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aRKFALl

ATTRIBUTES strdexconintwisch
NAME

SKILLS skillsy1
LEVEL

SPECIAL ABILITIES atr


MOD CURE
CHARACTER CREATION
You may choose a heritage and related moves (next
column) before or after completing the steps below.
Roll 2d6 for each attribute. On a 6-, the value is 0; 7-9,
the value is +1; 10-11, the value is +2; 12, the value is +3.
HERITAGE MOVES
When you create a new adventurer, decide on your
species, ethnicity, and cultural heritage, choosing
anything or any combination of things that sounds
interesting to you and the other players.
You begin with 1 Hit Die (d6) + extra HD equal Then, pick 2-3 heritage moves to start with, selecting
ATHLETICS RATTLE VISION
to your CON. Roll all your HD and keep a number from “monster moves” that best match your heritage.
StR INT AWARENESS
CULTURE
DECEPTION
HARDY
SLAY
SKIRMISH
TOUGH
equal to your level to determine your HP.
Choose two skills: Athletics, Awareness, Culture,
No matter where or whom you come from, in
someone’s eyes, you and your family are monsters.
AMBUSH LUCKY If a move sounds purely magical, rewrite it to use the
DECIPHER REFLEXES TINKER Deception, Decipher, Heal, Leadership, Perseverance,
powers of the dead magic world of Arkfall: psionics,
DEX WiS HEAL
LEADERSHIP
PERSEVERANCE
PET SCOUT
DEADSHOT WILD
Science, Stealth, Survival.
Choose any two special abilities:
mutations, devices, robots, nanites, and science!
At the beginning of a session or when you invoke
BERSERK INSTINCT
• Mod (you can use whatever’s around to modify your rights of blood and tradition (however you do
SCIENCE
BRAWNY RUGGED items to do +2 damage for a short time before the
cON CHA STEALTH
SURVIVAL

DEVICES
TECH
COMMAND
UPLINK
mods break) Cure (you can attempt to neutralise
poisons, scour radiation, or heal wounds with a
that), roll+WIS. On a 10+, hold 3. On a 7-9, hold 2.
On a miss, you still hold 1. Spend this hold 1-for-1
during play to make a heritage move, just like that.
touch), Rattle (with a show of force, seduction, or
the like, you can attempt to distract foes, holding When you gain new appreciation for your heritage,
WEAPONS AMMO EQUIPMENT them at bay for a short time), Vision (sync with the add a new heritage move or change an existing one.
Arkmind for guidance, perhaps by immersing in an
echo pool, jacking your brain into a live data port,
drinking irradiated water or overdosing on Hx).
ROLLING THE DICE
When you attempt something risky, sum 2d6 and
• Skirmish (+1 damage and worn armour counts add one of your attribute scores, based on what action
as one type lighter), Tough (+1 armour), Slay (+2 you’re taking (The GM may tell you some possible
melee damage), Hardy (+6 HP). consequences before you roll, so you can decide if it’s
• Ambush (attack from concealment to do +3 worth the risk or if you want to revise your action.)
damage), Lucky (once per day, turn a 6- into 7-9), • A total of 6 or less is a miss; things don’t go well
Reflexes (you always go first and can react when and the risk turns out badly.
surprised), Tinker (you can attempt to quickly pick
a lock, pick a pocket, or disarm a trap). • A total of 7-9 is a partial success; you do it, but
there’s some cost, compromise, harm, etc.
• Pet (you have a loyal and effective animal
• A total of 10-11 is a full success; you do it without
ARMOUR & SPEED nonefastlightnormalfullsloowshieldt HIT DICE HIT POINTS companion), Scout (when you scout ahead
complications.
you always spot the target before it spots you),
NONE LIGHT FULL TOTAL
SHIELD Deadshot (+2 ranged damage), Wild (you can • A total of 12 or more is a critical success; you do it
(FAST) (NORMAL) (SLOW) ARMOUR converse with and attempt to command animals). perfectly to some extra benefit or advantage.
• Berserk (when enraged gain +2 melee damage, +2 If you have an applicable skill, you can’t miss: a roll
armour, but you need to roll+CON to stop fighting), of 6 or less counts as a partial success, but with a
HERITAGE MOVES At the start of a session or when
you invoke your rights of blood and
tradition, roll+WIS. On a 10+, hold 3;
NOTES Brawny (+1 melee and thrown weapons damage, bigger compromise or complication than a 7-9 result.
on a 7-9, hold 2; on a 6-, hold 1.
and you can re-roll damage once per attack), If you have help, you gain +1 to your roll.
Instinct (you can re-roll DEX when reacting to
dangerous situations), Rugged (+1 HD, +3 HP).
• Devices (you have 4 embedded items: an arc-torch, HEALING
holo-projector, omni-scanner and geiger counter), When you take rest and sustenance, you may re-roll
Command (you can attempt to control computer your HD. Resting in comfort and safety lets you roll
systems, robots and nanites), Tech (you may build an extra HD; choose the highest. If you are attended
HOLD
items to perform a specific function given time and by a healer with supplies, set one HD to 6. If you rest
NANITES materials), Uplink (you can connect to a network at a place dedicated to healing (like a nutrient pool,
of robotic satellites and nodes to summon aid). nanite-rich grove or stasis pod) set one HD to 6.

