ARC Doom Tabletop RPG
ARC Doom Tabletop RPG
ARC Doom Tabletop RPG
ARC
sensitivity reading
Alexander Saify
in partnership with
Exalted Funeral Press
special thanks to
BJ Recio, Rachel Teng, Erich Lichnock
and the 2,272 Kickstarter backers who
made ARC a reality.
© 2021 BIANCA MAY CANOZA/momatoes This first printing is imbued with a wish to spark
Published by EXALTED FUNERAL PRESS many wonderful adventures. Tell us about yours
All rights reserved, though if you need to via [email protected] or share it to your
share this game to a friend, community copies friends through your own homespun story.
A B O U T T H E D O O M S DAY C LO C K
The iconic Doomsday Clock is a trademark of the Bulletin of the Atomic Scientists,
an independent, nonprofit media organization. All rights reserved. The Doomsday
Clock, which has been called “the most powerful piece of information design of the 20th
century,” was created in 1947 as a metaphor to communicate humanity’s proximity to self-
destruction. The Bulletin mission is to equip the public, policymakers, and scientists with
the information needed to reduce man-made threats to our existence. It was founded in 1945
by Manhattan Project scientists who “could not remain aloof to the consequences of their
work.” For more information, visit https://thebulletin.org/
Neither Bulletin of the Atomic Scientists nor the Doomsday Clock are affiliated with
ARC, momatoes, or Exalted Funeral, though the Bulletin recognizes their trademarks and
intellectual property.
Contents
Introduction 14
What is ARC? 15
Social Skills 47
Physical Skills 48
Pragmatic Skills 49
Prowess Skills 50
List 4: Spells 58
List 5: Techniques 59
A. Skill Checks 68
Difficulty Modifier 69
Assistance 70
Acting as a Group 72
B. Conflict 73
Initiative Category 77
List of Spells 88
List of Techniques 97
Appendices
Appendix 1: Sample Hero Creation 124
Index 167
NOTES
The works of Pam Punzalan, Zedeck Siew, BJ Recio, Shao Han, Aaron Lim, Sin
Posadas, Makapatag, Samuel Mui and many more nurture a rich archipelago of ideas
and partnerships that defy monoliths and hegemonies.
I dedicate this game to RPGSEA and to all who infuse their unique perspectives
and experiences into their stories. I also dedicate ARC to all starry-eyed game
designers yearning for inspiration, collaboration, and community to guide them
towards ever grander dreams. May you find your sea.
—momatoes
Manila, June 2021
12
13
14
“
His hands shook. The sword
had never felt heavier than this
moment but the champion beside
him didn’t seem to notice—or care.
“Not to put too fine a point on it,
but erm,” he stammered, “won’t
our lives be in danger?”
WHAT
ISARC?
ARC is a rules-light, tension-heavy
fantasy tabletop role-playing game
where anyone can create urgent stories
ticking down to a seemingly inescapable
apocalypse.
16
WHY
PLAY
ARC?
Play ARC to:
1 MEMORABLE,
HEART-RACING TALES.
Challenge awaits you. Can you overcome looming obliteration?
Play
ARC
IF YOU’RE
READY
to slay the
Apocalypse
18
WHAT DO I
NEED
TO PLAY ARC?
You will need:
PEOP L E
• one player, called the GUIDE, to facilitate the game.
• 2–6 other players to role-play as heroes. Simply referred to as ‘player.’
TOO L S
• this book or an online source document for referencing game rules.
• character sheets to track heroes’ stats and capabilities.
Download digital copies at ARC-RPG.COM
AN D L A ST LY
• a few hours of free time, respect for fellow players, and a willingness
to save the world.
WHO IS
THE GUIDE?
The GUIDE is a player who helps set up the story and world for the heroes.
They conceptualize the plot and build a sandbox that reacts to what the
others do.
The GUIDE'S experience and comfort are important, too. Chapter 5 delves
into this in more detail, but a welcoming game where mistakes are okay
is a healthy target for anyone to aim for. ARC is also carefully designed
and written to ease common burdens for GUIDES—so anyone regardless of
experience level can focus on transforming imagination to adventure.
Ultimately, all you need is the desire to create stories with everyone.
20
GUIDE: Three or four orange koi swim in the lake, they're about the size of a bus. There's
some wildlife but they seem very tame; they look at you curiously. It's peaceful otherwise.
PLAYER 2: The giant...does she match the description that the innkeep gave us? If so then I
PLAYER 3: My IMPOSE is 2. I think I'll use a CONCERTED approach to get her attention as
GUIDE: Your 1d6 roll is lower than the TN, so you succeed in getting the giant's attention!
She stands up to her full height. She's so massive she casts a shadow over you all and
blocks the sun. She growls, "Who dares disturb my reverie?" What do you do next?
GUIDE: Another hour passes, so the DOOMSDAY CLOCK advances by one. Two MOMENTS
to go—two more hours—before DOOM arrives.
HOW DO I
READ
ARC?
GUIDE, head to Chapter 1 to jump into setting up a story with everyone.
Everyone should also read this chapter to learn about DOOM and how it
impacts the adventure. The sections on OMENS and the DOOMSDAY CLOCK,
in particular, are important.
Chapter 3 delves into the game’s core rules: your foundation for playing an
adventure. The writing targets players, but the GUIDE should also read it so
they can run the game.
GUIDE, if you need help running a game, Chapter 5 is for you. It has guidance
and principles applicable to any game. It also has a useful table for creating
custom characters and adversaries.
Lastly, the Appendices have a plethora of sample heroes, scenes and even
CONFLICT. The final appendix contains the CODEX OF 36 ASTONISHING
N O T E S O N
TIME, LENGTHS
& PRONOUNS
TIME There are two types of time: IN-STORY TIME and REAL-TIME. In-story marks
the passage of time within the narrative; real-time marks the passage of time in our
real world. A rest taking 3 hours in-story, for example, can simply take up 2 minutes
in real-time. These two types of time are labeled accordingly to avoid confusion.
PRONOUNS In several cases, this book uses “you” to refer to either you as the
player (or GUIDE) or your hero. Context clarifies which.
As for pronouns you should use for other heroes or players, it’s best to ask first as a
sign of respect.
24
D CHAPTER ONE
O
Om
“
“It’s too late,” the princess whispered, voice
cracking. The three held each other tightly, as if
they could keep the cold away with what little
heat they had. They’d failed to stop the Doom.
Now the world would suffer with their mistake.
25
A.
Setting up the
APOCALYPSE
GUIDE, any idea you have for the story and its DOOM may be refined further
with the players’ help. The following questions can help. You can be as loose or as
specific as you'd like; you can even pull inspiration from favorite books or media.
The only important detail is that this world must eventually be in peril.
1 | Which kind of setting resonates with 2 | What characters do you want to play
or intrigues you? in this world and how did they meet?
The following two questions are essential and must not be skipped.
GUIDE, once this is done, you must flesh it out further by asking yourself a few more
questions. You can read the questions now and answer them after the players have
made their heroes (Chapter 2). This time, you don’t need to share your answers.
6 | What kind of Doom incorporates the setting's themes alongside heroes' rumors,
bonds and personalities? Note each player’s answers to Hero Creation’s character
building questions, and build bits of the story from there. Will the apocalypse be
war? A cruel winter? A heartbreaking wedding? DOOMS manifest in different ways
though the dread they inspire is universal.
CHAPTER 1 | DOOM
Subplots are formalized 7 | What subplots can heroes discover and pursue?
through game mechanics —The children have ceased laughing.
and are called “OMENS”— —Books are being burned for blasphemous content.
discussed in complete —The exiled prince returns, their eyes a strange blue.
detail in the next section. —Something elese entirely? ...continued next page
28
8 | What memorable ideas, events or characters can support your story?
Remember two things: your time limits and the plain fact that stories will and always
change on the fly. So don’t bind yourself to an inflexible plan—it’s possible the cool
scenario or character you envisioned won't even show up in the story. You can still
reuse their aspects in other scenes or characters, however, so no effort is ever wasted.
So, GUIDE, you have a rough outline for a story, as well as a strong idea for the
DOOM. Now it’s time to weave it into the gameplay mechanics by introducing
D I V I S I O N O F TA S K S
While not related to story setup, it can be meaningful to discuss supporting tasks
that add value to play. GUIDE, you have the power to bring up and delegate the
following. You don't have to do these by yourself:
“
The meteor loomed closer and closer. Humanity could
only watch and whimper as the Doom descended
on them all. There had been warning signs, strange
Omens—even a scorned prophetess—all ignored by a
people desperate to blind their eyes against the truth.
CHAPTER 1 | DOOM
29
30
B.
Orchestrating the
OMENS
OMENS are story fronts contributing to the advancing
If your DOOM is the Say your DOOM is about And if your DOOM is
escape of a demon lord the local chieftain’s about children's laughter
hungry to consume the wedding. The OMENS being stolen by a
entire kingdom, the could be: miserable trickster god,
OMENS could be: OMENS may include:
—The local cult is —The local bard practices —The trickster god's wife
hoarding gold and gems a truly cursed harana. walks in the mortal
for a secret ritual. —The Fairy Queen's realm, proclaiming
CHAPTER 1 | DOOM
—The lords’ council has beloved flowers are herself divorced at last.
disbanded, leaving being plucked for a —Strange plants sprout
royal defenses scant wreath, earning her ire. throughout the village
and uncoordinated. —The wedding planner and giggle at night.
