Professional Documents
Culture Documents
ARC
sensitivity reading
Alexander Saify
in partnership with
Exalted Funeral Press
special thanks to
BJ Recio, Rachel Teng, Erich Lichnock
and the 2,272 Kickstarter backers who
made ARC a reality.
share this game to a friend, community copies friends through your own homespun story.
How do I play ARC? 20
A B O U T T H E D O O M S DAY C LO C K
Chapter One: Doom 24
A. Setting up the Apocalypse 26
The iconic Doomsday Clock is a trademark of the Bulletin of the Atomic Scientists,
B. Orchestrating the Omens 30
an independent, nonprofit media organization. All rights reserved. The Doomsday
Clock, which has been called “the most powerful piece of information design of the 20th
C. Building the Doomsday Clock 32
century,” was created in 1947 as a metaphor to communicate humanity’s proximity to self- D. When Doom is Vanquished 35
destruction. The Bulletin mission is to equip the public, policymakers, and scientists with E. When Doom Vanquishes All 36
the formation needed to reduce man-made threats to our existence. It was founded in 1945
by Manhattan Project scientists who “could not remain aloof to the consequences of their Chapter Two: Hero Creation 38
work.” For more formation, https://thebulletin.org/
visit
Step 0: Inspect the Character Sheet 42
Social Skills 47
Rest and Recovery 81
Physical Skills 48
D. Evolving Your Hero 81
Pragmatic Skills 49
Chapter Four: Spells & Techniques 84
Prowess Skills 50
A. Performing Spells & Techniques 86
Step 4: Determine Inventory 52
B. Replenishing Spells & Techniques 86
List 1: Damage and Defense 54
C. Learning Spells & Techniques 87
List 2: Supplies and Sundries 55
List of Spells 88
List 3: Oddities and Valuables 56
List of Techniques 97
List 4: Spells 58
List 5: Techniques 59
Chapter Five: Guide Toolkit 104
Step 5: Answer Character-Building Questions 60
A. Ratings and Scales 106
Step 6: Determine Bonds 60
B. Creating Custom Characters and Adversaries 109
Assistance 70
Appendices
Roll and Outcome 71
Appendix 1: Sample Hero Creation 124
Upgrading the Outcome 72
Appendix 2: Sample Scene and Skill Check 127
Acting as a Group 72
Appendix 3: Sample Conflict 130
B. Conflict 73
Appendix 4: Sample Doom 134
Turns and Rounds 73
Appendix 5: More Sample Heroes 135
Actions You Can Take 74
Appendix 6: Codex of Astonishing Creatures 138
Initiative Category 77
The works of Pam Punzalan, Zedeck Siew, BJ Recio, Shao Han, Aaron Lim, Sin
Posadas, Makapatag, Samuel Mui and many more nurture a rich archipelago of ideas
and partnerships that defy monoliths and hegemonies.
I dedicate this game to RPGSEA and to all who infuse their unique perspectives
and experiences into their stories. I also dedicate ARC to all starry-eyed game
designers yearning for inspiration, collaboration, and community to guide them
towards ever grander dreams. May you find your sea.
—momatoes
Manila, June 2021
12 13
14 15
WHAT
“ ISARC?
His hands shook. The sword
had never felt heavier than this
moment but the champion beside
him didn’t seem to notice—or care.
ARC is a rules-light, tension-heavy
“Not to put too fine a point on it,
but erm,” he stammered, “won’t
fantasy tabletop role-playing game
our lives be in danger?” where anyone can create urgent stories
ticking down to a seemingly inescapable
She looked him dead in the eyes. apocalypse.
“The world is ending. It’s the least
we can do.”
16 17
WHY Play
ARC
PLAY
ARC?
IF YOU’RE
Play ARC to:
READY
Escape to a world filled with
1 MEMORABLE,
HEART-RACING TALES.
to slay the
Challenge awaits you. Can you overcome looming obliteration?
WHO IS
WHAT DO I THE GUIDE?
NEED The GUIDE is a player who helps set up the story and world for the heroes.
They conceptualize the plot and build a sandbox that reacts to what the
AN D L A ST LY
• a few hours of free time, respect for fellow players, and a willingness The GUIDE'S experience and comfort are Chapter 5 delves
portant, too.
to save the world. into this in more detail, but a welcoming game where stakes are okay
is a healthy target for anyone to aim for. ARC is also carefully designed
A NOTE ABOUT DICE and written to ease common burdens for GUIDES—so anyone regardless of
Throughout the book six-sided dice are referred to as “d6.” If there a experience level can focus on transforming imagination to adventure.
number before that, you roll that many dice. A 2d6 roll, for example,
means you roll 2 dice simultaneously. Ultimately, all you need is the desire to create stories with everyone.
20 21
For example, the GUIDE could say, “You reflects this change prompting another plus an applicable APPROACH SCORE. Other important rules such as CONFLICT,
come across a koi pond—no, a koi lake— response from the players. So it goes APPROACH SCORES track how well staying alive and growing from
so huge it feels it can span over half your until the tale made. a hero solves problems in a particular experience are discussed in Chapter 3.
village. Your eyes are caught by a giant,
pale-haired woman lying in the lake and Stories are built atop a foundation of
PLAYER 3: My IMPOSE is 2. I think I'll use a CONCERTED approach to get her attention as
looking a little bored. Large, colorful fish collaboration and conversation.
enthusiastically as I can. I have a 1 in CONCERTED, so my TN is 3. I roll...a 2!
GUIDE: Your 1d6 roll is lower than the TN, so you succeed in getting the giant's attention!
PLAYER 1: OK, aside from the giant, what else do we see?
She stands up to her full height. She's so massive she casts a shadow over you all and
GUIDE: Three or four orange koi swim the lake, they're about the size of a bus. There's blocks the sun. She growls, "Who dares disturb my reverie?" What do you do next?
some ldlife but they seem very tame; they look at you curiously. It's peaceful otherwise.
PLAYER 2: The giant...does she match the description that the nkeep gave us? If so then I
think she's the one we've been looking for...
While heroes move through the shared world, the
Doomsday Clock ticks to its end.
You take actions building the story. At set intervals the real-time DOOMSDAY CLOCK advances, heralding DOOM'S
Each player role-plays a hero, a In our example above a player may say, arrival. Heroes must address the pending dilemma within a time period or suffer
character in the game. When a hero “OK, I’ll grab her attention.” The guide its dire consequences.
performs a risky action in the story may respond: “She’s a little far out—
the deed’s outcome may be resolved you’re just a tiny speck in her vision—so GUIDE: Another hour passes, so the DOOMSDAY CLOCK advances by one. Two MOMENTS
using a SKILL CHECK. I want you to make a SKILL CHECK to go—two more hours—before DOOM arrives.
with IMPOSE.”
Read Appendices 2, 3 and 4 for more play samples
22 23
HOW DO I
READ
N O T E S O N
TIME, LENGTHS
& PRONOUNS
ARC?
GUIDE, head to Chapter 1 to jump into setting up a story with everyone.
Everyone should also read this chapter to learn about DOOM and how it
TIME There are two types of time: IN-STORY TIME and REAL-TIME. In-story marks
impacts the adventure. The sections on OMENS and the DOOMSDAY CLOCK,
the passage of time thin the narrative; real-time marks the passage of time our
in particular, are portant.
real world. A rest taking 3 hours in-story, for example, can simply take up 2 minutes
in real-time. These two types of time are labeled accordingly to avoid confusion.
Players can make heroes by following Chapter 2.
Chapter 3 delves into the game’s core rules: your foundation for playing an
LENGTHS & SHORT DISTANCES are HEIGHTS
dicated by . This approximates
adventure. The writing targets players, but the GUIDE should also read it so
the average height of a person and is around 5–6 feet or 1.5–1.8 meters.
they can run the game.
GUIDE, if you need help running a game, Chapter 5 is for you. It has guidance
As for pronouns you should use for other heroes or players, it’s best to ask first as a
and principles applicable to any game. It also has a useful table for creating
sign of respect.
custom characters and adversaries.
Lastly, the Appendices have a plethora of sample heroes, scenes and even
CONFLICT. The final appendix contains the CODEX OF 36 ASTONISHING
D
The Doom is a cataclysmic
event threatening to devastate
O
CHAPTER ONE
the world of the heroes or
their people. In ARC, the
Om
heroes’ goal is preventing this
apocalypse.
“
The DOOM is determined by DOOMS ADVANCE AT
“It’s too late,” the princess whispered, voice the GUIDE and players. It can A TERRIFYING PACE
CHAPTER 1 | DOOM
cracking. The three held each other tightly, as if be large in scope—for example, EVEN WITHOUT PLAYER
a world-sundering earthquake INTERVENTION: WAITING
they could keep the cold away with what little
triggered by a goddess’ death—or FOR NO ONE AND ALWAYS
heat they had. They’d failed to stop the Doom. more timate—the departure of MOVING FORWARD.
Now the world would suffer with their mistake. beloved spirits, a cruel heartbreak,
or the farewell of an era.
26 27
A. The following two questions are essential and must not be skipped.
GUIDE, any idea you have for the story and its DOOM may be refined further 5 | Do we have the same understanding on playstyle and safety?
with the players’ help. The following questions can help. You can be as loose or as An important but often forgotten step is ensuring everyone on the same page
specific as you'd like; you can even pull inspiration from favorite books or media. on playstyle and safety. Some are OK with sad endings; others hate combat; some
The only important detail is that this world must eventually be peril. want a punishing challenge. And when it comes to safety, everyone has unique needs
and perspectives. Check in how as a group and as individuals you can be aware and
1 | Which kind of setting resonates with 2 | What characters do you want to play empowered to stand up for safety. What can help everyone feel comfortable raising
or intrigues you? in this world and how did they meet? concerns? Should the group avoid certain topics? Everyone—not just the GUIDE—
has a stake creating and maintaining a welcome, supportive space.
—Magical realism a Southeast Asian —Grand, larger than life heroes
context? who met in a world-spanning
—A blend of 1920s' gangster culture and competition? GUIDE, once this is done, you must flesh it out further by asking yourself a fe ore
competitive yet mystic alchemy? —A gathering of clerics from different questions. You can read the questions now and answer them after the players have
—A war-torn world, where hulking faiths, united by a common cause? made their heroes (Chapter 2). This time, you don’t need to share your answers.
sentient weapons forcibly laid down —The archmage's only heirs, except
their arms? none of you know each other? 6 | What kind of Doom incorporates the setting's themes alongside heroes' rumors,
—A post-apocalyptic setting, where —A troupe of bards, all half-siblings? bonds and personalities? Note each player’s answers to Hero Creation’s character
a Bad Thing has irreversibly occurred? —A family of werewolves avenging building questions, and build bits of the story from there. Will the apocalypse be
CHAPTER 1 | DOOM
—Medieval fantasy with frog wizards? their scions? war? A cruel winter? A heartbreaking wedding? DOOMS manifest in different ways
—Something else entirely? —Something else entirely? though the dread they inspire universal.
CHAPTER 1 | DOOM
3 | Are there themes you want to see in the story? Subplots are formalized 7 | What subplots can heroes discover and pursue?
through game mechanics —The children have ceased laughing.
—The dark side of anointed heroes? —The tender fragility of nostalgia? and are called “OMENS”— —Books are being burned for blasphemous content.
—Court and chivalry? —Homecoming? discussed in complete —The exiled prince returns, their eyes a strange blue.
—Cold revenge? —Something else entirely? detail in the next section. —Something elese entirely? ...continued next page
28 29
8 | What memorable ideas, events or characters can support your story?
