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GAME DESIGN Giuliano Roverato and

Rodrigo Melchior

LOGO DESIGN Bruno Sabino

GRAPHIC AND Tatyane Frankalino


EDITORIAL DESIGN

ILLUSTRATION Silva João and


Lucas Waroshi

CARTOGRAPHY Alex Damaceno

EDITING Vitor B J Mattos “Maik”

PLAYTEST Rafael Giovanini, Gustavo


Nassar, Koi Sugahara, Kim
Sugahara, Helo Fazani,
Jubs Zabelatto, Michele
Melo, Thiago Escobar and
Ítalo “Diabo” Guimarães

PROJECT Matthew Sanders


MANAGEMENT and Zachary Cox
03

PLAYING
THE GAME
02
Tests and Dice 47
Special Rolls 49

CHARACTER Attributes 51
CREATION Skills 52
Stamina 54
01 Attributes
Origins
16
17
Menaces 54
Combat 56
Vocations 21
Spellcasting 59
Qualities 34
WHAT’S Impairments
Background 35 and Healing 61
GOING ON?
Gear 36 Cooking 63
The World 10 Shop 38 Growth 65
The Game 12 Finish Line 45 Zenith Specials 66
04
05
RUNNING
THE GAME
BESTIARY
Arguments
and Rulings 70
Mermaids 88
Preparing a
Session 71 Observer 89 06
Example Guará 90
Sessions Prep 72
Boars 91
Quick NPCs 74
Capymera 92 ZANDOR’S
Quick
Locations 77 Rubber Dragon 93 MANSE
Quick The QU 94
Adventures 81 Adventure
Blue Coral Grab 95 Time 101
Quick Islands 83
Butter Ectoplasm 104
Travelling Construct 96
around the Zandor Arrives
Porcini Goblins 97
Archipelago 84 and Ending 105
Cinnamon
Mist Weather 85 Skeletons 98 Map 107
01
8 Brave Zenith WHAT’S GOING ON?
Your journey
starts here.
The book you now hold in your hypothetical hands
is a Roleplaying Game (RPG), which is like playing make
believe with friends, but following some rules.

To actually play the game, you will need some friends, a


bunch of six sided dice (preferably 2 per player), the character
sheet at the back of this book and some writing tools.

One player takes the role of the Referee, describing the


world and its inhabitants to the Players, which in turn say
how they interact with said world. Repeat ad nauseum.

of Brave Zenith and go over on how to create a character,


also known as an Adventurer.

For those taking the role of referee, the latter half of

run the game.

All rules text in this game are suggestions. You and your
group are free to make any changes. Don’t be afraid of ruining
anything or going against some repository of canonical lore,
the game was designed with all of that in mind.

WHAT’S GOING ON? Brave Zenith 9


THE WORLD
The world ended a long time ago. Not that
anyone cares about how that happened. The
only clue people have is the reality-bending
mist that has spread throughout the world,
birthing monsters, dungeons and making the
weather absolutely unpredictable --sometimes
it rains blood, other times blackholes just pop
into existence and time has a tendency to break.
The location where the game is set is called
the Archipelago, a chain of islands surrounded by
a colossal coral wall, which keeps most of the mist
outside and stabilizes the weather inside.

The Archipelago

10 Brave Zenith WHAT’S GOING ON?


Outside the Archipelago there are thousands
of islands, suffering under the effects of the Mist.
Each is unique and players are encouraged to
make up their own island of origin and populate
the world. So, where did your character come
from? Why did they come to the Archipelago?
The Second City is the center of commerce of
the Archipelago, it is where people go to become
adventurers and to seek a better life. The Princes

each responsible for a type of good that comes


into the city, and a day of the week – have been
slowly spreading their influence across the
Archipelago, reintroducing the concept of coin
(and thus debt) back into the world.
To better connect each island, a water railway
has been built by order of the Princes, offering
passage to each of the four great regions of the
Archipelago.
Fresh adventurers are given a chance to try
their luck in one such region called the Mangual,

built atop dancing stilts and lots of folks down


on their luck.
The Reef is another region of the Archipelago,
an idyllic alien paradise and the source of most
of the coral used throughout the world. Spas,
temples and arguably the best food around can
all be found inside vast shells left behind by even
vaster creatures.
The Sprawl is the place to go if you want a literal
piece of the past. Looking for technobaubles? The
latest in urban fashion and art? A quick way below
the sea? Then you have to visit the skyscraper bazaars
of the Sprawl. Just make sure not to look down.
At the very center of the Archipelago lies
the Continent: a region so deep into the Mist
that very few have had a chance to explore it.
Unbelievable treasures and monsters are sure
to be found there, in its concretine bunkers and
elegiac remnants of the past.

WHAT’S GOING ON? Brave Zenith 11


The Second City

THE GAME
When you sit down to play, that is when
the group of adventurers gets together to go
on an adventure. There is no need for dramatic
reasons for doing so: no matter how much silver
a character accrues, they are always in debt.

existing: debt is complete bullshit and that is by


the Princes’ design: no matter how big a hoard

interest rates or pointless bureaucracy to make


you indebted again.

12 Brave Zenith WHAT’S GOING ON?


The adventures themselves are closer to Looking for inspiration
odd jobs than epic quests. You are more likely for adventures?
to be searching for lost cats, cleaning houses or
hunting ghosts, than to be delving into tombs
or saving the world.
Always start playing at the beginning of the
adventure, as in the location players need to be.
All the prep and meeting each other stuff has
already happened, so get to the meat of the
game as fast as you can. Ideally, at the end of
the session, the players are all returning to a nice
cozy tavern, to share a drink and rest. Start late,

Despite having a rank system, characters


don’t grow to absurd power levels so that even
a rank 1 adventurer can hold their own with a
rank 5 adventurer. This is done so characters and
players can drop in and out of totally different
groups without having to “balance” things.
It is also important to say that when
adventurers get together, they are on the same
team. Making a character that doesn’t want to
adventure or that just wants to be annoying
and disruptive for no good reason is very
counterintuitive. Only villains do that.
You will also notice that this game was

one in which capitalism sucks, Nazis are meant


to be killed, all cops are bad, and any form of
bigotry is forbidden. If this bothers you, guess
what: this game is not for you!

WHAT’S GOING ON? Brave Zenith 13


02
14 Brave Zenith CHARACTER CREATION
Adventurers
Although anyone can be one, there are a few things
that are true to all adventurers in Brave Zenith. They are:

- Brave. They can keep going when most people would


have already given up.

- Ambitious. They dream of a better future for everyone.


This is what keeps them going against the grain.

- Hard to kill.

sunrise.

- Struggling. Most of them are people who, in some


way, shape or form, don’t conform to the rules of society.

- In debt, seeking all manner of jobs in an attempt to


make ends meet. No matter how much silver they get,
they will never rise beyond their station in this rigged
system. Thankfully most folks in the Archipelago are nice.

It may sound harsh, but nothing beats a night at the


inn surrounded by laughter and friends. You are going to
have a great time.

LET’S
LET’S GO!
GO!
CHARACTER CREATION Brave Zenith 15
ATTRIBUTES
To start, choose f rom one of the sets of
numbers below, then assign each number, in
any order, to one of the three attributes in the
character sheet.
1. Determine your
4, 2, 1 3, 3, 1 3, 2, 2 attributes.

2. Choose an Origin.
Attributes:
3. Choose a Vocation.

STEEL 4. Determine your 2


starting qualities.
If you need to hurt someone, 5. Choose your
protect yourself or intimidate, Background.
Steel is what you need.
6. Grab some extra
gear.

VEILS touches.

Illegal stuff, trickery, gambling


and an overall disregard for the
law, all that stuff is better done
under the thin Veil of the night.

HEART
To connect to the invisible
powers of magic , to be
empathic, to survive in a world
where you are not welcome,
one needs a strong Heart.

Don’t worry about making mistakes. There are


no attribute requirements anywhere in the game.

16 Brave Zenith CHARACTER CREATION


ORIGINS
The Archipelago is full of diverse surprises,
there is more than just humans going about
their business down here.
1. Humans

The descriptions for each origin are on the


next page, but they are not monolithic, same as
how not every single human is exactly alike or
has the same culture. 2. Catfolk

Since the world of Brave Zenith is composed


of a myriad of different isles, try to come up with
the place you hail from. What’s the culture like?
What’s the cuisine like? Your favorite spot? This
3. Jellies

If you don’t like any of the options, create


your own. Do you want to be a dog? Go for it. A
goblin? Why not!

CHARACTER CREATION Brave Zenith 17


Humans
Humans

The most common origin around the Archipelago,

depressed. Or anxious. Or both. Oh my, they are a mess,


aren’t they?

What ties every human together is their love for


hobbies and ideologies. In a world that is as chaotic as the
Archipelago, people have grown attached to their hobbies
as a way to ground themselves in reality. So it is not weird
to see a human boasting about their weird niche hobby
no one knows about.

Humans also tend to create ideologies, sets of ideals


that guide their actions and attempt to change the world.
Due to that, humans frown upon the idea of someone that
is impartial or “above all that stuff”.

18 Brave Zenith CHARACTER CREATION


Catfolk
Catfolk

When the world ended, cats started talking and


walking. Aside from that, nothing really changed. They
love shiny things, can jump pretty high, are stupidly
cute, they like to throw things off tables, to squeeze into
impossible spaces and shapes and to sleep.

With opposing thumbs also came their love for cooking.


Cats are known to have both created a lot of the popular
recipes around the Archipelago and to have developed
systems of mutual aid when it comes to food sourcing.
Before the Princes of the Red Bazaar came, hunger wasn’t
a word people knew.

This also means catfolk will never turn a meal away


from themselves or from someone that needs it.

CHARACTER CREATION Brave Zenith 19


Jellies
Jellies

One day, f rom the cracks in the walls, the jellies


spewed out. No one knows where they came from, not
even themselves. Theories say the came from a giant sea
urchin from beneath the earth, the literal blood of a dying
creature brought to life.

The reality is that jellies are the most recent goofy and
wobbly creature to populate the Archipelago, their ability

to the whole world.

Due to their recent arrival, jellies are unburdened


by tradition and social norms, often being found at the
forefront of innovation, especially in arts.

20 Brave Zenith CHARACTER CREATION


VOCATIONS
Making your own
which will determine most mechanical aspects vocations?
of your character, like stamina, skills, special
abilities and starting gear.
Treat them as suggestions: feel free to replace
an item for something else or even move skill
points around.
You can read more about skills and (other
game terms) in the next chapter.
The vocations available in this book are:

1 Freelancer
Hitting stuff up close and personal. Can’t do
much else.

2 Mixologist
Mixer of concoctions, heals and creates weird
grog. Great listeners.

3 Thief
The name says it all. Hide, pick some locks,
make disguises and steal stuff!

4 Magic User
Cast spells! Wear a cool hat! Probably explode!

5 Hunter
Nature freaks that hunt dangerous monsters.
They have a cute animal companion and
poisonous glands. Nasty!

6 Dancer
Tune in to the secret rhythm of the world,
let your body take control and dance away from
danger. Groovy.

CHARACTER CREATION Brave Zenith 21


Freelancer
Freelancer

Underpaid and overworked, a sword arm is always in


high demand around the Archipelago.

