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Dragons Conquer America - The Coatli Stone Quickstart
Dragons Conquer America - The Coatli Stone Quickstart
welcome to a
new world
W E L C O M E , F E L L O W A D V E N T U R E R . Every journey has its own origins
story, and this time you’ve showed up right in time to play it. Flick through the
pages of this journal and start shaping a New World with us. It’s in your hands.
4
Getting starteD
T H E F I L E Y O U H A V E D O W N L O A D E D is a pre-Kickstarter beta edi-
tion slash promotional item slash first stone in the universe of Dragons Conquer
America. It contains almost everything you need to play an introductory adven-
ture in this setting, including the basic lore, general rules and the relevant pre-
gen characters, NPCs and pieces of equipment. You’ll just have to add a bunch
of friends and a poker deck (or a fistful of six-sided dice) and you’re good to go.
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dr agons conquer a mer ic a
What is “the coatli to play with either dice or cards, and get
stone”? from either system a very similar experi-
ence of feeling ultimately responsible for
The Coatli Stone is the file you are read- all your actions. At each juncture you must
ing now. It’s also episode “zero” of Dragons decide what effort to make, and how much
Conquer America, an introductory adven- to risk .
ture that will serve as a prologue to the
Nonetheless, we do encourage you to dis-
setting AND as a way for us to playtest the
cover the thrill of our card based system.
mechanics.
It is also a way to raise awareness of our tell me more about the
upcoming Kickstarter campaign that will kickstarter campaign
fund the CORE BOOK of Dragons Conquer
America. The first Kickstarter of DCA will launch
this coming November 2nd.
W HAT DO I N E E D TO PLAY I T?
To play this game you need this docu- WH AT WI LL I T AI M TO F UN D ?
ment, a GM, 2 to 4 players, and, to be able The Kickstarter will fund the CORE BOOK
to use the RPC Engine system, a poker deck. of DCA. The Core Book will give you the
FULL DCA EXPERIENCE, with everything
What system does it use? you need to play the game for a very long
time.
Dragons Conquer America uses the RPC
Engine system. H OW LONG WI LL I T RUN?
The RPC Engine uses cards to manage It will run for one month starting March
luck. Each player starts with seven cards 13th.
in their hand and can choose which value
to use in each situation to improve their WI LL I T H AVE EARLY BIRD S ?
chances of succcses. No. We like things to be as fair as possi-
ble to everyone involved. All our backers
THIS SOU N DS FAMI LI AR will get the same treatment irrespective of
We will publish custom
decks to play DCA, but We created the RPC Engine system to their order in line.
don’t feel forced to get power FAITH: The Sci-Fi RPG. That game There will be some limited pledge levels.
them: a standard poker uses the RPC54 variant, whereas DCA takes Most likely, there will be a few spots avail-
deck will do just fine. the RPC25 shape. The number refers to able for those who want to create NPCs for
the number of cards that are used in each our setting. We’ve done this before with
flavour. FAITH and it’s a very rewarding experience.
AN Y POKE R DE CK WI LL DO?
How can i share my feed-
Yes. As DCA uses the RPC25 variant, you’ll
just need cards 1 through 6 from each suit, back?
plus one joker. You can remove the rest. The final pages of the adventure sec-
ONE POKE R DE CK ? tion of this document are devoted to this.
There you’ll find all the information to
There are several options: one deck for stay in touch with us and help us improve
all; one deck for the players and one for the game. Thanks in advance should you
the GM; one deck for each player; and other choose to use them.
combinations. Luck distributes differently
in each of them. can i start now?
W HAT ABOU T DIC E? Yes. You can now read the Setting, the
Alternatively, DCA can be played with D6 Beta Mechanics, or go straight ahead to the
dice (dice with six faces). The game system Episode 0: The Coatl Stone adventure.
is very flexible, and each player can choose
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dr agons conquer a mer ic a
kickstarter
campaign
Crowfunding cam-
paigns don’t begin the
day of the launch, but
much earlier. If you
like what we are doing,
please share the word
in your gaming groups
and let people know
about DCA. The more
we are, the more we can
achieve!
STARTI NG
MARC H 13TH
MA
RC
H1
3T
H
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dr agons conquer a mer ic a
The settinG
D R A G O N S C O N Q U E R A M E R I C A is a game of historical fantasy. The
game setting, while based on historical fact, is rife with fantastic elements, in-
cluding powerful magic, mystic forces, and mythical creatures such as fairies
and dragons. The story is mostly fictional, but accurately introduces the histori-
cal nations and characters at their centre.
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Blue skies, black omenS
T H E S PA N I S H E X P E D I T I O N F O R C E
Contrary to the popular belief of future generations, the invading force that just arrived to
the New World is not a sanctioned group of disciplined soldiers under the command of a duly-
appointed general. That is how the Spanish Crown would have liked it, yes; however, Cortés
and his crewmates are not soldiers, but adventuring nobles – brave and ambitious thrill seek-
ers and treasure hunters looking to make their fortune in the unexplored land. They wear no
uniform but their mismatched armour suits, and no flag but the Cross of the Catholic God.
This ragtag mercenary group has just arrived to the coast of the New World, without the
sanction or permission of Cortés’ immediate superior – and, recently, sworn enemy – the
Governor of Cuba. They are mutineers; they are rebels. If their attempt to settle this land and
plunder its riches fails, Spain will have them imprisoned – or worse. Their very lives depend
on the gamble they’ve just played, and they’re not about to return home empty-handed.
To quell dissent among his men, Cortés has scuttled his ships, tied his dragons and
founded a new settlement in the name of the Castilian Kings: Villa Rica De La Vera
Cruz. From there, he intends to conquer the surrounding lands – or die trying.
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dr agons conquer a mer ic a
Meanwhile, the Excan Tlahtoloyan – the Triple Alliance – of the Anahuac has gotten wind of the
Spaniards’ first contacts with other peoples from the New World, from their first skirmishes in
Mayan coasts a few years back to their several unsuccessful attempts to go deeper into their terri-
tory - the lack of powerful Spanish dragons on american soil, the belligerent tribes from the coast,
and the lack of organization among the settlers has stopped them so far. Moctecuhzoma II the
Xocoyotzin, Huey Tlatoani of all Aztec peoples and de facto leader of the Triple Alliance, has al-
ready sent messengers to dissuade the new arrivals from pressing on to Tenochtitlan. If they are the
Lords of Tollan returned, as the prophecy goes, they are a challenge to the rule of Moctecuhzoma
and his peers; if they are not, they remain unknown invaders, armed with unknown weapons and
– apparently – Mixcoatl dragons of their own; they must be stopped from making any progress.
The other leaders of the Triple Alliance – Cacama of Texcoco and Tetlepanquetzal of
Tlacopan – are similarly restless. Cacama in particular is in grave danger, as his young-
er brother Ixtlilxochitl covets his throne, and would not be above seeking an alliance
with the invaders to obtain it. Ixtlilxochitl has not forgotten it was Moctecuhzoma’s
Mixcoatl dragons which pressed the Texcoca council into choosing his brother over him;
he is more loyal to any enemy of the Mexica than to the Triple Alliance itself.
In fact, there are many vassal states currently suffering under the Exzcan Tlahtoloyan; if the in-
vaders turned out hostile, many of these oppressed peoples would gladly side with them against
the Mexica and their allies. Moctecuhzoma’s messengers have several tasks ahead of them:
they must study the newcomers and gauge their forces; they must dissuade them from go-
ing any nearer the Anahuac; and they must prevent enemy tribes from allying with them.
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MAGIC
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RELIGION
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Dragons only
accepting women as
riders has changed
the way society
treats them.
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DR AGONS
For the last millennium, warfare has been shaped by the presence
of dragon riders, and their use has allowed European kingdoms to
secure lasting power over their lands. The most famous examples
were the Crusades, where Richard the Lionheart’s catholic dragons
defeated Saladin’s djinn army and sacked the Holy City; the legend-
ary battle where St. Joan of Arc and her Holy Dragon defeated Richard’s
descendants, thus ending the so-called Hundred Years’ War; and the
liberation of Castile from Moorish forces, at the hands of the free-
dom force led by Jimena Díaz de Vivar, still remembered as La
Saida Campeadora – the most famous dragon rider in history.
Now, however, as every army and kingdom owns a man-
datory dragon force of roughly equal power, European forces
have come to a stalemate. Unable to expand into each other’s bor-
ders, they have turned to new routes for trade and conquest,
taking their dragons to previously uncharted lands.
20 years ago, Christopher Columbus found such a land – a
whole New World, it seems, waiting to be discovered in
the middle of the Western Sea. European Kingdoms were
quick to send their own ships and dragons to the new territo-
ries, looking for new lands to expand into and riches to exploit.
But this land is, of course, inhabited. And Here, too, Be Dragons.
New World dragons differ from their European counterparts in their sleeker, larg-
er bodies, their lack of lower limbs and the beautiful plumage that adorns their
scales. The most important difference, however, is that these dragons have never
been converted to any religion or allegiance. They are free and wise, and have
many natural abilities that humans would call sorcery – and indeed humans
could only imitate by limited prayers and crude spells. Many of these dragons
can even take on human form, and of course only allow themselves to be
mounted by those they choose. It goes without saying that these dragons do
not serve their human neighbours; in fact, humans often revere them as divine
beings. In return, dragons take care of them, as a shepherd takes care of his flock;
thus New World natives have no dragon armies, but are under dragon protection.
And their gods won’t take kindly to a swarm of lesser lizards invading their land.
The town had a small lake with a plague-bearing Most dragons are considered evil, snakes of
dragon living in it and poisoning the countryside. Satan, but the progeny of Saint Sabra’s dragon
To appease the dragon, the people of Silene fed followed Christ. Now, most kingdoms of Europe
it two sheep every day. When they ran out of have a small group of dragons who serve their
sheep they started feeding it their children, cho- King and God (sometimes fighting between
sen by lottery. One time the lot fell on the king’s them, as different kings have different perspec-
daughter. The king, in his grief, told the people tives about what God wants). Muslim kingdoms
they could have all his gold and silver and half have dragons of their own, as well, just as evil to
of his kingdom if his daughter were spared; the Christians as Satan’s (to many, even worse). It is
people refused. The daughter was sent out to the said that China’s Emperor is a dragon himself.
lake, dressed as a bride, to be fed to the dragon.
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dr agons conquer a mer ic a
The mechanicS
W H A T F O L L O W S I S a detailed overview of the 0.9 rules of DCA. With your
help, we will bring a super-polished experience later this year to Kickstarter.
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The gaming
Conflict
toolS
D C A C A N B E played either with cards or with dice. It is
possible for different people in the same group to use either,
or to change their gaming tool at the start of a session with the
Social approval of the GM.
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The dice After a die has been rolled, it goes back to the reserve
(which could trigger a rule that allows you to draw an-
While the rules are written using cards as the base other one).
mechanic, DCA can be played with D6 (D6 are dice with The main difference between playing with cards and
6 faces). dice is that with cards you know the value of what you
You need to have 5 different colours of D6 dice. You’ll are playing beforehand, whereas with dice you have to
use four types to represent each of the four suits, and roll it at that moment and see. During confrontations,
the fifth to represent the jokers. this is balanced out with the dice-only step that allows
you to flip the dice you roll (see page XXX).
PLAY I NG W I T H DICE
Whenever a rule establishes that you should do some-
thing with a card, instead you’ll do it with a die.
Playing with dice follows the same rules as playing
with cards, with the difference that they add another
step to resolve a confrontation (see page XXX).
Whenever a rule says card, you should read it as dice.
When it says the hand of cards, read it as your dice
pool; and read the deck as the reserve instead.
T HE R E S E R V E
Similarly, to what happens with the cards in the deck,
there are dice that are not in any player’s pool. This is
called the reserve, and it is shared among all players.
For every 3 players using dice, you need one set of 25
dice, 6 in each colour plus one to represent the joker in
a different colour. It is best if the dice are of the same
size and texture and cannot be distinguished by touch-
ing them.
The reserve of dice should be put in a place easily ac-
cessible to all the players but that somehow doesn’t let
them see the dice themselves, such as an opaque bag
that prevents players from knowing which die they are
drawing.
Whenever a die is used it is put back in the reserve,
and whenever a die is drawn, it is taken without look-
ing from the reserve. When a rule asks to “play a card
from the deck” instead, draw a random die from the re-
serve and roll it.
T HE P O O L O F DICE
Similar to the hand of cards, players using the dice
rules have a pool of seven dice. If you are playing with
dice and a rule refers to your hand of cards, consider it
refers to your pool of dice instead.
Every time you would need to draw a card to your
hand, draw a die from the reserve and add it to your
dice pool instead.
Every time you need to play a card, choose a die from
your pool and roll it.
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TimE
I N D C A T H E R E are several key concepts about time and gameplay struc-
ture. These are Sessions, Scenes, and Rounds.
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ActionS
P E R F O R M I N G A N A C T I O N represents an active and conscious activity
that spans during a period of time (i.e. a turn); such as attacking, running, talk-
ing, dodging, bartering, etc. Anything and everything a character performs ac-
tively is an action.
