Threat types in play Each threat type comes with a series of GM moves, which reflect how that type of threat typically causes trouble. You can use a threat's special moves whenever the threat is involved, on screen or off. You're not limited to those moves—you can, of course, still use all your standard GM moves like reveal an unwelcome truth or put them in a spot —but the threat moves are a great inspiration for how that type of
For our first adventure, I've decided that a swyn has moved into (or emerged from?) some Maker-ruins in the Great Wood. It's brought the nearby crinwin under its hypnotic control, and they've been abducting children for the swyn's collection.
The swyn were originally creations of the Green Lords, whose names all have a Slavic feel to them. I start with "Tajra," tweak it a little, and write down "Sajra, the Swyn" as its name.
Sajra the Swyn is a big, hypnotic, monkey-headed snake, narcissistic, a collector with exacting tastes, capable of turning the weak-willed into fawning servants. Looking at the list of threat types, I briefly consider making it a magical entity*, but that doesn't feel right. No, it's pretty clearly a* villain*.*
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threat type
Affliction
Afflictions aren't people or monsters or tangible things. They're behaviors, circumstances, or conditions that make people suffer, bring them into conflict, or just make them worry and fret.
Afflictions can affect just an individual or two (even a specific PC), a group, a population, or even an entire region.
GM moves for afflictions :
▸ Worsen or quicken
▸ Spread to others/suck others in
▸ Mutate, take on a new form/aspect
▸ Eat away at something/someone
▸ Strip someone of honor/dignity
▸ Drive someone to desperation
▸ Justify selfishness, neglect
▸ Drive a wedge between people
▸ Cause delusion, stubbornness, foolishness
▸ Sow panic or despair
▸ Trigger shortages, hoarding
▸ Prompt violence, hatred, blame
Example afflictions :
The black pox (Instinct to infect and spread)
Braith's feud with Thecla (Instinct to make people pick sides)
The drought (Instinct to deplete resources)
Quicksilver taint (Instinct to cause delusions)
"A woman's place" (Instinct to place limitations, on everyone)
Resentment toward the Hillfolk (Instinct to prevent cooperation)
The slave trade (Instinct to deny humanity)
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Beast
Beasts are monsters, animals, or NPCs driven by basic need and instinct. Most often, they're literally beasts (natural or not). They might be smart, maybe as smart or smarter than most people, but they go around following their stomach or their loins or their big stupid ego.
A beast threat could reflect a single, specific creature, a family/pack/herd, or even an entire species.
GM moves for beasts :
▸ Show up where it's not wanted
▸ Stalk or pursue prey
▸ Protect its home or family
▸ Make a show of strength, aggression
▸ Build or expand a nest/den/lair
▸ Modify its environment
▸ Flee or panic or rage
▸ Consume something (or someone)
▸ Grow or diminish, in size or numbers
Example beasts :
The cave bears (Instinct to fill their bellies, protect their young)
The wisent herd, protected by a pact with the PCs (Instinct to act with impunity)
Grigor Rocksplitter (Instinct to make sure everyone knows how great he is)
The frythrancs (Instinct to dominate their territory)
The nailadd swarm (Instinct to breed and spread out)
Orub the Hagr (Instinct to com pulsively shape his environment)
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Institution
Institutions are people, groups, or positions that have power within a community (or multiple communities). They could be formal things, like a cult or a government, or just positions of respect (like a council of elders). An institution often has a specific leader, but not always.
An institution transcends the individuals who comprise it, and its instinct reflects the purpose or behavior of the institution as a whole. But it acts via individuals, usually ones invested in its continuing influence.
GM moves for institutions :
▸ Sway public opinion
▸ Put someone in their place
▸ Change a rule, law, or custom
▸ Acquire leverage, resources, influence
▸ Denounce something or someone
▸ Support a course of action
▸ Recruit new members or minions
▸ Squabble amongst themselves
▸ Change leadership
▸ Negotiate a deal or treaty
▸ Send someone else to do their dirty work
Example institutions :
Aratis's priesthood (Instinct to preserve civilization, at all costs)
Marshedge Town Council (Instinct to maintain the status quo)
The Cult of Azm Har (Instinct to hoard knowledge, power, people)
The nascent town council (Instinct to keep the PCs in check)
The Ferrite Union (Instinct to undermine the Bosses' control)
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MacGuffin
MacGuffins are things—objects, places, even secrets—that stir up conflict. A MacGuffin might have power to cause trouble itself, or it could simply be something valuable that gets people fighting over it.
