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Every hero in this game is defined as much by their successes as by their failures and each
experience, however traumatic, makes them stronger and more multifaceted than before. In
Not the End every hero is described by keywords placed in a hexagon hive, each of which
represents one of their distinctive traits. The proximity of the hexagons within the hive
creates relationships and bonds that make each hero totally unique. HexSys does not
use dice to resolve conflicts and dangerous situations, but different-colored tokens
that represent successes and complications.
Every test that you face will produce results that add
something to the story and to the game world, making
the outcome of each test unique and different from
the previous one. Be prepared to take risks, triumph,
fail and get back on your feet. This is not the end!
WHAT IS AN RPG?
In a role-playing game, players take
on the role of the characters in a story,
interpreting their motives and deciding their actions. If you have
never role-played before, don’t worry: while it may seem difficult, as
soon as you sit down at the table you will find that it comes as naturally
as telling a story around a campfire. The playgroup will include a player
with a special role, responsible for describing the world around the heroes,
playing all the secondary characters and helping the game unfold. From
now on we will call this player the narrator.
The game consists of a conversation between the narrator and the
players. The narrator describes the scene, the players respond
by describing their heroes’ actions, the situation evolves and the
cycle restarts. Sometimes the game will insert a random element
to make the story a little unpredictable. The purpose of a role-
playing game is to have fun while experiencing an adventure together:
remember to allow everyone at the table to take part and contribute
to the story in their own way, without any pressure.
The following pages provide an in-depth look at each of the three pillars
and a reference to the relevant game rules.
Introduction 9
10 Introduction
TAKE RISKS FOR WHAT YOU
CONSIDER IMPORTANT
Not the End puts the player in a position in which
they are encouraged to expose their hero to risky
and problematic situations, without feeling punished for it.
The complications experienced by the hero are part of the game
experience and should be seen as an opportunity to explore
their personality, motives and values.
Introduction 11
LET THE STORY
CHANGE YOUR HERO
The heroes of Not the End evolve when they experience
the consequences of their actions. The player will be able to decide
what tests are crucial for their hero’s development, but they must do
so before knowing the outcome. This way every hero in Not the End
will evolve based on the significant experiences that they go through
during the story.
Consult the Evolving the hero chapter on page 70 to find out more.
12 Introduction
Introduction 13
14 Introduction
LIVE EVERY END LIKE
A NEW BEGINNING
Every hero in Not the End, over the course of the story,
has to face the end. Sometimes it is their end and sometimes it is the
end of something important to them, such as a journey, friendship, oath
or old grudge. Not the End sheds light on these motives, allowing the
player to evolve their hero in a unique way.
Introduction 15
THE GAME’S SET TING
Not the End stories can be set anywhere: in distant realms home to dragons
and powerful sorcerers, in futuristic dystopias ruled by merciless AI robots, in
the dark and infinite depths of space, in the real world or in any other context
that you are familiar with or can imagine.
“A long time ago, in a galaxy far, far away...”, Playing Not the End means first of all choosing a where and a when, namely a
“Among the dusty streets of Redwater Creek, place and time in which the story is set.
in pioneer-era America” or “In a space colony To begin with, there is no need to go into too much detail; you only need the
surrounded by the eternal ice of Ganymede, bare minimum to create a common ground that stimulates your imagination.
on 15 December 2047” are all good examples of This is a choice that the whole playgroup should make together. Although
where and when. the choice of setting can be delegated to the narrator, it is much more fun
to experience a story set in a context that all the players know, love or wish
to experience and explore.
To start off you only need a single sentence, but feel free to add a few details
if you consider them necessary or valuable.
Once you have chosen a where and a when, creating heroes will naturally lead
you to weave them into the game: this will generate narrative hooks necessary for
players to have heroes that are fully integrated into the story from the outset.
As with choosing the setting, creating heroes together is more effective and
fun. It will allow you to agree on their relationships and will give the narrator
useful ideas for beginning the story.
The chapter dedicated to settings offers insights into how you can create
contexts in which to set your stories with as little effort as possible and provides
five examples that you can refer to or use for your game.
16 Introduction
THE GAME SYSTEM
Not the End uses HexSys, an original game system that uses different-colored
tokens, which are inserted and drawn blindly from a bag to resolve important
situations during the story.
• Around twenty different-colored tokens such as checkers pieces, poker Visit the Fumble GDR website to download the
chips or Go stones. Ensure the tokens you choose cannot be distinguished game materials, including the hero sheet and
by touch lesson cards, or to purchase customized Not
• An opaque bag used for inserting and drawing tokens that is large enough the End bags and tokens.
to fit your hand in
• A hero sheet for each player
• A few erasers and pencils
GAME SYMBOLS
The different-colored tokens used in Not the End represent successes and When you have chosen your different-colored
complications. From this point on tokens representing a success will be tokens, decide together with the other players
denoted by the Z symbol and those representing a complication will be denoted which symbolize successes and which denote
by the b symbol. Tokens drawn or chosen at random will be denoted by the a complications.
symbol. Use the tokens every time your hero faces a test. You may find some
solid-color areas of text, so remember that the negative tokens are always solid
dots (b or b ) and the positive tokens are always empty dots (Z or Z ).
Introduction 17
GLOSSARY
You can use anything as a provided they are Tokens: Tokens in two different colors that cannot be distinguished by touch,
objects that you can put in the bag and that necessary for facing tests. In the manual they are denoted by the a symbol
they come in two different colors, but cannot Bag: An opaque container in which you place and draw the a required to face
be distinguished by touch. a test
Reserve: A place or container that can be easily accessed by all players from
A case, a bowl or simply the center of the table. which they draw and discard the a
STORY CHARACTERS
18 Introduction
TESTS
Test: The act of drawing some a from a bag to learn the outcome of an action Convince a stranger to help you, take out a
that is relevant to the story and could result in complications patrol guard.
Difficulty: A number between 1 and 6 that indicates the likelihood of the
test creating complications
Danger: A number between 1 and 4 that indicates the likelihood of the hero
leaving the scene
Drawing: The action of blindly drawing from 1 to 4 a from the bag
Success: Something positive that happens following a test, which corresponds
to the Z that the player has drawn from the bag.
Complication: Something negative that happens following a test, which
corresponds to the b that the player has drawn from the bag.
Taking a risk: The decision to put the hero in danger in order to draw other a
GAME MOMENTS
Story: An entire narrative arc involving a theme or goal Overthrow a regime, recover an artefact.
Session: When you are playing with your friends, you play a session
Scene: A segment of the story in which a single moment of play is completed A confrontation, a journey, an investigation.
Leaving the scene: A circumstance that prevents the hero from acting in
a scene
Turn: When the situation becomes critical, actions are taken in turns. A turn
is over when all the players have acted
Introduction 19
FACING A TEST
A test is a turning point in the story in which the player puts their hero at risk in order to achieve a result. Each test
is an opportunity to explore the hero’s motives and to give the narrator ideas to make the story more engaging. You
have to face a test when the outcome of the action is uncertain and complications could arise.
This overview will help you understand the information contained later in the manual. The Playing the hero chapter
provides a detailed description of how to face tests and the Narrating stories chapter will help you understand how
to use them to create interesting complications.
Give a concise description of thehero’s intention. It Add 1 Z to the bag for each of your hero’s traits that
is always good practice to state the hero’s purpose, you want to put in play in the test you are facing. It is
but there are no strict formulas that you are obliged to up to you to decide which traits to put in play.
follow. Feel free to describe your action in the way that Then add a number of b to the bag that corresponds to
comes naturally to you. What you describe determines the difficulty of the test announced by the narrator.
the difficulty of the test and the traits you can put
in play.
Roberto plays Lothar, a bounty hunter. Lothar is The traits that help Lothar are Bounty Hunter,
crouching in the bushes near a bandits’ camp. Roberto Silent, Assassinate and Infiltrate. The narrator
declares that he wants to shoot an arrow at the guard states that the difficulty of the test is normal.
on patrol to silently kill him and approach the edge of Roberto adds 4 Z and 3 b to the bag.
the camp undetected.
20 Introduction
DRAW DESCRIBE THE RESULTS
Draw from 1 to 4 a from the bag. The more a you Spend the Z you have drawn to describe the positive
decide to draw, the greater the risks and chances of outcomes of the test and spend the b you have drawn
success. Every Z drawn represents a success, while to ask the narrator to invent complications that make
every b corresponds to a complication. Opposite- the scene more engaging or create misfortunes for
colored a never cancel each other out, but, once the hero.
drawn, all contribute to the outcome of the test.
Roberto decides to draw 3 a in total and takes out 2 Z The first Z drawn guarantees Lothar’s success in
and 1 b. This means that Lothar has had two successes, the test. Roberto spends the second Z to improve
but that his action has caused a complication. the outcome of the test and spends the b by asking
the narrator to subject Lothar to a misfortune.
Lothar’s arrow pierces the throat of the guard, who
falls soundlessly to the ground in an area barely visible
from the camp. But his bowstring breaks: Lothar finds
himself Unarmed.
Introduction 21
THE HEROES OF
NOT THE END
IN THIS CHAPTER
CREATING A HERO 26
Heroes 27
DESCRIBE YOUR HERO IN ONE SENTENCE
The player identifies the essence of the hero and concisely describes them
in one or a maximum of two sentences.
A masked vigilante who wants to bring justice This outline will serve as your guideline for subsequent questions. You do not
back to their neighborhood, a court reporter need anything specific, just something that will allow you to roughly find your
with a penchant for mystery or a freed slave place within the game scenario. If you wish, start thinking about your hero’s
who has seen hell are all good examples. psychology and motives. Why is your hero the way you imagine them to be?
What are they willing to take risks for? You do not have to decide now, but
starting to think about it will help you create a multi-faceted character.
There is no need to write what you have decided on the hero sheet; this initial
idea will help you answer subsequent questions.
If you would like to write down what your hero is willing to take risks for,
we have allocated a space on the sheet where you can add this information.
Remember that this concept can freely change over time.
During the story, your hero will learn what they consider truly important
and you may be surprised to discover how different it is from what you had
first expected.
28 Heroes
LIST THEIR DISTINCTIVE TRAITS
The player describes the hero by writing an archetype, 3 qualities and 4
abilities in the corresponding hexagons on the sheet.
Not the End allows you to freely define keywords representing how you view
your hero. These keywords are called traits and should be placed in a hexagon
hive located in the center of the hero sheet. Some examples are given in the
following pages.
WHAT ARE TRAITS FOR? Being Beautiful is no better than being Horrific:
the first trait could be used to seduce someone
When you face a test, every trait that you put in play allows you to add 1 Z and the second to intimidate them. Traits that
to the bag. The more traits you put in play in a test, the greater the chances are not compatible with the tests you face do
of success. There are no negative traits in an absolute sense and under no not make the situation worse, but simply do not
circumstances will a trait force you to add 1 b to the bag. give you any advantage.
HOW SHOULD I DEFINE MY HERO’S TRAITS? Hacker, Samurai, Swindler, Merchant, Elf,
Pilot and Occultist are all excellent examples.
To define their traits, answer the following three questions in order: You can be more specific, for example by
writing Dwarf Warrior instead of Warrior.
WHAT IS MY HERO’S ARCHETYPE? This archetype will not come into play if you are
The player writes a trait that identifies their hero’s archetype in the trying to use a bow, but it will help you during a
hexagon at the center of the hive. drinking contest or while exploring a mine.
Iconic words such as Chosen One, Vampire,
You can choose the name of a profession, race, species or a mixture of any Werewolf or Jedi Knight are good examples
of them. Or you can choose an established word within the framework of of archetypes since the setting to which they
the setting. It is important that what you write in the central hexagon is the refer clearly defines them.
concept that your hero identifies with and that this concept is clear to you and
the rest of the group.
Heroes 29
WHAT ARE MY HERO’S QUALITIES?
Qualities are normally described with Write 3 traits that describe your hero’s characteristic qualities in 3
adjectives: Intelligent, Powerful, Agile, hexagons of your choice from the 6 surrounding the archetype.
Inquisitive, Cunning, Warlike, Terrifying,
Intrepid, Icy, Attractive, Cultured, Friendly. When you answer this question, consider which of your hero’s characteristics
are most significant. While the archetype defines who your hero is, the qualities
You can write Artificial Intelligence as an describe how your hero is. Even if the qualities are adjacent to the archetype,
archetype and Sentimental as a quality or the terms do not have to be related to each other. Similarly, qualities adjacent
juxtapose the Sentimental and Logical qualities. to each other do not have to be related unless you wish them to be.
The player, in collaboration with the rest of the playgroup. The most important
thing when choosing a trait is that it is relevant to the game setting and has
a clear meaning to everyone at the table.
Any room for interpretation will be further clarified during the sessions. It
is not the narrator’s task to moderate players’ choices: everyone at the table
is responsible for making the game enjoyable.
30 Heroes
WHAT TRAITS SHOULD IDEALLY BE AVOIDED?
Avoid choosing traits that are too generic. Wording keywords in a way that allows Traits such as Infallible, Reduce margin of
them to always be put in play may seem convenient, but it ends up making the error, Perfect, Always ready and Succeed
game less fun. Rather than adding a trait with a vague meaning, discuss with should be avoided.
your fellow players how you can clarify the meaning that you give to the term If a trait such as Ever-ready very aptly
and how it contributes to the characterization of the hero. This will allow you describes the hero, you need only consider how
all to know the situations in which this trait can be put in play. to make it more specific.
Is the hero Meticulous and do they like to
prepare for every eventuality? Do they have
WHAT SHOULD I DO IF I AM UNDECIDED ABOUT a good Instinct for ambushes? Are they
THE TRAITS? Courageous and do they never back down?
All these are possible interpretations of Ever-
Ask yourself how you would like to see your hero act in the scene. What are the ready. Once the meaning has been clearly
most typical things that they would do? When do they feel in their element? You established at the table, the wording can be
can get help from other players and the narrator with suggestions or consult made more specific or kept exactly the same
lists of example traits in the Settings chapter. provided the table agrees on what it means.
In any case, if at this stage you cannot think of all the traits or you are
undecided, move on: you can gradually complete them as you continue to create
the hero or even during the first game session.
Heroes 31
CAN I USE ALTERNATIVE TRAITS?
With approval from the rest of the group, you can add other types of traits to
the hive that better describe your hero. Here are some ideas
32 Heroes
EX AMPLES OF HOW TO DEFINE TRAITS
Together with the narrator, Roberto and his playgroup have decided
that their adventure will be set in a dark alternative medieval period.
The few supernatural elements will be the stuff of legend and the
adventure will center around a war between Baronies, complete
with curses and folklore creatures.
In this example, we will look at how Roberto, Alice and Fabio choose
their heroes’ traits and how they put them in play when they face
tests.
Heroes 33
LOTHAR: EX AMPLE OF TRAITS
Roberto wants to play Lothar, a bounty hunter with a deep sense of justice. Roberto
imagines Lothar as a man hardened by many battles and ruthless towards criminals
and anyone who flouts the law. He would like to play a character who is unsettling at
times, but has a strict moral code from which he never deviates. When creating Lothar,
he writes down his archetype, 3 qualities and 4 abilities. He chooses Bounty Hunter as
an archetype and Veteran, Cunning and Frightening as qualities. He connects Veteran
to Archery and Cunning to Investigate. He also decides that since Lothar is a Veteran
and Cunning, he definitely knows how to Pass unnoticed, and since he is Cunning and
Frightening, he can Interrogate very effectively.
34 Heroes
LOTHAR’S TRAITS
ABILITY
INVESTIGATE
ABILITY ABILITY
PASS
INTERROGATE
UNNOTICED
ABILITY QUALITY ABILITY
ARCHERY CUNNING
QUALITY QUALITY
VETERAN FRIGHTENING
ABILITY ARCHETYPE ABILITY
BOUNTY
QUALITY
HUNTER QUALITY
ABILITY ABILITY
ABILITY
Heroes 35
LILIAN: EX AMPLE OF TRAITS
Alice wants to play the role of Lilian, a priestess of the Church of Saint Galen with a
deeply peaceful spirit. She imagines her as a gentle and kind woman who always manages
to bring out the best in the people she interacts with. During a discussion at the table, it
emerges that Saint Galen is a local saint who is well liked by the common people and that
his priests are skilled healers and surgeons. As an archetype she chooses Priestess, and
as qualities she writes down Kind, Respectable and Educated, but decides to position
Educated away from the other two. She does so because, as she explains, Kind and
Respectable are traits that Lilian has always possessed while Educated came later, when
she decided to devote herself to the priesthood. Alice considers this arrangement more
appropriate to how she sees her hero.
Alice connects Kind with the trait Turn the other cheek, a dictum that Lilian has
followed from a young age. She positions Diplomacy between Kind and Respectable.
Then, aware that a great part of Lilian’s life has been devoted to the study and practice
of Saint Galen’s teachings, Alice links Educated with the abilities Heal and Local history.
36 Heroes
LILIAN’S TRAITS
ABILITY
ABILITY ABILITY
KIND
ABILITY ARCHETYPE ABILITY
RESPECTABLE EDUCATED
ABILITY QUALITY ABILITY
LOCAL
HISTORY
ABILITY ABILITY
ABILITY
Heroes 37
ETIENNE: EX AMPLE OF TRAITS
Fabio has a stranger idea in mind and after a brief discussion with the playgroup everyone
agrees to let him use it. Fabio has just seen “The Crow” and would like to play someone
who has risen from the dead to get even with their killers. He decides to play Etienne, a
woodsman murdered in the forest by corrupt guards.
Fabio, with the narrator’s agreement, decides that Etienne can remember the faces
of those who killed him and knows that he saw something he should not have seen,
but has no memory of what it is. Fabio is undecided whether his hero is motivated by
a desire for revenge or by a wish to discover the truth about his murder. After a brief
discussion he decides that he would prefer a vengeful character.
Fabio puts Revenant as an archetype and chooses Powerful, Relentless and Disturbing
as qualities. His woodsman’s build is accompanied by remarkable stamina and a feeling
of unease that is impossible to ignore. Fabio decides to connect Powerful to the ability
Axe and Relentless to the trait Those murderous bastards. He positions Intimidate
between Powerful and Disturbing and Brute stregth between Powerful and Relentless
38 Heroes
ETIENNE’S TRAITS
ABILITY
ABILITY ABILITY
QUALITY QUALITY
REVENANT
QUALITY QUALITY
DISTURBING RELENTLESS
ABILITY QUALITY LINK
THOSE MURDEROUS
POWERFUL
ABILITY ABILITY
BASTARDS
AXE
Heroes 39
LIST THE RESOURCES AT THEIR DISPOSAL
A magic wand is a special resource at King The term resources broadly refers to anything useful that your hero has at their
Arthur’s court, but a common one if you are disposal: equipment, contacts, money, documents. Depending on the settings,
playing magic students at Hogwarts school. resources could include familiars, robotic assistants, artificial intelligence,
trained animals and so on.
For a soldier, hitting a target at 200 yards is
a test with normal difficulty using a sniper
rifle, but is almost impossible with a bow. It HOW SHOULD I USE THE RESOURCES IN PL AY?
simply cannot be achieved by throwing a stone.
Possessing a resource could influence the difficulty or feasibility of the tests.
Resources never influence the number of Z added to the bag.
40 Heroes
EX AMPLES OF RESOURCES
Lothar is an experienced bounty hunter who is Lilian is a member of the clergy and, although Etienne is an undead who has dragged himself
somewhat renowned in his field. After a brief long estranged from the court, has noble out of the grave. The objects to which he is most
discussion with the game table, Roberto writes ancestry. For Alice, it is important to note that attached are those that he is wearing, probably
down the following in his list of resources: she is an experienced healer: placed on his body by his wife’s parents:
Lothar wants to prove that he has executed a Lilian is trying to heal Lothar from a nasty Etienne enters a village to get information
criminal for just cause to some guards who are injury that he has sustained during a conflict about his wife’s killers. The locals do not
threatening him with pikes. with criminals. trust outsiders and his threadbare clothes and
Lothar asks the guards if he can take something He has a deep cut and the blade seems to have unsettling appearance do not help matters. The
out of his pocket and slowly shows them his scraped the bone. Lilian fears the blade was test to convince someone to share information
bounty hunter’s license. poisoned because Lothar is beginning to show with him would be difficult. Etienne does not
Now that the guards have seen his authorization, strange symptoms. want to threaten the villagers and persuades
convincing them will be an easy rather than Lilian uses her medicinal herbs to create an them to talk by showing his wedding ring and
difficult test. ointment that she applies to the wound and the bloodstained handkerchief. Now his appearance
tools in her healer’s bag to suture it. The test is less threatening: a person who has lost
has a normal difficulty. It would have been everything does not care about appearance. The
impossible to treat Lothar without equipment. difficulty of the test drops from difficult to
normal.
Heroes 41
HERO CREATION
ALTERNATIVES
Once you are familiar with how to create heroes,
it may be necessary to include certain creation
variants. This section contains a number
of variants that can help you adapt the
creation process to your needs.