A L L AC TI ON S A RE performed using a
Skill that represents the character’s
knowledge in that area, and take into con-
■ If the action is considered something
that the character could eventually per-
form successfully if they had enough time
or if they had any number of tries, BUT
Counter-
actions
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ConfrontationS
A C O N F R O N T A T I O N T A K E S place when a character performing an ac-
tion is challenged and has a chance of failing and/or being affected by counter-
actions or a Time Sensitive Event.
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Hidden Checks
P E R F O R M A H I D D E N check instead of a confrontation if character is not
aware of what is triggering the check or shouldn’t be aware of the result if they
fail (e.g. Perception or Survival checks to discover an ambush or a trap, to avoid
getting lost, etc).
■ Request the PCs to perform a Rites check to find out 2. The GM chooses the Skill the character will be
if they sense dark magic coming out of a ruin. using, taking into account the nature of the
check.
■ Request the PCs to perform a Charisma check to 3. The GM declares the difficulty level of the check
find out if they realize that someone disagrees from without specifying the value (this is so the play-
their nervous gestures. er does not figure out if he’s confronting an NPC
Certain abilities will also request a check, each of or not).
them will specify why and how to resolve it. 4. Determine the advantages and/or disadvantag-
A hidden check is not an action, and it can be per- es and their sources. Players may describe their
formed at any time the GM declares it is necessary (al- plans, and any reasons why they think they de-
ternatively, it can be requested by a player: “I look for serve advantages. Then, the GM decides what
clues”). Any number of checks can be requested, and applies and what doesn’t.
they do not represent any time going by nor characters 5. Each PC involved in a check discards as many
become Spent after performing them. cards as their corresponding Focus from the top
of the deck, and adds the highest card to their
Skill value.
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PCs are allowed to discard cards one by one and stop E.g. The rotten wooden floor or a lost ruin
discarding before reaching their limit if they want in the middle of the jungle will collapse if
(this might happen is they draw a high enough card anyone on heavy armour steps on it, only
first, and they don’t want to risk discarding other a fool would do it; but perhaps a character E.g. A group of
high cards). eagle warriors are
with 0 Survival cannot tell the difference or
lacks the required self-preservation instinct. waiting ahead of
A check does not count as performing an action, it
does not cause exhaustion nor does the PC become the PCs, preparing
Spent. It is only recommended asking PCs to perform an
an ambush. If the
easy check if they completely lack on the Skill being PCs are percep-
6. In secret, without the players seeing tive enough, they
tested (i.e. Characters with Skill 0).
her, the GM discards one card and might discover the
adds it to the check’s difficulty; or if NORMAL ( 3) ambush in time.
the check involves an NPC, as many The GM requests
cards as that NPC’s Focus, and adds Something that would only go over the
head of someone untrained, not paying a Perception
the highest card to his Skill. check from the
attention, or who was not aware it was
7. The success or failure of a check possible. PCs without tell-
is determined following the same ing them what the
rules to determine the outcome of a H ARD ( 6) check is about.
confrontation. She tells them it
Something that requires relatively ad-
is a hard check,
8. The GM reveals to the PCs involved vanced training or knowledge.
because the hid-
what she sees fit according to the re-
VERY H ARD ( 9) den eagle warriors’
sults. Because the PCs are unaware Competent Skill is 5.
of the result of the check, they can Something that requires to be a specialist
be provided with false information if in the subject to achieve success. The PCs discard as
they failed, and they may believe it many cards as their
to be true. EP I C ( 12)
Perception Focus,
To be able to achieve this a character’s and add the high-
The PCs might never find out the results or the rea- capacity has to be among the best in the est one to their
son for the check. world. Perception Skill val-
ue. In secret, with-
Calculating the difficul- out the PCs seeing
ty of the check it, the GM discards
as many cards as
The difficulty of the check can be one of the eagle warriors’
the following two: Competent Focus,
and adds the high-
■ If the check is against an NPC, his in- If you find it hard to decide the est one to their
volved Skill value. difficulty of a check using these Competent Skill val-
guidelines, consider all checks easy ue. If the final value
■ If the check is against something else, and then think about the different of one of the PCs
the value specified next to the respective hindrances that apply to a situation. is higher than the
difficulty level (the GM should choose a For each important one you find, eagle warriors’ final
difficulty level fitting to the situation) raise the difficulty of the check by value, they will
one level. discover the am-
When resolving a check, the GM must let
the players know the difficulty level of the bush in time to get
E.g. A character is searching for
check. If the check was against an NPC, she ready. Otherwise,
a hidden enemy. It is quite dark,
should say the difficulty level closest to the they will suffer the
and the enemy is hidden in a very
NPC’s Skill’s value rounded up. consequences of a
secluded spot. Additionally, he is
surprise attack.
wearing clothes that mimic the
EA S Y ( 0 ) environment. There are three im-
Something very mundane and that failing portant hindrances, and thus the
it would only be explainable as a complete check would be Very Hard (9).
failure or an extraordinary lack of skill.
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Level of SuccesS
T H E LE V E L OF success of an action depends on the
difference between its final value and its con-
fronting action’s final value.
Regular success
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Drawing CardS
P LAY E R C H A RA C T E RS C A N draw cards in several
instances.
When a character plays a card, he may be subject to
E.g. Achcauhtli is a guide trying convince some Spanish
explorers to go in a different direction, as he does not
want them to reach his village. He confronts the ex-
plorer’s leader trying to deceive him. If he plays a social
drawing new cards from the deck to his hand. If some- cards during this confrontation, he can draw a new one.
thing triggers several drawing cards mechanics simul-
taneously, only the most beneficial takes place as de- AFFI NI TY
cided by the player.
Additionally, each player character has Affinity to a
NPCs can not draw cards, as they do not have a hand of cards. suit. When he plays a card that matches the suit of the
type of action he is performing AND it is his Affinity, he
Proficiency draws two cards instead of one and keeps one of them
in his hand. The other card must be either put back on
top of the deck, or discarded.
Whenever a player character plays a card with a value
equal to or less than his Skill’s Focus, he immediately
draws a card. This represents that the character is very Beginning of a Scene
capable in this area and the low effort corresponding to
playing a low card does not tire him out. At the beginning of each scene, all players keep their
current hand of cards and draw back up to a total hand
Playing with the suit of seven cards.
If a player character plays a card and the suit match- Running out of cards
es the type of action that he is performing, he can im-
mediately draw a card from the deck to his hand. This If at any time a player does not have any cards in
represents the player character acting effectively, re- their hand, they must draw a card. If that card is drawn
sulting in less exhaustion. during a confrontation, it cannot be played until that
confrontation has been resolved.
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Rounds
OV E R V I E W
During a Round, char-
acters take turns to
A RO U N D RE PRE S ENTS A few seconds
during which characters rapidly per-
form actions. They are the game mechan-
■ After performing a counteraction when
being the target of an action.
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Remember: Discarding a card does not trigger card drawing mechan- “I [verb] [preposition if needed] [target]”
ics. E.g. I attack the guard. I move behind cover. I dodge
3. A Ready character taking his turn can choose ei- towards the door.
ther (1) to perform his action, and then become But, to keep the game realistic and organic, charac-
Spent and end his turn; or (2) to wait, allowing ters are allowed to move up to 2.5 metres (~8 ft) while
the next character to take their turn before his performing an action.
own. He can wait several times, letting any num-
ber of characters go first. Other Ready characters E.g. I enter the room and attack the guard. I jump on
may choose to wait as well; and if all characters my horse and gallop away.
choose to wait, the last one that can do so must
perform an action.
4. When a Ready character chooses to perform an ac-
tion on his turn, he declares his action. This may
trigger a confrontation against a Time Sensitive
Event (TSE) or another character, which must be
resolved before resuming the Round.
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Advanced ruleS
A D V A N C E D R U L E S A R E rules that add another layer of complexity and
interest to the gameplay. For this reason, it is recommended to ignored these
rules at the beginning. As questions arise during gameplay, use these rules to
resolve them.
Abilities Ambush
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Fatigue Formation
The life of an explorer is not without risks and sacri- During combat (and sometimes even during so-
fices. It won’t be rare for characters to live through ex- cial events) characters can arrange themselves in
treme circumstances that will bare them hardships of Formations.
all kinds. This is represented with Fatigue.
Being in a Formation does not provide any effect on
At any time after suffering adversities the GM can its own, but it can trigger abilities from other sources,
determine that a character should perform a normal such as talents or weapons.
Survival or Athletic check (3), if it results in a failure,
You automatically enter a Formation the instant
that character will suffer Fatigue.
you and at least two allied characters are side by side.
A character suffers one disadvantage towards all of Characters who are riding the same small vehicle or
his actions for each instance of Fatigue he’s got. If a beast are likely to be part of the same Formation as
character suffers Fatigue too many times, the GM can well. If you are playing with miniatures, this happens
determine that he dies. when the miniatures are in adjacent squares or their
bases are in contact.
Examples of situations that might cause Fatigue:
Characters who are further than 2.5 meters from
■ Spending several days without eating, drinking or their allies cannot be part of a Formation. A Formation
sleeping enough. automatically breaks at the point in which there is a
gap bigger than 2.5 meters between the characters that
■ Running all day long from a hunting party. form the Formation. This can happen when characters
move away or when they no longer can be considered
■ Climbing to mountain tops thousands of metres part of the Formation, which happens when a character
tall. is not longer in normal health state, or when he is at-
tacked from the back or the side.
■ Not having the appropriate clothes for the
environment. A broken Formation might automatically give place
to other smaller Formations if there are enough char-
■ Carrying too much heavy gear (as described in acters still together in either side of the character who
Encumbrance). broke the Formation.
R EC O V E R I N G FATIG U E Grapple
While in normal health state, characters recover one
Fatigue per full day spent resting and without suffer- When a character attacks he can try to grapple an op-
ing the consequences of Fatigue (e.g. if you suffered ponent instead of trying to deal damage but only if that
Fatigue from the lack of food, spend a day resting and opponent is of similar size. A character can do so if at-
having access to enough food). tacking unarmed (remember than unarmed attacks suf-
fer one disadvantage), with a weapon with the keyword
EN C U MB R AN CE “Grapple”, or because of an ability.
You can carry any amount of items as determined by Grappling is an ongoing effect that can be maintained
the GM. by the grappler for as long as it desires or until he suf-
If you carry 5 or more items with Deterioration fers damage or is grappled.
tracks, you’ll suffer Fatigue. While grappling, a character run nor cannot attack
characters other than the grappled character.
While grappled, a character automatically drops what
he was holding, he is forced to move with the grappler,
he suffers one disadvantage towards all of his actions,
and as the triggering character he can only try to deal
damage or grapple the character grappling him.
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Every melee weapon has a different reach. Unarmed Characters can use their Crafting Skill to repair gear.
attacks and weapons that do not specify their reach Deterioration confronts a Crafting action as if it was an
have reach 1 by default. NPC with a Skill equal to the amount of deterioration
If you are playing with miniatures or tokens, reach 1 on the gear, and it plays as many cards as the level of
allows you to attack miniatures that are in contact with the gear (one if normal or improvised; two if magical or
your base or, if you are using a grid, miniatures that forged; three if legendary). Additionally, certain situ-
are in a space adjacent to yours. Otherwise, reach 1 al- ational effects might give disadvantages to the charac-
lows you to attack anything a couple meters away from ter as determined by the GM. Here are some examples:
you. Additional levels of reach multiply that, therefore
■ The character performing the action does not have
reach 3 allows you to attack anyone up to three spaces
any appropriate tools for it.
away from you, or 6 meters away.
Characters can use their Melee Skill and weapons to ■ The character is performing the action without
counter attacks from opponents with longer reach. But, parts for replacements or adequate materials.
even if successful, they won’t be able to deal damage if
The time it takes to perform a repairing action is up
they cannot reach (instead they could deal deteriora-
to the GM (repairing only a few points of deterioration
tion to their attacker’s weapon). This is to represent
on an improvised weapon might be possible to perform
the character fencing off the attack with his weapons,
in a turn, but repairing a forged weapon that has been
but being unable to reach his opponent’s body.
badly damaged might take hours or even days). A suc-
Characters with Reach higher than one can perform cessful repairing action removes all the deterioration
the Enguard action. After performing this action you on the gear. A failed repairing action has no further ef-
can remain Enguard for as long as you do not take dam- fects, unless the character fails by five or more points
age, nor run, climb or jump. While Enguard you gain and the GM sees it fit (the GM can determine to add
the following ability: further deterioration or even claim that the gear is no
longer possible to repair).
INSTANT: At any time a character is at your maxi-
mum Reach you can pause his activation to perform an
attack against him, and then resume his activation. If
your attack is successful - in addition to dealing dam-
age - you will stop him from moving closer to you if
that was his intention (which, if he has lower Reach,
he might need to attack you). If failed, he breaks your
guard and you are no longer Enguard. Limited to once
per Round.
40
41
cur r ent ch apter title
CharacterS
E AC H PLAY E R C O N T RO L S a single character and
develops who that person is and what their mo-
tivations are — what are their dreams and struggles?
alogues, making the decisions their characters would
make, and using the relevant mechanics of the game to
determine whether their characters rise victorious, or
The more compelling a character is, the more reward- fail miserably.
ing the experience of playing that character will be. The GM should encourage the other players to talk
The players who are not the GM play the protago- about the backstory of their characters and how they
nist characters of the story. They are in charge of play- imagine them. Together, they can become an amazing
ing the role of their characters: performing their di- group of characters who will live great adventures.