—The Grey Magus has is going around town, —The babaylan have
disappeared, leaving inviting utterly ill- fallen deathly ill, one
only a mysterious map. advised guests. by one.
31
Heroes can resolve OMENS to slow down the DOOM. Resolution happens when
they’ve removed its cause or have rendered the subplot’s impact moot. In the above
examples, they could resolve the “local cult is hoarding gold and gems” OMEN by defeating
all cult members, stealing all valuables, convincing the cult to disarm, asking the local
kawal to intervene or even burning down the cult’s headquarters.
GUIDE, while you do not need to inform players whether they’ve stumbled upon an
OMEN, you can use the setting to give clues. For example, the town crier can proclaim
that something is amiss or a villain killed the priestess and left a calling card. The same
goes for resolving OMENS. Use the story to show that something has happened for the
better. Say, the villain is shackled and imprisoned in the bowels of the keep.
Can an OMEN stay active even when heroes already attempted to address it? In our
example above, perhaps the heroes informed the kawal about the situation but told
a deeply incomplete story, resulting in the guards being ill-prepared to corral the
cultists. The OMEN can still be unresolved in this case. If the heroes' approach is
mismatched or significantly inadequate, the story should reflect a non-improvement.
A L T E R N AT I V E RU L I N G : S H O RT G A M E S
For games less than 3 hours long, you can play with just two OMENS instead of
three to keep the story lean.
32
C.
Building the
Doomsday
clock
The DOOMSDAY CLOCK charts the The DOOMSDAY CLOCK is made up of
apocalypse’s inevitable approach, discrete intervals called MOMENTS. Its
advancing at set time intervals. Once it speed and number depend on how long
reaches its end the DOOM is unleashed. you intend to run the game.
For example, say you’re playing a one-session game. After 30 minutes of play,
you advance the DOOMSDAY CLOCK and consume one MOMENT. If there are
3 OMENS left you roll 3 dice, and if you roll 2 5 5, you consume two additional
MOMENTS. If all MOMENTS are consumed...then prepare for the end.
Start
1 2 3 4 5 6 7 8 9
A L T E R N AT I V E RU L I N G : S O F T E R R I S K S
D.
When Doom is
VanQuished
THROUGH SKILL AND TEAMWORK
the heroes ascend as legends of the land
THEIR NAMES FOREVER REMEMBERED.
E.
When Doom
vanQuishes All
Stories, however, can live on. The state of the world may have irreversibly darkened
but it doesn’t mean the tale ends.
There are three choices. The table should decide which path to tread together.
3. Rewind
You choose to rebel against destiny—
perhaps there’s a second chance. Agree
as a table up to what point in-story
time will be rewound. All heroes
retain their stats, inventory as well as Do not make this choice lightly. If you
memories of the fallen future. rewind time, decide or roll:
Hero
CReATIoN
O
CHAPTER TW
“
The child squirmed on her mother’s lap, staring
wide-eyed at the thrice-tattooed wizard. “Can
you make flowers bloom pretty?” the child asked,
cheeks blushing.
C H A P T E R 2 | H E R O C R E AT I O N
Player, you R A N D O M H E RO G E N E R AT O R
You can play any hero you want as long 1 ...lion 4 ...folk hero
as it makes sense in the setting. You can 2 ...noblin 5 ...ball of fire
be a human, an elf, a lesser tiger demon 3 ...engineer 6 ...witch doctor
or a prince disguised as a pauper if it
fits in the shared world. ...who...
1 believes in a vast conspiracy
Your hero’s capabilities are expressed 2 claims to be royalty from the Fallen
through several aspects. Hero Creation Kingdom of Majapahit
fills in these details to build a well- 3 looks like they’ve seen better days
rounded and adept personality. 4 is notorious among the transcendental
lovers of Pasig
5 feuded with all four corners of the wind
C H A P T E R 2 | H E R O C R E AT I O N
...and...
1 speaks very softly.
2 is an amateur poet.
3 walks on tiptoes.
4 has an innocuous fourth eye.
5 has six fingers on both hands.
6 has white pupils.
41
Every step you have the option of with the rules, but each step in the
randomly rolling instead of assigning Hero Creation process also mentions
a value. Rolling randomly can result how it'll be relevant in the game.
in powerful heroes but you have less
control over how they turn out. To check out Hero Creation in action
see Appendix 1: Sample Hero Creation.
The "How to Play ARC" section in the More sample heroes are available in
Introduction already gave an overview Appendix 5.
of how your hero's aspects can interact
C H A P T E R 2 | H E R O C R E AT I O N
W H AT I F I M A K E A T E R R I B L E H E RO ?
It’s natural to feel anxious about being “good enough,” especially if this is your first
time playing a tabletop role-playing game. Focus on having fun—that’s how you
win. Defeating the Doom is just one part of it; your enjoyment matters too. It’s
easy to worry about whether your hero is strong, cool or interesting enough but
what matters is that you look forward to playing as them. So long as they fit in the
setting and want to save the world, there are no wrong decisions.
42
Step 0:
Inspect the Character Sheet
Before anything else, take a look at the character sheet which tracks essential
details about your hero. The print version provides a summary of rules at the back,
while the digital version displays these tips when hovering over certain words or
phrases. The character sheet is your dear friend throughout the game; download
copies at arc-rpg.com.
Player Name
Portrait
Blood 2d6 +
MOD
=
MAX CURRENT
Guts 2d6 +
MOD
=
MAX CURRENT
ED
C H A P T E R 2 | H E R O C R E AT I O N
EATIVE
T
REFU
NCER
CO
Step 1:
Determine Approach Scores
APPROACH SCORES represent the hero’s aptitude for solving problems and using
skills in particular ways. Do they tend towards creative solutions? Are they careful
and detail-oriented? Or do they gravitate towards resolving challenges through
sheer, concerted effort?
APPROACH SCORES determine how well your hero performs an action. Your hero’s
APPROACH SCORE plus their ranks in a relevantt SKILL set a THRESHOLD NUMBER
(TN) for a given task. You roll 1d6, hoping for a result under the threshold.
This means the higher the TN the easier it is to succeed. Consequently, higher
APPROACH SCORES are better; if you have a +3 in an APPROACH, that means you'll
still succeed at a task half the time even if you have no aptitude in the SKILL.
APPROACH SCORES can also mean life or death for your hero. If all APPROACH
SCORES become zero your hero falls. See Chapter 3, Life, Death and Naps for what
happens next. APPROACH SCORES can also be increased during play; see Chapter 3,
Evolving Your Hero.
T O R A N D O M LY D E T E R M I N E Y O U R H E R O ’ S A P P R O A C H S C O R E S
Roll 1d6, distributing that many points to your APPROACH SCORES. For example,
C H A P T E R 2 | H E R O C R E AT I O N
If you want to completely randomize which APPROACH SCORES get a point, roll
1d6 and assign one point to the corresponding score.
If the maximum number of points you have to distribute is only 1 don’t worry—you’ll
receive extra inventory items as consolation.
45
Step 2:
Assign Blood & Guts Modifiers
zero or less, the next damage it receives reduces APPROACH SCORES instead.
GUTS measures the hero’s ability to withstand mental or social harm. Similarly if
GUTS is reduced to zero or less, the next damage reduces APPROACH SCORES.
BLOOD & GUTS can vary from day to day. When your hero wakes up from a
have the option of rolling for their new BLOOD & GUTS for the rest of the day: 2d6 C H A P T E R 2 | H E R O C R E AT I O N
plus a modifier determined during HERO CREATION. If you choose not to roll, they
simply gain a small amount of health back.
Say your hero has 15 BLOOD and 6 GUTS from the previous day. If you choose to
reroll, you roll 2d6 each for BLOOD & GUTS then add their modifiers to the individual
results. If you get a total of 12 and 10 for BLOOD & GUTS for example, it overwrites the
current health and becomes your hero's new health stats.
46
Modifiers for BLOOD & GUTS do not have to be the same. They can be increased
during play (see Chapter 3, Evolving Your Hero) but you'll set its starting value now.
T O R A N D O M LY D E T E R M I N E Y O U R B A S E B L O O D & G U T S
MODIFIER Roll 1d6 and record the result for BLOOD; roll again for GUTS. If
the sum of both modifiers is ≤ 3 you’ll receive extra inventory items to make up for it.
Step 3:
Assign Skill Ranks
Heroes use their SKILLS to solve a wide array of challenges such as defeating tavern
rats, talking to immense dragons and haggling the price of wares. There are a total of
18 SKILLS divided across 5 categories.
KNOWLEDGE SKILLS
C H A P T E R 2 | H E R O C R E AT I O N
1. Academic 2. Culture
The pursuit of formal knowledge, primarily Ability to attune with a community’s
scientific or historical in nature. beliefs, customs and stories.