(and themselves) into a peaceful world, their swords still


heavy with regret.

Just make sure to pay them on time.

22 Brave Zenith CHARACTER CREATION


SKILLS
THRESH + STEEL STOMACH + STEEL

AUTHORITY + STEEL PROTEIN + STEEL

BREACH + VEILS CIRCUS + VEILS

TRICKERY + VEILS MERCHANT + VEILS

SHIVERS + HEART NATURE + HEART

EMPATHY + HEART DRAMA + HEART

DEFENSE EQUIPMENT

STAMINA ARMOR Serrated Sword

Freelance Jacket (1 armor)


8 2 Improvised Shield (1 armor)

MAX CURRENT Helmet (negate 1 wound,


once)

FREELANCE SPECIAL
One More! Whenever you roll a 6 during an attack, you get
to attack again.

Breathing Technique: You can heal yourself by gaining a


point of stress during a dangerous situation. You also become
ripped, tearing a piece of clothing of your choice.

CHARACTER CREATION Brave Zenith 23


Mixologist
Mixologist

A good drink can cure a lot of ailments, and


pharmacists are expensive. Mixologists travel the
Archipelago in search of the rarest ingredients, aiding
those they can with their wondrous drinks and poignant
anecdotes.

They can probably outdrink anyone under the table too.

24 Brave Zenith CHARACTER CREATION


SKILLS
THRESH + STEEL STOMACH + STEEL

AUTHORITY + STEEL PROTEIN + STEEL

BREACH + VEILS CIRCUS + VEILS

TRICKERY + VEILS MERCHANT + VEILS

SHIVERS + HEART NATURE + HEART

EMPATHY + HEART DRAMA + HEART

DEFENSE EQUIPMENT

STAMINA ARMOR Unbreakable Grog Bottle

A Handy Glass
6 0 Portable Keg

MAX CURRENT

MIXOLOGIST SPECIAL
Grog:
an adjective for your Grog, it now possesses that property (a

It works like a Potion.


Good Listener: You can receive points of stress from other
characters by listening to their woes.
Professional Drunk: You can’t get drunk, unless you want to.

CHARACTER CREATION Brave Zenith 25


Thief
Thief

Real thieves don’t take well to the name and


reputation of their vocation, after all, stealing is only
stealing if you get caught.

What thieves do is more akin to wealth redistribution,


taking from those with far too much and sharing it
around. So what if they have to break a few locks and
bones to do that?

26 Brave Zenith CHARACTER CREATION


SKILLS
THRESH + STEEL STOMACH + STEEL

AUTHORITY + STEEL PROTEIN + STEEL

BREACH + VEILS CIRCUS + VEILS

TRICKERY + VEILS MERCHANT + VEILS

SHIVERS + HEART NATURE + HEART

EMPATHY + HEART DRAMA + HEART

DEFENSE EQUIPMENT

STAMINA ARMOR Crowbar

A Lot of Keys (1 armor)


6 1 Spyglass

MAX CURRENT Makeup Kit

THIEF SPECIAL
Forgery Expert: You can make a perfect copy of anything
you steal. You can also make a perfect key out of any lock
you break.
Disguise Master: You can create a disguise by using your
makeup kit. You gain a point of stress whenever you lie while
in disguise.
Toolmaster:
need in your backpack, as if it was always there.

CHARACTER CREATION Brave Zenith 27


Magic
Magic User
User

Magic-users are those curious little bastards that


went ahead and messed with the fabric of reality. The
ones that survived, that is.

Magic is tricky and hats are obligatory. It’s a union thing.

28 Brave Zenith CHARACTER CREATION


SKILLS
THRESH + STEEL STOMACH + STEEL

AUTHORITY + STEEL PROTEIN + STEEL

BREACH + VEILS CIRCUS + VEILS

TRICKERY + VEILS MERCHANT + VEILS

SHIVERS + HEART NATURE + HEART

EMPATHY + HEART DRAMA + HEART

DEFENSE EQUIPMENT

STAMINA ARMOR Custom Staff

Robes
4 0 Spell of your choice

MAX CURRENT

MAGIC USER SPECIAL


Magic: Choose a school of magic (elemental, food, illusion or
plant) and name up to two spells of your choice that belong
to it. Names are always two words, like “bungee gum” or

57.
The Sight: You can gain a point of stress to see beyond the
physical realm. This allows you to see through walls, see in
the dark, understand anything written down or to sense the

the session ends.

CHARACTER CREATION Brave Zenith 29


Hunter
Hunter

The Archipelago is full of monsters, from laser beam

open your skull. And the only thing worse than the
monsters is a Hunter with a big gun.

30 Brave Zenith CHARACTER CREATION


SKILLS
THRESH + STEEL STOMACH + STEEL

AUTHORITY + STEEL PROTEIN + STEEL

BREACH + VEILS CIRCUS + VEILS

TRICKERY + VEILS MERCHANT + VEILS

SHIVERS + HEART NATURE + HEART

EMPATHY + HEART DRAMA + HEART

DEFENSE EQUIPMENT

STAMINA ARMOR

Ghillie suit
6 0 Poisoned bubblegum

MAX CURRENT Animal Companion of your


choice

HUNTER SPECIAL
Animal Companion: You have a tiny animal companion that
hangs out on your shoulder. You can gain a point of Stress to
see the world through their eyes until you take a rest.
Poison Glands: You have drunk the blood of a monster.
Choose a type of poison: emetic, deadly or sleeping. You
are immune to that type of poison and anything you lick
becomes coated in it.

CHARACTER CREATION Brave Zenith 31


Dancer
Dancer

You are a vessel for the world’s soul, it is through your


body that its heart beat manifests. Feel the rhythm, react
to things beyond sight, feel even the slightest vibration
in the air, dance to music no one else can hear.

32 Brave Zenith CHARACTER CREATION


SKILLS
THRESH + STEEL STOMACH + STEEL

AUTHORITY + STEEL PROTEIN + STEEL

BREACH + VEILS CIRCUS + VEILS

TRICKERY + VEILS MERCHANT + VEILS

SHIVERS + HEART NATURE + HEART

EMPATHY + HEART DRAMA + HEART

DEFENSE EQUIPMENT

STAMINA ARMOR Synthetic fur cloak

A pair of tie-dye goggles


4 0 Dance Style of your choice

MAX CURRENT

DANCER SPECIAL
Dance Styles: Your moves are deadly. Name your style and
what type of weapon it stands for (sword, spear, dagger, etc…).
Uncanny Tango: You can gain a point of Stress to instinctively
dodge any form of physical harm.
Psychometry: You know the history of any object you touch.

CHARACTER CREATION Brave Zenith 33


QUALITIES
Qualities are the things that make your Examples:
character unique, be it factions they belong to, a
particular set of skills, hobbies, personality traits,
physical qualities or even their Origin.
They are written right next to an Attribute on
your character sheet and can be used to gain
another die in tests, when they are relevant.
At this point you will choose 2 Qualities, which
can be anything you want. We recommend
starting with your Origin and Vocation, but
instead of just writing “Human” or “Magic User”,
try to think in which way these things materialize
into Qualities
And maybe you don’t want to use any of
those, in that case anything goes: bald, divorced,
fashionista, celebrity, unremarkable, perpetually
angry, depressed, great hugger, darkvision,
undead, energy vampire, pastry chef, blind,
vegan, etc...
The most important thing to remember is to

can work but they tend to be boring. Skills and


Connections serve the purpose of being broad
and “generic”, so please go wild with Qualities.
Notes on Qualities
As to which Attribute a Quality should be
associated with, that is 100% up to you. There
are no wrong choices here and there is no need
to make this decision right now, just keep it in
mind as you play and try to incorporate things
about your character into Qualities.

34 Brave Zenith CHARACTER CREATION


BACKGROUND
Backgrounds say how your character is
connected to the world, what group of people
they grew up with and what they know about
the world.
There are 6 backgrounds, each representing a
broad faction found in the world of Brave Zenith.
Having a background means you know how to
talk to this type of people, you know how they
work, where they hang out and so on. They may
be also used as a “macro” Quality, whenever your
Background is relevant, you may attempt tests
with an extra die.

Proletariat
The working class, the common folk, the
breaker of chains, the communists, the anarchists
and all things in between. Adventuring guilds
and unions are contained within. They know
folks in the streets, the best bars, how to topple
organizations and so on.

The Law
professions related to the practice of law. They
know about the inner workings of the law and
how to abuse it.

Criminals
Self explanatory. Anyone that lives off crime
or is in direct opposition to the Law. Thieves
guilds, crooks and charlatans are all found within.

where to get forgery material and drugs, where


to dump a body and so on.

Bourgeoisie
Commerce in all of its forms, the invisible
hand of the market and all of its awful cultists.
They know the inner workings of capitalism and
its branches, such as advertising and marketing.

CHARACTER CREATION Brave Zenith 35


Esoterics
All the professions rejected by social norms,
people who embrace worldviews and beliefs
that go against the status quo. They know about
religions, medicine and philosophy.

Artists
Craftspeople of all walks of life, be it drama,
glassblowing or music, all are here to explore and
expand the world of art. They know about the
art industry, where to get the best supplies and
gauge the value of a piece.

GEAR
You will now receive 3 trinkets and some
money to get you started.

1 Red Chalk (glows in the dark)

2 Soap Brick

3 Monkey Oil

4 20 Dried Bees

5 Red Amber Sunglasses

36 Brave Zenith CHARACTER CREATION


1 Spider Silk Rope (10m.)

2 A Really Poisonous Sea Urchin

3 Copper Wire (200m)

4 Vial of Squid Ink

5 Laser Pointer

6 Kerosene Lantern

1 Snuff Tin (6 doses)

2 Trained Parrot

3 Oversized Frying Pan

4 Cheap Perfume

5 Wheel of Smelly Cheese

6 Folding Pool Cue

Then, roll up how much money you got:

2D6 + 20 Silver Pieces (SP)

And that’s that! You can use the money you


just rolled to purchase items on the next pages,
but this step is optional.
Weapons and armor can be used as a
framework for other pieces of gear. Just because
there isn’t a two handed hammer on the next
pages, doesn’t mean it is not possible to have
one. Simply take a similar weapon and use its
stats and description.
Ammunition for ranged weapons is bought
only once and is slotted into the Equipment
section. As long as it is there, you have
ammunition for your weapon.

