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A Dream of Abundance

A Vagabond and their companion AI march along Antumbra,


towards the city-state of Ashur.
Credits
Written By
Federico E. Sohns

Lead Artist
Mahea Rodrigues

Art
Mahea Rodrigues, Daniel Liang, Alexey Tretyakov, Federico E. Sohns

Graphic Art
Federico E. Sohns, Kevin D. Odiz

Proofreading & Editing


Richard August, Matias Timm, Emil Mathias Heide

Playtesting
Stephen C. Robinson, Theo Maligeay, Alexander Gent, John Black, Joshua
White, David Coulter, Javier Angeriz-Caburrasi, Sammy Broly, Diletta Maria
Angelo, Gabriel Steimberg, Valeria Libertad Vidal, Facundo “Yayro” Mucci,
Benito Lynch, Juan Mendez, Graciela Lynch

And many more...


...Thank you kindly!

Special Thanks
Garry Harper
The Roleplay Haven
The Rolistes Podcast
The San Jenaro Community

©2020 Araukana Media LTD. All Rights Reserved.


For more information, visit our website: www.araukana.com
The Skyless World

Welcome to Nibiru! This Quickstart Guide exists to give characters who aren’t portrayed by the players (NPCs,
you the basic tools needed to run a simple game, set in or Non Player Characters), as well as describing the
the interior of a strange and ominous space station. The environments the PCs (Player Characters) explore, the
stories that you and your friends create and the adventures sensations they convey, as well as making sure players are
you will embark on will be tales of action and drama, of having fun and feeling comfortable.
mystery and suspense. But above all, they’ll be centered
around self-discovery, and the search for past lives—long Also needed are six four-sided dice (which you can buy
lost in the cold, obscure entrails of this Skyless World. at most tabletop gaming stores), a pencil and a printout of
the Character Sheet you can find at the end of this guide.
You will inhabit the skins of those called the Vagabonds; We also recommend Narrators keeping a notepad handy,
people who awoke devoid of most of their memories, to take any notes you might need (as well as a copy of this
adrift in a strange world they do not know, fighting to Quickstart Guide, for easy reference). Most sessions of
survive another day while struggling to remember who Nibiru last for around 3 to 5 hours. However, this can
they truly are. vary depending on your group; play at a pace which suits
you and your friends best!
How to Use
In order to play Nibiru, you will need the following...
A group of friends to play the game with. Together, you Just a Taste!
will decide what sort of experience you want to push. Is This Quickstart Guide takes for granted that you already
it mainly a mystery story, about the strange events that know what Table Talk Roleplaying Games are. The Nibiru
occur in the far reaches of the space station? Is it maybe a Corebook features the full rules for the game, as well as a
horror story, in which you are confronted with things that thorough explanation of what TTRPGs are (and the full
haunt the dark corners of the Skyless World? Is it a political richness of Nibiru’s world and lore). If this is your first
game, wherein your group delves into the machinations foray into these games, we suggest heading over to www.
and conflicts of the Nibiru’s rulers? Answering these and unpossiblejourneys.com, which offers great advice and
other questions will help make sure that everyone is happy guidance for those new to gaming.
with the story and the narrative direction you’ll take.

One of you will take on the role of Narrator (most likely


you who are reading this!). Your part is to drive the story
and guide the players through it—playing the part of all

3 The Skyless World


Action Rolls
In Nibiru, most simple actions the characters perform do where most of the people present are one their side
not require rolling of the dice. Any normal, mundane tasks (bonuses). On the other hand, a bleeding wound, a bad
should just happen, making sure the pacing of the story reputation, or a sticky situation the PCs are ill-equiped to
stays hot and the conversation continues uninterrupted. face will most likely result in penalties. Bear in mind that
PCs can never roll less than one or more than six dice
It is when the PCs make riskier moves that the Narrator at a time. The one exception to this rule is when PCs help
should as for a roll, always taking into account the each other out. When doing so, each helping character
interesting consequences of said roll, whether it succeeds can grant an extra die to the character performing the
or fails. Forcing a door open to try to escape their pursuers? action in question.
Great time to roll for it. Trying to sway the trader to let you
into the back of the hauler to inspect the goods? Another
great time to roll! Players might also suggest they want to
Action Types
While action rolls are those dice rolls that we use to
roll for something in particular (the reason why will be
determine the outcome of the PCs’ decisions, the skillset
made clear once we talk about Memories).
involved in performing any particular action roll is called
an Action Type.
These rolls we described above are known as Action Rolls.
They are, unless stated otherwise, performed by rolling
three dice. The action is a success if one or more “4”
results show up among the rolled dice. We call each of Creating Action Types
these “4” results Successes. As you start playing, you’ll notice that coming up with
some action types is more intuitive than others. If a
character tries to read someone’s lips, it’s totally OK to label
Contested Rolls that as Lip-Reading. However, we could also classify that
Some action rolls might pit a PC against someone (or
as Reading People or the like. Normally, we recommend
something) with a will of its own, opposing the character
you don’t go with neither too broad nor too narrow an
in question. We call these Contested Rolls. These are
action type. The more an adventure is based around a
also performed by rolling three dice, but in this case
specific genre (for example, political intrigue), the more
the Narrator also rolls a number of dice (the number
specific you might want to make, say, social action types,
depending on how strong the opposition is).
in order to explore the PCs’ different skills more deeply!
To see who won, each side counts the total number rolled
(for example, 3 + 4 + 1 against 4 + 2 + 4) and compares
those values. In the case of a tie, the interaction is put Action types are important when considering Memories
to a halt, as both sides are locked into conflict. However, (see the next page) and when referring to certain modifiers
in most cases, one or the other side will win, and the that might apply (for example, you might get penalties to
Narrator will explain what happens as a result. Swimming if there is floating debris and it’s very dark).

Action types are created by the Narrator, and they’re


Special Rolls mostly used to flesh out character’s strengths and
Sometimes, the game’s rules will require you to make weaknesses as they start to develop along with the story!
Special Rolls. These rolls cannot be affected by Memory
Points, and are usually utilized to determine the outcome
of specific, dramatic events. In this Quickstart Guide, The Memos System
whenever we refer to a special roll, you will see the Special Nibiru is a game about recovering lost memories. But...
Roll prefix along with the number of dice rolled for it. How does that actually work? Well, first we have to take
a look at what Memory Points are. Memory Points (MPs)
represent the potential for a character to recall something.
Modifiers There are many ways in which this might happen to
In some situations, a certain task might be easier or harder people, but in Nibiru the main reason why memories
to perform than normal. To represent this, the Narrator resurface is that of interaction with the outside world. A
can add or subtract a certain number of dice to your certain image, sound or aroma might trigger that. Maybe
roll. These Modifiers can be applied, for example, when it’s someone’s peculiar walk, or the way a shape reflects on
the characters are using a particular tool to assist their the surface of a puddle. Simply put, MPs are what your
task, or maybe when they are walking into a discussion characters will need to start writing memories.

