Stealing Stories for the Devil: Essentials:
- No. of players: --
- Playing time: -- minutes
- Age: --+
Stealing Stories for the Devil: - Rules of Play says:
Getting in, getting out. The disguises. The smooth-talking and careful bluffs. The stealth, the hacking, and—when the moment requires it—the quick action. And above all, the beautiful plan, so carefully researched and crafted.
Oh, you’re good at it. You and your friends, you do the impossible. It’s never as easy as it seems (not like it ever seems easy), but you pull it off—every time. And you look good doing it. Bond? Ocean? Neo? Yeah, they’re OK. You’re the real deal.
Because you’re not just master thieves. You’re master thieves from the future. And better yet: you’re Liars—a special kind of liar, a kind whose lies come true. When you lie to reality, you change it. A lock someone forgot to check. A guard who looks away at just the right moment, or a getaway car that somehow goes just a little bit faster than it can. If the mission isn’t going right, you change the rules. You take control of reality itself.
And that’s good. Because you aren’t the only liars out there. Someone else is telling lies, and they’re big ones. Like, end-of-the-world lies. Punching-holes-in-the-universe lies. It’s not clear who they are, what they want, or how they’re doing it. What’s clear is that if you don’t do something, it’s all over. As in, all over.
Who’d have guessed you’d be the ones saving the universe? But hey, you always find a way to come out ahead, and this is no different. Because it turns out that each time you fix a little bit of reality, you get to take a touch of its essence for your own uses—and it’s powerful stuff. Grabbing that essence and making it your own? We call that…