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ARC Quickstart Final 1

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A

R Q
U
I

C
C
K
S

FINAL VERSION
T
A
R
T
2

ARC is a rules-light, tension-heavy


fantasy tabletop role-playing game

A
RC
where anyone can create urgent
URGE stories
NT STORIES LINKS
ticking down to a seemingly inescapable
arc-rpg.com
A P O C A LY P S E
apocalypse. Digital character sheet, info, announcements, and mailing list

twitter.com/momatoes
Follow the creator on Twitter
This quickstart gives you essential information to start
playing ARC.
exaltedfuneral.com
It includes key excerpts for Setting the Doom, Hero Creation, Cool RPGs from an even cooler publisher
Core Rules and even sample play and creatures condensed
from the full book.

It does not include all Hero Creation options, the full list CREDITS
of Spells and Techniques and associated rules, even more
extensive examples and guiding information, an appendix full writing, art and layout by momatoes
Q U I C K S TA R T

of fascinating creatures...and all the unforgettable art. editing by Jarrett Crader and Fiona Geist
Kickstarter by Exalted Funeral Press
3

WHY PLAY ARC? Play

• Escape to a world filled with


Play ARC to:

• BUILD A STORY together. Support


ARC
MEMORABLE, HEART-RACING each other as heroes on a fantasy
IF YOU’RE
READY
TALES. Challenge awaits you. Can adventure creating narratives that alter
you overcome looming obliteration? the course of destiny.

• HAVE FUN­—even when you’ve never played or run a tabletop role-playing game
before. It’s easy to feel anxious and uncertain with a new hobby. The full book will
guide you on becoming heroes immersed in adventure so that you worry about
the Doom and not yourself.
to slay the
ARC enables people wishing to run a game with limited experience. The Doom Apocalypse
and its Omens help create tension and manage the story’s pacing. The rules
are approachable so you can focus on helping make the best story for the table.
Additionally, the last chapter of the full book is filled with tips for building a good
Q U I C K S TA R T

experience for you and your friends.


4
WHAT DO I NEED TO PLAY THE WHO IS THE GUIDE? HOW DO YOU PLAY ARC?
QUICKSTART?

PEOPLE The Guide sets the scenes, role-plays ARC is great for tense, bounded story arcs with looming and uncertain
• one player, called the Guide, to facilitate the game. as non-hero characters, and builds futures—using the hair-raising Doomsday Clock to unleash havoc.
• 2–6 other players role-playing Heroes. Simply referred to as ‘player.’ challenges and situations that other
players must tackle. 1. setup
TOOLS Guide and players decide on what kind of story to tackle—knights fighting
• ARC character sheets to track Heroes’ stats and capabilities. The Guide also reinforces the rules gears? glorious bard saviors? babaylan facing the bakunawa? The Guide
Visit arc-rpg.com to download. and helps initiate the conversation then prepares the Doom, three Omens, and the Doomsday Clock.
• a stopwatch or timer—digital or otherwise. and planning on what story to explore.
• several six-sided dice*. ARC can technically be played with one However, others are also part of this 2. hero creation
die but having two to three is better. process! Players create their Heroes. Afterwards, the game itself begins and can be
*dice are referred to as Xd6, where X is the number of played across one or multiple sessions.
six-sided die to roll: 1d6, 2d6, etc. Being a Guide is perfect if you love
planting story seeds for others and 3. game session
ESSENTIALS growing it with them to make a The Guide sets the scene and the Heroes react. Difficult, risky actions
• a few hours of free time, respect for fellow players, and a unique creation. require rolling dice in a Skill Check to see if the Hero succeeds.
willingness to save the world. Sometimes, the situation escalates into Conflict.

At set intervals, the Doomsday Clock advances. If it reaches


GUIDE: A white-hared woman swims in the pond, and she looms so large the end, the Doom arrives—and the group has to decide
that it seems she spans kilometers wide. Three or four huge koi swim in what happens in this changed world.
Q U I C K S TA R T

HERO: My IMPOSE is 2. I think I'll use a CONCER


TEDabout
the lake, they're approathe
ch size
to get
ofher
a bus. There's
attent ion assome wildlife but they
enthusiastically as I can. I have a 1 in CONCERTED, so my TA
seem very tame and look RGat
ETyou
NUcuriously.
MBER for thi
It'ssisolated
SKILL otherwise.
CHECK is 3. I roll...a 2!

