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Credits Cartography: Andrew Law

Logo Design: Stephanie Gottesman


A GAME BY IVAN VAN NORMAN Graphic Design: Christopher J. De La Rosa,
Designed by: Ivan Van Norman Noxweiler Berf, Diana Sousa
Created By: Ivan Van Norman Layout: Diana Sousa, Christopher J. De La Rosa,
Partner, Head of Development: Stephanie Gottesman
Christopher J. De La Rosa Production Manager: Benjamin Dunn
Partner, Head of Publishing: Ivan Van Norman Playtesters: Jason Charles Miller, Chris Sanders,
Creative Director: Noxweiler Berf Kai Norman, Markeia McCarty, Whitney Moore,
Jesse McKeil, Noxweiler Berf, Alcuin Gersh, Ca-
Marketing Director: Markeia McCarty leb Cleveland, Zac Lim-Eubank, Kaley Bray, Saige
Project Management: Benjamin Dunn, Michelle Ryan, Omar, Malika Lim-Eubank, Eric Harris,
Nguyen Bradley Joshua Ovenshire, Kari Wahlgren, Mixi Kitty,
Paul Gargano, Alex Teplitz, Sloan Smith, Cai
Art Director: Caleb Cleveland Kagawa, Maeve Kiely, Michelle Nguygen Bradley,
Community Director: Alex Huilman Luis Carazo, Mayleigh Damage
Social Media Manager: Lauren Mitchell Special Thanks: Brian Crabaugh, Richard
Corben, Michael Moorcock, Boris Vallejo, Kings
Additional Game and Story Design: Liselle
of the Wyld, Heavy Metal Magazine, Paul Gar-
Angelique, Noxweiler Berf, Chris Bissetti, Ray-
gano, Matthew Mercer, Brian Foster, Jack Black,
mon Croteau, Gabriel Hicks, Jake Michels, David
Ronnie James Dio, Adara Koivula, and those about
Zuckman
to rock. We salute you.
Editing and Proofreading: Alex Teplitz, Joan
Kubicek, Matthew Ekberg, David Zuckman, &
Noxweiler Berf
Art Direction: Caleb Cleveland
Cover Art: Bruce Brenneise, Caleb Cleveland
Art: Miguel Coronado III, Sigmundur B. Thor-
geirsson, Justin Usher, Noxweiler Berf, Caleb
Cleveland, Matt Mooney, Andrew Tran, Mac Teg,
Andrea Guardino, Tayler Olivias, Bruce Brennaise,
Joby Dorr, Audre Schutte, Hayley Petersen, Brian
Hagan, Samuel Araya

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London, England EC4M 8BU 978-1-957311-26-5 - Standard
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Foreword
It’s only fair that an EPIC game like Gods of to let it go. I put the power of this world now in
Metal: Ragnarock would have such an Epic the hands of you: the player, the adventurer, the
journey. Like so many disgruntled teens, Metal Maestro. To tell your own epic stories.
my early years were bathed in Heavy Met- The journey to make this game has been long,
al. I kicked, stomped, and moshed my way and arduous. Between creative blocks, long
through high school, and chortled through nights of writing after long days of working
ridiculous lyrics (I would later find FAR more and parenting, music licensing, Kickstarters,
meaning in Rainbow in the Dark than I ever deadlines, extended deadlines, even MORE
imagined) with a can of Pabst in my underage extended deadlines – it’s been hard to see the
hand. However, as time passed, my blood be- light at the end of the tunnel. But just like the
gan to simmer and the rush began to fade as Avatars in this game, no Glory ever comes easy
the harsh realities of life would begin to take and the best art is worth sacrificing for.
their hold and my shit-kicking boots would
be relegated to my closet. I cannot begin to tell you how lucky I am to
have all of the support I’ve had in making this
I would work through various jobs chasing the game. Like a real band, I can’t fully take credit
evils of capitalism and bend my knee to the al- for all of the design done on this game. I’ve
mighty Dollar. Like so many others before me, had so many great game creators bring their
I would try to find life and meaning outside words, thoughts, and voices to this project at
of the heart-pounding adrenaline rush that so one point or another, and they all deserve a
many concerts had given me over the years. standing ovation.
Like the fated protagonists of this game, I
had become a Mundanian, with a spark of the Thank you to all of you I told about my “Epic
Chord of Creation simmering inside of me. Heavy Metal Fantasy RPG”. I appreciate you
letting me ramble for a while – and then do me
When I discovered role-playing games, I found the honor of showing real excitement about it.
that passion again. The fire and passion that I appreciate the fuck out of you.
had simmered, like coals in a dying fire had
been ignited anew. While I have been in game Finally, thank you to all of the Kickstarter
development for over 10 years, and have had backers who took the time to be SO PATIENT
the joy and pleasure of helping bring a lot of with us (especially me) while we crossed this
games into this world: I have never been much finish line. I really hope this game makes you
of a game designer. My specialties have always smile and unleash your inner Demigod inside.
been to find good games, build a team, and get Stay metal everyone.
people to play the great games we make. But
rarely have I sat down to put words to paper
until this project right before you. - IVAN VAN NORMAN
Working on this game has brought a fire back
into my soul and reminded me just how much
those feelings and emotions meant to me in
those years – and what they do for me now.
I have discovered so many new artists, and
revisited so many old albums that every time I
thought about this game – it made me excited
to imagine what it would become.
As a result, this project has a special place in
my heart and honestly now that it’s finished, it
is a bittersweet feeling. It means I now have
Contents
Blüdgards................................................................................... 52
Chordmasters............................................................................ 53

In the Beginning.................................................... 2 Howlers...................................................................................... 54


Shredders................................................................................... 55
Chapter One: Welcome to Ragnarock.................... 8 Skills........................................................................................56
What is a Roleplaying Game (RPG)?.................................. 8 Gear.........................................................................................59
Theaters of Play ......................................................................... 9 Power Moves.........................................................................61
Non-Combat................................................................................ 9 Answering the Call...............................................................61
Combat......................................................................................... 9 Performance Pools...............................................................64
Find Your Greatness................................................................. 10
The Six Immutable Laws of Ragnarock...........................10 Chapter Four: Gameplay......................................64
Live Your Dreams..................................................................... 11 Tributes .................................................................................66
Work Together.......................................................................... 11 The Altar................................................................................68
Think Big .................................................................................. 11 Feedback................................................................................69
Trust in your Metal Maestro..................................................12 Hiatus.....................................................................................70
Consent Guidelines.................................................................. 12 Heading back to Mundania....................................................70
Two Worlds: Ragnarock and Mundania!.........................14 Getting out of Mundania........................................................71
The Mundanians of Mundania..............................................14 Problematic Individual Checks and Permanent Records.72
The Denizens of Ragnarock...................................................15
Commonly Asked Questions..................................................15
Chapter Five: Combat..........................................76
Initiative.................................................................................76
How Do You Dice?...............................................................17
Activation..............................................................................76
What You Need to Play the Game:........................................17
Player Actions.......................................................................77
Basic Game Concepts - Glossary...........................................19
Combat Distances and Zones.............................................78
Chapter Two: The Metal Gods.............................24 Meat Track.............................................................................81
Aznubabba.............................................................................27 Types of Enemies.................................................................82
Diomedius..............................................................................29 Resistance ..............................................................................82
Fenrawr..................................................................................31
Kekatari..................................................................................33
Chapter Six: Power Moves...................................86
Activating a Power Move....................................................87
Killamitty...............................................................................35
Glossary..................................................................................87
Shrieka....................................................................................37
General Power Moves..........................................................87
“NU” Gods.............................................................................38
Amplord Power Moves........................................................89
Create your own God...............................................................38
Du-Vestra of the Charnel Pit .................................................38
Blüdgard Power Moves.......................................................91
Finger-Bang Muck-Rot ...........................................................38 Brutalizer Power Moves......................................................93
Sprinkle-Death ......................................................................... 38 Chordmaster Power Moves................................................95
Boom-Shroomz ........................................................................ 39 Howler Power Moves...........................................................97
Mastmurderdon........................................................................ 39 Shredder Power Moves.......................................................99
Storm Hawk............................................................................... 39 Aznubabba Power Moves................................................. 101
Chapter Three: Character Creation.....................42 Diomedius Power Moves................................................. 103
How to Ditch Your Boring-Ass Life..................................42 Fenrawr Power Moves...................................................... 105
Mundania Origin.................................................................43 Kekatari Power Moves..................................................... 107
Tone........................................................................................46 Killamity Power Moves.................................................... 108
Aznubabba................................................................................. 47 Shrieka Power Moves....................................................... 110
Diomedieus ............................................................................... 47 Crafting Your Own Power Moves.................................. 112
Fenrawr....................................................................................... 48 Chapter Seven: Anthems......................................116
Kekatari...................................................................................... 48 Building an Anthem.......................................................... 116
Killamity..................................................................................... 48
Anthem Modules............................................................... 117
Shreika ....................................................................................... 49
Amplord.................................................................................. 117
The Unaligned (Nu Gods) ......................................................49
Aznubaba................................................................................ 117
Positions.................................................................................50 Bludgard.................................................................................. 117
Amplords.................................................................................... 50 Brutalizer................................................................................. 117
Brutalizers.................................................................................. 51
Chordmaster........................................................................... 117 Needle Coast ...................................................................... 176
Diomedius............................................................................... 118 Peninsula of Pain............................................................... 177
Fenrawr.................................................................................... 118 Ilidiah Crescent.................................................................. 177
Howler..................................................................................... 118 The Churning Seas and Wide Oceans........................... 178
Kekatari................................................................................... 118
Artrockapelago.................................................................. 179
Killamity.................................................................................. 118
The Lie of the Land.......................................................... 180
Shredder.................................................................................. 118
Shrieka..................................................................................... 118 Chapter Twelve: The Umbilical Descent............184
Chapter Eight: Gear and Advancement................122 A Character Creation Scenario....................................... 184
Mundania Origins............................................................. 184
Glory.................................................................................... 122
Righteous Cause, The Trials Pt. 1................................... 186
Notoriety................................................................................. 122
Tone, The Trials Pt. 2........................................................ 188
Resonance........................................................................... 122
Position, The Trials Pt. 3.................................................. 190
Accessory Stats................................................................... 122
Basic Checks, The Trials Pt. 4......................................... 191
Character Advancement.................................................. 122
How do You merge gear?...................................................... 123
Skills, The Trials Pt. 5....................................................... 191
Amplification Level........................................................... 123 Performance Pools, The Trials Pt. 6............................... 192
Exposure............................................................................. 124 Gear, The Trials Pt. 7........................................................ 193
Battle, The Trials Pt. 8................................................................. 194
Money in Ragnarock............................................................. 125
Character Advancement.................................................. 196
Chapter Nine: The Metal Maestro......................128 Power Moves...................................................................... 196
Game Style.......................................................................... 128 Gameplay Summary.......................................................... 196
Pacing.................................................................................. 129
Glory and Advancement.................................................. 129
Notoriety per Player......................................................... 129
Enemy Activations............................................................ 130
The Role of Mundania in Ragnarock ........................... 131
Creating a Nü God............................................................ 131
Balancing Encounters....................................................... 132
Awarding Resonance........................................................ 132
Breaking Up the Band...................................................... 132
Chapter Ten: The Metal Menagerie....................136
Types of Enemies.............................................................. 136
Horde Enemies....................................................................... 138
Schlub Enemies...................................................................... 141
Solo Enemies.......................................................................... 144
Elite Monsters........................................................................ 148
Boss Enemies.......................................................................... 151
Legendary Enemies............................................................... 154
The Denizens of Ragnarock ........................................... 157
Notable Figures...................................................................... 158

Chapter Eleven: The Realms of Ragnarock.........162


The Abyssal Continent of Ragnarock........................... 162
The Riverland Federation................................................ 167
Ghaladon............................................................................. 168
The Silent Tundra............................................................. 169
Shangwal............................................................................. 169
The Bondsnape Lands...................................................... 170
The Swift Rivers and Blighted Marshes....................... 173
Cruelio................................................................................. 174
The Frozen Wastes............................................................ 175
The Northlands.................................................................. 175
In the Beginning...
Long ago, when the universe was young, there was only Darkness and Quietude.
Out of the deafening nothingness, a loud cosmic SOUND boomed forth. This blast of noise was
the Chord of Creation, a perfect blend of light, life, matter, and magic in a single strum. Within
that triumphant Chord, all the secrets of existence blended together into a golden awakening.
The Chord grew in strength like an engorged star. From its interior, distinct Tones began to
form and gain individuality, bringing to the Chord even more texture and depth. Through this
enchanting harmony, this everlasting and perfect hum, the universe was formed.
All was well.
But the Tones’ appetite was not satiated. They needed more than just the rock, water, and soil to
experience their sounds – they needed ears. So they requested that the Chord bestow upon them
the power to bring listening entities into the many worlds. Thus did every Tone seed live based
on its own distinctive design, and the Denizens of each land were born.
During this time, the Chord began to emit an energy at the outer edges of the Cosmic Sound that
was less pure than its dulcet inner strains. This energy emerged in the form of a small and tinny
noise called Dul’Rath, the Discordant One. Dul’Rath did not share a similar joy of creation. It
found its existence painful and its comrades’ creativity envy-inducing. Over time the dull throb
of Dul’Rath’s jealousy and hatred sharpened into a blade-tip that pointed toward a single goal:
gaining complete control of the Chord.
Secretly, Dul’Rath began using its Chord-bestowed power to build its own creations. Instead of
focusing on nurturing new worlds, it built an army: the Man’ga Ran.
Once the time was right, the Discordant One rebelled violently against the Chord. It watched as
the Man’ga Ran battalions ripped apart its Tonal siblings in a bloody massacre. Some say the stars
in the sky are actually remained of those deceased Tones, their pieces scattered into the Darkness
by Dul’Rath’s violent minions. The Tones that were not destroyed fled. Eventually Dul’Rath
embedded itself into the Chord and began methodically pulling its maker apart. The sweet
sounds of the Chord turned into shrieks of agony.
With the Chord under its control, the Discordant One formed its own world – one made to
outlast all others. Dul’Rath used the stolen power of the Chord to create a realm of efficiency, a
world that valued progress above all else. This place held in high esteem all methods of ensuring
maximum output through minimal effort and it rejected the harmony and majesty of the Chord.
Thus did Dul’Rath use the stone to create tall buildings with small cubicles, and the trees to make
endless amounts of paper to track his progress, and the water to fill tiny paper cups. Dul’rath
called this world its Magnum Opus. Eventually, others would call it Mundania.
Using the Man’ga Ran, Dul’Rath would build a force of sentient overseers, The Executors, to
impose his will on the hapless and hopeless drones of this bleak land. These inhabitants, the
Mundanians, were cursed to behave as cogs in the ever-grinding machine. Corrupted in mindless
purpose, the Chord faded into a ghost of its former self.
Pleased with its achievements, the Discordant One crawled into the core of its discordant world
and slept. Meanwhile, the Chord used its rapidly-waning strength to plant into the hearts of
Mundanians a spark of desire – one that would connect them to the deceased and runaway
Tones that speckled the universe. With a dying wish that the Mundanians would one day free
themselves from servitude, the Chord perished, and Silence descended on the universe.
However, during the creation of Mundania, there are legends that tell of a world composed of
the Chord’s tortured screams formed while Dul’Rath was absorbed in building Mundania. Some
say that the dark iron and obsidian of this land stand as symbols that stand as testaments of
the Chord’s resilience against the villainy of the Discordant One. Others believe that this place
was created, not from the Chord’s agonized cries, but those of a runaway Tone, bent on revenge
against Dul’Rath.
This world – a world known by countless names, including the World Born of Pain, the Chosen
World, the Land of the Last Breath, the Realm of Rage and Rock – eventually would receive a
moniker that stuck: Ragnarock.
The Tonal energy of this world mirrored the pain and tenacity of the Chord. Birthed from
this force a horde of creatures, as varied as they were monstrous, developed in the epicenter
of Ragnarock, once they reached maturation, the demons, devils, dragons, titans, and other
Creatures of Origin burst out of Ragnarock’s core. Some claim that Ragnarock’s Abyssal Rift is
the tear from which the Creatures of Origin emerged.
Descendants of these Creatures of Origin took the shape of demi-humans, mutants, and
creatures that took on their own form of sentience. They began to carve out lives in this brutal
and terrifying world, surviving day to day as best they could. The clever and just-plain-lucky ones
even managed to thrive. They and their children and their children’s children (and so on) became
the Denizens of Ragnarock, populating the epic land long before the first Mundanian, by way of
the Umbilical Descent: an astral passageway connecting the worlds together.
No one knows the identities of the first Mundanians to discover Ragnarock. Even though all
Mundanians have within them a whisper of the Chord of Creation, very few have been able to
hear it, much less harness its power. Those who departed their soulless world of origin to settle
among the fearsome life-forms of Ragnarock must first have felt percussive chugs of anarchy
in their veins and have perceived blasts of angelic music in their souls, even though they had
only ever known Silence and subservience. These Mundanian pioneers learned to channel the
energy of the Chord, re-configuring its fury and devastation into something…fucking awesome.
Archbishops of the Tones often claim that the first Mundanian adventurers to Ragnarock, now
preside as the Metal Gods in the Temple of Ascension. Now waiting for other warriors and glory
seekers to join them among their pantheon
The Chord’s final wish came true – the desperate, last-breath hope that a hero one day would
avenge it and its fallen children. The hope is Ragnarock. The hero could be you.
chapter one
Welcome to ragnarocK
“WE ARE THE CHOSEN OF THE GODS, HERE TO BEAR TO RAGNAROCK THOSE
MUNDANIANS BORN OF SUFFERING, THEY SHALL BRING CHAOS AND – ULTIMATELY – VITAL
JUSTICE TO THIS LAND.”
- THE ROGNUSKULL,
ANGELIC COMPANY OF HEAVY METAL CHAPERONES

What is a Roleplaying Game (RPG)?


HAVE YOU EVER sat in the middle of a particular- As an Avatar, you are looking to prove yourself in a
ly boring meeting, lecture, cat fashion show, laser rock harsh and untamed world by joining with other Ava-
show, or full-contact golf tournament and daydreamed tars to form adventuring “Bands.” The world is similar
that you were fighting a mighty dragon instead? Have to what you’ve seen on album covers, sleeve art, and
you ever dozed off, gripping the steering wheel of your the lyrics-pages of Metal artists. This game is a loving
car in heavy traffic and pretended that you were actually tribute to those who want to mix their Fantasy Peanut
the captain of a (woefully slow-moving) pirate ship about Butter with their Heavy Metal Chocolate.
to unleash a broadside onto your neighboring vehicle? Every player is a Good Person with Many Fine
Maybe you played games of imagination during your Qualities, but only one can be the Metal Maestro,
childhood, or engaged in flights of fancy with your own which – in games way less kickass than this one – is a
kids. Perhaps you can recall becoming so immersed in a role usually referred to as the Game Master. This
book that you found yourself asking, “What would I do?” brave and generous soul will be organizing the game-
If you’ve ever imagined unknown worlds – places play and taking on the Lead Storyteller and Rule
where your actions are unfettered by the pesky laws of Enforcer position. While they do not create and play a
reality – you already know what roleplaying is, even if character like the other players do, they control every
you’ve never used that particular term. other aspect of the imagined world (if you want to learn
Long ago, in a realm outside of Ragnarock and Mun- more about Metal Maestrohood and perhaps ascend to
dania, people would tell stories around the fire. They ultimate power yourself, take a gander at Chapter 9 -
would pass these tales around to other audiences, and The Metal Maestro).
these audiences would then add to them, embellish them. The Metal Maestro can use a pre-generated adven-
This was the beginning of collaborative storytelling. ture or make up one of their own. No matter which
Like many other tabletop roleplaying games, this option they choose, it is the job of the Metal Maestro to
game uses a specific system to organize and guide the act as the narrative tour guide. Their world-building and
ways in which the story is told. The players are the rule-enforcement decisions have a profound influence
actors on the stage, reacting to how the story unfolds on the players’ choices throughout the game.
around them, while the storyteller (or what we call the Even more important, however, is their allegiance
Metal Maestro) builds the scenery and gives life to the to fairness and impartiality. The players place a sacred
bit characters that enrich or blight the existences of trust in the Metal Maestro, and that trust must never
the main cast. be abused. To use a way-too-often quoted quote, “With
great power, comes great blah blah blah.”

8
As a player, you become a major character in the sto-
ry that you, your fellow players, and your Metal Maestro Non-Combat
are telling together. You’ll build, create, and then pretend THE ART OF WINNING FRIENDS
to be that character within the world-boundaries set by AND INFLUENCING BARTENDERS
your play-group. This is the fun part. I mean, it’s all the
If the name didn’t tip you off, Non-Combat refers to
fun part. But this is the bit where you delve into your
all the times in the game that you are not smack dab in
wild imagination to come up with all the stuff your char-
the middle of fighting things. This doesn’t necessarily
acter does in any given situation.
mean that there are no stakes involved. In Ragnarock,
Once a decision is made, you’ll roll dice to deter- you can die just as easily from making an ill-timed pun
mine what happens and how the story moves forward. as from toppling off a cliff. The stakes are just different.
Your role in the story is incredibly important and rad, Non-Combat narratives are the best vehicles on which
but what’s even more sweet is the world that you and to carry the story you and your Metal Maestro want to
your friends are weaving together. Teamwork makes the tell, and Performance Pools (see Chapter 4) are usual-
dreamwork, am I right? ly formed to test if your actions provide any narrative
Here’s another way to look at it: an RPG is like musi- goodies you can use.
cians harmonizing with one another, the players’ actions In general, this Theater of Play is – of the two – a lot
and reactions blend together with those of their fellow more loosey-goosey, rule-wise. Also, the Metal Maestro
players to create one sweet track, which is the story. has way more flexibility in this mode to determine what
Amazing harmonies come together and incredible aural is and what is impossible. Non-Combat can even take
moments stimulate the ear. The Metal Maestro, in this place in certain battle-ish situations – a tavern brawl or
analogy, is like a conductor or producer who’s making rough scuffle, for example – but it’s not so useful if you
sure that everybody is navigating the same musical want to, you know, bludgeon a Dracolich or something.
terrain. Without this fearless leader, one person might
What’s that you say? Do you want to bludgeon a
be playing the RPG version of a Bach concerto with all
Dracolich? Well, it wouldn’t be a game of Heavy Metal
their serious tones, while another is muddling through
if we didn’t give you the joyous ability to thrash stuff in
“Oh, Danny Boy” on the violin to strike some emotion,
your path. So here we go.
while yet another is just derping along on a slide-whistle.
The Metal Maestro ensures that everyone’s playing
the same ditty at (roughly) the same tempo, which is the
reason we’ve dubbed them the Maestro. “Game Master”
is way too tame a term; the players they’re guiding aren’t Combat
taking on the roles of hopeless heroes, run-of-the-mill
instrumentalists, or even fantasy tropes. Hell no. They’re
( THAT IS, BEATING THE LIVING CRAP
embodying Avatars of Heavy Metal.
OUT OF THINGS)
This is where the rubber hits the road. The battle
music has kicked in, and it’s now your job to climb

Theaters of Play
into the hot buttered thick of it with your Bandmates.
Combat tends to have specific rules around movement,
Fart Sniffing Connoisseurs™ of Role-Playing Games engagement, and the ways in which Damage is done.
often use theater terms when trying to explain to the un- At first, all these regulations may feel like a pain in the
initiated what it is that they do. While there are rules to proverbial butt, and butt-pain – as everyone knows – is
this game (and specific places to use them), the primary the worst. But the goal of this structure is cooperation –
goal of Ragnarock is to fill you with the blood-pumping to force you and your teammates to collaborate in order
adrenaline of pure molten Heavy Metal. The rules exist to overcome the challenge at hand. It’s not fun if you can
to enhance that moltenness, not detract from it. just skip like a merry little schoolgirl over every poten-
tial consequence you come across. You’ve got to work,
So, in general, as a player or as a Metal Maestro,
suffer, and strive in order to thrive, or else what’s the
you will find yourself in one of two “Theaters of Play.”
fuckin’ point?
Though fairly similar, each theater offers a slightly dif-
ferent approach to the game and a slightly different set
of rules to support it.

9
CHAPTER ONE: WELCOME TO RAGNAROCK
The Six Immutable Laws of Ragnarock
THEMES AND PLAY-STYLE - WHAT YOU NEED TO KNOW

“TIME IS LIKE A FUSE, SHORT AND BURNING FAST


ARMAGEDDON IS HERE, LIKE SAID IN THE PAST
SOON TO FILL OUR LUNGS, THE HOT WINDS OF DEATH
THE GODS ARE LAUGHING, SO TAKE YOUR LAST BREATH!”
- METALLICA, “FIGHT FIRE WITH FIRE”

Find Your Greatness


Ragnarock is a game of grandiose themes in a larger-
1. FIND YOUR GLORY than-life realm. There is nothing in this book that
2. LIVE YOUR DREAMS suggests that the world we’ve created is subtle or simple
3. WORK TOGETHER – and therein lies the fun. While this game has plenty of
room, amidst the bombast, for the subtler subplots of
4. THINK BIG political intrigue and social manipulation, these quieter
5. METAL FOR ALL stories still play out before a backdrop of lava-waterfalls.
For players who are familiar with RPG fantasy
6-. TRUST YOUR MAESTRO worlds, playing this game should feel like you’ve taken
your standard Tolkien-esque adventure and strapped it
to a rocketship. Also, both the adventure and the rocket-
ship are covered in metallic paint and jeweled studs. For

10
GODS OF METAL: RAGNAROCK
those who are not so familiar with these sorts of worlds, working as a unit. When you do so, you’re able to perform
don’t worry! You can be taught! Consider checking out maneuvers and actions that are far beyond anything a
the movie Heavy Metal, or Wizards. More of a reader, single Bandmate can perform all by their lonesome.
you adorable poindexter, you? Peruse the books Kings
of the Wyld and Bloody Rose, both of which were huge
inspirations in the making of this game.
While the Metal Maestro may present situations
Think Big
Gods of Metal: Ragnarock is a fast-paced, outrageous
that prove challenging, know that you as players are all
game that allows you to become a powerful demigod that
working together to deliver an EPIC ballad. Without
battles monstrous foes, thus proving themselves worthy
some challenges – nay, without the threat of complete
of ascension to Metal godhood! As a result, we encourage
and utter defeat – the successes of your hero will feel
you to play your character the way you want to play them.
unearned and untrue.
Just because you’re playing a demigod doesn’t mean they
have to be all suave and brave. A demigod can be meek,

Live Your Dreams


shy, bashful, and strange. Just keep in mind that - because
they are beings with power ever-surging through them,
This game is meant to be easy to learn and fun to they should be the MOST shy or the MOST strange.
play. As such, we have built a simple character-creation Half-assed these Avatars are not.
process for you to follow, or you can use any of the char-
acter templates and examples included in the book.
All this said, we know that players love having
options - things that make the game feel like it’s theirs
Metal for all
While Mundanians represent all body types, hues,
and theirs alone. We do too! As a result, we’ve tried to and dispositions, at the end of the day, they’re only
leave enough doors open so that you can create narrative human. Once free from the shackles of Mundania, an
flavors and character quirks that are uniquely your own. Avatar is limited in their physical appearance solely by
The rules are important, but they’re also flexible. the extent of the player’s imagination. If the Metal Mae-
They certainly aren’t meant to shush your imagination stro allows it, it is possible.
like a school principal who just doesn’t understand the Do you want to portray a skateboarding lizard-per-
Basquiat-like genius of your desk-graffiti. son with a flaming skull for a head? Go for it. A winged
goblin with robotic spider legs? I think that they did that
in Gremlins 2, but knock yourself out. Seriously, if you
Work Together and the MM work it out, you don’t need our permission,
we’re not your mother (though we do have a similar
Each player at the table is part of a collective; you
affinity for shapeless, high-waisted jeans).
aren’t going to be playing this game on your own. Even
if it’s just you and a Metal Maestro striking out for a solo Just keep in mind, as far as combat and rules go, that
adventure, the experience of Gods of Metal: Ragnarock wings don’t necessarily grant flight and horns don’t nec-
is all about working together. Now that doesn’t mean essarily add Damage. Once you grow in Notoriety, these
that the characters have to like one another. Conflict things can become possible – you’ll just have to dedicate
might pop up, and there’s nothing wrong – and plenty of the resources necessary to make it happen.
things right – about conflict in stories. And as you and the Just keep in mind, as far as combat and rules go, that
other players form Bands together, you may find yourself wings don’t necessarily grant flight and horns don’t nec-
adventuring for a few sessions and then losing certain essarily add Damage. Once you grow in Notoriety, these
players. Or adding players! All of this is perfectly natural. things can become possible – you’ll just have to dedicate
As players, however – even when your characters are at the resources necessary to make it happen.
each other’s throats, literally or figuratively – you should For players interested in creating a character with
always be working toward the common goal of creating disabilities or chronic conditions, know that Mundania
satisfying and fair gameplay. and Ragnarock are not realms that deem individuals
Gods of Metal: Ragnarock is built to allow for incred- flawed or unworthy if they have any form of disability.
ible combinations of Power Moves, Harmonizing, and Far from it. Ragnarock is filled with “outsiders,” and as
Anthem-Option-usage, resulting in wild shenanigans. We we mentioned in the Think Big section, embodying a
wanted to reward players for combining their efforts and demigod simply means taking on the most amplified

11
CHAPTER ONE: WELCOME TO RAGNAROCK
characteristics possible for your Avatar. In Mundania, Also, show your Metal Maestro some respect. If the
too, those with disabilities produce the same amounts of MM makes a decision that you don’t agree with, bring
Suffering and Tedium™ as other Mundanians and thus are it up, sure, but do not argue with them if they over-
worthy of being an Avatar. rule your objection. Still have a disagreement after the
session is over? Take it to the sidelines and discuss the
If you, the player, are playing outside of matter openly and clearly. And if you don’t get the re-
your personal experience when it comes to race, sults you want, move on. This is a game about demigods
gender, or physical ability, we ask you to consult with and rock-and-roll. Presumably you’re playing it with
your fellow players and Metal Maestro before starting good buddies who enjoy role-playing games as much as
to play. It’s just common courtesy. Also, for fuck’s sake, you do. Drama doesn’t really have a place amid these
don’t use race, gender, physical abilities, or sexual bodacious, godly licks.
orientation in a character as a joke or a trope.
It’s a tough gig, being a Metal Maestro. Most MMs
Seriously, don’t be that asshole. work super hard to prepare and build games for you to
run amok in. Respect that effort and be grateful to them
for their labor.

Trust in your Metal Maestro This said, if you and the other players feel that your
Metal Maestro is abusing or unfairly wielding their
If one of the players has volunteered to spend valuable power, you can always choose to join another game
time crafting and telling a story for you and your table, or request a break to try the role of MM for yourself.
you should do your best to foster the experience. Come Heck, the current MM might love to play an Avatar for
to the table ready to play and committed to staying open a change.
and attentive. Ideally, everyone at the table will do their Great campaigns in tabletop games happen when
best to contribute to the story and keep the narrative everyone at the table takes some time to try MM role on
chugging forward. Even if your story involves internal for size. That way, no one is left out from the experience
conflict between Avatars, this doesn’t mean that the strife of being an Avatar and everyone also gets a shot at the
has to bleed into player interactions. Unlike the contes- adventure-building, player-running leadership position.
tants in a reality show, you are here to make friends!

Consent Guidelines
As we’ve laid out, Ragnarock is a game of extremes, and are not cool with, and also respecting the boundaries of their
Heavy Metal does not shy away from heavy tones and con- fellow players. Heavy topics abound – violence, racism, sexism,
cepts. Also, it likes to throw an offensive joke, or extreme gore religion, and so on. Plenty of people love venturing into dark
to get a reaction from others. All we ask is that players discuss places, but you have no idea if one of your players is a wartime
what they expect from one another before starting a game veteran who may not be as excited to imagine decapitation
together. While Gods of Metal: Ragnarock is all about wild in their fantasy stories as other folks might. You won’t know
action, and it can easily veer down a pathway of edgy humor unless you ask, right?
and dark encounters. At the end of the day, it’s just a game and A great way to cover all these things without losing pre-
should never intended be intended to be used to attack others cious game-time is to establish a Session Zero or a pregame
or make them feel uncomfortable. briefing. It may feel silly to you, but you never know what
Metal Maestros, we encourage you to mention to your could affect another person during gameplay, and there’s no
tablemates your preferred levels of horror, sexual content, and harm in discussing these things with one another. Building
violence before fisting these themes into your players. This trust amongst your playgroup – just like building trust in any
doesn’t mean that you must reveal your entire plot or give the relationship – begins with clear and honest communication.
players your notes. It just means that you should be crystal If in the middle of a session, if your players are feeling
clear about what’s possible in your world and what is not. A uncomfortable or if you feel an inappropriate term is being
Metal story doesn’t require graphic elements to be hardcore!. thrown around that the table disagrees with. Speak up. Or use
Once everyone is cool, do your best to not cross the lines that a safeword (banana is a classic), to make a ‘stop button’ to make
everyone has drawn out together. it clear that’s not cool.
There is literally a safety tool called LINES & VEILS TL;DR: Be good to yourself and your players, talk out the
which explains all this incredibly well. Google it.
hard stuff, and don’t be a dick.
Players, you’re not off the hook here. Everyone should
Consent is Metal.
feel comfortable articulating to the table what they are and

12
GODS OF METAL: RAGNAROCK
Your Guide to a Better, More Productive Mundanian Life
This is an introduction to The Citizen’s Guidebook to Productive and
Synergistic Living Within the Modern World.
World It is a reference text, and
not to be confused with such casual reading material as Life: Your Place
Within the Structures of Our Functional Civilization.
Civilization It is meant to
support individual-unit output and lifestyle directly. This is not meant to
be pleasurable. Any pleasure derived from its reading will be considered
counterproductive and deducted from the unit’s recreation-allotment for
the annual cycle.

As you have already been processed through the academic programming


centers – a prerequisite for full assimilation – you are now ready for
the assignment of a solitary living cubicle. Then, after a period deemed
suitable by your Executors, you will be assigned and participate in a full
family unit.

Congratulations.

Your Executors will work with you to ensure that you are properly
outfitted with the tools needed to produce the required amount of
paperwork per work cycle. This paperwork forms the core of your P.E.P.
P.E.P., or
Personal Efficiency Points.
Points

P.E.P. is the base aggregate of your production output in any given work
cycle and must be balanced carefully each quarter. Your Executors, and the
Executors who manage them, will then review said output.

Your P.E.P. will be calculated alongside the P.E.P.s of your coworkers - and
all productive members of society within your individual living zone - to
create new mandates that will override any irregularities in the data.
In addition, all P.E.P.-earning individuals will strive to produce even and
predictable annual results that exhibit the correct level of production
growth and replication (as instructed by the data released in the previous
quarter’s P.E.P. or, alternately, the Collective Personal Metric Interface
(C.P.M.I.) for the zone in which you currently are assigned).

Remember: You are a functioning member of the whole and must remain
productive.

- Executors

13
CHAPTER ONE: WELCOME TO RAGNAROCK
Two Worlds: Ragnarock and Mundania!
“PLANETS DEVASTATED, MANKIND’S ON ITS KNEES
A SAVIOR COMES FROM OUT OF THE SKIES, IN ANSWER TO THEIR PLEAS!”
- IRON MAIDEN, “PAINKILLER”

The Mundanians of Mundania Mundanian who hears within themselves the Chord’s
glory. These individuals are recruited into Avatars.
When the Man’ga Ran began deconstructing the The Executors know about this, to a certain degree.
Chord of Creation, they abused and manipulated its Therefore, they busy the Mundanians with mindless
seemingly endless power to forge a world that fit their work at all times. When the essential work is finished,
vision for all reality. They harnessed the enormous they give the Mundanians pointless tasks that have no
power of the Chord and, with it, did the unthinkable: bearing on society – simply to keep their minds from
they made a blandly efficient world and filled it with wandering toward dangerous ideas. The Mundanians
exploitable resources. They then optimized, processed, are given food, water, shelter, and the bare minimum of
and repackaged it into a dystopian nightmare populated individuality; the Executors have learned that allowing
by downtrodden souls. These poor humans were forced their subjects the tiniest bit of autonomy keeps them
to generate Suffering and Tedium for the Man’ga Ran to from revolting en masse (which would lead to a HUGE
draw upon. decline in efficiency and necessitate the tiresome task of
Here, soulless and invincible forces oppress the citi- rebuilding the workforce from scratch).
zens. Untold masses suffer under their blank gaze. This is The Mundanians have no power over the Executors,
the world of Mundania. for the latter beings are immortal, lifeless, and soulless.
The Man’ga Ran would soon discover that the Mun- As such, they are impossible to defeat. Most Mundanians
danians weren’t the perfect efficient creations they ex- don’t even know the history or identity of the Executors
pected. These individuals did not match the unquestion- until they experience their first Hiatus from Ragnarock
ing, ever-obedient vision of their master. Mundanians, (you’ll learn about Hiatuses soon. Hold tight, buckaroo).
as it turned out, sometimes behaved problematically and Those Avatars exiled from Ragnarock and sent
underperformed in their tasks. As a result, the Man’ga back to Mundania retain memories of their Ragnarock
Ran needed more eyes and hands on the oft-placid, oc- adventures. To a degree. Like a dream, their recollec-
casionally reckless individuals of Mundania. To do that, tions gradually decay over time – especially if they are
they put in charge the Executors – immortal, lifeless, and reintegrated into the Mundanian day-to-day and begin
soulless observers. Unlike the unpredictable Mundanian ‘“droning” again.
mortals, these soldiers did their bosses’ bidding without
But there are those who decide to take a big risk and
hesitation or error.
leave signs for other ex-Avatars so that they may connect
This cycle continues to this very day. Forever stuck with one another and keep their kickass memories alive.
in an endless loop of exploitation and progress, the Ex- These signs appear in many ways: coded graffiti, under-
ecutors continue the task that was instilled into them by ground support groups, and even illegal concerts – all of
their Man’ga Ran leaders. Executors look favorably upon which, if discovered, would be grounds for the Executors
a drone-like Mundanian workforce, and they punish to reprogram the defiant Mundanians or re-harvest
those who lack complete submission and consistent out- them for nutrient blocks.
put. These feeling of pain and monotony, however, even-
tually acted as a beacon for those who heard the strains
of the Chord of Creation inside of them. Legends tell
that the very first of these Mundanians to heed the call,
leave their home world, and come to Ragnarock became
the Metal Gods. Now they summon to Ragnarock any

14
GODS OF METAL: RAGNAROCK
The Denizens of Ragnarock their spirits, their very soul, dwells fully inside their
Avatars in Ragnarock.
This may be a lot to wrap your mind around. But
“WHO CAN TAKE THE PAIN AWAY AND CHANGE YOU?/
don’t worry boo, your Metal Maestro has your back. The
ONLY YOU! balancing of your Mundanian activities with your ad-
GATHER ALL YOUR PAIN AND SUFFERING, ventures in Ragnarock is primarily their responsibility.
TURN THEM INTO STRENGTH AND WEAPONRY Still curious about how this existence within two
TO OVERCOME THE ENEMY THAT IS IN YOU! worlds actually works? KNOWLEDGE IS POWER, so
COME FACE TO FACE WITH A WAR THAT RAGES IN YOU!” here are some common questions and answers

- KILLSWITCH ENGAGE,
STRENGTH OF THE MIND Commonly Asked Questions about
Denizens of Ragnarock were formed from the Ragnarock and Mundania:
writhing, seething pain that resulted from the dismem-
berment of the Chord of Creation. They are parts of the “WHO CAN BECOME AN AVATAR?”
Chord, but in a unique way. They have suffered, con- Only Mundanians can become Avatars. There is
sumed, and crawled their way into a manner of existence no record of any Denizen of Ragnarock becoming an
that can only be described as brutal. Avatar, though many have tried by taking the Gear of
As a result, all the native species of Ragnarock have banished Avatars or doing other dark deeds. Money in
a complicated relationship with the Avatars. Most do Mundania does not determine your eligibility to become
not care about the realm from which the Avatars have an Avatar - you can be a janitor, an executive at a corpo-
fled, nor the Mundanians’ lifelong strife. Born in a realm ration, or anything in between. As long as you’re truly
whose mottoes are “Live fast and die hard” and “Eat or miserable, you can find your way to Ragnarock.
be eaten,” the Ragnarock lifers view Avatars as a source
of protection, profit, and power. Some enjoy the Avatars’
“DO AVATARS EVER GO BACK TO MUNDANIA?”
tales because they like the idea of conquerable territo- There are moments in which the bonds between the
ries and faraway realms yet to be explored. Others fall Mundanian and their Avatar can break (see Feedback
instantly into the mode of hero worship, treating Avatars page 69) and said Mundanian can lose their connection
like the demigods they are supposed to embody. with the world of Ragnarock. This is called being on
Hiatus, and it essentially acts as a cool-down period that
Many Avatars hope that one day enough Mundani-
lasts until the Mundanian can re-establish the connec-
ans will have ascended that they can form an army to
tion. It’s a common occurrence in the adventuring life of
free the still-oppressed within Mundania. Others believe
an Avatar and happens more often than anyone cares to
the Chord can be rebuilt in the fires of Metal. Still others
admit. Being on Hiatus is unique to Avatars.
think that the Gods are simply another kind of Executor,
and that there’s nothing for regular folks to do except “HOW MANY AVATARS ARE IN RAGNAROCK?”
raise their glasses, drink long and hearty, and enjoy
As a rough estimate, there are probably one Avatar
whatever time they have left.
for every 200 Denizens of Ragnarock, or – if you dig
Even though the two worlds exist on different planes, math (NERD ALERT) – about 0.5% of the population.
it is clear to all that what binds them together are these Which is still quite a bit when you’re considering over a
Chord-touched Mundanians. The Avatars must serve million denizens in the world (50,000 Avatar... nerd), so
a purpose, the Denizens have concluded, or else why more than you’d think.
would they exist?
Avatars continue to inhabit their Mundanian bodies “DO THINGS IN RAGNAROCK AFFECT MUNDANIA?
as they perform demigodly duties on Ragnarock. They ARE THINGS HAPPENING AT THE SAME TIME?”
exist simultaneously in two worlds, continuing to live,
The body of a Mundanian and the body of their
breathe, move, and – to a certain degree – think within
Ragnarock-dwelling Avatar are not mirror images of one
both realms. It’s like their fleshy Mundanian body is on
another. Moving, speaking, and other physical activities
autopilot doing their Executor-monitored tasks while
do not have a direct relationship to each other. In other

15
CHAPTER ONE: WELCOME TO RAGNAROCK
words, your Mundanian is not pretending to swing an “DO EX-AVATARS REMEMBER WHAT HAPPENED
axe while their soul is in their axe-swinging Avatar.
IN RAGNAROCK?”
“WHAT HAPPENS TO YOUR MUNDANIAN BODY Some ex-Avatars have dealt with the brutal reality of
being exiled from the realm by forming clubs, engaging
WHILE IN RAGNAROCK?” in group therapy, and even participating in musical
It goes about its regular duties, usually in a daze. It’s groups. All this is done in secret, hidden away from the
“droning,” completely reacting off of muscle memory, all-seeing eyes of the Executors.
which is great for the Executors.
Over time, as the crushing Suffering and Tedium of
“DOES TIME PASS NORMALLY BETWEEN Mundania starts to press upon them, the Mundanians
lose their memories of this blessed realm. Details of what
THE REALMS?” happened to them begin to fade. “It was only a dream, a
Nope. As in some other faerie-filled games, time fantasy I concocted,” they tell themselves. “I’m getting se-
is much slower in the realm of Mundania than it is in nile,” they sigh. All of these are rationalizations that the
Ragnarock. Months in Ragnarock equal mere days in individuals make about their daydreams, even though
Mundania. they seem remarkably real.

“WHAT HAPPENS IF YOUR BODY DIES IN MUNDANIA, “DO DENIZENS OF RAGNAROCK KNOW
OR IF YOUR AVATAR KICKS THE BUCKET ABOUT MUNDANIA?”
IN RAGNAROCK?” Yes, but only what the Avatars tell them. In the realm
If your body dies in Mundania, your connection is of Ragnarock, Avatars are welcome to speak freely. How-
lost with Ragnarock and your Avatar is forever empty. If ever, many guard their privacy because of ego, hubris,
your Avatar body takes so much Damage that it cannot or straight up competition. There are stories of Avatars
recover (see Meat Track, page 81), the Mundanian soul who revealed their Mundanian routine, only to have a
that embodied the Avatar is sent back to Mundania. If rival Avatar be in a position of power over them in Mun-
you’re sent back too many times, your Mundanian will dania, find them, and destroy them. That isn’t good. See
never again be able to return to Ragnarock. the question above about dying in Mundania.

“WHAT HAPPENS TO YOUR RAGNAROCK AVATAR “WHAT IS THE PROCESS BY WHICH A MUNDANIAN
WHILE YOU’RE IN MUNDANIA?” GETS TO RAGNAROCK?”
This depends. A Mundanian visiting Ragnarock for the first time
If the Avatar is just on Hiatus (see page 70), they is brought through a portal known as the Umbilical
‘poof ’ out of existence. By poof I mean they disap- Descent. They undergo a process called the Descent, in
pear from the world of Ragnarock as if their ‘player’ which they must complete the Trials of the Rognuskul,
just logged out of World of Warcrack or Final Fatality a series of tests that determines their worthiness to
Fourteen. As you can imagine, this really sucks when it become Avatars.
happens in the middle of a battle.
If the Mundanian has died or their soul is banished
“WHERE CAN A MUNDANIAN LOCATE THEIR
because the Avatar has perished, their Avatar becomes AVATAR WHEN THEY RETURN TO RAGNAROCK
a Pogaur: an undead ex-hero who retains some of their FROM HIATUS?”
battle skills, as well as their ability to wander the realm When an Avatar reappears it will be in the same
of Ragnarock. Pogaurs will continue to make futile stabs location where their Mundanian left them when the Hi-
toward true glory, but ultimately, they are nothing more atus began. Be it in mid swing, daring leap across a cliff,
than soulless fighting machines. under the water, or dangling from a rope over lava.
Sadly, it is the fate of many Avatars, and they are
very, very dangerous. “WHO ARE THE EXECUTORS?”
Executors are soulless, lifeless, and immortal beings
who can take many forms. The creations of the Man’ga
Ran, they exist to root out problematic Mundanians and
ensure efficiency within the perfect system they have
created.

16
GODS OF METAL: RAGNAROCK
“WHAT IS THE SILENCE? DOES IT EXIST rock after eons of searching the cosmos’, nobody knows.
The Bellringers, an ancient caste of Denizens tasked
IN MUNDANIA?”
with the hellish mission to push back the Silence, do
The Silence is a power that originated during the what they can to keep this power at bay. Despite their
time of the Chord’s dismemberment, and has recently efforts, however, the Silence continues to grow.
shown its presence in Ragnarock. Whether it was there
At present, no one has seen any sign of the Silence
the whole time, gaining ground and consuming the life
in Mundania.
and energy of all it touches, or it just now found Ragna-

How Do You Dice?


GAME MECHANICS SPEED-DATING
The pages that follow include the basic information
you’ll need in order to play Gods of Metal: Ragnarock. What You Need to Play the Game:
Gameplay, like sexuality, is pretty fluid, moving back and
forth from two sexy styles of play.
DICE
Ragnarock uses D4s (four-sided dice) to do pretty
 Combat
much everything in the game. A D4 features four sides
 Non-Combat and zero questions. They are not as common as other
Be aware that – whether you’re chatting or chopping dice, and it may take some hunting to find them. “What
up a foe (or friend) - the dice mechanics of both situa- do these dice look like?” you may ask. Didn’t I say “zero
tions are similar. questions”?!
If you’d like to explore the mechanics through a Fine. I’m a merciful disembodied book, so I’ll grant
more narrative, “teach me as I play” style, check out the you your (one) question.
Umbilical Descent adventure (Chapter 12, page 184). D4s are often shaped like tiny pyramids and tend to
But for those who enjoy the traditional “hit me with a be found in most specialty hobby shops and game stores.
rules-hammer until I understand” mode of learning, If you’ve already failed in your mission to find this, the
we’ll cover all the basics here. That’ll include a list of ma- most Metal of dice, or simply don’t have enough, then
terials necessary for gameplay, and descriptions of Power you’re permitted to use D8s – just halve the results,
Moves, Skills, Combat, and Tempo. rounding up. So, say you’re rolling your dumb ol’ D8 and
Additional helpful resources abound, including the you get a 7. That means you’re gonna halve that sucker –
One Sheet Rules outline (in the very back of the book) that gets you 3.5 – and then round up to 4.
and a terms glossary. You can also find us and an army of To sum it up, any time a rule or game effect tells you
helpful Action Rangers on the Hunters Entertainment to roll dice, it means you’re rolling a D4. You’ll likely
Discord channel. Support is always available! need anywhere from six to seven of these D4s to play a
game of Ragnarock.

CHARACTER SHEETS
The Ragnarock character sheet is a summary of a
player’s persona within the game. Unlike Some Other
RPGs™ – where you control one measly character – in
this game, you will be keeping track of two: your Mun-
danian and their Avatar. The character sheet lists your
For our Game-Masterful heroes of storytelling, we rec- Mundanian’s name, occupation, and Righteous Cause –
ommend that you check out the “Metal Maestro” chapter that is, the mantra that gets them through their grueling
after finishing this section. It’s a good primer on how to days in Mundania and also catalyzes their heroic actions
run an adventure and lead a group of wily adventurers. in Ragnarock. In addition, the sheet helps you monitor
And they must be wily. Accept nothing less. your Avatar’s Skills and Gear, as well as any special rules
that apply to them.

17
CHAPTER ONE: WELCOME TO RAGNAROCK
The character sheet is the most accurate represen- It isn’t rocket science: to have a good experience,
tation, in a nuts and bolts kind of way, of what your bring to the table a positive attitude and the willingness
character is capable of. Your imagination fills in all the to play the game as a collective. This sentiment has ap-
fun personality-quirk stuff – the sheet simply lays out peared in earlier sections. We know this. We just repeat it
information about your Mundanian’s basic bio and your because it’s so fucking important.
Avatar’s equipment and Power Moves.
Keep track of your character sheet, put it somewhere
nice, and don’t shove it in willy-nilly with your bills or
leave it in your pile of homework.

WRITING INSTRUMENT
If your storyteller is doing their job well, they’ve been
giving you lots of juicy details. They’re not just talking
to test how much air-current gets produced by their
lip-flaps – they’re doing it to make the story more in-
teresting for you! So be sure to jot down the information
so you’re not that turd at the table who asks a bunch of
dumb, already-answered questions. No one likes that turd.

18
GODS OF METAL: RAGNAROCK
Basic Game Concepts - Glossary a Hit is scored. Damage can be reduced with Defense (for
Players) and Armor (for Enemies).
Who puts a glossary in the back? Don’t you want to
know basic concepts about something before you get DEFENSE
bogged down in the details? Here are the Cliffs Notes! An Attribute associated with your Gear. How tough
are you? That’s what this attribute is measuring. It’s
ACTIVATION not necessarily about your big brawny swoleness or the
When an Avatar, or Avatars, get to act in a round of amount of armor on your crusty ass. It could instead
combat. Each Avatar activates in Tempo order. “Activa- represent your luck or ability to dodge bullets. If a player
tion” can also apply to when you use a Power Move. receives any Damage, they can roll a Performance Pool
of dice equal to their Defense value. Any Tributes can be
ANTHEMS spent to reduce Damage by the Defense Value. Scaling in
Custom Power Moves that require the entire band to a similar way Attack and Damage do.
activate. They are built after a session is completed and
often require many Dedications to activate. EXPOSURE
An attribute associated with your Gear. Exposure is
THE ALTAR favors and respect earned in Ragnarock, just like money,
This is the ‘pizza fund’ mechanic of the game that all it can be converted into goods, services and favors. You
the Players have access to. The Altar is a place where you know how PPPs (Pretty, Popular People) get free things
place and take Dedications. The maximum dedications and access to cool shit all the time? Well, Exposure lets
your Altar can hold is determined by how many players you do that. Not that you aren’t already pretty and pop-
are in your Band, plus their Notoriety. ular, you just don’t have to beat up the guard to prove it.
Exposure isn’t exactly the same as money, but it’s close.
ATTACK
Attribute associated with your Gear. Everyone’s FEEDBACK
favorite base stat. Attack evaluates your Avatar’s ability These are “setbacks” in the game (whomp-whomp!),
to hit things. It doesn’t necessarily measure strength - it and are earned when you roll 1s. If you earn more
could instead represent the finesse or dexterity with Feedback than your Feedback Threshold can manage,
which an Avatar wields their weapon. For each one (1) your Avatar goes on Hiatus. Feedback Threshold can be
in this stat, you roll one (1) D4 to determine how many found on the Character Sheet.
strikes you were able to land.
GLORY
AVATAR Glory is a resource earned after a session is finished,
This is you. Well, not just you. This also includes and is how you gain Notoriety. At the end of each ses-
your Bandmates! When you see “Avatars” mentioned sion, the Metal Maestro will ask questions of each Ava-
in this book, it is likely referring to the character you tar regarding what they did during the campaign. Based
create and play. on the answers, the Metal Maestro will award Glory to
the Band. (See “Glory” on page 122).
BANDMATES
Any other Avatars accompanying you in Ragnarock. HARMONIZE
When several Avatars share an Tempo, and act simul-
DEDICATION taneously in their Activation during combat.
Tributes that have been placed on the Altar are called
Dedications. They allow you to pay for Power Moves, MEAT TRACK
Anthems, and to add extra dice into Performance Pools A part of your character sheet that keeps track of the
as well as other ingame effects. current ‘health’ of a character and is delineated using
dots. When players take enough Damage to cross their
DAMAGE Tolerance, they mark a Hit by taking off one or more
The actual physical devastation dealt to a target. Dam- dots on the Meat Track.
age is compared to a targets Threshold, and if higher,

19
CHAPTER ONE: WELCOME TO RAGNAROCK
MIGHT order. Once all Activations have been resolved, a new
Round starts.
An Attribute associated with your Gear. How power-
ful is your Weapon? Your Harm determines how much SKILLS
devastation you cause to your enemies. Each Tribute in
These are a collection of your Avatar’s abilities. They
an Attack Performance Pool can be spent to do Damage
allow an Avatar to do everything from forging a cage
equal to your Harm Attribute.
made of iron spikes to schmoozing at the local tavern.
NOTORIETY SPEED
Notoriety is your character’s level. Unless told other-
Attribute associated with your Gear. This is a core
wise an Avatar starts at Notoriety is at 0. The higher your
attribute that allows your Avatar to move within and
Notoriety gets, the more powerful you are within Ragna-
react to the environment around them. You adjust your
rock, and the cooler the shit you get to do. Your Notoriety
Tempo by your Speed value during Combat.
increases when your Band accrues enough Glory.

PERFORMANCE POOLS TARGET


If a Power Move or other game effect tells you to
This refers to the collection of D4 dice that you roll
“Target” something, it means that you are about to use an
based on whichever of your Avatar’s Skills you’re trying
effect (usually an attack for Enemies, or a healing ability
to employ in a given situation. The more dice in your
for Bandmates) focused on whatever you Targeted. Tar-
Performance Pool, the greater the chance of success in
gets can be Enemies, Bandmates, Zones or just about any-
your desired action. But this also comes with a greater
thing else specified by the Power Move or game effect.
chance of setbacks (Feedback).

PRIMAL ENERGY TEMPO


The number set at the beginning of Combat, and
Primal Energy refers to the six (6) elemental forces
the order in which you and your Bandmates engage in
that permeate all of Ragnarock. The six Primal Energy
Combat, multiple Avatars can go in a single Activation.
types are: Shadow, Flame, Sky, Stone, Ice and Metal.
These are forces which can be manipulated, or added
to an attack to deal additional Damage.
TOLERANCE
Attribute associated with your Gear. This number
RESISTANCE is used to determine if you take a Hit on your Meat
Track after you’ve resolved your Defense. The higher
In some cases, Enemies and Avatars may resist Dam-
this number is, the more Damage your Avatar needs to
age of certain Primal Energy types. They may also resist
take to suffer a Hit. representing they’re quick enough
effects of Power Moves, or simply Melee or Ranged
or just plain tough enough to avoid it in the first place.
Attacks. As a general rule, for each point in a type of
Resistance that the Target has, the Target rolls one (1)
D4, with any result of four (4) reducing the incoming
TRIB UTES
Damage by one half, rounding down. (See “Resistance” These are the liquid resources in the game, and you
on page 82). earn them when you roll 4s with your handy-dandy dice.
They fuel the whole damn experience, allowing you to
RESONANCE bump up your actions, perform Power Moves, and basi-
cally just make badassery bloom all around you.
Resonance is the ‘experience’ your Gear gets and
often takes the form of the loot that you earn during
quests. Avatars can merge their Gear with other pow-
ZONES
erful artifacts in Ragnarock, so instead of having to Zones is how big a space is, and uses the same termi-
haul around 15 different swords for all occasions, you nology as distances (Grabbing, Spitting, Stage, Amphi-
can use Resonance to merge them into one ultra-mon- theater, etc) to describe how big that area is. See page 78.
do-stabby thing.