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L E VE L CULTURE
I NI TI ATI VE
H EALTH
Write down your Health in the
heart shape, and take note of the
damage you have suffer in the
circle next to it.
Whenever you suffer an injury,
take note of it in the corresponding
diamond next to the body part.
SKILLS
Write down the Skill Keep track of your Exhaustion in
value in the circular the diamond shaped space.
spaces, and black out as I NJURI ES
many cards as the Skill’s Some Skills suffer a disadvantage
Attribute. per injury in their corresponding
The last Skill from the body part.
list is not named. This is E.g. If a character suffers an injury
the Order Skill, and you to either of his arms, he’ll suffer
are meant to write on it one disadvantage towards Melee,
the name of your Order. Shooting and Crafting.
Write down your Skills’
corresponding Talents
on the space to the right
of the Skill’s name.
NO T E S
Write down any addi-
tional abilities, spells, and
curses here.
42
MovemenT
T H E M OV E M E N T M E C H A N I C is focused in encoun-
ters, as it is irrelevant while walking through a
market, or exploring an empty ruin.
but other times, it will be in their detriment, as some-
times NPCs will benefit from this too. Because while
playing like this it is very likely to each person will
have their own image of how everything is placed, it
Movement in DCA can be represented abstractly or requires trust between the players and the GM, flex-
realistically. To properly play with realistic movement, ibility towards what might occur to the story and the
it is recommended that you use miniatures and a grid character, and creativity to make it interesting.
or a ruler; otherwise, it is recommended to use abstract
movement, as it allows for more flexibility and won’t Realistic movement
give space to discussions about who could reach who
and why. Realistic movement is meant to be used for complex
Human characters can move 5 meters per action, or encounters or when you want to focus in the gameplay
10 if the action is critically successful. The movement and the fighting - it is best done with miniatures on a
of each NPC is written in their descriptions. map or a grid.
Realistic movement allows you to calculate accurate-
Bare in mind that unconfronted actions can be considered critically
successful without spending any cards. Therefore if you are the trig-
ly what you can reach. When fighting narratively the
gering character of your running action (i.e. you are not using it as a GM can make up the distances on the go, and decide if
counteraction), you can simply decide to run 10 meters. you can reach something or not, with miniatures and
terrain, this is no longer on her hands, and she must
Abstract movement represent these distances as accurately as possible on
the tabletop.
Abstractly moving is meant to be used in a narrative During their turn, each character can move 2 me-
focused play style, more concerned with streamlining tres while performing any other action in addition to
the action than with realism (e.g. think of those mov- crouching, dropping down to the floor or standing up.
ies in which the distances between the protagonists If they wish to move further, they need to spend their
and their adversaries seem to get bigger or shorter de- action to run.
pending on what the script requires). To use this style
the GM should describe the location of the encounter GRI D
with detail, and it is very important that she sets up a You can use a hex or square grid. In a square grid,
few milestones (e.g. A tree fallen in the middle or the you can only move diagonally once every three spaces.
road, the river a few steps away from the road, etc) that
Each space of the grid represents 2 metres (~8 ft).
the players can use in their heads to put together their
This is not the most realistic conversion, but it is the
plans.
most comfortable to use in the tabletop.
During their turn, each character can move a bit to
When you perform a non-running action, you can
adjust their position slightly (if they were around a
move up to one space (i.e. you can move 2 metres every
corner, lean out to take a shot with their bow; jump
time you perform an action).
over a short wall and crouch, to avoid behind the target
of archers, etc) or they can choose to use their action to When you run, you can move 3 spaces with a regular
move running and reach a milestone or another char- success, and 5 with a critical success.
acter (or in the case it is clear that they are too far away
from any, that they approach it enough to reach it dur- RULER
ing following Rounds — ranged fighters will probably When using a ruler consider that one metre in-game
want to start an encounter far enough to take one or is considered one centimetre (~2 metres are consid-
two shoots before a running opponent reaches them). ered one inch).
This style will sometimes benefit the PCs, allowing
them to reach an opponent just because they narrate it;
43
cur r ent ch apter title
44
Health and damagE
Health states Damage
Depending on the amount of damage a character has To keep track of the damage a character or device has
suffered, a character can be in one of three different suffered, mark the corresponding space in the relevant
health states, or even dead. character sheet or use suitable tokens or counters.
45
cur r ent ch apter title
E.g. Both of Paula’s arms are injured. She suffers being Bleeding Out or from a severed limb. While a
two disadvantages towards all the Skills that re- failed first aid action deals one unpreventable damage
late to her arms: Shooting, Melee, and Crafting. to the patient.
SURGERY
NPC INJURIES
A surgery action takes as many hours to complete as
NPCs can only have generic injuries, each gives them
the number of cards played by the wound. If successful,
one disadvantage towards their Competent Skill.
it has the effect of a first aid action and, additionally, it
S E VE R E D L I M B S removes all the damage on the character.
When a character loses a limb, they suffer a short The character performing the surgery action can for-
time effect and a long time effect. feit any number of injured limbs of the patient, if he
does, the injuries on those limbs do not count when
The short time effect is that they suffer one unpre- calculating how many cards the wound plays.
ventable damage at the end of every Round until they
are the target of a successful Medical action.
The long time effect is that their limb is always con-
sidered to be injured, it cannot be healed, and it cannot
be longer be selected to be injured or severed again.
Healing damage
NA T UR AL R EST
While in normal health state, one health point can be
recovered per good night’s rest of in-game time after
it has been suffered; and one injury of your choice per
week of in game time.
NOTE: If the characters are being chased, they are
crossing the ocean during a storm or somehow else
are suffering disturbances they might see their natural
rest recovery delayed as much as the GM sees fit.
ME D I C AL ACTION S
Characters can use their Medical Skill to heal them-
selves or other players. Wounds confront Medical ac-
tions as if they were an NPC with a Skill value equal to
the amount of damage the character has suffered and a
Focus equal to the number of injuries of the character.
Additionally, certain situational effects might give dis-
advantages to the medic as determined by the GM. Here
are some examples:
FIRST AID
A first aid action takes one turn to perform. If suc-
cessful, it stops the patient from dying due to Bleeding
Out, and from suffering unpreventable damage from
46
TraitS
T H E TR AI TS O F a character re-
late to who the character is.
They are a very narrative btased
that someone wants to get revenge
against you, that you have been
disinherited, etc. They can be as
elaborated as you want and be
GOOD P ERSONALI T Y
TRAI TS
A good Personality Trait cost 10
mechanic, which can be used loose- experience points and cannot be
related to each other: You might
ly and adapted to your own play used the GM to force you to act in a
have a child called Citlalli who is
style and story. certain way (it means that you have
9 years and has been taken from
Traits are used by both the GM you by european slavers, you are that part of your personality under
and the players to develop the PC’s looking for her and will take out control and can keep a cool head
behaviour. The players can use anyone who gets in your way (You and adapt).
them to help them narrate their have the Background Traits “child” It can be used by the players to
characters or to improve their ac- and “revenge against slavers”). develop the narrative around their
tions, while the GM can use them to characters
force the players’ hand to behave in
a certain way. E.g. If there is an imminent dan-
Both the GM and the player must ger ahead and the party is unsure
keep track of the PCs’ Traits, the about how to proceed, players
GM in his GM sheet and the players Personality Traits can always take a look at their
in their character sheets. Personality Traits and if one of
Personality Traits define your them is brave, then he knows
During character creation each PC that it makes sense for his char-
character’s personality. Personality
must take at least one Background acter to step forwards and lead
Traits can be positive, neutral or
Trait and one Personality trait, the party into the unknown.
negative.
and can take up to a maximum
of 5 Traits of both types in total. Personality Traits are one-word- But they can also be used when
Additionally, you can choose to ed adjectives, or a simple sentence describing an action to gain
play with the Prejudiced Trait if the that describes something about the advantages.
whole party agrees on using that personality of a character. They are
optional mechanic. open to interpretation by both the E.g. If your character has the
players and the GM. It is important Personality Trait beautiful, while
Background Traits to talk about how to interpret them trying to convince an NPC of
during character creation so it can something you can say that you
Background Traits tells us some- be determined if they are good, use your physical appeal to make
thing about who you used to be be- neutral or bad. the other character more open to
fore the adventure began. They re- your suggestions, which could grant
While some are obvious, when writing them
late to your origins and your story. down is recommended to write after it
you an advantage if that charac-
ter could be interested in you.
A Background Trait can be any- between brackets if it is (good), (neutral), or
thing you have lived that tells us (bad). This is especially important for Traits
something important about you. that you come up with. BAD PERSONALI TY
You should come up with it with While there is a list of Personality TRAI TS
the help of the GM, who must agree Traits, you can also come up with A bad Personality Trait grants
to it. your own Traits (if approved by the you 10 experience points and can
GM). The list of Traits in the book is (and should) be used by the GM to
E.g. Things that can be your not comprehensive and it’s meant force you to act according to your
Background Trait are that you are only to give you an idea about what personality.
married to someone, that you have you can do with Traits and also to
a child, that you own money to provide you with some ideas to The player might not want to
someone, that you hold a grudge, make your character faster. comply and can claim that his char-
47
cur r ent ch apter title
acter tries to resist his urges. To do so, he Prejudice Trait Please keep in mind that
can perform a normal Discipline check (+3), a character does not
and if successful, he won’t have to comply have be happy with his
A character with the Prejudiced Trait
with the GM’s request. own prejudices; many
is negatively bias against every character prejudiced people are
who differs from him in matters of race, not, and fight a constant
E.g. A Character with the coward person- nation, gender, religion social class or sta- battle against their inner
ality trait is in front of a cavalry charge tus, and sometimes it can extend to ideolo- demons.
of the Spanish conquistador force. The gies within those parameters.
GM says that he should act like a coward E.g. Marco has
and make a run for it, leaving his friends The Prejudiced Trait is an important part
grown in a society
behind. The player controlling the PC of who a character is, and may play a piv-
in which same sex
claims he will try to control himself and otal role in his story. Most often than not,
love is a sin and
keep his ground. He performs a normal prejudice will be an inner obstacle in the
a crime. With no
Discipline check (+3), if he success he stays, character’s adventure, making him act to
one to offer him an
but if he fails he loses control over the satisfy his personal bias rather than doing
alternative per-
character and the GM decides what he what is best in each given situation. But,
spective, to him
does to get himself out of harm’s way. sometimes prejudice might prove useful, as
this is the truth.
it might allow the character to bond with
Depending on the circumstances the PC similar minded individuals.
As a teenager,
might suffer disadvantages or gain advan- The Prejudiced Trait should be used by Fernando, his best
tages towards the check. the GM to force you to act according to friend, was ac-
your personality’s shortcomings. The play- cused of being an
E.g. In the previous example, be- er might not want to comply and claim that homosexual. Marco
ing part of a larger force in a hilltop his character tries to resist his urges per- knew it was true.
could give one advantage to the PC, forming a normal Tolerance check (+3). He broke all ties
while being alone could make him suf- Depending on the circumstances the PC with Fernando,
fer one disadvantages instead. might suffer disadvantages or gain advan- joining the other
tages towards the check. kids that mocked
NE U T R AL P E RSON ALITY and bullied him.
If successful, he can swallow his bias.
T R AI T S If failed, the player is forced to act upon
Fernando took it in,
and when he turned
A neutral Personality Trait is free and his beliefs, even if it they are wrong or go
15 he left in a ship
can be used both as a good or bad Trait. against his actual needs.
to the Americas.
A regular failure will make you show your
E.g. If you are indomitable, you might
prejudice in a passive aggressive way. You Ten years later
gain one advantage to resist being influ-
are more likely to offend, lie and boycott Marco alsowent
enced by others, but you might also not
any social interaction with them; you’ll be to try luck in the
listen to good advice from your friends.
happy denounce them, exaggerate their New World. Now
weaknesses and flaws, etc. that he is here, he
cannot stop think-
A critical failure will represent you com-
ing of his child-
pletely lose control over yourself and act
hood friend, and
like a madman: You will go out of your way
although he still
to act against them, you will physically at-
believes Fernando
tack them, you’ll plot against them, etc.
to be a sinner, he
G A I NI N G O R LOSIN G Your actions can be as crazy as throwing
feels terrible about
PE R S O NAL I TY TR AITS stuff at them during peace negotiations, or
it. He hopes to find
attacking them even if they are stronger
Characters can gain or lose Personality Fernando and make
and in a better position...
Traits if they start to be part of that char- peace with him.
acter’s behaviour, if they lose the drive to At any time a character can act upon his prejudices Who knows, maybe
behave that way, or if they overcome their (how tastefully or gracefully he does it is to be part Marco is hiding
shortcomings. It is the GM alone who de- of the group’s discussion on how comfortable you something from
cides any changes to the PC’s Personality are with it), but generally the player won’t want to, as himself? Maybe he
it usually means getting in trouble or in the bad side is what he despises.
Traits.
of other characters.
48
Non-player
characterS
N O N - P L A Y E R C H A R A C T E R S ( N P C S ) are characters controlled by
the GM. They are the key to many stories, and they can be friends, foes, or sim-
ply neutral.
