shard to spare, they are free to ask it any time.
Asking the question “How is this party about to get more dangerous?” during
an evening tea with a kindly old neighbor may have a significant impact on the
Scene.
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Bringing Their Characters to Life
During Defiant Sessions, we’re all playing a game of make-believe, that’s
based solely on what everyone at the table says. For the Characters to truly
come to life during the Episode, you have to make their presence felt.
This does not mean Players need to resort to grandiose declarations. Simply
describing your Character’s actions will be just fine. Remember that the rest of
the group can’t read your mind. All they know is what you told them. Rather
than limiting yourself to only the “what” aspect of the action, try to explain the
“why” and “how” as well.
It doesn’t need to sound like something from a novel, you don’t have to use
fancy words, or construct complicated sentences. It’s also your choice
whether you want to address your Character in the third person or talk in the
first person as if you were them. So, the declaration might just as well sound
something like this: “I’m not having any more of this. I rise from my chair and
leave the room. One more word from this jerk and I’m gonna lose it…”
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Helping the GM and Other Players
Usually, the people at the table are not trained professionals, with storytelling
and acting degrees. We all make mistakes from time to time, we can all get
lost or stuck during the game. This is true for the Players as well as the GM.
The main goal of the game is to have fun. And whenever they can, every Player
should try to help others to enjoy the game more.
This could mean helping others with different aspects of the game rules they
have not yet mastered. Or, it could mean helping the GM with a creative
interpretation of a Challenge roll. The same goes for asking others if they feel
ok when they’re showing signs of discomfort, inviting other Players to join the
Scene with their Characters if it makes sense in fiction, and so on. Everyone is
in this together, and by helping each other, the overall experience improves.
Communicating Boundaries
There is no predesigned, exact plot to follow during the Episodes. And even if
there were, the Characters’ actions could easily sway the scenario in new
directions. That’s part of the beauty of the role-playing games - no one knows
exactly what will happen in the game, and the possibilities are almost endless.
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This means, however, that there’s a risk of the plot taking a turn that makes
someone feel uncomfortable. Of course, there’s nothing wrong with leaving
your comfort zone to experience new things or intense emotions, as long as
that’s what you want. Different people are fine with different levels of
discomfort, and ultimately you’re the only person capable of deciding where
your boundaries lie.
Since you want to play Defiant - a game that will possibly include acts of
violence, romantic and sexual themes, bloodthirsty intrigues, lies, deceit, and
all manners of perversions and debauchery - you need to be aware of your
wellbeing. And while the whole group is responsible for not delving into topics
or actions that may bring you discomfort, it is your duty to clearly inform them
whenever they’re approaching this point.
There are some things you might be aware of, even before you start the first
session. If you absolutely hate spiders and don’t want them in the game,
simply put them on the “crossing the line” list. If you’re ok with intense fights,
but hate listening to the gory details, put the “gory details” on the “behind the
veil” list.
Throughout the game, you might learn of new topics or situations you are not
comfortable with. It’s completely normal, we all have different tastes and
boundaries. Whenever you come across something that bothers you, decide
on whether you need it completely gone from the game, or if you are fine with
leaving it in the game, but omitting the details. Then, tap either the “Line” or the
“Veil” card, depending on your decision.
The GM and other Players can’t read your mind, and if you want them to
respect your boundaries, you have to make them aware of them. If you feel
that the elements you banned from the game are still present, try talking with
the group. It’s likely they misunderstood your definition or simply forgot about
an item on the list. Pointing it out is usually all it takes to fix this.
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If a Player or the whole group insists on including banned elements or topics
in the game, even after you point it out, stop playing. Either ask the group to
talk this over, or - if you’re either not comfortable with it, or don’t see any
chance for improvement, leave the table. It may sound dramatic, but that’s
what you should do. If everyone is having fun, but you’re suffering, they’re
actually having fun at your expense, and that’s unacceptable.
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Preparing Mini Episodes
It takes no more than an hour to prepare for the Session (but can take much
less, once you get the hang of it). Follow our instructions to quickly design the
outlines of the plot in a way that will make for a compelling story and fun time
with your friends.
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Controlling the Pace and Spotlight
As the GM, you will also take on the role of the director, controlling the pace of
the game and the amount of time everyone gets to be in the center of
attention. You decide if the Episode has slowed down too much, and it’s time
to speed up the action, or maybe it’s the other way around. You are
responsible for making sure everyone gets a fair share of your attention and
being in the spotlight as well.
Having Fun
The role of the GM is supposed to be fun. You do not know the outcomes of
all the situations before the Episode. You only have a vague idea about the
direction the story is taking. All the magic happens during the game. You are
going to create something unique with your Players, a special series that only
your group gets to watch and act in at the same time. And you will be there to
see it all unfold.
The Dialogue
When playing the Defiant, the whole group engages in a few-hour long
dialogue. The GM introduces new situations, the Players declare their
Characters’ actions or talk between themselves, either “out of Character,”
when discussing current events, or “in Character,” when playing out the
dialogues between the PCs, etc.
And so forth. Of course, this is the most basic scheme, and you’re by no
means obliged to restrict your play to this simple example.
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Since most of the game will take this form, some of the rules that apply to
Defiant, are universal for any kind of dialogue. Try to explain what’s on your
mind. Ask for clarifications, whenever you’re not sure. Listen to others, and let
them speak their mind. If you have something to say, say it. Try to be a part of
the conversation. Do not talk over others. Keep the arguments civil.
The Doubts
Throughout the game, you will find yourself in situations where you’re not sure
what you should do or have an issue with something that just occurred. This
will happen to both the Players and the GM. Here are some examples:
• The GM is not sure how an NPC should react to a bold action made by a
Character.
• The Player doesn’t like the way the GM interpreted the outcome of the
Challenge, as it made their Character look pathetic.
• The GM feels that the Character is behaving in a way that goes against
the fundamental beliefs of the Defiant.
• The Player feels another Player does not have enough game time and is
getting bored.
You are not only free to express those doubts, but we strongly encourage you
to do so. Even if everyone has the best intentions, it’s easy for something to go
wrong. Only through expressing your doubts, can you set things right. In
Defiant, the GM does not hold authority over the Players. If a Player is not ok
with an outcome of the Challenge, you should probably change it. You should
still act in accordance with the number of Successes rolled, but nothing’s
stopping you from changing what actually happened.
The GM is not all-knowing and can ask the Players for advice at any time. If
someone believes that either a Player or the GM is going against the rules or
missing something, the best thing you can do is talk about it.
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Discussions, Conflicts and Decision Making
In Defiant, no person at the table has the final say in any matter apart from
their own comfort and boundaries. If the Player disagrees with the GM on
something, it’s up to the whole group to discuss the problem and reach a
verdict. Whenever possible, try to talk this over, until you’re all on the same
page. If you cannot reach common ground, you’re left with going with the
opinion of the majority.
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Undertaking Challenges
Throughout the game, your Characters will attempt to achieve different goals.
For example, they could try to overpower a group of thugs, gather information
on secret Daeva plans, break into another Defiant’s quarters or impress a
Princeps. Every time a Character tries to achieve a goal, the game rules kick in,
and you need to overcome a Challenge.
Though specific Challenges may differ significantly, they all follow the same
routine. It’s usually the GM who calls for a Challenge after one of the Players
declares an action. You all need to decide whether a situation calls for a
Challenge in the first place. If the Character is undertaking action with minimal
risk, takes up a routine, mundane task, or does something with no potential
rewards or downfalls, it’s probably best to simply assume they achieved their
goal and not use the Challenge mechanics at all.
If the GM and the Players agree that the situation is suitable for a Challenge,
the Player has to declare their Character’s Potential. To establish a Character’s
Potential for any given Challenge, you have to sum all their Traits that seem
applicable in this situation. The Player is supposed to do this out loud,
explaining the reasons behind choosing each of the Traits. There is nothing
wrong with getting creative when choosing Traits, as long as it makes sense.
Then, the Player rolls three dice. The type of dice used (d6s, d8s, or d10s)
depends on the Character’s Potential. The higher the Potential, the more-sided
dice are used for the roll. Every score of “5” and above counts as a Success.
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The number of Successes rolled influences the outcome of the Challenge.
While having no Successes at all leaves the Character at the mercy of the GM,
scoring Successes on all three dice results in the Character achieving even
more than they hoped for.
The Situation
Not every situation in the game calls for a Challenge. First of all, the
Challenges are not supposed to feel like a burden. You all play supernatural
beings, either groomed or deemed worthy of ruling their own Courts. Petty
problems are of no concern to your Characters, and so should not be resolved
with Challenges. If a Character is hosting a small party for their friends, there’s
no need to check whether they succeeded - of course they did, and the event
was organized the way it should be. It might be a good idea to use a Challenge
to check whether said Character managed to impress a Princeps with their
party. A failed attempt wouldn’t probably mean that the event was a complete
disaster. Perhaps it wasn’t to the Princeps’ taste or unintentionally insulted
him in some way.
Defiant Royalty does not need to concern themselves with mundane, down to
earth tasks. You do not need to use Challenges to check whether they
successfully paid the bills, found a reliable plumber online, or managed to
register as voters. You can safely assume they’ve got it covered. The only
situation when a mundane-related Challenge would be applicable might be
when the Character is actively trying to pass for a mundane being - either to
trick someone, perhaps as a strange form of punishment or by merely acting
on a whim.
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You should also avoid using Challenges in situations, where there’s very little
to gain and risk. Say, a Character is invited to a bloodline meeting, and the
Player declares that they want to be late, to show their lack of respect for the
Matriarch. There’s no need for a Challenge here - simply assume the Matriarch
and their brethren did take notice of their actions.
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The Declaration
Once you decide that the situation is right to set up a Challenge, the Player
needs to declare their Character’s intentions. They must be clear about what
they want to achieve. Here are a few examples of similar declarations, that
actually call for different Challenges:
The first one is pretty straightforward. The goal is to steal the necklace.
Getting even a single Success would mean that the item is now in the
Character’s possession. The GM is free to declare that someone saw the act,
though. Now the Character needs to deal with this situation.
In the second example, the Player has declared that the Character aims to rob
the Lady without being seen by anyone. In case of a lower number of
Successes (one or two), the GM may add a range of complications. However,
even a single Success is enough for the Character to get their hands on the
necklace without anyone knowing. Since they added an additional stipulation
(not being seen), the Challenge will get a bit harder to overcome.
The third declaration is quite different. The actual goal of the Character is to
impress their lover, and the act of stealing the necklace is just a way to
achieve that. In this case, the GM is free to actually prevent the Character from
getting the necklace (if they score a low number of Successes) as long as the
action impresses the target.
While in the first two examples, the Character would probably rely on similar
Traits, in the case of the third one, they might include Traits related to their
social skills. They are trying to make an impression, after all.
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The Potential
Your Character’s Potential will impact the type of dice you will use for the
Challenge roll. It will be different for every Challenge, depending on the
circumstances and your Character’s skills. To establish the Potential, the
Player sums up all of their Character’s Traits that seem appropriate for the
Challenge. Since it is the Player, who declares how the Character is trying to
achieve their goal, you can get creative when choosing which Traits qualify. As
long as the group does not protest, you can use any Traits you want. Just be
sure to clearly state how your Character profits from that particular skill or
virtue.
Since Challenges often refer to a broad set of actions, you can use Traits of
different types together. A Character trying to win a street car race might use
Traits that have to do with their reflexes (they react quickly to the situation on
the road). They might also add Traits related to their composure (they keep
their cool under pressure), their wits (they use clever maneuvers during the
race), and of course, the Traits that have to do with the topic (like “Expert
driver,” etc.). Moreover, if the Challenge takes place in Character’s Holding, you
can also declare the PC is using their Holding Facilities to increase their
Potential. Choosing the Traits will not only establish the Potential but will also
indicate how your Character tries to overcome the Challenge and the means
they are willing to resort to achieve their goal.
The Character’s Potential is equal to the total number of Traits used in the
Challenge, modified by the rules below.
Exceptional Traits
While Exceptional Traits are rare, some Characters may have access to them,
usually through Special Rules. Each Exceptional Trait counts as two Traits
when establishing Potential. So, whenever your Character relies on an
Exceptional Trait during a Challenge, you add +2 rather than +1 to the
Potential.
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Adversary’s Archetype
If you have to overcome an NPC during a Challenge, their Archetype comes
into play, and you should treat it like a pair of Traits. For example, if you are
trying to sneak past the guard with a “vigilant sentinel” Archetype, you need to
lower the Potential by two (for both the “vigilant” and the “sentinel” Traits).
Sneaking past a “careful warrior” would result in lowering the Potential by one
(the Trait “careful” is relevant to the Challenge, while the Trait “warrior” is not).
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Adversary’s Affliction
If the Character is acting against an NPC who has an Affliction that would
affect their chances, you should add +1 to your Potential.
Character’s Afflictions
Since Afflictions count as negative Traits, you have to lower your Potential by
one/two/three for each of the Character’s Minor/Major/Severe Afflictions that
would impact the situation.
Stipulations
Every stipulation added to the Challenge lowers the Potential by one. The
Player is free to add as many stipulations as they please. It can be anything
from making the Challenge look effortless, impressing a particular person,
finishing the task extremely fast, and so on. Each stipulation outside the
obvious scope of the Challenge results in deducting one from the Character’s
Potential.
Using Courtiers
Some of your Courtiers may possess Archetypes that can be used to help you
overcome a Challenge, as long as they are actively supporting you during the
act. You can add one to your Potential for each of your supporting Couriers’
applicable Archetype elements, just like you would with the Adversary
Archetype.
If you do decide to use their help, however, you need to give them an
appropriate Affliction after the Challenge. Until the Affliction is cleared, you
cannot rely on their Archetype again.
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Whenever you want to increase your Potential by using the spouse's
Archetype (if it’s applicable), increase your Potential by either one or two
(depending on whether a part, or a whole Archetype is suitable for the
Challenge) and mark a Minor Affliction.
If the Challenge ends with three or four Successes, the supporting Characters
do not gain anything from the situation - they helped their friend succeed, and
that’s it. If there are any negative consequences of the Challenge, however, all
participants are affected, as if they were the ones undertaking the Challenge.
This would mean both the Character taking a Challenge and their supporters
gaining a Major Affliction in case of a single Success, etc.
The other way a Player Character may come to the aid of a fellow PC is by
taking a Challenge that would result in an NPC getting an Affliction. The other
PC would then be able to use the Affliction to get a +1 to the Potential against
that NPC.
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Fixed Potential
Sometimes the rules state that you need to take on a Challenge with a Fixed
Potential (of some value). In that case, you forgo the whole process of
establishing the Potential and simply should assume that it equals the given
number, regardless of the Character’s Traits and outside circumstances.
Additionally, other Players always have the option to not accept a change of
action, attitude, or ideology, that your Character tries to instill in them. Simply
put, you cannot sway them to think or do something if they don’t want it.
Before the Challenge, they have the option to explain if they feel it would be
impossible to sway their Characters, and then you should consult the rules of
Impossible Challenges.
Otherwise, take the Challenge normally and resolve it as any other. The Player
controlling the affected Character has the option to either agree to this or
refuse. If they refuse your Character’s influence, they need to take an Affliction
of their choosing, but the attempt has failed. 1 Success results in a Minor
Affliction, 2 Successes call for a Major Affliction, and 3 Successes mean they
need to mark a Severe Affliction.
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The Roll
In Defiant, you use d6, d8, and d10 (six-sided, eight-sided, and ten-sided dice).