DON’T BE GREEDY
Playing a hero with a more complete hive does not mean having a stronger hero. Evolving
the hero is an integral part of the fun so be sure not to miss out on it.
Heroes 43
A hero who has spent their whole life surviving THE HERO LEARNS A LESSON
as a street urchin may have learnt the lesson
Opportunity makes the thief, while a character Certain heroes’ past is marked by events that define their psychology and
seeking revenge for a wrong they have suffered beliefs. If you are already familiar with the contents of the Evolving the hero
may want to acquire the lesson Blood calls to chapter, the choice of traits or conversation at the table might have provided
blood or No one can flee forever. an idea for the perfect lesson for the hero. In agreement with the rest of the
group, you can dispense with a trait and have a lesson in its place.
Claudio and his friends are converting THE HERO HAS MORE THAN EIGHT TRAITS
characters that they have played for several
sessions in another game. They know the If you want to play heroes that you have played before or that you are converting
heroes very well and consider them too broad from other game systems, you can increase the number of traits used to
to be described by 8 traits so decide to start describe them.
with 12. Having all players start with the same number of traits is good practice,
but it is not mandatory if you want to make other arrangements. The number of
traits that describe the hero does not equate to their level of power and there
is no reason why you cannot have a group of heroes who have been marked by
a different number of experiences.
44 Heroes
THE HERO HAS LESS THAN EIGHT TRAITS Roberto is deciding what traits to give Lothar.
He knows that he is a Cunning Bounty hunter,
If you want to speed up the process of creating heroes and explore their identity and he has chosen Investigate and Archery as
in the game, you can agree to start with fewer traits than normal and complete traits for him, but he is otherwise undecided
them during the first game session. and asks the playgroup to complete the traits
Write your archetype and 4 traits of your choice including both qualities and during the session. The story starts at the
abilities so that you can have a basic foundation for the hero that you intend edge of a battlefield. It occurs to Roberto
to play. As the game situations gradually give you ideas for which traits are that Lothar may have the qualities Veteran
suitable to describe your hero, mark them on the card until you have reached and Frightening. During the session Lothar
the limit of 3 qualities and 4 abilities. witnesses an interrogation and Roberto realizes
Then continue playing and evolve the hero with the methods described in that, given his past, Lothar should know how to
the Evolving the hero chapter. Interrogate a prisoner.
Heroes 45
PL AYING
THE HERO
The first step when playing Not the End is creating the Hero Identify a Hero concept and give a brief description. This will
that you will play during the Story. To make things easier you serve as a starting point for developing the Hero and providing
will be guided through a series of five questions; each answer further details.
will serve to characterize and define your Hero.
Each question explores the game rules required to play
your Hero. So during the creation process you will learn some 2. WHAT ARE THEIR DISTINCTIVE TRAITS?
rules needed to play the game. Write your answers on the
Hero Sheet. The Hero’s Traits are keywords that describe them. You will
Go through the steps of creating your Hero with the other write them in a hexagon hive and they will help you in the Tests
players and the Narrator: the result will be significantly better you face. During the creation process you choose 8 traits that
both for the balance of the game and for resulting narrative describe your Hero.
hooks.
1. WHO IS MY HERO?
IN THIS CHAPTER
FACING TESTS 50
WHAT IS A TEST? 52
USING SUCCESSES 58
USING COMPLICATIONS 59
GROUP TESTS 63
HELPING OR HINDERING 63
INNER CONFLICTS 65
TESTS
To play Not the End you have to understand
the spirit with which tests should be faced. Every
test is an opportunity to explore your hero’s
motives, to recount their exploits and to give the
narrator ideas to liven up the story.
4.
DECIDE WHETHER TO TAKE A RISK
If you are not satisfied with the a you have drawn, you can take a risk and draw others
from the bag. When you take a risk you must always reach a total of 5 a drawn
5.
SPEND THE a DRAWN AND RECOUNT THE OUTCOME
Spend Z to pass the test or to improve the traits and b to subject the hero to adrenaline
or confusion, or to ask the narrator to create misfortunes for the hero or to complicate
the scene. If you have decided to take a risk, the narrator spends the b on your behalf
How to play 51
WHAT IS A TEST?
When the player has a goal whose outcome is uncertain or important for
the story, the narrator asks them to face a test. When they request a
test, the narrator tells the player how difficult and dangerous it is.
Every test is a turning point in the story that could result in successes and
complications. Each test is an opportunity to explore the heroes’ motives, to
recount their exploits and to give the narrator ideas to make the story more
engaging. A test is normally faced when:
Sneaking undetected past palace guards, • It is uncertain whether the hero will succeed in what they are attempting
hacking a security system, convincing a stranger to do
to help you, dueling with an adversary and • There is a real possibility of resulting complications that are interesting
defusing a bomb are all situations that require or significant for the development of the story
a test. • There is something at stake, or a physical or social conflict is taking place
52 How to play
THE DIFFICULT Y AND DANGER OF TESTS Difficulty and danger are distinct values.
Decoding an encrypted message is difficult but
Every test has a difficulty level. Some tests also have a danger level. If not at all dangerous, while defusing a simple
you are the narrator, consult the Narrating stories chapter for a detailed explosive is easy, but extremely dangerous.
explanation of how to manage these two numbers.
• Very easy: 1 b
• Easy: 2 b
• Normal: 3 b
• Difficult: 4 b
• Very difficult: 5 b
• Almost impossible: 6 b
You will find all the details on leaving the scene later in the chapter, but for
now you only need to know that leaving the scene means that you can no
longer act in it.
How to play 53
1 2 3 4 5
“I want to secretly sneak into the castle. I slip past Although it is best to describe the action from the outset in a way that involves
the enemy ranks, looking around to keep an eye on the traits that you wish to use, subsequently justifying the use of a trait is
the position of the guards on patrol and jumping still allowed.
from rooftop to rooftop when it is not possible for Trying to put as many traits as possible in play is a permitted and fun
me to safely pass through the alleyways” is a great exercise, but it is best to avoid far-fetched descriptions just to have an extra Z
description for putting traits such as Furtive, in the bag. It is much better to imagine what your hero is doing and to describe
Wary, Agile and Infiltrator in play. it so that the traits put in play naturally fit into the narrative.
54 How to play
1 2 3 4 5
Take as many b from the reserve as the narrator tells you and put them in
the bag.
Next, list the traits that you are putting in play and for each of them add
1 Z to the bag so that the game group knows which ones they are and you can
check you have not forgotten any.
Remember to remove any a left over from previous tests from the bag
before filling it again.
If you face a test and you do not have any traits to put in play, you cannot It is difficult for a Priest who is Charitable, Kind
succeed. The traits describe not only who your hero is, but also how they and Pacifist to find themself in a position of
usually act. wanting to hurt someone. Should this happen,
If you realize that your hero lacks traits that you think they should have, they would not know how to act. It will be up
you can try to develop them in that direction. The Evolving the hero chapter to them to consider their inability and decide
shows you how to do this. whether or not to learn how to fight.
Noticing a shortcoming in your hero is a good prompt to ask yourself whether Not having Athletic among your traits does
the hero wishes to become something different from what they are at the moment not mean that you cannot run 500 feet. Only
or prefers to remain how they are, focusing on their strengths. complex tests or those in which you are truly
Obviously this reasoning applies to actual tests, which have a difficulty risking something will be impossible.
and are therefore actions that are not accessible to everyone. The lack of a trait
in the hive does not mean that you are completely incapable of facing even the
simplest tasks in that area.
How to play 55
1 2 3 4 5
Let’s take the most extreme case in which you Most of the bags will have a good balance of Z and b. Often the desire to
have 1 Z and 3 b in the bag. Drawing 4 a will succeed will lead you to decide to endure complications to ensure that you
make it certain that you succeed in the test, at succeed in the test you are facing.
the cost of facing many complications. If the It is not easy to have successes without complications, but you will also
test you are facing is very important to you, find you are often in a position where you can draw enough to ensure you have
you may be willing to pay this price to succeed. at least 1 Z in your hand.
Sustaining a wound that will leave a scar in You will find that you have a high level of control when it comes to handling
order to destroy an evil artifact will make your complications, to the extent that using the b that you draw will be as much
hero’s endeavor more interesting and will give fun as spending the Z.
you roleplaying ideas as you watch them evolve In Not the End your chances of success are inextricably linked to how
and change over time. much you are willing to risk to get what you want.
56 How to play
1 2 3 4 5
WHEN CAN I TAKE A RISK? Lothar wants to capture a criminal who might testify
against the Baron’s son. The fugitive tries to escape by
The player can decide whether to take a risk during any test running wildly through a crowd. Lothar’s bag contains
immediately after drawing and before spending the a to describe 4 Z and 4 b.
the outcome of a test. Roberto decides to draw 3 a and discovers to his
disappointment that he has drawn 3 b.
WHAT PRICE DO YOU PAY FOR TAKING A RISK? Lothar cannot accept that the fugitive has got away
and therefore decides to take a risk. Roberto draws
When the player takes a risk they must respect these two constraints: another 2 a, which is exactly what he needs to reach a
total of 5 a drawn.
• When they draw for the second time they must always reach a Roberto draws 1 Z and 1 b so he holds a total of 1
total of 5 a drawn. Z and 4 b. With the Z he is guaranteed success in
• All the b drawn must be handed to the narrator, who will the test, but the narrator now has 4 b to spend as
spend them on behalf of the player as they wish. they wish and decides to do so by subjecting Lothar
to 1 misfortune, confusion and adrenaline, as well
On the one hand taking a risk gives you a chance to reverse the as complicating the scene. The narrator recounts
fortunes of a test that has not gone your way, while on the other hand how Lothar, in order to catch the fugitive, knocks
you will have to put everything at stake and pay the price of not being over a passer-by who turns out to be the leader of the
able to control the resulting negative outcomes. Only take a risk for guards. Lothar suffers the misfortune Hated by the
what your hero considers truly important! authorities and now the guards get involved. Lothar’s
heart is racing and getting out of this situation will not
be easy.
How to play 57
1 2 3 4 5
USING SUCCESSES
The player must use all the Z that they draw. They can spend them to
succeed in a test or to strengthen a trait. Each Z can be spent separately.
SUCCEEDING IN A TEST
Roberto wants to shoot an arrow through the You must spend the first Z to succeed in a test. You can further improve the
rope tied around the neck of a poor man about result you have obtained by spending other Z in addition to the first.
to be hanged. He draws 3 Z. He spends the first, The way in which the effect of a test is improved is up to the player, although
which guarantees him success. Here are some the other players and the narrator can contribute by suggesting ideas or asking
examples of how you might decide to spend the questions. Here is a list of positive effects that could happen for every Z spent
other 2 Z. in addition to the first:
• The executioner lets out a cry and one of the • The action has an unexpected positive consequence (this benefit must be
guards’ horses rears up secondary to the effect of the action)
• A dropped torch starts a fire • The obtained result will last longer
• The poor man takes advantage of the • The obtained result affects more than one subject
situation and removes the noose from the
neck of a second condemned man This list is merely indicative; use your imagination and keep the narration
coherent. The player is responsible for ensuring that the narration is plausible
and in line with what is happening in the scene.
STRENGTHENING A TRAIT
Lothar places 1 Z on Archery, a trait that he Place 1 Z on one of the traits that you have put in play during the test. The
has put in play to face the test, happy that he next time you put it in play, you will add this Z in addition to the first. Every
has not lost his excellent aim. trait can hold a maximum of 1 Z at a time.
58 How to play
1 2 3 4 5
USING COMPLICATIONS
The player must use all the b that they draw. They can spend them to Roberto wants to shoot an arrow through the
complicate the scene, endure a misfortune or accumulate adrenaline rope tied around the neck of a poor man about
or confusion. Each b can be spent separately. to be hanged. He draws 3 b. He must decide
how to spend them.
Hand over 1 or more b and ask the narrator to complicate the scene. Spending He hands 1 b to the narrator, asking them to
b in this way avoids direct consequences for your hero, but complicates things for complicate the scene. The crowd shrieks as
everyone. For every b spent in this way, the scene will become more dangerous the arrow lands in the deck of the gallows, but
or the tests within it will become more difficult. It is up to the narrator to the executioner and guards seem more alert
decide how to complicate the scene, but you and the other players can suggest than astonished. Everyone understands what is
any good ideas that come to mind. going on: an ambush!
ENDURING A MISFORTUNE
Place 1 or more b on the hero sheet, in the misfortunes section, and ask Next place 1 b on a misfortune. A farmer in the
the narrator to subject you to a misfortune for every b spent in this way. crowd points at Lothar and says “Hey, isn’t that
Misfortunes are negative conditions that afflict the hero. They can include the bounty hunter?”. The guards turn towards
physical, psychological and emotional factors of any kind and are always him. Lothar is Hunted.
temporary. The narrator will tell you what is happening to your hero and In his attempt to escape, Lothar fights two
will describe the misfortune, which you must write in one of the designated guards. He faces a test in which he kills them
hexagons. If you spend more than 1 b to inflict misfortunes on your hero, and in which he spends 2 b on misfortunes.
the narrator decides how to allocate them to a number of misfortunes of The narrator describes how Lothar is
their choosing. They may inflict just one misfortune with which multiple b wounded during the fight and inflicts the
are associated, rather than inflicting multiple separate misfortunes on you. 1-b Dislocated shoulder misfortune on
Moreover, if the hero is marked by misfortunes that they have previously him. Additionally, the murder of the guards
suffered, the narrator may decide to exacerbate them by adding additional b exacerbates Hunted, turning it into the 2-b
rather than inflicting new misfortunes. The severity of a misfortune in narrative Public enemy misfortune.
terms must be aligned with the number of b associated with it.
How to play 59
EFFECT OF MISFORTUNES
Being Hunted will add 1 b to Lothar’s bag when Every time a misfortune is put in play in a test, add the b associated with it
he faces tests such as hiding, evading guards to your bag. Once the test has been taken, if the misfortune is still present,
and convincing someone to divert his pursuers. place the b near it again. Every misfortune should affect the narrative and
how you play the hero.
Fleeing the town and lying low for a few days DURATION OF MISFORTUNES
would be a sufficient condition to remove the A misfortune afflicts the hero until it is remedied or its consequences wear
Hunted misfortune. off. Something must happen during the story that warrants the removal of
the misfortune.
Adrenaline and confusion are conditions that influence your hero’s self-
control in the next test they face. You can impose them if you do not want to
hand the b to the narrator.
60 How to play
WHEN IS IT APPROPRIATE TO ALLOW THE NARRATOR
TO CREATE COMPLICATIONS AND MISFORTUNES?
Whenever it is fun to do so. In Not the End the narrator uses the b to
respond to the players’ actions. This means that the b are a tool that ensures
that scenes remain interesting and that the story continues to progress in the
direction desired by the players.
The more players face tests, the more successes and complications they
generate. It is complications that liven up the story, allowing it to develop in
unexpected directions.
A completely harmonious situation can be quickly resolved, while a complicated
one is interesting to experience and explore. Enduring misfortunes and
complications is not a punishment, but a way of having memorable adventures.
In Not the End it is the players who ask the narrator to create
complications and their job is to ensure that these requests are always met
in an original and unexpected way. Through this game economy you will often
and willingly find yourself more involved and entertained by tests that have
gone very wrong than tests that have gone perfectly.
How to play 61
OTHER T YPES OF TESTS
In the course of the story, the heroes may act as a group, rush to
each other’s aid, compete, fight or try to thwart each other. The tests
in which the heroes interact with each other must be approached in
a different way to normal tests.
HELPING OR HINDERING
If one player helps another, they provide the player who is acting with 1 Z to Lothar is interrogating a bandit. Etienne stands
add to their bag. The player who helps must explain how they do so and have beside him and smiles sardonically, putting the
at least one trait to put in play. If the hero receives any help while they are Intimidate trait in play. Lothar adds 1 Z to the
confused, it is up to their player to decide whether or not the Z is affected by bag.
the confusion afflicting the hero. Roberto draws 1 Z and 2 b. The bandit talks,
If a player wants to thwart one of their companion’s tests, the procedure but Lothar will have to decide how to spend 2
is the same, except that this time 1 b must be added to the bag. Thwarting a b and Etienne must choose how to spend 1 b.
test does not prevent another hero from facing it. Helping Lothar has led Etienne to share the risk
If during the test at least 1 b is drawn, the player who helped also receives associated with the test.
1 b and must spend it immediately. Conversely, a player who has thwarted
another player’s test receives 1 b if at least 1 Z is drawn.
How to play 63
CONFLICTING GOALS AND COMPETITIONS
Lothar and Etienne want to find out which of Heroes compete when they are trying to outdo each other in the same test. In
them is the best archer. They both face a test this case, both players face the same test and the player who spends more Z
with a difficulty of 3 to hit a target. Lothar on the result wins the contest. The players face the test at the same time and
draws 3 Z and spends 2 on the outcome, while hide the a that they have drawn. They then simultaneously reveal how many
Etienne draws 2 Z and spends them all on the Z they have decided to spend on the outcome of the test. The player who has
outcome. The players representing Lothar spent the most Z on the outcome of the test has prevailed. The remaining a
and Etienne, after making their decision, are spent as normal by both players.
simultaneously show the Z that they have If a hero’s intention is to obtain a result before another hero in order to
decided to spend on the outcome of the test, thwart their action, the same mechanism can be used and the player who spends
which results in a draw. If Lothar was trying to more Z on the outcome of the test obtains the result before the other player.
disarm Etienne before he had a chance to attack Resolving conflicting goals in this way avoids players having to face each other
someone, the steps would be the same. in tests in which this is not strictly necessary.
64 How to play
DANGER IN TESTS WITH MULTIPLE HEROES After many adventures, Etienne is confronted
with his wife’s murderer. He would like to
There are so many nuances to situations that can be created in tests in which brutally murder him, but in the course of his
multiple heroes are taking part, helping or hindering each other, that the fairest adventures he has also developed a sensitive
thing to do to decide who is involved in the danger of a test is to discuss it on and gentle side, helped by Lilian and a little girl
each occasion, asking whether or not the way in which every hero is contributing he has taken a liking to.
to the test exposes them to danger. He has only one chance to kill the murderer, but
he is confronted by the girl, who knows him to
be a good and sensitive person.
INNER CONFLICTS Fabio does not know what Etienne might
choose. He puts the number of Z in the bag that
There are borderline cases in which the player is so undecided about the hero’s corresponds to the number of traits associated
motives that they want to let chance determine which of the hero’s many facets with Lilian, the little girl and Etienne’s better
will prevail and guide their actions. The hero’s traits often describe their deep nature, while also adding the number of b that
nature, which can help to resolve the inner conflict by drawing. Associate corresponds to the traits linked to the death of
a set of traits with a of one color and another set of traits with a of the his wife, his vendetta and his brutal nature. He
opposite color. Draw just 1 a and check what color it is, then have your hero then draws 1 a, which proves to be 1 Z.
act accordingly. This does not count as an actual test, but it allows you to let Etienne, with tears streaming down his face,
chance determine a decision in a way that is consistent with the hero’s nature. drops his axe on the ground and walks away.
How to play 65
LEAVING THE SCENE
When the hero faces tests that have a danger value, they
run the risk of leaving the scene. Leaving and returning
to the scene are moments of play enhanced by special rules
that highlight their narrative opportunities.
How to play 67
HOW TO RETURN TO THE SCENE
Etienne is confusedly aware that his wife’s murderer is A player whose hero has left the scene has two options: to
creeping away from him. The bastard is still alive and skip their turn and wait for the situation to improve or to try to
Etienne is not willing to let him escape. Etienne summons return to the scene, which may require them to face a test.
up all his remaining energy and tries to return to the
scene. Etienne is practically unconscious and will have
to use his willpower to return to consciousness. The test HOW SHOULD I FACE A TEST TO RETURN TO
is very difficult (5 b) and Etienne can put Revenant, THE SCENE?
Relentless and Those murderous bastards (3 Z) in play.
Fabio recounts how his wife’s Wedding ring sparkles in When you attempt to return to the scene by facing a test, you can
his peripheral vision. The narrator appreciates this and put the traits in play that you consider most appropriate, describing
decides to lower the difficulty of the test to 4 b. Fabio how this is not the end for the hero.
adds 3 Z and 4 b to the bag and decides to draw 4 a. The test takes place normally, but its purpose is always to return
Unfortunately he draws 4 b, so Etienne cannot return to the game and every test to return to the scene never involves
to the scene and must spend the drawn b complicating danger. As with every other test, drawing 1 Z is enough to succeed
the scene or being subjected to misfortunes, adrenaline and not drawing any is tantamount to remaining out of the scene.
or confusion.
68 How to play
WHEN IS IT DIFFICULT TO RETURN TO THE
SCENE?