3. Observe 4. Tactics
Aptitude in observing the world and Knowledge of battle and conflict.
detecting the smallest details across all senses.
—Leading the Rook Prince's troops
—Detecting a strange whiff, a faint with sophisticated strategy.
sound or a strange taste. —Knowing how to position oneself in a
—Searching a murder scene for heated battle.
physical clues. —Instructing other characters how
—Recalling a scene’s details hours later. to field an oncoming attack.
SOCIAL SKILLS
5. Charisma
Appealing or approachable charm, with a
penchant for smooth talk, humor and wit.
7. Impose 8. Insight
Radiating a sense of authority and Attunement to others' emotional states;
confidence that can enforce opinion, cut inner grace and maturity in interactions.
down others, or tower over everyone.
—Realizing the mambabarang is lying.
—Intimidating the devil with a swagger. —Knowing how to comfort a grieving
—Gaining the attention of the elitist bard. widow.
—Distracting the guard captain with —Appearing calm and composed.
a devastating remark.
PHYSICAL SKILLS
9. Acrobatics
Dynamic balance, gymnastics, or other
incredible and immediate feats of agility.
—Performing a somersault
through the air.
—Jumping from one tree to another.
—Balancing on a precarious ledge.
10. Coordination
C H A P T E R 2 | H E R O C R E AT I O N
—Striking an enemy with a hard punch. —Applying sword care and maintenance.
—Smashing a door with a battering ram. —Mastering an unwieldy warhammer.
—Holding breath deep underwater. —Knowing a weapon's weak points.
P R A G M AT I C S K I L L S
PROWESS
average, +2 is gifted and +3 is expert. SKILL RANKS directly correlate to how easy it is
to succeed in an action; a hero with +3 SKILL will succeed half the time in a relevant
task even they have zero in the relevant APPROACH.
SKILL RANKS can be increased during play; see Chapter 3, Evolving Your Hero.
T O R A N D O M LY D E T E R M I N E Y O U R H E R O ’ S S K I L L S
Roll 2d6. Distribute that many SKILL RANKS to any SKILLS of your choice. You can
also use the list on the next page to randomly assign SKILL RANKS by rolling 1d6
twice in order. If you roll a +2 SKILL when you only have one SKILL point remaining
that SKILL becomes a +1 instead.
If the sum of your SKILL RANKS is ≤4 you’ll get some extra inventory items to
make up for it.
51
R A N D O M S K I L L S TA B L E
l
ol
er
co oll
di
Se ie r
nd
td
rs
Fi
1 5 +2 CHARISMA
2 5 +2 PHYSIQUE 3 5 +2 ARCANA
4 2 +1 CULTURE 5 2 +1 INSIGHT
6 2 +1 SURVIVAL
C H A P T E R 2 | H E R O C R E AT I O N
4 3 +1 OBSERVE 5 3 +1 ACROBATICS
6 3 +1 TINKER
4 4 +1 TACTICS 5 4 +1 COORDINATION
6 4 +1 TRADE
4 5 +1 CHARISMA 5 5 +1 PHYSIQUE
6 5 +1 ARCANA
4 6 +1 GUILE 5 6 +1 WEAPONRY
6 6 +1 FOCUS
52
Step 4:
Determine Inventory
Your inventory contains useful items for creating opportunities and capabilities for
your hero. Surviving a cold night in the wilderness, for example, is much easier with
a tent and a flint & tinder to make fire. You may also have powerful abilities such as
SPELLS & TECHNIQUES in your inventory.
There are 5 categories from which you may obtain starting items.
TO D E T E R M I N E YO U R H E RO ’ S I N V E N TO RY
Choose items from any of the lists totaling no more than 30 POINTS.
C H A P T E R 2 | H E R O C R E AT I O N
T O R A N D O M LY D E T E R M I N E Y O U R H E R O ’ S I N V E N T O R Y
Pick a list and choose whether you roll 1d6, 2d6 or 3d6 on it. Add the resulting item to
your inventory. Do this multiple times—you may roll on multiple lists—until you’ve rolled
a total of 12d6.
You may roll more than once on a particular list. For example, you can roll 3d6 twice on
the Techniques list and 2d6 thrice on the Oddities list as long as the total number of
dice rolled is 12.
53
—3d6 thrice on the SPELLS list, 2d6 once on the TECHNIQUES list and 1d6 once on
the DAMAGE AND DEFENSE list for 5 total items.
—3d6 once on the SUPPLIES AND SUNDRIES list, 2d6 twice on the ODDITIES AND
VALUABLES list and 1d6 five times on the TECHNIQUES list for 8 total items.
—2d6 six times on the ODDITIES AND VALUABLES list for 6 total items.
You may have more than one instance of the same item with the exception of GUTS
DAMAGE and GUTS DEFENSE items (see LIST 1, DAMAGE AND DEFENSE).
Extra Items
Each time any of the following is true, add 9 points to your pool if you’re using point
values or 3d6 to your dice pool if you’re rolling:
C H A P T E R 2 | H E R O C R E AT I O N
For example, if the sum of your hero’s APPROACH SCORES is 1 and the sum of their
SKILL RANKS is 3 they have 18 additional points or 6d6 additional dice.
“
"A chicken?" the rogue asked incredulously. "What
use do I have for a chicken?" "Let's just say it's very
handy for dealing with a certain fowl-phobic baron,"
the stranger smiled.
54
LISTS OF ITEMS
1 A scowling face [+0 Guts Damage]
2 Pitchfork [+0 Blood Damage]
LIST 1
DAMAGE AND DEFENSE 3 Memories of hardship
[+1 Guts Defense]
LIST 2
SUPPLIES AND SUNDRIES
1 3 days’ rations
2 Artisan’s tools and playing cards
3 Crowbar and lantern
4 10-height rope, a rolled-up carpet
and a bucket
5 Bedroll and local map
6 Large backpack and a blank book
7 Thieves’ tools, disguise kit
and manacles
8 Mirror and fine clothes
9 Traps and animal bait
10 Board games and a gallon of beer
11 Fishing pole, kindling and beeswax
12 Two-person tent and a shovel C H A P T E R 2 | H E R O C R E AT I O N
13 Live hen; lays one egg every day
14 Alchemist’s tools and one dose of a
rare drug
15 Complete encyclopedia set
16 Spyglass and magic reagents
17 Stack of coded letters, a signet ring
and a wardrobe of noble clothes
18 Never-tiring horse and riding gear
56
LIST 3
ODDITIES AND VALUABLES
LISTS 4 AND 5
SPELLS & TECHNIQUES are rare and times it may be cast. For example,
priceless special powers beyond normal with 2 instances of a SPELL you can cast
hero skill. it twice before needing replenishment.
LIST 4
SPELLS
13 MANIC HANDS
Arms and hands burst forth from your face, allowing more actions.
14 SHADOWBIND - Restrain a target with their own shadow.
15 COMPEL - Compel someone to act in strange or chaotic manner.
16 WINDSTEP - Step out and appear elsewhere at will to chase or flee danger.
17 BLACKOUT - Make others fall asleep.
18 SPIRIT PACT - You summon a spirit as your ethereal servant.
21 FROM DUST TO DUST - Craft anything you’ve seen from a handful of dust.
24 TRUE MIRACLE - Bring your wish to reality.
59
LIST 5
TECHNIQUES
Step 5:
Answer Character-Building
Questions
To flesh out your hero’s personality and backstory, answer:
—What makes them —There are three rumors —What was the most
different from others? about them. What are painful lesson your hero
they and who believes it? had to learn?
Step 6:
Determine Bonds
BONDS represent two heroes’ relationship, visualized
“
Doom forges bonds
through quadrants and boxes. Accruing BOND fills a of steel for those
quadrant—also called a minor level. Every box that gets
who have suffered
filled represents a major level of BOND.
its fire and fury.
C H A P T E R 2 | H E R O C R E AT I O N
minor level
major level
Having deeper levels of BOND is helpful. However, they can be asymmetric: your hero
might be willing to die for a character not so keen on reciprocity.
61
When you assist someone in their SKILL CHECK you make their roll easier by a
number equal to your major levels of BOND with them. You may also sacrifice one or
more minor levels to allow SKILL CHECK rerolls.
BONDS can be increased during play whenever your hero does any of the following:
+1 +2
+1 minor level in the 1st box only. +2 minor levels in the 1st or 2nd box.
For example, carrying out helpful favors; For example, jumping in front of a warlock's
CHOICE, OR LIKELY FATAL SACRIFICE FOR OTHERS adds +4 minor levels of BOND.
This is the only way to fill up the 3rd box.
Choose one hero with whom you have 6 minor levels of BOND. Choose a second C H A P T E R 2 | H E R O C R E AT I O N
hero with whom you have 3 minor levels of BOND.
T O R A N D O M LY D E T E R M I N E Y O U R H E R O ’ S B O N D S
Roll 3d6. Distribute that many levels of BOND between your hero and all their allies.
AND
DONE !
That’s it—you’ve created a hero.
Your last step is writing it all down
on your character sheet.