CHARACTER CREATION Brave Zenith 37


SHOP

Leather Jacket
(1 armor, 25 SP)
The standard for f ree-
lancers, this type of protective
armor is highly popular among
adventurers in general.
Customizing your jacket is
a must: what sort of patches
do you have? What material
is it made of? All of that can
say a lot about the adventurer
wearing it.

Sea urchin
ceramic plate
(2 armor, 500 SP)
One of the most modern
types of armor available on
the Archipelago, this plate
armor uses all 100% natural
ingredients, fresh from the sea.
It is also very cumbersome,
requiring 3 Equipment slots to
be worn.
The spikes can be used as
weapons of their own.

38 Brave Zenith CHARACTER CREATION


Shield
(1 armor, 50 SP)
A relic from a less sophisti-
cated age, shields are a favorite
of adventurers that like to get
in close and personal.
Whenever you have a
shield you may choose to take
a hit for a close-by friend.

Helmet
(40 SP)
Anything can be a helmet
with a little bit of creativity,
and adventurers on the
Archipelago have embraced
that wholeheartedly.
Aside f rom the obvious
b e n e f i t s a g a i n s t fa l l i n g
objects, you can have a helmet
be destroyed to not receive a
point of Wounds.

CHARACTER CREATION Brave Zenith 39


Two Handed Sword
(100 SP)
Hefty blades made f rom
the bones of fallen dragons
that are used by the most
skilled (and sometimes foolish)
adventurers.
Two handed swords require
2 Equipment slots to be worn.
You can attack up to 3
targets at once in an arc.

Plank
(10 SP)
The most common weapon
around the Archipelago.
Stupidly simple to make.
Simply effective.
When you succeed in
attacking someone with a
Plank and you roll doubles,
you may choose to stun your
target.
Stunned targets don’t get
to act until their next turn.

40 Brave Zenith CHARACTER CREATION


Blue Coral Dagger
(20 SP)
Made from the coral found
in the great reefs around the
Second City, these daggers are
known to never lose their edge.
They also vibrate when
near drinking water.

Ashen Pine Spear


(50 SP)
Using a special type of wood
found on the island of Pyragora,
the blades on these spears are
able to become white-hot in a
matter of seconds.
Their versatility and sheer
illuminating power make these
a favorite among adventurers.

CHARACTER CREATION Brave Zenith 41


Custom Staff
(55 SP)
Every magic user has a
unique approach to their staff,
but the end product often

of magic.
Magic users can use them
to counter spells, launch
specialized bolts of magic
(by using Shivers) and cause
generalized havoc.
Breaking a staff causes it to
explode. Be careful!

GEAR TABLE 10 SP
Red Chalk (glows in the dark) Gaming Dice

Soap Brick Black Pepper

Monkey Oil Box of Matches

Copper Wire (200m) Bottle of Firewater

Spider Silk Rope (20m)

42 Brave Zenith CHARACTER CREATION


Pinball Gun
(35 SP)
Although called a gun, these weapons
do not use any type of gunpowder.
Rather they harness the mechanical
prowess of the eldritch pinball machines
of yore.
Pinball guns may either use pinballs
or sea urchin spikes as ammunition.

obnoxious sound.
Ammunition goes into equipment
slots, as long as it’s there, you can shoot.

GEAR TABLE 15 SP
Pinballs Butter

Sea Urchin Spikes Sack of Marbles

Kerosene Lantern Crowbar

Squid Ink Rations (1 day)

Oversized Frying Pan

CHARACTER CREATION Brave Zenith 43


SERVICES TABLE
Night at a cheap drinking hole All you can eat buffet
5 SP 10 SP

Room at a fancy Inn Night out drinking


15 SP 25 SP

Room at a prestigious hotel Doctor (heals 1 scar)


100 SP 500 SP

TRANSPORTATION TABLE
Tuco-Tuco (bird mount) Your very own Swoop
50 SP to rent/ 500 SP to buy 3500 SP

Water Train Fare to any region Barely Functioning


of the archipelago Submarine
50 SP 7000 SP

Two way ship passage Ancient Airship


to any island 10000 SP
250 SP

PROPERTY TABLE
A small shack Permanent reside at
750 SP a fancy hotel
3500 SP
Modest house
1500 SP Underwater Sea Urchin Base
5000 SP
Fancy apartment
2500 SP You very own Spire
7500 SP

44 Brave Zenith CHARACTER CREATION


FINISH LINE
We are almost there! All that is left is to pick a Wounds
name (if you haven’t already) and talk about Menaces.
You can name your character anything you
want, but our suggestion is to pick something
simple and memorable. Your friends are more
likely to remember Porkchop the jelly freelancer,
than Kniphtris O’amero, noble elf of the city of stars.
Keep it punchy and natural. Stress

limits of your Menaces. As you play the game,


they will rise and make your life that much
harder, but how much they can rise before you
are in trouble is determined by your Attributes.
Each menace is connected to an attribute:
Steel - Wounds
You are now ready for
Heart - Stress adventure!
The limit for each menace is equal to
your attribute, so if you have a Steel of 4, the
maximum value your Wounds can get to is also
4. Cross out the ones you are not going to use.
See the example below:

ATTRIBUTES
STEEL

3 MENACES
VEILS WOUNDS

3
HEART STRESS

CHARACTER CREATION Brave Zenith 45


03
46 Brave Zenith PLAYING THE GAME
Rules and you
We will now go over the main mechanics of Brave
Zenith, how and when you roll dice, what all those things
in your character sheet actually mean, how to grow, how to
heal and how to cook a meal: all the things an adventurer
needs to know will be found ahead.

If you are playing the game, knowing these rules will


help you greatly, but it’s not a requirement for playing.
Having a character and a referee that is familiar with the
rules is more than enough.

It is important to point out once again that, if you don’t


like any of the rules, feel free to change them or just not
use them. If you feel like a rule is missing, make it up. This
is your game now.

Finally, try to avoid checking up on the rules during


play. Agree on something as a group and keep playing.
Rules are dumb, chatting with friends is funner.

PLAYING THE GAME Brave Zenith 47


TESTS AND DICE
The main mechanic in Brave Zenith is called Challenge Rating
the Test. Whenever you are doing something that
is particularly dangerous or that failure would
cause an interesting outcome, you make a test.
To succeed in a test, roll two six sided dice
(2D6), add a relevant Attribute + Skill and try
to get a total value equal to or higher than the
Challenge Rating (CR).

2D6 + Attribute + Skill >= CR


8 - Easy
There are always 3 possible outcomes to tests
in Brave Zenith: 10 - Baseline

Sucess 12 - Hard

equal to or higher than CR 14 - Extreme

What you were attempting to do succeeds

your actions.

Partial Sucess +5=9


1 or 2 points below CR
9 < 10
Success with a consequence. You accomplish (partial success)
what you set out to do, but you pay a price,
either by putting yourself in a disadvantageous
situation (get left behind, fall down, lose an item,
etc.) or by gaining a Menace (Wounds or Stress).

Failure
3 or more points below CR
What you were attempting to do fails
miserably. Suffer the most obvious consequences
of your actions.

48 Brave Zenith PLAYING THE GAME


Example:
A freelancer with a total Thresh of 5 (3 points
in Steel + 2 points in Thresh) attempts to break
down a door to escape the Law. CR is 10.
They roll:

+ 5 = 14
14 >= 10 (Success)
They break through with a single hit, allowing
them to get away from the Law!

SPECIAL ROLLS
Doubles
Regardless of the result of your roll, doubles
are there to add spice and create unexpected
surprises. Sometimes it might be hard to think of
a twist to the result of a roll on the spot, so don’t
be afraid to discuss it as a group.
There are two types of doubles in the game:

PLAYING THE GAME Brave Zenith 49


Sharp Corners (odd doubles): an unpleasant
and unexpected twist, downgrade the result of
your test.
• Failing a test and rolling sharp corners
means something extra bad happens. That jump
you screwed up? You broke a leg. When in doubt,
gain Wounds/Stress, lose something valuable,
waste time or lose agency.

Jackpot (even doubles): a pleasant and


unexpected twist, upgrade the result of your test.
• Succeeding on a test and rolling a jackpot,
means something extra nice happens. Sneaking
around guards? They won’t even notice if you
steal all of their money. When in doubt, lose
Wounds/Stress, gain something valuable, gain
time, gain agency or information.

Qualities
Whenever a relevant Quality is used on a Test,
add an additional die to the roll. When a Quality
is used, doubles cannot be triggered.

Helping
Players may help each other when they
attempt tests. Helping players lend one of their
dice to the one attempting the test. In case of
failure, the player whose dice rolled the lowest
suffers the consequences.

50 Brave Zenith PLAYING THE GAME


ATTRIBUTES
STEEL
If you need to hurt someone, protect
yourself or intimidate, Steel is what you need.
Test it when:
Doing anything that requires a strong body.
Attempting to brute force your way through
a challenge.
Reading someone’s body language.
Trying to hurt someone. Steel
Parrying or blocking an opponent’s attack.

VEILS
Illegal stuff, trickery, gambling and an
overall disregard for the law, all that stuff is
better done under the thin Veil of the night.
Test it when: Veils
Doing anything that requires quick

Attempting to trick someone.


Trying to see through deception.
Dodging an attack from an enemy.

HEART
To connect to the invisible powers of magic, Heart
to be empathic, to survive in a world where you
are not welcome, one needs a strong Heart.
Test it when:
Doing anything that requires a loving heart.
Attempting to talk through situations.
Trying to understand someone’s motivations.
Doing anything related to magic.
Trying to resist the effects of a spell.

PLAYING THE GAME Brave Zenith 51


SKILLS
Thresh
steel skill
Destroying things and people beyond
recognition, applying brute force. Whenever one
indulges in violence, they thresh.

Authority
steel skill
The skill of intimidation and control. Impose
yourself on others, make your will reality, bend
people into submission.

Stomach
steel skill
Stomach things: poisons, truths, pain. Resist
everything the world throws at you, no matter If you have 0 points
how indigestible. on a skill, simply use
its related attribute.

Protein
steel skill

work. Apply force, lift yourself and the world.

Breach
veils skill
Do crimes. Sneaking? Stealing? Picking
locks? Forging documents? Whatever breaches
the law goes here.

Trickery
veils skill
Lying in all its forms. Pretending to be

card game? Trickery.

52 Brave Zenith PLAYING THE GAME


Circus
veils skill

and panache of a circus artist. Tumble through


life like the sad pagliacci you were meant to be.

Merchant
veils skill
Barter good deals, negotiate, be a master of
diplomacy (and capitalism). Know the value of
things and be a paragon of the Invisible Hand.

Shivers
heart skill
The adventurer ’s connection to the
supernatural, be it the use of magic or that
uncanny feeling on the back of their neck.