Remember two things: your time limits and the plain fact that stories will and always
change on the fly. So don’t bind yourself to an inflexible plan—it’s possible the cool
scenario or character you envisioned won't even show up in the story. You can still
reuse their aspects in other scenes or characters, however, so no effort is ever wasted.
So, GUIDE, you have a rough outline for a story, as well as a strong idea for the
DOOM. Now it’s time to weave it into the gameplay mechanics by introducing
D I V I S I O N O F TA S K S
While not related to story setup, it can be meaningful to discuss supporting tasks
that add value to play. GUIDE, you have the power to bring up and delegate the
following. You don't have to do these by yourself:
CHAPTER 1 | DOOM
The meteor loomed closer and closer. Humanity could
only watch and whimper as the Doom descended
on them all. There had been warning signs, strange
Omens—even a scorned prophetess—all ignored by a
people desperate to blind their eyes against the truth.
30 31
OMENS
intervention and do not wait for action.
Heroes can resolve OMENS to slow down the DOOM. Resolution happens when
they’ve removed its cause or have rendered the subplot’s impact moot. In the above
OMENS are story fronts contributing to the advancing examples, they could resolve the “local cult is hoarding gold and gems” OMEN by defeating
DOOM. While they may not directly cause the DOOM, all cult members, stealing all valuables, convincing the cult to disarm, asking the local
they speed its arrival. Think of them as mini story arcs kawal to intervene or even burning down the cult’s headquarters.
supporting and bringing dimension to the apocalypse.
GUIDE, start the game 3 OMENS
th . GUIDE, while you do not need to inform players whether they’ve stumbled upon an
OMEN, you can use the setting to give clues. For example, the town crier can proclaim
that something is amiss or a villain killed the priestess and left a calling card. The same
If your DOOM is the Say your DOOM is about And if your DOOM is goes for resolving OMENS. Use the story to show that something has happened for the
escape of a demon lord the local chieftain’s about children's laughter better. Say, the llain is shackled and imprisoned in the bowels of the keep.
hungry to consume the wedding. The OMENS being stolen by a
entire kingdom, the could be: miserable trickster god, Can an OMEN stay active even when heroes already attempted to address it? In our
OMENS could be: OMENS may include: example above, perhaps the heroes informed the kawal about the situation but told
a deeply incomplete story, resulting in the guards being ill-prepared to corral the
—The local cult is —The local bard practices —The trickster god's wife cultists. The OMEN can still be unresolved in this case. If the heroes' approach is
hoarding gold and gems a truly cursed harana. walks in the mortal mismatched or significantly inadequate, the story should reflect a non-improvement.
for a secret ritual. —The Fairy Queen's realm, proclaiming
CHAPTER 1 | DOOM
—The lords’ council has beloved flowers are herself divorced at last. This doesn’t mean the end of the world, however—
disbanded, leaving being plucked for a —Strange plants sprout
or does it?
CHAPTER 1 | DOOM
royal defenses scant wreath, earning her ire. throughout the llage
and uncoordinated. —The wedding planner and giggle at night.
—The Grey Magus has is going around town, —The babaylan have A L T E R N AT I V E RU L I N G : S H O RT G A M E S
disappeared, leaving inviting utterly ill- fallen deathly ill, one For games less than 3 hours long, you can play with just two OMENS instead of
only a mysterious map. advised guests. by one. three to keep the story lean.
32 33
The DOOMSDAY CLOCK charts the The DOOMSDAY CLOCK is made up of For example, say you’re playing a one-session game. After 30 minutes of play,
advancing at set time tervals. Once it speed and number depend on how long 3 OMENS left you roll 3 dice, and if you roll 2 5 5, you consume two additional
MOMENTS. If all MOMENTS are consumed...then prepare for the end.
reaches its end the DOOM is unleashed. you intend to run the game.
Start
SESSIONS ADVANCES EVERY...
END
Two MOMENTS have been consumed. Appendix 4: Sample Doom
2-3 1.5 per hour of play (round up) hour
shows another example.
CHAPTER 1 | DOOM
CHAPTER 1 | DOOM
15 MOMENTS (10 x 1.5) and advances every hour.
A L T E R N AT I V E RU L I N G : S O F T E R R I S K S
4+ 1.5 per session (round up) session The DOOMSDAY CLOCK has a level of unpredictability to incite a heart-racing
sense of rapidly lost time. However, if you seek a calmer and less fickle game,
Example: for 7 sessions, the DOOMSDAY CLOCK has 11 MOMENTS you can rule that OMENS die rolls only consume a max of one additional
(7 x 1.5) and advances every session. MOMENT each time. This may also be ideal for games less than 3 hours.
34 35
D.
When Doom is
VanQuished
THROUGH SKILL AND TEAMWORK
the heroes ascend as legends of the land
THEIR NAMES FOREVER REMEMBERED.
E.
When Doom
vanQuishes All
CHAPTER 1 | DOOM
Have a brief moment of silence to DOOM and ask the players whether 1 MOMENT per total hour of play
5 A small, humble family becomes a
grieve what once was. they’d like to continue as their heroes or left.
new plague’s first victims.
create new ones. —If your game has MORE sessions,
6 A new OMEN comes to light.
restore 1 MOMENT per session left.
Hero
CReATIoN
O
CHAPTER TW
“
The child squirmed on her mother’s lap, staring
wide-eyed at the thrice-tattooed wizard. “Can
you make flowers bloom pretty?” the child asked,
cheeks blushing.
C H A P T E R 2 | H E R O C R E AT I O N
C H A P T E R 2 | H E R O C R E AT I O N
The wizard puffed on his pipe and gave a long,
languid nod. A spark of delight immediately lit the
child's eyes. “I want to be like you,” she blurted.
“I want to be magic.” The mother laughed but the
wizard just shook his head. He could not ask the
child to share the same, shadowed fate as him.
40 41
Player, you R A N D O M H E RO G E N E R AT O R
You may roll 1d6 on every list below to 1 Determine Approach Scores.
move the story quickly create a random hero.
2 Assign Blood & Guts Modifiers.
and explore the Your hero is a/an...
3 Assign Skill Ranks.
collective world 1 amphibious... 4 bureaucratic...
2 rebellious... 5 blue... 4 Determine Inventory.
through heroes. 3 nervous... 6 incandescent...
5 Answer Character-Building Questions.
You can play any hero you want as long 1 ...lion 4 ...folk hero 6 Determine Bonds.
as it makes sense the setting. You can 2 ...noblin 5 ...ball of fire
be a human, an elf, a lesser tiger demon 3 ...engineer 6 ...witch doctor Every step you have the option of with the rules, but each step in the
or a prince disguised as a pauper if it
randomly rolling instead of assigning Hero Creation process also mentions
fits in the shared world. ...who... a value. Rolling randomly can result how it'll be relevant in the game.
1 believes in a vast conspiracy in powerful heroes but you have less
Your hero’s capabilities are expressed 2 claims to be royalty from the Fallen control over how they turn out. To check out Hero Creation in action
through several aspects. Hero Creation Kingdom of Majapahit see Appendix 1: Sample Hero Creation.
fills in these details to build a well- 3 looks like they’ve seen better days The "How to Play ARC" section in the More sample heroes are available
rounded and adept personality. 4 is notorious among the transcendental Introduction already gave an overview Appendix 5.
lovers of Pasig of how your hero's aspects can interact
5 feuded with all four corners of the wind
C H A P T E R 2 | H E R O C R E AT I O N
C H A P T E R 2 | H E R O C R E AT I O N
6 perfected the recipe for capybara curry
W H AT I F I M A K E A T E R R I B L E H E RO ?
...and...
It’s natural to feel anxious about being “good enough,” especially if this is your first
1 speaks very softly.
time playing a tabletop role-playing game. Focus on having fun—that’s how you
2 is an amateur poet.
win. Defeating the Doom is just one part of it; your enjoyment matters too. It’s
3 walks on tiptoes.
easy to worry about whether your hero is strong, cool or interesting enough but
4 has an innocuous fourth eye.
what matters is that you look forward to playing as them. So long as they fit in the
5 has six fingers on both hands.
setting and want to save the world, there are no wrong decisions.
6 has white pupils.
42 43
Step 0: Step 1:
Inspect the Character Sheet Determine Approach Scores
Before anything else, take a look at the character sheet which tracks essential APPROACH SCORES represent the hero’s aptitude for solving problems and using
details about your hero. The print version provides a summary of rules at the back, skills in particular ways. Do they tend towards creative solutions? Are they careful
while the digital version displays these tips when hovering over certain words or and detail-oriented? Or do they gravitate towards resolving challenges through
phrases. The character sheet is your dear friend throughout the game; download sheer, concerted effort?
copies at arc-rpg.com.
These are the three APPROACHES: CREATIVE, CAREFUL and CONCERTED.
Player Name
Portrait
Blood 2d6 +
MOD
=
MAX CURRENT
C H A P T E R 2 | H E R O C R E AT I O N
EATIVE
NCER
CO
APPROACH SCORES determine how well your hero performs an action. Your hero’s
APPROACH SCORE plus their ranks in a relevantt SKILL set a THRESHOLD NUMBER
(TN) for a given task. You roll 1d6, hoping for a result under the threshold.
This means the higher the TN the easier it is to succeed. Consequently, higher
APPROACH SCORES are better; if you have a +3 in an APPROACH, that means you'll
still succeed at a task half the time even if you have no aptitude SKILL
the .
APPROACH SCORES can also mean life or death for your hero. If all APPROACH
Step 2:
SCORES become zero your hero falls. See Chapter 3, Life, Death and Naps for what Assign Blood & Guts Modifiers
happens next. APPROACH SCORES can also be creased during play;Chapter
see 3,
Evolving Your Hero.
zero or less, the next damage it receives reduces APPROACH SCORES instead.
TO DETERMINE YOUR HERO’S APPROACH SCORES GUTS measures the hero’s ability to withstand mental or social harm. Similarly if
Assign each of the following scores to an APPROACH: +0, +1 and +2. GUTS is reduced to zero or less, the next damage reduces APPROACH SCORES.
T O R A N D O M LY D E T E R M I N E Y O U R H E R O ’ S A P P R O A C H S C O R E S BLOOD & GUTS can vary from day to day. When your hero wakes up from a
Roll 1d6, distributing that many points to your APPROACH SCORES. For example, LONG REST—a break taking 5 real-time nutes and up10toin-story hours—you
C H A P T E R 2 | H E R O C R E AT I O N
C H A P T E R 2 | H E R O C R E AT I O N
rolling a 6 you can assign +3 to CREATIVITY, +2 to CAREFUL and +1 to CONCERTED. have the option of rolling for their new BLOOD & GUTS for the rest of the day: 2d6
plus a modifier determined during HERO CREATION. If you choose not to roll, they
If you want to completely randomize which APPROACH SCORES get a point, roll simply gain a small amount of health back.
1d6 and assign one point to the corresponding score.
1, 2—Creative. 3, 4—Careful. 5, 6—Concerted. Say your hero has 15 BLOOD and 6 GUTS from the previous day. If you choose to
reroll, you roll 2d6 each for BLOOD & GUTS then add their modifiers to the individual
If the maximum number of points you have to distribute is only 1 don’t worry—you’ll results. If you get a total of 12 and 10 for BLOOD & GUTS for example, it overwrites the
receive extra inventory items as consolation. current health and become your hero's new health stats.
46 47
Modifiers for BLOOD & GUTS do not have to be the same. They can be creased 3. Observe 4. Tactics
during play (see Chapter 3, Evolving Your Hero) but you'll set its starting value now. Aptitude in observing the world and Knowledge of battle and conflict.
detecting the smallest details across all senses.
—Leading the Rook Prince's troops
—Detecting a strange whiff, a faint with sophisticated strategy.