ROUND
In Combat, a round is the time it takes for each
Bandmate and Enemy to use their Activation in Tempo

20
GODS OF METAL: RAGNAROCK
21
CHAPTER ONE: WELCOME TO RAGNAROCK
chapter two
The metal godS
“WE ARE ALL BORN OF THE SIX , WHO CALLED US TO THIS REALM. THEY BLESS US,
GUIDE US, AND PUNISH US. GAZE UPON THE GLORIOUS PILLARS OF THE PANTHEON,
AND ACCEPT THEIR JUDGMENT OF OUR TRIB UTES. WE ARE HERE FOR THEIR SAKE,
AND CAN KNOW NO OTHER LIFE BUT A LIFE BORN OF PURE METAL.”
- LORD KEZZIMAR SANDSPEAR,
Amplord and Speaker of Aznubabba

IT’S TIME TO talk about the Gods of Metal part The Gods of Metal bestow powers unto Avatars and
of Gods of Metal: Ragnarock. Supreme beings, many rule over their domains, as Gods so often do, giving their
say they are the founders of this world, while others say protégé some meaningful capacity to manipulate those
they are visitors just like the Avatars they now bestow domains in the world of Ragnarock. It is up to you to
power upon. decide if they are benevolent, mystical, or cruel as it is in
Either way, for Avatars, they are the reason for being so many Playtime-with-Gods (TM) RPGs.
in this world. To receive their blessings, Avatars’ actions As we have suggested, the Metal Gods are not the
are dedicated to them. While the rest of Ragnarock, only cosmic deities of this boisterous world, but they are
the Denizens, may not bend a knee to these Gods, the the ones who are strictly tied to the Avatars. While there
inhabitants of Ragnarock can’t ignore the power that are many Gods of Metal in the Pantheon, most acknowl-
comes in the form of their Avatars. edge the original Six or The Six as they are sometimes
The Gods of Metal reside in the Celestial Gates, called. Those are the Gods of Metal we will showcase in
occasionally taking court to those Avatars who have this chapter.
truly impressed these manificent beings and have been
chosen, again, to ascended beyond Demigodhood to
Metal Godhood.
As you will soon learn, choosing a Metal God to
follow is much akin to picking a ‘tone’ or a lifestyle that
you’ll imbue upon yourself as characters, as you adven-
ture through Ragnarock. So choose wisely, as many of
the goals that you’ll set in your session may center around
the needs and desires of these Overlords of Rock.

24
25
CHAPTER TWO: THE METAL GODS
26
GODS OF METAL: RAGNAROCK
Aznubabba
“LIFE IS LIKE A WARM BEER. BARELY
SATISFYING, BUT DRUNKEN ANYWAY.”
- Humonganoid,
Doompriest of the Glory Road

The World is doomed - that much is for certain. Ragnarock is only the beginning of
the end, as foretold by The Lord of the Apocalypse, the Great Cataclysm, The Overlord
of Obliteration. Time and all its incarnations have no meaning. All paths lead to one
result: Aznubabba.
Followers of Aznubabba are melancholy bringers of black and white. They concern
themselves only with the beginning and end of all things and are unafraid of either.
They know what is right and wrong, but at the same time, are constantly curious. They
have a controlling will and are ultimately content with the path of their own destiny.
Because they know everything will end in destruction, Heroes of Aznubabba will often
use this wisdom to make the citizens of Ragnarock more comfortable before the end.
They always have an agenda and a way to succeed in their goal, no matter the cost.
Results are what matter – not what you have to do to get them. Filled with intensity,
passion, and desire, followers of Aznubabba are often their own worst enemy. They’re
also complex and secretive, and exit stage left in an abrupt mid-scene sayonara as
deliver a second or third encore.
Those looking to gain Aznubabba’s favor will use their talents to satisfy the needs of
Ragnarock, no matter the fallout. They will spread their Prophecy of Doom and know
that they did everything they could until the inevitable happens.

“I’M tHE CONJURER OF DEMONS


I’M tHE FAtHER OF YOUR DEAtH
I BRING FOrtH tHE ANCIENT EVIL
I CONTROL HIS EVERY BREAtH.”
- Awaken,
Dethklok

27
CHAPTER TWO: THE METAL GODS
28
GODS OF METAL: RAGNAROCK
Diomedius
(DEE-OH-MIGHTY-US)

“TO KNOW METAL, IS TO KNOW EVERYTHING.”


- Excerpt from
the Litany of Glory

They are referred to as First Call, Bringer of the Void, and the All-Voice.
Legend tells that Diomedius was the first Avatar of Ragnarock. Stranded on this
unearthly plane, they - through their cosmic will - began the shaping of this
primordial land.
Diomedius may not be the progenitor of all the gods, but no one can dispute
their legacy as the Guardian of Ragnarock. From them, the Laws of Metal
were formed, and it is their mighty Lead Angels who bring to Ragnarock those
individuals who Answer the Call.
Followers of Diomedius favor order and tradition above all things. They turn their
eyes away from any corruption or heresy that could taint the purity of Metal.
Those looking to gain Diomedius's favor will be Heroes For Metal, and will
champion the qualities of the Laws and uphold the righteous balance of Ragnarock.

“TAKE A NUMBER
COME AND JOIN THE LINE
HERE’S WHERE YOU WILL FIND
YOUR ROCK AND ROLL ANGEL.”
- Rock and Roll Angel,
HEAVEN AND HELL

29
CHAPTER TWO: THE METAL GODS
¨

30
GODS OF METAL: RAGNAROCK
Fenrawr
“DO YOU FEEL THE EARTH SHAKE?
THAT IS THE BEAT OF HIS HEART...
LISTEN TO THE RHYTHM OF FENRAWR
AND KNOW TRUE POWER!”
- Lord Boomhammer Bromstein,
¨
Bludgard of Fenrawr

Fenrawr is pure unhinged potential; the embodiment of sheer will, perseverance,


intensity, and tenacity. When obstacles emerge, Fenrawr is the force that will
break through them - often leaving destruction in their wake. Many say that
every thrust of a head, every fist pump, every body-slam, are all salutes to
Fenrawr.
Sometimes called the God of Mosh, Fenrawr wishes to see Ragnarock rise to a
new level of awesomeness. Believing that everyone has unlimited potential, the
followers of Fenrawr are always striving to rise above their current state.
They express this ambition in their actions, their demeanor, and their (usually
triumphant) efforts to kick major ass.
Those looking to earn the favor of Fenrawr will do so by bringing power to
Ragnarock through their deeds and a general air of badassery.

“HOLD YOUR HEAD UP HIGH!


RAISE YOUR FIRST UP IN THE AIR!
PLAY METAL!”
- LOUDER THAN HELL,
MANOWAR

31
CHAPTER TWO: THE METAL GODS
32
GODS OF METAL: RAGNAROCK
Kekatari
“KEKATARI’S BLESSING IS WITH US. THEIR MANY FINGERS
PROVIDE THE BREEZE ON YOUR FACE, SO THAT YOU MAY
PLAY AS FAST AS THE WIND.”
- Wyzalik Bangbow,
Captain of the Ten Tall Tales

Kekatari is known by many names: the Speed Demon, the 100-Fingered Man, the
Wheedle King, and the Master of Faster. No matter the name, they are always depicted
as the fastest player of all the insturments in all of Ragnarock. Intuitive, quick witted,
and insightful, Kekitari is the beacon for all the Denizens of Ragnarock who wish for
more than just basic power chords in life.
Followers of Kekatari tend to be very clever. They have a wit that's as sharp as
an E chord, and they gravitate toward books and research-oriented activities. The
downside is that they can be picky and critical, with a near-obsessive attention to
detail. Logical and industrious though they may be, these qualities can also make them
their own worst enemies.
Heroes of Kekatari are frequently narcissistic, focused on their own desires above
anyone else's, and lost in the wind of their own thoughts. They are particular about who
joins them on their quests, often holding others to unreachable standards of behavior.
Those looking to earn the favor of Kekatari will do so by bringing precision and
efficiency to the world of Ragnarock. If you strive to bestow knowledge and skill to the
world around you, Kekatari will be pleased.

“OUT OF THE DARKNESS THE VOICES ARE CALLING


RIDING THE WINGS OF A SONG
THE FURY IS SCREAMING AND HEAVEN IS FALLING
I FEEL IT COMING ON STRONG.”
- Yngwie Malmsteen

33
CHAPTER TWO: THE METAL GODS
34
GODS OF METAL: RAGNAROCK
Killamitty
“OUR HEARTS ARE FOREVER THEIRS,
TO KNOW ANYTHING ELSE IS
TO KNOW FAILURE AND WOE.
DEATH IS THEIR LOVER - AND WE ARE
WILLINGLY SHACKLED TO THEIR BED.”
- Clark Murdermaker,
Raven Lord of the Twin Citadels

To simply call Killamitty the God of Death would be inaccurate. They represent
woe, blackness, and raw emotion. Death means the end of one's time in Ragnarock.
But to truly appreciate Ragnarock, one must celebrate - must revel in - death's
glorious inevitability.
Killamity is often depicted as both lovely and dangerous, beauty wrapped in
barbed wire. They are strong willed, emotional, empathetic, and fucking confusing.
Those looking to earn the favor of Killamity will do so by employing a woeful
desperateness - essentially haunting Ragnarock like a restless spirit. They will
communicate raw emotion to show others the beauty of vulnerability and darkness.

“SHE’S IN LOVE WITH HERSELF


SHE LIKES THE DARK
ON HER MILK- WHITE NECK
THE DEVIL’S MARK.”
- BLACK #1 ,
TYPE O NEGATIVE

35
CHAPTER TWO: THE METAL GODS
36
GODS OF METAL: RAGNAROCK
Shrieka
“IF YOU’RE GOING TO DO SOMETHING AWESOME,
WHAT’STHE HARM IN LOOKING INCREDIBLE
WHEN YOU DO IT ?”
- Prince F. U. E. L. of Ankerhal,
before plunging into the Abyssal Rift

Shrieka is fantastic. Their song fills everyone with the confidence and drive
to achieve anything. Thousands of cheering voices scream out their name, and all
would gladly die to experience even a moment basking in their glorious magnetism.
Many consider Shrieka the outcast of the pantheon, but you'd much rather have
them on your side than not.
Those looking to gain Shrieka's Favor will do so by using tricks and clever thinking
to bring glory to Ragnarock. And looking hot while doing it won't hurt.

“HOW IN A WORLD THAT’S SO IMPERFECT


DID I WIND UP WITH SO MUCH COOL?
FRIENDS NEVER STICK AROUND TOO LONG
NEVER FEEL LIKE THEY BELONG
NEXT TO ME THEY FEEL LIKE A FOOL.”
- Burden of Being Wonderful,
STEEL PANTHERS

37
CHAPTER TWO: THE METAL GODS
“NU” Gods Did you take at a Hit, and relish in the physical


pain caused to yourself ?

CREATE YOUR OWN GOD


The Six, while the most widely known of the Gods of
Ragnarock, are not the only Gods of Ragnarock. Many
choose not to follow the ways of The Six, but opt instead Finger-Bang Muck-Rot
to follow the Nu Gods who rose to Ascension in their Domains - Filth and Entropy
name. These newer, more modern interpretations reside On the winds of Ragnarock comes the stench of
in the far reaches of the celestial pantheon. Muck-Rot. Some claim that Muck-Rot is the painful shit
If you find yourself wanting to march to the beat of a that resulted when Fenrawr ate fruit from the Black Tree
different sort of drummer or itching to support an indie of Sorrow. Others whisper that Muck-Rot’s existence
deity so that you can claim you heard of them before matured unseen in the catacombs and sewers that run
they were cool, do it. But keep in mind, it will require beneath Knox Tourund. Either way, Muck-Rot is the
even more elbow grease on your part and on the part of favored God of Avatars who are looking to make a state-
your Metal Maestro. ment with their stench.
With the express permission of your Metal Maestro, Followers are typically pretty easy to spot (and smell),
you can create “Nu” Gods with their own domains and as they take vows of uncleanliness. The stench becomes a
specialties to serve in the Metal Gods pantheon. You powerful aura that provides them with prophetic visions,
may even wish to take a high-level character and ascend high Defense, and very poor social skills.
them to Nu God status. Example Glory Questions:
Players can choose to create their own “home brew”  Did you make something filthier than it was be-
Nu Gods, but that may require a fairly intimate under- fore?
standing of the rules; you have to be pretty well-versed  Did you stare down criticism to yourself or your
in Ragnarock gameplay to create the Anthem Options Metal God?
and Tonal Power Moves that accompany your Nu God
picks. If you’re itching to take a Nu God right away, we
recommend that you use the rules and powers offered by
one of the Six and then re-skin them to your liking.
Sprinkle-Death
Domains - Screaming and Sugar
The fierceness of Sprinkle-Death is well-known.

Du-Vestra of the Charnel Pit Standing only three feet in height, they are bedecked in
frills, don only bright colors, and have a voice the envy
Domains - Blood and Woe of all Howlers. They prove that not all things Metal
A devoted follower turned zealot, Du-Vestra felt come in dour and grim packages. Those looking to find
physical pain was the thing that spoke most purely to refuge from the many shades of black, the spikes, and
their heart. Their journey through Ragnarock led them the corpse-paint of Ragnarock ought to look to Sprin-
into a great battle with the Speaker of Killamity, and kle-Death for guidance.
after their success – the speaker used their own blood to Sprinkle-Death isn’t without Brutality, however. Yes,
send them directly to the Celestial Gates. Avatars who they extol the virtues of (ruthless) happiness. But their
think the pain and suffering of Killamitty are too ‘small joy can and is often expressed with a bloody thrashing
potatoes’ for their tastes might look to Du-Vestra to with the candy-based weapon of their choosing. It is said
guide them. that the mythical chrome-laden Metalicorns were creat-
The most devoted followers offer up to Du-Vestra the ed when Sprinkle-Death petitioned Shrieka for a pony.
blood of their enemies. They do so at altars built from Example Glory Questions:
the thorny brambles that grow in soil that Du-Vestra has  Did you show someone that size doesn’t matter?
blessed with their own blood.  Did screaming solve a problem this session?
Example Glory Questions:
 Did you collect a sizable amount of blood for
Du-Vestra?

38
GODS OF METAL: RAGNAROCK
Boom-Shroomz Storm Hawk
Domains - Fungus and Drugs Domains - Lightning and Fury
In Ragnarock, even the most barren-seeming lands Some avatars choose instead to spend their Tributes
yield some form of altered state inducing bounty, and Dedications to legendary creatures of Ragnarock
ingredients useful for battle or, alternately, deep re- that they feel embody the power of the realm greater
flection. Many followers of Aznubabba who sought than any God of Metal could. One of these legendary
deeper meaning in their words and studied the plants creatures is the Storm Hawk, who only seems to appear
for answers. The most well-known of these seekers was during the most intense of lightning storms.
Boom-Shroomz The followers of Storm Hawk wish to preserve the
The followers of this enigmatic figure have dedicated legendary creatures of Ragnarock and will enact their
themselves to personal enlightenment and empower- righteous fury on those who want to bring down the ab-
ment through heavy usage that they often will seek out solute largest of foes. They also hope to create a scenario
on their own. When provided with plentiful bounty, that will allow them to call their ancient master so they
such as it is often shared in the name of Boom-Shroomz. may bathe in their Glory.
Example Glory Questions: Example Glory Questions:
 Did you find and take any materials that create an  Did you protect the most ancient and legendary of
altered state on yourself ? creatures?
 Did you create a scenario in which drugs were the  Did you work towards summoning Storm Hawk?
answer?

Mastmurderdon
Domains - War and Slaughter
Born of the blood of 1,000 bodies from what many
say is now the Ultrafort, they have wrought an endless
pool of war leading countless campaigns in the ancient
eras of Ragnarock. Depicted as wearing the head of a
giant Mammoth and completely covered in blood, many
followers of Diomeidius have found the simplicity of
Mastmurderdon to their liking.
The followers of Mastmurdon seek active conflict
and only find solace in the joys of war. Not battle, but
full scale war. They wish to bring others into their con-
flict and rally those ready to head into battle.
Example Glory Questions:
 Did you rally others into your conflict?
 Did you create a significant body count?

39
CHAPTER TWO: THE METAL GODS
chapter three
Character creatioN
“HOW DO YOU BECOME AN AVATAR? FIRST STEP: HATE YOURSELF.
AFTER THAT, EVERYTHING ELSE FALLS INTO PLACE.”
- Clive Thunderpants,
Shredder of “Angel Witch”

How to Ditch Your Boring-Ass Life and Become a Demigod!


SO, YOU WANT to be an Avatar, huh? You’re ready the worlds of Mundania and Ragnarock, but also creates
to become the coolest, brutalist, spine-rippingest badass characters for your entire group by the time it’s completed.
this side of the Abyssal Rift, are you? Well, strap in, Example: Ben and Markeia are making Ragnarock
because the world of Ragnarock is teeming with those characters. They’ve decided to start at a Notoriety of ‘zero’
plucked from Mundania to test their mettle in this ram- since they want to play ‘newbies’ to the Heavy Metal Fan-
paging and unfamiliar world. tasy scene. They first decide which Mundanian character
Groups of Avatars who have come together for Ad- embodies the flavor of suffering they want. Each sets aside
venture are called BANDS, and they are the go-getters, half-an-hour to an hour to make their characters.
adventurers, mercenaries of this world whom you’ll be Below, you’ll find a short checklist of what you’ll
playing as. expect to find in the following pages, and the order in
In Gods of Metal: Ragnarock, you are STARTING which you’ll need to complete them.
your epic adventure as a Demigod. Even at Notoriety 0
(that is, fresh out of the Umbilical Descent, where no- 1. Mundania Origin
body knows your name) you’re likely stronger than any (who you were before you became an Avatar,
other characters in Other Fantasy RPG’s™. That said, and what you’ll be if you go back to Mundania)
this doesn’t mean that you’re all-powerful and untouch-
able (though you should damn well act like it if you’re
2. Tone
(your lifestyle and Godly affinity)
gonna get anywhere). But, I mean, you’re pretty great.
Where some poor schlubs have spent decades or even 3. Skills
lifetimes as Denizens forced to earn power – you were (how good you are at the things you do)
born with it baybee!
4. Position
(what role you’ll serve in the Band)

UMBILICAL DESCENT 5. Gear


(three cool things you possess)
The Umbilical Spiral is the bridge between the world
of Mundania and that of Ragnarock, a one-way terminal 6. Power Moves
where all Avatars emerge. (your special abilities )
If this is your first time playing the game and you 7. Answering the Call
want to jump head-first like a baby goose into a pile of (how you found yourself in Ragnarock)
foxes, head over to page 184 and read the Umbilical De-
scent. It’s a full-session adventure that not only describes Get that playlist you’ve been working on for the
occasion – and let’s go through the steps.

42
Mundania Origin donning the leather, spikes, and patches of their Heavy
Metal fantasies?
First, let’s talk Origins. In stories about great Heroes, “If only I could express myself,” your character
they say that behind every starry-eyed, ambitious adven- constantly muses. “If only I could break away from those
turer is a scarred orphan, ambitious peasant, or groomed who have always told me ‘no.’ If only I could do that with
noble looking to take revenge on the rascal who torched my hair. If only...”
his family’s estate. A simple paragraph is usually enough to get a concept
Fuck that. going. But if you enjoy chaos more than creativity, feel free
The origins of the Avatars of Ragnarock are those to grab 5 D4s and roll ’em upon the table of inspiration!
of boring, normal people. Folks who drive trucks, climb
telephone poles, fire their secretaries, schtup their
SAMPLE ORIGINS
secretaries, and bag groceries. Individuals who wait A top-level manager for the big bosses, the Exec-
tables, mow the lawn, and have mortgages, or bodies to
4 utors, who learned the truth.
bury. People who wish they could be doing ANYTHING A street vagrant who has been hiding from the
ELSE with their lives right now besides the thing that 5 Executors and causing chaos for them whenever
they’re doing. Why? Because they don’t know the Truth. possible.
A Freezie Vendor at the local convenience store
THE TRUTH 6 who was not supposed to come in today.
The Truth is that Mundania’s lives are meaningless A minimally-talented, barely-supported enter-
by design. They are being controlled by soulless automa- 7 tainer who literally couldn’t care less about the
tons called The Executors, beings whose sole function is creative process anymore.
to pacify and repress the populous in the name of their
A recent traveler who recently returned from
ancient deity. They hide in plain sight from the Mun- 8 having lost everything.
danians, moving secretly among them, in order to keep
A minimum wage worker, who is barely making
efficiency maximized.
9 ends meet by working at a discount electronics
Mundanians are citizens of a land without ambition. store.
Making your Mundianian too cool, or rebellious, or
A crime lord who acquired everything, but finds
hardcore at the start of their journey would only cause 10 their wealth hollow and meaningless.
them to be destroyed immediately by The Executors.
A disgruntled cog who never gets cards or invites
That being said, you do need to make your character for drinks on their birthday, and people keep
11
unique in a world that consists largely of boring-ass peo- stealing their scissors.
ple. So think about what they dream of and what holds
them back. 12 A childcare worker.

Do they wish they could bull-rush through a mob A government worker who is 30 years away from

13 getting any paid time off.
of cars during their morning commute?
 Do they daydream about ripping the face off of An accident-prone, and physically exhausted
their supervising manager?
14 utility worker near their breaking point.
 Would a hobby give their tedious life meaning? A coupon-cutting cat lady.
15
 Are they so desperate for a break that they could
cry? A scientist who is constantly dealing with ‘peer
16 reviews’ and ‘budget cuts’ in their field.
 Do they fantasize about flying over a busy street,
An Assembly-line worker who has to meet hour-
swooping down just far enough to knock over a 17 ly quotas to earn bathroom breaks.
bunch of hot-dog stands and then watch the mass-
es scrabble for free street-meat? The bullpen worker, waiting for that raise prom-
18 ised 10 years ago.
Consider how they would wobble the status quo to be
more than who the Executors want them to be, and instead 19 A Propane and Propane Accessories salesman.
become the individual, deep down inside, they want to be? 20 Politician working to get re-elected.
Another way to create a stand-out character is to
consider what their ambitions are. In what way do they
envision casting off the irons of their boring lives and

43
CHAPTER THREE: CHARACTER CREATION
Example: Ben’s version of Heavy Metal is like a ‘punch
you in the face while screaming’ style of rebellion. He thinks
the idea of a quiet person who lives out the fantasy of being
anything OTHER than quiet sounds like a fun concept.
Likewise, Markeia wants to create someone who really
hates their job, feels trapped and wants to escape. Her Mun-
danian fantasies are filled with kicking ass and taking down
the names of Elder Gods. They may even involve exacting a
little justice for the denizens of Ragnarock.

CREATING YOUR OWN ORIGIN


To create your Origin in Mundania, choose some of
the basic things that make people... Well. People.
 Name: What folks call your poor schmuck.
 Job: Where the paycheck comes from.
 Tedium/Suffering: What really sucks about their
life.
 Righteous Cause: What your schmuck would do if
they had power.
It’s important to note that, regardless of the occupa-
tion your Mundanian alter ego has, no job in Mundania
is better than another. Only the Executors have any real
power and responsibility. A janitor who mops the floors
at a local rest stop and a corporate executive are both
equally as miserable and trapped under the thumb of
their oppressive overlords. Each job in Mundania bestows
an unbelievable amount of Suffering and Tedium on the
worker, restraining their heart and dulling their soul.
Sameness, quietness, and efficiency are prized above
all other qualities. Extremes in any form are seen as
highly dangerous disruptions. An overly productive and
ambitious unit is just as problematic to Management as
an unruly and disruptive unit. Both threaten the careful-
ly-balanced work environment, and both will be disci-
plined if they are unable to regulate their output.
But each Mudanian bears a spark of the Chord of
Creation within them. Each Mundanian is a potential
anomaly and a dangerous element within their regulated
society. Mundanians hold the key to unlocking the godly
Ragnarock power within them, waiting to be unleashed.
Perhaps they’ve always known this. Perhaps they’ve just
discovered it.
Your Mundanian has never known a world that
values change. But their spark tells them that there is
more to life than sameness, day after day. So, give it to
them! This isn’t the time to play it safe with goals like, ‘I
guess my character might want a day off ’ or ‘My Dude’s
ambition is to own a modest but attractive home.’ Get
fantastic! Go back to that character’s eight-year-old self !
Did they want to be an archeologist? A monarch? Wol- Every one of your adventures will be taking place in
verine? Lean into that and never look back! Ragnarock, not in this dung-heap of a world. So if your
Not all life choices may seem particularly Metal to you Avatar just conquered a kingdom and its surrounding
right now. You just need a baseline from which to create lands in Ragnarock, then your Mundanian simultane-
an Avatar. Put it another way: you need to know what ously was plodding through the pile of paperwork that’s
your ugly-ass caterpillar looks like before you can even been sitting in their cubicle for three weeks. Mundanians
fathom the diamond-studded butterfly it’s going to be. don’t have backstories of intrigue and drama. They have
backlogs of paperwork. That’s why they need an Avatar
Example: Following up on his whole ‘screaming while
and a chance at adventure in Ragnarock.
punching things in the face’ attitude, Ben decides that the
best person to exhibit sad-sack repression is Jerry Goldfarb, Essentially, if anything remotely exciting happens to
claims adjuster at “Luminous Health.” Jerry forever has your dopey citizen in Mundania, you can bet that their
been told to mind his place and do the work in front of him, Avatar will be doing something a billion times cooler in
and he’s long lost any desire to rise in the ranks. He keeps Ragnarock. In fact, any amount of excitement in Mun-
underground comics in a hidden compartment within his dania can result in marks on your permanent record, and
work desk so that he may read them in his car during lunch. may eventually end your Avatar’s time in Ragnarock.
He tucks them in a vehicle-users’ manual so that Executors I see what you’re trying to say through that maw of
will not see the ‘filth’ he is really perusing. Taped on his marshmallows (why do you keep shoving sticky crap into
steering wheel is a picture of his “perfect” coworker; during your mouth right before you speak?). “Okay, fine”. “Can
the long commute home, Jerry socks the coworker in the I make a brutal backstory?” Go for it. In fact, give your
“perfect” face whenever he needs to utilize the horn. Mundanian so many lemons that – upon their arrival
He utilizes the horn a lot. in Ragnarock, their Avatar can squeeze out a tsunami of
Markeia decides to make Mitty Pressman a ‘docent at lemonade goodness.
a local kid-centric science museum. . Besides dealing with Remember, this is a Heavy Metal fantasy game about
screaming children and overworked parents looking for easy rising above your societally-dictated station to become
babysitting, The Executors force her to comply by making the most bitchin’ you imaginable! So go on and construct
her co-workers incompetent around them. Forcing her to the tragic canvas on which you’re going to paint your
redo work to complete their daily tasks. Mitty therefore is glorious Heavy Metal tale.
trapped in a never-ending work cycle from which she cannot
escape. She often gazes at the models of faraway planets,
taking a single moment (and no more) to imagine a lifeline RIGHTEOUS CAUSES
world and the infinite void of the Cosmos. Occasionally A righteous cause is the one thing that ties your
she’ll picture a face in the void. Mundanian and Avatar together. It is a philosophy that
guides both parties towards their destiny in the world
of Ragnarock. Mundanians believe in their Righteous
MUNDANIAN BACKSTORIES Cause, and Avatars execute it.
What’s that? Are you asking if your Mundanian How your character keeps this cause close to their
character can have a backstory filled with intrigue and heart is up to you. It can be memorialized through a
drama? Even if you’re not asking that – hell, even if your mantra, song lyric, or catch phrase – truly anything, as
mouth is full of saltwater taffy and you couldn’t possibly long as it’s something your Avatar and Mundanian truly
utter an understandable statement if you tried – that’s believe in and want to see happen.
the question we’re going to answer. I mean, basically, the
Having a tough time coming up with a particular Righ-
answer is no, otherwise, why would they be in Ragnarock
teous Cause? Well we’ve got a table of examples for you.
in the first place? But we’ll elaborate.
Every good RPG rulebook has tables right?
These Mundanians don’t have to like Metal. To be
honest, they probably don’t even know what Metal is.
The realm of Mundania is an oppressive and horribly
bland place, and therefore Heavy Metal – if it existed
there – would be highly illegal and a one-way ticket to
Discipline Town.
If you need this reiterated, Mundania is the most
dismally boring plane of all the planes of existence.

45
CHAPTER THREE: CHARACTER CREATION
Some examples: Example: Ben, having considered the various Righteous
Causes, thinks ‘Bring noise to the silence’ best represents
what his character wants in place of constant repression
1 Protect the innocent and paper-pushing sameness. This helps him plant the seed
2 Persecute the wicked that while in Ragnarock, he plans on being loud and proud.
Markeia, having considered what Mitty would long for
3 Enlighten the deceived
in Mundania, wants to to ‘Purify the corrupt,’ a mantra
4 Avenge the victim inspired by her slacking managers. Once she arrives in
Ragnarock, her mission may extend to purifying shitty
5 Find the lost
mayors, sleazy merchants, and other advantage-takers of
6 Improve the flawed the realm’s Denizens.

7 Create the impossible


Once you’ve decided on your Righteous Cause, put it
8 Destroy the idolized on your character sheet.

9 Be the loudest
Bring Noise to the silence

Tone
10
11 Witness the unseen

12 Reach the untouchable The Tone of an Avatar is basically your Ragnarock


fealty to one of the Gods of Metal, which help shape and
13 Utter the unspeakable define their pathway. More of a “core belief ” than any
Change the rules physical or cultural traits of your character. There are six
14
core Gods of Metal, and as a result, there are six Tones.
15 Unified the scattered Choosing one of these six Tones directs your character’s
Taint the pure play-style and provides them with certain mechanical
16
benefits used in gameplay.
17 Purify the corrupt Just to drive the point home, your Tone is not in your
18 Humble the proud appearance or social sphere; everyone in Ragnarock is
an outsider, and no one cares about your race, gender,
19 Mock the unworthy sexual preference, or attitude towards life. Being an
20 Guide the adrift Avatar of Metal means you’ve seen some shit, and you’re
bonded to other shit-seers through the core beliefs of
21 Quell the upstarts your Heavy Metal Tone.
22 Eat the rich It also doesn’t necessarily mean you’re all friends, or
that you even agree with each other, or even like each
other. Hell, everyone in Ragnarock is just as likely to
punch each other in the face as shake hands.
Have you already come up with better ones than But as far as the game goes, your Avatar can look
these? Use ’em. Then send them to us so we can hang however the hell you want them to look. They can even
them on our fridges. resemble a FFE (Fucking Flimsy Elf ). You do you.
Righteous Causes affect the choices your character To pick your Tone, peruse the following pages, and
makes in Gods of Metal: Ragnarock, and are a guiding choose one of the Six Gods of Metal (or if you’re feeling
light on the path toward their becoming an Avatar. This ambitious, a Nu God). Then write down the immediate
mantra can come from a variety of sources in your char- effects that your chosen Tone provides to your Avatar,
acter’s backstory, but it should really capture the essence as well as their Glory Questions (which you’ll use to
of who your Avatar will become. increase your notoriety down the road).
Below, you’ll find some overviews of the Gods and
what’s expected of their Avatar followers. You’ll also find
“Glory Questions” which give an idea of what kind of ques-
tions the Metal Maestro might ask you at the end of each
Session in order to award Glory (see “Glory” page 122).

46
GODS OF METAL: RAGNAROCK
AZNUBABBA DIOMEDIEUS
You want to build the world up, if only so you can You know your roots, and don’t see any reason
watch it burn. to stray from what works.
Followers of Aznubabba have the most broad and The All-Voice is God of glory and balance and flame.
powerful set of domains. They are strange and mysteri- There is a clarity and swagger to Diomedius and the
ous, unknowable and terrifying. Avatars that walk the Avatars that follow him. Natural leaders, followers of
fractured path alongside the Mad God often live a life of Diomedius get things moving. They are explorers, and
incoherence and illogic. will fearlessly trek into the unknown to win the day.
They are energetic and dynamic, charismatic, charming
Domains: Time, Madness, Shadow
and churn with passion and drive for all things Metal.
Personification = Doom Metal (e.g. Black Sabbath, Avatar of Diomedieus more than any want to see the
Candlemass, Mastadon) world of Ragnarock, and its denizens, be the most brutal
Immediate Benefits: and awesome possible.
 Skills: +1 Magika, +1 Slink Personification: Power Metal (e.g. Black Sabbath,
 Power Move: Visions - Avatars of Aznubabba are… White Snake, Metallica)
special. The call grows as the Avatar gains Noto- Immediate Effects:
riety, and the gift of Aznubba leads many to peer  Skills: +1 Forge, +1 Implore
through the veil of multiple realities into the pure
 Power Move: Burn Out - Avatars of the God of
cosmos. Once per session, they can glean a great
Fire often lose track of their own power and risk
truth of the universe, which then can lead to useful
hurting those around them (and themselves) in
information in the session from the Metal Maestro.
infernos that are out of their control. The hottest
• Activation: Anytime fires of Diomedius cannot be resisted by even the
• Performance Pool: None most talented elementalist. If they do not learn
• Cost: One (1) Dedication, one (1) Hit on their caution regarding their abilities, everything burns
Meat Track. as these Avatars grow in power.
Glory Questions: If you roll any ones (1s) while doing an Attack, and
the weapon has Fire Primal Energy, add an addi-
 How did you create a complication, and have it
tional Feedback to your Feedback Track.
work out in the end?
 Activation: Anytime
 What secret plan did you envision at the beginning
of the session, and see it come to fruition?
 Performance Pool: None
 What did you unleash that brought Ragnarock
 Cost: None
closer to Doom? Glory Questions:
 How did you make Ragnarock a more metal place
to live?
 Did you unleash an Anthem?
 How did you inspire a Bandmate to live their best
metal life as an Avatar?

47
KEKATARI
Precision and efficiency are all that is important.
FENRAWR
The Avatars of Kekatari are creatures of knowledge
You know that strength comes in the form of
and skill. Precision and efficiency are all that is import-
a broken decibel meter.
ant to them. They spend their entire existence perfect-
“Do you feel the ground shake? That is the beat of his ing their craft, and adore all things made with skill and
heart! Listen to the rhythm of Fenrawr and know their finesse. Life is one giant solo, and everyone should bow
true power!” to their mind-exploding skills.
The Avatars of Fenrawr are unyielding, immovable Personification: Speed Metal (e.g. Megadeth, Dark-
objects. Proud, stubborn, and a respect and love of Power Throne, Dragonforce)
above all things in any shape or form, followers of Fen-
Immediate Benefits:
rawr tend to move forward with little regard for potential
dangers ahead. Sure, they tend to overcompensate, but  Skills: +1 Cram, +1 Stuntz
they are also practical, and harbor the unwavering belief  Power Move: Overconfidence - As they grow
that anything can be accomplished if one JUST FUCK- in power, Avatars can become more and more
ING TRIES HARD ENOUGH. boisterous and cocksure until their egos become
Heavy Metal Personification: Thrash Metal (e.g. larger than their abilities. Once humbled, they may
Motorhead, Anthrax, Slayer) feel compelled to restore their integrity and their
abilities to their team members.
Immediate Effects:
When an Avatar goes on Haitus for the first time in
 Skills: +1 Brawn, +1 Wildz a session, they return with a temporary increase to
 Power Move: Furious - The followers of Fenrawr their Speed or Damage by one (1). This lasts until
kick ass first and ask questions never. As they the end of the scene or combat.
grow in power, they often lose their tempers at the  Activation: On Hiatus
slightest provocation or perceived insult. This can
 Performance Pool: None
lead to a life outside of a Band – a sad existence of
solo adventuring in the wilds of Ragnarock.  Cost: None
Add one (1) temporary hit on your Meat Track, but Glory Questions:
reduce your Feedback Threshold by one (1) until  How did you solve a problem without laying a
the end of the session. finger?
 Activation: In Combat as a Basic Thing  What gross misalignment in Ragnarock did you
 Performance Pool: None correct?
 Cost: One (1) Dedication  How did you make your Band Members more
Glory Questions: enlightened?
 Did you take someone bigger than you ‘down a
notch’?
 How did you flex your might in Ragnarock so that
others, besides your Bandmates, may bear witness?
 Did you charge headlong into a dangerous situa-
tion to save a Bandmate?

48
GODS OF METAL: RAGNAROCK
KILLAMITY SHREIKA
You don’t need to be the best, you just have to look
You want yourself and others to live in constant
the best while doing it.
emotional pain.
Followers of Shrieka are coy, charming, and tena-
Followers of Killamity are moody and broody. Their
cious. Constantly searching for the next great moment,
Avatars believe that they carry the curse of suffering,
Shrieka’s Avatars want nothing more than to be the
and theirs is a burden that makes them stronger than
name on the lips of every denizen imaginable. Even if
other individuals which can sometimes translate into a
that means fudging the details a little bit.
need to share it, or carry so that others don’t have to.
Avatars of Shrieka will use their talents to navigate
Killamity’s followers do not fear death, and will stand
their way around Ragnarock, all the while providing a
against whatever danger is present. They work hard to
good story to tell over drinks. They’ll also tend to think
achieve wealth, notoriety, and power; then immediately
outside of the box to solve an issue. Enchantment and
will throw it away because they feel they don’t deserve it.
bedazzlement are their finest qualities and due to their
Personification: Death Metal (e.g. Cannibal Corpse, unending charm they often do. Many even can change
Dethklok, Jinjer) their shape and form, and once it has lost its use or
Immediate Benefits: pleasingness to them, they leave it behind like a snake
 Skills: +1 Feelings, +1 Pharmacopeia sheds its skin.
 Power Move: Ennui - Nothing matters. As their Personification: Glam Metal (e.g. Kiss, Motley Crue,
power grows, Avatars can lose their emotional Lita Ford, Twisted Sister)
connections to the world around them. Immediate Benefits:
The first time this Avatar would increase the  Skills: +1 Legendsmithing, +1 Streetz
Schmooze Skill, instead do not.
 Power Move: Vainglorious - As an Avatar gains
 Activation: During Advancement power and reputation in the service of Shreika,
 Performance Pool: None they can become insufferable to be around, as
 Cost: None they continuously spout off about the glory they
represent.
Glory Questions:
During Downtime or the start of Combat, roll your
 Did you comfort a Creature/Denizen in their Exposure and add any Feedback generated.
death?
 Activation: Downtime, Start of Combat
 How did you bring unnecessary emotions to a
 Performance Pool: None
conflict?
 Cost: None
 Did you learn a unique fact or secret about one of
your Bandmates? Glory Questions:
 How did you make your life more comfortable?
 What did you do to save a Creature/Denizen?
 How did you use your skills to save the Bandmates
from serious trouble?

49
CHAPTER THREE: CHARACTER CREATION
THE UNALIGNED (NU¨ GODS) Much like with the Tones, you’ll also find “Glory
Questions” for each position which give an idea of what
Well what about this obscure Metal God that you’ve
kind of questions the Metal Maestro might ask you at
never heard of ? See the Metal Maestro Section (page
the end of each Session in order to award Glory (see
128) for details on the Tone abilities, creation, and con-
“Glory” page 122).
struction of custom Metal Gods.

Amplords
Positions “Just give me a sec” A large bullheaded Avatar in a jean
To refine your abilities and powers as an Avatar of jacket and ripped shorts says as they’re lifting a hot rod with
Metal in Ragnarock, you’ll need to determine your Posi- exposed 12 cylinder engine above their head with one hand,
tion. A Position works similarly to the way that ‘class’ does and a wrench deep in it’s gears with the other. A tiny black
in Epic-Funtime-Fantasy RPGs™. Keep in mind that your and silver box with eyeballs and teeth skitters around on
Position does not determine what instrument you play, or several spiderly legs, tongue lolling on the ground as it excit-
even if you play one at all. In fact, Shredders are the only edly paces back and forth. On the other side of the clearing,
Position required to have an instrument. Everyone else a huge burly man with a microwave for a head showing an
can have bows, guns, staves, axes, hammers – whatever electronic grimace is currently pinching down onto a demon
you feel aligns with your Avatar. That being said, we do dog with it’s huge multi-use arm as it repeatedly punches the
recommend that you and your gaming group fill out as creature in the gut.
many roles as you can – just for versatility’s sake. “No worries, I got all day.” It boops back to the over-
This is still, at its core, a fantasy game. Your character sized steer.
does not necessarily have to be a walking musical pun.
The most interesting and diverse Bands are usually the
ones that have a combination of instrument-centric and METALLORE SCHOLARS
non-instrument-centric weapons. Go back and bathe in No greater technomancers exist than the Amplords.
all the classic fantasy epics that helped shape the genre! The backbone of many adventuring parties, Amplords
Draw from your love of... whatever you think is cool! provide a wide variety of support and aid to their fellow
Swords and sorcery and high-powered fantastical adven- Avatars. They are the roadies, the alchemists, the brew-
ture stuff fits nice and snugly into this game. You want ers, the technicians, the inventors, the blacksmiths, and
guns? Axes? Go for it. If it can be painted on the side of the crafters of Ragnarock. These scholarly builders use
your cousin’s panel van, we’re down. their mental prowess to construct amazing tools, elixirs,
and effects.
Amplords, masters of magical and non-magical Gear
alike, actually listen to the world around them. They
devote their lives to understanding how best to bend
technology to their will. They can improve the powers of
their companions, and can also generate
earth-shattering effects if given the req-
uisite amount of time. To put together the
right combination of dynamite, spit, and
duct tape takes determination and at least
20 minutes if you factor in a snack-break.

GEAR DRUIDS
In Ragnarock, Gear can be a fickle
mistress. Like wild animals, Gear
must be tamed in order to prove truly
beneficial. Amplords take the time to
understand the rules and spirits of the
things that are created by the Chord,

50
and then use this knowhow to their advantage. They are the These guys make up the major fighting force with-
architects of creative solutions, and they can use their wide in the Positions. How they accomplish that fighting
variety of tools to accomplish any task put in front of them. force-i-ness (technical term) is up to you and your choice
of Gear. But whatever Gear you pick, the siren call of
PLAYING AN AMPLORD blood-shed compels these warriors into the fray. Bru-
There are a couple methods of Gear-construction that talizers believe that muscle and force are the answers to
Amplords can utilize: they can sweet-talk Gear Spirits most of life’s questions, and they never shy away from a
into bettering the tools, or they can – all by themselves conflict or an opportunity to express themselves through
– build and imbue Gear with Powers. All Gear in Ragna- feats of strength and power.
rock holds a magical power called Resonance. Amplords
have learned to tap into the powers nestled inside of PLAYING A BRUTALIZER
the Gear in order to bring forth a variety of spirits, also Brutalizers, as the name would suggest, are brutal. They
known as Amplings. Amplings can maximize the Gear’s are quick to fight, and even quicker to kill – often in wildly
potential, provided that the Gear-wielding Avatar can elaborate and creative ways. Brutalizers’ abilities focus on
convince the little phantoms to offer aid and support. If either Finesse or Strength, and will always be centered on
wooed correctly, the Amplings will greatly enhance the absorbing and dealing as much Damage as possible.
Gear’s powers and abilities. Sometimes an Amplord will If you are considering playing a Brutalizer, consider
construct a Gig Box that gets inhabited by Amplings, who an important question: How does your character want
will then help the Amplord in quick construction and to kill things? What in Mundania triggered the kind of
repairs during their (the Amplord’s) adventures. sheer rage that could only be embodied by a Brutalizer?
Example Glory Questions: Also, how do they channel their anger on the rare occa-
 How did you take something hopeless, and turn it sion they don’t have something in front of them to maim
into a possibility? or slaughter?
Example Glory Questions:
 How did you throw cautionto the wind to

Brutalizers
save the band?

Black hair cracks like a whip as the body of a bare-


ly-armored champion arches, crescent-moon-like, above the
screaming Manticore. A pair of leather gauntlets, both fleck-
ed with studs shaped like fists, clasps an axe-shaped guitar.
The guitar swings down, cleaving through the tail of the
scorpion-lion beast. Blood gushes from its back as the beast
roars off into the night. Meanwhile, a tall blonde woman –
leather jerkin and cape billowing behind her – sends wave
after wave of daggers, to pelt a defiant etten into the shape
of an upside-down cross. A jeans-clad, make-up-smeared,
spike-adorned Avatar power-slides beneath a hulking Lava
Troll. Arm-blades outstretched, they slide each one neatly
into the soft wrists of the enemy.

WARRIORS OF METAL
Brutalizers are the meat-grinding, weapons-stacked,
face-slapping Avatars of Metal. Relishers of the glory
that comes with combat, their fight-styles are versatile
and their killing methods numerous. They have no
qualms about getting in deep and hard (at least, that’s
what your mom said). Subtlety is not their game and
Brutalizers are frequently banished back to Mundania
because they don’t understand the concept of ‘Live
another day.’

51
CHAPTER THREE: CHARACTER CREATION
Blüdgards Gods’ doctrines reverently. Despite all their sacred-
ness and reverence, however, they can still dish out one
hell of a beating.
The clouds part. A dazzling beam of light shines down
upon a metal-clad man with bull horns and shaggy fur. He Through their connection to their deities, the
raises his hammer into the light before lobbing it straight Blüdgard can summon holy powers and rejuvenate their
into a Poser. Somewhere a choir is singing. own and their companions’ spirits and bodies. They heal
through divine will and the power of the Chord, both
A bald woman wearing glittering bone earrings, corpse-
of which they access through ballads and prayers. These
paint makeup, and a robe reaches one hand toward her
incantations are so mighty and expressive that they
injured Bandmate. Grasping a raven’s head with her other
shake the very pillars holding aloft the celestial skies.
hand, she speaks of the Bandmate’s foolishness and vows to
take his pain. Slowly his wound heals; ; simultaneously, a
a fresh scar appears on the woman in exactly the spot the
DIVINELY INSPIRED
Bandmate’s injury was. While Blüdgards could be interpreted as religious,
they do not need to be devout toward any of the Six. In
fact, they often take the teachings of their Tone and apply
them to the betterment of Ragnarock and its Denizens.
GUARDIANS OF THE GODS After years of toil and service, many Blüdgards become
Blüdgards are Guardians, defenders of Metal and Nu Gods. Their experience and divine connection allows
those who hold it sacred. More deeply in tune with them to see novel ways to serve Ragnarock.
their Tone than others are to theirs, they uphold their
PLAYING A BLÜ ¨UDGARD
Blüdgards are characters that use their abilities
to guard and support their Bandmates. This does not
make them inefficient in combat. It just means they get
off on picking people up more than they do knock-
ing them down. Denizens of Mundania who become
Blüdgards often had something important in their lives
they eternally sought to protect. Perhaps it was a pet.
Perhaps a family member. Maybe it was even a work
crush who barely ever acknowledged them, but hope
sprang eternal.
Example Glory Questions:
 Did you save someone in dire need?
 Did you offer up the most Dedications to the Altar
during this session?

52
GODS OF METAL: RAGNAROCK
Chordmasters PLAYING A CHORDMASTER
A Chordmaster exists in extremes – extreme sacrifice,
A tall, lizard-like man stands with a quarterstaff, spin- extreme joy, and extreme suffering, all endured for the
ning it in a slow circle until it separates into three pieces possibility of achieving extreme triumph. Everything
linked by metal rings. The spinning continues, faster now, about playing a Chordmaster – from your identity to your
and lightning begins to crackle off the circling weapon. The face to your very corporeal form – can be used to serve
lizard man sneer-smiles, his face alighted by the spar- your character’s Chord-comprehension . Understanding
kler-like fingers of electricity that stab out of the staff. the Chord is of utmost importance to Chordmasters,
and to do so, your character will utilize sudden, decisive
movements, wield weapons or instruments that harness
ELEMENTALIST MONKS the power of the elements, and eschew bulky Gear.
Chordmasters are creatures of purity. They look
beyond the magic that created Ragnarock, focusing RIGHTEOUS VOW
instead on the sanctity of the Chord as it existed prior to Righteous Vows are one stage above Righteous Caus-
the land being formed. Most will spend their entire lives es. A Righteous Vow turns your Cause into an Identity.
practicing the art of the “perfect chord.” It is a mindset As a result, Chordmasters are often masked after they
that downplays the importance of their mortal flesh and have taken their vows; they wish to remove the distrac-
reveres the idea of pure elemental power and synergy. tion of self from their pursuit of ultimate elemental
Chordmasters seek to understand the reality of the awesomeness.
cosmos. As they see it, the chaos and dynamic energy
of Ragnarock is more than just Metal as fuck – it also
ELEMENTAL ENLIGHTENMENT
points to a existential calling. To become one with the Chordmasters hone their elemental powers day and
Chord itself, Chordmasters believe, is one’s ultimate goal. night, disciplining their bodies in harrowing acts of
One also has a duty to find those who would taint the focus, strength, and fortitude. For their discipline, they
Chord’s energy and stop their attempts at defilement. tend to be rewarded with awesome results in combat. As
they achieve their goals and grow in Notoriety, they are
Witch-hunters or oath-bound protectors,
often gifted with a token of Elemental Enlightenment.
elemental sorcerers or duty-bound seekers –
Chordmasters take many forms. What they
share is their ability to draw power through
the vows they make and the oaths they take.

53
One of their limbs dissolves and is replaced by a A VOICE FOR THE AGES
comparable substitute made of the radiant energies of
As mentioned previously, Howlers often use their
their favorite element. Eventually, limb by limb, their
voices to invoke the magic that is all around them. This
bodies are totally consumed by their devotion and they
makes them forces to be reckoned with in both combat
achieve complete Elemental Enlightenment. They are
and social situations. The power of a Howler flourishes
then reborn as the untainted, crackling energy of their
as long as they can maintain both breath and focus. Los-
chosen element.
ing either can break the forces of enchantment, or – in
Example Glory Questions: the event of a Shattered Voice – make things even worse
 How did you manifest your righteous vow into
reality this session? PLAYING A HOWLER
Howlers are summoners by nature, but they aren’t
limited to summoning. While their physical strength is

Howlers
not very remarkable, they can be a versatile presence in
many situations. Their role has more chance of increas-
ing Feedback than the other positions do. However,
A black-haired, curvy woman with tattoos covering her Howlers are capable of great destruction for those will-
pale skin drops to the ground. As she carves sigils into the ing to take the risk in playing them.
ground with her long claws, she sings a sickly song. Her cry
Example Glory Questions:
pierces the sky. From her hunched back, a creature of rock
and lava emerges, growing exponentially in size with every  What did you do to make one of your
beat of his heart. bandmates feel center stage?
A tiny, bearded man – a blend of leather-clad garden
gnome and mad scientist – holds a small wind-up scorpion
in his hands. The scorpion’s red eyes and steel tail glisten in
the sun as its mechanisms come to life. As the man’s melodic
humming carries on the wind, he places the scorpion on the
ground. It hurriedly scuttles toward the charging skeleton
warriors. As it crawls forward, a hundred identical clock-
work scorpions appear from behind the man, flanking it.
The man cracks a jagged smile as the onslaught begins.
.

SUMMON WITH A SONG


Howlers tap into the power of the Chord
– the power that led to the formation of so
many creatures in this world. Sympathetic
to their plight, the Howlers find pockets of
deep magic and use it to create and mold life
to their will. They have the ability to harness
vocalizations and resonance, tapping into the
ambient power in the air as a means to facili-
tate their magic.
A Howler is a mighty summoner who wields their
vocal talents like a master sword-fighter swings a blade.
They are capable of drawing from the magical well-
springs of power that reside in the bowels of Ragnarock.
From these springs they pull forth the abundant life that
is present in every corner of every realm.

54
GODS OF METAL: RAGNAROCK
Shredders deadly. They can create area effect attacks with enough
power to clear large swaths of foes.
Shrouded in a long leather trench coat, a man walks into
a group of jeering, toothy goblins. He pulls a guitar from un-
INSTRUMENTAL PACT
der his arm. A single strum later, dozens of firing projectiles When Shredders pick an instrument, they don’t just
erupt from the instrument, and all the goblins crumble into ‘pick an Instrument.’ They pretty much mate for life with
tiny pieces at his feet . He turns, and his dark cloak trans- that instrument. Also no, they don’t literally fuck their
forms into wings as he takes off into the sky. keytars (even if they did, you’ll hear no kinkshaming
from us). However, their instrument is the apparatus
A muscled woman, six-eyed bearskin pinned across her
through which their divine will is imposed on the world
broad shoulders, raises two massive wooden drumsticks into
around them. I know, I know. Still sounds dirty.
the sky. She begins banging the space in front of her; sparks
fly as the sticks strike the air, and loud drumming fills the More so than any other Avatar, the Shredder is
night. The rhythm builds as she lunges forward, pummeling tethered to their instrument-weapon in a way that makes
the centaur in front of her, each concussive hit causing more them vulnerable to separation from it. It is truly a co-de-
bone damage than the last. pendent relationship, and one that can generate some
wonderful storytelling opportunities!
Music and life are tied closely together in the world
of Ragnarock, but Shredders feel this link most keenly. PLAYING A SHREDDER
Musical instruments are their instruments (see what we To play a Shredder is to really embrace the concept
did there?) to create magic and mystery around them. If of magical instruments. Shredders tend to be highly
you want to do some crazy fucking shit with your guitar versatile, able to take on many different roles in combat
or drumsticks, play a Shredder. situations. Mundanians who were musically-inclined
Shredders are capable of creating marvelous magical often become Shredders in Ragnarock. Task-focused
effects through their chosen instruments. Because they hobbyists also make good Shredders.
are able to create these effects and redirect the primal Example Glory Questions:
forces of the universe, these wizards and bards – for  How did you become closer to your instrument?
Shredders indeed employ both magic and melody – are
Skills Tributes can be used for things like:
 Finding and deciphering an ancient clue in an
Skills are the primary means by which to get things ancient scroll in an ancient library.
done – both inside and outside of combat – in Gods of  Identifying cool and/or magical shit. Having your
Metal: Ragnarock. Skills have numbers attached to character recall a plot-sensitive detail (even if
them that range from 1-10, with each value equalling you’ve personally forgotten it).
the number of D4s that make up your Performance  Making contract negotiations.
Pool when the Skill is enacted.
 Speaking “street-ogre” so you can blend in better
All skills have a base value of 1 point, and Avatars
with the locals.
can distribute 13 points + 1 point per starting Notoriety.
These points get distributed amongst the Skills de-
pending on what you want your Avatar to be trained in
and how adept you want them to be at any given Skill.
At no point may an Avatar have a skill higher than
4 + their Notoriety. So, as an Avatar starting with a
Notoriety of 0, they can add points up to 4 into any of
the Skills.
IMPLORE (RELIGION)
Do you truly understand the wills of the Gods (and their
oft-mysterious ways), or are you just really good at groveling
before them? This Skill deals with everything God-related
in Ragnarock.
Tributes can be used for things like:
 Determining an Avatar’s Tone, if it wasn’t obvious
already.

BRAWN (STRENGTH)  Dropping some sweet gospel on the Denizens, as


well as the Avatars.
This Skill is all about the sheer amount of beefcakery
 Asking the Gods for favors.
you’re sporting. It doesn’t necessarily translate to Damage,
but it’s always fun when it does.  Decrypting religious iconography.
Tributes can be used for things like:  Identifying Nu Gods, some of whom may be
descended from the core Six.
 Exhibiting Demigod-like strength.
 Using your muscles to break stuff.
 Getting out of an awkwardly long hug from a giant.
 Lifting heavy objects.
 Pulling heavy loads (that’s what she said).

FORGE (HANDS-ON KNOWLEDGE)


You can’t learn everything you need to know from book-
learnin;’ sometimes you gotta buckle down and get your
hands dirty. That’s what this Skill is all about.
Tributes can be used for things like:
CRAM (KNOWLEDGE)  Fixing damaged Ragnarock Weapons and Gear.
This Skill is focused on the learned art of learning and  Identifying cool – and especially cool and well-
how many learn-y facts you can fit into that learn-tabulous made – shit. Making fire with wet sticks and a fart.
cranium of yours.

56
GODS OF METAL: RAGNAROCK
 Building sweet barricades. nostril of humanity.
 Making anything your character initially might  Getting some leverage in order to receive what you
suck at making. Nobody’s perfect! want without having to resort to fisticuffs.
 Obtaining a hook-up from local vendors or book-
ies, just to make your life easier.
 Persuading others that you’re actually WAY cooler
than you appear to be.

FEELINGS (EMPATHY)
Like you, the creatures in Ragnarock have emotions –
lots of ’em. So do you talk them off the cliff ? Or shove them
over it?
Tributes can be used for things like: MAGIKA (REALITY- BENDING)
 Trying to work through all ]the inner junk you’re Magika is the fancy name for how Avatars can use the
dealing with. Mental health is important. Chord of Creation to bend the reality of Ragnarock to their
 Observing that the Lich over there looks like it’s designs and whims. Not only can they use Magika to fend off
having a very bad day, and then determining what opposing magical forces, but they can also create sick special
you can do/say to make it WORSE. effects with it!
 Talking down the angry mob in front of you, and Tributes can be used for things like:
maybe even turning them into a partying mob!  Invoking the abilities attached to your weapon,
 Convincing the cannibal warlord that he really outfit, and/or accessory.
might want to look into a more fulfilling life journey.  Identifying and neutralizing magic-based booby
 Bringing the friggin’ MOOD to this shindig. traps.
 Creating a temporary sensory effect (a burst of col-
ored light, an angelic choir, a funky electrification
of your hair – sky’s the limit, baby)
 Wafting the *feeling* of Magika into the air, man.