The basic dice pool for the roll is always 3d6 (three six-sided dice). For each
point of Potential, upgrade one of the lowest-sided dice to a better one
(meaning, replace it with a dice that has more sides). So, a low Potential of 1,
allows you to replace a single d6 with a d8, resulting in a dice pool of d8 and
2d6. An impressive Potential of 6, would result in a dice pool consisting of
3d10, since:
The Successes
After you roll the dice pool, each dice that scored a value of “5” or more
(regardless of the number of sides it has) counts as a Success. This means
that most of the time (with a few exceptions explained later in this book), you
will score between zero and three Successes in a Challenge.
The Trouble
If you rolled at least a single “1” on any of the dice, you need to progress the
Trouble Track on your Character Sheet by one. You progress the track by only
a single step, regardless of the total number of “1s” you rolled.
Excessive Potential
If you managed to upgrade all your dice to d10s and still haven’t used up all of
the Character’s Potential, wait till after the roll. Now, for each point of Potential
you have left, increase the lowest value rolled by one. Do this until you run out
of Potential. Sometimes this will grant you additional Successes (when a dice
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score will be increased to “5”), and even more often, it will help you to get rid of
any “1s” rolled, meaning you avoid progressing the Trouble Track.
Negative Potential
In case of the Potential being lower than zero (usually due to adversary’s
Archetype or Afflictions), you still use 3d6 for the roll. However, afterward, you
need to deduct one from the highest die value, for each negative point of
Potential. This will significantly impact your chance of success.
Additionally, you can ignore all "1s" rolled, and you don’t have to mark Trouble.
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The Outcome
The number of Successes rolled determines the outcome of the Challenge. In
short, the more Successes you roll, the better. Below you will find a snap
description of potential consequences. There’s a more in-depth guide to
possible effects of the Challenges in the “Running the Game” section of this
book.
In Defiant, there’s no outcome that would simply state, “You got exactly what
you wanted.” You either get a bit less or a bit more than you planned. Every
Challenge concludes with the Character not ending up in the exact spot they
wanted to, making the story more dynamic and interesting.
No Successes
If the Character scored no Successes at all, they’re at the mercy of the GM.
Since the GM is supposed to be a fan of the Characters and everybody at the
table should remember you’re playing over-the-top supernatural creatures,
whatever happens, it shouldn’t make your character look weak, stupid, or
pitiful. Still - they’re probably in a tight spot. They might have even succeeded
in their original attempt (it’s totally up to the GM), but in that case, they sure as
hell wish they didn’t.
Single Success
Your Character managed to achieve their goal - that much is clear. However, in
the case of a single Success, they are probably not sure whether it was worth
it. They either paid a heavy price, had a tough choice to make or rather than
getting exactly what they wanted, went a bit off the mark.
Two Successes
This is the “almost perfect” outcome. The Character achieved their goal, they
got what they wanted. And it would be a complete victory if it wasn’t for that
one thing - that one small sacrifice, that one choice, that one thing that eluded
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them. It’s absolutely clear they are the victors here, it’s just that one pesky fly
in the ointment that’s probably bothering them.
Three Successes
Sometimes, the Character manages to actually outdo themselves. Rolling a
total of three Successes means the Character achieved their goal and even
got something more from the situation. They either gained an opportunity,
learned something useful, made an excellent impression, or something
favorable came their way.
Four Successes
This is an unlikely outcome. To score a total of four Successes, the Player
needs to spend a Shard before the Challenge and get really lucky. If they do
manage to achieve this, though, they’re in for a treat. Four Successes mean a
game-changing victory. Not only did the Character achieve their goal, but
something remarkable happened as well. They’ve just put themselves in a
new, extremely favorable situation.
The Conclusion
After the roll has been made, the GM narrates the Challenge. They need to
take into consideration the Traits used by the Character, and the number of
Successes rolled. Usually, the GM has three options here.
The Price
In case of the price, the GM leaves nothing to the Player and simply states
what happened, adding any potential troubles or additional rewards. The
severity of the price (or the value of the additional reward) depends on the
number of Successes.
Example: “You did manage to enter the Archon’s private party without the
invitation, but the bodyguards are very suspicious of you and won’t let you out
of their sight.”
Example: “After a brief fight, you manage to make short work of your enemy.
Would you rather humiliate him in defeat, or spare him the shame, gaining his
gratitude?”
The Condition
This option is similar to the price but leaves the Player in control. The GM
informs the Player they will succeed if they agree to a condition. If they don’t,
the Challenge is simply off - they tried and decided it’s not worth it. The
conditions are usually a bit starker than the prices since the Player has to
agree to them and is left with the option to give up without repercussions.
Example: “You realize, you’ll have no problem influencing the verdict of the
Princeps; however, his advisor, Lady Thenea, will surely see what you did. Are
you ok with gaining a powerful political adversary, or do you back down?”
The Players may propose an alternative fix to the problem, and you are free to
discuss it at the table until the GM feels that it would be possible to achieve
the goal with proposed changes. Of course, the Player is also free to withdraw
from the Challenge with no repercussions.
Alternative Challenge
The GM may propose to change the stipulation of the Challenge to make it
possible to overcome. There is no way the Character can achieve what the
Player wants, but perhaps they can gain something similar instead, or achieve
it differently. This usually means a different set of Traits would be used for the
new Challenge.
Example: “Since you are in the center of everyone’s attention, you cannot leave
the party without anyone noticing. What you could do instead is, for example,
create some sort of diversion that would capture everyone’s attention and
simply leave then without any problems.”
Additional Requirements
When the odds are impossible, the GM may propose fulfilling additional
requirements in order to stand any chance of achieving the goal. It may be a
question of procuring an item, gaining an ally, etc. Most of the time, the new
Challenge will rely on the same Traits as the original one, provided that the
Character meets the additional requirements.
Challenge Guide
Below, you’ll find a set of potential situations from different areas of Defiant
life, along with the advice on how to use game rules in similar cases.
Whenever you’re not sure as to how to apply the game mechanics to a Scene
or a Player declaration, you can use the examples below as reference.
Rules to Use
Since the Character doesn’t really want to achieve anything apart from throwing
a small party, there is no need for a Challenge. We can safely assume all
Characters are perfectly capable of organizing such an event.
Rules to Use
While there’s no question of the willfulness of Lady Ursula, who looks for
someone to spend the night with, the Character still needs to put some effort.
They should take a Challenge to successfully convince the Lady they’re worthy
of her time.
The duel
Sometimes things get physical. While there are no sanctioned duel rules that
apply to every Domain, many Defiant recognize direct competition as a means
to settle disputes. It may take different forms, but melee combat is quite
popular.
Rules to Use
This situation calls for a standard Challenge. The Player should state, however,
what exactly they’re trying to achieve, as this could impact their Potential. Do
they simply want to win, or do they additionally want their adversary’s attitude
to change in a certain way?
Rules to Use
To decide the victor, a Challenge is clearly in order. Depending on the exact
nature of the race, the Character should either lower their Potential because of
the lack of a race car, or the Challenge could even become Impossible.
Sometimes, victory cannot be achieved without the proper tools.
CSI: Defiant
A Lowborn was found dead in his house on the edges of the Province. The
Princepsa has asked the Player to check the house for clues as to what has
happened. There are no witnesses at the Scene, but the body is still there.
Rules to Use
The GM should ask the Player to take a standard Challenge. The number of
Successes would translate into the amount of information the Character can
gather from the Scene.
Etiquette 101
The Character arrives at a Shemesh Court, as a guest at a Leviathan wedding
ceremony. They have never been to such an event and are not sure what to
expect. After all, the Shemesh are known for their own distinct manners and
rituals.
The Character wants to act appropriately, as they want to stay on the host’s
good side.
Members-Only
During a visit to a club, the Characters discover that part of the venue is closed
off for a more private celebration. After some research, they learn that a group
of powerful Defiant will be holding a meeting there. Each is to be accompanied
by a Daeva Lowborn.
Rules to Use
While a Challenge would be enough to convince the security to let the Character
in, if they want to take part in the meeting, rather than crash it, the GM should
deem the Challenge Impossible, until they find a Daeva Lowborn to accompany
them, as this is the requirement for this party.
Afflictions
There are no Hit Points in Defiant. No health stat that would represent the
Character’s wellbeing. The state of each Player Character is portrayed using
Afflictions - short descriptions of their ailments, distress, and weariness.
“Broken nose,” “High on drugs,” “Ruined clothes,” and “Exhausted” are all good
examples of Afflictions.
Types of Afflictions
There are three types of Afflictions, depending on how much they impact the
Character - Minor, Major, and Severe Afflictions. You can have a total of three
Afflictions of each type. If the Character already has three Minor Afflictions
and should receive another one, one of the Minor changes to Major instead
(which usually means, you should rephrase it to make it sound more
dangerous).
Minor Afflictions
Whenever a Minor Affliction would put the Character at a disadvantage during
a Challenge, they need to deduct 1 from their Potential, lowering their dice
Major Afflictions
More problematic than Minor Afflictions, during a Challenge each applicable
Major Affliction results in lowering the Potential by 2.
Severe Afflictions
The most serious of all, Severe Afflictions, result in lowering the Potential by 3,
whenever they are applicable. A single Severe Affliction may weigh heavily on
the Character’s chances of success.
As an Outcome of a Challenge
The most common is through the Challenges. Every time a Character fails a
Challenge, the GM may inflict a Severe Affliction if they deem it appropriate.
While a single Success means the Character managed to overcome the
Challenge, it may still result in gaining a Major Affliction (at the GM’s
discretion). Even an otherwise positive result of two Successes may lead to
the Character gaining a Minor Affliction.
As a Result of a Declaration
Sometimes the Character may gain an Affliction without a Challenge as a
logical result of the Player’s declaration. The GM has to inform the Player that
the declared action will lead to gaining an Affliction. “Sure, you do not have to
wait for the ferry and can simply swim across the bay, but you will arrive at the
meeting completely soaked. It would count as a Minor Affliction.”
Appropriate Conduct
Sometimes, all the Character needs to do is act the right way. To get rid of the
“soaked clothes” Minor Affliction, one could dry them or simply wear
something different. Asking a Courtier to tend to their wounds or visiting a
hospital should be enough to take care of a “Bruised” or “Bleeding” Affliction.
At the end of every Mini Episode, each Player can remove one Minor Affliction
from their Character’s sheet. Furthermore, they can change the severity of
another Affliction to a lesser one. This could mean changing a Severe
Affliction into a Major Affliction, changing a Major Affliction into a Minor
Affliction, or removing another Minor Affliction.
Note that the maximum number of every Affliction type is three, meaning you
cannot lower the severity of an Affliction if the Character already has three
Afflictions of the lower type. They’d have to get rid of one of them first.
Character’s Death
Defiant is not a game, where the Characters need to live in constant fear for
their lives. Yes, deaths do occur, sometimes in a very gruesome or violent
manner, but they are not common. Apart from the society valuing life, murders
being strictly forbidden, and apocalyptic forces being mostly kept at bay by the
Sephira, Defiant Characters are incredibly resilient beings.
As stated before, the Character cannot have more than three Afflictions of the
same type. If they already have three Severe Afflictions and should get another
one, they are taken out of action. What happens is up to the GM - they may be
rendered unconscious, succumb to their deepest desires, break down, or do
something else.
They might also die. This, however, can happen only if the Player explicitly
declared an action that you all agreed would probably lead to their death.
When it comes to rules, there are no surprise Character deaths in Defiant.
Sure, the Player may declare that the Character is willing to give their life to
save others, and this may lead to their final downfall, but Character death
never catches the Players by surprise.
If the NPC who already suffers an Affliction in a particular area (for instance,
health or social status) should receive another Affliction of the same scope,
they are considered taken out. They might collapse, give up, or do something
else that feels appropriate. They are no longer a threat nor a challenge for the
Player Characters and others around them, at least until they have time to
recuperate.
Shards
Members of the Defiant Royalty share a special connection with the Sephira.
Their passions fuel the sacred sigil and make it stronger, so it can withstand
the powers of the Apocalypse. In return, the Sephira blesses her chosen,
elevating them above the lesser Defiant.
In the case of the Player Characters, who are all members of Defiant Royalty,
this unique bond is represented with the Shards mechanics. Each Character
starts with 10 Shards, representing the goodwill of the Sephira - pieces of its
spiritual construct. Players can spend Shards to gain different advantages for
their Characters.
While the Shards are an abstract representation, the Characters do feel their
connection with the Sephira weakening with each Shard spent, and the bond
getting stronger whenever they manage to regain the lost points.
The Traits upgrade the dice normally, meaning a total of 2 relevant Traits
would change the dice pool to d8, d8, d8, d6. If there were five applicable
Traits, the resulting dice pool would change to d10, d10, d8, d8. An impressive
number of 7 relevant Traits would allow the Player to roll 4 d10s.
Additionally, all "1s" rolled are ignored, and the Player does not mark Trouble,
regardless of results rolled.
The Player spends a Shard, and the Character gets to ask a question from
their list. The GM has to give them a satisfying answer. If a “Gem” Character
asks, “How am I in the center of attention?” the Game Master cannot deny that
fact - for some reason, the Character is now in everyone’s focus (or has been
in center since the beginning of the event).
Keep in mind that regaining the Shard is possible only if the answer is obvious,
since the GM cannot give a negative answer (in this case, they cannot say
“Your opponent is not vulnerable to you”) and give the Character their Shard
back. The answer has to be affirmative - always.
As with the Theme Questions, you may spend the Shards at any moment of
the game, as long as it makes sense (even if only by a longshot). The Socialite
may introduce new people at parties and pretty much any form of social
gatherings, but not when they were put under arrest, for instance. In case
you’re not sure whether a special rule should apply, discuss it with the whole
group.
Regaining Shards
Characters of each Origin regain the Shards in different ways. The Player may
declare their Character wants to replenish the Shard pool at any point of the
game, regardless of how many Shards they have left. When a Character wants
to regain Shards, they do that on the spot. The Player may immediately note it
on their Character’s sheet.
The Sephira demands something from the Characters, in turn. Until those
conditions are met, the Character cannot replenish their Shard pool again.
They've got their Shards back, but now need to make an appropriate Challenge
(usually by rolling three d8s, disregarding their Traits) and act upon the result.
They don’t have to do anything immediately. It’s just that they will be unable to
get any more Shards until they deal with the result of the Challenge.
You will find the exact rules for regaining Shards in “The Guidebook” chapter
of this book.
They may have overthrown their leaders, but they still need guidance. And they
feel they need to atone for their sins. Sephira senses they need and gives
them what they desire - a penance.
The Angel Character may choose to pray to Sephira any time during play and
ask, “How can I atone for my sins?”. It automatically replenishes their Shard
pool; however, they are also given a penance, which they need to fulfill before
they can pray to Sephira again.
To replenish the Shard pool, the Daeva needs to focus on their mortal
followers and answer the question - “What do I need them to become?” The
vision of the mortals obeying their will and evolving into the chosen image is
enough to exhilarate the Daeva and regain all lost Shards.
Unfortunately, followers are far from perfect. They may have their hesitations
about what is needed from them or can prove unable to fully comprehend
what they should do. It’s up to the Daeva to guide or straighten them. It is only
after the Daeva manages to transform their followers, that the deity can
replenish the Shard pool again.
In the Defiant Core Rulebook, there are a total of twelve universal Personal
Themes and additional eight Origin-exclusive Personal Themes, two for each
Origin. The Character is always created by combining three Themes, one of
which may (but doesn’t have to) be Origin-exclusive.
It this QuickStart the Players have more limited options, though. They can
choose from four Origin Themes and seven Personal Themes.