TO DETERMINE YOUR BASE BLOOD & GUTS MODIFIER sound or a strange taste. —Knowing how to position oneself in a
Allocate modifiers to BLOOD & GUTS so their sum is 6 (minimum: +0). —Searching a murder scene for heated battle.
physical clues. —Instructing other characters how
T O R A N D O M LY D E T E R M I N E Y O U R B A S E B L O O D & G U T S —Recalling a scene’s details hours later. to field an oncoming attack.
MODIFIER Roll 1d6 and record the result for BLOOD; roll again for GUTS. If
the sum of both modifiers is ≤ 3 you’ll receive extra inventory items to make up for it. SOCIAL SKILLS
5. Charisma
Appealing or approachable charm, with a
Step 3: penchant for smooth talk, humor and wit.
C H A P T E R 2 | H E R O C R E AT I O N
1. Academic 2. Culture 6. Guile
The pursuit of formal knowledge, primarily Ability to attune with a community’s Deception and manipulation through lies,
scientific or historical in nature. beliefs, customs and stories. bluffs or other chicanery and trickery.
—Recalling precolonial orcish history. witch-warriors of legend. —Bluffing about possessing a weapon
—Theorizing a scientific principle. —Noticing the elder’s coded folksong. that vaporizes enemies.
—Understanding formal chemistry. —Realizing the truth behind a —Tricking misguided youth to plant
creature's folklore. false evidence on the blacksmith.
48 49
P R A G M AT I C S K I L L S
PHYSICAL SKILLS
13. Artistry 15. Tinker
Dynamic balance, gymnastics, or other creative expressions. clockwork devices, schema and structures.
C H A P T E R 2 | H E R O C R E AT I O N
self-reliant outdoorsmanship and survival 16. Trade
Delicate positioning and control of body,
across the harshest seasons. Experience in commerce, animal handling
hand and instincts for smooth or purposeful
and other industrial or market pursuits.
movements.
—Scavenging safe food and water
in the perilous forest. —Intuitively knowing whether
—Moving quietly and efficiently to avoid
—Skinning a deer. something is overpriced.
detection.
—Navigating wilderness. —Recalling processes for leather- and
—Playing sleight of hand tricks.
metalworking.
—Winning a sport requiring accurate hand-
—Performing a quality check
eye coordination.
on mundane items.
50 51
PROWESS
R A N D O M S K I L L S TA B L E
l
17. Arcana 18. Focus
ol
er
co oll
di
Se ie r
Recall lore, sense spirits, channel magic; Hone attention, concentrate mental spirit;
nd
td
rs
required to perform enhanced SPELLS (see
Fi
required to perform enhanced
Chapter 4). TECHNIQUES (see Chapter 4).
1 1 +2 ACADEMIC 2 1 +2 IMPOSE 3 1 +2 ARTISTRY
average, +2 is gifted and +3 is expert. SKILL RANKS directly correlate to how easy it is 1 5 +2 CHARISMA
2 5 +2 PHYSIQUE 3 5 +2 ARCANA
to succeed in an action; a hero with +3 SKILL will succeed half the time a relevant
task even they have zero in the relevant APPROACH. 1 6 +2 GUILE 2 6 +2 WEAPONRY 3 6 +2 FOCUS
C H A P T E R 2 | H E R O C R E AT I O N
4 3 +1 OBSERVE 5 3 +1 ACROBATICS
6 3 +1 TINKER
T O R A N D O M LY D E T E R M I N E Y O U R H E R O ’ S S K I L L S
Roll 2d6. Distribute that many SKILL RANKS to any SKILLS of your choice. You can 4 4 +1 TACTICS 5 4 +1 COORDINATION
6 4 +1 TRADE
also use the list on the next page to randomly assign SKILL RANKS by rolling 1d6
twice in order. If you roll a +2 SKILL when you only have one SKILL point remaining 4 5 +1 CHARISMA 5 5 +1 PHYSIQUE
6 5 +1 ARCANA
that SKILL becomes a +1 instead.
4 6 +1 GUILE 5 6 +1 WEAPONRY
6 6 +1 FOCUS
If the sum of your SKILL RANKS is ≤4 you’ll get some extra inventory items to
make up for it.
52 53
Determine Inventory —3d6 thrice on the SPELLS list, 2d6 once on the TECHNIQUES list and 1d6 once on
the DAMAGE AND DEFENSE list for 5 total items.
—3d6 once on the SUPPLIES AND SUNDRIES list, 2d6 twice on the ODDITIES AND
Your inventory contains useful items for creating opportunities and capabilities for VALUABLES list and 1d6 five times on the TECHNIQUES list for 8 total items.
your hero. Survi g a cold night in the for example, is much easier with
lderness, —2d6 six times on the ODDITIES AND VALUABLES list for 6 total items.
a tent and a flint & tinder to make fire. You may also have powerful abilities such as
SPELLS & TECHNIQUES in your inventory.
There are 5 categories from which you may obtain starting items. You may have more than one stance of the same item GUTS of
th the exception
DAMAGE and GUTS DEFENSE items (see LIST 1, DAMAGE AND DEFENSE).
1. Damage 2. Supplies 3. Oddities 4. Spells 5. Techniques
& Defense & Sundries & Valuables
Extra Items
Each category is represented by a numbered list of items—the Each time any of the following is true, add 9 points to your pool if you’re using point
number being that item's point value. values or 3d6 to your dice pool if you’re rolling:
C H A P T E R 2 | H E R O C R E AT I O N
T O R A N D O M LY D E T E R M I N E Y O U R H E R O ’ S I N V E N T O R Y
For example, if the sum of your hero’s APPROACH SCORES is 1 and the sum of their
Pick a list and choose whether you roll 1d6, 2d6 or 3d6 on it. Add the resulting item to
SKILL RANKS is 3 they have 18 additional points or 6d6 additional dice.
your inventory. Do this multiple times—you may roll on multiple lists—until you’ve rolled
“
a total of 12d6.
LISTS OF ITEMS
1 A scowling face [+0 Guts Damage] LIST 2
C H A P T E R 2 | H E R O C R E AT I O N
[+2 Guts Defense]
13 Live hen; lays one egg every day
13 Sturdy sword [+2 Blood Damage]
14 Alchemist’s tools and one dose of a
14 Crossbow [+2 Blood Damage]
rare drug
15 Plate armor [+2 Blood Defense]
15 Complete encyclopedia set
16 Heartwarming letter from dearly
16 Spyglass and magic reagents
beloved friend [+3 Guts Defense]
17 Stack of coded letters, a signet ring
17 Superior standards
and a wardrobe of noble clothes
[+3 Guts Damage]
18 Never-tiring horse and riding gear
18 Flaming sword [+3 Blood Damage]
56 57
LIST 3
ODDITIES AND VALUABLES
C H A P T E R 2 | H E R O C R E AT I O N
13 A pair of glasses granting darkvision
are directly linked to FOCUS 3 instances of a TECHNIQUE and you
14 A al of a di e being’s blood
representing the hero’s personal perform its RITUAL, all 3 instances are
15 A fistful of seeds that when planted instantly become
willpower and spirit. restored. RITUALS can be as mundane
6-height tall stalks
as sleeping all day or as strange as
16 A Potion of Brawn that adds +2 to Blood Damage and
ARCANA manipulates the external burying fingernails.
+2 to Blood Defense for the next real-time hour
world, FOCUS channels the ternal.
17 A handful of constantly-regenerating troll flesh. It’s edible but the flavor
Information about enhancements,
is atrocious.
Multiple stancesSPELL
of a or RITUALS plus details on each SPELL &
18 A telepathic yak TECHNIQUE indicate how many TECHNIQUE are found in Chapter 4.
58 59
LIST 4 LIST 5
SPELLS TECHNIQUES
1 TRINKET - Minor magical effects certain to delight anyone. 1 ONLY ONES WHO KNOW
2 TRICK OF THE LIGHT - You mold light like water, creating auras and illusions. Either everybody knows about your action or nobody does.
3 SOUNDSHIFT - Sound is your plaything. You decide its shape. 2 UNCANNY ALARM - Ask the fates about an action's consequences.
4 LIFEBRINGER - Wounds can be healed through your hands' warm touch. 3 WEAVE THROUGH WATER - Walk or breathe through water.
5 WHISPER - A message, spoken to the ear, like a siren’s song. 4 MEMORY SEED - Implant a false memory in someone.
6 BIND WEAPON - Suddenly you feel it on your palm: the heft of a magical weapon. 5 FLOWMOTION - Move fast—very fast.
7 UNMASK THE SELF - Know the name and hidden desire of any one being you see. 6 SAVING GRACE - Protect your allies by redirecting all damage to you.
7 INSPIRATION
8 SECRET DOOR - A portal appears behind the next door. Where does it lead?
Improve someone's next action by buoying them th inspiration.
9 BURN THE PAST - Remove the past hour's events from someone's memory.
8 BIND MAGIC - Prevent someone from using Spells & Techniques.
10 MASTER OF ELEMENTS
Air, earth, water and fire manipulated by your will. 9 STONEWALL - Reduce all damage. Grow a thick skin—figuratively or literally.
11 LITTLE ESCAPOLOGIST - Disappear from sight. 10 HEARTPIERCER - Your damage nores armor and defense.
12 PIERCE THE VEIL - See any place, any time. 11 DEADLY FOCUS - Double your damage.
C H A P T E R 2 | H E R O C R E AT I O N
C H A P T E R 2 | H E R O C R E AT I O N
13 MANIC HANDS
12 REDO - Reroll the last Skill Check—whether yours or someone else's.
Arms and hands burst forth from your face, allowing more actions. 13 TURN THE TIDE - Every action you take brings opportunity.
14 SHADOWBIND - Restrain a target with their own shadow. 14 DISPEL - Nullify the effects of a Spell or Technique.
15 COMPEL - Compel someone to act in strange or chaotic manner. 15 INTERDICTION - Bar an opponent from using one or multiple Approaches.
16 WINDSTEP - Step out and appear elsewhere at will to chase or flee danger. 16 FLUORESCENT TRANSCENDENCE
17 BLACKOUT - Make others fall asleep. Enhance all Spells & Techniques for a brief moment.
18 SPIRIT PACT - You summon a spirit as your ethereal servant. 17 NETHERWAVE - A pulse of energy so strong it knocks everyone off their feet.
21 FROM DUST TO DUST - Craft anything you’ve seen from a handful of dust. 18 BECOME ONE - Uncover and obtain the Spells & Techniques of another being.
24 TRUE MIRACLE - Bring your wish to reality. 21 DEFY THE FATES - Re d time.
24 DOOMPAUSE - Hold off the Doom.
60 61
Step 5: When you assist someone SKILL CHECK you make their roll easier by a
their
Answer Character-Building
number equal to your major levels of BOND with them. You may also sacrifice one or
more SKILL CHECK rerolls.
nor levels to allow
Questions BONDS can be creased during play whenever your hero does any of the following:
“
ground to protect them in Conflict; or taking perilous risk for others; or giving up a crucial
CHOICE, OR LIKELY FATAL SACRIFICE FOR OTHERS adds +4 minor levels of BOND.
BONDS represent two heroes’ relationship, visualized Doom forges bonds This is the only way to fill up the 3rd box.
through quadrants and boxes. Accruing BOND fills a of steel for those
quadrant—also called a minor level. Every box that gets
who have suffered TO DETERMINE YOUR HERO’S BONDS
filled represents a major level of BOND.
its fire and fury. Choose one hero with whom you have 6 minor levels of BOND. Choose a second
C H A P T E R 2 | H E R O C R E AT I O N
C H A P T E R 2 | H E R O C R E AT I O N
hero with whom you have 3 minor levels of BOND.