v1.01 - 02 Feb 2014


SELF-AUGMENTATION EQUIPMENT & SERVICES HIRELINGS
Nanites can be spent on all sorts of things, including several levels of self-augmentation, with benefits listed in the Start with 60 chips of equipment (keep the change) Cost per day
table below. You start at level 1 and can then buy levels in ascending order (each level is a pre-requisite for the next).
Light Weapon (10c): d6. May be wielded as a Scrounger (2c): 3HP; knife.
secondary weapon, allowing you to re-roll damage
LEVEL HIT DICE SKILLS ATTRIBUTES SPECIAL ABILITIES DAMAGE NANITE COST once per attack. Knives, pipes, short swords, etc.
Guide (5c): 6HP; knife, lantern, rope.

1 1+CON 2 - 2 0 Medium Weapon (30c): d6+1. Must be wielded in


Warrior (20c): 12HP; gun, light armour.
main hand. Crowbars, long swords, spears etc. Expert (20c): 6HP; special gear.
2 +1 1,000
Large Weapon (40c): d6+2. Uses two hands. Fire- Veteran (60c): 18HP; full armour, gun, heavy gun,
3 +1 +1 2,000 axes, great swords, pole arms, chainsaws etc. knife, sword, grenades.
Small Gun (30c): d6. Also shortbows, slings etc.
4 +1 +1 (MAX +3) 3,000
Gun (50c): d6+1. Also crossbows, javelins etc.
CHEMS
20c+ each; effects are short-lasting, except for addiction
5 +1d6 4,000
Heavy Gun (100c): d6+2. Uses two hands. May be RadGard (temporarily increases radiation resistance).
6 +1 +1 +1 5,000 autofire (+50c), letting you make 2 attacks.
RadRid (quickly removes radiation from the body,
7 +1 (MAX +3) 6,000 Grenades (5c): d6+2 to an area. Also claymore mines, but can cause headaches and nausea).
smoke bombs, flashbangs, novaflares, acid glands etc.
Chillax (relaxant, cools the body, dulls senses, but
8 +1 7,000 Tech Gun (200c): d6+2. Energy rifle, plasma thrower, also reaction speed and may have a laxative effect).
laser pistol, stun gun etc. May be autofire (+50c),
9 +1 +1 8,000 CureAll (cocktail of chemicals and nanites to heal
letting you make 2 attacks. Ignores non-tech armour.
any sort of wound or ailment; heals d6 damage when
10 +1 +1 (MAX +3) +1d6 9,000 Ammo (10c): 10 bullets or arrows, 1 tech gun charge. used, or use it during rest to set one HD to 6).
Nanites can also be converted 1-to-1 into chips (and back) for use as currency. You can gain nanites by winning, Light Armour (30c): Armour 1. Tech armour is +50c. Eureka! (increases higher brain functions for a time,
finding, earning or stealing and coverting chips, selling things, defeating monsters, completing quests, creatively but can lead to paranoia; +2 INT; addictive).
solving challenges, talking your way into or out of something, making life interesting for those around you, and Full Armour (60c): Armour 2. Always has a helmet.
other similar deeds. You’ll get up to 20 nanites for something easy and up to 400+ for something really tough. Makes it very hard to run, move quietly, swim, leap Grunt (increases strength and resistance to damage
etc. Tech armour is +50c, like power armour or a but dulls higher brain functions; +2 melee damage,
STARTING SCENARIOS QUESTS & JOBS hazard suit with built-in geiger counter and air tank.
Shield (10c): +1 Armour.
+2 armour, -2 INT, and need to roll+WIS to resist
fighting; moderately addictive).
Below are some possible starting scenarios and setups. Below are some potential quests and jobs for the PCs.
Glib (silver liquid that stains the tongue and alters
First Generation Survivors: the PCs awake in World Shard Convoy: the PCs are tasked with Adventuring Gear (2c each): 20ft rope, blankets,