LEGENDSMITHING (PERSUADE)
Being well known in Ragnarock is important. How
do you get it into people’s heads that you are an amazing
being that has accomplished a buttload of amazing tasks?
Legendsmithing! That is, the talent of making your story PHARMACOPIA (MEDICINE/HEALING)
bigger, better, and more amazing than anyone else can! Avatars get pummeled... a lot. Who’s gonna patch them
It’s not that you need to get inside that place, no – it's that up? Sure, your Band may have some healing magic avail-
you NEED to GET INSIDE THAT PLACE BECAUSE able. But, really, who’s everyone gonna turn to when THAT
OTHERWISE THE HAUNTED GHOST-STALLION asshole (you know the one) is facedown in the dirt. That’s
IS GOING TO KILL THE KING WITH ITS BLADED right. You. Also WHUT’S UP, POISON-ENTHUSIASTS
GHOST HOOVES. OF RAGNAROCK?
Tributes can be used for things like: Tributes can be used for things like:
 Upselling damn near everything.  Patching up Bandmates after a battle.
 Convincing your powerful foes that they are noth-  Making healing poultices/crafting items/cooking
ing. Less than nothing. A booger dangling off the delicious meals out of local flora/defeated mon-

57
CHAPTER THREE: CHARACTER CREATION
sters/your mom.  Charging through a window pane, rolling through
 Drugging yourself or someone else up without (too the broken glass, and then brushing off the
nasty of ) side effects. blood-droplets and pain-spasms to continue your
pursuit of quarry.
 Identifying and crafting deadly poisons (or anti-
dotes).  Catching a buzzing chainsaw without losing some-
thing important: hand, head, what have you.
 Identifying or neutralizing poison/venom-based
booby traps.
 Refraining from killing someone when you’re
merely trying to beat them up.

STREETZ (CITIES)
The world of Ragnarock is filled with cities – modern
metropolises, medieval townships, floating fortresses, and
SLINK (STEALTH) automated neo-sprawls. . Navigating these streets is a skill
unto itself.
Sometimes you want to run directly into the fray and
Tributes can be used for things like:
rip apart everything your eyes behold – and sometimes you
prefer the back-door option. No one wants to go back to  Finding the best dive for attracting attention, the
*that place,* so living to fight another day is always a valid, dive most suitable for avoiding attention, and the
no-shame option. dive that’s aces for getting arrested.
Tributes can be used for things like:  Figuring out who put that hit on your group by
locating a bribable blabbermouth.
 Sleight-of-hand shit. Oh, did you want your beer
back?  Tracking down someone who can read that stupid
scroll you’ve been carrying around after you all fail
 Hiding and maneuvering in the shadows.
that Cram check.
 Moving silently through difficult terrain.
 Knowing how to see but not be seen amid all the
 Identifying an enemy’s weakness. glaring city lights.
 Disarming booby-traps.

WYLDZ (WILDERNESS LORE)


Do you have what it takes to guide your Band through
STUNTS (ATHLETICS) the untamed frontiers of Ragnarock? The best adventures
If you’re physically trying to make something happen aren’t found at the end of paved roads, m’ lads and lassies,
with your body (that’s what she said... disappointedly!), this so knowing how to deal with wild creatures, toxic plants, or
is the skill you need. literal pitfalls is paramount.
Tributes can be used for things like: Tributes can be used for things like:
 Parkouring over, like, wooden crates and dinosaurs  Recognizing that those odd blooms belong to a
and shit! Sliding from one merchant’s awning to carnivorous mutant plant.
the next merchant’s awning instead of derping into  Calming a pack of Hellsparrows.
a heap of rusty knives.  Turning a Ragnasaurus Rex into a jungle ride!
 Steering your deadly fall into a soft pile of surpris-
ingly un-stinky trash. Lucky!

58
GODS OF METAL: RAGNAROCK
 Discerning the difference between quicksand and femur bone they picked up earlier because it was shiny and
slowsand. jewel encrusted and that the keyhole is the same shape as the
 Noticing that there is a splinter in the Metallicorn’s head of the femur. They place it in the keyhole and advance
back-left hoof. into the fortress.

NATURAL DAMPENING
There aren’t any ‘Perception checks’ in Ragnarock,
because noticing somethings isn’t really a specialized
Gear
skill. If you’re stuck in a area, and need a hint of what While your Avatar may own and carry around what-
to do next - or if you’re the Metal Maestro and see your ever hunks of equipment you deem important, Gear in
players struggling, just help em out (or burn a Dedica- Gods of Metal: Ragnarock is a more focused collection
tion from the Altar). They put hints in puzzle rooms and of things. All Avatars of Ragnarock, once they cross the
video games for a reason! threshold of the Umbilical Spiral, are fitted with three
special items. These items are deeply personal to your
 For Skill level 5 or higher - Reduce 1 Feedback
Avatar, and they symbolize the character’s spirit far
 For Skill levels 8 or higher - Reduce 2 Feedback more than do the trinkets that might fill their pockets
and haversacks.
Example: Markeia loves the concept of Legendsmithing. Each Avatar has the following Gear they can custom-
Since Mitty’s least-loathed part of her job involves telling ize how they want:
stories to the museum-going kids, she receives 4 ranks in  A Weapon, which defines your Might, and Attack.
Legendsmithing (which is as high as she can go with a Noto-
 An Outfit, which defines your Defense, and Toler-
riority of 0). Markeia decides to give Mitty 1 rank in two
ance.
other skills to round her out.
 An Accessory, which defines your Speed, and
Meanwhile, Ben wants his Avatar to be really good at
Exposure.
punching things, since Jerry just loves to wallop his steering
wheel like a boxing kangaroo. He considers taking Brawl,
but after hearing that it’s mostly for unarmed combat, he
decides to only take 1 rank in it while putting 2 ranks in
WHAT KIND OF WEAPONS CAN I HAVE?
Stunts and Implore. Jerry’s Avatar is actually a pretty Short Answer: What is this “Mother, May I?” I ain’t
well-rounded guy! your keeper. Brandish whatever the hell you want at
your enemies. Wanna hurl a squid at them? Do it, you
beautiful squid-throwing bastard.
NOTICE Long Answer: I mean, sure, you can manifest your
Noticing things isn’t a skill, Stupid. I mean, it is in weapon in whatever form you’d like: spear, bow, axe,
relationships and, like, when you’re an airplane pilot, hammer, longbow, fishdart, mind-bullet, whatever.
but, yeah, no, not in this game. Just use a Dedication on However, that does not necessarily mean your weapon
the Altar to get a hint from the Metal Maestro if you of choice will immediately be perfect in every single way
need one. and give you a one way ticket to the Celestial Gates. Just
like your Avatar, your weapon grows up with you – like
Example: The Metal Maestro is currently describing a
an obstinate sibling that’s great at killing things.
room where a large stone door stands in front of them. After
several minutes of investigating the area for enemies and
traps, the players aren’t sure how to proceed. The Metal
Maestro helps a bit by describing the shape of the keyhole Gear Stats
hoping that they’ll find the shape familiar. Gear stats determine the Performance Pools often
“UHHHHH” formed in Combat. They increase as you adventure
through Ragnarock. As you earn Resonance, your
“Yo, can we order pizza”
Gear’s stats will increase. See Chapter 8 - Character
“Can I make a perception check?’ Advancement (page 120) for more details. For now,
“Spend a Dedication” they tell the group. They do, and you should know what each piece of Gear starts at the
the Metal Maestro reminds the team that they have a long following levels:

59
CHAPTER THREE: CHARACTER CREATION
WEAPON STARTING ATTRIB UTES now choose Power Moves to customize your Avatar of
Metal even further. These special abilities are the core
Weapons provide two Attributes which are used
of really showing what the power that your Demigod
exclusively for Combat: Might, and Attack. In a game of
wields with their gear.
kicking ass and taking names, you could argue these are
the most important Attributes.
Attack: How many dice you throw to make an WHAT IS AMPLIFICATION
Attack.
At Notoriety 0, an Avatar has a starting Attack of 3, AND RESONANCE?
and will choose if it is a Ranged or Melee Weapon. Amplification is the power-level of your weapon.
Might: How much Damage your weapon does with Resonance is similar to “experience points” in Other
each Tribute spent. Lamer Games (™). Both come from defeating enemies,
which is what every good murder hobo should do. As
At Notoriety 0, an Avatar has a starting Might of 1
you find more magical weaponry (and by “find,” we mean
OR 2.
“pluck unceremoniously from the stiffening fingers of
If you choose a Melee weapon, your base Might will your nemeses’ fresh corpses”), your Gear will grow and
be 2. Its range is Grabbing Distance increase in Resonance, and then Amplification. All of
If you choose a Ranged weapon, your base Might will this is covered in more depth within the Character Ad-
be 1. Its range is Spitting Distance. vancement section on page 122.
For more information on combat zones and distanc-
es, see page 78.
These Attributes will increase when enough Reso-
nance has been gathered and you advance the Gear’s
Amplification Level, see page 123.

OUTFIT STARTING ATTRIB UTES


Outfits provide Defense and Tolerance Attributes.
Protecting you from incoming damage as well as just
looking fine as fuck.
Defense: How many dice you roll to negate Damage.
At Notoriety 0, an Avatar has a starting Defense is 3.
Tolerance: how much Damage you can take before
you mark a Hit on your Meat Track.
At Notoriety 0, an Avatar has a starting Tolerance is 1.

ACCESSORY STARTING ATTRIB UTES


Accessories determine how nimble and quick to react
you are in combat, as well as being the ‘thing’ that helps
pick you out of a crowd of Demigods.
Speed: how many dice you throw to change your
Tempo, also determines your Relocation distance.
At Notoriety 0, an Avatar has a starting Speed is 3.
Exposure: how much liquid credibility you have at
the start of an Adventure.
At Notoriety 0, an Avatar has a starting Starting
Exposure is 1.
Once you have placed your starting Attributes, you’ll

60
GODS OF METAL: RAGNAROCK
Power Moves Here are a few guidelines:
 Transformation into a Metal Avatar always hap-
What makes Avatars so special (besides the fact that pens to a Mundanian citizen (no pets please).
they’re badass Demigods) are their Power Moves: super-  The situation of the Mundanian citizen usually
natural abilities that are often expressed through their (always) Sucks.
Gear (Weapons, Outfits, Accessories). They are what  The Suffering and Tedium have become too much
allow them to throw lightning, turn stone to goo, and
for the Mundanian citizen to handle.
charge like a herd of ghost buffalo into a raging Ragna-
 The cinder of rage, injustice, and rebellion blooms
saurus Rex.
into a bonfire of the Mundanian soul; this inferno
draws in the Rognuskul like a moth to a flame.
STARTING POWER MOVES  The appearance of the Rognuskul is usually violent
Power Moves are accumulated as an Avatar grows in and destructive.
Notoriety. At Notoriety 0, or fresh out of the Umbilical All of this is up to the players and the MM, but it
Descent, you’ll choose three (3). should be a culmination of everything that’s been estab-
We’ve given a conservative selection in the Power lished during the character creation process. The Call to
Moves chapter (page 86). But essentially you get to Ragnarock is the way that your Avatar’s origin led them
choose from each of the following lists: down a pathway that snakes toward legendhood.
 One (1) Power Move from the General Power The inciting incident can be brutal or benign. Did
Moves list; the character break their leg and now hungry cats are
licking their kitty lips at the sight of hobbled prey ?
 One (1) Power Move from the list matching your
Has that one guy from Accounting said the phrase,
Tone;
“Mondays, am I right?” just one too many times for the
 One (1) Power Move from the list matching your character to endure? Is the giant paper maché mascot
position. of a corporate hedgehog about to crush them? Did their
We’ve provided enough that choice that two Avatars significant other leave them with three kids, a hopeless
that share a Tone and Position can be wildly differ- job, no car, and a note criticizing the character’s sexual
ent from one another based on the various paths they ineptitude?
choose. However, we encourage creative players and At this moment, time stands still. The rage caused by
their MM to come up with their own Power Moves! years of Suffering and Tedium finally reaches a boiling
Each time an Avatar increases in Notoriety, they’ll point, and the character is lost in the twilight realm
unlock a new Power Move from one of the three cate- of secret thoughts. That is, until the Rognuskul claims
gories. Head on over to Chapter 6 and pick your Power them through a violent outburst that matches their own
Moves. Take your time. We’re not going anywhere. internal pain.

ROGNUSKUL
Answering the Call The psychopomps who offer the gift of Ragnarock
to the Mundanian mortals are collectively referred to as
the Rognuskul. The form the Rognuskul takes is unique
to each individual who ascends to Ragnarock. It could
When your life sucks (and is about to get take on the appearance of an archangel , a busty Valky-
worse), take heart: the Metal Gods are rie, or Charon. It could even appear as a metal racecar
with rainbows blasting from the tailpipe. . The Rog-
watching, and your pain is their muse. nuskul appears at the moment the call to Ragnarock is
heard – often when a Mundanian serf is at their lowest
In this final stage before the start of your journey, and most desperate.
we highly recommend that you and your Metal Maestro
discuss how your character heard and responded to the
call to Ragnarock.

61
CHAPTER THREE: CHARACTER CREATION
chapter four
GameplaY
“Get Glory, or Get Fucked,
either way - we’re all having a good time if we play by the rules.”
- Goldenrod,
Amplord of the Shockers

SO YOU’VE COME this far and, having built your


Avatar, you’re champing at your tongue-ring to get start-
ed, am I right? You’re thinking, “Screw all this fluffy nar-
rative bull-caca and TELL ME THE DAMN RULES.”
All right, Sparky, cough up that titanium barbell you just
swallowed, and make room for the meat and potatoes of
gameplay. CREATING A PERFORMANCE POOL
Prefer a quickie summary of gameplay? Check out The Metal Maestro (a.k.a. Game Master) is the guy at
page 196 in the back of the book. every party who chants “DO IT!” repeatedly, egging you
on to do something awesome or, alternately, something
that will undoubtedly fail epically. Their job is to guide
you through your adventure, and in doing so, they’ll

Performance Pools inevitably ask you to form a Performance Pool. To do so,


find the relevant skill that the Metal Maestro requests
During gameplay, there will be times when you want (Stuntz, Forge, or Legendsmithing, for example) and add
your Avatar to do something awesome – test their mettle one (1) D4 for every one (1) mark in that skill. Some spe-
against the awesomely harsh (and harshly awesome) cial abilities, called “Power Moves” (see Chapter 3), may
world of Ragnarock. Whether you’re trying to talk designate a required Performance Pools, or the Metal
yourself out of a sticky situation (non-combat) or are de- Maestro may request one of their own volition.
liberately causing the stickiness, the Metal Maestro has Example: Among the ruins of an ancient city destroyed
the power to ask for a Performance Pool roll when they by The Silence, Chunthor the Everweeping is attempting
feel that your saucy self will face a challenging moment to discern a message scrawled upon the stones. The Metal
ahead. Rolling dice is how you determine the narrative Maestro asks him to form a Performance Pool using his
outcome of your Avatar’s choices within the course of Cram skill. Chunthor’s “Cram” is a very reasonable 4, and
your adventure. so his player busts open his dice prison and grabs four (4)
Many situations in Ragnarock require a “Perfor- D4s to roll.
mance Pool,” which is just another way of saying “Let’s Once the Performance Pool has been formed, roll
see how many successes you can roll with a buttload of all of the dice and keep track of how many fours (4s)
dice.” Gather up your D4s and let’s make some warm, popped out as a result. Fours (4s) are also called Tributes;
buttery rolls! those beauties generate a success, which can be used for a
ton of different stuff within the game. Also keep track of
how many ones (1s) – also called Feedback – are gener-

64
ated, as those buggers will slowly progress you towards a
nasty fate (see page 69). Additional dice may be added to
WASH (RESULTS WITH NO 4S)
If, after rolling a Performance Pool, a player generates
a Performance Pool by way of Power Moves, the Altar, be-
ZERO fours (4s), it’s determined to be a Wash. The Metal
ing Bloodied (see page 81), or the special effects of Gear.
Maestro may decide that the narrative escalates against
Because some people like lists (NERD!), here’s a quick the Avatars, or the Avatars are slapped in the face with a
re-cap: particularly large fish. Either way, nothing Metal hap-
 Each result of four (4) generates a single Success, pens, that’s for sure. When a Player gets a Wash, they may
also called a Tribute. add a Dedication to the Altar – but cannot use it in the
 Each result of one (1) will generate a single Feed- same Performance Pool that was just rolled. Any Feed-
back, which contributes towards your Feedback backs generated, however, are still added to the charac-
Threshold. ter’s Feedback Threshold.
NOTE: If a Performance Pool results in twos (2s), NOTE: A note for the “Washouts”: A Wash is a very
and threes (3s), but no fours (4s), that less-than-awesome ‘humbling’ experience in Ragnarock, but doesn’t have to
roll is called a Wash (see below). be considered a ‘failure’, which may be the first instinct for
folks playing Fantasy Fun Time RPGs™. Think of a Wash
as a fart in the wind. A smelly, flappy one. Nothing to write
TRIB UTE BIDDING home to your momma about (Unless you have that kind of
relationship with your momma – we won’t judge. Much.), but
A single Tribute is often enough to succeed in a
certainly no cause for shame. In fact, when you roll a Wash,
Non-Combat scenario. But, like the gambling fools they
you ought to make a fart sound, just to own it.
are, a Player may ask for additional benefits or infor-
mation in exchange for multiple tributes. This is called In simpler terms, a wash feels more like something that
Tribute Bidding. would happen in Mundania and can create a moment in
the game where all dramatic tension is released. Just like a
Likewise, the Metal Maestro may also ask the Avatar
fart. In this case, whatever the result is for better or worse, it’s
for additional Tributes in order to succeed on a par-
definitely not a METAL result, just keep that in mind.
ticularly difficult task. It is up to the Metal Maestro to
determine these specific requirements. This can set the
stage for some pretty dramatic encounters both in and
out of combat. FACEPALM (ONLY 1’S)
Example: Nox is about to roll a Performance Pool for Very rarely will there be a roll consisting only of
Stuntz in order to jump into a flaming house in order to Feedback and nothing else. If it happens, it’s considered
save a baby Ratkin. Nox is great at Stutz, with nearly 7 a pretty spectacular belly-flop. When you Facepalm, you
dice. Before the roll, he asks if there is any Tribute Bidding are unable to use Dedications from the Altar, or manip-
available for this roll. The MM decides that if he can get 3 ulate your roll in any way. All of the Feedback applies
Tributes on this, that he’ll add 5 Dedications to the Altar to the Feedback Track, and may trigger Hiatus (page
on his behalf. 70). Not only will there be no chance of Success, but the
situation will escalate in a manner determined by your
Nox makes the three Tributes! The MM encourages him
Metal Maestro.
to describe the epic run through the fiery building ending
with a double somersault, sticking the landing while it
explodes in fire behind them. Five worthy Dedications are
placed in the Altar for such a performance!
ROLLING MULTIPLE TIMES
As is the common reaction of irrational flesh-bags,
Example: Caleb has decided that they really, really,
Players may be unsatisfied about the destiny with which
really want that Golden Apple which is dangling off of the
the Fates have clobbered them via their Performance
Tree of Splendor. The branch is thin, and hanging danger-
Pool dice-rolls. During the Player’s next opportunity to
ously close to what appears to be a deep Abyss. The Metal
act, they may even want to challenge the Fates through a
Maestro determines that it will take at least 2 Tributes to
reroll. Generally it’s up to the Metal Maestro whether or
get the Apple. If they achieve 1 Tribute, it’s not going to lead
not this is allowed. More often than not, it’s smarter to
to a fatal fall. If they get no Tributes...
try a different approach with a new skill or – even better
– to take your lumps and let someone else have a try.
Be Lars Ulrich in character – not a Lars Ulr-poor sport.
(We’ll see ourselves out.)

65
CHAPTER FOUR: GAMEPLAY
If you fail that Legendsmithing roll and want with all
your heart to try again, the Metal Maestro may require
ASSISTANCE (DUETS)
If one Player wants to assist another in attempting a
an additional Tribute, or amount an additional penalty
Performance Pool during Non-Combat, each character
alongside any continued failure.
has the option to help that individual as long as they
are within range to do so; for their aid, the Performance
Pool participants add one (1) D4 for each Bandmate as-
PULLING FROM THE ALTAR sisting. How many Players can participate? Do they need
A Player can always increase their chance for addi- to give a compelling justification? For these answers,
tional tributes by adding D4s to their Performance Pool. you’re at the mercy of your Metal Maestro. Assisting in
They do this by grabbing one (1) or more Dedications Combat is done by Harmonizing (see page 80).
from the Altar, if there are any available. Each Dedica-
tion used in this way adds one (1) D4 to a Performance
Pool roll. Any Dedications used are automatically spent

Tributes
and will not be returned to the Altar.
Additionally, any time you use Dedications from the
Altar to add to your Performance Pool, you are prohib- Everything awesome that has ever occurred in the
ited from Dedicating any new Tributes to the Altar (see world of Ragnarock has happened thanks to the grace of
page 68) until your next turn, meaning that if you have The Six Gods of Metal. As a result, Avatars of Ragnarock
excess Tributes, you’d better find a good way to use them, will dedicate their heroic actions to the Gods as Tributes.
or they go to waste! Players primarily generate Tributes through dice-rolls,
Example: Tricia is asked for a Stuntz check. Her Stuntz and they spend said Tributes on doing amazing stuff that
skill is five (5), but she notices that there are several up-for- oozes epicness. Basically Tributes are like ‘cool bucks’
grabs Dedications on the Altar. She takes one (1) Dedication that you first generate and then spend in an in-game
pursuit of rad shit. Not only do they signal Successes,
off of the Altar for an additional die. Her Performance Pool but they are also a liquid resource that allows you to do
is now six (6), so she rolls six (6) D4s. things like:
She gets the following results:  Succeed Narratively
1, 4, 3, 2, 3, 4  Activate Power Moves
This roll earns her two (2) Tributes and generates one  Improve Combat Results
(1) Feedback.  Dedicate to the Altar
Tributes are generated by getting four (4) results on
Performance Checks. Which can include, but are not
limited to:

66
GODS OF METAL: RAGNAROCK
 Performance Pool Rolls MM: WHOA! Saucy! Okay I owe you two facts
 Power Moves wrapped up in some sexposition. Where to begin...
 Hype Actions (See Chapter 5: Combat) Narratively speaking, how you go about spending
Tributes is pretty open (like your fly), so go wild. You
 Combat Actions (See Chapter 5: Combat)
can always turn Tributes into Dedications for later use if
If there are any Tributes left over, and if these left- nothing tickles your whistle right now.
over Tributes cannot be spent or converted into Dedi-
cations, then they are discarded at the conclusion of a
round.
COMBAT
As mentioned, Combat in Ragnarock can be great-
ly affected by the number of Tributes spent. While in
SUCCEED NARRATIVELY Combat, Tributes can be used to deal Damage from your
Spending Tributes to take control of the narrative Weapon, prevent Damage using your Outfit, or manipu-
is the best way to make shit happen in Ragnarock, as late your place in Combat using Speed.
nothing is better than seeing magical metal things hap-
See Chapter 5: “Combat” to learn more.
pen either by your hand or the sweet words of the Metal
Maestro. Using Tributes to succeed narratively moves
the story forward in a way that benefits Avatars and the
intentions they’ve laid out. ACTIVATE POWER MOVES
During Non-Combat, most Performance Pool checks As a kick-ass Demigod, your Avatar has access to
require one (1) Tribute to Succeed. However, the Metal special abilities and maneuvers called Power Moves (See
Maestro may allow you to Bid for additional Tributes Chapter 6: “Power Moves”), and activating them often
and take your result from a Success to a kickass sympho- requires the spending of Tributes (or Dedications, in
ny of bodaciousness (see Tribute Bidding). The Metal some cases). You’ll know if a particular Power Move has
Maestro can, and should, encourage players to consider a cost because, duh, it will be listed on the Power Move
what jaw-dropping descriptions and outcomes are pos- entry under ‘Cost.’
sible when they’re not stingy in their Tribute-spending.
Example: Michelle is playing a Howler, and currently is
The more a Player is willing to risk, the more that the
knee-deep in combat with a pile of Bone-Head skeletons
Metal Maestro will be inclined to reward their efforts.
that have risen from the Crypt of the Thrasher Beast. Her
Example: Metal Maestro: So Shelly, I’m hearing that Avatar is surrounded and her Bandmates are on the other
you want to convince the NagaQueen to tell you more about side of the cavern, too far away to Duet. She decides that she
the whereabouts of the hidden Staff of Ormagodden so that wants to activate “Raise Your Fist and Yell” in an attempt
you may subsequently resurrect the Demon Lords of IoD. to deal some extra Damage to these Bone-Heads.
How did you do in your Feelings Performance Pool?
The rules for the Power Move, as referenced in
Shelly: Three (3) Tributes. Can I use more than one to Chapter 6, are:
get additional info from her?
RAISE YOUR FIST AND YELL
MM: Holy rusted metal, that’s a lot of Success! Yes, you
There’s loud, there’s Heavy Metal loud, and then there is the
can gain a fact for each Tribute you spend.
sound that pours forth from your lips as all your rage, pain,
Shelly: Wicked. I’m gonna use two (2) Tributes to suc- and pure badassery coalesces into a scream worthy of the
ceed, and I’ll convert one of those beauties into a Dedication Metal Gods! Forget shattering mere glass – this aural attack
and place it on the Altar for later. Now hold my beer – I’m can blast to pieces any nerve, bone, and eardrum in its
about to orate poetically. vicinity. Make sure your Bandmates have their earplugs in.
MM: Rock on. Apply one (1) hit to all Horde or Schlub enemies within
Shelly: Ahem. “I swallow my fear and gaze directly into Spitting distance.
their eyes, challenging my preconceived notions about Nagas  Performance Pool: Legendsmithing
turning folks to stone with their gaze. I then compliment
 Cost: One (1) Tribute, One (1) Dedication
the color and sheen of each of their individual snakes before
recommending to them that we take the Staff conversation We can see that the Attack is meant to smash enemies and
somewhere more private. objects that aren’t accustomed to Heavy Metal, and Mi-
chelle rolls Legendsmithing, earning 1 Tribute, and spends
one (1) of the five (5) remaining Dedications in the Altar to

67
CHAPTER FOUR: GAMEPLAY
activate the power. It’s a radius attack that affects multi- OVERFLOWING ALTAR
ple foes, so ALL of the Bone-Heads take a Damage from
The Six aren’t infinite batteries of energy; while you
Michelle’s Avatar as she screams her head off in the cavern.
may be clutching your narrative pearls like a recalcitrant
The MM decides that the shout causes rock and debris to
clam, the Altar does have a maximum limit of storage be-
collapse within the cave, making the terrain more difficult
fore it begins to Overflow, rendering it unable to accept
for oncoming foes and enemies.
any more Dedications until previous ones are spent.
An Adventuring Band’s Altar storage is determined
ACTIVATE AN ANTHEM through adding the Bandmates’ highest Notoriety to
the total number of Bandmates.
At the end of an Adventure, the Metal Maestro may
allow Players to forge an Anthem based on the events Example: The D-A.P.S. (Dope-Ass Power Snakes), have
of their story. Anthems are effectively a special Power a Blüdgard, Amplord, Howler, and Chordmaster in their
Move activated by multiple Bandmates. They’re huge, Adventuring Band. The Blüdgard has the highest Notoriety
and you’re probably pretty excited about them, but hold of four (4), so the Altar of the group overflows when total
onto your butts – that whole thing (minus the butts) is dedications reach eight (8) – four (4) for the highest
covered later in Chapter 7, page 114. Right now, just Notoriety PLUS the four (4) members of the Band.
know that they require Bandmates to pool their Tributes
together in order to form a multi-effect creation that
makes EVERYBODY look good. TOKENS OR DICE MANAGEMENT FOR
TRIB UTES AND THE ALTAR
Yes, the rules around Dedications and the Altar are

The Altar
cool as hell. You don’t have to tell us, man. We wrote the
thing. But because they tend to fluctuate wildly and fre-
quently, we recommend that you find a method to keep
Tributes that aren’t spent after the Performance Pool
track of these flexibly bitchin’ resources.
has been rolled have the opportunity to get a second life
on the Altar. Excess Tributes can be placed on the Altar One option involves using the face of a die to rep-
as Dedications, which is essentially the group’s “pizza resent how many Dedications you have thrown down.
fund” whenever they’re hankering for some cheesy The downside of this is that a die can be lost, forgotten,
bread. There is one single Altar shared by all the Players swallowed, or picked up by accident.
at the table; you don’t get your own, so play nice with the We humbly recommend using tokens to keep track
other children. of Tributes, and Dedications. As well as the creation
Players may take Dedications from the Altar in order of a dedicated area (such as a box, or small dish) to
to increase a Performance Pool by a single die (D4). This serve as the Altar.
can be done even after a Performance Pool has been rolled. These tokens can be anything: guitar picks, bottle
The Altar is also important because Anthems and cer- caps, glass beads. As long as you have plenty to pass
tain Power Moves can only be activated with Dedications around, we don’t care what they are. Hell, use the
on the Altar. Some of which even reference how many teeny-tiny bones of your late hamster (thanks, Vermin
Dedications are on the Altar at the moment it’s activated. Melville). We won’t yuck your yum. Just don’t tell us how
you got ‘em.
“Why can’t I do a bazillion Dedications and fill up the
Altar?” you may be asking. Because there’s a cap on how You do you.
many Dedications can be on the Altar, that’s why. This
cap is based on how powerful your Adventuring Band
happens to be (See Overflowing Altar below).
In summary (another list, nerd-burgers!), Dedications
on the Altar can be used for:
 Increasing a Player’s Performance Pool by one (1)
D4
 Activating certain Power Moves
 Activating Anthems

68
GODS OF METAL: RAGNAROCK
Feedback adventures to Denizens, or just chill in a sulfur pool, they
can get a lot from just... not being in immediate danger
of croaking.
This is a game about Demigods Doing Cool Things,
right? If you wanted to deal with failure, you’d just Avatars can complete a Downtime Event during a
continue living your dull, sad mortal existence, right? session to reduce their Feedback by half of its current
Ah, but without conflict, or even setbacks, how would total (rounding down for the well-considered and
you ever know victory? How you you measure yourself nuanced reason that you suck).
against existence’s proverbial banana peel? When and how often players can do a Downtime is
In Gods of Metal: Ragnarock, you essentially have up to the Metal Maestro. It’s encouraged to discuss how
a bar-tab for failures. We call it “Feedback,” and when the Band wants to spend their Downtime, but they must
you’ve accumulated too much of it, you get booted out of pay the cost of a Dedication for each player in the Band
the bar until you sober up. The bar in this analogy is the from the Altar to do so.
Realm of Ragnarock. Also Downtime doesn’t mean “napping” – go be orig-
In a Performance Pool, any die that gives you the inal, for fuck’s sake. Avatars are Demigods after all: they’ll
result of one (1) generates a Feedback. Once a Player sleep when they’re dead, and legends never die!
reaches their Feedback Threshold, they go on Hiatus
(see page 70).
Feedback can also be generated by Power Moves, ENEMY FEEDBACK MOVES (IN COMBAT)
Environmental Effects, and certain other situations Monsters in Ragnarock also have Power Moves that
(it can even be imposed by the Metal Maestro). will absorb an Avatar’s Feedback as a cost to unleash a
The good news is that multiple Feedbacks in a round more devastating attack. This is all explained in more
can be reduced, though only to a minimum of one (1). detail within the Metal Maestro section (page 128).
Don’t get too excited – you gotta be a registered bad-ass
with High Notoriety before that can happen.
Besides being a registered bad-ass with High Notori- RETURNING FROM HIATUS
ety, you can reduce your Feedback through: When an Avatar returns from being on Hiatus, they
 Downtime come back with their Feedback Track squeaky clean. They
have a fresh start, which will of course be tainted when
 The MM unleashing Enemy Feedback Moves
they inevitably make terrible choices and/or have crappy
(Combat)
luck again.
 Going on Hiatus (page 70)
After returning to Ragnarock from a Hiatus, reset your
NOTE: Remember, it only requires one (1) tribute to Feedback Track to zero (0) and get back into the action
succeed in most tasks, so it’s very possible to generate Feed- lickey-split.
back and Tributes in a single Performance Pool and keep
the momentum of the story forward in an epic fashion. You
could also choose to have Feedback generated be represented
in the narratives as a ‘fail forward’ story beat for all you
FEEDBACK THRESHOLD
theater nerds out there. The Feedback Threshold is the amount of Feedback
an Avatar can absorb before Hiatus gets triggered. This
For example, you can succeed in the task, but the Feed-
number can be increased through Gear and Abilities but
back generated may result in it being unhelpful. Or your
starts at 10. It is located on your character sheet.
success generated another problem.
In Combat, you’ll be using your Tributes to do Damage
and do other Cool Things – while the threat of going “On
Hiatus” slowly accumulates.

DOWNTIME
Just because Avatars are Demigods doesn’t mean
that they don’t deserve a little downtime. Whether they
choose to show off in the city square, Legendsmith their

69
CHAPTER FOUR: GAMEPLAY
Hiatus Put another way, going on Hiatus is a wonderful
role-playing opportunity. While a Player will no doubt
want to get their character out of Mundania and back
HEADING BACK TO MUNDANIA into the Ragnarock action as soon as possible, we en-
Taking four large leaps, you charge your way through courage Players to enjoy the journey. Really grind those
the line of Securitars, flinging several off the cliffside and lemons into your Mundanian’s wounds with the Suffer-
into the deep chasm below. A sickening crunch of bone ing and Tedium you’ve created for them.
silences the screams and neighs.
You turn to the members of your cohorts that it is safe
to advance. Suddenly, however, you become aware that the GOING ON HIATUS
connection between Ragnarock and Mundania is col- If an Avatar’s Feedback exceeds their current Feed-
lapsing. Before you know it, you’re back in a Mundanian back Threshold – the Avatar will go On Hiatus. Before
supply closet, counting coasters in a daze. Was it all just a you’re unceremoniously kicked back to Mundania, a few
dream? things happen first. After rolling your current Perfor-
Once your character has faced the Umbilical Descent, mance Pool, do the following:
they will have developed a deep connection with the
realm of Ragnarock. Though they are sallying forth into 1. Check for Trib utes;
a career of import and adventure within this epic world
of Heavy Metal Fantasy, they haven’t escaped the world
2. Check for Feedback;
of Mundania completely. In fact, eventually the connec- 3. Apply any Trib utes toward Success,
tion between Mundania and Ragnarock will begin to or Dedicate them to the Altar;
fizzle, like growing static from a bad TV antenna. This
fizzle will happen because, a) the character has soaked up 4. Resolve Success or Failure of your
enough Feedback from their exploits, OR, b) because current action;
the character has been beaten to within an inch of their
lives. Either way, once the connection between worlds is 5. Apply Feedback to your Feedback
lost, the poor sap will return to that damned Grey Waste. Track;
Once pummeled with Feedback or Damage, Mun- 6. If you have met or exceeded your
danians will find themselves pulled out of their Avatar
bodies and thrust back into the world of Mundania.
Feedback Threshold, go on Hiatus.
Their former, way-less-awesome selves will be forced
back into Suffering and Tedium™, all the while avoiding If you are sent on Hiatus, then whatever the other
the watchful eyes of the Executors. This is called being Players were doing will continue as normal for them, All
on Hiatus. that will remain of your Avatar is a couple of footprints
This banishment is not permanent, thank the Six, and blobs of sweat where you were just standing.
but it’s also not without some stakes. Having now been NOTE: Players will also go on Hiatus at the end of an
made aware of the Executors’ secrets, the Mundani- Activation if an Avatar has 0 Hits remaining on their Meat
ans are in more danger than ever. The Executors are Track (see page 81).
overlords of this efficient and mundane realm, and if a
Mundanian is caught trying to break the perfect order
the Executors have created, said Mundanian may find WHEN DO PLAYERS ON HIATUS
themselves quickly “taken care of ”.
While the Mundanian’s attempts to re-find their
RESOLVE THEIR TURNS?
connection to Ragnarock might sound stupid-boring This depends heavily on the Metal Maestro. Going
compared to having bombastic adventures in Ragnarock, on Hiatus is akin to splitting the party in most oth-
as the bull-horned, red-skinned Lord of Darkness once er “Whoopie-Dee-Doo-I’m-going-on-an-Adventure
said “There cannot be light without dark.” Oh, except RPGs™”. We usually recommend that if the majority of
our version is “There cannot be awesome without dull”. Players are in Combat, the Player who is On Hiatus acts
Ragnarock and Mundania are opposites, but the two during their normal Tempo. If the majority of Players
realms need one another for balance; without one, the are in Non-Combat, it’s up to the Metal Maestro to
other cannot exist. determine the times at which a visit to the Hiatus-ing
Player would serve the story.

70
GODS OF METAL: RAGNAROCK
GETTING OUT OF MUNDANIA INTERRUPT THE STATUS QUO:
You’re essentially doing something that the Exec-
AND UNDERSTANDING P.E.P. utors would find… ‘annoying’, but otherwise harmless.
(PERSONAL EFFICIENCY POINTS) Filing papers incorrectly, delaying your commute by 15
I hate to break it to you, but eventually you’re going seconds, and eating double rations would all be consid-
to be sent back to Mundania. It’s sad but true. However ered interrupting the status quo. When you interrupting
it’s not your permanent fate – in fact, it’s more like a the Status Quo, reduce your P.E.P. by 5.
timeout, or (dare we say it?) being on Hiatus.
When your Avatar is thrust out of Ragnarock and put
on Hiatus, they find that they are back in their original
DISRUPT SOCIETY
body with the same boring responsibilities. Among these This is something that the Executors would not stand
responsibilities are the expectation of maintaining your for under any circumstances, and if you were caught – it
weekly allotment of 42 Personal Efficiency Points. We’re would lead to serious consequences. Things like wearing
gonna call these suckers P.E.P. because acronyms are just your underwear to work (or nothing at all), vandal-
sexy. P.E.P is the mechanism with which the Executors izing public property, or dumping a bag of marbles off a
of Mundania control you and your fellow Mundani- two story building onto a busy throughway.
an workers. The Executors demand that Mundanians Disrupting Society will always reduce your P.E.P. by
always meet their goal of 42 P.E.P., so your mission is 15, but you will be noticed by an Executor after re-
to reduce your P.E.P. as low as possible to get back into solving the action, and will have to pass a Problematic
Ragnarock. Individual Check (see page 72) or else you may earn a
Essentially the goal of being on Hiatus is to tell a strike on your Permanent Record (see page 72)!
good metal story, provide some background for your Reminder: When Avatars are sent back to Mundania on
Mundanian, and come up with situations that test their Hiatus, they do not return as their Avatar but as their boring
capacity to endure Suffering and Tedium™! So, how do we run-of-the-mill Mundanian. It’s like the Rognuskul never
do this? appeared to them and they never departed the Grey Wastes.
In order to return to Ragnarock, your character
must make a successful Roll to Return.
You have several options while on Hiatus, but they FLIP THE TABLE
all lead to you getting back to Ragnarock. To do so, you’ll There is one incredibly hardcore way for a Mundani-
have to make a Roll to Return and get a result higher an-stuck player to gain immediate access back to Ragna-
than your current P.E.P value. But first you’ll need to re- rock, and that is to wreck the absolute fuck out of your
duce your P.E.P. by choosing from the actions described poor Mundanian’s life. When the time comes for the
below. If your Bandmates are in combat, then you’ll Player to describe their action – instead of gently trying
choose one of these options during your Tempo order. to bridge the gap between two worlds - they can choose
Otherwise, your M.M. will decide the pace and timing to bring the reckless mayhem of Ragnarock to Mundania.
for your escape from Mundania. You’ll work together This is a dangerous-as-Hell option, as it contributes
with the M.M. to describe the Suffering and Tedium that greatly to the chance of permanent death for your Mun-
your Mundanian is experiencing, while also formulating danian persona and your Avatar. It is a fire-bomb solu-
the ways in which you’re attempting to rekindle your tion that gets you back into Ragnarock immediately...
connection with Ragnarock. What are you gonna do to and digs another shovelful of dirt towards your grave.
get your ass back there? How are you gonna avoid the ire Flip the Table will immediately send a Mundanian
of the Executors? back to Ragnarock, no ifs, ands, or buts (ha, butts) about
 Interrupt the Status Quo: Reduce your P.E.P by 5 it. But it will also catch the attention of an Executor and a
 Disrupt Society: Reduce your P.E.P by 15 (Prob- Strike will immediately be put on your Permanent Record.
lematic Individual Check)
 Flip the Table: Immediately return to Ragnarock Example: Ivan (MM): Alrighty, so Chunthor – excuse me,
(Guaranteed Strike on Permenant Record) Marvin – is on Hiatus. What’s happening in Mundania?
 Roll to Return - Roll 2D4 Caleb: Okay, so I think that I, Marvin, am in the
back stockroom of the office. I’m doing inventory, and am
currently counting pencils like a goddamn champ (or is that

71
CHAPTER FOUR: GAMEPLAY
“chump”?). Somewhere deep inside myself, I know that the four (4) on the second die; that makes 34. That is way above
Band is about to be destroyed by the Ice Giants... I begin to his P.E.P of 22, and thus gets to return to Ragnarock to
get lost in counting cup-lids and coffee stirrers. An aware- adventure again.
ness sets in that a snitch for the Executors is close by, and I NOTE: If you fail to exceed your current P.E.P. with
start sweating bullets. Checking to make sure that no one your Roll to Return, you’ll trigger an immediate Problem-
is looking, I visualize Chunthor ripping open the hearts of atic Individual Check, as described below.
Ice Giants. Though my face stays impassive, I can’t help but
ANOTHER NOTE: If you’ve managed to reduce your
tear up one of the cup-lids.
P.E.P. to less than 10, then your next attempt to return to
Markeia (MM): Oh boy, the Executors aren’t going to Ragnarock will be automatically successful, as it is impossible
like that. 5 P.E.P. for your blatant destruction of to roll beneath what you are required to roll on the two dice.
company materials.
Caleb: Awesomesauce. That means I’ve got 37 P.E.P.
left to crunch down! PROBLEMATIC INDIVIDUAL CHECKS
AND PERMANENT RECORDS
ROLL TO RETURN The world of Mundania is filled with Executors, the
If you are feeling like your P.E.P. has been reduced keepers of order and efficiency left over from the age
enough, they can attempt to Roll to Return. of the Man’ga Ran. These cold beings have taken their
tasks to the furthest extreme. They seek to create banal
A Player who wants to Roll to Return will roll 2d4,
homogeneity across the sprawling expanse of Mundania.
with the first dice being the ten’s result (1=10’s, 2=20’s,
Executors do not tolerate any kind of loud, disruptive,
etc), and the second dice being the one’s result (1, 2, 3, 4)
vulgar, or obscene behavior and always keep an eye out
for a result of 11-44. Ignore any Tributes and Feedbacks
for individuals causing a disturbance.
as only the actual number result matters: and Dedica-
tions cannot be used as they only apply to Ragnarock. If If, after resolving an action in Mundania, you find
the dice roll exceeds the Player’s current P.E.P, they are yourself catching the negative attention of an Executor,
freed from Mundania immediately and will return to you’ll have to endure a Problematic Individual Check.
Ragnarock to spread glory again. For this check, roll 1d4. On a result or four (4), you’ve
managed to avoid the scrutiny of the Executor and noth-
Example: Caleb: Well, my P.E.P is 22. I think I’m going
ing happens. Congratulations! A result of three (3) or
to make Roll to Return.
two (2), means that the Executors are onto you, and they
Markeia (MM): A bold move. Roll 2d4, we’re looking assign you additional work. In game terms, this means
for something above a 22. that either of these results increase your current P.E.P.
Caleb rolls 2d4 and gets a three (3) on the first die and a score by three (3), making it harder to return to

72
GODS OF METAL: RAGNAROCK
Ragnarock. A result of one (1), however, gets you an REDUCING STRIKES
immediate Strike on your Permanent Record.
If you wish to reduce your Strikes and prolong the
To recap in nerd-list form: life of your Avatar and Mundanian, it won’t be easy.
 On a result of four (4), nothing negative happens, That’s the sort of thing that can be accomplished only
continue as usual; through the divine interference of the Gods of Metal,
 On a result of two (2) or three (3), increase your and their godly decisions depend on the Metal Maestro’s
P.E.P score by three (3); narrative choices. We’ll elaborate in Chapter 10.
 On a result of one (1), immediately add a Strike to
your Permanent Record.
Alternately, you might return to Ragnarock because
COMING BACK FROM HIATUS
you Flip the Table, but – bummer, friendo – your so- After their trials in Mundania, your Avatar will re-en-
called problematic actions have caused enough of a dis- ter Ragnarock with renewed zest and vigor. They regain
turbance that you get marked as a dangerous aberration. one-half (½) of their Meat Track – rounding up because
A Strike will be put on your Permanent Record. you and your Avatar are so damn cool. So, if your Meat
Track was at three when you got banished to Mundania,
If you receive three (3) Strikes to your Permanent
congratulations – you’re getting two points to add to your
Record because of your behavior, your next return to
Meat Track (because half of three is one-and-a-half, and
Mundania will be met with capture by an Executor. Your
then we round up... you get it, you math whiz, you). Also,
Mundanian – as well as their Ragnarock Avatar – will be
your Feedback Track is reduced back to zero.
lost to the Grey Wastes FOREVER.
The Metal Maestro may also choose to ramp up the
danger by having a Mundanian assess, after you’ve been
on Hiatus a certain number of times, whether you are
indeed Problematic. Whenever you are on Hiatus from
that point forward, you must make a Problematic Indi-
vidual Check after each time you Interrupt the Status
Quo, as well.

73
CHAPTER FOUR: GAMEPLAY
chapter five
Comba T
WHAT WOULD AN epic Heavy Metal fantasy RPG changing your Tempo via Speed (see below), and NO, you
be without some epic Heavy Metal combat? Not a whole can’t just roll a vanilla d20, ya schmuck. Have some respect!
helluva lot, that’s what! Nothing is more satisfying than
cleaving a hellhound with your preferred weapon while
simultaneously Activating your Power Moves and pull-
ing off some dope-ass Metal wizardry.
At the same time, winning all the time isn’t satisfying.
Activation
Without the scent of failure in the air or the taste of your An Activation is when an Avatar gets to do some-
own potential demise in the back of your throat, victories thing interesting. It’s their time to shine by describing
will seem hollower than the skulls of your enemies. What what they’re going to do and how they’re going to do
we’re trying to say is that being awesome and prevailing it. If they’re able to match their Tempo values, multiple
in combat feels gratifying only if there’s the chance that Avatars can play during a Activation – this is called Har-
you’ll completely and utterly bite it – or else there’s no monizing (see below).
tension. You might as well have made the choice to sit During an Avatar’s Activation, they may do one
on your couch, eat hard candy from your grandmother’s Basic Thing and/or one Cool Thing.
purse, and then listen to Gammy talk about her asthmatic There are several Cool Things to be done, including
tabby with devil eyes called Lord Flufferbutt. Attacking, Starting an Anthem, or Kicking off a Power
So even though you’re a Demigod, you are still a Move. Basic Things include Moving, Checking a Skill, or
vulnerable Demigod who can be banished back to the adjusting your leather pants. For more on Basic and/or
Gray Wastes if things go south. Get banished too many Cool Things, keep reading. It’s not far. Don’t be lazy.
times because you can’t quit throwing yourself headlong Once all Avatars in an Activation have finished
into the meat grinder? You may never come back to performing their things, the Activation ends. The Metal
Ragnarock. Maestro then determines if an enemy can have an Activa-
Anyway, enough of the ‘“Ye have been warn’ed!” talk. tion (using the “Monster Type” rules in Chapter 10).
Let’s spit on the axe-handle and head-butt these rules so After an Enemy Activation – if there is one – the next
you’re ready to charge into battle! Avatar(s), in order of Tempo, begins their Activation.
“Roll for Tempo!” Example: The party encounters a dragon outside of
their hotel in Knox Turond. Their Metal Maestro had
them roll for Tempo. Ben grabs 5D4 and rolls an eight (8),
Markeia has rolled a 14, and Caleb has also rolled a 14.

Initiative Ben begins the combat with Markeia and Caleb Harmo-
nizing on the next player’s Activation.

OR SETTING THE TEMPO Ben Activates first, since he rolled an eight (8), and he
proceeds to move into grapple range of the dragon’s (Basic
Once combat has been initiated (you’ll know because Thing) and then tries to hit it with his spiked drumsticks
your Metal Maestro has said as much, or has put on the (Cool Thing). He rolls his Attack, and gets one Tribute and
Battle Music). Roll 5d4 and add the result. two 2s. After he deals Damage, it’s the end of his Activa-
The Avatar(s) with the lowest Tempo begins the tion. Now the dragon can Activate. the Metal Maestro de-
first Activation. cides to have it attack Ben, but since dragons in Ragnarock
As you probably have sussed out, you cannot roll a 1-4 are dumb, pooping, fire-breathing pigeons, its Fire Blast
with 5d4 dice, so those results can only be obtained by doesn’t cross Ben’s Tolerance.

76
Now it’s Activation time for Markeia and Caleb. Since RELOCATE
they both get to go at the same time, they decide to start an
During your Activation, you can reposition your
Anthem. Using the Dedications on The Altar, they blast the
Avatar up to a distance set by your Speed. One (1) is
stupid little dragon with a Shrieking Cord and completely
Grabbing Distance, Three (3) is Spitting Distance, Five
atomize it, thus ending combat. Poor, poor Poop Dragon.
(5) is Stage Distance, Eight (8) is Amphitheater Distance,
(Note: not all opponents are as useless as dragons are, and Ten (10) is WTF Distance.
but we will get into that later.)

CHANGE TEMPO
Player Actions
During your Activation, your Avatar can change
their Tempo in order to better Harmonize with their
Bandmates. First, roll a Performance Pool equal to your
Just for the list nerds out there (hiya, list nerds!), here
Speed attribute. For each Tribute spent, change the
is a brief summary of what you can do in Combat:
Tempo result by plus or minus one.
 A Basic Thing
For example, if you rolled a 5 during the beginning
• Relocate (Based on Speed) of Combat, you could change it to a 4 or 6 for one Trib-
• Change Tempo (Roll Speed) ute on a Speed roll.
• A Simple action that doesn’t require a Skill
check (like opening a door)
• Hype HYPE
 A Cool Thing Sometimes when you’re out of options, the best thing
to do is hype up your crew who are about to kick ass.
• Complex actions that require a Skill check
This is what we call a Hype action – a fun, “pump up the
(like breaking down a door)
team” move that also, conveniently, plops a nice juicy
• Basic Attack Dedication on the Altar. Hyping comes in lots of flavors,
• Start an Anthem but it tends to involve bantering, posing, or hollering in
• Activate a Power Move a way that supports the action of your Bandmate. For
those about to kick ass, we salute you.
• Reduce Feedback
You cannot Hype two Activations in a row. Sorry.
Things like talking and flipping the bird at the bad-
die doesn’t cost you a damn thing. Roleplay and antago- Example: The party has encountered a Pogaur on the
nize your opponents as much as you want. Proving Grounds. Ben is the first to Activate, but feels like
he’s fine where he is at the moment. So for his Basic Thing

77
CHAPTER FIVE: COMBAT
he decides to Hype up the team, and adds 1 Dedication
to the Altar. Combat Distances
ATTACK and Zones
Knowing where you are in relation to your enemy
Ah, the sweet, sweet sound of bones breaking.
is pretty important when it comes to beating the crap
Select a single Target in range, Roll your Attack dice as
out of stuff. That being said, it’s not very Metal to keep
a Performance Pool, and for each Tribute spent, apply
track of squares, ten-foot poles, and the like. That kind
Damage to said Target.
of stuff is for Mundanians. So instead, battlefield combat
in Gods of Metal: Ragnarock is broken into relative
distances. These estimations are what players can use to
REDUCE FEEDBACK engage their opponents, move throughout their environ-
By forgoing your Cool Thing this round, you get to ment, and explore during an encounter (as detailed by
remove one Feedback from your Feedback Threshold. the Metal Maestro).
The more Feedback you have, the closer you are to getting
During a Player activation, a player chooses a
booted back to Mundania, so this Feedback-reduc-
target (such as an Enemy), and the MM tells them
tion goes a long way toward strengthening your ties to
the relative distance to it. These distances are broken
Ragnarock. This action may not be altered in any way, and
down into Grabbing, Spitting, Stage, Ampitheater,
cannot be done more than once during Combat – even if
and WTF.
a Power Move (or anything else) grants additional actions.
If something is described as a Zone, it refers to the
area which radiates out from a target (such as an Avatar,
ACTIVATE A POWER MOVE an Enemy, or any fixed or moving point). A zone can be
Choose one of your Power Moves to Activate, and described with these relative distances as well (a Spitting
resolve the effects described – paying any costs that may sized Zone, or a Stage sized Zone, etc).
be set out in the entry of that move. Players who are a distance such as grabbing, spitting,
or even a stage distance away must rely on the MM to
tell them the new relative distance to the target.
START AN ANTHEM Ultimately since these are largely arbitrary and
Kick off one of the most EPIC of Power Moves you speculative distances, (the Hollywood Bowl is much
can imagine! Check the total cost of the Anthem you larger than the Hard Rock Amphitheatre) it’s up to your
wish to Activate against the total number of Dedications Metal Maestro to describe it as best they can. If you find
on the Altar. Once the Cost found in the Anthem entry yourself arguing over 50, or even 500 feet when it comes
has been paid, go around the table, having everyone in to an ability or activation – put away the rulers and do
the Band describe the effects of each Anthem Move. what makes the coolest story.
Then you may begin the symphony of destruction (see
Anthems on page 114)!

Here is a general breakdon of the Zone distances: the tips of your fingers, crushing their heads.
 Grabbing: The space between an Avatar and an-  WTF (What the Fuck): This range is reserved for
other bosom buddy that they could clasp. Or smash. the superhuman feats of distance and accuracy that
 Spitting: Close enough to catch a loogie. are typically attributed to Elflando Bloom and An-
nie Oakhammer. It’s like, long-barrel-sniper-sharp-
 Stage: Six seconds of hardcore parkouring to get
shooter-shit range, is what we’re saying.
there, or about the length of a concert stage.
 Amphitheater: Everyone looks like wee-little lep-
rechauns and you can mime-pinch their skulls with

78
GODS OF METAL: RAGNAROCK
MODELS AND DRAWINGS
A lot of nerds love scribbling on a paper, or using tiny
little representations of monsters and Band members to
play out sweet combats. (Don’t forget the fog, lights, and
pyro). If you choose to do so then we recommend having
a few fixed references, such as pencils or dildos that
represent commonly used distances such as Grabbing or
Stage distance to keep things relative. Again – no need to
draw out 5’ or 10’ squares to make this work.
P.S.: We’d love to see your cool ass minis and
encounters.

MELEE ATTACKS
An Avatar making a melee weapon can attack a Tar-
get within Grabbing Distance. Simple enough, right?
TOLERANCE
Even AFTER soaking up any incoming Damage
from an Attack, Avatars and their enemies have a way
RANGED ATTACKS to lessen some of that Damage before it is assigned to
An Avatar making a ranged weapon attack usually the Meat Track. Tolerance is how much Damage an
can only be accomplished on targets within Spitting and Avatar or opponent can take before they take a Hit on
Stage distance from your Avatar. Ranged weapons can- their Meat Track. If the final Damage is higher than the
not target things that are Grabbing distance. However, Tolerance, they take a Hit on their Meat Track. If it’s
as with all things Ragnarock, these are guidelines that lower, it’s assumed your/their might or speed is too
are meant to simplify understanding, not make it more strong to deal any meaningful damage.
lame. You want a pistol that shoots close range? We rec-
That being said, in a game of demi-gods and
ommend just making it a Melee attack, but reskinning it
monsters, things can get nasty quick. If the Damage is
like a gunslinger. Work with your Metal Maestro to lay
double the Tolerance, the target takes two (2) Hits, if
out the specifics in your Gear.
it’s triple, take three (3) Hits, etc., etc. This means that
– even after Defense rolls are complete – high amounts
of Damage can spiral quickly and end up rendering
MIGHT a combatant who’s unprepared for such an onslaught
When players make an Attack roll, they apply banished or dead.
Damage equal to the Might of the Weapon for each
Tribute spent directly to the monster/foe in question.
So, say the weapon has a Might of four (4). That means DEFENSE
if you spend three (3) Tributes, you hit the foe with 12
If a player receives Damage, they can roll a Perfor-
Damage (because three times four is 12, number wiz-
mance Pool of dice equal to their Defense value. Any
ards). Just tally up the Damage and let the Metal Mae-
Tributes rolled this way can be used to reduce Damage
stro’s narrative skill guide you the rest of the way home.
by the Defense Value. These Tributes scale like Damage
Also, side note: just because you deal Damage, and Attack, reducing the incoming harm by a multi-
doesn’t mean that your opponent can’t soak up that plied amount.
tasty Damage. That said, it ain’t your problem anymore.
Example: Joan has just taken about 10 Damage from
a monstrous Speaker Priest, she has a Defense of five (3)
so rolls 3D4 and earns 1 Tributes and 1 Feedback. Joan’s
PRIMAL DAMAGE incoming Damage is reduced by 3, only leaving her with 7
If an Attack does Primal Damage, and the Enemy is damage to check against her Tolerance.
a Primal Type, check the Damage and the Type on the
She also adds her 1 Feedback to her
Primal Color Wheel.
Feedback Threshold.