Character Traits
Every Personal Theme comes with three sets of Traits. During the Character
creation, the Player chooses one Trait from each set and writes them down on
their Character Sheet. The rest of the Traits does not influence the Character
in any way. During the game, the Traits are used to establish Potential during
the Challenges.
Theme Questions
There are three Theme Questions written on every Personal Theme Card. The
Character can use all three of them, granting them a total of nine Theme
Questions (three from each Theme they possess). They can use the Questions
at any time during the game, as long as they spend a Shard. After the Question
is asked, the GM has to come up with an interesting answer. If this is not
possible due to the logical or physical limitations of a Scene, the Shard is
returned to the Character.
Special Rules
There are two Special Rules for each Personal Theme in the full version of the
book, and a single Special Rule per Theme in Defiant Awakening. Some of
them may require spending a Shard or taking a Challenge to activate them,
while others work automatically. The Character can use a Special Rule from
each of their Personal Themes, giving them a total of three abilities.
You cannot use the same Special Rule against the same Player Character
more than once per Scene. If the Player feels uncomfortable with certain
Special Rules used against their Character, they can also use the Veil or the
Line card to specify how they want this handled.
The Trouble
Each Personal Theme comes with its own, unique Trouble - a dormant
problem that may occasionally arise, compelling the Character to deal with the
fallout. You will find the rules for activating and managing Troubles below.
Each Character has three different Troubles - one from each Personal Theme -
and a four-box long Trouble Track on their Character Sheet. Whenever they
score at least a single “1” during a Challenge roll, the Player marks one of the
boxes (unless they spent a Shard before the roll, of course). Whenever there’s
at least a single box marked, the Player may activate the Character’s Trouble.
If all boxes are marked, the Trouble activates automatically in its most severe
form. After the Trouble has been activated, all marks are erased from the
Track.
If the Player does not activate a Trouble until the whole Trouble Track is
marked, the Trouble activates automatically the moment the last box is
marked. This time, it’s the GM, who chooses one of the Troubles and narrates
the situation.
Afflictions
Regardless of the resolution of the situation, whenever the Trouble is
activated, the Character gets an Affliction, before they have a chance to act.
The severity of the Affliction depends on the number of the marked boxes on
the Trouble Track.
While the severity of the Affliction is the same both in the case of three and
four marked boxes, the difference is, in the first case, it’s still the Player who
gets to narrate the situation, even if it is really bad. When all boxes are marked,
things are out of the Player’s hands.
The Affliction should have to do with the nature of the activated Trouble. If the
Player narrates their Warrior Character (with one box marked on the Trouble
Track) being attacked without warning by a Leviathan they’ve recently bested
The same Player might activate their Trouble with three boxes marked on the
Track and decide their Character has been slipped drugs and is now in the
hands of their old enemy, who tirades about his grief while revealing an evil
master plan. They could go with a “heavily restrained” Severe Affliction to
illustrate their Character waking up tied up in the Holding of their nemesis.
There’s a specific mindset that the Defiant Game Master needs to adopt. If
this is not your first role-playing experience, do not rely on your routines alone,
since different games view this subject in a number of different ways. In
Defiant, you are not the storyteller. You are not a bard, impressing everyone at
the table with your intricate plot and colorful cast of characters. This may have
been the case in the last game you played, but Defiant works in a different
way. Keep in mind that this guideline is more about your attitude and mindset
than the exact way you should run your games. When it comes to details, stick
to the rules provided in this book. They were designed especially for this kind
of a GM - Player dynamics.
In many ways, in Defiant, you are the one to be amazed, and the Players are
the ones telling the stories. You set up the scenes, you put Characters in tight
Some games will tell you to create an interesting story with numerous
obstacles the Characters need to overcome. If they succeed, the Players get
to know the whole story. It’s probably the most popular approach. Others may
tell you to play to find out what happens - work out the story as you go,
together with the Players, by using rules that support an improvised plot. In
Defiant, you play the game to find out who the Characters are. Sure, you learn
a bit about them during the Character creation process, but that’s just the tip
of the iceberg.
Who are they really? What do they value the most? What would they do to get
what they want? How are they different from others? What do they long for?
What do they hate? With every Scene and every Episode, the Players add new
details to their Characters’ portraits. They start out as simple concepts, and
hopefully, by the end of the Chronicle, everyone has a compelling, detailed
vision of their hero. The stories the Characters tell are not the tales of great
deeds or epic adventures. They are the stories about them, about who they
are, what they achieved, and what they sacrificed to get there.
When playing Defiant, you’re not asking the question, “What will happen?” or
“Will they succeed?”. You’re playing to get to know the Characters better. To
put them in different types of situations and see how they react to them,
which in return tells you more about who they are. You spend about half of
each Episode watching the Characters in their natural habitats (i.e., their
Courts, or dealing with personal affairs). For the other half, you put them in
difficult situations outside their comfort zones, to see how they will act.
The Episode structure is designed in a way that makes for a compelling game.
You switch between the Characters’ private and public lives, between relaxed
and intense scenes, between group and solo activities. Some elements of the
Episode will put more weight on your shoulders, while others will give you time
to take a step back and leave more in the hands of the Players. For the true
“Defiant experience,” you should always follow the structure of the Episode.
Prologue
During this short intro, the Players should summarize the events of the last
Episode, to get on the right track. If you feel they’ve missed something
important, feel free to remind them about whatever they forgot.
This is also an organizing phase. Everyone should take out their Character
Sheets, you should put the Line Card and the Veil Card on the table, make sure
you have enough dice, etc.
There’s a general list of activities that everyone can choose from, and some
Themes and other special rules may grant a Character additional options. In
most cases, the Character succeeds in their activity without a need for a
Challenge.
The GM’s role during the Personal Affairs phase is to ask questions and make
sure the Players add details to their Characters’ actions. What was the nature
of their duties? What was the hardest thing about it? What did it take to get rid
of the Afflictions? Did the wound leave a scar?
That being said, the GM should ask the Players about their Characters’
attitudes towards their Courts. Has anything changed recently? Did they
implement a new rule or law? Have they been working on new leadership
style?
Keep in mind that though similar, the exact nature of the Court Challenge may
vary from Episode to Episode. The Character might use the same Traits each
time, but the chances are, they should switch some of them, depending on the
situation.
When playing out the Thread, start with an introduction, explaining the
upcoming event (i.e., inform the Characters about the upcoming ball, tell them
about the audience they are about to attend, etc.). Then, once the Characters
arrive at the scene, go along with the Threads premise. Let the Characters
influence the situation by using their Theme Questions, Special Rules, and
Challenges. This may potentially bring many changes to the situation – that’s
perfectly fine!
If it makes sense, you should let the Characters talk a little before starting a
Thread. Perhaps they are traveling to the venue together, spending some time
with each other beforehand, or maybe talking about the upcoming event
online? Giving Characters the option to discuss the situation with others and
share their thoughts usually makes the situation far more interesting and lets
you get to know their motivations better.
Epilogue
The last element of each Episode is the Epilogue. This is the time when the
Characters wrap up their unfinished businesses, and heal some of their
Afflictions. It is also an excellent opportunity to play out the results of their
Shard regeneration rolls (if they had any during the Episode).
It doesn’t have to take long, especially if no one has any important matters to
take care of. Erasing some of the Afflictions is enough for a short Epilogue.
Defiant is not a game of intricate, carefully crafted plotlines. It’s a game about
the Characters, but more specifically it’s not about what the Characters do -
it’s about who the Characters are. Throughout the Episodes, you will all be
learning more and more about each Character - their traits, their values, their
desires, and morals. Yes, there’s going to be plenty of action (probably), but it’s
not the resolution of the plot that’s important. It’s what the Character did in
that situation. And, aside from the Mirror mechanics, the Theme Questions
and Theme Special Rules are crucial to achieve that.
The most important rule when it comes to your reactions is “keep an open
mind.” Players may influence the Scenes to a great extent. Say, you have just
portrayed a perfectly proper, official dinner at the Princepsa’s mansion. You
can already picture it in your head, with long tables filled with food, neatly
arranged napkins and cutlery, glasses half-filled with outrageously expensive
champagne, and such.
Then, the Characters enter the Scene. One of the Players uses their Socialite
question to ask “How is this party about to get more erotic?”, another (a
Warrior) asks “What fight is about to break out here?”, and the third one uses
But if you keep your mind open, the situation is actually way more interesting
now. There’s still plenty of options to choose from. There are a million ways
the party can get more erotic, there might be a physical fight about to break
out, but you may also go with a heated argument at the table, the Princepsa
and the guest can react in all sorts of ways to the gift brought by the wealthy
Character.
There’s nothing wrong with giving the most probable answer from time to
time. You should just refrain from stating the obvious. As a rule of thumb, if
you feel that - when asked - everyone around the table would come up with the
same answer, try going with something else.
Remember, though, that this rule is reserved for situations where there’s really
no chance of coming up with an answer that would make any sense or
introduce any new facts. It’s not meant to help you control the situation by
denying the Players. If there is a way to answer the question or use the Special
Rule, you should go for it, always.
The more Theme Questions they ask, the more Special Rules they use, the
better for you and the Session. So, rather than discouraging the Players from
using them, try encouraging them instead. Show them that they can really
profit from asking the questions and that they have quite an impact on the
game. You should also try reminding them from time to time that they are free
to ask the Theme Questions at any time.
First of all, you can never be fully prepared for the Players’ actions. The only
way you can achieve this is if you actually (usually unwittingly) steer them or
manipulate them into acting exactly as you planned. And you don’t want to
have the Players follow your carefully crafted story - it will quickly become
boring and unrewarding for everybody. Secondly, coming up with all the
potential answers beforehand takes a lot of time and energy. Save your
strength for the actual game session, and answer only the questions you were
asked, rather than preparing for all others that you won’t have any need for
during the game.
Furthermore, the situation changes dynamically during the Episode. You might
have come up with potential answers that felt perfect at the time but became
obsolete due to new circumstances. And that means that you’ve spent a lot of
time and energy for nothing. Do not be afraid to improvise - coming up with
the answers during the game is not that hard, you’ll see. With a bit of
experience, it will become really easy.
It is easy to portray some aspects of Defiant life as petty. Who cares what one
wears to the Princeps’ party? Why wouldn’t you just ignore the challenge
issued by the young Lady? Such things should feel important to the
characters, both PCs and NPCs alike. To achieve that, never have your NPCs
and Scenes belittle or ignore those aspects. If you show your relatable NPCs
as engaged and concerned about “courtly” matters, the Players will become
just as involved.
The same goes for “plot time.” Make sure each Character gets a fair amount
of NPC interactions or personal Challenges, that the action revolves around all
the PCs and not just some of them. There are plenty of rules in place to keep
all the Players engaged and make the game about all the Player Characters.
But they should also feel that the world, especially the NPCs, take an equal
interest in them.
The GM shares this responsibility with the rest of the group and is not required
to act differently than the Players. You need to steer away from all “crossing
the line” topics and refrain from graphic or in-depth depictions of the “veiled”
subjects. If you feel that a Scene or a Player action goes against the list of
topics you agreed to omit, you should say so, even if you’re not the one to put
that topic on the “Line” or “Veil” list. You should also use the safety rules
whenever you feel uncomfortable with anything happening at the table. The
fact that you’re the GM does not make you immune to feeling bad about
something happening in the game.
Most groups will use the safety cards rarely, perhaps even never tapping the
“Line” or the “Veil” cards at all. That’s great - as long as everyone is having fun,
there’s no reason to adjust anything. However, because they are so rarely
Sure, you do set up the Scene, you are the one to tell them about the party
they are to attend. You are the one to create chaos by having one of the
participants murdered. But from this point, when everything has been put into
place, the Characters take the stage. If they choose to investigate, let them. If
they completely ignore the murder and focus on their affairs, go with it. You’re
a bit like a cameraman following the Characters and adding details around
them, rather than a director telling them where to go.
Remember that the Players have the right to question your rulings. If they feel
something portrays their Characters in a way they do not like, they are free to
express this, and you should all work together to come up with a better way to
deal with the situation. They can use the Line and the Veil cards, of course, but
they can also ask for a change simply because they feel the situation doesn’t
do their Characters’ justice. In such a case, work with them to find a better
solution. Remember that you’re supposed to change the aesthetics, not the
degree of success. If the Character rolled a single Success in a Challenge, the
Player might want to change the Outcome you proposed, but the new version
should still involve either a tough dilemma, a heavy price to pay, or severe
complications.
In this chapter, you will find the descriptions of all the universal Character
building-blocks, special skills, and powers, along with additional tips and
explanations. The only thing missing from this list are the Holding Cards, as
every Province has a different set of them. You can find the guide to the
Holdings of Bridgewood Boulevard in the next chapter of this rulebook.
In the full Defiant Rulebook there are many more Personal, Marital and Court
Themes, along with the rules, regarding Leviathans and Infernals. In future
Defiant supplements there will be even more options to choose from.
Origin Guide
When creating a Character in the QuickStart, you can choose between two
supernatural Origins. Each comes with its own set of superpowers and a
unique way to replenish the Shard Pool.
Angelic Calling
You have two Angelic Callings: the Noble one and the Dark one. One of them
comes from your bloodline. They count as Traits in your Angelic Form.
However, only one of them is available at a time. Spend a Shard to switch
between them.
Regaining Shards
You regain all Shards by praying to the Sephira. Take a Challenge with a fixed
Potential value of 3. Each Success rolled enables you to cross out one
penance option from the list: conspicuous, dangerous, humiliating,
challenging. Design the penance yourself or ask the GM. You cannot regain
more Shards until you serve your penance.
Worshippers
You’ve got a group of mortal devotees. Being their deity counts as an
Exceptional Trait towards them, and social Challenges against them are never
impossible. Your worshippers have one Trait you can use.
Sacred Animal
By spending a Shard, you can shift into an animal of one selected species
typical for your bloodline. You can also make Social Challenges with that
species as if they were human (they remain on their natural intelligence level,
however).
Nourishment
Choose one type of substance (blood, raw meat, etc.) or an emotion that
nourishes you. Once per scene, after you feed on someone, erase one Minor
Affliction and regain one Shard.
Regaining Shards
You regain all Shards by designing and implementing new rules for your
worshippers. Tell the GM what your Character thinks the worshippers need
and take a Challenge on a fixed Potential value of 3. This will tell you what it
will take to achieve your goal. You cannot regain more Shards until you
implement the change.
Being able to make social Challenges against animals reflects the fact that
you can communicate with them, enabling you to do things like ask them
questions, give them orders and manipulate them. When you shift into your
animal form, you may count it as a Trait in a Challenge, if it makes sense;
however, some Traits you normally use may become unavailable (work this
out with the group, if needed).
You can feed on either mortals or Defiant to get your Nourishment, but
feeding on supernatural beings may sometimes require a Challenge.
There are no guidelines as to what new rules you can implement among your
worshippers. The Potential of the Challenge is the same, regardless of the
severity of the change. So it’s potentially as easy or as hard to impose a minor
law as it is to entirely change your worshippers’ way of file.
Traits
Appearance: righteous, tempting, unobtrusive, threatening
Merit: resilient, persuasive, stealthy, creative
Insight: urges, emotions, transgressions, needs
Questions
What does the Sephira need me to do here?
Who here struggles with or disrespects the Commandment?
How does the Commandment additionally affect this event?
Special Rules
Spend a Shard to fill nearby Defiant with the need to prove themselves true
followers of the Commandment.
Trouble
Problematic orders from the Sephira.
When you ask How does the Commandment additionally affect this event?,
you can add some flavor to the situation. The GM can introduce a rule, an
attraction, or just a mood that is in line with the Commandment.