STRONGER HEROES?
bending warriors. In other tabletop games this is called “low-level.” However, the
GUIDE may choose to award heroes bonus EXPERIENCE POINTS (XP) so they
e
CHAPTER THREE
CORE
RuL S
“
He had journeyed far. Traveled unimaginable
distances. Bore scars that still bleed. All to meet the
Pale Witch...and destroy her with his own hands.
At last he can claim revenge for his daughters. At
last he can sleep without their voices haunting him.
CHAPTER 3 | CORE RULES
Rules
Summary of
Rules help provide a consistent and rewarding experience for everyone. However,
custom rulings can also create a more fulfilling experience for the group—ultimately,
you are free to add, alter or even ignore rules. Every game of ARC is your own.
A. Skill Checks
EXAMPLE
SNEAKING PAST A
TROLL? WHAT DO
Heroes in ARC move the story forward by interacting with YOU DO?
The SUM of your SKILL RANKS and APPROACH SCORE determines the THRESHOLD
NUMBER (TN). A higher TN is better and reflects how achievable the task is for your
hero. Going over the threshold is bad—and means you're way in over your head.
DIFFICULTY MODIFIER
Before you roll, the TN may be modified by the GUIDE reflecting the difficulty or
favorability of your action and current circumstances.
+1 to TN [EASY]
You have good tools or ample preparations;
the target has poor resistance; or the
circumstances favor the action.
—Lying to an admirer.
—Picking a lock with no time pressure.
—Noticing a shady person.
“
The knight felt her knees give way. She sank to the
ground and stared at the empty sky. With her right
hand on her lance and her left hand with his bloodied
shroud, she made a promise. “I will finish our quest,”
she said, voice seeping grit. “Even through impossible
odds. Even without you by my side.”
ASSISTANCE
Before the roll is made, one other player may declare if they'd like to assist in the
SKILL CHECK. The assisting hero must have a relevant, helpful SKILL in this situation.
The target's SKILL CHECK’S TN then increases by the major levels of BOND the
assisting hero has with them.
If the assisting hero does not have an applicable SKILL they cannot assist. Only one
ally can assist at a time.
Alternatively, any ally may sacrifice any minor levels of BOND to allow an immediate
reroll. Regardless of outcome, the assisting player narrates how their hero is helping.
CHAPTER 3 | CORE RULES
F L AW L E S S S U C C E S S
If you rolled a 1 in a SKILL with at least one RANK, roll another 1d6. If it is also
a 1 your result is flawless and becomes a SUCCESS WITH OPPORTUNITY.
The GUIDE makes the call, but you can suggest an appropriate choice.
If the roll exceeds the TN the action fails. Depending on the stakes at hand,
the GUIDE may also introduce a complication as a result.
72
NOTE: you can rest to recover your BLOOD & GUTS. See Chapter 3, Life, Death and
ACTING AS A GROUP
If the heroes wish to tackle a task as a group (for example, scouring the unknown
woods for supplies) the GUIDE can ask everyone to make individual SKILL CHECKS.
Different APPROACHES and SKILLS may be used so long as they are relevant. If
more than half of players succeed, the task is an overall success. However, each failed
CHECK may incur unusual complications.
73
“
B. Conflict Her razor-sharp
words hit hard.
CONFLICTS are unique situations where characters
The paladin tried
are at odds, danger is imminent, and victory is on the
line. Imagine a tavern fight, a showdown with the not to show it,
boss or even a verbal beatdown from courtesans— though a small
CONFLICTS don't have to be physical in nature. wince still escaped
from his lips. All
During a CONFLICT, anyone can make a difference
and reactions shift on the fly. Every action can have eyes in court were
an immediate effect on the situation, making their on him—and now,
timing and sequence important. CONFLICT's special it was his turn to
rules help manage this frenetic pace.
speak.
TURNS AND ROUNDS
In CONFLICT, everyone gets one TURN in a ROUND, representing their opportunity
to act and affect the situation. Rounds begin with players deciding what to do
CHAPTER 3 | CORE RULES
individually or as a group, and end once everyone in the conflict has acted. Your
choice of action, however, also decides when your turn happens within the round!
It ends when the threat of danger is over. Killing enemies doesn't have to be the
"win" condition and may even incur consequences later on. Ending CONFLICT
can be a matter of surviving until help arrives, carrying a valuable item across
enemy lines or even distracting opponents until a ritual is complete.
74
1. STAND GROUND
Any one attacking you or allies within a 2-height radius
receive -1 to their attack’s TN. You may gain a minor level
of BOND with the ally with every attack you foil this way,
up to the first major level of BOND.
2. HARM OTHERS
Attack an enemy with a relevant SKILL CHECK :
3. NON-HARMFUL ACTIONS
A . C R E AT E A N A D VA N TA G E
succeed at a SKILL CHECK to create an may stack and apply to more than
ADVANTAGE. For example: distracting one opponent. If a hero throws sticky
an enemy with GUILE, grappling an goo to restrain multiple enemies, for
opponent with PHYSIQUE, or spotting example, attacks targeting any of
and shouting the best ways of hitting them get a TN bonus.
an enemy through TACTICS.
Enemies may attempt to remove
If you succeed at the SKILL CHECK ADVANTAGES on their turn.
allies may get +2 to attacks’ TN. tripwire away from the scuffle—
you can create the ADVANTAGE
CHAPTER 3 | CORE RULES
— ADVANTAGES impairing
opponents' SKILLS or defenses
give +1 TN bonus.
—ADVANTAGES preventing or
nullifying opponents' SKILLS
or defenses give +2 TN bonus.
76
This may include attempting to convince Every attack, even if it misses, incurs
an enemy to stand down, performing a this roll.
ritual while the CONFLICT is ongoing, or
taking time to carefully study the enemy. 5. MOVE FAR
A SKILL CHECK may apply. If the hero isn’t being attacked or
targeted they may move up to
CHAPTER 3 | CORE RULES
levels of BOND with another hero to you can opt to move without the
allow a SKILL CHECK reroll. This does SKILL CHECK, but all enemies within
INITIATIVE CATEGORY
“
Every round, characters act in sequence based on
intent. This is called INITIATIVE CATEGORY. Multiple
characters can act in the same CATEGORY. Once
everyone in that group has acted, the next takes place.
During the round, players can change their plan for and rose up to form
their turn any time but can no longer take the same an impenetrable
action covered by a past INITIATIVE CATEGORY. wall, protecting her
as she hurriedly
Hero actions always resolve before non-hero actions
unless the party was taken by surprise, in which case opened the secret
all non-hero actions resolve first in the first round. door.
CHAPTER 3 | CORE RULES 78
CHAPTER 3 | CORE RULES
79
80
If a hero falls you have the option of letting them live or die.
If you choose LIFE your hero becomes incapacitated and unconscious but fully revives
after 5 real-time minutes and one in-story hour. Restore all your hero’s APPROACH
SCORES to their last healthy value.
communicate but gains telepathy. girls clawing their way up from the soil.
2 bears a constantly bleeding wound 5 no longer blinks and must constantly
that deals no damage. apply water to their eyes.
3 gains an unnerving presence; children 6 may now speak to the dead.
and animals flee from them.
If you obtain a duplicate consequence, reroll. Whatever the result, narrate its effect
on your hero. If a hero suffers all 6 consequences they die—permanently.
81
A LONG REST (5 real-time minutes and 10 in-story hours minus the lowest health
modifier) lets you roll new values for BLOOD & GUTS—2d6 plus its modifier. If you
reroll, roll both stats. If you do not reroll, your hero instead recovers 7 health points
you can freely distribute between BLOOD & GUTS.
SPENDING XP
Players can spend XP anytime. Unspent XP does not expire.
—Increasing an APPROACH SCORE by one costs 3x its next value XP.
—Increasing a SKILL RANK by one costs 2x its next value XP.
—Increasing a modifier for BLOOD or GUTS by one costs its new value XP.
BONDS are increased through hero interaction, not XP. See Chapter 2, Step 6:
Determine Bonds.
82
“
The crow priest
blessed the treefolk
before him. He
touched their faces,
overcome with
emotion at their
unwavering sacrifice;
sublime reverence at
their final march to
save the dying world.
CHAPTER FOUR
SpeLLs&
Techniques
85
SPELLS &
TECHNIQUES
“
She wove magic into her
are powerful, but very hair; manifested
miracles with every
rare—very rare. breath. An incarnate of
They shape a hero’s arcane power itself—but
humble, so very humble,
life, forcing them that it was often difficult
to believe she could end
to perform strange
life with a simple wink of
rituals attempting her third eye.
A. PERFORMING
Spells & Techniques
When using SPELLS or TECHNIQUES you can perform either its base or enhanced
version. Casting the base version immediately applies its effect, consuming one instance.
Enhanced versions, while significantly more powerful, require a SKILL CHECK and
in many cases a reduction of GUTS. You cannot sacrifice more GUTS than what you
currently have. If you succeed, an instance is consumed. If you fail nothing happens
and the instance is still consumed. Additionally, you cannot perform the same SPELL or
TECHNIQUE again for 15 real-time minutes.
