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11/10/2017 The Others

A Limitless Game

Shannon Kalvar
ASPECTS OF GAMING
An Introduction .................................................. 2 Of Skill Descriptions ..................................... 23
The Others...................................................... 2 Of Kit ................................................................ 24
The Shattering ................................................ 2 Of Challenges ................................................... 25
The Limitless Engine....................................... 2 Of Structure: Challenge Description ............ 25
The Great Challenges ..................................... 3 Of Approach: Skill and Aptitude .................. 25
A Game of Others........................................... 3 Of Complexity: Success and Progress .......... 26
A Game of Dual Realms.................................. 4 Of Threat: Endurance, Failure, Grit, and Injury
Of Heroes ........................................................... 5 ..................................................................... 26

Of Questions and Answers ............................. 5 Of Passing: Assist, Protect, Recover ............ 28

Of Bright or Dark: Choose an Realm .............. 5 Of Success and Failure: Dice Rolls ............... 28

Of Alignment: Choose a Stance ..................... 6 Of Sequences: Order of Attempts ............... 29

Of Archetype: Choose a Role ......................... 6 Of Becoming Shattered................................ 30

Of Lineage: Choose a Tradition ...................... 7 Of Short Scenes: Example Challenges ......... 30

Of Background: Create a Way ........................ 7 Of Great Challenges ......................................... 31

Of Stories: Weaving it all Together ................ 8 Of the Difference ......................................... 31

Of Odds and Ends: Attributes and Kit ............ 8 Of Victory and Defeat .................................. 31

Of Advancement: How to Heroes Improve ... 8 Of Journey and Desire: Journey ................... 31

Of Archetypes .................................................. 10 Of Shadow and Wisdom: Enigmas ............... 33

Of Empowerment and Iconic Skills .............. 10 Of Song and Words: Tellings ........................ 34

Of Champions............................................... 10 Of Steel and Will: Conflict ............................ 35

Of Storytellers .............................................. 11 Of Realms Bright and Dark............................... 36

Of Tricksters ................................................. 12 Of the Dark .................................................. 36

Of Wayfarers ................................................ 13 Of the Bright ................................................ 36

Of Lineages ....................................................... 14 Of the Veil .................................................... 37

Of Dreamers ................................................. 14 Of the Shattering ......................................... 37

Of Knights ..................................................... 15 Of Conflict and Opposition .......................... 38

Of Ogres ....................................................... 16 FAQ .................................................................. 39

Of Touched................................................... 17 Scratch Notes - Delete ..................................... 40

Of Witches.................................................... 20
Of Skills and Aptitudes ..................................... 22
Of Rank, Title, and Limit ............................... 22
Of Aptitudes ................................................. 22
Of Using Experience ..................................... 23

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An Introduction As human beings, each Other also Background,
a mix of education and experience that shapes
The Others was originally conceived of as a
the knowledge of the Dark Realm and its many
rejection and answer to the 1991 Vampire: The
facets. A Background describes the Other’s
Masquerade icons of being a monster preying
Aptitudes (specific skillful applications) and
on humanity, struggling with one’s internal
Skills (knowledge and training in broad areas).
demons. The mechanics have, thankfully,
changed over the years but the core protest Eventually each Other will Align himself
remains: stories are the key to a life well-lived somewhere between the House of Ivy, which
and we must take care to make them ones believes that stories of heroism and honor are
which will sustain the world. the best way to change the world, and the
House of Thorn, which believes that mortals
The Others dream more strongly of fear and terror. Both
The world is divided into the Dark Realm, the
stand opposed to The Shattering, the loss of
world we know and live in, and the Bright
dreams and meaning which leads to the death
Realm, a land woven from mortal dreams,
of everything.
separated by the Veil, forged of dreams and
starlight by the Fae long ago. The Others are The Shattering
individuals who somehow bridge between the The conflicts between Ivy and Thorn, mortal
two and whose adventures do the same. and Fae, and the fluctuations of the Veil form
the primary story engines powering the setting.
Each Other comes from a Lineage, a tradition
Yet behind them all lurks The Shattering, the
and sometimes bloodline with specific
death of dreams.
responsibilities and corresponding gifts.
Dreamers create the world the others live in. An individual becomes Shattered when he is
Knights long ago swore oaths to uphold specific stripped of his dreams and can no longer
duties. Ogres find their physical forms both connect to the great stories. His Shattering is
twisted and empowered by the Bright, while infectious but also curable if someone dares to
the Touched share in the blood of the Bright do so.
Realm and can act as living bridges between
worlds. Witches connect with and create the An area becomes Shattered when it holds no
mythic places. place in the hearts of mortal kind. It is not a
home, not a setting for the little stories of life,
Each other Other also embodies an Archtype, a just a place. Those trapped in such areas may
mythic role which grants opportunities for both become Shattered themselves.
great success and failure. As a hero succeeds
within his Archtype the Bright adheres to him, The Limitless Engine
empowering him and illuminating his Lineage. The Limitless Engine is a simplified resolution
If he fails, then he begins to Doubt himself. mechanic in which a player rolls a d20 to
Common Archetypes include Champions who determine whether he achieves a desired goal.
fight for a cause; Storytellers who delight and If the dice shows a number equal to or lower
inspire; Tricksters who delight in chaos; and than the character’s chosen Skill + Aptitude (the
Wayfarers who walk the worlds searching for character’s Limit), he achieves the goal. If he
something. rolls higher he fails.

Two special cases apply to the dice engine


described above. In a case where the player’s

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roll is exactly equal the character’s Limit he important enough to the setting, that they
gains an Insight, which can be exchanged for deserve additional attention.
experience to invest in his Background, Bright,
These Great Challenges are as iconic as the
or an additional action. If the dice is a 20 (a
Archetypes and just as embedded in the myths
natural 20) then the character gains a point of
of the heroes who complete them. The Great
Doubt, which when accumulated can cause the
Challenges include but are not limited to:
character to become Shattered.
Of Journey and Desire: a journey in both the
In many cases a single attempt (d20 roll) is
Bright and Dark Realms, beset by danger and
sufficient to achieve the goal. In other cases,
strife, which the heroes must resolve to achieve
the character may have to amass progress,
some goal.
representing incremental gains along the path.
This progress may be measured in terms of Of Steel and Will: it is easy to forget when
successful challenges; modifiers from Skills, bullets fly and steel sings that a struggle among
Archetype, and Lineage abilities; or some Others is as much about the will of those who
combination of these and other factors. fight as it is their skill in destruction.
In cases where a challenge requires multiple Of Shadow and Wisdom: riddle games, tricky
attempts, the characters organize their puzzles, and intricate art are as much a part of
attempts into sequences, with each character an Other’s life as song and steel. They are also
making or passing on one attempt per just as deadly, pitting the Other’s mind and
sequence. The order in which heroes act is cleverness against forces as old as time itself.
based on their Limit, with the hero with the
highest Limit acting first, and so on until Of Song and Words: the greatest victory lies
everyone who wishes to has made an attempt. not in an enemy’s defeat but in making his
cause unimaginable to future generations, so
Each character also has Attributes derived from that it fades from the world. Such total victory
his Alignment, Archetype, Background, and can only be won in the dance of Song and
Lineage. These include Endurance which Words, the shaping of the stories which people
measures the character’s physical stamina and remember through performance and pure will.
Grit which measures the character’s mental
fortitude. A hero will sometimes also sustain Successfully resolving a Great Challenge carries
Injury, which reduces his Limits, making it more with it the chance for a character to step
difficult to successfully meet challenges. beyond his Archetype and Lineage, forging his
own iconic moments and the ability to relive
Death is a strange concept for an Other; he is as them in the game mechanics through the
much a story as he is a person, as much a myth creation of a unique, personalized abilities. He
as man. Upon the destruction of his body he may also take the victory as a way to increase
becomes a denizen of the Bright Realm, one of the Bright which he starts with at the beginning
the immortal Fae, and may in time return to of a story.
begin the cycle anew.
A Game of Others
The Great Challenges The Others was originally set in the US in the
A game involving The Others can be resolved early 1990s, but this was a convention of the
using just the Limitless Engine. However, some time rather a requirement built into a system.
kinds of challenges are common enough, and

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One can imagine any number of other dreaming of a feast in the faded memories of
possibilities including: Babylon.

Guardians at the Gate: the heroes take on the For convenience, the heroes deal with the Dark
role of defenders of a mythic place, one where Realm during waking hours and adventure in
the Veil between the worlds thins and beings the Bright while they dream.
both Bright and Dark come to seek the
mysteries.

Lamplighters: set between WWI and WWII, the


heroes might find themselves fighting to keep
the Nazis from winning the dance of Song and
Words, transforming the world into a hell-scape
before hostilities start.

Knights out of Time: the heroes might be the


last members of an Order founded in the mists
of time. Alternately, they might be the
founders of an Order, or both – living both the
end of the Order in the Dark Realm and
dreaming of the founding in the Bright.

Other, PI: the heroes work as private


investigators, dragged from one thinning of the
Veil to another. This might be set at any time,
though the 60s, 70s, and 80s all seem to
present interesting adventure opportunities.

Through a Mirror Brightly: the heroes live


ordinary lives but in their dreams, they journey
the Bright Realm, having fantastic and terrifying
adventures. Their heroic selves may be far
removed from their mystical ones until some
event draws the two together.

Through a Mirror Darkly: the heroes are


denizens of the Bright Realm, Fae, who find
themselves dreaming in the Dark Realm and
interacting with beings who gave up on childish
fantasies long ago.

A Game of Dual Realms


The Others allows and assumes that heroes will
face challenges in both Realms and across the
Veil during the course of an adventure. The
characters may spend their day struggling to
sort out clues in a science lab and their nights

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Of Heroes Once the story is written, the answers can also
be used to calculate the character’s Attributes.
Creating an Other Persona

A character in The Others is marked by fate or Summary of Elements


chance to take on great challenges and, Through answering the questions below the
hopefully, overcome them. character determines:

Each character serves as a player’s avatar in the Question Effect


Realms. Each has a history, a family, Realm Story hooks
Ivy or Thorn Story hooks
connections to lineage and stories both great
Archetype Story hooks, Empowerment
and small.
Chart, 1 Iconic Skill
The Others adopts a character creation Lineage Story hooks, 1 Lineage Ability
approach which attempts to balance Background Story hooks, Select 2 Novice, 2
mechanical and narrative design needs. As the Trained, and 1 Expert Rank
players answer questions about the character Skills and 2 Aptitudes
they wish to play, narrative hooks are provided Story Story hooks
to allow for further growth. Odds and Calculate Endurance and Grit;
Ends select one kit.
Of Questions and Answers
Creating an Other involves answering the
Of Bright or Dark: Choose an
following questions:
Realm
1) Does the character primarily dwell in Each character comes from either the Bright
the Bright Realm (the faery realms) or Realm or the Dark Realm. The Bright Realm is
the Dark Realm (the real world)? the land of immortals, a thousand fragments of
2) Does the character believe that hope or dreams woven together into land and sea. The
fear is a more potent seed for dreams? Dark Realm is the world of mortals, a place
3) What Archetype does the character where dreams seem like illusions and science
embody? rather than sorcery rules the day.
4) What is the character’s heroic Lineage,
the tradition that marks him as A character from the Bright Realm should
different from mortal and immortal describe which of the many storied lands he
alike? hails from. Does he come from Arcadia, the
5) What is the character’s Background, the mythic land of faeries? From the Istanbul of
experiences which shape his way of Shahrazad, land of a thousand and one stories?
proceeding in life? From the cold northern wastes, where the sun
6) How does all of that come together into only shines once per year and fire dances in the
a story? sky?
7) What are the mechanical effects? A character from the Dark Realm should decide
These answers both inform the character’s on his mortal home. What country does he
systemic build and provide the player with come from? What city? Does he have a single
“hooks”, unanswered or ambiguous questions home or does his family wander from place to
which can then be woven together into the place?
character’s initial story.

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Finally, is the character a native of his Realm, or Archetypes are: Champion, Storyteller,
a changeling, brought from the other Realm for Trickster, and Wayfarer.
some mysterious purpose? Foundlings and
Champion: fights with steel and will to achieve
changelings, little boys found in peach pits and
his cause. Although many stories of champion
human shepherds raised as princes in the faery
involve combat, most of the most enduring
lands are all staples of the world’s myths.
and iconic moments of a true champion’s epic
Of Alignment: Choose a Stance will involve avoiding or defusing violent
Many of the conflicts between The Others stem confrontation in favor of more constructive
from a fundamental disagreement about the means.
nature of mortal dreams. This disagreement
Storyteller: weaves songs and words so that
goes back to before the written word and will
others take strength from them. A true
likely continue until the last mortal draws his
storyteller’s most iconic moments come when
final breath. he shapes a story which, in turn, shapes the
One side, organized into a loose confederation world.
called the House of Ivy, holds that mortal
Trickster: balances between shadow and
dreams are strongest when founded on hope
wisdom in a quest to challenge, entertain, and
and faith. They act to preserve hope, spread
enlighten. A true trickster’s most iconic
faith, and create moments of light in the world
moments come when she misleads a friend or
so that mortals will dream of brighter things.
an opponent directly into a larger truth.
The other, organized into a loose set of cells
Wayfarer: walks the path of desire, driven by a
and dubbed the House of Thorn, holds that
need to see what is over the horizon and
mortal dreams grow from terror and that
beyond the fields he knows. A wayfarer’s most
suffering is to them as rain is to a tree. They
iconic moments involve discovery, exploration,
work to create conditions under which mortals
and the moments when he realizes he can
can fear, can struggle, and can dream of things
never return home again.
both beautiful and terrible so the Bright Realm
will be renewed. Each Archetype contains two mechanical
elements. The first is Empowerment, benefits
A character does not have to align with either
the character receives as the amount of Bright
House during the creation process. However,
adhered to him increases. The second are
the conflict between the two perspectives
Iconic Skills, which if awakened allow him to
shapes the world an Other lives in. What are
gather Bright when he completes challenges
her personal believes about it? Does she hope
associated with that Skill.
to rebel against the Houses? Lead one in a
revolution? Act as their standard bearer in the
great war against The Shattering? Something
Archetype Skills
else entirely?
Champion Diplomacy, Tradecraft, Warfare
Of Archetype: Choose a Role Storyteller Art, Presence, Perform
Each character embodies an Archetype, a Trickster Enigmas, Humanities, Science
mythic persona which serves as a way for the Wayfarer Insight, Outdoorsman, Savvy
Bright to adhere to and empower him. The

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A character starts with one Iconic Skill, a skill providing both sword and shield against the
from the list associated with his Archetype. night.
When he completes a challenge associated with
Ogres: awakened to find their bodies and
this skill he gains +1 Bright. As the hero
possibly minds twisted by some contact
progresses he may use experience to add
through the Veil. They seek one another out,
additional Iconic Skills, increasing his ability to
forming small groups for mutual protection
gather the Bright.
against a world hostile to anything truly
Mechanical details about the Archetypes, different. Ogre abilities allow them to
Empowerments, and Iconic Skills can be found momentarily transcend their limitations
in the Of Archetypes section. although sometimes at a terrible cost.

Of Lineage: Choose a Tradition Touched: carry in them the blood of another


A character’s lineage is chosen to represent the Realm. They experience a world where they
way in which he stands between the Bright and “see” both the Bright and Dark Realm
Dark Realm. Others are neither mortal nor simultaneously. Touched abilities allow them
immortal, neither human nor fey, but rather of to leverage this “Second Sight” and awaken
both bloods and both worlds. the power of their immortal bloodlines.

The word lineage was chosen to imply that a Witches: create and protect the sacred places.
character does not emerge from a vacuum, a Their world is filled with ritual and symbol, the
lone and unique hero. She is part of a family, weave from which the Veil springs. Witch
even possibly an extended clan which has a abilities allow them to invest in and empower
history all its own. When selecting a Lineage, places, then draw on that power in times of
take the time to imagine what that history need.
might be and how it might impact the
A character starts with one (1) Lineage ability
character’s life.
and may awaken more by completing Great
The Lineages are: Dreamers, Knights, Ogres, Challenges.
Touched, and Witches.
A full list of Lineage abilities can be found in the
Dreamers: experience the Realms more fully section Of Lineages section.
than others, as though they could see in
spectrum of colors unknown to normal folk.
Of Background: Create a Way
A character does not emerge, fully formed,
They feel, and in feeling they create worlds.
from the head of her father after he cleaves his
Dreamers gain abilities which allow them to
forehead open with an axe. Well, at least most
shape the Bright Realm and reduce the cost of
don’t. Characters come from somewhere, have
sharing the Bright with others.
experiences and connections, training and
Knights: inherited fearsome oaths sworn by abilities.
those before them which carry enough weight
Mechanically, the player may select five skills
to reshape their perceptions of the world.
from the following list:
Some knighthood is passed down in families,
while others come to it through trial and • Art: the creation of artistic works;
travail. Knights gain abilities allowing them to • Diplomacy: working with others
draw on the weight of their shared oath, through authority, influence, and
power;

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• Enigmas: riddles and tricks, both verbal player should take time to explain how the hero
and otherwise; got started on the road to such mastery, and
• Humanities: the study of human why they stayed on it.
thought;
The character’s Aptitudes represent an
• Insight: awareness of and intuitive
opportunity to customize the character’s
understanding of myths and symbols;
history, showing how he thinks about his world
• Outdoorsman: skill in the practical skills
and applying his skills to diverse situations.
of survival and travel off the beaten
path; Example: Theresa’s player decides that the
• Presence: the ability to both exert self- Impressive Fighter Aptitude comes from her
control and project emotions; tendency to boast and shout in fights, a habit
• Performance: the art of entertaining she picked up dealing with rowdy teenagers at a
through acting, instruments, stagecraft, community theater.
and song;
Of Stories: Weaving it all Together
• Science: the study and exploration of
The elements arrayed above build the bare
the physical world;
bones of a heroic narrative and hopefully have
• Tradecraft: the skills of a spy;
provided some story hooks for the player and
infiltration, interrogation, and
the Narrator to work with.
subterfuge;
• Savvy: knowledge of how to survive and The player may wish to sit down, review the
thrive in an urban world; and results, and then write a one to three paragraph
• Warfare: skill with tactics and weapons story summarizing these elements. This can be
done either before play starts or after the
Of the five skills chosen, two (2) are learned at
character has a few sessions to “grow” and
the Novice level (Rank 1, Limit 6), two (2) at the
develop a voice.
Trained level (Rank 2, Limit 9), and one at the
Expert level (Rank 3, Limit 12). Of Odds and Ends: Attributes and
Additionally, the character has two Aptitudes. Kit
An Aptitude can be selected from the list Finally, the player calculates the character’s
presented with the detailed Skill descriptions or Endurance and Grit, as follows:
created by the player. Each Aptitude applies Endurance = 10 + the character’s Ranks in
the Skill Rank of the Skill it is associated with to Outdoorsman and Warfare
the Limit of another Skill. The Aptitudes do not
have to be associated with the highest Ranked Grit = 5 + the character’s Ranks in two of
skill, nor do they have to be associated with the Diplomacy, Enigmas, Insight, and Presence
same Skill.
He may also select one “kit” as described in the
Example: Theresa is a talented actress and Of Kit section.
singer (Expert Performance (Rank 3)) with an
Aptitude Impressive Fighter (Performance:
Of Advancement: How to Heroes
Warfare). She gains +3 to the Limit of her Improve
Warfare challenge attempts. Role playing games generally detail a hero’s rise
from relatively modest beginnings to striding
The Skill a character assigns the Expert Rank is between worlds, wreathed in power. The
the focus of her background and training. The Others does not deviate greatly from this

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underlying structure, although there are Achieving Victory
caveats. When a character (or group of characters)
emerges victorious from a Great Challenge he
A character may use his Experience Points (XP),
may select one of the following options:
gained from Inspirations and completing
challenges, to extend and enhance his • She may design an Archetype ability
Background (Skills and associated Aptitudes). and place it at the tier of his choosing.
When he completes a Great Challenge he may She may only place one unique ability at
awaken abilities associated with his Lineage, each tier.
create a new ability associated with his • He may select one of her Lineage
Archetype, or increase the amount of Bright he abilities and gain a Rank in it, making it
holds at the start of a new story arc. an option for future conflicts.
However, a hero’s special abilities are fueled by • She may designate one Skill as an Iconic
Bright. The amount of Bright adhered to him Skill, even if it is not associated with her
dictates the advantages his Archetype confers; Archetype.
Bright is spent to activate Lineage abilities and
to overcome both Doubt and The Shattering. A
“high level” character with little Bright is not
that different from a mortal; a “low level”
character with a vast supply of Bright may shine
with power for a moment before fading away.

Gaining and Spending Experience


A character gains experience when he strives to
achieve his goals; failure teaches as much or
more than success in these cases.

Each session, a character +1 XP for each


completed session and +1 XP for each challenge
resolved with either success or failure.

When a character fails a Great Challenge he


gains a number of XP equal to the total number
of stages in the challenge.

Gaining and Spending Bright


When a character succeeds at a challenge
associated with one of his Iconic Skills, he gains
+1 Bright.

Additionally, a hero gains +1 Bright per stage


she completes in a Great Challenge, so long as
she made at least one attempt as part of the
challenge. If she did not make an attempt
during the challenge (i.e. she passed each
sequence) she does not gain the Bright.

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Of Archetypes of St. George sets aside his broken 9MM and
pulls out the ancient sword of his fathers,
The heroes of myth and legend are each unique
whispering prayers as he charges into battle a
individuals who, in the moment they are called
dragon. A man screams as his body changes,
upon, wield great power. They can also be
pushing up against the falling stones with
described by certain patterns, called
taloned hands.
archetypes, which suggest both the arc of their
stories and how they will respond to them. Champions are the warriors and defenders,
soldiers or saints who take the fight to the
Mechanically, The Others uses Archetypes as a
forces of darkness. Theirs are the stories of
way for a character to take on a specific “role”
battle, of glory won from fearsome foes, of the
within the story and the game. This role helps
doomed last stand and the will to endure what
the hero to grow and evolve over time,
others cannot.
providing specific support to the group but also
opening up opportunities for customization. Although it is easy to imagine all Champions as
killers, in most cases they avoid lethal
The four Archetypes presented here (Champion,
confrontations. Any fool can kill; a Champion
Storyteller, Trickster, Wayfarer) just scratch the
strives to create a story that will give hope to
surface of possible builds and combinations.
everyone involved, even his foes.
They are directly aligned with the four detailed
Great Challenges. Iconic Moments: the Champion archetype is
designed to deliver the following iconic
Of Empowerment and Iconic Skills moments:
Each Archetype has an Empowerment, abilities
which accrue as the character gains Bright and • “There’s some good left in this world,
access to one or more Iconic Skills, which give Mr. Frodo, and it’s worth fighting for.”
the character Bright as he completes • “You. Shall. Not. Pass.”
challenges. • Having driven the army off, Roland
attempted to destroy his blade,
The Archetype entries below show how
Durendal but it was, indeed,
Empowerment works for each Archetype. In
indestructible.
general, for every 5 points of Bright character
• The warrior watches warily as ninja
accumulates he gains an additional minor ability
circle, looking for an opening.
and +1 to his bonus pool. The minor ability is
always in effect; the bonus pool can be added Champion Empowerment
to either the Limit of the character’s Iconic Skills A Champion is empowered to stand and fight
or to other opportunities as described in the against the forces which would overwhelm the
Archetype entry. world. They are tough, recover quickly, and
The bonus pool can be reallocated among the able to protect others.
available options at any time during a challenge Bright Effect Pool
as a free action by spending 1 Bright. 0 None 0
1 to 5 +1 Resistance 1
Of Champions 6 to 10 On Protect, take on threat 2
A young woman who dreams of being a samurai from two allies
finds her sword in her hand as goblins leap from 11 to 15 +1 Resilience 3
the shadows to take her…somewhere. A Knight

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16 to 20 Increase Iconic Skill 4 boundaries past which The Shattering cannot
inspiration range by 1 pass.
21 to 25 Reduce inflicted Injuries by 5
1 Iconic Moments: the Storyteller Archetype is
30+ On inspiration with an 6 designed to deliver the following iconic
Iconic Skill gain two of the moments:
options rather than one
• “I’m glad to have you here with me at
the end of all things.”
Bonus Pool Allocation • An audience watches mesmerized as a
A Champion may allocate his bonus pool among soloist sings of her vanished home
the following: • Birds and beasts circle as the musician’s
fingers fly on his lute strings
1) The Limit of any of his unlocked Iconic
Skills;
2) To increase the bonus granted by one Storyteller Empowerment
Aptitude from an Iconic Skill A Storyteller is empowered to act as a font of
3) To increase his Recover Endurance inspiration, guiding others and supporting their
4) To increase his Recover Grit efforts. This allows them to strike at the Doubt
which creeps into the hearts of those who seek,
Champion Iconic Skills
who strive, and desire not to yield.
The Champion Iconic Skills are: Diplomacy,
Tradecraft, and Warfare. Bright Effect Pool
0 None 0
Of Storytellers 1 to 5 The character may “bank” 1
A man plays his guitar while wild-eyed soldiers Inspirations for later use; he
search through the streets. A girl whistles the may retain a number of
birds from the trees and they come, swarming inspirations equal to his
around her. An artist strikes at night, leaving bonus pool.
behind a mural which tells the story of a place 6 to 10 On Pass: Aid, the character 2
for everyone to see come the dawn. can give the bonus to two
characters rather than one
Each of these is a Storyteller, an individual 11 to 15 The character adds any 3
gifted in weaving images together to create bonus pool allocated to
sudden, enlightening moments for others. recover Endurance or Grit
Storytellers are the world’s first and last line of between challenges to
defense against The Shattering, the ones with everyone in the group.
the power to drive it back and sometimes heal 16 to 20 On Pass: Aid, the character 4
those suffering from its affliction. increases the inspiration
range of the targeted
Like all Others, the Storytellers align themselves characters by 1
between Ivy and Thorn, between hope and 21 to 25 The character may spend an 5
terror. Those who dedicate their efforts to Inspiration on another’s
hope create the great epics of the world; those behalf
who see terror as the stronger force create the 30+ On Inspiration with Iconic 6
fear which encircles mortal lives. Both work to skill, gain 2 options rather
give meaning, create groups, and establish than one

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Iconic Moments: the Trickster archetype is
designed to deliver the following iconic
Bonus Pool Allocation
moments:
A Storyteller may allocate her bonus pool
among the following: • “Just so long as it’s not ‘Help Me’
again.”
1) The Limit of any of his unlocked Iconic
• “What have I got in my pocket?”
Skills;
• A man spends his night in dreams of his
2) The bonus granted by one Aptitude
wife, only to find in the morning she is
from an Iconic Skill;
gone
3) The Endurance recovery between
challenges; • A shell game becomes a con game
4) Grit recovery between challenges; becomes a chase as an old street
5) The bonus for her Aid action peddler turns out to be a young thief
6) The Bright gained by investing an stealing back a stolen ring
Inspiration into a Telling’s Final Climax
(ordinarily 1)
Trickster Empowerment
Storyteller Iconic Skills Tricksters are empowered in the following
The Storyteller Iconic Skills are: Art, ways:
Performance, and Presence.
Bright Effect Pool
Of Tricksters 0 None 0
A smirking man slinks away from the fight he 1 to 5 Gain one Aptitude of the 1
started between two others to cover his escape. Trickster’s choice
A scholar with dust-stained fingers works 6 to 10 On Pass, gain the Trick 2
feverishly on an ancient riddle. Two thieves option: reduce one target
trade barbed comments while robbing a character’s Limit by 1
preschool of its…crayons? 11 to 15 The Trickster can spend an 3
Inspiration to grant one ally
Each of these is a Trickster, a person who uses one additional sequence to
their wits and no small amount of luck to resolve a lead in an enigma
resolve the greatest challenges. Tricksters live Great Challenge.
in the moment, of the moment, and have a gift 16 to 20 Gain a second Aptitude of 4
for improvisation which would make even a the Trickster’s choice
saint sigh with frustration. 21 to 25 Increase the number of 5
targets a Trick impacts to
The greatest Tricksters have a good sense of two (2)
humor, an eye for detail, and a knack for getting 30+ +1 Resilience 6
under people’s skin. How they use these skills
determines whether they end up as helpful
Bonus Pool Allocation
figures or as tormentors; many would argue
A Trickster may allocate his bonus pool among
that the difference between the two comes
the following:
down to a matter of perspective.
7) The Limit of any of his unlocked Iconic
Skills;

P a g e | 12
8) The bonus granted by one Aptitude 1 to 5 When the Wayfarer enters a 1
from an Iconic Skill waystation, he becomes
9) The bonus of one Aptitude granted by aware of the paths leading
his Archetype from it
10) The penalty for his Trick action 6 to 10 The Wayfarer and his party 2
recover during a “path”
Trickster Iconic Skills challenge as though they
The Trickster Iconic Skills are: Enigmas, had a chance to rest.
Humanities, and Science. 11 to 15 The Wayfarer is aware of 3
the challenges along each
Of Wayfarers path between his current
A traveler sits and watches as a group of young waystation and the next
adventurers prepares themselves to get lost in ones.
the wilderness. A young woman feels the water, 16 to 20 The Wayfarer may pause on 4
testing the current’s direction. An old man gets a path, granting an
into his car and sets out on the highway, additional chance to rest.
following the endless road. 21 to 25 The Wayfarer is aware of 5
the challenges waiting in the
Each of these is a wayfarer, a traveler who waystations linked to his
cannot stop moving even if he wanted to. The current one.
horizon calls to a wayfarer, drawing him far 30+ On Inspiration with Iconic 6
from the fields that he knows into a world of skill, gain 2 options rather
myths and legends. than one

Iconic Moments: the Wayfarer Archetype is


designed to deliver the following iconic Bonus Pool Allocation
moments: A Wayfarer may allocate her bonus pool among
the following:
• The chieftain’s daughter hears the sea’s
1) The Limit of any of his unlocked Iconic
call;
Skills;
• A swordsman steps in as goblins attack
2) The bonus granted by one Aptitude
a wandering dreamer;
from an Iconic Skill
• A trick shooter entertains a crowd,
3) The bonus of one Aptitude granted by
noting The Shattered in the stands;
his Archetype
• A salaryman books a flight to anywhere,
not knowing where the money will Wayfarer Iconic Skills
come from. The Wayfarer’s Iconic Skills are: Insight,
Outdoorsman, and Savvy.

Wayfarer Empowerment
Wayfarers are empowered in the following
ways.

Bright Effect Pool


0 None 0

P a g e | 13
Of Lineages Each victory allocated to an ability increases it’s
Rank by +1.
In addition to being unique individuals, the
heroes of myth and legend come from Of Dreamers
somewhere; have a family and a connection to A woman lives a life of adventure in Genji’s
the past which enables them to have a future. Shining Court at night while working in an over-
This lineage plays an important part in the bright office during the day. A middle-aged
heroes’ stories and helps to shape their final man thrashes in his sleep, tormented by
destiny. nightmares that have no earthly origin. A
Mechanically, The Others represents the young girl wakes up, her mind filled with
character’s connection to the Bright Realm as a dreams of a world made better by technology.
Lineage; a combination of inheritance and Each of these is a Dreamer, an otherwise
relationships which grant the character the normal person whose imagination allows them
option to unlock specific abilities. These to dream vividly and shape the Bright for good
abilities expand the character’s options and can or ill. Dreams are the first and strongest
fundamentally change the rules of the game for warriors against The Shattering, and a Shattered
the duration of a challenge. Dreamer is a threat to the integrity of the
Narratively, the character’s Lineage creates worlds.
hooks the character can explore as part of his The Dreamer lineage is passed on either
own story arc. What is his relationship to his through family lines or by contact, generally in
lineage, to his family and their associates? How the Bright Realm, between someone with the
does he fit among his people, and where does potential to be a Dreamer and one of the Fae
he not fit in? What do others from the same realms.
lineage expect from him; can he meet those
expectations or does he reject them out of As their name implies, many Dreamer
hand? adventures take place in the Bright Realm. It is
where they are most comfortable, most
The rest of this section deals with some of the powerful, and best able to face the threats the
Lineages in The Others. The original treatment world creates.
had additional Lineages (e.g. magicians, skin-
changers) which are not addressed at this time. Iconic Moments: the Dreamer Lineage should
be able to deliver the following iconic moments:
Also, mixed Lineage parties are challenging.
Dreamers and the Touched typically adventure • A child dreams of fire and it awakens
in both the Bright and Dark Realms around him;
simultaneously; Knights and Witches can do so, • A girl tells stories of a far-away place
but they need to spend Bright to do so. Ogres called the Misty Vale until one-day
have no such ability and may well miss out adventure comes to claim her;
entirely on the opportunity to explore the • Dark dreams pursue a musician in the
Bright Realm. waking world

Of Ability Ranks Mark of the Dreamer


Lineages provide the heroes with “abilities”, Like all of those who live in both the Bright and
which can be awakened by allocating a Victory. the Dark, a dreamer carries with him marks
which set him apart from others.

P a g e | 14
A dreamer’s marks in the Dark Realm may Open Path: A Dreamer can spend 10 Bright to
include but are not limited to: open a new Path from his current Waystation to
the next one. He may select the skill challenge
1) Animals follow the dreamer wherever
to open the Path. He may do this a number of
he goes
times equal to the ability’s Rank per Great
2) The dreamer always does the same
Challenge.
three actions, one after another, when
entering a room Of Knights
3) The dreamer’s eyes cannot stay focused Water flows down over the woman’s shoulders
on anything close to him as she casts aside her shattered rifle and
prepares for the final fight of her life. A man in
rags lifts up another, carrying his new
Dream Guilds
companion to the homeless shelter. A professor
Dreamers are vulnerable as they come into
in tweed reads through term papers, setting
their powers. Older dreamers, therefore,
aside those which warrant further study.
search for younger ones to take on as
apprentices, ensuring that the gift is not lost. Each of these is a Knight, one of the sworn
Over time these masters have formed protectors who watch over the world. Some
associations, or guilds, which work together in serve in places of danger while others serve in
large efforts. silence.

Dreamer Abilities The lineage is passed down along family lines,


All dreamers have the ability to DreamWalk, to from father to son or mother to daughter,
cast themselves into the Bright Realm. They transmitted through both lore and solemn
gain 1 Bright each night that they do so. vows. Some Knights come in from outside the
lineage, drawn to service through a calling they
Each Dreamer may also select from among the
cannot deny.
following abilities, called Icons:
Iconic Moments: the Knight Lineage should be
At Hand: A Dreamer can spend 5 Bright to
able to deliver the following iconic moments:
create a kit in the Bright Realm. The kit remains
until he awakens and contains one addition per • “Not one step further.”
Rank of this ability. • To set aside what one’s heart’s desire
for a duty that could be denied;
Dream Aid: A Dreamer can spend 3 Bright per
• To swear a fearsome oath and have it
ability Rank to call forth an ally who, for the
carry to the seventh generation.
duration of one challenge per Rank of this
ability, perform a Skill selected when he is Mark of the Knight
called at the Rank paid for. Unlike other Lineages, the Knights are not
Dreamer’s Heart: A Dreamer can spend 3 Bright visibly marked by their connection to the Bright
to share his current Bright total (before the or the Dark. Their oaths are a choice they
expenditure) with an ally for the duration of a make; the words a mark which shapes their
challenge. The ally gains Archetype abilities as soul.
if he had Bright equal to the Dreamer’s plus the Knightly Orders
Dreamer’s Rank in this ability. Knights who share an Oath becomes a member
of an Order. Some Orders are almost military

P a g e | 15
organizations with complex rank and seniority reduces the Bright expenditure by an amount
structures. Others are loose associations equal to his total number of Knight abilities.
dedicated to a specific cause.
Of Ogres
Some Orders include: A boy awakens from a bloody nightmare to find
himself naked and cold in the woods. A girl
The Knights Templar: founded during the
lashes out at her attackers with claws that
Crusades, the Templars stand for mortal men
spring from her fingertips in a spray of blood.
against all the forces nightmare can throw at
An old woman smiles and smiles, revealing row
them.
upon row of teeth as her jaw opens wide.
The Ancient Order of Scrolls: founded in
Each of these is an Ogre, a child of the Realms
Egypt, the Ancient Order is a collection of
touched and physically twisted by contact with
scholars who preserve knowledge.
another. They appear to be normal, indeed
Knight Abilities may live completely mundane lives, until the a
All Knights are bound to an Oath, a fearsome moment of stress reveals their true nature.
duty which they can set aside at any time. So
The change is permanent but brings with it
long as they hold to their Oath, they gain
recompense, as if the powers that be took with
Experience Points equal to their current amount
one hand and gave with the other. An Ogre’s
of Bright which can be spent to increase their
deformity masks incredible physical and mental
existing skills. The Experience Points can be
abilities, powers that in others would be
reallocated by spending 5 Bright.
recognized as genius.
Each of the Knights may also select from among
Every Ogre comes into this world alone. Many
the following abilities, called Virtues:
find themselves cast out, exiled from hearth
Charity: the Knight regains 1 Endurance or Grit and home. In the modern world of the Dark
when he uses Assist action for each Rank he Realm, most end up homeless and many will fall
possesses in this ability. He may select what he in with criminal elements in an attempt to
gains when he takes the Assist action. survive a world which has no place for them.

Compassion: the Knight regains 1 Endurance or Iconic Moments: the Ogre Lineage should be
Grit when he uses the Protect action for Rank able to deliver the following iconic moments:
he possesses this ability. He may select what he
• Standing as the bullets rain down,
gains when he takes the Protect action.
feeling the sting of them as the Ogre
Courage: the Knight gains an additional +1 shelters a small child;
Endurance or Grit for each Rank of this ability • Melding out of the shadows from
during each pause in a Conflict Great Challenge. behind a guard, breaking his neck with a
sharp, inhumanly fast twist;
Humility: the Knight can sets aside his choices to
• Peering at a book with owl-like eyes,
support others. He may sacrifice his action and
seeing the truth behind the words; or
restore 1 Endurance or Grit to an ally for each
• Walking for a day and a night and a day
Rank in this ability he possesses.
again to find the place where the sun
Piety: the hero knows how to keep the faith. goes to sleep.
When he uses Bright he can roll a d10; if he rolls
a number equal his Rank in this ability, he

P a g e | 16
Mark of the Ogre Each of the Ogre may also select from among
Ogre are physically different from the mundane the following abilities, called Twists:
citizens around them. These “marks” cannot be
Bones of Iron: the Ogre cannot be stopped. He
hidden and get worse as they draw additional
gains a 1 point permanent reduction to Injury
Bright into their bodies. The oldest Ogre, nearly
penalties for each Rank of this ability he
immortal beings with fantastic mental and
possesses. Example: Sam selected Bones of
physical gifts, can seem as outlandish as the
Iron 3 times (Rank 3). When he gets to 4
Egyptian Gods themselves.
Injuries, he suffers a -1 penalty to his limits.
The Ogre’s marks:
Feat of X: when the Ogre selects this ability he
• Glowing eyes; chooses one Skill he does not yet have a Feat
• Scared or horny skin; for. He gains +1 to his Limit with that skill, and
• Strangely colored hair or skin; can increase that Limit for one roll by spending
• Hands or a head of an animal; 3 Endurance or Grit per +1 to the Limit. Each
• Talons, razor teeth; and time he selects his ability he must select a
• Spines or other protrusions from different skill.
beneath the skin. Heart of Stone: the Ogre adds 3 to his Grit each
time he takes this ability. He may also choose
to take Grit damage to his Bright instead of to
Ogre Fastnesses
his Grit.
Although Ogre come into the world alone and
scared, some find a home among their own kind Regeneration: the Ogre heals rapidly. Each time
on the edges of civilization. In ancient times he selects this ability, he may choose to
these “fastnesses” hid in the deepest forests increase his Recovery of Endurance, Grit, or
and highest mountains. Now, they may exist Injury by +1. This bonus is assigned when the
within an abandoned warehouse or even at the ability is selected and cannot be changed.
top of a fallen but not yet out of business hotel.
Speed of the Wave: the Ogre may select on
A warlord watched over each fastness, using Aptitude he possesses. When that Aptitude
her superior skills and powers to protect the applies, he gains First Strike in the challenge.
younger ogre she gathers. In return for The Ogre must select a different Aptitude each
absolute fealty, the fastness provides a time he gains a Rank in this ability.
community to young ogre, training in how to
use their remarkable abilities, and protection Speed of the Storm: the Ogre adds +3 to his
from the many foes who prey upon them. initiative rolls per Rank of this ability.

Unnatural Toughness: the Ogre adds 3 to his


Ogre Abilities
Ogre are among the Dreamless; that is, they do Endurance each time he takes this ability. He
not dream and do not cross over the Veil unless may also choose to take Endurance damage to
they wish to. This is both a blessing and a his Bright instead of his Endurance.
curse: although they cannot participate in Of Touched
dream adventures without intervention, they A woman watches the butterflies no one else
are also cannot be harmed by threats in the can see in her cell; one day she vanishes. A
Realm they do not inhabit. young man made of snow steps through a
mirror on the way to meet his date at the

P a g e | 17
movies. Crows circle above a woman’s head as Mark of the Touched
she walks counterclockwise around a well, each The Touched look just like a normal person of
step taking her further and further into below their type to others. However, everyone
the surface on an invisible stair. around them looks like a phantom to them;
everyone except other Touched. Only other
Each of these is one of the Touched, a person
Touched exist in both Realms at once; therefore
from the Bright or Dark Realm who, by lineage
only other Touched seem “solid” to those
or circumstance, finds herself able to interact
blessed and cursed with the Second Sight.
with both Realms simultaneously. The Touched
see things no one else can see and always live Touched Bloodlines
dual lives; one in either Realm. Doing so puts All of the Touched are, well, touched by both
them under enormous strain. It also gives them Realms. The simplest way for this to happen is
powers equal to that of the greatest heroes. for the Touched to have come from a union
between a mortal and a fey; others might gain
Indeed, many of the Touched believe the
this touch through intimate contact with a
heroes of legend came from among their ranks.
person from another Realm. More rarely,
Demi-gods and fey-touched; monsters and
someone may be a changeling, a child from one
saints, all seem to describe at one point or
Realm raised in another.
another the confusion which comes from living
in two worlds. Common Touched bloodlines include:
Many of the Touched struggle with what Dwarves: taciturn and prone to wrath,
appears, to outside observers, to be a form of dwarves are creatures of the ice and stone
insanity. They react to things others do not see: whose mastery of metal knows few bounds.
stepping around invisible obstacles; talking to
themselves while not on a cell phone; and Flower Fairy: whimsical and strange, the
commenting on strange smells or sensations. flower fairy awaken when their plants bloom
These are an effect of their “Second Sight”, of and retreat back into slumber when winter
seeing what others cannot. comes.

Iconic Moments: the Touched Lineage should Night Elves: fearsome creatures made of
be able to deliver the following iconic moments: mist and shadow, these elves stand no
higher than a man’s waist but can devour
• A mugger grabs a young woman only to even the strongest warrior or aid his wife
discover that, rather than the dress he when he is away if he pays proper respects.
saw, she wars silver armor and carries a
lance which pierces his heart; Touched Abilities
• Four friends dodge and weave, fighting All of the Touched are blessed with the Second
a dragon only they can see. One Sight; the ability to peer from one Realm to
screams as his skin blackens in response another. They can choose to change their focus
to the creature’s flames; from one Realm to the other as their action for
• A fey noble shudders as a car crash in the sequence.
the Dark Realm distracts his attention Each Touched has one Realm that his “physical”
from the dance. body resides in, and one Realm which he
“dreams” in. This may be selected by the player

P a g e | 18
at the start of the game, and may change at the the skill he selected when he allocated a victory
Narrator’s discretion during the day. to this ability. He may select an additional skill
each time he increases this ability’s Rank.
Additionally, in areas where the Veil in thin the
Touched may be directly impacted by actions Stand Between: the Touched may spend 3
on both sides. They can choose to focus on one Bright to focus on both the Bright and Dark
or the other (as above). Realm equally, interacting with both
simultaneously. This effect lasts a number of
Each of the Touched may also select from
sequences equal to the ability’s Rank.
among the following abilities, called Favors:
Storyteller’s Scrolls: the Touched is outfitted as
Bring Across: The hero may spend 3 Bright to
befits a sage and storyteller of his Realm. He
bring a kit he possesses from one Realm to
must invest no less than 3 Bright into this ability
another. A kit from the other Realm functions
and must select a Realm (either Bright or Dark).
perfectly for as long as it remains in the
He gains a kit which does not count against his
Touched’s hands but will not work for another
kit limit in that Realm and gives +1 to Art,
person and does not count against his total
Performance, and Presence challenges. Each
number of kits in either Realm. This ability has
time the hero selects this ability, he must invest
only one Rank.
an additional 3 Bright and may select one kit
Champion’s Arms: the Touched is outfitted as addition.
befits a champion of his Realm. She must invest
Trickster’s Knot: the Touched is outfitted as
no less than 3 Bright into this ability and must
befits a trickster and ne’er-do-well of his Realm.
select a Realm (either Bright or Dark). He gains
She must invest no less than 3 Bright into this
a kit which does not count against his kit limit in
ability and must select a Realm (either Bright or
that Realm and gives +1 to Diplomacy,
Dark). He gains a kit which does not count
Tradecraft, and Warfare challenges. Each time
against his kit limit in that Realm and gives +1 to
the hero selects this ability, she must invest an
Enigmas, Humanities, and Science. Each time
additional 3 Bright and may select one kit
the hero selects this ability, he must invest an
addition.
additional 3 Bright and may select one kit
Hero’s Gambit: the Touched may spend 5 Bright addition.
to attempt an additional challenge this
Wayfinder’s Reed: the Touched is outfitted as
sequence. This ability has only one Rank.
befits a wanderer of his Realm. She must invest
Shift Over: the Touched may spend 3 Bright to no less than 3 Bright into this ability and must
shift completely over into either the Bright select a Realm (either Bright or Dark). He gains
Realm or the Dark Realm. He automatically a kit which does not count against his kit limit in
returns to his home Realm at the location he that Realm and gives +1 to Insight,
crossed over at the end of the scene. He may Outdoorsman, and Savvy challenges. Each time
spend an additional 1 Bright to return to his the hero selects this ability, he must invest an
home Realm in the location adjacent to his additional 3 Bright and may select one kit
ending location instead. This ability has only addition.
one Rank.
Of Arms, Knots, Reeds, and Scrolls
Speed of the Wind: the Touched may spend 2 Kit is an extremely abstract concept in The
Bright to gain First Strike in a challenge using Others. It represents specialized resources

P a g e | 19
generally and therefore can take a wide variety weave the Bright Realm. Others contain a
of forms. This is particularly important when kernel of truth about how mortal men can
thinking about the various kit creation abilities shape the immortal worlds.
of the Touched, whose kit can take wildly
In the modern era, witches live and work within
varying forms.
the bounds of society, relying on technology
Here are three different examples of more than shadowy magics to achieve their
Champions Arms 3, to show this in action: ends. After all, why spend a dozen hours
chanting to send a message to a distant relative
My Father’s Gun (Dark): Kelly’s father’s father’s
when a text will do just as well?
father first fought the spriggans with this gun a
hundred years ago. It, along with his belt and Iconic Moments: the Witch Lineage should be
the secrets of making cold iron ammunition, able to deliver the following iconic moments:
have served the family well for generations.
• Drop a amulet in the bushes by a
Nightwatcher’s Arms (Bright): Gwendolyn is a stranger’s doorstep to protect them
child of the night elves and her heritage comes from an evil they will never see;
with the arms to prove it. She has uncanny • Wish a friend Godspeed and have their
strength and speed along with armor and a journey be merry and bright; or
selection of silver-iron blades (knives and a • Find an arch formed of two fallen trees
sword). and dance through into the Bright
Realm.
Word of Winter (Bright): Skor is a child of the
deepest winter who fostered with a mortal Mark of the Witch
couple for twenty years. He can call up armor Witches carry about them a sense of the
of ice, throw blasts of winter wind to freeze “other”, a feeling that shapes the reaction of
foes, and become like onto a glacier when he animals and mortals alike, depending on their
must. allegiance.
Of Witches A Witch aligned with the House of Ivy generally
Smoke and chants rise up to the sky as the finds animals friendly and others find his
decimated singers weave the Veil back into presence comforting. One aligned with the
being. A man watches over the birth of kittens, House of Thorn finds animals distrustful and
the last of a line originating from the Goddess others find his presence unsettling. They will
Bast. Fire rises, and with it power, as sacred unconsciously place objects between
wood burns away impurities. themselves and the witch, avoid direct contact
with him, and may even shun him entirely if
The above are examples of witches, individuals
they can.
charged with and connected to one or more of
the Shadows. Witches draw power from this Witches’ Chambers
connection, power which they can use to Witches organize themselves into chambers,
protect or to harm. groups bound by a common purpose and
responsibility to a Shadow. Chamber members
Witches are the source of myths about magical
do not have to be friends, or even friendly with
talismans, potions, and rites which have
one another; shared responsibility does not
persisted for thousands of years. Most of these
necessarily translate into common well-feeling.
stories are just that: stories which can help to

P a g e | 20
The important thing to realize here is that the The witch can spend no more than 5 Bright per
choice to join a Chamber is not in the hands of Rank he possesses in this ability.
the witches but of the Shadow they protect.
Innecto: the witch can close a Shadow,
The Shadow may choose anyone, at any time,
restoring the Veil and preventing creatures
and the mortal members have no say in the
from using the Shadow as a passage between
situation.
the Realms. Doing so costs her 1 Bright each
Witch Abilities time something tries to cross. She may place up
All witches feel the Call, the sense of the sacred to this ability’s Rank in Bright when she sets up
or profane (the Shadows) that cannot be the Veil.
described only experienced. A witch always
Hio: the witch can open the Veil at a Shadow,
knows when she is in the presence of a Shadow
allowing him to step between the Realms. This
and can feel a pull towards any Shadow in a
costs 1 Bright per person transitioned and the
radius around her. The exact distance depends
witch may carry a number of people across
on narrative necessity but is rarely less than a
equal to his Rank in this ability.
mile.
Reparatio: the witch can mend the hurts
Additionally all Witches may select from among
caused by toil and trouble. By spending Bright
the following abilities, called Charms:
up to her Rank in this ability she can heal
Animare: the witch can place a portion of her 1d4+Bright spent Endurance or Grit to one ally
Bright into an object, giving it the semblance of within the scene.
life. He may animate a small object for 5 Bright,
Servo: the witch can extend his protection to a
a human-sized object for 10 Bright, and
person or a place, effecting no more than one
something as large as a pick-up truck for 15
target per Rank in this ability. Each target costs
Bright. The object moves and shifts per the
the witch 3 Bright to set up the protection. The
witch’s request. Additionally, it acts as kit for
witch is considered to be a participant in any
the witch, with a number of additions equal to
scene targeting the protected target.
the number of time he selected this ability
minus 1 (Rank -1). The animation lasts until the Vecto: the witch can follow her path through
end of the scene. the Bright Realm to a location in the Dark. At
the end of a Dream she can spend 1 Bright per
Deificatio: the witch can draw the power of the
person (spending Bright up to her Rank in this
Bright into herself, granting her supernatural
ability) to emerge in the Dark Realm at the
powers for a short duration. For every 3 Bright
place located closest to her last position in the
the hero spends, she gains 1 Rank in an Ogre
Bright Realm, rather than at where she went to
ability for the duration of the scene. She may
sleep.
not spend more than 3x her Rank in this ability
during a specific scene. Veneficium: the witch can curse others, causing
them great harm. Each target costs the witch 3
Evocatio: the witch can call a being of the Bright
Bright and she cannot have more targets than
Realm to her, though doing so does not enforce
her Ranks in this ability. The witch is considered
the creature’s service. A creature called in this
to be a competitor in any scene the target
way has one victory for every 5 Bright the witch
undertakes or (in the case of a place) in any
spends and remains until the end of the scene.
scene taking place there.

P a g e | 21
Of Skills and Aptitudes Rank 3 – Expert (Limit 12): can perform within
the discipline with precision and skill,
Skills
completing most simple challenges with
<descriptive text> aplomb. A this Rank the character is still
somewhat reliant on other bonuses to provide
<guidance>
for consistent success in more difficult
Of Rank, Title, and Limit situations.
Each Skill has a Rank, title, and Limit. The Rank Rank 4 – Master (Limit 15): denotes a character
is a numeric designation used for convenience who is ready to move beyond the constraints of
in numbering and as a bonus for Aptitudes. The her training and experience, creating new
title is a rough, in game narrative description of opportunities as she meets unusual challenges.
the character’s level of ability in the specified A master is generally successful in her efforts,
skill. The Limit indicates the value the player especially when supported by friends or decent
needs to roll at or under in order to succeed at circumstances.
an attempt to use the Skill to meet a challenge
without applying modifiers from Archetype, Rank 5 – Paragon (Limit 18): indicates the
Aptitudes, Kit, or Lineage. character has passed beyond the known,
elaborating on his discipline with unconscious
Rank Title Limit grace and skill. He operates in the realm of
0 Unskilled 3 inspiration and imagination, passing through
1 Novice 6 challenges which prevent others from moving
2 Trained 9 on without pause.
3 Expert 12
4 Master 15 Rank 6 – Legend (Limit 21): the character has
5 Paragon 18 become a hero, able to face the greatest
6 Legend 21 challenges within his discipline and defeat
them. If he chooses, his name will go down in
legend as one of the greatest of his generation.
Rank 0 – Unskilled (Limit 3): is used when the
character has no training or ability in the Skill Of Aptitudes
called by the challenge. He gets by on his raw A character may also have Aptitudes in addition
intelligence and ability, perhaps supplemented to his Skills. Aptitudes represent the characters
by some of his other modifiers. ability to leverage her knowledge in one
Rank 1 – Novice (Limit 6): indicates the discipline to improve her performance in
character received formal training in the subject another.
or has some practical experience but not both. Each Aptitude is sourced in one Skill and applies
A Novice has little depth of knowledge or skill to the Rank of the source Skill to the Limit of one
draw on but can make do in simple challenges. target Skill. The source skill and target skill are
Rank 2 – Trained (Limit 9): denotes a character chosen when the character acquires the
with both practical experience and formal Aptitude and cannot be changed.
training in a specific discipline. With the right An Aptitude is noted as Name (Source Skill:
equipment and support a Trained character can Target Skill), where the Name is selected from
meet most challenges, given enough time and a the examples listed with the skills or created by
little luck. the player, the source Skill designates the Skill

P a g e | 22
which will apply its Rank to the Limit, and the
target Skill is the Skill which is modified.
Aptitudes on Skill XP
Example: Knife Fighting (Enigmas:Warfare) 0 5
shows that the character will apply his Enigma 1 7
Rank to the Limit of his Warfare challenges. 2 9
3 11
Note that the Narrator may choose to disallow 4 13
the application of an Aptitude if it does not 5 15
seem to make sense for the situation. From the
example above, the character may not be able
to apply his Knife Fighting aptitude to a Of Skill Descriptions
strategic planning session. Art: the creation of artistic works;

Total Number of Aptitudes Diplomacy: working with others through


A single Skill may not have more than five (5) authority, influence, and power;
Aptitudes associated with it. Each Skill may only
Enigmas: riddles and tricks, both verbal and
target another Skill once with an Aptitude.
otherwise;
Of Using Experience Humanities: the study of human thought;
A character is expected to earn between 4 and
6 XP per session: one (1) for participating in the Insight: awareness of and intuitive
session itself, and one (1) for each challenge the understanding of myths and symbols;
character(s) overcome in which he made at Outdoorsman: skill in the practical skills of
least one attempt. survival and travel off the beaten path;
Assuming this rate of experience point gain, the Presence: the ability to both exert self-control
following chart can be used for Skill and project emotions;
Advancement:
Performance: the art of entertaining through
Rank to Rank XP Cost From R0 acting, instruments, stagecraft, and song;
Unskilled to Novice 15 15
Novice to Trained 10 25 Science: the study and exploration of the
Trained to Expert 10 35 physical world;
Expert to Master 15 45
Tradecraft: the skills of a spy; infiltration,
Master to Paragon 15 60
Paragon to Legend 20 80 interrogation, and subterfuge;

Savvy: knowledge of how to survive and thrive


Additionally, the player may instead choose to in an urban world; and
purchase an Aptitude. The cost is based on the Warfare: skill with tactics and weapons
number of Aptitudes already associated with
the Skill, as follows:

P a g e | 23
Of Kit Some Others can create additions as part of
their Lineage. These additions are restricted
The Others uses a highly abstract system for
per the rules for kits, above.
representing equipment, clothes, and
possessions of various sorts. Most additions are rewards, given by the
Narrator as part of the completion of a
A character may access two (2) “kits” with him
challenge or Great Challenge.
at a time. A kit consists of all of the materials
one might need to perform a specific skill well, Losing Kit
and may include objects to carry directly and A character may choose to lose the kit he used
the means to store them. rather than being forced to reassess after failing
a critical challenge.
Generic Kit
A generic “kit” provides +1 to the Limit of a A Narrator may declare a kit “lost” at any time,
single skill. although there are Other abilities which allow
the player to state otherwise.
Special Additions
A sword forged of silver as hard as iron. A Example Kits
computer possessed by the ghost of Ms. The following present a small, non-exhaustive
Lovelace. A mirror that speaks in riddles. list of the possible base kits a character might
acquire during play.
Each of these is an example of an “addition” to
a generic kit. The addition provides one of the Diplomatic Papers (Diplomacy +1): an official
following bonuses: position and the papers to prove it along with
the training and resources to back the character
• +1 to the character’s Limit with the
up in his efforts.
primary skill
• +1 to the character’s Limit with a Forensics Lab (Science +1): a sample gathering
different skill kit, portable analysis kit, and a larger space
• +1 Resistance when using the kit for its somewhere with more elaborate equipment
primary skill used to perform scientific analysis of physical or
• +1 Resilience when using the kit for its social leads.
primary skill
Musician’s Kit (Perform +1): a performers kit
• +1 to the character’s Insight range
including music, a notebook for musical
when using the primary skill (+1
notation, simple recording equipment, and
changes the Insight range from Limit to
instruments.
Limit -1, Limit; +2 extends it to Limit -2,
Limit-1, and Limit; etc). Tactical Kit (Warfare +1): a soldier’s equipment
including light body armor; weapon and side
The Narrator may disallow any addition to a kit
arm; ammunition and other supplies helpful in a
which seems ridiculous or out of place.
fight.
Additionally, a single kit may only have one of
each kind of addition, for a maximum of five Trust Fund (Savvy +1): access to a continuous if
additions per kit. modest stream of funds which helps to ease
one’s way through the world.
Acquiring Kit and Additions
All Others start out with one kit of their choice
during character creation.

P a g e | 24
Of Challenges Of Approach: Skill and Aptitude
Face and Overcome Adversity Each challenge is keyed to an “approach”, the
primary Skill called upon by the challenge for its
Heroes will, over a course of time, face resolution. The Skill is modified by one or more
innumerable challenges, opportunities for them of the character’s applicable Aptitudes, insights
to prove their worth by applying both luck and gained by the character in how he might apply
pluck to achieve desired ends. Most of these one skill to situations involving another.
challenges are resolved with a single roll (or a
single roll for each character in the group), In The Others, Skills are extremely broad and
while others require more elaborate resolution. represent a body of discipline which is not easily
The truly notably struggles, those which define substituted. The Skill required by a challenge is
a hero’s epic, are called Great Challenges and therefore non-negotiable and does not vary
are handled separately. once established.

However, over time a character may gain


Of Structure: Challenge
insights into the connections between
Description disciplines which allow him to leverage his skills
Challenge is the formal term adopted whenever
in different situations. This is mechanically
a hero faces a difficulty in the game world and
represented by an Aptitude and the hero may
wishes to resolve it using a combination of
apply one of his Aptitudes to the challenge
Aptitude, Skill, and abilities.
attempt roll.
Each challenge entry describes the desired goal,
Example: Loki is a Trickster and Paragon (Rank
the intended approach, and the threat which
5) of Enigma, giving him a Limit of 18 on Enigma
the hero endures through the challenge.
rolls. He creates using experience the Knife
For example: Fighting (Enigma: Warfare) aptitude and can
apply his Enigma Rank (5) as a bonus to
Scatter the Nazi soldiers guarding the Pagoda of Warfare rolls when he can use a knife,
the Red Lotus supplementing his relatively low level of
Approach: Warfare experience in combat (Trained Warfare: 9) for a
Progress: Complex (5 successes required) Limit of 14.
Threat Level (difficult, critical, lethal): 1d6
Endurance per attempt, on 6 sustain 1 Injury
Summary of Challenge Actions
This describes a straight forward skirmish in The character may, once per sequence in initiative
order:
which the heroes will have to distract, befuddle,
or defeat a group of opponents using their • Attempt Challenge – suffer threat,
Warfare skill, applying an Aptitude and potentially make progress
• Pass (Aid): add +1 to one character’s Limit,
modifiers as appropriate. Each character who
no threat
attempts the challenge will lose 1d6 Endurance, • Pass (Defend): take one character’s threat
with a 6 indicating that they take one Injury onto himself
instead. Once the heroes amass 5 Warfare • Pass (Recover): recover +1 Endurance or Grit
progress among them the opponent’s scatter As a free action they may also:
and they can proceed.
• Reallocate bonus pool for 1 Bright
• Activate Lineage Ability for Bright

P a g e | 25
(Expert + Calming (Presence: Diplomacy): Limit
15).
Of Complexity: Success and
Progress Of Threat: Endurance, Failure,
Challenges in terms of their complexity. Some Grit, and Injury
are simple, concluded in a single attempt. A hero exposes himself to threat when he
Others prove to be more complex, requiring attempts a challenge. This threat may take
multiple attempts. The most memorable will many forms; a threat of failure, loss of resolve,
likely be contested, in which the heroes must or even physical injury. Over time the hero
both meet a simple or complex challenge AND becomes tired and, eventually, must put his
out race one or more opponents on their way burdens down and rest.
to the goal.
The Limitless dice engine measures four forms
Simple challenges require one character to of threat:
succeed at his attempt to resolve it. Multiple
Endurance: represents the physical resources
characters may make the attempt and the first
expended in an attempt. A hero who reaches
to succeed gains the prize.
0 Endurance can no longer attempt challenges
Complex challenges require multiple attempts and must rest.
to overcome. Each successful attempt provides
Failure: sometimes failure ends the challenge,
1 progress towards challenge resolution.
preventing the hero from progressing past it.
Multiple characters may make the attempt,
Failure forces the heroes to reassess the
taking turns as described in Of Sequencing.
challenge and consider new approaches to
As a rule of thumb, a complex challenge should achieving their goals.
take 1 progress per character involved who is
Grit: measures the hero’s mental fortitude and
Trained in the appropriate skill per sequence
ability to press forward. A hero who reaches 0
the Narrator wishes the challenge to take. This
Grit can no longer attempt challenges and
will vary based on the challenge Threat.
must rest.
Contested challenges occur when the heroes
Injury: measures the hero’s health and
are either opposed in their efforts to resolve
wellbeing. The hero reduces all Limits by his
the challenge or another individual (or group)
Injury value. A hero many continue to press
wishes to achieve the same goal. In these
forward while Injured but if his Injury exceeds
cases, each character may choose to allocate his
his maximum Endurance or Grit (whichever is
progress either to his group’s progress or to
higher) he must stop and recover.
increasing the progress required by one
opposed group by +1. Each time a hero attempts to resolve the
challenge by rolling a d20 he suffers from the
Example: Gwendolyn, Holly, and Uriel need to
challenge threat. The resources lost depend on
persuade a pawn shop owner to help them in
the threat level, as described below.
their investigation. This is a simple challenge,
and each hero can attempt to resolve it using Threat Level: Mechanics
Diplomacy. Gwendolyn isn’t terribly good at A challenge’s threat level determines which
this challenge (Novice: Limit 6), and Holly is just resources the hero risks and the amount of risk
confusing (Novice + Confuse (Enigma: he suffers.
Diplomacy): Limit 10) but Uriel is skilled at this

P a g e | 26
At the peaceful threat level, the hero loses 1 of How many sequences for a Critical
Endurance or Grit for each attempt. This Threat?
represents minor exertion which tires the hero A critical challenge allows the characters a
but does him little harm. limited number of sequences before failure
occurs, inflicting Doubt and forcing them to
At the troubled threat level, the hero loses 1d4
reassess. The number of sequences is up to the
of either Endurance or Grit for each attempt.
Narrator, but the following general rules apply,
This represents a major exertion on the hero’s
based on the challenge’s threat level:
part and may impair him in future challenges.
A peaceful or troubled critical challenge
At the dangerous threat level, the hero loses
allows between 2 and 4 sequences to resolve
1d6 of either Endurance or Grit for each
before failure.
attempt. This represents circumstances which
place the hero in considerable jeopardy and A dangerous critical challenge allows between
may reduce him in ways he would rather. 1 and 3 sequences to resolve before failure.

At the extreme threat level, the hero loses 2d4 An extreme critical challenge allows 1 or 2
of either Endurance or Grit for each attempt. sequences before failure.
These challenges exhaust the hero, possibly
When is Threat Applied?
preventing him from making further progress.
A character suffers the threat after he resolves
Additionally, a threat level may be either critical whether his attempt succeeded or failed.
or lethal. A critical threat causes the group to
fail if they cannot overcome the challenge in a
Resisting Threat: Reduction and
set number of sequences. A lethal threat deals Resilience
1 Injury to the character for each threat dice Some characters have the ability to resist threat
which rolls its maximum value. when it occurs. This resistance may come from
a Lineage ability, an Archetype, or even from
Descriptor Effect equipment the hero carries.
Peaceful -1 Endurance or Grit
Troubled -1d4 Endurance or Grit A character with Reduction reduces the total
Dangerous -1d6 Endurance or Grit amount of Endurance loss from a threat by his
Extreme -2d4 Endurance or Grit Reduction value. Likewise, a character with
Critical Must be completed in X Resilience reduces the amount of Endurance
sequences lost to a threat by his Resilience value.
Lethal -1 Injury when threat dice
rolls its maximum Recovery: Endurance and Grit
A character recovers 1 Endurance and 1 Grit
between challenges. Some Archetype and
Deciding Between Endurance or Grit Lineage abilities accelerate this recovery.
A threat reduces Endurance when it calls upon
the character’s physical resources or carries the Recovery: Injury
opportunity to do harm to his body. A threat A character recovers 1 Injury between game
which draws on the character’s mental sessions, if the session ends between
resources or erodes his spirit/strength of will challenges. Some Archetype and Lineage
reduces Grit instead. abilities may accelerate this recovery.

P a g e | 27
Reassessment: Failure Of Doubt: Automatic Failure
When a character or a group of characters fail When a d20 shows a 20 on its face, the hero
to overcome a critical challenge, they must step always fails regardless of his Limit. He also
back and reassess. Each hero gains +1d4 Doubt. acquires 1 point of Doubt, representing a loss of
confidence in his abilities.
The group discusses and debates a new
approach and, with approval from the Narrator, As a hero’s Doubt grows, so too does his chance
may try again. of failure. This is shown in the table below.

Recover: By
Doubt Spend 1 Bright per Doubt
Endurance +1 between challenges Doubt Automatic Failure Range
Grit +1 between challenges 0 20
Injury +1 between sessions 1 to 3 19 or 20
Failure Reassessment scene 4 to 6 18, 19, or 20
7 to 9 17, 18, 19, or 20
10 to 12 16, 17, 18, 19, or 20
Of Passing: Assist, Protect, Recover 13+ 15, 16, 17, 18, 19, or 20
A character who does not wish attempt the
challenge may instead choose to pass. This Additionally, a hero whose Doubt equals or
opens three possible options for him. exceeds his maximum Endurance or Grit
• Assist another hero, providing +1 to (whichever is lower) becomes Shattered.
that hero’s Limit, Recovering from Doubt: Expending Bright
• Protect another hero, taking that hero’s A hero can recover from Doubt by spending 1
threat onto herself, or point of his Bright for every point of Doubt he
• Recover, regaining +1 Endurance or wishes to remove. This can be done as a free
Grit. action at any time.
Of Success and Failure: Dice Rolls Of Inspiration: Exceptional Success
As described in An Introduction, the Limitless When a d20 shows exactly the character’s Limit
dice engine uses a single d20 roll to resolve an he gains an Inspiration. The hero’s success
attempt to overcome a challenge. bolsters his confidence and reaffirms his place
in the epic of his name.
The d20 result must be less than or equal to the
hero’s Limit to count as a successful attempt. An Inspiration may be spent immediately to
The hero sets his Limit based on a combination
of his Skill Rank bonus and a bonus from one of 1) Take an additional action during the
his Aptitudes (if one applies). He may also gain character’s current turn
bonuses from Archetype or Lineage abilities. 2) Remove 1d4 Doubt
3) Gain 1 point of Bright
If the result is higher than the hero’s Limit, the 4) Gain 1 Experience Point
attempt is unsuccessful and does not contribute
to the progress required to resolve the When a character’s Limit would naturally be
challenge. over 20, he gains an extended “inspiration
range” as described in the table below:

P a g e | 28
Limit Automatic Failure Range find a way to seize upon an Inspiration and
20 19 begin the long journey back.
21 to 23 18 or 19
24 to 26 17, 18, or 19 Of Sequences: Order of Attempts
27 to 29 16, 17, 18, or 19 A sequence occurs when each character either
30 to 33 15, 16, 17, 18, or 19 attempts a challenge or passes on the
34+ 14, 15, 16, 17, 18, or 19 opportunity to do so.

In a simple challenge, the sequence is implied


Example: Theresa has a Limit of 26 going into a but not formally structured. Each character is
Perform challenge. She will gain an Inspiration given a chance to attempt or pass, with the
if her d20 shows a 17, 18, or 19. Holly takes the players deciding on the order they wish make
Aid action rather than attempting the challenge their rolls or the Narrator calling on heroes one
herself, increasing Theresa’s Limit by +1 to 27. at a time.
She now gains an Inspiration if her d20 shows a
In complex or contested challenges, it becomes
16, 17, 18, or 19.
necessary to keep formal track of the sequence
Finally, there are some effects which increase and the order of actions. In these cases, the
the “inspiration range” of a character’s roll. Narrator organizes the frame and the initiative
These effects (primarily actions in the order to speed play.
Storyteller Archetype) are expressed as
“increase the inspiration range by +X”, where X
Of Framing: Steps in a Sequence
Each sequence consists of three steps:
is generally 1.
1) The Narrator summarizes the scene,
These effects add a number of dice faces to the
tells the players how much progress the
hero’s inspiration range equal to their value,
characters have made towards
always at the lowest end of the scale..
completing the challenge, and describes
A character can only benefit from one effect any changes to the threat level or other
which extends his Inspiration range at a time, challenge elements;
with the strongest effect superseding the 2) The characters act in initiative order,
weaker one. each one either attempting the
challenge or passing;
Example: Theresa gives Gwendolyn a +1
3) The Narrator determines if the
inspiration range effect targeting her Warfare.
challenge has been resolved.
She has a total Limit of 22 at the moment
(inspiration range 18 or 19). The effect adds the Note that in the case of critical challenges the
17 to her inspiration range, allowing her to earn Narrator also tells the players how many
an inspiration on a 17, 18, or 19. sequences remain before the heroes fail.

Of Doubt and Inspiration: Interacting Of Initiative: Establish the Decision


Ranges Order
The character’s “doubt range” supersedes his Each player rolls a d20 and adds his Rank in the
“inspiration range”. The ranges are also challenge Skill to the result to determine his
deliberately offset, so that at high levels a Initiative. The character with the highest
character with a great deal of Doubt might still Initiative decides to attempt the challenge first

P a g e | 29
or pass; then the next does so, and so on until The heroes need to sneak into (by stealth or
the last character decides. quick talking) a guarded house and search it for
a clue to the next step in their adventure.
Some characters have Archetype or Lineage
abilities which affect their Initiative and the Example 2: A Deal Gone Bad
order of action. These abilities describe how Governing Skill: Warfare
they work and override the general Initiative Threat: Dangerous Lethal (1d6 Endurance, 1
order. Injury on a 6)
Progress: 4
Additionally some characters have an ability
Success: After amassing the required progress
called First Strike. In situations where the
the heroes can progress to the next scene.
ability applies, the hero assesses whether the
challenge is resolved before threat is assessed. The heroes are negotiating with a contact when
a fight ensues. This is a short fight (probably
Example: Gwendolyn spends 2 Bright to activate
taking a sequence or two to resolve) inflicting
her Speed of the Wind (Touched) ability, which
minor damage to the heroes.
grants her First Strike in Warfare challenges.

Of Becoming Shattered
When a character’s Doubt exceeds his
Endurance or Grit (whichever is higher) he
becomes Shattered.

A Shattered character can no longer gain Bright


and loses 1 Bright in addition to any threat
associated with attempting a challenge.

Additional effects of the Shattering and of being


Shattered are discussed in the Of Realms Bright
and Dark section (pg. 36).

Of Short Scenes: Example


Challenges
A challenge is, in effect, a short scene which
plays out over a handful of dice rolls. These
scenes are not intended to take the place of a
Great Challenge, but should have a rhythm all
their own.

Example 1: Search a Household


Governing Skill: Tradecraft or Savvy
Threat: Peaceful (1d4 Grit)
Progress: 7
Success: After amassing the required progress
the heroes gain access to a clue

P a g e | 30
Of Great Challenges • She may select one skill as an Iconic
Skill, even if it not associated with her
Forging an Epic in One’s Own Name
Archetype.
To be a hero is not just to meet the common,
When a character fails a Great Challenge he
everyday challenges which all beings, mortal or
gains a number of XP equal to the total number
immortal, must face. A hero faces the great
of stages in the challenge. He learns from his
challenges, those which would destroy ordinary
defeat and may, leverage the knowledge to
being, and defeats them. Or not; the best epics
improve his chances in future efforts.
contain both victory and defeat; elation and
despair. Of Journey and Desire: Journey
A hero or group of heroes who would assay A woman poles her coracle out into the open
these “Great Challenges” risk much, and in waves, knowing not when she will return. Three
return may gain great rewards. friends set out into the mists to find a door only
open when the Morning Star shines. Four fiends
Of the Difference coordinate flights over the course of five years,
A character or group of characters may run visiting places where Camelot might have been
through any number of challenges in which they and getting closer to it in their dreams.
use their Skills + Aptitudes, and occasionally
Each of these is an example of “Walking the
their various abilities, to achieve goals. Some of
Path of Desire”, a sacred journey in which the
these will be remarkably intense, powerful
hero travels from mythic place to mythic place
narratives which create memories lasting a
and learns from the guardians of each until
lifetime or two. Others will be minor moments
reaching his final destination. The passage
which come and go without much note.
between each waystation may also present
A Great Challenge is something different. It is challenges; these are generally more easily
an extended, intense narrative conflict in which overcome than the struggles at the waystations
a character can prove himself a hero, or not. themselves.
This intensity benefits from additional structure
Governing Skills: Insight, Outdoorsman, Savvy
and tactical decision-making, leading to a back
Associated Archetypes: Wayfarer
and forth of near victory and defeat until the
challenge finally resolves. Structure of a Journey
A journey is a voyage from a starting place to a
Of Victory and Defeat
destination. The destination may be selected
A character who succeeds at a Great Challenge
by the hero or dictated by the story. Along the
may select one of the following rewards:
way the hero stops at waystations, places
• She may design an Archetype ability where he is unavoidably delayed by some
and place it at the tier of his choosing. challenge. Paths link the waystations together
She may only place one unique ability at posing challenges expose the heroes to modest
each tier. danger along the way.
• He may select one of her Lineage
Player or Narrator Determined?
abilities and “awaken” it, making it an
In general, the Narrator establishes the journey
option for future conflicts.
parameters (e.g. destination, waystations,
paths). However, in some cases the hero or
heroes may chose a destination of their own

P a g e | 31
accord, allowing the Narrator to establish Descriptively, a waystation can be any place
waystations and paths. where the hero(es) find themselves unavoidably
delayed for some reason. The waystation may
Choose a Destination
be a forest glade, a subway station, an airport,
The destination is the journey’s goal, a place in
or a prison cell.
the Bright or Dark Realm where a hero may find
refuge, learn a secret, or otherwise advance the Define Paths
epic of his own name. A “path” is a space between waystations,
defined as much by the method used to travel
A common trope in walking the path of desire is
between them as by their description.
that the hero actually learns his lessons or gains
the knowledge she needs ON the journey, not Each waystation has at least two “paths”
at the end of it. extending from it – the path which opens when
the hero succeeds at the waystation’s challenge
Set up Waystations
and the path which opens when he fails. This
A journey has at least one waystation per hero
second path may, in fact, be the way back to
within the group, with a minimum of three
the start of the journey.
waystations per journey. Each waystation will
challenge at least one hero and some will Some waystations, called crossroads, have
require each hero to overcome the obstacle multiple paths leading from them. An
before continuing. experienced Wayfarer can distinguish these
paths and where they lead; others must guess
A waystation may be in either the Bright or Dark
and hope for the best.
Realm, but will often blend elements as they
are places where the Veil has thinned for one The three skills used to traverse a path are:
reason or another. For example, a subway
Insight: is used for paths which require an
station may be filled with the scent of flowers
intuitive understanding of myth and symbol,
or a high summit might contain a small shack
timing and rhyme rather than physical skills or
with electricity and a color TV.
an understanding of urban environments.
The challenge will often be presented by a
Outdoorsman: is used for paths which cross
guardian, a being who either physical present
natural terrains, wilderness, and water.
or who left something which the heroes must
deal with. The guardian prepares and presents Savvy: is used to move through urban
the challenge; the heroes must overcome it. environments, seek out paths through mazes,
and similar challenges of mortal cunning.
Mechanically, the waystation’s obstacle is
described as a simple challenge with an Following a path is generally a simple challenge
associated threat, following the rules outlined with failure carrying a minor threat (general
in Of Challenges. Endurance or Grit loss). However, some paths
are particularly difficult, requiring a complex
Narratively, the waystation and its obstacle are
challenge as described in the Of Challenges
used to heighten dramatic tension, highlight an
section.
important aspect of the destination, or prepare
the hero for what he will find at the end of his
journey.

P a g e | 32
Of Shadow and Wisdom: Enigmas dreams is the serial killer they have tracked
A riddlemaster listens to shadows as they step through Chicago’s streets. They prepare
forth and, one by one, offer up enigmas which themselves for a confrontation in the Bright
have laid gods low. A small group of Realm, the only place they know how to find
investigators scours the scenes of long- him.
forgotten crimes, hoping to find enough clues to
Allow for Discovery
piece together the pattern before a killer strikes A revelation occurs after the heroes amass
again. A scholar and a scientist work together enough progress against their various leads,
to unravel the mystery of an ancient, potentially which are revealed as progress is made. This is
arcane, plague which will kill all life if it is not represented as in the sample discovery chart,
stopped. below:
Each of these is an example of an enigma, a
Progress Leads
complex knot of problems which must be 0-3 Lead 1
somehow unraveled before time runs out. 4-6 Lead 2, Lead 3
Enigmas are different from ordinary challenges 9-12 Lead 4
both because of their complexity and the Revelation Final Challenge
creeping dread which occurs as the time to
solve the riddle drains away.
A group has access to all leads in their current
An enigma organizes into leads, each of which progress level or lower.
encompasses a separate challenge. The
characters have a limited number of sequences The amount of progress required to progress in
to complete each lead and a limited number of each level of the investigation can vary between
sequences overall before the threat escalates or 3 and 5 and may vary between level.
they fail entirely. The characters do not have to investigate every
Governing Skills: Enigma, Humanities, Science lead in order reach the revelation. Instead they
Associated Archetypes: Trickster must amass a certain “threshold” of successful
attempts across all the discovered leads, even if
Structure of an Enigma each individual lead is not entirely successful.
Each enigma consists of a set of leads which
must be discovered and investigated. Once the Example: Gwendolyn achieves one successful
characters successfully investigate enough leads attempt during a lead involving “shaking down
they have a revelation which unveils the final a lowlife for information” of the three required
challenge. for success. Although she failed the challenge
(gaining Doubt), she still contributes one (1)
Choose a Revelation progress towards the overall goal.
At its heart an enigma Great Challenge is a
revelation, an insight which sets the clues into a Describe Leads and Challenges
new and sometimes frightening context. This Each lead is a separate challenge with the
revelation sets the stage for the final challenge, “critical” designation. Most leads allow for two
generally a confrontation of some sort but not sequences although sometimes the story may
always. allow enough time for three or more.

Example: After considering the clues, the heroes Unlike a normal challenge, a character does not
realize that the sage who helps them in their have to complete a lead sequentially. He may

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instead attempt the challenge, retreat, and Select a Central Conflict
attempt it again later during the challenge so A telling revolves around a central conflict,
long as the maximum number of attempts have generally a character (not necessarily one in the
not yet been exceeded. party) who must somehow overcome.

Of Song and Words: Tellings Examples include but are not limited to:
A news crew races ahead of a spreading blight,
1) An awakening Dreamer must set aside
trying to publicize stories of hope. Storytellers
the pain of his life to dream of greater
step into the ring one by one, and one by one
things;
the wretched king’s sharp words destroy their
2) An old woman’s seething bitterness has
dreams. An old woman whispers a story to a
Shattered the dreams of a small town;
young girl, nodding as she walks away to spread
3) A wealthy man’s abuse has broken the
it to the next listener, and the next, and the
lives of a half-dozen people and the
next.
characters must weave a new story
Each of these is an example of a story, an effort before they Shatter.
undertaken by an Other to create the stuff from
Lay out Chapters
which the Bright Realm is made. This is
Each “chapter” is a challenge which can be
generally done as an effort to push back The
addressed using EITHER one of the Storyteller
Shattering, but may also be part of an organized
Iconic skills or another skill of the Narrator’s
effort to create enough Bright to create a new
choice. This is a variance from the standard
fold in the Bright Realm.
challenge rules requiring the challenge to be
A telling organizes into chapters, each of which addressed by one Skill.
requires inspiration to move forward. A
Completing the chapter requires one or more of
chapter may use one of several skills, each
the heroes to achieve an Inspiration in addition
contributing differently to the chapter
to meeting the challenge victory condition.
completion. When successful, each chapter
Completing the chapter generates 1 Bright for
generates Bright which may adhere to the
each of the characters who attempted the
characters or be directed towards resolving the
challenge.
Shattering of a person or place.