49
cur r ent ch apter title
E.g. A warrior might use the Competent Skill for Friendly NPCs
Shooting, Melee and Athletics; but the Mediocre
Skill for Charisma and Knowledge. But it will all Not all NPCs must be enemies. Most will be neutral,
depend on what the GM thinks that fits best but a few might be friendly or even allies. Some NPCs
that specific character — a warrior can be char- might act as friendly NPCs even though they are not,
ismatic, and a priest can be good at running. because they are pretending, they are forced to do so,
or other reasons. Regardless of the reason, when the
FO C US GM declares a friendly NPC joins the group, she can
give control over him to any of the players (or to the
Each of the two NPC Skills has its own Focus, which team as a whole). The GM can retake control over an
determines the number of cards it can play every time NPC at any time for any reason
it performs an action.
NPCs do not have a hand of cards to play during con- E.g. The players are not playing them correctly,
frontations. Instead, whenever they can play a card, they are abusing their power, the NPC has dif-
they play the first card from the top of the deck, which ferent ideas about what should happen, etc.
does not trigger any drawing card mechanics (unless
specified by an ability). While having an NPC under his control, a PC will con-
trol him exactly as the GM controls her NPCs — the
friendly NPC will play his cards from the top of the
deck.
50
Time-sensitive
eventS
T I M E - S E N S I T I V E E V E N T S ( T S E S ) are time sensitive problems that
pose an obstacle to the characters and are not triggered by another character.
There is a wide range of events and things that can E.g. If Pachacuti were in a hurry (perhaps she does
generate a TSE, such an avalanche in a mountain, or not have a month worth of supplies, or she has
a trap going off. It is the job of the GM to determine somewhere to be), she could push her luck and
when such obstacles should be considered TSEs for the trek through the steppes faster. In this case, the
purpose of confrontations, and to establish their level. GM determines that Pachacuti is confronted by a
TSE. If she loses, she could end up delayed, lost,
A TSE plays as many cards as its level. It is recom-
or even worse, as determined by the GM; but if
mended that in order to present a minor challenge, a
she succeeds, she completes the trek faster.
TSE should play as many cards as the PC, a moderate
challenge should play one more card, and a hard one,
TSEs do not have a hand of cards to play during con-
two more.
frontations. Instead, whenever they can play a card,
If you consider a TSE easy enough to overcome that it should play they play the first card from the top of the deck, which
fewer cards than the PCs, simply let them perform the action with- never triggers any drawing card mechanics.
out a confrontation.
The GM should consider the difficulty of the task and
level of the characters and the needs of the story to de-
cide how long it takes them.
51
cur r ent ch apter title
GeaR
Common Characteristics front a level X TSE using their Athletic Skill every time
a round ends. If they fail, they suffer X unpreventable
Some pieces of equipment have common characteris- damage. This effect is removed after being the target of
tics that are only described on the card or book entry a successful Medical action.
if there is enough space. Otherwise, you can find them Reload: Reaction: After shooting a Reload item, it
here: can no longer be used until a character spends an ac-
Armour Soft/Hard: Armour can be of two types: Soft tion reloading it.
or Hard. Both types reduce the damage you take from Reach X: You can attack enemies just outside your
each source by their respective value, but Soft armour Melee range as if they were in Melee range. They won’t
can be cancelled by more effects. be able to counter with Melee unless they have Reach.
Concussive: When calculating whether an attack with Radius X: The attack targets everything in an X
this weapon causes injuries or deterioration, ignore meter radius from the chosen point of impact.
the damage reduction provided by Soft Armour (the
damage is still reduced for damage dealing purposes). Spiritual: Ii is considered to have the keyword magi-
cal and it ignores the effects of non-magical gear (e.g.
Corruption X: After dealing any amount of damage, a Spiritual sword ignores the armour of a non-magical
the target suffers X Corruption. suit of armour).
Drug: Reaction: At the end of a Scene in which you
have consumed drugs, perform an easy Discipline Check Weapons
(+0). If you fail, you gain the Trait Addicted to one of
the drugs you consumed during that Scene. Weapons be either Melee weapons or Shooting weap-
Gain one disadvantage for each of the following ons. Both can deal certain damage and provide ad-
instances: vantages or disadvantages when used under certain
circumstances.
■ You consumed drugs multiple times during the
Attacking without a weapon gives you one disadvantage.
same Scene.
Unless a specific reach is determined by a weapon’s
■ Any of the drugs you consumed were Hard Drugs. description, Melee weapons can attack anyone with-
Fatigable: When you carry this item, suffer Fatigue. in the character’s sight in Melee range (up to 2 me-
tres away); while Shooting weapons can attack anyone
Fire: Enemies within your Melee range suffer one within the character’s sight within Shooting range (up
disadvantage towards Discipline checks. to 50 metres away).
Fear: Reaction: After being successfully attacked by
someone or something that causes Fear, you will be af-
fected by Morale and you will suffer one disadvantage
towards its Discipline check. It stacks.
Magical: It has the keyword magical (certain abilities
require this keyword to work).
Piercing: It ignores Soft Armour.
Poisonous X: Reaction: After being successfully at-
tacked with a Poisonous item, characters must con-
52
53
cur r ent ch apter title
SpiriT
T H E S U P E R N A T U R A L I S a fickle and incomprehensible thing. Some
brave men and women try to control it, to study it and to understand it; but
all they can achieve is to let it flow through them. And while it is empowering
like nothing else, it is also dangerous, as it can turn against you as fast as it was
helping.
■ Gain one Spirit (if you have more than one Ritual, ■ Critical success: Exactly his Rites Skill, and if he
gain an additional Spirit per each different Ritual you had any Corruption he loses as much Corruption as his
performed). Rites Focus
54
RitualS
I T I S TH R O UG H Rituals that the characters com-
municate with the divine and prove their worth.
Achieving the requirements of a Ritual is how charac-
Drug Ritual
If you try to Transcend, you might gain one advan- ■ Any of them were important to another religion
tage per each of the following instances: (e.g. a Priest).
■ You converted multiple characters. ■ Any of them had the trait Demonic.
55
cur r ent ch apter title
Protecting the faithful ■ The sacrificed individual was important to you (e.g.
a family member, a friend).
Gain Spirit at the end of a Scene in which you saved Or you might gain one disadvantage per each of the
other members of your Religion from character that are following instances:
not from your Religion (the majority of the characters
you were defending must survive for this to trigger). ■ The sacrificed individual panics or resists sacrifice
(this can be mitigated by drugging them)
Sacrifice
■ You sacrifice a living being that is not human and it
Gain Spirit at the end of a scene in which you killed is not an important animal to your religion.
or gave to be killed a living being during an appropri-
ate Ceremony (it needs to be very large, or symbolically Vows
important to your religion) or burned a prized posses-
sion to appease the Saints. Up to two people might gain When you obtain this Ritual, choose one or more of
Spirit or Transcend from a sacrifice: The person who your traits and make a Vow to resist your urges to pur-
provided the sacrifice and the person who performed sue them.
the sacrifice.
Gain Spirit at the end of a Scene in which you were
If you try to Transcend, you might gain one advan- tempted to act upon your traits and you successfully
tage per each of the following instances: resisted.
■ The object burned was specifically valuable to the If you try to Transcend, you might gain one advan-
Saint you pray to. tage per vow-bound trait you resisted after the first.
56
CorruptioN
B O TH TH E G M and the player should keep track of
how much Spirit a character spends. The GM will
know when the character has truly ran out of Spirit,
look hideous and corrupted, and most characters from
any faith will shun him, not by prejudice but by basic
instinct.
but she must not let the character know. Players are A deformity may only be reversed if the character
unaware if they have any corruption at all (but they somehow loses all his Corruption and then he is the
can suspect it). Only the GM keeps track of it in his GM successful target of a magical Medical action confront-
sheet. ed by a level 3 TSE.
When a character spends or loses a Spirit point he BEAST TRANSMUTATI ON
does not have, he gains a Corruption point. A character
never knows how many Corruption points he has, these 4 Corruption
are written down only in the GM’s sheet. They allow the At the end of the session, the character must per-
GM to use terrible abilities against the character and form an Easy Rites Check (+0) or become an unclean
his companions depending on the character’s religion. animal, such as an owl, toad or vulture, permanently.
The GM can and should use the character’s corrup- This transmutation works as the Nahualotl spell Skin
tion against him. Every Session, the GM should use Change, except the character can’t return to human
Corruption Curses against a character with a total form.
Corruption as that character’s Corruption. Corruption The character can only return to human form if he
is not spent by this, a character must get rid of his loses all his Corruption and then somehow learns and
Corruption himself as best as he possibly can. uses the Skin Change spell to return to normal.
57
cur r ent ch apter title
58
59
cur r ent ch apter title
SpellS
I am the
Alpha and
S PE L L S A RE T H E manifestation of di-
vine forces that enter the realm of re-
ality through believers.
NONOTZA BLESSI NG
Cost: 1 Spirit.
60
Priesthood scripturE
Absolution Performing a Baptism allows you to obtain Spirit
through the Ritual of Conversion if you have that Ritual.
If the character being converted was lying about his in-
May our Lord Jesus Christ absolve you; and by His tentions and was protected by a spell from another re-
authority I absolve you from every bond of ex- ligion, the Baptism is a failure without you knowing so
communication and interdict, so far as my power - it also means that the Ritual of Conversion automati-
allows and your needs require. Thereupon, I ab- cally fails as if you tried to Transcend and failed with
solve you from your sins in the name of the Father, a critical.
and of the Son, and of the Holy Spirit. Amen.
61
cur r ent ch apter title
Requiem
Cost: 1 Spirit.
Use it over the
dead body of a
Christian to reduce
his Corruption as
much as your Rites.
If after that he
does not have any
Corruption he is im-
mune to magic, and
therefore he cannot
be the target of nec-
romancers or other
creatures of evil
who use the dead.
Word of
God
Cost: 2 Spirit.
INSTANT: Use
this at any time to
be able to speak in
a foreign language
until the end of the
Scene.
OR
REACTION: After
declaring an in-
timidation action
against a Christian
use this ability to
gain one advantage.
It does not stack.
62
Old testament scripturE
Exodus Serpent Samson strength
So Moses and Aaron went to Pharaoh and did just Then Samson went down with his father and mother
as the Lord commanded. Aaron cast down his staff to Timnah, and they came to the vineyards of Timnah.
before Pharaoh and his servants, and it became a And behold, a young lion came toward him roaring.
serpent. Then Pharaoh summoned the wise men and Then the Spirit of the Lord rushed upon him, and al-
the sorcerers, and they, the magicians of Egypt, also though he had nothing in his hand, he tore the lion in
did the same by their secret arts. For each man cast pieces as one tears a young goat. But he did not tell his
down his staff, and they became serpents. But Aaron’s father or his mother what he had done. - Judges 14: 5-6
staff swallowed up their staffs. - Exodus 7:10-12
Cost: 2 Spirit.
Cost: 2 Spirit.
REACTION: After declaring an unarmed Melee ac-
ACTION (Rites): Invoke a huge serpent that will fol- tion gain one advantage and if successful deal one ad-
low all of your commands, and will disappear when ditional damage, additionally the attack is considered
killed or at the end of the Scene. The serpent can act Magical. It stacks.
the same round it is invoked.
Divine hands
exodus serpent ‘For I will restore you to health And I will heal
you of your wounds,’ declares the LORD, ‘Because
level 1 initiative 4 they have called you an outcast, saying: “It is
Zion; no one cares for her.”’ - Jeremiah 30:17
COM PE TE N T Mel. , A th . , S t e. 6 (2 )
ME D I OC R E 2 (1 ) Cost: 2 Spirit.
AG G RE S S I V E ‡ S PI RI T
M OV : 5m ‡ W E I G H T : - ‡ H E I G H T : -
63
cur r ent ch apter title
Moses’s blessing
Then Moses led Israel from the Red Sea, and they went
out into the wilderness of Shur; and they went three
days in the wilderness and found no water. When they
came to Marah, they could not drink the waters of
Marah, for they were bitter; therefore it was named
Marah. So the people grumbled at Moses, saying,
“What shall we drink?” Then he cried out to the LORD,
and the LORD showed him a tree; and he threw it into
the waters, and the waters became sweet There He
made for them a statute and regulation, and there
He tested them. And He said, “If you will give earnest
heed to the voice of the LORD your God, and do what
is right in His sight, and give ear to His command-
ments, and keep all His statutes, I will put none of the
diseases on you which I have put on the Egyptians;
for I, the LORD, am your healer.” - Exodus 15:22-27
Lift curse
Cost: 2 Spirit.
ACTION (Rites): Choose a target who has a Curse
within your sight up to 20 metres away, and confront
the curser, if successful, the curse is cancelled.
64
Nahualotl
Nahualotl is the most famous of Native Magic Schools. • Cannot use Crafting, Riding, Charisma, Medical
It gives its practitioners the ability to change their or Order Skills.
shape into that of animals or spirits.
You may remain in bird form for as long as you
like, but you must keep your cut legs somewhere safe
Elemental Form and spend an action to put them back on to return to
Cost: 2 Spirit human form. If you ever misplace your human legs, you
become trapped in bird form until you recover them
ACTION (Rites): Use this ability to turn into a natural and put them on.
element or force, such as a gust of wind, a ball of fire or
a pool of water (your gear turns with you and you can- Ocelot Token
not use it while in this form).