B. REPLENISHING
Spells & Techniques
SPELLS & TECHNIQUES can be replenished even if you
have spent every instance. All instances are restored at
the end of a LONG REST if a related RITUAL is performed
CHAPTER 4 | SPELLS & TECHNIQUES
A L T E R N AT E RU L I N G : R E P L E N I S H T H RO U G H R E S T
“
His eyes grew
C. LEARNING
Spells & Techniques
It's possible to obtain additional instances, learn new
SPELLS or TECHNIQUES or even create custom ones.
with terror as the
Your hero should have access to a source that can
sorceress' knife-sharp
teach them such as a spellbook, manual or mentor.
bones surfaced from
beneath her skin. He Every 15 real-time minutes you may roll a special SKILL
CHECK with TN equal to pure ARCANA or FOCUS—do
wanted to scream,
not add APPROACH. The number of successes you
but her strange smile
need for a new SPELL or TECHNIQUE is equal to its
transfixed and rooted COMPLEXITY: an estimate of how powerful it is.
him in place.
COMPLEXITY
1 2 3 4
Lowly but useful. Highly useful Critical and can Affect the entire
in day-to-day turn the tide in world.
situations and most situations and
conflict. conflict.
In this chapter, this rating is listed next to the SPELL or TECHNIQUE name as daggers
(
††††
its
). For custom
COMPLEXITY
.
SPELLS & TECHNIQUES you and the GUIDE should decide on
88
List of
For example, if you are trying to learn
a COMPLEXITY 3 TECHNIQUE, you
must have three successful SKILL
CHECKS at least 15 real-time minutes
Spells
apart with TN equal to pure FOCUS.
Bind Weapon ††
Summon a +2 weapon. Its specific
Succeeding the required number nature is up to your imagination—
of SKILL CHECKS adds an instance to flaming swords are nice. This weapon
your inventory and also increases the can neither be destroyed nor disarmed.
maximum instances you can hold by one.
ENHANCED VERSION
Blackout †††
A C RO N Y M S & P L AY E R R I T UA L S
For the rest of the book, SPELL & All creatures you see in a 2-height-
CHAPTER 4 | SPELLS & TECHNIQUES
TECHNIQUE descriptions use the radius sphere of your choice fall into an
acronyms REM for “Real-time Minutes” uninterruptible (save by magic) sleep
and TIC for “Turns in Conflict”. for 15 REM or 5 TIC.
ENHANCED VERSION
Compel †††
Target a creature you see. Roll 1d6 and
the past in-story day. The creation is an
exact replica. After an in-story hour
1 laugh uncontrollably and cannot act someone you loved for at least an in-
ENHANCED VERSION
Lifebringer ††
You or any creature you touch gain
Manic Hands ††
Four arms and hands appear out of
4 Blood and 4 Guts. nowhere, connected to your face
for 10 REM or 3 TIC. You still see,
ENHANCED VERSION speak and breathe normally.
Requirement: Arcana only
Effect: Heal 7 Blood and 7 Guts instead. You may perform 2 Skill Checks per
TIC while this effect lasts. If used
RITUAL outside Conflict you gain +1 to TN of
Consume at least 1 handful of a Skill Checks for actions that benefit
humanoid’s flesh. from extra hands like climbing. You also
gain +1 to TN of Impose Skill Checks
but -1 to Charisma Skill Checks.
Little Escapologist †
You turn completely invisible for ENHANCED VERSION
Master of Elements ††
Target 3 creatures you see standing
within 2 heights of each other. They are
beset by air, earth, water or fire. You may
also damage them by up to 2d6 Blood.
ENHANCED VERSION
RITUAL
RITUAL RITUAL
Keep eyes closed for 3 REM (as player). Consume a door.
CHAPTER 4 | SPELLS & TECHNIQUES 92
93
Shadowbind †††
Target a creature you see. Their shadow
animates, becomes corporeal and
immobilizes them. Attacks targeting
them gain +2 to TN. Lasts 10 REM
or 3 TIC.
Spirit Pact †††
Summon a spirit as a loyal, ethereal
servant. Their Approach Scores are 2
ENHANCED VERSION and they have 2 Ranks in three random
Requirement: 3 Guts + Arcana Skills. Their Blood & Guts are both 6.
Effect: Lasts 15 REM or 5 TIC instead. They take direct orders only from you
and disappear once dismissed or if all
RITUAL their Approach Scores become zero or
Stay in shadow for at least six less. This spirit can pass through walls
continuous in-story hours. Time spent and other tangible materials but may
asleep or unconscious does not count. also become corporeal on command.
ENHANCED VERSION
Soundshift †
Create an auditory illusion centered
Requirement: 7 Guts + Arcana
Effect: Choose the Skills.
RITUAL
no larger than 1 cubic height OR Craft a simple item with paper, clay,
summon a sphere of light up to a height another physical material or even music
in diameter. The illusion can be dynamic and light (as player).
and move if commanded, while the
light sticks annoyingly close to you and
brightly illuminates everything up to
thrice its diameter away. The light dims
True Miracle
ENHANCED VERSION
††††
when covered. Both last until dismissed. Requirement: 7 Guts + Arcana
“
Choose a creature within 5 heights
who hears a message from you (no “Is it possible to save ghosts
longer than 25 words) as whispered in from death?" the crown
their ear. The target may immediately
CHAPTER 4 | SPELLS & TECHNIQUES
Become One
ENHANCED VERSION
††† ENHANCED VERSION
RITUAL
Dispel †††
Undo the effect of the last Spell
ENHANCED VERSION
or Technique performed.
Requirement: 3 Guts + Focus
Fluorescent Transcendence
Doompause ††††
ENHANCED VERSION
Clock would advance nothing happens. your allies’ Spells & Techniques are
automatically enhanced; no Guts
ENHANCED VERSION
Flowmotion ††
Move twice as far for the next 10 REM
Effect: Lasts 10 REM or 3 TIC instead.
RITUAL
or 3 TIC. Your blurred motion imposes
-1 TN to efforts to restrain or stop you. Dance with a corpse.
You gain +1 to TN of Acrobatics and
Coordination Skill Checks and act first
in rounds of Conflict, regardless of your
intended action.
99
Heartpiercer ††
For the next 10 REM or 3 TIC ignore
enemies’ defense bonuses.
ENHANCED VERSION
RITUAL
Inspiration ††
Target a creature you see to receive
+2 to the TN of their next Skill Check.
ENHANCED VERSION
RITUAL
Interdiction †††
Target a creature you see within
Netherwave †††
Enemies within 2 heights suffer
2 heights and pick an Approach. For a wave of overwhelming force dealing
15 REM or 5 TIC they cannot use that 8 damage, ignoring defense, to both
Approach in Skill Checks, including Blood & Guts. They are knocked back
attacks. 1 height.
Redo †††
Redo the last roll, regardless of who
Stonewall ††
For the next 15 REM or 5 TIC
made it. reduce all damage to you by 1. Choose:
your skin grows stone, scales or leather
ENHANCED VERSION for the Technique's duration.
Requirement: 3 Guts + Focus
Effect: Modify the reroll +/- 1 TN. ENHANCED VERSION
RITUAL
Uncanny Alarm †
Describe an action you can take.
The Guide will tell you what its
consequences may be.
ENHANCED VERSION
RITUAL
ENHANCED VERSION
RITUAL
Gu e
CHAPTER FIVE
ID
TOOLKIT
“
She knelt over the stone pool. Her wizened arms
gripped its sides as her eyes struggled to focus. The
CHAPTER 4 | SPELLS & TECHNIQUES
Ratings and
ample preparations; the target has poor
resistance; or the circumstances favor the
Scales
action. Picking a lock with no time pressure.
+2 is gifted
+3 is expert -2 to TN [Staggeringly difficult]
The situation is even worse: current
DAMAGE AND
DEFENSE ITEMS
Directly increases damage (for DAMAGE
ITEMS) or reduces TN of an attack
(for DEFENSE).
+1 is average
+2 is quite good
+3 is tremendously helpful
When in doubt, you may also opt to FOCUS) needed to learn new instance or CHAPTER 5 | GUIDE TOOLKIT
just reduce TN by 1 for each of the custom SPELL or TECHNIQUE; one SKILL
conditions below: CHECK per 15 REM.
A character can be weak in some aspects, strong in others. You can also create
custom SPELLS or TECHNIQUES as stand-in for unique powers.
In general, a party of four new heroes can defeat up to 4 fully weak enemies or
2 fully average enemies within 3-4 turns but face tough challenge with one strong
adversary plus a minion. Defeating more capable creatures is only possible after the
party has spent considerable XP—around 18-21 XP for powerful creatures, or at least
36 for truly monstrous ones. Note that enemies rarely attack alone, or fairly.
110
C.
Guide to PRINCIPLE ZERO
BE A RESPECTFUL, COMPASSIONATE
PRINCIPLE 1
EVERYONE’S A PLAYER
CHAPTER 5 | GUIDE TOOLKIT
GUIDE, you help facilitate the game...but you’re also still a player. You’re not exempt
from having fun, and the other players are not exempt from contributing to the
narrative. You have different roles but everybody’s here to make stories and enjoy.
