RPG: Worlds Beyond the Breach
RPG: Worlds Beyond the Breach
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WORLDS BEYOND THE INFERNAL BREACH
WORLDS BEYOND THE INFERNAL BREACH.............[4]
Who should play this game?.................................[4]
What do I need to play?.........................................[4]
INSPIRATION & REFERENCES................................[5]
CREDITS................................................................[5]
How do I control what happens?...........................[6]
SUMMARY.............................................................[7]
THE FUTURE........................................................[10]
OUT PLANET........................................................[12]
BREACHES...........................................................[16]
MAGIC.................................................................[22]
THE REMNANTS TECHNOLOGY.............................[24]
WEAPONS...........................................................[26]
CHARONS AND ABOMINATIONS..........................[28]
DEIST FORCES.....................................................[31]
THE REMNANTS..................................................[32]
SURROUNDINGS.................................................[38]
PROFESSIONS OF THE WHITE AGE.......................[42]
GAME PRINCIPLES...............................................[44]
THE CONTRACT....................................................[48]
RULES.................................................................[52]
Attributes...........................................................[52]
Dice Rolls............................................................[53]
Competition & Cooperation.................................[53]
Basic Actions......................................................[54]
Damage..............................................................[55]
XP.......................................................................[58]
TRADES...............................................................[58]
DYNAMICS..........................................................[62]
POTENTIAL PREMISES.........................................[64]
PLAYBOOKS........................................................[68]
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CHRONICLES FROM BEYOND THE BREACH
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WORLDS BEYOND
THE INFERNAL BREACH
Worlds beyond the infernal breach is a game about wanderers who travel a
desolate planet, destroyed by the interests and whims of a few. You will adventure
in a world consumed by decadence and superstition, which has opened connections
to even more hostile worlds through portals called Breaches. This game takes place
on Planet Earth in the distant future, but you decide the exact point. This game is
about the miseries of this and other worlds. This is a story of violence and death, on
an eternal journey in search of an escape. Each main character, although they share
the suffering of existence on this planet, they are very different from each other.
While this world is hopeless, we do not know the fate of these characters and we
will find out during the game. Although nothing guarantees that they will end as you
wish. Their lives will be real because we are going to treat them as real, or at least
like something real-like.
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WARNING
This game is a work of fiction that addresses elements that may cause
discomfort to certain readers, such as: mental and physical suffering, death
and destruction, the subjugation of the masses, etc. These elements function
as a metaphor for broader or more ambiguous concepts and are not intended
to be a reliable representation of reality, as any fiction.
CREDITS
WORLDS BEYOND THE INFERNAL BREACH (v.2.0)
is a tabletop RPG made by Benjamín Aníbal Reyna -
August 2021 - Thanks: Martín Bravo, David Silva, Xavi
Xenón, Sile Sileno, José Ferrolo, Ana Laura Pulzoni.
This game condones the practice of the occult arts. Play with the supernatural
with responsibility.
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How do I control what happens?
You can alter, explore, and create elements in the fiction by describing and narrating.
Everything you narrate and describe is considered a Proposal. After making a
Proposal, it is the others’ turn to respond. Some may say “I like it” or “of course”, some
may say “better think of something else.” Either way, you can’t solve everything out as
you please. Sometimes, you will need to roll a die. Everything you say always needs
to make sense within context and tone.
The players
• You act and play a particular character. Each one has their own Playbook. Your
character acts within their capabilities, as long as nothing interrupts their free will.
You make decisions about your feelings, except when it is something involuntary
(like feeling pain when you are hurt or fear when you are threatened).
• You cannot control or make changes to someone else’s character unless this
person allows you to. Sometimes you can take control of another character
or make a Proposal, but always respecting the result of the dice and with the
permission of the others.
The Adjudicator
• You have another type of control over the scenes: you choose and describe the
moment, the setting and the events. You will have control over all the characters,
except the Main characters.
• Sometimes, you will act on behalf of a Main character when the result of a die
tells you to do so, such as when they act on reflex, act confused or are completely
compelled to do so (such as coughing when inhaling smoke or screaming in horror).
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SUMMARY [I DON’T WANT TO READ SO MUCH]
• This game takes place in a militarized post-apocalyptic future during a period
of survival called “The White Age”.
• You play as a character in this world, but a unique and outstanding one.
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THE FUTURE
In a few years in the future, in the place where you live, a time of prosperity will
come, guaranteed by the technological advance resulting from the exploitation of
the Stygian Channels.
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The Descent of the North
Frightened by the incipient technological development of the Southern Nations,
the first world countries consolidated a Confederation, with the sole purpose of
reducing the potential threat to the status quo. After the initial bombardment,
the first Breach was opened.
The Severing
Large private corporations took advantage to exploit new technologies and
use their new profits to manipulate the legislation with the purpose of cutting the
state’s regulations. Without any type of control, its exploitation projects ended up
causing irreparable damage. Shortly after, the first Breach opened.
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THE WHITE AGE
The White Age, our current Era, began with the weariness of Earth. The White Age is
a period of darkness, terror and ignorance, it is the return of superstition and naivety,
the resurgence of witches and shamans. This Age is characterized by the Breaches.
There are those who define the Breaches as windows to other worlds, others as
edges that cut the fabric of reality. The Breaches, which could be seen as an escape
gate from the horrors born from the Red Age, became the access point for new
threats. The Breaches create links between different worlds and different versions
of the same world, but are generally seen as a portal to Hell, Tartarus, Yahannam,
Yomi, Nilfheim or any other world of death and punishment. Until this day there has
not been known a Breach whose destination is a better world than Earth.
Their exact cause or origin is not entirely determined and is tackled by superstition.
Some blame the use of certain experimental weapons for annihilation, while others
blame the intervention of forces outside the planet. The spaces around the planet
that did not contain Stygian Channel Nodes became infertile. While plants did not
wither and animals did not die, they simply lost the ability to reproduce.
The different communities surviving the Red Age met in the Nodes to be able to
harvest and subsist. Throughout the White Age, the dismantling of governments
and the scarcity of resources were creating diverse peoples and closed groups,
distant from each other and weak before the renewed invasions of the Remnants.
Humanity subsists under ignorance, sacrifice and superstition, in the carrion and
scavenging of the relics of the Old World and The White Age.
OUR PLANET
The passing of the ages has changed our world.
NODES
The Nodes are points, marked by the constructions of the Old World, constructions
created even before the Golden Age. Depending on the Node, it can allow from
meters to kilometers of fertile fields. The Nodes create different “Patches”, spaces
where it is possible to live, but the distant nature of the Nodes, make the Patches
unrelated and disorganized. It is unverifiable, but the members of the Remnants
claim to have control over most of them. Each community has adapted to exploit
its particular resources and to develop its own laws. Each lone Node is assumed
to be a completely different reality, but impossible to verify. The Nodes completely
controlled by The Remnants, they have their senior members of the hierarchy at the
center, while the rest live as deprived in a suburb-like lands.
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BEYOND THE NODES
The lands beyond the reach of the Nodes’ power are lands frozen at night and
burning during the day. They are gray deserts, characterized by unattended ruins
and ghoulish remains. These places are not only terrible because of the weather
factors, but also because the fact of staying in them is spiritually devastating. These
places are desolate fields, icons of the worst of humanity and impossible-to-heal
scars. Although there is no specific term to refer to these places, they are usually
indicated as that outside the Nodes. Among the rubble of these inhospitable lands,
there are medicines, food rations, weapons, equipment, ammunition, fuel, etc. Many
take risks to obtain supplies when it is extremely necessary, but for those who are
not properly prepared, it is a death sentence. For those who break the rules, an
execution can be a much more merciful act than exile outside the Node.
Chemical contamination
Outside the Nodes the water is poisonous, there are regular acid rains and the
winds push toxic particles.
Eternal winter
Outside the Nodes, temperatures reach very low degrees, especially at night.
Every body of water is frozen and snow storms are common.