PLAYER 2: The giant...does she match the description that the innkeep gave
GUIDE:Your 1d6 roll is lower than the TN, so you succeed in getting GUIDE: Another hour passes, so the DOOMSDAY CLOCK advances by one. Just a few more
us? If so then I think she's the the
one gia
we'vent's att
been ent ion
looking! for...
However, she doesn't seem to like it.. .She stands up to her ful hours, then...until Doom arrives.
l height and cast
5

Setup

1
for the Guide

2
1. CREATE A DOOM
The meteor loomed closer and closer. 3. BUILD THE DOOMSDAY CLOCK A sample
A terrible event that Heroes will want to Humanity could only watch and The Doomsday Clock is made of discrete CLOCK

3
prevent at any cost. whimper as the Doom descended on segments called moments. The number and for a
speed of moments depend on length of play. 3-hour,
them all. There had been warning
Examples:

4
single
World-ending earthquake brought signs, strange Omens—even a A one-session game session
by a goddess’ impending death scorned prophetess—all ignored by Doomsday Clock has 3 moments per game. Two
The prophesied arrival of ravenous hour of play; advances every half-hour

5
a people desperate to blind their moments
shadowcreatures. are gone—
eyes against the truth. 2-3 sessions only seven
1.5 moments per hour of play;

6
left.
2. CREATE THREE OMENS More about Omens advances every hour
Omens are story fronts contributing to the The more Omens are active, the faster Doom
advancing Doom. While they may not directly arrives. Heroes can resolve Omens by removing its 4+ sessions

7
cause the Doom, they help speed its arrival. cause or rendering its impact moot.
1.5 moments per session of play;
advances every session
Examples: For example, Heroes could resolve the Omen “local

8
A widening crack in a forgotten portal cult is hoarding gold and jewelry” by defeating all Every time the Doomsday Clock advances, a
Q U I C K S TA R T

Border villages falling mysteriously ill members, stealing back the valuables, convincing moment is consumed. Then, the Guide rolls
An arcane book missing from the magic the cult to disarm, asking the local kawal to intervene 1d6 per Omen still in play; for every 5 or 6 the

9
university or even burning down the cult’s headquarters. Clock advances one more moment.
6

Hero Creation PART 1

Players move the story Step 1: Step 2: Step 3:


and explore the collective Approach Scores Blood and Guts Skill Ranks
world through Heroes.
Heroes use Skills to solve a wide array of challenges such
Approach Scores represent the Blood is the Hero’s ability to Heroes sustain harm, but can recover
Any Hero can be played as as defeating giant rats, talking to immense dragons or
Hero’s aptitude for solving problems withstand physical damage. If it Blood and Guts with enough rest.
long as they make sense in haggling the price of wares.
and using Skills in particular ways. Do becomes zero the next physical
the setting.
they tend towards creative solutions? damage reduces Approach Scores When Heroes wake up from a Long A. Knowledge C. Physical E. Prowess
Are they careful and detail-oriented? instead. Rest—a specific type of break taking Academic Acrobatics Arcana
Their capabilities are
Or do they gravitate towards 5 real-time minutes and up to 15 Culture Coordination Focus
expressed through several Observe Physique
resolving challenges through sheer, Guts measures the Hero’s ability to in-story hours—their player has the
aspects such as skill and Tactics Weaponry
concerted effort? withstand psychosocial damage. option of rolling a new maximum for
health, which are built
Like Blood, if it becomes zero the Blood and Guts for the rest of the B. Social D. Practical
during the Hero Creation View the character
next psychosocial damage reduces day equal to 2d6 plus their Hero’s Charisma Artistry
process for a well-rounded sheet at arc-rpg.com
To determine approach scores: Approach Scores. modifier. Guile Survival
and capable character. Impose Tinker for descriptions per
Assign a +0, +1 and +2 to
Insight Trade Skill.
Creative, Careful, and
This Quickstart gives you the steps
Concerted in any order To determine Blood & Guts modifers: To determine Skill ranks:
needed to build a Hero—however,
you’d like. Allocate modifiers to Blood and Guts so their sum is 6 Allocate +2 to two Skills and +1 to three
Q U I C K S TA R T

the full book will give you more


(minimum 0); for example, 4 and 2, 1 and 5, 0 and 6. Skills.
options, and even guidance on how +0 means zero aptitude, +1 is average,
+2 is gifted and +3 is expert. Then, roll for Blood and Guts to set its first value. Like with Approaches, +0 means zero aptitude, +1 is
to randomly generate aspects! average, +2 is gifted and +3 is expert.
7