Cost: 2 Spirit, Ceremony
While in elemental form, you:
Use this ability to wear the teeth, claws, fur or other
• May attack other creatures using your new physi-
part of a Jaguar or Ocelot; you don’t acquire the crea-
cal nature (that is, burning them, choking them
ture’s form, but you gain their killing abilities.
or punching them with air or water) using Melee.
Your attacks are considered unarmed (you’ll deal After the ceremony, you:
as much damage as your General level) and they
• Gain one advantage on all Perception, Melee,
ignore all types of armour.
Shooting and Stealth actions.
• Can float over or flow through ground obstacles
• You cause Fear.
such as stairs, quicksand or sharp rocks, ignoring
their effects. You will turn back to human form the end of the
scene.
• Gain 2 advantages to dodge attacks.
• Cannot use Shooting, Crafting, Riding, Charisma, Tecuanahualli
Medical or Order Skills.
Cost: 2 Spirit
You will turn back to human form the end of the
scene, or if you want to turn before that you can do so ACTION (Rites): Use this ability to take on the form
spending an action for this purpose. of a large carnivorous beast such as a jaguar or wolf
(your gear turns with you and you cannot use it while
Mometzco Pinqui in this form).
While in beast form, you:
Cost: 1 Spirit.
• Gain one advantage on Perception, Athletic,
Only female spellcasters may use this ability. The
Melee and Stealth actions.
first time you cast this Spell choose a type of predatory
bird (such as a falcon, eagle, owl or vulture), every time • Cannot use weapons. You’ll deal twice as much
you cast this Spell you’ll become the same bird. damage as your General level when attacking
unarmed.
ACTION (Rites): Use this ability to remove your own
legs and change them for the wings and legs of your • Will move as fast as the animal you choose.
bird.
• Cannot use Crafting, Riding, Charisma, Medical
While in bird form, you: or Order Skills.
• Gain the ability to fly. You’ll move as fast as the • The GM may apply other bonuses or penalties de-
animal you choose. pending on the specific beast you turned into.
• Gain 1 advantage towards Athletic, Melee and You can turn back to human by spending an action
Stealth. for this purpose.
65
dr agons conquer a mer ic a
If you had any Corruption when you used Teotlipan Moquetzani gain 1 advantage on all
Tecuanahualli magic, you lose control of yourself when Discipline Actions and Checks.
in animal form, becoming a mindless predatory beast
All these abilities are lost immediately if the Teotlipan
under the GM’s control until the next dawn or dusk, at
Moquetzani gains even 1 point of Corruption.
which point you return to human form without memo-
ry of your actions. The effects of being a Teotlipan Moquetzani last for a
full day; the Teotlipan Moquetzani may spend 1 Spirit
Skin Change and a Ceremony to refresh the effect on himself for an-
other day.
Cost: 1 Spirit
ACTION (Rites): Use this ability to turn into a harm-
less, non-combatant animal such as a mouse, a bird or
cat (your gear turns with you and you cannot use it
while in this form)
While in animal form, you:
• Cannot attack.
• Gain 1 advantage on Stealth, Athletic and
Perception actions.
• Cannot use Crafting, Shooting, Medical or Order
Skills while on animal form.
• Depending on the small animal you choose you
might be able to fly, fit through small holes, etc.
You’ll move as fast as the animal you choose.
You may remain in animal form for as long as you
wish, if you want to turn back you can do so spending
an action for this purpose.
Teotlipan Moquetzani
Cost: 4 Spirit, Ceremony
This ability is often used by a group of 2 to 4 spell-
casters working together and sharing the high Spirit
cost equally.
This ability summons the essence of a dragon, divine
spirit or Saint to live inside a living person with no
Corruption. The person becomes Teotlipan Moquetzani,
that is, an avatar of the chosen Saint or divine spirit.
If the target of this ability has any Corruption, the
spell fails automatically.
The Teotlipan Moquetzani gains the following
abilities:
• 1 advantage to confront the next effect or ac-
tion that would result in his death, unless it is a
Sacrifice Ceremony.
• 1 advantage on Skill checks and actions related to
the Saint’s power or area of influence.
• Any Mesoamerican characters, or followers of
the Mesoamerican religion, within sight of the
66
Illusion School Spells
The illusion school is considered minor magic by both forms are roughly of the same size. You can only
Mesoamerican wizards and the general population; turn the target into a form that is known to you. For
however, when used right, it may be far more useful example, you can turn a stick into a snake or a boy into
than mightier schools. a wooden idol, but not a man into an ogre or a girl into
an elephant. The Spell has effect until you spend an ac-
Body Deception tion to
Cost: 1 Spirit Onlookers might detect the illusion, which you can
confront with your Rites Skills, or the Stealth of the af-
ACTION (Rites): Use this ability to pretend you are fected character if any. If the target is a living creature
dead or injured. You may even appear to be missing and does not cooperate with the deception – that is,
limbs or seem dead even under medical examination. acts in a way that completely contradicts the nature of
Onlookers might detect the illusion, which you can its illusory form – then onlookers will gain one or more
confront with your Rites or Stealth Skills. advantages towards detecting it.
If the illusion impersonates an existing character
Elemental Illusion bare in mind that the illusion will only be visual (the
voice, facial expresions, and other characteristics of
Cost: 2 Spirit that character will need to be acted out), and there-
ACTION (Rites): Use this ability to create the illusion fore characters who knew the impersonated charac-
of a large (about house-sized) elemental event, such as ter might gain an advantage towards detecting it (evil
a cloud, a fire or a lightning bolt. It needs to be some- creatures or spirits taking over bodies are not rare, so
thing simple and general as determined by the GM. most people know this is a possibility).
Onlookers might detect the illusion, which you can
confront with your Rites Skills.
Shroud of Darkness
Cost: 2 Spirit
ACTION (Rites): Gain one advantage towards your
Stealth actions until the end of the Scene.
Small Illusion
Cost: 1 Spirit
ACTION (Rites): Create the illusion of any small
(about child-sized) object or creature, such as a flow-
ered bush, a piece of clothing or a snake.
Onlookers might detect the illusion, which you can
confront with your Rites Skills.
Transmutation
Cost: 2 Spirit for a human-sized object or creature, or
1 Spirit for a smaller object or creature.
ACTION (Rites): Use this ability to make a creature or
object adopt the appearance of a creature or object of
the same size. You can change anything you imagine
into anything else, provided the GM approves it and
67
dr agons conquer a mer ic a
Pahtli Healing
Cost: 2 Spirit, Ceremony
ACTION (Rites): Target a character in physical con-
tact with you or choose yourself as the target - but, you
cannot choose a character who already has been the
target of this Spell during this Scene.
The action will be confronted by the character’s
wounds, as if it was a Medical action (but performed
with your Rites Skill). If successful, remove one Curse
or Poisonous effect of any level.
Tattoo Healing
Cost: 2 Spirit, Ceremony
By carving a bleeding tattoo of a sacred symbol on the
skin of a living person, you heal the target of all natu- EXTRA
ral (nonmagical) illnesses. The target suffers 1 point of CONTENT
damage during the process.
Wind Healing
Cost: 2 Spirit, Ceremony
Blow on the body of a wounded character. That char-
acter can ignore the effects of as many injuries of his
choice as your Rites Attribute until the end of the
Session.
68
69
dr agons conquer a mer ic a
E P I S O D E 0 , I N T R O D U C T O R Y ADVENTURE
70
IntroductioN
D UR I N G TH I S A DV E N T U RE , the PCs discover the
existence of a hidden treasure – a gigantic precious
stone, which turns out to be the egg of a Xiuhcoatl
Mexica explorers have already found and named some
of these ruins, but many remain hidden or mythic.
One such myth is the Coatli Temple, a legendary and
dragon. However, the egg lies inside a dangerous, trap- undiscovered Olmeca ruin that many Nahua explorers
filled temple, in the lands of an isolated tribe with no and travellers claim to have seen or heard about during
allegiance to either natives or invaders. Plus, a Spanish their travels through the Eastern Roads. According
expedition has arrived into the area, intending to to legend, the Coatli Temple was built by an ancient
plunder its riches; they are bound to find out about the caste of Olmeca wizard-priests that one day turned
egg and compete with the PCs to recover it. The PCs into dragons and flew away from the mortal world.
must race against time, go around the temple’s traps The many versions of the story variously hold that the
and beat a fully-armed Spanish force to the prize, also Coatli priests were the first tribe to breed and rear
dealing and the temple’s zealous guardians, which may Xiuhcoatl dragons, or that they hunted dragons and
help or hinder their quest. used their blood to give themselves long life, or that
they were descendants of dragons themselves. Many a
The adventure consists of three main chapters during
legend exists about the Coatli ruin and its priests, but
which the action takes place.
that’s all it has ever been – a legend.
• Chapter 1 has the PCs arriving to the territory of
Things changed when Father Gaspar Hernández, one
the Atlaca tribe, guardians of the Coatli Temple.
of the first European missionaries to arrive to The West
• Chapter 2 has the PCs entering the ancient Indies, heard the tales and decided to go look for the
temple and facing an ancient spirit that protects Coatli Temple. It is assumed that Father Hernández
the egg. did find the Coatli Temple, for such is the claim of his
personal diary, which later explorers found in a market
• Chapter 3 introduces the Spanish expedition
at Hispaniola. The diary also holds that the temple’s
force, and determines whether the PCs keep the
purpose was to guard a kind of gigantic stone or jewel,
egg or lose it to the Spanish.
likely worth a king’s ranso, which Father Hernández
After the climax is resolved, the PCs have either called The Coatli Stone honouring the legends about
acquired the egg or lost it, be it to the Spanish expedition the old ruin, sparked the greed and imagination of
or the zealous Atlaca natives. The PCs may also have many a Spanish trailblazer and opportunist. However,
allied with or against the Spaniards or the Atlaca, kept the secret of the Temple’s exact location seems to
the egg for themselves or been forced to flee empty- have died with Father Hernández, who apparently was
handed. Whatever the PCs choose, the outcome of the caught and flayed alive by some Mayan or Nahua tribe
adventure will influence the future of the DCA setting, that didn’t take kindly to foreign looters, even if they
as the Xiuhcoatl hatched from the egg serves either the were pious and free of sin.
Natives or the Invaders in the upcoming war.
Here’s where the legend becomes interesting, and
where it crosses into the present. According to the
Adventure Background diary, Hernández did draw a map to the Coatli Temple’s
The people known as Olmeca, the ‘Rubber People’, location – on his skin. He claimed he had the map
were an unknown, ancestral tribe that lived centuries tattooed on his chest by his servant to avoid it ‘falling
ago in the Eastern Coasts of the New World, near the on the wrong hands’. It was an interesting passage, but
area where the Spaniards first landed. Nobody knows one not worth much attention, as the Father’s body
what was the Olmeca’s true name or nature, but was never recovered. Or so it was believed.
hundreds of ruins and relics from their culture remain Three years ago, during the first skirmishes between
in the jungles and beaches of their former territory. Natives and Europeans, a small Huastec city fell to a
71
dr agons conquer a mer ic a
72
Chapter 1:
the lost PeoplE
O N C E Y O UR P L A Y E RS are ready to begin and have
understood their PCs’ backgrounds, read the fol-
lowing aloud:
The Atlaca guards want the PCs to identify them-
selves, but they of course don’t speak any common
language. The Atlaca language is an ancient variation
of Nahuatl, but it otherwise doesn’t resemble any lan-
guage spoken today.
There’s a cacophony of complaining ma-
caws as you step out of the jungle shrubbery To understand the Atlaca language, ask the PCs to
and into a heavily wooded slope. Down the slope perform a normal Knowledge or Perception Check
you can see a winding river, beyond which there’s if they are Nahuatl speakers (those that don’t suf-
the smoke and thatched houses of an inhabited fer a disadvantage). If the check fails catastrophically,
village. This at least proves part of the legend true you may give the PCs opposite information, such as the
– there are indeed people living this deep into the Atlaca being openly hostile, wanting the PCs for ritual
jungle. mating or anything you want to come up with.
But the definitive confirmation that you’re on The guards motion the PCs to follow them; if the PCs
the right track is what appears beyond this sur- comply, proceed to Encounter 2: Ixcahuina.
prising view. Just behind the village, perhaps 600 If the PCs refuse, the natives will treat them as hos-
metres into the woods, the mists mark the sil- tile forces in their territory and will attack.
houette of a building: An ancient pyramid, com-
pletely overgrown with moss and vines, engraved FI GH TI NG TH E ATLAC A GUARDS
with the ancient spirits of lost peoples – the Coatli
The Atlaca guards try to subdue the PCs if possible,
Temple.
and don’t fight to kill. If a PC falls to 0 health, they
leave him traumatised, not bleeding out. If the PCs
begin winning, the guards fly back into the town to call
Whether the PCs try to avoid the village or approach for reinforcements.
it directly, a group of Atlaca scouts walk up to them;
If any of the Atlaca gets away to call for reinforce-
proceed to Encounter 1.
ments, at the beginning of the next Round they are
joined by another normal encounter using a combina-
Encounter 1: The Atlaca tion of Native Warriors, Native Archers and Native
Create a normal encounter using a combination of Warrior Leaders.