Burning desert
Outside the Nodes, temperatures reach very high degrees, especially during
the day. The bodies of water are evaporated and the surface of the world is
charred or melted.
Petrification
Outside of the Nodes, everything is covered by a layer of mineral that grows
without end. It is very rigid and when it breaks, it destroys what it covers, turning
it into small sharp fragments. Much of the territory is broken, exposing huge
chasms.
Volcanic desert
Outside the Nodes, there are rivers of lava and black clouds of smoke.
Mountains and plateaus have become volcanoes and fields and cities are covered
in ash.
Darkness
Outside the Nodes, black clouds cover the sun, subduing the world into
a permanent night. In the dark, strange things happen, strange sounds,
disappearances, objects move by themselves.
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BREACHES
Breaches manifest as strange thresholds that shorten distances or allow connection
between different worlds, planes, planets, times, dreams and minds. All of them
hostile and dangerous, like hell. The Breaches can be seen as the destruction of the
world, but others see them as a process that will inevitably lead to the unification of
everything: the juxtaposition of each place of existence, creating a true one universe.
NIGHTMARISH MINDS
Sometimes the Breaches can lead the dream universes of intelligent beings,
dreamlike planes or mind palaces. These places are usually plagued with
nightmares that live in places of abstract geometry.
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BREACH TYPE
All Breaches emit a chthonic pulse that can be picked up as an anomaly by Charons or
by specialized devices. This pulse is noticeable when it opens, maintains a repeated
pulsation as long as it remains open, and finally disappears when the Breach closes.
Roll a die to randomly define the type of Breach that appears.
WEAK THRESHOLD
It closes little by little, it is difficult to perceive that there is beyond it. If not
entered soon, it will be closed. Getting caught on the threshold of a closing
Breach annihilate, cutting the poor victim in two. Reopening this portal is a long
and arduous process.
RAVENOUS THRESHOLD
Push everything close to you with extreme force. Not being absorbed requires
great effort or an effective plan. Being absorbed is dangerous: can cause nausea,
disorientation and, likely, the landing involves some physical trauma.
EXPANSIVE THRESHOLD
The Breach grows, slowly. It starts small, but can reach immeasurable size.
It is explosive and vibrant. Some say that in the future it may consume a planet.
There are also theories that say that the cosmos is full of Breaches of this type
and that they will eventually consume and destroy the universe.
STABLE THRESHOLD
The Breach maintains a precise and constant size. Its frame is geometric and
well defined, like a door or window. Some shapes can be clearly glimpsed through
the Breach.
PLACE OF POWER
The Breach is not presented as a suspended threshold, but is a transition zone.
Its precise boundaries cannot be seen, but it can expand three-dimensionally in a
room or emanate like the aura of an object. Staying in this room or having contact
with the object teleports those who do it to another place.
UNSTABLE THRESHOLD
After being crossed, left unsupervised or after being altered in some way, it
transforms into a new type of Breach. Roll a new die. It becomes that kind of
Breach. If this result comes out again, the Breach closes abruptly.
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ORIGIN OF THE BREACH
Roll a dice to randomly define where this particular Breach originated from.
THE REMNANTS
Scientists from The Remnants (or some other Authority depending on the
context), have managed to open a Breach with an experimental device. Possibly
its purposes are to expand, conquer or plunder other worlds.
ALIEN CIVILIZATION
It was opened by incredibly advanced alien technology. Its purpose depends
entirely on civilization, but this is generally not good news. They may be looking
for something lost, looking to exploit some important resource or simply carry
out an invasion and conquest of the planet.
SPONTANEOUS
It was opened by a principle of statistics, causality and probability. Just
as sometimes a forest catches fire from a dry branch, a storm breaks out
unexpectedly or a meteorite falls on the face of a planet, some Breach opens.
DEIST FORCE
The Breach is opened by the will and power of a transcendental being, which
can exist in an unattainable or incomprehensible plane of existence.
WAYWARD HANDLING
The Breach was opened by an minor being capable of opening Breaches, such
as a Dragon or a Witch.
COLLATERAL
The Breach is opened by accident, by the stimulation of the Stygian channels.
It can be the result of the explosion of a nuclear bomb, the collision between two
energy beams or the explosion of a particle accelerator.
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MAGIC
Those strange things that happen in this world have two explanations:
• This is an Age of Magic: yes, magic exists. There are demons, unicorns, and wizards.
The incomprehensible forces of this universe come from gods and the spirits of
animate and inanimate beings. There is life, just as there is something after death.
People can go to hell or heaven, or leave a ghost behind. Words have power, there
may be enchanted books and scrolls with cosmic secrets. This is a world where
magic exists in an integration with technology. The power of the Stygian channels
is magic in its purest form, coming from the spirit of our planet, which is angered by
our un-noble behavior. Believing in magic makes you feel virtuous and open-minded.
• This is an Age of ignorance and superstition: magic is a pretext for the weak and
stupid. It is true that there are incomprehensible forces, but they are linked under
a scientific logic that goes beyond our discoveries. There are predators from other
dimensions, creatures similar to our myths, and people who can expand their Charon
abilities to a new level. Life is only a biological state, although there may be chthonic
residues that are mistaken for ghosts or extra-dimensional entities that keep copies
of the consciousnesses of intelligent beings. The power of The Stygian channels is
an invisible cosmic force, just like radiation. The Planet underwent various changes
due to the unethical exploitation of its resources, and now we must deal with the
consequences of the greed of the elite. There are no gods, no deities, only beings of
such immense power and so detached from our three-dimensional perception of
the world that we see them as something fascinating. You must live in this world
knowing the limits of your mind, in a constant state of criticism.
For example...
That magic exists and magic is superstition is the difference between:
• Slay a unicorn and drink its blood to gain the gift of immortality versus kill a horse
Abomination to use the catalytic properties of its blood to enhance your healing factor.
• Pray to an Elder god and obtain their favors versus cut a deal with a Deist force.
• Die and go to hell versus your biological functions stop, a parallel dimension makes
a copy of your mind and rebuilds your body in the empire of a hostile civilization to
use you as a slave.
• Seeing a ghost versus meeting the chthonic echo of a thinking entity that still
reverberates in this three-dimensional space.
• Confronting a werewolf versus having a fight against a super-soldier
genetically enhanced with canis lupus cells, whose creation has left it allergic
to silver.
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REMNANT TECH
Most of the technology found on our planet is the product of The Remnants. Almost
everything produced during the Golden Age has been consumed, lost, or claimed
by The Remnants. The Nodes’ communities are too busy surviving to make new
finds and discoveries. Making an advance to a new technological level can get
the attention of The Remnants. They will not stop you, but most likely you will be
offered supplies or another exchange for something valuable to halt your work. If
that doesn’t work, they will offer you a place among their scientists.
And if none of that works, they will
pay someone to get you out the map.
The Remnants are fascinated
by Chthonic technology,
its rapid development and
potential for destruction,
but they do not close their
eyes to the possibility
of studying and claiming
the technology of beings
beyond the Breaches.
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TECHNOLOGICAL DETAILS
These features can be found on most war vehicles, automata, enhanced soldiers
and facilities manufactured by The Remnants:
• Computers: far from the level of elegance and presentation of their Golden
Age counterparts, computers exist only to perform practical tasks. Its use for
entertainment or artistic purposes is very rare. Computers automate certain tasks,
such as tracking, intrusion detection, combat data calculation, radar management,
communication systems, fire system assistance.
• Adaptability: the surroundings of the planet during the White Age are extremely
dangerous and it is important that they can function under any conditions. Almost
all technology is submersible, armored, and pressurizable. In the case of a facility,
its life support ensures toxin filtration systems, internal temperature control and
lead shielding against radiation.
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WEAPONS
During the Red Age wars, a large number of arms industries
were created, making the production of weapons, vehicles and
ammunition much more common than the production of food.