Hero Creation PART 1: EXAMPLES

Step 3:
Skill Ranks

Knowledge Social Physical Practical Prowess

Example Theorizing a scientific Convincing an enemy to Dynamically balancing Writing a truly evocative Detecting if magic was
applications principle with Academic. join your cause through across a precarious ledge poem with Artistry. recently cast with Arcana.
diplomacy with Charisma. with Acrobatics.

Deciphering the village Intimidating the queen Moving quietly and Gathering food and water in Enduring intense mental
elder’s hidden song with in front of her court with efficiently to avoid detection the forest through Survival. duress through Focus.
Culture. Impose. with Coordination.

Investigating a crime scene Realizing that the datu is Punching the akromata Creating contraptions
View the for clues with Observe. lying with Insight. really, really hard with and traps from common
character sheet Physique. materials and Tinker.
at arc-rpg.
com for more Knowing how to position Bluffing about possessing a Handling an unwieldy Knowing pricing and
examples per oneself in a heated battle mega weapon with Guile. hammer with Weaponry. methods for leather- and
Q U I C K S TA R T

Skill. with Tactics. metalworking with Trade.


8

Hero Creation PART 2

Step 4: Step 5:
Inventory Bonds
To determine inventory, Pick from below. You may have more than one of an item unless marked by an asterisk*. Bonds represent two Heroes’
The Hero’s inventory contains useful items for creating
relationship visualized through
better opportunities and even new capabilities. Surviving Pick two from this list. Then, pick two more from Finally, pick just one item
three big boxes each divided into 4
a cold night in the wilderness, for example, is much easier this list. more from this list.
quadrants. Every new step of Bond
with a tent and a flint & tinder to make fire. Inventory also
fills a quadrant—also called a minor
covers powerful abilities such as Spells and Techniques, —3 day’s rations —A heavy crown with oppressive aura —A set of alchemist’s tools plus
level. Every big box that gets filled
which have unique effects on the world. —Crowbar and lantern —Mirror and fine clothes one dose of a rare drug
represents a major level of Bond.
—50-ft rope and a rolled-up carpet —Thieves’ tools, disguise kit, manacles —A pair of glasses granting darkvision

“ "A chicken?" the rogue asked, —Booming Voice


[+1 BLOOD DAMAGE]
—Dagger and toga
[+1 BLOOD DAMAGE and
+1 BLOOD DEFENSE]
—A sturdy sword
[+2 BLOOD DAMAGE]

incredulously. "What use do I have —Well-rounded education* —Devastating vocabulary*


[+1 GUTS DAMAGE] —Self-esteem and personal growth* [+2 GUTS DAMAGE]
for a chicken?" "Let's just say it's —Lifebringer [SPELL]
[+1 GUTS DAMAGE and
—Manic Hands [SPELL]
+1 in the first +2 up to the +4 in any box
+1 GUTS DEFENSE] box if the 2nd box if the if the hero
You or any other being you can see Four arms and hands burst from your
very handy for dealing a certain regain 4 Blood and 4 Guts. —Little Escapologist [SPELL] face face for 10 real-time minutes or
hero accepts
inconvenience
hero accepts
harm for the
is ready to
die or make
You turn completely invisible for 3 turns in a conflict. You may perform for their companion life-changing
fowl-phobic baron," the stranger —Memory Seed [ TECHNIQUE]
10 real-time minutes or 3 turns in a 2 Skill Checks per turn in a conflict ; companion choice for
Through your charm and willpower’s another
smiled. conflict. You generate neither smell nor outside conflict you have +1 TN for
force plant the seeds of a false, yet vivid,
sound. actions that benefit from extra hands; but
memory in a target. To determine Bonds:
-1 TN to Social Skills.
—Stonewall [ TECHNIQUE]
Q U I C K S TA R T

