L B L B: Ester Urton Ester Urton
L B L B: Ester Urton Ester Urton
L B L B: Ester Urton Ester Urton
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An adventure role-playing game where you
assume the role of an adventurer in a gonzo world
of boundless plausibility and use your ingenuity
and resourcefulness to overcome strange and
perilous threats.
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Table of Contents
The Rules ..................... 1 The Director ......... 13-20
This Text ................................. 1 The Setting ......................... 13
To Play .................................... 1 Aspects ................................ 13
Assets ................................... 13
Actors ......................2-10 Director Characters ........... 14
Actions ................................ 14
Role-Playing ........................... 2
Threats ................................ 14
Aspects ................................... 2
Sequencing ......................... 15
Attributes ............................... 2
Difficulty ............................. 15
Actions ................................ 3
Distance .............................. 16
Outcomes ............................ 3
Scenarios ............................. 17
Advantage & Disadvantage ... 4
Optional Rules ................... 18
Traits
........................................ 4
DC Creation ........................ 19
Assets ....................................... 4
DC Sheet .............................20
Resource Slots ......................... 5
Containers ............................... 5
Quality & Quantity ................. 5 Planet GROK ........ 23-28
Purchasing Assets .................. 6 Before .................................. 23
Condtions ...............................6 After .................................... 24
Effort ........................................ 7 Now .................................... 24
Incapacitation ......................... 7 The Simulacrum ................ 25
Milestones ............................... 8 The Isles ............................. 26
Character Creation ................. 9 The Wastelands ................. 27
Character Sheet .................... 10 The Underworld ............... 28
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The Rules
The Rules in this book provide To Play you’ll need 2-6 players,
the framework for a tabletop role- a set of polyhedral dice, a pencil, and
playing game where you assume the this rule-book.
role of an adventurer and overcome One of you will be The Director, and
perilous challenges through ingenuity the others will be Actors.
and resourcefulness.
• As an Actor, you’ll control the
This game uses a universal player- Actions of a Character as they
facing resolution mechanic to support adventure through the world.
player liberty and emergent story
through challenge-oriented gameplay. • As The Director, you’ll arbitrate
This allows you to improvise rulings the rules and control the world
in-game and eliminates the need for around the Characters.
extensive written rules to cover every This game is played through
possible scenario. conversation; The Director describes
The mechanics of this game are also what challenges face the Characters,
independent from the context of the the Actors tell The Director what
setting, allowing you to effortlessly their Characters do, and The Director
port content from existing systems or describes how those Actions affect the
settings, or to create your own. world.
Actors will often roll dice to determine
This Text uses bold font to if their Characters’ Actions are
denote key terms, and blue text boxes successful. Only Actors roll dice, not
to indicate examples. the Director.
Polyhedral dice are used to determine
This is an example of an example text box. the outcome when it’s unclear how a
I had considered showing this with a text Character’s Action affects the world.
box inside of a text box, but figured it’s One set of dice is sufficient, but it’s
unfunny enough already. recommended to have up to 6 sets of
dice. A set of polyhedral dice contains:
You’re encouraged to change, remove,
or create rules to better suit your
group’s play style and preferences.
You are also free to share your adapted
rules for any purpose, including
commercially, as long as you give d4 d6 d8
attribution.
1-4 No, and... “No, it’s not as you intended, and something unfortunate happens.”
10+ Yes, and... “Yes, it’s as you intended, and something fortunate happens.”
3
Advantage and Traits are Aspects that describe
who or what your Character is. Your
Disadvantage are the ways Character’s general knowledge,
that Aspects can modify an Action.
including the languages they speak
•A
dvantage applies when a and the people they’ve met, can be
relevant Aspect increases the inferred by their Traits
likelihood of an Action’s success.
Your Character begins with 5 Traits.
For each Advantage, roll an extra
For these first 5 Traits, write a word or
die of the appropriate Attribute
short phrase that describes each of the
type and take the higher result.
following:
•D
isadvantage is applied when
•P
ersonality: Your Character’s
a relevant Aspect decreases the
disposition, morals, or social
likelihood of an Action’s success.
quirks.