The world of the White Age is a place where bullets are more
common than fertile seeds. It is not unusual to dig a well in the
ruins and find boxes of ammunition in perfect condition. Children
often ask soldiers for bullets to complete their collections. Some
artisans use bullets as materials for effigies or monuments.
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CHARONS & ABOMINATIONS
The constant radiation of Chthonic Waves and the chemical alteration of food over
time has affected the survivors of this world. Controlled chthonic waves can favor
the development of biological organisms, but receiving erratic or massive pulsations
has other effects. A large percentage die from the formation of cancerous masses
of immense size, while another small percentage have their genes altered until
they become Abominations (as is the case of the legendary Dragon). And, in a much
lesser number, there are those who become “Charons”. The Charons are individuals
who possess the ability to mentally link to the Stygian Channels and to absorb or
control the Chthonic Waves through cthonic pulses. It is very strange that there are
two Abominations or Charons with the same characteristics.
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DEIST FORCES
Deist Forces are entities of great power whose scale is impossible to
measure. They are beings that appear to be bonded to the Stygian
Channels and, as if they were Charons, they can change the flow
of the Chthonic Waves. Within our planet and in worlds beyond
the Breaches, these incomprehensible and immeasurable beings
are considered Elder Gods and revered as such. While sages and
scientists seek to rationalize the influence of these beings, there
is much that still remains in theory. There are those who speak of
titans with biological bodies the size of galaxies, others who speak of
conscious anomalous forces stripped of a material body, while others
consider that our universe is part of their bodies.
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THE REMNANTS
What were once the great economic powers, the social elite, the great
private corporate conglomerates and the high religious hierarchies, are
now known as The Remnants. The meaning of their name changes
depending on the perspective of the person who calls them. While the
members of The Remnants refer to themselves as what embodies the
immortal virtues of the Golden Age, others consider that they are only
what the Old World has managed to survive or what keeps the horrors
of the Red Age alive.
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DEPENDENCE
Living under the yoke of The Remnants has its advantages, but these perks are just
really basic needs. It is true that The Remnants defend the Nodes from invading forces
and distributes medicines and technology that would not otherwise be accessible,
but at a very high price. The Remnants need to have a presence necessary to be
accepted by the communities. They have built a system where they have become
an essential piece. When communities try to independence themselves, they will
use tactics to coerce them into keeping the bonds. They can cut supply routes to
increase the rate of deaths caused by disease and hunger. They can open their
barriers to allow looters and wild animals to enter. And they can cause discomfort
by turning off some machines that guarantee lighting, heat or radio communication.
When The Remnants are detached from the land they exploit, they want to take a
piece with them. But they cannot afford a grudge, if they are called back, they will
soon reinstall themselves and leave the Node in better condition.
EXPANSION
The Remnants intend to take control of all the Nodes on the planet, moving vehicles
and building operational facilities, but that does not restrict them to this world. The
Breaches show great potential for conquest. War or the threat of an alien invasion is
usually enough to gain the support of the Nodes. After all, a slave motivated by the
idea of a greater good is preferable to one dissected by hopelessness. A common
methodology of The Remnants is to send and build a civil colony into foreign
territory, promising a better future for the colonists. When tensions rise, the colony
can serve as a sacrifice to justify the declaration of war or act as a possible secret
military base.
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MILITARISM
The Remnants believe that while methods should be kept as subtle as possible
to avoid a negative response, vulgar displays of power are also important. The
Remnants understand the appearance of Breaches as the existence of infinite
resources. The only way to obtain them is through the use of force. This leads to the
construction of vehicles, weapons and fortresses for war. But militarism is not just
something of industrial production, it manifests itself in culture. The members of
The Remnants always carry weapons, armor and ammunition with the intention of
normalizing the perception of the inhabitants of the Nodes. Although unnecessary,
regular marches or patrols are conducted by war vehicles and armed soldiers. The
purpose of these acts is to the accustoming of the masses and a constant sense of
terror for any potential rebel. The inhabitants of the Nodes generally cannot carry
weapons. The Remnants established the idea that this can lead to an increase in
crime and that the Node communities are not responsible enough to use them. The
violence that could have been an emancipatory tool is now a privilege of a few.
CONFORMISM
The real and biggest problem is that the Node communities are happy. But their
happiness is the product of the fear of survival and the normalization of their
reality. Conformity is generated through small battles lost on purpose: from time
to time, The Remnants will accept some complaints and demands from the Node
communities. They will increase food rations, reduce the burden of working hours
or allow the color change of a sector. They will split rights and deliver a part. This
is done in order to grant a sensation of victory, to make people feel that they are
living in a time of progress. These small “battles won” prevent Nodes from starting
protests and armed rebellions, which is what The Remnants really fears. On certain
dates, The Remnants will organize festivals and celebrations to reduce tension and
maintain a facade of openness and community concern.
COMPLETE ADMINISTRATION
The Remnants have a large network of vehicles capable of moving into the territories
between the Nodes. Under the presentation of an effective management plan,
they take taxes on food, fuel and building materials, and on certain opportunities,
even people. These resources are distributed among the highest hierarchy of The
Remnants and the surplus is distributed among the Nodes that may be more useful
in the future. Communities on a Node can be reformed into mining camps or war
machine building industries. Some Nodes can be cleaned entirely for the building of
a recreation center for some important members of The Remnants.
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EXODUS
One of the ever-present plans of The Remnants is to leave the planet. With the
emergence of the Breaches, there is the possibility of finding a new world to settle
in. For this reason, much of the technology of The Remnants is powerful, but it
consumes a large amount of resources and destroys the planet little by little. The
problem with this plan is that the Earth seems to be the target of constant invasions
of planets and worlds, with even more advanced technology, but with worse living
conditions, signaling that maybe, other worlds are worst than this. Many in the Node
communities hope to show off enough to be selected as participants for a potential
exodus to a much more peaceful world. The truth is that it is most likely that only
those in the highest hierarchical spheres have priority.
IDENTITY REMOVAL
The idea of The Remnants is to generate a false sense of freedom, the possibility
of belonging to a chosen culture, abandoning ties and responsibilities. This arises
from the contempt and re-signification of local cultures. The Remnants can build
spaces with food and shelter, but inside it, is prohibited to wear any type of flag,
representative colors or religious amulets. The Remnants can present machinery
with instructions written in its own language, to force the inhabitants of the Nodes
to learn it. The Remnants can register the inhabitants of the Nodes with a new name
selected from an enabled list. They can modify or color Old World monuments, or
simply demolish them under the pretext of building a new facility.
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OPINIONS ABOUT THE REMNANTS
If you want to randomly determine the opinion of a character, community or entity
about The Remnants, roll a die.
IMMORTAL MONSTERS
“We can’t do anything against it. We can be terribly punished and we must learn
to live where we are. It’s not so bad if you follow their rules and you’re lucky.”
TYRANNICAL VESTIGES
“It must fall. Maybe I can’t do it on my own. But their atrocities must stop. We
cannot continue to tolerate this abuse. Their higher echelons are downright evil and
have unfortunately corrupted the minds of the communities and their own lackeys.”
OPPORTUNISTIC SURVIVORS
“They are cruel and only interested in their own preservation, but who is not? If I
were in the same position I would do exactly the same as them. If I must join them to
survive, I will. But if someone offers me something better, I’ll take it.”
DISTANT
“I have never had very close contact with it. I understand that they run some
places, but I don’t know if they would be worse or better without them. I can live my
life without thinking about it.”
AMBIGUOUS ECHOES
“This is a gray world. While they have done many terrible things, it is necessary
for a balance. If I could have a greater participation in the activities of The Remnants, I
would. It is possible to change it, to give it another purpose, but it is a job that must be
done from within. Maybe I have to get my hands dirty to do it.”
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SURROUNDINGS
THE WORLD THAT SURROUNDS YOU
Optionally, you can roll some dice to randomly define certain characteristics of the
world. Work out the details with the whole group.
NODE ROLE
Roll a die to define how this Node survives the desolate world of the White Age. This
shows what the main function of the Node is, not the only one.