How to play 69
EVOLVING
THE HERO
IN THIS CHAPTER
CHANGING A TR AIT 79
LE ARNING A LESSON 82
DEVELOPMENT ALTERNATIVES 102
FL ASHBACKS 105
It is the players who decide which tests are crucial for their
heroes and recount how facing these tests changes the heroes.
The player can state that any test that they are facing is
crucial for the development of their hero, but must do
so before knowing what its outcome will be.
Only after facing it, based on how things have turned out,
the player will decide how the test changes the hero by
choosing between three development methods, which are
summarized on the next page.
TO EVOLVE THE HERO
• Add a trait
• Switch an already existing trait with another
• Mark them with a scar
• Make them learn a lesson
Evolving 75
1 2 3
There are no rules regarding the frequency of crucial tests, although it is best
to declare a maximum of one crucial test per session to ensure the hero’s
balanced development.
Crucial tests depend on how the story unfolds and on the hero’s
experiences along the way. Do not exploit crucial tests to speed up the hero’s
growth. In Not the End growing is neither a goal, nor a reward, but a way of
fully experiencing the story.
76 Evolving
1 2 3
The attitude with which you approach it and your anxiety about the outcome.
Facing a test in the knowledge that it will change your hero adds personal
involvement to the importance of the action. The rules used to face the test
include everything required to allow the right level of involvement. Knowing
that the test will affect the hero’s development will make all the difference.
In terms of rules, nothing different from what would happen if you had succeeded. Facing a crucial test in which you try to
Since traits can be put in play even when they are words with a negative meaning, convince a crowd to rise up against tyranny
whatever way your hero evolves will still bring benefits. What will change is could make you an Idealist or Disillusioned
the way you play them and your idea of them. The mechanics supporting the depending on its outcome, but either trait
way you play them will remain the same. could be put in play during the tests that you
will face later in the story.
Evolving 77
1 2 3
• Adding a trait
• Switching an already existing trait with another
• Marking them with a scar
• Making them learn a lesson
William Wallace would have preferred not to The heroes of Not the End do not evolve based on how convenient it is to
witness his wife’s summary execution, but evolve their character, but based on experiences that they undergo which lead
unfortunately it happened and changed him them to change.
for good, marking the start of a journey strewn When you are evolving the hero, immerse yourself in their psychology, ask
with tests and decisive moments that turned yourself how the experience that they have gone through has affected them,
him into a revolutionary icon. consult the sheet, and focus on the key aspects affected by the situation. Then
give a vivid description of the outcome of the crucial test.
78 Evolving
ACQUIRING A NEW TRAIT
To acquire a new trait, the player writes a trait of their choice in one of
the free hexagons in the hive, following the rules in the Creating a hero
chapter.
The hero may have acquired a trait if, after facing a crucial test: Etienne has accompanied the young boy safely
home. All he could think about for weeks
• They have learned to do something new was revenge, killing and destruction. The
• They have learned something about themself or the setting unconditional trust of someone who asked him
• They have expanded their horizons or developed new beliefs to protect him awakened something of who he
• They have made an important connection with someone or something was before the tragedy. Etienne adds the Kind
• They have shed light on a side of their character that had been hidden up trait.
to that point
CHANGING A TRAIT
To change a trait, erase the content of one of the hexagons already in use Lilian witnesses a test in which Etienne
and switch it with the trait that is more appropriate for the hero. recounts his wife’s murder in order to gain an
authorization to legally hunt down her killers.
The hero may have changed one of their traits, whether it is an archetype, Understanding that Etienne wants to exact his
quality, ability or alternative trait, if after facing a crucial test: revenge without shedding unnecessary blood is
crucial for Lilian, who after the test switches
• They have changed their opinion about themself or an element of the story her Turn the other cheek trait with the Help
• They have seen something that they believed in refuted the victims, fight the tormentors trait.
• They have witnessed a change in an important connection with someone
or something
• They have experienced the natural end of a relationship, an oath or
something important
• A condition that made a trait suitable for describing them has radically
changed
Evolving 79
Lothar is on the trail of a criminal known for LETTING THE HERO BE SCARRED
his savagery. His investigation leads him to a
particularly bloody crime scene whose victim To mark the hero with a scar, the player chooses a free hexagon, writes
Lothar knew well. a key word inside it and then underlines it to visually distinguish it from
Roberto states that the test in which Lothar the traits.
investigates the crime scene is crucial since he
is not prepared to let a single detail escape him.
Roberto draws 4 Z, an extraordinary success, WHAT ARE SCARS?
but decides that the success itself has deeply
shaken Lothar. Scars are experiences that have left a mark on the hero, exposing their fragility on
Where does this intuition come from? When the one hand and making them more resilient and able to tolerate complications
did he learn to think like a criminal? on the other.
Roberto writes down the I am becoming like Just like a trait, a scar is a key word that you place on one of the free
them scar. hexagons in the hive, but unlike a trait it is highlighted or underlined so that
it can be immediately identified.
Some time later, Lothar is confronted by the WHAT ARE SCARS FOR?
criminal he was looking for, who is threatening
to slit a hostage’s throat. Lothar tries to When you put a scar in play, you add a b to the bag, but you can ignore a b that
convince him to relent and let the hostage go. you draw by placing it on the scar, where it will remain until it is appropriate for
Roberto decides to put Lothar’s scar in play the narration. Until the scar is occupied by a b it cannot be put in play again.
and adds 1 b to the bag in addition to the
basic difficulty. Lothar draws 1 Z and 1 b.
The hostage is released without consequences WHEN A SCAR IS PREFERABLE TO A TRAIT
because Roberto places the b on his scar.
The criminal has seen a light in Lothar’s eyes Mark your hero with a scar when they face the end of something important
similar to his own, and Lothar, in those eyes, to them in a traumatic manner. The life of a friend or foe, an oath, an ideal, a
has recognized himself. long journey or the idea they have of something.
80 Evolving
WHEN TO REMOVE A TOKEN FROM A SCAR Lothar, some time later, confesses to Etienne
that he has a heavy heart from seeing himself
When your hero can take the time to remedy the burden connected to their mirrored in a criminal’s gaze. Etienne replies
scar, you can remove the b placed on it and prepare to put it back in play. that he also sometimes feels like a monster and
invites Lothar to drink with him. At the end
of the scene, Fabio removes the b from I am
SO SCARS ARE NEGATIVE AND TRAITS ARE POSITIVE? becoming like them.
Not at all. Thinking that traits, which add Z to the bag, must be positive, while For William Wallace being a Hero of the people
scars, which add b to the bag, must be negative, is a fairly common mistake. might be more of a scar than a trait. Something
Some heroes experience aspects of their life as scars that others might view as he has become in spite of himself that makes
great fortunes, while many heroes capitalize on traumatic and negative aspects him live isolated from everything and everyone,
of their lives, turning them into their greatest strengths. alone for his entire life.
The difference between a trait and a scar does not depend on how it is He also acquired this status as a result of a
worded, but on how the hero experiences it. A trait is a characteristic that you traumatic event: his wife’s death.
put in play to your advantage, while a scar is a fragility that makes you more Conversely, for Zatōichi being Blind is an
resistant to complications. advantage that enables him to focus on his
senses and swordsmanship. Zatōichi could
probably put his blindness in play more as a
HOW MANY SCARS CAN A HERO HAVE? trait than a scar.
There is no limit to the number of scars that you can be marked with, however
you should keep in mind that scars are indelible traumas etched into your
hero’s psychology.
A hero marked by more than 2 scars should be played as someone who has
been shaped by very strong experiences and feels weighed down by them. In
the chapter on facing the hero’s end, you will learn that the number of scars
is one of the most important guidelines to consider when choosing whether or
not to put an end to the hero’s story.
Evolving 81
LEARNING A LESSON
To learn a lesson, the player chooses a lesson card and adds it to the
hero sheet.
Lessons are skills that allow you to use the a that you draw in a unique way.
Every lesson is described in a card that you can put next to the sheet during
the sessions or write on the second page of the hero sheet. You can learn a
lesson after a crucial test whose outcome makes it appropriate, within the
context of the narrative, to teach it to you.
Lilian has set out in pursuit of one of Etienne’s Every lesson you learn should be connected to the crucial test that you
wife’s killers, which has made a great impression have faced. You are not obliged to choose one specific lesson over another,
on him since it shows how much she cares but remember that the way in which the hero evolves should be inextricably
about him. Lilian has been unsuccessful and has linked to their experiences.
been left scarred. Etienne promises Lilian that
he will make the fugitive pay and Fabio decides
that Etienne learns the No one can run forever HOW SHOULD I APPROACH THE VARIOUS LESSONS?
lesson.
Lessons are divided into subject areas, with three lessons in each area. When
you think you want to learn a lesson, quickly scroll through the titles of each
area to find the lessons that are best suited to your hero and the experiences
they have gone through.
82 Evolving
HOW MANY LESSONS CAN I LEARN?
There is no limit to the number of lessons you can learn, but you should
consider that lessons add complexity to your hero, making it more difficult
to remember what they can do in the game and increasing the number of rules
you need to know to play.
If you love structuring your hero beyond the basic rules, then you should
explore their potential through lessons, but if you prefer simple and immediate
characters, you should avoid lessons and focus on traits.
Normally a hero with a balanced degree of complexity does not know more
than 2 or 3 lessons; learning more is allowed, but not advisable. The more rules
associated with the hero, the more attention you will have to pay to remembering
them during the sessions.
If you think that the experience that your hero has just gone through has taught
them something new rather than changing who they are or how they perceive
themself, learning a lesson might be preferable to acquiring a new trait.
Evolving 83
LESSONS FOR PEACE, FORGIVENESS
When you help an ally in a test you When facing a test you can add 1 Z
can add 1 Z to their bag for every trait When facing a test you can place a to the bag if you are willing to ask
that you put in play. For every trait newly drawn Z here (maximum 1). another player to draw for you.
with which you help them in addition
to the first place 1 b on this lesson. Spend it at any time by adding it to the Obviously they will choose how many
bag of another player facing a test. a to draw. You cannot make any
If your ally draws at least 1 b while suggestions.
they are facing the test, take all the b The Z added to the bag in this way
that you have placed on this card and does not count as help, so it is never Once they have drawn, resolve the
RASHNESS
immediately spend them as though affected by confusion and does not rest of the test as normal. It is up
In the next test
you had drawn them during a test. expose you to any risk. to you to decide how to spend the
involving risk,
If your ally does not draw any b, drawn a.
increase it by at
immediately discard them all.
least 1 then discard
the b placed here.
If the test in which you are helping has a Spending the Z placed on this lesson does You can use this lesson at any time you see
danger, whether or not it applies to your not take up your turn and you can do so at fit.
hero depends on your judgment and how any time.
you relate the help that you give when you
use this lesson.
84 Evolving
LESSONS FOR REBELLION, FREEDOM
When facing a test you can place a When facing a test you can place a Choose one of the scars that marks
newly drawn Z here (maximum 1). newly drawn Z here (maximum 1). you. It will become a symbol for
others, fueling rumors about you.
Spend it at any time to obtain one of Spend it at any time to recount how
these effects: your message, travelling by word of When you interact with characters
mouth, has convinced someone else you know, even through hearsay, you
• Someone reveals useful who you specify. can put the story of that scar in play
information against power as you wish as a scar or as a trait.
• A disturbance occurs that diverts A person who is firmly opposed to your
attention from you or an ally ideals may not be fully persuaded, but
• A symbol of power is destroyed you will have shaken their convictions.
or vandalized
Spending the Z placed on this lesson does Spending the Z placed on this lesson does You can decide for every test whether to
not take up your turn and you can do so not take up your turn and you can do so use the scar as a scar or as a trait, but you
at any time. Work with the narrator to at any time. Work with the narrator to cannot have both the effects at the same
describe what is happening. describe what is happening. time.
Evolving 85
LESSONS FOR OPPORTUNISM, CUNNING
When facing a test you can place a When facing a test you can place a When the session starts, write down
newly drawn Z here (maximum 1). newly drawn Z here (maximum 1). a temporary ability of your choice on
this lesson.
Spend it at any time to remove or Spend it at any time to describe
permanently lower by 1 a misfortune an object that you took away from You can put it in play as one of your
that you have suffered, without someone you met earlier when you traits, but you will have to change it
something happening in the story approached them. at the start of each session.
to justify the reason.
Your story must sound plausible in
If they ask you for an explanation, view of the narrative context in which
make up a reason. And yes, you can the story is set.
be damn cheeky.
Spending the Z placed on this lesson does Spending the Z placed on this lesson does Change the ability on this lesson at the
not take up your turn and you can do so at not take up your turn and you can do so at start of each session; you will not be able
any time. any time. to do so during the game just before a test
that you are about to face.
86 Evolving
LESSONS FOR REASON, KNOWLEDGE
Spending the Z placed on this lesson does The effects of the danger apply after using You can use this lesson whenever you are
not take up your turn and you can do so at this lesson. confused.
any time.
Evolving 87
LESSONS FOR REVENGE, REDEMPTION
BLOOD CALLS TO BLOOD NO ONE CAN RUN FOREVER YOU WILL SUFFER MY
WRATH
When you draw 1 b, place it here and When facing a test you can place a
write a misfortune. newly drawn Z here (maximum 1). You can place 1 b here that you have
just drawn and endure this condition:
Spend it at any time to:
MISFORTUNE RAGE
• Stop someone you can see from In the next test you
escaping must use all the Z you
• Move towards someone you can draw on the outcome
of the test, then
see and reach them. Anyone
discard the b placed
who stands in the way has to
here.
decide whether to step aside or
You can exacerbate this misfortune be knocked to the ground, and Additionally
at any time by 1 b to ignore the danger fragile obstacles are destroyed When you are in a rage add 1 Z to
of a test performed against those who the bag in the tests in which you
have inflicted the misfortune on you. surrender to anger.
The effects of the danger apply before you Spending the Z placed on this lesson does The effects of the danger apply before you
can use this lesson. In any case, if you wish not take up your turn and you can do so at can use this lesson.
you can write the misfortune that makes any time.
you leave the scene on this lesson.
88 Evolving
LESSONS FOR GRIT, COURAGE
When facing a test you can draw up When you have no trait to put in play
You can place 1 b here that you have to 5 a. in a test you can add 1 Z to the bag,
just drawn and endure this condition: drawing on your ability to adapt.
Moreover, when you take a risk you
must draw a total of 6 a. This lesson does not apply when you
RASHNESS
are putting at least 1 trait in play.
In the next test you
must take a risk, then
discard the b that you
have placed here.
Additionally
When you are affected by rashness
add 1 Z to the bag immediately after
you have finished the first draw.
The effects of the danger apply before you You can use this lesson whenever you face You can also use this lesson when you
can use this lesson. a test. help someone, but you must be able to
convincingly describe how you do so.
Evolving 89
LESSONS FOR JUSTICE, DISCIPLINE
When an ally draws 1 or more b you When you draw 1 b you can place it
can ask them to place one here. When facing a test you can place a on this lesson (maximum 1).
newly drawn Z here (maximum 1).
Describe how you rush to their aid and You can discard it if you only draw Z
assume the burden of a misfortune to Spend it at any time to reveal if during a test, spending 1 Z of those
protect them from adversity. someone is guilty of a crime. Discard that you have just drawn.
the Z from the lesson, name the
individual and describe the offense
that you are accusing them of. The
narrator will reveal to you whether
they are guilty or innocent. You will
not receive proofs of their guilt, but
you will learn the truth.
Your ally does not have to give you the b. Spending the Z placed on this lesson does The effects of the danger apply before you
You can use this lesson before the effects of not take up your turn and you can do so at can use this lesson.
the danger come into play. You can decide any time.
whether to exacerbate this misfortune by
taking on other b if the situation calls for
it.
90 Evolving
LESSONS FOR TENACIT Y, DETERMINATION
UNTIL THE LAST BREATH DANGER IS MY MIDDLE YOU WON’T GET RID
NAME OF ME SO EASILY
Immediately describe how the additional Z You can use this lesson when you want, You can choose whether to use this lesson
improves the result of the test. You have to but only before inserting all a in the bag. even after drawing, but before taking a
spend it before leaving the scene. risk.
Evolving 91
LESSONS FOR FRATERNIT Y, GOOD EX AMPLE
This lesson is always active and you can You can only use this lesson in the turn in This lesson allows you to help while
only strengthen traits that have already which you leave the scene and you cannot you are out of the scene. Unlike in
been brought into play to help you. use it in subsequent turns. normal situations, you cannot experience
adrenaline or confusion.
92 Evolving
LESSONS FOR INDEPENDENCE, AUTONOMY
Choose one of your traits. You can place 1 b here that you have
When facing a test you can place a just drawn and endure this condition:
newly drawn Z here (maximum 1). You can place up to 2 Z on this trait.
If you put it in play during a test, you
Spend it at any time to state that you must add them all to the bag. MISANTHROPY
have brought a common resource If you have 1 b placed
with you that you previously obtained. here you cannot help
and in the next test
you cannot be helped
No one at the table can stop you from
recounting something original or over
the top, but avoid exaggerating too
much and consider the context of the Additionally
story that you are experiencing. When you are subject to misanthropy,
the danger of the tests that you are
facing alone drops by 1.
Spending the Z placed on this lesson does This lesson is always active and you can An extremely dangerous test becomes
not take up your turn and you can do so at use it at any time. very dangerous, a very dangerous test
any time. becomes fairly dangerous and so on.
Evolving 93
LESSONS FOR STOICISM, IMPERTURBABILIT Y
As long as you have a misfortune of As long as you have a misfortune of When leaving the scene, you can
3 b or higher, you are immune to the 3 b or higher, you are immune to the place a Z that you have just drawn
effects of the confusion. effects of the adrenaline. here (maximum 3).
If you have 1 b placed on confusion, If you have 1 b placed on adrenaline, You can add them to the bag for any
leave it where it is and fill the bag as leave it where it is and fill the bag as crucial test you face.
normal. normal.
If this lesson is active, you cannot decide If this lesson is active, you cannot decide Spending the tokens placed on this lesson
to apply the effects of the confusion, even to apply the effects of the adrenaline, even does not take up your turn; you can do so
if you wish to. if you wish to. during any crucial test before drawing.
94 Evolving
LESSONS FOR EFFICIENCY, PRECISION
You have to add these Z before You get another result by taking
drawing and while you do so you must advantage of what they just did.
not look at the content of the bag.
Spending the tokens placed on this lesson Spending the tokens placed on this lesson This lesson is always active and you can
does not take up your turn and you can do does not take up your turn and you can do use it at any time.
so at any time. so at any time.
Evolving 95
LESSONS FOR CERTAINT Y, TRUST
Additionally
When you are subject to fatalism and
you draw 1 Z, consider it as though
you had drawn 2 Z.
The effects of the danger apply before you Spending the Z placed on this lesson does You can use this lesson every time you face
can use this lesson. If you wish, you can not take up your turn and you can do so at a crucial test.
take a risk after drawing. any time.
96 Evolving
LESSON FOR ART, SELF-EXPRESSION
Choose two adjacent traits that are Choose two adjacent traits that
When facing a test you can place a verbally correlated and join them with are not verbally correlated and join
newly drawn Z here (maximum 1). a pencil mark. From this point on they them with a pencil mark. From this
are in harmony. point on you have harmonized their
You can later discard it and indicate dissonance.
an individual of your choice: they When you put them both in play in a
know your art and, whether or not test you can add 3 Z rather than 2 Z. When you put both of them in play
they want to admit it, sincerely admire in a test, ignore the first b you draw.
your work. When you put just one of the two in
play add 1 a rather than 1 Z . When you put just one of the two in
Leave it up to the narrator to freely play add 1 a rather than 1 Z .
play the subject as they see fit: they
may know something that you don’t.
Spending the Z placed on this lesson does This lesson is always active; you cannot This lesson takes effect before the effects
not take up your turn and you can do so at decide not to use it. When you evolve a of the danger come into play. This lesson
any time. hero, you can change a trait in harmony, is always active; you cannot decide not to
but do not remove it. use it. When you evolve a hero, you can
change a trait in dissonance, but do not
remove it.
Evolving 97
LESSONS FOR COMMON SENSE, RATIONALIT Y
MORS TUA VITA MEA THERE IS ALWAYS WELL BEGUN IS HALF DONE
A WEAK POINT
When you draw a b you can place it When you face a goal with depth,
on this lesson and ignore its effect When facing a test you can place a if you are the first to face a test to
(maximum 1). newly drawn Z here (maximum 1). resolve it add 2 Z to the bag.
To use this lesson again, you must add Spend it at any time to reduce the
the b placed here to another hero’s difficulty of a test by 1.
draw, describing how you create a
difficulty for them.
Spending the b placed on this lesson does Spending the Z placed on this lesson does This lesson is always active and you can
not take up your turn and you can do so at not take up your turn and you can do so at use it at any time.
any time. any time.
98 Evolving
LESSONS FOR SUFFERING, DRAMA
As with any other scar, the effects of the This lesson is always active and you can This lesson is always active and you can
danger apply before you can use this use it at any time. use it at any time.
lesson.