This means other players aren't enemies or subordinates. Even if their actions
accidentally topple your carefully laid-out plans, that’s okay. That’s because you
should…
111
P R I N C I P L E 2 : LET IT GO
Give them a breathing world with leads to the main dilemma—but don’t succumb to
the temptation of over-preparing for every contingency. Create beginnings.
Don’t obsess over endings. Let it go.
Create opportunities for all players to impact the story; make it a priority to nourish
a sense of meaning and significance in their actions. When heroes act, make sure the
world responds; when players hatch a daring plan, reward their initiative with story
development even if the plan itself goes off the rails.
As the GUIDE your role involves making sure that rules are being followed. However,
rulings take precedence over rules. This means if the rules need to be bent—for
example, you want to subtly change an OMEN or even the nature of the DOOM mid-
game—or decisions beyond the scope of the rules need made, you have the privilege
of making a custom ruling that keeps the story interesting for everybody.
P R I N C I P L E 5 : SIMPLY COMMUNICATE
Honesty and open communication are better than suffering in silence alone. If you’re
not sure what other players want, if somebody doesn't seem to be engaging, if you CHAPTER 5 | GUIDE TOOLKIT
need to take a 10-minute break, check in and ask—playing together as a group
should be done atop a foundation of communication.
Books, films, even comedy sketches and other media can be a fantastic source of
inspiration for stories and plot points. However, while you can immerse yourself in
ideas and tips on being a good GUIDE, the most effective way to grow is to just do it.
But please remember that...
CHAPTER 5 | GUIDE TOOLKIT 112
113
PRINCIPLE 7
FOSTERING A COMPASSIONATE SPACE
IT’S OK TO FAIL
REVIEW THE DOOM. Plot out a few rough GUIDE, your task during a game session
W H AT S U P P L I E S , S U N D R I E S
A N D O D D I T E M S D O . Items
on the Supplies and Sundries and the
Oddities and Valuables inventory
117
new plot points or twists. CHECK. However, you may apply one if
Only call for a Skill Check when there roughly as difficult as another task the
are stakes (reading the runes can open DIFFICULTY MODIFIER should be the
CAREFUL. Let the player explain why OPPORTUNITIES include risk reduction
they think their choice applies. or redirection, gaining respect, new
knowledge, or something else.
If it’s good reasoning let them use it.
But if their reasoning is a little sloppy Lastly, S T A T S , P O W E R S &
don’t be afraid to say no. This also PERSONALITIES OF
applies to SKILLS. N O N - H E RO C H A R AC T E RS .
CHAPTER 5 | GUIDE TOOLKIT 118
119
FINAL REMINDERS
Keep your eye on the time. Don’t forget to advance the
DOOMSDAY CLOCK. When the DOOMSDAY CLOCK
“
welcoming game where mistakes are okay,
however, is a good target to aim for.
D.
Other This is deliberate to harmonize with
Considerations
any setting you wish to play. This means
however that you should take it into
consideration if players want
ARC IS YOURS. Want to swap out to monetize their belongings.
a SPELL or TECHNIQUE for something
cooler? Go ahead. Feel like using YOU CAN USE PRE-MADE
ARC is a toolkit and you mold these FROM OTHER GAMES. However,
tools so they best enable the story you you may need to re-engineer a few
want to tell. things:
Appendix
One
Sample Hero Creation
Example 1: GUNTHER PANTZ
Sipnayan decides she wants to create a brawler—a no-nonsense hero who loves
to punch and take trophies from his enemies: Gunther Pantz.
1. Approach Scores. She starts by assigning his APPROACH SCORES. She likes
the certainty of the APPROACH SCORE default values, so she assigns the +2 and
+1 to CONCERTED and CREATIVE respectively.
2. Blood & Guts. Next she decides to roll for BLOOD & GUTS modifiers getting a
4 and 5, respectively. That means after a long rest her hero gets 2d6+4 BLOOD and
2d6+5 GUTS. Nice!
3. Skill Ranks. She decides despite his punching nature, Gunther is actually more of
an acrobatic nature buff, taking 2 ranks for ACROBATICS and SURVIVAL. Of course,
PHYSIQUE gets 1 rank along with TACTICS and TINKER.
APPENDICES
4. Inventory. Sipnayan has a clear item in mind: the telepathic yak. To ensure she
gets it she opts to use the point-buy system, subsequently obtaining 30 points—the
telepathic yak is worth 18, most of her available points.
125
She spends her remaining 12 points on the Oddities and Valuables table for a pouch
of teeth and an ancient and unbreakable ring, and the Supplies and Sundries table
to obtain a 10-height rope and rolled-up carpet.
5. Background. Sipnayan decides that Gunther is a hulk of a man with a gentle voice.
Local townsfolk gossip: he never hurts anyone without a very good reason. But they
also whisper that when fighting he really hurts people. One rumor is a shockingly
true revelation: Dog telepathically talks to everyone but him. Gunther’s most painful
lesson learned was almost losing Dog in a herd of yaks.
6. Bonds. Sipnayan can assign 6 minor levels of BOND with one character and 3
minor levels with another. She asks the GUIDE, Talata, if she could give the 6 minor
levels to Dog. Talata agrees. Sipnayan immediately does so and decides to use the
3 minor levels of BOND on Ankha, a fellow hero. Gunther and Ankha have been
through some tough times together, although Gunther feels a little cool towards his
comrade. The yak is nearer and dearer!
Kanta wants to port over a favorite hero she created for a different RPG. She already
has the name: Ankha Kassad.
Ankha is an agent of chaos. Deciding to follow that personality trait, Kanta opts
for random dice rolls for all of Ankha’s capabilities.
APPENDICES
1. Approach Scores. Kanta rolls 1d6 determining Ankha’s APPROACH SCORES. It’s a 4!
She assigns 3 to CREATIVE and 1 to CONCERTED.
126
2. Blood & Guts. She rolls 1d6 each for BLOOD & GUTS modifiers for a 3 and 2,
respectively. Ankha’s total BLOOD is 2d6+3 and total GUTS is 2d6+2.
3. Skill Ranks. Kanta rolls 2d6 for Ankha’s total Skill Ranks. The result is… 3.
Uh-oh! Kanta assigns 2 ranks to ARCANA and 1 to OBSERVE.
Because Ankha’s SKILL RANKS were ≤4 she gets more inventory items. Kanta opts
for random inventory rolls, so she gets 12d6 plus 3d6 to spend on items (15d6 total).
4. Inventory. She wants Ankha to be a spellcaster and decides to spend the majority of
her dice on the SPELL list. Kanta decides to roll 3d6 three times (9d6 total). The results
are: 5, 8 and 12. Ankha gains an instance each of Whisper, Secret Door and Pierce the
Veil. Nice! Kanta makes a mental note to check out the SPELLS’ details in Chapter 4.
That’s 9d6 down of 15d6, leaving 6d6. Kanta splits the dice into three 2d6 rolls
on the Oddities and Valuables list and rolls: 7, 10 and 12. Ankha gains shrunken
monkey heads, a constantly-glowing silk dress and the shadowy mirror. Neat!
5. Background Now it’s time for character-building questions. Ankha differs from
other people with her frank outlook and words. People whisper Ankha fought a
dragon once, that she is callous enough to betray her friends and flunked out of
unibersidad. Her most painful lesson is the high cost of being alone.
6. Bonds. Kanta rolls 3d6 for her levels of BOND—a 9! She assigns 8 of it to Gunther—
equivalent to 2 major levels of BOND—and assigns the remaining 1 to Dog the yak.
Kanta and Sipnayan decide that maybe Gunther saved Ankha’s life once, making her
feel indebted. As for Dog, well, he’s a very endearing yak, so even an agent of chaos
APPENDICES
Appendix
Two
Sample Scene and Skill Check
TALATA, GUIDE: You’re out in the wooded mountains when you hear a thunderous noise:
BOOM, BOOM, BOOM, come nearer and nearer. The trees and rain obscure your sight
so you’re not quite sure what is happening. What do you do?
The GUIDE sets the scenes and narrates important details that heroes can see,
i hear, smell or otherwise sense.
SIPNAYAN, PLAYER: Can my hero Gunther climb atop a boulder to gain vantage on
what’s happening?
TALATA: Yes—though the boulder is sharp, slippery from the rain, and climbing it is
dangerous. It’s very large, maybe about 2 heights tall. If you’re scrambling up the rock
quickly I’ll have to ask you to make a COORDINATION or PHYSIQUE SKILL CHECK.
The GUIDE can ask a player for a SKILL CHECK if their hero will do a risky
i action with potential for interesting success or failure.
SIPNAYAN: OK, I can do PHYSIQUE. And because he’s pushing himself to really get
APPENDICES
KANTA, PLAYER: Oh hey, my hero Ankha has like 2 major levels of BOND with
Gunther. I’d like to assist if that’s okay!