TEST SITE
This Node has a relatively large population, but it is particularly isolated
from the rest of the world. The community is diverse and wide, for which The
Remnants (or some other Authority) take the opportunity to carry out some
tests in this place. They can be used to experiment with some new medicines,
new technological implants, the effects of the forces of the Stygian channels and
radiation. Life is expendable and people is treated like livestock, although living
beings here remain a resource that cannot be “destroyed” and must be maintained
with food and shelter. When the community stops being profitable, that is when
the tests of weapons of mass destruction on the population begin.
FOOD PRODUCTION
This Node has large fields of food production, particularly for the sowing
harvest or mushroom harvesting. In very rare cases, livestock. In addition, the
products often end up being used for the production of alcohol, medicines and
other more elaborate products. This place is more self-sustaining than others.
EXCAVATION SITE
While this Node is perfectly capable of producing food, it is located in a place
where resources can be found underground. It may be a mining site, a ruin with
great treasures from bygone Ages, or simply a quarry for building materials.
When this place has been emptied, it will no longer be of use to the Authorities.
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MILITARY POST
This place works as a strategic point for battle. They can be near a dangerous
Breach or function as a communication hub between more important Nodes. For
the most part, there are soldiers. The few civilians that are in this place, perform
tasks of cleaning, entertainment or anything else that the soldiers do not want
to do.
INDUSTRY
This place receives resources from other Nodes and produces items made
through large industrial facilities. Most commonly, vehicles, weapons and
ammunition are produced. Although there is also a possibility of producing
medicines, imperishable food, computers or whatever the Authorities need.
VICE
Here you can find contraband, sex, drugs, gambling and other activities, which
although not strictly illegal, can generate disputes and chaos. Many risk dying to
reach this place and the Authority uses it as a recreation space.
NAME EXAMPLES
Mark or cross out the ones you have already used. They can be used for both side
characters and protagonists:
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AUTHORITIES
Roll a die to define who keeps this place in order, or at least subdued.
ABANDONED
For some reason or another, this place no longer has an Authority. There may
be some lesser leaders trying to organize this place, but none strong enough. It
does not necessarily imply that the place is in chaos, but disputes are common.
SECRET COMMUNITY
It is not entirely clear who runs this place. At least there are no visible
faces. There are assumptions and theories about some particularly influential
individuals, but nothing is clear.
INDEPENDENT LEADER
The presence of The Remnants exists, but this place is led by an independent
leader of the community. It can be someone very wise, very strong, or someone
considered a deity. This person reflects the interests and weaknesses of their
own community.
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PROBLEMS
In this world, there are always food shortages, looters, radiation, extreme climates,
and hostile creatures that come from the other side of the Breaches. But, there may
be one Problem that particularly stands out among others. Roll a die to see what
particularly affects this part of the world. You can use this roll to define not only what
happens inside a Node, but problems that can affect areas beyond the Breaches.
WILD FAUNA
It can be beings that come from another world or creatures from this world
that have been mutated or have adapted to new changes. They can even be
creatures re-emerged as undead. They are fierce, seek to feed on living beings
and can have a behavior closer to predators or parasites.
INVADING ARMY
It may be an army that crossed a Breach or looters and bandits surviving
outside the Nodes by attacking resource-rich communities.
ENERGY
It can be either a negative fluctuation of the forces of the Stygian channels,
the same radiation produced by the bombs of the Red Age or some kind of new
energy, coming from a world beyond the Breach. This can have immediate effects,
such as the potential destruction of a Node, or slow effects, such as the gradual
corruption and the alteration of life.
PLAGUE
It is a parasitic life form that comes from beyond a Breach or from a life form
that has adapted to this new world. It can even be something artificial, like a cloud
of nano-machines, or something microscopic like a meat-eating virus. It cannot
be fought through the traditional sense and it is time to think about medicine,
quarantine and fire.
DESOLATION
This world is sad, miserable and does not deserve to be lived. People abandon
their duties, responsibilities and wishes. Death is claiming lives by inaction. Living
is a constant agony.
INHERENT FAILURE
This world will be destroyed and it is cracking little by little. It can involve
alterations to nature such as ash clouds, a new ice age, the scorching rise in
temperature, huge earthquakes and the potential volatility of the planet’s core.
This can also add cosmic forces, like a meteor approaching the planet.
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PROFESSIONS OF THE WHITE ERA
You can find characters that fulfill these tasks in almost any Node. At least one
of them exists per Node, although they can have different names, depending
on the degree of isolation that each Node has.
BUTCHER
In the Old World, specialization was vital to achieving a good performance in
a trade, especially if it was to save someone’s life. In the White Age, the virtue
that is appreciated is adaptation. A Butcher is a character who is dedicated
to saving lives and keep everything and everybeing in good conditions. That
implies that the Butcher is part engineer, part medic and part veterinarian.
The Butchers are in charge of repairing machines, healing people and caring
for any creature that comes from beyond the Breaches, if they have the right
equipment, of course. The Butchers can be angels willing to save humanity
or monsters that only see people as sets of parts.
BEHEADER
There is a profession that will never disappear from the world. Performed
only by those who have no scruples in handling violence as a tool. A Beheader
is not a soldier or a mere thug. The Beheader is a mercenary specialized in
killing anything. They are usually employed by people who don’t want to
get their hands dirty. A good Beheader always fully dedicates herself to the
work, even with her body, making the necessary modifications to become
even more efficient.
OPERATOR
The job of an Operator is to have contacts and establish connections between
people, always being in the middle. An Operator is in charge of carrying out
tricks and smuggling, is in charge of finding jobs for people and looking for
good employees for those who need them.
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MARKER
A Marker is someone who lives on the border of the Node or even in extreme
cases, outside of it. They are in charge of guiding people, conducting terrain
reconnaissance, and looting the ruins of the Old World. Due to their profession
and the risks it entails, they are generally lonely or distant figures from the
rest of the community. If there are two Nodes relatively close together, a
Marker can take care, at a price, to transport something important discreetly
on foot or in its vehicle or specialized mount.
WARDEN
Wardens are people who, rarely out of financial interest, collect Old World
technology, but not just that of practical utility. In fact, they focus on what
must be preserved: clothing, recordings, works of art, family memories, etc.
On the one hand this can be to preserve the vestiges of the Old World or it
can serve to rebuild the Golden Age through its culture. It is very rare that a
Warden earns something for her efforts, although some may have a side job
or sell some repeated items to The Remnants.
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GAME PRINCIPLES
Collaborative Fiction & Consensus
To play Worlds beyond the infernal breach you need to fill The Contract. This
Contract will serve to outline in general aspects what type of experience you will
play. Even so, it is impossible for The Contract to define every detail and it is possible
that some situations arise where they will have to adjust the agreements as mature
people. In addition to that, they must agree on other things, the place and date to
meet to play. To achieve this, you must have honesty and sincerity, be open with
what you think, as well as be expected to pay attention to others. Everyone has their
freedoms and permissions, but they should not be abused. Everything you say is
always Proposals (even if it is not specified). You always make Proposals and let the
rest accept, reject or make another Proposal. Sometimes you will need to debate, like
mature people do. You need to pay attention to what the rest of the group says, why
they say it, and what they feel. Because they are the characters, but also, they are
not. Sometimes you will find that not everyone in the group is looking for the same
experience and the game will have to stop. Someone might wish to leave. The rules
serve to maintain a consensus, so they cannot be changed on a whim. If the rules are
to be ignored or changed, let it be by the complete decision of the group, taking into
account the impact they may have.
Role-playing
When you describe how the characters act, you do so for two reasons:
• To bring interesting and entertaining moments.
• Because they act following the coherence of the situation.
If you don’t meet either of those two guidelines, maybe you should reconsider your
decisions. When you describe, you will describe what your character is trying to do
based on what is happening around them and what the character is like. You can
do it as an actress or as a storyteller. To see the consequences of the character’s
actions, whether they fail or succeed, you need to roll the dice. You have many tools
to think about how to play a character but focus on what gives you XP. The XP shows
you how faithful you are being to the concept of Playbook. When playing a character
you have to think not only about what you know and think (as a participant), but also
about what that character knows and what they perceive from the world.