79
CHAPTER FIVE: COMBAT
PRIMAL DAMAGE TYPES HARMONIZE
Besides good old-fashioned run-of-the-mill Damage, Players with the same Tempo value have the awesome
there are several other types of Damage within the world benefit of being able to resolve both of their actions
of Ragnarock. The very primal forces of the cosmos can simultaneously. This essentially showcases that the team-
be used to great effect when funneled through a blade or mates are really vibing with each other.
a spell. Elemental powers of Flame, Sky, Stone, Ice, Met- What this means, ruleswise, is that the players who
al and Shadow can be focused and wielded against those share a Tempo-value may collectively share Tributes/
that stand against you. Learning how and when to use Feedback however they want before the Activation
each of them requires practice and an understanding of ends. This can lead to some brutal combinations when
the particular weaknesses of the foe standing before you. using the Altar!
Weapons and Power Moves with a Primal Energy Example: Nox and Caleb are both Tempo Five (5), and
type do additional Damage to enemies weak against that as a result can Harmonize. Caleb generates four (4) Tributes
Primal Energy type. However, they will do less Damage and one (1) Feedback in his Attack Roll, and Nox generates
against Enemies strong to that Primal Energy type. one (1) Tribute and one (1) Feedback on
If they are opposites, the Damage is Doubled. If the his Attack Roll.
Types are the same, it does half Damage (rounding down). Caleb and Nox both decide that this is an amazing
For more information on the various types of Primal opportunity to do a lot of Damage, so Nox uses all of his one
Damage that can be called upon, go to Chapter 7 (Gear) tribute that were earned in the round, and Caleb takes the
for direct explanations and examples. Two (2) Feedback. Nox buries his spear deep into the Frost
Troll, and it howls in pain as it attempts to throw him off.

80
GODS OF METAL: RAGNAROCK
Meat Track Battered: A player who has reached this stage on the
Meat Track can gain an additional 1d4 to apply to their
first Performance Pool rolled during each activation.
The amount of Hits an Avatar can withstand is
denoted by dots on a player’s character sheet. A series of Beaten: A player who has reached this stage on the
dots between three major thresholds (Battered, Beaten Meat Track can gain an additional Tribute, and apply it
and Bloodied) makes up what’s lovingly referred to as a to their first Performance Pool rolled during each activa-
Meat Track. tion. These Tributes cannot be Dedicated to the Altar.
Bloodied: A player who has reached this stage on the
Meat Track can gain two (2) additional Tributes to apply
to their first Performance Pool rolled during each activa-
tion. These Tributes cannot be Dedicated to the Altar.

DEATH’S DOOR
So, I have good news and bad news. Which one do
MEAT MODIFIER you want first?
Once your Avatar has accumulated enough Hits on We can’t hear you, so who cares. We’re gonna give
their Meat Track – denoted on your character sheet – the you the good news first. If you lose all of the Hits in
Avatar hits a threshold and immediately gains the ben- your Meat Track, your Avatar isn’t dead. In fact, you can
efit of special augmentations known as Meat Modifiers. lose your total Meat Track up to three times before your
Only one Meat Modifier can be active at a time, and character is considered dead – as in, no longer playable.
it will always be the strongest of them (I.e: if a player
The bad news is that each time your Meat Track is
is Bloodied, they will always apply the Bloodied Meat
reduced to zero (0), you’ve got to mark a single Hit on
Modifier instead of the Beaten or Battered Modifiers).

81
CHAPTER FIVE: COMBAT
your Permanent Record and then head straight back
to Mundania on Hiatus. Types of Enemies
If you’d like, confer with the Metal Maestro about  Horde: Minor threats and grunts.
the lasting effects this Hiatus will leave on your charac- • Activates once per round as a group or swarm.
ter. The horrors of dropping into and out of Mundaia af-
 Schlub: A significant member of a Horde – an indi-
ter taking such harsh Damage could leave lasting mental
vidual who may have a little more at stake.
and physical scars – which can be terrible, sure, but they
could also make you look and behave even more like a • Activates once per round.
badass than you did before your trauma!  Elite: Soldiers, captains, and dangerous foes.
Example: Michelle was just bumped back to Mundania • Activates twice per round.
and put on Hiatus after her Avatar took a hammer to the  Boss: A very powerful leader, often surrounded by
face from the Bone-Daddy Warlord. The Damage passed lower-ranked threats.
through her Tolerance and was doubled! She took two (2) • Can Activate after every Player turn, and may
Hits to her Meat Track and – as she already had eight Harmonize with a single enemy (Horde, or
(8) from the fight with the Bone-Heads – dropped to zero Schlub).
(0), leading to her getting punted back into her life within
 Legendary: An extremely powerful threat that is
Mundania. She’s now stuck in a cubicle until she can beat
generally alone when encountered.
her P.E.P. score of 42.
• Activates after every Player turn, and may Har-
Luckily, this is her first time she’s gone down for the
monize with a single enemy (Elite, Boss).
count in battle, so her Permanent Record has just one (1)
mark upon it. If you’re taking on the role of the Metal Maestro,
you’ll want to explore the more in-depth explanations
and rules surrounding the various types of enemies in
Example: Ivan, the Metal Maestro, is currently running Chapter 9 - The Metal Menagerie.
an Encounter of Boneheads (Horde) plus a Bonedaddy (Boss)
encounter with Michelle, Caleb, and Lauren as players.
Michelle starts off the round with an Tempo of five (5)

Resistance
and decides to attack by throwing her hand-axe at a Bone-
head as well as Relocate. After she resolves her Damage, the
Metal Maestro marks a Hit on the Bonehead’s Meat Track. Resistance denotes the amount of punishment an
Ivan, the Metal Maestro, now chooses an enemy to give an enemy – based on their abilities and specialties – can ig-
Activation to: he picks Bone-Daddy, who is a Boss level foe nore from your Avatar’s attack. It comes in three flavors:
capable of Activating every round. Power Move Resistance, Combat Resistance, and Primal
After Michelle’s turn and the Bone-Daddy’s Activation, Resistance.
Caleb takes his two actions on an Activation of eight (8).
Now that Caleb is finished, Ivan can Activate the Bone
Daddy again, and the Horde of Boneheads. Once that is POWER MOVE RESISTANCE
resolved, Lauren with an Tempo of nine (9) does their Acti-
As the name may imply, this indicates that an enemy
vation. If Ivan chose the Horde last round, he must activate
is resistant to Power Moves. Enemies Targeted by Play-
just Bone Daddy since a Horde can only Activate once
ers’ Power Moves roll one (1) D4 for each point of Power
a round. If not, he can Choose to Activate the
Move Resistance. Any result of one (1) will cancel the
Bone-Daddy with the Horde.
effects of the Avatars Power Move and cause it to deal
only half Damage to the Enemy, rounding down. This
Resistance roll does not generate Feedback or Tributes.
Easy, right?

82
GODS OF METAL: RAGNAROCK
Example: Caleb is attacking a Securitar with a Power
Move, Roiling Boil, but the Securitar has a Power Move
Resistance of two (2). Caleb grabs two (2) D4 and rolls
them, getting results of 3 and 4. His Power Move goes off
without any issue. If he had rolled a 1, his Power Moves’
special effect (Skipping the Enemy’s next Activation), would
be canceled and the 5 Damage it would have dealt would
instead be 2, because he sucks.

COMBAT RESISTANCE
Combat Resistance indicates that an enemy is resis-
tant to any Damage done by Attacking with a Weapon.
For each point in Combat Resistance that the enemy has,
the Target rolls one (1) D4. Any results of one (1) will re-
duce the incoming Damage by one half, rounding down.
This is cumulative, so two results of one (1) will reduce
12 Damage to 6 Damage, and then again to 3 Damage.
Players who have Combat Resistence reduce the incom-
ing Damage on Results of a four (4). This Resistance roll
does not generate Feedback or Tributes. Great job, you’re
paying attention!

83
CHAPTER FIVE: COMBAT
chapter six
Power moveS
AS AN AVATAR of the Heavy Metal Gods of intentional, so when that happens, always follow the
Ragnarock, you are imbued with special powers. Divine exception rather than the base rule it alters!
energy from the latent powers of the Chord of Creation
has manifested itself in you. Fuckin’ rad as that is, you’re
still facing near-impossible odds – so it’s time to start

Earning a Power Move


honing your abilities!
An Avatar’s Power Moves are what define them as
an individual, and there are infinite combinations of In addition to the Power Moves an Avatar starts with,
abilities you can take on – or even create yourself ! – to Avatars earn a Power Moves each time they increase
make your character unique. In the coming pages, you’ll in Notoriety. An Avatar may also choose to Upgrade a
be guided in the selection of a number of tiered abilities Power Move instead of earn a new one.
that can be added to your arsenal.
The only limitation in choosing a Power Move/Up-
Each Power Move comes with specific conditions and grade is that once an Avatar has chosen their Tone and
requirements, and some will grow and improve depend- Position during Character Creation, they must choose
ing on how much you invest in them throughout your options that are listed under that Tone and Position.
Gods of Metal: Ragnarock campaign.
Nox has just increased in Notoriety for his Shredder.
It is worth noting that some Power Moves create He may now choose a new Power Move under the Shredder
exceptions to other rules within the game. This is Power Move lists, or Upgrade a previously chosen one.

Notoriety General PM* tonal pm positional pm upgrade**


0
1
2
3
4
5
6
7
8
9
10

86
Activating a Power Move Glossary
Power Moves are broken down into five major parts.
 Name: The name of the Power Move.
COSTS
 (N) = Notoriety
 Effect: What the Power Move does once its cost
has been paid
 (T) = Tributes Spent
 Activation: When a Power Move can be used.
 (D) = Dedications from the Altar
Some only can be activated During Combat, while
others require specific moments such as being at- Other Costs which may be used:
tacked. Some can also be activated Out of Combat.  (H) = Hits applied to your Meat Track
 Performance Pool: The types of Performance  (F) = Hits applied to your Feedback Track
Pool used to generate Tributes to pay the Cost. Any
Feedback generated from any Performance Pool
contributes towards your Feedback Threshold.

General Power Moves


 Cost: What the player must either drum up, or pay
in order to activate the Power Move.

Sheena is a Brutalizer who is in Combat with several


NOTORIETY 0
Pausers at the moment. It’s Sheena’s Activation, and they
want to use their “Cleaving Attack” Power Move. IMBUE PRIMAL ENERGY
CLEAVING ATTACK When you purchase this Power Move, choose a Pri-
Your next Attack hits up to two (2) Enemies that can be mal Energy type. Your next attack will deal Damage of
Targeted by your Weapon. Roll a single Attack and distrib- the chosen Primal Energy type.
ute the Damage among the Targets. Upgrade: Your next two attacks will deal Damage of
Upgrade: Your next attack instead hits up to three (3) the chosen Primal Energy type.
Enemies that can be Targeted by your Weapon.  Activation: Out of Combat, or in Combat as a
 Activation: In Combat as a Cool Thing Cool Thing
 Cost: One (1) Tribute
 Cost: None
 Performance Pool: Brawn
 Performance Pool: None

The activation requires them to do it in Combat as a FALSETTO


Cool Thing, so they cannot do any other Cool Thing this You may produce a sound, or up to 3 words, originat-
activation. She then notices that the Cost is One (1) Tribute, ing from a location you can see within Stage distance.
which means they’ll need to generate a single Tribute for this The sound that you produce does not need to match
Power Move to activate. The Performance Pool is Brawn, so your normal voice.
forms a Brawn Performance pool of 5 Dice and roll.
Upgrade: You may instead produce a sound, or up to
Obtaining 2 Tributes and 1 Feedback. They use one Tribute
6 words, originating from a location you can see within
to pay the Cost, and convert the other into a Dedication.
Amphitheater distance.
They mark their Feedback, and now read the entry – select-
ing two targets for their Attack.  Activation: Out of Combat, or in Combat as a
Basic Thing
 Cost: None
 Performance Pool: None

“COOL KID” VIBES


Add 1 temporary rank to your Legendsmithing and
Schmooze Skills for the next five (5) minutes.

87
CHAPTER SIX : POWER MOVES
Upgrade: Add 2 temporary points to your Legend- Upgrade: Your Metal God can also answer a question for
smithing / Schmooze Skill instead. you. This answer can be as vague or informative as your
 Activation: Out of Combat Metal Maestro decides.
 Cost: One (1) Dedication  Activation: Out of Combat, or in Combat as a
Basic Thing
 Performance Pool: None
 Cost: None
 Performance Pool: Implore or Wyldz
RESIST
Gain 2 Combat Resistance against the chosen Primal
Energy Type for the next 3 rounds of Combat. FUCK YOUR NOISE
Upgrade: Gain 4 Combat Resistance against the Cancel the activation of an enemy Ability. The
chosen Primal Energy Type for the next 5 rounds of amount of Tributes needed to cancel is based on the type
Combat. of Enemy. If you do not, this Power Move fails to activate.
 Activation: In Combat as a Cool Thing  Activation: In Combat as a Cool Thing
 Cost: One (1) Tribute  Cost: One (1) Tribute for Schlub, Two (2) Tributes
for Horde, Three (3) for Elite, Four (4) for Solo,
 Performance Pool: Implore or Magika
Five (5) for Boss, and Six (6) For Legendary.
 Performance Pool: Cram or Forge

NOTORIETY 2
BATTLE HYMN
NOTORIETY 5
At the start of Combat, roll a Legendsmithing check.
DUAL PURPOSE
If successful, all Allies add one (1) Tribute to their first
Performance Pool roll. Until the End of Combat, your Weapon becomes
either a Melee Weapon or a Ranged Weapon, regardless
Upgrade: If your first roll is not successful, you may
of what its starting Weapon Type is.
immediately roll a second time.
Upgrade: Your Melee Weapon can Target an Enemy
 Activation: Immediately at the start of Combat
within Spitting distance. Your Ranged Weapons can
 Cost: One (1) Tribute Target an Enemy between Stage distance and Amphithe-
 Performance Pool: Legendsmithing ater distance.
 Activation: In Combat as a Cool Thing
CLEAVING ATTACK  Cost: One (1) Dedication
Your next Attack hits up to two (2) Enemies that can  Performance Pool: None
be Targeted by your Weapon. Roll a single Attack and
distribute the Damage among the Targets.
I CAN DO IT BETTER
Upgrade: Your next attack instead hits up to three (3)
Once per Combat, when you Harmonize with one (1)
Enemies that can be Targeted by your Weapon.
or more Bandmates, you can choose one (1) Power Move
 Activation: In Combat as a Cool Thing they have learned that would be available at the Bands
 Cost: One (1) Tribute current Notoriety. Until the end of Combat, you may use
 Performance Pool: Brawn that Power Move.
 Activation: In Combat when you Harmonize with
PARENTAL GUIDANCE a Bandmate
Call in a favor from the Metal Gods when you need
 Cost: One (1) Dedication
to be pointed in a particular direction or need to achieve  Performance Pool: None
a goal. This Guidance appears in various forms appropri-
ate to the Tone you have chosen.

88
GODS OF METAL: RAGNAROCK
BLOODY KNUCKLES that amount of Hits split however you like among the
Take up to four (4) Hits on your Meat Track. For each Targeted Bandmates
Hit you take this way, add three (3) Damage to your next  Activation: Out of Combat, or in Combat as a
two (2) attacks. Cool Thing
Upgrade: For each Hit you take this way, add three  Cost: 1-6 Hits on your Meat Track
(3) Damage to your next four (4) attacks.  Performance Pool: None
 Activation: In Combat as a Cool Thing
 Cost: 1-4 Hits on your Meat Track BANE AND BOON
 Performance Pool: None Once per Combat. Heal “X” Hits on each Bandmate,
and do an Attack with a Damage of “X” to each Enemy
TAKE TO THE SKIES within a Spitting Zone with the Avatar as the Target.
“X” is equal to the amount of Dedications you spend to
For the next 3 minutes out of Combat, or 5 rounds in
activate this Power Move.
Combat, you gain the power of flight. You cannot be hit
by Melee Weapons and can Navigate up to an Amphithe-  Activation: In Combat as a Cool Thing
ater Zone away. Your Speed remains the same.  Cost: “X” Dedications (minimum of 1 and maxi-
 Activation: Out of Combat, or in Combat as a mum of 5)
Cool Thing  Performance Pool: None
 Cost: One (1) Dedication
 Performance Pool: None

Amplord Power Moves


NOTORIETY 8 NOTORIETY 0
FEAST OF TRIUMPH SUMMON BATTLE AMPLINGS
Once per Session, remove all Hits from each Band- Summon X Amplings that you control each with X
mate’s Meat Track and reduce the Feedback of each Health where X is equal to half of your notoriety level,
Bandmate by half (rounded up). rounded up (minimum 1). These Amplings last until
 Activation: Out of Combat they’re killed, dismissed, or an hour has passed, (which-
 Cost: Three (3) Dedications ever comes first).
 Performance Pool: None  Activation: Out of Combat, or in Combat as a
Cool Thing
 Cost: One (1) Dedication
KATAKLYSM
 Performance Pool: None
Choose a Target about Stage distance. A massive form
descends from the sky and collides with the ground in a
Zone Spitting distance away from the Target. All Enemies DISTILL RESONANCE
within the Zone take five (5) Hits to their Meat Track. You can deconstruct the powerful items and artifacts
 Activation: In Combat as a Cool Thing discovered across Ragnarock. When you break down an
 Cost: One (1) Dedication item, you and your allies gain Resonance from the object
equal to your Notoriety level.
 Performance Pool: None
 Activation: Out of Combat
 Cost: None
WAIT AND BLEED
 Performance Pool: None
Take up to 6 Hits on your Meat Track and Target
any number of Bandmates within Spitting distance not
including yourself. You may immediately Heal twice

89
CHAPTER SIX : POWER MOVES
NOTORIETY 2 Upgrade: You may Target two (2) Bandmates with this
Power Move instead.
 Activation: In Combat as a Cool Thing
SONIC BLAST
 Cost: Two (2) Dedications
Choose an enemy within Spitting Distance. Create
a wall of noise that pushes that enemy back Spitting
 Performance Pool: None
Distance away from you.
Upgrade: You may instead target and push back a
number of enemies equal to your Notoriety.
 Activation: In Combat as a Cool Thing
NOTORIETY 6
 Cost: One (1) Tribute
LO-FI PEDAL
 Performance Pool: Magika
Target a Non-Boss Enemy. That enemy can’t use
Feedback abilities until your next Activation.
ACCESS ALL AREAS
Upgrade: That Enemy can’t use Feedback Abilities
Your Amplings know the secret handshakes and hid- again during this Combat.
den doors that get them into backstage areas. After using
 Activation: In Combat as a Cool Thing
this Power Move, for the next ten (10) minutes, you are
treated as having +1 Exposure when attempting to gain  Cost: One (1) Tribute
access to areas where your progress may be impeded.  Performance Pool: Forge
Upgrade: You are instead treated as having +2 Expo-
sure when attempting to gain access to areas where your
progress may be impeded.
 Activation: Out of Combat
 Cost: One (1) Tribute
 Performance Pool: Legendsmithing or Slink

NOTORIETY 4
LINE CHECK
Once per Session, reduce each of your Band Mem-
ber’s Feedback by two (2).
Upgrade: You may instead reduce each of your
Bandmate’s Feedback by X, where X is the number of
Band members.
 Activation: Out of Combat, or in Combat as a
Cool Thing
 Cost: Two (2) Dedications
 Performance Pool: None

TUNE UP
Once per Combat, you may Target a single Bandmate
other than yourself. Until the end of Combat, add one
(1) Dedication to the Altar each time they activate a
Power Move.

90
GODS OF METAL: RAGNAROCK
THIS ONE GOES TO 11  Activation: In Combat as a Cool Thing
Target a Bandmate. That Bandmate may double the  Cost: One (1) Dedication
dice in any Performance Pools they roll until your next  Performance Pool: None
Activation.
 Activation: In Combat as a Cool Thing
Cost: One (1) Dedication

Blüdgard Power Moves




 Performance Pool: None

NOTORIETY 0
NOTORIETY 8 BLESSINGS
You bless a Bandmate in the name of your chosen
NOT TODAY God of Metal. That Bandmate adds an additional die to
Target an Enemy of Elite status or lower, who is their next Performance Pool roll.
Bloodied. That Enemy becomes a harmless Ampling  Activation: In Combat as a Cool Thing
until the end of Combat.
 Cost: None
 Activation: In Combat as a Cool Thing
 Performance Pool: None
 Cost: One (1) Dedication
 Performance Pool: None
BEACON
You make yourself into a shining light and dazzling
REVERSE PEDAL sound that can be seen easily for miles.
When an Enemy targets you or a Bandmate with a  Activation: Out of Combat, or in Combat as a
Feedback Ability, you may ignore that effect and instead Cool Thing
deal the effects of the ability to that Enemy.
 Cost: None
 Activation: In Combat, when you or a Bandmate
 Performance Pool: None
are targeted by an Enemy Feedback ability
 Cost: Two (2) Dedications
 Performance Pool: None

NOTORIETY 10
EFFECT LOOP
Once per combat, choose up to two Power Moves
that can be activated as a Cool Thing that you or a Band-
mate possess, in any combination. You may immediately
use those two Power Moves in any order.
 Activation: In Combat as a Cool Thing
 Cost: One (1) Dedication
 Performance Pool: None

FEEDBACK LOOP
Until the end of Combat, immediately after an En-
emy uses a Feedback ability, they take Damage equal to
twice the amount of Feedback they sap.

91
CHAPTER SIX : POWER MOVES
NOTORIETY 2  Activation: Out of Combat, or In Combat as a
Cool Thing
 Cost: One (1) Dedication
DANGER ZONE
 Performance Pool: None
For the next five (5) minutes, you are immediately
aware of any traps or ambushes within Spitting distance.
Upgrade: You are instead immediately aware of any
traps or ambushes within Stage distance.
 Activation: Out of Combat
NOTORIETY 6
 Cost: One (1) Tribute
NO NEEDIN’ FOR BLEEDIN’
 Performance Pool: Implore or Forge
Once per combat, increase your Defense by two (2),
until the end of Combat.
DIVINE REVERBERATION Upgrade: Increase your Defense by four (4), instead.
Once Per Battle, Target a Bandmate within Spitting  Activation: In Combat as a Cool Thing
Distance. You may Reduce that Bandmate’s Feedback by
 Cost: One (1) Tribute
Two (2), or Heal One (1) Hit on their Meat Track
 Performance Pool: Brawn
 Activation: Out of Combat, or in Combat as a
Cool Thing
 Cost: One (1) Tribute HEALING BURST
 Performance Pool: Implore or Pharmacopia Target a single Bandmate within Grabbing distance.
Heal one (1) hit on the Target’s Meat Track for each
Tribute rolled.
Upgrade: Heal two (2) hits on the Target’s Meat
NOTORIETY 4 Track for each Tribute rolled instead.
 Activation: In Combat as a Cool Thing

SHIELD WALL
 Cost: One (1) Dedication

Redirect an Enemy Ranged Attack back at an enemy


 Performance Pool: None
of your choice. Any Damage that would be dealt by the
Ranged Attack is dealt to your chosen Enemy. The cost
of this Power Move increases by one (1) Dedication each
time it’s used until the End of Combat. NOTORIETY 8
 Activation: When targeted by a Ranged attack.
 Cost: One (1) Dedication LEAD ANGELS
 Performance Pool: None Make two (2) Attack rolls against a single enemy, or
one (1) Attack roll against each of two enemies. Then,
target a Bandmate within Grabbing Distance. Heal the
ROGNUSKUL’S WINGS
Target’s Meat Track by two (2).
Call upon a divine blessing to grant you the gifts
 Activation: In Combat as a Cool Thing
of flight and healing! Remove 2 Hits from your Meat
Track. If used in Combat, you gain the ability to fly for  Cost: One (1) Dedication
2 rounds. If used out of Combat, this effect lasts for 30  Performance Pool: None
seconds.
Upgrade: In Combat, you can fly for X additional STEEL BARRIER
rounds, where X is twice the number of additional Dedi-
Increase your Defense by two (2) and Combat Resis-
cations spent. Out of Combat, you can fly for X addition-
tance by one (1). Both of these increases only apply to
al seconds, where X is 30 times the number of additional
Ranged attacks that target you.
Dedications spent.
 Activation: In Combat as a Cool Thing

92
GODS OF METAL: RAGNAROCK
Cost: Two (2) Dedications
Brutalizer Power Moves


 Performance Pool: None

NOTORIETY 0
NOTORIETY 10 TAUNT
Until your next activation, if an Attack would Target
a Bandmate within Spitting Distance, you may have the
WE’RE NOT GOING TO TAKE IT
attack target you instead.
Once per Battle, when a Bandmate within Grabbing
Upgrade: Increase your Defense by one (1) when you
Distance is attacked by an Enemy, you may attempt to
are attacked in this way.
intercept an attack meant for them. Roll your Defense
Performance Pool. If you do not roll any Tributes, you  Activation: In Combat as a Cool Thing
may still choose to take the Damage in place of your  Cost: None
Bandmate.  Performance Pool: None
If you roll at least two (2) Tributes, you may ignore
all Damage that would have been dealt to you, and deal
WITNESS ME
twice that much Damage to the Enemy instead.
Make two (2) Attacks, but reduce the Damage by
 Activation: In Combat, when a Bandmate is
two (2).
attacked
Upgrade: This ability deals damage equal to that of
 Cost: Two (2) Dedications
your normal attack.
 Performance Pool: None
Upgrade: The Target enemy must Target you on their
next Activations.
HEAVY METAL CONSECRATION  Activation: In Combat as a Cool Thing
You create a circle of consecrated ground covering up  Cost: One (1) Dedication
to and including Amphitheater distance. Any Enemies
 Performance Pool: None
of “Elite” status or below are weakened while within this
circle, while Bandmates are strengthened in the follow-
ing ways:
All applicable Enemies reduce their Damage by


two (2)
NOTORIETY 2
 All applicable Enemies decrease their Defense
Performance Pool by two (2). KNOW YOUR ENEMY
 All applicable Bandmates may reroll one (1) D4 per You predict your Enemy’s next move. The next time
activation. you are attacked by that Enemy, double the dice in your
Defense Performance Pool.
 Activation: Out of Combat, or in Combat as a  Activation: In Combat as a Cool Thing
Cool Thing
 Cost: One (1) Tribute
 Cost: Three (3) Dedications
 Performance Pool: Feelings or Stuntz
 Performance Pool: None

SUMMON BROHAM
Summon your exact copy in spirit form. The spirit
has one (1) Hit on the Meat Track, cannot attack, and has
your same Defense stat. Any Enemy able to target the
spirit will do so until it is destroyed, dismissed (by you, as
a free action, at any time), or 5 rounds have passed. Only
one such spirit can be summoned at any time.
Upgrade: The spirit has two hits on the Meat Track
instead.

93
CHAPTER SIX : POWER MOVES
 Activation: In Combat as a Cool Thing Upgrade: You may instead Heal up to five (5) Hits on
 Cost: One (1) Tribute your Meat Track.
 Performance Pool: Feelings  Activation: In Combat as a Cool Thing
 Cost: One (1) Tribute
 Performance Pool: Stuntz or Pharmacopia

NOTORIETY 4
THRASHIN’ AND BASHIN’ NOTORIETY 8
Until the end of Combat, all of your Melee and
Ranged attacks can Target one additional enemy in up SHAKE IT OFF
to one Zone (Spitting to Stage, Stage to Amphitheater) Reduce the Damage of the next attack that would hit
further away than normal. you by half of its original value (rounded up). If you are
Upgrade: You may instead Target Two Enemies up to Harmonizing with other Bandmates, you may spend one
one Zone further away. (1) additional Dedication to have this effect apply to all
 Activation: In Combat as a Cool Thing Bandmates you are Harmonizing with.
 Cost: One (1) Dedication  Activation: In Combat as a Cool Thing
 Performance Pool: None  Cost: One (1) Dedication, or Two (2) Dedications if
Harmonizing
 Performance Pool: None
PIERCE DEFENSES
Target an enemy within Spitting distance. Reduce
the Target’s Defense by one (1) until end of combat.
Upgrade: Reduce the Target’s Defense by two (2)
until end of combat.
 Activation: In Combat as a Cool Thing
 Cost: One (1) Tribute
 Performance Pool: Wildz

NOTORIETY 6
BATTLE CRY
Once per combat, choose a Bandmate within Spitting
distance. That Bandmate gains a second Activation this
round. This second Activation happens immediately
after their first Activation.
Upgrade: You may instead choose up to two (2)
Bandmates within Spitting distance to gain a second
Activation this round.
 Activation: In Combat as a Cool Thing
 Cost: One (1) Dedication
 Performance Pool: None

TOO MEAN TO DIE


Once per combat, Immediately Heal up to three (3)
Hits on your Meat Track.

94
GODS OF METAL: RAGNAROCK
SHOT THROUGH THE HEART OPEN THE PIT
Until the end of Combat, your Ranged attacks ignore Once per combat, you may attack each Enemy within
any resistances and immunities that an Enemy may have Spitting Distance. If you are Harmonizing, you may
against them. spend one (1) additional Dedication to allow all Band-
 Activation: In Combat as a Cool Thing mates you are Harmonizing with to also attack each
Enemy within Spitting Distance.
 Cost: One (1) Dedication
 Activation: In Combat as a Cool Thing
 Performance Pool: None
 Cost: One (1) Dedication, or Two (2) Dedications
if Harmonizing
 Performance Pool: None
NOTORIETY 10
CRAZY TRAIN

Chordmaster Power Moves


Once per combat, you may Target an Enemy up to
Stage distance away. Relocate to that Enemy’s position.
You may attack each Enemy in a straight line between
you and your Target Enemy. NOTORIETY 0
 Activation: In Combat as a Cool Thing
 Cost: Two (2) Dedications PRIMAL VOW
 Performance Pool: None At the start of each session, you may choose a Primal
energy type. You may apply this Primal Energy type to
any attack you make during this session.
 Activation: Out of Combat at the start of each
session
 Cost: None
 Performance Pool: None

CREATE PRIMAL ENERGY


Choose a Primal Energy type. Create a small bowl’s
worth of your chosen Primal Energy type, which can be
used by you or your Bandmates.
Upgrade: Instead create a bathtub-sized amount of
your chosen Primal Energy type.
 Activation: Out of Combat, or in Combat as a
Cool Thing
 Cost: None
 Performance Pool: None

NOTORIETY 2
PRIMAL CONTROL
Once per session, you may choose a Primal En-
ergy type. Until the end of the session, you gain the
ability to minorly influence that Primal Energy

95
CHAPTER SIX : POWER MOVES
found within Ragnarock. Work with the Metal Mae-  Activation: Out of Combat
stro to determine how you may use this ability.  Cost: One (1) Dedication
Upgrade: You may instead influence a major amount  Performance Pool: None
of that Primal Energy type.
 Activation: Out of Combat, or InCombat as a Cool
Thing
 Cost: One (1) Tribute NOTORIETY 6
 Performance Pool: Magika
PRIMAL WARDS
PRIMAL BATTERY Choose a Primal Energy type. You erect a barrier of
Once per session, you may convert a large source of the chosen Primal Energy type that reaches up to and
Primal Energy into Dedications for the Altar. You may including Stage distance. Deal Damage to any Enemy
drain and exhaust this Primal Energy to add Dedications passing through this ward equal to your Notoriety. Ene-
to the Altar equal to half of your Notoriety (rounded up). mies of the opposite Primal Energy type are unable
Upgrade: You may instead add Dedications to the
Altar equal to your Notoriety. to pass through the ward at all. Any Enemies already
instead of the barrier are unaffected by Primal Wards.
 Activation: Out of Combat, or in Combat as a
Cool Thing
 Activation: Out of Combat, or In Combat as a
Cool Thing
 Cost: One (1) Tribute
 Cost: One (1) Dedication
 Performance Pool: Magika
 Performance Pool: None

BFPE (BIG FUCKIN’ PRIMAL ENERGY)


NOTORIETY 4 Choose a Primal Energy type. You conjure a con-
centrated ball of your chosen Primal Energy Type and
launch it to a Target up to Amphitheater distance away.
PRIMAL GUARDIANS
Roll an Attack and Deal Damage equal to half of your
Once per combat, choose a Primal Energy type. Sum- Notoriety (rounded up) to all Enemies within Spitting
mon X Guardians of the chosen Primal Energy type, distance of that Target.
where X is equal to half of your Notoriety (rounded up).
Upgrade: You may instead deal Damage equal to your
Each of these Guardians has “X” Hits on their Meat
Notoriety.
Track, an attack of three (3), and a Damage of “X”. These
Guardians always Harmonize with you, and they last for  Activation: In Combat as a Cool Thing
1d4 rounds, or until destroyed.  Cost: One (1) Dedication
Upgrade: These Guardians instead last until the end  Performance Pool: Magika
of Combat, or until destroyed.
 Activation: In Combat as a Cool Thing
 Cost: One (1) Dedication
 Performance Pool: None NOTORIETY 8

PRIMAL SPA PRIMAL OVERLOAD

Choose a Primal Energy type. Create a large pool of Choose a Primal Energy type. With you as the Target,
the chosen Primal Energy type. The Chordmaster can create a blast of your chosen Primal Energy type that
bathe themselves in this pool to reduce their Feedback deals Damage, equal to your Notoriety, to all Enemies
by an amount equal to Their Notoriety. Once per Ses- within a Stage Zone away.
sion. Upgrade: Double the Damage.
Upgrade: The Chordmaster may choose to Heal Hits  Activation: In Combat as a Cool Thing
on their Meat Track instead.

96
GODS OF METAL: RAGNAROCK
Cost: One (1) Dedication
Howler Power Moves


 Performance Pool: None

NOTORIETY 0
SOULSAND
Choose a Primal Energy, You turn into a pile of that
UNIVERSAL LANGUAGE
Primal Energy. You can still think and move, but you
cannot take any aggressive action, and cannot be hurt. As long as the person you’re trying to communicate
You may choose to revert back during your Activation with is intelligent – which is a hard quality to find in
(or any time when Out of Combat), but you suffer two some areas – and has some understanding of spoken and
(2) Feedback once you do. body language, you are able to communicate with them.
You can also translate for your Bandmates and read any-
 Activation: Out of Combat, or in Combat as a
thing (musical notes included) written in any form.
Cool Thing
 Activation: Out of Combat, or In Combat as a
 Cost: Two (2) Tributes
Basic Thing
 Performance Pool: Magika
 Cost: One (1) Tribute
 Performance Pool: Feelings
NOTORIETY 10
VOCAL SOLO
HAND OF THE TITANS Once per session, reduce your Feedback by one (3).
Choose a Primal Type. Choose 7 targets within Am- Upgrade: You may instead reduce your feedback by
phitheater distance. Deal 5 Hits to the first target, then 4 two (5).
Hits to the second, 3 Hits to the third, and 2 Hits to the  Activation: Out of Combat, while Resting
fourth. Each additional Dedication spent increases the  Performance Pool: None
initial Hit by 1 (a maximum of 3 additional Dedications
 Cost: None
can be spent in this way).
 Activation: In Combat as a Cool Thing
 Cost: One (1), Two (2), or Three (3) Dedications
 Performance Pool: None NOTORIETY 2
THIS IS MY DOMAIN ILLUSION OF LIFE
Choose a Primal Type. You reshape the area up to Create a simple illusion depicting anything you’d
Ampitheater distance around you. All Enemies within the like, but no larger than 20ft x 20 ft. The illusion makes
Zone take 2 Hits. Any Non-Legendary Enemies who have no sound and can only perform minor, simple move-
not yet Activated now must Harmonize at the end of the ments. The illusion lasts for 2 rounds in Combat, or 5
Combat Round and must use their Basic Thing to stand minutes Out of Combat.
and recover before using any other Action or Movement. Upgrade: You may instead create a simple illusion
An additional Dedication will cause massive structur- up to 40ft x 40ft. The illusion can make simple sounds
al damage to the landscape and any buildings within the and perform small movements. The illusion lasts for 4
affected area. rounds in Combat, or 10 minutes Out of Combat.
 Activation: In Combat as a Cool Thing  Activation: Out of Combat, or in Combat as a
 Cost: One (1), or Two (2) Dedication Cool Thing
 Performance Pool: None  Cost: One (1) Dedication
 Performance Pool: None

97
CHAPTER SIX : POWER MOVES
SUMMON OBJECT Upgrade: The Snake entity can absorb up to 4 Feed-
You conjure an object that can fit within your hand. back before it is destroyed.
This object stays there for 2 rounds while In Combat,  Activation: In Combat as a Cool Thing
and thirty (30) seconds when Out of Combat.  Cost: One (1) Dedication
Upgrade: When Out of Combat, the object becomes  Performance Pool: None
animated for as long as you concentrate on it. It can
move, and you can see through it as if it had eyes.
PHANTASMAL INSTRUMENTS
 Activation: Out of Combat, or in Combat as a
Cool Thing You conjure a phantom instrument that sends spec-
tral energy and a discordant sound that is only audible
 Cost: One (1) Tribute
to your Enemies. Make a single Ranged Weapon Attack
 Performance Pool: Magika that Targets 1d4 creatures within Stage Distance.
Upgrade: You may instead target 2d4 creatures with-
in Stage Distance
 Activation: In Combat as a Cool Thing
NOTORIETY 4  Cost: One (1) Dedication
 Performance Pool: None
DEATH MARK
Once per combat, Target an Enemy within Stage
distance. Until the end of Combat, whenever you take
Damage, the Target Enemy takes an equal amount of
Damage.
Upgrade: You may use this ability twice per combat
instead.
 Activation: In Combat as a Cool Thing
 Cost: One (1) Dedication
 Performance Pool: None

COME CATCH UP!


If you are able to see a Bandmate or another friendly
creature, you can immediately summon them to you.
Upgrade: You may summon a Bandmate or another
friendly creature to you, even if you cannot see them.
 Activation: Out of Combat
 Cost: One (1) Dedication
 Performance Pool: None

NOTORIETY 6
LOOPER
Summon a creature familiar that attaches itself to a
Bandmate, but does not impede their movement. When
this Bandmate would take Feedback, the entity absorbs
it instead. The snake can absorb up to two (2) Feedback
in this way before it is destroyed.

98
GODS OF METAL: RAGNAROCK
NOTORIETY 8 NOTORIETY 10
DOMINATION RAISE YOUR FIST UP IN THE AIR
Target an Elite, Horde, or Schlub Enemy. You control Once per combat, call forth an spectral beast to
this Enemy’s next two Activations. If used out of Com- appear and destroy a single enemy Solo or Lower. Roll
bat,you control this Enemy’s movement and actions for a D4, if a Tribute is generated, the creature is unsatiat-
the next 2 minutes. ed and will consume another Solo or Lower enemy. If
 Activation: Out of Combat, or in Combat as a a Feedback is Generated the creature will attack the
Cool Thing adventuring Band instead.
 Cost: One (1) Dedication  Activation: In Combat as a Cool Thing
 Performance Pool: None  Cost: Two (2) Dedications
 Performance Pool: None
AFFLICTION Spectral Beast
Target two Enemies within Amphitheater distance.  Threshold: Three (3)
Deal 1 Hit to each Target Enemy. You may deal an  Meat: One (1)
additional Hit to each Target for each Dedication spent  Damage: Five (5)
beyond the first (maximum 3).
Upgrade: You may instead target and push back a
LOUDER THAN HELL
number of enemies equal to your Notoriety.
Once per combat, you may summon a Horde of
 Activation: In Combat as a Cool Thing
adoring fans. Roll any Performance Pool, and give this
 Cost: One (1) Dedication Horde three (3) Damage per Tribute. They can Attack
 Performance Pool: None three times, and when they attack they target all Ene-
my’s within a Stage sized Zone. They always Harmonize
with the Avatar, and are not required to Attack every
Activation, but once the Third Attack has completed,
they dissipate.
 Activation: In Combat as a Cool Thing
 Cost: Three (3) Dedications
 Performance Pool: None

Shredder Power Moves


NOTORIETY 0
MAKING THE BOND
Once per Rest, immediately following a Combat in
which you destroyed at least one Enemy, you may use
this Power Move. Your instrument immediately gains
20 Resonance.
 Activation: Out of Combat, While at Rest
 Cost: One (1) Tribute
 Performance Pool: Legendsmithing

99
CHAPTER SIX : POWER MOVES
THREE-PART HARMONY  Cost: One (1) Tribute
When you Harmonize with at least one other Band-  Performance Pool: Legendsmithing
mate, you may change the Speed of a Bandmate that is
next in the Tempo order to match your own, so that all
FINGERS OF FIRE
three of you Harmonize together.
Once per combat. you may play a lick so fast that it
Upgrade: You may choose any other Bandmate,
drives your Bandmates forward. All of your Bandmates
regardless of their order in the Tempo.
gain +1 Speed until the end of Combat.
 Activation: In Combat as a Basic Thing
Upgrade: All of your Bandmates gain +2 Speed until
 Cost: One (1) Dedication the end of Combat.
 Performance Pool: None  Activation: In Combat as a Cool Thing
 Cost: One (1) Dedication
 Performance Pool: None

NOTORIETY 2
SHOW-OFF NOTORIETY 6
When you use this Power Move, any Enemies that
can see you are unable to Target you until after your next
WALL OF SOUND
Activation.
You strum an epic chord that stops all who hear it in
 Activation: In Combat as a Cool Thing
their tracks. Enemies cannot move within Stage distance
 Cost: One (1) Dedication from you until the end of the Round.
 Performance Pool: None Upgrade: Schlubs, Hordes and Solos will instead flee
from you, using their Basic Thing to move in the exact
COVER SONG opposite direction.
Once per combat, you may immediately use a Power  Activation: In Combat as a Cool Thing
Move that another of your Bandmates has access to. The  Cost: One (1) Tribute
chosen Power Move must be one that can be obtained at  Performance Pool: Legendsmithing or Stunts
your current Notoriety.
Upgrade: You may use this ability Twice per combat
DAZZLING SOLO
instead.
Target an Enemy within Stage distance. Each time
 Activation: In Combat as a Cool Thing
score a Hit on the Target Enemy, reduce that Enemy’s
 Cost: One (1) Dedication Damage by 1. This lasts until the end of Combat, and
 Performance Pool: None cannot reduce the Enemy’s Damage below 1.
 Activation: In Combat as a Cool Thing
 Cost: One (1) Dedication
 Performance Pool: None
NOTORIETY 4
INSPIRING TUNE
Choose one of your Bandmates who has not yet ac- NOTORIETY 8
tivated and is not harmonizing. Any Tributes generated
may be immediately transferred to that bandmate.
BROWN NOTE
Upgrade: You may instead choose two Bandmates.
You unleash, through your instrument, an unholy
Both get the same amount
noise that lashes out at your enemies and causes them
 Activation: In Combat as a Cool Thing to unleash their bowls in fear! All enemies who can hear
you within Stage distance take 1 Hit and cannot move

100
GODS OF METAL: RAGNAROCK
until after your next Activation. You may increase the
Hit’s dealt by one (1) for each Dedication spent (maxi-
mum of 3 Hits).
 Activation: In Combat as a Cool Thing
 Cost: One (1), Two (2), or Three (3) Dedications
 Performance Pool: None

GREAT ARTISTS STEAL


Once per combat, choose up to two Power Moves
Aznubabba Power Moves
activated as a Cool Thing that you or a Bandmate possess, NOTORIETY 0
in any combination. The chosen Power Moves must be
obtainable at your current Notoriety. Until the end of
Combat, you may use these Power Moves as a Cool Thing. CROWN OF MADNESS
 Activation: In Combat as a Cool Thing Once per session, the next time the Avatar would
take Hits on their Meat Track, they may instead take an
 Cost: One (1) Dedication
equal amount of Feedback.
 Performance Pool: None
Upgrade: The next time that Bandmate would take
Hits on their Meat Track, they may instead take half as
much Feedback (rounded up).
 Activation: Out of Combat, or in Combat as a
NOTORIETY 10 Cool Thing
 Cost: None
THE SOUND OF SILENCE  Performance Pool: None
Once per combat, choose a Zone within Stage
Distance of you. A sphere of absolute silence material-
LOOMING DOOM
izes centered on that Zone and up to Spitting Distance
around it. All Enemies and Bandmates within the sphere Once per Combat, Target an Enemy and mark them
are unable to Activate Power Moves until they exit the with a curse. The next time a Bandmate attacks the
Sphere of Silence. Target Enemy, they may choose to reroll a Dice in their
Performance Pool.
You may spend three (3) Dedications to Target a
Zone within Amphitheater distance and increase the size Upgrade: You may Roll up to 3 Dice.
of the sphere to encompass up to Stage Distance.  Activation: In Combat as a Cool Thing
 Activation: In Combat as a Cool Thing  Cost: One (1) Tribute
 Cost: Two (2) Dedications  Performance Pool: Magika or Forge
 Performance Pool: None

DISCORDANT SHRIEK
Once per Combat. You play a combination of discor-
NOTORIETY 1
dant notes, harming Enemies while healing your Band-
mates. Target three (3) Enemies within Stage distance. MARCH ALIVE
Deal 2 Hits to each of the Targets. You may then Heal up Once per Combat, inflict 1 Feedback on yourself.
to five (5) Hits on the Meat Track, divided however you’d Add two (2) Dedications to the Altar.
like between yourself and your Bandmates. Upgrade: You may instead inflict 2 Feedback on
Upgrade: You may instead target and push back a yourself to add four (4) Dedications to the Altar.
number of enemies equal to your Notoriety.  Activation: In Combat as a Cool Thing
 Activation: In Combat as a Cool Thing  Cost: None
 Cost: Three (3) Dedications  Performance Pool: None
 Performance Pool: None

101
CHAPTER SIX : POWER MOVES
DEATH & GLORY Upgrade: On a 1-2, you may instead heal an ally for
Once per combat, you may reroll a number of d4s five (5) Hits on the Meat Track. On a 3-4, you may also
rolled in a Performance Pool equal to half of your Noto- deal 2X Damage to an opponent.
riety (rounded up).  Activation: In Combat as a Cool Thing
Upgrade: You may instead do this twice per combat.  Cost: One (1) Tribute, One (1) Dedication
 Activation: In Combat after rolling a Performance  Performance Pool: Magika or Pharmacopia
Pool
 Cost: One (1) Dedication GENERATE LIGHT OR DARK
 Performance Pool: None When you use this Power Move, choose either
“Light” or “Dark”.
 If you chose Light: You may touch one object that
is no larger than ten (10) feet in any direction.
NOTORIETY 3 Until the spell ends, the object emits bright light
for 20 feet in all directions, and dim light for an
INJURY FROM INSULT additional 20 feet. All Bandmates within Spitting
distance of the object increase their Defense by one
Once per Combat, when you would take up to three
(1) until they leave they move away from Spitting
(3) Feedback, you may instead add an equal number of
distance, or the effect ends.
Dedications to the Altar.
 Target a Zone within Stage Distance. A dome of
Upgrade: You may instead use this ability twice per
magical darkness appears, encompassing all Zones
combat.
within Spitting Distance. Those within the Dome
 Activation: In Combat when you would take are unable to see through any means, and likewise
Feedback cannot be seen. Any Enemies who begins their Ac-
 Cost: None tivation in the Dome, or enters the Dome, reduce
 Performance Pool: None their Defense by one (1) until their next activation.
Both of these options last for 5 minutes outside of
Combat, or 3 Rounds while in Combat.
UNLIMITED POSSIBILITIES
Upgrade: You may choose both Light and Dark when
Once per session, when a Bandmate, an Enemy, or
using this Power Move.
yourself roll a Performance Pool, you may force that Tar-
get to reroll their entire Performance Pool. They must  Activation: Out of Combat, or in Combat as a
keep the second roll. Cool Thing
Upgrade: When a Target rerolls their Performance  Cost: One (1) Dedication
Pool in this way, you may choose if they must keep the  Performance Pool: None
first roll or second roll.
 Activation: In Combat after rolling a Performance
Pool
 Cost: One (1) Tribute NOTORIETY 7
 Performance Pool: Implore or Magika
REPEATING INJURY
Once per Combat, you may make four (4) Melee
Attacks Targeting a single Enemy within Grabbing
NOTORIETY 5 distance, or three (3) Ranged Attacks, divided as you
choose, against up to three (3) Enemies within Stage
Distance.
HEAL/HURT
 Activation: Out of Combat, or in Combat as a
Roll a D4, and on a 1-2, you can heal an ally for three
Cool Thing
(3) Hits on the Meat Track. On a 3-4, you may also deal
Damage to an opponent.  Cost: Two (2) Tributes, One (1) Dedication
 Performance Pool: Brawn or Stuntz

102
GODS OF METAL: RAGNAROCK
STEALING TIME
Once per Combat, make a normal Melee Attack or
Ranged attack. Heal Hits on your Meat Track equal to
the amount of Damage dealt.
 Activation: Out of Combat, or in Combat as a
Cool Thing
 Cost: Three (3) Dedications
 Performance Pool: None
Diomedius Power Moves
NOTORIETY 0
NOTORIETY 9
INTO THE UNKNOWN
You may stand close to sources of extreme heat with-
DOOMBRINGER
out discomfort. Standing still in the source of extreme
Once per Combat. Deal 3 Hits to a Target Enemy heat (such as walking on lava) and fire may still cause
within Amphitheater distance. Until the end of Combat,
add 2 to your Damage. Damage and discomfort. This lasts for 2 Activations in
 Activation: In Combat as a Cool Thing Combat, or 2 minutes Out of Combat.
 Cost: Two (2) Dedications Upgrade: You may stand safely in extreme heat or
 Performance Pool: None Fire for any amount of time without suffering any Dam-
age or ill effects. While standing in Fire, you may use
your Cool Thing to cause the fire to spread up to a Stage
YOU’RE NOT DONE YET
distance away.
Once per session, when you would be forced back
 Activation: Out of Combat, or in Combat as a
to Mundania for any reason, you can resist and stay in
Cool Thing
Ragnarock. When you use this Power Move, set both
your Feedback and Meat Track to “2”.  Cost: None
 Activation: Out of Combat, or in Combat as a  Performance Pool: None
Cool Thing
 Cost: Two (2) Dedications FLAME TOUCHED
 Performance Pool: None Add the Fire Energy type to an attack that does not
already have a Primal Energy type associated with it.

103
CHAPTER SIX : POWER MOVES
Upgrade: Add the Fire Energy type to an attack, even  Activation: In Combat as a Cool Thing
if it already has another Primal Energy type associated  Cost: One (1) Dedication
with it.  Performance Pool: None
 Activation: In Combat as a Cool Thing
 Cost: One (1) Tribute
REFLECTED GRANDEUR
 Performance Pool: Implore or Magika
A glowing aura of fire surrounds you, strengthening
your allies. Whenever your allies Harmonize with you, all
of their attacks deal Fire Energy Damage in addition to
any other Primal damage types.
NOTORIETY 1 Upgrade: Whenever your allies Harmonize, they also
increase their Damage by one (1).
DIE YOUNG  Activation: In Combat as a Cool Thing
While in Mundania, you may choose to reroll a Roll  Cost: One (1) Tribute
to Return one time.  Performance Pool: Implore or Magika
Upgrade: You may use one (1) Dedication again to
reroll a Roll to Return a second time.
 Activation: Out of Combat, or in Combat as a
Cool Thing NOTORIETY 5
 Cost: One (1) Dedication
 Performance Pool: None I SPEED AT NIGHT
Once per Combat, you may increase your Speed by 2
MOLTEN SLAG until the end of Combat.
You can melt an isolated, non-magical, unheld, Upgrade: If it is currently Night, you may increase
metallic item weighing no more than 3 pounds, that is your Damage by one (1).
within Grabbing distance. It makes a small puddle of  Activation: In Combat as a Cool Thing
molten slag which you can make a ranged attack with up  Cost: 1 Tribute
to Spitting distance and has a Damage value of 2 with
Metal Primal Energy
 Performance Pool: Stuntz

Upgrade: You may instead melt a metal item weigh-


ing up to 10 pounds. You can make a ranged attack up DEHUMANIZER
to Spitting distance that has a value of 4 Damage of the Until the end of Combat, Tributes are generated on a
Metal Energy type. three (3) or a four (4), but Feedback is generated on a one
 Activation: Out of Combat, or In Combat as a (1) or two (2).
Cool Thing  Activation: In Combat as a Cool Thing
 Cost: One (1) Tribute  Cost: One (1) Dedication
 Performance Pool: Implore or Magika  Performance Pool: None

NOTORIETY 3 NOTORIETY 7
MOB RULES HOLY DIVER
Make an attack against an Enemy within Spitting Choose a Primal Energy type. Until the end of Com-
Distance and deal Damage equal to the number of Ene- bat, all Damage dealt matching that Primal Energy Type
mies in the Combat, for each Tribute rolled. are doubled.
Upgrade: You may add the Fire Energy type to the  Activation: In Combat as a Cool Thing
Damage dealt.

104
GODS OF METAL: RAGNAROCK
 Cost: 2 Tributes
 Performance Pool: Implore or Magika

BEYOND THE REALMS OF DEATH


Once per session, you may prevent a Bandmate from
returning to Mundania against their will. When a Band-
mate would be sent back to Mundania, instead set their
Feedback and Meat Track to “2”. You take one feedback.
 Activation: In Combat when a Bandmate would be Fenrawr Power Moves
sent to Mundania.
 Cost: Two (2) Dedications
NOTORIETY 0
 Performance Pool: None
BEAST SENSE
Choose a type of Enemy (Horde, Solo, Elite, etc). You
know if an Enemy of your chosen type has been nearby
within the past day.
NOTORIETY 9
Upgrade: You know what the Enemy did when near-
by and the general direction they headed.
WISHING WELL
 Activation: Out of Combat
Once per session, you may wish for something. Work
 Cost: None
with the Metal Maestro to agree to a cost for the wish and
the conditions for that wish to be granted. Then roll a d4.  Performance Pool: None
On a three (3) or a four (4), your wish is granted. Whether
the wish Succeeds or not, you must pay the price. WILD CHILD
 Activation: Out of Combat, or in Combat as a During the night, you can see as clearly as if it were
Cool Thing daytime. Your eyes glow while using this ability.
 Cost: Two (2) Dedications, Two (2) Tributes Upgrade: You can see clearly at twice the distance at
 Performance Pool: Implore any time of day.
 Activation: Out of Combat, or in Combat as a
NEON KNIGHTS Cool Thing
Once per session, you may summon three (3) glow-  Cost: None
ing, ethereal warriors that act on your command. These  Performance Pool: None
summoned warriors have 4 Defense and 6 Hits on the
Meat Track. They attack with the same weapon as the
Avatar that summoned them, and last for 6 rounds, or
until defeated. NOTORIETY 1
 Activation: In Combat as a Cool Thing
 Cost: Three (3) Dedications IF YOU WANT BLOOD
 Performance Pool: None After using this Power Move and until the end of
combat, whenever you are attacked, increase the Dam-
age of your next attack by one (1). You can only increase
your Damage by one (1) in this way, regardless of how
many times you are attacked prior to your next Activa-
tion. Use this Power Move once per Combat.
Upgrade: You may increase your damage by up to 2
when attacked prior to your next Activation.
 Activation: Out of Combat, or in Combat as a
Cool Thing

105
CHAPTER SIX : POWER MOVES
 Cost: 1 Tribute Ranged attack targeting a single Enemy. During this
 Performance Pool: Brawn attack, three (3) and four (4) are considered Tributes.
Upgrade: You may use this Power Move twice per
combat.
THICK SKINNED
 Activation: In Combat as a Cool Thing
After using this Power Move, the next time you
would be dealt Damage from a single attack, you may  Cost: One (1) Dedication
ignore all of that Damage. If you do, take Feedback equal  Performance Pool: None
to half of the Damage you would have taken.
Upgrade: You may do this for the next two times you THE WOLF IN ME
would be dealt Damage from a single attack.
When a Bandmate is in a Zone Spitting distance
 Activation: Out of Combat, or in Combat as a away from you, you can take up to two (2) Dedications
Cool Thing from the Altar and automatically convert them back
 Cost: One (1) Tribute to Tributes.
 Performance Pool: Brawn or Wyldz Upgrade: You may spend up to 3 Dedications in
this way.
 Activation: In Combat after rolling an Attack
Performance Pool
NOTORIETY 3  Cost: One (1) or two (2) Dedications
 Performance Pool: None
HARD AS A ROCK
Once per combat, you may ignore all Damage from a
single attack.
Upgrade: You may use this Power Move twice per NOTORIETY 7
Combat.
 Activation: In Combat when you would take Dam- OVERKILL
age from an attack. Add X Damage to each attack you make until the end
 Cost: One (1) Dedication of Combat, where X is the amount of hits you’ve taken
 Performance Pool: None on your Meat Track.
 Activation: In Combat as a Cool Thing
KILLED BY DEATH  Cost: Two (2) Tributes
Once per Combat, you may reroll “X” dice used in an  Performance Pool: Brawn or Wyldz
attack, where “X” is half of your Notoriety (minimum 1).