Evolving 99
LESSONS FOR OPTIMISM, TRUST
Spending the Z placed on this lesson does Spending the Z placed on this lesson does This lesson is always active and you can
not take up your turn and you can do so at not take up your turn and you can do so at use it at any time.
any time. any time.
100 Evolving
LESSONS FOR FATE, DESTINY
THERE IS ORDER IN CHAOS EMBRACE YOUR FATE THIS IS NOT THE END
You can place 1 b here that you have When facing a test you can ignore 1 When you declare the end of your
just drawn and endure this condition: b drawn if you are willing to ask the hero, resolve it in the normal way.
narrator to draw in your place. Then add 2 b and 1 Z to the bag.
ANARCHY
In the next test,
They will choose how many a to draw. If you draw b, your hero meets their
replace all the Z and You cannot make any suggestions. end, while if you draw Z, somehow
the b that you would your hero returns to the scene.
normally add to the
bag with some a Describe how and permanently
discard this lesson. You can only take
this lesson once.
Additionally
When you are subject to anarchy, you
can look into the bag after drawing
and before taking a risk.
The effects of the danger apply before you This lesson is always active and you can You cannot use this lesson during a
can use this lesson. use it at any time. crucial test that marks the end of your
hero.
Evolving 101
OTHER WAYS TO EVOLVE
The development methods in Not the End are designed
to create a direct link between the experiences that the hero
undergoes and the way in which they evolve. Crucial tests are
the best way to evolve your hero but, as a player, you must
always have the tools to evolve the hero at the right time.
Evolving 103
CRUCIAL GROUP TESTS
Most heroic tales involving a group end with a Sometimes the hero’s motives are so closely aligned that a group test is
collective effort to defeat the antagonist. These crucial. If two or more heroes want to support each other to succeed in a
tests often leave a mark on the protagonists of test and are willing to share its complications, it is fair that they can declare
the story. together that it is a crucial test for all of them.
After the crucial test, every player whose hero has taken part in it is free
to independently describe how the hero changes.
SURPRISING EXPERIENCES
Suppose that during the session the narrator
recounts how the sworn enemy of one of the Sometimes things happen during a session that are not closely related to the
heroes turns out to be an ally, who played the tests, or your hero witnesses unexpected outcomes of their tests or those of
role of a villain in order to remain incognito other heroes, which no one at the table could have predicted.
and help the group from behind the scenes. The If you realize that what has happened has left a deep mark on your hero and
hero may be so affected that they change one of you are certain that it would be wrong to ignore the event, feel free to update
their traits or add a new one. the sheet, declaring that you are doing so to the rest of the group.
104 Evolving
FL ASHBACKS
A hero’s past is marked by important events, which are sometimes not known V is an interesting, but very eccentric and
at the start of the story, not even to the players themselves. Many stories mysterious character until his past is revealed.
contain time jumps that explore the origins and past of one or several heroes. From that point on, V acquires an entirely
At the end of this type of session, a player may want to add a trait, a lesson different depth and many of his distinctive
or a scar that symbolizes how this dive into the past has shed light on a side of traits emerge, creating an overview of the
their hero that had been hidden until that moment. character that was previously absent.
This alternative growth method makes it possible to give the heroes greater
personal depth in a way that would otherwise be impossible. During a flashback
you can use a shortened version of the hero sheet or improvise a hive of traits
for the occasion.
Evolving 105
FACING
THE END
IN THIS CHAPTER
2.
SPEND ALL THE a THAT YOU HAVE PUT IN THE BAG
When you embrace the hero’s end you have greater narrative authority than usual and
you can spend all the a in the bag as though you had drawn them and recount how the
hero’s end influences the story, heroes and secondary characters. If you wish, you
can get the rest of the table to help you
If you want, you can decide not to immediately use all the a, but to spend them later
to influence the story. There obviously has to be a narrative justification, whether it
is something that your hero did previously or how other characters’ memory of them
affects the situation
There are cases in which it is fair to ask yourself whether to put an end to the
hero’s narrative arc:
• An astronaut is hurled into the sidereal • The hero has left the scene and there are no conditions under which
void without an exosuit. they can return given that the test that they would have to face would
• A Ronin stripped of his sword and honor be impossible to pass
ends up knocked down in a fight. • The hero is marked by three of more scars and is obliged to go through
• Etienne has exacted revenge on his wife’s another traumatic experience, perhaps leaving the scene under very
killers and wishes to rest. bad circumstances
• The hero has closed the cycle of their personal goals and no longer has
any reason to remain part of the story
FILLING THE BAG WHEN ABOUT TO FACE A TEST Fabio describes Etienne hurling himself
furiously at his opponents, making no attempt
If a test is about to be faced, the basic rules for filling the bag should be followed. to defend himself and determined not to let
In this special case, if you wish, take a few more liberties and involve traits anyone escape. The narrator informs him that
linked to the meaning that the hero is giving to the test. facing the murderers is very difficult. Fabio adds
In tests in which you embrace the end, the danger is irrelevant, since the 5 b and 7 Z to the bag for the traits Revenant,
hero will definitively leave the story, so do not consider it in the dynamics of Disturbing, Powerful, Relentless, Brute strength,
the narration. Axe and Those murderous bastards.
FILLING THE BAG WHEN NOT ABOUT TO FACE A TEST Suppose instead that Etienne has avenged
his wife and all her murderers have been
The player will fill a bag with their traits even if the narrator has not asked eliminated or brought to justice. Fabio decides
them to face a test. This is the end of their hero and they can put all the traits that Etienne is now at peace and recounts how
and scars in play that they consider necessary to leave an indelible mark on he thanks his companions and turns away from
the story. Based on the situation, misfortunes could apply, which will add b them, heading in the direction of the cemetery
to the bag. containing the grave from which he emerged to
The player need only focus on the closure of the hero’s narrative arc, avenge his wife. No test is necessary, but Fabio
exploring their feelings, intentions and memories. This will allow them to fill still adds 2 Z to the bag for the traits Revenant
the bag with some of the hero’s traits and weave a significant end. and Those murderous bastards and 1 b for the
misfortune Exhausted that afflicts him.
The player empties the entire bag and spends all the a, just as though they
had drawn them, to describe how the hero’s end influences the story.
Of all the film references, the end of V for When the player embraces the hero’s end, they gain greater narrative authority
Vendetta best exemplifies the spirit of the than usual. At their discretion, the player may request help from the narrator
hero’s end. and other players for suggestions or for a shared narration. In addition to
With his sacrifice, V ends his journey and normal uses of Z and b, the player can:
his pain, dealing a last blow to the regime,
completing his revenge and leaving an indelible • Spend 1 Z to recount a positive event that happens in the story as a result
mark on people’s hearts. of the hero’s end or spend 1 b to recount a negative event
Evey Hammond and Eric Finch, the film’s other • Spend 1 Z to allow another hero to gain or change a trait , or spend 1 b to
two heroes, are permanently scarred by the allow another hero to gain a scar or a lesson to symbolize how the hero’s
loss of V, who remains in their hearts and minds end marks those who knew them and had a bond with them
for the rest of their lives.
V’s end is the beginning of something important,
which is destined to outlive him for a long time. SAVING TOKENS AND SPENDING THEM L ATER
The player can save some of the a drawn and spend them later during
the story. When they do so, they follow the rules listed in this section,
recounting how the memory of the hero influences the story.
It is not necessary to immediately spend all the drawn a; the player can decide
whether to save a few of them and spend them later, in keeping with the memory
that the hero has left behind them or what they accomplished earlier in the story.
We recommend saving a maximum of 2 a and not waiting too long to spend
them. Waiting multiple sessions could have negative consequences on the
narrative, diluting the pathos of the hero’s end in a way that is excessive and
tiresome for the story.
Narrator 121
A FEW STORY TELLING TRICKS
This section contains some valuable tips for making the most of the tools that
the game provides you with and, at the same time, respecting the narrative style
of Not the End. In any case, aside from the advice offered in these pages, it
is fair to say that the ideal way to narrate is the one you are most comfortable
with. Every narrator has a different approach; creating engaging stories also
means respecting their own style of play.
A winged being is said to have torn apart scouts Starting the story in a rapidly evolving situation creates favorable conditions
on the surface of Ganymede. Paranoia creeps for the heroes’ actions to make a difference. The more authentic the context
through the ranks of the infantrymen, but the in which the heroes find themselves, the more the players will naturally find
officers think of a ruse to abandon the mission. their place within the story and decide to act.
Every time you consider what interesting event could happen in the story you
are substituting the players. More than just a series of interesting scenes, the
story is the sum of the consequences of the players’ actions.
The game system is designed so the heroes’ actions generate unexpected
outcomes and complications. Every time a player hands you a b to impose a
misfortune or complicate the scene, they are giving you an opportunity to make
the story more interesting. Listen to what is happening and try to facilitate the
flow of the events rather than guiding the story according to a pre-determined
script. The lifeblood of the stories in Not the End are the complications
generated by the tests that the heroes decide to face.
122 Narrator
PREPARE AS LITTLE AS POSSIBLE
Study the tools discussed in this chapter: they will allow you to describe on the
spot the challenges that the heroes are faced with, whether they be people,
environments, objects, situations or anything else. Getting used to handling
any kind of scene without the need to prepare in advance will allow you to
really follow the flow of the story, without forcing it in a particular direction
just because it was the one you had prepared for.
The motives of the characters with which the heroes interact are very important. Fabien, the village innkeeper, wants his children
Not the End asks the narrator to leave it up to players to interweave heroes’ to survive the famine that has hit the village at
motives within the story. Since the players’ actions will create complications all costs. This is why he serves meager meals at
related to the tests that they are facing, it will not be necessary to weave their the inn, pretending to have run out of supplies.
goals into the story; their own actions will tie them into the narrative. Dealing A few villagers, driven by hunger, want to sneak
with secondary characters driven by a motive will help players to question into the inn at night after closing time. They
who their heroes are and what they really believe in. will find food or get Fabien to talk, even if they
have to use force. If the heroes were to find out
about the situation, what would be the right
BE HEAV Y-HANDED WITH MISFORTUNES thing to do? Who is wrong and who is right in
AND COMPLICATIONS such a situation?
The heroes of Not the End are tough, very tough indeed. Moreover, as a
narrator, only impose misfortunes and complications when a player asks you
to do so. Do not be afraid to be too severe: consider what negative consequence
is the most suitable and stimulating to constitute an interesting challenge and
allow the player to feel the weight of their choices. The game will not suffer, but,
on the contrary, will become more fun for everyone. Experiencing misfortunes
and complications is an essential part of the fun.
Narrator 123
TESTS AND OUTCOMES
In Not the End tests are designed to unleash the
narrator’s energy and focus it on the story. It is up
to the players to decide how to face the tests and how
to spend the a that they draw, while the narrator
is responsible for recounting any misfortunes
and complications.
3.
IMPOSE ANY MISFORTUNES AND COMPLICATIONS
If the player decides to spend the b that they have drawn on misfortunes or complications,
it will be up to you to decide what goes wrong. Remember that the player is responsible
for recounting successes, not you. Obviously you, along with the rest of the game table,
can work with the player to describe the outcome of the scene or provide additional
information when necessary
Narrator 125
DECIDING DIFFICULT Y AND DANGER
When the narrator asks a player to face a test, after describing the
situation as they please, they list the difficulty and possible danger of
the test using the following formula: the difficulty of this test is (from
1 to 6) b, you leave the scene if you draw (from 1 to 4) b
Striking a person who is walking in a square The question to answer in order to determine the difficulty of a test
150 feet away is an easy test (2 b) with a good is as follows: How difficult is it to face this test with the resources
sniper rifle, difficult (4 b) with a pistol and available to the hero?
almost impossible (6 b) with a slingshot.
• Elementary: Automatic success, a test is not necessary
If the square is crowded and you want to • Very easy: 1 b
avoid hitting anyone who is not the target, • Easy: 2 b
the difficulty may increase by 1. If the target • Normal: 3 b
is stationary and the hero is in a favorable • Difficult: 4 b
position, it may decrease by 1, and so on. • Very difficult: 5 b
• Almost impossible: 6 b
• Impossible: Automatic failure, a test is not necessary
For a Surrounded character it could be almost When you ask yourself this question, you should exclude the hero’s abilities
impossible to signal to their companion without from the equation. The extent to which the hero is skilled or capable will
being seen. The b that would normally be added determine which and how many traits they put in play, so their skills should
to the bag may not be sufficient to represent the not be considered when determining difficulty.
difficulty of their condition. Misfortunes, which subject the hero to the addition of 1 b to their bag, should
be ignored along with traits. In principle, you should exclude misfortunes when
calculating difficulty unless the condition that they contribute to illustrating
dictates otherwise.
126 Narrator
DETERMINING THE DANGER OF A TEST
The question that must be answered to determine the danger of a test Assuming you are playing in a realistic context:
is: how dangerous is the test for the hero’s safety? doing heraldry research on ancient texts
in a dusty library is a test that is not at all
• Not at all: It is not possible to leave the scene dangerous, jumping off a 20 feet-high cliff in
• Slightly: You leave the scene by drawing 4 b an attempt to grab a rope is a very dangerous
• Fairly: You leave the scene by drawing 3 b test and defusing an explosive is an extremely
• Very: You leave the scene by drawing 2 b dangerous test.
• Extremely: You leave the scene by drawing 1 b
To make the narration even more immersive, recount and describe elements
that help the player to imagine the situation’s degree of difficulty and place
the hero in danger.
After doing so, be sure to explicitly state the level of difficulty and danger.
If there is no danger, remember to specify this.
Do not be afraid to make heroes face dangerous situations. The rules are
structured to make leaving the scene an interesting event that provides the
players with many opportunities.
Be realistic in how you use difficulty and danger and do not try to be too
lenient towards the players. Not the End allows the story to proceed in a
non-punitive way, while giving the narrator the freedom to heighten the tension.
Narrator 127
NARRATING COMPLICATIONS
The narrator acts in response to the players’ Every time that a player hands them some b, the narrator describes a
actions. Complicating the scene allows you to complication to the scene or story.
let your opponents take the initiative and liven
up the situation.
COMPLICATION SUGGESTIONS
Every time a player asks you to complicate a scene, they are giving you a great
gift. First consider what elements you already have and then ask yourself what
you could add. Here are some examples:
A hero has taken out a bad guy and during the Complications do not have to affect one hero in particular. The effects
test the player has drawn 1 b and spends it must embrace the whole scene or story and make it more interesting and
as a complication. The narrator wanted to exciting for everyone. When you consider it necessary, raise the danger of the
include a criminal gang in the story and uses tests faced in the scene to give the players a sense of the significance of what
the complication as an excuse to do so: there has just happened.
is a tattoo on the thug’s neck that is well known Another way to use complications is to insert elements of the story that
to the heroes, revealing that it is one of Caio’s were not known to the players until that moment, but which as the narrator
men, perhaps recently arrived in the town. you knew would appear sooner or later as an integral part of the plot.
128 Narrator
NARRATING MISFORTUNES
Every time a player places the b on a misfortune space, the narrator Striking a swordsman without him having a
recounts something bad that happens to the hero. chance to react will engage the players less than
striking a swordsman who during the scene has
Misfortunes are a tool to make players reflect about their hero’s situation. A Wounded, Humiliated and Disarmed them.
misfortune is not a punishment, but the element that creates a link between Similarly, being Shocked by a newly discovered
the potential success of a test and the consequence that the hero suffers. piece of information will give the player a clear
perception of how important this information
is for their hero.
SUGGESTIONS FOR MISFORTUNES
Feel free to experiment and imagine not only what could happen to the hero in
relation to the test that they have faced, but also what could happen to them given
the context and situation in which they find themself. Here are some examples:
Remember that misfortunes must always be temporary effects. Their severity In a science fiction context a Broken arm is a
depends on the setting in which the story is taking place. The presence of magic misfortune that can be easily remedied, while
and the level of technology heavily influence what is possible or impossible. in the Late Middle Ages it is something much
Misfortunes should correspond to the tone of the setting. more serious.
Narrator 129
CREATING CHALLENGES
During the course of the story, the narrator may decide to provide further
details about objects or situations with which the heroes have to deal in order
to give them depth and make them more interesting.
People, places, objects or entire situations are all considered challenges when
heroes have to perform tests involving them. Not the End uses natural and
universal language to describe every type of challenge.
WHEN YOU CREATE A CHALLENGE
Narrator 131
DESCRIBING A CHALLENGE
The narrator answers a list of questions, further elaborating at will on the
information they deem appropriate to effectively describe the challenge.
Melchor is a combat android. His muscles 1. What is their name? Who or what are they? What do they look like?
glisten under his subdermal armor and a single- These questions are used to create a concise description of the challenge.
edged katana gleams in his hand.
2. In general, how difficult and dangerous are they to deal with?
Facing Melchor is difficult (4 b) and very Attribute a difficulty and a general danger to the challenge, which can
dangerous (you leave the scene if you draw be applied to most tests
2 b).
3. What are the main exceptions to the previous question?
Melchor is impossible to bribe, but persuading List the main tests that characterize the strengths and weaknesses of
him using logic is easy (2 b) and not at all the challenge
dangerous.
4. What misfortunes and complications is the challenge most likely
Melchor is lethal in close combat and can also to cause?
control buildings’ safety and critical support Briefly list the main misfortunes and complications related to the
systems (doors and ventilation). challenge so that you can quickly access them as a reference during the
narration
Melchor’s consciousness consists of the
digitalized memories of the father of Markus 5. Choose from these follow-up questions:
Finnigan, the engineer responsible for the What are their secrets?
project that created him. What are their weaknesses?
Melchor’s prime directive is to protect What is their raison d’être?
Cronotech’s mainframe, but awakening Who knows everything about them?
Markus’s father’s memories could activate his Where are they found?
latent consciousness. How do they act?
High voltages slow Melchor down, overloading What are their origins?
his systems, but also making him mad with rage. What moments have defined what they are?
What do they hold dear?
Who would do anything for their sake / for their ruin?
132 Narrator
HOW MUCH IS RIGHT TO DETAILS CHALLENGES
Provide details of challenges to the extent that you and the other players Claudio has decided to give a single description
consider them interesting or important for the story. You can also offer only of the Baron’s guards, but one of them becomes
partial details of the challenges, answering just some questions and not relevant to the story during the narration and
answering the following ones. The questions are listed in order of importance, Claudio decides to elaborate further with a
so if you only want to answer some of them, then you should choose the first ones. special description of this guard.
You can describe any kind of challenge! Supporting questions are formulated In terms of gameplay, there is no difference
in such a way as to serve as a prompt for any kind of subject, whether it be an between describing a swordsman, dungeon or
individual, a group, a place, a situation, a faction or an object. military vehicle. You can use the same creation
rules to describe any subject that the players
interact with.
HOW DO I USE THE DESCRIPTION OF THE CHALLENGE?
Make sure that what you write when providing details of a challenge acts as a
support without overly constraining you. The general idea that you have of the
challenge is what matters most because it gives you an instinctive idea of how
to improvise the difficulty and danger of any test concerning the challenge.
All subsequent questions are prompts, but should never hold back the
narrative. The tests, like the resulting misfortunes and complications, depend
as much on the challenge as on the context in which they take place and on
the scene.
Consider the narrative context in which the challenge is taking place. The A pack of wolves is a tough challenge for
same subject could vary in difficulty and danger in different narrative strands. peasants in the late Middle Ages, while it is
When you provide details of a challenge, always consider the type of story merely a nuisance for the demigods of ancient
that you are telling. Greece.
Narrator 133
EX AMPLES OF CHALLENGES
The next pages contain several examples of challenges. Specifically,
a person, a place, and an object. The chapter on example settings
contains many examples that you can explore.
You can use this structure to concisely present the answers to the 5
questions used to describe the challenges.
134 Narrator
BARON CORNELIUS
Baron Cornelius is a man in his 50s. He has piercing eyes and a stern face that only
softens when he indulges in drinking. He clearly has a military background.
POSSIBLE MISFORTUNES
• Disarmed, or any kind of physical Wound if faced in combat
• Condemned or Wanted, if you force him to assert his authority
• Disliked at court, if you take him head-on in social situations
POSSIBLE COMPLICATIONS
• Men-at-arms arrive to provide backup
• The Baron joins the Falcon Guard, where he is infamous for his deadliness
• The Baron will take his anger out on ordinary people or someone defenseless
• The heroes make enemies at court
MORE INFORMATION
Baron Cornelius despises the sensitive nature of his son, to whom he directs the anger
he feels at the loss of his wife, who died giving birth to him. He earned his noble title by
fighting in the field. He wants glory for the Cornelius family. He wants another son, but
fears the prospect of falling in love again. He likes to give banquets where he tends to
drink too much, reminisce about anecdotes from his past and speak out of turn. His son
is terrified of him, but would do anything for his approval.