The Skyless World 4


How to Remember
There are 3 different ways in which a character may There are three different ways in which characters can
acquire Memory Points: create new memories.

At the end of each game session, every PC earns 1 MP. The first way is the most common one: when performing
an Action Roll, the player chooses to trigger a Memory
By following your Beacon­—a specific task determined instead. Then, they decide if they wish to succeed or fail at
by your Habitat. performing the action. If they wish to succeed, they spend
either 2, 3 or 5 MPs. The Narrator and the player describe
By triggering a Negative Memory. the action taking place, and the memory it inspires.

The Journal The player then writes the memory down. When
determining the effect, the Narrator will tell what action
Aside from your Character Sheet, each player has a
number of pages which comprise their Journal. As the type the bonus applies to. The player then writes down the
game progresses, the Journal grows with their recorded bonus dice depending on the number of MPs spent: +1
memories. However, in this Quickstart Guide, the Journal Die if the player spent 2 MPs, +2 Dice for 3 MPs, and +3
has been merged with the Character Sheet, containing Dice for 5 MPs. If the player chose to fail at performing
six memory entries (one of which is pre-set to give your the action, they choose the penalty instead: -1 Die grants
players an idea of how a memory looks like). them 2 MPs, and -2 Dice grants them 3 MPs.

Memory Entries
A Memory Entry is the space where a player records a Not My First Time
new memory. Each entry has two spaces: Memory and When we acquire memories with an Action Type that
Effect. The “Memory” space is where players write the we already have memories for, just apply the new
picture and overall content of their recalled moment. The bonus/penalty to the existing modifiers you had before.
“Effect” space details the mechanical side of the memory, Remember though, that a bonus cannot exceed +3 Dice,
where the player writes the bonus or penalty gained as a and a penalty can never go below -2 Dice.
result of that memory’s creation.
An Example...
Body & Mind
As the Vagabonds traverse through the far reaches of
Mary’s Memory Nibiru, their health (both mental and physical) will,
sooner or later, become compromised. The Body and
Mary is taking on the role of a Vagabond named Rose. Mind tracks tell you how well your character is both
Her journey has taken an unfortunate turn, as she physically and mentally. Both tracks have three levels, or
has been taken prisoner by a group of scavengers. As Steps. The topmost is the OK step. The ones below are
soon as her captors go to sleep, she attempts to break the Beaten and Stressed steps, respecting physical and
free by slamming the cell’s door, hoping to then make mental states respectively. The last steps are the Wounded
a run to the camp’s exit. The Narrator asks Mary to and Shaken steps
roll three dice as normal, yet Mary decides to spend
two Memory Points instead. She proceeds to write A character descends steps in their Body track whenever
a new Memory in her Journal, along with a +1 Die they are harmed or become ill, with the same happening
bonus to Forcing Doors Open. The Memory reads: on their Mind track when overpowered by stress, fear and
trauma.
“I Remember being locked up inside the barn by
my older brother, lying alone with my scruffy- During the game, certain rolls might force the PCs to go
looking teddy bear. He always did this to me... until down in the tracks. In the case of the Body track, going
the day I had enough, and busted the door open!” below the Beaten track imposes a -1 Die penalty to all
physical action rolls. Going below the Wounded step
The Narrator then describes Rose breaking away essentially means they are dead—the player discards their
from the cell, and sprinting towards the camp’s gate! Character Sheet and their PC’s part in the game is over
(the player can create a new character to hop back in).

The second way in which a Memory may be created comes As for the Mind track, descending will impose penalties
from the Rule of Threes. When making an action roll to all action rolls. You cannot descend past the Broken
with three dice or more, if you succeed with either three step (though this is a possibility in the full game).
or more 4 results, or fail with three or more 1 results,
you create a new Memory. This means that the action was Violence
performed in such an awesome—or, in the second case, Violent encounters are resolved like most contested rolls:
in such a disastrous—manner, that you will remember its you roll your dice and the Narrator rolls your adversary’s
consequences as a testimony, either of of your great skill dice, and whoever got the largest number wins the
or your serious lack thereof. encounter. However, there are some considerations to
keep in mind!
Memories resulting from the Rule of Threes are recorded
as per the events resulting from the roll. The effect will The result of a combat roll determines if you or your
always be either a +1 Die or -1 Die to the stated action opponent are to go down a number of Body track steps. If
type, depending if you succeeded or failed respectively. the roll result is even, it means you have basically “locked
horns” with your opponent. If your result is larger than
Influence Points the opponent’s, check by how much. The losing side will
see their involved parties go down one Body step. If you
Influence Points exist to grant the players a fraction of the
Narrator’s power, by changing certain circumstances and win the roll by double or more, the losing side goes down
affecting rolls. Each character starts the game with two two steps. Three if you roll triple or more. If you so desire,
influence points. These points can be used in two different you can use your victory to escape instead of pressing on,
ways: You can either spend a single point to re-roll any or to reduce your opponents without harm. The same, of
amount of dice rolled by any one player (make sure you course, applies to you if you lose though.
have their consent) once per roll, or spend a single point
to add a small, environmental detail to the current As a last note, if it wasn’t clear thus far, let us tell you:
scene. The Narrator has the right to tell you that a certain violence in Nibiru is pretty dangerous. It should only be
inclusion might not be added, though if you keep it simple relied upon as a last resort. We wouldn’t want all those
there shouldn’t be a problem. Small changes might entail precious memories to go to waste...
big consequences; turning to see hanging cable while on
freefall might end up saving your life!

