Defiant Role Playing Game
A standalone urban fantasy TTRPG about supernatural nobles preserving protected cities while pursuing their own desires. Play fallen Angels, Infernals, Daeva, or Leviathans with Courts, obligations, and relationships that complicate their power.
Supernatural court drama | 1–3 players + GM | Trait-based dice pools and character cards | Episodic campaigns | Paid core; free quickstart

Defiant is a strong fit for a small group that wants to play powerful supernatural nobles whose obligations make their lives complicated. Court politics, personal appetites, and troublesome relationships give the characters reasons to act even when ordinary mortals pose little threat. Choose it when an invitation, a promise, or an insult sounds like enough material for an evening of play.
The main commitment is to the premise. These characters already have status and people depending on them; discovering what they do with that power matters more than acquiring it. A group looking for tactical battles, dungeon exploration, or a straightforward campaign to defeat the apocalypse will need a different starting point.
What Defiant is
Created by Katarzyna Kuczyńska and Marcin Kuczyński of Game Machinery, Defiant is a standalone urban fantasy TTRPG. Fallen Angels, Infernals, god-descended Daeva, and monstrous Leviathans have rejected their destructive destinies. Their protected cities survive through supernatural law, while the nobles responsible for maintaining that order pursue desires that can conflict with it.
Each player enters this society as a Royal with a Holding and a Court. The useful tension is between authority and dependence: being able to command someone does not make their loyalty, affection, or judgment reliable. Our table-fit assessment is that Defiant works best when players enjoy giving the GM relationships they are willing to see complicated.
Publication history and current editions
The game first appeared digitally in 2020. The publisher's 2021 announcement explains the subsequent move toward print: a revised layout, additional illustrations, and optional Perks and Achievements. The 2021 Kickstarter attracted 1,252 backers. That campaign was for a game already available electronically, rather than an unplayable concept.
The current shop offers a core PDF with standard and screen-friendly layouts and a hardcover. Older references to a very long screen-oriented PDF should not be read as evidence of a separate rules edition. For a new group, the practical choice is the current core package; there is no need to collect an older PDF before starting.
What you need to play
The core PDF contains the complete game and gaming aids. It was listed at US$24.99 when checked. The hardcover listing was US$60 and includes PDFs; that particular shipping option excludes the US and Canada, so check the publisher's regional options. Prices and stock can change.
The core supports one GM and one to three players. Gather d6s, d8s, d10s, and the downloadable character materials. The free Gaming Aids bundle includes character creation cards, sheets for the four Origins, player and GM guides, and Bridgewood Boulevard references. Keeping these references accessible is a better preparation step than expecting everyone to memorize a substantial book.
A core product also exists on DriveThruRPG. Its rating and review totals could not be verified during this research. The complete core is paid; the free introduction described below is a separate quickstart.
Start with Defiant Awakening
Defiant Awakening is the official free quickstart. It offers Angel and Daeva character creation, a small Chronicle in Bridgewood Boulevard, six Threads, and supporting hooks and downloads. It is designed to carry a group through several mini-Episodes, with a path into the full core if those characters prove worth keeping.
This is the best first test for a hesitant group. Use it to find out whether everyone enjoys supernatural social obligations and personal drama before buying supplements or designing a large cast. Its two visible itch.io ratings are positive, but that tiny sample says little about broader reception and does not rate the complete core.
Core rules: traits change the dice
The official core preview explains the central Challenge: start with three d6s, then use applicable Traits and hindering Afflictions to determine Potential. Positive Potential upgrades dice from d6 to d8 and then d10. Results of five or more are successes; more successes produce a better outcome. Players make the rolls, including when NPCs oppose them.
Shards can add a die or fuel special options and Theme Questions. Endeavors handle larger personal projects. The distinction matters: an immediate obstacle can resolve quickly, while a plan to change someone's loyalties deserves continuing attention. Players should describe the desired result before debating which Traits apply, so the dice answer a clear question.
Characters, cards, and advancement
Character creation uses themed cards to establish abilities, relationships, and obligations. The Kismet overview describes choices made from dealt cards and the default importance of a spouse and Court. These are prompts for play as well as capabilities. A character may be impressive in public while a strained relationship at home supplies an entirely different problem.
