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RULES 

CHARACTERS 
PLAY: P​ layers describe what their characters  ►​ ​Pick or roll (d8) your character’s specialty. 
do. The GM advises when their action is 
BREWER:​ ​The right mix can create almost any 
impossible, requires extra steps, demands a 
cost, or presents a risk. Players only roll to  short-term effect. Strong potions need rare 
avoid risks.  ingredients.​ Skilled in Researching (d8) and 
Potion Brewing (​ d8). Take a ​set of vials​, 
ROLLING: ​Roll a d6 s​ kill die​—higher with a  brewing pot ​and​ basic ingredients ​(cannot be 
relevant skill, or d4 if h​ indered​ by injury or  broken). Potions can allow actions or increase a 
circumstances. If ​helped​ by circumstances, roll  die. 
an extra d6; if helped by an ally, they roll their 
skill die and share the risk. Take the highest die.  CARD MASTER:​ ​A magician never reveals his 
tricks.​ Skilled in ​Deceiving​(d8) and e​ ither Cards 
1–2 Disaster.​ Suffer the full risk. GM   as tools (​ d8) or ​Cards as weapons​ (d8). Take 
decides if you succeed at all. If risking   red coat with almost endless decks of cards 
death, you die.  (can break twice) 
3–4 Setback.​ A lesser consequence or   EX-PRIEST:​ ​Lost faith in men but not in a higher 
partial success. If risking death, you’re   power.​ Skilled in M
​ anipulation ​(d8), ​Sword 
maimed.  FIghting​(d8). Take a​ pair of blessed bayonet 
blades ​and a p​ owerful symbol of faith (break 
5+ Success.​ The higher the roll, the better. 
twice against dark creatures)​. 
If success can’t get you what you want ​(you  HUNTER:​ S ​ tarted after the wildest of beasts 
make the shot, but it’s bulletproof!)​, you’ll at  were too easy​. Skilled in ​Tracking (​ d8) and 
least get useful info or set up an advantage. 
Marksmanship ​(d8). Take a ​telescope rifle a​ nd 
LOAD:​ Carry as much as makes sense, but more  kit of traps. 
than one b​ ulky​ item may ​hinder​ you at times. 
JAILOR:​ H
​ uman cell for a demon soul.​ Looks 
ADVANCEMENT:​ After a job, increase a skill  physically drained​. Skilled in Reading intentions 
(none​ ➤ ​d8 ➤
​ ​d10 ​➤ ​d12)​, gain d6 ​credits​ (₡).  (d8). Take ​runed shackles​ and ​hard light chains. 
It can pay small favors with true gratitude, 
DEFENSE:​ Say how one of your items or traits  friendship honors or pleasantries the voice asks. 
breaks​ to turn a hit into a brief h​ indrance​. 
Broken​ gear is useless until repaired.  MARKED:​ A ​ half-breed, part of light and 
Broken​ trait is erratic or useless until long rest.  darkness, belonging to none.​ Create 3 traits 
which a dark creature would have (Ex: b​ at form, 
HARM: I​ f killed, make a new character to be  wolf muscles, ​...) You’re not as good as the 
introduced ASAP. Favor inclusion over realism.  original. Skilled in K
​ eeping control​ (d8). 
RUNNING THE GAME: L​ ead the group in setting  SERVANT:​ A ​ night being tamed, obedient and 
lines not to cross in play. Fast-forward, pause,  loyal to a master.​ At the start of every hunt, 
or rewind/redo scenes for pacing and safety,  state your master single order for that mission. 
and invite players to do likewise. Present  Direct orders h​ elps​ when followed and ​hinders 
dilemmas and problems you don’t know how to  when not.  
solve. Move the spotlight to give everyone time 
to shine. Offer rulings to cover gaps in rules;  VETERAN:​ ​An old elite who has more skills than 
revise unsatisfying rulings as a group.  it shows​. Skilled in Dark Knowledge (d8) and 
Skirmish (d8). Take transparent impossible 
BAD LUCK​: Test periodically for bad luck (e.g.,  sharp lines and e​ ither hidden blades​ or h​ idden 
run out of ammo, or into guards, next magic  explosives. 
acts wildly) — roll d6 to check for (1–2) trouble 
now or (3–4) signs of trouble  ►​ C
​ hoose or invent 3 skills  