The Skyless World 6


Bertha’s Song

Bertha’s Song is an adventure that introduces you and your These are the locales of the Ring; the bulk of the station’s
friends to Nibiru’s mechanics and its unique setting. It is power-generating machines, as well as the birth-point of
designed to be played in a single session, though that is up Nibiru’s power lines.
to you and your group. It’s a story of horror and suspense,
meant to build up the fragile bonds that link a group of The first inhabited area of the skyless world is that of the
newly awakened Vagabonds to each other. Core Sectors, the first of the Umbras (also referred to as
“Antumbra”). The cradle of civilization is today a massive
Before getting into the story, let’s delve a bit into the setting sprawl of overgrown city-states, where 95% of Nibiru’s
of the Skyless World and its protagonists, the Vagabonds! peoples live. With over 60 populated vaults, and spanning
great expanses and long hallways, the main turning points
of human history happen within the Core Sectors.
What’s Out There
The skyless world is a machine of nigh-inconceivable
Past the Core Sectors, the Outer Reaches (often referred
complexity, fuelled by a seemingly endless stream of power
to as “the Reaches” or “Penumbra”) are located. It is the
flowing from its center towards millions of terminations,
largest populated sector of the station, sparsely dotted
built to last for millennia and to preserve the precious life
by small settlements and colonies, where hard-working
found therein. Although its design remains a mystery,
industrialists and fortune seekers live.
the most important components of what make Nibiru
are, conceptually, easy to observe and comprehend. The
The Umbra, which lies beyond Penumbra, is a place of
station is a disc-shaped structure, roughly measuring 3600
non-life where almost no one dares venture forth. The
kilometres in diameter. Its rotation generates artificial
world itself crushes most people who tread there, choking
gravity in such a way that approximately 20% of its total
the life out and breaking the bodies of those stupid
surface can be inhabited. Human societies have traversed
enough to brave the dark.
much of Nibiru for thousands of cycles, and yet, they still
have the grand majority of it to discover.
The grand majority of Nibiru’s space is a sea of tunnels
and hallways, serving as arteries to connect the vaults
At the centre of Nibiru lies the Core, the giver of all
that keep life intact. Steel expanses extend as far as the eye
light. The Core hides all manner of strange mechanisms
can see, serving as nexi to where many of these tunnels
designed to bring the world to life. The nature of the
converge, as well as hubs from where important aspects
Core is shrouded in mystery, and it has been regarded as
of the station’s functions can be monitored. Hidden past
a deity and a living thing by many belief systems across
hundreds of meters of coiled wire and metal, the entrails
the station. A ring of colossal facilities surrounds it,
of the station rumble incessantly to keep all of the
thundering pillars that rise as far as the eye can see, and
machine’s functions up and running.
labyrinthine complexes—all bursting with raw power.

7 Bertha’s Song
Habitats
Removed from humanity’s sphere of knowledge, wrapped
in mystery and occluded from the rest of the Skyless
World, Habitats are the lost places of origin of the Building the Past
Vagabonds: the protagonists of your stories. Habitats are the ideal playground for players who like
to get creative, and think about the past lives of their
Each habitat is vastly different from one another. Some characters (and how they’ll influence their future).
have a physical location, while some others might exist in Encourage your group to think about what kind of place
the mind of certain people or entities. What is common their habitat was, how was their daily life, who they shared
among them is that they are all frameworks within which it with, what their dreams and struggles were. That way,
the players may create the memories of their Vagabonds. when the time to write memories arrives, they’ll have a
These habitats might signify a past life as a tiny creature or clearer idea of what to pen down in their journal!
as an artificial intelligence, as a character in somebody’s
theatrical production or even in a small countryside town.

The habitat featured in this Quickstart Guide is that of remember—which can happen right after they wake up,
BrightTown, but there are four more habitats (each with or a long time after they settle down in the station. This is
their own interesting themes and mechanics) in the often triggered by a change in their current circumstances.
Nibiru Corebook. Of course, nothing stops you and your Vagabonds are found in every strata of society, yet they
friends from creating your own habitats too! tend to keep their true nature to themselves (lest they
attract unwanted attention). Even for very well established
Vagabonds, the moment in which they start remembering
Vagabonds is riddled with turmoil and insecurity.
The characters portrayed by the players are, when
compared with other humans, special in many different
ways. It’s not just about their origin, but also in their
strange abilities and the mysterious condition they find
How does it all begin?
A Vagabond on their own is unlikely to survive, excepting
themselves in. At the beginning, the idea of jumping into
exceptional cases. A Vagabond found, however, sees their
the role of an amnesiac might seem rather odd, so let us
life tied to their saviours’ good will. Not many people
clarify some bits and bobs about them...
have contacts within Enki’s Covenant, but those that
do will most likely jump at the opportunity to sell these
What do Vagabonds “human wrecks” to the secretive society. With that said,
Remember? most people will generally help stranded Vagabonds;
Vagabonds are not a blank slate. They certainly know after all, they are fellow human beings in need. Given that
how to take care of themselves and, although missing Vagabonds are completely capable of communication,
clear streaks of time from their past lives, they still recall they are quick to familiarize themselves with the lands
a series of hazy images that instantly pop to their minds and customs of the skyless world.
when focused. The names of those that were close to
them, as well as the names of the places they lived by,
should generally be clear. They will definitely recognise
sounds, images and scents from their habitats. Upon
finding these, the Narrator could take the chance to
award Memory Points—after all, these are the sensorial
cues that push memories to the surface!

What is their place in the


World?
Nibiru adventures don’t usually start when the Vagabonds
wake up. Although it might (and such situations do pose
a few challenges of their own) most adventures kick off
some time after the Vagabonds’ awakening, once they
are somewhat settled and accustomed to their new
lives. Adventures start when the protagonists begin to