Empathy
heart skill
Putting yourself in someone else’s shoes,
understanding others and having genuine
conversations.

Nature
heart skill

Tame creatures (and talk to monsters), know


which mushrooms are for eating.

Drama
heart skill
Own any stage, control emotions and build
tension. Be over the top, dramatic, expansive,
express your artistic self.

PLAYING THE GAME Brave Zenith 53


STAMINA
Turns out, adventuring can be pretty tiring.
Even the mightiest cannot go on forever.
Whether you are constantly trying to not be
killed by an enemy’s sword or pushing the limits
of your physical body by casting spells, you will
use Stamina.
Stamina represents your resilience to all
taxing actions of an adventuring life. When
you are attacked, hurt, cast spells or perform a
particularly draining activity, your character will
lose Stamina. Once your Stamina is gone, you
become highly susceptible to Menaces. You will
want to keep it high for as long as possible.

MENACES
Menaces are a bad thing. Once they reach
a high enough number, they may signal the
end of your adventurer or a particularly nasty
disadvantage.
The limit of points you can accumulate in a
menace is equal to its associated attribute. For
each point of menace you have, your healing
capabilities are decreased by that amount.

Wounds
steel menace
Wounds represent how hurt you are. When it
reaches its limit, you pass out and must be healed,
or else you die! If you survive you get a Scar . A
Scar counts towards an equipment slot. Once you
cannot gain more Scars, you will die by the next
time you reach your Wounds limit. Gaining a Scar
doesn’t reset the number of Wounds.

54 Brave Zenith PLAYING THE GAME


You gain Wounds when:

You roll a partial success on a test during a


particularly dangerous situation.
You take surprise damage (traps, ambushes,
etc...).
Your Stamina reaches 0 by taking damage.
You take further damage when your
Stamina is at 0.

Stress
heart menace
Represents the mental toll of adventuring
and magic. When it reaches its limit you become
Stressed Out -- until your Stress is reduced, all
tests are done with just one die.
You gain Stress when:

You are in a very scary situation.


You roll a partial success on a test during a
particularly stressful situation.
Casting a spell outside of your domain.
Casting a spell without stamina or that
drops your stamina to 0.
Your Vocation’s Special is triggered.
Seeing a friend in dire straits or getting
knocked out.
Not eating a proper meal for a day.

PLAYING THE GAME Brave Zenith 55


COMBAT
Initiative
Combat can be pretty dangerous, even for Anyone that
seasoned adventurers. In those moments it

the initiative. Every round, the side with most

on ties. Every participant gets a turn and once


everyone has gone the round is over.
During their turn, a character gets an Action.
Actions are basically anything that the
character can do in a situation, like attacking,
talking, fleeing, healing, helping, taking
something out of their backpack, etc. Sometimes
you might need to take small, quick movements
to do an action, like stepping forward to attack,
these are considered as part of an action.

Range And Movement


Distances and movement in Brave Zenith are
abstracted through ranges: you are either Too
Close For Comfort, at a Respectable Distance or
As Far As You Can Be While Still Being Able To
Help. If you are further away than that, then you
are not in combat.
As previously noted, as part of your action
you may move small distances, meaning you
can move 1 range, either closer or farther away.
If your action is mostly focused on movement,

ranges instead.
It is up to the Referee to decide when the
characters are no longer in combat.

Too Close For Comfort


At this range, you can physically interact
with objects and people, attack with melee and
ranged weapons.

56 Brave Zenith PLAYING THE GAME


At a Respectable
Distance
At this range, you are able to comfortably
attack with ranged weapons and people can
easily hear you.

As Far As You Can Be


While Still Being Able
To Help
At this range, you are at shouting distance
and attacking with ranged weapons is
considered ineffective.

Out of Combat
At this range, you cannot be attacked, attack
or be heard. You are safe but cannot interact
with those still in combat unless you move to
an appropriate range.

Attacking
Attacks always hit if they are physically
possible, as in you can only attack with a sword
an opponent that’s Too Close for Comfort.
Roll a D6 to determine damage dealt (some

Depending on the situation, some attacks might


also be Effective or Ineffective.

Damage
Each point of damage reduces the target’s
Stamina by 1. When opponents’ Stamina
reaches 0, they are knocked out and any further
damage will kill them. When adventurers reach
0 Stamina, they get a point of Wounds and any
further attacks will each increase their Wounds
by 1, they are only knocked out (and possibly

PLAYING THE GAME Brave Zenith 57


Ineffective Attacks
Happen when the weapon being used is inappropriate
to the situation (say a large two handed sword in a tight

roll damage twice and take the worst result.

Effective Attacks
Happen when the weapon being used is especially
appropriate to the situation (say a hammer against a Coral

In this case roll damage twice and take the best result.

Tests and Opponent


When you do something particularly dangerous in
combat, for instance you want to grapple an opponent

spells, a test is required. In that case, the base CR is always


equal to the opponent’s.

Armor
Armor negates damage received up to its value. Any
damage beyond its value is received in full and decreases
the character’s armor by 1. A character can restore 1 point
of armor during a short rest or fully during a long rest.

58 Brave Zenith PLAYING THE GAME


SPELLCASTING
Magic users are a bit trickier to play. They can I’m not a magic user,
cast spells and magic in general is extremely but I sure would love
broad and chaotic. to sling some spells...
Magic comes f rom the strange mist that
covers most of the world. Being in contact with
it changes you, changes your perception of
reality and allows you to change it to your liking.
Too much of it and it’s like radiation poisoning,
except it unravels you until you become a little
pile of salt. Be careful!

Casting Spells
When you cast a spell in a dangerous
situation or when failure would produce an
interesting result, you must test Shivers. The
CR is determined by the situation and your
interpretation of the spell name: the broader,
more powerful, more complex ones lead to
higher CR, and the opposite to lower CR.
When using spells in combat, to grapple, stun
or otherwise hinder an opponent, the base CR is
determined by the opponent’s.
If used for damage, the spell deals XD6
damage to the opponent, whereas X is
determined by the Spell`s Power. The more
damage a caster wants to do, the harder their
Shivers test will be:

Moderate Spell (CR 10): 1D6


Powerful Spell (CR 12): 2D6
Reckless Spell (CR 14): 3D6

If the magician attempts to cast a Reckless


Spell, they gain 1 Stress regardless of outcome.
Outside of dangerous situations (those that
do not require a test), spells always work.

PLAYING THE GAME Brave Zenith 59


Stamina Costs
Whenever you cast a spell, lose 1 Stamina.
When you succeed in casting a spell,
everything goes as planned and you don’t lose
any extra Stamina.
When you partially succeed on casting a spell,
everything goes as planned but the spell takes
its toll on you. Lose extra Stamina equal to the
lowest die rolled.
When your spellcasting fails, everything
goes wonky. You lose control of the spell and it

or an adjective to its name, switch a word for its


antonym. Play with the name of the spell and
reinterpret its use. If you want, you may add this
wonky spell to your arsenal. On top of that, lose
extra Stamina equal to the highest die rolled and
gain a point of Stress.

Stress
Casting spells is one of the most stressful things
a mortal can do. Gain 1 point of Stress when:

You cast a spell outside of your domain.


You cast a spell without any stamina.
You cast a spell that drops your stamina to 0.
You cancel an opponent’s spell.

60 Brave Zenith PLAYING THE GAME


IMPAIRMENTS AND HEALING

Impairments
Depending on enemies attacks, traps,
environment or spell effects, a character may
accrue an Impairment. The examples below are
not exhaustive, use them as guidelines.

Grappled: Cannot move or attack, only


attempt to break free. All attacks on grappled
characters deal maximum damage. Adventurers
have to test an appropriate skill (Protein, Thresh
and Circus are the most common) to keep
opponents restrained or when they themselves
try to break free.
Blinded: Cannot execute ranged attacks,
melee attacks are always considered ineffective.
All tests that require sight increase their CR by 2.
Poisoned (Emetic, Deadly, Sleeping): Emetic
poisons make you sick, unable to act until healed
due to projectile vomiting. Deadly poisons are
fast acting, every action you take accrues you
1 point of Wounds. Sleeping poisons make you
fall asleep instantly, unable to act until someone
wakes you up. You wake up Stressed Out, and
you remain so until you are healed (this poisoned
sleep does not count as a rest).
Suffocating/Drowning: Lose 1D6 Stamina
per action done while out of breath and unable
to breath. You are knocked out when your
Stamina reaches 0 this way.

Healing
Anything that heals an adventurer, be it
a potion, a mixologist’s grog or a short rest,
works the same way: you roll 1D6 and recover
that much Stamina, subtracting any points of
menaces you have from the result.

PLAYING THE GAME Brave Zenith 61


You may also choose to remove an
Impairment instead of recovering Stamina.
Example.: a character heals themselves
with a potion, rolls a six sided die and gets a
5. However, they got 2 points of Wounds and 1
point of Stress, which means the total amount
of Stamina recovered is just 2.

Resting
Short rests happen when you take 10 minutes
to catch your breath and eat or drink something.
You heal as normal. You may also choose to
recover one point of armor instead of healing.
Long rests happen when you take a break
of at least 6 hours or you sleep with a roof above
your head. You recover all of your Stamina, Armor
and remove one point of a menace of your
choice. You may only do this once per session,
further long rests only heal as normal.

Session End
At the end of a session, players may remove
1 point of a menace of their choice, regardless of
how things ended. They also get to recover two
six sided dice worth of Stamina.

Healing Scars
Each Scar costs 500 SP to remove, as long as a
professional is present. Magic cannot remove Scars.
Healed Scars can become Qualities if a
player wishes to.
Example.: Lost an arm? Maybe you decide to
install a prosthetic, thus removing the Scar from
your equipment. A player may also have decided
to remove the Scar, but stay without an arm,
turning that into a Quality.

62 Brave Zenith PLAYING THE GAME


COOKING
The adventuring life is tough and there often
aren’t a lot of opportunities to properly eat, thus
a lot of adventurers take up cooking.
Whenever players take a short rest from the
game or share a meal in real life, their characters
get to cook. One ration is needed for each person
partaking in the dish.
Each type of dish restores 2D6 Stamina
(subtracting any points of menaces you
have from the result) and gives session long
bonuses and penalties to attributes. The effects
of multiple dishes do not stack, but you may
change the ones active by cooking again.

Dishes
MIST PASTEL

but mist. Tastes like nostalgia.


Effects: Increase Heart by 2, gain a point of

RUBBERY FEIJOADA
Stewed black beans and preserved rubbery
dragon meat. Thick and hearty. Served with
rice, farofa, crispy kale and an orange slice.
Effects: IIncrease Steel by 2, decrease Veils
by 2. You become immune to poisons.

PLAYING THE GAME Brave Zenith 63


CAPYBARA STROGANOFF
Heavy cream, tomato sauce, juicy mushrooms and
chunks of fatty capybara meat. Top with mandioca crisps
for that extra crunch. Everything an adventurer needs.