Native Warriors, Native Archers and Native Warrior AFTER TH E FI GH T
Leaders.
■ If the PCs win both battles in a row, they are now
free to explore the Atlaca village, while all the inhabit-
You see a group of squat, muscular men,
ants have locked themselves up in their huts, closing
filled with tattoos and ceremonial piercings,
their doors with improvised barricades, terrified of the
walking towards you. One of them raises his hand
invaders.
and talks to you in a language you don’t recog-
nise at first. • The Atlaca guards carried strange inscribed,
jade-tipped stone spears, the PC may keep them
as weapons. Their gathered jewellery is worth
around 2 to 4 quachtli (local currency).
73
dr agons conquer a mer ic a
• If the PCs stay at the village, they eventually actually hope that someone will take away the
come across the chief priest’s hut; proceed to Coatli Stone, kill the Temple’s undead master and
Encounter 2. finally relieve them from their duty.
• If the PCs leave the village, nobody stops them • If the check fails, or if they attack Ixcahuina, they
from reaching the temple now. Proceed to are considered looters and roaming criminals;
Chapter 2: The Coatli Temple. proceed to Fighting Ixcahuina. If the PCs were
prisoners already, they are set aside for sacrifice.
■ If the PCs lose one of the battles, the guards spare
Proceed to Encounter 3: The Sacrifice Pit.
them (that is, leave them traumatised instead of bleed-
ing out), tie them up and take them to their leader. • If the check succeeds, the PCs may parley with
Proceed to Encounter 2. Ixcahuina; he is fluent in Nahuatl, Maya, Spanish
and the extinct Mokaya tongue. Let the PCs con-
Encounter 2: Ixcahuina duct the conversation as they wish, asking and
answering as they go, and using the following as
This encounter begins when the PCs walk around the excerpts from Ixcahuina’s dialogue:
Atlaca village, whether they are following or caught
by the Atlaca guards, or roaming freely after defeat-
ing them. ‘We are the Atlaca.We are caretakers; we
live at the shadow of the Temple.’
At a first glance, this village resembles ‘We did not build. The Mokaya built those ruins
other settlements, with clean, well-built hous- and this village during the previous Sun.’
es and an advanced irrigation system; there’s even
a few dogs among the huts, recoiling from you as ‘The Atlaca inherited the land, inherited the
you approach. The village propably hosts a hun- care, the task; we inherited the temple.’
dred souls. The only off-putting element are the ‘Not much longer will the Atlaca keep vigil. The
designs and decoration; as if it belonged to anoth- Atlaca are fallen, diminished; we are a diminished
er era. people. Too long have we waited, too long have
As you ponder this, you see an elder man stand- we been.’
ing in your path, flanked by more warrior guards. ‘The spirits whisper to me, the Saints talk to me.
He is a gentle, older Nahua priest, dressed in the They share the stories, the gossip. I know the gos-
simple white tunic and cloth headdress of a peas- sip of the Saints.’
ant, but his skin is entirely covered in spiralled
‘Our covenant is to watch the Temple, kill the
tattoos.He slams his staff into the earth, and you
unworthy, wait for the worthy. If you are worthy,
feel dizzy for a second.
the Coatl will be born for you; it will uncoil for
you. If the Coatl doesn’t come, we kill you. That is
the covenant.’
This man is Ixcahuina, the priest of the Atlaca people.
‘I’m not the leader of the Atlaca. The leader is
Regardless of whether the PCs arrived peacefully or by
Haa’hiu, there in the Temple. Haa’hiu guards the
force, he looks at them with disapproval, squints his
Coatl; he tests the warriors. He decides if we kill
eyes and then yells in their language:
you, if you die’.
‘What do they seek? Why are they here?’
‘If you find the Coatl, we are free; we don’t need
Let the PCs conduct the encounter as they wish. If to follow Haa’hiu any more.’
they parley with Ixcahuina, ask them to perform a
‘Time is the friend of Haa’hiu; he talks to time.
Charisma action against Ixcahuina’s Competent
Time cycles, time circles. Time turns, this is
Skill.
they key to the temple.’
• The PCs suffer 2 disadvantages if they attacked
the guards previously.
• If the PCs directly confess that they wish to sack
After talking to Ixcahuina, ask the PCs to perform a
the Temple, they actually get 1 advantage on the
normal Knowledge Check (3). If the check succeeds,
action, as the Atlaca are tired of guarding the
they identify the Mokaya as the ancient dwellers of
Temple generation after generation. The Atlaca
the East Coast, a millennia-old, extinct culture that the
74
Nahua call Olmeca. If the check is a criti- battle. The PCs spend the night as Atlaca
cal failure, you may give the PCs deliber- prisoners, during which their wounds are
ately wrong information; for example, that tended and they may draw cards and re-
the Mokaya were ritual cannibals and the cover all damage and an injury of their
Atlaca surely inherited this custom. choice.
FIG HTIN G IXCAHUI NA Then, just before dawn the following day,
a group of village guards come for the PCs,
If the PCs provoke Ixcahuina into a fight, bind their hands and feet and take them
create a +2 encounter using Ixcahuina and outside the village; surprisingly, towards
a combination of Native Warriors, Native the Coatli Temple.
Guardians, Native Leaders, and Native
G M TI P They don’t reach the main pyramid struc-
If y ou want
Priests.
ture, but stop at a stone-paved court some
to tes t the Ixcahuina and his guards don’t strike to
lim i ts of th e
100 metres away from the central build-
kill. If the PCs lose the fight, they are trau- ing. The court is overgrown with vines and
pr eju d i c es of matised, not bleeding out; the guards im-
yo u r gr ou p, grass, just like the rest of the temple.
prison them and set them aside for sacri-
tr y tr i g ger - There’s a four-metre deep pit in the mid-
in g a xeno- fice. Proceed to Encounter 3: The Sacrifice
Pit. dle of the court; the guards throw the PCs
phobi a c hec k
of one of the down the pit. Every PC must perform an
PC s towar d s
AFTE R THE E N CO UNTER Athletic action confronted by a level 2
Ixc ahu i na. If ■ If the PCs befriended Ixcahuina, he lets TSE (the fall itself). If the PC loses the con-
fai l ed , the P C them go on their way to the Temple; as he frontation, he suffers 1 point of damage
m ay d o or s ay
sees it, if the PCs are intruders, the Temple for every point of difference between his
som eth i ng result and the TSE’s result, and automati-
will kill them on its own. He even offers to
that of f en d s cally gains an injury.
the l ead er . let them dine and rest at the village.
■ If the PCs ask for more details on After throwing the PCs down the pit, the
Haa’hiu and the history of the Coatli Atlaca guards leave them there and return
Temple, Ixcahuina shares the informa- to their village.
tion on History of the Temple (Find it in The bottom of the pit is filled with dried
the second page of Chapter 2: The Coatli bloodstains and bleached human bones:
Temple) many people have died here.
■ If the PCs defeated Ixcahuina and his There’s nobody watching below, so the
guards, they may explore Ixcahuina’s hut; PCs are free to declare actions once they
besides a 47-quachtli loot of assorted jew- are left alone.
ellery and arcane reagents, they find an
■ The PCs may try to cut their bonds with
ancient codex carved in stone, detailing
how the Temple door works (as described a jagged piece of rock or bone; this suc-
in Chapter 2, Encounter 4: Opening the ceeds automatically and requires no check.
temple). ■ The PCs may try to bind their wounds
■ If the PCs killed Ixcahuina, the other
through the Medicine skill, correcting in-
villagers won’t dare exit their homes until juries and regaining health lost from the
the PCs have left the village. fall.
■ The PCs may try to climb outside; how-
■ Once the PCs leave the village, proceed
to Chapter 2: The Coatli Temple. ever, as soon as any of the PCs tries to
climb out of the pit, something happens...
Encounter 3: As the sun shines over the edge of the
The Sacrifice Pit pit, the shadows begin to move… only they
move unnaturally, like they were not fol-
This encounter only takes place if the PCs lowing the light, but bothered, stirred, by
failed to befriend Ixcahuina at the village it.The shadows are moving.
and were defeated by the Atlaca natives in
These are shadow spirits conjured by the
75
dr agons conquer a mer ic a
A F T E R T H E E N COU N TE R
If the PCs survive the fight, they may now exit the pit
with no problems.
There are enough ancient weapons among the pit
bones to outfit every PC in the team, as replacement
for their lost equipment; every PC may take a magi-
cal macuahuitl or magical stone spear and an ancient
leather shield.
■ If the PCs continue to the Temple, proceed to
Chapter 2.
■ If the PCs return to the village to recover their
equipment, run Encounter 2 again, except that the
priest is much more likely to parley with them now,
as he’s impressed that they managed to escape the pit.
• If the PCs fight Ixcahuina again, this time it’s to
the death – they are not taken prisoners again.
• If the PCs manage to befriend Ixcahuina, he re-
turns their equipment to them (besides giving
them the information detailed in the encounter).
Due to budgetary constraints, Episode 0 uses several illustrations that belong to Episodes I & II and thus their
depictions may not accurately match the NPCs described in the text.
76
Chapter 2:
the coatli templE
The outer circle has 52 notches, marked with 52 ancient
After a few minutes, you notice the ter- Mokaya kings or saints.
rain is slowly sloping upward. Only it’s not the
Any PC can recognise these symbols without a check;
terrain. The earth, roots and undergrowth cover
calendar divisions and cardinal directions are a com-
actual carved stone steps. The jungle grew over a
mon element of most Mesoamerican cultures, and have
large stairway, and you are ascending it.
been for centuries.
There is a smaller, hand-sized dial on the wall beside
As your climb ends, you reach a great pyrami- the disc, marked with 52 notches. By rotating this dial
dal structure, with carved spirits and monsters on one notch, each of the four circles in the larger disc
every side and a half-dozen, half-eroded columns rotates independently by one notch.
marking the way to its main staircase.
Other than this contraption, there’s no way into the
There’s an eerie silence, as if even the jungle pyramid; the PCs must decipher how to open the disk
creatures had learned to be quiet in the building’s to enter the temple.
presence.
To understand how the disk works, ask the PCs to
perform a normal Knowledge, Perception or Rites
check (3). If the check succeeds, give them one or more
Let the PCs explore around the temple as they wish; (your choice) of the following facts:
it’s all Olmecatl (Mokaya) architecture, which some PCs
may recognise based on their skills, while most may ■ The only way to align all four circles is to find a
not. As soon as the PCs climb the staircase to the top of number of turns that causes each disk to complete a
the pyramid, proceed to Encounter 4. number of full rotations.
■ The notches in the circles are slightly misaligned;
Encounter 4: it’s clear they must be aligned for the disk to open.
Opening the Temple ■ To align a circle, it must make only full rotations;
As the PCs reach the top of the stairs, they find a that is, turn the exact number of notches it requires to
large stone chapel in the shape of a huge dragon head. complete its full count. A partial rotation will misalign
There seems to be no entrance to the building, but the the circle again.
dragon head’s mouth seems to be holding a time disk, ■ To make all the circles make exact full rotations
wider than a man’s height. with the same number of turns, the PCs must find a
The disc consists of four concentric circles. Each cir- common multiple to all four circle notch divisions (4,
cle is divided in a different number of notches, marked 13, 20 and 52), and turn the dial that number of notch-
as follows: es, so that the four circles turn by a number of notches
that causes them to complete full rotations.
The inner circle has 4 notches, marked with the 4 directions.
The right answer is ‘260’, which is also the num-
The second circle has 13 notches, marked with the 13 cal- ber of days in the Aztec ritual calendar. By turning
endar signs. the smaller dial 260 notches, all four circles will make
The third circle has 20 notches, marked with the 20 days exact full rotations: the inner circle will make 52 rota-
of the lunar count. tions, the second circle 20 rotations, the third circle 13
rotations and the outer circle 4 rotations.
77
dr agons conquer a mer ic a
This temple was not part of any city, but a stop for religious pilgrims and journey-
ing kings or diplomats. Here, the ancient priests gave blessings, food and water to
travellers, or made the trip themselves to sanctify a building or a new royal birth.
The head of the priests was Haa’ hiu, the Chanter Man; they said
it was him who first learned and taught others how to pray and
give worship to the spirits and Saints of the otherworld.
Once Haa’ hiu fund a strange stone, the size of a large water gourd, but
polished as a gem and heavy as a boulder. Haa’ hiu ordered the stone
brought to the temple, and it took three men to carry it back.
The first night after the stone was carried to the temple, thunder rumbled
and the skies parted, and a dragon flew down to the pyramid. It was the Old
Dragon, the Heaven Snake, which the Nahua call Mixcoatl; and he had come to
talk to Haa’ hiu, for the stone was one of his eggs and he wanted it back.
Haa’ hiu didn’t return the egg, but instead threatened the Old Dragon;
he said that Mixcoatl and his kin should serve mortals from that day on-
ward, or else Haa’ hiu would kill the egg and Mixcoatl’s son.
The Old Dragon accepted the deal, but on the condition that mortals sacrificed
their children to the dragons, just as Mixcoatl had sacrificed his child to mortals.