Bertha’s Song 8
BrightTown

One needs not make a huge effort to imagine what would BrightTowners reach for their memories through these
be like to be from BrightTown. Remove yourself from objects. In a world stranger than their wildest dreams, the
your world, and place yourself in Nibiru. Simple, right? fallen relics of their home town are life-savers to hang on
However, out of all Vagabonds, BrightTowners face one of to. Your character's past is, thus, slowly rebuilt via the lost
the toughest challenges. Theirs is a fall from grace—from pieces of its wreckage. To determine what that past was
everything they knew and loved, and all they considered made of is, ultimately, your choice.
real—into a dark world. A world where the sun is absent,
the clouds are unheard of, the wind always comes with an
engine's roar and the sky is made of solid steel.
Memories:
Otherworldldy Stories
Vagabonds of BrightTown come from a town just like Memories of BrightTown are filled with longing—sugar-
yours. It can be a countryside village, a strange hamlet coated with all the romance and nostalgia you need to
drifting in the waves, a treetop hive where you spent your survive the Skyless World's oppressive atmosphere. Sure,
days in good company—living a simple life. Until the day they might be distorted recollections, but the willpower
you fell into the black ditch, the murky waters, the green you get from them is definitely valuable. And maybe, one
tapestry below. The embrace of the unknown took your day, you'll remember that which may lead you back...
memories away. And now, you are stuck in this place.
How will you return? "I Remember the cold winter at home, when I'd ring
Will you return? my bell to call for Snuggles—the tap-tap of its tiny paws
bringing warmth to my heart, as it leapt onto the couch
to stare in the fire."
Theme: ...+1 to Animal Handling.
Collision with Contrast
The same as you, the relics of BrightTown also found their "I Remember playing with the neighbour's kid at the
way into the Skyless World. It could be anything: a paper hillside. She'd throw the bell upward, and I'd aim at it
plane that flew too far, a football that was kicked with with a rock. The ring would mark the hit—I can't really
too hard, a skateboard that rolled off a cliff. These might remember a single soundless throw!"
have been common things back home, but here in Nibiru ...+2 to Throwing.
they are otherworldly wonders. That paper plane? There
are no trees in the station—what is this strange, rubbery "I Remember hiding in the closet while he was looking
contraption? The football? What purpose does it fulfill? for me. I couldn't stop shaking, and moving—way too
And that skateboard... they've never seen anything like it! uncomfortable!. I made a misstep, my bell rang, and the
But they surely look like they wanna try it out… eyes turned to the doors..."
...-1 to Hiding.

9 Bertha’s Song
Brightscape
The embroidery laid in disarray all over the floor. All While on your journeys, it's likely your objects from
those memories, all the feelings, disemboweled, bleeding BrightTown get lost, stolen, or even get destroyed. This
memories out before my eyes. The scoundrel knew how to will not change your situation; you'll still be able to think
make a provocation. It surely didn't know the full extent of that object to reach out into your past. It is however,
of his mistake. I took one of the steel bars on the deck, and worth noting that losing part of your home for a second
looked at him straight in the eyes. The furnace fires caressed time is a hard thing to go through—some of these
the bar, and as the warmth climbed up to my grip, I pointed instances even triggering a Stress test.
the molten tip towards him in defiance. Any footwork he
employed didn't matter. His smile was cut short, as the
burning steel punctured his chest and made him screech like
Beacon:
a dying calf. He knew then, as did all of his fellas. Quest for the Past
You Do Not. Mess. With. BrightTown. Whatever the reason for objects from BrightTown to
fall, it’s certainly a curious thing that they keep falling.
BrightTown was your life, and it is gone. This is the thought The reason why is yours to determine, yes, but the
that Vagabonds from BrightTown have to deal with on a consequence is that every once in a while BrightTowners
daily basis. From time to time, there's some respite from will find new relics lost in the station. The common folk
it, but at the end of the day, it always comes back. might see them as weird trinkets, some of them even
lacking a clear purpose, but BrightTowners will recognise
BrightTown was not just a home; it was a way of life, a them from a mile away.
cosmovision, and on top of all of that, one hell of a good
place to be in. It's no wonder why BrightTowners, even Once an object's significance is depleted, it's time to find
those who manage to carve themselves a life out of a new one. Speak to the Narrator about the next object;
Nibiru, always yearn to go back. The thought is a source of they will need to integrate it as soon as possible into the
constant worry—the kind that plagues those that always story, giving you a chance to retrieve it. However, this
live in the future (and, in this case, also in the past) rather shouldn't be an easy task; the thrill of recovering a relic of
than in the present. your lost life should kick in—with the quest being at the
least somewhat of a challenge. Difficult enough to result
The Longing in some exciting action to take place, but not impossible
(bear in mind that the Vagabond won't have memory
As the cycles go by, memories erode. Even the strongest
points to spend during this quest!).
ones go through this process; the colours fade, faces lose
their features, and yesteryear's crystal-clear image of
Once an object is recovered, it's time for a Special Roll
your past becomes a blended mess. This is why the fallen
(two dice). This roll determines the object's significance.
treasures of BrightTown are so precious to them; once you
However, the recovery of a relic from BrightTown comes
get hold of one of them, the picture recovers some of its
with a reward: a number of Memory Points equal to the
magic, and things start to come together; to make sense.
significance rolled.
When creating a BrightTowner, you need to pick your first
memento; the object you fell with. This entails a Special Picture...
Roll (two dice). The roll determines the significance of the ...the green-grocer, carrying the tools of her trade,
object. For example, you may roll and get a total of 5 for desperately seeking for her hometown’s colours. She is used
your shovel's significance. Because your remembrances to the texture of mud and earth, to waking up and smelling
will be linked to that shovel, all memories of your past the morning dew. After all of those years married to the soil,
written while using its significance will have to feature she landed where none can be found. She has seen things
your shovel in them (either in the background or as an grow in this dark, sunless world. At least the sight of the
important part of the recollection). fungi's glow gives her hope, and so she brings a strange kind
of optimism to Nibiru—making people notice her.
You will continue to write memories until you've written
a number of them equal to the object's significance. ...the cruel ne'er-do-well, playing with a tennis ball and
When the last memory is written, you won't be able to showing a nasty grin. He used to play pranks on everyone,
create more (that is, until you find another object from until the day he got pranked on big time, and fell to the
BrightTown). station. One would think that'd be enough to make him
stop, yet the pranking was always a coping mechanism

10 Bertha’s Song
Once in a junkyard sale along the torus
more than a sign of immaturity. Now that the pain is real,
corridor, was it... near Tarsus? I remember
he does it even more, and coupled with his otherworldly there was this really weird contraption; like a
awkwardness it all makes it so that he struggles to find a very small cup with a plastic handle and a lid.
place to stay. Will he find his niche, a place that accepts him In its bottom it had some sort of secondary
recipient with yet another weird lid, with tiny
with all his flaws—and all his potential?
holes drilled into it. I know, crazy, right?
Say, that was just the beginning of the whole
...the nobody, now in her element. Contrary to most, she kerfuffle. As soon as I turned to put the thing
sees her fall as a blessing. In a town that shunned her due to back on the counter, some psycho came running,
pushing people to the sides, with a face of
her introversion, she resorted to her grand imagination to
pure dread.
escape. She dreads BrightTown, and now that she arrived
at the Skyless World, she is in a constant state of euphoria Obviously, I was scared shitless. The guy lands
due to the marvels that unfurl in front of her. Still, she right in front of me, and takes a deep bow.
He gasps and tries to speak while agitated,
shouldn't dismiss her past; she'll need to grow fast, and part
saying he has no creds but that he’ll work in
of that means looking back so not to fall again. exchange for the weird cup-thingy. I turned to
the vendor (we are both quite baffled) and I
leave them to their own devices. I came to know
that the seller did accept this guy’s offer,
and that he’s still employed at that stand.
Everytime I try to ask him about it though, he
gets nervous, and changes topics. I wonder...
what is it that those two are hiding?