Narrator 135
THE MA ZE OF ICY TORMENT
A labyrinth of stone, ice and rusty metal where no sunlight ever enters. The Maze
is a set of sprawling cells and tunnels that serve as a prison colony on the surface
of Ganymede.
POSSIBLE MISFORTUNES
• Disoriented
• Frostbite
• Hunted
POSSIBLE COMPLICATIONS
• An alarm is triggered
• The heroes are discovered by two cyberguards
• A safety barrier is suddenly triggered and separates the group
• The heroes discover that they have enemies among the inmates of the Maze
MORE INFORMATION
Originally, the Maze was an ice mining and refining colony. The facility was later taken
over by SecurCorp, which developed it as a detention center. Far from the gaze of the
central planets, the policies of the Maze have become increasingly ruthless. Karl Hansen
was the chief engineer of the Maze’s original designs.
136 Narrator
THE RING OF SAMARK AND
A simple silver band with a strange alphabet engraved inside. Every time you wear
the ring, you feel strange sensations: goose bumps, whispers and a strange desire
not to stop wearing it.
POSSIBLE MISFORTUNES
• Addicted to the ring
• Subjugated by the souls of the ring
POSSIBLE COMPLICATIONS
• Someone looking for the ring is on the heroes’ trail and is willing to do anything
to get it back
• One of the ring spirits breaks free and starts to torment the group
• The information to decipher the inscriptions is kept in enemy territory
MORE INFORMATION
The Ring of Samarkand is a legendary object, the work of a magician who sacrificed many
lives to imbue it with power. The souls of the sacrificed victims now dwell in the ring
and will seek the company of the wearer. As soon as the magic words inside the ring are
uttered, the souls will try to subjugate the wearer, but if they fail to do so, they will be
forced to serve the wearer by protecting them from mental attacks and all forms of magic.
Narrator 137
ADVANCED CHALLENGES
Sometimes challenges are too important or special to tackle only using
misfortunes and complications, so you may want to add special rules to
make it clear to the players how important they are.
In this case you can think of one or two particular ways in which the players
can or should spend b.
Etienne has been pursuing his wife’s murderer The nemesis of one of the heroes, a well-developed secondary character
for months, crossing his path several times, but encountered multiple times or a legendary adversary are all challenges that
every time the killer has managed to escape. could become advanced challenges.
A guideline for deciding whether a challenge may be advanced is to consider:
Lothar has heard rumors of Kathrax, a sorcerer what aspect of this challenge could be particularly difficult to overcome and
from the northern lands who can apparently what particular conditions will trigger unexpected consequences?
shape flames with his willpower. Don’t try to force it when you ask yourself this question; if the answer is not
clear to you, it could simply mean that no matter how difficult or dangerous
the situation, misfortunes and complications are more than enough to move
the story forward.
138 Narrator
BARON CORNELIUS
When the Baron is in the Falcon Guard, a hero must exactly draw a number of a equal to
the number of heroes in the scene, including the hero themself. If there are more heroes
than there are a in the bag, the hero must draw the maximum number of available a. A
hero can take a risk after drawing if enough a remain.
Narrator 139
PACING THE SESSIONS
A good pace during the sessions helps to keep the group highly focused and allows
time to be devoted to the really significant moments of the story.
As a narrator, you can use goals and depth: two tools that allow you to manage
timing during sessions.
Using them allows you to choose which game situations are quickly resolved
and which are explored in greater depth, without the need to prepare anything
in advance.
TO GIVE THE SESSION THE RIGHT PACE
Narrator 141
GIVING SPACE TO IMPORTANT MOMENTS
The final fight between a hero and their sworn Just like a film, every session consists of a series of scenes in which the heroes
enemy could last much longer than a montage attempt to pursue one or more goals. Each scene can obviously include a
in which the hero forces their way through the different number of characters or places that the heroes must deal with and
enemy ranks, mowing down dozens of soldiers can last for a varying length of time. A scene’s duration does not depend on
who are nothing more than extras. the number of elements included in it, but on the importance that it has in the
story and on how entertaining and interesting it is. Consider how important
During the story a deadly duel could last a each scene is and allocate them the right space in the story. There is no point in
few seconds, while a journey from one city to forcing players to devote hours of time to trivial goals, only to hastily conclude
another might take several weeks. Yet both crucial or particularly interesting moments of the game. To manage the length of
scenes could take up the same amount of time the session, you have the goals at your disposal, namely achievements that are
at the game table. important for the story, to which you can attribute varying degrees of depth.
142 Narrator
GIVING DEPTH TO GOALS
When the narrator describes a goal, they decide and state the depth to The heroes have decided to wade through some
the players. The greater the depth of a goal, the greater the number of dangerous swamps that will lead them closer to
successes needed to reach it. the Baron’s prisons unseen. During the journey
they are surrounded by a group of ex-convicts
To choose the depth of a goal, base it on the game context and on the space who intend to rob them.
that you want to devote to the goal during the session The narrator wants to ensure that the scene
with the ex-convicts does not take up too much
• Low depth: from 1 to 3 successes, the goal will be reached in 1 - 3 tests time and decides on a goal with a low depth (2
• Medium depth: from 4 to 6 successes, the goal will be reached in 3 - 6 tests successes).
• High depth: from 7 to 10 successes, the goal will be reached in 6 - 9 tests
If you prefer not to purely rely on your sensitivity to determine the depth of a
goal, you can check for certain indicators that could influence it. If the ambush in the swamps has been calculated
using this alternative method, given the hostile
• Hostile environment: +1 success environment and unexpected situation, the
• Unexpected situation: +1 success narrator marks 2 successes as the depth of
• Important challenge in a scene: +1 or +2 successes the goal.
• High stakes for the story: +1 or +2 successes
• High stakes for the heroes: +1 or +2 successes Significant successes for reaching this goal
could include:
Use these values in place of (and not in addition to) the depth indicators
presented earlier, unless you want a goal to take a very long time to resolve. • Climbing a tree and gaining an
As a general rule, a goal should never have a depth greater than 10 unless you advantageous position with the bow
are a large group whose heroes are all involved in a single goal. • Injuring, killing, or terrorizing the bandits
• Making a deal with the ex-convicts in
order to be guided to the prisons
Narrator 143
DECL ARING THE DEPTH
The narrator must always explicitly state the depth of a goal. This will
give players the necessary tools to recount the outcome of their tests in
a way that is consistent with the pace of the narrative.
There are borderline cases in which you can choose to declare that a goal has
a depth, without explicitly stating the value of the successes that must be
achieved to complete it.
When the heroes achieve 4 successes relevant When you state a goal, write down the number of successes necessary to achieve
to the goal, the narrator will recount how the it and every time the players achieve a success that you consider relevant write
bandits disperse, are defeated or help the group. it in your notes. When the number of successes achieved is equal to those
requested, describe how the heroes achieve the goal.
144 Narrator
TAKING TURNS
The narrator instructs the players to take turns whenever they want to Lilian, Lothar and Etienne are in an inn where
make sure that everyone has space to interpret their hero’s actions and a brawl has broken out. Lilian wants to calm
reverts to following the natural course of the game when this is no longer the crowd, Etienne wants to take advantage of
necessary. the chaos to sneak behind the bar, and Lothar
wants to understand what is going on to punish
If several players want to act at the same time, the order in which things are the culprits.
happening is unclear, or you are playing a fast-moving situation, it is probably The narrator asks the players to take turns,
sensible to take turns. Use turns to give equal space to all the players when asking them to decide who starts.
required by the story.
When taking turns it is the players who choose the order in which they act. Each player will face a test and wait until all
Every time all the players have acted a new turn starts and the players can the other players have acted before facing
decide on a new order in which to act. another one.
When you manage situations that require taking turns, use the b that are
handed to you to assign complications and misfortunes that keep the situation
moving and expose the players to the difficulties and dangers of the scene.
Bear in mind the challenges involved in the scene and use the narrative
hooks that you have available to create unexpected consequences. Do not be
afraid to be strict or heavy-handed; the greater the obstacles, the more fun it
will be. You will normally act in response to other players’ draws, but feel free
to describe unexpected developments, especially if the players ignore elements
in the scene for a long time.
Narrator 145
SET TINGS
IN THIS CHAPTER
Settings 151
1 2 3 4
152 Settings
CHOOSE A ‘WHERE’
Once you have described the setting in one sentence, narrow it down and In a small, cold outpost on the borders of the
choose a place where the story takes place. No matter how vast the setting, empire, in the maze of dungeons within the
the story needs a context in which to begin. Vigil Fortress, in a small forge planet on the
outer edge, a room from which the heroes
• Where does the story begin? cannot leave.
• What is the scale of the setting? What distances will the heroes cover?
• What are the most important places, power centers and organizations?
• What are the key geographical and geopolitical characteristics?
CHOOSE A ‘WHEN’
Whether it is a historical period, a precise moment in the calendar of the fictional Just before the fall of the Berlin Wall, in the
universe or a vague and abstract concept, time influences the way we see and legendary 1980s, in a distant and undefined
experience the setting. post-atomic future, just after the discovery
of electricity, at the end of an alternative
• In which era or historical period is the story set? World War II from which Germany emerged
• What skills and what level of progress are commonplace in the setting? victorious, the night before the invasion of the
• Does the story begin at a time close to important historical events? Which armies of the Dark Elves.
ones?
• Does the setting feature anachronistic elements? What are they like?
If you have taken inspiration from an existing setting or from the real world
you may decide to change a few details and make it more personal. Ask yourself
what could be different and if there are elements that you would like to change,
add or delete. A single unexpected element could radically change the feel or
focus of a setting.
Settings 153
1 2 3 4
Emanuele and his group want to play in the There is nothing wrong with choosing to play in a setting that already exists,
Star Wars universe. Since they have limited especially if you are very familiar with it. Using well-known settings will
time available and cannot always all attend the significantly lower the level of preparation required. You can build on ready-
sessions, the group decides to play a series of made materials and a shared knowledge base.
short interlinked adventures in which different If there is a big disparity within the group in terms of experience of the
groups of heroes belonging to the Rebel setting, it is worth sharing materials that allow everyone to start with the
Alliance travel from planet to planet fighting minimum knowledge required to play. There is no need for everyone to know
the emissaries of the Empire and their local every detail of the setting by heart; you will gain experience through playing.
organizations. If you are using a famous setting, the best thing is to decide together on a
The oppressive presence of the Empire must starting point, which allows the players to effectively insert their heroes into
be felt, so the story is set between Episode V the context and the narrator to effortlessly start the story.
and Episode VI, when the Empire is on the rise Ask yourself which of the key themes of the setting should be explored and
and the protagonists of the original trilogy are which should be overlooked. Choose whether you want to be at the center of
recovering from defeat. the setting or to explore its fringes, leaving it in the background of the story
experienced by the heroes.
154 Settings
CONSIDER THE FREQUENCY OF THE SESSIONS
OR THE DURATION OF THE STORY
If the story that you are about to play has a fixed duration or rhythm it is easy Roberto and his group want to play a single
to get an idea of the number of situations and places that you will be able to session in which the heroes try to survive
explore and of the maximum level of complexity that you should respect. If you a threat that is much stronger than they are.
only have a limited amount of time to devote to the story, avoid evolving the Following a brief discussion, they opt for a
setting in too much depth and focus on just a few elements, prioritizing the science fiction theme. The setting is nothing
ones that you are most interested in. more than the map of a spaceship where the
In Not the End the narrator does not have to prepare individual game session will be improvised.
situations. If you want to explore certain elements, opt for those that enable
you to fully experience the setting: its culture, customs and most common
names. The narrator will be free to explore the setting as they wish, based
on their preferences and the narrative goals that they want to achieve, while
respecting the table’s collaborative approach.
Sometimes one person at the table is so passionate about a setting that it Claudio has always wanted to tell a story set in
involves the rest of the playgroup. This person is often tasked with narrating Feudal Japan. He is passionate about Japanese
the story. This is a wonderful opportunity to share your passion with others culture: he has seen films, read countless books,
and the best way to do this is to focus on providing a few elements at a time, and has been to Japan several times. In the
allowing them to be enjoyed one by one. playgroup, some people are familiar with Japan
In such cases it will not take any effort to provide details of the setting and and others have played video games set in the
the narrator will have to curb their creativity to avoid putting too many aspects generic Orient.
in play. It is very easy to overestimate the amount of material needed by players Claudio decides to screen an Akira Kurosawa
to enjoy the story and this risks cluttering it with superficial elements. film to clearly show everyone what he has in
This is also a perfect opportunity to explore the freedom granted by the game mind and then spends a week selecting books
system. Attempting to prepare a minimal amount and to respond to players’ and films as inspiration for setting the story
input is easier in a context that the narrator is very familiar with. and helping the players to create heroes.
Settings 155
YOU ARE CREATING THE SETTING FROM SCRATCH
Gianni and his players want to create a sci-fi If you intend to play quickly in a setting created from scratch, be sure to define
setting infused with a touch of mysticism and the idea behind it as outlined at the beginning of this chapter. If you already have
superstition. an idea of how to provide details for the setting, then follow your own method.
The playgroup draws a map comprising five star The most important thing is that it works for you. If, however, you want to
systems, each of which features a key element: experiment with a quick way of creating the game world, follow this procedure:
• Rea-Ko: the home planet of the Korr, a 1. Draw a map. It does not matter whether it is a map of a city, region, country,
warlike species that recently joined the world or galaxy. The scale of the map depends on the tone of the setting.
Galactic Union It does not have to be beautiful; it just needs to be comprehensible to you,
• Sigma-13: a forge world that is the origin the person drawing it. A sheet of paper in the middle of the table or a digital
of half the Galaxy’s weapons whiteboard will do just fine
• The Singularity: a rift that is slowly 2. Populate the map with important places. Create no fewer than three
engulfing a star system and from which and no more than ten, using counters or post-it notes
mysterious signals are emanating 3. Define why the places are important and who inhabits them. Try to
• Taethi-9: A small asteroid that is home devote the same attention to all the places marked on the map, even if they
to the Monastery of the Ultimate Faith, a have different sizes and scales. It doesn’t matter if an entire solar system is
new cult that is drawing large numbers of described in as much detail as a village with just a few inhabitants
believers 4. Evolve a basic network of relationships. Connect the individuals who
• Huroboros: A huge creature that emerged inhabit the places you have described. Briefly outline who they are and
from the Singularity, larger than a planet. how they relate to each other
It wanders between star systems in a 5. If there are precarious balances at stake, upset them. Create ongoing
seemingly harmless way conflicts. If there are strong bonds between characters, ask yourself what
might weaken them. Create sources of tension in the setting. Clashes,
The Korr annexation is said to be a move by the dangers or disputed resources
Union to assert claims to Sigma-13. The Galaxy 6. Consider where the heroes are and why they are there. Next, take
is terrorized by Huroboros and the climate of your time to collate this information, whether it be minutes or a few days
religious fervor exacerbates the situation. The
heroes make their living from Union-funded Naturally, you can follow this procedure along with the players, while also
missions and are on reconnaissance near Rea- creating the heroes before completing the last point.
Ko.
156 Settings
1 2 3 4
Settings 157
CREATE EX AMPLES OF RESOURCES
Gianni researches by rereading his favorite A list of resources will help you in the course of the story to assess how
science-fiction novels and refers to a few challenging it is to obtain something and how serious it is to lose it. As for the
television series. He adjusts the focus by asking traits, this distinction makes it easier to visualize the everyday nature of the
himself which situations in the game should be setting and to make it more concrete.
covered and draws up this list:
• Common resources: planetary transport, • List common resources: i.e. those that are accessible to more or less
food from hydroponics, credit chip, life- everyone in the setting. They are cheap and can be widely sourced
support med-bot, communicator with minimal effort
• Rare resources: zero-g silencer rifle, • List rare resources: possessing rare resources should not be taken
military-grade med-bot, civilian spaceship, for granted. Whether a resource of this nature is extremely expensive
quantum jump fuel cell, Union encryption or difficult to procure, owning it can be a source of envy or a significant
codes advantage over those who do not possess it.
• Exceptional resources: Unregistered • List exceptional resources: the vast majority of the population will
stealth warship, fragment of Huroboros, go through their lives without ever even touching a special resource,
awakened artificial intelligence, relic from let alone owning one. Possessing an exceptional resource can alter
the Singularity the balance of the story
158 Settings
1 2 3 4
Settings 159
DIE KOENIGER AK ADEMIE
Daniele’s group loves fantasy, but is fed up with the usual settings: they all want
something stranger than the standard group of warriors, wizards and thieves. The
traditional choice to set fantasy somewhere between the Middle Ages and the
Renaissance is unanimously rejected and the players start to propose different
historical eras to imbue with magic.
They are all fans of the Harry Potter “school of magic” setting and a couple of
players insist on trying to play heroes that are not human, even monstrous
if possible.
While defining the setting, Daniele and his group imagine a second version of
the Reich, the German Empire at the dawn of the First World War, which hunts
down monstrous creatures and snatches children who show witchcraft in their
blood from their families.
162 Settings
A MENACING EMPIRE
The setting will be geared around the contrast between European mythologies and
retro-futuristic technology within the German Empire. Serena proposes that the Koeniger
Kriegsakademie should be a building inspired by the spectacular castles of Ludwig II (such
as Neuschwanstein), covered with an electric mesh to imprison the “cadets”, the name used
to identify the beings recruited by the Empire. Zeppelins loaded with bombs occasionally
fly overhead and the towers feature machine gun and mortar stations.
Emanuele suggests that Otto von Bismarck, who has retired to private life and has
been made immortal by a mixture of magic and Frankensteinian technology, should be
the figure behind the Academy who is continuing to scheme for the greater glory of the
Reich. His loyal drill sergeants are equipped with the most nefarious contraptions that
occultists and mad scientists concoct to subjugate and punish rebels. For the cadets, daily
life is nothing but strenuous training, abuse and indoctrination.
Settings 163
SUGGESTED TRAITS
Every archetype is welcome: from complex steampunk robots to monsters
brought home from the Empire’s colonies. Popular tropes from Young Adult
literature could become traits that provide depth when talking about your role in
the Academy.
ALTERNATIVE TRAITS
Grandfather’s grimoire, The silver crown, The people of Nidavellir, It’s mine by right,
Mad science!, It doesn’t work like that!, Last of my kind
164 Settings
SUGGESTED RESOURCES
Objects, including magical items, are scattered throughout the Academy. Some
heroes may be dependent on them. Remember that if an object is crucial for your
hero then it should be a trait in their hive.
Food rations Cluster of hand grenades A vial of blood from a Norse god
Beer tankard Lightning in a bottle The philosopher’s stone
Simple alchemical reagent A pure ruby The code for Otto von Bismarck’s study
Cadet uniform Ceremonial armor of the Duke of Swabia A Staaken R.VI bomber
Ammunition for Mauser C96 K09 pass The Academy architect’s brain preserved in
The key to a closet Motorbike spirit
An eternal candle Silver bullets
Diesel jerry can A pinch of fairy dust
A copper ring Pharmacist’s cupboard
Paper, pen and ink Mind-reading spell
T YPICAL NAMES
Helmut Heirsch, Konrad Muller, Fritz Grohl, Lucas Heichmann, Denis Zimmermann,
Johann von Berenberg, Mathilde Ludendorff, Hanna Gossler, Heinz Pernet, Wilhelm,
the Griffon Tower, Herr Graaf’s camp, Marsfelt Camp, the village of Furstburg
Settings 165
BULLIES AND DICTATORS
The challenges are fueled by the same collection of myths, folklore and fiction that
fuels the creation of heroes. Within the Kriegsakademie there are mainly three types of
challenges: against cadets with different outlooks, against instructors or other members
of the German Empire, and finally against the technomagic that permeates the structure
of the Academy.
The other cadets attempt to survive the situation, sometimes to the detriment of
our heroes. As in any college there will be rivals who want to stand out in front of the
instructors or a spying doppelgänger ready to ruin any escape plans. Instructors, in order
to handle monsters of the most varied species, will also possess something special, such
as a solid foundation in occultism or silver bullets.
The Academy itself is a building capable of containing extremely powerful beings, but
how? Perhaps there is a soul fragment removed from each cadet in Bismarck’s private
study. Perhaps the valley where the building lies is imbued with the power coming from
underground streams of magic. Perhaps each cadet is kept imprisoned with a specific
method. Explore the weaknesses of folklore creatures together to gather inspiration on
the subject.
Unless you want to end the story with the escape of the group of heroes, the cadets will
sooner or later find themselves having to act outside the Academy, either as special agents
for the German Empire or as fugitives seeking freedom.
Myths are real and the world has developed accordingly: the great colonial empires
have managed to integrate a bit of magic into the industrial revolution. Kaiser Wilhelm
II’s armies already include more powerful adult versions of the cadets, perhaps even their
family members.
The Russian empire, the British empire and the Ottoman empire are also establishing
academies of little monsters prepared to fight on the battlefields. Any state that does not
do so is doomed to be crushed by the Reich.