T O R A N D O M LY D E T E R M I N E Y O U R H E R O ’ S B O N D S
minor level
Roll 3d6. Distribute that many levels of BOND between your hero and all their allies.
major level
All possible levels of BOND Regardless of —Greatly admire the other? —Know them from before?
method, explain —Find the other hero intriguing? —Find themselves compelled to
Having deeper levels of BOND is helpful. However, they can be asymmetric: your hero your bonds. Does —Become reminded of someone protect the other?
might be lling to die for a character not so keen on reciprocity. your hero... else from their past? —Feel or know something else?
62 63
AND
DONE !
That’s it—you’ve created a hero.
Your last step is writing it all down
on your character sheet.
STRONGER HEROES?
C H A P T E R 2 | H E R O C R E AT I O N
bending warriors. In other tabletop games this is called “low-level.” However, the
GUIDE may choose to award heroes bonus EXPERIENCE POINTS (XP) so they
e
CHAPTER THREE
CORE
RuL S
“
He had journeyed far. Traveled unimaginable
distances. Bore scars that still bleed. All to meet the
Pale Witch...and destroy her with his own hands.
At last he can claim revenge for his daughters. At
last he can sleep without their voices haunting him.
CHAPTER 3 | CORE RULES
Rules
Summary of
Rules help provide a consistent and rewarding experience for everyone. However, The SUM of your SKILL RANKS and APPROACH SCORE determines the THRESHOLD
custom rulings can also create a more fulfilling experience for the group—ultimately, NUMBER (TN). A higher TN is better and reflects how achievable the task is for your
you are free to add, alter or even ignore rules. Every game of ARC is your own. hero. Going over the threshold is bad—and means you're way in over your head.
A. Skill Checks
EXAMPLE DIFFICULTY MODIFIER
SNEAKING PAST A Before you roll, the TN may be modified by the GUIDE reflecting the difficulty or
TROLL? WHAT DO
favorability of your action and current circumstances.
Heroes in ARC move the story forward by interacting with YOU DO?
For example, “I try to deduce secret art motifs from the to recall trolls have +0 to TN [DIFFICULT] –2 to TN [STAGGERINGLY DIFFICULT]
markings on the altar” is ideal; “I observe creatively” is not. poor eyesight? The large majority of tasks. The situation is even worse: current conditions
—Recalling obscure academic text. actively hinder the task; the target has resistances
Creative Careful Concerted —Hitting an unarmored target. specifically against this type of action; or it's
—Foraging for berries in the woods. completely mismatched against the circumstances.
Knowledge Skill Theorize, shift, Assess, inquire, Recall, restore,
–1 to TN [VERY DIFFICULT] —Convincing the grand inquisitor
think laterally analyze overwrite
to release high-profile prisoners.
Social Skill Charm, incite, Reason, detail, Intimidate, enforce, You have inadequate or incorrect tools, or
CHAPTER 3 | CORE RULES
Pragmatic Skill —Improvising artwork with popsicle —Asking a dragon out on a date.
Invent, adapt, Soothe, refine, Rush, withstand,
sticks for the artsnob prince.
experiment survey brute force
—Reverse-engineering a complex trap
Prowess Skill Explore, expand, Sense, attune, Memorize,
under intense time pressure.
create investigate remember, commit
70 71
“
The knight felt her knees give way. She sank to the ROLL AND OUTCOME
ground and stared at the empty sky. With her right Player, once the TN is known roll 1d6 to
hand on her lance and her left hand with his bloodied determine outcome. If the roll is under the TN
shroud, she made a promise. “I will finish our quest,” it’s a pure success—you succeed with no
she said, voice seeping grit. “Even through impossible consequence.
odds. Even without you by my side.” F L AW L E S S S U C C E S S
If you rolled a 1 in a SKILL with at least one RANK, roll another 1d6. If it is also
ASSISTANCE a 1 your result is flawless and becomes a SUCCESS WITH OPPORTUNITY.
Before the roll is made, one other player may declare they'd like to assist in the
SKILL CHECK. The assisting hero must have a relevant, helpful SKILL in this situation. If the roll is equal to the TN choose between the two:
The target's SKILL CHECK’S TN then increases by the major levels of BOND the You succeed with a CONSEQUENCE You fail but are presented with an
assisting hero has with them. complicating the hero and their allies’ OPPORTUNITY improving the hero and
+ a Difficulty Modifier set by the Guide If the roll exceeds the TN the action fails. Depending on the stakes at hand,
+ the major levels of Bond with an assisting hero the GUIDE may also introduce a complication as a result.
72 73
“
B. Conflict Her razor-sharp
words hit hard.
CONFLICTS are unique situations where characters
The paladin tried
are at odds, danger is imminent, and victory is on the
line. Imagine a tavern fight, a showdown with the not to show it,
boss or even a verbal beatdown from courtesans— though a small
CONFLICTS don't have to be physical in nature. wince still escaped
UPGRADING THE OUTCOME from his lips. All
During a CONFLICT, anyone can make a difference
You may sacrifice 3 BLOOD OR 3 GUTS, whichever is situationally appropriate, to eyes in court were
and reactions shift on the fly. Every action can have
upgrade a non-successful SKILL CHECK. The following upgrades may occur:
Upgrading the
an immediate effect on the situation, making their on him—and now,
timing and sequence CONFLICT's special
portant.
—A tied rollOutcome
is upgraded to a pure success. it was his turn to
—A failed roll may be upgraded to a success with CONSEQUENCE or a failure rules help manage this frenetic pace.
speak.
with OPPORTUNITY.
TURNS AND ROUNDS
NOTE: you can rest to recover your BLOOD & GUTS. See Chapter 3, Life, Death and In CONFLICT, everyone gets one TURN in a ROUND, representing their opportunity
Naps to learn more. to act and affect the situation. Rounds begin with players deciding what to do
CHAPTER 3 | CORE RULES
Different APPROACHES and SKILLS may be used so long as they are relevant. If It ends when the threat of danger is over. Killing enemies doesn't have to be the
more than half of players succeed, the task is an overall success. However, each failed "win" condition and may even incur consequences later on. Ending CONFLICT
CHECK may incur unusual complications. can be a matter of surviving until help arrives, carrying a valuable item across
enemy lines or even distracting opponents until a ritual is complete.
74 75
of BOND with the ally with every attack you foil this way, ADVANTAGE. For example: distracting one opponent. If a hero throws sticky
up to the first major level of BOND. an enemy with GUILE, grappling an goo to restrain multiple enemies, for
opponent with PHYSIQUE, or spotting example, attacks targeting any of
2. HARM OTHERS and shouting the best ways of hitting them get a TN bonus.
You can try attacking with a SKILL other than those thinking you were the real threat, likely to succeed—like stringing
is relevant, the enemy is vulnerable to its harm, and the you can create the ADVANTAGE
CHAPTER 3 | CORE RULES
— ADVANTAGES impairing
DEFENSE ITEMS reduce the attack's TN by their bonus
opponents' SKILLS or defenses
rating. A +2 armor, for example, reduces TN by 2.
give +1 TN bonus.
—ADVANTAGES preventing or
DAMAGE dealt in a successful attack is equal to TN plus
nullifying opponents' SKILLS
DAMAGE ITEM bonus. Thus, if a hero succeeds at a TN 4
or defenses give +2 TN bonus.
attack with a +2 weapon, the total DAMAGE is 6.
76 77
“
especially useful if your major levels of first attack you must roll under TN 6; Every round, characters act in sequence based on
BOND results in higher bonuses than on the second with TN 5; so on until intent. This is called INITIATIVE CATEGORY. Multiple
creating an ADVANTAGE. your turn begins at which point your characters can act in the same CATEGORY. Once
SPELL or TECHNIQUE takes effect. everyone in that group has acted, the next takes place.
For example, if you have 3 major levels of
BOND with someone you can add +3 to Like SKILL
th CHECKS, if you roll —First: characters and creatures standing ground.
their TN without requiring any SKILL above TN you fail. You cannot perform The mendicant
—Second: those taking non-harmful actions.
CHECK. the SPELL or TECHNIQUE, though no —Third: those attacking or harming others. demon jumped over
instance consumed. —Fourth: those using a SPELL or TECHNIQUE. the hordes of
C. DO SOMETHING ELSE —Last: those moving far (more than 2 heights). roaring djinn,
This may include attempting to convince Every attack, even if it misses, incurs
an enemy to stand down, performing a this roll. casting about
Before every round begins, everyone has the opportunity
ritual while the CONFLICT is ongoing, or to strategize and decide who goes in which INITIATIVE paper marked with
taking time to carefully study the enemy. 5. MOVE FAR CATEGORY, and how to sequence heroes within her special seal.
A SKILL CHECK may apply. If the hero isn’t being attacked or each. Once you've decided as a party, the GUIDE or a Immediately the
targeted they may move up to designated player can begin calling out each CATEGORY.
slips of paper glowed
CHAPTER 3 | CORE RULES
C. Life, Death and Naps If you choose DEATH every other hero
gains EXPERIENCE POINTS (discussed
W H AT H A P P E N S T O
I N V E N TO RY ?
LIFE & DEATH: FALLEN HEROES in full next section) equal to thrice their
Items held by a fallen hero remain on
Whenever a hero's BLOOD or GUTS is reduced to zero or less, the hero still stands minor levels of BOND with the fallen hero.
their body but all instances of SPELLS
though the next damage to that stat is applied to APPROACH SCORES instead. The DOOMSDAY CLOCK consumes one
& TECHNIQUES are lost.
MOMENT and you create a new hero.
Multiple APPROACH SCORES may be damaged at once. If all APPROACH SCORES
become zero the hero FALLS.
REST AND RECOVERY
Heroes may replenish BLOOD & GUTS by resting in a safe place away from enemies.
For example, say a hero has +2 CREATIVE, +1 CAREFUL and +0 CONCERTED. If
A SHORT REST (a nap lasting 2 real-time nutes and one -story hour) recovers
their BLOOD is taken below zero in one hit, they can still act and move, but if
1d6 BLOOD and 1d6 GUTS.
their BLOOD is hit again with at least 3 damage, their APPROACH SCORES are
depleted and they FALL.
A LONG REST (5 real-time nutes 10
andin-story hours minus the lowest health
modifier) lets you roll new values for BLOOD & GUTS—2d6 plus its modifier. If you
If a hero falls you have the option of letting them live or die. reroll, roll both stats. If you do not reroll, your hero instead recovers 7 health points
you can freely distribute between BLOOD & GUTS.
If you choose LIFE your hero becomes incapacitated and unconscious but fully re es
after 5 real-time nutes and one
SCORES to their last healthy value.
-story hour. Restore all APPROACH
your hero’s
D. Evolving Your Hero
EXPERIENCE POINTS (XP) represent growing adventuring expertise. Players gain
Roll 1d6 for an additional consequence below. Your hero... 3 XP each per real-time hour for games with 1-3 SESSIONS and 12 XP each per
session for longer campaigns. Hourly XP is awarded immediately.
1 can no longer verbally or visually 4 has a prophetic vision of three pale
CHAPTER 3 | CORE RULES
“
The crow priest
blessed the treefolk
before him. He
touched their faces,
overcome with
emotion at their
unwavering sacrifice;
sublime reverence at
their final march to
save the dying world.
SPELLS &
TECHNIQUES
“
She wove magic into her
are powerful, but very hair; manifested
miracles with every
rare—very rare. breath. An incarnate of
They shape a hero’s arcane power itself—but
humble, so very humble,
life, forcing them that it was often difficult
to believe she could end
to perform strange
life with a simple wink of
rituals attempting her third eye.