If there's a thing in your game that you think is a source of trouble, it's probably a MacGuffin .
When choosing an instinct for a MacGuffin , focus on how it causes trouble rather than what it does. The aetherium weather vane adjusts the weather, but it's a threat because others covet it.
GM moves for MacGuffins :
▸ Reveal a secret
▸ Draw attention to itself
▸ Point to something else
▸ Generate envy/fear/discord
▸ Weigh heavily, become a burden
▸ Be the target of theft
▸ Go missing
▸ Perform its function, heedlessly
▸ Fail at the worst possible moment
▸ Leave its mark on someone or thing
▸ Become something greater, or lesser
Example MacGuffins :
The Chronicle's vault of artifacts (Instinct to harbor badness)
The Lore Tree of Yevena (Instinct to reveal dangerous secrets)
The Blood-quenched Sword (Instinct to encourage violence)
The aetherium weather vane (Instinct to inspire jealousy)
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Rabble
A rabble is a group, with or without a leader, united by emotion, blood, or circumstance rather than by of any sort of common purpose or goal.
A rabble 's instinct represents how the group as a whole behaves. Any given individual within the group might not share the instinct and might even oppose it.
GM moves for rabble :
▸ Grow or gather in numbers
▸ Claim territory or resources
▸ Fall under a (new) leader's sway
▸ Undergo internal turmoil
▸ Make a show of strength/numbers
▸ Declare an enemy or an alliance
▸ Turn on one of their own
▸ Overwhelm a position or a weaker group
▸ Despoil, loot, pillage, burn
▸ Refuse to be controlled/contained
▸ Disperse, scatter, flee
Example rabble :
Hillfolk refugees (Instinct to not fit in)
The slave rebellion (Instinct to throw off their shackles)
Daedre the Red's bandits (Instinct to do whatever the hell they want)
The Seven Brothers, Fae revellers (Instinct to drag others into their wanton excess)
Heledd's family (Instinct to close ranks and protect their own)
The secret cult of the false idol (Instinct to pursue power, fortune, and respect)
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Villain
Villains are just the worst. They are individuals with the ruthlessness, drive, and power to make life awful for any number of other people.
Villains often act via minions or intermediaries. When they get involved directly, they always try to act from a position of strength or personal safety. They often have a backup plan or two.
GM moves for villains :
▸ Grasp power, recklessly
▸ Gain followers or allies
▸ Find someone's weakness
▸ Make an offer, with strings attached
▸ Demand concessions, obedience, or respect
▸ Make threats, veiled or not
▸ Outmaneuver their enemies
▸ Attack cautiously, holding reserves
▸ Attack ruthlessly, with little warning
▸ Reveal preparations made in advance
▸ Sacrifice another to advance a goal
▸ Betray an ally or a trust
▸ Take a prisoner
▸ Do the unthinkable
Example villains :
Brennan (Instinct to maintain or increase his power)
Marc, Hillfolk slaver (Instinct to glorify himself and his clan)
Iwan, schmuck-turned-sorcerer (Instinct to get what he thinks the world owes him)
The Eyeless Crinwin (Instinct to set free the Living Darkness)
Mozairog Mind-on-Fire (Instinct to return the Fomoraij to glory)
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Wildcard
Wildcards are individuals who cause trouble because they're a mystery. Or because the PCs care about them but can't trust them. Or because they're opposed to the PCs, but aren't necessarily bad people. If you feel like an NPC is a threat, but none of the other threat types seem to fit, make them a wildcard .
Make "triangles" between wildcards and the PCs. Play up the old friendship between the Heavy and Esylt the town busybody. Then have Esylt undermine the Judge's authority, sit back, and watch the sparks fly.
GM moves for wildcards :
▸ Aggressively pursue their instinct
▸ Show their worth, or lack thereof
▸ Display the contents of their heart
▸ Provide advice/aid, wanted or not
▸ Reveal a secret, or keep one closely
▸ Draw attention to themselves/others
▸ Appear unannounced
▸ Act strangely (for them)
▸ Bear witness
▸ Tell stories (true or not)
▸ Make/keep/break/demand a promise
▸ Force an issue or a confrontation
▸ Stand resolute and refuse to budge
Example wildcards :
Esylt, the town busybody (Instinct to cling to how things "should" be)
Afon, Fae-touched Initiate of Danu (Instinct to act impulsively)
Andras (Instinct to try to impress Rhianna and Blodwen)
Muirdoc, the pretty boy (Instinct to toy with hearts)