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Preparatives
To play this game, you need to know the rules. If you don’t know them, you will have
to depend on others. Knowing the rules allows you act better and understand the
actions of others, in addition to lightening the burden on those who play with you.
You should also know the characters, at least the Main characters. It is convenient
that you take notes and read them whenever you have the opportunity. You can
never prepare everything too far in advance, as the story is most likely not even
remotely close to how you imagined it to be.
Objectives
Although The Adjudicator can place challenges, dangers and obstacles, they never
tells you where to go. Each player directs their character. The players must set
their ambitions and goals, they are the ones who must set their own objectives.
To fulfill your ambitions, you must also have a plan. This defines what you want to
play and how you want to play it. Whether the objectives are too easy or impossible
is a consequence of the decisions of each Player, affected only by the problems
introduced by The Adjudicator. Each player must present their plans in a concrete
way as tools for The Adjudicator to be able to develop their story. The Adjudicator
only places a few spins to make things more interesting. When you have already
achieved your goal, you can change the Playbook, look for another goal or request
a new event from The Adjudicator that makes you have to search for a new goal.
Surprise
You can have an idea of what is going to happen, but you will never be sure. You don’t
know how this story will end. The Adjudicator can certain elements in certain scenes
to cause certain effects, but that does not tell you how they will turn out, since the
other participants can always intervene in the story with unforeseen decisions or
simply with the random result of their dice rolls. Things will change, you won’t know
exactly when or how. You can feel happy, sad, scared, angry, or something else. If
you don’t like these emotions, you can say so and stop playing for a while or stop
playing altogether. You have no obligation to continue playing like this. Others are
having an experience with you. Everything you do will affect them. The best thing
you can do is play in a way that enhances the experience and that the whole group
enjoys (and “enjoying” does not mean “being happy all the time”).
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Our history
There is no such thing as “my story.”
Everything you do is part of an ecosystem
where everyone contributes something.
This does not mean that everyone who has
the story is divided into segments, but that
everything belongs to the same dynamic
network. Someone may have the spotlight
on stage for a while but nobody has a priority.
If you have problems with what is happening,
you can talk about it with others.
Distance
What happens in the game is a fiction, it is not
real, but even so, all fiction can emotionally
affect those who participate in it, be it actively
or passively. The group is expected to take
fiction seriously enough to make it feel real,
but not seriously enough to hurt the people
you play with.
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THE CONTRACT
When you play this game, you play it without knowing what is going to happen and
what results will be obtained. You play with the expectation of surprise. But there are
some details that you must define before starting. Although each person has their
own particular style, there are some characteristics that all the group participants
can agree on to build cohesion.
Setting
By default, this game starts in the White Age, with the recent rise of the Breaches
to other worlds. Now, this setting is just a common line that everyone shares. Each
Main character makes decisions about the world based on what corresponds to
their character. For example, the Iron Maiden can explain the entire history of her
armor, what wars it has been in and how they ended. On the other hand, the Faustus
can explain how the laboratories and experimentations of The Remnants work, as
well as what the life of a soldier involves. Anyone should ask questions that deepen
aspects of the world. You should try to reach a common ground and not contradict,
retcon or resignify what others have established. This is for maintaining order and
cohesion, unless the group designates otherwise. For example, you can play in
another Era or you can rethink what The Remnants are. Then choose an option:
S Deism: magic is superstition. Things that seem “magical” can happen, but in this
world everything has a scientific explanation.
S Theism: magic exists, just like in fantasy, albeit a little more sinister.
Style
This world is dark, harsh, pessimistic, melancholic, alienating, and cynical. Choose
an option.
S Subtle: you cannot deny the violence of this world, but you can mitigate how it
presents itself. Avoid getting too sinister with descriptions.
S Crude: situations can become explicitly violent, bloody and sexual. The world is
horrible and inherently unpleasant and straightforward.
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Themes
This game is to talk about reality through fiction. These are the Themes that this
game explores, they are the central elements that will be seen in fiction. You can focus
on one or several. When defining a Theme, everyone is expected to develop it in each
established scene. Some groups may find some of the Themes too controversial for
the group and may want to avoid a dispute or confrontation. Choose Themes with
that in mind. These are some main Themes:
S False freedom: you are in this place for decisions that you never made and each
perk of your life is the effect of those who have more power than you.
S The Violence: it is the tool of the human being, it is the definitive end of any
dispute. It is painful, but it may be the only way to break free from your chains.
There are times when you can solve your problems peacefully, but not everyone
is ready for it.
S The ephemeral aspect of humanity: not only do people die abruptly, they are
also altered. Their lost parts are replaced with machinery and their bodies are
transformed by disease and mutations.
S Hope: there are unavoidable sacrifices and things that are impossible to recover.
But what keeps you alive is the possibility of a different world. Maybe you will
never reach it, but you have the possibility to open the way for others. Even so, you
must be careful not to fall into the easy ways out, such as the belief that everything
will work itself out or that something better will come after death.
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RULES
ATTRIBUTES
Attributes define the abilities of the Main characters. Although there is a general
definition of the use of Attributes, each Main character can have a particular use for
them.
PSI
The PSI is your mind, both in cognitive matters and in your extrasensory abilities.
PSI is usually used when you have to use your head to solve a problem.
POWER
The POWER is the ability to bend the world at your feet. It can mean both your
physical stamina and your brute strength. POWER is usually used to subjugate
your opponents and not get hurt in the attempt.
STYLE
The STYLE represents how awesome you are. It involves both your physical
prowess and your presence. STYLE is usually used to manipulate, attract, lead and
generally be subtle or discreet.
The world is trash and the survivors are weak and subjugated or strong and free.
In the rubble of this world you must use your skills.
• An Attribute with a value of (0) means that you simply lack those abilities, it
is a mystery how you have managed to survive to this point.
• An Attribute of (1) to (3) implies that you are weak, others can take
advantage of you and generally everything you do will have a great sacrifice.
• From (4+), an Attribute becomes reliable and you can get into danger with
less concerns.
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DICE ROLLS
Usually when you must roll the dice, you will be assigned an Attribute, although it can
sometimes depend on the situation. Once you have been assigned an Attribute, you
must roll a number of six-sided dice equal to the value of the designated Attribute.
Typically, every Action you perform has options to take. These options determine
the outcome of the scene. For each Hit, you can take an option and The Adjudicator
must take them into account to describe the scene.
The Actions aren’t “good” or “bad” due to the number of Hits obtained, but rather
that they are stipulated in a different way. If you decided to use your Hits to destroy
your opponents, but not to protect yourself, it means that you can eliminate your
enemies but getting hurt in the process. Although, obviously, the more Hits you get
and the more options you can take, the less problems there will be. In general, two
Hits is enough to get out of danger well enough, if you choose your options well.
You have no obligation to spend or invest the Hits obtained in a dice roll, but
those that you do not spend at the moment cannot be kept.
You only roll dice when faced with notable danger. Breaking the nose of a wimp
who points their old rickety gun at you shouldn’t involve a roll.
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BASIC ACTIONS
Each character has Special Actions described in their own Playbook. Those Actions
are better than Basic Actions, and in fact, you should try to use them more than
others. Those Special Actions show you how you should play that character. I mean,
why would you want to sneak around while being able to open a wall with your particle
beam? But, if for some reason it is not enough, use the Basic Actions:
SOLVE A PROBLEM
When you have to face a complication where there is a danger, you must propose
a solution and describe what you will do. If it requires a vulgar display of force,
your designated Attribute is POWER. If it requires an stylish prowess, then your
designated Attribute is STYLE. If it requires using your head, then your designated
Attribute is PSI. Then roll a number of dice equal to your designated Attribute.
Choose an option per Hit obtained:
• You can barely solve this problem.