Bertha’s Song 10
“The Peoples of Oxydia
are justifiably wary about working
during the darkest hours of each Cycle”
Glenn Hewa, Covenant Researcher

Prologue The Cast


After wandering aimlessly through cold tunnels in the The PCs that protagonize Bertha’s Song are...
company of strangers, you noticed a strange pattern of lights
in the distance. Famished, and at the edge of sanity, you Claire
made your way towards a dark hole in the wall, through 21 years old, Claire used to live near the Ashen Woods in
which the vision of lights seeps in. You slide down a wet BrightTown’s outskirts. She was known as the town’s baker,
metal plaque, the stench of petrol sticking to you as you land and for netting almost 50% of all downtown shots when
on a steel beam. playing at the local basketball league.

You take a look ahead, your eyes travelling across a flood Tom
of junk and rubble, sinking into petrol pools, crowned by The 19 year old son of a cheese artisan, Tom is an avid
shifting grey mists. Several hundred metres past, a glinting poetry reader and aspiring writer. He was celebrated for
cascade of light shines on the petals of a steel flower, standing eating a considerable part of Michael’s ginormous birthday
atop a rubble hill. Surrounding the flower, and piling up on chocolate cake a few years ago, and surviving.
one another like supplicatory hands reaching to heaven, are
dozens of small coloured houses built on and into the hill. Tamara
“Civilization” someone whispers. Tamara is a bright 28 year old, easily irritable when at
“We are saved”. parties but really cool once you get to know her. She enjoyed
cycling to the edge of BrightTown, and was known for her
Bertha’s Song is set in the town of Oxydia, a small village essay on the ethical implications of pineapple pizza.
located in the far corners of Penumbra. The PCs have finally
arrived, after a long journey, at their destination—a town Michael
wherein, as the traveller they encountered mentioned, A strong willed, 32 year old musician that directs
they could rest up and find some supplies. Desperate for BrightTown’s jazz band. A fashion trendsetter; his style
food and water, they ready up to cross the swamped land has a large following among BrightTown’s older folk. His
ahead. This is how their story begins. catchphrase: “Kids not get it”.

Sylvia
An 18 year old plumber, Sylvia is detail-obsessed and really
A Troupe of BrightTowners likes to sing while doing their job. Fortunately for all, their
The PCs in “Bertha’s Song” all come from the Habitat singing is great. Sylvia is known as the undefeated champion
of BrightTown, described in the pages before this one. of BrightTown’s arcade fighting game scene.
You can find the pre-generated character sheets you
need to hand out to your players on the last pages of this
Quickstart Guide. We commend the players to brainstorm
Preppin’ Up
Before anything, make sure that everyone knows this will
through a series of ideas on what their version of be a horror adventure, and an opportunity to explore
BrightTown looks like, and what their lives were like there. memories resurfacing in times of tension and peril.
In most Nibiru games, you’ll will want to think about your
character’s background from the start, so that when it’s Print out the Character Sheets found on page 21, and
time to write memories you are not caught unprepared! hand them to the players. Each character starts with
two Memory Points and two Influence Points. Everyone
should have dice, pencil and eraser. We also suggest you
read the Narrator’s Corner, located on the next page.

12 Bertha’s Song
Narrator’s Corner
There are several things that you might want to consider more immersive. You can quote him indirectly whenever
when running Nibiru, and particularly Bertha’s Song. This referring to more utilitary information, or information
short list is designed to give you ideas on how to run the that isn’t that relevant to solving the puzzle. Establishing
game, to ensure the most enriching experience. this difference might help your players come out on top.

1) Desolation, Mystery and Inspiration. The area of KALUE, being an AI, should be cold in its demeanor. It will
Nibiru in which action occurs during Bertha’s Song has provide very square, direct solutions to simple problems,
a particular ambience: it should evoke feelings of awe, but even if it’s programmed to put the characters’ safety
desolation and struggle. We suggest looking into graphic first, it will naturally lack the “human ingenuity” needed
sources such as BLAME! and listening to the soundtrack of to escape the web farm. If you wanna go all in, use a voice
Blade Runner 2049 and Hellblade: Senua’s Sacrifice. These modifying app such as RoboVox to play its part!
evoke the indomitable feel of Penumbra very closely.
Finally, Bertha should pose a constant threat to the
2) Setting the Tone. The mood of this story is better players. Fear of the unseen can be much more powerful
conveyed in a quiet, friendly place. We suggest playing to maintain tension: Bertha’s description throughout
at home or somewhere familiar. Utilizing ambient music most of the game should focus on the horrifying noise of
can go a long way towards setting the tone; EVE Online the cracking metal pipes, the rumbling that makes loose
and Homeworld are two games that have a very robust steel joints tremble, and the stench seeping through the
ambient soundtrack, which you can use along with a air ducts. Only reveal the monstrosity of Bertha’s visage
playlist to accompany the narration. during the final act!

3) Take great care on how you portray the characters. 4) Use the map below to guide yourself through the web
Bertha’s Song places focus on three NPCs­ —Ormus, farm. Of course, you can improvise! You might want to
KALUE, and Bertha the webworm. Think, before you end the session sooner, or see them explore more of the
start the game, about how to convey them. web farm, so let your imagination run wild and feel free to
Here are some ideas: make your own version of the web farm.

Ormus is the main antagonist of this story. His willingness


to take advantage of the Vagabonds and their lack of Before we Start
knowledge will be hidden during the start of the game. The As with other Nibiru adventures, this booklet will describe
transformation into fully-fledged murderer can happen the way in which action may develop as the story is narrated.
suddenly or gradually, just remember that the moment We will embolden certain actions to imply there should be
the players realize his intentions, they’ll probably switch a roll, at the same time suggesting that roll’s Action Type.
from working to finish their job to desperately trying to We also give indications to narrators in orange!
escape. Avoid statements like “Ormus says that...” and
vocalize his words when you want to make the interaction