brain chemistry, rendering the user more eloquent
metal tubes each wearing a thick black carbon collar escorting a valuable world shard from the salvage flint and steel, torches (4), tent, dice, caltrops (slows
and articulate for a few hours; +2 CHA during use,
embedded with a dull gem. There’s an extra tube too, site, through contested territory, to their allies’ pick- pursuers), bandages, chalk, travel rations, canteen.
then honest uninhibited outbursts for an hour after).
hatch open, stasis goo already dry. The PCs recall up site, then escorting the allies’ convoy to their
Tools (5c each): Crowbar, hatchet, animal trap,
their names and some details of their heritages, but homeland. The shard is unstable and warps the land Hx (aids in memory recall, with risk of memories
lockpicks, pen & notebook, fishing rod, shovel,
little else. Venturing out, they discover the world of around as they travel. And it seems word has gotten fading if you don’t use it frequently, and bad batches
grappling hook, pickaxe, pole, flashlight, gas mask.
Arkfall and remember the World Ark crashing. Turns out and rivals with claims to the shard attempt to take have been known to nightmarishly twist memories).
out that was generations ago and things have moved it through force, deception, bribes and diplomacy. Fancy Items (20c each): Geiger counter, holo-disc
on since. Being members of the first generation, and Jolt (gives a short powerful burst of euphoria and
reader, security ID card, ship or settlement blueprints,
Grey Goo Scenario: nanites have gone haywire and energy; for a short time gain 1 heritage hold, take +1
marked as such by those collars, the PCs are valued mirror, lantern, binoculars, watch, walkie-talkie,
are turning the land and people to grey goo, and the ongoing and gain the move “Act with surprising and
for good and ill. Perhaps there are other tubes, too... board game, deck of cards, elaborate clothes, charms.
goo is attacking! Can the PCs stabilise this situation, dangerous vigour”; highly addictive).
Cultural Liaisons: the PCs are all from very different discover the cause, and avoid becoming goo, all while Vehicles: Shoddy car (100c), decent car (1000c), fast
cultures, one of several teams assembled by ambitious, hindered by people taking advantage of the chaos? Killswitch (temporarily deactivates user’s nanites;
motorbike (3000c), fast car (5000c), hoverbike (8000c).
delicately allied factions of representative cultures, to roll+INT to reactivate, but risk hurting yourself).
Blast From The Past: someone linked to the past and Animals: Crabdog (10c), mulepede (30c), horse or
explore and engage with other cultures across Arkfall. Keen (heightens all senses, including pain).
heritage of a PC has a bone to pick. Perhaps they feel camel (100c), hornscale or talonstrider (150c), battle-
Scrappers: everyone’s interested in nanites, world threatened, have volatile cultural differences, or hold ready horse, camel, hornscale or talonstrider (1500c). Soylong (green, soy-based goop with undisclosed
shards and artefacts from the Fall. The ragtag PCs a generations-long grudge. What do the PCs do when ingredients; sustains for a day as if it were nutritious
specialise in high-risk, high-reward salvage operations. a person with shared heritage treats them as a foe? Services (2c each): bed, eat, get drunk, fill canteen food and water; taste may vary from person to person).