Effects: Increase all attributes by 1. Decrease


maximum Stamina by 3 for the rest of the session.

SPICY BOAR SANDWICH

potato bread bun. Sloppy, but ideal for hangovers.

Effects: Increase maximum Stamina by 3 for the


rest of the session, gain a point of Wounds.

MOON CHOCOLATE BRIGADEIRO


Freshly mined chocolate and condensed almond
milk, rolled into bite sized balls. The dish that binds
the Archipelago.

Effects: Increase Heart by 1, decrease Steel by 1.

SECOND CITY COFFEES


Piping hot black coffee. So strong rumours say the dead
can be brought back with a single sip.

Effects: Increase Veils by 2, gain a point of Stress.


Any dead person that drinks this comes back to life for 5
minutes. Also, you can no longer sleep or take a long rest
for the rest of the session.

64 Brave Zenith PLAYING THE GAME


GROWTH
Whenever a session ends, adventurers get a
point of experience, regardless of what happened.
For every two experience points, they rank
up, increasing their maximum Stamina by 1 and
gaining +1 to a Skill of their choice.
Qualities will often pop up naturally through
play as players explore their characters, so add
them as you please. Won that eating contest the
local catfolk were hosting? Maybe add the Glutton
quality to represent that. Created a guild with

added as Qualities too! Just keep in mind that


you can only have 6 qualities (2 per Attribute) in
total and you may only move or remove a Quality
when you rank up.
Magic Users may add a new spell to their
repertoire once they rank up. They may also
change the wording of a current spell whenever
they gain an experience point.
Dancers may add a new dance style to their
repertoire once they rank up.
Once an adventurer reaches the Zenith Rank,
they can no longer gain experience points. At this
point a player can choose between 2 options:

Increase any Attribute by 1 and keep playing


their character for as long as they like;
Gain a Zenith Special.

PLAYING THE GAME Brave Zenith 65


ZENITH SPECIALS
Those brave enough to take this path receive
powers capable of shaping the world. However,
upon using these powers, know that there is no
way back: you will lose your character and things
will end badly.
All of these abilities are brought upon by the
reality-bending power of the Mist, experience
points are just a measure of how much of it you
have ingested over time.

Demonhood
All your Attributes become 6. Double your
Stamina. Your skin becomes leathery granting
you 3 points of Armor.
Anyone you touch loses their soul, food
doesn’t affect you as everything tastes like ash.
Everyone is scared of you. 1 month from now, you
will be dragged down Below.

Limit Break
Once per session, break all limits and go even
further beyond. You may always reroll tests and take
the best result, all failures become partial successes
and you always get to act twice during combat. This
ability lasts until the end of the session.
Your body cannot hold this power, once
this ability ends, permanently reduce all your
Attributes by 1. When they all reach 0 you burst

power, your Attributes are reduced by 2.

66 Brave Zenith PLAYING THE GAME


Immortality
You can never die. You cannot take damage
or gain Wounds. However, you can never rest nor
reduce your Stress.
Emotions become meaningless, life loses
colour and your passion fades. Every session,
remove a Quality. Once all Qualities have been
removed you become a statue.

Metempsychosis
Transfer your soul to a new body. Make a new
character, they are infused with your old soul,
retaining any Qualities you had and gaining 3
extra Skill points.
Your former body loses their memories and
hunts your new character down for answers.

Become an Island
Sculpt your body into an island, safe from the
mist, from which a new society will be born. You
become magnetic, all objects will begin sticking
to you, quickly increasing your total mass.

doors. In 1 week you will be the size of a hill.


Flee to the ocean to not crush everyone and
everything you care for because in 1 month you
will become an island. Create a new Island, name
and describe it.

PLAYING THE GAME Brave Zenith 67


04
68 Brave Zenith RUNNING THE GAME
Referee’s
Referee’s eyes
eyes only
only
The following pages go over a few useful tips and tricks
when it comes to running Brave Zenith, how to prepare a
session and a bunch of generators to help you come up
with stuff on the spot!

More so than the rules, every single thing in this section


is optional and can be fully ignored.

Swiss Roll Warmaster

RUNNING THE GAME Brave Zenith 69


RUNNING THE GAME
As you’ve probably noticed, a bunch of
paragraphs of Brave Zenith ask you to interpret
the information given and even argue in favor of
different outcomes (CR, consequences, spells).
This can turn things into long discussions about
how things are supposed to work in game: How
does the spell I create work? Do I need to test for

mixologist? When do I increase the CR of tests?


When do I lower it? Should we even test for it?
Describe things thoroughly: Always explain
things to players, don’t leave them in the dark.
Give as much information as possible to players,
they need it to make smart choices. Remember
that everyone may be imagining different things

what is going on between players. Also they


cannot “see” anything that isn’t described!
When interpreting things (and as a rule of
thumb), always follow whatever is more obvious

generally known rules of physics, etc...


Use rulings: The most important task of a
referee is to keep the game going, so you will

jelly spell turns a person into a bottle of jam”).


The trick is to remain consistent and to not be
afraid to ask your group for their opinion (“the

into jam but that would increase the test’s CR,


does that make sense?”). These help everyone
understand how the world works, what is the
fantasy logic they are playing with and it will
avoid unnecessary discussions.

70 Brave Zenith RUNNING THE GAME


PREPARING A SESSION

The easiest way to prepare a session is to


understand what kind of session everyone wants
to play. Asking players what kind of adventure

own fun, you will not need to incentivize them


or push them towards something.
Beware to not overprepare adventures as it is
basically impossible to account for every possible
situation and outcome players will get themselves
into. Don’t try to create stories or narratives for
players to follow, but rather set the stage: pull a
bunch of cool props (locations, monsters, items)

then let the players in to play with all the things


you left them (and they will probably bring their
own set dressings to it too).
When creating situations, locations, puzzles
and opponents, you don’t need to think about
their solutions: rather wait and see what players
will come up with and adjudicate/react from there.
It is ok to say you don’t know or that you are
lost and ask for a couple minutes to get back on
your feet. You are also playing the game and part
of your fun should be being caught off guard.
You are not here to entertain other people.
I often prepare sessions by quickly writing down
ideas, characters and a rough map if I need one
down on paper, usually half an hour before a session.
If you do have more time to prepare a session,
please do use it to make your play experience
funner and easier. The key is to remember that
you are not writing a book that someone will read,
you are writing for yourself, to help you remember

It’s like preparing to cheat on a school test (also


known as studying).

RUNNING THE GAME Brave Zenith 71


Problems
Some players often want to spite the referee by
forcefully attempting to avoid the things you did
prepare, to avoid that try the following:

Discuss beforehand what everyone wants


to play. When the game starts, everyone
should know exactly that “this is what we
have for tonight”.
Ask for feedback from your players, listen
to criticism and suggestions and use them to
improve the next session.
Remove repeat offenders from the group.

EXAMPLE SESSION PREP

This is how I would prepare for the f irst


session in a inn.

Players arrive at the town (Pecori) tired


from a long trip and will need to look for a
inn to stay the night.
The inn (the Fat Bat Bath) is an old
bathhouse, actually an abandoned cheap
motel. There are 3 baths and 3 rooms.
All rooms are currently full, but the inn
keeper can give you a room for the night if you
convince any of the guests to give up their own.
He (Carlos Bonamassa, Inn-keeper, total
bear, shirt is way too tight) would rather the
party remove the Vegetable gang from room 3.

72 Brave Zenith RUNNING THE GAME


There is no food as a tiger (Stamina 8/ CR
10) is loose inside the cellar. Free food for
whoever can get it out of there.

The baths are either too dirty, broken or


infested by a hair monster that lives in the
pipes (Stamina 12 / CR 12 / Strangling).

Main room: an old automata plays a


headless guitar. Actually an assassination
automata. 1 in 6 chance one of the players is
a target. Tomatom and his gang are there but
will soon go to their room (Room 3).

Room 1: a shy giant covered head to toe in


armor (named Stronkus) is painting miniatures.
He doesn’t want anyone to know that.

Room 2: Has been taken over by red coral


and is full of harvester bees (staying near them
causes 1D6 damage as they drain your blood).

Room 3: Tomatom and his gang of 6 onion


dudes (all tiny humanoids with vegetable
heads) are trashing their room and planning
crimes. Tomatom likes when people praise his
intellect and give him money. They are all bark
and no bite.

During the session two things will


happen: a local guard will come for his bribe
and attempt to intimidate players into paying
protection money and 2D6+2 pamonha cats
invade the tavern and eat anything that isn’t
nailed down. (Pamonha Cats: Stamina 4 /
CR 10 / Bite 1D6 damage / they can’t die for
real unless burned. They come back alive in 1
minute/round).

RUNNING THE GAME Brave Zenith 73


QUICK NPCS
NPCs (non player characters) are the funky little dudes
your players will interact with. Sometimes they will talk to
ones you didn’t prepare, sometimes you will need to come
up with one on the spot.

Here is how I generate NPCs appropriate to Brave Zenith:

NAME:
Last medicine you took, add Your favorite planet
a vowel somewhere
An object near you
Last dish you ate
Weather
Your pet’s name
Some old philosopher
A drink you love
Sports
The color of a nearby object
Old RPG spell names (like

Your favorite teacher Seasonal fruit

A weird local brand Communist theorists

Least favorite food Your favorite chemical


element
The name of a month
Common local bugs.

Combine origin and background:

74 Brave Zenith RUNNING THE GAME


ORIGIN:
Chunky catfolk Loud human

Scarred human Human kid

Fluffy catfolk Demon

Translucent jelly
noises
Protein addicted human
Neon colored jelly
Rainbow colored catfolk
Bat person
Really old human
Janky automata
Jelly cube
Starving giant
Pristine ceramic automata

Capybara
Porcini goblin

BACKGROUND:
Coach Unhinged

Communist Nomad

Artist Hobo

Bourgeoisie Lost nobility

Chef Veteran

Esoteric Assassin

The Law Farmer

Criminal Gambler

Neon-liberal Cultist

Proletariat Politician

RUNNING THE GAME Brave Zenith 75


Add a want and a quirk.

WANTS:
Money. Lots of it Run an errand for a friend

Good food Get married/divorced

Make friends Rob a bank/friend/noble

Pay off their debt

Run away from their companion Spend money won in the


lottery
Be their own boss
Gamble
Be left alone
Party crash
Drink until they pass out
Rehearse for a play/
Go on a spontaneous
adventure
Buy drugs (not allowed)
Start a new nation/cult/business
Murder a politician/
guard/traitor

QUIRKS:
Baritone voice Pathological liar

Hiccups Detached from reality (rich)


Telepathic Smokes hand made cigarettes.

