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Flags

Flags replace bonds. A flag is a clear invitation to the other players: this is the kind of pressure, temptation, or complication I want you to put on my character.

Flags work best when they point outward. They tell the table how to engage your character, not just how your character feels.

Each character chooses two flags.

When a flag comes up in play, lean into it. A hit usually means you present a tough choice, not that you force a result.

If a flag stops fitting the character, change it when that makes sense in the fiction.

A good flag is:

  • actionable, so the table can tell when it is hit
  • tense, so it creates a real choice
  • revealing, so it shows something important about the character
  • consequential, so it can change relationships or decisions

If a flag is too vague, it will not get used. If it is too broad, it will not create interesting pressure.

Use these as prompts for character creation:

  • challenge my pride by offering me a smaller role than I think I deserve
  • tempt me with an easy answer that costs someone else more than it costs me
  • put me in a position where honesty would make things worse
  • offer me a chance to protect a friend by breaking a rule I claim to follow
  • show me a shortcut that would help now but create trouble later
  • make me choose between personal loyalty and the needs of the group
  • ask me to prove myself when backing down would be wiser
  • give me a reason to keep a dangerous secret
  • put my competence in doubt in front of people who matter to me
  • offer me an advantage that I can only take by compromising my values

Replacing bonds with flags changes two moves.

When you help or hinder someone, say how. You may do so before or after they roll, but before the result is known. If you do it:

  • using brute force, roll+STR
  • using speed, agility, or physical finesse, roll+DEX
  • using vitality, toughness, or vigor, roll+CON
  • through emotional manipulation, roll+CHA
  • through analysis, logic, or book-learning, roll+INT
  • some other way, roll+WIS

On a 10+, you choose whether they take +1 or -2 to their roll. On a 7-9, they still get the modifier, but you also expose yourself to danger, retribution, or cost.

At the end of the session, if you hit a flag of any other character at least once, mark XP. If anyone hit at least one of your flags, mark XP. These are separate triggers, so you can mark XP for one, both, or neither.

Read everyone’s flags before play starts. Keep them in mind while you act.

When you hit a flag, aim for pressure and choice. Put the character in a spot where they have to decide what matters more, or what they are willing to risk.

The goal is not to trap a player. The goal is to make their character’s priorities visible in play.