For each Disadvantage, roll an
extra die of the appropriate •M
otivation: Your Character’s
Attribute type and take the lower wants, regrets, or ambitions.
result. •B
ackground: Your Character’s
Advantages and Disadvantages cancel heritage, vocation, or archetype.
out, so you will never roll both at •T
rouble: Your Character’s greatest
once. When tallying Advantages and flaw, vulnerability, or problem.
Disadvantages, don’t count more than
5 Advantages and 5 Disadvantages. •A
ppearance: Your Character’s
visage, countenance,
or morphology.
For example, since fire elementals are
vulnerable to water, attempting to harm Assets are Aspects that your
them with magic rain could give an Character maintains and has
Advantage. However, The Director could immediate access to, such as the
dictate that every fire elemental being equipment they carry, the information
targeted gives a Disadvantage. If the they’re keeping at the front of
Character targets 3 fire elementals their mind, or associates they keep
(3 Disadvantages) with magic rain on retainer.
(1 Advantage) then you would roll the
Your Character begins with a set
Action with 2 Disadvantages total, since
of clothes appropriate to their
the 1 Advantage cancels out 1 of the
Background and up to 4 other Assets.
Disadvantages.
4
Actors
Resource Slots are used to Quality and Quantity
track how many Assets your Character of an Asset can be represented in the
can maintain at a time. When an Asset’s description, such as:
Asset is acquired, write the Asset
in an empty Slot. When an Asset is Masterwork Bow & Arrows
discarded, erase the Asset from that Half Bundle of Torches
Slot. Your Character cannot maintain Memorized Spell of Prismatic Spray
more Assets than they have available Despondent Hired Locksmith
Slots. Near-Empty Chest of Jewels
It’s not necessary to track Assets that Set of Full Plate Armor
are implied by other Assets or Aspects.
It’s usually best to approximate
For example, if your Character has a an Asset’s quantity, but in some
Guard’s Uniform, it’s implied that they’re circumstances it can be appropriate to
wearing boots, trousers, a shirt, etc.. track the specific quantity of a thing.
Similarly, a ranged weapon, such as a
bow or firearm, also implies the necessary For example, if an archer is alone in a
ammunition. survival situation, with very limited
resources and no means of resupplying,
Your Character begins with 7 then it may be appropriate to track exactly
Resource Slots. how many arrows they have. Conversely, if
an archer is stationed on a castle wall with
Containers can be implied in an abundant supply of arrows to resupply
an Asset’s description. If a container from, it’s not necessary to track arrows
holds a single type of Asset, one of the individually.
stored Assets can typically be retrieved
and used as part of the same Action.
If a container holds an assortment
of different Assets, it may require a
separate Action to retrieve the Asset
the Character is looking for.
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Purchasing Assets
is done like any other Action: If
the cost of the Asset is trivial, or
it’s immediately obvious that your
Character can afford the Asset, then
your Character may acquire it.
If it’s not obvious whether a Character
can afford an Asset or not, the
Character may attempt to trade other
Assets, make an appropriate Action
Roll to negotiate the price, or attempt
to acquire it by some other Action.
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Actors
Effort is used to increase the Incapacitation describes
likelihood of an intended Outcome your Character’s inability to act. If a
at the cost of incurring a Condition. Condition would be applied to your
When you use Effort, re-roll the Character, but there are no available
Attribute die and add the previous Resource Slots, your Character
result to the re-rolled result to becomes Incapacitated, and the new
determine the Outcome. Condition is written as a Trait instead.
You may apply more than one Effort to Your Character cannot perform
an Action, allowing you to re-roll and Actions while Incapacitated. Anytime
add the results for each use of Effort. your Incapacitated Character would
For however many instances of Effort acquire a Condition, write it as a Trait
you use on an Action, your Character instead and decrease the relevant
receives that many Conditions. Attribute’s die by one size. When an
• If Effort is applied to an Advantaged Attribute die would drop below a
Action, re-roll the highest die result d4, your Character is functionally or
and add the previous result to the literally dead.
re-roll.
• If Effort is applied to a
Disadvantaged Action, re-roll
the lowest die result and add the
previous result to the re-roll.