Runny nose

Actually a ghost Bad British accent

Chipmunk voice Never blinks

Non verbal communication Talks in third person

Floats “Yes, yes.” after every sentence

Flirty Overly excited, howls like a wolf

Perpetually drunk Smoker voice

76 Brave Zenith RUNNING THE GAME


QUICK LOCATIONS
Locations are the dangerous place adventures go to, not your local
neighborhood or your favorite bar.
First, what is this place:

WHAT:
Sewer tomb Sun powered factory

Abandoned mall Trash mine

Mossy apartment building Fast food chain

Moldy hotel Sunken hospital

Subway station Pristine museum

Lighthouse Missile silo

Ancient fort Crashed satellite/space station

Colossal statue Isolated prison

Aquarium Derelict cargo ship

Blacksteel bunker Landlocked oil rig

populate larger locales.

WHO:
Cheesemakers looking for a new type of mold. Incredibly
curious and careless;
A guild of actors enacting an occult culinary ritual. They are
quite bad at it;

batlings for control of the locale;


Boars round up recently captured mortals for experiments;

RUNNING THE GAME Brave Zenith 77


A cadre of Iron Chefs have turned this place into a huge
experimental kitchen;
Demons are playing golf here, their servants (a group of
abused Jellies) plan to murder them;

inspiration. They have too much money and too little


common sense;
A rival adventuring party™ is currently running away from an
immortal mantis monstrosity. They are carrying a cow-sized
gold bar with them;
A mob of mermaids has gathered here to “shoot a movie”. They
do not know what that is, but they are chaotically trying it;
A lonely demon is sculpting friends (cats) out of corn paste. The
cats do not care for him and are impossibly hungry and savage.

Treasure that makes it worth exploring. How does this interact with
the Who section?

TREASURE:
An ancient sheet of red paper. Anyone cut by it will slowly
bleed to death;
A set of amber gambling dice. Anything can be bet on these
dice, even souls and memories;
A ring of carved bone, topped with a living black eye. Allows
users to see 5 minutes into the future;
One box of still sealed black pasta. A hive of parasites that can
bring the dead back to life;
A spear made of a single piece of charred wood. It can pierce
anything, but holding it causes severe burns;

and only breath underwater;

to any mirror the user owns;


An old novelty wrestling belt. Activating it turns the user’s
skin into steel;

78 Brave Zenith RUNNING THE GAME


A slab of sharp ghostly glass. Deals double damage, but the user
takes double damage. They also lose their shadow;
Purple snuff. Allows the user to astrally project to faraway places.
Oxidized bronze soprano saxophone. Produces subsonic
noises that deafens mortals for 1 day;

chew on it fall into a deep coma;


Red coral hand. Can be used to replace a lost hand and to
combust things with a snap;
Vial of blue honey. Restores any object to when it was most
pristine;
A bell made of pure darkness. It blinds all in its vicinity when rung.
An ever regenerating chocolate frog. It whispers secrets to
those it likes;
A plastic coin that can glue/unglue any two things together
on command;
A bident that can call lighting down on anyone targeted by it.
1 in 6 chance of hitting the user;
Tiny miniature truck. When shaken turns into a life sized solar
powered truck;
Sentient gold plated poncho. It can freely change shape but
is always hungry for memories.

RUNNING THE GAME Brave Zenith 79


If you need something extra, throw in one of these:

WEIRD:

Time is being decomposed by the mist here. Players age


1D6+6 years when they leave this place;
Thick opaque miasma covers everything. The air becomes
poisonous (deadly) and all players are considered blinded
unless powerful light sources are employed;
Low gravity. Move like you are on the moon;
Below zero temperatures. Without proper clothing,
maximum stamina is halved;
Color has been drained from this place;

The entire location is stuck in a time loop the moment


players enter. It resets when someone is knocked out;
All liquids inside turn to dust. Bottled goods only do so when
exposed to air;
Words become gibberish, written and vocal communication
becomes impossible;
Players’ shadows come alive. They cannot rest properly until
they are convinced to come back.

80 Brave Zenith RUNNING THE GAME


QUICK ADVENTURES
Sometimes characters and locations are all that you need. Sometimes you
will need a setup to tie everything together. Other times the setup will be all
that you need. Mix and match these to create an adventure ideal for 1 session.
These are four quick types of adventures meant to inspire you, once
you get a feel for these you will be able to create your own tables.

ESCORT A _______ THROUGH/TO A ______

Dignitary of a distant kingdom; Dangerously packed and


chaotic wedding;
Lost demonic baby;
High stakes gambling
tournament;
pig;
Culinary tournament;
Famous but terrible actor;
Busy funeral;
Former assassin currently being
hunted; Fishing trip on a distant island;
Cutting edge cooking automata. Wine tasting festival.

RECOVER/RESCUE A _______ FROM A _______

Secret sauce recipe; Leaning tower inhabited by


giant bats;
Forbidden bacon;
Art restoration bunker;
Giant cherry eating racoon;
Ghost town under a giant
Long lost board game;
dead tree;
Solid gold bathtub;
Fort taken over by revolutionary
Ancient wisdom spewing turtle. catfolk;
Castle in the sky;
Village atop a walking giant crab.

RUNNING THE GAME Brave Zenith 81


DISPOSE OF/ELIMINATE A ______ ON A ______

Pack of pamonha-paste cats Cruise ship for the richest


with human faces; people on the archipelago;
Infestation of bloodthirsty Ancient coffee house run
bees and red coral; by demons;
Gang of living vegetable Glassblower festival;
loan sharks;
Chocolate mining town;
Out of control assassin
Submerged minor moon
automata out on a vendetta;
surrounded by red coral;
Jelly Warlord and his army
Pitch black museum of
of automatons;
natural history.
Observer and his strangely
elaborate gambling operation.

DELIVER A ________ TO ________

The city of the dead;


containing the body of a long
The Prince of Coins, in his
dead Sultan;
walking mansion;
Hollowed out wooden
A city trapped and infected
by a plague;
sentient vanilla;
A castle atop a mist covered hill;
Increasingly colder pot of ice
cream. Contains smuggled
organs; auction;

Baked sun, contained in A lonely wind turbine in the


a fragile glass casing; middle of the sea.

Drooling baby rubber dragon;

Rock-solid 20 layer chocolate


cake, the size of a small child.

82 Brave Zenith RUNNING THE GAME


QUICK ISLANDS
Adventuring in the Archipelago does include visiting a lot of islands.

previous tables. How do these connect to the island?

________ IS A _______ ISLAND, KNOWN FOR ITS ______


______..
ITS CAPITAL IS A _______
_______+
+_______
_______..

NAME: TYPE:
Volcanic; Tropical;
Your favorite planet; Arctic;
An alcoholic beverage; Coral; Mountainous;
Your grandma’s name; Submerged; Swampy;
Desert; Dead.
A dish local to where you live.

KNOWN FOR: CAPITAL ADJECTIVE:


Impeccable fashion and tailors; Elegiac;
Fig tree whose fruit extends life; Cockroach infested;
Cassette tape trade; Violent;
Submarines; Ruined;
Overly produced theatre; Unequal;
Cooking academy; Jazzy;
Resorts; Sprawling;
Bodybuilding archivist monks; Polluted;
Talking numismatic crows; Prohibitively expensive;
Frothy red beer, brewed by the Corrupt.
last Giant;

CAPITAL TYPE: Port; Village; Bunker;


Bazaar; Fort; City-state;
Commune; Castle; Metropole; Former prison.

RUNNING THE GAME Brave Zenith 83


TRAVELLING AROUND THE ARCHIPELAGO

Due to the small, tightly packed nature of the


archipelago, most trips between islands, cities,
neighborhoods and dungeons shouldn’t take a party
more than 1 day assuming they have a proper method of
transportation, they know the location they are going to
and it’s not unreasonably far.
For the actual travelling, ask how they will go to
their chosen locale. Walking, sneaking, quickly, by boat, by
airship, watching out for traps, at night, etc… Always assume
their characters are smart and won’t put themselves

information and putting them in an advantageous position.

Iron Chef

84 Brave Zenith RUNNING THE GAME


MIST WEATHER
The mist does weird things to the weather, especially out
in the open sea and the wilderness. Pick one entry from this
table when players are travelling through a region covered
in mist. Unless noted, these continue until the characters
reach their destination and/or are clear of the mist.

A miniature blackhole forms out of thin air, sucking


all things near it until it consumes a mortal life or it is
closed by magic.
It rains blood. All characters recover a point of
Wounds. Their clothing are stained red.
One random character becomes magnetized, all
objects in their vicinity slowly rolling towards them.
Shadows become alive, hungry for a new host.
It rains glass. Anyone not covered or protected takes
a point of Wounds for every action they take.
Time gets wonky. Everyone and everything but the
players begins moving in slow motion. A random item
in an adventurer’s equipment visually rots away.
Red lightning strikes the ground, bringing the long
dead back to life.
Words become physical, each one draining a single
point of stamina out of a character as it manifests.
The ground becomes a pool of tar, a myriad of hands
rise from it in an attempt to drown the characters.
The Gilded Wind begins blowing, turning any exposed
appendage into solid gold.

RUNNING THE GAME Brave Zenith 85


05
86 Brave Zenith BESTIARY
What’s
What’s that
that thing?
thing?
Monster descriptions are meant to give you an idea of
their appearance and behavior, tell you more about the
Archipelago and give you ideas for adventures.

All entries include the monster’s stamina, challenge


rating and attacks as well as a mood and drop table to
help you determine monster’s reactions when meeting
adventurers and what kind of stuff the adventurers might

Some opponents have their own special ability, just


like adventurers do. These come with suggestions of what
Skills players might use to resist them, but some abilities
are so powerful that they cannot be defended against.

This might be called a bestiary, but that doesn’t mean


monsters are dumb beasts, so play them as you would any
character. You may even invite them out for a drink! (well,
maybe not all of them).

BESTIARY Brave Zenith 87


MERMAIDS
Stamina 6
CR 10
Broken bottles
and blue coral
daggers 1D6
damage
Roaming bands of
1D6+2 mermaids

Whenever a kid drowns, a mermaid is born, a being of longing and chaos


brought forth by the sea’s guilty conscience.
Inherently drawn to civilization by vestigial memories, mermaids steal
anything that a kid would deem cool (or forbidden), hurting anyone that

bottom of buildings lost to the rising tides, they share it with kids lost at
sea or abandoned by adults.

