Captura de Tela 2025-01-01 à(s) 1.10.09 AM
Captura de Tela 2025-01-01 à(s) 1.10.09 AM
Captura de Tela 2025-01-01 à(s) 1.10.09 AM
Rodrigo Melchior
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.
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.
The Archipelago
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.
- Hard to kill.
sunrise.
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.
VEILS touches.
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.
The reality is that jellies are the most recent goofy and
wobbly creature to populate the Archipelago, their ability
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.
DEFENSE EQUIPMENT
FREELANCE SPECIAL
One More! Whenever you roll a 6 during an attack, you get
to attack again.
DEFENSE EQUIPMENT
A Handy Glass
6 0 Portable Keg
MAX CURRENT
MIXOLOGIST SPECIAL
Grog:
an adjective for your Grog, it now possesses that property (a
DEFENSE EQUIPMENT
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.
DEFENSE EQUIPMENT
Robes
4 0 Spell of your choice
MAX CURRENT
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
open your skull. And the only thing worse than the
monsters is a Hunter with a big gun.
DEFENSE EQUIPMENT
STAMINA ARMOR
Ghillie suit
6 0 Poisoned bubblegum
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.
DEFENSE EQUIPMENT
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.
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.
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.
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.
2 Soap Brick
3 Monkey Oil
4 20 Dried Bees
5 Laser Pointer
6 Kerosene Lantern
2 Trained Parrot
4 Cheap Perfume
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.
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.
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.
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
obnoxious sound.
Ammunition goes into equipment
slots, as long as it’s there, you can shoot.
GEAR TABLE 15 SP
Pinballs Butter
TRANSPORTATION TABLE
Tuco-Tuco (bird mount) Your very own Swoop
50 SP to rent/ 500 SP to buy 3500 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
ATTRIBUTES
STEEL
3 MENACES
VEILS WOUNDS
3
HEART STRESS
Sucess 12 - Hard
your actions.
Failure
3 or more points below CR
What you were attempting to do fails
miserably. Suffer the most obvious consequences
of your actions.
+ 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:
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.
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
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.
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
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
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
Drama
heart skill
Own any stage, control emotions and build
tension. Be over the top, dramatic, expansive,
express your artistic self.
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.
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:
ranges instead.
It is up to the Referee to decide when the
characters are no longer in combat.
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
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
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.
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.
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:
Stress
Casting spells is one of the most stressful things
a mortal can do. Gain 1 point of Stress when:
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.
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.
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.
Dishes
MIST PASTEL
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.
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
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.
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
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
Chef Veteran
Esoteric Assassin
Criminal Gambler
Neon-liberal Cultist
Proletariat Politician
WANTS:
Money. Lots of it Run an errand for a friend
QUIRKS:
Baritone voice Pathological liar
Runny nose
WHAT:
Sewer tomb Sun powered factory
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;
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;
WEIRD:
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.
Iron Chef
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
MOOD DROPS
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
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
MOOD DROPS
MOOD DROPS
MOOD DROPS
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
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
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
MOOD DROPS
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.
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
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)
Annoying/Annoyed sentient.
Drunk on power.
2
5
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
3 Walk-in closet
A Revolutionary Suit is holding a meeting with 18 other
awakened sets of clothing. They have torches, a gallon of
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
6 Communal bath
tepid water, houses a purple skinned Demon. Dozens of
empty unbreakable champagne bottles and discarded
ATTRIBUTES SKILLS
AUTHORITY + STEEL
TRICKERY + VEILS
SHIVERS + HEART
HEART
EMPATHY + HEART
MENACES DEFENSE
SPECIAL
EXPERIENCE
STOMACH + STEEL RANK 1 +1 ,+1 STAMINA
EQUIPMENT BACKPACK
SILVER