KANTA: Let’s see... I have 1 rank in OBSERVE. I can look out for footholds that
V Now, the climb’s is 2 plus the 2 major levels, for a total of 4. Sipnayan rolls
TN
TALATA: The booming sounds get louder and louder…this action exposes you to the
wet stone, and you can feel your skin and armor get wet.
KANTA: Fudge. Can I help him again by sacrificing a minor level of BOND?
TALATA: OK! But...you have exactly 8 minor levels of BOND with Gunther. If you
take 1 off that’ll be 7 and that means you’ll only have 1 major level of BOND with
him. Your TN increase for the next roll is only +1, not +2.
i An assisting player can sacrifice minor levels of BOND to allow for rerolls.
V Kanta nods and tells Talata she’s okay with it. Sipnayan gets a reroll, but the TN
APPENDICES
now is only 2 plus 1 for a total of 3. Sipnayan rolls. It’s a 3—a tie!
129
TALATA: Sipnayan, you can either take that as a SUCCESS WITH CONSEQUENCE or a
FAILURE WITH OPPORTUNITY. Alternatively, you can spend 3 BLOOD or 3 GUTS for
TALATA: Do you have any consequence in mind or do you want me to narrate what
happens next?
In case of a tie, the player has options available: succeed or fail with a
i corresponding side effect. They are free to suggest a CONSEQUENCE or
OPPORTUNITY that goes with their decision, or even spend BLOOD or GUTS
SIPNAYAN: I’m thinking about it... maybe as a consequence Gunther’s backpack falls
down, so that he can’t get to his items while up on the rock. It falls on the ground.
I won’t like it but it has some fragile items in it, so maybe they break on impact?
TALATA: OK, that sounds good. So Gunther: you scale up the boulder under Ankha’s
guidance, as the rain’s large wet drops hit your entire body. The backpack starts
sliding off your shoulders and you can’t grab it because your hands are occupied. It
lands on the ground with a very heavy thud. More worryingly, you hear something
break. It’s very difficult to see far but luckily the height gives a great position to see
what’s really happening: a Goliath, 3 heights tall, is heading straight towards you.
i Innarration.
response to hero action or inaction, the advances the scene with
GUIDE
Now, it's up to the players to decide: what will they do next?
APPENDICES
130
Appendix
Three
Sample Conflict
V Sipnayan’s
the
hero Gunther and Kanta’s Ankha are interacting with a Goliath. Talata,
, narrates.
GUIDE
TALATA: You failed to come to an agreement with the Goliath and he is especially
offended at your clumsy friendship attempts. He stands up to his full height and roars.
The sound fills the entire mountain! You are now in CONFLICT!
SIPNAYAN: Kanta, what do you think? We can’t really take on a Goliath on our own...
Oh! I have an idea. Let’s hold him off until your pet yak gets to town and alerts the
local paladins telepathically! Talata, how long would that take?
TALATA: Let me think...if you survive for 3 rounds we’ll take it from there and see
what happens. We’ll assume the yak already fled when the Goliath stood and roared.
Because turn order is dependent on intended action, players can strategize every
round on what to do. They must work together to sequence their actions and
maximize their impact in CONFLICT.
131
SIPNAYAN: I don’t know what to do. I don’t really like fights...Maybe I just attack
KANTA: Sure. I can use up my turn assisting you. I’ll use my OBSERVE SKILL to
create an ADVANTAGE for your attack.
TALATA: OK, so let's start the round. We'll start with characters standing ground.
i covered by that
Every round follows the same INITIATIVE CATEGORY. Once every character
CATEGORY has acted, the next begins.
TALATA: Kanta, your hero Ankha is assisting Gunther. Can you tell me how she’ll help?
KANTA: She, uh, squints at the Goliath. She wants to investigate the weak points in
his armor! That means my SKILL RANKS can increase Gunther’s TN right?
TALATA: Yes, but I’ll ask you to make an OBSERVE SKILL CHECK first. What’s your
APPROACH and TN?
However, this benefit can be used by any ally and can greatly
improve the chances of a subsequent SKILL CHECK success.
KANTA: I’ll be CREATIVE about it, so I’ll do some lateral thinking and look for the
bits in his armor that look like they rub and chafe against each other. Surely there’ll
be holes there, right? And ah, my TN will be my 3 CREATIVE plus 1 OBSERVE, so
APPENDICES
V Kanta rolls her d6 and gets...a 2! Because it's under the TN, it succeeds!
132
Gunther’s TN!
TALATA: And now that we’re done with non-harmful actions, we go to characters
SIPNAYAN: Yeah. I’ll try to punch with a... CREATIVE APPROACH. I’ll go for a really
TALATA: Your TN is PHYSIQUE and CREATIVE APPROACH, the bonus from the
ADVANTAGE minus the Goliath’s defense from his +1 armor. What’s your total TN?
V She rolls the dice. It’s a 1! A hit! Because she rolled a 1, Sipnayan must roll again
for a chance of a FLAWLESS SUCCESS . Sipnayan makes a roll... it’s another 1!
Kanta claps in joy.
TALATA: With grim determination flashing in Gunther's eyes you jump up, rotating
clockwise as your fist rises up and connects with his crotch. You deal 3 damage to his
BLOOD.
TALATA: Because you got a flawless success, you gain an OPPORTUNITY... how about
dislodging some of the Goliath’s armor and making it easier to hit him next time?
Alright, heroes have acted for this phase so it’s now the Goliath’s turn.
133
i After all heroes have acted for an INITIATIVE CATEGORY, it's non-heroes' turn.
TALATA: The Goliath, infuriated by the attack, looms over Gunther. “Fee fi fo fum,” his
voice booms. He takes out his heavy club and brings it down on you, Gunther.
TALATA: Usually that’d give the Goliath a choice between success with CONSEQUENCE
or failure with OPPORTUNITY, but he’s really out for blood. He sacrifices 3 GUTS to
upgrade the outcome of his SKILL CHECK, making his roll a pure success. He focuses
all his willpower on you! The Goliath has a +1 heavy club, so he deals 5 damage to
BLOOD!
SIPNAYAN: Oof!
TALATA: Everyone acted, so the round is now over. So, next round...what do you do?
KANTA: How about...we, er, tactically retreat. Let's make a run for it.
successful SKILL CHECK. A player may choose to ignore this; if so, they still
move away, but nearby enemies have a free attack SKILL CHECK against them.
TALATA: Ankha can move unimpeded because she isn't being targeted, but Gunther
APPENDICES
SIPNAYAN: That's okay! I can use ACROBATICS. We just have to escape and survive
until my yak returns!
134
Appendix
fouR
Sample Doom
Talata, the GUIDE, checks the clock. Almost thirty minutes have passed.
The players are currently in CONFLICT with a Goliath. Talata pauses the action to
announce, “The DOOMSDAY CLOCK advances. A MOMENT is consumed.”
She pulls the tracker sheet near her. Since they were expecting to play for 4 hours
over one session the total number of MOMENTS on the page is 12. Three of the
MOMENTS are already consumed. Talata crosses out another.
Because they haven’t resolved any of the 3 OMENS yet Talata rolls 3d6, one die for
each OMEN. It’s a 3, 4 and 6. Oh no! Because a 6 appeared, Talata darkens
one more MOMENT.
That’s two MOMENTS consumed in this one instance, plus the three from before, for
a total of five MOMENTS down. Seven more before the DOOM!
APPENDICES
1 2 3 4 5 6 7 8 9 10 11 12
EN
OM
135
Appendix
five
More Sample Heroes
G I L A S ( H E / H I M ) , R A D I A N T D WA RV E N M O N K
Gilas, born and raised in the dwarven city of Lilim ng Bohol, has a life-long
resolution to embody the anitos’ virtues of truth and justice. Unfortunately, this
means he gets into trouble too frequently as the harsh realities of the world clashes
unkindly with his thirst to do the right thing. He writes home religiously
to his wife and six children, all of whom are named after various rocks.
INVENTORY
—Studded leather armor [+1 Blood Defense] and stoicism [+1 Guts Defense]
—Bedroll and local map
—1 instance of Saving Grace
APPENDICES
—1 instance of Flowmotion
—2 instances of Uncanny Alarm
136
J U L I S E V E N ( T H E Y / T H E M ) , W I Z A R D AU T O M AT O N
Juli remembers emerging from a smoky machine to a world filled with strange
sensations. The sight of their creator's happy smile filled their heart—is this what joy
feels like? Later, as Juli fled from the burning lab, driven away by rioting villagers,
they sought adventure to fill their need for purpose. They are immensely curious, if a
bit naive, and hold grand aspirations of seeing all four corners of the world.
INVENTORY
K ATA R I S R A E ( S H E / H E R ) , D R A G O N K I N F O L K H E RO
Kataris is known as the grand vanquisher of the dread lich queen. What people don’t
know, however, is that the creature Kataris scared off...was actually just a lowly
marsh hag. The lich queen lives on, which is terrible news for Kataris because she
likes being a big-shot hero—and being alive. Kataris talks and dreams big, but has a
few qualms about dying.
