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Black What ties and complications do you

bring with you on your journey?


Recover (Stress): Roll 1d6 and reduce your stress
by that result.
Explore: Choose an action to roll and draw a new

Sand
Everyone is answering one entry from both of the detail on the map: 66+ detail with ressource, 6+
following question lists : with ressource and danger, 4-5 with danger, 1-3
ALLIES failing exploration gain 1 harm.
➔ Who do you hold dear,and how far would you go Commune: The hub gains a benefit from your
to keep them safe? actions. Helping, building something, security.
Black Dunes. Forlorn Past. Vagrant Songs ➔ Who is providing you with aid, and why? Downtimes: 4 Ressource, 3 Building, 2 Detail
➔ Who do you seek to impress, and what do you
Work on a Project: Advance a personal project.
hope to gain from it?
The World ➔ Who do you depend on, and how do you
Downtime needed: Complex 3, Basic 2, Easy 1

➔ Choose a sad slow song. Close your eyes.


➔ Listen. Imagine a World of Black Sand.
maintain that reliance?
➔ Who do you owe your loyalty to, and why?
➔ Who is your ally, and how do they support you?
Fallout Table
➔ Add a small settlement, outpost or inhabited 1. Hyperfocus: Gain +1d6 for the next scene
Ruin somewhere in the center of the Map. You FOES 2. Unease: Gain +1 Stress
will start from here, wandering the black dunes. ➔ Who is opposed to you, and what do they want? 3. Shaken: Gain -1d6 for rolls in the next scene
➔ Everyone adds a detail, or two. Draw each detail ➔ Who do you owe a terrible debt to, and how do 4. Anxious: Gain 2 Stress
on a sheet of paper. Continue till you have at you plan to repay it? 5. Jumpy: Failed rolls give 1 stress for a scene
least 6 details. If you like, draw more, but leave ➔ Who do you fear, and what are they capable of? 6. Nightmares: you gain 2 less from Recovery
blank spots for exploration. Name each of them. ➔ Who holds power over you, and how do you 7. Nervous: Gain 1 Stress, others gain 2 Stress
➔ Give the 3 locations closest to the starting hub a handle their control? 8. Fear: Gain +3 Stress
danger and a ressource. Write it down on the ➔ Who is your enemy, and why do they seek to 9. Overwhelmed: -1 d6 for the next scene
Map. If you like, do so for 1-2 more locations. harm you? 10. Phobia: Gain a Phobia onwards
➔ Connect these with the hub by drawing lines ➔ Who do you hold responsible for past wrongs, 11. Aggression: Attack the next available target
between them and the hub. These are Paths. and how do you plan to seek revenge? 12. Paranoid: You gain a Paranoia Condition
➔ Give the starting hub 4 ressources and 2 13. Broken: Critical rolls are all failed rolls.
Use your answers to add locations, NPCs, and 14. Hallucinations: You receive disturbing visions
scarcities, write them down. plot threads to the Map.
➔ Give the World a name together. 15. Falling apart: Resistance rolls all gain -1d6
16. Terror: Gain +5 Stress
Creating a Character Rules of Play 17.
18.
Catatonic: Unable to act on the next 5 scenes
Break Down: Screaming and crying +5 Stress
These are the core mechanics of the game. 19. Collapse: Heart attack, you are dying
➔ Choose a name, age & Pronouns.
➔ You are Vagrant, a wanderer of the Dunes. 20. Lost: You are lost forever
Action Roll

There are 4 Attributes, defining who you are:
FORCE: Strength, Violence, Resilience, Health
Roll a number of d6 dice equal to your attribute
score and choose the highest result:
Missions
➔ PROWESS: Dexterity, Speed, Stealth, Reflexes Roll 1d6 for each table and combine:
66+: If you roll several 6s, it's a critical success
➔ INSIGHT: Reason, Lore, Perception, Aim and someone else suffers a complication. Mission
➔ RESOLVE: Valor, Charm, Connect, Attune
6: You accomplish the task as intended. 1. Gathering information about a path or location
You start with 1 in each of them 2. Protect the Hub against dangers of the Dunes
5: You accomplish the task, but a small 3. Defeat raiders or other threatening groups
You explore the World for different reasons. complication arises and the result is reduced or
Choose a reply for each question and note down 4. Acquiring an item, information or resource
delayed. 5. Rescue, protect or help someone in danger
the results for your Character.
4: You barely manage to accomplish the task, but 6. Hunt and defeat a Beast of the Dunes
What are the defining Laws you follow? the result is significantly diminished and you
suffer a heavy consequence.
The Twist
➔ You abide by the Law of Power, believing that
only the strong can survive. To protect, to claim 1-3: You fail and are hit by a heavy consequence. 1. An Opponent is unexpectedly involved
or to dominate. Take +1 Force and -1 Insight 2. There are others involved claiming the goal
➔ You follow the Law of Art, where beauty and skill Resistance 3. An unknown Beast of the Dunes is on the loose
are prized above all else. To create, to perform 4. A natural hazard occurs, adding danger
or to seduce. Take +1 Prowess and -1 Resolve Choose 1 Attribute to roll to escape the danger. 5. Discovery of something unexpected/dangerous
➔ You follow the Law of Lore, where knowledge Describe how. Take the highest dice and subtract 6. They suffer a setback or loss that hinders them
and understanding are key. To learn, to teach or it from 7. You gain as much Stress to escape the
to discover. Take +1 Insight and -1 Force
➔ You follow the Law of Virtue, where honor and
Danger just in time or mitigate the impact of the
danger.
Continued Play
morality guide your actions. To defend, to To continue playing and exploring the world of the
inspire or to redeem. Take +1 Resolve and -1 omen Black Sands and the fate of your characters in
Prowess Roll a d6 each day: 6 gain 3 omen, 5 gain 2 omen, further adventures, follow these rules:
What is your main goal? 4 gain 1 omen, 1-3 gain no omen. Omen reset Each character starts at level 1. If a character has
each day. Spend them to add +1 die to your action participated in as many sessions as their current
➔ To survive, no matter the cost. rolls per omen spent at once. level, they gain a level and can increase an
Take +1 Force attribute by +1, up to a maximum of 4 in each
➔ To prove yourself, to become the greatest. Harm attribute.
Take +1 Prowess
➔ To uncover the secrets of the World. 3 Harm Levels: Bruised, Injured, Wounded than As a group, add an unexplored detail to the map
Take +1 Insight Dying. Dying needs help after the scene or Death. whenever at least one character gains a new level.
➔ To make a difference, to leave a legacy. This will help to further develop the world and the
Take +1 Resolve Stress stories of your characters.
What is your worst fear?
➔ To perish in obscurity, to fade into the void of
Stress builds up until you reach a total of 25, at
which point you are irrevocably lost. When you
gain Stress, roll a d20 and if the result is lower
Credits
time. Take -1 Resolve than your Stress, look up the matching result of Art, Layout & Writing: Jack Arcanum
➔ To lose control, to descend into madness. the roll on the Fallout Table. Publishing: Arcanum RPG Studio
Take -1 Insight
The rules of this game are based on the rules from
➔ To be weak, to be vulnerable to the dangers of Downtime Blades in the Dark, by John Harper. This Game is
the world. Take -1 Force
You gain 2 Downtime Actions between missions also heavily inspired by the game Golden Sea
➔ To be shunned, to be deemed unworthy by those
around you. Take -1 Prowess Heal: Roll 1 d6 to heal. 66+ heal 3, 6 heal 2, 4-5 from Grant Howitt, Liminal Horror by Goblin
heal 1, and 1-3 heal no Harm. Archive & Mothership by Tuesday Knight Games

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