Bertha’s Song 13
Scene 1
Arrival at Oxydia
The PCs move through a wire entanglement, stumbling You can also indicate that, when comparing the pillar
down into the black pools below and drawing closer to of light as seen from afar, it seems like its brightness has
the surface of the swampland. The vision ahead replicates dimmed from that moment until now.
that of the Quickstart Guide cover: the ground is unstable,
and thus the PCs need to make sure they Tread Carefully Nearby, a few people can be seen packing foodstuffs.
as they make their way through the irregular surface, If the characters try to talk to them, they’ll be brushed
avoiding jagged metal plaques and debris. Failing to do aside rudely—it seems like the inhabitants of Oxydia are
so will result in a nasty fall (and going down one Body too busy to be distracted from their task. However, if a
step). PCs can try to heal by Improvising Bandages if character approaches them with enough Empathy they
they manage to scavenge around for something of use. will be told that the people of Oxydia do not work during
the darkest hours, and would much rather wait inside
Upon arriving at the gates to their hoped sanctuary, they until the power comes back up.
are confronted by a guard who asks them to state their
business in town. They don’t seem overtly hostile, nor The locals will recommend Vagabonds to find shelter as
particularly welcoming. A convincing plea for help will soon as possible; finding a secure place that has enough
get through to them, though they will try to then hurry power to last through the blackout is their best choice­.
them up inside­—swiftly closing the gates behind them. You might want to make the search for a kind soul
The guard will see them off into the town by telling them stretch out a bit, enabling them to build up tension right
that the cycle is about to end, and it’ll get dark. It’s best before presenting them with a solution. After a few failed
they hurry up and seek refuge wherever they can. If the attempts, a man will approach them. His name is Ormus,
PCs ask for more information, the guard will probably and he states that he is willing to give them a place to stay
point them to go to the base of the flower, atop the hill. at in exchange for some work. Ormus has an endearing
smile, partly hidden by his thick beard, and wears a set
of work clothes that seem to have been to hell and back.
He is accompanied by a small dog-like contraption that
The Heart of Nibiru moves in an eerily familiar fashion, like a parody cross
The Core of the Skyless World does not provide consistent between a dog and a monkey. It’s clear at this point that
power throughout the entirety of Nibiru. It fluctuates, Ormus is the one to help them, and if you have let the
working in 3 month long cycles, with energy flowing in tension build it’s much more likely the PCs will accept the
waves and recharging hundreds of nodes spread across the offering without many questions. So it’ll be that they will
station. Although the central part of the station enjoys a set for his house, located outside the city walls.
constant supply of power, the towns and hamlets located
far away from the Core do not share in that privilege. Ormus will lead the group from the crest of the hill down
It’s due to this that Oxydia’s power cycles always come a grey trail that sinks into the oily swamps surrounding
accompanied by widespread blackouts, such as the one the Oxydia. Past the walls, the trail is flanked by strangely
Vagabonds are about to experience. shaped contraptions that seem to lean into the petrol
pools. During this trip, it’s likely players will ask a few
questions. Ormus will comfortably talk about his life,
how he passes the days, some hobby he picked up, and
As the group climbs up misshapen steps, the hill becomes casually talk about the web farm and how production has
increasingly steep. The people around them seem to be in gone lately. However, to earn time and prevent players
a hurry, mostly trying to pack up with what seems to be to dig too deep, Ormus should also be asking questions
the skeleton of what was a thriving market located atop about the Vagabonds. When it starts to become clear to
the hill. Upon arriving at the crest, the Vagabonds can Ormus that the group is made up of people that seem to
see the pillar of light bathing the steel flower’s petals in have hazy memories, he recommends that they don’t go
iridescence. The air feels warm, scented and refreshing; about telling much to strangers, since (in his own words),
a fountain at the base of the flower is host to dozens of “uprooted folk are at a bigger risk around these parts”.
strangely colored water lilies. Cable wire spreads from
the base of the flower, driven via metal posts towards the Any further explanation might have to wait until they
village below. PCs who wish so can Assess the Technology enter Ormus’ home: a small, dilapidated shack with a
in order to conclude that the contraption is responsible squalid chimney protruding from the roof.
for the town’s power supply.

14 Bertha’s Song
Ormus will be quick to offer some food; a small bowl
Character Profile for each, filled to the top with what seems to be soup
Ormus, the Weaver made of a faintly glowing blue stuff. The consistency is
somewhat rubbery, and the taste is, well... Definitely
Ormus is one of the only remaining web farmers not like something you would’ve had in BrightTown.
in Oxydia—an industry that has been slow to take While eating, Ormus will talk about the farm’s past and
over the fringes of Penumbra. His mother, who his mother’s talent and industriousness. He laments the
started the business about thirty cycles ago, was a decline of the farm, partly blaming himself for not taking
well known musician—part of a group that toured leave when it was still possible.
Lumia, Suruptu and the central settlements of
Penumbra. As cycles went by, she decided to invest
everything she had to build the farm, purchasing a
young webworm that she named Bertha.

The construction of the farm was set up along with


other folk who wanted to install farms of their
own, thus giving Ormus’ mother a reputation as an
organizer for the community. Unfortunately, that
reputation would not be perpetuated by her son.

Ormus inherited the family business at a time in


which the building of new Ascendants (elevators
that allow for fast travel between Antumbra and
Penumbra) was in full motion, bringing cheap
produce from the web farms of Ashur along with
a myriad other products. This pushed most web
farmers out of business, with Ormus pleading
for assistance from the village. However, they had
problems of their own too, and refused any assistance
to support the production. Ormus, naturally, lost all
sympathy he had for the townsfolk.

Ormus’ mother passed away soon after, and he


became a recluse, only heading to town to trade in
produce and purchase supplies for himself and for
Bertha. Turns out, feeding an adult webworm can
be extremely expensive, thus the reason why he’d
eventually implement an extreme solution...

Scene 2
The Job
The group enters the shack and peeks around the place.
Ormus pulls a lever and a lonely, yellowish light bulb
lights up. The centre of the room is occupied by a large
contraption (if a PC chooses to Assess the Technology
they’ll understand it’s a web spinning machine). To the
sides there’s a humble kitchen, and several piled up crates.
A hammock, a small table and a chair are pushed against
a corner, and a series of control panels are laid close to
the leftmost wall. To the far right of the room is a metal
platform, and a desk a picture portrait. The woman in the
picture has eyes closely resembling those of Ormus.