Reduce all damage by 1 for the next 15 —Turn the Tide [ TECHNIQUE] You have 6 minor levels of
real-time minutes or 5 turns in a conflict. All your Skill Checks come with
Bond with one ally; 3 minor
Opportunity for 10 real-time minutes or
3 turns in a conflict. levels of Bond with another.
Core Rules
9

A. Skill Checks Careful+Coordination to sneak by with


The sum of the Difficulty Using
efficient, stealthy movement; Creative+Tinker
Before the roll, the Guide can adjust TN Bonds
Whenever the player attempts a risky action to build a contraption to generate distracting skill ranks and the based on the relative difficulty of the task.

with a chance for an interesting success or noises; or even Concerted+Culture to recall


failure, the Guide may ask them to make a that trolls have poor eyesight.
chosen approach EASY +1 to TN Before the roll,
The Hero has very good tools, the target has poor one ally can assist
Skill Check, declaring a Skill and Approach
score determines defenses, or the action is very well planned.
to increase TN
based on the intended outcome. Players should narrate how the Approach
applies to the Skill; for example, saying “I try the Threshold DIFFICULT +0 equal to their
Most Skill Checks by default! Actions with an element major levels of
Number (TN).
Most of the time, the same challenge can to deduce artistic motifs from the markings on
of risk, stakes, and consequence.
Bond with the
be resolved in different ways. Sneaking the altar” is much better than just “I observe
VERY DIFFICULT -1 Hero. The ally
past a troll, for example, can be done with creatively”.
Very inadequate or even incorrect tools, capacity must have a
Once the TN is known, or circumstances; target has effective defenses, or
relevant Skill they
the player rolls 1d6
action is significantly high-risk or poorly planned.
Some can use to help.
examples
of how to determine the STAGGERINGLY HARD -2
The conditions are even worse off. Current situation Alternatively, any
outcome. A roll under
approach
can apply actively hinders the task; perhaps the target has
ally may sacrifice
effective resistance specifically against this kind of
TN means success.
to Skill.
action or the action is wildly, terribly infeasible. minor levels of
Bond to allow a
IMPOSSIBLY HARD -3 reroll.
However, other factors I mean, you can certainly *try*.
Q U I C K S TA R T

can help or even hinder


success.
10

Core Rules
A. Skill Checks (continued) B. Conflict

If the Skill Check’s 1d6 roll is equal to the TN, If the roll exceeds the TN, During a conflict, characters are at odds with
one another and victory is on the line. Imagine a
the player chooses: the Hero exceeded their threshold tavern fight, a showdown with the boss, or even a

Succeed with a CONSEQUENCE Fail but with an OPPORTUNITY


and the action fails. Depending on verbal beatdown from guild courtesans.

complicating the situation. Either the improving the Hero and their allies’ the stakes at hand, the Guide may
In a conflict, anyone can make a difference.
Guide or player may suggest, freely or situation. Either Guide or player may
also introduce a complication as a Characters' actions and reactions must be
from the folllowing: suggest, freely or from the folllowing:
result. carefully sequenced in turns, which require
unique rules. In ARC, turn order is determined
—Delay or inefficiency, e.g. Taking so —Risk reduction, e.g. Deescalating
by intent, not a roll.
long that the guards are rounding the tension in the negotiations. Upgrading Outcomes
corner. —Risk redirection, e.g. Putting someone
—Permanent or temporary loss of else on the spot. However, players may sacrifice 3 Blood OR
Note
resource, e.g. Having a weapon stuck —Gaining trust or respect, e.g. 3 Guts once to upgrade the outcome.
The conflict rules mentions a special unit for
in an enemy’s armor. Impressing the elven queen.
distance: the height, being equal to an average
—Discord and misunderstanding, e.g. —New knowledge, e.g. Discovering —A tied roll is upgraded to a pure success.
human’s height—around 1.6 meters or 5 to 6 feet.
Besmirched reputation with a merchant. a weakness of the manananggal. —A failed roll may be upgraded to a success
Q U I C K S TA R T

—Overkill, e.g. Harming the bard —???? UNKNOWN, to be revealed with consequence or failure with opportunity.
inadvertently due to spillover effects. later.
—???? UNKNOWN, to be revealed Successful rolls cannot be upgraded.
later.
11

