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The Discards

Favored Attribute: Environs

If the city is a giant living thing then you are its waste – its sweat, its tears, and its ordure. You are a byproduct of its greatest efforts, but also essential to its ongoing health.

Map Elements

In your first session, add an element to the map that represent what’s unwanted or undesirable. Here are some ideas:

At any time, you may mark Heat to add another element to the map.

Relationship Questions



You know five Shortcuts through the city. When you Transit, you may mark a Shortcut instead of marking Heat or instead of marking a History or Demand to bump a roll. When you use a Shortcut, you may take a connection to the destination neighborhood.

Urban Camouflage

When you blend into your surroundings or hope to avoid notice (even as a consequence of a prior move), roll +Environs. If you have a connection with the neighborhood, you may roll with advantage.

Bonus Tie

Your outcast state allows you to snoop through other people’s business. You start with a third Tie and you know a secret about them, but they do not know you. Whenever you Use a Secret about this Tie, the secret is only revealed when any of the dice shows a 1.


You were drawn into a gang, working for a local boss. You have access to the gang’s resources, a track with three boxes. Whenever you have to mark Heat, you may instead mark one of the Gang’s boxes. When you do, roll -Gang (number of boxes marked). On a hit, you fly under the radar. On 10+, you may clear one mark on Gang. On a miss, the boss will insist you do a job for them. If you complete it to their satisfaction, you may reset the Gang track. If you’ve filled the Gang track, you may introduce a gang-related request or complication into the story to clear the track.

Dregs (Group)

You run with a group of other outcasts. When you stir them to action with your words or deeds, mark Heat and roll +Environs. On a hit, they do what you ask so long as they don’t expose themselves to harm. They pick one consequence. On a 10+, you may eliminate one consequence before they pick.


You have an ability called Tinker that starts at -1. You have a lockpick set with 5 uses. When you attempt to breach a lock, roll +Tinker. On a 10+, you make it through, add 1 to Tinker (max +3). On a 7-9, you make it through, but pick 1.


When you Use Power to manifest illusions, deceptions, or distractions, roll with +2.

Ties & Secrets

Pick two people with whom you have a Tie. For each, pick what you know about them from the [[Lists#Area of Insight]]