So a little bit more about this game as a bump in case anyone else was interested.
The world building basically will ask everyone to add something to the golden age, some kind of super tech/magic that will help inform the setting and be present in the ruins and dangers of the world. Some might seek to rediscover this and others might even have some of the tech, and it will make the nature of the threats faced more apparent. For example I said some kind of giant interstellar space ship, but what that looks like would be up to the players to help develop, each contributing something.
The same would go for what happened during the fall, what major settlements exist at the start of the game and what the nature of the threats being faced in the near future are. I will provide an overall theme, get impute on some specifics then reconcile everything into a story.
The five family playbooks in the basic game we can play with cover a pretty good base. There are lots of options and moves that are descriptive enough to customize a starting family, and they can change significantly over time.
The Enclave of Bygone Lore Arcane scholars who cling to the wonders – and horrors – of the World Before.
The Gilded Company of merchants Discerning traders, avaricious collectors and opulent hoarders.
The Lawgivers of the wasteland Fierce hunters motivated by a strict moral code.
The Servants of the One True Faith Religious ideologues who hold their family close and their doctrine closer.
The Tyrant Kings Thugs, warlords and conquerors bringing the world under their dominion by force.
The character playbooks cover some specific classes, but they can also be modified by the family you choose, primarily in equipment. Experience is less about using your moves and defeating enemies as carrying out the role you chose.
The Elder
You’ve lived longer than anyone else and guided your dynasty through calamity after calamity with a combination of wisdom, empathy and cold pragmatism. You just need to get your dynasty through one more crisis, and then you can retire. The Elder uses Sway to keep their minions in line, work out what makes others tick, and reshape their family to be what it needs to be.
The Envoy
Your family has an appetite too rich for their scarce resources, and the clans in this valley have always hated your advanced tech. With time you could turn that round and have them eating out of your hand, easy, but you only have two days until the crystal myrmidons get here and you just don’t have that luxury. Time to break out the big guns. The Envoy uses Sway to make deals and unearth secrets, and Force to lead their new allies to victory.
The hunter
What do you do when a rippling horror stalks the night, a traitor has stolen your grandfather’s sword or a charismatic warlord is rallying your enemies? You call a Hunter, of course. With sharp steel and blazing guns they’ll cut right to the heart of the problem. Hunters use Force to wage war and hunt down the inhuman.
The Remnant
The Fall wasn’t all crashing stars and ravenous swarms. As the alignments fractured and the catastrophic energies discharged, some people were twisted and altered into things eternal and inhuman. Some of these Remnants have found adoptive families willing to look past their oddities and grateful for the services they bring. Remnants use Lore to make use of their chaotic abilities, and Sway to bring the wisdom of the World Before into modern conflicts.
The Scavenger
Want to know the incantation that charges your solar cannons? The chip that turns toxic sludge into crystal clear water? The location of that lost arsenal you need to fight off the empire next door? Best talk to a Scavenger. Scavengers use Lore to recognise the things they pick out of the ruins of the past, and Steel to survive the process of getting home.
The Seeker
Barely any fragments of the world before survived the Fall, and those that weren’t smashed by fearful zealots were hoarded in secret by withdrawn misers. Then you came along. Armed with keen insight and a head full of half-remembered cantrips, you will piece together the broken shards, pry out the hidden treasures and set back into motion the mystic machinery of the world. The Seeker focuses on Lore above all else.
The Sentinel
There’s no safe place in this world, but your kin need someplace to call home. It’s your calling, then, to be the bulwark on which your families’ foes break, the unblinking eye they cannot hide from, and the keen blade that stops them hurting anyone else. The Sentinel uses Steel to weather their enemies’ attacks and Force to push them back.
The Survivor
This world’s thrown everything it has at you, and through quick wits and sheer grit you’ve made it through. Now your family needs someone who’ll get through the monsters of the past and the barbarity of the present to get them what they need. The Survivor uses Steel to keep going through danger and continue surviving
Each character also has a powerful death move and can carry on a memento to the next age, granting an aspect of their abilities to other characters of the family.