Upgrade: You may use this Power Move twice per FENROAR
combat. You utter a bestial howl that frightens any Elite or
 Activation: In Combat after you roll an Attack Lower Enemies within a Zone Stage distance away from
Performance Pool you. All Enemies in your Zone become stunned, skip-
 Cost: One (1) Dedication ping their next Activation.
 Performance Pool: None  Activation: Out of Combat, or in Combat as a
Cool Thing
 Cost: One (1) Tribute
 Performance Pool: Feelings or Wyldz
NOTORIETY 5
RAZOR SHARP
Once per Combat, you may make a Melee attack or

106
GODS OF METAL: RAGNAROCK
NOTORIETY 9 Upgrade: You do not suffer Feedback when using this
Power Move.
 Activation: In Combat as a Cool Thing
BESTIAL FORM
 Cost: None
You take on a bestial form of your choice for your
next “X” Activations in Combat, temporarily gaining “X”
 Performance Pool: Implore or Stuntz
slots on your Meat Track and “X” Defense. “X” is equal
to twice the number of Dedications spent to use this
Power Move (Maximum 4).
 Activation: In Combat as a Cool Thing NOTORIETY 1
 Cost: Up to four (4) Dedications
 Performance Pool: Magika RISING FORCE
Once per session, you may spend time researching a
specific Enemy type (example: Horde, Solo, Elite, etc) to
THE ACE OF SPADES
learn all you can about them. The next time you encoun-
Once per session, when asked to roll a Performance ter that Enemy type in Combat, you may increase your
Pool, you may instead instantly succeed with three Defense by one (1) against that type.
Tributes.
Upgrade: You also add one (1) Damage to each of
Upgrade: You may also add Dedications to the Altar your Attacks Targeting that Enemy type.
equal to your Notoriety.
 Activation: Out of Combat
 Activation: Out of Combat, or in Combat when
 Cost: None
making any Performance Pool roll
 Performance Pool: Forge or Implore
 Cost: One (1) Dedication
 Performance Pool: None
SPEED DEMON
Once per Combat, you may double your Speed until
the end of Combat.
Upgrade: You may also double the speed of a Band-
mate in a Zone Spitting distance from you. This effect

Kekatari Power Moves


lasts until the end of Combat.
 Activation: In Combat as a Cool Thing
 Cost: One (1) Tribute
NOTORIETY 0  Performance Pool: Implore or Stuntz

SPARKS
Add the Sky Energy type to an Attack that does not
already have a Primal Energy type associated with it. NOTORIETY 3
Upgrade: You may add the Sky Energy type to an
Attack, even if it already has a Primal Energy type
TWISTED DREAM
associated with it.
Select a target within Stage distance of the Avatar.
 Activation: In Combat as a Cool Thing
Create a Zone about Spitting distance size with the tar-
 Cost: 1 Tribute get in the center. Roll an Attack Performance Pool with a
 Performance Pool: Implore or Magika Might of two (2) infused with Sky Primal Energy.
Upgrade: Increase the Might to three (3).
NO ONE FASTER  Activation: In Combat as a Cool Thing
Once per session, you may increase your Speed by one  Cost: Two (2) Tributes
(1) until the end of Combat. You suffer one (1) Feedback.  Performance Pool: Implore or Magika

107
CHAPTER SIX : POWER MOVES
SKIN OF MY TEETH Enemies, those Enemies cannot do a Cool Things during
Once per Session, when you would generate Feed- their next activation. Each individual Enemy can only be
back from a roll, ignore all of that Feedback. affected by this Power Move once.
Upgrade: When you activate this move, you may also  Activation: In Combat as a Cool Thing
add Dedications to the Altar equal to your Notoriety.  Cost: Two (2) Tributes
 Activation: Any time you would generate Feedback  Performance Pool: Implore or Magika
 Cost: One (1) Dedication
 Performance Pool: None

NOTORIETY 9
NOTORIETY 5 EXCITER
Until the end of Combat, you always have the choice
RIDE THE LIGHTNING of Activating first in a round, in addition to any harmo-
nizing Bandmates, regardless of your Tempo.
Until the end of Combat, any time you deal Sky Pri-
mal Energy Damage to any Enemies, you may push an  Activation: Out of Combat, or in Combat as a
Enemy up to a Stage distance away from you. Cool Thing
Upgrade: You may now push up to Amphitheater  Cost: One (1) Dedication
distance directly away from you.  Performance Pool: None
 Activation: In Combat as a Cool Thing
 Cost: One (1) Tribute ASHES OF THE DAWN
 Performance Pool: Implore or Magika Once per Session, after using this Power Move, each
of your Bandmates may turn any die result of one (1)
into a four (4) for their next five (5) Performance Pools.
SWEATING BULLETS
 Activation: Out of Combat, or in Combat as a
Once per Combat, when you Attack an Enemy, you
Cool Thing
may choose to reroll any twos (2) and threes (3). You
must keep the second result.  Cost: Two (2) Dedication
Upgrade: You may instead use this Power Move twice  Performance Pool: None
per Combat.
 Activation: When making an Attack
 Cost: One (1) Dedication
 Performance Pool: None

NOTORIETY 7
WORSHIP & DEDICATION
Once per session, you may choose to treat all ones (1)
Killamity Power Moves
in a single Performance Pool roll as Tributes. You must NOTORIETY 0
still apply all Feedback for any ones (1) rolled.
 Activation: After any Performance Pool roll
GHOSTAL
 Cost: One (1) Dedication
Your appearance changes for the next minute, giving
 Performance Pool: None you a gaunt, skeletal appearance. During this time, you
can communicate with the dead.
THE SHOCKER Upgrade: The duration of this Power Move is in-
The next time you deal Sky Primal Damage to any creased to three (3) minutes.

108
GODS OF METAL: RAGNAROCK
 Activation: Out of Combat my, you may also Heal Hits on your Meat Track by half
 Cost: One (1) Tribute of that amount (rounded up).
 Performance Pool: Feelings or Implore Upgrade: You may choose to reduce Feedback by half
of that amount (rounded up) instead.
 Activation: In Combat when you deal Damage to
CONTAGIOUS SUFFERING
an Enemy
When rolling the Magika Performance Pool, any
 Cost: One 1 (Dedication)
Feedback generated can be spent as if it was a Tribute
on an Attack Performance Pool with a weapon that has  Performance Pool: None
a Might of two (2). Feedback generated still is added to
the Avatar’s Threshold. FEED
Upgrade: You may instead of doing Damage, add 1 Once per session, when you deal enough Damage to
Dedications to the Altar defeat an Enemy, you may add 2 temporary spaces to
 Activation: In Combat as a Cool Thing your Meat Track. You lose these temporary spaces when
 Cost: One (1) Tribute the Session ends.
 Performance Pool: Magika Upgrade: You may instead use this Power Move once
per Combat.
 Activation: In Combat when you defeat an Enemy
 Cost: One (1) Dedication
NOTORIETY 1  Performance Pool: None

BLIGHTED TOUCH
For your next two Activations, all Attacks are Ice
Primal Energy type. NOTORIETY 5
Upgrade: This Power Move instead lasts until the
end of Combat. BLEED
 Activation: In Combat as a Cool Thing Once per session, when you deal Damage to an Enemy,
 Cost: One (1) Tribute you may activate this Power Move. At the start of your
next Activation, that Enemy takes Damage equal to the
 Performance Pool: Implore or Magika
Damage you dealt prior to activating this Power Move.

CAN YOU HEAR THE RAIN?


Upgrade: That Enemy instead takes double Damage
Once per Combat. Target a Bandmate within Spit- at the start of your next Activation.
ting Distance of you. Reduce that Bandmate’s Feedback
 Activation: In Combat when you deal Damage to
by 2.
an Enemy
Upgrade: You may instead reduce that Bandmate’s
 Cost: One (1) Dedication
Feedback by 4.
 Performance Pool: None
 Activation: Out of Combat, or in Combat as a
Cool Thing
 Cost: One (1) Dedication BODY HAMMER
 Performance Pool: None When you take Damage from an enemy Attack or
Feedback Ability in Combat, you may choose to use this
Power Move and take double Damage. Add the total
amount of Damage you took this activation as additional
damage to your next Attack against a single target. It
NOTORIETY 3 does not scale.
Upgrade: You may instead deal this Damage to all
IMMORTAL RITES enemies within Spitting distance.
Once per session, when you deal Damage to an Ene-

109
CHAPTER SIX : POWER MOVES
 Activation: In Combat when you deal Damage to  Activation: In Combat as a Cool Thing
an Enemy  Cost: Two (2) Dedications
 Cost: One (1) Dedication  Performance Pool: None
 Performance Pool: None
FEAR ME
Once per Combat, create a Spitting sized Zone with
you as the Target. If any Elite or Lower Enemies move
NOTORIETY 7 toward that Zone or Target you with any attack or abil-
ity, that Enemy takes 1 Hit and you reduce your Feed-
CURSE YOU back by 1. Last until the end of Combat.
Once per Session, when you would take Damage Upgrade: You may instead of reducing feedback, add
from an attack, you may instead ignore that Damage. 1 Dedication to the Altar.
If you do so, you may distribute the total Damage you  Activation: In Combat as a Cool Thing
would have taken among any number of Target Enemies  Cost: Two (2) Dedications
within Spitting Distance.
 Performance Pool: None
Upgrade: You may instead use this Power Move once
per combat, and may instead Target any number of Ene-
mies within Stage Distance.
 Activation: In Combat when you would take
Damage from an attack
 Cost: Two (2) Dedications

Shrieka Power Moves


 Performance Pool: Implore or Stuntz

A FINE DAY TO DIE


Target an Enemy within Stage Distance. When that
NOTORIETY 0
Enemy dies, it explodes. Make an Attack Performance
Pool with a Might of three (3) infused with Ice Primal GLAMOUR
Energy to each Enemy within Spitting distance of it. You may change minor external features, such as hair,
Upgrade: Make an Attack Performance Pool with eyes, and make-up, with just a thought.
a Might of X Ice Primal Energy to each Enemy within Upgrade: You may also slightly change your height,
Stage distance of it. Where X is your Notoriety. weight, and voice.
 Activation: In Combat as a Cool Thing  Activation: Out of Combat
 Cost: One (1) Dedication  Cost: None
 Performance Pool: Implore or Magika  Performance Pool: None

JUST PERFECT
Once per session, you can create a gust of wind –
NOTORIETY 9 even indoors – that always strikes you and the band
just right. Add 1d4 to any Bandmates Legendsmithing
KILLED BY DEATH Performance Pool.
Once per Session, you may enter into a blood-soaked Upgrade: You may use this Power Move three times
rage. Until the end of Combat, ignore any Damage you per Session.
would take. Instead, keep track of it separately and add it  Activation: Out of Combat
to the Damage you deal with each of your attacks. When
 Cost: None
there are no more enemies left to fight, you immediately
take all of the Damage you would have taken. This Dam-  Performance Pool: None
age cannot be prevented in any way.

110
GODS OF METAL: RAGNAROCK
NOTORIETY 1  Activation: In Combat as a Cool Thing
 Cost: One (1) Tribute

READ THE ROOM


 Performance Pool: Implore or Feelings

Focus on a Target and understand the strongest emo-


tion that the Target is feeling in that moment. The Metal
Maestro describes this emotion in one or two words.
Upgrade: You may more deeply learn what this Tar-
NOTORIETY 5
get is feeling. The Metal Maestro gives a more detailed
response regarding their strongest emotions and what SONG OF TRUTHS
their desires may be. Choose a Stage sized Zone, Denizens in that Zone feel
 Activation: Out of Combat compelled to rid themselves of lies. If targeting an Ene-
 Cost: None my, it may reveal it’s Primal Energy, any Resistances, or
some other Weakness to the Metal Maestro’s discretion.
 Performance Pool: None
Upgrade: You may instead coerce that Target to re-
veal two Truths about itself or something it knows.
BOUNTY OF BEAUTY
 Activation: Out of Combat, or In Combat as a Cool
You may add two (2) ranks to either your Feelings or Thing
Legendsmithing skill. These points last until resolving
 Cost: One (1) Tribute
your next Feelings or Legendsmithing Performance Pool.
 Performance Pool: Feelings or Magika
Upgrade: You may instead add four (4) ranks to
either your Feelings or Legendsmithing skill.
 Activation: Out of Combat ALL EYES ON ME
 Cost: One (1) Dedication Activating this Power move allows the Avatar to send
a massive wave of ‘suggestive’ energy to any Denizens
 Performance Pool: None
within visibility who can understand you. The sugges-
tion must be reasonable and not overtly endanger them-
selves. If this move targets an Elite or Lower Enemy,
they will remain hostile, but will follow the suggestion
NOTORIETY 3 up to the Metal Maestro’s discretion as long as they are
still able to attack.
ILLUSIONARY MASK Upgrade: Your suggestion lasts for several days.
You may disguise two of your Bandmates (yourself  Activation: In Combat as a Cool Thing, Out of
included) to appear unrecognizable compared to their Combat
normal appearance. These disguises remain for ten (10)  Cost: Two (2) Tribute
minutes.  Performance Pool: Implore or Magika
Upgrade: You may instead disguise all of your Band-
mates (yourself included). These disguises remain for
one hour.
 Activation: Out of Combat NOTORIETY 7
 Cost: One (1) Tribute
 Performance Pool: Implore or Magika EYES OF A PANTHER
Once per Session, you may experience sight and
SONG OF TORMENT sound through any Ragnarock creature you’ve met. You
Once per Combat, Target an Solo or lower Enemy. may maintain this Power Move for 5 minutes, or until
Until the end of Combat, that Enemy cannot use its voluntarily ended. During this time, you are unable to
Feedback Ability. move or act, except to end this effect.
Upgrade: You may use this Power Move twice per  Activation: Out of Combat
combat.

111
CHAPTER SIX : POWER MOVES
Cost: One (1) Dedication
Crafting Your Own


 Performance Pool: None

SHAPESHIFT Power Moves


Blessed by Shrieka, you may shift your voice and The Power Moves listed in this book are just a small
body to whatever new form you’d like. You may perfectly sample of what is possible with Power Moves, and we ar-
copy the look of any denizen of Ragnarock (including en’t the ultimate authority on everything super cool and
non-humanoids), or any Elite or Lower Enemy that awesome that you can accomplish in Ragnarock (trust us,
you’ve seen. You may also copy and use their Basic we tried, and this ended up being the best opinion).
Things and Cool Things while in this form. This effect If you are feeling industrious and want to truly
lasts for ten (10) minutes out of Combat, or four (4) customize your Avatar, it is not only possible to work
rounds while in Combat. alongside your Metal Maestro to generate some Power
Upgrade: Your form lasts 20 minutes, or up to 8 Moves that are not listed within the core rules, it’s highly
rounds in Combat. encouraged. That said, a little narrative reskinning goes
 Activation: Out of Combat, or in Combat as a a long way when it comes to making your Epic Heavy
Cool Thing Metal Fantasy dreams come true.
 Cost: One (1) Dedication For example, if Markeia wanted a new Power Move
that allowed her to transform herself into a shark and bite
 Performance Pool: None
at an opponent, we could look at the Power Moves that are
available to an Avatar and pick one to flavor….
Even though Markeia isn’t playing an Avatar that fol-
lows Fenrawr. Ivan, as the MM, can determine that it’s suit-
NOTORIETY 9 ably epic and fits her Avatar’s style. He therefore approves
and allows her to take “Shark Bite” with the powers shown
EVERY ROSE HAS IT’S THORN below. However, since Markeia isn’t playing a Fenrawr, it
Once per Combat, you may Target up to 3 Enemies feels fair to have the cost be not only one (1) Tribute, using
within Spitting Distance. For their next two Activations, a Performance Pool of Wyld but one (1) Dedication as well,
those Enemies must target other Enemies with their making it a bit more harder (but more satisfying) experi-
attacks and abilities, if able. If they are unable to Target ence that can only be done with a bit of luck.
other Enemies, they must Target your Bandmates instead.
 Activation: In Combat as a Cool Thing SHARK BITE
 Cost: Two (2) Dedications Until the end of Combat, your attacks do one (1)
 Performance Pool: None extra Damage.
 Activation: In Combat as a Cool Thing
THE BURDEN OF BEING WONDERFUL  Cost: One (1) Tribute, One (1) Dedication:
Once per Combat, all of your other Bandmates may  Performance Pool: Wyldz
double the dice for all Performance Pools they roll until
the end of your next Activation. You are unable to use Ba- As the Metal Maestro, you have the ultimate say
sic Things and Cool Things during your next Activation. about if/how this process is going to work for you and
 Activation: In Combat as a Cool Thing, or Out of your play-group. If you do proceed, be sure to remain
Combat fair to other players. Ultimately it’s about everyone
 Cost: Two (2) Dedications having fun and doing cool things. Also keep in mind
that if someone is not playing a certain Tone or Position
 Performance Pool: None
(or making a Nu-God), there should – rightfully – be an
additional cost to cherry-picking abilities from those
sources. Be sure to read in the later chapters about your
duties and responsibilities as game-leader.

112
GODS OF METAL: RAGNAROCK
113
CHAPTER SIX : POWER MOVES
chapter seven
AnthemS
ADVANCED RULES awesome moment or event that occurred during the
session or arc.

ANTHEMS ARE SPECIAL Power Moves that


require the members of a Band to collect their abilities ANTHEM OPTIONS
together into a single ultra-massive combination-attack When making an Anthem, each member of the Band
that utilizes the strengths of each Bandmate. Anthems will contribute a single Anthem Options available to
are made at the end of each major story milestone, or them. Anthem Options are available via their Position,
session, depending on the Metal Maestro. They can, and Tone, and any discovered Gear which the Metal Maestro
should represent the amazing things your Band has ac- may award. They often look like this:
complished and the glory and stories they wish to share
with the world of Ragnarock.
ANTHEM OPTION: Target all enemies in a Stage
Sometimes you experience a moment filled with
sized Zone.
so much awesomeness that it must be captured and
 Cost: One (1) Dedication
immortalized, thereby allowing you to experience it
again and again. Creating Anthems is about tapping a
small amount of the Chord Of Creation and amplifying
its magic with your – and your Bandmates’ – own special
touch to make incredible things happen.
Anthems act in a similar way to Avatars’ individual
Awarding Anthem Options
When a Band performs well together during the
Abilities. The differences are that they are created collabo-
course of their adventures, they might be given the op-
ratively and based off of a unique moment in a campaign.
tion to create a unique Anthem amongst themselves. The
In addition, they require the involvement of the entire
Metal Maestro may make this choice based on excellent
Band in order to ‘cast’, and Tributes in order to execute.
roleplay and collaborative storytelling, because of a
However, like many things in Gods of Metal: Ragnarock,
narrative threshold that has been met, or because of the
you and your Bandmates can customize how the Anthem
needs of a particular scenario.
is expressed in a way that fits your flavor best.

Forming the Anthem


Building an Anthem Each Bandmate will choose one (1) Anthem Option
from their list of Anthem Options and total up the costs
To craft a bodacious Album, each Bandmate involved associated with each one. Along with the Metal Mae-
in the Anthem can contribute a single Anthem Option stro, they will then narratively come up with how the
which are determined by their Tones, Positions, and any Anthem Option combination is expressed and describe
Gear from the list of Anthem Abilities below. With the how the Anthem is cast. Do you leap on top of each oth-
permission and guidance of your Metal Maestro, you er to form a pyramid? Does one Bandmate fling another
can alter options or create new ones, but the list offers into the enemy? Record these details, since appropriate
a healthy selection to get you and your gaming group Combat Zoning may be required in order to execute
started. the Anthem.
After creating an Anthem, the Band is encouraged to
name the unique Power Move around a particularly

116
Naming the Anthem GENERIC
Customizing the Anthem is part of the fun of Anthem Option: Create a Target that includes X
creating it! , Work alongside your Bandmates to slap an individual Enemies that can be affected by Anthem
appropriate moniker on your shared combination-pow- Options, where X is your Notoriety.
er! If you find yourself stuck, why not take a gander at  Cost: Two (2) Dedications.
the back cover of some of your favorite metal albums?
They’re a treasure trove of inspiration.
Anthem Option: Create a Target Zone that be affect-
ed by Anthem Options.

Unleashing an Anthem  Cost: One (1) Dedication - Grappling. Two (2)


Dedications - Spitting. Three (3) Dedications -
Activating an Anthem is similar to a Power Move, Stage. Four (4) Dedications - Amphitheater. Five
but it requires all of the Bandmates present when the (5) Dedications - WTF.
Anthem was made. During any one of the Bandmates
Activations, they can choose to use their Cool Thing
Anthem Option: Roll an Attack of X, Dealing Y
to Activate One (1) Anthem. Just like a Power Move,
Damage to a Target, where X and Y are the total Dedica-
you must first pay the Cost. In addition to the cost, the
tions spent in the Cost.
entire band must be within a Stage sized Zone together,
Cost: Up to 20 Dedications
and all Band members must still be in Ragnarock (and
¨


not in Mundania).
Anthems can only be unleashed once per Battle, or Anthem Option: Create a Target that is a Type of
Session, whichever is longer. Non-Boss Enemy in the battle.
 Cost: One (1) Dedication - Schlub. Two (2) Dedica-
Example:
tions - Hordes. Three (3) Dedications - Solos. Four
Anthem Name: Prize of the Stone Lord (4) Dedications - Elite.
Bandmates: Gabriel, Liselle, Nox, Caleb.
 Effect: One Avatar makes an Attack with X Damage Anthem Option: Create giant pillars which raise
to a Target, or Zone - Where X is the notoriety of Bandmembers up to Stage Distance high.
the Band.
 Cost: One (1) Dedication.
 Effect: The Anthem affects all Enemies in a single
Spitting sized Zone.
Anthem Option: Send a massive bolt of energy,
 Effect: The Anthem deals Primal Damage - Earth.
using a Primal Type available to the Bandmember, that
 Effect: For the duration of the Battle, all of you can deals X Damage - where X is your Notoriety.
hear each other regardless of Location.
 Cost: One (1) Dedication.

Anthem Modules Anthem Option: Summon X cosmic entities, which


manifest as a Horde of your description, with 1 Hit and
Just like Power Moves, there is no limit to possibili- 5 Threshold. They last until either killed, or dispelled.
ties when it comes to Anthem Options. We’ve created a  Cost: Up to (X) Dedications.
few examples here, but there is nothing more satisfying
than forging something on your own with your band.
Even questing to find Anthem Options hidden in the
world are amazing ways to make the Glory you find in
Ragnarock into something you can bring to battle!
AMPLORD
Anthem Option: For the duration of the Anthem, all
the weapons carried by your Bandmates share the same
Primal type as your weapon.
 Cost: One (1) Dedication.

117
CHAPTER SEVEN: ANTHEMS (ADVANCED RULES)
Anthem Option: The Anthem’s duration is extended Anthem Option: Primal Energy Damage dealt by
by X rounds. an enemy is turned into a different Primal Energy of the
 Cost: One (1) Dedication. Anthem user’s choice.
 Cost: One (1) Dedication.

AZNUBABA
Anthem Option: All Bandmates ignore Feedback DIOMEDIUS
Damage for their first round of Combat following this Anthem Option: Create a wall of flame that deals
Anthem. 10 Fire Damage to enemies a Zone about Amphi-
 Cost: Two (2) Dedication. theater Size and forces them up to Spitting Distance
away from the wall.
 Cost: One (1) Dedication.
Anthem Option: All attacks made by you and your
Bandmates deal Mind/Sonic Damage in addition to
their other types for the duration of the Anthem. Anthem Option: Nobody can go on Hiatus for the
 Cost: One (1) Dedication. duration of the Anthem, even if their Feedback track
is full.

¨  Cost: One (1) Dedication.


BLUDGARD
Anthem Option: You and your fellow Bandmates
double the healing during the next Heal each Bandmate FENRAWR
receives. Anthem Option: A Bandmate can sacrifice their Ac-
 Cost: One (1) Dedication. tivation to double the Damage another Bandmate deals
on an attack.
 Cost: Two (2) Dedication.
Anthem Option: Eliminate one (1) Feedback for
every Blüdgard in your band.
 Cost: One (1) Dedication. Anthem Option: The Bandmate that Activates
this option doubles their Speed for the duration of the
Anthem.
BRUTALIZER  Cost: One (1) Dedication.
Anthem Option: Enemies can’t use Feedback abili-
ties for the duration of the Anthem.
 Cost: One (1) Dedication.
HOWLER
Anthem Option: Allied Avatars within Stage
Distance of a Howler can re-roll one die per Activation
Anthem Option: You and your companions all deal during the Anthem.
double Damage for the duration of the Anthem.
 Cost: One (1) Dedication.
 Cost: One (1) Dedication.

Anthem Option: Summon duplicates of the Band


CHORDMASTER for the duration of the Anthem. When attacked by an
enemy, roll the 4-sided die. On a one (1), the enemy Hits
Anthem Option: Boost a member of the Band’s
their target and the duplicates go away. On a 2-4, the
Defense by X up to a max of three per member for the
attack misses.
duration of the Anthem.
 Cost: Three (3) Dedication.
 Cost: X Dedication.

118
GODS OF METAL: RAGNAROCK
KEKATARI
Anthem Option: Force enemies to duel each Avatar
individually. All other enemies fall still while the duels
take place.
 Cost: One (1) Dedication.

Anthem Option: You can’t generate Feedback for


the duration of the Anthem.
 Cost: One (1) Dedication.

KILLAMITY
Anthem Option: All Damage each member of the
Band takes for the duration of the Anthem instead heals
that amount of Health on the Meat Track.
 Cost: One (1) Dedication.

Anthem Option: All attacks made by you and your


Band deal Necrotic Damage – in addition to their other
types – for the duration of the Anthem.
 Cost: One (1) Dedication.

SHREDDER
Anthem Option: Reflect the next X Damage that
your enemies use right back at them. Where X is the
total combined Notoriety of the Band
 Cost: Two (2) Dedication.

Anthem Option: You and your companions can each


take two Activations per round for the duration of the
Anthem.
 Cost: One (1) Tribute.

SHRIEKA
Anthem Option: Push enemies X Zones away, but
each enemy has to be targeted individually.
 Cost: X Dedication.

Anthem Option: For the duration of the Anthem, all


of you can hear each other regardless of where you are
(does not include Mundania).
 Cost: One (1) Dedication.
chapter eight
Gear and AdvancemenT
IN A GAME of glory, and ultimate ascension, your top of a session so players have goals in mind during
Avatars will need to grow in power and in capability. their gameplay.
Ragnarock has three ways to grow your baby Demigods It’s really up to the MM when a Band progresses in
into power toddlers, and eventually graduate from the notoriety, but we have some guidelines based on how
school of rock that is their journey with a degree in many sessions a group of players would like to run
asskicking. before they see their Avatars become ‘over 9000’ level of
 Glory: Increase Notoriety, and earn additional badassery. See the Metal Maestro Section (page 128) for
Power Moves; more information.
 Resonance: Increase the Stats of Gear;
 Anthems: Forge new Power Moves that only the
Band can wield; NOTORIETY
Notoriety is the direct result of players doing amaz-
ing things. It’s earned through gaining Glory through
their tasks and deeds. Notoriety showcases how well

Glory
an Avatar is known in the realm of Ragnarock. As their
legend grows, so will the Notoriety. With more Notoriety
Glory is what everyone is Ragnarock wants. It’s in comes more power.
every action and adventure, found in every nook and A player’s Notoriety is very similar to ‘level’ in Other
cranny of this radical world. Glory is earned by Players Role Playing Games (™).
achieving AWESOME things in their games, and by The Notoriety also determines the base number that
being true to both their Tone and their Position. is used in Power Moves that have ‘N’ in their descriptions.
Avatars earn Glory after play sessions, and it allows Example: Lisette has an Elemental Blast power that has
players to progress their Avatar’s Notoriety Track. Metal a ‘N’ multiplier on the Power Move, if her band’s Notoriety
Maestros award Glory based on pre-established ques- was 3, that ‘N’ would be replaced by a 3 in the entry.
tions that pertain to their story being told, as well as
questions set by players during character creation. Each
question can award up to one (1) Glory if completed

Resonance
after a session or character arc and approved by the MM.
Example Glory Questions:
 Did your character manifest their Righteous Cause As stated in the lyrics of countless songs sung by cen-
this session? turies worth of bards, powerful heroes wield powerful
 Did they commit an act worthy of their Tonal God? weapons, wear magnificent outfits, and possess artifacts
of unspeakable energy and strength. That said, nobody
 Do you have ten (10) dedications on the Altar at
wants to carry around piles of weapons, cake roles, and
the end of a session?
armor, constantly checking if you’re ‘strong’ enough to
 Did you spend ten (10) dedications in a single lug this stuff around. You’re Demigods for fucks sake!
activation? Carry what you want, and absorb the rest into your
The questions encourage players to truthfully play magnificent selves!
their role as Avatars of Metal, and helps relive some Resonance is gathered by deconstructing the pow-
great moments in a session. If the Metal Maestro pro- erful and magical artifacts that are wielded by foes and
vides any additional questions, they should do so at the fellow Avatars of the realms of Ragnarock. Each item
gathered will have a Resonance value of 1-10.

122
Narratively, Resonance allows you to form and
change your gear as you see fit based on what you find. Amplification Level
The basic power statistics of a piece of Gear will be
determined by the type of Gear in question. Each piece
HOW DO YOU MERGE GEAR? of Gear has 2 stats that can be increased with Amplifica-
All Avatars can take gear with a Resonance value and tion Level. Once one of your Gear has increased by 10
imbue its power into their own Gear. However, Am- Resonance, it can increase one of its Attribute (Dam-
plords have the power of making this distillation more age, Defense, Speed, Exposure, etc) by one (1).
potent, increasing the possible Resonance earned.
When an Avatar merges a piece of found Gear
with their own, they earn the Resonance value of their Amplification Level Resonance Needed
Gear OR a Power Move that is already imbued in it.
Once an Avatar’s Gear has acquired at least 10 1 10
Resonance, they can increase its Amplification Level and
increase one of its stats (Attack, Damage, Speed, Etc) by 2 20
one (1).
3 30

WHAT DOES A WEAPON/GEAR WITH 4 40


RESONANCE LOOK LIKE? 5 50
Gear with Resonance could be powerful artifacts
of ages past, or fallen weapons of other Avatars, now 6 60
banished to the Gray Wastes, or the weapons and tools of
other powerful Denizens of the lands. Either way, once 7 70
you have it, you get to absorb and reform them to shape
it based on your wildest dreams. Find a cool whip after 8 80
a battle, and now want to merge it with the Broadsword
of Tears you’ve been carrying around? Awesome. It’s a 9 90
chain whip now, increasing its Amplification Level.
The only exception is any ‘living’ Avatar, who hasn’t
10 100
been permanently banished back to the sterile halls of
the corporate megalith of Mundania. Their Gear is still Resonance rolls over if you have more Resonance
bound to their spirit and unable to be absorbed. No after increasing a Gears Amplification Level.
‘yoinking’ folks.
Example: Michelle has chosen to give her Avatar a
bitching power-sword as their Weapon. She wants it to be
made of intertwined black and white crystal and full of
CAN YOU MERGE DIFFERENT GEAR? magical energy. She calls it the “Sword of Duality” and
Ultimately, it’s up to your MM, but who are we to say thinks about how it might evolve in the future. For now, she
you can merge a magical dagger into your breastplate is going to focus on the basics, it can slice things, but as she
with Resonance? Fucking no-body, that’s who. gains Resonance, it will grow more in power.
She happens to find a “Long Rod of Cruel Lightning”
from one of her spoils, which is a piece of Gear with Res-
onance created by the MM, and it has an Amplification
Level of 3, as well as a Power Move called “Call Lightning”
attached to it.
She decides on the Spot to distill the Rod of Cruel Light-
ning into her Sword of Duality, taking the 3 Resonance,
since the Weapon has an Amplification level of three (3),
and increasing her Sword’s Resonance. If she waited, or had

123
CHAPTER EIGHT: GEAR AND ADVANCEMENT
an Amplord in her Band, she could maybe get as many as CHANGING PRIMAL TYPES
six (6) Resonance from having them distill it instead.
If a piece of found Gear has a Primal Type, and a
She could also have taken the “Call Lightning” Power player wishes to have imbue it into their Avatars gear,
Move instead and attached it to her Sword, or maybe she an Amplord can spend a Tribute during their Forge
decided ‘fuck, maybe I’m a staff user now’ and imbue her Performance Pool to include that Primal Type instead of
Sword into the Rod instead (that’s what she said). an additional Resonance.

GETTING MORE BANG FOR YOUR BUCK:


AMPLORD AMPLIFICATION
An Amplord of notoriety has the chance taking
Exposure
Avatars typically don’t need to get things like weap-
found Gear, and getting up to Double the Resonance val-
ons, horses, and other ‘mundane’ things from the various
ue earned from imbuing it with an Avatars Gear. Which
towns they adventure through. They’re Demigods, after
is sick.
all. What use is coinage when you live off of the Glory
To do this, an Amplord forms a Forge Performance and deeds of your adventures? All that aside, occasional-
Pool – and spends a Dedication as a Cost of a Player ly an Avatar may want a gold plated statue of themselves
Character. For each Tribute earned, the imbued Gear in the town square, or a specific favor *winky-wink*
earns another Resonance. from a lord, lady, or liege – and that is where Exposure
Note: An Amplord can only pull as much additional comes in. But not the kind that’ll get you thrown in jail
Resonance as their Notoriety. So don’t go using all of your in Mundania.
Dedications on the altar to pump it up. Or hand over a Unlike real life, an Avatar can absolutely live off
weapon with Amplification level 9 over to an Amplord fresh of Exposure. Exposure is the liquid credibility that an
out of the Umbilical Descent. Avatar has at any given moment. It can be spent in order
Note for Metal Maestros: For a faster and more stream- to nap special favors, purchase unique accommodations,
lined gameplay experience, you can also ignore the concept or gain special access. It’s primarily used in non-combat
of Amplords using this element of their position when it scenarios, but a really bold Avatar can attempt to use it
comes to Resonance. Instead, you can just award Resonance in combat per the Metal Maestro’s discretion.
for each item acquired. Exposure can even manifest itself with a traveling
group of Denizens following the band around, attempt-
ing to garner their attention, all too happy to be caught
Example: Michelle has brought her Long Rod of Light-
in the extravagant misfire of their adventures. I mean,
ning that she found during an Adventure to a well known
you’re stars after all.
Amplord in one of the neighboring settlements (since she
doesn’t have one in her band) and wishes to use his services Example: The King of the Great Necro-Waste is a total
to imbue their Sword of Duality. dickbag and won’t let you and your friends fight the Bone
Trolls in the mountains of his land unless he considers you
After a friendly negotiation that involved spending some
worthy of the task. The Metal Maestro says that the Band
Exposure, the Amplord takes the Resonance 3 Gear (the
needs at least a cumulative Notoriety of 5, or they can fight
Long Rod) and rolls their Forge Performance Pool which
the Kings Schlubs so he can determine their worth.
is a mighty eight (8). They earn 3 Tributes. Which means
Michelle’s Sword of Duality earns six (6) Resonance instead Example: Alex’s Character really really wants to explore
of just the base three (3)! the Museum of Asskicking, which is completely booked due
to a special event. That sucks because they want to talk to
If the Amplord had rolled four (4) Tributes, Michelle
one of the best Managers in Ragnarock who happens to be
still would have only earned six (6) Resonance total, and
attending. If Schmooze doesn’t get Alex anywhere, he can
not any more. If the Amplord had been only Notoriety 1, the
always ask the MM if spending a Exposure may help him
best they could have earned is one (1) additional Resonance
in his cause.
for a total of four (4).

124
GODS OF METAL: RAGNAROCK
MONEY IN RAGNAROCK
Look, there are such things as Ragna-Bucks, and Av-
atars use them to buy beers for each other after a battle,
a cheese burger here and there, and sometimes a copy
of Heavy Metal magazine. But this game is not about
acquiring or counting pocket change, you Ebenezer
Splooge. You want a pile of gold? You could probably
get it. But money just ain’t worth the same as Exposure,
and the Glory you get from defeating your enemies in
combat can’t be bought. Blood and sweat are the real
commodities in Ragnarock.
If you really want to explore a socio-economic rela-
tionship in Ragnarock, work alongside your Metal Mae-
stro to decide what’s important to you and your game
group. If your idea of Metal is a bunch of accountants in
corpse-paint saving up to buy a yacht together, don’t let
us yuck your yum. Just don’t write us any emails asking
for info on the top performing stocks in Ragnarock.

125
CHAPTER EIGHT: GEAR AND ADVANCEMENT
chapter nine
The Metal MaestrO
AS WITH MANY other role-playing games, Gods rules than that the players do. In a pinch, the players can
of Metal: Ragnarock requires one player to assume the help out, but they should be worrying more about the de-
role of the Game Master, the person in charge of the cisions they’re making in-game than how to run the game!
adventure that the other players are about to embark That isn’t to say however, that the rules in the book
on. This amazing human can be called many things: should rule you. NOBODY RULES YOU! THIS IS
Master Storyteller, Metal Master, Bard of Beginnings, METAL!
Lore-Holder. But no matter what you call them, in the
Seriously though, the ultimate rule of the game is to
context of this fantasy world, their word is law.
have fun, so don’t take it too seriously and – above all –
In this particular game, we call the game-leader kick some monster ass!
“Metal Maestro” and they are responsible for organiz-
ing the encounters, the non-player characters (NPCs),
monsters, and story. They must spend a little extra time

Game Style
planning things out and reading any pre-generated ma-
terial before the gaming group gathers to play. It is a lot
of work, but highly rewarding and a great deal of fun.
The main focuses of Gods of Metal: Ragnarock are
The Metal Maestro is crucial to the success of the epic Heavy Metal fantasy, cooperative play, and larger-
game, and they have the best interests of the gam- than-life narration. Players in Gods of Metal: Ragnaro-
ing group in mind. For their studious prep-work and ck are encouraged to go all out, do more, and be bigger
willingness to run you and the other players through than they would in games that foster subtlelty and slow
the wild streets of Ragnarock, they deserve your respect power progression. The rules benefit you and your group
and attention. What would you do if Ronnie James Dio, best when you work together as a Band, but that doesn’t
Lemmy Kilmister, Ozzy, and the entire band of Man- mean that you have to like each other.
O-War were to tell you to jump? You’d not only jump,
Your Band can include your arch-nemesis, if you
but you’d bound off the walls and burst through the
really want it to. But when the lights are on and the
ceiling with your fist in the air like a certain coin-seeking
audience of battle hungry trollocks are waiting, you just
plumber! That is the type of respect you should give the
have to get the job done. You and your friends (and that
Metal Maestro.
one arch-nemesis) will be working together in order to
This does not, however, give the Maestro the right conquer the forces around you on your pathway to that
to be a dickhead. So this is a note for the Metal Maestro: sweet, sweet God-juice.
don’t be a dickhead. Every player at the table should be
Play by the rules, and the rules will work for you. If a
treated fairly and with respect, and every player should
rule doesn’t work for you and your Metal Maestro, ditch
be supported and encouraged. If you have favorites
it. Have fun and build the Heavy Metal experience that
amongst your gaming group, you should never act upon
serves everyone. It’s all in the service of bringing hours
that favoritism. Each player is looking to the Metal Mae-
of fun and challenging storytelling to your table.
stro to be impartial and fair, to tell a good story, and to
rise above any petty differences. They’re there to serve as When in doubt, just revisit the first law of Ragnarock:
the bastion and protector of the group’s enjoyment. Fuck the rules.
Truly, it is the Metal Maestro’s job is to orchestrate
the missions and journeys that the Band will be under-
taking. They will guide (not lead) the players by creating
the scenarios, thelore, and the NPCs the Avatas (player
characters) will be interacting with. In this way, it is more
vital that the Metal Maestro knows the game and the

128
Pacing Notoriety per Player
Pacing is all about how many sessions you think you  Short Campaign: 5 Glory per player to increase
want to complete of Gods of Metal: Ragnarock with Notoriety.
your players.  Standard (recommended) Campaigns: 10 Glory
 GIGS: Single Story session or QUESTS for Bands per player to increase Notoriety.
to embark on.  Epic Campaigns: 20 Glory per player to increase
 TOUR: Longer multi-narrative story arc, where Notoriety.
players travel across the lands playing GIGS.
BALLADS: Whole campaign arc, often ending


with Avatars becoming Nü Gods. GLORY QUESTION


Pacing is often set by how many Glory Questions you
will allow to be fulfilled at the end of a session, as the
AND NOTORIETY EARNED
more Glory awarded, the faster players will increase in
Notoriety and thus become stronger and more famous Questions for Avatars - 1 Glory Each:
in the world.  Position: Pose a question to your players that high-
lights their adventure and the use of their powers
and connection to their Position, their chosen path
and role. Did the Avatar advance and use their con-

Glory and Advancement nection to their Position or work against it? If they
stayed true to their Position – as the MM and they
see it – reward them with one (1) Glory. If they
Metal Maestros, how far you advance the Notoriety
of players in a game is up to you and your group. Some were – for whatever reason – acting contrary to
players may want to feel like they’ve leveled up each those tenants and that nature, do not reward them
game, while others will want the feeling of ‘earning it’ with this Glory, but give them additional consider-
over an entire story arc. ation during the Story rewards.
Glory is determined by formulating some personal  Tone: Pose a question to your players that high-
questions for each Avatar and a couple for the Band as a lights their adventure and the use of their powers
whole. While the personal rewards might vary slightly, and connection to their Tone, their god. Did the
the Band rewards are the same for everyone involved Avatar advance their connection to their god or
and present for that session or story arc. It can be as work against? If they stayed true to their Position
simple as “Did you further the glory of Killamity, your – as they see it – reward them with one (1) Glory. If
god?” or as specific as “Did you, Cathusis, face your inner they were – for whatever reason – contrary to those
demons and the truth of who you strive to be as the best tenants and that nature, do not reward them with
guitarist in the city of Hellbent Hamlet?” or “Did you this Glory but give them additional consideration
find your missing bandmate?” It may be helpful to for- during the Story rewards.
mulate these questions with your Avatars BEFORE the  General
session or story arc so that everyone is clear on the goals Questions for the Band about the Story - 3 Glory Each:
of the individual characters. If something is a secret, take  Story: Pose a question to the Avatars that high-
it into a side room and talk about it beforehand.
lights the quests, adventures, and encounters that
Here are some recommended parameters we’ve laid were present in the adventure. Did they – as the
out to help with what we’ve found to be a good pacing MM and they see it – fulfill their roles within the
for Gods of Metal: Ragnarock: story? Did they complete a task or solve a problem
that was laid before them by the MM? Did they
acquire greater knowledge or greater power? Did
they portray their Avatars in a consistent manner?
Reward ALL Avatars with the same amount based
on the judgment of the MM. If they didn’t com-
plete the chapter of the campaign that was under-
taken, reserve the reward for a later date. While you

129
CHAPTER NINE: THE METAL MAESTRO
can reward other Glory at the end of each session, to break any kind of cadence the Band may have created
these larger rewards are for the accomplishment of by Harmonizing. The distance they can relocate to is
story objectives. listed in their Menagerie Entry.
Going on Hiatus - 2 Glory Each:
 Mundania: Did your Avatar face the Gray Wastes
and return to Ragnarock to continue their adven- BASIC FEEDBACK ABILITIES
ture? If so, ask the Avatars a question that high- Enemy’s in Ragnarock have special abilities that har-
lights their struggle, even if they gained strikes ness the discordant energies of the Chord of Creation.
on their Permanent Record, was the action heroic They use the tenuous frequencies built up by Avatars in
and epic? The more you lose, the more this reward order to deal devastating damage. In order for an Enemy
should be increased. If the Avatar in question per- to use a Feedback Ability, they must pay the cost of a
formed well in this battle to return to Ragnarock, Feedback by removing it from an engaged Avatar that is
gift them with up to 2 Glory. in the combat.
All Feedback Abilities can be used once each per
enemy activation.
Power Hit: Cost (1) Feedback. Take an Damage

Enemy Activations


entry under an Enemy’s Basic thing, deal that


Damage.
After a player’s Activation, the Metal Maestro can  Delay: Cost (1) Feedback. Reduce an Avatar’s
choose a non-player character (NPC)/monster to take Speed by 1D4. The enemy must be currently en-
their turn directly afterward. This means that a single gaged with the Avatar.
monster can Activate several times in a round of Combat
 Disengage: Cost (1) Feedback. Move an Enemy
depending on the types of Monsters in the encounter.
up to a Zone away from the Avatar, it’s no longer
Enemies have actions on their entry, and operate in a engaged.
similar capacity as Avatars. During an Enemy Activation,
 Speed Up: Cost (1) Feedback. Reduce an Enemy’s
an Enemy can do:
Speed by up to 3. It cannot go lower than 1.
 A Basic Thing
 A Cool thing
 A Feedback Ability
 Adjust Tempo and Relocate
Relocating an Enemy requires adjusting their Tempo
either up or down based on the MM preference in order

130
GODS OF METAL: RAGNAROCK
The Role of Mundania nothing compared to the drudgery and meaninglessness
that characterize a Mundanian’s day-to-day routine.

in Ragnarock
As the Metal Maestro, you should work to build
a contrast between Raganrock and Mundania – the
contrast, after all – is what makes this game unique. It
is on the sad, boring canvas of Mundania that a player’s
Mundaina is called the Grey Wastes for a very good Avatar can be painted with vibrant color and power!
reason: it is a bland, lifeless realm of reality that has been When Avatars invariably get shunted back into their
spread so far and so thin that it has become a penitentia- oppressive Mundanian lives, take the time to create with
ry of homogeneity and efficiency. It’s ruled by soulless them a humorous or tragic moment that they can then
robots, called Executors. These watchdogs of order rise back out of, Phoenix-like, when they’re granted
oversee the lives of the infinite souls that toil within the access to Ragnarock again.
cubicles of Mundania.
In this dystopian nightmare, everything is regulated
and controlled by the Executors who, at first glance,

Creating a Nü God
seem to be very much like all other Mundanians. In
reality, however, they are – lifeless drones that operate
directly under the control of a mysterious force known
Domain: Choose two or three SUB-DOMAINS from
as Management.
the lists in Chapter 2.
The purpose of Mundania is simple and insidious:
Heavy Metal Personification: Choose your pre-
it exists to replicate and regulate itself, to optimize and
ferred Metal sub-genre.
become as efficient as possible. All life within Mundania
(Note: this may be any muscial genre that you prefer;
is forced to serve that ideal, and individuality and excel-
it need not be strictly Heavy Metal. Remember, in Gods of
lence are not tolerated.
Metal: Ragnarock, Metal is a lifestyle and a symbol of
Mundaina monitors its citizens through a process
passion and energy. Though we certainly have provided you
known as the Droning. If a Unit – known in other realms
with plenty of encouragement to go in a Metal direction,
as a “person” – becomes too unpredictable or disruptive,
your choice doesn’t have to prove particularly headbang-y
they are reprogrammed through a series of chemical and
or guitar-thrashy.)
social simulations. This “realignment” dulls any sense of
Immediate Benefit: +1 to 2 Skills of your choice
self and creates a level, predicable, and unremarkable
personality. The new personality – ideally, anyway – is Flaw: Choose one of the available Flaws, and feel
placidly content to do their higher-ups’ bidding without free to flavor them in a way that gives you the
making a single wave. most compelling roleplay experience.
It happens, however, that some units are resistant to Once you’ve chosen a Tone, apply any Tone
the Droning process and create repeated disruptions. benefits available (page 46) and
Such anomalies are taken extremely seriously and mon- then choose your Position.
itored closely. While Executors would prefer to realign a
unit rather than having it permanently retired, if a unit
produces three instances of Critical Disruption, then the
worker will be transferred “elsewhere” and never heard
from again.
Assignments within various Individual Living Zones
(I.L.Z.s) can vary, and a player should feel free to create
a bland version of whatever job they wish to undertake.
However, it should be mentioned that Mundania is NOT
our real world in the same way that Ragnarock is not our
real world. Mundaina exists to create a bland and unevent-
ful life for those that reside within it. Suffering and Tedium
are produced through the endless and wholly pointless
toil of the people trapped within it. Your actual Earth-ex-
istence may have dull and depressing aspects to it, but it’s

131
CHAPTER NINE: THE METAL MAESTRO
Balancing Encounters Breaking Up the Band
Balancing an Encounter with monsters is based on a After a Band is formed out of eager players that are
simple formula taking into account three (3) elements: excited to explore and travel together, the composition
 Number of players of that Band may change out of necessity. Perhaps
an Avatar dies or maybe a player has conflicts on the
 Highest Notoriety
determined game-night. Regardless of the reason for the
 Highest Damage change-up, the breaking up of a Band and reforming/
We recommend adding all of these numbers togeth- altering of a Band is an easy thing to manage.
er, and then having the total Meat Track of the en- If any Anthems have been formed with a missing
counter be based on the combination of these numbers member, the Metal Maestro may – at their discretion
modified for the difficulty listed below: – allow another Avatar to fill THE spot and alter that
 Simple: x1 Anthem with their available Anthem abilities ranks.
 Challenging: x2 The Band’s Notoriety levels, at that point, are com-
 Difficult: x3 prised of the new Bandmate’s Notoriety, and any social
Example: Christian wants to build an Encounter for his benefits can be transferred narratively (as the Metal
player group. It’s a Band of four (4) whose highest Notoriety Maestro sees fit).
is three (3). Thehighest Damage in the party is also three
(3). With all the elements adding up to ten (10), Christian
decides he wants a Challenging Encounter, so he begins
choosing foes (no enemy Avatars) that have a total Meat
Track of 20.
He picks two Skeleton Warriors (five (5) Meat each) and
ten Skeletons (one (1) Meat each). He’s ready to rock!

Awarding Resonance
Resonance is another great way to help set the pacing
of advancement in Gods of Metal: Ragnarock. After a
Combat Encounter, it’s often good to Distribute Reso-
nance based on how powerful the creatures featured were.
 Schlub: Resonance 1
 Horde: Resonance 2
 Solo: Resonance 3
 Elite: Resonance 4
 Boss: Resonance 5
Because sometimes great things come in big packag-
es, depending on how many creatures were encountered,
a MM could put all of the Resonance into a few objects
or even a single object instead of as a one-for-one ratio.
Having 3 Solo enemies, for example, could lead to one
object with Resonance 9 at the end of the Encounter. As
long as each player feels like they are being awarded in
Combat (give the Resonance 9 item, for example, to
the player who did not answer a Glory Question during
the encounter).

132
GODS OF METAL: RAGNAROCK
133
CHAPTER NINE: THE METAL MAESTRO
chapter ten
The Metal MenageriE
SO YOU’VE GATHERED your strength, pledged
yourself to one of the Metal Gods, and now think that
you’re pretty hot shit, yeah? Well, Fresh-Meat, there are
Types of Enemies
In the Realms of Ragnarock, there are many foes
plenty of things roaming the wilds out there, seeking to face in your battle for Glory and Notoriety. To help
the warm, fresh blood of baby-faced Avatars like your- simplify your understanding of the enemies, we have
self. Honestly, almost everything in the lands of Metal divided them into six categories. Though a particular foe
and Glory is looking for a fight. In Ragnarock, Dragons may have unique abilities and traits, they invariably fall
are like pigeons, and every wannabe Warlord is ready to into one of a sextet of groups, characteristics-wise.
rip your face off of your head and use it as a decorative
Schlub, Horde, Solo, Elite, Boss, and Legendary.
toilet seat cover.
Each Enemy may perform a number of unique
It’s a violent world out there... you’d better be ready.
actions and may have special Feedback abilities that
While this chapter may be best suited for the Metal draw the Feedback from an Avatar or Avatars in order to
Maestro, players shouldn’t feel frightened by the stat perform particularly powerful effects.
blocks that follow. The creatures and warriors of the
All Monsters may do the following Basic Things :
world of Ragnarock don’t hold any secrets that your Av-
atars couldn’t discover with the most cursory of inves-  Relocate
tigations. Skeleton Warriors and Proaugers are known  Issue Commands, if appropriate.
to all of the scattered Denizens of the land, and their  Use an item
general weaknesses and abilities are known to most. The core enemy types are as follows:
Metal Maestro: we’re happy to inform you that
we’ve got some additional tools, tricks, and weapons
to keep all of the know-it-alls and “Johnny Read-the- SCHLUB
Whole-Book”s guessing.
Schlubs are puny and most pitiful of all of the threats
(More on that in the Metal Maestro chapter!) you could face in Ragnarock.
Meanwhile, we’ll be taking a zoological study of the Weaker than even the most uninspired Avatar, they
wildlife, people-life, and low-life residing in Ragnarock, are quite simply annoyances and are most likely just go-
the most twisted world of gear-grinding, ass-kicking, ing to slow you and your Band down for a few moments
apocalyptic-level monster-fighting-mayhem this side of before you crush them like the insects they are.
Jollywood Boulevard at 3 a.m. after a 14-hour whiskey
All Schlubs:
bender with a rabid polar bear.
 Fight alone.
What I mean to say is, this chapter is full of fucking
monsters and people that you’re going to want to punch.
 Activate once per round.

Buckle up.
 Are extremely weak.
 When defeated, grants 1 Resonance.

HORDE
Hordes are a group of Schlubs that have banded to-
gether to try and actually get something done. Strength
in numbers is the tune they sing and - in the right situa-
tion - a Horde can really pickle your private parts.They

136
are the weakest enemies that you're going to face, but Elites is the first step into the kind of Combat and Glory
when they gang up on you, they can pose a real problem that just might make you a Legend.
for a sloppy Avatar. All Elites Foes:
You’ll likely be wading through seas of these sorts of  Activate twice per round.
foes in your journey toward but don’t get too cocky in  Have multiple Abilities and Power Moves that can
their presence. There are a lot of them. A lot of ANY-
be used against an Avatar.
THING can hurt ya.
 Have more than five (5) Hits on their Meat Track
All Hordes:
 When defeated, grants 4 Resonance.
 Fight in groups, typically large ones.
 Activate once per round, regardless of the number
of enemies the Horde is made up of. BOSS
 Hordes are made up of extremely weak enemies You’re climbing up the ladder of pain now, kids.
who typically die off with a single Hit. The Horde’s These nasty customers are the bigger, beefier versions of
health is represented by the number of foes in the the foes you’ve been fighting up until now. A Boss will
group. Each individual foe in the Hordes typical- be easy to spot, as you will likely be under their fist and
ly has one (1) or more Hits on their Meat Track, bleeding profusely out of your face-holes a split-second
depending on the size of the Horde. after they show up . They are typically surrounded by a
 When defeated, grant 2 Resonance. bunch of poser sycophants that are more than happy to
do their bidding (tThis is where the Schlubs and Hordes
come into play and become especially troublesome).
SOLO An Avatar had better be working in a pretty solid
Now a Solo is an individual that can actually do some Band before facing one of these types of enemies. If not,
work. Unlike the Schlub, this motherfucker has mad they’re likely Mundania-bound...
skills (as the kids…probably don’t say anymore) and isn’t All Boss foes:
going to let you just curb-stomp them without a little  Activate several times per round (based on highest
push-back. Here be your underlings and gang leaders,
Notoriety).
your mid-level, mustache twirling maniacs, your simper-
ing side-kicks, your elusive assassins. They’re the assholes
 Have a slew of Abilities and Power Moves that can
that feel that they’re above the crowd and can almost go be used against an Avatar.
mano a mano with an Avatar.  Have more than seven (7) Health.
All Solo foes:  When defeated, grant 5 Resonance.
 Activate once per round.
Have Abilities and Power Moves that they can


leverage against an Avatar.


LEGENDARY
Well, well, well. Look at who showed up and put on
 Have more than one (1) Hit on their Meat Track.
their Heavy Metal attitude? You’re looking to fight a
 When defeated, grants 3 Resonance. Legendary foe, eh? Good on you. Taking on a Legend-
ary beast or villain isn’t an easy road by any stretch of
the imagination. These are Boss enemies on overdrive.
ELITE we’re talking Henry-Rollins-neck-vein-bulging levels of
Now we’re getting somewhere. Elites are specialized aggro-bullshit that gets rained down on your Avatars like
warriors who can take on an Avatar - one on one, if a biblical flood. Now you are Schlub and you had better
necessary. They are certified bad-asses and shouldn’t be have a foolproof plan to defeat your enemy here, or
treated like the lower tier villains we’ve discussed thus you’ll be bypassing Mundania and getting kicked all the
far. They can come in a wild array of shapes and sizes, way into the Void.
but they all share a durability,strength, ability to really All Legendary foes:
piss in the cornflakes of an Avatar who isn’t on their  Activate every round, in addition to other Activa-
A-game. From this point on, things just get harder for
tions indicated in the entry.
Avatars. But hard is good (that’s what he said). Facing
 Have a smorgasbord – that is, Abilities and Feed-
back moves that can be used against an Avatar.