The application of Effort, and the
coinciding Condition, may represent
any number of things depending on
the context of the Action and how the
Effort is described.
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Milestones are moments that
justify significant change to your
Character. Milestones may occur at the
conclusion of an adventure or during
the natural evolution of a Character
Trait through emergent story.
When your Character reaches a
Milestone, you may do one of the
following:
• Develop (create, remove, or change)
a Character Trait, Asset, or
Condition.
• Increase your Character’s
maximum number of Resource
Slots by 1.
• Decrease your maximum number
of Resource Slots by 2 and increase
an Attribute die to the next higher
size.
• An Attribute die cannot
exceed d12.
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Actors
Character Creation done in three steps:
1. Select or roll a set of Attribute dice using the table below.
d12 Result 1 2 3 4 5 6 7 8 9 10 11 12
Physical d8 d6 d6 d10 d10 d6 d4 d6 d4 d12 d4 d4
Mental d6 d8 d6 d6 d4 d10 d10 d4 d6 d4 d12 d4
Social d6 d6 d8 d4 d6 d4 d6 d10 d10 d4 d4 d12
2. Write a word or phrase for each Trait, or roll on the table below.
d20 Result Personality Motivation Background Trouble Appearance
1 Ambitious Avenge a wrong Ownerless Automaton Addicted Beautiful
2 Boisterous Become a legend Celestial Cartographer Blackmailed Bedraggled
3 Courageous Create a strife Changeling Spy Blinded Bloated
4 Cruel Defeat a rival Chrononaut Smuggler Condemned Bulbous
5 Cunning Defend an ally Cosmic Conquistador Deafened Corpulent
6 Curious Deliver an object Draugr Revenent Defrauded Delicate
7 Distrusting Discover a truth Dream Scalper Deluded Diminutive
8 Entitled Earn great wealth Dwarven Artisan Deranged Drooping
9 Focused Escape something Eldritch Summoner Discredited Elongated
10 Generous Fight an injustice Elven Ranger Diseased Filthy
11 Gullible Find a person Flesh Artist Disfigured Gaunt
12 Honorable Forge an alliance Halfling Rogue Exiled Hulking
13 Intolerant Locate an object Hermit Philosophist Framed Lean
14 Lackadaisical Prove oneself Human Vagabond Impoverished Massive
15 Nervous Reclaim a home Cyber-Runner Indentured Monstrous
16 Patient Repay a debt Orc Barbarian Possessed Repulsive
17 Pessimistic Restore peace Paranormal Inquisitor Pursued Rotund
18 Reckless Seize power Quantum Psychologist Replaced Semi-translucent
19 Selfish Solve a mystery Social Influencer Ridiculed Slumped
20 Stubborn Teach someone Space-Barge Captain Uneducated Unremarkable
3. Write an outfit and up to four other Assets, or roll on the table below.
d20 Result 1st Asset 2nd Asset 3rd Asset 4th Asset
1 Auto-Aiming Longbow 50ft of Self-Tying Rope Plasma Torch Bag of Replenishing Meat
2 Bunch of Acid Vials Spontaneous Meat Generator Radiation Calendar Cloth of Dematerialization
3 Blame Thrower Book of Illusions Attache of Forged Documents Detachable Mouth
4 EMP Baton Cold Iron Manacles Psychic ID Card Elastic Limbs
5 Pneumatic Exo-Arm Detachable Gills Half-Track Motorcycle Expandable Belly Button
6 Flying Cape Fake Identification Mole Rat Companion Flying Tea Saucer
7 Gravity Hammer Sack of Trail Rations Screw-On Replacement Head Glyph of Anti-Friction
8 Devolution Blowgun Local Isle Map Hired Coachmen Gullibility Goop
9 Invisible Shield Pheromone Emitter Hired Guard Inefficient Duplicator
10 Mask of Disguise Mobile Forge Hired Torchbearer Magic Magnet
11 Sentient Bastard Sword Healing Salve Trunk of Costumes Material Transmuter
12 Canned Heat Telekinetic Glove Auto-Inflatable Airship Permeable Pitons
13 Plasma Launcher Retractable 20ft Pole 3D Paint Brush Reality Virtualizers
14 Psychic Blundrebuss Saddled Sauropod Cerebral Stack Implant Remote-Seeing Eyeball
15 Rocket Boots Scroll of Imperceptibility Large Riding Bird Sentient Gauntlet
16 Unregistered Slugthrower Set of Locksmith’s Tools Pet Nanosaurus Spell of Mind Melding
17 Vintage Space Helm Spell of Lightning Bolt Indentured Laborer Stone of Fog
18 X-Ray Monocle Vial of Truth Serum Bottle of Pain Suppressants Teleportation Incantation
19 Phaser Sabre Ward of Protection Ancient Star Charts Turbo Inhaler
20 Meat Cannon Unlocked Datapad Textbook on Pseudophysics Universal Translator
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Character Name
Attributes
Physical Mental Social
O O O O O O O O O O O O O O O
Traits Resources
O
O
O
O
O
O
O
O
O
O
Notes
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Director Characters
(DCs) are Characters that you, The
Director, control. DCs can be described
by a single Aspect, or with a variety of
Traits and Assets much like an Actor’s
Character.