166 Settings
ARGALVANIC ACCUMUL ATOR
One of the apparatuses that powers the technomagic barrier around the Academy.
A huge brass and steel cabinet engraved with ancient runes, featuring a front panel
covered with branching valves and cables.
POSSIBLE MISFORTUNES
• Blinded by sparks
• Electrocuted
• Stunned
POSSIBLE COMPLICATIONS
• There is a terrified lightning spirit hiding in the heart of the accumulator
• Two engineers arrive for routine maintenance
• A power surge breaks a nearby apparatus
• An incorrect parameter will lead, at the worst possible time, to the blackout of an
area of the Academy
MORE INFORMATION
Accumulators scattered throughout the Academy can provide energy for a wide variety of
purposes. The internal circuits and control systems are complicated, but fragile, and tend
to get overloaded during storms. Causing them to explode under these overload conditions
always results in an additional success (1 Z) that amplifies the effect of the test.
Settings 167
WOLFGANG, WEREWOLF BULLY
Tall, muscular and fierce-looking, Wolfgang was a promising soldier of the Empire
before he fell under the curse of the full moon. Once transferred to the Academy,
he immediately became one of the instructors’ favorites because of his strength,
discipline and respect for hierarchy. Nothing makes him happier than dominating
newcomers.
POSSIBLE MISFORTUNES
• Humiliated in front of fellow cadets
• Beaten up in the courtyard
• Lacerated by a bite
• Intimidated
POSSIBLE COMPLICATIONS
• Wolfgang will rat you out to the drill sergeant
• Two of Wolfgang’s minions arrive to support him
• You mistakenly hit an innocent cadet
MORE INFORMATION
Not all Academy conscripts want to rebel. Wolgang embodies the spirit of the corps
and leads a band of fanatical cadets who are eager to work their way up. Fear-related
misfortunes always apply against Wolfgang, even if you are frightened by something else:
he smells fear and pounces on anyone who is nervous.
168 Settings
DRILL SERGEANT EINSMANN
The head of military discipline within the Academy. Characterized by gray eyes
and a lean physique, he keeps order with total insensitivity to suffering. He keeps
technomagic contraptions on his belt that can bring even the most stubborn of
cadets into line.
POSSIBLE MISFORTUNES
• Detention
• Whipped
• Under strict supervision
POSSIBLE COMPLICATIONS
• Einsmann names you at headquarters (for exemplary punishment, for a transfer, to
promote you to an operational role in the army...)
• Einsmann punishes an innocent fellow cadet
• Einsmann entrusts you with an onerous task that will keep you busy
MORE INFORMATION
Eisnmann’s humanity appears to have been surgically removed, and he is one of the
figures who is most loathed by the cadets. He does not use his whip sadistically, but
with cold efficiency. If a hero manages to stir up any emotion in him (whether positive
or negative), something in him breaks, his face becomes a mask of anger and suffering
and he acts unstoppably, driven solely by vengeful madness. All the subsequent tests
against Einsmann become very difficult (5 b) and very dangerous (you leave the scene
if you draw 2 b). A few days after Einsmann has been eliminated in this way, the newly-
promoted Drill Sergeant Zweismann, who seems to have lost all semblance of humanity,
appears at the Academy.
Settings 169
EXPLORE MY THOLOGIES
Every literary monster and creature is composed of a blend of unique powers, special
weaknesses, and an instinctive, primal drive. From the powers traditionally associated with
a creature like you, choose which ones you really possess and which ones are just legend.
The Empire definitely has a role in mind for someone with superhuman abilities like
those of your hero: maybe it is a role that you could agree to play, or perhaps it goes
against all your beliefs.
Imagine the ways in which the Empire could exploit your hero’s weaknesses to force
them into the Academy and what your hero could do to free themself of the constraints
that have been imposed on them.
Your primal desire, like a vampire’s desire for blood, must be kept at bay. Perhaps your
hero is freeing themself from this instinct or perhaps they are trying to satisfy it in every
way, even in this prison-like situation.
Everyday situations that can occur at any college are tinged with mystery and rebellion.
A visit by senior officers to review the cadets and select those ready to serve in the army
proves to be an excellent opportunity to uncover some of the Reich’s secrets and gain insights
into the outside world. Proving yourself ready and disciplined enough for a field exercise
will create an opportunity for an escape or to eliminate a particularly cruel instructor.
The heroes presented here represent typical cadets at the Kriegsakademie, as well
as being a classic trio of friends from a Young Adult series: an impetuous leader, a more
cerebral companion, and a more sensitive one.
170 Settings
AXARES
ABILITY
ABILITY ABILITY
BREATHE
DESTROY
FLAMES
ABILITY QUALITY ABILITY
WILD FLY
QUALITY QUALITY
FIRE
POWERFUL
IN THE BELLY
ABILITY ARCHETYPE ABILITY
KNOW
DRAGON
THE ELEMENTS
QUALITY QUALITY
ABILITY ABILITY
ABILITY
Settings 171
GORAN RADOMIR R.I.P.
ABILITY
MANIFEST
ABILITY
FEARS ABILITY
EXPOSE
INCORPOREALITY
FALSEHOODS
ABILITY QUALITY ABILITY
SILENT
PSYCHIC
MOVEMENTS QUALITY QUALITY
ETHEREAL EMPATHETIC
ABILITY ARCHETYPE ABILITY
GHOST
QUALITY QUALITY
ABILITY ABILITY
ABILITY
172 Settings
DR. HANS HEISENTHAL
ABILITY
ABILITY ABILITY
FACE
GROUPS
ABILITY QUALITY ABILITY
COMPLICATED TRANSPORT
QUALITY QUALITY
ENORMOUS
ABILITY ARCHETYPE ABILITY
BRAIN PILOTING A
QUALITY
STEAM-POWERED ROBOT QUALITY
BRILLIANT
ABILITY ABILITY
DEBATE
ABILITY
Settings 173
SINK APORE
Fabio has asked his group what kind of story they want to play and has received
several suggestions with a common thread: “post-apocalyptic”, “cyberpunk” and
“dystopian future”. Fabio decides to set his story in the real world, in a fairly
near future where things have taken a turn for the worse.
Instead, they choose to avoid themes such as “revolt of the machines”: artificial
intelligence will be present, but not so prevalent that it constitutes a faction of
society. The story will therefore be set in the Singapore of 2092, which is slowly
being swallowed up by the rising sea and is characterized by a society obsessed
with technology and consumerism.
Settings 175
A STRATIFIED SOCIET Y
The group unanimously agrees that the city is the true star of this story. They imagine
that the metropolis’ characteristic skyscrapers have continued to increase in height and
quantity to meet the growing demand for the most precious commodity in the crowded
island state: space.
Eleonora has been to Singapore on business and it seems logical to her that the city’s
burgeoning economy and strong focus on progress have made it increasingly central to
power games, causing its population to explode far beyond comfort levels.
Unfortunately, the anti-flooding measures taken in response to global warming have
failed: now the buildings rise directly from the Java Sea, the foundations and second floors
submerged by polluted water. As you ascend, the floors become increasingly luxurious,
ending with vertical gardens, offices and penthouses gleaming with neon lights.
Alessandro suggests that the skyscrapers could be connected by a suspended train line
and also by a wide variety of structures. He invents the Platinum Bridge designed by Ido
Tekashi and Eleonora adds that in poor neighborhoods there are temporary walkways
held by ropes. Barges and jet skis glide around below, in the maze of brackish waste-filled
canals at the foot of the buildings that Fabio has renamed “the Broth”. This is the realm
of outcasts and criminals, who live day to day knowing that all their possessions could be
submerged during the next monsoon.
To increase the contrast between the levels, Alessandro says that those who can afford
it speed through the air on a hoverbike. Eleonora points out the tropical climate and the
group agrees that being outdoors means being exposed to humid, sticky heat, exacerbated
by the thousands of air conditioners spewing hot air into Singapore’s already sweltering
sky; moreover, between tropical storms, fleets of delivery drones take flight and propel
the local economy.
As the government crumbles like the foundations of the oldest buildings and the world’s
economy slumps in the face of a deranged climate, the people of renamed Sinkapore
persevere in stifling micro-apartments shared with an uncontrollable population of insects,
immersed in a haze of smog and threatened by rising waters.
176 Settings
THE EVOLUTION OF TECHNOLOGY
Although the buildings are collapsing, Fabio insists that the telecom infrastructure should
hold out. Anyone can afford a smart-eye, a small device applied to the temple that allows
you to project the internet directly onto your retina and access the myriad of online
services. Fast delivery of consumer goods is guaranteed and the elite living on the upper
floors advertise their wasteful lifestyles. He also suggests bionic prosthetic implants that
vary in quality and prevalence: from a mechanical limb with limited sensitivity to optical
surgical masterpieces for assisted night vision or extreme focusing abilities.
The group briefly discusses the subject of artificial intelligence. Eventually Fabio decides
that it is still developed and many of the global services are at least partly managed by
sophisticated algorithms, however the dreaded technological singularity, in which the whole
of humanity finds itself unable to understand progress, has been looming threateningly on
the horizon for several years without ever taking place. Some still remain hopeful: surely
machines can’t make the world any worse than humans already have.
• Dragonfly Express: the leading consumer goods company whose delivery drones
are as ubiquitous in the sky as tropical insects
• K.E.N.G. Korps, Justice Inc., A.P.P.S.: for decades, Singapore has had a tradition
of efficient policing and zero tolerance for even minor crimes. Now private security
companies are leasing buildings and competing to make the most arrests
• The building divers (abbreviated to B-Vers or Beavers): the submerged foundations
constantly need repair: beavers wear cutting-edge techno-suits and dive into the
Broth to make repairs or sabotage buildings for hire. Some receive adaptive surgery
to enable them to stay underwater
Settings 177
SUGGESTED TRAITS
The most common archetypes are the prevalent professions in a dystopian future,
however more cyberpunk and futuristic concepts are not out of place.
ALTERNATIVE TRAITS
178 Settings
SUGGESTED RESOURCES
Certain aspects of technology have greatly evolved and others less so. Prosthetics
and biomechanical modifications can be resources or traits depending on their
importance to you.
Consumer goods delivered by drone Unregistered sniper rifle The “Oblivion” virus that deletes you from the
Second-hand hoverbikes Cutting-edge subdermal surgery internet
Smart-eye Invitations to the best party of the year A nuclear warhead
Synthetic food One kilo of ultra-pure Exta-6 stimulant The heart of an A.I.
Registered guns A spacious apartment The Dragonfly Express’ flight algorithm
A dose of (badly) cut drug HT2 “Firestorm” Teslamborghini The deed to a skyscraper
A molotov Kevlar fiber tuxedo designed by Sabatini
Mechanical limbs Millions of followers
Fake documents Spy drone
Passage on a motor barge Compromising photos of a big shot
T YPICAL NAMES
Tarini Ninjabi, Jackie Zheng, Darren Tehko, Nor Hafiz, Gabriel Quan, Dr. Ming-Jo Zhi,
Kelly Pahat, Dominic Tan Jun, Mei Peterson, Kevin Kapoor, “Strawb3rry”, “Log4n”,
“BrightGuy”
Settings 179
A HOSTILE CIT Y
Sinkapore is a city without enough goods for everyone; it is a dog-eat-dog world in which
people constantly struggle to stay afloat. Private police are either corrupt or simply
uncompromising; they treat the theft of an apple as seriously as an act of terrorism. They
are equipped with surveillance tools and heavy weapons.
Criminal organizations and ruthless corporations are often indistinguishable from each
other in their methods and goals, from the gangs of the Broth that defend their corner
used for dealing drugs or fencing goods, to the executives who only seek profit and are
prepared to destroy the competition by any means necessary. In business, the end always
justifies the means.
Terrorist organizations plant bombs or sell secrets regardless of the consequences, just
for the sake of disrupting the status quo. The idea of ethical revolution has been completely
lost, giving way to mere rebellion for nothing but the sake of revolt.
Moreover, the city itself is hostile. Tropical weather brings monsoons, winds, and
thunderstorms, causing power outages, making it difficult to get around outdoors, and
destroying property. The rickety architecture continues to grow upward, the only direction
left, but the foundation is rotting and the city increasingly resembles a house of cards on
the verge of collapse.
Large insects thrive in the wet, dirty climate of the slums and the only areas without
them have excessive levels of pollution and toxicity, even for cockroaches. The waters in
which divers are sometimes required to dive for repair or salvage operations have very
high levels of pollution and radioactivity.
In Sinkapore, threats are everywhere, as well as opportunities that this wild and
seemingly unregulated environment holds for its inhabitants.
180 Settings
K.E.N.G. KORPS PATROL
Members of the leading private security force, the Korps are distinguished by their
dark blue riot uniforms and slightly above average training. Armed with batons,
tasers, and firearms, they have unrestricted rights to forcibly arrest or deport
anyone causing disorder in the neighborhood over which they have jurisdiction.
POSSIBLE MISFORTUNES
• Bullet in the shoulder
• Blow from a truncheon
• Wanted by the Korps
POSSIBLE COMPLICATIONS
• A location associated with the group is placed under surveillance
• An officer demands ever-increasing bribes to turn a blind eye
• The Korps seize weapons, drugs, or other items from you
MORE INFORMATION
For the Korps, it does not matter whether you are a terrorist or a passerby in the wrong
place at the wrong time: if you cause disorder in their neighborhood they will chase you
out with truncheons or worse. They have a database of suspects and access to an extensive
camera network. Starting a feud with the Korps is unwise: for serious cases they deploy
armored vehicles and heavy weapons, which greatly raise the difficulty and danger of
the tests against them.
Settings 181
THE OLD AIRPORT
Once luxurious and bustling, the airport on the edge of town was abandoned when
its runways were flooded. The top of a giant glass dome, cracked and half-destroyed
by the collapse of the control tower, emerges from the oily waters.
POSSIBLE MISFORTUNES
• Infected cut
• Lost under the dome
• Dazed by oily fumes
POSSIBLE COMPLICATIONS
• A thief in search of working parts chooses to rob you
• The split across the dome gets bigger with a ‘crack!’
• Moray eels have nested around the resource you are looking for
MORE INFORMATION
The stunning glass dome, the indoor garden, the artificial waterfall... all these symbols
of luxury are now part of a nightmarish environment of broken glass, polluted water and
mutated animals. It is nevertheless a great place to steer clear of law enforcement and to
salvage some engine parts.
182 Settings
MS. ZHI’S “JADE” ARCHIVE
This archive contains incriminating evidence on many of the city’s important
figures, gathered in the course of years of investigative journalism. It is protected
by the world’s best firewall and cyber espionage countermeasures. If you try to
steal its secrets, you risk revealing your own.
POSSIBLE MISFORTUNES
• Banned by the system
• Traced
• Compromised systems
• Identity exposed
POSSIBLE COMPLICATIONS
• You find out that JADE contains information about your account and you cannot
delete it
• JADE deliberately gives you wrong information
• JADE reports your intrusion to security officers
MORE INFORMATION
Ms. Zhi, a legendary figure somewhere between a hard-hitting journalist and an information
dealer, has spent her entire life acquiring a wealth of secrets and favors. JADE is the name
that the underworld gives both to her database of the city’s sins and to the system that
protects it: a system programmed to attack those who attack it and to steal the secrets of
those who attempt to extract its own secrets.
Settings 183
NOT ONLY HEROES
In a dystopian setting like Sinkapore it is difficult to really discern who is a hero and
who isn’t. A criminal gang with a few strong moral principles, but otherwise willing to
do any dirty work is a good idea for a group, as is a start-up trying to wade through the
corruption of mega-corporations.
More often than not, private police companies are part of the problem rather than of
the solution. In such an unstable situation with no absolutes it is very easy for the group
not to remain united and for the heroes to start fighting each other because each one
believes in something different.
In this type of setting it is particularly important to decide whether you want to create
a group with a common goal or if, on the contrary, everyone agrees to create heroes
without restrictions and see what direction the story takes.
Heroes getting in each other’s way leads to very destructive situations, but the negative
outcomes in Not the End are just another way to have fun: perhaps it is fitting that
the inhabitants of a dystopian world evolve by being marked by more scars and failures
than usual.
BEYOND HUMAN?
Artificial intelligences are so widespread that they can be potential heroes themselves. To
create an android, or in general an A.I. limited to a single synthetic body, decide whether
it has behavioral blocks due to its programming. Decide whether it is subservient to a
human, perhaps another hero, or whether it is completely free.
You can create heroes that live as digital assistants in another hero’s wrist computer
or as dissolved forms of consciousness in a computer network. In addition to choosing
traits, define the limits of these entities’ freedom and what role they play in society.
A digital intelligence that can inhabit several mechanical bodies should have various
traits connected to this skill. The more advanced the control it has over the bodies, the
more traits the player will want to devote to the actions performed through the machine
that it is inhabiting at that moment.
184 Settings
CHINGSTAR
ABILITY
ABILITY ABILITY
EXPLOIT ATTRACT
SOCIAL MEDIA ATTENTION
ABILITY QUALITY ABILITY
CONVINCING
QUALITY QUALITY
FAMOUS
ABILITY ARCHETYPE ABILITY
INFLUENCER ACROBATICS
QUALITY QUALITY
RECKLESS
ABILITY QUALITY ABILITY
PILOT
ABILITY ABILITY
ABILITY
Settings 185
DETECTIVE NICKY NAJIB
ABILITY
STRIKE WHERE
IT HURTS
ABILITY ABILITY
FIND MAKE
TRACKS FRIENDS
ABILITY QUALITY ABILITY
SHARP
QUALITY QUALITY
KEEN
REASSURING
EYE
ABILITY ARCHETYPE ABILITY
DRONE-SPY PRIVATE
27-L DETECTIVE
QUALITY QUALITY
ABILITY ABILITY
ABILITY
186 Settings
LEE “Y1M1” KORIM
ABILITY
ABILITY ABILITY
SECURITY
SPY
SYSTEMS
ABILITY QUALITY ABILITY
PARANOID
QUALITY QUALITY
ALWAYS
CONNECTED
ABILITY ARCHETYPE ABILITY
HACKER INTRUSION
QUALITY QUALITY
INTELLIGENT
ABILITY ABILITY
ABILITY
CRYPTOGRAPHY
Settings 187
KNIGHTS OF THE ROUND
Everyone at the table knows that Claudio is a big fan of Japanese anime and
particularly of giant robots. To convince everyone to play something that satisfies
both his own passion for mecha and their desire for a classic fantasy, Claudio
puts Knights of the Round on the table: a setting that revisits the Arthurian
legends with a super-robot twist.
Claudio imagines a distant planet called Brit’an, which, after years of infighting,
is finally united under the leadership of King Pendragon III, who now rules the
entire planet from the Kamel’oth flying base.
The task of defending Brit’an from the attacks of the cruel Mor Dread, illegitimate
son of King Pendragon III, lies with the Knights of the Round: pilots with
mechanical armor that can travel through space, powered by the energy of the
Dragon’s Breath, which Dr. Merlin has managed to harness after years of study
in the Round’s laboratories.
The group has the idea of taking all the characters, places and situations of the
Arthurian cycle of legends and reinterpreting them in some way: the knights of
the Round Table become giant robots, the Grail and Excalibur become techno-
mechanical objects or giant weapons, and magic merges with science.
Settings 189
MECHA AND MAGIC
The distinctive feature of Knights of the Round is the Knights, powerful weapons that can
save Brit’an or destroy it if guided by men without honor.
Every hero pilots a Knight: unique alchemical robots, equipped with special abilities,
which reflect the inclinations of their pilot thanks to the mystical energy of the Dragon’s
Breath that powers them and that allows pilots to perfectly synch with their Knight, to
the point that they become extensions of each other.
Matteo and Roberto ask Claudio not to explain the source of the so-called Breath in
too much detail so they can discover it during their adventures, but they also decide that,
since they are powered by magic, the Knights could each be linked to a different natural
element that reflects their hero’s character.
Kamel’oth, King Pendragon’s flying base, is also definitely powered by Breath energy
and Matteo thinks it would be interesting if it could only absorb Breath from specific
locations, forcing the flying castle to land from time to time in order to refuel.
Alice adds one last detail: Dr. Merlin, the man who founded the Round and created the
Knights after years of studying the Breath, who is also Brit’an’s greatest expert in mystical
and alchemical studies, has origins shrouded in mystery, and some claim that he himself
is as connected to the Breath as the Knights are.
Even without going into detail about the exact nature and origin of Breath, it becomes
clear to everyone that science and magic are two sides of the same coin.
The Round is a scientific laboratory with researchers divided into different departments,
construction and repair hangars for the Knights, but also secret underground levels where
experiments are conducted on the Breath and on the possibility of travelling through
space to Avalon. Here, the group of knights may discover more than they bargained for.