137
CHAPTER TEN: THE METAL MENAGERIE



Have more than ten (10) Hits on their Meat Track.
When defeated, grant 10 Resonance.
Horde Enemies
BONEHEADS - SKELETON WARRIOR
BREAKDOWN OF ENEMY ENTRIES Horde
Speed: The number of Zones that the Enemy may Throughout the many realms, Killamity reigns over
Relocate: 1, 3, 5, 8, 10. the dead. But she is greedy and does not share her power
Tolerance: How much damage that an Enemy reduc- easily. There are sects of necromancers that utilize dark
es due to toughness, or swiftness. and forbidden magicks to summon long-dead warriors to
Meat Track: How many Hits they can take before serve and protect them. These ancient corpses are either
they go down. animated through the stolen energies of the Queen of
Death, or brought to life through the power Killamitty
Basic Thing: They can do one of these per Activation.
grants to her most devout followers.
Cool Thing: They can do one of these per Activation.
Even though they lack flesh, the tattered remains of
Feedback Move: What kind of actions the enemy the Skeleton Warriors project strength when they gather
can take if they absorb Feedback from an Avatar. These in large numbers. Ragnarock is flush with the raw mate-
abilities may be used once per Activation if Feedback is rial necessary for their creation, as the realms of Metal
available to Drain. are built upon battlefields littered with the dead.

STRATEGY: BoneHeads like to use their over-


whelming numbers in order to pin and subdue avatars,
letting larger creatures do the big work.
 Speed: One (1)
 Tolerance: Two (2)
 Meat Track: One (1)
 Primal Energy Type: All attacks and defenses are
considered Shadow Primal Type for the resolution
of any of the Avatars abilities and Power Moves.
BASIC THING:
 Bone Bash: This horde deals (1) Damage to each
Avatar it’s engaged with.
 Move: The Horde can distribute themselves up to
a single Speed to engage with an enemy.
COOL THING:
 Overwhelm the Fleshbags: A BoneHead horde
can reduce an engaged Avatar’s Performance Pool
by one (1). This can be cumulative to a minimum
reduction of the Performance Pool to one (1).
FEEDBACK MOVE:
 Ashes to Ashes (1): Deal one (1) Damage to an
Avatar in Grapple Range.

138
GODS OF METAL: RAGNAROCK
EYELING - FLYING DEMON COOL THING:
Eye to Eye: Deal one (1) Damage - (Melee). An
EYEBALL CLOUD 

Eyeling horde can overwhelm all opponents in


Horde a Zone and Blind them for the remainder of the
From the crags and depths of the deepest and darkest Round. The opponent must make a Stuntz roll to
caves of Ragnarock, Eyeling hordes gather in great remove themselves from the swarm.
numbers, multiplying and swarming. In the many earth- FEEDBACK MOVE:
quakes that sunder those dark places, the Eyelings–and
 Evil Eye (1): Deal one (1) Damage - (Melee) and
other monsters from under the earth–burst forth in the
lift an opponent into the air and transport them to
world above. They strip the flesh from the bones from
any Zone they choose. Damage is determined by
any unfortunate souls that find themselves within their
the Metal Maestro, but you may initiate a Bid.
deadly pathway.
Eyeling swarms are quite common and have been
known to even migrate into the large mega-cities, where
they nest in the sewers awaiting nightfall so that they
may hunt for the flesh of mortals.
While they are technically of demon stock, they are
demons of the absolute lowest order and only possess
the most rudimentary of intelligence. They possess bat-
like wings that sprout from what appears to be a single
gigantic eyeball, and while it is the creature’s eye, it also
contains the stomach, brain and a small razor-fanged
mouth full of teeth. When faced with an Eyeling swarm,
the best solution is typically to run for cover of some sort
and to allow them to pass. While they can be faced and
defeated, more than one Avatar has found themselves
overwhelmed in a deadly cloud of flying eyeballs.

STRATEGY: Eyelings tend to work in swarms that


strafe their opponents from across the battlefield, leav-
ing just as quickly their prey wounded with tiny mouth-
fuls of flesh as their prize. They would much rather feed
on two or three opponents rather than focus their efforts
in one place, and their Speed allows for it.
 Speed: Eight (8)
 Tolerance: Five (5) (quick little fuckers)
 Meat Track: One (1)
 Primal Energy Type: All attacks and defenses are
considered Air/Lightning Primal Type for the reso-
lution of any of the Avatars abilities and
Power Moves.
BASIC THING:
 And the Eyes Have It: This horde deals (1) Dam-
age (Melee) to each Avatar that shares a Zone
with it. The Eyelings are not considered engaged
and may move freely to another Zone the follow-
ing Round.
 Fly: The Horde can Relocate themselves up to a
Speed to engage with an enemy. They may not be
engaged during this movement.

139
CHAPTER TEN: THE METAL MENAGERIE
SELLOUTS - POSSESSED DENIZENS BASIC THING:

Horde
 Cling On: Grapple - Zero (0) Damage - (Melee).
Gain (2) Feedback - an Avatar must make a
These weak and sad sacks of shit can’t hack it with
successful Stuntz or Slink roll to escape, otherwise
the Avatars but they want to soooooo badly that they’ve
they may not Relocate.
traded everything that makes a person METAL for the
appearance of power. They can operate only in groups of COOL THING:
five or more, and each is reliant on their social circle to  Conform: The horde attempts to increase its size
validate their dumb-ass life choices and maneuvers. They by absorbing nearby Denizens into their hive-
wouldn’t be a threat at all if there weren’t so many of mind. The Metal Maestro may heal the Sellout
them out in the Wylds. horde for each Feedback absorbed. If the Sellout
The really depressing thing here is that these Sellouts horde is at full strength, the horde increases its
know deep down that they are working to weaken Hits at a one to one basis for each Feedback taken.
Ragnarock and strengthen the unyielding and corrup- FEEDBACK MOVE:
tive forces of the Mundania. The faceless, formless enti-  This is Why We Don’t Have Nice Things: Reduce
ties that control Mundania are tireless in their pursuit of the number of Dedications on the Altar by one for
uniformity and corporate harmony. each Avatar present. If no Dedications are available
The blandness spreads from failed Avatar wannabe or if the Altar is cleared completely, deal Damage
to wannabe, a sickness that binds them into a single hive to each Avatar for each Feedback removed. This
mind that works to drain the power and life from every- Damage may be countered by any
thing around their field of Tedium. Avatar that makes a successful
Facing a group of Sellouts is a dangerous situation as Feelings Performance Pool roll.
the Feedback generated is considerably more potent and
an Avatar that is unable to quickly quell the swarm is
much more likely to be thrust back into Mundania.
The whole thing is a bummer, to be sure. These Deni-
zens are victims of the Executors and their drones but it’s
best to just banish them from Ragnarock as quickly as pos-
sible to prevent their conformity from spreading to those
vulnerable to the machinations of the Mundanian drones.
Some rumors say that the Sellouts can be turned
away from their horrid fate with a powerful and fo-
cused onslaught of music that reminds them of their
connection to Raganarock. None have proven this to be
effective and those known to try have been swallowed
into Mundania, lost forever.

STRATEGY: They are a single mind working within


hundreds of soulless bodies, they cannot be reasoned
with. They only seek the conformity of all around them.
They will stop at nothing to drain the power from the
world around them and target and hunt Avatars due to
the intense radiant divine energy that they radiate.
 Speed: Three (3)
 Tolerance: Five (5)
 Hits: Five (5)
 Primal Energy Type: The Void , they are outsid-
ers and draw their power from forces outside of
Ragnarock.

140
GODS OF METAL: RAGNAROCK
Schlub Enemies FEEDBACK MOVE:
 Sticks and Bones: Summon - When the Warrior
takes Damage, it can sap two (2) Feedback in order
BONE-DADDY - SKELETON WARRIOR to make one (1) new Bonehead horde from the re-
Schlub mains of any destroyed horde with the same Zone.
Some Skeleton Warriors are risen from the remains
of powerful, ancient warriors, figures that still bear some
semblance to their former skill with the expertly-crafted
armor and weaponry that they carried in life. They are
more effective than the legions of the dead that often
serve under their command but they are still undead and MONGREL DRAGON - TINY DRAGON
a mere echo of what once was. Schlub
While more independent than the masses that sur- Throughout the years, the battle pits of Ragnarock
round them, they are not free from the command of the have been filled with those that seek out the most dan-
necromancers and priests that bend them to their will. gerous and deadly foes. One of the most fearsome and
They are quite often the pawns of such individuals and prized of these enemies was the mighty, ancient dragon.
used to whatever means seen fit by the spellcaster. Avatars hunted the beasts across the many lands and
It should be noted, however, that even though they eventually brought them to near-extinction. In response
are skilled in battle and dangerous foes they are not ra- to the growing shortage of worthy draconic monsters,
tional nor truly conscious creatures. They are more akin industrious beast-masters began to gather dragon
to robot constructs than the Denizens of Ragnarock. younglings and breed them together. The result was the
Their true mortal spirit is held by Killamity and she is domestication and dilution of the dragon bloodlines of
not known for sharing. yore. Now most dragons are tiny and fat annoyances that
offer little challenge and carry none of their ancestors’
noble blood. It is said that some of the Great Wyrms still
STRATEGY: Typically surrounded by a horde or exist in hidden caverns and valleys, but none have seen a
two of Bone-Heads, the Bone-Daddy will maneuver true dragon in ages. All that seems to be left are these sad
their foot soldiers into a position where an Avatar is and stupid shit-bags.
stuck in combat with an endless tide of skeletons before
stepping into battle from the crowd themselves. Once
committed, they fight with fury until destroyed. They STRATEGY: They’re going to poo everywhere.
can however operate on their own as guardians of for-  Speed: Five (5)
gotten tombs and crypts.  Tolerance: Three (3) (flight)
 Speed: Three (3)  Hits: One (1)
 Tolerance: Two (2)  Primal Energy Type: All attacks and defenses are
 Hits: One (1) considered Fire Primal Type for the resolution of
 Primal Energy Type: All attacks and defenses are any of the Avatars abilities and Power Moves.
considered Shadow Primal Type for the resolution BASIC THING:
of any of the Avatars abilities and Power Moves.  Record Scratch: Talon Claw - Two (2) Damage -
BASIC THING: (Melee).
 Give 'em the Old Harryhausen: Three (3)  Skidmark: Slip to the next nearest Zone, the drag-
Damage. Scimitar - (Melee). on may ignore any Engagements.
 Long Bone: Two (2) Damage. Longbow - (Ranged). COOL THING:
Range - Stage.  Fire Belch: Three (3) Damage - (Ranged). Range -
COOL THING: Spitting.
 Bone Breaker: Kick - Two (2) Damage (Melee) FEEDBACK MOVE:
and force an opponent to make a successful Per-  Flaming Poop Shoot: One (1) Damage to all
formance Pool check for Stuntz or Slink or lose opponents within the same Zone. All opponents
the ability to perform a Cool Thing on their next within Spitting Range or closer are negative one (-1
Activation. )Speed for their next Activation (one (1) Feedback)

141
CHAPTER TEN: THE METAL MENAGERIE
142
GODS OF METAL: RAGNAROCK
SHARDLING - MINOR ELEMENTAL  Primal Energy Type: All attacks and defenses are
considered that of the Shardling Type for its Primal
Schlub
Type, the resolution of any of the Avatars’ abilities
The Primal Energies of Raganrock swirl in the vibra- and Power Moves are matched against that Type.
tions of The Chord of Creation, brilliant and powerful
BASIC THING:
storms of fire and ice erupt in the far mountains, shadow
and metal enshrine the caverns that cross the lands deep
 Elemental Strike: Claw/Slash - Two (2) Damage -
beneath the earth, wave and wind entwine in the storms (Melee).
that roil above the seas to the East and West. In this per-  Primal Trap: The shardling is hidden and may take
petual conflict between the forces of nature itself, magi- an Activation before the Avatars, then proceed to
cal energies create false life within some of the elements follow the typical procedure for determining Tempo.
and unleash hulking titans of battle and destruction. COOL THING:
And sometimes there is left over energy that seeps  Primal Force: Three (3) Damage - (Ranged). Range
into the environment to create much, much weaker en- - Spitting. (Primal Type per Shardling)
tities known as Shardling. These are strange and varied FEEDBACK MOVE:
things made from any of the base elements. Each has
 Natural Ones: When attacking add this move onto
its own Resistances and Weaknesses, and most possess
the Attack, for each Feedback that the engaged
special powers of their patron element.
Avatar has, do one (1) additional Primal Damage of
Small in size, typically only a meter tall, but fierce in the same type as the shardling.
temperament, the Shardlings are most often seen to take
a gremlin-like form crafted of pure Primal Energy. Some
fly, some burrow, some are more aggressive than others
but all of them exist only to further the never ending war
of the elements.

STRATEGY: This very much depends on the Primal


Energy from which they are derived. Ice Shardlings are
prone to setting traps for their unexpecting victims;
Fire Shardlings take a more direct approach; Lightning
Shardlings strike from above without warning; and Dirt
Shardlings are quick to pull their victims underground.
Shadow Shardlings are rarely seen until it is too late, and
Metal Shardlings prefer to face their opponents in open
combat, challenging them before attacking.
 Speed: Five (5). Lightning Shardlings: Ten (10)
 Tolerance: Three (3) (Flight) or (Natural Armor)
 Hits: One (1)

143
CHAPTER TEN: THE METAL MENAGERIE
NOGGIN’ - GOBLINOID PIPSQUEAK Solo Enemies
Schlub
While there is a wide variety of goblinoid creatures
within the boundaries of Ragnarock, the Noggin’ is the POISON ELVES - SYLVAN WARRIOR
smallest and weakest of them all. Barely standing 2 feet Solo
tall, these little monsters think that they are much bigger
The Poison Elves are not quite what you might have
and tougher than they really are. They are surprisingly
come to expect out of fantasy elves; they are pale purple
brave and – especially when they gather in any number –
and green creatures with shallow and shrunken features.
tend to take on opponents that are far more potent.
Their eyes are huge, wide pitch black orbs that sit on a
This lack of judgment–as one might imagine–leads sharp featured face. Their teeth have been pulled out
to a predictable result. Lots of dead Noggin’s. To offset replaced with shards of glass and metal that give them a
this fatal bravery, Noggin’s are prodigious breeders and strange and terrifying visage.
gestate their young–typically broods of 50 or so–within
Often they brew and distill the essence of mold,
the period of 3 days.
fungus, and mushrooms to create powerful poison elixirs
Some use tiny weapons, some prefer to bite and claw, which they spend their entire life sipping to gain stron-
others have mastered the art of archery but their tiny ger and stronger resistances to the deadly substances of
bows tend to fire porcupine quills and while painful are Ragnarock. They often carry vials and bottles with them
far from deadly. on their travels to use in hunting and attacking those
foolish enough to cross their paths.
STRATEGY: A Noggin is only as brave as the Nog- They prefer to eat raw flesh and rotten fruit. They
gin’s that surround them. If grouped together, they will spend most of their time in cool dank places and avoid
target Avatars without fear, typically leading to their the daylight, though they are not harmed by it.
own death. Still, if enough Noggin’s are in one place, it
can turn into a very dire situation for those caught in the
STRATEGY: It is quite possible for an Avatar to
middle of their collective onslaught of annoyances and
have their food or drink poisoned by the elves and –
tiny jabs and bites.
while they fight off the effects of the toxins – rob their
 Speed: Five (5) victims blind and, more often than not, slit the poisoned
 Tolerance: Zero (0) opponents throat and make a meal of them.
 Hits: One (1)  Speed: Five (5)
 Primal Energy Type: None  Tolerance: Three (3)
BASIC THING:  Hits: Three (3)
 Jab: Weapon of Choice - Two (2) Damage - (Melee).  Primal Energy Type: All attacks and defenses are
COOL THING: considered Earth Primal Type for the resolution of
 You and What Army? A Noggin’ may call out for any of the Avatars abilities and Power Moves.
reinforcements at any point, for every Noggin BASIC THING:
present, double that amount.  Sneaky Bow Shot: Two (2) Damage. Longbow -
FEEDBACK MOVE: (Ranged). Range - Stage.
 Is This Annoying? Is This Annoying? Is This  Hide and Go Sneak: The elf may only be found
Annoying? One (1) Damage to all opponents with- with a successful Wyldz Performance Pool Roll.
in the same Zone. All opponents within Spitting COOL THING:
Range must make a Wyldz Performance Pool roll  Poison Prick: Weapon of Choice - One (1) Dam-
to determine if they can find the hidden Noggin’, if age - (Melee). Poisoned Avatars must succeed on a
they succeed they are aware of where the Noggin is Pharmacopia Performance Pool roll to determine
hiding and attacking. the poison and attempt to expel it. If the Avatar is
unable to free themselves from the effects of the
poison, take a Hit on the Meat Track and repeat
the entire process in the next round until the poi-
son is treated properly.

144
GODS OF METAL: RAGNAROCK
FEEDBACK MOVE:  Hits: Eight (8)
 Poison Cloud: One (1) Damage to all non Poison  Primal Energy Type: All attacks and defenses are
Elves within the same Zone. An obscuring cloud considered Air/Lightning Primal Type for the resolu-
allows the Poison Elves to escape with their prey tion of any of the Avatars abilities and Power Moves.
and plunder or it may allow for them to reposition BASIC THING:
themselves or to set a new trap.  Censer Slam: Mace Strike - Two (2) Damage -
(Melee).
 Ring the Bell: All opponents in the same Zone
must succeed in a Performance Pool roll for Im-
plore or reduce take one (1) Hit.
COOL THING:
BELLRINGER - CULTIST  Fire and Brimstone: Three (3) Damage - (Ranged).
Solo Range - Spitting. Entangle - An opponent hit by
The nomadic and pious followers of Ahlendreshal this attack must succeed in a Stuntz or Slink Per-
(the Killer of Silence) scour the world on an unending formance Roll or be held for a single round, losing
quest to preserve the Chord. The Bellringers believe their Activation until they are released or they
that the Silence, an immense void of sound that hangs make a successful Brawl Performance Pool check.
over the Hellthrash Ocean, is a portent of Ragnarock’s FEEDBACK MOVE:
impending doom. In their theology, the Silence is ever  Fear the Silence: The Bellringer strikes their bell
growing, moving, and plotting against the life and vi- and the reverberations transmit a small portion
brancy that the Chord bestowed upon this plane. of the horror of the Silence with it. Any non-Bell-
The Bellringers speak only to each other, in a guttural ringer within Stage Range must succeed a Feelings
language so deep that it sounds like a low rumble emanat- or Implore roll or become overcome with emotion
ing from the throat. Subtle variations in the growls allow The affected individuals will not be able to form
the Bellringers to communicate in their own coded lan- cohesive thoughts or perform any action other
guage. They do not engage with other Denizens or Avatars than the most base and primal reaction to the truth
ignoring them altogether. Adorned with red and white of the Silence and its power. Fear, Anger, Sorrow,
robes, the priests wield brass bells, silver censors, and and Disgust are just a few of the reactions that
lanterns of elemental fire, hoping to alter the very fabric might be possible. The Avatar will determine their
of the Silence. By venturing into the Silence aboard ships reaction and should roleplay it and their actions
both built and commissioned, the Bellringers seek to bring appropriately. Thankfully, after the moment passes
the Chord to unheard and unseen regions of the seas. (One (1) Round) the memory of the Silence fades
A pilgrim Bellringer will stop at nothing to continue and the Avatar returns to normal.
their journey and holy mandates. If a Band or solitary Eventually all memory will be lost
Avatar stands in their way, they display a powerful stable of the Silence but if ever touched
of abilities and combat skill. Their bells on chains are by the Quiet or Silence again,
used to great effect as weapons capable of subduing even their knowledge
the most adept Avatar. will return.

STRATEGY: While the Bellringers are a neutral


force in the world of Ragnarock, they are mysterious
in their actions and will follow the commands of their
brethren to the letter. If an Avatar possesses some arti-
fact that the Bellringers deem necessary in their quest
to destroy the Silence, if an Avatar creates some sort of
blockade in their path, or if they happen to imbalance an
area beset by symptoms of the Silence, they will unleash
holy fury without a second thought.
 Speed: Three (3)
 Tolerance: Three (3) (swift)

145
CHAPTER TEN: THE METAL MENAGERIE
THRASHER BEAST - CRYPTID MONSTER While it may take some time, they never fail to find the
pathway to the hunted.
Solo
 Speed: Five (5)
The wild lands of Ragnarock far outnumber the
civilized places. For every city or hamlet, there are thou-
 Tolerance: Three (3) (swift)
sands of leagues of forest, mountain, volcanos, and un-  Hits: One (1)
derground caverns. Even the skies are filled with danger  Primal Energy Type: All attacks and defenses are
and ripple with the power of chaos and are bursting with considered Earth Primal Type for the resolution of
the spawn of countless sky bound monstrosities. The any of the Avatars abilities and Power Moves.
shape and nature of all the varied creatures and beasts BASIC THING:
that roam and stalk the land are far too numerous for
 Fangs and Claws: Three (3) Damage - (Melee)
even the most dedicated scholar to catalog. In fact, life in
Raganrock seems to mutate often and quickly to fit the  Regenerate: Heal one (1) Hit
needs and demands of the environment around them. COOL THING:
No beast is as widely known and feared as the Thrash-  The Taste of Blood: Two (2) Damage (Melee).
er Beast. It stalks in any environment and has been The beast can locate the target anywhere, at any
known to hunt prey across hundreds of miles. These wild time. It may stalk and hunt from any distance and
predators are massive, some growing to the size of a small will bide its time if a foe is unreachable. When the
house. Thankfully, those ancient examples of the species moment is right, the Thrasher Beast will strike and
are far and few between with most of the largest slain in either the beast itself or its prey will fall in combat.
legendary battles with Avatars of note. An Avatar may build Performance Pools to evade
These monstrous foes are varied in form but most and misdirect the Beast but cannot effectively hide
are massive semi-bipedal mixtures of a dire wolf and within its presence, even magical means seem to
a great ape. Covered in fur on the tops of their bodies, fail quickly.
some have unkempt manes that wreath their fang filled FEEDBACK MOVE:
heads. The most common breed of Thrasher has a  Pounce: Removing (1) Feedback from an Avatar
uniquely shaped skull that is flattened and ridged which, the Thrasher deals three (3) Damage to a single op-
along with some twisted horns that greatly resemble an ponent within the same Zone. The Beast ambushes
electric guitar. its prey causing it to interrupt and act BEFORE
Once a Thrasher has tasted the blood of their prey, the opponent’s Activation. This move may not be
nothing will stop them from hunting down and killing used again in a single combat.
the target. They are able to cross massive distances and
even if a hunt takes years, they follow the scent from any
distance. Nothing will stand in the way of a Thrasher
and its current hunt. Those that try face the full fury of a
heavily muscled behemoth with slavering jaws and razor
sharp claws.
Fear the sound of the Thrasher Beast’s howl, many
mistake it for the aggressive wail of an electric
guitar in a prolonged strike of a whammy
bar on steel strings.

STRATEGY: They fight with great


intelligence and an instinctual wisdom.
Once they taste the blood of an
opponent, they will stalk them
anywhere in the realms that their
prey may go.

146
GODS OF METAL: RAGNAROCK
SUCK-U-BITCHES - DEMON SIRENS begins to draw the life essence from them. The op-
ponent must succeed in a Slink Performance Pool
Solo
roll to escape or Increase their Feedback by one (1)
Deep in the fiery pits of Ragnarock, portals to the de- and lower their Meat Track by one (1) this amount
monic realms spew forth strange and frightening hordes may not be lowered through any means including
of wicked deviants under the rule of the Great Demonic Thresholds and Power Moves. Once the Slink roll
Warhosts. Many are built for battle, horned and spiked is successful, the Avatar is in engagement range of
death-dealers but some are made for more subtle forms the demon and all melee rules apply as normal.
of malice. Taking the shape of any gender and display-
FEEDBACK MOVE:
ing the full spectrum of sexuality, these succubi demons
are as devious as they are deadly.
 Strange Allure: An Avatar must succeed on a
Feelings Performance Pool roll or become con-
In their true forms, they are androgenous, bat-
fused and unable to attack the demon. The Metal
winged, faceless nightmares with an enormous mouth
Maestro may remove Tributes from this roll and
slit vertically across their chest from neck to waist. The
exchange them with twos or threes at the cost of
serpentine tongue that lolls out of that fang filled mouth
one (1) Feedback each. If failed, roleplay this effect
can entwine a foe and draw them into a fatal kiss.
as you see fit—being sure to follow all safety prefer-
While moving amongst the cities and nations of ences at the table—but until the Avatar succeeds in
Ragnarock they can take any form that they like, as long future Rounds, they must target other foes and will
as it is a living creature of roughly the same size. A fa- actively protect the demon if attacked by an ally.
vored tactic of the demon is to feast on a victim and then
assume their identity.

STRATEGY: They’re extremely cagey and won’t


willingly engage in direct combat unless cornered. They
are capable and dangerous when forced into a fight but
much prefer to blend into the crowds of the busiest civi-
RAD RAPTOR
lized places of Ragnarock, stalking unseen. COOL DUDE VELOCIRAPTOR
 Speed: Eight (8) in natural form, three (3) in Solo
disguise
Whoa! More dinosaurs in my Heavy Metal Fantasy?
 Tolerance: Three (3) in natural form, one (1) in Yes, please, my dude. Like, these are totally mondo,
disguise radical, skateboarding Dino creeps that hunt in packs
 Hits: Five (5) of three to, like, ten. Dude, they’re like normal veloci-
 Primal Energy Type: All attacks and defenses are raptors but they wear gnarly gear and are really into
considered Fire Primal Type for the resolution of Hawaiian shirts and custom made wrap-around shades.
any of the Avatars abilities and Power Moves. You can tell which one is totally in charge by peeping
the one with a Mohawk. For some reason, dude, the
BASIC THING:
lead Dino-dude alway has a Mohawk. They’re also just
 Blend Into the Crowd: (In disguise only) When as smart as you or me, maybe more smart even.
engaged in combat, the Suck-u-Bitch may disen-
They could probably run faster than they skate-
gage and disappear into any crowd or group of
board but they totally shred on their wheels and they
bystanders. An Avatar must succeed on a Streetz
really like to show off and do kick-flips. I wouldn’t
Performance Pool roll to track the demon, this roll
mess with them, dude.
must be repeated each Round.
 Cheap Shot: The demon claws their foe with nee-
dle sharp talons that they may retract from their STRATEGY: The Rad Raptors appear, typically,
hands and feet. Two (2) Damage - (Melee) - Grab. in a pack and will circle their prey, doing sic kick-flips.
Then they tear their foes apart with huge claws and
 On the Wings of Love: The demon may sprout
teeth like knives.
wings and move at their full Speed.
 Speed: Five (5) on skateboard, eight (8) if they
COOL THING:
have to run
 French Diss: The Suck-u-Bitch draws their oppo-
 Tolerance: Three (3) (swift)
nent to them with their tentacle like tongue and

147
CHAPTER TEN: THE METAL MENAGERIE



Hits: Five (5)
Primal Energy Type: All attacks and defenses are
Elite Monsters
considered Earth Primal Type for the resolution of
any of the Avatars abilities and Power Moves. GLACIER TROLLOCK - FROST TROLL
BASIC THING: Elite
 Kick Flip: Pretty sweet, dude! From the frozen wastes of the far North, powerful
migrations of trolls cross the bitterly cold lands and
 Claw and Bite: Two (2) Damage - (Melee)
make their way into the more civilized parts of the
COOL THING: realm. The largest and most dangerous of these Troll
 Major Bummer: Three (3) Damage - (Melee) Marches is the Glacier Trollock.
(Charge). Range - Spitting. If Damage is taken, The massive Demi-Giant can be easily recognized in
knock the opponent prone, they drop five (5) a troll horde by the unbelievable mountain-like structure
Speed in Initiative for the next Round, if the oppo- of pure ice that sits upon the Trollocks shoulders and
nent succeeds in a Performance Pool roll on Stuntz upper back like a glacier, hence the name.
ignore the knock down rule.
These monsters are not intelligent in the same way
 Xtreme Tail Swipe, Dude! Two (2) Damage (Melee). that some of the smaller Troll-Kin are but they more
Move the opponent up to one (1) Zone in any di- than make up for it in strength and durability. If an
rection. If there is another Rad Rapter in that Zone Avatar manages to break through the ice armor of the
they may immediately take a free Claw and Bite Glacier Trollock, the wounds inflicted will heal with star-
attack out of Activation order. tling speed. Once you wound a troll, you would do well
FEEDBACK MOVE: to kill it before it heals back to full strength
 Sweet Moves! All opponents within the same Zone
must make a Stuntz Performance Pool Roll or take STRATEGY: A solitary Glacier Trollock is ponderous
one (1) Damage for each Feedback taken. and slow but it has massive reach and easily squash any
opponent that makes the mistake of angering it. It likes to
freeze its opponents and save them for a frosty meal later.
 Speed: Three (3). The Glacier Trollock must Acti-
vate last in all Tempos
 Tolerance: Five (5) (ice armor)
 Hits: Seven (7)
 Primal Energy Type: All attacks and defenses are
considered Water/Ice Primal Type for the resolution
of any of the Avatars abilities and Power Moves.
BASIC THING:
 Slam: Two (2) Damage - (Melee).
 Crushed Ice: The opponent must make a Slink
Performance Pool roll or be smashed by the huge
meaty grasp of the troll. Two (2) Damage - (Melee).
COOL THING:
 Freezer Burn: Three (3) Damage. Range - Spitting.
The opponent must make a successful Stuntz Per-
formance Pool roll or be caught in the frigid breath
of the Trollock and potentially frozen. Roll a die.
On a one (1) the Avatar is frozen and, on their Acti-
vation, must make a successful Brawl Performance
Pool roll to break free, taking all actions for that
Round. While encased in ice, the Avatar increases
their Tolerance by three (3) but cannot act in any
way other than to attempt to break free.

148
GODS OF METAL: RAGNAROCK
FEEDBACK MOVE: outsiders and draw their power from forces outside
 Regeneration: For every Feedback taken, the Gla- of Ragnarock
cier Trollock regains one (1) Hit. BASIC THING:
 Calculated Strike: Chosen Weapon - Two (2)
Damage - (Melee).
 Access Denied: Parry - Increase Tolerance by (two)
for one Round.
PROGAUR ( A .K.A POSEUR COOL THING:

UNDEAD AVATAR HUSK  Feedback Loop - force an Avatar to roll a Perfor-


mance Pool using their current Feedback score as
Elite
the number of dice rolled. Any results of 1 (one)
When an Avatar of Metal is defeated, their spirit creates two (2) new Feedback
is permanently thrust back into the banal and horrid
FEEDBACK MOVE:
purgatory that is Mundania. There, the tortured soul will
spend the rest of eternity pushing paper that has no pur-
 One of Us: Drain - Three (3) Damage - (Ranged).
pose and spinning gears in an endless loop of efficiency Range - Stage. Any Avatar that resolves Damage
and monotony. When this occurs, (most of the time), the from this attack after Tolerance reduction receives
Avatar makes a dramatic exit and explodes, or bursts into that same amount of Feedback. If this would send
a hundred white doves, or turns into a statue of bronze, an Avatar to Mundania, the Metal Maestro may
or something equally epic. However, there are times when utilize the Avatar’s character, taking control of
the amount of Feedback from Mundania is so intense the character sheet while the real Avatar fights to
that the empty shell of that Avatar becomes infected with return from Mundania.
a Shard of Banality and continues to function as a sick
perversion of an epic warrior. A POSEUR is born.
These creatures are perhaps the greatest insult to
the Gods of Metal. Effectively, they are bland and sin-
gle-minded robots that have sheathed themselves in the
METALICORN
flesh of a dead Demi-god. Pity them, but fear them too. GLORIOUS METAL UNICORN
They work without rest to undo the powers of Ragna- Elite
rock and to spread conformity and blandness. They
From the very flesh of the god Shrieka comes one of
sabotage and undermine.They insert themselves into a
the most elusive and powerful creatures in all of Ragna-
setting with skill as they learn about the surrounding
rock. The Metalicorn is a chrome equine with a flowing
culture and work to imitate and destroy.
rainbow mane and tail that is made from the light of
In a fight, they can drain an Avatar’s abilities and Shrieka’s divine glory. Their armored bodies house
work with other drones by inserting instances of Banali- unimaginable levels of raw, untamed chaos and glamour.
ty from Mundania. The solitary horn upon their heads is capable of skewer-
To spot one, it is best to ask a lot of questions and ing a foe like a spear, giving an opponent few options as
challenge them to random games of chance (or just a they are gored by one of the most beautiful and strange
round of dancing). If they struggle, you might just have a creatures in all of Ragnarock.
Poseur on your hands... to be safe, it’s best to slay them.
STRATEGY: Proud and majestic in all things, the
STRATEGY: Typically a Progaur will hunt on its Metalicron doesn’t fuck around and will charge any who
own, seeking Avatars to destroy. They surround them- dare insult or harm it.
selves with Sellouts and other fodder to allow them pick  Speed: Eight (8)
off members of a Band one at a time.
 Tolerance: Five (5) (armor)
 Speed: Five (5)
 Hits: Ten (10)
 Tolerance: Three (3) (flight)
 Primal Energy Type: All attacks and defenses are
 Hits: Seven (7) considered Metal Primal Type for the resolution of
 Primal Energy Type: The Void, they are any of the Avatars abilities and Power Moves.

149
CHAPTER TEN: THE METAL MENAGERIE
150
GODS OF METAL: RAGNAROCK
BASIC THING:
 Chrome Stampede: Three (3) Damage - (Melee).
Boss Enemies
 Glamour Gore Go: Four (4) Damage - (Melee).
And Relocate the opponent one (1) Zone. RAGNASAURUS REX
COOL THING: UNSTOPPABLE DINOSAUR
 Glitter Fit: Five (5) Damage - (Ranged). Range -
Spitting - opponents must make a successful Boss
Feelings Performance Pool roll or be unable to Standing at an average of twenty feet tall with an
Relocate for one (1) Round. enormous mass of writhing tentacles upon its bulbous
FEEDBACK MOVE: and misshapen head, the Ragnasaurus Rex is — in ap-
pearance — an unholy combination of a giant squid and
 Majestic Pose: Every living creature within a Zone
a Tyrannosaurus Rex. The truth is far more terrifying
must make a Feelings Performance Pool roll or
become confused and unable to do anything other This monstrous behemoth is not subtle or intelli-
than compose ballads, poems, or interpretive danc- gent in any meaningful way. It is motivated by its most
es in a vain attempt to capture the essence of the basic needs, to eat and breed. While few have survived
perfect being before them. Roll a Legendsmithing a direct confrontation, some smaller specimens have
Performance Pool, if successful remove all Feed- been captured and held in large caged arenas at carni-
back but also remove that same amount of Meat val midways as a headlining oddity. Invariably, howev-
from the Meat Track. er, the abducted baby abomination grows and becomes
uncontrollable. In that short captivity, however, some
few, rare scholars have managed to learn a great deal
about the nature of these creatures. Their findings all
point to an unnatural manipulation of arcane energy
to summon an Elder One. Encasing them in flesh and
binding them to Ragnarock.
The Ragnasarus Rex are — if the rumors are to be
believed — the failed results of those cultists and their
reckless search for the end of all things.

STRATEGY: A Rex that appears is an immediate


threat to any around it as it prefers to kill and muti-
late as many people as possible before returning and
making a meal of the dead. It can easily break through
buildings and scale castle walls with ease.
 Speed: Three (3)
 Tolerance: Nine (9) (tough)
 Hits: Thirty (30)
 Primal Energy Type: All attacks and defenses are
considered Earth Primal Type for the resolution of
any of the Avatars abilities and Power Moves.
BASIC THING:
 Grand Slam: Five (5) Damage - (Melee).
 Savage Tentacle Grab: Three (3) Damage - (Melee).
An opponent must make a successful Stuntz Perfor-
mance Pool roll or they are entangled and unable to
do anything other than the most simple Basic Things
until the opponent is freed or frees themselves.
COOL THING: MURGULNAROOPAH, PRINCE OF
Shaky Grounds: The Ragnasaurus Rex stomps
THE ASHEN ALTAR - DEMON LORD


closer to its prey and – as it does – the very earth


under its feet begins to crack. Opponents should Boss
make a successful Wylds Performance Pool roll to From the fiery pits beneath Ragnarock rise an
seek and find a safe place to shelter until the effect endless torrent of demonic creatures led by the Grand
passes. If they fail, they are tossed to the ground Courts of the Damned. This aristocratic farce is pop-
and must stand to regain their ability to continue ulated by evil and animalistic monsters that play-act
in the Tempo order. as civilized kingdoms, mocking the structures of high
FEEDBACK MOVE: society mortal life in the realms above them. While they
often are garbed in resplendent gowns and suits of the
 Life Finds a Way: For each three (3) Feedback tak-
most elegant make, their twisted faces and wicked horns
en, add a single Rad Raptor to the encounters.
and barbs openly show the monstrous nature of their
dark hearts.
Much more autonomous than other demons, the
Great Lords possess much power and intelligence. They
can spend years crafting insidious plots that stretch
across entire continents and involve both king and pau-
per in a web of deceit and foul machination.
Murgulnaroopah, Prince of the Ashen Altar is a less-
er lordling of the Courts of the Damned but a cunning
and deadly opponent who has spent centuries position-
ing themselves for an elaborate manipulation that would
place them in the most prestigious circles of Hell.
While they never do anything that doesn’t benefit
them in the long run, the Band may find themselves
manipulated by them to undertake quests and tasks that
seem heroic but ultimately lead to suffering and pain. If
the Band uncovers the truth, a combat with the demon
lord would be intense and possibly level the landscape
that the confrontation takes place in, as in defeat Mur-
gulnaroopah will explode in a fiery blast that melts steel
and turns bone to ash.
They are, after all, the Prince of the Ashen Altar. A
title the Avatars may come to understand a little too late.

STRATEGY: They appear in disguise as a helpless


old begger or a damsel in need and offer a quest with
some minor reward. Once accomplished, they offer
another and another until the Band is doing the bid-
ding of the Courts of the Damned without realizing the
manipulation. However, their great ego is their weakness
and any amount of questioning from the Band is met
with a large amount of incredulity. Their manipula-
tions are impossible to unravel, in their minds, and such
simple fools cannot possibly see through the deception.
It is in this that they may tip their hand and be forced
into a confrontation in which they will fight fiercely and
without mercy. They will not submit or yield. Only their
destruction will stop them at the point of unmasking.
Their egos will not allow for any to survive to tell the

152
GODS OF METAL: RAGNAROCK
tale of their failure, a much greater wound than one of a GARY SMITH
thousand deaths. For in death, they simply return to Hell
for one moon rotation before they may return. HARBINGER OF KHAKI & REGIONAL
 Speed: five (5) ASSISTANT MANAGER
 Tolerance: three (3) (flight) Boss
 Hits: Ten (10) The horror known as Gary Smith is a folk tale told to
 Primal Energy Type: All attacks and defenses are many little headbangers before bed to keep them from
considered Fire Primal Type for the resolution of being boring or basic. These children’s tales are often
any of the Avatars abilities and Power Moves. vague in the appearance of this nightmare but there are
BASIC THING: some commonalities that scholars have found within the
 Laced Glove Back-Smack: Two (2) Damage - (Melee) stories and some evidence has led many to believe that
these simple bedtime tales may hold more truth than any
 Ballroom Blitz: Dance to the next nearest Zone,
thought possible.
the demon lord may ignore any Engagements.
For the Executors of Mundania are not unaware
COOL THING:
of the chaotic and uncontrollable realm of Ragnarock.
 Sweet Nothings: The demon lord whispers to an Upper Management has drawn their calculating gaze
opponent and they must succeed on a Magika or upon the aberration of what The Chord has created and
Implore Performance Pool roll or become doubtful seek to see the Silence succeed in the destruction of all
and fearful. Roleplay as you see fit but the Avatar of Ragnarock. While their powers are extremely limit-
must reroll one result of a four (4) – if any – on ed, they are not without the means to send emissaries
every roll for the rest of combat. This ability does into the storm of chaos to seek out further knowledge,
not stack. to expand the spread of the Silence, and to hunt down
 Hell-Fire Blast: Five (5) Damage (Ranged) Range Problematic Individuals.
- Stage - if Damage is taken the opponent remains
on fire and must succeed on Stuntz Performance
STRATEGY: Gary Smith is unstoppable. His fea-
Roll or take one (1) Damage each Round at the
tures are forgettable and so plain that no one can seem
start of the opponents Activation until the fire is
to describe him accurately. Horned rimmed glasses and
put out.
penny-loafers are typically included but in different
FEEDBACK MOVE: tales, cardigans, polo shirts, and Windsor knotted neck
 Would I Lie? - All opponents within Spitting tires are mentioned. But in all accounts Gary is wearing
Range must succeed in a Brains Performance Pool khaki pants, perfectly pressed, and fitted.
roll or have their vision blurred and reduce the  Speed: Ten (10) (teleportation)
Tributes of any attack upon the demon lord by one
 Tolerance: Seven (7)
(-1) for the next Activation of all opponents for one
(1) Round. (Reduce the Band’s collective Feedback  Hits: Forty-two (42)
by three (3) Feedback).  Primal Energy Type: The Void, they are outsid-
ers and draw their power from forces outside of
Ragnarock
BASIC THING:
 Professional Motivation: Gary may move to any
Zone and ignore Engagement as he teleports in a
blink strange glitches in reality.
 Demotion: An opponent engaged in combat with
Gary Smith must first roll and resolve at least
one tribute on a Performance Pool based on the
number of Feedback pips that the Avatar has LEFT
UNMARKED on their Feedback track If they Fail,
their Avatar’s form glitches and their Mundanian

153
CHAPTER TEN: THE METAL MENAGERIE
persona takes the place of the Avatar for one
Round. Ignore all special powers and abilities, all Legendary Enemies
basic attacks and skills resolve using a single die.
Range - Melee. URUTHU: SHAPECHANGER
COOL THING: Legendary
 Down-Sizing: An Avatar must succeed on raw ‘Tude The Uruthu are the oldest known Denizens of
Performance Pool roll or choose one of the follow- Ragnarock, outside of the Titans, and are said to have
ing: Add two (2) Feedback or reduce their Meat come from the primordial world of the Magna'ran.
Track by two (2), neither reductions may be altered They take the form of whatever they wish, of any size
by Power Moves or Gear Abilities. Range - Spitting. or shape, without limit. Their true form is strange and
 Proactivity: One minion with the Void Primal Ener- alien, best described as a mass of writhing flesh and
gy Type may use an additional Activation this Round. tentacles covered in tiny fang filled mouths that drip
FEEDBACK MOVE: toxic ooze.
 Net Loss: The Band must bid a number of Feed-
back, up to ten (10), not less than one (1). The STRATEGY: Mysterious and powerful, when a Band
Metal Maestro rolls three (dice) if there are more encounters one the ensuing battle is never less than
ones (1) than fours (4) in the Result, the Band epic and, more often than not, fatal. Legends of these
divides a number of Feedback that matches their encounters fill the songs of the skalds and are almost
bid amongst themselves. If there are more fours (4) always tragedies.
than ones (1) the Band may reduce their collective  Speed: Any depending on form (10) (shapeshifter)
Feedback by the number of their bid. If it is Wash  Tolerance: Eight (8)
the Band takes three (3) Feedback but Gary takes
ten (10) Hits.
 Hits: Fifty (50)
 Benefits Package: Reduce the Bands Feedback by up
 Primal Energy Type: None, one, or all, depending
to ten (10) - Heal Gary for 1 (Damage) per Feedback. on the form that Uruthu takes
BASIC THING:
 Swipe: Two (2) Damage. Range - Melee.
 Pounce: Enter another Zone, one (1) Damage to all
opponents present in that Zone.
 Intimidating Snarl: Pick an Avatar and have them
reduce all Performance Pools by one (1) for one (1)
Round.
COOL THING:
 Bite: Four (4) Damage. Range - Melee
 Bacteria-filled Saliva: When players have been
bitten by the Uruthu, players may be infected by its
nasty mouth. When a bite attack is made, players
must form a Performance Pool from their remain-
ing Meat Track score. If they do not resolve at least
one (1) Tribute, they're infected.
FEEDBACK MOVE:
 Infection: Players who are infected suffer one (1)
Damage at the end of their Activation. They can
spend a Tribute from a Pharmacopeia check to be-
come uninfected during their Activation. If an Av-
atar is defeated in this way, rather than being sent
on Haitus, they rise as a Revenant with all of the
abilities of the slain Avatar, reset the Meat Track,
fully restoring the Avatar to full “health”. The play-

154
GODS OF METAL: RAGNAROCK
er of that Avatar may continue resolving attacks  Hits: One hundred (100)
but must choose amongst the remaining Band by  Primal Energy Type: All attacks and defenses are
the direction of the Metal Maestro who names considered Water/Ice Primal Type for the resolution
the opponent and abilities used against them, flair, of any of the Avatars abilities and Power Moves.
flavor, and other choices are up to the player. While
BASIC THING:
there is little of the remaining persona left, the
Revenant Avatar has some dulled moments of un-
 Claw of Claws: Five (5) Damage - (Melee)
derstanding, making this fate all the more horrible.  Burrow: Dig into the earth and re-emerge into a
To save the Avatar, they must be slain and sent On Zone of their choosing at a Speed of one (1) Zone
Haitus, hoping that they return. per Round, Crabulon may ignore any Engagements
and or terrain. No wall nor mountain nor gorge nor
taco stand can stop Crabulon! There is a massive,
unstable tunnel left after Crabulon, should fools
choose to follow.

CRABULON - LEGENDARY TITAN COOL THING:


 Lemon and Butter: Damage - Varied (Ranged).
Legendary
Range - Amphitheater - Crabulon spews forth a
From the Sea of Stars... from beyond the realms massive spray of disgusting, gooey fluid, a mixture
of time and space... from whence all madness comes – of rancid sea water and crustacean body fluids.
Crabulon’s gate into the realm of Ragnarock are chasms Each opponent in the Target Zone must succeed
in the deepest, darkest ocean depths. on a Stuntz or Slink Performance Pool roll or be
Although specific cults of Crabulon disagree on struck and dealt one (1) Damage for each Round
whether he "rises" from the depths or "emerges" from of combat that Crabulon has been in play. Add (1)
the depths, two things are for certain: none survive his Damage for each Feedback rolled in the Perfor-
appearance, and only destruction and terror are left in mance Pool.
his wake. FEEDBACK MOVE:
The descriptions of the Titan known as Crabulon are  Shell Shock: Three (3) Damage to all opponents
as varied as his legend. A blue and orange carapace filled within the same Zone. All opponents within Spit-
with red, blazing eyes is often mentioned in the sailors’ leg- ting Range or closer are negative one (-1 )Speed for
ends and the songs of the Invoker Bards. Other accounts their next Activation as they are knocked to the
say that Crabulon has six enormous claws,walks upon one ground by Crabulon (Reduce the Band’s collective
hundred legs, and is covered in horn-like coral protruc- Feedback by three (3) Feedback).
tions. Most stories assert that countless eels and smaller
crab creatures live amongst the crevices of his shell.
Fear, ye puny godlings, the power of Crabulon!
Titans are effectively immortal and undefeatable.
That doesn’t mean that they’re unstoppable. Any collec-
tion of attacks that slow Crabulon down or drive them
away should be lauded as successful. If a collection of
Avatars is facing this behemoth their goals should be
reasonable.

STRATEGY: To be Crabulon. More specifically,


should you not know the legends, They destroy every-
thing that they see. They rise from the sea and crush
ships, cities, and foes within the grasp of their mighty
claws. They are not intelligent enough to truly have any
plans, guiding them back to the sea is the best option but
not an easy one.
 Speed: Three (3)
 Tolerance: Ten (10) (Armor)

155
CHAPTER TEN: THE METAL MENAGERIE
K-POP FEEDBACK MOVE:
 Baby Momma: K-Pop unleashes a monster upon
THE MULTI-HEADED MOTHER the Band, birthed from her loins and quickly
grown from infant to adult in the blink of an eye.
OF MONSTERS Covered in amniotic fluid with a hatred and hun-
Legendary ger for the opponents of their mother, they attack.
Kormungus Pulvitor is the last of the great dragons. • Choose a Schulb or Solo and put them into
Known as K-Pop to jerks that like stupid nicknames, this the action immediately.
massive winged terror has nested deep in the bowels of
• As K-Pop is wounded double the monsters
Raganarock for many centuries and only recently has
created in this way for every 25 Hits reduced.
emerged to spread terror and death wherever she goes.

STRATEGY: Her six heads are each an embodiment


of one of the Primal Energy Types within Ragnarock.
 The Purple Head: Shadow - Necrotic Gas - five (5)
Damage plus one (1) Damage a Round.
 The Red Head: Fire - Flame Strike - seven (7)
Damage and everything burns.
 The White Head: Ice - Frost Strike - five (5) Dam-
age, reduce Speed by (two) 2.
 The Green Head: Earth - Flesh Eating Insect
Swarms and Seismic Disruption (3) Damage and
the opponent must succeed on a Stuntz Perfor-
mance Pool roll or lose their next Activation.
 The Blue Head: Air - Lighting Strike - seven (7)
Damage, reduce Speed by one (1).
 The Chrome Head: (leader) - Laser Strike - ten
(10) Damage
All Ranges - Ampitheater. Each head must act before
any other head may act again.
All breath attacks are Cool Things.
 Speed: Eight (8)
 Tolerance: Ten (10)
 Hits: One hundred (100)
 Primal Energy Type: Body none, but each head
bears the Primal Type of its Attack.
BASIC THING:
 Claw, Claw, Bite, You Bastards: Melee, five (5)
Damage.
 Dragon Strike: enter another Zone, three(3)
Damage.
 Scream of K-Pop: Pick an Avatar and have them
reduce a Performance Pool by one (1).
COOL THING:
 See Head Descriptions.

156
GODS OF METAL: RAGNAROCK
The Denizens of Ragnarock Feel free to create your own NPCs and imagine the
most wild and creative amalgamation of the folk that
populate every city and hamlet, each backwater farm and
The Denizens of Ragnarock are hardy folk who have
survived trial upon trial. At this point, as far as creatures, remote temple with a selection worthy of Raganrock.
catastrophes, and warlords go, there's nothing they People are entwined together everywhere in the
haven't seen. Despite being completely inundated with realm and – more often than not – monocultures are the
amazing activities of their own, they still feel a certain exception and not the rule. Pick and choose as the Band
attraction and awe towards the Avatars. Compared to explores the world.
them, the Avatars seem like demigods from another
dimension. The Denizens love, hate, and fear them.
Denizens of Ragnarock do, however, love to hear a DRUGAN
good story, and the songs written as a result of the Ava- Dwarves. Often serve as roadies and mechanics for
tars’ amazing deeds are a huge source of entertainment Avatars, and are one of the few groups with arcane
for them. know-how to work with Gear the way Amplords do.
Some Denizens even dedicate their lives to following
Bands around in order to experience songs for the first
time. Others will assist major Bands in their activities, DREADWASP
performing menial tasks, doing maintenance work, and A clutch of insects that – every few decades – hatch
even growing and gathering food for them. within the jungle, deep underground. The soft, vulnera-
This pseudo-worship tends to accelerate and aggre- ble, but already ravenously hungry lavae start their climb
gate Avatars even more. And often, this kind of behavior towards the surface, cannibalizing their broodmates
is encouraged. until only the strongest and largest emerge. Fully grown
As you can imagine, however, this results in lots of Dreadwasps, covered in chitinous plates, are the size of
Denizens dying. ponies and will attack nearly any creature smaller than
they. Mercifully, these winged, venomous terrors are
Denizens of Ragnarock have to live their lives just
rare, solitary, and short-lived. Or they would be, had not
like anyone else. They eat, put clothes on, make money,
the poison elves of the Velezana Enclave made a point of
piss, and shit while the larger-than-life Avatars go off on
domesticating them for use as pets and hunting com-
their adventures. Denizens live simply, taking advantage
panions. Velezana wasps are larger than ones found in
of what the Avatars bring to Ragnarock, and as a result
the wild, and the very biggest specimens are occasionally
become managers, bookies, and bards, bartenders, shop
used as flying steeds by elven hunting parties. Having
keepers, floor sweepers and every other average line of
such a swarm descend upon you from the jungle canopy
work that you can imagine.
is not something you are likely to forget... should you
This does mean that the Denizens only take jobs somehow survive the experience.
that cater to or document the achievements of Avatars.
Ragnarock is filled with farmers, merchants, tradesmen,
brewers, tuners, and other types of individuals that even DENKELITE
an Avatar-free society needs. There are rich people, poor
A strange nearly-dead race of ancient trap/dun-
people, barons, servants, rebels, and people who follow
geon-builders who got themselves killed off through
to the letter the laws of their area. They just don’t hold
making some of the dankest dungeons you can wrap
the immense power of the Avatars, who are demigods
your head around. Their ruins and dungeons are all over
amongst them. And–as such–those Denizens are capable
Ragnarock, each filled with treasure and lost artifacts.
of adoring and hating the Avatars and their elevated
position within the realm.
Below, you’ll find some list of the kinds of people
and sentient life that an Avatar can expect to meet as
NOGGIN
they journey through the lands of Raganrock. This list These infuriating little goblinoid pests likely get their
is not exhaustive but we think that it will help a Metal name from the fact that larger goblins regularly bonk
Maestro to populate the realm with a sufficient variety them on their oversized heads in an attempt to shut
of unique cultures and epic encounters. them up. When even other goblins consider you a nui-
sance, you know you’re annoying. Noggins grow no larger
than about two feet in height, and – on their own û pose

157
CHAPTER TEN: THE METAL MENAGERIE
little threat to anything but small rodents. To make up PEBBLE
for their diminutive size, they tend to band together, and
Found slightly more commonly than their gargantu-
are agile enough to pile on top of one another. Togeth-
an kin, these little elementals are formed from chipped
er, they are impressive, fast-moving squads capable of
off sections of a bazalt colossus. Somehow they retain
matching larger warriors in Combat. Other goblins do
enough of the residual magic to be independently ani-
generally tolerate the presence of Noggins, however
mated and capable of locomotion.
incessant and high-pitched their chatter, and sometimes
assign them uncomplicated jobs in exchange for food or
a modest wage.
THE BELLRINGERS
The nomadic and pious followers of Ahlendreshal
GOBLIN (the Killer of Silence) scour the world on an unending
quest to preserve the Chord. The Bellringers believe
Of all the Denizens of Ragnarock, few are as adapt-
that the Silence, an immense void of sound that hangs
able as goblins, who can be found in places as remote and
over the Hellthrash Ocean, is a portent of Ragnarock’s
inhospitable as the Land of Ice and Snow or the Marshes
impending doom. In their theology, the Silence is ever
of Eternal Darkness. Renowned for their resourceful-
growing, moving, and plotting against the life and vi-
ness, the best goblin inventors rival even the Drugan.
brancy that the Chord bestowed upon this plane.
The main reason that their creations do not dominate
the trade is that goblins are impatient by nature, always
onto the next project before finishing any previous ones.
This limited attention span is reflected in their conver-
sation and interpersonal relations, leading many other
Denizens of Ragnarock to consider goblins rude and an-
Notable Figures
noying. All the same, goblins are a common sight across NARTOLIANDRON, TERROR OF THE BLUE
the realms, and can be found working as crew members
When Dreadmaw, Goddess of the Deep, birthed the
aboard pirate ships, traveling merchants, roadies for
first Megalodons into the vast seas of Ragnarock, she
Bands, and much more.
prophesied that the strongest of her children would be-
come the ruler of all beasts of the sea. This monstrosity,
called (in the Old Tongues) Nartoliandron, hunted down
HOBGOBLIN and ate all of their siblings. Unholy appetite unsated, they
Very different in both stature and temperament sought out the only other creature in those ancient times
from their smaller cousins, the Noggin and the Goblins, large enough to placate the hunger – Dreadmaw herself.
Hobgoblins are also a slightly rarer sight nowadays, as The Goddess awaited her child’s approach from
a number of armed conflicts in recent generations have within her elemental domain somewhere in the Eternal
decimated their numbers. Considered natural warriors Deep. When Nartoliandron swam up to her, Dreadmaw
for their admirable blend of strength and agility, Hob- smiled and embraced the beast to her bosom. She whis-
goblins are frequently drafted into wars, or seek out – of pered his name and promised to provide for him for as
their own volition – work as mercenaries. long as he lived.
Nartoliandron tore open her neck.
BAZALT COLOSSUS Now, in the everlasting dark of the bottom of the
seas, the supermassive shark gorges endlessly on the
These rare colossal elementals are formed from igne-
corpse of his titanic mother.
ous rock ejected during volcanic eruptions in the South-
ern Soul Sea, and are somehow brought to life by chaotic
magic currents - likely residue from the Chord. While
not titanic in power or size, panic nevertheless tends
FLYING PIRANHAS
to ensue whenever a bazalt colossus lumbers out of the A particularly gruesome variant of piranha û one
sea. Often it takes the coordinated efforts of warships or capable of swimming through the dense fog and unaf-
Avatars to reduce a bazalt colossus to rubble. fected by the boiling temperature of the rivers in which
they mate. While a single piranha is not alarmingly dan-
gerous, this quick and sharp-toothed little bugger hunts
along the river’s shore in schools of hundreds. They

158
GODS OF METAL: RAGNAROCK
are found in the open seas and swarms of them follow THE SPEAKERS
Nartoliandron picking at the scraps left behind from the This role is given to Avatars who have proven to be the
monster’s kills. best of the best in their chosen Tone, thus representing
perfectly the needs of the Gods. Their fame is so great
that they now appear only during cataclysmic events or
OBASDRIA, THE VISIONARY to offer counsel in matters of state and law.
Prophet of the First Godhand, they successfully They are also responsible for choosing those they
prophesied that the Fist of the Heavens would descen- deem worthy to serve their chosen God in matters of
di from the sky and smash the heretical Temple of the great importance. Being visited by a Speaker is like being
Didadiak into pieces. They too predicted that the Fist visited by the chosen servant of their immortal lord.
would sweep Temple leaders into their great palm and
pull them into the clouds. Obasdria, who’s age is still un-
known, portends another reckoning of the unrighteous
to occur “within [her] lifetime.”