v1.01 - 02 Feb 2014


THE WORLD OF ARKFALL NANITES AND THE MAGIC OF SCIENCE THE DIE OF FATE
The World Ark harvested inhabitants, biomes and Nanites are literally everywhere, infusing the world Sometimes the GM will roll the die of fate to see Weird “science”: Magic is dead on Arkfall, and has
shards of reality from countless worlds. Unknown and its creatures and people. Nanites in the world are how the situation is established. Low numbers are been replaced or emulated by mutations, evolution,
generations ago it crashed, its wreck strewn across a constantly awaiting commands and monitoring their ill-fortune, high numbers are good fortune (or at and technology. Some of this “science” is very weird,
world known to the survivors’ descendants as Arkfall. surroundings. Some people, called switches, can use least not misery). The die of fate might be rolled to though NPCs who are used to it may think nothing of
their own nanites to manipulate other ones, creating establish weather, indicate an NPC’s general attitude, it. But there’s always some weird thing nobody’s seen
Shards of myriad worlds leaked into the fractured effects reminiscent of the magics of the lost worlds. or see if a wandering monster appears. The GM may before. When it doubt, make it weird and unique.
land, seeding regrowth of lost places. Deep pools of Magic is dead on Arkfall, but one could be forgiven also roll the die of fate if the PCs take some action for
ocean reformed alongside thick jungles, blizzard- Now and again, science should run amok. Nanites
for thinking otherwise, as a combination of nanites, which sheer chance is the only factor in the outcome. turn things to goo, robots disobey, doors short-circuit
stricken tundra and seething lava flows. Patchwork robotics, psionics, mutations and science fairly and jam, mutations spread like a plague, radiation
cities, like faded and jumbled recollections, also
regrew, half-familiar places ready for new inhabitants.
accurately emulate the effects of these lost powers. RUNNING GAMES ON ARKFALL warps the local fauna and drives them into a frenzy.
Animals, plants, monsters and robots have nanites Arkfall has a few themes GMs should be aware of to Make sure to sometimes focus on the weird science of
Generations passed and Arkfall is now home to inside them, and some hunt prey and consume their help inspire ideas when running games in the setting: the PCs, too: robotic grafts take on a life of their own,
disparate millions. Shards alter entire regions or nanites to make themselves stronger and smarter or a tentacle grows when near radiation, a PC made of
single city blocks, remnants of the fallen ship range in • endless diversity
even grain new powers or forms. People have nanites water gets sick and their body begins to turn murky.
size from a portion of hull that shades an entire city, • salvaging the past
too, but most can’t use them on themselves, and Focus on weird things that make the PCs interesting.
to a functional stasis chamber, to a damaged weapon. instead use them to power devices, world shards and • weird “science”
People from worlds that never should have met, have
bred and their descendants have bred. Arkfall is now
so on, or convert them into chips to use as currency.
Endless diversity: Show diversity in all that you can. MAKING ARKFALL YOUR OWN
more diverse than any one world the Ark harvested. However, some people can absorb nanites and use Arkfall is home to countless cultures and unique Arkfall is a huge sandbox waiting for your mark.
them to augment, change or improve themselves, beings. In some classic games, people from one race Customise it and make new moves. An example from
From the Carapace-Halls of the Karashek where strengthening muscles, creating new connections in might all look and act very similarly. On Arkfall, my game using the First Generation Survivors setup:
they are grown for their jobs, to the Phom who are the brain, learning new skills or improving resilience. groups of a single type of creature are more rare, and When something in the here and now triggers a
bound to embody their namewords, to the Enclave of even when you encounter one, it is made of unique memory of your past, do one or two of the following:
Plenitude where all beings’ sexual needs and desires Nanites are attracted to these people, and will fuse with individuals. Whenever you’re revealing something
are catered for, to the Deep Council, a living ocean them if they show worth as determined by countless • describe a few flashes of what you remember,
new about the world - an NPC, an aspect of a culture,
pocket formed of trillions of minute waterlings jumbles of subrountines. Performing a daring heist, showing why the memory was triggered right now
even a weapon or environment - try making it a little
constantly engaged in discourse and deceit, to the winning a tense debate, avoiding or a dangerous foe, strange, showing some of the world’s endless diversity. • show how the trigger or memory makes you feel
countless people who are the last of their culture and solving a devious puzzle or completing a challenge • point out the troubling gaps in this memory
you were tasked with are all likely to attract nanites. Use the PCs’ heritages, too. If an NPC has a similar
the countless more who are out of place in theirs, heritage, show how they’re different to the PC. And For each you do, choose one: ask the GM a question
even alongside so many others who are just as odd in Levels of self-augmentation are just one more thing show how someone from a wildly different culture - about your past, gain 1 heritage hold (max. 3), or gain
different ways, the peoples of Arkfall are truly diverse. nanites can be spent on. Characters should steadily even a foe or rival - can have more in common with +1 to your next move (max. +3).
gain enough nanites to self-augment at a decent a PC than their own kin. Then explore it, twist it and For each you don’t do, the GM may tell you instead.
RADIATION pace while also regularly buying other things. NPCs dig even deeper. There’s always more diversity.
Everyone on Arkfall is a monster to someone, but should have interesting, unique and time-sensitive
goods and services for sale: like maps, titles, faction Salvaging the past: Dig up the past and shed new
CREDITS
there are truer monsters, with no sentience or hope. Arkfall by Jarrod Farquhar-Nicol is licensed under a
The truly scary things are people messed up beyond memberships, special leads, items and opportunities. light. Everyone has some connection to the past. Creative Commons Attribution 4.0 International License.
help by radiation, or non-sentient beasts and plants Regrets, hopes, lost dreams, fond memories. PCs Find more of my games at www.playingoffthetracks.com.
made (more) dangerous by radioactive mutations. EXAMPLE OF CREATING A HERITAGE delve into the past through visiting various cultures

