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The OverlordYou crave control. You deserve it. You'll itch until everyone answers to you. |
| Goal | Take over |
| Boon | Force of personality |
| Bane | Can't compromise or show humility |
| Catnip | Claim authority over the weak, seize available leverage |
| Mania | Take control of your vicinity by any means necessary |
| Setup | What do you already command, and how are you known? |
| Grounding | Whose wisdom do you trust? Who do you fear? Who are you protecting? |
| Flair | Cape and shoulder pads / Muscles and teeth / Armor and lance |
| Opus | Mind-control ray / Laser launcher / Amps and speakers |
| Fiend | Silent hulk / Squawking advisor / Venomous sneak |
Risk Reward
Sketch a map of your setting divided into territories. (Continent of states? College of departments?) You can assign ownership of territories to yourself or your foes as a Move consequence. When you gain a territory, decide:
- What makes this region unique?
- What Asset does it provide?
- What headache does it give you?
- What disaster will immediately happen if it falls to the enemy?
Take Me to Your Leader
When you enter a territory, decide who is the highest authority, if any, and what it would take to replace them. Ex:
- Kill the king
- Win the election
- Get appointed by the Dean
- Intimidate the alpha beaver
- Give the people a new hero
Balancing Act
Whenever you roll for a Move, if the result is equal to or less than the total territories you command, you get an extra problem somewhere in your empire. (In a shorter game, compare to double your total territories.) Ex:
- A new rebellion or hero rises
- A natural disaster or monster strikes
- A snag of bureaucracy drains your vitality; make it a negative Asset
Assassinate
When you murder a powerful rival, describe it like a horror movie, and roll plus Bio, Eng, Soc, or Ath.
How is your method unique?
10+: You kill them, and choose 1:
- Are loved for it
- Command some of their forces
- Learn a deep secret
7-9: You kill them, and choose 1:
- Get away clean
- Claim a trophy
- Back another foe into a corner
6-: You kill them, and choose 1:
- Are injured
- Are despised
- Draw a heavier power down on you
Iron Stakes
When you enter a contest (whether sporting, violent, philosophical), define an equivalent ante for each side, which must come true by choice or by fate.
Escalating Power
As a Move reward, you can increase existing Assets and make their bonus bigger, representing things like armies, heavy weapons, and political webs. As a Move punishment, you might have them rebel or backfire and turn into a negative Asset of the same value.