CHAPTER 4 | SPELLS & TECHNIQUES
SpeLLs&
CONFLICT, heroes may perform
A. PERFORMING
Spells & Techniques
When using SPELLS or TECHNIQUES you can perform either its base or enhanced
“
His eyes grew
C. LEARNING
Spells & Techniques
It's possible to obtain additional instances, learn new
version. Casting the base version immediately applies its effect, consuming one stance. SPELLS or TECHNIQUES or even create custom ones.
with terror as the
Your hero should have access to a source that can
sorceress' knife-sharp
Enhanced versions, while significantly more powerful, require a SKILL CHECK and teach them such as a spellbook, manual or mentor.
in many cases a reduction of GUTS. You cannot sacrifice more GUTS than what you bones surfaced from
currently have. If you succeed, an instance consumed. If you fail nothing happens beneath her skin. He Every 15 real-time minutes you may roll a special SKILL
and the instance is still consumed. Additionally, you cannot perform the same SPELL or wanted to scream, CHECK with TN equal to pure ARCANA or FOCUS—do
TECHNIQUE again for 15 real-time minutes. not add APPROACH. The number of successes you
but her strange smile
need for a new SPELL or TECHNIQUE is equal to its
transfixed and rooted COMPLEXITY: an estimate of how powerful it is.
CHECKS at least 15 real-time minutes For 30 REM, always agree when asked.
apart with TN equal to pure FOCUS. ENHANCED VERSION
Bind Weapon †† Requirement: 3 Guts + Arcana
†††
After learning the stance your body isRequirement: 5 Guts + Arcana
Compel the past in-story day. The creation is an
taxed. You cannot learn a new SPELL Effect: Summon a +5 weapon. exact replica. After an in-story hour
Target a creature you see. Roll 1d6 and
or TECHNIQUE for 15 x the Complexity this object disintegrates.
consult the list below. That creature
real-time minutes. RITUAL Break a non-magical weapon
compelled to the outcome for 10 REM
gifted to you by someone else. RITUAL
or 3 TIC. They...
Coat your body with the ashes of
Blackout †††
A C RO N Y M S & P L AY E R R I T UA L S
1 laugh uncontrollably and cannot act someone you loved for at least an in-
For the rest of the book, SPELL & All creatures you see a 2-height- nor speak but may move. story day.
CHAPTER 4 | SPELLS & TECHNIQUES
accordingly. You and the GUIDE RITUAL Sleep an entire -story day. Requirement: 5 Guts + Arcana
may freely alter or replace these. Effect: Pick the outcome stead of rolling.
90 91
Lifebringer ††
You or any creature you touch gain
Manic Hands ††
Four arms and hands appear out of
Master of Elements ††
Target 3 creatures you see standing
4 Blood and 4 Guts. nowhere, connected to your face within 2 heights of each other. They are
for 10 REM or 3 TIC. You still see, beset by air, earth, water or fire. You may
ENHANCED VERSION speak and breathe normally. also damage them by up to 2d6 Blood.
Requirement: Arcana only
Effect: Heal 7 Blood and 7 Guts instead. You may perform 2 Skill Checks per ENHANCED VERSION
RITUAL RITUAL
Keep eyes closed for 3 REM (as player). Consume a door.
92 93
Shadowbind †††
Target a creature you see. Their shadow
animates, becomes corporeal and
immobilizes them. Attacks targeting
them gain +2 to TN. Lasts 10 REM
or 3 TIC.
Spirit Pact †††
Summon a spirit as a loyal, ethereal
servant. Their Approach Scores are 2
ENHANCED VERSION and they have 2 Ranks in three random
Requirement: 3 Guts + Arcana Skills. Their Blood & Guts are both 6.
Effect: Lasts 15 REM or 5 TIC instead. They take direct orders only from you
and disappear once dismissed or if all
RITUAL their Approach Scores become zero or
Stay in shadow for at least six less. This spirit can pass through walls
continuous in-story hours. Time spent and other tangible materials but may
asleep or unconscious does not count. also become corporeal on command.
ENHANCED VERSION
Soundshift †
Create an auditory illusion centered
Requirement: 7 Guts + Arcana
Effect: Choose the Skills.
CHAPTER 4 | SPELLS & TECHNIQUES
RITUAL
ENHANCED VERSION
teleport with you. Become One
ENHANCED VERSION
††† ENHANCED VERSION
Write your name and heart’s desire you cannot see your destination so long Lose half or more Blood or Guts in one hit.
on a piece of paper and crumple it (as as you have a visual in your mind. RITUAL
“
Choose a creature thin 5 heights Effect: Re d time up to one -story
who hears a message from you (no
longer than 25 words) as whispered in
“Is it possible to save ghosts Bind Magic †††
Target a creature you see. They cannot
hour in the past. You and your allies
retain stats, inventory and memories.
from death?" the crown
their ear. The target may immediately perform Spells or Techniques for 10 Everything and everyone else reverts.
CHAPTER 4 | SPELLS & TECHNIQUES
ENHANCED VERSION master. They're already dead." ENHANCED VERSION Roll 2d6. Reduce the total of your
Requirement: 3 Guts + Arcana Requirement: 3 Guts + Focus Approach Scores and Skill Ranks by that
Effect: The effect expands to 25 heights Effect: Effect lasts 15 REM or 5 TIC. amount.
"Just as we ourselves are beyond
(around 140 feet or 42 meters).
saving from Doom," she smiled. RITUAL
RITUAL "The world's bitter truth. But Burn a page from someone
Speak in a whisper for 3 REM (as still," she spoke, gliding above the else's book of Spells or
player). Technique.
bodies. "We fight regardless."
98 99
close to you for an in-story day. The Effect: Lasts 15 REM or 5 TIC instead.
RITUAL
artifact can't be reused to replenish
Don’t move for 1 REM (as player). RITUAL
Dispel again afterwards.
Refrain from bearing any weaponry or
wearing armor over an in-story day.
Fluorescent Transcendence
Doompause ††††
ENHANCED VERSION †††
Requirement: 7 Guts + Focus
For the next 3 REM or TIC, you and
Inspiration ††
Target a creature you see to receive
Effect: The next time the Doomsday
Clock would advance nothing happens. your allies’ Spells & Techniques are +2 to the TN of their next Skill Check.
automatically enhanced; no Guts
reduction or Skill Check required. ENHANCED VERSION
RITUAL
Flowmotion ††
Move twice as far for the next 10 REM
Effect: Lasts 10 REM or 3 TIC instead. RITUAL
Interdiction †††
Target a creature you see thin
Netherwave †††
Enemies within 2 heights suffer
2 heights and pick an Approach. For a wave of overwhelming force dealing
15 REM or 5 TIC they cannot use that 8 damage, ignoring defense, to both
Approach in Skill Checks, including Blood & Guts. They are knocked back
attacks. 1 height.
RITUAL Effect: Reduce damage by 2. action can help improve the current
RITUAL
RITUAL
Start a bare knuckle brawl with
unsuspecting strangers. Sway a non-ally to adopt a genuinely
Saving Grace ††
Target an ally you see. Any Skill Check,
useful life advice.
Gu e
CHAPTER FIVE
ID
TOOLKIT
“
She knelt over the stone pool. Her wizened arms
gripped its sides as her eyes struggled to focus. The
CHAPTER 4 | SPELLS & TECHNIQUES
(for DEFENSE).
Ratings and
ample preparations; the target has poor
resistance; or the circumstances favor the +1 is average
Scales
action. Picking a lock with no time pressure. +2 is quite good
The following section summarizes tasks—the default difficulty. Foraging for +0 is still useful as the item still counts for
and compiles various ratings and scales berries in the woods. WEAPONRY SKILL CHECKS; otherwise
commonly used in this game. -1 to TN [Very difficult] Hero has not having a weapon incurs DIFFICULTY.
In general, a party of four new heroes can defeat up to 4 fully weak enemies or
2 fully average enemies within 3-4 turns but face tough challenge one
thstrong
adversary plus a minion. Defeating more capable creatures is only possible after the
party has spent considerable XP—around 18-21 XP for powerful creatures, or at least
36 for truly monstrous ones. Note that enemies rarely attack alone, or fairly.
110 111
C.
P R I N C I P L E 2 : LET IT GO
Give them a breathing world with leads to the main dilemma—but don’t succumb to
BE A RESPECTFUL, COMPASSIONATE
the temptation of over-preparing for every contingency. Create beginnings.
Don’t obsess over endings. Let it go.
memorizing rules. other ways to be excellent, but it comes As the GUIDE your role involves making sure that rules are being followed. However,
from a willingness to be a caring human rulings take precedence over rules. This means if the rules need to be bent—for
Regardless of your experience level in being. example, you want to subtly change an OMEN or even the nature of the DOOM mid-
running games, and whether you're game—or decisions beyond the scope of the rules need made, you have the privilege
at the start of Hero Creation or at Don’t be afraid to ask this of the other of making a custom ruling that keeps the story interesting for everybody.
DOOM’S end, keep the following players as well. You can share this
principles in mind. paragraph to set expectations. P R I N C I P L E 5 : SIMPLY COMMUNICATE
PRINCIPLE 1 Honesty and open communication are better than suffering in silence alone. If you’re
EVERYONE’S A PLAYER not sure what other players want, if somebody doesn't seem to be engaging, if you
CHAPTER 5 | GUIDE TOOLKIT
This means other players aren't enemies or subordinates. Even if their actions Books, films, even comedy sketches and other media can be a fantastic source of
accidentally topple your carefully laid-out plans, that’s okay. That’s because you inspiration for stories and plot points. However, while you can immerse yourself in
should… ideas and tips on being a good GUIDE, the most effective way to grow is to just do it.
But please remember that...
112 113
PRINCIPLE 7
FOSTERING A COMPASSIONATE SPACE
IT’S OK TO FAIL
1. BEFORE THE GAME 2. DURING THE GAME You also roleplay non-hero characters. —What do you do now?
Non-hero characters can have —How will you investigate?
REVIEW THE DOOM. Plot out a few rough GUIDE, your task during a game session interesting mannerisms like a raspy —What are you trying to accomplish?
ideas for how it progresses—with or is generally threefold: set the scene, voice, an arm a cast or a favorite
without player involvement. Remember: respond to hero action (or inaction) expression. They can even mimic C. A D J U S T T H E S T O RY.
the DOOM exists separately from the and adjust the story. characters from books, TV shows Review your factions and characters’
heroes and can evolve the background. or movies—though oftentimes it's motivations. Have they changed? What
A. SET THE SCENE a distinct, internally consistent does it lead them to do now? Look back
REVIEW THE OMENS. These are your Describe the details necessary personality that makes non-hero at the OMENS. Are they affected? Do
subplots and side quests. Think about to empower all players. How can they characters more memorable than most. they intensify or become idle? Keep the
how you’ll integrate them to the talk to the brooding gentleman in the story going.
adventure and exploration. corner if they don’t know he’s there? If B. RESPOND TO HERO
you want, add details that evoke: light, ACTION (OR INACTION)
In an OMEN about missing children, for sound, atmosphere, even the dust and Once they’ve responded, what happens?
example, maybe they meet a mother or smell of mildew. If they punch the squire does he punch
However, try to keep this organic and When describing the scene don’t act are there ramifications?
IDENTIFY THE MOTIVATIONS OF KEY are lling, you can ask them for details weight and consequence. Even a failed
SKILL CHECK should move the story
CHARACTERS OR FACTIONS. You can about the world or their surroundings
even flesh out a characters with stats, with questions such as: forward. If a hero fails to sneak into
CHAPTER 5 | GUIDE TOOLKIT
prepared not to use them as is. —If you’ve been here before, what do appear and accost the party's noblin
LASTLY, CREATE A HOOK. The heroes —Your hero has a tie to this place, right?
are called to adventure...how? Did What's the most memorable aspect Don’t be afraid to ask questions and
someone hire them? Is there a shared here? nudge the other players into a more
concern they can't ignore? Will a —Does this relate to your hero’s clearly articulated response if their
revelation set events in motion—or a backstory? What do you remember as action is too vague.
secret, curious mystery? a result of this situation?