• You mitigate potential retaliation to a minimum.
• Doesn’t wear you out or consume your supplies.
NO HITS: if you take an Action and get no Hits, then it becomes the worst case
scenario.
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DAMAGE & ANNIHILATION
When a character is injured or exposed to something that could potentially cause his
death, it is considered as taking damage. There is also the possibility of annihilation.
• On the other hand, there is annihilation. In the White Age, extremely powerful
enemies arise that cannot be destroyed by standard weapons, for this there is
annihilation. Annihilation weapons can destroy armored vehicles, giant beasts,
mega-armored opponents, etc. High-powered weapons such as rocket launchers,
particle beam cannons, radioactive bombs, and heavy-caliber machine guns,
annihilate. It is never discreet or precise.
EFFECTS OF DAMAGE
Use this table when a Protagonist character takes damage other than being
annihilated. Roll a single die. Its effects last until you take a good rest. If the Attribute
conditioned a points reserve (such as Energy), this reserve has its maximum reduced.
This presents as nausea, pain, minor bleeding, bruising, etc. Its effects can stack,
but are simultaneously undone. Damage that is not annihilating, is intended in the
game to be an impediment or annoyance rather than something to permanently
incapacitate characters. It can be mitigated by Body Protection (which almost all
characters have).
[PSI-2]
[POWER-2]
[STYLE-2]
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EFFECTS OF MASSIVE DAMAGE
Use this table when a Main character or a very important antagonist takes massive
damage. The rest of the characters simply die when they are annihilated (explode
into pieces, are reduced to ashes, etc.). Details are defined at The Adjudicator’s
discretion.
DEFENSELESS
Destroys or sever the limbs necessary to use the weapon they were carrying
or to defend themselves. For example, if someone was carrying a revolver, they
may lose their shooting arm. If someone was using a console to fire missiles, they
may go blind.
IMMOBILIZED
Destroys or sever the limbs needed to be able to move. Usually this means
that he loses one or both of the legs, but it can also involve something like losing
the wings or tentacles depending on this character’s locomotion system.
AGONY
Causes serious injury to internal organs (or components). It does not kill, but
leaves them to a point where the person will not be able to survive for long. You
will have to receive a corresponding treatment to survive.
UNCONSCIOUSNESS
Seriously injures the head. While the character does not die, they falls
unconscious and completely vulnerable. They can only wake up if they is revived
or after everything is over. Upon awakening, they suffers for a time from nausea,
headache and has blurred memories of the events.
DEATH
Destroys or severs off what is necessary to live. It can involve being beheaded,
being impaled on the heart, being completely disintegrated, etc. Anyway, it means
death.
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BODY PROTECTION
Almost all characters start out with armor or something that can provide protection.
Your Body Protection allows you to nullify annihilation. When you are going to be
annihilated, you can sacrifice your Body Protection to avoid death and mitigate it
to the minimum possible: The bullet impacts turn into bruises, the explosions only
leave you a little stunned and the cut of the claws become small scratches. Your
Body Protection guarantees you protection against annihilation only once, then it
must be replaced. You can only wear one Body Protection at a time, unless you can
get a shield or some cover (but these other options are uncomfortable). In addition,
the Body Protection is usuallytailor made, if you want to buy one, reliable, you will
have to steal it or exchange it for something valuable.
PROSTHESIS
In a dangerous world, where everything can kill or maim you and technology exists
just to survive, prosthetics are not uncommon. It is very strange to see an old man
without at least one prosthesis or scar. They exist in large quantities, made to
measure, but still not cheap. To acquire and install one made specifically for your
body, you must deliver something valuable to a Butcher. Even if your Butcher owes
you a favor or wants to help you out of gratitude, materials are still hard to come
by. You must deliver something valuable to restore your body. Always have a small
emergency stash in stock so you don’t have to go loot a bandit camp or make a deal
with The Remnants.
Usually taking damage just means that you can dropped something of
importance, that you are momentarily stunned, that you can be captured, that
you cannot move for a while, or that you must seek medical attention before
it gets worst (and you die).
Annihilation is something that can remove Main characters entirely from the
story and force them to build another character. It should not be taken lightly.
While the Main characters have tools that can mitigate these effects. They
should think twice before getting in the path of a missile or launching yourself
amidst a troop of armed soldiers.
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XP
PX stands for “experience points”. These are points that you acquire for different
actions, which mark the growth of your character.
• You earn 1XP each time you roll the dice to use one of your Special Actions (those
found only in your Character Playbook).
• You can earn 1XP by meeting certain specific conditions in your Playbook that
get you in trouble. Also, if you get other main characters in trouble, you get them
to earn XP too!
Keep in mind that not in all cases acquiring XP is a positive thing. The Faustus
character weakens each time they gain XP, eventually resulting in death.
TRADES
In this world, money as we know it has lost its value. To trade, you will need something
valuable. This depends entirely on the context of the Node, but there are things that
are no longer worth anything. Usually something valuable can be exchanged for
something valuable. Note that:
• A good Survival Kit is usually vital and something valuable. Includes things you
need for any trip like a gas mask, binoculars, a canteen, a survival knife, a cloak, a
Geiger counter, an emergency kit and a dynamo flashlight.
• Ammo and weapons can be found everywhere, but war vehicles, some very
remarkable massive damage weapons and boxes of very special ammunition, can
still be something valuable.
• Within a Node, food can be worth very little if it is rationed carefully enough not
to cause hunger. That is why only large quantities of food or food prepared as
provisions for soldiers can be something valuable.
• In the face of illness and shortage of remedies, medical supplies can be something
valuable.
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• Some things with no practical or functional value, can come to be considered as
something valuable by characters who have some form of affection for it.
• Something that can serve, close to money are the credits in ballot format that The
Remnants can provide to be exchanged in authorized stands for food, medicine,
services or permits. Depending on who needs it and how much they need it, it can
be a something valuable.
• Body protection such as armor or hazmat suits are something valuable as long as
they are in good condition.
• Your own place, a small space, but more or less covered from the cold and wild
animals, is something valuable. While The Remnants may charge you a rent or give
you a shelter in exchange for work, it is not the same as having a home. If you
want a home, it is not about investing something valuable to buy a piece of land but
rather investing something valuable to prepare a place that you have found with
some panels to close the walls, something to build a campfire and something to
make a bed.
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DYNAMICS
This is just a guide and not necessarily how each game session should develop itself.
GENERAL PREPARATIONS
To start with, you can consider the following:
• Read the setting and the Rules.
• Read the Game Principles.
• Complete The Contract.
• Prepare the dice and the chosen Playbooks that they were going to use. Define
the general characteristics of the Main characters, such as their names and
appearances.
• If you are going to use the optional Madness rules, have them prepared.
THE WORLD
Participants must define the details of the world around them. To do this, you can
take into account the following:
• Define one or more Breaches. They can be defined by the participants through
random dice rolls.
• Define the Surroundings, which includes the place where the story will take
place, the Authorities of the place, the Problems and their Peculiarities.
THE CHARACTERS
Participants must define the details of the most important characters. To do this,
you can take into account the following:
• Introduce the Main characters and the most relevant side characters. Define
traits such as your occupations, ambitions, appearance, names. Each Player has
priority over what particularly involves their character.
• Define the daily routine of the characters. Where they sleep, where they eat,
where they work or beg. They can even define how something has broken their
routine.
• Define the relationships they have between them, if there is one. They can be
collaborators, companions, lovers, friends, etc.
• Define where your first scene begins. They can even start in the middle of a
mission or task. Or even in trouble. Create the scene you want to play.
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FIRST SCENES
Discuss how this story will begin. Consider the following:
• By default characters start together for some reason, but anyone can choose to
remain away for now. Although the story of each character is personal, it does not
mean that it is an individual story.
• The Adjudicator’s duty is to make things exciting through dangers, obstacles and
risks. Put something between the characters in the scene and what they want to
get. The Main characters are powerful, challenge them.