INVENTORY
S A RT I S T H E B L A C K T E N TA C L E ( S H E / T H E Y ) ,
E N I G M AT I C O C T O P O D E C U L T I S T
INVENTORY
A N A S O R AYA ( H E / H I M ) , N E RV O U S H U M A N K N I G H T
Despite growing up in a secure and wealthy environment, Ana heard one too many
horror stories and was severely affected by age six. He thought being a knight would
solve things but it only made him more conscious about enemies he might encounter.
Ana has a good head and a golden heart… if only he weren’t so nervous all the time.
INVENTORY
Appendix
Six
Codex of Astonishing
Creatures
The following pages gather 36 fascinating creatures you may encounter during an
adventure. Creatures live and thrive in an ecosystem of interactions with the world
around them; their morals and values are often deeper than first impression. Just
as importantly, these creatures can hold an astonishing variety of personality and
principles among its individuals.
If the heroes DO need to fight them, you might find it useful how they’ve been
organized according to a rough approximation of their power. In general:
Creatures of various power levels can team up. Note that fights don’t need to be
“fair”. A party of powerful creatures can prey upon weaker heroes, and vice versa.
Creatures can also be smart, and stand ground or stack advantages before attacking.
Heroes must decide whether it would be wise to engage them.
139
W E A K C R E AT U R E S
Bandit
ORIGINS A harsh, indifferent world. BLOOD 5 / GUTS 5
fAIRY
BLOOD 5 / GUTS 6
ARCANA 2 / COORDINATION 2
Nasty Hog
ORIGINS Experiments by cruel sorcerers. BLOOD 7 / GUTS 5
Personality unknown.
RELATIONS Nobody wants to go near
cornered.
141
NoBLin
ORIGINS Underground caves, burrows.
Pointiest Noblin.
MODUS Prioritizes escape, but may
SkeLeton
ORIGINS Excess necromancy in the soil BLOOD 5 / GUTS 7
SKyhopper
ORIGINS Any common village, it seems. BLOOD 6 / GUTS 5
LOOKS & TRAITS Has the head and body CREATIVE 2 / CAREFUL 0 / CONCERTED 0
ROLE & MOTIVE Pests having fun. The local mayor's pearl necklace
MODUS Swoops, steals, flees.
143
Thrall
ORIGINS Humanoid servants of
BLOOD 5 / GUTS 5
PHYSIQUE 2
SPECIAL
Poison
If a thrall successfully damages
another creature, that creature
is poisoned and suffers
1 damage to Blood every 5 REM
or TIC until after their next
APPENDICES
long rest.
144
AV E R AG E C R E AT U R E S
AparitiK BLOOD 7 / GUTS 8
mundane tasks.
LOOKS & TRAITS Archaic, nostalgic; INVENTORY
PHYSIQUE 1 / SURVIVAL 1
LOOKS & TRAITS Fleshy like a fat child's Sharp teeth [+1 Blood Damage]
arm; almost transparent until it latches Tough skin [+1 Blood Defense]
onto a victim, at which point they suckle
and their insides turn scarlet red. SPECIAL
RELATIONS Usually reviled, avoided, Soporific
APPENDICES
though many find them a tasty delicacy. On a successful attack, a Flesh Slug has a
ROLE & MOTIVE Ceaseless egglaying. 1 in 36 chance of creating a new instance
MODUS Tries to catch enemies unaware; of itself underneath a victim's skin.
often targets sleeping victims.
146
ManananggaL
mendicant Demon
ORIGINS Presumably an infernal realm, BLOOD 7 / GUTS 9
RELATIONS Hitchhikes across lands, Five random items from the Oddities
bears alluring trinkets. Solicits others to & Valuables List (see Chapter 2, Step 4:
buy them but never with coin; they only Determine Inventory).
trade in sense, memory, ideas.
ROLE & MOTIVE Vendor, trinket-bearer;
protect them.
Mimic
ORIGINS Traditionally guards treasures BLOOD 7 / GUTS 7
item: a chest, a lamp, a book...until it bites. Bitter bite [+1 Blood Damage]
RELATIONS People ask what they are, but
never how they are. Pretty lonely.
APPENDICES
Petal Ambassador
ORIGINS Unknown. Perhaps a ritual? BLOOD 7 / GUTS 10
Young treefolk
ORIGINS Curiosity in youth, the allure ROLE & MOTIVE Explorers, tourists.
S T R O N G C R E AT U R E S
AKromata BLOOD 20 / GUTS 15
Brute
ORIGINS Unknown, though
Lamia
ORIGINS Ordinary mortals foolish BLOOD 18 / GUTS 16
order.
LOOKS & TRAITS Serpentine lower INVENTORY
nightwolf
BLOOD 17 / GUTS 17
with night-starry fur. Highly intelligent; Wicked fangs [+1 Blood Damage]
understands others' motives, intent.
RELATIONS Close familial ties with what SPECIAL
Siren
BLOOD 15 / GUTS 20
wine-dark seas.
LOOKS & TRAITS Sparrow body with SPECIAL
Strange eLf
ORIGINS Unbearably long, lonely lives. BLOOD 17 / GUTS 17
LOOKS & TRAITS Beautiful as all elves are; CREATIVE 2 / CAREFUL 2 / CONCERTED 0
themselves; those who break with Three handfuls of the flesh of their last
ritualized tradition are marked for victim [Special item, restores 3 Blood
feasting. Torments, controls populations when consumed as an action]
in nearby settlements for fun.
ROLE & MOTIVE Enduring the soul-
TiKBalang
BLOOD 15 / GUTS 18
ORIGINS What few virgin forests remain.
CREATIVE 2 /CAREFUL 1 / CONCERTED 2
LOOKS & TRAITS Horse head, human
COORDINATION 3 / PHYSIQUE 2
body, long limbs.
SURVIVAL 2 / ARTISTRY 1
RELATIONS Loves pranking lost
confrontation. Spells
Three instances of Trick of the Light
APPENDICES
155
156
Vengeful Pocong
ORIGINS A soul who died from a deeply BLOOD 16 / GUTS 16
Pocong are common, but like many Frightful visage [+2 Guts Damage]
ghosts they can simply manifest. Their face White shroud, traditionally wrapped
is unobstructed, revealing wide, terrifying
eyes set within deep shadows. Whenever SPECIAL
MODUS Aggression.
Zoa PisceRor
ORIGINS Sentient fish folk with BLOOD 16 / GUTS 16
LOOKS & TRAITS Fish that walk upright, ARCANA 3 / AN ILL-ADVISED SKILL 1
P O W E R F U L C R E AT U R E S
Aurora
ORIGINS An otherworldly...place.
EVerbleeding
WarlocK BLOOD 32 / GUTS 25
ExaLted INVENTORY
Magus
Arcane armor [+1 Blood Defense]
Lifeless aura [+2 Guts Defense]
BLOOD 25 / GUTS 27
Incarnate
ORIGINS Hideous secrets, hateful BLOOD 27 / GUTS 27
OBSERVE 3 / INSIGHT 3
ORIGINS Unknown.
ParaLich
ORIGINS Unknown. BLOOD 24 / GUTS 24
M O N S T R O U S C R E AT U R E S
BaKunawa
The world once had seven beautiful INVENTORY
moons. Their light shone fairly across the Vicious fangs [+3 Blood Damage]
land and in their wake entranced the sea Sea serpent scales [+2 Blood Defense]
serpent known only as the Bakunawa.
SPECIAL
BLOOD 45 / GUTS 36
Techniques
APPENDICES
KaLipsis INVENTORY
Index
A
Actions during Conflict See Conflict: Bonds 60
Actions Allocating Bonds 60
Advantage 75 See also Conflict: Assistance during Conflict 76
Actions: Create Advantage
Assistance out of Conflict 70
Approach Scores 43 ADDING MAJOR LEVEL
Conflict 73
Blood 45
Actions 74
Allocating modifiers 46
ASSIST 76
Increasing Blood 81
C R E AT E A DVA N TA G E 75
Recovering and rerolling 80 HARM OTHERS 74
Skills that damage Blood 74 See MOVE FAR 76
also Conflict: Actions: Harm S TA N D G R O U N D 74
INDEX
TECHNIQUE 76
168
H
D Height (measurement for length
Damage 54, 74 See also Conflict: and distance) 22
Actions: Harm others
Items at Hero Creation 54 I
Death 80
Initiative Category 77
Defense 54, 74 See also Conflict:
Actions: Harm others
L
Items at Hero Creation 54
Difficulty Modifier 69
Long Rest 81
Doom 25
Doomsday Clock 32
M
Movement during Conflict 74
E As an action 76
Fallen heroes 80
Opportunity 71
G R
Guts 45
Recovery See Rest
Allocating modifiers 46
REM 88
INDEX
Increasing Guts 81
Rest 81
Consequence 71 T
Difficulty Modifier 69
Techniques 57, 85
In Conflict
Base vs enhanced 86
C R E AT E A DVA N TA G E 75
HARM OTHERS 74 Complexity 87
Opportunity 71 In Conflict 76
Categories 46 Summary 70
Spells 57, 85
Base vs enhanced 86 X
Complexity 87 XP 81
Full list 88 Bonus at Hero Creation 62
INDEX
In Conflict 76 Spending XP 81
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