Traits
Look: innocent, magnetic, beautiful, collected
Natural at: sex, etiquette, intrigues, combat
Advantage: friends, empathy, prestige, vigor
Questions
Who here sees me as easy prey?
How does this event resonate with my Dark Calling?
How are they vulnerable to me?
Special Rules
Spend a Shard to make someone want to protect you or corrupt you (GM’s
choice).
Trouble
Your Dark Calling took over, and you did something you shouldn’t have.
The other side of playing the Pure is a strong Dark Calling and the temptation
to give in to your demons. It doesn't mean following your Dark Calling is
something bad or frowned upon, it just means it’s a part of your Character
they haven’t yet explored. They may be afraid of it, fascinated by it, or even
deny its existence - whatever feels more intriguing to you. When your Trouble
gets activated, your character receives an Affliction named after their Dark
Calling. They’ve acted in a way that resonated with their Dark Calling, and it
caused some issues.
Traits
God of: phenomenon, emotion, concept, place
Evokes: joy, humility, lust, fury
Portrayed as: just, beautiful, cunning, fierce
Questions
How do the mortals and Lowborn show their devotion to me here?
What is there to know about this mortal or Lowborn?
How do they rely on the mortals or Lowborn?
Special Rules
Spend a Shard to pass a Challenge against mortals as if you rolled 4
Successes or to pass a Challenge against a Lowborn as if you rolled 3
Successes.
Trouble
Another Divinity rises against you.
Whenever your Trouble is activated, you or the GM can come up with another
Daeva who is a strong idol like you, or you can use an NPC that you’ve met
earlier, if they fit the profile. After all, the rivalry between gods makes for a
memorable story!
Traits
Hunter: patient, unyielding, clever, ruthless
Demeanor: cold, passionate, primal, dominating
Relies on: charm, lies, perception, prowess
Questions
What is the best opportunity to feed on them?
Who here is ready to quench my thirst?
What do they thirst for?
Special Rules
Whenever you feed on someone, you can ask them one question without them
knowing they answered it truthfully. If you spend a Shard, they don’t get an
“Exhausted” Affliction.
Trouble
Your thirst overwhelms you and gets you into trouble.
The thirst refers to the form of nourishment you choose while creating a
Daeva Character, so pick something you will have fun roleplaying. Remember
that only Defiant can quench your thirst; mortals are too weak for that. It’s up
to you whether your Character loves the thrill of the hunt or hates that they
need the nourishment, but the thirst is too strong. You should also think about
your Character’s approach to the hunt. Do they deceive their prey, seduce, set
a trap, threaten them or subdue them in a different way? Or do they find
Your Theme Questions and Special Rules help you find opportunities to feed
on a chosen person or just spot someone suitable. When asking, “What do
they thirst for?” you can interpret it widely, as something the person wants
right now or a more prevalent desire. It can be something trivial or an essential
need. It shouldn’t be something obvious, however - you don’t need to ask a
Theme Question for that.
Whenever your Trouble gets activated, your thirst gets the better of you. You
lose control and do something you will regret later.
Traits
Resistant to: pain, arcane, impact, intoxication
Unmoved by: emotions, intimidation, charm, shame
Presence: flawless, tough, trustworthy, inscrutable
Questions
What am I the only one resistant to here?
What breach is there in their defenses?
Who here needs protection?
Special Rules
Spend a Shard to change an Affliction into a lesser one, or merge up to three
Afflictions into one of the same severity. You can also rename it.
Trouble
Someone has breached your defenses.
Asking “What am I the only one resistant to here?” may result in the whole area
becoming hazardous to everyone but you. Alternatively, you might be granted
means to create the threat yourself (like finding easy-to-open containers filled
with demonic fumes or a handy flamethrower). You, as the Aegis, will be safe.
Everyone else will be at a disadvantage.
You can use your Special Rule to simply shake off a single Affliction. You may
also decide to change the nature of your hardships, if you have more than one
Affliction of the same severity. It may influence how your Character behaves,
feels, or looks. You could, for instance, change three Major Afflictions: “Nasty
Bleeding,” ”Disoriented,” and “Twisted Ankle” and change it into a single Major
Affliction: “Really Pissed Off.”
Traits
Eyes: seductive, innocent, mesmerizing, confident
Remarkable trait: naked body, grace, voice, touch
Appeals to: Origin, gender, status, personality
Questions
Who here will do anything to claim me?
How am I the center of this event?
What token of appreciation am I about to receive?
Special Rules
You can make a Challenge to put someone under your spell. They can’t stop
thinking about you and winning your heart or claiming you becomes their
highest priority.
Trouble
Unwanted attention from someone dangerous.
The options listed in the last set of Traits (Appeals to: Origin, gender, status,
personality) should be specified during Character creation, resulting in Traits
Keep in mind that the tokens of appreciation may refer to non-material gains
as well. Being selected for a prestigious duty or gaining someone’s
enthusiastic political support would both be possible answers to the question.
Since the question is in the future tense, the Character is aware they are about
to receive the token and can act against it, if they so choose.
Your Special Rule is a powerful tool that can make someone desire you above
all else. They may still pursue other goals, but when it comes to choosing
between you and the most important thing in their life, they will have a hard
time making a decision.
Traits
Built: strong, godlike, inconspicuous, imposing
Unsurpassed: energy, might, stamina, grit
Radiates: confidence, dominance, ruthlessness, potency
Questions
Who here is impressed by me?
Who here fears me?
How can I destroy it?
Special Rules
You can lift trucks, throw cars, and punch holes through concrete without the
need for a Challenge.
Trouble
You destroy something of great value.
The Goliath Theme Questions are pretty self-explanatory. However, you can
use the third one (“How can I destroy it?”) to ask about things such as
relationships, renown, faith, etc.
Traits
Impression: unobtrusive, naive, attractive, trustworthy
Talents: senses, stealth, searching, evasion
Specialty: scandals, blackmail, investigation, impersonation
Questions
What are they trying to hide?
What here is not what it seems?
Who here has a secret that I happen to know?
Special Rules
Spend a Shard to eavesdrop on any conversation happening in sight.
Trouble
One of your secrets haunts you.
When asking “What here is not what it seems?”, you can add tension or a new
layer to any situation. The answer may concern anything: a secret, a person, a
situation, an object, a relationship, or something else. You can act on this
information immediately, decide to observe how the events unfold, or use it to
your advantage later in the game.
When you ask “Who here has a secret that I happen to know?”, it implies that
you’ve learned the secret earlier in your life. Discuss how you came to know
about this secret - and if that person knows you know - with the GM. But it’s up
to the GM what the nature of the secret is
If you activate the Trouble yourself, you may choose which secret haunts you.
If the Trouble is activated by filling up the Trouble Track, the GM chooses the
secret. In both cases, it can either be a secret that you previously established,
or you can come up with something new.
Traits
Acclaimed: planner, connoisseur, lover, style
Favorite parties: formal, kinky, intimate, wild
Defiant circle: celebrities, rebels, degenerates, elite
Questions
Which useful person do I know here?
How is this party about to get more…… ?
What interesting rumors have I heard about them?
Special Rules
When at a party, spend a Shard to tell the GM about one person present or
one event rule set by the host.
Trouble
A threat to your reputation or social standing.
Playing the Socialite can be really fun and give you a lot of room for creativity.
By asking, “How is this party about to get more…… ?” you can effectively change
any party you’re at into something entirely different by adding, i.e., “wild,”
“erotic,” “prestigious,” or “competitive.” The same goes for your second Special
Rule. It lets you influence the event even further by introducing a rule to the
party. You can do it retroactively, establishing with the GM that the rule was
always on the agenda or has just been announced. You should figure the
details out with the GM and the rest of the group.
By asking “Who useful do I know here?” you can decide there’s someone you
know in the Scene; discuss with the GM who it could be and how you know
them. It’s up to the GM to tell you how they are useful in this situation.
Traits
Fighting style: ruthless, collected, flashy, stealthy
Weapons: unarmed, concealed, melee, firearms
Strengths: athletics, will, awareness, endurance
Questions
Who here poses the biggest threat?
What fight is about to break out?
Who here is the most vulnerable?
Special Rules
Spend a Shard to completely negate all Afflictions that you have until the end
of the Scene. One of your Afflictions gets worse afterward.
Trouble
An old enemy or casualty appears, fully prepared.
Remember that your Theme Questions may be interpreted broadly. The fight
about to break out might be a lovers’ quarrel, someone might be most
vulnerable to persuasion, etc. In the fiction, this could mean that your
Character is using a warrior’s mindset to assess non-combat scenarios, which
gives them an advantage in social situations, while playing games, and so on.
Traits
Knows how to: impress, charm, bribe, party
Assets: fortune, corporation, priceless collection, crime syndicate
Goods: illegal, supernatural, high-tech, perverse
Questions
How can they be bought?
How can I outshine them through my wealth?
How does this profit from my wealth?
Special Rules
Name anything from the mortal world that money can buy. You will get it by
the end of the Episode. If you need it right now, spend a Shard to get it
instantly.
Trouble
You are in imminent danger because of your wealth.
The important thing about playing the Wealth is that your Character is known
for their affluence, and they can use it to leverage, bribe, incentive or straight
out buy people. They can also gain prestige or outshine other Defiant by using
their infinite means. You can ask your Theme Questions to effectively use your
wealth to influence others. You can ask, “How does this profit from my
wealth?” about an event, an organization, an endeavor, or something else. You
can retroactively establish with the GM that your Character has an agreement
to fund someone or something, or the GM may decide it happens in some
other way.
Most Defiant can get what they want from the mortal world, one way or the
other. Your Special Rules give you the ability to get it really quick, be it a
luxurious yacht, exceptional wine from a particular region, or a performance by
a famous star.
Example Names:
Faniel, Beriel, Askiel, Jamiel, Darion, Urion, Nethiel, Edrel
While all Defiant enjoy every aspect of life, Harielites take it to another level.
They always find new ways to fuel their passion and constantly seek unique
and exciting experiences, moving on once they become bored.
Example Names:
Ramaguel, Dalamarel, Adarael, Ematharael, Savaruel, Vamerael, Vemanathiel,
Senathel
House Zeruel is one of the most respected and noted as they strive for
greatness and glory in everything they do. Aristocratic and entitled in their
behavior, Zeruelites believe in leading by example and always choosing the
noble, righteous path.
Example Names:
Setharion, Demetron, Beretron, Sevatron, Melarion, Havetron, Velathiel, Atharel
Example Names:
Acalan, Chimalli, Zuma, Nahuatl, Tenoch, Xipil, Zolin, Coatl
Example Names:
Ajax, Argus, Cronus, Eryx, Mitros, Eneas, Myron, Nereus
Example Names:
Abasi, Hanif, Issa, Jabari, Khalix, Aharon, Radames, Sadiki
Renowned for their demonic cruelty, members of the House Black renounced
their old ways and now try to live the lives they choose, rather than continue
on the path chosen for them by the overlords of Hell. They assumed a
corporate-like style of leadership and aim to rediscover life beyond pain and
suffering.
Example Names:
William, Benedict, Victor, Felipe, Alastair, Christian, Leopold, Florian
House Dawn
Infernals of Shame
Creed: “Uphold our legacy.”
The descendants of the first mortal to ever be sentenced to live in Hell, who
eventually became demons themselves. Now, the proud Infernals of Shame
came back to the mortal world, to reclaim all that has been taken from them.
To be a devoted member of the House is to always strive for more, improve
one’s standing, and accumulate power.
Example Names:
Alexander, Julius, Rafael, August, Shadrick, Baltasar, Daniel, Arion
While other Infernals tend to reminisce about their demonic legacy and the
horrors of Hell, House Joy has taken a different approach. Rather than dwell in
the past, the Infernals of Guilt are focused on making up for the lost time.
They revel in the exciting experiences and pleasures the Defiant world has to
offer.
Example Names:
Jeane-Claude, Giovanni, John-Francis, Sebastian, Marc-Édouard, Damian,
Oscar Lee, Raven
House Hadad
Storm Leviathans
Creed: “The weaker shall bow to your desires.”
Example Names:
Nasser, Keragon, Egrein, Varran, Bessame, Aharad, Terrax, Davessar
Example Names:
Tanagherion, Omeradran, Velemarish, Adramane, Isheradon, Endaron,
Vaharany, Elevashir
House Shemesh
Fire Leviathans
Creed: “True rulers are forged in flames.”
The mightiest of the ancient beasts, the Fire Leviathans were destined
to end the world in their draconic flames. Members of House Shemesh
feel that all other Defiant owe them gratitude for rejecting their destiny
and granting the world a second chance. They are the most disdainful
and dogmatic among the Leviathans.
Example Names:
Gharion, Ashan, Ughrox, Vereg, Sheram, Barreha, Gharde, Vasher
marry one day. Your spouse knows you like nobody else
and you get on very well, but they treat you more like a sibling than a lover.
Write down a negative thing about them that you grew to accept.
bedroom is located.
Write down the one good thing you’ve learned about your spouse so far.
The GM will write down two bad things you do not know about them yet.
Add an additional Courtier to your Court (choose one): Spouse’s true love,
Spouse’s best friend, Spouse’s personal aide. Choose an Exceptional
Archetype for the Courtier.
Write down three things that are great about your relationship.
Courtiers: 6
Name at least 2 Courtiers now. You can create 4 remaining Courtiers now or
later in the game.
Whenever someone visits your Court, choose one: you get +1 to social
interactions with your Courtiers but -1 to social interactions with your guest, or
the other way around.
The other problem you will have to deal with constantly is your Courtier’s
jealousy and distrust towards outsiders. They keep a close eye on everyone
who comes to your Holding and suspect bad intentions. If you act too friendly
towards your guests, your Courtiers could become envious or overly
protective. They expect you to pay more attention to your trusted subjects
than to some untrustworthy strangers.
Courtiers: 8
Name the faction leaders. Create the other six Courtiers now or later in the
game.
At the beginning of the Episode, choose the faction that has recently gotten
the upper hand. Erase an Affliction from one Courtier in this faction. Give an
Affliction to one Courtier from the other faction.
The main issues you will encounter concern the clashes between factions.
They will try to outshine, inform on, compete with, and undermine each other.
They cooperate well within their own group but are reluctant to work with the
others. While you can certainly benefit from the conflict, it will require much
effort and time on your part. The rivalry is also consuming and damaging for
your Courtiers, making them less useful as actual assets.
Courtiers: 9
Name the Adept Courtiers and at least one Inept Courtier. You can create
other Courtiers now or later in the game.
You will never have to worry about your Court's loyalty and goodwill, but you
will need to deal with the issues caused by their incompetence. Your Inept
Courtiers have two negative Traits in their Archetypes. These Traits may be
related to their attitude, lack of skill, or weakness, and they will get them into
trouble. Look at the Archetypes when you give one Inept Courtier an Affliction
at the beginning of the Episode to figure out their predicament.
Courtiers: 6
Name 3 Couriers. Create the other 3 Courtiers now or later in the game.
When you introduce a new rule to your Court, gain +1 to the next Court
Challenge.
The main issue you will be dealing with is establishing a new order. You will
have to introduce new rules and hierarchy (your Special Rule will be helpful
here), get to know your people, and figure out how to make the best use of
them. You will be learning the ropes as you go along, and so will they. In the
beginning, they will be testing the waters and trying to figure out what kind of
ruler you are. They have previously served on different Courts and have
various experiences, expectations, and habits. Developing procedures,
introducing new laws, and improving cooperation will take some time.
