Life on the edge of the Wild is dangerous. Limited resources and vulnerability to the elements makes it precarious. Magnify that mix with the overlapping, inescapable relationships of a small community and tensions often boil over.
Adjust Tension & Grudges
Your remote community might be spread across a wide geographic region, but news travels fast. And the gossips like the add their own drama as they pass it along. After a venture, the tension in your town increases based on what transpired.
The more your rebelled against the status quo, the more tension grows:
Add tension for a few more conditions:
If you tension tracker fills, the town immediately goes on lockdown. For the remainder of the town phase, the PCs suffer two penalties: each PC only gets 1 free downtime action, and any time a PC wants to use a favor they must pay 1 extra favor.
A venture may cause new grudges with Contacts. Add a grudge to a Contact if any of these occurred:
Adjust Conformity & Faction Goals
The group should adjust their conformity tracker based on their actions since the last town phase.
First review the triggers for increasing conformity. If anyone in the team did it once, they should fill in 1 conformity box; if it happened multiple times or by multiple PCs, they should fill in 2 conformity boxes. Each time a box is filled, the GM advances a faction goal by one segment. The GM should narrate the changes based on this faction progress as a brief montage, describing what the faction achieved and highlighting one immediate change in town.
If the tracker crosses a threshold two significant changes occur. The team picks a new conformity power. The represents a special effect the team can invoke once per session. The list of conformity powers can be found in the appendix. Additionally, a faction the GM chooses immediately completes its current goal clock. The GM should describe the completion of the goal and two ways the town’s situation changes as a result.
Once the team crosses a threshold, they can never lower their conformity below it. This is part of why you always calculate conformity first.
Second, review the group’s triggers for increasing resistance. If they did it once, they should clear 1 conformity box; if they did it multiple times, they should clear 2 conformity boxes. But remember: no resistance will bring the group back below a threshold once it has been crossed.
Messy relationships lead to messy situations. The team will have to deal with entanglements caused by the tension in town and their own past lives. The GM will generate an entanglement based on the PCs’ defiance clocks and tension tracker.
Look at every PC’s defiance clock. The highest defiance rating forms the dice pool.
Example explanation: a PC’s defiance rating is set calculated by how many full segments of the defiance clock are filled.
In the first example, the PC’s defiance is 1, because one full segment has been filled. In the second example, the PC’s defiance is 0, because no segments have been completely filled. The third and fourth PC both have a defiance rating of 3, because three segments have been filled completely. You can see that the fourth PC has experienced more total complications from their flaws, but a half-segment doesn’t count for a defiance rating.
For this team, the highest defiance rating they have is three, so they will use a dice pool of three 6-sided dice.
Find the column on the entanglements list that matches the town’s tension level. Roll your defiance dice pool and use the result to see what type of entanglement manifests.Entanglements focus primarily on the town’s Contacts and factions. Once the group knows their entanglement, any PC can volunteer to be the focus character. The rest of the group can help them resolve the situation, but the focus character will answer the questions related to the entanglement.
As the game continues, players can use the same Contacts in their answers to complicate the relationship. They can also change the relationship by changing their answers, or adding new answers to layer on previous ones. In the PCs’ town all relationships are a bit blurry, and the truth is always shifting.
Bad Reputation: This Contact fired you from a job you really needed. How do you react when they approach? They suspect someone of undermining an important deal. Find the culprit or lose a downtime action hiding from them.
Dark Side: You change your personality around people from this faction. How do you act differently when they are nearby? Convince them you don’t suspect their secret, or take a Condition escaping their paranoia.
Double Dealing: Someone in this faction knows the secret you hide from everyone else. What made you trust them with it? They betray you to an unfriendly faction. Escape or take 2 conditions.
Downward Spiral: You know this Contact is a bad influence on you. How do they lead you astray and why are you so attached to them? Hide them from an angry faction, or spend 2 favors smoothing the situation over.
Drastic Measures: Someone in this faction asked you to lie for them. What part of the lie have you never forgiven them for? Help them frame a rival faction or lose a town improvement. If you have no improvements, max out grudges with the faction.
Inescapable: Someone in this faction notices something about you that no one else does. What is it? Complete a venture for this faction or betray them to another faction and mark 2 conformity.
Local Feud: This Contact always takes the side opposite of you. What was the one time you agreed on something? They blame you for a recent misfortune. Prove your innocence or lose a bond with your best Contact.
Local Hospitality. You’re watching your back around this faction’s leadership. How does your distrust come out? They have targeted a friendly Contact. Take 2 grudges with the faction or 3 with the Contact.
Meddle: A Contact wants you to conform to “proper behavior.” What do they want to change, and how do you defy them? Turn their attention elsewhere, or mark a grudge with them.
Nostalgia: You see a Contact with an item that reminds you of an activity you used to do with your family. What was the activity, and why is it no longer possible? You must get the item for yourself or take 2 stress.
Our Town: This Contact makes you feel invisible. What is the one thing you wished they noticed? Help them find the faction spreading nasty rumors about them or lose a bond with any Contact.
Ripples: This Contact saw you at your lowest point. What has turned around since then? Help them hide a secret of their own, or increase the town’s tension by 2.
Strings Attached: Others are jealous of your relationship with this Contact. What don’t they know? Help them get the best of a rival, or take 1d6 stress from upsetting them.
Warning Shot: Someone in this faction believes tomorrow will be different even though it never is for them. What inspires their hope? A faction makes an example of them. Get revenge on the other faction, or no one can use favors or Contact rolls until next Town phase.
What’s the Buzz: This Contact always tells you what you want to hear. What are they protecting you from? Another Contact is asking questions about your relationship. Give them better gossip or spend a favor to distract them.
Worst Conclusion: You used to be close to someone in this faction. What was the first sign you were growing apart? They have made you the town’s scapegoat. Fight off the crowd or mark a Sacrifice.