116 117
If you are at a loss for what to do next lists lack description—how or why DIFFICULTY MODIFIERS.
you can try to tackle one (or both) of they work is left to your imagination. You don’t always need to assign a
the questions below: Oddities can even act as ripe fodder for DIFFICULTY MODIFIER to a SKILL
new plot points or twists. CHECK. However, you may apply one
—What escalates the story’s risks the task is significantly easier or more
and threats? IF A SKILL CHECK IS difficult because of the hero's state, the
—Conversely, what resolution can make N E C E S S A R Y. If the task is easy or target's resistances, or the nature of the
way for new plot points? inconsequential, like, say, reading a action and situation.
regular book, the player doesn’t need to
If you need time to think about where bother with a SKILL CHECK. Keep rulings over DIFFICULTY
the story should go, tell the table. MODIFIERS consistent. If something is
It's okay. Only call for a Skill Check when there roughly as difficult as another task the
are stakes (reading the runes can open DIFFICULTY MODIFIER should be the
Adjust the narrative and prepare for the portal!) and there’s a possibility of same.
the next scene. an interesting outcome either way (their
attempt may alert the vicious wizard!). CONSEQUENCES AND
O P P O RT U N I T I E S . Allow players
If you’re not sure how these all work W H E T H E R T H E A P P ROAC H to pitch ideas first before making a call.
you can read Appendices 2, 3 and 4 for O R S K I L L I S A P P RO P R I AT E .
sample gameplay. Sometimes players are tempted to CONSEQUENCES include delay,
the most common rulings you might CAREFUL. Let the player explain why OPPORTUNITIES include risk reduction
make: they think their choice applies. or redirection, gaining respect, new
knowledge, or something else.
W H AT S U P P L I E S , S U N D R I E S If it’s good reasoning let them use it.
A N D O D D I T E M S D O . Items But if their reasoning is a little sloppy Lastly, S T A T S , P O W E R S &
on the Supplies and Sundries and the don’t be afraid to say no. This also PERSONALITIES OF
Oddities and Valuables inventory applies to SKILLS. N O N - H E RO C H A R AC T E RS .
118 119
FINAL REMINDERS
Keep your eye on the time. Don’t forget to advance the
DOOMSDAY CLOCK. When the DOOMSDAY CLOCK
“
welcoming game where mistakes are okay,
however, is a good target to aim for.
D.
Other This is deliberate to harmonize th
Considerations
any setting you wish to play. This means
however that you should take it into
consideration if players want
ARC IS YOURS. Want to swap out to monetize their belongings.
a SPELL or TECHNIQUE for something
cooler? Go ahead. Feel like using YOU CAN USE PRE-MADE
ARC is a toolkit and you mold these FROM OTHER GAMES. However,
tools so they best enable the story you you may need to re-engineer a few
want to tell. things:
Appendix
Delighted regardless, Sipnayan names the yak “Dog.”
One
She spends her remaining 12 points on the Oddities and Valuables table for a pouch
of teeth and an ancient and unbreakable ring, and the Supplies and Sundries table
to obtain a 10-height rope and rolled-up carpet.
2. Blood & Guts. Next she decides to roll for BLOOD & GUTS modifiers getting a Example 2: ANKHA KASSAD
4 and 5, respectively. That means after a long rest her hero gets 2d6+4 BLOOD and
2d6+5 GUTS. Nice! Kanta wants to port over a favorite hero she created for a different RPG. She already
has the name: Ankha Kassad.
3. Skill Ranks. She decides despite his punching nature, Gunther is actually more of
an acrobatic nature buff, taking 2 ranks for ACROBATICS and SURVIVAL. Of course, Ankha is an agent of chaos. Deciding to follow that personality trait, Kanta opts
PHYSIQUE gets 1 rank along with TACTICS and TINKER. for random dice rolls for all of Ankha’s capabilities.
APPENDICES
APPENDICES
4. Inventory. Sipnayan has a clear item mind: the telepathic yak. To ensure she 1. Approach Scores. Kanta rolls 1d6 determining Ankha’s APPROACH SCORES. It’s a 4!
gets it she opts to use the point-buy system, subsequently obtaining 30 points—the She assigns 3 to CREATIVE and 1 to CONCERTED.
telepathic yak is worth 18, most of her available points.
126 127
Appendix
2. Blood & Guts. She rolls 1d6 each for BLOOD & GUTS modifiers for a 3 and 2,
respectively. Ankha’s total BLOOD is 2d6+3 and total GUTS is 2d6+2.
Two
3. Skill Ranks. Kanta rolls 2d6 for Ankha’s total Skill Ranks. The result is… 3.
Uh-oh! Kanta assigns 2 ranks to ARCANA and 1 to OBSERVE.
Veil. Nice! Kanta makes a mental note to check out the SPELLS’ details in Chapter 4. so you’re not quite sure what is happening. What do you do?
The GUIDE sets the scenes and narrates important details that heroes can see,
That’s 9d6 down of 15d6, leaving 6d6. Kanta splits the dice to three 2d6 rolls
on the Oddities and Valuables list and rolls: 7, 10 and 12. Ankha gains shrunken
i hear, smell or otherwise sense.
monkey heads, a constantly-glowing silk dress and the shadowy mirror. Neat!
SIPNAYAN, PLAYER: Can my hero Gunther climb atop a boulder to gain vantage on
5. Background Now it’s time for character-building questions. Ankha differs from what’s happening?
other people th her frank outlook and words. People whisper Ankha fought a
TALATA: Yes—though the boulder is sharp, slippery from the rain, and climbing it is
dragon once, that she callous enough to betray her friends and flunked out of
unibersidad. Her most painful lesson is the high cost of being alone. dangerous. It’s very large, maybe about 2 heights tall. If you’re scrambling up the rock
quickly I’ll have to ask you to make a COORDINATION or PHYSIQUE SKILL CHECK.
6. Bonds. Kanta rolls 3d6 for her levels of BOND—a 9! She assigns 8 of it to Gunther—
The GUIDE can ask a player for a SKILL CHECK if their hero will do a risky
equivalent to 2 major levels of BOND—and assigns the remaining 1 to Dog the yak.
Kanta and Sipnayan decide that maybe Gunther saved Ankha’s life once, making her
i action with potential for interesting success or failure.
feel indebted. As for Dog, well, he’s a very endearing yak, so even an agent of chaos
SIPNAYAN: OK, I can do PHYSIQUE. And because he’s pushing himself to really get
APPENDICES
APPENDICES
can’t help but appreciate him a tiny bit.
up there quickly, I’ll use the CONCERTED APPROACH.
TALATA: Sipnayan, you can either take that as a SUCCESS WITH CONSEQUENCE or a
KANTA, PLAYER: Oh hey, my hero Ankha has like 2 major levels of BOND with
FAILURE WITH OPPORTUNITY. Alternatively, you can spend 3 BLOOD or 3 GUTS for
Gunther. I’d like to assist if that’s okay!
a pure success. What would you like to do?
KANTA: Let’s see... I have 1 rank in OBSERVE. I can look out for footholds that
TALATA: Do you have any consequence mind or do you want me to narrate what
Gunther can use?
happens next?
V Now, the climb’s is 2 plus the 2 major levels, for a total of 4. Sipnayan rolls
TN
TALATA: The booming sounds get louder and louder…this action exposes you to the down, so that he can’t get to his items while up on the rock. It falls on the ground.
wet stone, and you can feel your skin and armor get wet. I won’t like it but it has some fragile items in it, so maybe they break on impact?
TALATA: OK, that sounds good. So Gunther: you scale up the boulder under Ankha’s
KANTA: Fudge. Can I help him again by sacrificing a minor level of BOND?
guidance, as the rain’s large wet drops hit your entire body. The backpack starts
take 1 off that’ll be 7 and that means you’ll only have 1 major level of BOND with lands on the ground with a very heavy thud. More worryingly, you hear something
him. Your TN increase for the next roll is only +1, not +2. break. It’s very difficult to see far but luckily the height gives a great position to see
what’s really happening: a Goliath, 3 heights tall, is heading straight towards you.
i An assisting player can sacrifice minor levels of BOND to allow for rerolls.
i Innarration.
response to hero action or inaction, the advances the scene with
GUIDE
Now, it's up to the players to decide: what will they do next?
V Kanta nods and tells Talata she’s okay with it. Sipnayan gets a reroll, but the TN
APPENDICES
APPENDICES
now is only 2 plus 1 for a total of 3. Sipnayan rolls. It’s a 3—a tie!
130 131
Appendix
SIPNAYAN: I don’t know what to do. I don’t really like fights...Maybe I just attack
Three
KANTA: Sure. I can use up my turn assisting you. I’ll use my OBSERVE SKILL to
create an ADVANTAGE for your attack.
TALATA: OK, so let's start the round. We'll start with characters standing ground.
Sample Conflict
Nobody is defending, so we head straight to characters doing non-harmful actions.
i covered by that
Every round follows the same INITIATIVE CATEGORY. Once every character
CATEGORY has acted, the next begins.
V the Sipnayan’s hero Gunther and Kanta’s Ankha are interacting with a Goliath. Talata,
GUIDE, narrates. TALATA: Kanta, your hero Ankha is assisting Gunther. Can you tell me how she’ll help?
TALATA: You failed to come to an agreement with the Goliath and he especially KANTA: She, uh, squints at the Goliath. She wants to investigate the weak points in
offended at your clumsy friendship attempts. He stands up to his full height and roars. his armor! That means my SKILL RANKS can increase Gunther’s TN right?
The sound fills the entire mountain! You are now in CONFLICT!
TALATA: Yes, but I’ll ask you to make an OBSERVE SKILL CHECK first. What’s your
SIPNAYAN: Kanta, what do you think? We can’t really take on a Goliath on our own... APPROACH and TN?
Oh! I have an idea. Let’s hold him off until your pet yak gets to town and alerts the
local paladins telepathically! Talata, how long would that take?
i Helping allies during
ADVANTAGE.
may require a
CONFLICT to create an
SKILL CHECK
However, this benefit can be used by any ally and can greatly
TALATA: Let me think...if you survive for 3 rounds we’ll take it from there and see improve the chances of a subsequent SKILL CHECK success.
what happens. We’ll assume the yak already fled when the Goliath stood and roared.
KANTA: I’ll be CREATIVE about it, so I’ll do some lateral thinking and look for the
APPENDICES
that’s 4. Lemme roll.
Because turn order is dependent on intended action, players can strategize every
round on what to do. They must work together to sequence their actions and
maximize their impact in CONFLICT.
V Kanta rolls her d6 and gets...a 2! Because it's under the TN, it succeeds!
132 133
Gunther’s TN!
i After all heroes have acted for an INITIATIVE CATEGORY, it's non-heroes' turn.
TALATA: The Goliath, infuriated by the attack, looms over Gunther. “Fee fi fo fum,” his
i A successful ADVANTAGE adds the relevant SKILL RANK to allies' TN. voice booms. He takes out his heavy club and brings it down on you, Gunther.
flashy uppercut, straight to his groin. Goliaths hate that, right? TALATA: Usually that’d give the Goliath a choice between success with CONSEQUENCE
or failure OPPORTUNITY
th , but he’s really out for blood. He sacrifices 3 GUTS to
TALATA: Your TN is PHYSIQUE and CREATIVE APPROACH, the bonus from the upgrade the outcome of his SKILL CHECK, making his roll a pure success. He focuses
ADVANTAGE minus the Goliath’s defense from his +1 armor. What’s your total TN? all his willpower on you! The Goliath has a +1 heavy club, so he deals 5 damage to
BLOOD!