Exceptional Courtiers
These are the most talented, competent, or the best-trained subjects one
might hope for. To create an Archetype for an Exceptional Courtier, use a
Useful (positive) adjective and a Useful noun.
Regular Courtiers
Those subjects are useful, though they present some potential problems.
Usually, they make up most of the Courtiers. Their Archetypes consist of a
Useful and a Problematic part (either a Useful adjective and a Problematic
noun, or vice versa).
Problematic Courtiers
Those are the subject that the Characters are most likely to have problems
with. While still potentially handy in some situations, they tend to cause
trouble for their Lords and Ladies. To create an Archetype for a Problematic
Courtier, pair a Problematic adjective with a Problematic noun.
Nouns
Warrior, Fighter, Duelist, Bodyguard, Champion, Guardian, Defender,
Bruiser, Diplomat, Schemer, Intriguer, Plotter, Courtier, Negotiator,
Nouns
Gambler, Liar, Thief, Addict, Crook, Phony, Bigot, Poser, Punk, Show-Off,
In the Chronicle, all the Player Characters live in the same Defiant Province,
under the rule of one Princeps or Princepsa. Below, you will find information
on a ready-to-play mini-setting, the Province of Bridgewood Boulevard. The
same Province is available in the Defiant rulebook. However, in Defiant
Awakening, the action will take place a year before the events from the main
book. This way, after completing the mini-Chronicle from this chapter, you can
jump right into the political situation portrayed in the Defiant rulebook!
This whole section is meant for the Game Master. Players shouldn’t read it, as
it could spoil some of the fun during the game. We’ve created an additional
brochure for the Players, highlighting all the necessary information about the
Province that their Characters should be aware of. As the GM, you should
make sure they have the time and opportunity to read it before or during the
first meeting.
Since there are no strict scenarios in Defiant, each Chronicle will be different,
as it will be focusing on various aspects of the supernatural lives, creating
unique problems for the PCs and resulting in different outcomes.
Ask the Players to read “The Past of Boulevard Brochure.” You don’t need to
read it unless you want to refresh your memory. The Province comes with its
own set of Holdings - print out the Holding Cards that came in the bundle with
this book.
You should also decide together whether you want to play out a full mini-
Campaign (comprising of the Pilot and six Episodes) or the shorter
introductory Campaign (the Pilot and three Episodes). Choose the latter if
you’re planning on switching to the main Defiant rulebook soon and only want
to get to know the basic Defiant concepts.
• Look through the NPCs description and pick a single Mirror Concept for
each one. Every Mirror Concept includes the name of one of the Personal
Themes available to the Players. Try to choose them in such a way that
there is roughly the same number of Mirrors resonating with each PC’s
Themes. You can read more about Mirror Concepts at the end of this
Chapter.
• Choose one Archetype and one Secret from each NPC’s description and
note it down.
• Choose the main Thread for the next Episode and tailor it to your Player
Characters’ needs and your liking.
• Look through the Story Hooks and choose a single Story Hook to include
for every Player Character.
• Make a list of the vital Province NPCs that take part in your chosen Thread
and read through their descriptions to get a better hang on them. It’s
probably a good idea to write down a few basic notes about them to make
the game run smoother.
• If needed, create a few additional NPCs using the rules from this chapter,
and write down the basic information about them.
• Repeat all the steps apart from the first one before every Episode – pick a
Thread, set it up, add the Story Hooks, and make a list of key NPCs.
With over two hundred years of mortal history and clearly past its prime, New
Hethlon is now reinvigorated with the creative forces and passions of the
Defiant. The Lords and Ladies take care of the Domain from the cabinets in
For the last thirty years, the Defiant ruled the city, though their reign was far
from peaceful and harmonic. The rising tensions between factions resulted in
outright civil war, and after heavy fighting, peace was finally restored about
two years ago. The rebels managed to overthrow the old Hierophant, and the
Sephira has chosen his successor. Now, under new leadership, the Defiant
community is trying to make up for the lost time, but old wounds heal slowly.
City districts
New Hethlon consists of 9 districts, each with its different mortal history,
prestige, and style. While they’re all part of the same city, the differences
between districts are sometimes substantial. From the well-kept houses of
Pineview, through Denway’s closed factories, to corporate skyscrapers of East
Greendale, New Hethlon’s mortal landscape remains diverse and interesting.
The most prestigious districts from the mortal perspective are Bridgewood,
with the historic old town and numerous tourist attractions, West Greendale
with University and College campuses, and Fort Hill, where the wealthiest
citizens live in their luxurious mansions. Denway, Northbank, and Berton are
less prominent. Denway is a poor, post-industrial neighborhood, Northbank
has a still-functioning industry with factories and river harbor, and Berton is a
large district built around Burton Refinery. East Greendale is the busy city
downtown, Pineview is known as a quiet residential area with single-family
houses, and Brook Park is a green district lying on the outskirts of Brook
National Park.
From the Defiant point of view, the most esteemed districts are Bridgewood,
where most Princepses supported the new Hierophant during the civil war,
Brook Park, belonging in the majority to the revered House Zeruel and West
Greendale, which retained most of their privileges after the civil war was over.
The districts which suffered the most during regime change are East
Greendale, which stood on the wrong side of the barricade, and many Lords
still refuse to let go of the old ways, and Denway, torn by internal conflicts.
Other districts have their own flavors. Berton Provinces belong almost
exclusively to Leviathans, many from House Shemesh. Fort Hill Royalty
focuses more on satisfying Sephira's needs than on Defiant politics.
Northbank Provinces tend to have harsh rules and strict Princepses. Pineview
is a peaceful place, but cautious towards outsiders. There’s also the Portsbee
Isle, where the Hierophantess and most of the retired Royals reside.
This is not an easy task, and each Executor deals with their duties differently.
As the laws are vague and open to interpretation, it’s mostly up to them to
decide how to proceed in each individual case. The Domain is vast, and
naturally, the Executors are unable to take care of all problems. Each Province
within the Domain is governed by a Princeps or a Princepsa, and they are also
expected to make sure the local Royals adhere to the Commandments. A
Province may be visited by an Executor if the local Princeps asks them for
help, or if the word of potential wrongdoings reaches them some other way.
This law was introduced after the civil war between the city’s Defiant. It is
interpreted mostly in two ways. First of all, no trespass can go unpunished.
Many blame the lack of proper oversight and lax attitude to penance for the
problems of the former regime. Second of all, House Kamael, deemed most
responsible for the wrongdoings that led to the civil war, should repent for
what they have done. Angels of Grace have lost most of their titles and
privileges and are now treated harshly by other Defiant.
There are many different approaches to this vague Commandment. For many,
it merely means the perpetrator can never be pardoned without serving some
sort of punishment first. Some focus on the Kamaelites, keeping the Angels of
Grace as Courtiers and treating them poorly to show their disdain to traitors,
or even go out of their way to make Kamaelites’ lives miserable, punishing and
humiliating them publicly.
Generally, the Royals and the Authority are expected to put some additional
effort when it comes to disciplining their subject. Some Lords and Ladies have
grown to be quite competitive in this matter. The punishments they come up
Many in New Hethlon view the secret relationships, hidden agendas, classified
information, covert actions, and conspiracies as the elements that led to
corruption and the ultimate downfall of the old regime. That’s why Defiant in
the Domain are supposed to treat secrets with the utmost suspicion. Why
conceal your actions if you are not doing anything wrong? If you keep mostly
to yourself, what is it you are trying to hide? Defiant know that it’s not enough
to simply refrain from keeping things clandestine. You have to prove your
innocence and loyalty by being transparent and keeping as much of your
affairs in the open as possible.
The secret societies and hidden clubs are the recurring problems in New
Hethlon. These exclusive groups have played an important part in New
Hethlon's supernatural life before the civil war, and many have survived to this
day. However, because of the Second Commandment, taking any part in such
To give the Sephira enough power to protect the city and keep everyone safe,
Defiant need to forget about the troublesome past and enjoy their lives. The
Third Commandment seems to stress that out further: there’s no time for
mourning or holding grudges, the Defiant should instead celebrate everything
that they’ve achieved through their sacrifice. They should forget about the
recent conflicts and animosities between Houses. It is time to party, have fun,
love, dance, drink, and play. The Royals should enjoy life to the fullest, rather
than focusing on the problems of the past.
This Commandment has many devout followers among Defiant, though it’s
not as easy to commit to it for others. After the successful uprising against
the old Hierophant, many Royals that supported the defeated regime lost
some of their power and influence. But just like all the rest, they are expected
to celebrate the “reclaimed Domain.” While this law does encourage throwing
parties and having fun, it also requires everyone to show their support for the
new regime, to be happy with the change. And while nowadays even most of
those who once supported the old Hierophant see the error of their ways,
they’re still having issues with expressing pure joy because of the change.
The Authority
The Archoness of Peace, Seriana Zeruel is a noble, gracious angel, who takes
her duties seriously. She formed the High Guard, comprising the best warriors
in the Domain. Her job is to thwart any threats to the peace and security of the
Domain. Uncovering a secret Apocalyptic Cult, finding proof of Horsemen
activity, or discovering an identity of Defiant conspiring against the Authority
would all surely pick her interest.
The Archon of Blessings, Ismil Sekh, carries his duties from a magnificent
gladiator arena. His petitioners can count on favorable treatment, as long as
they acknowledge his great project. He assigns unclaimed Bloodborn to
Courts, has the final say on giving new Holdings to Royals, grants special
privileges, and oversees the handling and situation of the members of the
fallen House Kamael.
The Executor of the Third Commandment Aghara Melqart doesn’t like to hear
about failures and problems. She wants everything to be perfect, Defiant to
behave, and the celebrations to continue without end.
The most prominent building and the residence of Princepsa Amathea Zeruel
is the city museum. During the day, parts of the museum are open for mortals,
but most of the building belongs to the Defiant.
As the loss happened only recently, the Princepsa is yet to come to terms with
the tragedy, and the Player Characters will be there to witness the different
stages of her grief. They find themselves in a peculiar position of governing
they Holdings thought the potentially darkest and most dangerous times of
the Province since the New Hethlon civil war ended.
The game
A few months ago, a new court game became extremely popular with the
Royals of Bridgewood Boulevard. An unknown party creates letters with
complicated, usually spicy tasks and distributes them discreetly at parties in
the Province. If one manages to accomplish the task they found in one of the
red envelopes, they are entitled to a prize. The reward is usually something
they are to receive from another participant of the game.
A few envelopes may state that you are to steal the moon necklace from one
of the Ladies and give it to whoever wears a swan mask at the next masked
ball. The person with the swan mask gets a letter instructing them to spend a
passionate evening with whoever brings them the necklace and then return
the jewelry to its rightful owner. The Lady who owns the necklace might be
informed in advance to guard it well but offer a gift of great value if someone
were to return it to her.
The game is very popular among the Royals, and there are numerous theories
as to who organizes and profits from this endeavor. The game tasks are well-
planned and usually correspond with the type of party they are distributed at.
A letter found during a casual evening cocktail would be far less demanding
and extreme than the one found in an envelope at a wild Harielite party.
There are less than a dozen Holdings in the Province, each governed by a Lord
or a Lady. Since up to three of them will be held by the Player Characters (it
depends on the number of Players in the group), you may create a few
additional Royals, along with their spouses, Courts, and residences, if you like.
There is no need for that, though. Even if you’re running a Chronicle with a
single Player, the Royals below should be more than enough to make the
Province feel alive and diverse.
Since you might want to use the Bridgewood Boulevard in several Chronicles,
each NPC described below comes with two alternative Secrets and three
different Archetypes - use the ones that you find best suited for your current
Chronicle.
Distinctive Features
There’s something strange about the gaze of Princepsa’s sapphire eyes – they
seem to be radiating all sorts of different, contradicting emotions.
In private, Amathea speaks softly, and it’s easy to lose track of what she’s
saying if you don’t focus on her quiet voice.
Potential Archetypes
Dignified Widow, Grieving Ruler
Dark: Around the time of the death of her husband, Princepsa’s new daughter
has awakened in the Province. Amathea has neither the time nor the
emotional capacity to properly introduce the young angel into the Defiant
society. Denethea Zeruel is mostly left to herself, bored to death in the vast
halls of her mother’s Holding. Such lack of proper guidance is considered a
major offense among the Angles of Glory.
Ireviel Zeruel
In most Zeruelite Courts, the First Ward holds an esteemed position by their
Lord’s or Lady’s side. Ireviel is Princepsa’s First Ward, and she takes care of
the rest of the Zeruelite Wards in her stead. She has been with Amathea since
she inherited the title from her father, and the two of them used to be very
close. Recently Ireviel has got her hands full. Princepsa seems to slowly lose
interest in carrying out her royal duties, and her mood swings start to affect
the whole Province. Ireviel has a fresh and innocent look, with long black hair
and glowing, rosy cheeks. She’s of Korean descent. She’s very perceptive and
knows how to listen. When dealing with other Wards, she is demanding but
always helpful.
Lady Denevia is an energetic woman with a beautiful, curvy body and cute
dimples. She has highlights in her corkscrew curls and a devilish spark in
purple eyes. Denevia moves with confidence and dresses in vibrant colors.
Distinctive Features
Denevia tries to bring order to her corkscrew curls, but they keep getting in the
way.
It’s hard to keep up with her, as she hastily walks and talks with a lot of
gesticulating.
Secrets
Dirty: In her pursuit of new and exciting entertainment for the Princepsa, Lady
Denevia has crossed the line. She acquired some weak apocalyptic creatures
and hosted a few private parties, with hunting and killing the beasts as the
main attraction. Princepsa Amathea enjoyed this innovation, but they both
want to keep it a secret as it’s illegal and may get them in trouble.
Intimate: Lady Denevia sent her heir to the other Province, to a quiet and safe
Court. She wanted to protect him from her extravagant lifestyle and give him a
chance to choose his own path when the time comes. She misses him dearly.
It’s not that Lord Damian is a bad person, preying on the weak of heart. He
considers showing people what they truly desire his inner gift. After all, he’s
just the one showing them the way - it’s their decision what to do with it. And if
it gives him the joy to watch how guilty they feel afterward? Well, he is a proud
member of House Joy and an Infernal of Guilt, isn’t he?
Damian has very long, platinum hair, lustrous and silky, contrasting with his
light brown complexion. He is very kind and caring, always paying attention to
the person he speaks to. He wears dark colors and likes to show off his
musculature.
Potential Archetypes
Irresistible Devil, Charming Scoundrel
Secrets
Dark: Damian knows perfectly well his wife is heading in a dangerous
direction. He is the one that pushed her that way. The truth is he wants to see
her crush and burn. After all, Princepsa is the only person she cares about, so
why would he care.
Intimate: There are people he cares about, though: a group of friends he grew
up with. He meets with them regularly and has fun like in the good old days
when they were all just young Defiant. Back then, he was only learning how to
shed the guilt and become a true member of House Joy.
Lord Avatron is a stylish, good-looking man with a charming smile and a great
sense of humor. He’s got short black hair and dark brown skin with copper
undertones. He wears fashionable clothes and accessories and a well-thought
haircut.
Distinctive Features
Lord Avatron is wearing stylish attire that is always likely to become the next
fashion trend in the Province.
Potential Archetypes
Extravagant Trendsetter, Devoted Husband
Dark: As a true Harielite, Lord Avatron is always trying to find new ways to
ignite the flames of his passion. Upon his search, he recently discovered a
new thrill - when organizing parties, he purposely steers some of his guests
towards the worst possible pairings, awkward social situations, and
embarrassing accidents. He’s a skilled host, so no one suspects any
wrongdoings yet - it’s merely that some of his guests appear to have the worst
time of their lives during the parties, for no apparent reason.
