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Playbooks

The Outsider

Exile playbook from another world, dimension, or time who navigates Earth as a cultural outsider. Starts with +1 Danger, +1 Freak, +1 Superior, -1 Mundane and chooses three of five...

Playbook
Core
Danger
+1
Freak
+1
Mundane
-1
Savior
+0
Superior
+1
Advanced Moves
Old WaysLoyal SidekickEyes of the EarthMake Yourself at HomeBetter Than This PlaceUnexpected SkillsEarthbound

The exile. The Outsider is from somewhere else — another world, another dimension, another time, another species — and they came here, on purpose or by accident. Earth is loud, weird, and slow, and the longer the Outsider lives in it the more they begin to wonder what home would even mean now.

Identity questions:

  • Where are you really from, and why can you not go back?
  • What is the human thing about Earth that no one back home would ever understand?
  • Who from your old life is still trying to bring you home?

Starting label biases: Danger +1, Freak +1, Savior 0, Superior +1, Mundane -1

Advanced moves

  • Old Ways
  • Loyal Sidekick
  • Eyes of the Earth
  • Make Yourself at Home
  • Better Than This Place
  • Unexpected Skills
  • Earthbound

Advancements

  1. Advancement: Pick an Outsider advanced moveChoose from Old Ways, Loyal Sidekick, Eyes of the Earth, Make Yourself at Home, Better Than This Place, Unexpected Skills, or Earthbound.
  2. Advancement: Take a move from another playbook
  3. Advancement: +1 label (max +3)
  4. Advancement: Lock a label
  5. Moment of Truth: choose Earth or HomeThe Outsider's Moment of Truth is the choice between staying and going. The choice does not have to be permanent — but the act of making it shifts every Outsider label permanently.