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Distance can be abstracted Distance might also be considered
into four increments, relative to the an Aspect that can be used to apply
position of the acting Character. Advantage or Disadvantage when
remote Actions are performed.
•W
ithin Reach: Distance the
Character can reach without
moving. For example, firing a blunderbuss at a
target from a Far Distance might incur a
•N
ear: Distance the Character can
Disadvantage, since it isn’t very accurate
move to as part of an Action in a
beyond a short range.
Sequence.
•F
ar: Distance the Character can
Distance is also relative to the
reach if all they do is move in a
length of time you ascribe to a
Sequence.
Sequence.
•O
ut of Range: Distance beyond
what the Character can reach in a
For example, in a Sequence where
single Sequence.
Characters are confronting Threats face
Distance is relative to the acting to-face, a Sequence might last only a
Character’s position, but also to their few seconds, with Distances determined
specific circumstances. based on where the Characters could move
within those few seconds. Alternatively,
For example, a human might consider a if the Actors are presiding over a large
destination 25ft away to be Near, but a battle, a Sequence might last an hour,
pixie might consider 25ft to be Far, since with Distances determined based on troop
it’s a greater distance relative to the pixie’s movement capability within an hour.
size. Similarly, an object that’s considered
Near for someone on foot might be
considered Within Reach for someone
with elastic limbs.
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The Director
Scenarios are a way of For example, a Character may be exploring
structuring interesting situations for an abandoned greenhouse when they
Characters to explore. Scenarios can be come across a spacesuit filled with water
used as a way to engage the Characters and operated by crayfish. This walking
in quests, provide context for role- crayfish aquarium refers to themselves as
playing and Character development, or Mr. Person Man, and their purpose at the
to reinforce the setting. greenhouse is to better understand the
When devising a Scenario, determine human condition.
the location, an interesting thing at
that location, and what the thing is The table below can be used to
doing there. generate Scenarios.
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Weapon Effectiveness is commonly
Optional Rules may be represented in other games with a die
incorporated into your game, as well as that applies a range of damage. If you
any rule change you think will better choose to use the Health Points rule
suit your play style. option, you can ascribe a die type to
Special Attributes can be applied to each weapon and have that die rolled
Assets. When these Special Attributes after a successful Action with the Hit
are relevant to an Action, the Actor Point Loss.
can use the die type for the Special If you do not use the Health Points
Attribute instead of their Character’s optional rule, you can still ascribe a die
Attribute. type to each weapon, and simply roll
an extra die equal to that weapon’s die
For example, a Mech-Suit has two Special type with Actions using that weapon.
