Table of Contents

Getting Back Up Again

Choose your Outlook

The Outlooks are the factions within the fallen or Eighth Tribe. These groups cooperate, but each have their own philosophies and specialties. A Fallen’s powers come from her old tribe and the outlook she adopts. The five outlooks are:

Children of Lilith

The Children of Lilith are the newest Fallen Outlook, comprised of the Liberator's close allies and supporters. They started as a secret organisation, meeting covertly in the Haven smithy, branding those that join with their sigil. They form a true warrior class among the Fallen. Their anger is focused on the Z'Bri rather than the Tribes. The Children of Lilith's Eminences are Force and Freedom.

Doomsayers

The Doomsayers are concerned with prophecy and destiny and most especially with Joshua the Ravager, the slain Fatima. They are dark prophets and have abilities that allow them to divine secrets and see in darkness. The Doomsayers’ Eminences are Mystery and Shadows.

Herites

The Herites are holy crusaders, determined to destroy the Fatimas and affirm the spiritual liberation of the Fallen. They are highly driven and often obsessed. They have abilities that allow them to evade capture or domination and recognize their enemies. The Herites’ Eminences are Freedom and Recognition.

Jackers

The most violent of the Fallen, Jackers are driven to extract justice for the wrongs done to them. The Z’bri are their most hated enemies. Jackers have abilities that allow them to face the gravest dangers and strike with unparalleled power. The Jackers’ Eminences are Bravery and Vengeance.

Lightbringers

Leaders and politicians, the Lightbringers are focused on bringing the Fallen together into a united whole. They are also prone to intrigue and politics. They have abilities that allow them to unite groups and convince others of their beliefs. The Lightbringers’ Eminences are Conviction and Unity.

Choose your new Eminence

Each Fallen has one Eminence from their old Tribe, and one from their new Outlook. Choose which of the two Eminences offered by your Outlook you will develop:

Children of Lilith

Force: Force is will made physical. This Eminence is about channelling physical might, whether you are trying to break or strengthen a target.

Freedom: Walls and bars make prisons, but not all prisons can be seen. This Eminence is rooted in breaking chains, whether physical or mental. This Eminence opposes Devotion.

Doomsayers

Mystery: We are constantly confronted by enigmas. This Eminence covers both answering questions and creating riddles. Either way, it is the question and its purpose that drives this sphere. This Eminence opposes Recognition.

Shadows: Within the darkness lie hidden things, that can bring profit to the willing. This Eminence has power over Darkness, both literally and metaphorically. It governs both the absence of light and what some would deem wrong or evil.

Herites

Freedom: Walls and bars make prisons, but not all prisons can be seen. This Eminence is rooted in breaking chains, whether physical or mental. This Eminence opposes Devotion.

Recognition: To see something is the first step in understanding it. Recognition is all about perceptions, and whether it is simply seeing something or going on to understand it. This Eminence reveals things hidden below the surface. This Eminence opposes Mystery and Illusion.

Jackers

Bravery: Courage comes to those who seek it. This Eminence governs all manner of deeds that endanger life and limb, giving strength where fear would sap it.

Vengeance: Strike at me and I shall return the blow sevenfold. Righting wrongs and fighting back are within the domain of Vengeance. This eminence is more about the target and their actions than about the Dreamer.

Lightbringers

Conviction: When all else has failed you, you have only your beliefs to rely on. Conviction can bolster your own faith, or give faith to others. It represents the power of influence.

Unity: Together we are greater than apart. This Eminence brings together people, places and things so that they form a stronger whole. It opposes Capriciousness.

Design your tattoos

Tattoos are a crucial part of Tribal life, and it’s one that the Fallen cling to with both hands. A person’s tattoos tell the story of who they are, and their facial and forearm tattoos are the first introduction they make to someone new. Indeed, most Tribals consider that a person’s tattoos are a fundamental part of who they are – that’s why, when you Fall, you lose your Tribal, Clan and family markings. You’re left with strange blank patches of skin where part of your soul used to be, surrounded by tales that no longer quite flow how they should.

Essentially, it’s important to think about the tattoos your character kept when they Fell, and any they might have added subsequently. Tattoos can be all over, but everyone has at least some on their face and forearms. You can get extra tattoos in play, and even tattoo over old designs, but once a tattoo is on your body only powerful Synthesis can remove it.

Optional: design your Cell

Falling Down is a game about community as much as individualism. The Fallen, while seeking freedom from the Seven Tribes, are also trying to build a new nation and fulfil the Prophecy of Joshua. Fallen often organise themselves into cells: groups of like-minded outcasts working toward some common goals and aiding each other. They will be sisters, brothers and lovers. While not essential, playing in a cell of 4-8 Fallen will improve your experience and your chances of succeeding at your character's goals. You just need to answer the following questions: