Professional Documents
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ROLE-PLAYING GAME
DEMO
written & illustrated by
james vail
The game rules within this book are licensed under Creative Commons Attribution-NonCommercial-ShareAlike 3.0
Copyright © 2018 James Vail. All rights reserved. No part of this book, other than the text of the game rules, may be reproduced in any form or by
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U nder grey skies, an ancient, decayed planet quakes from the effects
of sorcery, where at night the land itself becomes a nightmarish death
trap, scavengers struggle to survive against abhorrent creatures in surreal
labyrinths, wilderness villages of alien species and cannibal tribes fight
against the armies that come to take their psychic young, and sorcerers
enslave thousands to tend to their bodies while they dream of paradises in
dimensions beyond. This is the world of Irkalla, a world of suffering that
all its denizens wish to escape. Survival must be earned here, and death
can be found at every opportunity.
THE GAME
Xas Irkalla is a challenging, unforgiving, and brutal game. You will have
to play carefully if you wish to survive. Respect your surroundings, the
world does not care about you.
THE STORY
The player characters are all from different universes, and each watched as
their universe was ripped apart. They then found themselves in an
interdimensional labyrinth, though their minds have become amnesiatic
of its details. After escaping the labyrinth, they found only a grey desert
beneath dark clouds and ashes. After nearly a day of travel in the lifeless
wasteland, they were ambushed and captured by a band of tribal hunters.
The sample scenario, Crawling Among the Wretched, continues from
there.
THE RULES
This demo presents a condensed version of the core rules for Xas Irkalla,
specifically designed for use with the sample scenario later in this book.
THE CHARACTERS
Aside from communicating telepathically with each other, characters do
not have any abilities beyond what a normal, realistic, human being is
capable of. In this demo, it is strongly recommended for all player
characters to be human, unless playing through the sample scenario as
part of an ongoing campaign with characters from the core rulebook.
How toPlay
T o play Xas Irkalla, you will need some pencils, a character sheet for
each player, and ten-sided dice (d10s), which these rules refer to simply as
“dice.”
O YOUR CHARACTER O
In Xas Irkalla, you play as an Endling, a survivor from another world,
brought into Irkalla by a psychic who died there. This dead psychic,
referred to as the Eye Upon the Throne, lives on within the Endling's
subconscious. At first, your memories are those of the Endling, but some
things within Irkalla will be strangely familiar to you as the Eye Upon the
Throne recognizes them. Each player character is connected to the others
via telepathic bonds, strong enough to share thoughts, emotions, and
pain. These bonds were formed by the Eyes Upon the Throne while they
were enslaved together, forced to suffer psychic nightmares.
STRESS AND DOOM
The core states of your character are their Stress and Doom scores.
Your Stress is your chance of failure when acting. You start the game
with 3 Stress, and you cannot reduce your Stress below 3. Also, you
cannot increase your Stress beyond 9. Each Stress point you would gain
above 9 instead causes you to gain 5 Doom.
Your Doom is your percentage chance of dying when you fail in a life-
or-death situation. You start the game with 10 Doom, and you cannot
reduce your Doom below 10.
O PSYCHOSIS O
Each time your Stress would exceed 9, you instead gain 5 Doom and
begin to suffer from Psychosis. You can gain multiples of 5 Doom if you
gain multiple Stress at once.
While suffering Psychosis, you lose contact with reality, so you cannot
use any of your specialties.
O INJURIES O
As a consequence from a skill test, the GM may decide that you take an
injury, requiring you to roll a die and add its result to your Doom.
If you suffer a mortal injury by rolling a disaster on a skill test, you must
also make a death roll after adding to your Doom. Describe your injuries
as gruesomely as possible, and write them down. If you have an injury
that is relevant to a skill test, you suffer Disadvantage.
Characters with specialties that imply medical or curative abilities could
help treat injuries, such as by splinting broken legs, cauterizing bleeding
wounds, or neutralizing poison. This can remove Disadvantage, but this
does not remove Doom.
O ITEMS O
The fundamental statistic of any item is its Quality of 1 to 5, determined
by the GM, where 1 is poor and 5 is legendary.
When rolling a skill test, you can use a relevant item to add +1 to your
highest rolled die. If you are not adding a specialty, you can instead add
the item’s Quality to your highest rolled die, but critical success on this
test will not earn you a new specialty.
When wearing armor, the amount of Doom you gain from an injury is
reduced by the armor’s Quality, as long as it makes sense in the situation.
Combat
When any player character is attacked, combat begins. Each round of
combat is broken down into an offense turn and a defense turn, starting
with the offense turn.
You begin combat with a dice pool of 3 dice. Each time you make a skill
test in combat, you must spend dice from your dice pool, rolling only the
spent dice on your skill test. You regain 1 die at the start of the defense
turn, and 1 die at the start of the offense turn.
Your dice pool cannot grow beyond 3 dice.
On the offense turn, you and the other players may attempt any actions
in any order, as long as you still have dice, though each player is limited
to one attack with each weapon wielded. The offense turn ends when all
the players have no dice or decide not to roll any more.
On the defense turn, each enemy may perform a move action and an
attack action. You and the other players may only perform defend actions,
prompted by an enemy’s attack action.
O ACTION TYPES O
MOVE
Unless you're moving through an area where an enemy is ready to attack,
movement typically does not require a skill test, but you must spend dice
as if you were rolling a skill test, just to represent the time it takes to
perform the action. Distance is undefined.
ATTACK
You can attack once with each weapon you wield per offense turn.
Shields count as weapons. An attack is a skill test, meaning all other rules
regarding skill tests apply, and it is strongly encouraged for the GM to use
minor and severe consequences when describing the outcome of
disastrous or partially successful character attacks..
DEFEND
When an enemy attacks you, you make a skill test to defend, whether to
dodge, block, parry, use cover, or avoid damage by any other means.
Enemies do not roll skill tests, you receive injuries based on your defend
test result, as follows:
• Complete Success: No injury
• Partial Success: Injury, gain 1d10 Doom
• Disaster: Mortal Injury, gain 1d10 Doom and make a Death Roll
If you cannot or choose not to roll to defend, you are undefended.
• Undefended: Mortal Injury, gain 2d10 Doom and make a Death Roll
O ENEMIES O
Enemies have a starting Doom based on their difficulty. An enemy gains
1d10 Doom when characters successfully attack them, and makes a death
roll when a character attacks them with complete success.
• Normal: 70 Doom
• Challenging: 50 Doom
• Hard: 25 Doom
• Deadly: 10 Doom
• Extreme: 5 Doom
O EXAMPLE COMBAT O
A creature bursts from an egg sac in front of Vokter, lurching forward
with an open maw of jagged teeth, biting at him. Vokter tries to dodge
out of the way and makes a skill test, using his rank 1 specialty,
"Desperate", to add +1 to his result. Vokter rolls a Disaster, and the
creature inflicts a mortal injury to Vokter. He gains 1d10 Doom and
makes a Death Roll. He survives, and describes the injury being a chunk
of flesh torn from the inside of his forearm, revealing the bone and
spewing blood everywhere.
Now that an enemy has performed a hostile action, the GM informs the
players that combat has begun, and they are each limited to a pool of 3
dice. It is now the Offense turn, and players may describe any actions
they want to attempt.
Vokter pulls out his axe and swings it at the creature, choosing to roll 2
dice from his pool, leaving him with 1 die. He rolls a Disaster, and the
GM describes how Vokter swings, and the poor quality axe-head flies off
the handle, leaving Vokter with only the wooden handle.
The other player character, Lisereth, spends a die to move across the room
toward the creature, and then attack with her spear, rolling her remaining
2 dice on the skill test to attack. She rolls a partial success. The GM adds
1d10 Doom to the creature, and describes how the spear becomes stuck in
the creature's thick slimy skin and can’t easily be pulled out.
The GM checks with Vokter to see if he wants to take another action
with his remaining die, but Vokter decides to keep it and end the Offense
turn.
The GM informs the players it is now the Defense turn, and both players
get 1 die back to their pool, Vokter having 2 dice now, and Lisereth
having 1. The creature attacks Lisereth this time, and Lisereth tries to
dodge out of the way, rolling a skill test with her only die. She rolls a
Partial Success, gaining 1d10 Doom, and describes the injury as a bite on
her right shoulder.
It is once again the Offense turn, and players each regain 1 die to their
pool. Lisereth only has 1 die, and decides to keep it for the Defense turn.
Vokter has 3 dice, and decides to try to stab the creature in the eye with
his wooden axe handle. He rolls all 3 dice, using his rank 1 specialty,
"Brutal", to get a +1 to the result. He ends up gaining 3 Stress by rolling a
1, but still gets a complete success with his highest rolled die.
The GM adds 1d10 Doom to the creature, and makes a Death roll. The
creature fails the Death roll, and the GM describes how the axe handle
goes into the creature's eye socket, bursting through the eyeball and
cracking through the skull, hitting the brain and causing the creature to
spasm and go limp.
Character Creation
Characters are created in two parts: background and details. After that, just name and
describe your character.
Part 1: Background
To determine your character’s background, roll one die on each of the following tables.
Record each rolled word as a rank-1 specialty on your character sheet.
Some backgrounds may be difficult to conceptualize as specialties, but there is more to it than the
word itself. For example, the word “volcanic” might be difficult to conceptualize as a specialty, but
the word has a broad meaning, representing the environment where the character is most comfortable
and relating to the character’s background. Volcanic would certainly apply anytime the character is
traversing a volcanic environment, but you could still use a broader application. Say, if your
character is facing a source of intense heat, you could describe how your character is accustomed to
intense heat.
People describes the type of culture or society your Environment represents where
character comes from. your character is most
D10 People comfortable.
1 Barbaric: Uncivilized or vulgar D10 Environment
2 Nomadic: Travel, trade, herding 1 Wasteland
3 Scholarly: Scientific and studious 2 Volcanic
4 Communal: Helpful of each other 3 City
5 Depraved: Immoral and abusive 4 Mountains
6 Grim: Lifeless, melancholic, somber 5 Grassland
7 Desperate: Determined, struggling, starving 6 Forest
8 Outcast: Exiled, despised, bullied, stigmatized 7 Jungle
9 Wild: Hunting, gathering 8 Swamp
10 Industrious: Hard-working, productive 9 Ocean
10 Subterranean
Past describes the most prominent memories that shaped your character’s personality.
D10 Past
1 Brutal: Your memories are of a harsh past surrounded by violence.
2 Wretched: You have been unfortunate in life, and your memories are miserable.
3 Privileged: You have been entitled the majority of your life, with few existential
struggles.
4 Disciplined: Your past was very strict, and you’ve been confined for the majority
of it.
5 Horrific: You are haunted by at least one traumatic experience that cannot be
forgotten.
6 Gentle: You have had a peaceful life of relaxation and tranquility.
7 Merry: You have had a lighthearted life filled with festivity and happiness.
8 Solitary: You were almost always alone, either by choice or circumstance.
9 Cultured: You have explored many cultures, and learned how to interact with
strangers.
10 Adventurous: Your life has been extreme, and your memories are of thrilling
moments.
Identity describes your character’s natural calling and Sentiment represents what your
role. character is passionate about,
D10 Identity whether a religious belief, hobby,
1 Merchant, Shopkeeper, Trader, or Salesperson profession, ideal, or something
2 Outlaw, Bandit, Thief, Raider, or Gangster else.
3 Healer, Physician, Witch Doctor, or Shaman D10 Sentiment
4 Artisan, Artist, Inventor, or Scientist 1 Warfare
5 Soldier, Warrior, Guard, or Knight 2 Astronomy
6 Spy, Emissary, Agent, or Detective 3 Beasts
7 Farmer, Peasant, Horticulturist, or Gatherer 4 Elements
8 Bard, Entertainer, Scribe, or Sage 5 Nature
9 Hunter, Assassin, Naturalist, or Explorer 6 Ancestors
10 Noble, Ruler, Chieftain, or Aristocrat 7 Sexuality
8 Greed
9 Justice
10 Wisdom
Part 2: Details
To flesh out your character’s details, roll one die on each of the following tables. These
details have no rules implications.
D10 Technology
1 Primitive: Stone Age, Hunter-Gatherer, Tribal Villages
2 Archaic: Agriculture, Monoliths, Early Civilization
3 Classical: Bronze, Iron, Crude Machinery, Advanced Architecture
4 Medieval: Feudalism, Dark Ages, Crusades, Steel
5 Renaissance: Age of Discovery, Exploration and Colonization, Baroque Art, Crude
Firearms
6 Industrial: Industrial Revolution, Steam Technology, Factories, Airships, Trains,
Guns
7 Nuclear: Fossil Fuel Pollution, Plastics, Radios, Tanks, Jet Aircraft, Automobiles
8 Cyber: Personal Devices, Advanced Communication Networks, Drones, Robotics
9 Interplanetary: Orbital Space Stations, Interplanetary Travel, Space Mining,
Cryosleep
10 Interstellar: Wormholes, Warp Drives, Energy Weapons, Capital Ships
Example Consequences:
Minor
Enemy performs an action
Environment becomes more dangerous
Receive an injury (either by accident or external force)
Weapon requires attention(reload, unjam, gets stuck in object, etc.)
Equipment becomes damaged, lowering quality by 1
Lose time, or become slowed
Situation becomes worse for another character
The same approach can’t be taken again
Cause damage to object(s) in the environment
Severe
Receive a mortal injury
Separation from group
Run out of ammo
Break/lose an item
Alert the enemy
The Prisoner Chamber
The characters wake up, weakened and sore, to a cold, pitch black, stone chamber.
-Cold, dark stone Rough cords bind their wrists together behind their backs. The sounds from other
chamber beings breathing, sniveling, swallowing, shuffling, echo off the walls. None of the
other beings speak a recognizable language. The stench of urine, sweat, and feces is
nauseating.
-Two ash-painted
tribesmen enter The player characters, when they speak, are able to understand each other in their
with water and minds, despite having no understanding of each other’s language. They speak
telepathically, but lack the development in their nervous system to communicate
meat solely through telepathy, they must speak aloud to activate their “psychic muscle”.
-The prisoners are The sound of a mechanical metal “clinking” can be heard, and torchlight enters the
chamber from behind an iron doorway being pushed open. The other prisoners can
forced to eat in be seen. There are 3 prisoners in addition to the player characters. Two boys with
front of the guards light skin and brown hair, one still pre-pubescent, the other entering puberty age.
There is a middle-aged male human with dark skin, dreadlocked hair, and a long
beard. He is missing his two legs, with blackened, charred wounds at the two stumps
-One of the beneath his hip.
prisoners, a young
Two large and muscled male humans enter the chamber dressed in loincloths and
boy, vomits up the painted in white ashen mud with wild black hair. One carries a torch and wooden
meat cudgel, the other carries a clay pot. The one with the pot sets down the pot in the
center of the chamber, spilling some of the water out of it. He then takes off a
woven cord slung over his shoulder, slabs of meat tied to it. He tosses the string of
-The boy is kicked meat onto the floor, and gestures with his hands to his mouth, yelling “gahka!” at
by one of the the prisoners.
guards, his older
If no action is taken by the players, the ash-painted guard with his hands free
brother tries to violently drags the dark skinned prisoner to the center of the chamber and forces his
intervene but has face into the meat like a dog being told to eat. The two children crawl to the center
of the chamber to eat. If the player characters do not also crawl to eat, they are
his skull bashed in forced to.
by the other
guard’s cudgel The two guards watch as the group of prisoners eat and drink from the clay pot.
The Brothers
-The young boy Of the two boy prisoners, the younger one is unable to stomach the meat and
and his dead vomits shortly into the meal. The guard kicks the boy away from the meat like an
abused animal. The boy wretches further. The older boy, protective of the younger,
brother are rushes to help and to try to keep the guard at bay. As the guard grabs the younger
dragged out of the boy, the older bites the guard’s arm. The other guard slams his cudgel into the boy’s
chamber, the iron skull. The boy goes limp. The bitten guard yells angrily at the other. They then
drag both of the boys out of the chamber, one a corpse, the other paralyzed in
door to the shock. As the guards leave the chamber, they fail to close the iron door behind them.
chamber is left
ENEMY STATS
open. Guard: (challenging) 50 Doom
If the guard is not trying to kill you, failing a Death roll against a guard has a chance of
only knocking you unconscious. Make another Death roll to find out. A second failure does
mean death.