Lady Electra wears classic clothes, sleek buns, and extremely high stilettos.
Her Sacred Animal is a swallow, which shows in her dramatic, winged eyeliner.
She moves with intent, she’s confident and polite, seems very trustworthy.
Distinctive Features
The energetic clicking of Electra’s remarkably high stilettos.
Potential Archetypes
Expert Diplomat, Ruthless Manipulator
Secrets
Intimate: Electra Kyrios is well aware that her political rivals would love to
learn her secrets and use them against her. She’s more than a little paranoid
and goes to great lengths to hide her true goals, feelings, and weaknesses
from prying eyes. There’s only one person (besides her husband) who she
really trusts: her bodyguard and Champion.
Dirty: Lady Consort Electra might be one of the most important assets in
Princepsa’s arsenal, as she’s an excellent envoy and a proficient diplomat, but
that doesn’t mean she doesn’t play games of her own. During many years of
her service to the Princepsa, Electra gathered a lot of influence, contacts,
compromising information and extensive knowledge that she uses whenever
she wants to gain something for herself, without her benefactor knowing.
The second building belongs to Lady Consort Electra. It’s an elegant and
classic establishment, ideal for formal banquets and splendid balls. There are
also numerous private rooms and cabinets that allow more discreet or low-
key meetings.
Holding Rule: Every guest has to leave an anonymous note describing one
thing they truly desire. Lord Avatron uses these notes as an inspiration for his
extravagant parties.
Lord Raghan is a sturdy, imposing man in his fifties. He’s got dark, bushy
eyebrows that make him look austere, but he’s got a warm smile for those
who get to know him better. He’s got impressive, coiled horns, which he
displays often. He seems listless and quiet at times, like a sleeping dragon, but
if anything threatens his family or entourage, his anger is genuinely frightening
and fiery.
Distinctive Features
Lord Raghan frowns with his imposing, bushy eyebrows.
Potential Archetypes
Intimidating Veteran, Mighty Ruler
Secrets
Dark: Lord Raghan values strength and integrity in a ruler, and to his
disappointment, he sees neither qualities in his oldest son. As the Shemesh
credo dictated, “True rulers are forged in flames,” so Lord Raghan did his best
to toughen his heir, putting him through demanding training and pushing him
Silly: There’s a secret chamber deep within Lord Raghan’s Holding. Whenever
he enters it, he turns off his phone and asks not to be disturbed. Then, in
complete silence, he can focus on his true hobby - creating dioramas with
model trains. He may spend hours with a looking glass, repairing a broken
locomotive, or coating the plastic bark of a miniature tree with new layers of
paint.
Her sharp facial features make her look threatening, regardless of her
intentions.
Potential Archetypes
Brutal Enforcer, Extreme Partygoer
Secrets
Intimate: Lady Khaemira loves animals and has a few pets she adores. It is not
common knowledge, though, as she prefers to keep her menacing reputation
intact.
Dark: During a recent masked party (with strong bondage themes), Lady
Khaemira has spent some quality time with a beautiful, submissive woman.
Fascinated by her lover, she used her resources to track her, only to find out it
was Vivianne Joy, Champion of Lady Denevia Aratron. Ever since the meeting,
Lady Khaemira has been having someone follow the Infernal, hoping to learn
more about her and potentially start an affair.
Holding Rule: Lord Raghan doesn’t trust anyone who is not a Leviathan. He
requires that his guests always have a Leviathan with them during the visit.
They can bring a Leviathan companion with them or be accompanied by one
of Lord Raghan’s Leviathan Courtiers.
Namaviel Hariel
Namaviel is one of Lord Raghan’s Sacred Companions and his favorite. She
knows she is untouchable in Bridgewood Boulevard, for no one wants to cross
the powerful Shemesh Lord. She enjoys tempting and provoking people who
can’t do anything to her. Namaviel needs to follow several rules set by her
master. For example, she can be intimate with any Defiant she wants, as long
as her Lord approves, and she has to ask him each time. Namaviel is a
gorgeous, seductive princess, often bored and unpredictable. She has fiery red
hair and smooth skin. She wears tight-fitting, shiny clothes and often shows
off her purple wings.
Distinctive Features
Lady Vessariana's outfits are very bold and revealing.
She wears precious gems in her hair and on her Leviathan horns.
Potential Archetypes
Experimenting Sybarite, Domineering Collector
Secrets
Dirty: Lady Vessariana experiments a lot, and a few years ago, one of her
Courtiers fell victim to one of such experiments. It was ruled an accident, and
Vessariana didn’t suffer any consequences. It was a defining experience for
her. Taking a life of a Defiant (even if it was not entirely intentional) was
exhilarating, and it satiated her Leviathan hunger for a long while. However,
every other entertainment has paled in comparison since that day. She knows
it’s wrong, but she's planning to do it again.
Surprising: Though there are no reasons to believe her reign will end anytime
soon, Vesseriana is obsessed with her funeral. She is making all the
preparations and has two Lowborns, secretly working on getting everything
ready for when the day comes. The project would have been finished a long
time ago if it wasn’t for Vesseriana changing her mind all the time as to how
the celebration should look like.
Distinctive Features
Lord Consort Benedict seems to be always busy, either talking on the phone or
canceling it to be able to have a word with the Characters.
Potential Archetypes
Tired Organizer, Repressed Spouse
Secrets
Surprising: Benedict devoted his life to serving his wife’s needs, and he spends
little time entertaining his own desires. He is often frustrated and stressed
with all the duties and sacrifices he makes every day. He sometimes ventures
into the Under the Bridge Club to let off steam when he takes part in illegal
fights. He always wears a mask, though, to avoid being recognized as one of
the participants. He’s pretty good in the brawls, too.
Dark: As the one taking care of the Holding, Lord Consort Benedict is aware of
a growing disproportion between the amounts of money and resources spent
by the Court and their income. His wife and her retinue are clearly
overspending, even by Defiant standards, and unless something is soon done
about it, they may actually go bankrupt.
Holding Rule: Lady Vessariana prides herself on being a great hostess and
having a unique understanding of earthly pleasures. She does her best to
entertain and please visiting guests, but in order to be able to do so, they have
to undergo certain preparations. Upon entering, all Defiant are required to
enjoy a mixture of substances, crafted differently each day to best suit the
current theme of the mansion. Since each concoction has different effects,
every visit to the Holding is a new experience for the guests.
Ravessan Melqart
Ravessan is Lady Vessariana’s heir, but he’s lost any hope of ever inheriting
the title. Even though his mother has been ruling for many years, she doesn’t
seem likely to retire any time soon, and she’s of perfect health. Ravessan is
angry and disappointed, and he takes it out on the world. He is a troublemaker,
always initiating fights, talking back to Defiant of higher stature, tormenting
Courtiers and Lowborns, and crashing parties. He drinks and uses drugs a lot,
ravaging through his mother’s stash. He is the leader of the delinquents of the
Province. Ravessan is arrogant, insolent, and reckless. He is cute in a dark and
dangerous way, with sharp claws and brown hair always covering his glowing,
reptile eyes.
Portsbee Marina Hotel is always open for visitors, and Lady Xiotli mingles with
numerous guests, taking the time to talk to everyone. She remembers all the
details about each person she meets. Her countless mortal worshippers serve
as hotel staff, and some say she can see and hear everything they witness.
Lady Xiotli is a captivating, elegant woman with rich brown hair, swept to the
side and eagle feathers visible among the strands, as an eagle is her Sacred
Animal. She has golden-brown, kind eyes, and a warm smile.
When she moves her head, eagle feathers in her hair become clearly visible.
Potential Archetypes
Wealthy Mentor, Sympathetic Benefactor
Secrets
Surprising: Lady Xiotli is tired and burned out because she takes care of others
and often forgets about her own needs. She doesn’t hear Sephira’s voice as
strongly and clearly as she used to, and she starts to consider retiring.
Intimate: Lady Xiotli worries about her son, Tenoch, and she uses her
worshippers to keep tabs on him, making sure he’s safe and doesn’t do
something stupid.
Lord Consort Esemiel and Lady Xiotli used to be passionate lovers and had a
few children together, including their heir, Tenoch. However, after many years
of marriage, there is little fire left between them. They remain great friends,
Lord Esemiel seems not to be entirely aware of his attractiveness. With golden
hair, intense blue eyes, and a strong jawline, he embodies all Zeruelite virtues.
Muscular, superb body and impressive feats of strength he often displays
keep everyone’s eyes on the Angel of Glory.
Distinctive Features
Whenever Lord Consort Esemiel wants to show his displeasure, he crushes
something hard in his mighty hands.
Esemiel doesn’t stop his training when talking to a Courtier, executing flashy
sequences with ease.
Potential Archetypes
Frustrated Knight, Antiquated Paladin
Secrets
Surprising: Although Esemiel shows his reverence and respect to Princepsa
Amathea and as Zeruelites, he shares the same values, secretly, he
disapproves of the way she treats her Wards and handles the death of her
husband. Lord Consort knows better than to openly criticize Princepsa, but he
tries to avoid her if he can.
Intimate: Lord Consort Esemiel has a soft spot for his First Ward, Kalathea
Zeruel. She spends most nights in his bedroom, pushing him towards
indulging in more and more perverse desires. There’s little he wouldn’t do for
his beautiful mistress.
Arthur Black is an Infernal of pain, and he uses his extensive knowledge on the
subject during combat. He is ruthless and effective, inflicting as much pain as
possible during the first few seconds of the fight to end it quickly. He is
exceptionally durable himself after enduring so much suffering during his time
in Hell.
It’s hard to tell from the first glance Arthur Black is a proficient warrior. He is
slender and graceful, moving quietly and avoiding any confrontation. Only his
green, piercing eyes betray his awareness and inquisitive mind.
Distinctive Features
Lord Consort appears out of nowhere, startling someone who didn’t hear him
coming.
Potential Archetypes
Silent Protector, Merciless Vigilante
Silly: As a part of the police force, Arthur enjoys visiting children in hospitals
and going to family fairs with anti-bullying campaigns. He has a lot of fun
entertaining young mortals and spending time with them.
Holding Rule: Lady Xiotli has a significant number of devoted mortal followers,
and he grants them prosperity and success. To further reward them for
faithful service, Lady Xiotlu asks his Royal guests to bring gifts or other boons
for his followers.
Tenoch Achto
Tenoch is a competent and polished young Daeva who seems to take his role
as an heir of Lady Xiotli seriously. The only problem is his decadent friends,
like Lord Raghan’s entourage and Lady Vessariana’s children, who lure him out
of the Holding to wild parties and dangerous competitions. His parents allow
him to use their substantial wealth and trust him despite his questionable
circle of friends. Tenoch is a dashing young man. He doesn’t spare expenses
for his attire and lifestyle. He’s got an eagle as a Sacred Animal, and it’s easily
seen in his sharp features and golden-brown eyes.
The Newlyweds
There’s something eerie about the grand Metropolitan Library and its hostess.
Lady Menefer Sekh is a scholar who devoted her life to gathering the most
unique collection of books in an attempt to create a new, superb Great Library
of Alexandria. For over two years, she grieved the loss of her beloved wife and
was rarely seen by her neighbors. However, the situation has recently changed
after she remarried. Sethenea Hariel brought joy and hope to the murky
Library, and Lady Menefer Sekh returned to her former self. Young and curious
Lady Consort is hungry for everything the world has to offer, and she is
completely spoiled by her wife. They are currently honeymooning – they
spend most of the time on different Courts throughout the city and are rarely
seen in the Boulevard.
However, the main attraction is in the basement, but only those who know a
secret password can enter. It’s an underground fight arena, with a cage and a
ring. Many Defiant come here to test themselves in combat and compete
against like-minded people. Because the place is kept secret, taking part in the
events is against the Second Commandment. That’s why both the
competitors and the spectators take precautions to avoid being seen in Under
the Bridge.
The owner of the pub and organizer of the illegal fights is an Infernal Lowborn
called Allister. He dresses in flamboyant clothes and serves as a ring
announcer during matches. He thinks about himself as an entertainer and
entrepreneur. In his opinion, Under the Bridge is a necessary safety valve for
the Defiant. Those of lower stature need a place to vent, to express
themselves, and win valuable prizes. For the occasional Royal, it’s a relatively
harmless thrill and a chance to step outside their comfort zone.
Some Bloodborn work in the hotel as a side hustle; some are there on their
masters’ wishes. There are rumors of Lords and Ladies serving as courtesans,
wearing masks, so no one could recognize them. Defiant Courtiers come to
the Red Velvet because they want to explore their own desires and have fun
on their own terms, away from their superiors. Royals frequent the place to
satiate the appetites they would rather keep secret from their spouses and
Courtiers or simply relax from the pressure of life in the spotlight.
Miss Neaira has been running the Red Velvet Hotel for many years, and she
prides herself on how popular and established her place is. She guarantees a
pleasurable time for people of all desires and appetites and total discretion.
Many suspect she has an understanding with the Executor Charissa Kyrios,
who turns a blind eye to a certain level of secrecy the Red Velvet provides.
Miss Neaira is a seductive, confident Lowborn Leviathan in her forties. She
wears sexy clothes and has a deep, sensual voice.
The events are divided into three periods (or phases) – each focused around a
different stage of Princepsa’s grief. You can play out all six Threads during six
Episodes to create a short Defiant Chronicle. Alternatively, you can pick only a
single Episode from each period for a quick, three-session-long introduction
campaign.
If you decide on the longer version, you can play out the Threads in any order
you like within each period, but stick with the three phases of the Chronicle
outlined below.
Since there is no exact list of all NPCs present in a Thread, you will have to
make one yourself. The idea is to give most of them Mirror Concepts that
resonate with the PCs’ Themes. You can read more about Mirrors and
creating new NPCs later in this Chapter.
Each Thread in this Chapter has a list of three “Choices” – instances where
two or more parties come to a PC with contradicting agendas. Distribute the
Choices between the PCs beforehand and be ready to use them during the
session. Finally, look through the list of Story Hooks in the next part of this
Chapter, and for each PC, pick one appropriate Hook.
Remember that in Defiant, Threads do not work the same way as quests in
many other games. They serve as a background for other things to take place.
Players may use their Questions and Special Rules to influence the Scene;
they have a chance to meet new NPCs and have fun with whatever happens.
While there may be some sort of a problem or adversity to overcome, the
whole Thread usually does not revolve around it.
Introduction
The Player Characters (along with all other Royals in the Province and some
additional guests) are invited to come to the Providence Hotel (Lady Denevia’s
Holding) for a grand party – the official celebrations of Princepsa Amathea
birthday. They are expected to come along with their spouses and may
additionally bring a “plus one” – a Courtier or pretty much any Defiant they
know.
Location
The whole event is taking place in the Providence Hotel. As per the Holding’s
rules, everyone is expected to stay at least until dawn – leaving earlier would
be considered a great disrespect to the hostess. Every guest is also assigned
a place in one of many luxurious two-person apartments, where they can rest
and recuperate. The pairings seem random, with no one being assigned the
same room as their spouses or close friends. Since the rooms are scarcely
used during a party, it isn’t really much of a problem but can lead to new
potential friendships, awkward moments, etc.
The guests are free to roam the hotel. The bar and pool at the roof are a
perfect place for fun, cocktails, and watching the fireworks displays. The quiet,
river-facing terrace is excellent for a moment of rest and polite talks. The hotel
restaurant serves all sorts of snacks and desserts. The nightclub in the
basement allows for some more intimate partying and spicy entertainment.