Attributes: Targeting Systems [d6] and This works similarly to Advantage, but
Durability [d10]. When a Character the weapon adds an extra die equal
attempts to withstand an assault while to its die type instead of an extra die
wearing the Mech-Suit, the Actor can equal to the Action’s Attribute die.
use the Character’s Physical die or the Exploding Dice may be used if you
Mech-Suit’s Durability die to determine want characters with low die valued
the Outcome. Attributes to have a greater chance
of success. With this optional rule,
Health Points can be used instead of anytime a die results in its maximum
applying Conditions. Instead of having value, re-roll it and add the new result
7 available Resource Slots, Actors to the previously rolled maximum
remove 1-4 of those Slots to determine result. This works similarly to Effort,
their Character’s maximum Hit Points. except it only triggers when a die
When the Character would be harmed, lands on its maximum value, and the
instead of writing a Condition to Character doesn’t incur a Condition.
describe the damage, the Actor simply
deducts 1 Hit Point. At 0 Hit Points,
the Character becomes Incapacitated.
Wealth can be described by a die
type. Anytime a Character attempts to
purchase an Asset, they can attempt
an Action roll using the die type
of their Wealth, using Advantage,
Disadvantage, and Effort as normal.
If a Character would become
Incapacitated due to a finance-related
Condition, they instead lower the die
type of their Wealth.
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The Director
DC Creation can be done in three steps. The tables below can be used to
write hostile DCs. Neutral or friendly DCs can be written using the tables in the
Character Creation Guide in the Actor’s section.
d20 Result 1st Asset 2nd Asset 3rd Asset 4th Asset
1 Abominable Scent Discombobulator Mask of Delusions Robot Servant
2 Acid Sacks Duplication Station Memory Module Rocket Bike
3 Active Camoflauge Enthralled Minion Minion Worshipers Rupturing Pustules
4 Bag of Baubles Explosive Limbs Pain Suppressants Satellite Uplink
5 Basilisk Blade Floating Ion Stone Palm Cannons Scroll of Scrying
6 Beguiling Tongue Flummoxed Companion Pet Marsupial Skin Suit
7 Bone-mail Armor Forged Passport Plasma Launcher Small Hot Air Balloon
8 Book of Lost Letters Fortune Teller Pneumatic Hammer Smell Vision
9 Book of Maps Gravity Controller Speaking Potted Plant Space Diorama
10 Book of Pass-codes Hired Guard Programmable Rock Spell of Mostly Death
11 Book of The Void Hover Disc Projectile Sticky Goop Sphere of Plasma
12 Bottle of Guilt Hover Tank Psychic Paper Sweat of Frictionlessness
13 Box of Nanites Hovering Light Orb Psychic Pulse Tome of Secrets
14 Burrowing Beak Indentured Servant Psychotropic Blood Trained Pig
15 Cloth of Re-materialization Instant Desiccator Putrid Breath Turtle-like Shell
16 Collapsible Elevator Instant Shelter Radiation Blaster Universal Button
17 Contagious Terror Invisible Hand Radiation Kite Universal Rebreather
18 Corrupting Aura Knowledge Orb Remote Whisperer Variable Frequency Drive
19 Cybernetic Prosthetics Laser Eyes Retractable Spikes Ward of Protection
20 Detachable Limbs Launch Codes Robe of Forgetfulness Winged Vest
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Name Resources
1
2
Traits 4
3
5
6
7
8
9
10
Name Resources
1
2
Traits 4
3
5
6
7
8
9
10
Name Resources
1
2
Traits 4
3
5
6
7
8
9
10
Name Resources
1
2
Traits 4
3
5
6
7
8
9
10
20
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Planet Grok
Planet Grok was once When the harness was dispelled, it
a haven for transdimensional released a massive surge of raw mana
migrants and a bastion of advanced which erupted through the planet’s
technomancy, until a cataclysm crust.
rendered it a desolate hollow planet.
Feral monstrosities haunt its chasms, The planet cracked and split, creating
cities float among the clouds, and a gigantic rifts in the planet’s surface
derelict space station encapsulates that consumed whole continents.
the planet, saturating the world in Swathes of land were shorn from
perpetual phosphorescent radiation. the planet’s gravity, heaved into the
air, and allowed to float weightlessly
Before then, Grok was a planet among the clouds.
dominated by mankind, with a society
that promoted both arcane and The Voidstar’s turbulent mana
scientific advancement. During this flow made classical thaumaturgy
era, technomancers endeavored to unreliable, rendering nearly all
harness the Voidstar; an undulating thaumatechnology inert or perverted
black mass of negative space around from its designed purposes.
which the hollow planet had originally Being unable to rely on their greatest
formed. technologies, and with the world
Upon their eventual success, the imploding around them, billions
mana harvested from the Voidstar was perished; few survived.
used to develop inter-dimensional
travel, and brought about an age
of unparalleled advancement in
technology and thaumaturgy.