Animal husbandry, Climbing, Craft, Explosives 


  Firearms, Hand-to-hand, Intimidation, Navigation, 
Persuasion, Running, Stealth, Tracking, Smithing. 
EQUIPMENT  DETAILS 
► Take ₡2 (₡ is equivalent to a handful of Yens).  ►​ I​ nvent, pick or roll for personal details. 
Most items and upgrades cost ₡1 each. Ignore 
micro transactions like a knife or a meal.  FIRST NAME (​ 1-10 male, 11-20 female) 
1 Bruno  6 Juan  11 Anita  16 Monica 
ARMOR:​ ​Vest (break​ once for defense against  2 Cristobal  7 Leone  12 Carmen  17 Natale 
physical damage like f​ alling, claws, blades​), 
3 Giorno  8 Miguel  13 Eulalia  18 Simone 
Runes/blessed protection​ (​break​ once for 
defense against heavy damage like bullets or  4 Guido  9 Paolo  14 Maria  19 Teresa 
against magical powers​). Upgrade: d​ ouble the  5 Joaquín  10 Ramón  15 Martina  20 Vicenta 
price for increasing breaking limit by 1 and   
make it bulky  DEMEANOR 
1 Anxious  8 Curious  15 Innocent 
TOOLS:​ ​Climbing gear, lantern (with oil and 
2 Appraising  9 Dramatic  16 Knowing 
matches), parachute, lock picks, grapple hook 
3 Blunt  10 Dry  17 Pricky 
WEAPONS:​ pistols, daggers, swords, rapiers,  4 Brooding  11 Dull  18 Reckless 
knuckles, holy water vial, special ammunition  5 Calming  12 Dearnest  19 Terse 
(wood, silver, shrapnel…). (​₡2, bulky):​ rifle, axe, 
warhammer, bastard sword  6 Casual  13 Formal  20 Weary 
7 Cold  14 Gentle 

DEALS  
►Invent, pick or roll what can show someone is a 
hunter 

► Some trinkets are bound with a deal that allows  1 Big tattoo  4 Secret handshake  7 Hand sign 
the wielder to ask for a favor regarding a theme.  2 Code phrase  5 Language/accent  8 Document   
A voice will tell you the price. Small favors are 
3 Clothes color  6 Flashy object  with seal 
repaid with kind acts, great favors are paid with 
corrupting acts. Each player begins with one. 
►Pick or roll your virtue, shining light among the 
Ex: For asking to darken a room, the price may be  darkness. When did you learn it’s value? Who is 
to buy a beggar some shoes.To cause an  your light? ​As long as you display that virtue, 
eclipse, it may ask to find two brothers and make 
sure one betrays the other.  you have access to its ability  

Another deal can only be struck after the  1 Calm​: slow time in an area 
previous is finished. Failure to fulfil may cause  2 Charitable​: control and sprout plants 
interest or make you the target of a dealThere  3 Confident​: walks on any surface 
are secret complex rituals that can bind another  4 Courteous​: create a barrier with each hand 
theme to a trinket. No one can have more than 1  5 Empathic​: create fragile clones 
trinket. Roll for trinke theme, format and detail.  6 Faith​: knows a place’s blueprint 
7 Helpful​: grow extra arms 
1 Cold    1 Bell  1 Animal  8 Honest​: read hearts and thoughts 
2 Darkness  2 Coin  2 Bones  9 Humble​: can shrink in size 
3 Deception  3 Hair Ring  3 Broken  10 Kind​: healing hands 
4 Earth  4 Horseshoe  4 Changing  11 Selfless​: cover in stone armor 
5 Fire  5 Jewel  5 Eyes  12 Zealous​: start fire with your vision 
6 Knowledge  6 Key  6 Glass  GM:​ ​Choose the level of display you consider 
7 Love  7 Mug  7 Impossible  enough to allow access to the abilities. You can 
8 Money  8 Necklace  8 Incomplete  limit the impact based on how well the virtue 
9 Sea  9 Sculpture  9 Red 
10 Storm  10 Skull  10 Runic  was roleplayed (or how often). Or just use it as 
11 Vision  11 Toy  11 Skull  guidelines. The conflict between favors and 
12 Wood  12 Whistle  12 Weird  virtues is a good point to explore during play. 
THE LONGEST NIGHT BEGAN: A ​ fter doing a  You are an elite force of monster hunters tracking 
terrible job persecuting the dark creatures, the  down the remaining corrupt creatures in a part of 
religious order counts it’s bad deeds. Decided to  the world where the sun is a rare appearance. 

   
do good through other hands, it supports the last  These abominations are the best of each's own 
force remaining, this one with no political biases. kind. W
​ alking into the night, can you be light?