MOOD DROPS

Soggy notebook
Feasting Waterproof pencil
Raiding Hallucinogenic candy
Napping Purple sponge
Playing catch Moss sandwich
Helping a lost child Cocoa Cola Bottle

88 Brave Zenith BESTIARY


OBSERVER
Stamina 26
CR 14
Eye laser 2D6
damage (test Shivers
or lose a Quality, if
none remain lose
an experience point
instead)
Floats around in
solitude

Observers stalk forgotten structures in search of ancient knowledge and


cultural items from before: movie posters, books, games, photographs, etc.
It is deeply afraid of mortals, reacting violently to anyone that is loud
and/or bears arms.
Its highly resistant shells makes it impervious to most mundane
weapons and are prized for their protection, with a full carcass fetching
up to 2000 SP. It is not widely known, but upon death the Observer will
shake violently before showering its killer with its spikes (2 Wounds).

MOOD DROPS

Spinning excitedly Tombs & Crabs Basic Edition


Reading a book 101 super cool jokes for the
Sleeping in the shadows whole family!
Stalking Weird RPG dice
Burning a creature How to make friends: an in
down with its laser depth study
Where’s Wellington?

BESTIARY Brave Zenith 89


GUARÁ
Stamina 8
CR 12
Crime beaks 1D6
damage (on a 1 or a 6
they steal something
from a player’s
backpack)
Fly around in bands
of 1D6 birds

a vermillion feather near yourself, know that you have probably already
been robbed.
Incredibly intelligent Guarás are known to lure adventurers into traps
or more dangerous predators and they won’t miss an opportunity to lower
your guard. Their beaks are highly sought after by thieves, but hunting one
is tricky as they avoid direct confrontation.

MOOD DROPS

Sneering Various underwear.


Leering A key you “lost” long ago.
Taunting Crown of a long lost monarch.
Laughing An explosive golf ball
Stealing Gold bar (500 SP)
Feigning innocence Bottle cap

90 Brave Zenith BESTIARY


BOARS
Stamina 16
CR 14
Red coral maul
1D6 damage (on
a 6 it explodes,
gain 1 Wound)
Squads of 1D6+2

From the ruins of the past, from the bio-engineered farms deep below
the earth, the Boars came. Once the last hope of a dying people, they are
now one of the most present threats on the Archipelago.
Boars turn entire islands into wastelands by using their red coral, a highly

When a black ship is seen on the horizon you better hide, for the
Boars are coming.

MOOD DROPS

Murdering Red coral grenade


Experimentin A jar of harvester bees
Murdering A human hand in a jar
Harvesting An old photograph of
Murdering a human family
Pillaging Access code to an
abandoned bunker
A still working geiger counter

BESTIARY Brave Zenith 91


CAPYMERA
Stamina 47
CR 16
Attacks twice,
Capybite 2D6
damage and
tentacle grab
(test circus or
become grappled)
There is only one
Capymera in
existence.

Some theorize the Mist is not a calamity or something to be feared, rather


it is the aftereffect of evolution, of nature rebelling. From its deepest fathoms,

Sometimes it just births a monstrous highly mutated capybara.

MOOD DROPS

Flying overhead A missile


Sleeping with two of its Its head is still alive, attempting
many eyes open to dock into a new body
Bleating at the moon Capymera egg
Playing dead Forbidden bacon
Swallowing an adventurer Blackhole to another
whole dimension
Scooping an Observer’s eye A baked sun inside a
containment unit

92 Brave Zenith BESTIARY


RUBBER DRAGON
Stamina 16 (immune
to all weapons, save
its own venom)
CR 14
Bite 1D6 or spit
venom (deadly poison,
destroys one piece
of equipment) Loner,
loves to hunt
experienced
adventurers.

Every so often a foolish noble embarks on a hunt for a rubber dragon.


They spend days dreaming of the myriad ways they will wear the dragon’s
leather: gloves, jackets, rugs, hats.
The dragon however, savours the nobles’ memories as it chews on their
head, their face hissing as its venom melts it into an easily digestible pulp.

can penetrate the dragon’s skin.

MOOD DROPS

Eyes glowing in the dark Brute ruby


Tongue quivering in The dragon’s ever beating
anticipation heart
Dissolving an armored A single diamond teeth
knight (1.500 SP)
Burrowing itself to sleep Gnawed ceramic tankard
Purring Tartar fractal
Chasing after its own tail Sharpened vinyl disc

BESTIARY Brave Zenith 93


THE QU
Stamina 12
CR 12
Sticky tongue 1D6
(sticks to target on a
1 or 6)
Swallows target
caught by tongue,
1 wound per round
swallowed)
Kitchens of 1D6 Qu

Seeking to break the curse of mortality, the culinary masters known


as the Qu ate a god.
From the festering blood of a deity, they were reborn. Their new
monstrous forms only deepened their hunger, and once they ate the world
they fell into deep stupor.
When they once again opened their eyes, they were not shocked to
see their empire gone, but rather salivating as a new feast had been laid
out to them in that interim.
What tasty morsels await them in the Archipelago?

MOOD DROPS

Hungry Forbidden recipe


Hungry Impossibly white bone
Hungry A set of ruby cutlery (500 SP)
Hungry Squirming black pasta
Hungry
Hungry Strangling tapeworm

94 Brave Zenith BESTIARY


BLUE CORAL CRAB
Stamina 30
CR 14
Uses claws (test
Circus to avoid
being grappled)
OR hammer 2D6
damage
One crab per
hoard of treasure

When the people of the Archipelago began extracting and using blue coral

So they decided to get greedy too, taking almost all the gold there was. This
caused the adoption of the silver standard by the people of the Archipelago.
Never owe money to crabs.

MOOD DROPS

Rolling in gold Golden bathtub (3.000 SP).


Shaking money off Living Gold Dog (please
someone don’t sell him)

Sleeping on a pile of gold Gold cigarette case (100 SP)


Playing whac-a-mole A hoard of chocolate gold
Opening an Ancient Chest coins
Golden toilet paper (500 SP)

BESTIARY Brave Zenith 95


BUTTER CONSTRUCT
Stamina 20
CR 12
Fists 1D6 damage,

construct is slippery
Loner, prefers cool/
humid locales

The lack of cows in the archipelago brings the age old question:
where do butter constructs come from? Why don’t they just melt away?
What is butter?

MOOD DROPS

Bubbling Butter knife


Melting
Reforming Butter
Reshaping Rancid Butter
Sliding Can’t believe it’s not butter
Souring Garlic bread (buttered)

96 Brave Zenith BESTIARY


PORCINI GOBLINS
Stamina 6
CR 10
Garbage
throwing 1D6
damage
Trading
caravans of
2D6+6 goblins

Find a patch of mossy soil, add a dash of trash and a truckload of love.
That’s how goblins are made.
Long ago, porcini goblins were hunted by the Qu for their juicy mushroom

MOOD DROPS

Trash diving Gamer chair


Garbage collecting GameToy portable console
Eating (trash) Working Kazzio keyboard
Setting up shop Ethernet cables (10 meters)
Cooking (trash soup) Cardboard box
Playing (trash) bingo Plastic bags (far too many)

BESTIARY Brave Zenith 97


CINNAMON SKELETONS
Stamina 8
CR 10
Blades 1D6
damage
Hive minded
packs of 1D6+2
skeletons

Not actually made of cinnamon, these skeletons have been infected


by red mold, which is responsible for the sweet smell and their whole look.
Their host skeletons retain some semblance of sentience, painfully
shouting warnings to those in their path.
Upon being defeated they immediately turn into a fine red dust,
suffocating anyone nearby.

MOOD DROPS

Moaning Golden bracelets (50 SP)


In pain Moldy cinnamon roll
Immobile Cinnamon liqueur
Playing dead Intact cinnamon skull
Screaming (talking)
Staring Hardened cinnamon femur
A single gold tooth (5 SP)

98 Brave Zenith BESTIARY


BESTIARY Brave Zenith 99
06
100 Brave Zenith ZANDOR’S MANSE
Adventure
Adventure time!
time!
YOU FOUND A MAGICAL LAMP, BUT INSTEAD OF
A WISH YOU GOT A JOB:

“Clean up Zandor the Peerless’ manse before he returns


and a boundless wish will be yours. Fail and a fate worse than
death awaits.” A booming voice echoes in the adventurers’
minds. They have 2 real time hours to do their job.

In this introductory adventure, the characters have


come across a magical lamp during a night
out in town and accidentally rubbed
it. Go around the table and ask about
how that actually came to be. This is an
opportunity to get everyone to introduce
their character and break the ice.

Ideally, players will explore the manse,


try to clean it as quickly as possible and then
bargain with Zandor, but there is no set
“path” through this challenge. The next
pages will help you run the adventure
with maps, room descriptions and
general advice.

ZANDOR’S MANSE Brave Zenith 101


If you are an inexperienced Referee, read through

things in mind:
Describe the situation, ask what players would like to
do, answer any questions and resolve all actions. Always
double check players actions, make sure everyone is on
the same page. Repeat.

Rooms are tersely described: use as many real life


metaphors and analogies as possible to facilitate
descriptions. Be clear and communicative. Generally,

points offer more detail on the room.

What do you mean clean?


Each room of the manse is currently in some sort of
disarray, mostly due to messy guests that visit Zandor. Every
room has a very clear thing that is making it “dirty”, once
that is resolved in any way the players fancy, the room is
considered clean. As a referee, be open to the creative ways
players may think of cleaning each location.

The Pocket Dimension


A cartoonishly large desert, complete with illusory oasis
and a sea of sand surrounds the Manse itself. No matter
how far one walks or in which direction they go, they always
end up back at the manse. While inside the lamp, no living
being ages, grows tired, thirsty or hungry. When someone
leaves it is as if a single second passed on the outside.

The only way to leave, however, is if Zandor allows it.

The Manse
An intricate piece of clay architecture and impossible
riches. The inside of this structure is far larger than it’s
outside. Lavish decorations, sticky rugs, walls ingrained with

All doors save the front one are unlocked.

102 Brave Zenith ZANDOR’S MANSE


The Guests
Party goers of eons past can still occasionally be found
in the hallways, half drunk, shriveled and lost. These are
the past adventurers and creatures that failed to complete
Zandor’s task or were forgotten after a party. Completely
oblivious to their predicament, they revel in what little bliss
their ignorance has given them. They are also extremely
inconvenient, like the last depressing guests at a party, too
drunk and sad to leave their one moment of happiness.

Guests act differently but they all share the same base stats:
Stamina 1 All guests explode into
2D6 globs of ectoplasm
CR 8
when defeated, reforming
Ectoplasmic touch (a in 5 real time minutes or
random piece of equipment when players leave the room,
becomes sentient)

ignoring repeats. Try to incorporate each entry into the


current room’s situation, use them to create chaos and
the unpredictable. They are usually too drunk to leave their
current room.
A long lost inconvenient uncle - choose a character,
their uncle is both needy and greedy, begging for attention
and money. They are like that uncle at a holiday dinner.
- wants to go Room 2 - Kitchen.

The Great Fireball -

works, is incredibly clumsy and generally a good egg.