• Define what you want to achieve in this place and how you plan to achieve it.
• Based on the results of the character’s Actions, The Adjudicator defines the
outcome of the scenes and how they will progress to the next scenes.
• The Adjudicator does not have the responsibility of revealing mysteries. Answers
to enigmas can be defined by any other participant, at their own discretion.
• If something was considered to be a fact, then maybe you shouldn’t change it
without permission.
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POTENTIAL PREMISES
SUICIDE SQUAD
You belong to a group of elite soldiers, under the command of The
Remnants, charged with a vitally important objective, on a mission
where your lives are not the priority. You will soon find themselves in the
midst of betrayals, conspiracies and conflicting agendas. They could be
made up of a Cerberus from a hunting squad, an Iron Maiden coerced to
work together, a veteran Dullahan in the army, and a Faustus created
specifically for this mission.
NEW ORDER
You belong to a group interested in building a new community, with
the idea of a self-sustaining utopia of great values, and expanding
borders. You will have to challenge the authorities, worry about potential
invaders, organize the community and establish some rules for living.
They could be made up of a Witch leader of a cult, an Iron Maiden who
seeks to restore the Old World, a heroic Paladin paragon of this place
and a Plague VIII who seeks to create something to save humanity.
VANGUARD
You belong to a group of heroes in the midst of war, who seek to defeat
their enemy, while suffering the calamities of the resurrection of a
possible second Red Age. You will move from point to strategic point,
conquering or liberating Nodes, while amassing forces for the final battle.
They could be made up of a Cerberus born for this, an Iron Maiden who is
the ultimate weapon, a Dragon that takes advantage of the spoils of war,
an experienced Dullahan general, a Paladin as a battle martyr, a Plague
VIII as a weapon maker and a Faustus that wants to fight to the end.
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ORGANIZED CRIME
You belong to a group of criminals who run businesses not admitted by
the authorities. You spend your time entering places without permission,
interacting with contacts, dealing with whoever is part of the law. What
they do is definitely illegal, but not necessarily immoral. They can be
made up of a Witch who lives in the shadows, a Legion who leads a
group of thugs, a Plague VIII who makes illegal supplies and a Faustus
who is the muscle of the operation.
VAGABOND HEROES
You belong to a group of figures who go from Node to Node, saving the
weak and miserable from their hardships. They refer to the stories of
legendary travelers and live different and varied adventures, in each new
place they visit. They can be made up of a Witch and a Plague VIII who
manage the supernatural aspect of the group and on the other hand an
Iron Maiden, a Dullahan and a Paladin who function in the line of battle.
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PLAYBOOKS
This game has archetypal characters from of this desolate and destroyed world.
To play, you must choose a Playbook. A Playbook is a sheet that contains almost
everything you need to know about your character.
CERBERUS
Cerberus is a Playbook in which you have control over a powerful
Charon who commands a troop of Abomination hybrids. Your Pack
can both defend you and track your enemies, while you guarantee
tactical support with your Charon abilities. You can specialize in PSI
to improve your Charon abilities focused on perception. You can
specialize in POWER to improve your Charon abilities focused on
mind domination. You can specialize in STYLE to make your Pack
more efficient. Choose the Cerberus Playbook if you want to play the
leader of a tactical squad.
DULLAHAN
Dullahan is a Playbook where you will play the epitome of the
soldiers of this world, a being whose body has undergone so many
mechanical modifications that only they brain and some other parts
are what remains of their original body. But your cyber-augmentation
path is not over yet and you can still shed even more of your humanity.
Your potential is incredible, but you will have to make some sacrifices
along the way. You can specialize in PSI to master machines with your
mind. You can specialize in STYLE to improve your tactical support.
You can specialize in POWER to enhance the destructive capabilities
of your built-in arsenal. Choose the Dullahan Playbook if you want to
be a one-person army.
DRAGON
Dragon is a Playbook where you will play a winged monster of legend,
although you are not a just a dragon like those of the myths, you are
the most powerful beast in this world. Although your size will have
complications that you will have to overcome. You can specialize in
PSI to enhance your Charon powers. You can specialize in POWER to
become a beast of mass destruction. You can specialize in STYLE to
dominate the skies with your flight. Choose the Dragon Playbook if
you want to... be a dragon.
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FAUSTUS
Faustus is a Playbook in which you will play an improved character
that accepted for power a deal under a high cost. Starts with more
power than the rest of the characters, but as they gains XP, they
will weaken until they finally dies. You can specialize in PSI to make
your brain work faster. You can specialize in POWER to improve
your bio-performance. You can specialize in STYLE to improve your
effectiveness as an assassin. Choose the Faustus Playbook if you
want to be the best right now and don’t care about the price.
IRON MAIDEN
Iron Maiden is a Playbook where you will play a character with a
powerful high-tech armor like no other in this world. Your armor has
its own Attributes and they can join yours when you wear it and use
its Special Actions. You can specialize in PSI to exploit the support
functions of your computer. You can specialize in STYLE to dominate
the skies with your flight. You can specialize in POWER to become the
ultimate weapon on the battlefield. Choose the Iron Maiden Playbook
if you want to be the super-heroine (or anti-heroine) of this world.
LEGION
Legion is a Playbook subject to constant changes. You will play as a
character possessed by different Personalities that will take control
at different times. Each Personality alters the Attributes of the
Legion, making you role-play your character in a different way and
solve problems with different approaches. You can specialize in PSI
to exploit your basic Charon abilities. You can specialize in POWER to
become a wild beast on the battlefield. You can specialize in STYLE
to become one with the shadows. Choose the Legion Playbook
if you want to play multiple characters in one and bring a sinister,
cartoonish humor to the table.
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PALADIN
Paladin is a Playbook where you will play with a mysterious vagabond
heroine, who master the Stygian channels. You have a powerful
sense of duty, which you follow no matter what. You can specialize
in PSI to improve your ability to control the Stygian channels. You
can specialize in POWER to increase the immunity of your Integrated
Armor. You can specialize in STYLE to improve your fighting skills.
Choose the Paladin Book if you want to be a wandering hero who will
do whatever it takes to do the right thing.
PLAGUE VIII
Plague VIII is a Playbook that allows you to control technology
through your connection to the Stygian Channels thanks to your
body made up of small machines. You can specialize in PSI to control
machines more easily. You can specialize in STYLE to improve your
separation ability. You can specialize in POWER to improve your
control over your Energy Cannon. Choose The Plague VIII Playbook if
you want to focus on this world’s technology and rebuild it.
WITCH
Witch is a Playbook in which you will find a type of character very
similar to a dark fantasy magician, sorceress or priestess. Her
powers come from an incomprehensible force. Her Special Actions
are very close to being spells. You can specialize in PSI to use the
transdimensional powers of your Deist force. You can specialize in
POWER to destroy your enemies with powerful radioactive rays.
You can specialize in STYLE to control the weak minds of this world.
Choose the Witch Playbook if you want to play as closely as you will
find a student of magic in this desolate world.
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PLAYBOOKS
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CERBERUS
Cerberus is a Playbook in which you have control
over a powerful Charon who commands a troop of
Abomination hybrids. Your Pack can both defend
you and track your enemies, while you guarantee
tactical support with your Charon abilities.
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CERBERUS
You are the Charon leader of a tactical group of humanoid PSI
beings with whom you have a powerful Stygian bond. Your
group is part of you and therefore highly coordinated. Your
training led you to master your Charon potential along with
The Pack’s leadership.
POWER
ORIGIN [choose an option]
S You are a Charon, product of natural selection.
STYLE
S A predecessor Charon bequeathed her power to you.
S You are part of a experiment from The Remnants. Distribute (9) points
S You came here through a Breach years ago. among your Attributes.
THE PACK
You have a powerful Stygian and emotional link with your Pack. When you are happy, the Pack
is happy. When you are enraged, the Pack rages. What can you say about their origin?
S They were children who were altered with the essence of beasts.
S They were beasts that were altered with the essence of people.