Not long after the harnessing of
the Voidstar, the Simulacrum was
constructed just beyond the planet’s
atmosphere; a jigsaw-like space station
that nearly encapsulated the planet.
Powered by mana shunted directly
from the planet’s core, this massive
structure housed migrants from
countless dimensions, and served as a
hub for interplanetary travel.
Centuries after its construction, a
malfunction in the Voidstar’s harness
brought about a cataclysm.
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After the cataclysm, the Nomadic by nature, Vagabonds
descendants of those who survived typically gather in the shadows of
evolved in isolated clusters, their floating Isles and travel under patches
nature determined by the stratum of open sky afforded to them by the
their ancestors had occupied. gaps in the Simulacrum.
Separated for generations, countless
races and species were segregated into Underlings descend from those
four castes: who sought shelter in the rifts or
underground bunkers, or from those
Celestials are the descents of holdouts who survived aboard scraps of the
aboard the Simulacrum. The races that Simulacrum that plummeted to
survived the lack of oxygen and gravity the surface during the cataclysm.
eventually retrofitted its thrusters Secreted away in their underground
to operate on recycled mana. This hovels, the close proximity to the
prevented most of the Simulacrum Voidstar corrupted their minds and
from collapsing to the planet below, bodies, warping them into feral
and caused its corrupted emissions to monstrosities. Only the most fiendish
bathe the planet’s surface in a radiative horrors survived, preying upon one
phosphorescent twilight. another and unlucky Vagabonds for
Islanders are the descendants of those sustenance. Their ancestors’ redoubts
who were marooned on hovering scatter the Underworld, preserving
islands during the cataclysm. Each Isle ancient relics of profound power.
generates its own gravity, allowing its
inhabitants to build settlements on Now, civilizations have begun to
the underside, shielding them from grow from the ashes of the desolation.
the Simulacrum’s bombardment of Ancient magics manifest as the
radiation. Being elevated great heights Voidstar’s perturbations subside, and
from the planet’s surface, Islanders long abandoned relics of immense
are also isolated from the hellish power await those who would learn
landscape of The Wastelands. their forgotten secrets. Struggles for
power and the threat of caste warfare
Vagabonds are those who travel The loom on the horizon, and all the while
Wastelands of the planet’s surface, a creeping black nothingness peers up
often to carry out expeditions into through the cracks of the world.
the Underworld or to ferry trade
goods from one Isle to the next. Since
none stranded on the surface had
survived the cataclysm, Vagabonds
are commonly descendants from
Islanders, and are easily identified
by the various mutations afflicting
their people from constant radiation
exposure.
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Planet Grok
The Simulacrum is operated Being primarily populated by the
and governed by an artificial descendants of transdimensional
intelligence, commonly referred to migrants, the Simulacrum is
as AL. Prioritizing the Simulacrum’s brimming with strange and
preservation over the well-being of maddeningly alien creatures from
its inhabitants, AL maintains the beyond space and time.
Simulacrum’s infrastructure through The most pestilent of these creatures
mandated labor and subjugating have either been isolated by derelict
its citizens with strict rationing, adjacent districts or purposely exiled
obsessive surveillance, and merciless by AL. By traveling through secret
punishment. passages or networks of labyrinthine
Each hexagonal district of the ductwork and stripped electrical
Simulacrum is isolated from one conduit, those seeking otherworldly
another by reinforced walls and doors knowledge and artifacts are just
capable of withstanding the vacuum as likely to find these lost alien
of space. Although each district may monstrosities in torpor, ready at the
be very different in terms of content slightest disturbance to once again
and function, they are nearly identical enter the waking world.
in size and dimension. This expansive The table below can be used
network of organized districts ruled to generate districts within the
by a single authority makes the Simulacrum.