HARVESTER
Unique to the Peninsula of Pain are the Harvesters
of the Valley floating, tentacled monstrosities that are
harmless and docile until they sense particularly strong
emotions. Drawn especially to suffering, these creatures
glide silently through the thick fog, going unnoticed until
they wrap their appendages around their quarry to feast
upon - and add to - their targets’ agony. While this process
rarely inflicts significant physical injury, the emotional
scars arelasting. To Avatars, the traumatizing event poses
the risk of drawing them straight back into Mundania.

159
CHAPTER TEN: THE METAL MENAGERIE
chapter eleven
The Realms of ragnarocK
A NEW AVATAR descends, a cascading ball of flame DOMAINS AND LOCALES OF THE MANY
plummeting through the black and white structure of the
spiraling helix that surrounds them . Their form hits the REALMS AND WILD PLACES OF
earth, causing a dirt wave to wash around them. Hot stone
sizzles and then cools. Born like a babe into the world, a new
RAGNAROCK
Demigod has been thrust into Ragnarock...
YOU are now about to embark upon a journey of explo- “THE FOLLOWING DESCRIPTIONS OF THE
ration and adventure in the REALMS of RAGNAROCK! PROVINCES, REALMS, AND GENERAL
Prepare to quest through a world of untold adventure and GEOGRAPHIES OF RAGNAROCK HAVE BEEN
face the challenges that all of the varied and strange vistas
of this vibrant and oftentimes deadly landscapes offer. Here,
SOURCED DIRECTLY FROM THESE AREAS’
laid before you by the Gods of Metal themselves is the cru- INHABITANTS. AS SUCH, THE INFORMATION IS
cible upon which your legend will be forged. The gods have TAINTED WITH EXAGGERATION, HYPERBOLE,
gifted us these lands for all Avatars to prove their worth and
AND SOME OF THE MOST BACK- ASSWARD
to worship and revel in the power and fury created by the
Chord of Creation! NONSENSE I’VE EVER READ. TAKE THESE
Ragnarock is full of unexplored territory and wild places, ENTRIES WITH A FUCK- TON OF SALT. ”
but a good deal of it has been mapped out by the Avatars
that have come before you. Within these pages, you’ll find - Archivist Zelah-Haro
the major landmarks and points of cultural interest cur- Skulltosser, Assistant Librarian and
rently known to those who wander these lands. former five- year Middleweight Champion
The edges, and deeper reaches of the map are still undiscov- of Ugahlo’s Deathmilll
ered, so be prepared to discover new and wondrous places
that aren’t mentioned here. Perhaps there may be a discov-
ery that you make that changes the very face of Ragnarock!
What are you waiting for?
Onward, Youngblood. The Abyssal Continent
of Ragnarock
Ragnarock is a world of conflict, power, and brutal
changes. Landmarks, cities, and territories of the realm
are, let’s just say, wonky. Countless creatures populate
the wild, and untamed spots speckle the continents and
surrounding islands. Glory seeking Avatars that seek to
find major landmarks may often find themselves already
picked clean of any spoils that may earn them stories. Or
find that a new terror awaits them.
Either way, below is a set of places to inspire the
stories you tell in Ragnarock.
Use 'em, or lose 'em.

162
The Abyssal Rift The Glory Road
Divided between the two largest continents of Asce- The Glory Road has the distinction of being the most
ron, and the Bonesnap Lands: is the bottomless chasm hard-core roadway in all of Ragnarock. Running almost
known as the Abyssal Rift, or sometimes simply “‘the the entire length of the Abyssal continent, it is lit by
Rift”. Numerous theories on the origin of this deep scar electric street lamps, and dark, glossy black asphalt. Av-
that extends across the realms. Some speculate that the atars have the Denizens of these various lands the Glory
two continents were once a large pangea landmass, but Road touches to thank for this sprawling asphalted drag
that a violent conflict between Denizens broke out and strip. Similar roads branch off into in Ragnarock’s other
spurred the Gods into cleaving the land in twain. Others heavily-populated areas, easing travel considerably. The
believe that a near-cataclysmic earthquake opened the Denizens appreciate the existence of the Glory Road, as
Rift. Still others insist that the chasm is a gateway to the it allows Avatars, whom they often rely upon for protec-
Underworld itself. tion, easier access to their realms. But they’re ever-irked
The Rift was and remains a major obstacle to travel at their inability to access it due to the frequent races
and communication between continents. The sea routes being held along it. Some locals have become disgruntled
can be perilous and slow, but are often preferable to enough to ambush the racing Avatars, barricading the
any attempt to cross the expanse by its very few means. Glory Road and halting Bands in their tracks.
Many who try flying have been violently pulled into the
deep by sudden downwash, or found their bodies hurled
like ragdolls against the cliffsides.
Impressively, there are some creatures (mainly pit
gnomes) who have made a home within the Rift, carving
The Silence
whole little villages into the cliff sides. They build their “BEFORE HISTORY, BEFORE KNOWLEDGE, BEFORE
towns down far enough to remain largely separated from
and unnoticed by the world above. These folk prefer to
LANGUAGE, THERE WAS THE SILENCE. BEFORE
dwell where sunlight barely reaches and mushrooms and THE COSMIC CHORD OF CREATION WAS STRUCK WITH
rift-bats are plentiful food-sources. THE FIRST STRUM, THERE WAS THE SILENCE.
What lies at the very bottom of the Abyssal Rift, if SINCE THE BIRTH OF RAGNAROCK, WHEN THE
indeed it has a bottom, no one knows.
FIRST STRINGS OF HARMONY WERE PLUCKED IN
THE HEAVENS, THERE WAS THE SILENCE. EVEN
TODAY, IN THE GLORY OF THESE HARMONIOUS
TIMES, WITH KEKITARI’S MANY HANDS ABOVE US
AND DIOMIDIOUS’S FIRE BELOW, THE SILENCE

163
CHAPTER ELEVEN: THE REALMS OF RAGNAROCK
PERSISTS. AS AZUNABABBA SAYS, ALL THINGS them the power they need to find the source of the
Silence, and end it forever.
MUST END. SO MUST THE SILENCE.”
- Last spoken words of Ahlendreshal,
First Voice of the Bellringers,
STILL LANDS
In addition to their investigations of the Silence,
before they severed their own tongue there is another phenomenon of Ragnarock unex-
plained: Still Lands. Similar to the Silence, the Still
“WHY DID THE CHORD NOT OBLITERATE THE Lands involves pockets of negative energy that cancel
all sound and magic in its vicinity. Tthe Still Lands leave
SILENCE, AS IT DID THE VOID BEFORE TIME no visible traces, and the other senses operate normally.
BEGAN? WHAT MAKES THAT PLACE DIFFERENT? Only a profound auditory void envelops the space in
WHAT MEANING CAN BE FOUND IN A PLACE WHERE which the Still Lands resides.
NOTHING CAN BE FELT?” These pockets vary in size, some measuring only a
few feet in diameter and others the size of cities. Several
- Magister Illerius, long-dead prophets within the Bellringers claim to have
dispelled the Still Lands with powerful rituals filled with
of the umbilical Archives
ringing, chanting, and long sleepless vigils. These weeks-
long ceremonies bring scores of Bellringers to one place
Ragnarock is never truly still. The Chord rings true where the Still Lands have descended. There is little
through the lands. Its rhythm is found in the forests proof, however, that the Bellringers' work has ever been
of the Everwoods, or the high desert plains above Old effective in dispelling the Still Lands.
Squalorvale. The reverberations of the Chord, the songs The phenomena is unpredictable and can fade away
of nature, the tempo of the tides – they all resonate and as quickly as they appeared. Like a thunderstorm, it may
empower Ragnarock. The vibrations are the very root of descend only to eventually roll away. There does how-
all power within all of the many realms. ever seem to be some connection to the Silence as these
But within the Silence, as the name might suggest, storms seem to be appearing more and more frequently
no sound emanates. It is a blight and growing void that as the Silence grows in size over the Hellthrash Ocean.
threatens all this chaotically wonderful world. It mani-
fests as a great inky fog that roils above the Hellthrash
Ocean; neither light nor sound can permeate this super-

Temple of Ascension
massive cloud of misty blackness. Though all it contains
is emptiness and nothingness.
Denizens who have ventured its outermost reaches Hidden from the world, outside of the reach of
claim that the air is breathable, though it is lacking any those that seek to despoil its golden halls, the Temple of
discernible scent. Likewise, meat and beer lack flavor Ascension rises from a spectral mountain peak high into
when ingested within the borders of the Silence. Only the clouds, crags of jagged steppes twist upward sur-
one feeling remains: a dull and exhausting sense of pain rounded by mist and lightning.
and loss. Those who enter the Silence, even Avatars, do This hidden temple is where the Rognuskul take those
not return. Those that do, say or do nothing to commu- chosen by the Archbishops, or the Metal Gods them-
nicate what is inside of it. selves so that they may fulfill their final trial of ascension.
The Silence appears to be moving slowly closer From that legendary journey, none have ever returned.
across the land towards the main continent. Once the
Silence covers the entire realm of Ragnarock, many say
a colossus of Shadow and Void, massive above even the
Titans, will destroy the world forever.
A cult of monks named the Bellringers believe that
only a constant vigilance of sound ringing of their holy
instruments can stave or even destroy the Silence. The
Bellringers believe that their holy vigilance will give

164
GODS OF METAL: RAGNAROCK
Asceron doesn’t make it any less of a fixture on Avatars’ to-do
lists. Denizens often charge admission to those wishing
The western side of the Abyssal Continent of Ragna- to witness Avatars ascend the cliff, and those who don’t,
rock, this is a fairly large region where Knox Torund set up medicinal shops or tips and other magical aid. The
resides, centuries of war and battles have taken place over Cliffs are also home to roosting birds and pterodactyls
these vast and diverse lands and is the largest collection that will happily pluck the flesh from the bones of those
of Denizens and Avatars in Ragnarock. who failed to scale the cliff.

ANDRAHAL THE FIELD OF ALTARS


A beacon of light amidst the shadowy forests of the North of the Hallowed Canyon, a vibrant green
Trisephiny Wood, Andrahal represents the last seat of valley spreads across the western slopes of the Moun-
power of the Earth Wardens, a race of gigantic elven tains of Dark Harmonies. One of the few lush locales
humanoids. Thought by some to be either distant cousins in Ragnarock, the Field of Altars is covered in dense
of the few remaining elves on Ragnarock or hybrids of grass and dotted with shrines of all types: druidic stone
Giants and ancient Elven royalty, the Earth Wardens mounds, arcane metal sculptures, ancient oak trees
claim a direct lineage from Diomediues. Towering ivory- (planted during the burial of a loved one), and even
wood structures are entwined with the massive Mari-Oak small ornate sepulchers. Beneath the Field, a subterra-
trees of the Trisephany, creating a metropolis of gigantic nean labyrinth of caves and tunnels winds deep into the
structures lit by orbs of lunar-hued light. Denizens who earth. These pathways represent the last vestiges of a
visit Andrahal must navigate the woods carefully to avoid Denkelite civilization that existed during the time of the
disturbing the Earth Wardens. First Strum. Denkelites, a society of masons and miners,
The Denizens of this realm often see themselves as built countless structures throughout the underground
Demigods on the same level as Avatars, their destiny being terrain.
to rise above their mortal existence and live side by side Pilgrims from all corners of Ragnarock journey here
with the Metal Pantheon. This can at times bring them at seeking answers to personal quests – generally involving
odds. However, to this end, the wardens of Anderhal often dead loved ones. Some seek redemption, asking the spir-
use Avatars to seek out (and act as a repository for) arcane its for forgiveness. Others come hoping against reason
lore of divine origins and cosmic creation, hoping to one that their loved one can return to life. Blüdgards and
day find their pathway to the Temple of Ascension. Templars have long attempted rituals of temporal com-
munication with the spirits. Some believe that within the
Denkelite dungeons below, an artifact or relic left over
TRISEPHINY WOOD from their civilization might hold the answer.
A lush and blooming place, the Trisphiny Wood It’s also an open secret that there exist stretches of
is home to fae of countless shapes and sizes. They flit Denkelite ruins underneath the Field of Altars, ruins
amongst the highest branches and seek out outsiders to vast and deep that they’ve barely been charted by Ava-
trick and trap in the woods forever. They bargain and tars and Knox Torund Scholars.
deal in promises and stories, hoping to lead Avatars into
The Lie to meet with their Royalty.
MOUNTAINS OF DARK HARMONIES
These remote peaks are shrouded in heavy mists and
thick, unending rains. The ground is without life, and
CLIFF OF POWER the cliffs themselves are barren and jagged. The only
It has long been tradition for Avatars to make a evidence of creatures ever dwelling upon these rocks are
pilgrimage to the Cliff of Power and successfully scale the hollow shades that died upon them throughout the
the near-vertical cliffside of this monumental insel- years. A surprising number of Paugaur have found their
berg. The scaling of the cliff is seen by many as a rite of way up to the top of the mountains, either summoned by
passage. Some Bands have been known to use this feat the howling winds or answering some other call.
of strength to solve internal disputes or to prove their
superiority to rivals without resorting to violence.
Though much of the ado surrounding the Cliff of
Power is largely because of very effective marketing, that

165
CHAPTER ELEVEN: THE REALMS OF RAGNAROCK
HALLOWED CANYON
Legend has it that the Hallowed Canyon was formed
when the Gods of Metal themselves, working in con-
cert, channeled their righteous wrath to strike down
a primordial threat to the Realms – one that sought to
corrupt and twist the remaining powers of the Chord of
Creation. Whether there is any truth to this claim is for
the scholars and clergy to discuss, but into the steep sides
of the canyon are carved enormous portraits of each
of the Gods. Their mighty visages are reflected in the
waterstream which snakes its way through the bottom
of the canyon and flows north into the Field of Altars.
Pilgrims who have made the journey often leave tokens
at the feet of these towering stone figures.

KNOX TORUND
Known by some as “Loudtown" and others as "Fresh
Meat City,” the unofficial capital town of Knox Torund
is a graveyard-turned-metropolis that serves as a central
hub of Avatars coming into the realm of Ragnarock. One
of the most bustling cities in the realm, it is populated
with Denizens of all origins and creeds, and occupied
with an equal number of righteous Avatars. Knox Tor-
und thrives on ruthless commerce of the hopeful and the
glory seeking.
Tall spirals span the skyline of Knox Torund. Built in
homage to the Umbilical Spiral, which rests in the center
of the city, the bone-white structures and neon lights of
Knox Torund stand in stark contrast to the surrounding
Plains of Pain.
Demise is such a common occurrence in Ragnarock
particularly in the wake of large-scale conflict that Knox
Torund’s foundation is often built upon the fresh corpses
and serves as a testament to the city’s original purpose.
From mausoleums-turned-housing, random grave
markers of notable figures, or the creepy underground
catacombs in the lower levels – death is often an overar-
ching theme of the older parts of the city.
However, no longer a necropolis, Knox Torund bus-
tles with life and continues to expand. This is thanks, in
part, to the Avatars that have sprung up around fresh out
of the Umbilical Descent. These newly-minted chosen
folk of the Gods quickly found themselves surrounded
by opportunists of every kind: ‘reliable’ guides to Ragna-
rock, enterprising band managers, merchants peddling
their wares, and wide-eyed aspiring adventurers hoping
to become roadies to rookie Bands. Unless they are very
discerning, new Avatars can get taken advantage of in
this place.

166
UMBILICAL SPIRAL
A helix of sleek black onyx winding down from the
Cinderburn Mountains
heavens, the Umbilical Spiral is a Holy/Unholy gateway Only a Phoenix or a fool would consider crossing
that bridges two worlds. The structure is guarded and the Cinderburn Mountains. Their everlasting wildfires,
parolled by Rognuskul, the lead angels, and serves as the which seem to need no brush or trees for fuel, blaze
pathway into the world of Ragnarock. through the hills of the range often surprising unwitting
travelers with a quick but painful end. The fires, while
Only those who have gone through the process know
not sentient (as far as we know), seem to follow trespass-
what rituals and rites are performed inside the Umbil-
ers imprudent enough to roam the hills for more than a
ical Spiral. Those that lack worthiness simply are never
brief while.
heard from again.
Far in the northern part of the mountains however, lies
the legendary Ultrafort. Where some of the most fabled
KING METATRON FELLHAMMER Denizen warriors of Ragnarock are supposed to dwell.
Metatron has been the ruling lord of Knox Torund
for the last century – and has loathed every minute of it.
Sequestered in his inner keep, his pact with the
Archlords and the Demon Council (the latter of which
Twilight Causeway
controls the wilds of Ragnarock) keeps him forever This popular passage into the Cinderburn Moun-
at their beck and call. Once a grand adventurer with tains features a vibrant sunset glow. As the evening sun
many tales under his belt, he now acts as manager to the reflects against the canyon walls of formica and cobalt,
townsfolk and their leaders. the causeway shimmers with an azure light. The roaming
fires lick at the edges of the cliffs above, but – for reasons
still unknown – never descend into the canyon itself.

Proving Fields
Not far from the Everwoods is a neutral territory
commonplace for Avatars. A huge ‘training area’ for
Avatars. Demigods often come to these massive arenas The Riverland Federation
to fight and die to prove themselves to the people of this This diverse collection of townships on the lakes and
land and begin their journey with more clout than the tributaries of the Sarkathian Riverlands stands as one
average SOB. of the few reliably trade hubs in Ragnarock. With the
exception of the occasional serpentine creature emerg-
ing from the water and attacking Denizens, passage
through the Riverlands can be a tolerable experience.

167
CHAPTER ELEVEN: THE REALMS OF RAGNAROCK
This is in part, due to rules put in place by the Riverland peoples whom are said to have been the first to settle this
Federation, a cluster of towns and villages that contrib- untamed realm.
utes gold, trade goods, and townsfolk toward the cause
of regional safety.
CITADEL OF KEKITARI
Militias patrol the Riverlands against pirates and
A massive pyramid of alabaster spanning nearly a
brigands. Petty theft and violence occurring within the
half-mile across on all sides sits somewhere in the Boil-
towns usually results in banishment for the perpetra-
ing Sea south of the Zarabonsa forest. Said to be floating
tor. This stability however comes at a cost, though; the
on the updrafts of the sea, those who do find it, are given
sky-high taxes on all Riverlands transactions means
the challenge of ascending it to become the most pious
that commerce here is a costly affair. Rumors amongst
(or agile) of Kekatari’s chosen.
the Riverlands’ main competitors speak of wide-spread
corruption and organized crime within the Federation.
Many claim the security in place is just a facade, to cover

Ghaladon
up the machinations of the township’s corrupt councils
and crooked commissioners.

Tempillian Plains Ghaladon Mountains


Situated at the edge of the Geared Forest, the Ghal-
Blue grasses and purple haze cover the Tempillian adon Mountains are the home of the Drugan, foragers of
Plains, home to tribes of bird-folk that boast some of both the mountains and forests for material with which
the most skilled artists and fletchers in all of Ragnaro- to fashion their gear. The mountains form a large cluster
ck. Great adventure awaits those clever enough to find featuring two spires that extend northwards.
these majestic creatures in the midst of the surrounding
The mountains are rich with precious and rare met-
savannah. Hunters are often drawn here in search of
als, stone and coal. The Drugan have dug numerous mine
dangerous and legendary game.
systems into them – intricate webs that only they know
how to safely navigate. Whole cities now exist under-
ground, and there are many Drugan who live their entire
Nebrosia lives within these impressive underground settlements.
This economic hub of art and culture sits on the bor-
der of the Tempilian Plains and the Alaton Riverlands. PASS OF EVERSCREAMS
Gilded dressings cover the buildings in the commercial Connecting the realm of Ghaladon to the Silent
district, and the light that reflects off of them acts as a Tundra to the north, the Pass of Everscreams is the
beacon for travelers in all directions. The opulence here most reliable route through the Ghaladon Mountains.
is mirrored by that of the Reveler, an equally decorative However, many a traveler braving the pass has had their
district of theatres, open squares, and boarding houses. eardrums viciously shredded by the wails eternally
Painted silk flags and multi-hued bonfires fill the streets echoing off the steep cliff-sides. So loud are the howls
during all seasons, for its residents hold festivals on a that those who rely on sound find themselves at a severe
near-daily basis. disadvantage. Additionally, any noise made within the
pass is said to reverberate for generations, leading many
lovelorn romantics to journey here to loudly profess
Zarabonsa their unrequired, undying love, or scream out their frus-
trations into eternity.
The jungle wilds of Zarabonsa used to span the entire
continent, before the Abyssal Rift was formed. Now it is
filled with bright, feathered dinosaurs and warring clans
of giant simianish creatures. Bordering the edge of the The Geared Forest
Rift, many say that new creatures are crawling up and These wildlands are where gear monsters and spirits
through the rift all of the time up its mountainous cliffs. of old technology dwell..
Civilizations are few and far between around here, but
Remnants from ancient civilizations that combined
there do exist ruins left by highly advanced ancient
magic with technology still litter the Geared Forest, and

168
GODS OF METAL: RAGNAROCK
enterprising Drugan frequently launch expeditions to
recover the most rare and valuable of them. They do this Engorkarn
in competition or cooperation with Avatar Amplords A snow-covered colony of magically-constructed
eager to find old tech or power-sources to jam into their towers and edifices, the city-state of Engorkarn glitters
own inventions. It is not uncommon for some of these with vibrantly colorful lights.. Many of the structures
ancient relics, including automatons and war machines, defy the laws of gravity, floating at various heights
to still be functional and sometimes mobile. This possi- amongst the colossal stone skyscrapers of the city. A
bility combined with the presence of sometimes-hostile faint mist with an ever-shifting neon glow hangs over the
native wildlife means that delving deep into the heart of region, a remnant from the thousands of failed magical
the forest can be a risky endeavor indeed. experiments within the walls of Engorkarn. This arcane
metropolis sits atop the Ghaladash Plateau, an immense
flatland on the northern end of the high peaks of the

Cogtown Ghaladon Mountain Rage.


Founded by the Yeti-Lich Thunderhorn Gravespeak-
An industrial settlement of ingenuity and engineer- er, Engorkarn was created as a place of refuge for those
ing, it is a place for Drugan who wish to interact with magical creatures who wished to escape the Denizens
others to go in order to either to sell their wares, or of Ragnarock. There, he used his unholy roar to scare
obtain the materials they need for continued tinkering. the rocks from their resting places and suspend them in
The constant traffic of Drugans coming from the geared the air. Over the next few months, amidst the blinding
forest, or Denizens looking to learn the secrets of the winter storms of the high Rage, Gravespeaker forged the
mysterious folk now have made this a bustling township first structures of what would become Engorkarn. An
of creators and innovators. ancient grunt-word for “unshackled,” and declared it an
independent city-state.
The new leaders of Engorkarn claim it as the freest

The Silent Tundra


city in all the realms. Unhindered by the laws and re-
strictions that bind the hands of other cities and nations,
the mages of this city follow their own path. All types
The northernmost lands of the world are filled with of experiments are allowed and even encouraged within
ice, creatures, and the Silence. The life that clings to the boundaries of Engorkarn’s lands. The lack of lawful
hope here is harsh and hard, unforgiving and vicious. order also encourages the most ruthless of criminals to
migrate to the city. As a result, robbery, murder, and
kidnappings are an ever-increasing occurrence. Travelers
The Bellringer Road who pass under the ivory Gates of Liberty at the en-
trance of Engorkarn would do well to stick together and
If you wander the Bellringer Road, you will hear
refrain from wandering into the city’s darker corners.
the distant howls of tortured souls, moaning for release
from an imprisionment brought about by Killamity.
The ground is dark and hard-packed, unforgiving. The

Shangwal
vegetation that surrounds the road is withered and pale
with crows, vultures, and will-o-wisps filling the gray,
unyielding skies.
The Supplicants of Killamity wander this long and
winding road, flagellating themselves as they go. Their Shangwal Hills
whips and chains strike their bare backs, and the blood The Shangwal Hills are more mild and pleasant than
oozing from their wounds drips onto the road itself. the more harsh mountain ranges that surround them. A
Priests ring bells and chant the Litany of Killamity gateway leading into the Peninsula, they are a collection
without rest. of walled fortress cities which hold a collection of scholars
Avatars that walk the road are wise to make offerings and animal trainers that are masters of their craft. Some
to Killamity before embarking on their journeys, lest of the greatest weapons of Raganrock held by Denizens
they find that the horrors of the Bellringer Road prevent have been forged here and many of the secrets of the
them from ever reaching their destinations. world and the power of the surrounding mountain ranges
are held within the libraries of the Sages of Shangwal.

169
CHAPTER ELEVEN: THE REALMS OF RAGNAROCK
Avatars often find rest and some replenishment in Named for its unusually vibrant colours, the Painted
their journey before continuing on in the dangerous Forest is not only glorious to behold – with its over-
lands of Shangwal. However, woe to those that seek to grown, colourful vegetation – but a blast to the senses.
steal from the Shangwal Fortresses. The air is fragrant, thick, and warm. The sounds of giant
insects and birds guarantee that even nights are rarely si-
lent. Dangers lurk even in the prettiest of flowers, which

Crimson Crater can envelop unwary travelers in their strong vines, pull
them into their gaping, toothy maws, and slowly chew
A large crater with jutting spires of rock that hang and digest them. When night falls, the true predators
across it in an intricate web. Natural (or unnatural) rock awaken to hunt.
formations have created a vast network of bridges over
Many Denizens of Ragnarock make their homes in
the Crater, some extending several layers above and
the Forest as well, though they are usually well-hidden in
below its ridge.
the jungle, far from roads or mapped areas.
Within the center of the Crimson Crater lies a Cit-
adel, hooded figures without faces roam the halls of the
citadel and serve to manipulate the dark energies that
course throughout the crater. They bind these energies Ziggurat of the Cobra King
to the very walls of the oily, black onyx structures and Deep within the heart of the Painted Forest lies a
trade in necromantic lore and magic. Necromantic towering ziggurat, the crown jewel of the territory. It has
energy is said to surge forth from Killamity’s dark realm been claimed by the Cobra King and his Naga people,
itself and challenge the dead from their graves. partially serpentine humanoids uniquely adapted to the
dangerous depths of Shangwal. The ziggurat and its rul-
er are considered sacred by the Cobra Clans who inhabit

Velezana Enclave all the little villages in the surrounding areas. Fiercely
protective of it, these Clans forcefully repel outsiders
Far removed from their illustrious ancestors, small from the sacred structure when necessary. Incursion
groups of Dart Elves have found refuge within Shang- attempts by scattered groups of Jungle Elves often lead
wal, effortlessly traversing the jungle vines and making to violent clashes, but the Nagas are otherwise a peace-
homes within the canopies of the tallest trees. Only ful and hospitable people with a deep respect for other
rarely do they set foot on the forest floor. sapient life.
The Dart Elves of Shangwal are likely so named
for their ability to withstand an environment in which
flora and fauna energetically tried to devour them. The
Velezana have adapted to their surroundings and become
hunters rather than prey. Where their forest-dwelling kin
preferred stealth and subtlety, Velezana have adopted the
The Bondsnape Lands
The Dusty Deserts are empty voids of blinding white
aposematism of similarly noxious creatures, dressing and sand, unforgiving winds, and blazing heat. They stretch
painting themselves exclusively in bright colors. onward for untold miles. In the Bonesnap lands an Ava-
While generally distrustful of outsiders and protec- tar can become lost and confused if they tarry too long
tive of their territory, the Velezana have little interest within the bleak landscapes of this place. Scorpion-folk
in deliberately harming other sapient beings – with the and other Denizens can be found in underground villag-
possible exception of their naga enemies. They will, how- es and tunnels, but they tend to not be friendly and will
ever, put on frightening displays when provoked, scaring snatch food and water without mercy. In these Deserts
off unwelcome intruders by careening toward them and Plains, Avatar blood and flesh are prizes worth
astride their Dreadwasp Steeds. fighting for.

The Painted Forest Old Squalorvale


In this deep jungle full of lush vegetation and pep- Welcome, Avatar, to the not-so-mighty village of
pered with tall Ziggurats, bestial monsters and Denizens Old Squalorvale! It is a bastion of ramshackle buildings
seeking rich resources roam. and broken castle walls. Nothing remains whole for long

170
GODS OF METAL: RAGNAROCK
within its borders, and everything seems to break here. has, it is the epicenter of huge sources of power tapped
The banners of plucky farmers and bored house-wives from magical and mystical means.
fly above every domicile. . Parades of broom-wielding The Sun never rises on New Caltressia.
peasants and pot-and-pan-beating squires fill the streets
in celebration of the great deeds that didn’t happen in
Squalorvale. This place would be absolutely horrible if it
wasn’t for the locals’ cheery dispositions.They really are The Black Well
happy about their lot in life and like to show it, From aboard an airship, or upon the back of Femilius
Brawn’s Tamed Wyverns, the white hills of the Wind-
walker Desert seem like a frozen sea. Such an illusion

Crystalline Obelisk is broken when the traveler catches a glimpse of the


Black Well. Commonly mistaken on maps as a mere blot
Many claim that the Crystalline Obelisk is the of ink, this massive pit of darkness mars the southeast
great pick that struck the Cosmic Chord in a moment reaches of the barrens. Nearly two miles in diameter,
known as the First Strum. A giant shard of impenetra- the Black Well is the only constant in the ever-shifting
ble amethyst, the Crystalline Obelisk lies half-buried landscape. Sand continuously tumbles into the immense
in the dunes of the Windwalker Desert. Said to have void, blown by the region’s unceasing winds. Numerous
plummeted from the heavens after the formation of the expeditions led by climbers, airship pilots, and even
mountains and the seas, the Obelisk is known by many winged humanoids have failed to return from the fur-
names across many cultures: Bah-dig’rahg-so, Firstshard, thest depths. None have claimed to know how far down
The Rock of Rock, and Weightbringer. Every night, the it goes, though that doesn’t stop rumors and legends
Obelisk slowly illuminates, glowing faintly from the from forming around this mysterious wonder. The
silver rippling of light within its core. A resonating hum Siltsifter Dwarves, scavengers of the desert, say that the
emanates from inside, the tone of which has yet to be Great Worm of Consumption known as Zah’lihaniriopo-
deciphered. Accomplished shredders, troubadours, and lihestiphus dwellswithin, endlessly devouring the sands
composers from every corner of Ragnarock travel to the that cascade into its gaping maw. The shamans claim
Obelisk, hoping to decode its mysterious song. that in some future hour, once all the grains of sand in
the Windwalker Desert have filled the Worm’s belly, the
creature will slither from the depths to consume all of
New Caltressia Ragnarock for dessert.

Here dwell the dignified Denizens of Ragnarock who


are trying to take a stand against the terrifying world
around them. As close to a ‘modern city’ as Ragnarock

171
CHAPTER ELEVEN: THE REALMS OF RAGNAROCK
Rroah While at first glance a jumbled mess of ramshackle
dwellings, Rroah offers a pleasant surprise to visitors
Formerly the noble Kingdom of Caltressia, this willing to give the place a second look. Unexpected levels
Orcish shantytown sprawls over and beyond the ruins of organization and planning have gone into the creation
of Exitritom, the province’s capital city. During the Di- of the new town. What the place lacks in resources and
amond Sky Wars, the Bloodbringer Orcs, riding winged skilled construction, it makes up for in ingenuity and
oxen, descended on the armies of Caltressia, impaling community. Originally populated mainly by orcs, the
their enemies with lances of sharpened obsidian. town’s rapid growth and expansion has attracted a num-
The Orc’s battlecry, “Rrrooooooaaaaahhhh” (trans- ber of industrious goblins to the area. They slowly but
lation: Yeaaaahhhh!) became the slogan, motto, and surely have set about repurposing quality materials from
eventual name of their settlement. After chopping down the ruined dwellings of former inhabitants.
whole hillsides worth of trees, the Orcs fashioned homes
and shanties amidst the lost ruins of the Caltressians.
Once ornate and intricate structures of timber and
stone, the buildings of Exitritom now lay infested with
The Labyrinth of Lamentation
Bloodbringer lean-tos, gangplanks, rope bridges, and The ruins of a massive structure which was once the
wooden shacks. seat of power to the High Prince of the realm, this maze
like area is one to which few dare venture. The walls
The hordes of Rrrooooooaaaaahhhh venture out
are crumbled and only partially standing, and various
from their shanty-city during the winter months, when
cellars and dungeons snake below ground. Thwarted are
many settlements are in isolation, to raid and pillage
those who come in search of the treasure that is said to
from the hapless Denizens who are already struggling to
be hiding deep within the High Prince’s personal vault –
survive. The last thing victims hear before the winged
the very treasure rumored to be the cause of the dispute
oxen descend from the skies is the triumphant roar of
between the lords of the Twin Châteaus. As of yet, no
the Bloodbringer Orcs.

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GODS OF METAL: RAGNAROCK
one has succeeded in retrieving the fabled riches, or, for explorers to map the traversable terrain. But the cha-
that matter, in returning from the haunted ruins. otic nature of the dunes, which seem to move with the
changing of the wind, creates a labyrinth of desert
hills. Many wandering adventurers have lost their way

The Speakers of the Dead through the serpentine canyons of sand. Nomadic ork
tribes in the area claim that the ghosts of long forgotten
Forming a massive and mighty citadel at the edge of travelers still call for help on the wind. None dare follow
the Abyssal Rift, The Speakers of the Dead stand vigil their cries, however, as they don’t wish to join the ranks
against the dark, endless void that lies before them. The of the lost.
Speakers are ancient artifacts that gather and focus dark
There are sections of the Windwalker Desert where
energies, directing them outward through powerful
the sand shimmers beautifully, the result of the sun
tones. These sounds serve to activate the death magicks
reaching its zenith. This captivating sight is marred only
that suffuse the land and the Rift below.
by the fact that the desert occasionally becomes blinding,
The Speakers of the Dead has drawn crowds cease- literally, as the bright light reflects off large crystal pro-
lessly for several years, its popularity cementing it as trusions laid bare by desert winds. Sometimes, though
the Number One battle arena and overall nexus for mercifully rarely, these beams of light are concentrated
entertainment in all of Ragnarock. The arena, as well as enough to ignite any flammable materials, or even melt
the permanent and sizable festival which has sprung up the sands, leaving dunes behind as glassy hills.
around it, is suspended high above the Crimson Crater
Seasoned travelers and Denizens of the region have
through a miraculous feat of Scrapper engineering. In
been known to wrap themselves in protective layers
stubborn defiance of gravity, a complex network of
of clothing, and the growing caravan industry makes a
heavy chains, wires, and bridges tether and connect the
good profit delivering merchants and tourists safely to
many small, surrounding islands to the main one. The
their destinations. Such an enterprise requires security
most memorable features of the arena are the gigantic
to protect against the dangers of the desert, of course, so
speakers for which it is named. Daily during fight-time,
there is always work to be found for skilled mercenaries
they blare music heard for miles around. Cheap roadside
willing to act as guards.
prophets claim that these contraptions will be the last
line of defense against the Silence. But even when not
blaring, the loud hum of the generators that power the

The Swift Rivers and


sleepless festival village – not to mention the constant
chatter of the people inhabiting it – can always be heard.
People are drawn here to gain glory in the arena,
witness blood sports of unparallelled quality, party with
abandon, or make a fortune placing bets. The Speakers Blighted Marshes
of the Dead offers dizzying heights both figuratively and There are many rivers and inlets that flow amongst
literally, and it is easy to forget yourself when in the midst the varied lands of Raganrock, each holding powerful se-
of this surreal, self contained world. Some end up staying crets and creatures within the boundaries of their banks.
for years, hopelessly indebted after partaking in so many The roads may place Avatars upon the paths of greatness
delights. Many feel unable to face the drudgery of life but the rivers are capable of carrying them far and swift-
elsewhere, having had a taste of something so unique. ly into the depths of untold power and discovery.

Windwalker Desert The Marshes of Eternal Darkness


Ever-shifting sand dunes altered by the constant These are huge marshlands that cover a significant
winds pouring down from the Thashspire Rangemake portion of Ragnarock, and many outsiders find refuge
this expansive desert impossible to map. Luckily, several here. Swaths of the territory are still unexplored – prime
notable landmarks dot the landscape, including the adventuring ground for many Avatars.
Crystalline Obelisk in the north, the Blackened along The renowned scholars of Knox Torund have estab-
the south, and the occasional oasis near the Sliver- lished that life in Ragnarock originated in and spread
ing River, which bisects the desert from east to west. out from the Marshes of Eternal Darkness. They have
Through the ages, many a ruler has commissioned

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CHAPTER ELEVEN: THE REALMS OF RAGNAROCK
worked for centuries trying to determine its journey
from there into the farthest corners of the realms. Fetal Ascent
But whatever happened in those far corners, the
marshes themselves are not far removed in composition (or Furnace of Rebirth)
or appearance from how they were when the first Chord A place shrouded in mystery – very little is known
was struck. Vast swaths of them remain completely un- about why, how, or even where the Fetal Ascent is and
explored and untouched, often for good reason, as only how it came into being. Similar to the Umbilical Descent,
the very brave and very foolish dare venture that deep it’s a location that is rumored to only be accessed by Ava-
into Ragnarock’s prehistoric cradle. tars. Scholars and other nerds of Knox Torund libraries,
speculate that it was, like the Descent, a place born from
the Chord. A location that is the byproduct, or some

Silvering River kind of counter force to the great power housed in the
Umbilical Decent. But we don’t fucking know.
The Silvering River is made of molten metal and is
a source of great wealth to those hard-living folk that
draw upon the riches. The molten contents of the river
are pulled up in great barges and honed by blacksmiths The Field of Altars
and jewelers who immediately weave the material into North of the Hallowed Canyon, a vibrant green
artifacts of legend. If the molten silver is carried away valley spreads across the western slopes of the Dark
without an artisan’s touch, the metal slowly fades in the Harmony Ridge. One of the few lush locales in Ragna-
light of the first moonbeams that touch it. Giant eels and rock, the Field of Altars is covered in dense grass dotted
dragonflies are often found here, and both pose a danger with shrines of all types: druidic stone mounds, arcane
to unsuspecting Avatars. metal sculptures, ancient oaken trees (planted during the
burial of a loved one), and even small ornate sepulchers.

Wight River The Glittering Tower


Flowing against the elevation of the Shangwal Hills, This tower is filled with masters of various disciplines
this frothing river of sizzling water rises out of the studying the unique magics of Ragnarock.
boiling Southern Soul Sea and surges upward towards There are many for whom the Glittering Tower –
the Crimson Crater. Powered by errant chaos magic, which stretches far enough into the sky to touch the
the Wight bubbles and steams endlessly, filling the hills clouds, and lives up to its name when its crystalline
with a dense fog. Travelers can hear the boiling as they surface reflects light – is simply a convenient waypoint
approach the river, but seeing it through the thick mist to navigate by. It is visible from hundreds of miles away.
proves difficult. Many unperceptive Denizens have tum- But for those rare few who are invited into the tower
bled into its waters, their screams of pain echoed by the itself, it is a near boundless source of arcane knowledge.
ghosts that haunt its shores. The Tower contains the largest gathering of magic
practitioners from all realms, drawn there either to
learn or to offer up the results of their own experiments.
These masters tend to zealously hoard their knowledge,

Cruelio
denying it to the uninitiated, and for this reason is the
towerwell protected through intricately-woven repelling
This is a place that no sane Avatar treads. Cruelio is spells.Visitors from outside ought to be on their best
the Last First Home of the Mad King Aphreezael. Leg- behavior, as the tower guards have little tolerance for
end speaks of shifting walls and melted towers, of great nonsense and a knack for defenestrating from tall floors.
halls filled with royal feasts and rotting corpses. Sanity
can easily be lost in the castles and homes of those that
have settled here. Nothing is as it seems. The Unbroken Peaks
Ofthe many towering pinnacles that adorn Ragna-
rock, none are more mired in myth than the unyield-
ing mountain that is Fenrawr’s domain. Well-hidden
amongst numerous other mountaintops,, the Unbroken

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GODS OF METAL: RAGNAROCK
Peaks are rarely reached by explorers. If few ever reach who brave the winds and approach the structure behold
the fabled mountain fortress, fewer still locate its titani- the ghastly sight of sludge-formed towers and ramparts
um core – the most rare metal in all of Ragnarock. This atop a massive set of walls. Known as “Dreadhome” and
titanium is almost impossible to mine, smelt, or forge, so “The Plague Palace” by the few hermits and hags that
it should come as no surprise that the most precious and inhabit the swamps, the castle was named Blighthold by
legendary weapons and armor are those painstakingly its creator Veldahess the Infestimancer.
fashioned from this material. Once an Archbishop, Veldahess was sought out for
The only people capable of coaxing this titanium her extensive knowledge on all subjects regarding the
from its source are a clan of squat, goatlike folk that long ancient beasts and other natural elements of Ragnarock.
have inhabited the mountains. They have dedicated their Having spent hundreds of years traversing the Ever-
entire lives to this singular purpose; somehow they are woods, she was regarded as a sage of unequaled wisdom.
able both to withstand the inhospitable conditions and But during the troublesome time of The Platinum Wars,
persevere long enough to extract a mere nugget of the the Spirus City rulers gathered their court and demand-
rare substance. Cantankerous and single-minded, these ed unwavering loyalty from their subjects. All members
horned, mountain-dwelling, foliage-chewing satyrs of their court accepted and swore a blood oath on the
mostly ignore outsiders but for the rare occasions where spot – all but one. Veldahess alone refused. The sage
they deign to trade away titanium ore. declared that Fenrawr and the domain of Beasts was
her first ruler, and that the laws of the Forest were the
highest virtues she would uphold.
The Spirus City sorcerers cast spells of paralyzation

The Frozen Wastes upon Veldahess and imprisoned her in the Bramble
Depths of the Northlands labyrinth of thorny vines and
The Frozen Wastes are a desolate area into which few roots. According to Elven Lore, the Bramble Depths
dare to venture, let alone settle. Underneath the Wastes, spiral deep into the depths of the planet, possibly even
some claim, are several passages that lead into the reaching into the Underplanes where it meets the bot-
hellishly cold underworld of Posario. Here, the undead tom of the Rift. They threw Veldahess into the depths.
bodies of long-deceased Avatars wander, sometimes Her body crashed through the branches and landed
accompanied by ancient beasts formed from ice. entangled in their thorny grasp. Over several days the
sorceress’s life was slowly leached from her body, feeding
the primal elementals that dwelled below.

BlackRock Town But her soul did not depart Ragnarock. Instead, it
merged with the sap and ichor that covered the Depths
Blackrock town is the darkest, coldest, most brutal
like the webbing of spiders’ nests. The torturous con-
settlement in the northern extremes of Ragnarock.
vergence lasted nearly a decade, but finally Veldahess
Established originally because ‘why not’, it was used to
returned to the plane. From the Depths, tendrils of black
test the Denizens and Avatars resolve to the elements.
ichor crept out of the darkness and manifested a figure
Since then however, many mysterious discoveries have
of slime. She proclaimed herself the First Infestimancer
occurred in Blackrock Town. Including the key to un-
and she sicced legions of ichorous spirits and plague
locking the secrets of the Silence deep in the ice. Either
wolves on the Elves of her former kingdom. Creating the
way, dark magic abounds in Blackrock Town.
Poison Elves.
The testimonies of Denizens who claimed to have
seen the walls of Blighthold never hold up to interro-

The Northlands
gation. The accounts are too inconsistent. Some say its
foundation is rooted to the planet’s core, its tendrils
reaching all the way from the Bramble Depths into the

Blighthold center of existence. Others claim that the fortress actu-


ally moves, oozing across the forest floor at a glacial pace
Deep in the bog-ridden reaches of the Northlands, towards civilized lands.
west of the Megamarsh, lies a citadel of hardened slime Whatever the truth, the Blighthold’s secrets will hold
and calcified ichor. For a hundred miles around the cas- until some half-brained glory-seeker ventures in to find
tle, a green mist hangs in the air, nauseating and debil- the Infestimancer themselves.
itating creatures who pass through its vapors. Travelers

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CHAPTER ELEVEN: THE REALMS OF RAGNAROCK
Spirus City into themselves to become entombed in their splintery
embrace for all time. It is hard to discern which of these
Visible from places as far as the eastern shores of the stories are real and which are exaggerated legends, but
Balorious Sea and the icy peaks of The Frozen Wastes, there does seem to be some truth to the notion that the
the massive towers of Spirus City loom large on the forest does not like being disturbed, and that unfortunate
horizon. This ancient metropolis contains only a fraction things may befall those who dare violate its eerie calm.
of its former population. The Elves claim it to be the
origins of sentient life in Ragnarock. Some claim it was
built by the primordial creatures, freshly emerged from

Needle Coast
the Abyssal Rift before destroying each other. Their first
and last act of cooperation, building the towers which
now extended into the clouds and featured shadow-cast-
The Needle Coast is emblazoned with magical light
ing spires of alabaster.
and the roads are paved in rhinestone. An Avatar can
Now their few descendants lord over a cityscape they find great pleasure and fortune if they play their cards
can barely maintain and has devolved to ruins. Spirus is right within the many casinos and gambling halls of the
still a common site of exploration for curious Ragnaro- Coast. But while the glamor and glitz makes the place
ck Denizens, as many believe the former builders hide seem like one big party, those that forget themselves and
priceless treasure in the nooks and crevices of the city – cross the ruling gang-bosses are in for a nasty surprise….
tiny spaces inaccessible to the giants.

S’dogehtkcuf The Boulder Skye


Four great clans of giants (the Vor, the Humar, the

(Su-dog-eh-tuh-cuff) Haust, and the Vetur) are at constant war with one anoth-
er. So constant is their hatred that the Denizens of the
This township, set on the edge of the Everwoods is area often use the frequent tumbling boulders to record
a haven for those who, for one reason or another have time and affairs of history. The giants often do dealings
renounced the Gods of Metal and claim their own with the Denizens, the Great Rocs, and the Earth Ele-
fellowship as a means to connect. Be it Avatar or Deni- mentals to keep the supply of ammunition abundant.
zen, this ‘Rogues Gallery’ of a city is host to an unending
party that celebrates the intent of living life without the
influence of gods.
Silverseal Island
Once a notorious pirate refuge,this island recently

Everwoods has seen a rapid increase in both visitors and popula-


tion, as well as a shift towards proper civilization. Port
Whatever terrible thing happened to cause such an Renegade, originally a buccaneer stronghold, has grown
impressive accumulation of ghosts, it is no longer talked from a modest, fortified settlement into an actual town
about. But travelers intent on traversing the Everwoods with flourishing trade and tourists keen on enjoying the
are warned that many who venture into these silent warm climate.
woods never return. Once prime logging ground, the At the center of the island lies Pentahook’s Caldera.
area is no longer deforested, as workers commonly The site of a volcanic explosion that, for a full year, dark-
refuse to stay very long. Those who do stay tend to be ened the skies of the Southern Soul Seas, the Caldera is
driven mad by what may be real terrors or imagined famous for being the place wherein the legendary pirate
nightmares. Though some scoff at or downplay the captain Pentahook sank his treasure. In the process of
stories about the woods’ horrors, it is an established fact burying his riches, he drowned himself and his entire crew,
that mechanical equipment often malfunctions in the and now they forever rest at the bottom with their ill-got-
vicinity of the forests, clear water tends to turn rancid ten riches. On a less dour note, the rich minerals within the
overnight, and even wildlife eschews the place. Tales crater and the water are said to have beneficial properties..
abound of people inexplicably wandering into streams Some enterprising individuals bottle and advertise it as a
to drown, and of gnarled old trees coming alive to wrap miracle cure, while others offer day trips to the Caldera so
their branches around unwary wanderers, pulling them that customers might submerge themselves entirely.

176
GODS OF METAL: RAGNAROCK
Peninsula of Pain The Valley of the Damned
From the nameless river snaking its way through the
This goth region is characterized by dark, morbid
spires of agony. There’s more scenery around, but it’s Valley of the Damned rises thick mist, obscuring every-
hard to focus on through the depression that befalls thing up to a height of twenty feet. The entire area is ee-
those visiting the area. rily quiet, and droplets of moisture coalesce upon every
surface. Clothing worn here becomes immediately wet,
Though much research has been directed at the
making traversing the valley a miserably cold experience.
subject, there has been no conclusive proof that the
Peninsula of Pain inspires greater levels of agony than
any other bleak corner of Ragnarock. B those foolish

Ilidiah Crescent
enough to have ventured into this godforsaken hellscape
corroborate the region’s reputation as a less-than-de-
lightful place.

Ugahlo’s Deathmill
The Twin Châteaus Inland from the port town of Sehhat Sol, in the
grassy plains east of the city, stands an inverted stone
At the heart of the Peninsula of Pain, carved into op- pyramid atop an expansive hill. Wooden structures
posite sides of the cliffs that overlook a desolate moun- crowd at the pyramid’s narrowed base, covering the hill
tain pass, are two darkly elegant castles. One is made of with shops, shanties, and stables.
polished obsidian, a black fortress topped with numer-
Thousands of travelers make pilgrimages here
ous pinnacles and spires. Its flying buttresses are flanked
throughout the year, the lines of caravans resembling ant
by grotesque gargoyles – figures that are rumored to
trails from the hilltop. The magically-sustained building
come to life and act as spies for the master of the Ob-
serves as a colosseum for the gladiatorial games known
sidian Court, Baron Zanthus. The twin castle, made of
as Deathfest (other unofficial titles include “Deathstrava-
blood-red agate and known to most as the Scarlet Tower,
ganza,” “Kill Party,” “The Last Game,” and “Easy Ride” or
is ruled by Count Marcellus. The arched, stained-glass
“Easy Ride to Hell”). Though the spot always retains the
windows adorning the structure initially may give it a
name “Deathmill,” the prefix changes with the annual
welcoming appearance. This notion, however, is soon
crowning of a new champion in the Fatal Fight, a duel
dispelled by the Count’s penchant for adorning the
between the season’s leading fighter and the reigning
spires with the severed heads and entrails of trespassers
champion (who is alsocurrent owner of the colosseum).
and conspirators. Long have the lords of the twin castles
feuded, a conflict said to have originated in a dispute The renegade knightlord Ugahlo Lok’Tornvald
over inheritance. The details have become foggy, as both currently sits upon the Blood Throne, having bested
lords are prone to executing anyone caught perpetuating the former champion Bal-jarek the Brash as well as the
the rumor that they are brothers. Indeed, there is little next seven challengers. Attended by a retinue of servant
family resemblance; the Obsidian Baron is a gaunt and monks who see to the needs of the Deathmill, Lok’Torn-
pale figure with stark white hair, and the Scarlet Count vald spends most of his days performing hedonistic acts
is dark haired and dark skinned. But both share a dour in his harems and drinking tents. He bothers to train for
temperament and also, supposedly, a contagious curse. just a few days right before the annual battle, secure that
The latter is said to be a punishment by their late father, he will hold his throne for another year. Most gambling
High Prince Nocturne, for the lords’ inability to find newcomers, having witnessed Lok’Tornvald’s drunken
common ground. Another rumor states that the lords exploits, tend to bet their funds against the Knightlord.
simply cursed one another out of spite. In any case, But if these past seven years haven’t taught them a les-
Baron Zanthus is now doomed to a vampiric existence, son, what will?
subsisting on blood and forced to shun daylight, while
Count Marcellus stalks his castle as a frenzied lycan-
thrope howling at the full moon. Each of them has
passed along weakened forms of their curse – along with
their animosity – to the people surrounding them,result-
ing in regular hostilities across the pass and numerous
casualties over the years.

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CHAPTER ELEVEN: THE REALMS OF RAGNAROCK
The Churning Seas these waters are specially outfitted to withstand the
dangerous waves and storms that occur here. From time
to time, eruptions of lava burst forth in enormous spouts

and Wide Oceans of death, raining down upon sailors and adventurers
unlucky enough to find themselves in the middle of an
The waters of Raganrock are full of wonder, danger, unexpected scald-storm.
and adventure. Brave Avatars that take to the seas may
find themselves amid grave circumstances or unparal-
leled riches. Which one they get is often left to luck and
the whim of the Gods of Metal themselves. HellThrash Sea
This stretch of ocean is the current domain of the
Silence and is situated north of the Silent Tundra.