►​ T
​ he hunters arrive to ...  ►​ T
​ he ​Ni
​ ght ​L​ord is not alone, it has... 
1 Caravan sleeping about to be ambushed   1 Lair guardians  5 Mercenaries  9 Hostages 
2 Coward ruler shutting villagers out of fortress  2 Heavy artillery  6 Hidden traps  10 Ritual 
3 Factions disputing over huge light source  3 Minion Horde  7 Victims turned  11 Other NL 
4 Enemy forces gathering from various routes 
4 Another form  8 Wild beasts  12 Roll twice 
5 Search party looking for missing children   

6 Severely wounded hunter found at the woods  ►​ T


​ he Night Lord is ... 

7 Temple with blazen idols and singing priests 


8 Human prisoners being escorted  1 a Baba Yaga, a witch served by three knights 
9 Sacrificial fire pit, big line of people  regarding the phases of the moon 
10 Scared village, will hardly trust anyone  2 a Banshee, flying undead woman, painfully 
11 Villager being pursued by pack of monsters  high-pitched scream 
12 Weak human forces taking to arms  3 a Dook, disguised as man, long claw fingers 
4 free Demon Dealer, control over 2 themes  
►​ T
​ hey don’t know it yet, but... 
5 a Ghost, mostly immaterial, vindictive 
6 a Ghoul, crawling, agile, eats any living thing,  
1 An usurper is trying to take the lord position  7 a Headless Rider, former warlord  
2 Night lord has a second form  8 a Lich, corrupted wizard, eldritch power,  
3 Night lord is a missing hunter  9 a Spiderling, uses web for springing traps 
4 Night lord is holding a greater evil at bay  10 a Vampire, shapeshifting, hypnosis, spies 
5 Night lord seems less evil than its victims  11 a Werewolf, muscular, fast reflexes 
6 old legendary hunter is among them  12 a Zombie, regenerative, infectious 
7 people hate religious order for past acts 
8 people will try to help but fail horribly  ►​ T
​ he hunters dont know its Title, which is... 

9 some villagers are traitors 


10 the people are hiding a plague  1 The Commander​: fragile lord, powerful 
11 they are a cult of something even more evil  minions 
12 Two different Lords are disputing something 2 The Eclipse​: emits light and can solidify it into 
objects 
►Rumours say this Night Lord lair is...  3 The Gorger​: spray liquids (fluorescent, black 
ink, acid), foul smell 
1 a Blackdiamond Palace, under a frozen lake  4 The Grin​: its gaze induce terror, reflection too 
2 a Bone Nest, at the side of a cliff  5 The Many​: roll 3 times, it can use a minor 
3 a Floating cCastle, using unknown technology  version of any of those 
4 a Giant Petrified Tree, dangerous fruits  6 The Multiple​: it can split its body in tiny 
5 a Huge Necropolis, found in the mist  creatures and reassemble 
6 a park of Broken Statues, changing  7 The Ruler​ controls metal objects, needs 
places/positions  hostages 
7 a Pocket Dimension, entrances everywhere  8 The Sad​: extinguishes heat and its light 
8 a Sophisticated Manor, full of nauseating art  9 The Sculptor​: attacks turn hitted parts into 
9 a Teleporting monolith, giving signs before  stone/jewel/metal 
appearing  10 The Slothful​: a lot bigger than it should, hard 
10 an Underground Labyrinth, wet, smothering  to change course 
11 the belly of a huge beast  11 The Stealer​: copy non-virtues abilities and 
12 the White Plains, accessible through moon  deals from opponents 
reflexion  12 The Wrath​: create explosions, easily provoked 
Text and Layout By Diego Barreto (CC BY 4.0).  Based on 24XX, by Jason Tocci. ​Art CC BY B​ EEPLE 

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