Bertha’s Song 15
As the group finishes eating, Ormus explains the job they What information will Ormus reveal?
will perform. The PCs will need to help Ormus with the Ormus will talk about the job being basically “a walk in
harvest; they’ll go down below while he handles the gates the park”. He will describe the basic process of cutting
of the farm, fill in the canisters and return before the dark web and filling the pressure canisters. They will fill four of
hours are over. Also, he will ask them to check if they can these, before heading back up.
find a tape recorder, which belonged to his mother and
got lost down there. He’ll state it plays a song Bertha loves. What information will Ormus conceal?
Ormus will avoid talking about the worm itself too much,
stating that she sleeps through the dark hours (given
Lore Bites that the generator at the center dims down). Truth is,
Weavers & Worms the generator is self powered, and Bertha hasn’t eaten in
weeks. Ormus plans, essentially, to let her loose on them
“There aren’t many occupations as dangerous as that in order to sate her hunger.
of the web farmer. I’ve been lucky to reach old age
without losing more than a hand—can’t say the same What should the players know before going down?
about many of my colleagues.” Before making their descent, the characters will be shown
how to use the tools at their disposal. They will learn
Spike, retired worked from the Cocoon
that they can get in touch with Ormus at all times via
transceivers, that they will utilize service shafts to send
The Dalqu—“primordial fear”—, or webworm as
up the canisters to Ormus, and that they will be following
its more commonly known, are a species that has
the indications of KALUE (the small, dog-like AI that has
coexisted with humanity since time immemorial.
been accompanying Ormus all this time).
They are witty, patient hunters capable of spinning
a thick, conductive web that is used to capture prey.
Their web is spun across miles-long tunnel networks, Scene 3
generally converging around a power node, where
they tend to nest alone.
Descent
Ormus will then set them up with all manner of tools
needed for the task ahead, instructing the Vagabonds
Webworms may not possess eyes, but they do have
on how to employ them. The tools should be distributed
an extremely sensitive sense of touch, which they
among the players as they deem fit. They are:
use to detect vibrations across their web networks.
When this happens, they turn and plug their web
KALUE, a small service AI with high pitched voice that
to the power source, sending a wave of electricity
knows the way across the maze of the webfarm like the
that shocks their prey. With their catch under shock,
palm of its metal paw. It will obey most simple orders,
they move in for the kill and swallow their victim
though bear in mind that its role derives from its owner’s
whole, slowly digesting it over the course of weeks.
orders—which Ormus might revoke at any time.
This usually results in worms overbloating, with
the most successful hunting periods resulting in an
Cutting tools (two), consisting of a short baton that can
increase of up to 200% of their body mass.
be wrapped in web. Once enough has been collected,
pulling the handle cuts any excess web. which can then be
Web farming is a process that has developed a great
pushed down into the canisters.
deal since its first days. Long, nigh-suicidal missions
into worm-riddled tunnels were replaced as settlers
Pushing cart, used to carry the four canisters that need
began to learn how to lure and enclose worms in
to be filled. Quite bulky and capricious, it needs a steady
tunneled mazes—known today as web farms.
hand to be properly steered.
At the center of these farms, a power node is kept
Dead sparkling, a cat-sized, already-dead creature that
to replicate the webworm’s natural habitat, enticing
can be used as worm bait in case of emergencies.
it to weave around its immediacy. Gated systems
are used to harvest the web, keeping the harvesters
Transceivers (two), which can be utilized to communicate
isolated from the sections where the worm resides.
either among themselves or with the one held by Ormus.
For all the safety of today’s methods, the idea of
going down and feeling constantly stalked is still
A flashlight, in case the lights go out down there.
something that takes time getting used to.

16 Bertha’s Song
Once prepared, the group descends via the elevator into Eventually, they’ll reach a crossroads: three metal gates
the depths of the farm. Some dark, ambient music will stand before them—a good time to communicate with
do wonders to set the tone, along with descriptions of the Ormus. This time, however, the signal will start to get a
muddy, oily layers of ground and metal junk that make up bit choppy. Players should have a harder time figuring out
for the elevator shaft. Rickety noises and the screeching of what Ormus is saying, but don’t make it that big of a deal.
steel joints, the smell of petrol and the stagnant, moist air Ormus will indicate to go through the left gate, opening
all write a fitting preamble for what’s to come. it and closing it behind. Once again, if the PCs find
themselves untrusting, Ormus will state that it’s important
As the elevator reaches the ground, the doors will open to to keep them always sectioned off from the main course of
reveal the tunnel ahead. The place is filled with web, and a the maze in case of an emergency.
thick fog reduces visibility to the point where the next gate
remains unseen. A crackle of static will herald Ormus’ Once they start to push through, they’ll notice that
first communication via the transceiver, through which lighting here is much more precarious than before; several
he’ll state that he has sealed the path ahead to harvest this bulbs are turned off, while many are flickering nervously.
section. He asks them to let him know when they’re done The path ahead is completely covered in a much thicker
with it, so that he can handle the gates accordingly. wall of web, requiring them to Cut Away for about twenty
minutes only to reach the middle of the hallway. There
When roleplaying the interaction between transceivers, and then, they’ll be once again prompted to Hear (-1
and as the group presses forward, it’s cool to build up Dice), only this time the noise will be of a strange rumble
tension by making it so that Ormus voice starts to get that seems to come from the compartments behind.
choppy—eventually leading to the point at which, later in Immediately, the floor below starts to vibrate—if KALUE
the adventure, the signal is almost completely lost. is asked, they will say that Bertha might be awake, but that
the maze should contain her just fine.
KALUE moves forward into the thickly webbed passage.
The PCs will start to Cut Away the web and fill the
canisters. Failure in this roll will see them stuck trying to
Scene 4
untangle the cutters for a while, revealing (to their dismay) Downfall
how intense the work in the farm looks to be. Pushing As the players begin to realize their predicament, have
through the hallway will see them fill half of the first them roll against Fear of Bertha (three dice). Failing will
canister, and upon reaching the next gate that KALUE will naturally see them take a step down their Mind track.
remind them to contact Ormus. The man will promptly Then, read or paraphrase the following:
open the gate and, once people are on the other side, he’ll
close it behind them. If they ask for a reason, Ormus will Suddenly, a loud screeching sound pierces the stagnant air,
state that in the case of an emergency he has to make sure the reverb of twisting metal screaming as it bends under
the way to the elevator is kept isolated, only to be opened the weight of something gigantic. The lights above flash and
when the group gets back there. crack, sending sparks flying everywhere, plunging half of the
tunnel into shadows. Something is very, very wrong.
The second section seems to be longer at first sight, heading
both to the right and the left. KALUE will state they need Bertha is now trying to push through the door behind
to move to the right, and in that moment, the players will the characters. This will force them to cut through the
be prompted to Hear (-1 Dice). Success in this roll will remainder of the section until they reach the gate. Until
mean they hear a strange, grinding noise that seems to then, any attempt to check with Ormus will be useless; he
come from afar. If the group asks, KALUE will indicate will, seemingly unaware of what’s happening (and unable
that Ormus is likely redirecting power to make sure the to hear them well), state that “he cannot hear them, and
path ahead is lit up. The group will then continue to Cut that they should contact him when they reach the gate”.
Away through the section. Success in this case will lead to
a negative result; at the halfway point, one of the PCs will As they close in on the gate, they’ll hear a horrifying loud
be cutting through a bundle of web, and suddenly they’ll bang from the back of the hallway. The metal gates are
notice a thread of blood that has started dripping from the being smashed by Bertha! They will probably contact
entanglement. Checking on this, whether by themselves Ormus, who will open the gates without (astonishingly)
or by asking KALUE, will reveal that inside of the bundle much of a rush. As they go through, the gates will start
lies the rotten remnants of what seems to be a sparkling to shut down, and in the creeping shadows beyond the
(the cat-sized creature used as bait). KALUE will advise broken lightbulbs they’ll see the silhouette of a massive
against cutting it down, since it might be infested with avalanche of flesh, occupying the entire width of the
who-knows-what, and suggest to press forward. hallway, armed with hundreds of teeth the size of knives.