190 Settings
CHIVALRY, MAGIC WEAPONS AND TEAMWORK
Alice decides to create Percy, the pilot of Knight Parzival, who is always willing to look
beyond appearances to find the truth and remains calm in any situation. He is sometimes
insecure, but can easily adapt to any context. To reflect Percy’s affinity with water, Knight
Parzival can change its appearance and has no problem fighting underwater. Its secret
weapon is the Holy Grail cannon.
Matteo prepares the sheet for Lotte, the pilot of Knight Lancer. Unlike Percy, Lotte
sees the world without shades of gray and weighs her every word to assert her point
of view. Lotte is an incorruptible warrior who is as solid and tough as a rock. Similarly,
Knight Lancer is an unbeatable armored machine that can withstand the hardest blows.
The lance it wields is called Infinite Joust.
Finally, Roberto chooses Arthur, pilot of Knight Excali Burn and son of King Pendragon
III. Arthur is the leader of the pilots and leads them into battle with passion and courage,
though he often succumbs to arrogance and anger. His ability to spur his soldiers on to
fight to the bitter end is what enabled King Pendragon III to bring an end to Brit’an’s civil
wars. Knight Excali Burn is a weapon with incredible power that can incinerate entire
armies. It is therefore extremely dangerous if used by a pilot who has strayed from the
path of honor. Excali Burn’s flame sword is called the Burning Cutter.
Following the finest tradition of ’90s Japanese anime, the heroes are a team made up of
very different members who sometimes compete, but are able to find common ground
when it comes to dealing with a threat. Alice, Matteo and Roberto devise a short code of
chivalry to which the Knight’s pilots adhere:
Settings 191
IMPORTANT PL ACES
To better convey the idea of the setting, Claudio comes up with three places that players
might find interesting to visit, or whose name might be on the lips of many of the secondary
characters they encounter.
TINTAGEL
The place where the flying castle of Kamel’oth was built, where the Dragon’s Breath is
particularly concentrated. It is precisely for this reason that Dr. Merlin has made it one
of the main centers for the study of the Breath’s radiation. King Pendragon III jealously
guards this knowledge within the walls of Tintagel Castle, where a special team of Knights
is on hand to fend off any unwanted visitors.
AVALON
Avalon is the closest planet to Brit’an and some claim that the Pendragon bloodline comes
from this planet. Those who have been there describe Avalon as a promised land, rich in
resources, but the Nimue Fog, a nebula that conceals the planet’s true location, makes the
journey between Brit’an and Avalon extremely dangerous even for Knight pilots.
CAM LANN
Mor Dread has made Cam Lann its base, perhaps hoping that superstition will prevent King
Pendragon III and his army from attacking him. Indeed, it is rumored that the Pendragon
bloodline will come to an end at Cam Lann, or so claims the Prophecy of Uther, the first
Pendragon to set foot on Brit’an 300 years ago, who disappeared shortly after carving
these words in the dungeons of Tintagel Castle.
STONE’S EDGE
Stone’s Edge is a place that Dr. Merlin refuses to talk about and every time someone tries
to get him to come clean he finds an excuse for ending the conversation. Stone’s Edge is a
stone circle somehow related to Avalon and the Breath, but its high radiation level makes
192 Settings
it almost impossible to get close enough to explore.
SECONDARY CHARACTERS
In addition to characters who are obviously part of the story, such as King Pendragon III,
Dr. Merlin and Mor Dread, Kamel’oth and Brit’an are full of secondary characters with
whom the heroes can interact. Claudio therefore decides to take some classic characters
from the Arthurian cycle and reinterpret them through the filter of ’90s mecha anime with
its very clear character archetypes.
GUINEVERE
Guinevere is the girl that both Arthur and Lotte are in love with, but she hasn’t chosen
either of them yet and may never choose. A childhood friend of Lotte’s, she followed her
to the Round when she decided to become a Knight pilot and it was there that she met
Arthur, whose courage she admires and whose arrogance she despises.
NIMUE
Nimue is a mysterious figure with androgynous features who seems to have a direct link
with the
Breath and the Knights. She only appears to those who can manipulate the Breath and
claims to be from Avalon.
She definitely knows Dr. Merlin and from some of the conversations that they have both
exchanged, it seems that she was the one who revealed to him how to safely channel the
Breath into a Knight.
AGRA VAIN
Arthur’s twin brother, he constantly competes with him despite being unable to pilot a
Knight. Rumors have it that he is a spy for Mor Dread and is trying to sabotage the Round.
GALLAD
A young orphaned victim of the war that King Pendragon III ended. Like many orphans he
was taken into Kamel’oth, where he earns his keep in exchange for some small jobs around
the castle and where he is training in the hope of one day being able to pilot a Knight.
Settings 193
SUGGESTED TRAITS
Drawing inspiration from both the Arthurian cycle of tales and from Japanese
mecha anime, Knights of the Round aims to tell the adventures of a group united
by a chivalrous ideal, but within which there are frictions and betrayals that can
be overcome through the heroes’ collaboration, in a setting made up of magic
swords, fairies, magic radiation and modular robots.
ALTERNATIVE TRAITS
Holy Grail, Infinite Joust, Burning Cutter, Bloodline, Traitor, Dragon’s Breath, Voice-
activated weapons, Let’s Unite!
194 Settings
SUGGESTED RESOURCES
In a techno-fantasy world anything is just about justifiable, but techno-magical
items will definitely be rarer than the items that we imagine in a typical medieval
world. Remember that if an object is crucial for your hero then it should be a
trait in their hive.
T YPICAL NAMES
Anna, Bors, Elaine, Gareth, Hector, Hisolde, Lionel, Morgause
For the Knights: Armorak, Belveder, Burner, Key, Leo the Grand, Tris Tran, Uriel
Settings 195
THE THREAT COMES FROM WITHIN
In imagining Brit’an, Claudio has envisioned Mor Dread, the illegitimate son of King
Pendragon III who wants to claim the throne of Kamel’oth for himself, jeopardizing the
Brit’annians’ hard-won peace.
In his crazed plans for conquest, he is followed by his three generals: Morrigan, Dr.
Merlin’s pupil, who can manipulate the Breath with her will alone, Calogrenant, pilot of
the Black Knight, a prototype of the Knight stolen with Morrigan’s help, and Vortigern,
a clever strategist who has tried to destroy the Pendragon kingdom on several occasions
in the past.
Human adversaries are joined by the legendary beasts of the Arthurian canon, including
dragons, dryads that can use the Breath to reduce Kamel’oth to ashes, and stone titans
with an uncanny resemblance to the Knights.
Struggles between pupils and masters, between fathers and sons, form the background
to the heroes’ adventures, but they are not the only thing capable of destroying the fragile
truce that binds the peoples of Brit’an together.
IMAGINING CHALLENGES
The heroes of Knights of the Round are not all flawless and fearless paladins, but they are
ready to sacrifice themselves and their own Knights for the sake of Brit’an.
Their vows of chivalry will certainly lead them to confront Mor Dread and his men, but
it might be just as interesting to explore the secrets of the Dragon’s breath, the Pendragon
bloodline and Dr. Merlin!
One important thing to keep in mind in Knights of the Round is that the heroes are not
the Knights themselves, so they will face challenges that cannot be solved from a cockpit.
196 Settings
BL ACK KNIGHT
The Black Knight towers above the other defeated Knights, sword and shield ready
to also strike down Knight Perzival. Calogrenant smiles from the dark Knight’s
cockpit, confident that he has vanquished the Knights of Kamel’oth. Has his
supreme tactical acumen prevailed over the Knights’ courage?
POSSIBLE MISFORTUNES
• Unfavorable position
• Malfunctioning Knight
• Sense of inferiority
POSSIBLE COMPLICATIONS
• The Black Knight reveals his secret weapon, Dark Grievance. If you are aboard a
Knight or if you use the Breath, it becomes extremely dangerous (you leave the
scene if you draw 1 b)
• A group of soldiers from Mor Dread’s army ready to ambush you!
• Calogrenant calms down: the fight goes back to being difficult (4 b)
MORE INFORMATION
Calogrenant was the first pilot of a Knight. The prototype built for him by Dr. Merlin was
intended to be just one example of how Dragon’s Breath could be used to power Knights.
When the Black Knight was equipped with the Dark Grievance, Calogrenant suggested
that King Pendragon II use it to end the war within just a few hours. A clash ensued
between Calogrenant and King Pendragon II, which ended with the monarch’s death and
Calogrenant’s theft of the still unstable Black Knight.
Settings 197
BERTIL AK FOREST
Bertilak Forest stretches deep into the Midlands of Brit’an for acres and acres,
unspoiled and frightening. No man dares to approach the forest and not even the
bravest or craziest would consider exploring it without the approval of the druids
who live there and jealously guard their secrets.
POSSIBLE MISFORTUNES
• Lost
• Infected by spores
• Enemy of the druids
POSSIBLE COMPLICATIONS
• The druids launch the Green Knight against you, an arboreal copy of a Knight
animated by the forest itself!
• The fog starts to rise and finding your way around the forest becomes difficult (4 b)
MORE INFORMATION
The druids of Bertilak Forest want to keep intruders away to save the ruins that lie in
the heart of the forest from desecration. What is actually in these ruins is a matter of
conjecture, since no one who has journeyed there has ever returned. Ancient manuscripts
claim that the forest is the lair of the Dragon whose breath is used by sorcerers and Knights.
Dr. Merlin may know what lies at the heart of the forest, as does Morrigan, but both will
guard the secret with their lives.
198 Settings
MORRIGAN
“I’m no longer your student, Merlin, I’m so much more now!”
Morrigan has now transcended her human form and looks more like a Sidhe,
creatures of pure Breath that inhabited Brit’an before the arrival of humans
millennia ago. “I am the Breath now, the Pendragon line will die out here and today
to restore the balance of Brit’an!”
POSSIBLE MISFORTUNES
• Hallucinations
• Puppet
• Paralyzed
POSSIBLE COMPLICATIONS
• Morrigan makes each one of you relive a moment in which the Pendragon family
failed your expectations in order to weaken your resolve
• Having become pure Breath, Morrigan can no longer be physically hurt
• Morrigan corrupts the Breath that powers your Knights: using a Knight against her
is almost impossible (6 b)
MORE INFORMATION
After being abandoned at the Round by her father, Morrigan studied the Breath under
Dr. Merlin, becoming the most respected Knight scholar in all of Brit’an. Dr. Merlin has
also revealed to her secret knowledge of which even King Pendragon III is unaware, in
the hope of finding an ally in the fight against Mor Dread. She still holds King Pendragon
III responsible for the war that forced her father to abandon her.
Settings 199
PILOTS AND HEROES
The heroes introduced so far are all Knight pilots, but the beauty of playing a setting
like this with Not the End is that even those who do not use a Knight can take part in
the action as much as the mecha pilots.
Just as in an anime, important characters could be other members of Kamel’oth’s army,
as well as researchers of the Round, druids who can see the value of the Knights of the
Round’s actions, or visitors from Avalon.
If you want to create a new Knight pilot, take a Knight of the Round Table from the
Arthurian cycle: this will be your pilot’s Knight! After identifying the Knight and their
associated element, define the character of your hero to reflect the element: heroes
linked to fire will be passionate and brave, but also stubborn and impetuous, while those
linked to earth will be aloof and tough, those linked to water will be patient and adaptable,
and so on...
If, on the other hand, you want to create a different hero, consider what their role
could be within the Round: a blacksmith who can repair the Knights? A druid who will try
to guide the Knight pilots towards an elusive balance? An expert in the Breath who can
manipulate it with spells and rituals?
200 Settings
PERCY
ABILITY
ABILITY ABILITY
ADAPT
ABILITY QUALITY ABILITY
INSECURE
QUALITY QUALITY
WATER
ABILITY ARCHETYPE ABILITY
DEFEND
CHANGEABLE SEEKER
QUALITY QUALITY
THE WEAK
PURE
ABILITY QUALITY ABILITY
FIND
THE TRUTH
ABILITY ABILITY
ABILITY
Settings 201
LOTTE
ABILITY
INFINITE
JOUST
ABILITY ABILITY
THERE ARE NO
RESIST DEGREES OF
ABILITY QUALITY TRUTH ABILITY
WEIGH
ROCK
QUALITY QUALITY
EVERY WORD
INCORRUPTIBLE CONFIDENT
ABILITY ARCHETYPE ABILITY
RIVAL
QUALITY QUALITY
ABILITY ABILITY
ABILITY
202 Settings
ARTHUR
ABILITY
ABILITY ABILITY
HOT- FIGHT
HEADED TO THE DEATH
ABILITY QUALITY ABILITY
PARANOID
QUALITY QUALITY
FIRE
ABILITY ARCHETYPE ABILITY
INCINERATE LEADER
QUALITY QUALITY
COMMANDER
ABILITY ABILITY
ABILITY
SPUR ON
Settings 203
RED CREEK
Alice proposes Not The End, but as a narrator she has no preference about
which story to play. She therefore asks her players if they have suggestions for
the setting. This is the first Not The End adventure that Alice and her group
have played and they don’t know how many times they will meet in the future.
Alice has not prepared anything and relies on what is decided together during
the playgroup’s first meeting. The players unanimously respond: we want a
western! This clear decision already paints a “where” and a “when”: the western
United States in the late 1800s.
First Alice asks if they would prefer a historical western or one spiced up with
fantasy variations, such as steampunk technology or Native American shamanic
magic. The group briefly discusses and agrees on a historically relevant western
without any supernatural elements.
In keeping with the western tradition, the group decides to focus on a single
county, a vast swath of territory dotted with ranches and boomtowns, but
with just one respectable-sized city. It takes a few days to cross the county on
horseback. If the group manages to meet on a regular basis, there will be time
to expand the boundaries of the setting.
Fabio suggests that the county should be named “Red Creek” after the river
that runs through it, which is essential for watering livestock. Alessandro adds
that the river originates from high ground where there is a silver mine and that
the main town is called “Silverton” because it develops as a result of the mine.
Settings 205
CONTROVERSIAL TOPICS
Alice reminds everyone that a Western, like many historical settings, could potentially
touch on unpleasant topics. The group would like to avoid playing during slavery and
together they all choose to set the story well after the Civil War, in 1895; however, they
all agree that expansionism at the expense of the Native Americans could be an intriguing
theme. There are accounts from several professional and emancipated women, such as
Calamity Jane. Therefore, despite the strong sexism that existed at the time, it will still
be entirely possible to play a heroine.
HISTORICAL DETAILS
No one at the table is a real expert, but they all agree that they want to give themselves
a minimum historical grounding in frontier life to better immerse themselves in the
experience. In deciding where to locate Red Creek, the players list a few American states
before settling on Colorado, the most traditional backdrop for a western.
In the meantime, Alice observes that the railroad industry to connect the east and west
coasts was in full swing at that time. She marks it as a possible source of conflict. She
invents the Blackwater Company, which exploits workers in the mines and laying railroads.
Alessandro does a quick search on the internet and discovers that the indigenous people
of Colorado are the Navajo and the Ute. The group suggests to Alice that Blackwater
has driven out the Navajo to exploit the silver mine. Alice looks up some typical Navajo
names and notes them down.
Fabio searches for information on prices and wages at the time: the salary of a cowboy
was $1-2 per day plus room and board, while a sheriff raked in up to $150 per month from
bounties, prisoner transport and fines. A horse could cost from $30 to $250 depending on
its quality, a pistol from $3 to $25, a rifle up to $50 and ammunition about $2 per hundred.
$1 worth of provisions was enough to cook for 6 people and a glass of whiskey at the saloon
cost an average of 20 cents. Gathering this little information only took fifteen minutes
206 Settings
while a few of the other players read the list of lessons or made coffee. They lend some
added substance to the historical setting, making it more clearly defined.
Drawing on their knowledge of western movies and tales, the players sketch out a world
of simple people. Personal freedom and the tranquility of one’s small community are
usually more important than large-scale events, such as injustices to indigenous tribes
or news of distant wars.
Those who can afford to maintain values such as justice and honor are fortunate: most
simply aspire to survive and not be taken advantage of by their neighbors. The group takes
turns to come up with place names and their characteristics.
Copper Hill townspeople extend their solidarity to their neighbors, but little further.
Strangers, as well as the people of Silverton, are viewed with suspicion by the small,
territorial community that has learned to defend itself by banding together.
Fabio says that some ranchers in the county, the Howards and the Terrences, are
concerned about the railroad that will cross their land, wreaking havoc among their herds
and facilitating the arrival of bad people. The Kenningtons and Ms. Faraday are more
optimistic, since will be able to transport their cows on wagons rather than embarking
on long, dangerous trips across the lands inhabited by Native Americans.
Simone adds a couple of details: a freak show has arrived in the county and is currently
camped just outside Silverton; the sheriff is suspicious of the entertainers.
Moreover, Black Hoff ’s gang is menacing the stagecoaches from Silverton to Denver
and is apparently planning an attack on the train carrying the miners’ wages, which could
bring some Pinkertons snooping around.
Alice notes down all of these ideas. During the hero creation stage, these and other
ideas will intertwine with the secondary characters until the group shape up a county
that is alive and full of inspiration for stories, with no preparation needed on Alice’s part.
Settings 207
SUGGESTED TRAITS
The realistic setting offers very clear guidelines for the traits: the genre, as
well as the historical period, are so iconic that they are firmly imprinted on the
players’ minds.
ALTERNATIVE TRAITS
A nose for danger, Born on the frontier, The last bullet, My father’s Winchester, My
trusty steed Smokey, The land of my ancestors, Copper Hill Village, Black Hoff’s gang,
Long live the 9th Cavalry Regiment!, I’ll find the mother lode!
208 Settings
SUGGESTED RESOURCES
When dividing up resources, the brief research work done earlier comes in use:
in a setting that is strongly connected to the few possessions you own, this is not
only part of the rules, but also a distinctive aspect of the setting.
T YPICAL NAMES
Jack Barrister, Sam Houston, William Hoss, Miguel Duerte, Jefferson Vance, Roger
Knapp, Billie Watson, Eva Jacobsen, Rebecca Longabaugh, Wilhelmina Baker, Alice
Meade, Tahoma, Hashkeh Naabah, Toh Yah, Haseya, Yanaha
Settings 209
ALONE ON THE FRONTIER
Although the railways are starting to link the West with the big cities on the east coast,
and the government and the law are playing a more prominent role every day, life on the
frontier is still unforgiving for those unable to fend for themselves.
Most people’s first priority is to secure a piece of land on which they can build a decent
life for themselves and their families. This leads to conflicts with adversaries who are not
necessarily malicious, but simply competing for the same resources.
There are the natives, whose lands have been appropriated and who have witnessed
the government breaking all its promises. They are forced to choose between abandoning
their traditions and being accepted by a society that looks down on them or rebelling
against a superior power. From young hot-headed warriors seeking trophies and glory to
elderly chieftains filled with anger and sadness at the atrocities they have experienced,
the Navajo are a proud and numerous people who cannot be easily subdued. They are
joined by raiders from nearby reservations.
The settlers are hardened by work and a life of hardship: they have conquered a piece
of land, earned a pittance by slaving away and are willing to die to defend their home from
bandits hoping to make a killing and escape to California.
Workers – track-layers or miners – look forward to going to the saloon on Sundays
to forget the sorrows of daily life by drinking cheap whiskey, playing cards, and perhaps
blowing off steam in a fight.
The towns are full of swindlers, troublemakers and crooks, as well as rich people from the
East willing to bribe sheriffs, judges and soldiers. Not all confrontations end in shootings:
people with power can buy the law and make you end your days doing forced labor.
Nature is unforgiving. The rocky desert covers a good part of the land and the few
beaten paths snake through canyons where, if you don’t encounter prowling bandits, you
can still end up falling prey to beasts or killed by an accident along the way. Occasionally
the last flurries of tornadoes originating in the Gulf of Mexico arrive from the east.
210 Settings
DEMAGOGUE PREACHER AND HIS FOLLOWERS
This lanky man wears simple, but clean clothes and has the manicured hands of
someone who does not work in the fields. He speaks so eloquently that the crowd
seems hypnotized and ready to accept his sentences as if they came from the voice
of God.
POSSIBLE MISFORTUNES
• Branded as an infidel
• No one wants to deal with you
• Beaten up by the crowd
POSSIBLE COMPLICATIONS
• The crowd grows and becomes restless
• Someone takes advantage of the chaos to pickpocket you
• The sheriff asks you to leave unless you want to suffer the consequences
MORE INFORMATION
By manipulating a God-fearing crowd, this preacher raises the people against any target that
suits him: sometimes the Navajo, sometimes a harmless stranger and sometimes a woman
who doesn’t know her place. The crowd is very protective of its leader: any complication
generated by a violent test against the preacher will incite the crowd (see above).
Settings 211
THE WIDOW’S PASS
This narrow canyon is the only shortcut from Silverton to Copper Hill without
passing through Navajo territory. It is a dry, torrid nightmare carved into the rock,
dotted with animal skulls as a warning of the end that awaits you.