Ankha adds +1 but the armor cancels that out... my total TN is 3, SIPNAYAN: Oof!
V She rolls the dice. It’s a 1! A hit! Because she rolled a 1, Sipnayan must roll again
for a chance of a FLAWLESS SUCCESS . Sipnayan makes a roll... it’s another 1!
TALATA: Everyone acted, so the round is now over. So, next round...what do you do?
Kanta claps in joy. KANTA: How about...we, er, tactically retreat. Let's make a run for it.
APPENDICES
BLOOD; GUILE and IMPOSE deals damage to GUTS. is engaged by the Goliath. Moving away will require a SKILL CHECK.
TALATA: Because you got a flawless success, you gain an OPPORTUNITY... how about SIPNAYAN: That's okay! I can use ACROBATICS. We just have to escape and survive
dislodging some of the Goliath’s armor and making it easier to hit him next time? until my yak returns!
Alright, heroes have acted for this phase so it’s now the Goliath’s turn.
134 135
Appendix Appendix
fouR five
Sample Doom More Sample Heroes
Talata, the GUIDE, checks the clock. Almost thirty minutes have passed. G I L A S ( H E / H I M ) , R A D I A N T D WA RV E N M O N K
The players are currently in CONFLICT with a Goliath. Talata pauses the action to Gilas, born and raised in the dwarven city of Lilim ng Bohol, has a life-long
announce, “The DOOMSDAY CLOCK advances. A MOMENT is consumed.” resolution to embody the anitos’ virtues of truth and justice. Unfortunately, this
means he gets into trouble too frequently as the harsh realities of the world clashes
She pulls the tracker sheet near her. Since they were expecting to play for 4 hours unkindly with his thirst to do the right thing. He writes home religiously
over one session the total number of MOMENTS on the page 12. Three of the to his wife and six children, all of whom are named after various rocks.
MOMENTS are already consumed. Talata crosses out another.
INVENTORY
That’s two MOMENTS consumed in this one stance, plus the three from before, for —Studded leather armor [+1 Blood Defense] and stoicism [+1 Guts Defense]
a total of five MOMENTS down. Seven more before the DOOM! —Bedroll and local map
—1 instance of Saving Grace
APPENDICES
APPENDICES
—1 instance of Flowmotion
1 2 3 4 5 6 7 8 9 10 11 12 —2 instances of Uncanny Alarm
EN
OM
136 137
J U L I S E V E N ( T H E Y / T H E M ) , W I Z A R D AU T O M AT O N S A RT I S T H E B L A C K T E N TA C L E ( S H E / T H E Y ) ,
E N I G M AT I C O C T O P O D E C U L T I S T
Juli remembers emerging from a smoky machine to a world filled with strange
sensations. The sight of their creator's happy smile filled their heart—is this what joy Sartis is an ambulatory octopus serving an unknown cult. She’s chipper, friendly,
feels like? Later, as Juli fled from the burning lab, driven away by rioting villagers, gregarious and extravagant, though disturbingly cavalier with death and violence.
they sought adventure to fill their need for purpose. They are mensely curious, if a She’s a strong believer in fortunes and likes asking to read your palm th her eight
bit naive, and hold grand aspirations of seeing all four corners of the world. tentacles. That said, it’s hard to tell whether she’s reaching out to befriend you...or to
pull you in for a quick stab.
BLOOD MODIFIER +2 / GUTS MODIFIER +4
INVENTORY
—2 instances of Secret Door —The bottom half of a dead monkey —1 instance of Burn the Past
—Shrunken monkey heads —1 instance of Pierce the Veil
K ATA R I S R A E ( S H E / H E R ) , D R A G O N K I N F O L K H E RO
A N A S O R AYA ( H E / H I M ) , N E RV O U S H U M A N K N I G H T
Kataris is known as the grand vanquisher of the dread lich queen. What people don’t
know, however, is that the creature Kataris scared off...was actually just a lowly Despite growing up in a secure and wealthy environment, Ana heard one too many
marsh hag. The lich queen lives on, which is terrible news for Kataris because she horror stories and was severely affected by age six. He thought being a knight would
likes being a big-shot hero—and being alive. Kataris talks and dreams big, but has a solve things but it only made him more conscious about enemies he ght encounter.
few qualms about dying. Ana has a good head and a golden heart… only he weren’t so nervous all the time.
APPENDICES
INVENTORY INVENTORY
— Cunning wit [+3 Guts Damage] —Sturdy sword [+2 Blood Damage] —Crowbar and lantern
—Board games and a gallon of beer —Iron briefs [+1 Blood Defense] —1 instance of Heartpiercer
138 139
Appendix W E A K C R E AT U R E S
Codex of Astonishing
ORIGINS Old, twisted forests. COORDINATION 2 / GUILE 2 / IMPOSE 2
Creatures
more than half-height tall. Grouchy. INVENTORY
If the heroes DO need to fight them, you might find it useful how they’ve been
organized according to a rough approximation of their power. In general: Bandit
— 4 WEAK creatures can be defeated by 4 new heroes ORIGINS A harsh, indifferent world. BLOOD 5 / GUTS 5
— 2 AVERAGE creatures can be defeated by 4 new heroes LOOKS & TRAITS Hardened. CREATIVE 1 / CAREFUL 1 / CONCERTED 1
— 1 STRONG creature PLUS A MINION can be barely defeated by 4 new heroes RELATIONS Families, friends, loved ones COORDINATION 2 / PHYSIQUE 2
— 1 POWERFUL creature can be defeated after the party has spent around 18-21 XP to care for. GUILE 2 / WEAPONRY 2
— 1 MONSTROUS creature can be defeated after the party has spent at least 36 XP ROLE & MOTIVE Putting themselves in
harm’s way to pay for the high cost of INVENTORY
APPENDICES
APPENDICES
Creatures of various power levels can team up. Note that fights don’t need to be subsistence. Vicious dagger [+1 Blood Damage]
“fair”. A party of powerful creatures can prey upon weaker heroes, and vice versa. MODUS Typically roams sketchy areas in
Creatures can also be smart, and stand ground or stack advantages before attacking. groups of four to five.
Heroes must decide whether it would be se to engage them.
140 141
fAIRY
BLOOD 5 / GUTS 6
ARCANA 2 / COORDINATION 2
NoBLin
Nasty Hog
ORIGINS Underground caves, burrows.
LOOKS & TRAITS Normal piggish CREATIVE 0 / CAREFUL 0 / CONCERTED 2 their ninety-nine cousins. Considers CREATIVE 1 / CAREFUL 1 / CONCERTED 0
bodies but the blank face of a human. SURVIVAL 2 / PHYSIQUE 1 everyone else a bit weird. TINKER 3 / OBSERVE 2 / SURVIVAL 2
them. Often the subject of superstition. if engineering projects are good Pointy spear [+1 Blood Damage]
ROLE & MOTIVE Finding their loved ones. shape. Regularly dreams of being Various knick knacks
APPENDICES
APPENDICES
MODUS Runs or cries for help if Pointiest Noblin.
cornered. MODUS Prioritizes escape, but may
SkeLeton Thrall
ORIGINS Excess necromancy in the soil BLOOD 5 / GUTS 7 ORIGINS Humanoid servants of
or perhaps amateur wizards; some report CREATIVE 0 / CAREFUL 1 / CONCERTED 1 malevolent mages. Oftentimes, they've
that a few animated of their own will. PHYSIQUE 2 / WEAPONRY 2 agreed to give a few years of their soul in
LOOKS & TRAITS Bony. Those lling to exchange for a powerful favor.
talk tend to have a drier version of their INVENTORY LOOKS & TRAITS Pale, numb and
world. Uncertain about other undead. SPECIAL who can't or refuse to understand.
ROLE & MOTIVE Unpopular philosophers Bone shiv ROLE & MOTIVE While the contract is
theorize they cling to undeath to escape A Skeleton may improvise any bone active, thralls are fully content simply
total ego death in the afterlife. its body as a +1 Physical weapon. doing the bidding of their master.
MODUS Makes ranged and close attacks MODUS Establishes advantages for their
BLOOD 5 / GUTS 5
SKyhopper PHYSIQUE 2
SPECIAL
ORIGINS Any common village, it seems. BLOOD 6 / GUTS 5 Poison
LOOKS & TRAITS Has the head and body CREATIVE 2 / CAREFUL 0 / CONCERTED 0 If a thrall successfully damages
of a bird, but wings and legs of an insect. ACROBATICS 2 / GUILE 1 / PHYSIQUE 1 another creature, that creature
RELATIONS Mates for life and builds is poisoned and suffers
intricate, beautiful nests out of shiny INVENTORY 1 damage to Blood every 5 REM
baubles as permanent homes. Shiny coins, some valuable or TIC until after their next
APPENDICES
APPENDICES
ROLE & MOTIVE Pests having fun. The local mayor's pearl necklace long rest.
MODUS Swoops, steals, flees.
144 145
ORIGINS Technological wonders ACADEMIC 2 / ARTISTRY 2 / TINKER 2 LOOKS & TRAITS Perfectly human Shapeshifter
from decades ago, now retrofitted for PHYSIQUE 1 appearance; never sleeps, has no smell. Emotion Vampires can freely alter their
mundane tasks. RELATIONS Craves and feeds off others' form and appearance, although many say
LOOKS & TRAITS Archaic, nostalgic; INVENTORY emotions; creates parasitic or parasocial a disquieting air surrounds them.
dusty and rusty unless maintained. Mecharotors [+1 Blood Damage] relationships to do so. Territorial against
RELATIONS Often relegated and sold in other vampires. Siphon
discount bins by humanoid owners. SPECIAL ROLE & MOTIVE Filling an empty heart. Once every 10 REM or 3 TIC they can
ROLE & MOTIVE Appliances. Self-repair MODUS Takes on guise of last victim to gain Blood equal to the damage dealt
MODUS Helps other automatons by As an action, an Aparitik can heal itself wreak havoc, delight in turmoil of loved when attacking with Impose.
stacking advantages; attacks as last resort. or other automatons by 2 Blood. ones. Siphons emotional reserves over
days; if discovered, escapes with shapeshift.
Knight
CREATIVE 0 / CAREFUL 0 / CONCERTED 2
WEAPONRY 2 / IMPOSE 1
PHYSIQUE 1 / SURVIVAL 1
Slug COORDINATION 2 / PHYSIQUE 2
APPENDICES
ROLE & MOTIVE Claiming a destiny. SPECIAL though many find them a tasty delicacy. On a successful attack, a Flesh Slug has a
MODUS Protects high-value targets Techniques ROLE & MOTIVE Ceaseless egglaying. 1 in 36 chance of creating a ne nstance
where possible; otherwise, engages in One stance of a Complexity 2 MODUS Tries to catch enemies unaware; of itself underneath a victim's skin.
physical combat. Technique often targets sleeping victims.
146 147
mendicant Demon
ORIGINS Presumably an infernal realm, BLOOD 7 / GUTS 9
ManananggaL
LOOKS & TRAITS Bears an oversized red GUILE 2 / CHARISMA 1
RELATIONS Hitchhikes across lands, Five random items from the Oddities
bears alluring trinkets. Solicits others to & Valuables List (see Chapter 2, Step 4:
buy them but never with coin; they only Determine Inventory).
APPENDICES
MODUS Said to scope their victims during ROLE & MOTIVE Likes biting. Many feel
daytime to feast on them at their most Spells fulfilled in their job protecting valuables.
vulnerable at nightfall. Leaves their lower One stance of a Complexity 2 Spell MODUS Bides time as innocuous object.
body in a carefully hidden place.