Core Rules
B. Conflict (continued)
ACTIONS IN A TURN
INITIATIVE CATEGORY (TURN ORDER)
During their turn Heroes may do any one action from below as well as
Everyone acts in sequence based on intent. This is called “INITIATIVE CATEGORY”.
move—but not flee—anywhere within 2 heights (if uninjured).
Before every round begins, everyone has the opportunity to strategize and decide who
goes in which order. The Guide or a delegated player then calls out each Category to
1. Stand Ground 3. Assist and Create Advantage 5. Move away
signal who acts next.
Anyone attacking the Hero or allies Improve TN of allies’ Skill Checks. If the Hero isn’t being attacked or
within 2 heights receive -1 to TN. Rules available in the full book. targeted they may move up to
—First: characters standing ground.
5 additional heights. Otherwise
—Second: characters taking non-harmful actions.
2. Harm Others 4. Use Spell or Technique the player must succeed at a Skill
—Third: characters attacking or harming others.
Make Skill Check to attack. Successful The Hero performs a Spell or Check—for example, with Acrobatics
—Fourth: characters using a Spell or Technique.
weaponry and physique checks Technique they have. or Coordination—to move.
—Last: characters moving beyond 2 heights.
damage Blood; Impose or Insight Alternately they may opt to move
for Guts. A player may also attempt Every time they are attacked before without the Skill Check, but enemies
Multiple characters can have the same Initiative Category, though Heroes’ turns happen
to justify inflicting damage with their turn, they must immediately currently engaging them can make a
first, then allies, then everyone else. If more than one hero acts in the same Category,
another situationally-relevant Skill. TN roll to maintain concentration. The free roll to attack.
they can sequence themselves in any order.
may be reduced by target’s Defense roll’s TN starts at 6 and reduces by 1
items and applicable Difficulty with each subsequent attack. Failure 6. Anything else
Players can change their plan anytime before their turn, but can no longer do an action
Modifiers. (the roll is over TN, or equal to TN This may include trying to convince
covered by a past Initiative Category.
Q U I C K S TA R T

but the player chooses failure with an enemy to stand down, climbing a
Successful attacks deal Damage to opportunity) means the Spell or tree for cover, or performing a ritual.
If the party was taken by surprise—such as an ambush by enemies—then Heroes and
Blood or Guts equal to TN plus any Technique fizzles out, though it does
allies act last in the first round of conflict.
Damage bonuses from weapons. not disappear from inventory.
12

Core Rules
C. Life, Death and Naps RECOVERING HEALTH D. Evolving the Hero
Heroes may replenish Blood and Guts by
resting in safe places away from enemies. Experience points (XP) represent
FALLEN HEROES — WHEN HEALTH GOES TO ZERO
growing adventuring expertise
When Blood or Guts is reduced to zero or less, the next damage normally targeting that stat is applied
A short rest (a nap that lasts 2 real-time and can be spent anytime to add
to Approach Scores instead. Multiple Approach Scores may be damaged at once. If all Approach
minutes and one in-story hour) recovers new capabilities.
Scores become zero the Hero falls.
1d6 Blood and 1d6 Guts.
Each player gain 3 XP per real-
If a hero falls you have the option of letting the fallen hero live or die.
A long rest (5 real-time minutes; in- time hour for games with 1-3
story hours equal to at least 10 minus sessions; 12 XP each per session
If life, the Hero becomes incapacitated and unconscious but fully If death every other Hero gains their lower Blood or Guts modifier) for longer campaigns.
revives after 5 real-time minutes. All Approach Scores are restored, XP (see rightmost column) equal allows players to reroll and replenish their
as well as 1 point to Blood or Guts, whichever was reduced to zero. to 3x their minor levels of Bond max health for the next day—2d6 plus —Increasing an Approach Score
The player makes a 1d6 roll for an additional consequence. with the fallen Hero. modifier. Rerolling is done for both stats. by 1 costs 3x its next value XP.
1 or 2 Hero bears a constantly bleeding wound More options
The Doomsday Clock advances
that deals no damage. available in the If they do not wish to make the roll, the —Increasing a Skill Rank by
one moment and the player must
3 or 4 No longer blinks and must constantly full book. player can recover and distribute 7 points 1 costs 2x its next value XP.
create a new Hero.
apply water to their eyes. of health between Blood and Guts instead.
5 or 6 May now speak to the dead. However, —Increasing a Skill Rank by 1
Q U I C K S TA R T

the dead doesn’t necessarily like them. Blood and Guts cannot go higher than is equal to its next value XP.

maximum unless rerolled during long rest.