A disgraced mime - perpetually pissed and always
on the lookout for a crowd. Has no sense of ridicule and
personal space. Wants to watch the world burn.
- nightmare fuel. Impossibly
skinny, its stomach churning constantly, he is on the hunt
for a tasty morsel.
- he demands to see Zandor
in an attempt to settle a long lost bet, big “wants to talk
to the manager” vibe. A palette swap preview of Zandor.

ZANDOR’S MANSE Brave Zenith 103


ECTOPLASM
The building blocks of the astral plane, highly sought
out by mad wizards, drunken genies and gourmands.
Ectoplasm is like the “lava” inside those old lava lamps,
but it has its own purple glow.
Any inanimate thing that touches any amount of
ectoplasm becomes sentient. Expert genies are able
to manipulate it to create pocket dimensions and trap
wandering souls for eternity.
Maintaining sentience requires more ectoplasm,
without it these newborn beings lose themselves in 1
day, crazed with ectoplasm withdrawal before painfully
reverting to their original states. Each glob of ectoplasm,
an amount roughly the size of a baseball, can extend
sentience for another day and is worth 1.000 SP to the
right buyer.
The only thing that can safely hold ectoplasm is a pint
of wine or a ceramic vessel.

Sentient Object Mien


Existential horror

Loud and proud Clingy and jealous.

Relentlessly bloodthirsty Rebellious.

Depressed Inconveniently curious.

Toxic positivity Badly pretends not to be

Annoying/Annoyed sentient.

Drunk on power.

104 Brave Zenith ZANDOR’S MANSE


ZANDOR ARRIVES AND ENDING

Once the 2 hours are up or if the players have managed


to clean the whole place, Zandor arrives. An imposing
incorporeal mass of bubbling lilac ectoplasm, he will tour
the manse with players and will evaluate them on their
service, like a ruthless reality show judge.
For every room cleaned, players get 1 point. Once
every room has been visited, one player rolls 1D6. If the

grants them a single wish (and also lets them leave).


Failure means the players become wandering guests in
his manse, unable to die or leave.
Zandor is absolutely invincible and all
powerful, but he is actually a pretty terrible
wish giver, as no one has ever won his
challenge. He will comply with any
wishes, but will lazily do so.
Example.:
“I want to be rich!” to be paid
in the course of 100 years.

“I want to live forever!” the


player becomes a lobster.

“I wish for more wishes!”


the player gets a referral to other
genies (it’s a union thing).

ZANDOR’S MANSE Brave Zenith 105


1 3

2
5

106 Brave Zenith ZANDOR’S MANSE


MAP
Entering the Manse
To enter the Manse itself, characters have to get
through the locked (and sleeping) Sentient Door,
Mahogany. It snores gently, letting out a high pitched
“mimimimimimimimi” as it blows air out of its keyhole.

Mahogany is a huge coward and a very heavy sleeper. It


knows it can’t defend itself and will open itself up (literally)
to any physical threats. Zandor told him to stay locked
while he was away, and there is no one in the entire lamp
he fears more than the genie.
To those that are nice to him, he will offer a couple of tips:
How to carry ectoplasm (a pint of wine or a ceramic vessel);
There’s no way out in the desert, the Manse is all there is;
The cat, Bubbus, is friendly to those that give it food.
Tring to pick the lock will cause the door to sneeze
ectoplasm, turning one random piece of equipment into
a sentient being. The sneeze is so strong that the door is
blown open.

1 Entrance Hall
Sand from outside has slowly creeped in here over the
years, creating a miniature desert. A Giant Sphynx Cat is
trying to tame this large litter box. It is playful but unaware
of its size, aggressively bumping into new visitors or diving
towards the occasional dung beetle.
The Giant Sphynx Cat, Bubbus (Stamina 10, CR 12,
Claws 1D6), has buried a multitude of “treasures” across
his litter box. In case someone rummages through it, roll
1D6. On a 6 pick a treasure from page 76, otherwise they

Bubbus will accompany anyone that gives him either


love or food, hissing at potentially dangerous rooms (2.
Kitchen, 4. Toilet, 6. Communal Bath).
Should the sand here be touched by a glob of
ectoplasm, it will become a sentient swarm with one

ZANDOR’S MANSE Brave Zenith 107


2 Kitchen
A feast of rotting leftovers has soiled this once professional
kitchen, its hanging rose gold cookware and golden

The rotting food is being converted into a Red Coral


Hive by a duo of Bloodthirsty Bees. Red Coral breaks easily
and explodes (2D6 damage to all near it) when in contact

The duo of Bloodthirsty Bees (Stamina 14, CR 12,


Proboscis 1 Wound and heals 2D6 Stamina) are like normal
bees, but humansized and hungry for blood and sweets.
Breaking apart a red coral hive will reveal a bounty of
Red Honey (1D6 vials). Those that drink it experience the
last painful moments of any creature the bees killed to
produce the honey (+1 Stress) and heals 2D6 Stamina. Their
eyes become permanently bloodshot.

of sentient ice cubes that believe themselves to be

A frozen bottle of wine with a glob of ectoplasm inside,


right next to an identical (sans ectoplasm) broken bottle.
A huge block of moon chocolate brigadeiro (page 62).

3 Walk-in closet
A Revolutionary Suit is holding a meeting with 18 other
awakened sets of clothing. They have torches, a gallon of

and the Moths in 7. Lamp Room. A steel door in the back


of theroom hides a fancy single passenger elevator that
connects this room to the 6. Communal Bath below.
The Awakened Clothes (Stamina 3, CR 10, Torches and
Scissors 1D6 - on a 1 or 6 they attempt to dress their victim
and take over their body) are completely enraptured by

and how a coat is worth more than 20 yards of linen, being


blind to any meatbags in their vicinity.

108 Brave Zenith ZANDOR’S MANSE


They want to burn all of the Moths mostly due to fear,
but they are not unreasonable.
Taking Zandor down is a simple matter of gaining
control of the ectoplasm that sustains them. Anyone
aiding him is considered a fabric traitor.

The second time players pass through this room, they


will begin their march on the Moths. It will end badly.

4 Toilet
An inky black substance covers the inside of both the
golden toilet and sink duo (fake gold leaf, actually made
of ceramic) in this humongous green azulejo tiled room.
A tiny sign rests on top of the toilet, depicting a demon

substance inside into a cloud of mold (1 wound if breathed


in). A roll of endless toilet paper is hidden behind the toilet.
The sink is clogged by clumps of thick black hair,
full of chunky bits of mysterious origin. The black water
is harmless, but the hair clearly moves when someone
approaches. A Hair Demon (Stamina 16, CR 12, Hair
Tendrils 1D6 on up to three targets - on a 1 or 6, target
is strangled, becoming grappled and receiving 1D6
damage per round. Highly flammable) is waiting to
pounce on anyone that touches the sink, unfurling into a
sea star shaped mass of hair, a single blood red eye leering
from behind its midnight locks.

ZANDOR’S MANSE Brave Zenith 109


5 Wine room
A short set of steps leads down to a sunken living room,
now submerged in a pool of red wine. The alcohol pours
from the mouth of a choking Solid Gold Statue in the center

dislodge the Carafe of Eternal Wine from its throat. An


abandoned rubbery slide leadsto the sloshing waters of the
6. Communal bath below.
The Golden Statue, Midas (Stamina 12, CR 12, Flailing
1D6) cannot really control itself due to the constant torrent of
wine coming out of its mouth, but tries to precariously mimic

helps, offering a hand (literal, 750SP) as a reward.


The Carafe of Eternal Wine can be safely closed by any
mundane cork.
Floating around the wine lake is a solitary bottle of wine,
unopened with a corkscrew still stuck to it. The Permeable
Corkscrew is able to make a hole in any surface.

6 Communal bath
tepid water, houses a purple skinned Demon. Dozens of
empty unbreakable champagne bottles and discarded

on the walls. A worn out glowing orange button summons a


fancy single passenger elevator to the 3. Walk in Closet above,
while a rubbery waterslide twirls up to the 5. Wine room.
The Purple Demon (Stamina 66, CR 66, Soul sucking)
wears a plastic human mask (which translates his gurgles and
growls into intelligible robotic speech) and offers champagne
to visitors. He is very lonely and would love some company,
sucking the soul of any who willingly join him (simply entering
the bath is not enough). Gets really bored when people are
violent towards him. Really loves a good drink.
The Demon will only leave when the water runs out, gets
cold or if he claims a soul. Those without a soul lose their
shadow, cannot gain any new qualities and gain a permanent
point of Stress.
A comically large red hot golden plug keeps both the
water warm and prevents the bath from draining.

110 Brave Zenith ZANDOR’S MANSE


7 Lamp room
A cushioned dark room, a single giant sized ectoplasm
lava-lamp sits in the middle. 12 Giant Moths congregate
around it, praying, eating fabric and just generally chilling.
They offer a half-eaten shirt to newcomers, the same way
an old friend shares a cigarette. A thick cloud of moth
dust lingers in the air, glinting in rhythm with the lamp.
Completely oblivious to the Awakened Clothes on 3.
Walk-in closet, they have no interest in anything other
than the lamp and eating fabric. Due to their mothyness,
they will follow and worship any light source brighter than
their lava lamp.
They share with those that partake in fabric that they
were preparing for a pilgrimage to see the Big Lamp (the
sun), but have since been enraptured by the Goddess (the
lava lamp). Their bodies are too fragile and will fry under
the sun.
Moths have no sense of self preservation and are

Due to the large amount of


moth dust, exerting
oneself in this room
causes suffocation.

ZANDOR’S MANSE Brave Zenith 111


NAME: ORIGIN:

ATTRIBUTES SKILLS

STEEL THRESH + STEEL

AUTHORITY + STEEL

VEILS BREACH + VEILS

TRICKERY + VEILS

SHIVERS + HEART
HEART

EMPATHY + HEART

MENACES DEFENSE

WOUNDS STAMINA ARMOR

STRESS MAX CURRENT

SPECIAL

112 Brave Zenith CHARACTER CREATION


VOCATION: BACKGROUND:

EXPERIENCE
STOMACH + STEEL RANK 1 +1 ,+1 STAMINA

PROTEIN + STEEL RANK 2 +1 ,+1 STAMINA

CIRCUS + VEILS RANK 3 +1 ,+1 STAMINA

MERCHANT + VEILS RANK 4 +1 ,+1 STAMINA

NATURE + HEART RANK 5 +1 ,+1 STAMINA

DRAMA + HEART ZENITH +1 ,+1 STAMINA

EQUIPMENT BACKPACK

SILVER

CHARACTER CREATION Brave Zenith 113


The world ended a long time ago, and no one
gives a damn.

You are an Adventurer: ambitious, indebted, BRAVE.

Explore the ruined world of pastpresent, meet


colourful (and deadly) creatures, see the sights of
the Second City, partake in delicious Monkey Oil.
The Archipelago is your oyster!

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