Thus, the covenant was sealed, and the Mixcoatl dragons came down to hu-
man cities and blessed and protected them, and in exchange mortals fed them
with their children. And the Dragon Stone, the Ancient Stone, remained in the tem-
ple as a witness of the pact; and the egg never hatched, and the dragon never
was born, because it was a witness to the pact between dragons and mortals.
But one day there would come warriors, Haa’ hiu knew; warriors that would break the
covenant between dragons and mortals. When that happened the egg would break and
the dragon would be born, and he would be like his father in glory and godlike might,
and he would serve the warriors that came for him. So Haa’ hiu didn’t die, but remained
a living shell, a deathless guard, watching over the temple for centuries after centuries,
until the age of the breaking of the covenant; until the warriors came that could re-
claim the egg of Mixcoatl and summon the Child of the Old Dragon to battle.
78
When they think they have the right answer, they The PCs are under attack by shadow demons. Create
must press the dial to open the stone disk that will lead an easy encounter using shadow demons.
them into the temple. However, each time they press
before they align the circles properly will spawn a vio- AFTER TH E ENC OUNTER
lent Shadow Demon right next to them. If the PCs survive the fight, they may continue de-
If the PCs are stuck with the solution to the puzzle, scending the stairs until they reach the bottom – a long
ask them to perform a hard Knowledge, Perception stone passage leading deeper into the pyramid.
or Rites check (6). If the check succeed, you may give The stairs and the passage are filled with stone en-
them a clue such as ‘how many days are in a ritual gravings of men and monsters in sequence. This is ac-
year?’ or ‘what do you do when you need to find a com- tually a codex, and it’s telling a story. If the PCs stop
mon number with no fractions?’ to examine the engravings, they learn the information
contained in the History of the Temple sidebar.
A F T E R T H E E N COU N TE R
At the end of the passage there are three paths; one
Once the disk is open, the PCs may enter the Temple.
goes straight ahead, another goes left and another goes
Read the following aloud as they go inside:
right.
The inside of the Temple is dark, but not If the PCs take the left path, proceed to Encounter 6.
entirely as might have been assumed of such If the PCs take the right path, run Encounter 7.
an ancient, forgotten building; you notice there
If the PCs continue ahead, proceed to Encounter 8.
are small lighted censers, cleverly placed behind
columns and crevices to give a dim light to the in-
terior chambers. It might be assumed the villagers Encounter 6: The Second Test
keep the censers lit.
The path ends in a closed stone door a few metres
The walls are carved with strange monster faces later. The door may be pushed inward with some effort
and naked human Saints, made monstrous by the (it is an automatic success).
shifting shadows from the flickering flame of the
censers. This is a bare stone room, with no furni-
As you step into the inner chamber, the floor ture other than the familiar, flickering torches
shifts slightly, and another mechanism slowly re- hidden in the corners - and a large stone statue at
veals a descending staircase. the centre. The statue, as tall as a man, represents
an upright snake.
As the PCs reach the stairs, proceed to Encounter 5. When your eyes adjust to the dim light, you
notice the snake’s jaws hold a metal object that
glints by the torchlight: an engraved half-disc
Encounter 5: The Temple Stairs
made of gold.
As the PCs descend the temple stairs, they begin see-
ing things and hearing voices.
If the PCs approach the snake, ask them to perform
The shadows seem to move unnaturally. At a Perception check (+3) to notice that the floor tiles
first you assume they are the flickering projec- are shifting plates, and there are suspicious slits on the
tion of the lighted censers, but soon realise they walls.
seem to move on their own, as if the light both- If the PCs fail the check or willingly step on the shift-
ered, rather than create, them. Then there seems ing plates, a barrage of darts comes out from the slits.
to be someone speaking at the edge of your hear- Ask the PCs to perform an Athletic action, confront-
ing, a low and rasping voice. You can’t understand ed by a level 2 TSE. For every point below the needed
the words, but they seem to be something like result, the PCs suffer 1 point of damage.
“kaya… Haa’hiu… Q’uum kaya Haa… Haa kaya…”
The PCs may avoid the darts by crawling close to the
floor as they approach the statue.
If the PCs avoid the darts, the darts lodge on the stone
Then one of the shadows takes on the full form of a snake, precisely hitting matching slits on the statue’s
monster, and strikes at you.
79
dr agons conquer a mer ic a
body. The darts are feather-shaped obsidian knives, ■ If the PCs try to find a secret exit or mechanism,
and when they hit the snake body it looks like they are ask them to perform a Perception or Rites Check (+3).
covering it in feathers. If the check succeeds, they notice there are shifting
plates on the floor, one in front of each of the four
If the PCs reach the snake without being hit by the
dragon carvings on the walls.
darts, be it by crawling or by defeating the trap with
an Athletic action, the snake, now covered in obsidian ■ In three turns, the room will become entirely flood-
feathers, animates and attacks the PCs. Create an en- ed and the PCs will start drowning.
counter against one Itztlicoatl.
■ The PCs may reach and grab the golden disc from
If the PCs defeat the snake or reach it without animat- the second turn.
ing it, they may take the golden half-disc on its mouth;
If a PC kneels in front of one of the dragons, the pres-
it is one half of the key required to enter Encounter 8.
sure plate causes a mechanism behind the wall to ‘open’
the dragon’s mouth, letting the water drain through.
Encounter 7: The Third Test
■ The pressure plates in front of each dragon carving
The right path leads to a stone arch. are only activated by kneeling; not standing or press-
Read the following aloud when the PCs cross the ing in any other way.
threshold: ■ At least two of the plates must be kneeled on, and
two of the drains activated, for the water to actually
recede; otherwise it will flood the chamber anyway.
This chamber of white stone is complete-
ly empty, save for bas-reliefs of the four drag- ■ After the first turn, kneeling on a plate requires
ons on the walls: the Sun Dragon of the East, the diving against the water pressure. If a PC wants to
Storm Dragon of the North, the Heaven Dragon of kneel after the first turn of flooding, ask them to per-
the West and the Earth Dragon of the South. form a Athletic action, confronted by a Level 1 TSE.
There are symbols asking visitors to kneel be- The only way to exit the chamber is to drain the
fore the Four Dragons; Seems whoever built this water away. If the PCs succeed at doing this, the stone
temple worshipped them too. slab blocking the exit raises, and any PC trapped in the
chamber may now come out.
There is also a glint that catches your eye and
makes you look up. The golden half-disc dangling from the ceiling is one
half of the key required to enter Encounter 8.
There’s a half-disc made of gold, dangling from
the ceiling some 10 metres above you.
Encounter 8: The Tomb of Haa’hiu
80
If the PCs survive those encounters and bring both his duties away from him, and worth is measured by
halves of the key, they fit the depression and open the spilling blood – his own or that of the PCs. He sum-
door. mons a group of demon shadows – indicating it was he
who sent the others after the PCs before – and attacks
Read the following aloud as they enter the chamber:
immediately.
This square chamber is flanked by four Create a +2 encounter using Haa’hiu and shadow
censers in full view, and so its monstrous carv- demons.
ings are both better illuminated and scarier than AFTER TH E ENC OUNTER
the rest of the pyramid. There’s a stone slab on
the floor, just like the one on the entrance, except If the PCs survive the battle against Haa’hiu, they
this one doesn’t slide on its own. have defeated the most dangerous creature in the re-
gion and the power that maintained the curse of the
There’s a small, moon-shaped pedestal on a side. Coatli Temple.
An a strange codex (see the picture).
The Haa’hiu mummy owned jewellery with a total
value of 50-100 Quachtli.
The need to decipher the codex: The only way to open
As soon as the PCs defeat Haa’hiu, they hear some-
the stone slab and continue the adventure is for one PC
thing has shifted in the pyramid above. Something has
to sacrifice a bit of their own blood and drip it on the
changed about the area they came from. As soon as
moon-shaped pedestal. If the PCs don’t think of this so-
the PCs go back up to see what’s changed, proceed to
lution, they have no choice but to turn back and pro-
Encounter 9.
ceed to Chapter 3.
If at least one of the PCs sacrifices blood to the moon- Encounter 9: The Coatli Stone
shaped pedestal, they suffer 1 point of damage and the
stone slab swings open, thick billowing shadow pour- As the PCs go back upstairs and reach the top of the
ing out of it as if it was a barrel of smoke. The PCs lis- pyramid again, they notice there’s something at the
ten to Haa’hiu again in their heads, and must succeed entrance – something that wasn’t there before. A ped-
on a normal Discipline Check (3) or suffer a disad- estal has risen at the platform just outside the Temple
vantage for the rest of the encounter (those that suf- entrance, past the mechanical door with the time disc.
fer a critical failure will run out of the temple as fast And on that pedestal, there’s an oval-shaped stone,
as they can). shining under the rays of the midday sun.
81
dr agons conquer a mer ic a
Chapter 3: the
spanish forcE
As soon as the PCs come out from the temple at the • If the PCs survive the battle, regardless of the side
pyramid summit, they realise they can see the ocean they took, De Medina in person arrives to the bat-
from here – and they see a ship moored at the coast. tle site and faces them. Proceed to Encounter 11.
The ship of Captain Lorenzo De Medina.
■ If the PCs want to take advantage of the confusion
The Spanish expedition has arrived. to slip unnoticed, they must all succeed on a Stealth
Action, Confronted by the Spanish Soldiers’ medio-
Let the PCs decide what to do now.
cre skill.
■ If no more than a full day has passed (that is, the PCs
• If even one PC fails the check, the Spanish
haven’t rested more than once since they entered the
Explorers find them; run Encounter 11.
Temple), De Medina has not yet reached the Temple.
Right now, the PCs have a very short window to flee • If the check succeeds, they have all escaped no-
before the Spanish expedition overtakes them. If they tice and may now flee the area. Proceed to Ending
choose to make a run for it, or to warn the Atlaca vil- the Adventure.
lagers of the Spanish arrival, proceed to Encounter 10.
■ If the PCs are – or wish to be – in good terms with Encounter 11: Captain De Medina
De Medina, they may actively seek the Spanish explor- The PCs come face to face with a squad of Spanish
ers; proceed to Encounter 11. explorers. They demand the PCs stop and give them a
■ If the PCs have been in the temple for more than chance to surrender.
one full day, De Medina is already reaching the sum- ■ If the PCs resist, they must fight. Create a normal
mit. Proceed to Encounter 12. encounter using a combination of Spanish conquista-
dors and Spanish gunners.
Encounter 10: the Battle
■ If the PCs win the battle, or go peacefully with the
As the PCs walk down the Temple stairs, they notice soldiers, they are approached by Captain Lorenzo De
smoke coming out of the Atlaca village. It’s too late for Medina himself.
a warning; the Spanish have engaged the Natives in
■ If the PCs attacked the Spanish soldiers but surren-
battle.
der to the Captain, they may attempt a Charisma ac-
■ The PCs may run to the battle to help either side; tion, confronted by De Medina’s competent skill.
they reach the village in a matter of minutes, where
• If the PCs win the confrontation, they get on De
the carnage is still going strong. De Medina’s favourite
Medina’s good side and may parley.
butcher, the mercenary known only as Aguirre, is lead-
ing the attack. • If the PCs lose, they are taken prisoner; proceed
to Ending the Adventure.
• If the PCs side with the villagers, Create a nor-
mal encounter using Aguirre and a combination ■ If the PCs are in good terms with Captain De Medina,
of Spanish conquistadors and Spanish gunners. or present themselves as their allies, he accepts their
word and lets them join his troop. Let the PCs conduct
• If the PCs side with the Spanish, Create an easy
the negotiations as they wish, using any or all the fol-
encounter using Ixcahuina (if the PCs haven’t
lowing excerpts as part of De Medina’s dialogue:
killed him already) and a combination of Native
Warriors, Native Warrior Leaders and Native
Priests.
82
■ If the PCs win on a confronted Charisma action
‘T’was the will of God that we met here.’ against De Medina’s competent ability, he prom-
‘The Natives didn’t want to listen to reason.’ ises them a valuable share of the gem’s profits,
seeing as how it was them who secured the stone.
They insisted that we were interrupting a kind He is an honourable man, and intends to fulfil the
of test of theirs, or ceremony, and attacked us.’ promise.
‘They said we were interrupting the test of ■ If the PCs haven’t finished Encounter 8, they, De
worth, whatever that meant. That we had to wait Medina’s men or a mix thereof must wait until the next
for the worthy ones to die first.’ midday and go back downstairs. Run any encounter the
‘Be as it may, hast thou been inside the Temple? PCs haven’t completed between 6 and 8, except now
en to the Temple? Hast thou seen it from the in- the PCs have the backup of a troop of Spanish soldiers.
side? Hast thou found… the stone?’ ■ If the PCs finished Encounter 8 but hadn’t yet se-
cured the Coatli Stone, Medina’s men have already re-
■ If the PCs don’t have the Stone, they may re-
moved it from the pedestal and are hauling it on Baque
turn to the Temple and try to secure it again; proceed to transport it back to the ship.
to Encounter 12. ■ If the PCs agree to let De Medina have the Coatli
■ If the PCs have the Stone, it’s unlikely they can hide
Stone, proceed to Encounter 13.
it; Captain De Medina demands they give it to him as ■ If the PCs refuse to give De Medina the Stone –
his right of conquest. or want to take it from him – they must fight, as the
■ If the PCs win on a confronted Charisma action Captain’s guards rush to stop the PCs. Create a hard
against De Medina’s competent ability, he prom- encounter using a combination of Spanish conquista-
ises them a valuable share of the gem’s profits, see- dors and Spanish gunners.
ing as how it was the PCs that secured the stone. ■ If the PCs survive the fight, proceed immediately to
He is an honourable man, and intends to fulfil the Encounter 13.
promise.