Bay of Tears There was a time when The Silence was a distant
phenomenon, known to few and of little concern to the
Boo-hoo! You seek to learn the secrets of the Bay of Denizens of Ragnarock. While there are many who have
Tears? Too bad! We aren’t telling you, and you can’t make decided to ignore or deny the phenomenon, those who
us! Why don’t you go cry to your momma about it, you have traveled to the frostbitten shores of the HellThrash
crying cry-baby! “We want to know about the Bay of Sea are faced with the undeniable,terrifying realization
Tears,” you continue to blubber. “No,” is our firm answer. that the Silence is very real. Not only that, it has started
“No, and that’s final.” to encroach upon previously populated landmasses in
Sigh. Fine. The Bay of Tears brings your greatest the northernmost regions.
sorrow to life. Your darkest thoughts become manifest
on these waters and try to drag your Avatar down into
the murky depth forever. The water is very salty and said
to contain the tears of all the world, held within the Bay Southern Soul Sea
that an ancient god died within Downer, huh? Pirates, warships, and dinosaurs can be spied here.
In any reasonable realm, seafarers would weigh the
dangers of the Southern Soul Sea’s treacherously narrow
Boiling Sea straits, violent electrostorms, and nightmarish sea mon-
sters, mutter “fuck, no” to themselves, and immediately
The Boiling Sea is filled with mighty whales and begin charting different routes for their voyages. That so
sharks that have adapted to its scalding hot waters. It has many vessels continue to brave these dark waters points
within it a collection of active underwater volcanoes that to how easily reason goes out the window when there is
keep the Sea volatile and dangerous. Ships that traffic profit to be made or adventure to be found. In fairness,

178
GODS OF METAL: RAGNAROCK
there are few trade route options, and many merchants
have turned previously uninhabited islands into bustling Rockatoa, Isle of
the Surf Zombies
hives of commerce and debauchery.
It is little surprise that numerous pirates roam the
Southern Soul Sea, but the current oversaturation of Artrockapelago’s largest island – covered with walled
buccaneers means that many ships flying black flags end necropoli, full of dense jungles, bordered by guarded
up spending more time robbing each other of bounty lagoons, and lapped by the sickest of waves – is ruled by
than intercepting commercial merchant or passenger Kalimax, Zombie Queen of Rockatoa.
vessels. In addition to this chaotic state of affairs, it is ru-
mored that many naval ships dispatched to secure trade
routes have themselves turned to criminal ventures, to
Rock of Ages
the point at which some are practically indistinguishable The Isle of Stargrave possesses time-lost relics of the
from the freebooters they set out to hunt. foretold Psychic Wars. They are held withina high-tech
armored fortress that, according to song, holds innu-
Every couple of years, one of several underwater vol-
merable magic, weapons, and wish-fulfilling treasures.
canoes erupts and ends up sending gargantuan creatures
Of course, all of these fabled goodies pale in comparison
– beings that usually dwell and hunt within the deepest
to the mythical doorway known as the Rock of Ages – a
trenches – to the surface. Inevitably, they will yank hap-
ring of stone that fell to Ragnarock in the distant past
less ships into the water’s depths. Whenever this occurs
(or future?) and became hidden in the deepest chambers
with large enough beasts, merchant guilds and pirate
of the fortress. Many bold or just plain foolish adven-
fleets alike pool together a sizable bounty and offer it to
turers, Avatars included, planned expeditions to discov-
Avatars willing to dispatch the monster.
er what might lurk in the dark corridors of Stargrave
Isle, only to join the countless souls that have made the
island their tomb.
The Ale Storm High above the lands of Raganrock loom the magical
Not literally a storm of ale (sadly), this weird-ass Floating Cloud Kingdoms, each containing cities and
weather phenomenon gets its name from the thick layer castles that are maintained by lthe ancient mages that
of foam left on the surface of the water once the raging created them. It is said that each of these Kingdoms is
winds dissipate. The name also refers to the fact that the built upon the corpse of a massive cloud giant that was
refraction of the setting sun through the mists somehow killed in eras long forgotten. These corpses are woven
tints the water a delicious-looking amber. Thirsty sailors with cloud and lightning, allowing the bones and sinew
dumb enough to dip tankards into the liquid hoping for to eternally waft above the Ragnarock battlefields.
free alcohol learn that no amount of wishful thinking
will turn salt water into beer. Womp womp. Their disap-
pointment pales in comparison to that t of ships actually
caught within the storms, as said storms are known to
Monimolez
rise without warning and are notoriously difficult to nav- Drifting amidst the clouds over Ragnarock, this
igate for anyone but the most experienced crews. floating city was once an island in the Ilidiah Crescent.
The jungle enclave housed an immense temple of ele-
Note to self that there may be cursed ships roaming
mental magic known as “Autra Monimolez” (translated
about. Stories too may be going around regarding ship-
from the native language of Air Elementals as “Origin
wrecked sailors who believe themself safe from storms or a
Hold”). Elementalists traveled to Monimolez for train-
kraken or whatever, only to find themselves picked off one
ing and consultation with the most experienced fire
by one by gigantic reptiles walking upright.
mages and aqua wizards in the realm. Eventually, the
existence of such concentrated knowledge in a single

Artrockapelago
locale instigated the founding of a city around the tem-
ple. But such prosperity also led to an increase of pirate
raids and uptick of attacks from the rogue ReaverLord
This is a vast cluster of tropical islands covered with
Remitilus. Fearing that their collected knowledge and
lush forests of giant flora and fauna, vexed by fleets of
artifacts of elemental power might fall into mercenar-
pirates, and ruled by a kingdom of surf-obsessed undead.
ies’ and cutthroats’ hands,the magicians of the island

179
CHAPTER ELEVEN: THE REALMS OF RAGNAROCK
began a great ritual. Over the course of three days,
the elementalists channeled powerful magic without Titans
resting. Through their mortal bodies, they fueled a
complex spell of aerial sorcery which
^ lifted the island of
REAPERS’ KEYS
Monimolez out of the sea. Now piloted by a retinue of Deep in the Marshes of Eternal Darkness, there lives
wizards, the city floats across Ragnarock. Few Denizens a creature born outside of the living memory of every
can reach it, and only those with the powers of flight Denizen and Avatar of Ragnarock. A Titan, said to be
or gifted with some enchantment by the Elementalists one of the Living Instruments that formed the universe,
might touch its shores. roams the stinking bogs. Its body is gargantuan, and
ivory bones jut out from its frame. Despite its immense
size, the Titan is difficult to track down. Some say it

The Lie of the Land buries itself in the dank marshes until the point at which
it decides to emerge and claim the wandering souls of
Denizens floating in Purgatory . It then b urns their en-
The wilderness of Ragnarock should not be tra-
versed without great and careful consideration. ergies to form the dark music that occasionally eminates
Throughout all of the realm, there are beasts and mon- from the creature.
sters of unthinkable proportions. Giants and Titans that Some say that one of the strings that forms the Chord
walk the forests and plains of the Lie. of Creation is hidden deep inside of the Titan, but none
Anything imaginable might be discovered in the ev- have ever seen it – or have lived to tell about it, anyway.
er-shifting landscape of the Lie, and an Avatar – if they
are not careful – might lose themselves to the sylvan ABYSS WALKER
song of the world around them. More than one Avatar Long ago – some figure around the time of the First
has given themselves over to wild lust and become a Strum – a primitive clan of Crag Giants roamed the
berserking beasts themselves, their minds free of the volatile volcanic peaks of what would become the Des-
shackles of civilized life, their spirits full of rage and olate Stretch. The clan was known as the Kagrasa-Klahs
unfettered chaos. (we prefer the poetic translation “village bBuilders” as

180
GODS OF METAL: RAGNAROCK
opposed to the direct translation “stuff-makers.”) The remaining Crag Giants or let them go. Keeping them
group lived a relatively peaceful life, crafting and trading as slaves could anger the Titan, they exclaimed. But
tools and supplies for their warring cousins the Summer Chomp would not hear it. He ordered the survivors to be
Giants. Many years of this trading resulted in limited chained up and then led the whole group back to their
propensity for the Kagrasa-Klahs. They began to experi- home. Along the journey, the warriors of the Graa-Waag
ment in the arts, creating sculptures, statues, and musical clan watched the statue warily, fearing its gaze was fol-
instruments. The Thunderdrums of the Kagrasa-Klahs, lowing them.
made from the tanned hides of volcano basilisks and For months it appeared that the warriors’ trepidation
decorated with the feathers of Rocs, are still prized was unfounded. The Graa-Waags slowly overtook the re-
possessions among the few Shredders large enough to maining Summer Giant tribes thanks to the industrious-
play them. ness of Chomp’s new servants. Soon they reigned supreme
Of all the statues crafted by the Kagrasa-Klahs, as the only remaining mountain clan in their domain.
none held more esteem amongst the clan than “Volth” One early morning, while Chomp and his compan-
(directly translated as “large dad,” though modern lin- ions hunted mountain goats on the eastern slopes of
guists prefer “father colossus”). Created over the span of the Stretch, the group stumbled upon an untamed herd
90 years, the stone monument depicted a muscle-clad grazing on the hill. As the giants charged in, the goats
Titan wearing studded leather armor. In its left hand, quickly scattered and the hunting party became separat-
the statue wielded a sword of black stone, raising it to ed from one another. One of the giants, having captured
the sky. In its right, the statue grasped a smooth white an unlucky kid, was about to start his meal when he
boulder, its fingers clenched tightly, as if attempting to heard a confused shout followed by a scream. He looked
crush the rock. Legends persist that this Titan was some up to see a giant flying through the sky, seeming to have
primitive rendering of Fenrawr taken from a story in been flung from the mountaintop. The witnessing giant
which the God stole the moon in order to light his way dropped the kid with horror once he realized that the
through space. Other theories posited by learned Deni- plummeting giant was Chomp! Before he could react,
zens of Rangarock are all equally insane. In any case, this a hurled boulder of alabaster shot through the sky and
towering monstrosity stood atop a nearby peak, roughly pulverized the Giant King with one hit. Bits and pieces
three miles from the Kagrasa’s Klah’s village. Even at that of Chomp’s arms, legs, and skull exploded over the
distance, the statue loomed large in the sky above. mountainside. The alabaster boulder continued its arc
Meanwhile the barbaric Summer Giants fought through the sky and disappeared on the horizon.
constantly amongst themselves, smashing the skulls of The hunters suddenly felt a series of quakes in the
rival clan members with such frequency that they began ground, as if the mountains themselves were rising out
to die out. For many years, the savage tribes warred with of the earth. They ran back to their homes and hid for
one another. They avoided raiding the Kagrasa-Klahs, days. When they slowly ventured back to the reaches
knowing that their proficiency in carpentry and weap- of the stretch, the y found massive footprintsdescend-
on-making far outweighed the artistic treasures they ing the mountainside. They \traced them upwards and
retained. What good is art to a Summer Giant? Thus the found a crater where the Crag Giant’s Titan statue once
Crag Giants were considered a neutral party. This agree- had stood. The Summer Giants fought amongst them-
ment lasted until one of the last remaining clans, the selves to see who would be first to track the footprints
Graa-Waags (translated to “hurt-givers,: though the gi- back down, each fearing what they might find in the
ants have been referred to more eloquently in Timulye’s foothills. Eventually, once of the “dumbest” giants (giant
five-act play Flesh Fury as the “pain-mongers”) attacked linguists commonly interchange “dumb” and “brave”
the Kagrasa-Klahs in the dead of night. Slaying many of when translating old stories) led the way back down,
the Crag Giants in their sleep, the Graa-Waags took their and they discovered that the tracks led all the way to the
cousins’ home by storm. Before daybreak, the marauders Grasslands of Serentov and into the Southern Sea.
tied together the few remaining survivors and held them
Giant Lore claims that the Titan of the Kagrasa-Klah
captive in the village square.
walks the ocean floor to this day, searching for its moon
The Graa-Waag’s leader Chomp (translated to and lost somewhere amongst the briney depths. The
“eater”or “gnash”) intended to take the survivors as tides and the oceanic currents, they insist, are all driven
slaves, but his warriors piped up with fear in their voices. by the force of his titanic stride. Aquawizards and sea
They saw the Titan on the hill watching them, judging dwellers commonly warn against treading the ocean
them for the hurt they made upon the Kagrasa-Klahs. floor lest the Abyss Walker accidentally tread upon you
The groveled and begged Chomp to either execute the

181
CHAPTER ELEVEN: THE REALMS OF RAGNAROCK
chapter twelve
The Umbilical DescenT
A CHARACTER CREATION SCENARIO
FOR GODS OF METAL: RAGNAROCK:
Approx. Time: 60-90 minutes for the purposes of showing their Mettle and questions to
WELCOME, METAL MASTERS! This is an epic join the Metal Gods in their Pantheon.
introduction into the world of Gods of Metal: Ragna- You are these Mundanians-turned-Avatars.
rock that you and your players can embark upon to get
RIGHT into the game and ‘learn by doing’. How do we
do this? By hopefully giving you an immersive, tonally
awesome scenario that – by the time you’ve completed
its description will make your players familiar with the
unique style of this game, comfortable with the rules,
Mundania Origins
In order for your players to embark on the Umbilical
and in the possession of fleshed-out characters ready to Descent, we need to get to know their “basic” form, the
jump into the fray. primordial clay that will shape their Avatar. The best
Another way of putting it: it’s a tutorial scenario. way to do this is to ask your players to describe the most
The Umbilical Descent is the literal birthplace of miserable person they can imagine and pinpoint what
all Avatars. It is a mountainous structure consisting of it is that makes them so downtrodden. In the game, this
two spiraling earth towers that twist around each other downtroddenness is described as Suffering/Tedium, and
in a helix. It forms the bridge between Ragnarock and it needs to be poignant enough to make us feel for these
others. The indestructible chrome Rognuskul are the poor, trapped individuals.
only creatures who ascend and descend from the Spire, Your Mundania can and should be unique to you and
bringing the chosen Avatars deep inside their walls. the story you want to tell. It can be alien and unfamiliar,
In this scenario, players will create their Mundani- or incredibly relatable to our modern world. Either way,
ans, and then embark upon the Trials of the Rognuskul, Mundanian should always be bleak, oppressive and feel
which will showcase the mechanics of Gods of Metal: meaningless. As the Metal Maestro can find a lot of
Ragnarock in various sections, eventually leading to a inspiration for this part by diving into such pop-culture
battle at the end. references as They Live, Brave New World, Brazil, and
Gattaca. Really, any modern dystopian story is a great
Feel free to read this entire section before running
touchstone for what Mundania can be.
players through the scenario... Or don’t!
Feel free to ask your players these key questions
Read to players the following:
about their Mundanian forms:
Welcome to the world of Ragnarock, an Epic Heavy
 Who are they?
Metal Fantasy RPG where players take on the roles of
Demigods born from the righteous angst of regular folk. In  What do they do?
the land of Mundania, people live in a world of monotony  What kind of stuff do they deal with?
and efficiency. The Metal Gods of Ragnarock observe the  Why is every day the worst day imaginable?
suffering and tedium of these mortals and hand-pick of  What gives them respite?
those whose hearts are filled with adventure and the desire
to find glory. The Gods bestow upon these chosen Mundani- GOAL: These questions should help identify what
ans an ‘Avatar’ – a reflection of their true forms and bestow their Mundanians' Suffering and Tedium is, which will be
upon them access to the badass world of Ragnarock. Once important in the next step. Assist your players to identi-
there, Avatars form Bands of similarly-minded adventures fy clearly what their Suffering and Tedium is. It’s not
just about having a shitty boss or a boring job,

184
getting to the core of what their Suffering and Tedium is Players should now describe an average day of
that makes it personal. The answer can’t just be “Every- their Mundanian. With your help, they will flesh out
thing.” the miserable life of this individual and find something
You may want to give players a few minutes to think that makes them break. Specifically today of all days.
about it. This is the first creative step, but it should be the Eventually you’ll create a moment in which the players
shortest. Ask them to describe who these people are in all embark on their Demigodly ascension together.
a sentence – a few sentences at most. If they’d like, they GOAL: Help the players create empathy for these
can roll on a table to generate a Mundanian on page 43. individuals, and lay the bad stuff on thick. This average
Example: My person is Gail, who is a park ranger re- day has become the worst day ever. Everything has fallen
sponsible for cleaning the public restrooms along the beach. apart. A breaking point has occurred, one that makes the
Kids play pranks on them, and they hope against hope that Mundanian want to rage-quit life.
the following day will bring rain. That way nobody will Example: When Gail isn’t cleaning up vomit and bun-
come to the beach and they won’t have to deal dles of used toilet paper, they also have to raise two kids
with harassment. as a solo parent - kids who aren’t even theirs.They also con-
Or stantly get pranked with classics like ‘“Full Bucket Balanced
in Upper Doorjam Sloshes Urine All Over Unsuspecting
My person is Reginald, who is an executive at a start-up
company that was his baby until it was acquired by a huge
Bathroom Janitor;”, there are plenty of videos
corporation. He signed a bad deal, and now every day he
online to prove it.
watches his company slowly crumble as it gets
deconstructed for parts. Gail is now used to checking around every corner for
signs of potential fuckery or hints of betrayal. One partic-
After each player has taken the time to explain
ular day while checking the stalls, they see two sets of shoes
their basic concept and has clearly defined their
belonging to a duo of the usual pranksters. But then, heart-
character’s suffering, make sure they mark it on their
breakingly, they see two familiar pairs of kicks belonging to
character sheet and read the next part out loud to them:
their own kids. Et tu, Offspring?
Wow, these people suck. What truly miserable existenc-
Or
es they have. However, I do have some good news. These
individuals' misery and suffering are so great that their pain Reginald wakes up at 6 a.m. to the familiar sounds
actually shines like a star in the darkened sky. of construction around his building. He checks his loaded
inbox to find it filled with URGENT and HOT emails from
Their righteous anger pierces dimensions. It has become
his “partners’” in the company. Ignoring them for the time
a light that calls forth other beings from another world - a
being, he sits down, all alone, to a disappointing breakfast
world that’s ready for them to take that anger and frustra-
while trying to focus on an unsatisfying
tion and do something monumental with it.
leadership-focused audiobook.

185
CHAPTER TWELVE: THE UMBILICAL DESCENT
Once he gets into the office, it becomes clear that major A burning red light begins to make itself known to
restructuring occurred after his departure at 7 p.m. the your eyeballs, and you open your lids. Around you erupts
night before. People are packing boxes, some crying as they a majestic open skyline. Broken red earth lays all around
do so. Many avoid making eye contact with him or shoot you. In the distance, a volcano smolders, circled by majestic
him glares as he settles into his office. At his desk, Reginald air-creatures. A deep chasm divides the land, it’s dark and
sees a sticky-note on his stapler that reads CHECK THE black wound leading directly into a black sea. You begin
TIMES.” Glancing at the paper, he quickly finds an article to notice that the angel is carrying you towards a majestic
talking about the massive layoffs HE authorized in order tower colored ebony and bone-white, spiraling like a helix
to “build better efficiency” within the company. The article from the ground all the way up into clouds from which
even misuses a press-release quote he uttered months ago, you’ve emerged.
making it seem as though he’s a heartless villain who cares As you become closer, the colossal size of the tower be-
nothing for his employees. comes apparent. You see that the helix spirals have entranc-
es, like the dens of great eagles or a vast tall beehive. The
Once players have found their breaking points, angel places you onto the sliding arms of the grand tower.
feel free to put on the first track of the instrumental
Album, and read the upcoming paragraph. At any
point during the reading, press the “play” button:
Your blood begins to run hot, and a tingling sensation
sizzles through you as anger and frustration seep into your
Righteous Cause
core. The tingling starts to manifest as the sound of a high
pitched guitar as your breathing becomes faster and more
THE TRIALS OF
shallow. Your eyes narrow in righteous hate. THE ROGNUSKUL, PT. 1
Suddenly, an EXPLOSION occurs, and you're knocked A Righteous Cause is the element that binds Munda-
to the floor. Dust, stone, metal, and other materials crumble nians and their Avatars together. For the Mundanian, it
around you as you blink uncomprehendingly into the face of is the thing they wish they could do, while for the Avatar,
glittering METAL ANGEL. They are huge in stature, with it is the thing they will do with the power they now
a featureless, angular face and outstretched chrome wings. have. The Cause should ignite a sense of self confidence
Slowly, the chrome angel picks you up and cradles you in within the players, empowering them with a clear goal
their strong arms. The cold metal burns against your skin as about how to act.
an instant later, they SHOOT INTO THE SKY, breaking Here are some examples of Righteous Causes:
all laws of velocity.  Utter the unspeakable.
You feel the blood leaving your body and your skin flaps  Change the rules.
like meat-cloth in a hurricane. Your vision blackens. To the
angel, you hold on like hell.
 Unify the scattered.
There are several other examples on page 46. But as
you can see, they often are broken down into the formu-
la “[verb] the [opposing noun].”
Don’t worry if the players don’t easily understand
this whole concept. Encourage them to talk it out, and
let them know there is always the option to randomly
generate which can be found on Chapter 3.
GOAL: In this section, players will learn their righ-
teous causes infront of pure beings. They’ll also learn the
stakes of Ragnarock without learning too much about
the world... yet.
For those who may want to embark on the game of 20
questions upon landing in front of such epic creatures: the
ROGNUSKUL are only interested in hearing what the
RIGHTEOUS CAUSE is. They will not answer any other
questions about the world. Their purpose is singular.

186
GODS OF METAL: RAGNAROCK
Once you’re ready to move forward, read the section long journey ahead of them; don’t let them agonize over
below: anything for too long.
[Basic Version] [Handholdy Version]
The sensation of being cradled is replaced by the "SCOTT AND SARA: WE, THE ROGNUSKUL,
renewed force of gravity – wet and oily – and you begin HUMBLE SERVANTS OF THE GODS OF RAGNARO-
to descend into the spiral before you as the red light again CK, HAVE BROUGHT YOU HERE UPON
turns to black. Minutes pass as you tumble and roll in your THEIR REQUEST.
birthing tube, eventually tumbling out onto a cold "YOU HAVE BEEN CHOSEN TO RECEIVE POW-
stone floor. ER. DECLARE WHAT YOU WILL USE THIS POWER
The glow of blue flames illuminates the dark room FOR, AND WE WILL JUDGE IT WORTHY OR NOT."
inside which you and several other individuals shiver. You "WHAT IS YOUR RIGHTEOUS CAUSE?"
are in shock and growing uncomfortably aware that you’re
Scott, looking back and forth between Sara and the met-
also dirt-covered, slimy, and naked.
al creature before him, tries to speak but can’t seem to find
You focus on this giant chamber, its walls 100 feet apart his voice. Eventually Sara pipes up , her voice barely above
from one another and its ceilings so high they disappear a whisper yet able to carry in this large room.
into darkness. The dismal light barely reveals the pedestal
“Who are you?” she asks. “What is this place? Why are
in front of you, as you slowly climb to your feet and look
we here? The last thing I remember is working at my desk
around the room.
when my supervisor came in to tell me I was on review.
On either side of you, there stand colossal stone statues What’s going on?”
with deep metal bowls in front of them.
Hearing the sound of the woman’s voice, Scott
A robed form with METAL WINGS approaches the finds his own:
pedestal, the blue flame revealing the featurelessness of its
“Yeah, explain yourself! I was in my bedroom...
face. It speaks, but not with any mouth you can discern.
listening to music.”
Instead, it feels as if you are in a large amphitheater and
speakers are mounted to every corner, each one facing you. Sara notices him for the first time, as if he appeared out
You can feel the bass in the bones of your naked feet. of thin air.

Not far from you, two individuals quiver: a tall and red- Scott looks towards her and continues. “Yeah, I was
haired woman adorned in filthy scraps of blouse and jeans, ripping on my guitar and browsing the internet doing...
and a muscular young man in a ripped t-shirt running research.” He breaks eye contact. “Yeah... research”.
shorts. The two stand in a red shaft of light beaming out The creature addresses them, moving its head near-im-
from some unknown source. The robed metal angel perceptibly towards each one:
addresses them: “WE ARE THE ROGNUSKUL, THOSE WHO
“WE ARE THE ROGNUSKUL, THOSE WHO BRING THE CHOSEN TO BEAR WITNESS TO THIS
BRING THE CHOSEN TO BEAR WITNESS TO THIS LAND AND SAVE IT FROM ALL THAT IS MUNDANE.
LAND AND SAVE IT FROM ALL THAT IS MUNDANE. "YOU ARE IN THE UMBILICAL DESCENT, THE
"YOU ARE IN THE UMBILICAL DESCENT, THE BIRTHPLACE OF ALL AVATARS.
BIRTHPLACE OF ALL AVATARS. "STATE YOUR RIGHTEOUS CAUSE SO THAT YOU
"PRESENTLY YOU SHALL STATE YOUR RIGH- MAY BE JUDGED.”
TEOUS CAUSES SO THAT YOU MAY BE JUDGED. Scott can't seem to find a place for his hands. He nor-
“YOU HAVE ALL SUFFERED GREATLY. TELL THE mally would put them into his pockets, but they no longer
ROGNSKUL HOW YOU WISH TO REPURPOSE YOUR exist; the journey that brought him here shredded his outfit.
SUFFERING AND TEDIUM. FROM IT, YOU WILL “What do you mean?” Scott says boldly. “What is a
BRING GLORY TO THIS WORLD. WILL YOU PRO- Righteous Cause? What the fuck are you talking about,
TECT THE INNOCENT? PERSECUTE THE WICKED? Shiny?”
WITNESS THE UNSEEN? IF GIVEN POWER, HOW The creature doesn’t seem to notice the insult, it speaks
WILL YOU USE IT?” with the same booming authority:
If you want to do more exposition about the world, “YOU HAVE ALL SUFFERED. TELL THE ROGN-
or if players still feel confused. Feel free to use the SKULL HOW YOU WISH TO REPURPOSE YOUR SUF-
EXAMPLE VERSION to guide them further. This will FERING AND TEDIUM. FROM IT, YOU WILL BRING
give them a clear model going forward. They have a

187
CHAPTER TWELVE: THE UMBILICAL DESCENT
GLORY TO THIS WORLD. WILL YOU PROTECT THE The Rognuskul speaks:
INNOCENT? PERSECUTE THE WICKED? WITNESS “WE, THE ROGNUSKULL, HUMBLE SERVANTS
THE UNSEEN? IF GIVEN POWER, HOW WILL YOU OF THE GODS OF RAGNAROCK, HAVE BROUGHT
USE IT?” YOU HERE UPON THEIR REQUEST.
For several moments, the only sounds that fill the air are "YOU HAVE BEEN CHOSEN TO RECEIVE POW-
those of the flickering blue flames dancing in the room. You ER. DECLARE WHAT YOU WILL USE THIS POWER
notice Sara’s face, her blank, unblinking eyes peering deeply FOR, AND WE WILL JUDGE IT WORTHY OR NOT.
into the darkness ahead of her. Scott finally looks around
"WHAT IS YOUR RIGHTEOUS CAUSE?”
the room, noticing his surroundings for the first time.
Finally a small voice emerges.
Let the players now declare their respective Righ-
“I wish to bring noise to the silence.”
teous Causes. They can take some time with this; they
“Huh? What did you say?” Scott says won’t evaporate like Scott did. Use this period to help
Sara snaps her head up. She begins to speak - whisper- everyone decide what they’ll say to the Rognuskul, either
ingly at first, but getting louder and louder until she’s even- one at a time or in unison.
tually screaming with balled fists into the metal, featureless If players are still content to ask the Rognuskul
face of the Rognuskul. questions about them or the world they have found
“I’ve been quiet for my whole life. I’ve been pushed, themselves in, feel free to use these stock answers to
shoved, manipulated, and taken advantage of throughout placate them:
my entire meaningless career. The whole time, I never spoke “WE HAVE MANY MORE SOULS TO PROCESS.
up. I always kept my head down and my voice quiet. Well, PLEASE STATE YOUR RIGHTEOUS CAUSE
no longer! NO LONGER! I WISH TO BRING NOISE TO
"OUR RIGHTEOUS CAUSE AS THE ROGNUSKUL
THE SILENCE. I WANT THEM ALL TO HEAR MY
IS BRING PURPOSE TO THE MEANINGLESS.
VOICE AS I SCREAM INTO THEIR FACES!”
"THE GODS HAVE INFINITE PATIENCE, BUT WE
The Rognuskul does not flinch as the woman's spittle
DO NOT.
flies towards it. It simply raises a hand towards the towering
figures surrounding the Mundanians. "YOUR SOUL HAS EXPONENTIALLY DIMINISH-
ING MEANING.”
“THEY FIND YOUR CAUSE... WORTHY.”
In a flash of lightning, she disappears.
Once every player has all declared their Righteous
“WHOA,” Scott gasps, jumping back from the place
Cause, have them write it on their character sheet.
Sara disappeared from. He looks up to the Roguskul, excite-
You can “zap” them out of this limbo-existence. Move to
ment in his eyes.
the next section when everyone has completed this step.
“I want to bring noise to the silence too! I want to be the
loudest fucking guitarist in the world! I want all the babes to
worship me! Let me show the posers of this place who’s the

Tone
king of Metal!
The Roguskul once again raises a hand towards the
towering figures.
"THEY FIND YOUR CAUSE... UNWORTHY." TRIALS OF THE ROGNUSKUL
A flash of light occurs, just like before. Instead of disap-
pearing, Scott bursts into flame, his skeleton screaming in
- PT. 2
Now players must pick their tonal affinity. The
agony as it melts like flash paper. His cries carry impossibly
Metal ‘lifestyle’ choice that they’ll likely lean towards.
on as he disintegrates into a pile of ash. After a moment,
This has nothing to do with their Avatar’s looks, but
a breeze from no particular place whips the Scott-detritus
it can give them guidance towards a style of play that
from the ground.
is interesting towards them. It’s totally ok if multiple
For a moment, the red spotlight before you stands empty, players want to choose the same Tone.
but then a loud click - like an industrial switch being flipped
GOAL: Players will now pick their Godly affinity,
on and off – resonates, and suddenly your group is standing
choosing from one of the six “Tones” of metal. They will
in front of the Rognuskul. The statues bear down at you as
then get some immediate benefits to their
they did Scott and Sara.

188
GODS OF METAL: RAGNAROCK
When ready, read the section below: legs. A diaphanous cat slinks around them and as they play-
“THE GODS HAVE JUDGED YOUR CAUSES AND fully pose for the room. Their plaque reads ‘Shrieka.’
FOUND THEM WORTHY.” One is a grand shelf of dozens and dozens of smaller
In the blink of an eye, you find yourself in a long, statues. Laid out like collectables, smaller versions of the
rectangular room - funeral pyre sized braisers filling the majestic and huge gods that share the space. empty space.
entire room with orange light. The voice of the Rognuskull The plaque shifts and swirls, the effigies to all the minor
continues to penetrate your mind: Metal Gods that hold court beneath the Six.
“WE SHALL SHAPE YOUR FORMS, NOW WEAK “WHAT TONE WILL YOU SERVE?”
LIKE SOFT BLEEDING EARTHWORMS, AND TURN
THEM INTO THE BODIES OF CHAMPIONS. [Handholdy Version]
"TAKE YOUR SUFFERING AND OFFER IT TO THE You witness the red-haired woman, Sara has just placed
LIEGE YOU WISH TO SERVE.” an item inside of one of the offering bowls, it burns with a
magnificent fire as she spares you a short glance - before
At this point, the players will be given a magical ball disappearing again.
of energy through which they can describe what physical
form their Righteous Cause takes. If players want to know more about any of the Gods,
Have players describe the physical manifestation you can describe a plaque with more information besides
of their Righteous Cause. These objects will be very the God’s name. This information can be located in
temporary, so don’t let them dwell too long on it. It’s just Chapter 2: Gods of Metal entry on page 24. The infor-
a way to help them visualize and actualize their pain in mation on the plaque can either use the lyrics from the
a description. They can destroy the things they hate or entry, or the top quote featured on each Gods’ entry.
glorify the things that they wish for. If a player approaches the plaque with no statue, you
Once players have described the physical forms. Feel can read it as “Nü Gods” or say nothing.
free to describe the Gods in your own way (it helps to use Placing a offering in the bowl of a particular God will
the art in the book to craft your descriptions), or to read bestow to that God the offering that suits that particular
the following: deity: water for Killamitty, wind for Kekatari, fire for
Set before you on one of the long sides of the room are Diomedius, earth for Fenrawr, time for Aznubabba, and
seven offering bowls, and six statues. The statues stand soul for Shrieka.
nearly ten feet tall, have very distinct looks, and appear to  If they choose Aznubba: have them increase
be made of different materials. Each offering bowl has a Magika by 1 Rank, and Slink by 1 Rank;
plaque laid before it.  Diomiedius: +1 Forge, +1 Implore;
One depicts a naked figure made of metal and fire, with  Fenrawr: +1 Brawn, +1 Wildz;
chrome orbs in hand and a flaming mustache. Their plaque
reads “Diomiedius.”
 Kekatari: +1 Cram, +1 Stuntz;

One appears to be a deadly, sword-weilding femme


 Killamitty: +1 Feelings, +1 Pharmacopeia;
individual splayed on a throne of bone. Their plaque reads  Shrieka: +1 Legendsmithing, +1 Streetz;
“Killamitty.” After the offering is absorbed, each player will
One appears more traditionally masculine, with flow- receive a BRAND OF THE GODS – sigils that appear on
ing, majestic hair and ten-or-more arms – all with fingers the flesh of the player’s Avatar. You can describe the sigil,
in various positions. Their plaque reads “Kekatari.” or simply state that it’s there.
One t stands firmly, black hair straight and stare Once all players have chosen a God, have them write
focused. Spikes adorn their shoulders, and they wear a belt it down on their character sheet.
featuring a set of long animal horns. Their plaque reads NÜ GODS: If you are going to introduce any “Nü
“Fenrawr.” Gods” or other divine deities during your campaign, this
One is simply a figure hidden in shadow. Their face are is a great time to show them off.
hidden, and burning planets emerge from their cloak. Their
plaque reads “Aznubabba.”
One is a long-haired, puffy-lipped individual with gloss
on their mouth and animal-print, skin-tight pants on their

189
CHAPTER TWELVE: THE UMBILICAL DESCENT
Position have about the positions, or just lean on the information
provided in the segments below.

TRIAL OF THE ROGNUSKUL, When ready: read the next segment.


As the walls begin to fade around you, the statues and
PT. 3 offering bowls suddenly pull away and a new room begins
to emerge. This space is also filled with statues, only these
This section is dedicated to helping the players con-
forms appear to be heroes standing proudly within a great
tinue to refine their path of play, by choosing the ‘role’
hall of champions.
they will serve in the adventuring band. Most of the
information they’ll want is laid out in the sections below: “IMBUED WITH RIGHTEOUS CAUSE AND TON-
but if players want to dive deeper into what each of the AL ENERGY, YOU MAY NOW CHOOSE YOUR PATH.
positions mean – tell them they should have come a few AS A WARRIOR OF METAL, WILL YOU TAKE THE
hours earlier to look at the book some more. FIGHT DIRECTLY TO YOUR ENEMIES AS A
You got a game to run! If they decide they want to BRUTALIZER?
change their minds after reviewing some of the other "AS A DIVINE GUARDIAN OF THE GODS, WILL
character creation options down the road, let them, but YOU PROTECT YOUR ALLIES AS A BLÜDGARD?
again the mantra for this creationary scenario is to get "AS AN ACOLYTE OF THE PATH, WILL YOU TAKE
used to what the game has to offer. YOUR RIGHTEOUS VOW FARTHER, AND ABSORB
GOAL: Players will now make their first real difficult THE BURDEN OF THE CHORD OF CREATION AS A
decision, which type of character they want to play. Help CHORDMASTER?
provide them with the information you may already "AS AN ARCANE MASTER, WILL YOU CHANNEL
YOUR POWER THROUGH AN INSTRUMENT AND

190
GODS OF METAL: RAGNAROCK
UNLEASH ITS ENERGY AS A SHREDDER? times in the game.
"AS A SUMMONER, WILL YOU PUSH THE When ready: read the next part:
BOUNDARIES OF YOUR ABILITIES AND BRING The statue suddenly comes to life! In their hand, they
FORTH THE FORCES OF RAGNAROCK AROUND hold a gilded guitar pick. It gleam with metal brightness in
YOU AS A HOWLER? contrast to the stone maw which holds it.
"AS A MASTER MACHINIST, WILL YOU BUILD The statue, softer than that of the Rognuskul speaks in
AND HARNESS YOUR GEAR TO AMPLIFY THE your mind “Take. What is rightfully yours”.
POWERS OF YOUR BAND AS AN AMPLORD?”
Welcome to the first roll of the session! Have each
What path will you choose? player grab one single D4 and ask them to roll it. Read
them the following results.
If players need more information about each posi-  4: Succeed. The player snatches the pick.
tion, without pouring over the pages of the book, feel  2-3: The player misses the pick, it floats above
free to provide these additional statements for each them just out of reach.
Position choice.  1: Give the player a flashback of Mundania. Wake
[POSITION STATEMENTS] up in the next section with a gasp.
Amplord: Shall you engineer the pathway to your For the Players who rolled either a 2-3, have them
divine destiny using metal, gears, and raw energy to propel place a token on the Altar. This is called a Dedication,
yourself onward? they can use it to roll more dice in future rolls.
Brutalizer: Doth thou wish to smite thy foes in battle Players who rolled a 1, should mark one slot on
with fury and rage? Shall the edge of the blade and guide of their Feedback Track.
your arm lead you to greatness?
Blüdgard: Are you, pilgrim, a shield against the
Mundane? Is thine soul seeking to protect and uplift those
around you? Does your soul manifest a fortress amongst the
carnage of this world? Skills
Chordmaster: With wisdom and skill, does thou tra-
verse the realm using primal forces to draw and bend the TRIAL OF THE ROGNUSKUL,
elements to your very will?
Howler: Screaming does thou soul cry out for mayhem?
PT. 5
With the basic concept of the D4 in place. This
With song uplifted, do you gather and draw the best from
section will go deeper into Skills and display how players
those in thine path?
are going to be using their actions both outside and
Shredder: Sound and blood, echoes of one thousand inside combat. It’ll also introduce the concept of Perfor-
battles ring out! Does thou wish to wage endless war with mance Pools, and how the Altar can affect them.
the weapon in thine hand?
It’s a huge part of the playing experience and it’ll
Once all players have chosen, make sure they mark be your job to help players advance these choices in an
their position on their character sheet. It will mostly informed way and make the characters feel specialized.
affect what kind of Power Moves they can choose later.
GOAL: The passage ahead is a simple (and brutal)
way to give players that instant knowledge. Honestly,
though, it’s just a narrative way to complete a series of
purchases. Feel free to explore what you think works

Basic Checks best to instill knowledge into your players’ characters,


especially if gore and mutilation is something you’d like
TRIAL OF THE ROGNUSKUL, to avoid for your party.
You find yourself in a room filled with over a dozen
PT. 4 machines, each one glistening with mechanical might. They
appear to be a clear glass cylinder with an open top. Some-
This part describes what a basic non-combat skill
check looks like – the basic mechanical concept of the thing out of a medieval laboratory with each one sporting a
game. It’ll also potentially introduce the Altar, which is tiny ladder leading to the apex. Each cylinder has a Glyph
a communal depository that players can use at different etched into the glass.

191
CHAPTER TWELVE: THE UMBILICAL DESCENT
up and says, “Hey! Yeah you! We’re your Soul Buddies! Tell
us where to go!”
Brawn (Strength)
Players should all now reference the Skill section
character sheet, which should already have one mark
Cram (Knowledge) in it, and a few more from choosing their Tone. This
mark represents the base value for each of their skills.
Explain that each mark represents how many dice
Implore (Religion) they will roll when asked to make that skill check. Just
like in the test before. Make clear that the Ranks repre-
sent the knowledge they have in that particular area.
Forge (Hands-On Knowledge) Players should now assign how many Soul Buddies
they want to put into each skill, with each Buddy as-
signed representing another Rank in the skill of choice.
Feelings (Empathy) In total, they have 13 to distribute.
Players however, can only put a max of four into each
skill at this time. If players try to do more, they fold their
Legendsmithing (Persuade) arms and fuss. Ttter tiny, whiny “NO!”s
Once players have assigned all of their skills on the
sheet, read the next part.
Magika [TW: ‘self ’ mutilation and some gore]
In a moment, over a dozen Soul Buddies leap out of the
bag with a ‘hup, hup, hup, hup!” Each chooses a different
clear cylinder and climbs inside, waving at you until a loud
Pharmacopia (Medicine/Healing) grinding sound occurs and the individuals are converted
into red paste.
Through the complicated tube-system, the goop is
Slink (Stealth) distilled into a bar tab. As you pour the tab, red liquid, like
a dark wine pours into the flagon. When you drink it, you
feel more and more that your knowledge has grown. It is a
Stunts (Athletics) pleasant feeling. The experience of watching the goop-mak-
ing process? Less pleasant.

Streetz (Cities) [Handholdy Version]


As you appear in the next room, you see that Sara is
at the very end of downing a flagon right before she
Wyldz (Wildness Lore) disappears.

At the very bottom of the glass cylinder, is a plastic tube.

Performance Pools
With several sets of over a dozen cylinders they make scores
of tubes. Enough to make your circulatory system start to
ache. The complicated array of plastic tubes at the bottom of
each Cylinder feed into something akin to a bar tab dispens- TRIAL OF THE ROGNUSKUL,
er with a flagon underneath it.
That is the moment you begin to notice that you have a
PT. 6
burlap sack about the size of a trash bag in your hand, and This part will now give a quick peek into how skill
that it appears to be wiggling. Peering inside, you see that checks in non-combat scenarios can be accomplished, and
it’s filled with TINY VERSIONS OF YOU, each shoving go deeper into the Altar and how Tribute Bidding works.
each other away for a better position in the bag. One looks When ready, read the next section:

192
GODS OF METAL: RAGNAROCK
Finishing your drink, your vision goes black - and a When you’re ready, read the following section:
voice, the now familiar sound of the Rognuskul continues to From the darkness, your vision begins to clear and the
echo in your ear. bright glimmers of the stars surround you as you float in
"WE SHALL NOW GIVE YOU A VISION OF ONE space. You look down to notice your tribute – the one given
OF MANY POTENTIAL FUTURES - A TIME IN to the statues of the Gods of Metal is in your hand.
WHICH YOUR POWER SHALL BE EXPRESSED."
Have each player Roll a Performance Pool using their A dark, and pleasant ethereal voice: genderless and
highest Skill. ageless speaks in your ear.
 If they generate a single Tribute, have them de- “It is time to manifest your true form.”
scribe what a ‘success’ in this skill looks like.
As your tribute floats out of your hand - you see it head
 If they generate multiple Tributes, have them put straight towards another figure also floating in space. Ex-
the extras (now Dedications) on the Altar. aggerated features, and elements of gigantism are apparent
 If they generate Feedback, have them mark it on even in its white light. Despite never seeing it before, you
their tracks. feel a connection – a familiarity with this formless being.
 If they generate just 2-3’s (a wash), put a Dedica- The voice returns:
tion on the Altar for them. "The Weapon gives Might, so that you may Attack
Now, have them do the exact same exercise – one your foes.
more time. But this time, tell them that you’ll offer "The Outfit gives Defense, so that you may Tolerate
Tribute Bidding on this check, and that 2 Tributes will your wounds.
unlock something special.
"The Accessory gives Speed, so that others may be
Also, you can now explain that players can take Ded- Exposed to you.
ications from the Altar to increase their Performance
“What form will you take? How will these become
Pool by 1D4 per each Dedication taken. One dedication,
manifest?”
means one player gets one extra dice.
 If they generate a single Tribute, have them de-
scribe what a ‘success’ in this skill looks like. Players should now consider what their three piec-
es of Gear: Weapon, Defense, and Accessory are.
 If they generate Two Tributes, take their descrip-
tion and make it the most awesome thing you can Encourage them to consider all the choices they’ve
possibly imagine. made up to this point. Between Tone, Position, and Skills
they should have a feeling of who they want their Avatar
 If they generate Feedback, have them mark it on
to become.
their tracks.
No matter what they choose, each piece of Gear will
If they generate just 2 and 3s (a wash), even if they
have the same Attributes to start. You can have each
took from the Altar, put a Dedication back on the Altar
player describe one piece of gear, and give them all the
for them.
same score at the end, or have each person describe all 3
pieces of Gear at the same time. Your choice.
Weapons:

Gear
 Attack: How many dice you throw to make an
Attack - starts at 3.
Might: How much Damage your weapon does with
TRIAL OF THE ROGNUSKUL, 

each Tribute spent - Starts at 1 or 2, depending on


PT. 7 whether it’s Melee or Ranged. 1 for Ranged, 2 for
Melee. Melee Weapons have a range of Grabbing
This section is now dedicated to bringing your Avatar Distance. Ranged Weapons have a range of Spit-
together into the full Demigod form. From this point ting Distance.
on, they are no longer a Mundanian – they are an Avatar
Outfit:
of Metal (until they go on Hiatus). You’ll help provide
the group with basic stats for their gear, and let them
 Defense: How many dice you roll to negate Dam-
customize their characters ‘look’ before throwing them age - starts at 3.
straight into combat.

193
CHAPTER TWELVE: THE UMBILICAL DESCENT
Tolerance: How much Damage you can take before
Battle


you mark a Hit on your Meat Track - starts at 1.


Accessory:
Speed: how many dice you throw to change your
TRIAL OF THE ROGNUSKUL,
PT. 8


Tempo, also determines your Relocation distance -


Starts at 3
 Exposure: How much liquid credibility you have at Here is where players now will have a first taste of
the start of an Adventure - Starts at 1. what combat feels like. They’ll do Initiative (Tempo),
Once all the Gear Attribute scores have been record-
ed on the sheet, read the next part. learn about Harmonizing, and discover more about their
The form begins to grow in light. It diminishes slowly, newly earned Gear Attributes.
and you see the previously formless shape now has a form. Crank up some tunes and have each player Roll
What do you see? 5D4 dice. Write down the results of each player. This
Have the players describe what their Avatars look like. is their Tempo, and determines who goes first.
The light begins to grow brightly once more. As the The lowest number starts off. In this tutorial battle,
intensity increases, the form begins to lose shape again. let players know they can do everything on their sheet
Eventually the light is so bright, you can feel it slowly burn- except for “Activate Power Moves”, encourage them to
ing away your body as you feel the parts of you disintegrate use their Basic and Cool things accordingly. Also let
into nothing. them know that the Rognuskul is Spitting distance away
from all of them.
You feel a weightlessness come across your body, as the
light dissipates. You blink your eyes and realize that your  If players wish to Attack the Rognuskul, have them
body is now that of what you saw in the bright light. roll three (3) D4 for Attack and for each Tribute
earned have them deal Damage equal to their
But now all you feel is the cold, invisible floor beneath
Weapons Might. If they are Melee, they’ll have to
your feet. As the cosmos continue to spin around you, you
use their basic move to get into Grabbing Distance.
notice others: just like you, but not like you are with you.
 If the player wish to change their Tempo, have
One of the Rognuskul speaks, swooping down to float
them roll three (3) D4 for Speed.
above the invisible floor – wings outstretched and a mighty
chrome sword and shield in hand.  If they share a Tempo together, that is called Har-
monizing, and they can share both the Tributes and
"WELCOME AVATARS. TO YOUR OWN DESTINY,
Feedbacks earned amongst them both as if they
FORGED BY YOUR OWN HAND UNDER THE GRACE
were a single character. Just have them describe
OF THE METAL GODS.
what working together looks like in their intent.
"NOW IT IS TIME TO TEST YOUR RESOLVE. TO
 The players can also use Dedications from the Altar
SEE IF YOU ARE READY FOR THE BRUTAL WORLD
to enhance Speed or Attack if they wish.
BELOW. GIVE ME ALL THAT YOU HAVE!
 The players can also ‘Hype’ to put a Dedication on
"HAVE AT YOU!"
the Altar.
 If players generate any Feedback, mark it on the
Feedback Threshold.
 If players roll only 2-3’s, put a Dedication on the
Altar for them.
Either way, once the first ‘Activation’ is over, the
Rognuskul will choose a Target to Attack.
Action: Deal 3 Damage to an Avatar.
 Have that Player roll three (3) D4’s for Defense.
 If 1 Tribute is earned, they will reduce the Damage
by 3, so no Damage goes through.
 If 0 Tribute is earned, they will reduce the Damage
by 0, and the Damage going through will be above

194
GODS OF METAL: RAGNAROCK
their Threshold by 3. Mark 3 hits on their Meat and give them a few to begin with, in addition to increas-
Track. Let them know they now get a bonus D4 on ing the power of their Gear.
their next Roll. Once your ready, read the following:
 If players generate any Feedback, mark it on the Another flash of blinding light engulfs your senses, as the
Feedback Threshold. stars disappear around you - they are replaced with the cold
 If players roll only 2-3’s, put a Dedication on the stone floor of the temple. It is a much smaller room, only
Altar for them. about the size of a temple or a shrine. Effigies to the Gods of
Once the Rognuskul is finished, complete all of the Metal surround the room with orange brazer lighting up the
other players Activations. room brightly around you.
Once all the players have activated, the Rognuskul A pair of large double doors, with the symbols of the
will do one final attack. Metal Gods etched into the door begin to open.
Action: Deal 5 Damage to all Avatars. As you walk out the main door, you see the sprawling
landscape of Ragnarock all around you as it becomes clear
Have each Avatar roll their Defense and compare
you’re on the top of some majestic mountain. Below you
it against their Threshold like the first attack.
is a sprawling city, which you will come to learn goes by
 If a player is now at 8 out of 10 Hits on their Meat the name of Knox Torund and you have this feeling that…
Track marked, let them know they get a Free Trib- you’re not in Mundania anymore.
ute on their next Performance Pool.
And that’s fucking awesome.
Once the Attack is done, read the next section.
Battered and Bloodied, but still standing – the Rognu-
Congratulations! You made it through the end of the
skul speaks one last time.
story. The next two parts consider Character Advance-
“GOOD. THOUGH YOU ALL STILL HAVE A LONG ment, and the final stage of Character Creation (and
WAY TO GO. THE TRIAL OF THE ROGNUSKUL IS arguably the juiciest): the selection of Power Moves.
COMPLETE. WE SHALL NOW SEND YOU DOWN
THE UMBILICAL DESCENT COMPLETE.
"YOU NOW HAVE POWER: LITTLE SPARKS OF
THE CHORD. USE IT IN THE NAME OF THE GODS,
AND MAY YOU FIND GLORY AND GOOD FORTUNE
IN RAGNAROCK."
Once the battle is over, you’ll take a minute to show
the players a taste of how Character Advancement
works. You’ll ask some Glory Questions to the players,

195
CHAPTER TWELVE: THE UMBILICAL DESCENT
Character Advancement So a Performance Pool of 5 is five (5) D4’s
All interactions within the game rely on these Perfor-
Character Advancement is usually done either after mance Pools to determine the success or failure of any
a session, or after a major character arc, depending on actions that a Metal Maestro deems worthy of a random
the Metal Maestro. Before your next session, you should determination.
look and plan a bit more of how you’d like to approach After rolling a Performance Pool check for the fol-
the following sessions, but in the meantime here are a lowing results:
few bones you can throw your players to chew on.  A Result on a D4 roll of a four (4) is a success, and
Ask players the Following Glory Question: called a Tribute.
 During the trials, did you cower under the voice  A Result on a D4 roll of a one (1) is a setback (note:
and guise of the Rognuskul? not a failure), and are called Feedback.
Most, if not all of the players will likely answer yes, Tributes in the game can be used to wrest narrative
and for each one who does. Assign them 1 Glory which control of the story, negotiate with the Metal Maestro,
they can mark on their character sheet. Once they reach or to power awesome things in the game, like Power
a certain amount, they can grow in Notoriety. Moves, which are the special attacks and abilities that
Also Inform players that their Weapon, Outfit, and Avatars may utilize based on the choices made in charac-
Accessory are now at Amplification Level 1, and they ter creation.
may choose to increase: Tributes may be used immediately when rolled or
 Either Attack or Might by One (1) saved in a collective group resource known as The Altar.
 Defense or Tolerance by One (1) The Altar is a group resource for the entire Band
 Speed or Exposure by One (1) of Avatars and may be drawn upon by ANY player to
bolster a result from a Performance Pool or to enhance a
narrative moment.
Feedback in the game slowly accumulates on an

Power Moves Avatar's character sheet and contributes towards a narra-


tive complication for the character called Hiatus which
occurs when the Feedback Threshold is met and the Ava-
As you wind down from this adventure, let players
know that the battle was an ‘incredibly’ basic version of tar is thrust back to Mundania, leaving Ragnarock – and
what players can accomplish during Combat. Now it’s their Bandmates – until they can regain their spark and
time for them to truthfully diversify and choose some re-enter the encounter.
kickass abilities they can use to really make their charac-
ter shine.
Feel free to give everyone access to Chapter 6: Power
OUT OF COMBAT
Moves and allow each player to pick: Social situations and encounters sometimes do not
require violence. A Monarch must be convinced to sup-
 One (1) Tone Power Move at Notoriety 0
port your mission to destroy a nest of dragons, an Avatar
 One (1) Position Power Move at Notoriety 0 wants to negotiate for free drinks at the local tavern, or
 One (1) General Power Move at Notoriety 0 – perhaps – the Avatar is attempting to steal a precious
Grab some snacks, put on some downtime music - instrument without alerting the guards that protect it,
and start talking about your next game! all of these are example that may require a Performance
Pool to be formed and rolled.
Ranks can be determined by the Metal Maestro and

Gameplay Summary can increase the difficulty of an action, depending on


what the Avatars are attempting and what the situation
When a player wants their Avatar to do anything calls for. To meet or exceed the Rank of a Performance
awesome in the realm of Ragnarock, they form a dice Pool roll means that the Avatar has succeeded. Anything
pool using their SKILLS when not in combat, and their under the Rank, is a failure.
ATTACK, DEFENSE, or SPEED when in combat. Follow the instructions above and go with the narra-
These rolls are called Performance Pools. tive flow, making each action special and worth the effort!
Each Rank in a Performance Pool is equal to one D4.

196
GODS OF METAL: RAGNAROCK
IN COMBAT your Character grows in power. They allow you to bend
time, shoot powerful balls of fire, and create endless kegs
Combat is a different beast and is the most common
of beer, just to name a few.
form or resolution in the Ragnarock. (It’s a wild and vio-
lent place where tempers flair and power must be proven Power Moves change and alter gameplay in very
time and time again!) Below, we will guide you through specific ways and each one details how to activate and
the steps of combat resolution in this adventure. use them over the course of your adventure. Any rule in
a Power Move trumps any rule within the basic rules.
Once combat has begun, players roll their 5D4 to
determine when they get to act, this is called Tempo. A
result of 20 is the slowest, and 1 is the fastest. Players
can share an Initiative and even hold their Initiative
ANTHEMS
to act later–but only earlier up to the Speed stat of the Anthems are incredibly powerful custom built
Avatar in question– in the turn sequence to potentially Power Moves that are activated by the entire Adven-
harmonize and combine their attacks with each other turing Band, and often require more tributes than any
for–at the Metal Maestro’s discretion–even more em- one Bandmate can have at any time. There is a single
powered results! Anthem within this adventure that *could* be available
to the Band, in regular play Anthems are much more
When it becomes a player's turn, they can choose
flexible and customizable. For this game, we have taken
both a Basic Thing – like moving across the battle-field,
the complications out of the creation of one and provid-
changing your Initiative by holding your action, or
ed it here.
lighting a lantern – and a Cool Thing – like using your
Weapon to attack a foe or activating a Power Move.
Things like talking or interacting with others isn’t some-
thing that requires micromanagement but keep the pace The Turn Sequence
moving and don’t allow the Avatars to monologue too Below we’ve laid out the basics of running a Turn
long while facing a demon or angry Poseur. within the game. Each step resolves completely and then
Most Attacks are a collection of dice built through the Metal Maestro moves the action forward to the next
the Performance Pools but Power Moves can be used to step. When all steps are completed, either combat ends–
harm enemies too and are often already calculated in the when all enemy combatants or Avatars are defeated–or
number of dice required for the attack. Gather the dice the next Turn begins from the Tempo stage onward.
and count Tributes and Feedback as normal. If a player
generates MORE Tribute than an Avatar needs or wishes
to use, the excess may be placed on the Altar as normal. TEMPO
When an Avatar gets hit by an enemy attack, roll a First up, you need to determine who goes first in a
Performance Pool equal to your Defense statistic. For combat encounter, who throws the first punch or sum-
each Tribute, you may reduce the damage by 1. After mons their war-dragon first. While Tempo can be used
reducing the attack's successes, if the final Damage is in some special cases outside of combat, those instanc-
higher than your character’s Tolerance then you take a es–while perhaps not containing a physical opponent,
Hit on your Meat Track, if not, you do not take a Hit on are treated exactly like combat and should be treated
your Meat Track. exactly the same. For instance, defusing a bomb would
Once an Avatar takes their final Hit on their Meat be a combat enocunter without an immediate opponent,
Track, that Avatar is immediately thrust back into still the time and order that things are accomplished are
Mundania by as into Haitus, but – ALSO – you now have desperately important. (Don’t you agree?)
a mark on your Permanent Record. If you ever acquire Before Combat begins, you’ll roll 5D4’s and total up
more than 3 strikes on your Permanent Record, your the values to determine Initiative. An Avatar can change
character cannot return to Ragnarock. (Unless some- their Initiative based on their Speed stat, moving down
thing – or someone – removes those strikes...) to act more quickly or may move their Initiative up to
whatever order they like.
Players with the lowest Tempo may enact their cho-
POWER MOVES sen Cool and Basic things first.
Power Moves are specific actions that are selected An Avatar with an Initiative score of 1 goes first, one
during character creation, and become more advanced as with 20 would go last.

197
CHAPTER TWELVE: THE UMBILICAL DESCENT
ACTIVATIONS THE SPOILS OF WAR
Whenever an Avatar acts, the Metal Maestro may After a session or story arc is completed, Glory is
then resolve any single enemy or enemy group to act assigned based on the Metal Maestro’s Glory Questions
next. Some creatures, monsters, and opponents have they may have assigned beforehand.
special abilities that may allow them to act at a certain Players earn Resonance based on the Enemy Types
point or to break the Initiative order but these instances they defeated. This can either be in the form of Trophies,
will always be described in the special rules for each foe Gear and Treasure that are mentioned in an encounter.
within their Metal Maestro stat block. Gear can specifically be amplified, or merged by an Am-
After a foe has activated, the next Avatar or Avatars plord depending on their Notoriety.
may act. Then the next foe, as chosen by the Metal
Maestro, may perform their Activation. If all of the foes
in an encounter have performed their Activation, then
only foes with multiple Activations may act. When all
foes with additional Activations have completed their
actions, all remaining Avatars complete their actions
following their Initiative order until all Avatars have
completed their actions.
When all foes in an encounter are defeated, or any
environmental conflicts resolved, then combat is com-
plete and the game proceeds in a narrative fashion until
the next encounter.

HOW TO RESOLVE AN ACTION


 Form a Performance Pool;
• Add any additional dice by pulling a Dedica-
tion from the Altar;
 Check for Tributes;
• If no Tributes are earned, it’s a wash
• Put a Dedication on the Altar
 Apply any Tributes toward Success
• If the MM offered Tribute Bidding (either
more benefits, or harder task)
• Pay additional Tributes
 Dedicate any leftover Tributes to the Altar;
 Check for Feedback
• Apply Feedback to your Feedback Track;
• If an Avatar has met or exceeded their Feed-
back Threshold, go on Hiatus.

198
GODS OF METAL: RAGNAROCK
Welcome to Ragnarock.
Hey you!
Have you ever imagined a world outside of your boring everyday life? One filled with
powerful magic, epic fantasy and, sure okay, some dragons too? Have you ever found
yourself sitting in your parent’s basement listening to ear-bursting, wall shaking, loud
music, wishing for action and excitement? Did you spend hours at the newsstand reading
magazines, filled with blood, glory, and metal mayhem, wanting to live in those pages?
Can you imagine a heavy metal fantasy where YOU are the hero, fighting against the end-
less horde of monsters and foes?
Well, look no further, this is your game!
Welcome to Gods of Metal: Ragnarock. The Epic Heavy Metal Fantasy Role Playing Game!
 Ragnarock is unlike any Standard Fantasy Game™. Your character lives between the
world of Mundania, and the realm of Ragnarock. Rise from the endless drudgery of
your everyday world and begin your adventure as a DEMIGOD! Face your destiny as
you quest for glory in the name of the 6 Gods of Metal!
 Form your Band, work together, and embark on face-melting, brutal adventures in an
Epic Heavy Metal Fantasy world!
 Featuring 6 different ‘Tones’, and 6 different ‘Positions’, with which you’ll unlock
mighty Power Moves, and create epic Anthems based on the adventures you tell!
 Give the powerful D4, the deadliest and most pointy of all dice, it’s time in the God-
light - as this system uses them exclusively.
 ‘Harmonize’ with your fellow players, making combat a collaborative effort that gives
the players control of a wild array of shared attacks and maneuvers!
 Featuring eye-popping interior art that is worthy of any album cover!
Grab a few friends, a fistful of D4s, and queue up your favorite heavy metal tracks.

It’s time to enter Ragnarock!

www.huntersentertainment.com

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