There’s even an ice statue of Princepsa in her beautiful angelic form, in the
inner garden.
Since it’s a birthday celebration, every Royal couple should bring a gift for the
Princepsa. There are no exact rules as to its nature. This presents a great
possibility of proving one’s devotion to the ruler, showing off their taste and
ingenuity, or using the gift as a symbol of one’s ideals, wealth, political agenda,
etc. Since it’s a large party, there’s nothing wrong with bringing a symbolic or
plain gift – it will simply go unnoticed. Not bringing any present at all would be
considered an affront to Princepsa Amathea, though.
Highpoint
Princepsa plans to introduce her youngest daughter – Denethea Zeruel. The
PCs may even accidentally enter a hall set up for her debut, decorate in
Zeruelite fashion, with an enormous photo of Princepsa standing on the
balcony with her daughter next to her. Denethea Zeruel has awakened shortly
after Princeps Consort's death, and this is indeed a perfect time to show her to
the world. While she has older siblings and is very unlikely to inherit the
Princepty, she is destined to become an important part of the Bridgewood
social circles.
Her state is clearly visible to everyone during the midnight toast, and it only
gets worse from here. She starts “jokingly” granting minor privileges (“You’d be
such a cute couple! As Princepsa, I hereby announce that you are always free
to enter your Holdings and no guards or security can stand in your way!”), and
making problematic remarks, like openly ranting about a Princeps from a
different Province, etc.
Brining oneself to this state is not an easy task for a Defiant, but the truth is –
this is exactly what Princepsa wants. This is her trying to run away from
something she has not idea how to cope with. She wants to feel intoxicated,
to forget about her problems, she doesn’t care what others think.
Choices
I. The Character’s Spouse and one of the Courtiers have different opinions on
what type of the gift would be best for the occasion. One of them believes it’s
a perfect chance to get into Princepsa’s good graces with something well
though-through (like a XIX-century silver hairbrush, since her friends know she
collects them), while the other is convinced, the gift should be a symbol the
PC’s House, their status and power (like a domesticated animal associated
with a Daeva House or a famous piece of art depicting Angels). What will the
Character choose?
III. Sometime after midnight, the Character accidentally stumbles upon the
Princepsa in a room with her First Ward and another Courtier. She’s clearly
indisposed. Since the Character is already there, they ask them to help out.
They need to convince Amathea to either pull herself together and rejoin the
party or call it a night. The Courtier believes she should leave the event to rest,
but the First Ward is against it. The Princepsa needs to show her strength and
ability to control herself, or she’ll leave a terrible impression! What will the
Character advise, and how would they convince the Princepsa?
Introduction
The Characters are contacted by Lady Consort Electra Kyrios, who often
servers as diplomatic envoy for the Princepsa. She is currently occupied with
matters in a different part of town, but her agents have just informed her of a
new urgent problem. Lord Raghan Shemesh has apparently invaded a Holding
in the neighboring Province of West Greendale University as he holds some
sort of grudge against its residents! Neither he nor his Courtiers bother to pick
up the phone, so his motives remain unknown.
Currently, the place is held by the forces of Lord Raghan Shemesh. His agents
are at the gate to the property, as well as in all of the buildings. The local Court
is relatively small and stood no chance against a well-coordinated attack by
far larger forces. Thankfully, apart from minor injuries, no one got severely hurt
during the shock attack.
Lord Hector Kyrios, along with his wife, Lady Consort Meneke Sekh, are held
hostage in their own dining hall. Raghan keeps them company, waiting for
them to succumb to his demands. The atmosphere is tense, but the situation
seems to have come to a stalemate – the local Royals are not inclined to
surrender, and though angry – Raghan is not ready to inflict serious harm to
enforce his will. At least for now.
Goal
The Characters are to assess and diffuse the situation. Before they arrive at
the scene, they have no clue as to what actually transpired and why has Lord
Raghan acted the way he did. When they finally have a chance to talk to him or
one of his men, they will learn the truth.
Before becoming his Sacred Concubine, Asathea Hariel was a Courtier in the
Province of West Greendale University and spend some time in a rather
heated relationship with Mazatl Achto – a Courtier under the rule of Lord
Hector Kyrios and his wife. Recently, they had a chance to meet during one of
the many parties held in Bridgewood, and witnesses told Lord Raghan that
they spend a lot of time together, laughing and dancing throughout the night.
The Shemesh Lord has never in his life punished any of his Concubines. He
asserts control in a different manner. He allows them to do whatever they
please but makes it widely known that he wishes for his Concubines to be left
in peace. Should anyone become too familiar with them, they need to face the
old Leviathan’s rage.
And this is precisely the case. Raghan invaded the Court to demand bringing
Mazatl Achto before him, so he can choose a proper punishment for him. On
the other hand, Lord Hector and Lady Meneke do not believe their subject did
anything wrong and want to protect him from the Shemesh. Additionally, they
are absolutely furious since their home was brutally attacked. They are
currently in a difficult position, but that doesn’t mean they’re willing to give in
to absurd demands.
Obviously, the main concern is the safety and wellbeing of everyone involved.
Should any real harm was done to the Royals, the matter would become
extremely severe. And with many Courtiers from both sides present and the
growing tensions, things my get out of hand in a blink of an aye.
The Characters are involved because they were asked by Lady Electra Kyrios,
who holds no formal power over Lord Raghan Shemesh. Of course, they might
lie and tell the intruder their arrival is sanctioned by Princepsa Amathea. The
choice is theirs. Either way, Lord Raghan is not likely to simply follow their
orders (you should treat this as an Impossible Challenge). They have to find a
way to sway him or think of a different approach.
Setback
If the impasse continues too long, Lord Raghan’s wife, Lady Consort Khaemira
Hadad, will arrive with reinforcements. She went to her husband’s relatives
and asked for help with preserving the honor of their House. And there’s no
toying with the Fire Leviathans. The Shemesh arrive in large numbers, ready to
support their kin.
This would not go unnoticed by local Royals, and within half an hour, the
whole Province would be aware of the situation. At this point, the crisis would
become almost city-wide and could spell real trouble. After the additional
Choices
I. While Lady Consort Electra Kyrios asks the Characters to take care of the
problems in a discreet manner before they arrive at the scene, one of the
Characters is contacted by her husband, Lord Avatron Hariel. He was alerted
about the situation by his wife and offers his own solution. He knows for a fact
that the Lord Consort of the West Greendale University Ghemiel Zeruel is an
enthusiastic duelist. The easiest thing to do would be to call on him and
resolve the matter in a duel. Sure, the issue would become public in the
process, but at least the whole thing would end, no matter the outcome of the
duel. Lord Avatron believes this to be an excellent idea but asks not to mention
his involvement to his wife. Is the Character willing to follow this advice?
II. This choice will work for a Character from any of the major Daeva Houses.
The Character is asked either by Lord Hector Kyrios, Lady Meneke Sekh, or
even the “culprit,” Mazatl Achto (depending on the House of the Character), to
be on their side because they are bound by blood. Lord Raghan expects the
Characters to stand by him, at least to a degree, since they represent the
same Province. Which allegiance will prove more important for the Character?
III. If the whole Thread hasn’t ended in a complete disaster, still not many
know what exactly transpired. Lady Electra is grateful for the Characters’ help.
She proposes to keep the matters away from the Princepsa, as “she’s already
got enough on her plate.” The spouse of one of the Characters has a different
opinion on the matter and expects them to inform Amathea Zeruel of what
happened. She is the Princepsa and should know about such things. What will
the Character do?
Introduction
This time, the Characters are contacted by Princepsa Amathea herself. A
group of minor Apocalyptic beings has been spotted near the edges of the
Province, and the group is tasked with hunting them down. As the beasts had
to come from within Bridgewood Boulevard, Princepsa expects the Characters
to take care of them before anyone else so that no one can accuse the
Province of causing problems it cannot handle. Meanwhile, other Royals will
be tasked with tracing the creatures’ origin.
The Characters are free to take any number of Courtiers with them, as it will
probably help with the hunt. They are also given an address of an old
convenience store that went bankrupt a couple of months ago – the last place
where the creatures were seen.
Location
By undertaking Challenges, the Characters should travel between a couple of
locations before finally catching up with the Apocalyptic beings. One creature
should be present at the convenience store, so the Characters would get a
chance to know what they’re up against. Defiant call this type of Apocalyptic
force “Reavers.” With overgrown muscles, extra limbs, razor-sharp claws, and
Then, the Characters should arrive at a mundane fire station that was hit
heavily by the monsters. None of them are still here. The last stop is a water-
purifying plant next to the river. The whole pack of Reavers will be there.
Rivals
The Player Characters are not the only ones looking for the creatures. Near the
fire station, they are met by Lord Xiton Achto and his entourage. Lord Xiton
comes from a different part of town but is an avid hunter and believes himself
to be the expert on the topic of Apocalyptic incursions. He is actually quite
puzzled about the way the Reavers behave, as they tend to ambush Defiant,
camouflaging as ordinary mortals before revealing their true forms.
Nonetheless, Lord Xiton Achto wants to best the creatures on his own. He’s
quite friendly, if maybe a bit patronizing. If the Characters refuse to give up on
their hunt and let him vanqish the foes, they may become quite hostile.
There are three Reavers in the final location, and they excel at working
together. If faced as a group, they have a “Brawler Pack” Archetype, resulting
in a -2 modifier to the Potential of anyone fighting them. If each Reaver is
engaged by a different Character, they default back to the “Mindless Brute”
Archetype (but every Character needs to undertake a separate Challenge to
best them).
Fallout
Once the fight is over, and the creatures are slain (regardless of whether it was
done by the PCs or not), the Characters are contacted by their neighbor –
Lady Xiotli Achto. The Daeva asks them about the creatures and explains that
she was tasked with finding out how the Reavers emerged in Bridgewood
Boulevard. To her shock, she learned that Lady Denevia Aratron was hosting
secret parties, where the guests had a chance to face off against captured
beasts!
But that’s not the end of it. Princepsa Amathea herself is said to either join the
parties or agree to them being held in the Province. However, she is currently
enraged by the blunder and did the unthinkable – she called the Archoness of
Peace to arrest Lady Denevia and seize her Holding.
When the Characters return home, the Province is crawling with Archoness’s
people and the Lords and Ladies she invited to help her with her mission. Lady
Denevia and her husband have already been taken into custody, and their
Court is literary taken apart – the Archoness decreed that each of the
Holding’s Courtiers shall enter the service of whoever catches them. For a
The Character may partake in this, either because they want to gain new
Courtiers or because they made some friends among Lady Denevia’s subjects
and wish to save them from more vicious Royals.
After the hunt ends, life in Boulevard seemingly returns to normal, but
something has clearly changed. Princepsa is absolved of any wrongdoing by
the Authority, as she was the one to report the crime and ask for help. But the
local Royals know that she has turned against her longtime friend. At this
point, everyone in the Boulevard heard the gossips about Amathea attending
the secret parties. But the worst part is, there was no need to call the
Archoness. The situation has already been handled.
Choices
I. Some of the Courtiers accompanying the Character believe that their ruler
should take the claws, horns, or teeth of the slain Reavers and make a trophy
out of it. Others, on the other hand, feel that there’s something disturbing
about public displays of Apocalyptic relics. What does the Character think?
II. Not knowing, who they are dealing with, one of the mortals at the fire station
asks the Character to help out with rescuing a few of his fellow firefighter
trapped inside the half-collapsed building. On the other hand, Lord Xiton Achto
has no sentiments for the mundanes and will get a head start if the
Characters stay here. What does the Character decide?
III. The Characters' spouse believes that they should be rewarded after a
successful mission and expects the Character to demand some sort of
compensation from the Princepsa. On the other hand, one of the Courtiers
points out the Royals are currently upset with Amathea Zeruel, and receiving a
gift from her might be seen as a symbol of one’s allegiance. What does the
Character do?
Introduction
Lord Consort Arthur Black invites all the Characters for a meeting in a mortal
diner. He asks them for a favor. There’s a small part of Bridgewood on the
border between Boulevard and East Point. The claim to this land is disputed
between the two Provinces. The area is known for its cabarets and theaters.
The previous day there was a fire that burnt down one of the cabarets. Lord
Consort is concerned for the local mortals and feels someone should
investigate and help the local mundanes. He’d love to do it himself, but as the
area is close to his Holding, this could be considered an attempt to seize
control over it. That’s why he asks the PCs for help.
Location
The area known as Old Bridgeport lies just east of the Boulevard, on the
riverbank. The old brick buildings look neglected, especially in comparison
with the well-kept structures of Bridgewood Boulevard. The neighborhood is
known for its vibrant artistic community. There’s a theater, club, or cabaret at
every street corner and plenty of cheap, seedy pubs and restaurants around.
When the Characters arrive in Old Bridgeport, the fire has already been put out.
The firefighters are still working in the half-collapsed building. It’s clear the
structure is no longer safe to live in and will probably need to be demolished.
There is nearly nothing left of the “Midnight Cabaret” – the venue from which
the fire seems to have originated. Leaflets advertising last night’s show, “The
Seductress”, are lying on the streets, soaked in the water from the
extinguishing action.
- The Cabaret has only recently changed their main evening show due to their
newly acquired, secret sponsor’s demand.
- Princepsa Amathea was to see a mundane play last night, but it’s unclear
which theater she attended, as she’s “currently unavailable”.
- Few of the mortals are traumatized and treated in a local facility claiming to
have seen “a furious, winged angel” or “a demon shining with bright light”
reigning destruction on the building.
Interference
As the Characters slowly uncover the truth and try to understand what exactly
happened at the cabaret, a motorcade arrives from East Point. The wife of
Lady Iteviel Aratron, Lady Consort Avaressa Melqart, has been tasked by her
Princeps to conduct an investigation on behalf of her Province and assess
whether the Province’s forces shouldn’t intervene. After all, this might have
been the work of some Apocalyptic creature.
Her behavior makes it extremely hard to get any information out of mortals, as
they show all kinds of extreme reactions towards her, but it doesn’t really
matter. Avaressa’s wife, Lady Iteviel, shared her plans with her, so the
Mundanes
The Characters were asked to investigate the matter by Lord Consort Arthur
Black, who is concerned about the fate of the mortals who suffered from the
fire. There are plenty of people who lost their homes or livelihoods overnight.
There is no law or Defiant custom that compels the Characters to help the
mortals – it’s up to them whether they are willing to help. Taking care of this
problem should be barely an inconvenience to them – probably a single
Challenge should suffice.
After the arrival of Avaressa, new problems emerge. The Leviathan’s attitude
can have a long-term effect on the whole neighborhood. The local residents
are not used to seeing Defiant in their full glory. While the Carnival does
protect them to a degree, they cannot totally ignore a majestic draconic
woman walking in the open. Once more, no law prevents Lady Consort
Avaressa from behaving the way she does (in fact, all Royalty does the same
in her Province), and it’s mainly a question of what the PCs think about this.
III: From the very beginning, one of the Characters has picked an interest of
Dale Palmer - a fire marshal, conducting an official mortal investigation. He
appears to be of good heart, even if a bit stubborn. Time after time, he returns
to the Character with some questions. When Lady Consort Avaressa Melqart
appears on the scene, rather than giving up or fleeing the scene, the fire
marshal does his best to continue with the investigation. It’s clear that the
Leviathan will only tolerate him so long. Will the Character try to steer him
away from the danger?
Freed from the administrative burden, Amathea will have time to focus on
restoring Bridgewood Boulevard to its former glory. There’s no time to waste,
so the tournament shall start the very next day. Princepsa expects the Royals
to present their best and brightest Courtiers. As the winner will leave to
become Amathea’s subject, their former Royal shall be rewarded handsomely.