■ If the PCs have the Stone and strike a deal with De Encounter 13: The Mad Dragon
Medina, they have nothing else to do here; proceed to
Read the following aloud as the PCs prepare to attack
Ending the Adventure.
Captain De Medina or to go down the Temple Stairs
■ If the PCs resist De Medina’s men or try to attack having allied with him:
him, create a hard encounter using a combination of
Spanish conquistadors and Spanish gunners. Wait.
■ If the PCs survive this battle, De Medina has fled to- Something’s not right.
wards the Temple. If the PCs wish to pursue him, pro-
ceed to Encounter 12. Otherwise, they may escape at Baque, De Medina’s black dragon, begins fuming
last; proceed to Ending the Adventure. at the nostrils, and swaying its head erratically.
La Gaditana, its rider, tries to calm the beast
Encounter 12: The Summit down, but the monster swaps her aside with a cas-
ual flick of its tail and sends her flying over the
This encounter only takes place if the PCs return to edge of the pyramid.
the top of the Coatli Temple after the Spanish soldiers
have massacred the Atlaca village. The other soldiers immediately draw swords, as
Captain De Medina takes a couple of steps back-
At the pyramid summit, the PCs encounter Captain ward, looking sideways at his ship, moored at the
Lorenzo De Medina, escorted by many of his soldiers. beach a kilometre away.
Waiting for them at the summit is a black dragon
the size of a large bull; it’s Baque, De Medina’s drag- While you – and De Medina, it seems – consider
on, along with his rider, the woman known only as La your options, the crazed dragon starts a carnage
Gaditana. among the soldiers. What is happening?
■ If the PCs have already secured the Coatli Stone,
De Medina demands they give it to him as his right of
conquest.
83
dr agons conquer a mer ic a
84
Ending the
adventurE
T H E R E AR E M A N Y ways the PCs can finish this adventure.
Here’s a few suggestions:
85
dr agons conquer a mer ic a
86
87
dr agons conquer a mer ic a
Non player
characterS
FIND HERE THE NPCS you will need to run this adventure.
88
Ixcahuina Native archer
level 2 initiative 1 level 1 initiative 3
CO M PE TE N T R it . , K n o w . , Ch a r. 7 (3 ) C OMPETENT Sho o t., Ste., Ath. 4 (2)
ME D I O C R E 2 (2 ) MED IOC R E 2 (1)
attack attack
ME LE E 1- MELEE 1+
RA N G E D 0 R A NGED P i erc i ng 2+
Health 3 Health 3
A R M OUR 0 A R MOUR 0
MAG I C R E S I S TA N C E 2 MA GIC R ESISTA NC E 0
Due to budgetary constraints, this adventure uses illustrations that may not accurately match the NPCs described
in
89the text.
dr agons conquer a mer ic a
attack attack
M E LE E 2+ MELEE Co nc ussi o n 4+
R AN G E D P ie rc i n g 3 R A NGED 0
Health 4 Health 5
AR M O UR S of t 1 A R MOUR So ft 1
M AG I C R E S I S T A N C E 0 MA GIC R ESISTA NC E 0
Strong attack
REACTION: After declaring a strong attack, he
gains blunt and causes three deterioration to his
target’s weapon or armour. If the target was an
NPC, he’ll gain either blunt or ripped instead.
90
Native priest Shadow demon
level 1 initiative 2 level 2 initiative 2
CO M PE TE N T R it . , S te. , M ed . 5 (2 ) C OMPETENT M el., Ste., Ri t. 6 (3)
ME D I O C R E 1 (1 ) MED IOC R E 4 (1)
attack attack
ME LE E 1- MELEE P i erc i ng, ma gi c a l 2+
RA N G E D 0 R A NGED 0
Health 3 Health 7
A R M OUR 0 A R MOUR 0
MAG I C R E S I S TA N C E 1 MA GIC R ESISTA NC E 1
91
dr agons conquer a mer ic a
Itztlicoatl Haa’hiu
level 2 initiative 1 level 2 initiative 2
C O M PE TE N T M el. , S t e. , R i t. 6 (2 ) C OMPETENT M el., Sho o t., Ri t. 8 (3)
MEDIOCRE 2 (2 ) MED IOC R E 5 (2)
attack attack
M E LE E P ois ono u s , ma g i c a l , 4+ MELEE Fea r, ma gi c a l 2+
R AN G E D 0 R A NGED C ONC USSION, FEA R , MA GIC A L 2+
Health 5 Health 8
AR M O UR H a r d 2 A R MOUR So ft 1
M AG I C R E S I S T A N C E 1 MA GIC R ESISTA NC E 2
AG G R E S S I V E ‡ MY T H I C A L C RE A T U RE C UNNING ‡ MYTHIC A L C R EA TU RE
M OV : 10m ‡ W E I G H T : 150kg ‡ H E I G H T : 150cm MOV: 5m ‡ W EIGHT: 45kg ‡ HEIGHT: 164cm
92
Spanish Spanish gunner
conquistador level 1 initiative 2
level 1 initiative 2 C OMPETENT Sho o t., Ath., Di s. 5 (2)
ME D I O C R E 2 (1 ) attack
attack MELEE 2
RAN G E D 0 Health 4
Health 4 A R MOUR So ft 1
A R M OUR S of t 1
MAG I C R E S I S TA N C E 0
Strong attack
REACTION: After declaring a strong attack, he
gains blunt and causes three deterioration to his
target’s weapon or armour. If the target was an
NPC, he’ll gain either blunt or ripped instead.
93
dr agons conquer a mer ic a
attack attack
M E LE E P ie rc ing , mag i ca l 3++ MELEE M a gi c a l 2+
R AN G E D P I E R C I N G , F E A R, RE L O A D 3 R A NGED 0
Health 5 Health 3
AR M O UR H a r d 2 A R MOUR 0
M AG I C R E S I S T A N C E 1 MA GIC R ESISTA NC E 1
94
La Gaditana
level 2 initiative 4
CO M PE TE N T Mel. , S h o o t . , A th . 7 (3 )
ME D I O C R E 4 (2 )
attack
ME LE E P ie rc ing , ma g i c a l 3++
RAN G E D P I E R C I N G , F E A R, RE L O A D 3
Health 4
A R M OUR H a r d 2
MAG I C R E S I S TA N C E 1
AG G RE S S I V E ‡ S PA N I S H
M OV : 5m ‡ W E I G H T : 71kg ‡ H E I G H T : 170cm
95
dr agons conquer a mer ic a
BAQUE
EXTR A CONTENT
96
Peasant Young Female Maria Milagros Castañeda Spanish Christian
1 3
1 Renown (Conquistadors)
Brave (good)
Indomitable (neutral)
2 Reckless (bad)
Prejudiced
x 0
5
1
100
5 xx
2 x
0 x
4 x
2 x
0 x
1 x
1 x
1 x
3 xx
0 x
2 x
4 x Fear
2 x
Conquistador
3 x
Ritual protecting the faithful. Common spells Pater noster (INSTANT: Spend 1 Spirit
97to gain an advantage. It does not stack) and Ave Maria (INSTANT: Spend 1 Spirit to gain 1 magic
Forged.
Strong attack II (REACTION: Suffer 1 deterioration to cause 2 deterioration/dull/ripped)
Point attack (REACTION: Using both hands suffer one disadvantage to ignore hard armour)
Conquistador armour R R C B
Gambeson R C B
98
Peasant Old Male Sebastian Alonso Spanish Christian
1 1
1 Terrible secret
Curious (good)
Avaricious (bad)
0 Prejudiced
x 3
4
5
100
2 x
0
0
2 x
1 x
0
1 x
4 xx Literate, languages expert (maya, mexica)
1 x
4 x
2 x
2 x
3 x Race
Priest
2 x
Rituals conversion. Common spells Pater noster (INSTANT: Spend 1 Spirit to gain an
99
advantage. It does not stack) and Ave Maria (INSTANT: Spend 1 Spirit to gain 1 magic resistance
until the end of the Scene)
Conquistador sword 3++ Piercing D C B
d rdargaognos ncsocnoqnuqe u
r earmaem
r ei c
raic a
Forged.
Strong attack II (REACTION: Suffer 1 deterioration to cause 2 deterioration/dull/ripped)
Point attack (REACTION: Using both hands suffer one disadvantage to ignore hard armour)
Gambeson R C B
The Cross (REACTION: After performing a Transcend check, regardless of the result gain one spirit).
100
Peasant Young Female Jatziri Mexica Mexica
1 3
1 A daughter in Tenochtitlan
x Careful (good)
Beautiful (good)
0 Fear snakes (bad)
Prejudiced.
0
4
0
100
1 x
3 xx
2 x
1 x
5 xx
0 x
2 x
1 x
0 x
4 x
0 x
5 xx An eye for traps
2 x
2 x
Tomb raider
2 x
Ritual bloodletting. Common spells Nonotza Blessing (ACTION: Spend 1 Spirit to discard
101
a card to draw a card) and Penance (CEREMONY: Spend 0 Spirit and suffer one injury to lose as
much Corruption as your level).
Quauholol i mace 3+ Concussive F C B
d rdargaognos ncsocnoqnuqe u
r earmaem
r ei c
raic a
Primitive.
Escaupil armour R C B
Forged.
Evil protection (Ignore the ill effects (other than Fatigue) of the gear you carry)
102
Peasant Adult Male Citlatli Mexica Mexica
1 2
1 Debts in Tenochtitlan
Curious (good)
Addicted to coca (bad)
x 0 Prejudiced
5
1
100
2 xx
1 x
1
1 x
2 xx
0 x
5 xx Charmer (Mexica, maya)
3 x
1 x
1 x
0
3 x Spy soul
2 x
3 x Nation
Pochteca
4 x
Ritual drug ceremony Common spells Nonotza Blessing (ACTION: Spend 1 Spirit to
103
discard a card to draw a card) and Penance (CEREMONY: Spend 0 Spirit and suffer one injury to
lose as much Corruption as your level).
Macuahuitl 4+ Concussive F C B
d rdargaognos ncsocnoqnuqe u
r earmaem
r ei c
raic a
Primitive.
Strong attack III (REACTION: Suffer 1 deterioration to cause 3 deterioration/dull/ripped).
Obsidian edges (Until this weapon suffers its Special deterioration effect, it has Piercing.)
Escaupil armour R C B
Forged.
Maps of the Empire (You always know where you are and where is where you are going if it is
within land known to the Mexica)
5x Coca leaves (REACTION: After declaring an Athletic action, consume this item to gain one advantage.
After consuming them more than once per Session, perform a normal Discipline Check (3), if you fail, gain the
“Addicted to coca (bad)” trait. If you already had it, instead suffer a head injury.)
104
Additional geaR
G I V E T H E F O L L O W I N G gear to the characters when they find it through-
out the course of their adventure.
ME LE E 2+
R each
m i n
Co
Spear wall
REACTION: If you have allies on both your left and right
sides within 2.5 metres, gain one advantage.
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dr agons conquer a mer ic a
ME LE E c on c us s ion , mag i ca l 4 +
Co
Magical stone spear PR IMITIVE ‡ 24 Q UACHT L I
ME LE E m a g ic a l 2+
R each
m i n
Co
Spear wall
REACTION: If you have allies on both your left and right
sides within 2.5 metres, gain one advantage.
Leather shield
REG UL AR ‡ 15 QU A C H T L I
o n!
g So
m i n
Co
Shielding II
REACTION: After losing a confrontation against an at-
tack, cause up to 2 deterioration to this item to add
that many points to your action value. If you could
have won the confrontation with your modified action
value, your opponent’s action fails.
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dr agons conquer a mer ic a
So what’s next?
core book march 13th
D R A G O N S C O N Q U E R A M E R I C A will continue its journey on
Kickstarter. Starting March 13th, we will fund the core book of this setting,
a comprehensive compendium of the lore and rules of the game.
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FeedbacK
T H I S D O W N L O A D A B L E D O C U M E N T has many purposes, chief among
them our need to gather your insights to make the best possible game. You have
many ways to take part in this process as you can see below. Whichever you
choose, we’ll be eternally grateful.
■ discord.gg/FqBe4pk
■ goo.gl/forms/ciCdwls2KXdVHepk2
■ goo.gl/forms/arbtXlQmFbdvIkPJ2
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dr agons conquer a mer ic a
S T A GE 1 C R E DIT
Shoutout in the core book Kickstarter campaign.
S T A GE 2 C R E DIT
Collaborator credit in the Core Book
S T AGE 3 C RE DIT
Playtester credit in the Core Book
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This is just the
beginninG
T H E W O RL D O F DRAGONS CONQUER AMERICA WILL EXPAND IN UNEXPECTED WAYS. WITH
YOUR HELP, WE WILL BE ABLE TO EXPLORE IT IN FULL.
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dr agons conquer a mer ic a
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112
credits
113