Governing Skills: Art, Presence, Performance Create Final Climax


The Telling’s “final climax” is the completion of
Associated Archetypes: Storyteller
the central conflict and the heart of the tale.
Structure of a Telling The characters step forth and act as heroes,
A telling revolves around a central conflict, helping or causing harm as their alignment
which plays out through chapters, each of dictates.
which consist of rising action leading to a climax
Mechanically, the final climax involves both
and hopefully Inspiration. Completing each
completing a challenge and investing some
chapter helps the characters to progress to the
amount of Bright. The amount of Bright
final climax, in which they must both resolve a
invested depends on the nature of the final
challenge and invest enough Bright to change
climax; some examples include:
the world.
• Lift the Shattering from a place: 25
Bright

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• Lift the Shattering from a person: 40 characters can rest and regroup, recovering
Bright before the next beat.
• Create a new dream shard in the Bright
Realm: 100 Bright

This Bright can come from the characters, from


their allies, or from the Inspirations they earned
during the chapters (if a Storyteller “banked”
them).

Of Steel and Will: Conflict


A half dozen knights rest between waves,
checking through ammunition cases to find
another handful of bullets. A swordsman and a
trickster hide under a cliff, watching a dragon
swoop past. Two fighters watch each other
warily as two others spar in the ring.

Each of these is an example of a contest of steel


and will, a combat where the stakes are high
and rest limited. A quick fight or fisticuffs in a
bar is handled by the challenge mechanics;
conflicts are contests worthy of myths and
legends, events which if won become part of a
hero’s epic for all time.

A conflict organizes into “beats”, generally


escalating challenges which require a mix of
different skills for the heroes to overcome. A
conflict will generally contain between three
and five beats, linked together by pauses during
which the characters rest, recover a bit, and
prepare for the next beat.

Governing Skills: Diplomacy, Tradecraft,


Warfare
Associated Archetypes: Champion

Structure of a Conflict
A conflict is organized into “beats” and
“pauses”, with each beat representing a
challenge the characters can overcome by using
one of the three governing skills.

Each beat is structured as a normal challenge.


Each pause is a transition during which the

P a g e | 35
Of Realms Bright and Dark the heroes have responsibilities, friendships,
and rivalries which clash with their mythic
How to build a story of the Realms
responsibilities.
The Others assumes the game world is
Like any “modern fantasy”, the game could be
composed of five critical elements which help
set in various time-periods including: Edwardian
to fuel the story engines built around the
England, The British Empire., World War I, the
characters. These are:
Interwar Period, World War II, the “Great
The Dark Realm: the world of mortals and Expansion” from 1950 to 1970, the Cold War, a
science, where the fantastic exists only at the more Matrix-like 90’s, or the period after 9/11.
edges.
Of the Bright
The Bright Realm: the world of faery and The original “Bright Realm” was explicitly called
magic, where dreams come to life and desire Arcadia and contained elves, faeries of various
is the driving force. The Bright is created from sorts, and monsters drawn from myth and
the dreams of mortals (human and animal) legend. The idea was later expanded to include
and contains wonders and terrors from every science-fiction tropes (aliens, xenomorphs,
era. distant planets) and mythical places like
The Veil: a construct created by the Fey Lords Yggdrasil.
which separates the Bright and Dark Realms. The “places” of the Bright realm are called
It is porous and sometimes quite thin. “lands” or “shards”; each one thematically
The Shattering: the sense of despair and complete and based on a mythology or story.
normlessness which kills human dreams. The Shards are connected together by the “Path of
Fey Lords created the Veil to protect the Desire”, the will and dreams of those who wish
Bright Realm from the Shattering but in so to travel between them.
doing made it worse. Shards are distinguished by being “near” or
Shadows: places where the Bright and Dark “far” from the Dark Realm. A “near” shard is
Realm mingle due to a weakening of the Veil. just on the other-side of the Veil and is easily
Shadows may be people or places; people access by Others who in physical proximity to
tend to be Touched or one of the Lineages, the area the “shard” neighbors in the Dark
while places are generally considered Realm. For example, a “shard” representing DC
“sacred” or “profane” locations seeped in Comic’s Gotham might be “near” to the physical
legend. city of Chicago. A “far” shard borders other
shards in the Bright Realm but none in the Dark:
Of the Dark these are places which are rarely thought of and
The first The Others games took place during have therefore drifted deeper into the Dream.
the late ‘90s, with an almost Matrix-like focus They can typically only be accessed through the
on the challenges presented by transitioning Path of Desire (a Journey Great Challenge).
into a time of plenty.
The heroes’ adventures in the Bright Realm
At its heart, the game is a “modern fantasy” generally mirror myths and legends; they are
setting; the actual time period doesn’t matter grand in scope and typically of the “high
as much. What does matter is that the mortal fantasy” or “operatic” tradition. Emotions and
world resists the intrusion of the magical one: deeds are writ large; monsters come in many

P a g e | 36
forms but all can be defeated by those with The Veil is as thin as a whisper and as wide as
enough luck and pluck. the ocean; it both exists and does not exist at
the same time. The separation it enforces is as
Standing behind the scenes are the “Fey Lords”,
much a myth as the things which exist behind it;
beings of great power born from Dreamers who
the worlds cannot be truly separated for long.
became legends. The Lords rarely show
Nor without a cost.
themselves, or do so only indirectly through the
actions of others. A Lord has the power to
The Rise and Fall
shape and reshape the Bright Realm itself,
shifting the shards like a deck of cards to create All The Others games deal, to one
new adventures. degree or another, with either the
raising of the Veil or it’s inevitable
fall. This theme may be touched on
Dual Adventures only lightly or it may dominate the
game completely (e.g. have the
Games in The Others intentionally
heroes run around patching up places
leverage the dichotomy between the
where the Veil falls apart).
Dark Realm (with its responsibilities
and limits) and the Bright Realm (with
its mythic adventures and legendary Of Shadows
actions). The point and counterpoint Places and beings where the Veil breaks down
between the two, their interweaving completely are called “Shadows”, a mixture of
and sometimes outright Bright and Dark
contradiction, creates one of the key
story engines of the game. Place shadows are “mythic places”, either
sacred or profane, where magic and mundane
mix in uncontrolled ways. They may be
permanent (always there) or appear only during
Of the Veil the right set of circumstances (time, ritual
Before some period (generally placed at 1000 action, event, etc.).
CE but it could easily end earlier or later
Creatures who are Shadows are, well, the
depending on narrative need), the Bright and
Others themselves and creatures like them who
Dark Realms were one. Anyone could walk
live in both Realms concurrently. Some are
beyond the fields that they knew; mortals and
monsters. Some are saints. Most are just trying
immortal dreams traded and interacted on
to get along.
occasion. The superstition of the past was not
just foolishness; it was a set of rules which Although by default the Others are assumed to
allowed humans and fey to coexist. be human, this is by no means the only kind of
Other that exists. Animals and plants may also
A great rite, costing many of the Fey Lords their
take on Lineages like Dreamer, Ogre, Touched,
lives, split the two worlds apart by creating a
or Witch. Knight might be too much of a
Veil. The Veil prevents physical contact
stretch…or not, depending on the creature and
between the Realms. Mortal dreams still seep
the story the Narrator and players wish to tell.
through; as do occasional leakages of fey magic.
The original adventures strongly featured
vampires, werewolves, and other characters

P a g e | 37
modeled on their World of Darkness their actions more difficult and in time
counterparts. The core idea here of the “evil destroying them.
Other” would be eventually distilled down into
Practically, the Shattering is relatively easy to
the Houses of Ivy and Thorn.
face in the Bright Realm: completing Great
Challenges and feats of daring do are generally
Of Ivy and Thorn
enough.
Heroes (creature shadows) are
The Dark Realm presents our heroes with
encouraged to take a stand
greater challenges. The Tellings Great
somewhere on the spectrum of
Challenge can potentially restore a Shattered
heroism (from doing deeds which
area or person by accumulating enough Bright
inspire to those which terrify). The
to heal the Doubt. That provides temporary
two opposite ends are embodied in
relief. How do heroes then take the next step,
the House of Ivy (heroes) and the
to address the dynamic which caused the
House of Thorn (nightmares). The
Shattering in the first place? That question, and
two often spar around place shadows
the frustration it entails, drives a large number
where great events can generate
of the Dark Realm stories.
enough Bright to fight against the
Shattering in the near Bright Realm. Of Competitors and Competition
The Others system does not lend itself to the
deeply tactical opposition design of a Dungeons
Of the Shattering & Dragons or, really, most roleplaying games.
The Shattering is an enigma and a contradiction.
How, then, do we as Narrators create
It forms from meaninglessness and the loss of
competition for the heroes?
stories. It consumes everything it touches,
leaving only ruins in its wake. But the very act In general, unnamed or minor opposition is built
of doing so gives rise to stories which oppose it; into the structure of a challenge as part of the
to the moments of heroism and folly that story. There are as many of them as there need
redefine the world and allow life to go on. to be to keep the scene running until the heroes
make enough progress to proceed.
In the Bright Realm the Shattering is seen as a
fading, as life and color drain out of the shard. Named opposition which exists to fight with the
The land turns to ash, the creatures become characters is, again, part of the narrative
sick and die, and those who remain have structure of the scene rather than a discrete
nothing left with which to stand. They scrape entity. Take the time to describe these
out meager existences and hunger to consume characters and their actions in detail; give them
everything that comes near. hopes and dreams, quirks and personalities.
You’ll be seeing them again and their activities
In the Dark Realm the Shattering takes the form
may well help shape the story engines which
of anomie and the resulting increase in
drive the game.
substance abuse, suicide, and social dissolution
that condition entails. Competitors are fully fleshed out characters
who attempt the same challenges as the heroes
Fighting against the Shattering is a complex
with different agendas. Competitors will
business. Mechanically exposure to it can
generally come form an opposed House and
create additional Doubt for the heroes, making
establish a race condition in the challenge.

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FAQ formal English has trouble with gender neutral
pronouns. I know there are dozens and dozens
This section contains direct, somewhat pointed
of “new” pronouns, but…
commentary about the design process and
questions I addressed during the writing jam. It Question: Story Hooks vs. Background
is not intended to be either exhaustive or even Details?
particularly formal. Many character creation systems focus on
Alternative: Playing through detailing a character’s background. That’s
interesting work and necessary to understand
character creation
how the person evolved.
It is entirely possible to actually start play
without any clarity at all about the six or eight It’s also the past from the character’s point of
questions of character creation. Select a sex view, and the past is prolog.
and a general appearance, a location, and just
jump right in. Make selections as you go, as I’ve tried to add in “story hooks” as well as
challenges present themselves, and ham it up. background details, elements which help to set
up future stories and give the Narrator (or other
Seriously. players) some way “into” the character, her
motivations, and her desired outcomes.
However, this “Hall of Mirrors” style character
creation actually requires the time and energy Question: I came up with this clever
to write up a good scenario. I have two or thing for my character to do. Can I
three, but the notes are a mess. If I get some change the Skill of a challenge?
extra time I’ll write one up. Games as a rule tend to be very flexible in
Question: Are there other possible allowing players to shift around which skill to
use. The Others is not, as its focus is on the
Archetypes/Lineages?
Sure! The original game had magicians, skin Great Challenges rather than a more
changers, and vampires in the Lineage generalized narrative skill resolution with a
analogue; Nobles and Caretakers in the detailed combat system.
Archetype analogue. If you have a very clever idea, build it as an
I just ran out of time. Aptitude for your character so he can have the
idea too. Or pick up a Lineage ability which lets
Question: Isn’t this just an evolution you shift a Challenge into a skill of your
of that weird 3rd Edition Supplement: liking…just be prepared to spend the Bright to
Narrative Combat? do it.
Why yes, yes it is. I was the original author and
Adamant Entertainment did a great job
expanding it later.

Thank you for being one of the rare people who


bought it.

Question: Why do you switch between


him and her all the time?
Old habit, and an inconsistent one when I’m
writing at speed. It’s something I do because

P a g e | 39
Scratch Notes - Delete

XP Gain Rate

Per Session: 4 to 6 XP

Bright Gain Per Session: 2 to 4

Victory: Every 3 to 5 Sessions

Goal: 3 Sessions to advance to Novice in a skill?

2 Sessions per up to Expert

3 Sessions per after

Unskilled to Novice: 15

Novice to Trained: 10

Trained to Expert: 10

Expert to Master: 15

Master to Paragon: 15

Paragon to Legend: 20

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