Radiation itself is a monster too. It can make you sick, Say I want to play a dragonblooded deep elf with a lich
and salvaging world shards and objects from crash
sites. Have NPCs ask them to find something from
ACKNOWLEDGEMENTS
ancestor at the rotten root of her ancient family tree. Everyone below, take +1 ongoing to inspire others.
mutate you, mess with your head. It can turn you the past, and then twist that too. Relics from the past
into a monster. Some people use it as a drug or drink I pick the Deep Elf Swordmaster move “Use the dark have value to many, and often not those you expect. Based on World of Dungeons and World of Mutants by
irradiated water to see visions. Moderation is advised. to advantage”, I reword a Dragon move as “Bend the A holopainting of a lonely field from a lost world John Harper. Heritage moves from the Planarch Codex:
element of ice to my will” and imagine that I have Dark Heart of the Dreamer by Jonathan Walton are
Scarier still is the symbiosis between mutants and may be offensive to some descendants of that world,
evolved (or mutated) some icy organ allowing me licensed under a Creative Commons Attribution 3.0 United
radiation. While the radiation is killing you, it’s the artwork painted by a war criminal, depicting
to breathe clouds of frost. I reskin the lich’s “Cast a States License. Some special abilities borrowed from the
making the mutants stronger, and the mutants are what the site of the capital city would look like years
perfected spell of death or destruction” move as “Issue berserk, brawny, rugged instincts of Jürgen Mayer.
spreading it wherever they go and to any they attack. after genocide; yet it may have great value to those
nanites a perfected command of death or destruction” now-peaceful descendants of the war criminal, great Special thanks to Sage LaTorra and Adam Koebel, for
Geiger counters, hazard suits, RadRid and RadGard to show how my magical heritage has survived and beauty to a collector, and gazing at the painting could Dungeon World, and to Vincent Baker, for Apocalypse
are as important as weapons and armour on Arkfall. adapted to function in the dead magic world of Arkfall. cause an addictive euphoria for a race of grass people. World, which started all this and just kept snowballing.

v1.01 - 02 Feb 2014

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