13

Spells and Techniques


Whether during or outside conflict, Heroes may perform Spells and Techniques “ “I have peered into the past;
impacting the situation. Spells and Techniques are obtained during Hero Creation, uncovered the sins of our fathers.
although it is possible to acquire new copies or even custom ones. Surely you have nothing to fear?”

Recovering spells and techniques The full book contains over 30 Spells
Using Spells and Techniques consumes and Techniques — this Quickstart
valuable instances. Luckily, they aren’t lost only provides a brief taste of the
forever. possibilities.

For this quickstart, players replenish one Additional rules also apply for enhanced Spells and Techniques,
copy of one Spell or Technique per 5 in-story as well as a wholly unique way of replenishment thru rituals and
guidance on how to learn even more.
hours of rest.
Q U I C K S TA R T
14

Meanwhile, When the Doomsday Clock When all moments


advances—whether every are consumed and the
the Doomsday
half hour, hour or session, Doom arrives, it doesn’t
Clock keeps on based on setup—another necessarily mean game
advancing. moment is consumed. over. The full book
provides intriguing
Then, the Guide rolls for options for continued
Omens. What happens next play—either rewinding
is up to the adventure. time, or rising from the
ashes of the destroyed
world.

1 2 3 4 5 6
Q U I C K S TA R T
15

Guide Toolkit
During the game

A. How to Run a Game of ARC 1. Set the scene: describe details necessary to empower 4. You will also need to decide on the spot for things such as:
The role of the Guide evolves based on the players and the other players to act. This includes non-hero characters —Whether the action needs a Skill Check.
kind of story everybody wants to play. Regardless, there are and sometimes, even descriptions that evoke: light, Only call for a Skill Check when there are stakes
a few simple and optional guidelines on things they can do sound, atmosphere, the dust and smell of mildew. (reading the runes can open the portal!) and a
before, during and after a game. possibility of an interesting outcome either way (their
2. Respond to Hero action (or inaction). The Heroes’ attempt may alert the vicious wizard!).
deeds must have weight and consequence.
—Communicating if the player’s chosen Approach and
Before the Game
Skill don’t make sense.
Don’t be afraid to ask questions and nudge the other
1. Familiarize yourself with the Doom, the Omens and how it players into a more clearly articulated response if their —Whether or not to apply difficulty modifiers.
reflects in the story. action is too vague. —Suggesting or deciding on Consequences or
Opportunities for Skill Checks tied rolls.
2. Think about the motivations of key non-hero characters What do you do now? How will you investigate?
—What strange or unusual items do (and if it has
or factions within the setting. What are you trying to accomplish?
impact on the plot).

3. Adjust the story. After the scene, what happens to the


5. Adjust or create rulings to build more fun experiences
Q U I C K S TA R T

overall story? Does the tension escalate? Do non-hero


tailored to your group!
characters’ or factions’ motivations change?
16

Guide Toolkit
During the game (continued) After the game

6. Keep your eye on the time. Don’t forget to advance


the Doomsday Clock and roll 1d6 per still-active
Congratulations! Thank
Omen. the players, including
yourself, for making it
7. Last but not least: don’t stress over facilitating a possible.
perfect game.
If you feel you didn’t do so well,
that’s OK—it’s still a valuable
Perfect games don’t exist. Guiding a
learning experience for next time.
welcoming game where mistakes are
After all, building a story with others
okay, however, is a good target to aim is a valuable achievement in its own
for. right. You’ve completed an arc—and
that’s truly wonderful.