POSSIBLE MISFORTUNES
• Poisoned by a rattlesnake
• Disoriented
• Dehydrated
POSSIBLE COMPLICATIONS
• A snake spooks the horses
• A rock has collapsed and you have to look for another road
• You find signs of an ambush up ahead
MORE INFORMATION
This narrow passageway is a nightmare for caravanners and settlers alike. Many a convoy
has stood idle an entire day while scouts ensured there were no bandits lurking about.
The hundreds of rock tunnels, cramped spaces, and snakes perhaps make it preferable to
attempt a long crossing into Indian territory.
212 Settings
COMANCHE RAIDERS
The prairie trembles beneath the pounding of hooves and the air is filled with
chilling screams: the Comanche ride bareback towards you and draw their bows,
ready to claim booty, a scalp and a little notoriety.
POSSIBLE MISFORTUNES
• Arrow in the leg
• No ammunition
• I don’t trust Indians!
POSSIBLE COMPLICATIONS
• Your horses get spooked and bolt
• It turns out they are just the vanguard of a tribe
• One of them vanishes from your sight. Where is he?
MORE INFORMATION
The Comanche, who are related to the Ute tribes, occasionally venture as far as Red Creek
County. Traditionally hunters, raiders, and warriors, they have been among the most
violently suppressed tribes by the government and hate weakness: when you fail a non-
violent test against them (you do not draw a single Z), add 1 b to those you have drawn.
Settings 213
REASONS TO STAY AND ENEMIES TO FACE
Few can afford to be heroes in the West. Even among the protagonists of a story, it is
easier to find people united by a common enemy than by ideals. After all, the myth of
the frontier is one of self-sufficiency, making it on your own and prevailing over hostile
nature: it is not exactly an ethos that leads to the creation of paladins who would sacrifice
themselves for others.
Nevertheless, a personal code of honor can go a long way toward making even a selfish
character a potential hero. When you consider your hero, give them a reason to stay
in Red Creek. By its very nature, the frontier is still big: if things get too tough, there is
nothing stopping you from riding further west. Are they attached to the land that their
parents fought to obtain? Do they have ties to any Silverton residents? Are they wanted
elsewhere and have they finally found a corner of the world where they can rest? Give
your hero a reason to fight instead of run.
Similarly, look for a common enemy to team up against. In this case, Blackwater is
gaining power in several areas: first with the railroad, which takes land away from ranches
and indigenous peoples and exploits workers for miserly wages, then with the acquisition
of the old mine, which was once the county’s source of wealth and is now being depleted.
An increasing number of rogue gangs are appearing in cities, intimidating locals who,
according to Blackwater, “complain about inevitable progress”. Thus a Navajo hunter
and a cowboy, who until the day before were fighting over the same acre of land, may
find themselves making a deal when it comes to stopping the railroad that would tear it
from both of them.
A bandit with an outlandish personal code of conduct and a priest may team up against
a corrupt sheriff manipulated by the local official, who is threatening local men of faith
to proselytize for Blackwater.
214 Settings
MS. OLIVIA PETERSON
ABILITY
PERSEVERE
ABILITY ABILITY
RANCH
LIFE
ABILITY QUALITY ABILITY
HARD-WORKING
QUALITY QUALITY
WIDOW
QUALITY QUALITY
RESPECTABLE
ABILITY QUALITY ABILITY
FRIEND TO ALL
ABILITY ABILITY
BE NAVAJO
HEARD TRADITIONS
ABILITY
Settings 215
TOMMY CALDWELL
ABILITY
ABILITY ABILITY
FEND
FOR HIMSELF
ABILITY QUALITY ABILITY
TRAIN
COWBOY
QUALITY QUALITY
ANIMALS
GENUINE
ABILITY QUALITY ABILITY
IMPETUOUS
ABILITY ABILITY
TACKLE
INJUSTICES
ABILITY
BRAWL
216 Settings
WILLIAM “SILVERTONGUE” MADDOX
ABILITY
ABILITY ABILITY
QUALITY QUALITY
GET HELP
SWINDLER FROM SOMEONE
QUALITY QUALITY BIGGER
LIGHT-
CONVINCING
FINGERED
ABILITY QUALITY ABILITY
QUICK
SMILING
DRAW
ABILITY ABILITY
GAMBLING SEDUCE
ABILITY
Settings 217
THE ROUND TABLE
There is no more classic fantasy in the world than the Arthurian cycle: noble
knights, dragons, magic swords and betrayals for the sake of love. Luca has read
countless books on the story of King Arthur and Excalibur is one of his favorite
films, so he asks the rest of the group to try playing the Knights of the Round Table.
The Arthurian cycle we all know is far-removed from the reality of fifth-century
England and Luca imagines knights in shining full armor, dueling with honor for
their king, blending mysticism and religion to allow sorcerers like Merlin and
Morgana to coexist with the Grail.
The world of Camelot is not realistic and coherent, but poetic and fantastic:
every hero could embody a chivalrous value, be a shape-shifting enchanter or a
descendant of an English king who swore allegiance to Camelot and Arthur, the
last bulwark against the invaders from the continent.
Luca asks his players: “Of Arthur, Guinevere, Merlin, Lancelot, Tristan, Mordred...
of all these iconic characters, whose shoes would you like to step into in a story
of broken oaths and fratricidal struggles, of magic and honor?”
Settings 219
ANCIENT FANTASY
The Arthurian cycle, although one of the most classic fantasies, is a far cry from the stories
that have made the genre famous today.
Camelot’s history as we know it is closer to the work of a bard than a historiographer,
lacking a coherent timeline and full of sometimes contradictory details. However, there
are certain fixed elements, so Luca and the others decide to start from these to build their
characters and define their Camelot.
Gianni chooses to play a young Arthur, who has recently pulled Excalibur from the
stone and is still struggling to understand the advice and teachings of his guardian Merlin.
The son of Uther Pendragon, he has become king of Britain and must now raise his own
army to repel the Saxon invaders and establish the Empire of Britain. He is destined to
be betrayed and then buried in Avalon.
Federica takes the opportunity to play Merlin, Arthur’s sorcerer mentor and advisor.
Merlin has magical powers because he is the son of a demon and a woman, which has
enabled him to commune with the Dragon’s Breath, a force that permeates the entire
world and allows Merlin to subvert the laws of physics. Merlin is connected to Nimue,
the Lady of the Lake, and is a cold, calculating character willing to sacrifice his friends in
order to achieve his own goals.
Marco chooses Lancelot, who was raised by Nimue and is both Arthur’s best friend and
his betrayer. Lancelot is a peerless, brave and cunning knight who made the grave mistake
of falling in love with Guinevere, Arthur’s betrothed. Lancelot has sworn to follow Arthur
to his death, but his love for Guinevere is like a sword of Damocles hanging above his head,
ready to fracture the relationship between the two companions at the slightest misstep.
Arthur and his knights are opposed by Mordred, Arthur’s cousin and legitimate heir to
the throne of Britain, assisted by Morgana, Arthur’s half-sister and Merlin’s pupil. In the
vast world of Arthur’s mythical Britain, dangers always come from those closest to you,
adding a personal dimension to rivalries.
220 Settings
SORCERERS, DR AGONS, KNIGHTS AND MAGIC
SWORDS
Magic is a given in the stories of the Arthurian cycle, just as it is for us to know that the
Earth revolves around the Sun: while some may not believe it, it is a reality that most
people would not dream of questioning. This does not mean that magic is within anyone’s
reach or that it is regarded favorably by everyone: magic is an archaic force with which
only druids and sorcerers dare to meddle in defiance of God’s will. Although none of the
knights dared to attempt to use spells and sorcery, none of them ever objected to Merlin’s
help, let alone refused magical items:
• Arthur carries Excalibur and its scabbard at his side, which protects him from mortal
wounds
• As a gift from Nimue, the Lady of the Lake who raised him, Lancelot received a ring
that can reveal any lie or illusion
• Bedivere wields a spear that can kill dragons
• Perceval sets out in search of the Holy Grail, the cup that has collected the blood of
Christ and can cure any illness
In one way or another, all of the characters find themselves connected to magic: Gianni
marks Excalibur as a trait for Arthur because it is such an iconic object that it represents
Arthur as much as his being a king. In all the tales about Arthur, the British king always
ends up choosing the sword over the scabbard, which ultimately condemns him to death
during his final clash with Mordred. Marco, on the other hand, decides that Lancelot’s
ring is not so important that it constitutes a trait and he therefore marks it among the
resources, but among the traits he nevertheless writes down Son of a fairy to remind
the whole group that he was raised by Nimue.
As Merlin’s archetype, Federica writes down Sorcerer and the quality Dragon’s Breath,
with which she also connects the ability Forbidden knowledge. Federica imagines that this
also includes knowledge of the fairy world and of the ancient creatures that inhabit the
world beyond the veil of illusion: giants, goblins, dragons and animate trees frequently
appear in the tales of the Arthurian cycle and are usually antagonists that the knights must
defeat through their courage or cunning.
Settings 221
SUGGESTED TRAITS
It is easy to imagine the traits of a character in the Arthurian cycle: simply read
a summary of the legends of the individual knight who you want to play and read
the epithets with which the authors have described the characters: Lancelot will
certainly be a valiant knight who ends up betraying his own sire, Galahad was
referred to as the pure one, Perceval is the Grail seeker and Merlin, naturally, is a
powerful sorcerer.
ALTERNATIVE TRAITS
222 Settings
SUGGESTED RESOURCES
The fairytale side of the Arthurian cycle makes it difficult to understand what
resources are common in Camelot since the characters are all part of King
Arthur’s court and for them things that in other fantasy contexts would have to
be bought with hundreds of gold coins are taken for granted. Some items with
magical properties might be rare resources and only unique objects such as Grail
or Excalibur should be special resources.
T YPICAL NAMES
Arthur, Bedivere, Bors, Hector, Gaheris, Galahad, Gawain, Guinevere, Isolde, Kay,
Lamorak, Lancelot, Merlin, Mordred, Morgana, Pellinore, Perceval, Tristan, Uther,
Igraine
Settings 223
MONSTERS AND ARMIES
The heroes of the Arthurian cycle rarely stay in Camelot for long: their life is made up
of quests, which lead them to travel throughout Britain hunting monsters or to fight
against invading armies, usually barbarian peoples such as the Saxons and pagans such
as the Romans.
These quests often confront knights with obstacles that can only be overcome with
cunning, courage, and perseverance, and our heroes will also often face complicated
moral choices: should they choose personal gain or the common good, personal pride
or knightly honor?
The cycle is populated with creatures such as the Green Knight, who disrupts the
quiet of Camelot during the Christmas festivities and who seems impossible to defeat,
shape-shifting druids or dragons who want to preserve their secrets, or fairy beings who
demand a personal sacrifice from one or more knights.
The two greatest threats to Britain’s peace are Mordred and Morgana, who harbor such
a deep hatred for Arthur that they are prepared to raze Camelot to the ground, along with
any of the king’s allies, leading an army dressed in black armor and made invincible by
the witch’s spells.
In Camelot, every challenge is a personal affair for someone, just as in the tales of the
Arthurian cycle there is always a knight who finds himself at the center of a conflict that
stems from his past and has been prophesied for his future.
224 Settings
THE GREEN KNIGHT
Which of the knights of Camelot is brave enough to accept my challenge? I am
willing to let one of you strike me to decapitate me, provided I can then do the same
to him. Do you accept my duel or are the Knights of the Round Table nothing but
cowards?
POSSIBLE MISFORTUNES
• Coward
• Disarmed
• In a tight spot
POSSIBLE COMPLICATIONS
• The Green Knight splits in two as a result of a blow and facing him becomes
extremely dangerous (you leave the scene if you draw 1 b)
• The heroes recognize Morgana’s magic imbued in the blade of the Knight’s axe: the
witch is waiting for the right moment to strike Camelot!
MORE INFORMATION
The Green Knight is an immortal creature that dwells in the castle near Green Chapel.
He comes to Camelot asking to challenge the most valiant knight of the Round Table to
a duel. He offers a simple deal: the knight of Camelot can strike the first blow and if the
Green Knight survives he can strike back. Otherwise he will unleash his wrath on Camelot
and the inhabitants of Britain. The Knight is in fact an ally of Morgana and Mordred, sent
to ridicule Arthur and weaken his soldiers’ morale.
Settings 225
OBERON’S COURT
The fairy king smiles at you knights, pointing to the rich banquet before you.
“Come, my table is open to all, the food is hot and the wine is good!” he exclaims,
but as you look around and watch the diners happily eating, you feel a chill run
down your spine, as if something horrible is about to happen.
POSSIBLE MISFORTUNES
• Charmed
• Hallucinations
• Poisoned
POSSIBLE COMPLICATIONS
• You are separated by a spell: each of you is alone in one of the rooms in Oberon’s
palace!
• Oberon proposes a deal: he will free all the prisoners of his court if a knight offers
to take an oath and become one of his guards, renouncing Arthur.
MORE INFORMATION
Oberon, the fairy king, is a lascivious creature who is only interested in having fun behind
people’s backs. His court, which appears so comfortable and tempting, is merely yet another
trap into which Oberon takes delight in luring wayfarers, offering them a hot meal and a
bed to sleep in. Unfortunately anyone who takes a seat in the court can never leave and
ends up forgetting what lies beyond it.
226 Settings
MORDRED AND MORGANA
Mordred’s army has now surrounded the whole of Camelot and looking up from
the castle’s highest tower you can see Mordred, in his golden armor, leading his
army on horseback. At his side you can see Morgana, surrounded by the magical
mist of the Dragon’s Breath.
POSSIBLE MISFORTUNES
• Surrounded
• Wounded
• Burned
POSSIBLE COMPLICATIONS
• Mordred reveals that one of the Knights of the Round Table is a double-crosser
• Morgana creates a wall of fire that prevents you from retreating
• Morgana uses Dragon’s Breath to turn Mordred into a fire-breathing dragon, which
is difficult (4 b) and very dangerous (you leave the scene if you draw 2 b) to face
MORE INFORMATION
Mordred despises Arthur with all his heart and craves revenge on Camelot more than
anything. It is Mordred who convinces Lancelot to seduce Guinevere and then reveal his
betrayal to Arthur. Mordred also convinces Arthur to agree to a truce in order to hunt
down a giant snake that threatens Britain, only to reveal that the snake does not exist
and then immediately attempt to treacherously stab Arthur. Mordred always manages to
escape aided by Morgana, Arthur’s half-sister, who believes that the king is a harbinger
of doom for Britain.
Settings 227
OF KNIGHTS, WEAPONS AND HONORS
In the Arthurian cycle, with the exception of a few characters, all the protagonists of the
legends are knights. Even those who initially appear to be simple commoners always turn
out to be the secret children of a nobleman, descendants of a fairy or simply brave fighters
whose valor earns them a place at the Round Table.
This does not mean that all the heroes who you play must be valiant warriors devoted
to the code of chivalry: Merlin and Morgana are just two of the sorcerers who enliven the
stories of Camelot. Guinevere, although she never takes up arms, is an extremely important
figure, guiding and supporting the people of Camelot and Arthur himself.
There are also squires, kings of near and faraway lands who find themselves spending
time in Camelot, and creatures torn between two worlds such as Nimue or other inhabitants
of Avalon, Tintagel, and the surrounding woods.
It could also be interesting to explore life in the castle from the perspective of the
characters who are always on the fringes of the knights’ stories: how do the king’s servants
behave when he and his knights are at war? Does Merlin loosen up, abandoning his stiff,
stern manner when the only person in the room is a cobbler? And what secrets do nobles
let slip when they think they are not being heard?
An even more interesting game could be one in which the heroes are those monsters
that the knights have sworn to defeat during their quests: giants, goblins, shape-shifting
dragons and fairies might have every interest in seeing Camelot fall, helping Mordred or
Morgana instead of Arthur.
228 Settings
ARTHUR
ABILITY
EXCALIBUR
ABILITY ABILITY
MAKE DIFFICULT
ADOPTED
CHOICES
ABILITY QUALITY ABILITY
PENDRAGON
QUALITY QUALITY
NOBLE
ABILITY ARCHETYPE ABILITY
GUIDE KING OF
OTHERS QUALITY
BRITAIN QUALITY
STRATEGIST
ABILITY QUALITY ABILITY
ABILITY ABILITY
ABILITY
Settings 229
MERLIN
ABILITY
ABILITY ABILITY
FORBIDDEN
KNOWLEDGE
ABILITY QUALITY ABILITY
SUBVERT DEMONIC
NATURE QUALITY
ANCESTRY QUALITY
DRAGON’S
BREATH
ABILITY ARCHETYPE ABILITY
SORCERER
QUALITY QUALITY
CALCULATOR
ABILITY ABILITY
ADVISE
ABILITY
DECEIVE
230 Settings
LANCELOT
ABILITY
DUEL
ABILITY ABILITY
FIGHT
ABILITY QUALITY ABILITY
SWORDSMAN
QUALITY QUALITY
CHAMPION
QUALITY QUALITY
SON OF
TRAITOR
A FAIRY
ABILITY QUALITY ABILITY
I DO IT
FOR GUINEVERE
ABILITY ABILITY
PROPHESIZE
ABILITY
Settings 231
ACKNOWLEDGEMENTS
OUR HEARTFELT THANKS!
We wrote Not the End in the belief that every story changes you and contributes to
defining who you are. Writing this game has changed us in many ways and taught us so
much. And this wonderful adventure is just beginning. We have not just learned about
game design, gameplay and games, but also important things about the value of people
and how much their support can mean to those driven by passion and an idea. Here are
their names!
• Thanks to Fabio Airoldi for having followed the project from the outset, for having
contributed to preparing the material for the settings chapter and for having
contributed his vision during the game design stage. Thank you above all for being
the person who had the courage to say “It’s a generic system, but it’s not Not the
End” when we finished the first working version of the system.
• Thanks to Pietro Bastas for understanding all the instructions that we gave him and
for transforming them into personal, characterful works that are never dull. His
artistic vision brought what we had in mind to life far beyond mere graphic execution.
• Thanks to Chiara Listo and Giuseppe Vitale, a.k.a. Morgengabe, for immediately
believing in the project and helping us to set it up as well as possible when we decided
to launch on Kickstarter.
• Thanks to Roberto de Luca, both for his powerplayer questions and for many lesson
ideas. His contribution turned them from a superfluous addition that was somewhat
detrimental to player freedom into a true extension of the game system.
• Thanks to Emanuele Segato for the soundtrack to the game’s launch video, composed
during an unusual number of sleepless nights. It is still a delight to listen to!
• Thanks to Alice Luidelli for contributing her years of coloring experience to the
layout choices.
234 Acknowledgements
FUMBLE MEMBERS
Without Fumble and SideQuest, Not the End would never have been what it is today.
We have played it, replayed it, discussed it, and re-discussed it both on the public channel
and in private. So thank you to each and every member of Fumble and SideQuest: Claudio
Serena, Jacopo Colò, Matteo Mantovanelli, Roberto de Luca, Alice Luidelli, Daniele Civelli,
Emanuele Segato, Fabio Airoldi, Gianni Negrini, Simone Bonavita and Simone Bernardi.
We would like to thank the Fumble community, the playtesters who played Not the End
when it was still only a prototype and who offered us their critical insight, as well as all
the people who supported and believed in us.
In particular, we wish to thank everyone who ran campaigns on our Discord server,
who created bots to use tokens during online matches, who raised questions that made
us specifically think about the game’s pillars, and who proofread the manual. So thanks
to Alessandro Mattia Chiappetta, Alessandro Monteverde, Antonio Rossetti, Christian
Peretto, Mauro Ghisoni, Riccardo Giannico and Stefano Caiazza.
Thanks also to all the other playtesters: it was your feedback that put us on the right track
when we were unsure which direction to take. Thanks to the members of Miciosombrero,
though we know they are planning something else.
Please forgive us if we fumbled and forgot to thank you: you are a huge and active
community and it would be impossible to mention all of you!
Thanks to the Cungi group, which supported the author in a very special way. We would
like to raise a glass of Acqua di Fonte to Marco Barison, Simone Cortesi, Paolo Fulcini
and Daniele Sarti for playing, years ago, a story that proved to be the seed that spawned
Not the End.
Acknowledgements 235
GAME MATERIALS
You can download the hero and all the game handouts at:
https://bit.ly/NTEResources
Batman created by Bob Kane and Bill Finger, © DC Comics and Warner Bros. and its assignees
Harvey Dent created by Bob Kane and Bill Finger, © DC Comics and Warner Bros. and its assignees
Indiana Jones created by George Lucas, © LucasFilm and Walt Disney Company and its assignees
Jedi & Star Wars created by George Lucas, © LucasFilm and The Walt Disney Company and its assignees
V for Vendetta created by Alan Moore, © DC Comics and Warner Bros. and its assignees
The Matrix & Neo created by Lana and Lilly Wachowski, © Warner Bros. and its assignees
Harry Potter created by J.K. Rowling, © Pottermore ltd. and Warner Bros. and its assignees