Location
The tournament takes place in the Princepsa’s Holding, the coveted New
Hethlon Museum of Art. Since all local Royals are required (by Princepsa’s
Holding rule) to patron an exhibition in the museum, this might be a good
moment to ask the Players about the types of exhibitions their Characters are
holding.
The Holding is packed with Lords, Ladies, and their Courtiers. While the
contestants prove their skills, the Royals have time to mingle, talk and
spectate the tournament, naturally. As is the case with most gatherings within
the Province, the Defiant are also avidly playing the secret game during the
events, and red envelopes can be found throughout the Holding.
Rules
Throughout the next day and night, all the contestants will have to forgo many
different challenges to prove their superiority. While the winner is expected to
hold an administrative role, apparently Princepsa requires them to have a
Coming up with an idea for a new Holding law that would strengthen one of
the Commandments. When announcing this task, Princepsa reminisces about
how her husband came up with the idea for the Royal exhibitions in the
museum.
- Besting the Princepsa’s Champion in a sword duel. As she explains, her late
husband always used to say that a good administrator must know how to use
brute force and was very keen on sword fighting.
If one of the Characters wants to help their contestant win in one of the trials,
they should undertake a Challenge for each one, using their Traits as normal.
They should explain how former training and time spent with the Courtier
prepared them to triumph in the given discipline.
The four trials above should symbol all the tasks the contestants had to
complete. If more than one Character undertook the Challenges, sum up the
total number of Successes each of them achieved. The Courtier with the
highest number of Successes managed to best other PC’s contestants. If they
also amassed ten or more Successes, they won the tournament. Otherwise,
they ultimately came up short, and the Tournament was won by one of the
favorites.
Degrah Shemesh is the daughter of Lord Raghan Shemesh. While she’s not
his heir (as she has an older brother), Raghan is said to hold her in very high
esteem. She’s fierce, dominating, and confident. While cunning, she doesn’t
lower herself to using underhanded tactics, as she believes it does not fit
someone of Shemesh descent.
The same cannot be said for Ligyron Kyrios – a protégé of Lady Consort
Electra. Ligyron is a son of a Lord from a different Province and serves Lady
Electra as a personal aide. While he’s extremely useful, Electra decided to let
him partake in the tournament. Becoming an important member of
Princepsa’s Court might increase his chances of inheriting his father’s
position. He may not be as bold as Degrah Shemesh, but he is highly
resourceful and doesn’t shy away from foul play.
The young Julian Joy is the opposite of the two and probably the person least
likely to win the tournament. None of the many children of Lady Vesseriana
Melqart were interested in participating in the trials, and eventually, the newest
Courtier was chosen for this task. Julian has only recently entered the ranks of
the Defiant, and while he tries his best, he’s clearly not up for the challenge.
As the end of the tournament nears, late into the night, Princepsa is close to
canceling the whole event without choosing a winner. It will actually be up to
one of the Characters to influence that decision.
Choices
I. After the Character chooses the member of the Court to take part in the
tournament, their spouse asks them to change their mind. They explain they
grew fond of the Courtier and do not want to risk losing the subject. Does the
Character agree to pick someone else?
II. Lady Vesseriana Melqart approaches the Character and asks for their help.
She’s perfectly aware that her Courtier stands no chance in the tournament.
What she fears, however, is that the Lady’s Electra protégé will emerge
victorious. She believes it would be better if someone else won the
tournament. She tells the Character she can take care of the problem as long
as they can keep Lady Electra busy for some time. Even talking to her would
suffice. Will the Character agree to help?
III. Late at night, the Character stumbles upon Princepsa in one of the
numerous museum halls. She appears disheartened and close to tears.
Amathea confides in the Character and tells them that she lost all hope of
finding a suitable Courtier during the event. She already knows her plan didn’t
work. She is ready to cancel the tournament without choosing the winner.
Alternatively, she could pick the winner and take them to her Court but refrain
Introduction
The Characters are invited to the Court of Lady Vessariana Melqart to join a
meeting with Princepsa Amathea and discuss several urgent matters in the
Province. They are free to take some members of their entourage with them,
but only the Lords, Ladies, and their Consorts may be present in the meeting
room – the rest will be considered guests of the Court.
Princepsa arrives late, and the Characters have plenty of time to learn about
all the rules and happenings in Lady Vessariana’s Court.
Not all Royals were invited to the event, as Princepsa lost her trust in some of
the Lords and Ladies. The invitations were sent to the Player Characters, Lord
Raghan Shemesh and Lord Avatron Hariel. Both Lords arrive with their
spouses and a few Courtiers. Naturally, Lady Vessariana Melqart and her
husband will be present, as well.
Location
Park Avenue might look like a plain, luxurious mansion from the outside, but
the interior leaves no question as to the hostess tastes. The halls and rooms
are filled with erotic and perverse art. Lady Vessariana prefers subtle if a bit
disturbing paintings and sculptures over crude erotica, but the fact remains –
her Holding is probably the most obscene venue in the Province.
The theme of this day’s intoxicating display is “the last days of the dragons.”
The Characters may feel as if the Holding is slowly changing to an ancient
forest with stone shrines crudely depicting draconic beasts, the walls may
have line drawings depicting early men running away from mighty dragons,
etc. From time to time, a shadows of a large winged creature can be seen on
the floor - as if a Leviathan in its true form was flying above.
The effects were supposed to be subtle, but after Lady’s oldest son, Ravessan
Melqart, tempered with the elixir, it is now more potent, and the visions can
overtake one’s sense of reality. Lady Vessariana realizes something went
wrong but decides to keep it to herself – she wants to maintain her image of a
mysterious and collected, old Leviathan. If confronted directly, she will admit
that one of her children must have been playing with the formula but tells
everyone not to worry, as the effects are harmless and will eventually wear off.
She adds that “these kinds of things happen here from time to time”.
As for the rules, you should tell the player to mark an “Intoxicated” Major
Affliction on their Character sheets. Whenever they undertake Challenges in
the Holding, they need to subtract 2 from their Potential. If the roll results in
less than three Successes include some elements of narcotic visions in the
outcome.
Since all the other guests are also under the influence of the elixir, the
Characters do not need to lower their Potential during Challenges made
against them. The only exception to this rule is Lady Vessariana Melqart
Topics
Princepsa Amathea Zeruel has a few topics that she wishes to consult with
her Royals:
- The relations with the Province of East Point. The scandalous play in Old
Bridgeport is an obvious sign of Princeps Akhraten’s intentions. The Sekh and
his Royals are apparently getting ready for a conflict with the Boulevard. How
should the Province respond?
- The Absence of Lord Menariel Aratron and Lady Consort Jessica Black: For
the last couple of weeks, Lord Menariel and his wife have been preoccupied
with their Holding, and it is time to let them know, they are expected to take a
more active part in the life of the Province. Should they be approached with
sympathy or officially reprimanded?
- The plans for the new club in the Boulevard. A mortal-run company has
recently announced the buyout of an old, defunct steel mill on the northern
outskirts of Bridgewood Boulevard. They plan to change it into the New
Hethlon’s largest club. Should this venture be left to the mortals, or is there a
need to select a Royal overseeing and influencing the project?
Regardless of the issue, there are two main factions among the guests. Lord
Raghan Shemesh and his wife, Lady Consort Khaemira Hadad, always opt for
a direct, brutal approach and total control. Lady Consort Electra Kyrios and the
hostess, Lady Vessariana Melqart, err on the side of soft diplomacy and
indirect approach. Lord Avatron Hariel seems to be mildly interested in the
matters, as he focuses more on the effects of the elixir and numerous
pleasures the Holding has to offer. The hostess’s husband, Lord Consort
Like many other Threads, the final decisions on the discussed matters are not
really important to the Chronicle — the whole discussion serves as a
background, and a means to show different Royal’s attitudes. The PCs may
influence the outcome of the talks, but as the Chronicle draws to the end, it
will not matter much during the current game. Should you choose to continue
playing the same Characters, using the full Defiant rules, you can pick up
where you left off and incorporate the results of this meeting into the starting
setup of the new Chronicle in Bridgewood Boulevard.
Interloper
Quite a few hours into the meeting, a new guest arrives. After accidentally
learning about the meeting, Lady Xiotli Achto is angry that she wasn’t invited
and decides to come without an invitation. Since the Courtiers are also under
the influence of the potent mixture, they do let her enter. As per the Holding
rules, she drinks the potion as well, but it takes quite some time for the
substance to fully take hold. In the beginning, Lady Xiotli will be a bit more in
touch with reality than the rest of the guests.
Lady Xiotli tries to reason with Princepsa. If the Province is to get back on
track, something has to be done about the fate of Princepsa’s former friend,
Lady Denevia Aratron. Many people in the Province knew about her secret
parties, and the Achto Royal knows for a fact that Princepsa was a guest at
those events quite a few times. She urges Amathea to contact the Authority
and try to reinstate Denevia. Sure, there might have been some reason for
Princepsa’s anger at the time, but whatever it was – isn’t this the perfect time
to make amends? Princepsa Amathea remains unmoved by the pleas and
arguments of Lady Xiotli.
II. By chance, the Character stumbles upon an open red envelope. Someone
here must be playing the secret game but lost their letter, probably due to
intoxication. There’s a single playing card, the queen of spades, inside and a
short note congratulating the reader on successfully finishing their task. As a
reward, when they give the card to whoever is wearing a neckless with a
spade symbol, they shall grant them one wish. The jewelry worn today by Lady
Consort Electra Kyrios matches the description. Does the Character approach
her?
Lady Xiotli Achto and her Consorts retire from their positions, as they see no
hope of changing the Province for the better. Young Tenoch Achto becomes
the new Lord of Portsbee. Tired of all the politics, Lord Raghan Shemesh
secludes himself in his Holding. After a falling out, Lord Avatron Hariel and
Lady Consort Electra Kyrios, though still married, become estranged. After a
few-month-long investigation, Lady Denevia Aratron was found guilty by the
Archoness of Peace and was stripped of her title. The new owner of the
Holding is to be announced by the Archon of Blessings. The Province is in dire
need of someone who could turn the tide and bring Bridgewood Boulevard to
its former glory.
The main Defiant rulebook contains all the information needed to start
another Chronicle in Bridgewood Boulevard, which takes place about a year
after the events from this Chapter. If you grew attached to your current
Characters, you can continue using them and shape the future of the Province
you already know.
When designing the mini-Episode, pick a single Hook for each Character. It
has to be related to either their House or one of their Theme Cards, but try to
mix things up. For instance, you may pick a Hook related to one of the PC’s
House, choose a Spouse-related Hook for the second PC, and Personal
Theme-related Hook for the third.
Remember that Mirrors are not NPCs - they’re basic concepts that can either
serve as foundations for new NPCs or be integrated into already existing
characters (i.e., Courtiers, premade residents of the Province, etc.)
Follow the instructions below to create basic Mirror concepts that can be later
used to either build NPCs around them or attach them to the Defiant already
existing in Bridgewood Boulevard.
You will find a more advanced way of creating Mirror concepts and NPCs in
the full Defiant rulebook.
Mirror it
Now create either an exaggerated or caricatural version of the Theme. Think
of an appropriate adjective that would sum up your idea. A Basic Mirror of a
Warrior Theme could be a “Brutal Warrior,” “Misguided Warrior,” “Cowardly
Warrior,” “Unbeaten Warrior,” “Creepy Warrior,” and so on. Trying to mirror the
Thirst Theme could result in Mirrors like “Insatiable Thirst,” “Disturbing Thirst,”
“Hidden Thirst,” and many more. Use intense or over-the-top adjectives related
to the Mirror’s personality, moral code, or impression they give.
Write down your Mirror, and you’re done! Keep a list of a few unused Mirror
Concepts for every Character. They may become handy if you need to
improvise a new NPC during the game.
Make sure all the other choices during the NPC’s creation process align with
the concept you’ve chosen.
Pick a Position
The Position in the Defiant society is not only the indicator of the NPC’s duties
and privileges but also tells you how “supernatural” the person feels.
The Lowborn show minimal signs of their heritage. Angel’s skin might be
perfectly smooth, the Daeva eyes might seem a bit more cat-like, etc.
All Royalty, Princepses, and members of the Authority share the same type of
supernatural traits as Player Characters.
Pick a House
Choosing the House not only helps with establishing some of the NPC’s
values but also tightens the scope when it comes to supernatural traits. Daeva
of a particular bloodline may only switch to several different animal species,
all members of a Leviathan House share the same elemental affinity and so
on.
Now, try to sum up the outward impression or the general idea behind the
character in two, three words. It might sound similar to the Mirror concept, but
then also be anything else. This is the NPC’s Archetype, and it will be used as a
Trait and/or Affliction when dealing with them (remember that NPC’s can’t
undertake Challenges, their Archetype only modifies the Player Character’s
Potential). So, a “vain duelist” might subtract one from the Character’s
Potential when fighting them, but add one to the Potential, when the Character
manipulates them by praising their skill. With time, the Players may get to
know the NPC’s Archetype, but not the Mirror concept.
Write down the name, Archetype, Origin, House, Position, Secret, and Mirror
Concept. Congratulations, your new NPC is ready!
Creating Secrets
In Defiant, every important NPC has got a Secret, or a few. NPC Secrets are a
way to keep interaction with them fresh and interesting. When the Player
Characters meet another Defiant, they do not know everything there is to know
about them. With time, they can learn new things that may give them an
advantage or show the NPC in a new light.
By default, you should create a single Secret for the NPC. If it ever comes into
the light, you can easily design more Secrets later. This way, you do not have
to spend too much time on planning, and the potential new Secrets will be
more in line with the current state of affairs in the Chronicle.
Write the Secret down. It is safe for now, but you can reveal it, whenever it
would come in handy, to either tell the Characters more about the NPC or to
keep the story interesting. Of course, the Secret should not be revealed out of
the blue. The Characters may stumble upon it while searching for something
else, the NPC might tell them the Secret in an honest conversation, or they
may witness something by accident.
While it would be great if you could quickly assign them a Mirror concept,
sometimes you’ll find yourself in a situation where either no pre-designed
Mirrors seem to fit, or you simply don’t have enough time to think it over,
without sacrificing the pace of the game. It’s perfectly fine to keep things
simple or go with your gut when creating such NPCs.
You can return to them later, after the session has ended. Then you can flesh
out all the missing details and perhaps design a proper Mirror concept for
them. While you should have as many Mirrors as possible in the game, it’s
also ok if some NPCs end up not mirroring anyone, especially if they are less
prominent.
If you can find fitting Mirror concepts to merge with those NPCs - excellent! If
not, do not worry about it - those NPCs belong to the Players, after all. What
you should do, though, is ask for additional details to flesh out the NPCs
better. Ask about their relationships, and distinctive features if you feel it
would make roleplaying them easier.
You are also free to give them any Secrets you see fit - after all the Player
Characters don’t know everything about their subjects and spouses.
Holding guide
While all other Character Creation Cards are universal and can be used in any
Defiant Chronicle, each Province comes with its own set of Holdings. Below,
you will find the list of Bridgewood Boulevard Holdings available for the
Characters, along with some additional information. You should use them
during the first meeting, along with all the other Character Creation Cards.
Every Holding comes with a short description, two questions the Player needs
to answer, information on the local Lowborn, and a list of Holding-specific
rooms or areas. By adding an adjective to them, the Player creates the four
starting Holding Facilities (i.e., “Romantic Alleyway,” “Luxurious Carts,” etc.).
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