The publisher introduced Perks as additional character advantages and Achievements as rewards tied to particular accomplishments. That makes a useful distinction from assuming every story must end in a numerical power increase. The practical question for a player is whether new responsibilities, relationships, and opportunities feel as rewarding as stronger combat statistics.
Episodes and campaign rhythm
Play follows Episodes within Seasons: Court business and personal affairs surround shared Threads. The preview estimates roughly five to eight hours for a full Episode, which can be split across meetings. The first meeting includes character creation and a short pilot. This structure gives an ongoing campaign a recognizable rhythm.
For example, a GM might frame a public celebration around two incompatible promises, then let a private conversation expose why one promise is harder to keep than expected. That is an illustrative situation, not a published scenario. It shows why time spent on individual relationships can feed the shared plot instead of being an interruption.
Plan for a continuing cast. Returning to an ally after betraying their confidence is likely to produce more interesting decisions than replacing every relationship each session. A brief trial is sensible, especially through Awakening, but the full game's social investment makes it a stronger campaign choice than a casual one-night introduction.
Running the game
Angel's Citadel highlights the separate preparation and GM guidance and the way complexity can increase with experience. Kismet also describes basic and advanced preparation methods. Start with the basic approach, a manageable cast, and the supplied Province rather than trying to use every option at once.
Our assessment is medium preparation and high improvisation: the GM needs relationships and pressures ready, then must respond when the characters ask questions or pursue their own agendas. Prepare what each important NPC wants and what they could lose. Avoid deciding the correct solution in advance. With several powerful protagonists, distribute attention deliberately so one player's court does not consume the whole meeting.
Supplements and continuing support
Defiant Reign expands the life and duties of supernatural rulers. Defiant Legacy concentrates on Great Houses, succession, family ties, marriage, and spiritual offspring. Both are supplements to the core, not alternative starting books.
The publisher also lists Birthright for additional Origin-specific Personal Themes, House Kamael for another angelic House, Subjects for Court-focused material, and Van Heim Tower for a new location and its inhabitants. Buy for an actual campaign need: a group already invested in its dynasty may get more from Legacy than from another set of character options.
The verified support base is the publisher's own books, quickstart, and printable or screen-friendly aids. This profile does not assume a large third-party adventure market or a currently maintained VTT implementation. For online play, agree how to share cards and track relationships before the first session.
Reception and limitations
Available responses are favorable about the integration of supernatural status, relationships, and narrative rules, but the sample is small. Angel's Citadel praises the ideas and GM support while finding rules lookup less intuitive than expected. The Goodreads page shows six ratings and two written reviews; its readers mention strong advice and premise support alongside lengthy or repetitive explanation. Those are limited signals, not a broad consensus.
Kismet's enthusiastic account needs context: the author backed the project and later helped edit the book, and explicitly describes the review as reading impressions rather than a play report. We use it for detailed context with that relationship disclosed. No award claim or hands-on playtest is made here.
Where it is strongest
- Small groups who want authority, obligations, and an established social position from the start.
- Players who enjoy contributing personal goals and seeing relationships change over repeated sessions.
- GMs who welcome a defined episode structure and guidance for expanding their preparation gradually.
Where it can frustrate groups
- Players uninterested in governing a Court may find the default responsibilities intrusive.
- Groups seeking frequent tactical fights or detailed simulation will need a different kind of rules support.
- The GM's reading and preparation remain substantial even though individual dice rolls are straightforward.
- Keeping many personal relationships active can stretch the spotlight; the small recommended group is a meaningful constraint.
Content and safety
Expect adult relationships, unequal power, religious imagery, coercive institutions, and possible violence or substance-use themes. The core includes Line and Veil procedures. Agree on limits before character creation, especially around arranged relationships, authority over dependents, and what remains offscreen. Romance and explicit description are not prerequisites for useful relationship drama.
The default premise can invite moral disagreement: protecting a city does not automatically justify its rulers' behavior. A group should decide whether it wants flawed protagonists, attempted reform, indulgent melodrama, or some combination. That conversation will do more to establish a comfortable game than assuming everyone means the same thing by urban fantasy.
Research notes
Last checked October 14, 2026. This profile combines official product information, the freely available rules preview, and attributed reading reviews with our editorial table-fit judgments. Availability was checked against the publisher's current product data. DriveThruRPG blocked direct review access; no rating was inferred. Sources and starting resources follow.