The Legion

Tragedy

Fate is a wheel, and Legions like yourselves are caught in its turns. The one common thing across your lives is a Tragedy that haunts your present. What is it?

<aside> 🌊 All divinity leads to loneliness, in the end: whether by betrayal or bloodshed, or by becoming the thing you swore to defeat.

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Your Tragedy score starts at 1. Every time you increase your score above 1, gain a Condition. If your Tragedy hits 4, you gain frightening power, but lose your grip on your present identity. Choose an important memory to your current incarnation. You lose that memory until your next cycle. For each memory you lose, your gaymaster gives you vivid visions of the future. These visions can involve your party as a whole, or they can involve a particular person. Then reset your Tragedy to 1; this does not clear any of the Conditions gained through increasing Tragedy.

If your Tragedy drops to 0, you gain a profound sense of peace, but you’re turning your back on the war. You lose access to all your legion playbook moves until your tragedy increases again.

Increase Tragedy and take a Condition when:


Heart & Blade Moves

Divest of My Armor

When you become Smitten with someone, say why, give them a String, and answer this question:

Under Heaven’s Eyes

When your Figure Out a Person in physical conflict, you may additionally ask one of these questions, even on a 6- :

Playbook Moves

Heaven’s Sword

Legions have their heads full of the ghosts of their past selves. The voices are loud, but their collective wisdom—and unfulfilled desires—steadies the hands of the Legion as they are at present. Once per session, tell a tale from your tragic past to bump a down beat to a mixed beat or a mixed beat to an up beat and choose 2:

Just Like You Wanted

With infinite reincarnations comes infinite chances to acquire resources to your name. Once per session, you may declare that you and your allies have access to exactly what you need in terms of a timely opportunity, vital information, money or similar assets for trade, or a valuable contact. Tell us which past life let you get exactly what the party wanted. As a trade-off, the GM will give you one messy complication that comes with using this resource.

Walk to a Different Song