Simulacrum a prime environment
for urban adventures in an oppressive
metropolis rife with paranoid
troubleshooters or cyber-punks.
25
The Isles careen haphazardly
among the clouds. Due to their
unpredictable travel patterns, and
the inherent difficulty of reaching an
Isle, the communities that inhabit
hovering islands are often extremely
isolated, with distinct cultures and
idiosyncrasies.
The aimless wandering of the Isles
also makes mapping them extremely
difficult. Vagabond cartographers have
endeavored to chart the movement of
the Isles with limited success, often
employing a a combination planetary
magnetic flux measurements,
meteorology, climatology, and
attempts to divine the perturbations
of the undulating black mass of
nothingness at the planet’s core.
The table below can be used to
generate communities and structures
that can be found on the Isles.
26
Planet Grok
The Wastelands are
what remains of the planet’s surface
after being ripped apart during the
cataclysm and constantly bombarded
with the Simulacrum’s radiation. The
table below can be used to generate
regions within the Wastelands.
d20 Result A(n)... ... with a(n)... that...
1 Ancient Canyon Network Ancient Monument Blinks In & Out of Existence
2 Benevolent Demolished City Bottomless Chasm Constantly Reassembles
3 Blinding Dormant Volcano Breeding Site Doesn’t Want You There
4 Burning Farmland Crashed Spaceship Doesn’t Want You To Leave
5 Desiccating Field of Jagged Stones Doorway to Another Place Exists Outside of Time
6 Expansive Forrest of Flesh Dormant Beast Feeds On Fear
7 Infected Lava Lake Dry Well Finds You Attractive
8 Labyrinthine Mind Palace Elevator to the Simulacrum Forgot What It Is
9 Lightless Petrified Forest Encampment of Savages Holds Great Riches
10 Malevolent Primeval Jungle Exposed Leyline Insights Violence
11 Memoryless River of Acid Fallen Simulacrum Fragment Is Actually A Mimic
12 Multidimensional Roaming Mecha-City Herd of Livestock Is Completely Edible
13 Putrid Salt Plain Madman’s Dwelling Is Cursed
14 Rotting Shattered Mountain Magical Spring Is Made of Glass
15 Shifting Shifting Spire Natural Cave Entrance Isn’t Really There
16 Sleepy Toothy Maw Vagabond Camp Knows You’re There
17 Soundless Toxic Swamp Pilgrimage Path Loops Time
18 Timeless Trenched Battlefield Portal To The Simulacrum Moves Backward In Time
19 Weeping Undulating Hills Staircase to the Underworld Reads Your Mind
20 Weightless Wizard’s Tower Temple to the New Gods Speaks In Riddles
31
Traits are Aspects that describe Incapacitation describes
who or what your Character is. Write a your Character’s inability to act. If a
phrase that describes your Character’s Condition would be applied to your
Personality, Motivation, Trouble, Character, but there are no available
Background, and Appearance. Resource Slots, your Character
becomes Incapacitated, and the new
Resource Slots are used Condition is written as a Trait instead.
to track Assets and Conditions. Your
Your Character cannot perform
Character begins with 7 available
Actions while Incapacitated. Anytime
Resource Slots.
your Incapacitated Character would
Assets are Aspects your Character acquire a Condition, write it as a Trait
keeps readily available, such as their instead and decrease the relevant
equipment, short-term information, Attribute’s die by one size.
and lackeys. Write up to four Assets for If an Attribute die would drop below
your Character. Each Asset occupies a a d4, your Character is functionally or
Resource Slot. literally dead.
32
Grok was once a haven for
transdimensional migrants and a bastion of
advanced technomancy, until a cataclysm
rendered it a desolate hollow planet.
Now, feral monstrosities haunt its chasms,
cities float among the clouds, and a derelict
space station encapsulates the planet and
bathes the world in perpetual phosphorescent
radiation.
Yet, a new era of enlightenment is dawning.
Civilizations grow from the ashes, relics of
immense power await those who would learn
their lost secrets, and threats of caste warfare
loom as leaders vie for power.
All the while, a creeping black nothingness
peers up through the hollow of the world.