Bertha’s Song 17
As they turn to face what’s ahead, they hear KALUE state (whomever seems to be less shaken by the whole thing)
that “they should be careful, given that the web in this and have them pay Attention to Detail (+1 Dice). This
section appears to be electrified”. The entanglement here should be an easy success, which will point to the fact
seems to be way less thick, yet the Vagabonds should still that—beneath the central generator, under a clump of
Tread Lightly to avoid getting shocked (which might web—lies the lost recorder. Whomever locates it should
take them down a set in the Body track). If, by this point, be awarded an Influence Point. They can acquire the
players have been conservative with their MPs, you might recorder with no need for a roll.
want to get ready to put them to use in order to escape
hairy situations. Advancing along this section leads them As the group passes the generator and looks for a way
to the centre of the farm. out, they’ll reach a passage with a gate—taking them away
from the central area. This time, even with the choppy
Filled with an electrified web connected to a huge connection, Ormus’ intentions will become clear: he will
metal coil that hums with static, the place is an eerie duly thank them for the services provided, and for their
environment, made even more unsettling by the sudden sacrifice and assistance to keep the farm running. He’ll cut
roar coming from behind the past gate. By now, about all communication, and the sudden BOOM of blasting
three of the four canisters are filled. Pick two characters gates behind them will herald the coming of Bertha.

18 Bertha’s Song
Next to the gates, there’s a panel that can be utilized to 1) The Vagabonds pressed “play” on the recorder,
open the gates. Manual control is disabled, but anyone sending it through the shaft. In this case, proceed to read
can Assess the Technology to figure out how to remove the extract titled Punishment from Below.
the panel and reroute power, forcing the gates open.
Someone will need to hold the cables in place, and quickly 2) The Vagabonds find themselves cornered, about to
go through the gate while it closes to be able to move past. encounter Bertha face-to-face. In this case, proceed to
This will make for a perfect “by a hair’s-breadth” moment, read the extract titled End of the Run.
as they come only metres away from Bertha’s maw.
These endings are just a suggestion: it’s always great to
Ahead of them, the web thicket paints a dreadful picture; come up with your own ideas about how a different wrap
they need to Cut Away (-1 Dice) fast or they will be up might provide a better experience (especially if you
trapped between Bertha and the web thicket. This is a have time and all of you seem eager to continue playing).
perfect time to either put IPs or MPs to use. Success will
see them cuth through enough web to reach the middle
section, where the service shafts used to send stuff to End of the Run
Ormus’ shack are located. These are way too small for a “As the creeping, slithering mass of flesh moves forward,
human to fit though. Failure will see them reach those you desperately try to tamper with the controls of the gate.
right as Bertha breaks the gate and pushes into the hallway. Sweat runs through your fingers, and the circuit cable
splits. The air is hot; you feel a warm breeze from behind
Lore Bites you­—the stench of rot assaulting your senses. You look
Melodic Deliverance back into the gaping maw, shaking, teeth sinking into each
other in preparation for a pain your mind cannot square.
To say Bertha is “attracted” to the song in the You close your eyes, feeling the piercing embrace of death.”
recordedrwould be a gross understatement. The track,
a recording of a song by Ormus’ mother, holds a strong
connection to the webworm, as it was played around Punishment from Below
the farm while the creature grew up. Hering it now “As the creeping, slithering mass of flesh moves forward,
acts as an emotional trigger, meaning Bertha will you desperately try to tamper with the controls of the gate.
chase after the song no matter what, in an attempt Sweat runs through your fingers, and the circuit cable
to close in to the last remaining memento of her splis. The air is hot; you feel a warm breeze from behind
adoptive mother. you­—the stench of rot assaulting your senses. You look
back into the gaping maw, shaking, teeth sinking into each
The way in which the characters might find salvation other in preparation for a pain your mind cannot square.
and revenge at the same time is actually quite simple: You close your eyes, and...
pressing play in the recorder and sending it up the
shaft. When someone realizes this, award the Exactly at this point, you might want to consider
player with an Influence Point. Use the chance to playing a song; perhaps a country song, or a cold
make Bertha appear in the most terrifying fashion, melody that inspires revenge. This is Bertha’s Song, the
chasing them down while delaying the start of song composed by Ormus’ mother. It will help bring a
the song just enough so that she stops right before climatic finale to the game!
devouring the terrified party, turning and heading
towards the sound of the music. ...you wait for death’s embrace, yet nothing happens. A
strange tune echoes at the distance, and as you open your
eyes, you see the mass of flesh twisting upon itself, rushing
Scene 5 and sinking into the wall. It punctures the metal placques,
Ascent bulldozing its way towards the surface, chasing the sound
At this point, it’s do or die. The webworm will push of the recorder. Eventually, you make your way out of the
through and the PCs will either realize how to use the complex through a partially collapsed tunnel—the smell of
recorder or be forced to Cut Away (-1 Dice) through petrol and rust seeps into your lungs, and you peer towards
the web ahead. Failing to do so will lead to certain death, the shack as it sinks into the ground, its foundations torn
while reaching the end of the hallway will see them face by asunder, drowned along with Ormus’ screams, amidst
another gate, and another challenge to reroute power— the fading echoes of Bertha’s Song.”
something they definitely do not have time for. There are,
now, two possibilities for an ending here...

Bertha’s Song 19
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