These are just a snapshot, and a wealth of Thank you for playing.
Q U I C K S TA R T

advice is plentily available not just in the full


book, but also from fellow RPG enthusiasts
or even in online channels.
17

Guide Toolkit
B. Assigning Stats to
Non-Hero Characters and
Adversaries

To make a custom character or adversary the In general, a party of four new Heroes can
Guide can use this table to assign stats based defeat up to 4 fully weak enemies or 2 fully
on an estimate of the character or adversary’s average enemies within 3-4 turns but will
capabilities. Note: these are only stats; there have a greater challenge facing stronger
is complete freedom regarding motivation, adversaries.
personality and mannerisms.
Defeating one powerful or monstrous
A character or adversary can be weak in some creature is only possible after the party has
aspects, strong in others. For example, a spent considerable XP—around 18-21 XP for
devious courtier may have 2 ranks in Impose powerful creatures, or 30-36 for monstrous
and +2 to Guts Damage but only have 5 Blood. ones. Creatures of various power levels can
Q U I C K S TA R T

Spells or Techniques can be assigned, too— team up as well.


relevant rules are available in the full book.
18

Sample Scene
KANTA, PLAYER: Oh hey, my hero Ankha has like 2 major levels of BOND TALATA: Sipnayan, you can either take that as a SUCCESS WITH

with Gunther. I’d like to assist if that’s okay! CONSEQUENCE or a FAILURE WITH OPPORTUNITY. Alternatively, you

can spend 3 BLOOD or 3 GUTS for a pure success. What would you like to
TALATA: Sure. Do you have an applicable SKILL for this assist? do?
TALATA, GUIDE: You’re out in the wooded mountains when you hear a

thunderous noise: BOOM, BOOM, BOOM, come nearer and nearer. The trees
KANTA: I have one rank in OBSERVE. I can look out for footholds for Gunther? SIPNAYAN: Um... hmm. I want to go with SUCCESS WITH CONSEQUENCE.
and rain obscure your sight so you’re not quite sure what is happening. What do
you do?
i only if they have an applicable
One fellow player can ASSIST to add major levels of BOND to TN, but
SKILL.
TALATA: Do you have any consequence in mind or do you want me to

suggest what happens next?

i can see, hear, smell or sense.


The GUIDE sets the scenes and narrates important details that Heroes

V Now, the climb’s TN is 2 plus 2 more for a total of 4. Sipnayan rolls the
i a corresponding side effect. They can also sacrifice 3
In case of a tie, the player has options available: succeed or fail with
d6. It’s a… 6! Exceeding the TN of 4 so the SKILL CHECK fails. Gunther BLOOD or
SIPNAYAN, PLAYER: Can my hero Gunther climb atop a boulder to gain
could not climb the boulder. GUTS to improve the outcome.
vantage on what’s happening?

TALATA: The booming sounds get louder and louder…this action exposes you SIPNAYAN: I’m thinking about it... maybe as a consequence Gunther’s
TALATA: Yes—though the boulder is slippery from the rain and climbing it is
to the wet stone, and you feel your skin and armor get cold, even wet. backpack falls down, so that he can’t get to his items while up on the rock.
dangerous. It’s very large, maybe about 2 heights tall. If you’re scrambling up
It falls on the ground... I won’t like it but it has some fragile items in it, so
the rock very quickly I’ll have to ask you to make a PHYSIQUE SKILL CHECK.
KANTA: Fudge. Can I help him again by sacrificing a minor level of BOND? maybe they break on impact?

i The GUIDE can ask a player for a SKILL CHECK if their Hero will do a
TALATA: OK! But...you have exactly 8 minor levels of BOND with Gunther. If TALATA: Oof. OK, so Gunther: you scale up the boulder under Ankha’s
risky action with potential for interesting success or failure.
you take 1 off that’ll be 7 meaning you’ll only have one major level of BOND guidance, as the rain’s large wet drops hit your entire body. The backpack
with him. Your BOND’S TN increase for the next roll is only +1, not +2. starts sliding off your shoulders and you can’t grab it because your
SIPNAYAN: OK, I can do that. And because he’s pushing himself to really get
hands are occupied. It lands on the ground with a very heavy thud. More
up there quickly, I’ll use the CONCERTED APPROACH.
i Any player can sacrifice minor levels of Bond to allow rerolls.
Q U I C K S TA R T

worryingly, you hear something break. It’s difficult to see far but luckily
the height gives a great position to see what’s really happening: a goliath,
V Score of 1. The total TN is 2. Not very good odds.
Gunther’s Skill in Physique is 1. He also has a Concerted Approach
V now is only 2 plus 1 for a total of 3. Sipnayan rolls. It’s a 3—a tie!
Kanta tells Talata she’s okay with it. Sipnayan gets a reroll, but the TN
3 heights tall, is heading straight towards you both!
Q U I C K S TA R T
19

Sample
Creatures

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