148 149
Petal Ambassador
ORIGINS Unknown. Perhaps a ritual? BLOOD 7 / GUTS 10
Young treefolk
ORIGINS Curiosity in youth, the allure ROLE & MOTIVE Explorers, tourists.
APPENDICES
RELATIONS While they are terested SURVIVAL 3 / PHYSIQUE 2 / ARCANA 1
in friendship, others are more terested
in exploitation as their bark is ideal for INVENTORY
magical items. Weird bark [+1 Blood Defense, odd item]
150 151
S T R O N G C R E AT U R E S
AKromata BLOOD 20 / GUTS 15
Brute
especially among survivors. Some scattered SPECIAL
Aranae
rumors abound: some say they were borne
BLOOD 18 / GUTS 16
from evil experiments on elves, others
CREATIVE 1 / CAREFUL 2 / CONCERTED 1
believe they were cast from di e grace.
ORIGINS Ancient forests. COORDINATION 3 / PHYSIQUE 2
LOOKS & TRAITS Imposing red figure,
LOOKS & TRAITS Immense spiders;
terrifying physical presence.
cunning and methodical. SPECIAL
RELATIONS Commonly thought of as
RELATIONS Feared by settlements, Poison
uncultured, violent creatures—hence
adventurers as a ruthless predator. A successfully hit target is poisoned and
their moniker. Currently targeted by
ROLE & MOTIVE Survival of offspring. suffers 1 damage to Blood every 5 REM
"brutekillers" often sponsored by a
MODUS Bides time the shadows, or TIC until after their next long rest.
humanoid regime.
waiting for the slightest twitch in an
ROLE & MOTIVE Unknown. BLOOD 20 / GUTS 18
APPENDICES
APPENDICES
intricate network of webbing. Web
MODUS Scouts and maps humanoid CREATIVE 2 / CAREFUL 1 / CONCERTED 2
As an action, an Aranae may perform
settlements to avoid; falls back on CULTURE 3 / PHYSIQUE 2 / INSIGHT 2
a Coordination Skill Check entrap
aggression as last resort. IMPOSE 1
enemies within 2 heights, preventing
movement for 10 REM or 2 TIC.
152 153
Lamia nightwolf
BLOOD 17 / GUTS 17
ORIGINS Ordinary mortals foolish BLOOD 18 / GUTS 16 ORIGINS The cruel wild.
enough to accept a deity's love...only to CREATIVE 2 / CAREFUL 2 / CONCERTED 1 LOOKS & TRAITS Larger-than-life wolves INVENTORY
be subsequently cursed by cosmological COORDINATION 2 / INSIGHT 2 with night-starry fur. Highly intelligent; Wicked fangs [+1 Blood Damage]
forces determined to preserve di e PHYSIQUE 2 / GUILE 1 understands others' motives, intent.
order. RELATIONS Close familial ties with what SPECIAL
LOOKS & TRAITS Serpentine lower INVENTORY fe ightwolves remain in the ld. Darksight
Wary
body, humanoid upper half. Displays Powerful constrictors truce th other creatures of the night. Nightwolves can see darkness.
monstrous cunning when seeking their [+2 Blood Damage] ROLE & MOTIVE Avoiding extinction.
next meal. Obsessed with feasting on MODUS Plans any attack in advance;
Siren
BLOOD 15 / GUTS 20
when satiated; longs to make amends but
CREATIVE 2 / CAREFUL 0 / CONCERTED 1
unable to undo what they did not deserve.
ARTISTRY 2 / CHARISMA 2 / GUILE 2
RELATIONS Hides from human society,
ORIGINS Crags, islands set deep within ACROBATICS 1 / PHYSIQUE 1
unless feeding. May work for more
powerful forces in exchange for food. wine-dark seas.
LOOKS & TRAITS Sparrow body with SPECIAL
ROLE & MOTIVE For society, a morality
tale. For themselves, a desperate search feminine human face. Utterly bewitching; Hypnotic Song
for an end to the curse. croons compliments and songs. As an action, a Siren can make an
RELATIONS Competes among themselves Artistry Skill Check; on success, everyone
MODUS Strikes from hidden or
advantageous positions, but only after to lure hapless sailors, shipfolk using within hearing range must immediately
making sure enemies are vulnerable. exquisite verses. Fated to live only make an Insight Skill Check. Those who
while a mortal hears their voice; keeps fail are charmed and blindly trust the
humanoid prisoners for this purpose. Siren. Charmed individuals may redo the
ROLE & MOTIVE Perfecting their song, Insight Skill Check at the end of every 10
APPENDICES
APPENDICES
finding true love. REM or TIC, adding +1 to TN with every
MODUS Lies, trickery, and song. subsequent attempt. On success, the
effect ends and they are mune to the
Siren's charm for an in-story day.
154 155
Strange eLf
ORIGINS Unbearably long, lonely lives. BLOOD 17 / GUTS 17
LOOKS & TRAITS Beautiful as all elves are; CREATIVE 2 / CAREFUL 2 / CONCERTED 0
themselves; those who break with Three handfuls of the flesh of their last
ritualized tradition are marked for victim [Special item, restores 3 Blood
feasting. Torments, controls populations when consumed as an action]
in nearby settlements for fun.
ROLE & MOTIVE Enduring the soul-
TiKBalang
ORIGINS What fe irgin forests remain.BLOOD 15 / GUTS 18
CREATIVE 2 /CAREFUL 1 / CONCERTED 2
LOOKS & TRAITS Horse head, human
COORDINATION 3 / PHYSIQUE 2
body, long limbs.
SURVIVAL 2 / ARTISTRY 1
RELATIONS Loves pranking lost
APPENDICES
wonder, but none have found the truth.
SPECIAL
MODUS Prefers concealment over
confrontation. Spells
Three stances of Trick of the Light
156 157
Vengeful Pocong P O W E R F U L C R E AT U R E S
ORIGINS A soul who died from a deeply BLOOD 16 / GUTS 16
Pocong are common, but like many Frightful visage [+2 Guts Damage]
ghosts they can simply manifest. Their face White shroud, traditionally wrapped
is unobstructed, revealing wide, terrifying
eyes set within deep shadows. Whenever SPECIAL
MODUS Aggression.
Aurora
Zoa PisceRor ORIGINS An otherworldly...place.
ORIGINS Sentient fish folk with BLOOD 16 / GUTS 16 transcends understanding. Oftentimes
untethered access to magic. CREATIVE 2 / CAREFUL 1 / CONCERTED 0 bedecked in impossible geometry or
LOOKS & TRAITS Fish that walk upright, ARCANA 3 / AN ILL-ADVISED SKILL 1 ever-turning wheels of flames. BLOOD 27 / GUTS 32
clad in swishing velvet cloaks, rich RELATIONS Often bound to serve CREATIVE 2 / CAREFUL 2 / CONCERTED 2
clothing and jewelry. Obnoxious. Elitist. SPECIAL stronger, stranger powers. Locals make ACADEMIC 3 / ARCANA 3 / IMPOSE 3
RELATIONS Lives in extremely classicist Spells rich offerings to Aurora, though it's PHYSIQUE 2 / TACTICS 2
undersea society based on arcane skill. Two instances of a Complexity 2 Spell hard to tell whether it's to appease the
Disdains everyone who has no magic. One stance each of three masters or to accept Aurora as deities in SPECIAL
APPENDICES
APPENDICES
ROLE & MOTIVE Become the very best Complexity 1 Spells their own right. Spells
in magic, despite relative competence ROLE & MOTIVE Messengers, servants. Two instances of Manic Hands
with everything else. MODUS Coldly analytical in every step. One stance each of two
MODUS Magic, really. And bodyguards. Only takes calculated risks. Complexity 3 Spells
158 159
Drake Magus
Arcane armor [+1 Blood Defense]
ACADEMIC 3 / CULTURE 3 / IMPOSE 2 Lifeless aura [+2 Guts Defense]
PHYSIQUE 2 / TINKER 2 / TRADE 2
ORIGINS The beginning of civilization. ORIGINS Wizards and witches who've SPECIAL
LOOKS & TRAITS Beautiful, crystalline INVENTORY fragmented their souls into seven pieces Spells
dragons. Exquisitely smart. Crystal scales [+1 Blood Defense] in return for true arcane power. Two instances of a Complexity 3 Spell
RELATIONS Wisely avoids the Hypercritical mind [+1 Guts Defense] LOOKS & TRAITS A pale facsimile of Two instances each of three
predominantly ignorant world. Very their former personality. Surrounded by Complexity 2 Spells
rarely, works with mortals to pursue SPECIAL dizzyingly magical aura. One stance of Spirit Pact
complex goals. Unfurled wings RELATIONS Has servants, thralls to carry
ROLE & MOTIVE Study and observation. A Crystal Drake has free movement up out mundane tasks. Often enters into Undeath
MODUS If forced into Conflict, will end to 4 heights and can move an additional pacts with settlements; in return for A slain Exalted Magus will re e after
it as quickly and decisively as possible. 9 heights as an action. sustenance, materials, and a base, they seven in-story weeks unless all seven soul
will be protected from harm. fragments are found and destroyed.
EVerbleeding
ROLE & MOTIVE Differs wildly.
APPENDICES
rightful rulers, heroes even. SPECIAL
Incarnate
ORIGINS Hideous secrets, hateful BLOOD 27 / GUTS 27
OBSERVE 3 / INSIGHT 3
ORIGINS Unknown.
APPENDICES
facets reveals how the onlooker will die. Spells
ROLE & MOTIVE Seek and combine thOne stance of Become e
other Mirror Balls. One stance of Secret Door
MODUS Deflect or reflect.
162 163
ParaLich M O N S T R O U S C R E AT U R E S
ORIGINS Unknown.
BLOOD 45 / GUTS 36
Techniques
APPENDICES
APPENDICES
CREATIVE 2 / CAREFUL 3 / CONCERTED 3
One stance of Dispel
OBSERVE 3 / PHYSIQUE 3 / IMPOSE 3
One stance each of three
CULTURE 2 / FOCUS 2 / INSIGHT 2
Complexity 3 Techniques
164 165
KaLipsis INVENTORY
APPENDICES
CREATIVE 3 / CREATIVE 2 / CONCERTED 3 Complexity 3 Spells
ARCANA 3 / CHARISMA 3 / IMPOSE 3
Two instances each of two
ACADEMIC 2 / GUILE 2 / INSIGHT 2 Complexity 2 Spells
OBSERVE 2 / ALL OTHER SKILLS 1
166 167
Index
A
Actions during Conflict See Conflict: Bonds 60
Actions Allocating Bonds 60
Advantage 75 See also Conflict: Assistance during Conflict 76
Actions: Create Advantage
Assistance out of Conflict 70
Approach Scores 43 ADDING MAJOR LEVEL
Conflict 73
Blood 45
Actions 74
Allocating modifiers 46
ASSIST 76
Increasing Blood 81
C R E AT E A DVA N TA G E 75
Recovering and rerolling 80 HARM OTHERS 74
Skills that damage Blood 74 See MOVE FAR 76
also Conflict: Actions: Harm S TA N D G R O U N D 74
INDEX
INDEX
others USE SPELL OR
TECHNIQUE 76
168 169
Death 80
Initiative Category 77 HARM OTHERS 74 Complexity 87
Doomsday Clock 32
M Upgrading the outcome 72 Short list at Hero Creation 59
O Categories 46 Summary 70
G R Base vs enhanced 86 X
Recovery See Rest Complexity 87 XP 81
Guts 45
Full list 88 62
Allocating modifiers 46
REM 88 Bonus at Hero Creation
INDEX
INDEX
In Conflict 76 81
Increasing Guts 81
Rest 81 Spending XP
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