Escape
With the iron door left open, the opportunity to escape presents itself. Outside the -Hallway of three
chamber, a hallway flanked by 3 other iron doors is illuminated by torch light
prison cells
shining from behind the iron doors, each ajar with a pair of tribesmen watching over
the prisoners eating within.
-Other prison cells
Attacking the tribesmen here would likely result in character death, and trying to
get the prisoners to join the effort is futile unless victory appears certain. Sneaking
have tribesmen
through the hallway should not require a skill test, unless the characters attempt forcing prisoners
something more than moving quietly. Closing the iron doors would prevent anyone to eat
from escaping the chambers, as they cannot be opened from the inside.
If the players search for weaponry, they may find sharpened and carved femurs, -Clay pots
functioning like shanks, or sharpened jawbones lodged into wooden sticks,
functioning like handaxes. Each weapon is quality 2, there are enough for the
characters to have one of each. The jawbones are able to cut through the cords of
-Items crafted of
woven hair that bind the characters’ hands. bone and flesh
Bloodshed
On the far end of the chamber, the guard that killed the boy enters through a -Guard that killed
wooden door, carrying a torch. It is possible for the characters to hide themselves the boy enters
behind large clay pots. Any surprise attack against the guard is rolled with
from door on far
Advantage. If the guard survives the initial attack against him, he yells loud enough
to attract the attention of the six tribesmen from the prisoner chambers, who will side of chamber
approach to attack the characters, if those tribesmen were not already dealt with.
Each of the guards has a bone, carved like a key, that is able to unlock any of the
doors in this adventure.
-Door leads to
stone staircase
The wooden door leads to an ascending stone stairwell with no source of light. At
the top of the stairs: a locked wooden door that the bone key will open.
ENEMY STATS
Guard: (challenging) 50 Doom
If the guard is not trying to kill you, failing a Death roll against a guard has a chance of
only knocking you unconscious. Make another Death roll to find out. A second failure does
mean death.
The Main Hall
Through the wooden door at the top of the stairs is a large stone audience hall with
-Large audience vaulted ceilings. Pictographic writings are scrawled upon the walls in white clay
hall pigment. The pelts and skulls of antlered, predatory-toothed beasts decorate the
rusted remnants of torture devices bolted to the walls.
-White clay A massive closed iron portcullis dominates the opposite wall, with a gatehouse above
pictographs it. A figure can be seen standing in the gatehouse. An alcove is in the wall opposite
the gatehouse, above the door the characters are coming from.
-Animal hides and A shrine in the center of the hall is adorned with human skulls, old tapestries, rotting
intestines, and animal horns. Standing in front of the shrine is a shamanic figure,
skulls decorate old dressed in baggy leather robes, sewn with scalps and eyes and teeth to create the
iron torture image of some otherworldly spirit.
devices The child taken from the jail cell is held onto the shrine by the guard that took him.
The shamanic figure performs a ritual, chanting “inta sora kor ora” while plunging
-Shrine of skulls, wooden stakes into the boy’s wrists and feet, crucifying him onto the shrine. The
shaman shouts to the alcove above, crying “Kintasolagh!” in beseeching tones and
gore and horns in further utterings.
center of hall
A dark figure moves in the alcove, it speaks from above with a strange voice as if
inhaling through its vocal chord, uttering words that carry the feeling of power:
-The young boy is “fon kis karna goke!” The shaman and tribesman kneel and lower their heads, as if
being crucified on in worship. The dark figure continues, “inta sora gahka belagh.” The two
worshippers then rise and begin carving the boy with intricate symbols using
the shrine obsidian knives.
-Door past Wearer For dramatic purposes, the Wearer of Skin is encountered in whichever sleeping
chambers the characters go into first.
of Skin leads to
The Gate House ENEMY STATS
Tribal Warrior: (hard) 25 Doom
Melee attacks from the tribal warrior are made against every character within weapon range.
-Door in opposite Opponents have Disadvantage when trying to dodge the tribal warrior’s ranged attacks.
direction leads to
Alcove of the Wearer of Skin: (deadly) 10 Doom
When within melee range, a void energy within the Wearer of Skin can be sensed - gravity
Black-Winged shifts around it, light is bent, the world warps.
Creature When the Wearer of Skin is injured, acidic black blood sprays on everyone nearby. Any
Doom the Wearer of Skin gains from melee attacks is also inflicted upon its attacker.
ENEMY STATS (for next page)
Kintasolagh: (extreme) 5 Doom
During the Defend turn, Kintasolagh is able to attack four times, once with each claw and
talon.
Those who join her are attached to the strange growth formed from her bile.
She will pursue her prey and fight to the death.
Alcove of the Black Winged Creature
The buzzing of flies, the humid hot air, the stench of something rotten. The ground
and walls are covered in a squishy material, the texture of flesh. A sucking, slurping -Humid, foul air
noise can be heard from somewhere in the room, gurgling. Dim light from the
Main Hall shines through the open wall. This was once the warden's quarters.
-Buzzing of flies
The characters see the figure, covered in black hair, the eyeshine of its eight white
orbs peering into the light, they see its leathery wings, its humanoid posture.
-Squishy, fleshy
The black winged creature speaks telepathically to the characters: “Don’t worry, I
won’t hurt you. I am one of you.” texture
The creature’s disposition is non-threatening, with a sadness about her, and she
introduces herself as Kintasolagh, explaining that she was torn away from her -Sucking, slurping,
homeworld, a world of fungal growths. She fought for her survival through the gurgling
ashen wastelands of this world, and found this abandoned prison, making it her
home. The only food she could find was the local tribes people. She hunted them
when she needed to eat. Eventually, they tracked her to this prison and tried to kill -Kintasolagh and
her. Several attempts were made, and each time she was able to fight them off, her story
killing at least one hunter, who would then serve as her next meal. The elder shaman
of the tribe told them to instead bring sacrificial offerings to her, either of their own
tribe or of neighboring tribes. They began worshipping her, sharing their catches -Invitation to join
with her, and gradually they moved into the prison to protect themselves from the
outside world.
her council
“You are like me, alone in an alien world. Tomorrow we will feast on the child in
the hall, and we will entertain each other with stories of our respective pasts. We are -Her "council" are
safe from the outside world. Stay here with me. Join my council.” paralyzed beings
In the growths of flesh covering the walls, it becomes apparent that there are dozens in the organic
of living beings trapped within, fused to the flesh-growth, their strange and growth
tormented heads exposed, drooling through paralyzed faces, fear in their eyes.
The Gate House
Locked iron doors flank both sides of the gate house, each one an entrance from the
-Above the sleeping chambers. Inside the gate house is a lone tribesman armed with a cudgel,
portcullis of the bow and arrows. An open window faces the main hall, and an iron barred window
Main Hall faces the entrance of the prison. Through the iron barred window, pale figures can
faintly be seen in the moonlight, climbing on the outside walls of the prison, and the
awful noises of the night landscape can be heard. In the center, there is a winch
-Two iron doors attached to two large iron chains that descend through a hole in the floor, which
flank the gate opens and closes the portcullis.
house, leading to Combat with the lone tribesman is unlikely to be avoided if the characters want to
The Sleeping take control of the winch. However, it is possible for one character to operate the
winch while the others fight the tribesman, so killing the tribesman is not required if
Chambers the characters wish only to open the portcullis.
If the characters open the portcullis before waiting until dawn, strange figures enter
-Lone tribal the main hall from outside the prison; the Tortured Ones, apparitions of captive
warrior victims from the old prison long ago, still bound in head cages, heretic's forks,
yokes, chains and other torture devices.
-Open window If the characters kill the tribesman, they are able to hunker down in the gate house
overlooking Main until dawn, which would allow them to escape without having to fight through the
creatures of the night.
Audience Hall
If other members of the tribe are aware of the characters’ presence in the gate house,
they will try to open the doors to the gate house and kill or recapture the characters,
-Iron-barred some even climb in through the window facing the main hall. The iron doors open
window inwards, so the characters can try to keep the doors closed with what strength they
have.
overlooking
entrance of prison Ending the Scenario
If the characters decide to hold out until dawn, it is not recommended to play out
the minutiae of surviving the night, instead narrate the outcome. If the characters
-Pale figures climb try to escape during the night, they will have to somehow deal with the
on walls outside encroaching tide of Tortured Ones, either by sneaking past them or fighting their
way through. At dawn, the Tortured Ones turn to dust.