S They were always like this and this is their natural state.
Your Pack is made up of three units of the same type of creature, but they can have variants of
each other such as their color or shape. This makes no difference to your ability or discipline.
It depends entirely on how they are trained. Choose an option:
S Wolves. S Hounds. S Lizards. S Boars. S Insectoids. S Rats. S Primates. S Other.
Your Pack can see in the dark, although they do not perceive colors (they only see a scale of
grays during the day and greens at night). Their ears are extremely sensitive. Their noses
are incredibly keen. Additionally, they can perceive the unique pulsations of the human brain,
being able to detect any individual who is not in a calm state.
BELONGINGS
Choose 3 options, all of them are something valuable.
S RELIABLE WEAPONS [for you and the Pack]
S SURVIVAL KIT [for you and the Pack]
S BODY PROTECTION [military armor]
S HOVER-BIKE [personal, very fast]
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XP PACK MENTALITY
Your Pack is not your group of slaves or
You gain 1XP after each roll made with subjects, it is an extension of your body and
your Special Actions. When reaching (6) mind, it is a family, your family. They depend
XP you must invest them to choose one on you, as you depend on them. Every time
of your Attributes and increase them you get into trouble to protect your Pack,
by (1) point permanently. None of your gain +1XP. If you get another Main character
Attributes can exceed a value of (6). in trouble for doing this, they also gain +1XP.
ENERGY
You have a maximum pool of Energy points equal to your PSI. You regain all your Energy points
by letting your brain rest for a long time (like a night’s sleep). If you run out of Energy points,
after activating the last effect, your nose bleeds, you wobble and finally you fall unconscious.
PULSE WAVE
You can focus to expand your mind and emit an imperceptible wave to your surroundings.
Spend any number of Energy points, choose an option per Hit obtained.
• Detects any anomaly in the vicinity and reveal information such as its position, size or
instinct. For example: Abominations, Charons, Nodes, Breaches, recently arrived creatures
from another world, etc.
• Dispel the influences of a chthonic entity in the surroundings.
• Absorb residual chthonic waves to recover from all your injuries, but you cannot restore
lost limbs.
• Animals and beasts, do not see you and those who are with you, as a threat,
MIND PROBE
Choose a target that you can have eye or physical contact with. They must possess something
that can be considered a “mind.” Focus to enter their mind. Roll an amount of dice equal to
your POWER, choose an option for each Hit obtained.
• If it’s a biological organism, you can fry its brain to cause their annihilation. Describe how
they die.
• Examine their mind, reveal all their secrets.
• As long as you stay focused, you can manipulate their body and perceive through their
senses.
• You are not left vulnerable to any danger.
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DRAGON
Dragon is a Playbook where you will play a winged
monster of legend, although you are not a just a
dragon like those of the myths, you are the most
powerful beast in this world. Although your size will
have complications that you will have to overcome.
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DRAGON
Dragons do not exist, but Stygian Dragons do. You are the result of animal genes destroyed
by water pollution and air radiation, adapted to survive in the most inhospitable terrain. You
are a gigantic and legendary creature, capable of communicating through your mind. You have
huge wings capable of lifting the weight of your body.
What did you use to be before you became what you are?
S Bat. S Lizard. S Snake. S Dog. S Rat.
You still have some vestiges of your former self.
XP
You gain 1XP after each roll made with your Special Actions. When reaching (6) XP you must
invest them to choose one of your Attributes and increase them by (1) point permanently.
None of your Attributes can exceed a value of (7).
GREED INSTINCT
You want to hoard treasures. But your treasures are not like that of humans: you look for
things that are shiny or that emanate power. Some humans may view this as garbage or as
something valuable. You acquire +1XP every time you get in trouble to fulfill your Instinct. If
you cause trouble for another Main character, they gain +1XP.
UNUSUAL PERCEPTION
You can see in the dark, but you cannot perceive colors. Also, unless you actively find yourself
looking for something, almost anything that is smaller than a human, is almost-indefinable to
you. A rifle and a broom look exactly the same.
IMMENSITY
Your size makes you outstanding whether you like it or not. You are one of a kind and easy to
recognize. You can never be discreet or precise when dealing with that which is much smaller
than you. You require large amounts of food, but it is not difficult to get them if you can hunt.
You cannot use technology devices that have not been specially designed for you. Your skin
counts as a body protection and can be regenerated.
BELONGINGS
• GARBAGE PILE [carcasses, scrap metal, stones]
• HAVEN [immense and distant]
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PSI POWER STYLE
Distribute (12) points among your Attributes.
ENERGY
You have a maximum pool size of Energy points equal to your PSI. You regain all your Energy
points by sleeping soundly for a whole day. If you run out of Energy points, you go into deep
lethargy. While you sleep, you still can make use of your Charon Power.
CHARON POWER
Open your eyes and reveal an unnatural glint. Spend any amount of Energy, choose one
option for each point spent:
• Detect any anomaly in the vicinity and reveals information such as its position, size or
instinct. For example: Abominations, Charons, Nodes, Breaches, recently arrived creatures
from another world, etc.
• By remaining extremely still, you create an illusion that camouflages you in your
surroundings, making you imperceptible to human eyes. It can be seen as rock, wood, or
foliage.
• You can open a Breach to a place that you have already visited, although you cannot define
the exact place where it appears.
• Completely regenerate your body, heal all wounds. You can recover lost limbs, but it takes
a while.
BEING OF DESTRUCTION
Show your teeth, raise your voice and unleash your fury. Then roll a number of dice equal to
your POWER. For each Hit, choose an option:
• Releases a powerful radioactive beam that causes annihilates anything it touches in a
straight line. The surroundings are irradiated.
• Your hard hide stops any impact.
• Destroy your enemies with claws and teeth, using the devastating weight of your body.
Causes annihilation. It is never precise or discreet.
• Your body is engulfed in radioactive flames, whoever gets near is annihilated. Melt anything
on your body. You are blindingly brilliant. The place is irradiated.
• Reduce your Energy to (0). Disintegrate your body and takes the form of a radioactive
storm. You lose control. Unleash radiation bolts, acid rain, and radioactive dust winds. Causes
annhilation throughout the region, extinguishing life and rendering the place uninhabitable
for decades to come. Then restore your body.
WINGS
Spread your wings and choose your destiny. Your flight is never subtle. Roll an amount of dice
equal to your STYLE, choose an option for each Hit obtained:
• You perform a super-speed maneuver, evading any attacks.
• You cause a powerful blizzard that pushes everything around.
• Only on a night flight, you have the possibility to be discreet.
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DULLAHAN
Dullahan is a Playbook where you will play the
epitome of the soldiers of this world, a being
whose body has undergone so many mechanical
modifications that only they brain and some other
parts are what remains of their original body. But
your cyber-augmentation path is not over yet and
you can still shed even more of your humanity. Your
potential is incredible, but you will have to make
some sacrifices along the way.
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DULLAHAN
You are the epitome of cybernetic organisms. You have been enhanced to the point of just
being a brain suspended in liquid within a completely mechanical body.
CUSTOMIZATION
Just as there are those who can paint their hair or get tattoos, you can make changes in your
appearance.
• PAINT JOB: S Military camo. S Glossy black. S Shimmering silver. S Other.
• MODEL: S Anti-Riot. S Knight. S Samurai. S Tactical.
VIRTUAL LINK
You can extend a cable from your body and connect it to the port of a high-tech machine. Then
roll a number of dice equal to your PSI. For each Hit, choose an option:
• You lift the security measures of this device.
• You leave this machinery completely corrupted and unusable.
• You are not completely vulnerable while working.
DEPLOY ARSENAL
When you enter in Combat Mode, designate a engaging type:
• OPEN FIRE: describe how you deploy and fire different weapons inside your body: rail guns,
laser cannons, machine guns, particle beams, missile launchers, flamethrowers, etc. Attack from
a distance, but can consume your ammo.
• HACK & SLASH: describe how you deploy different weapons and sharp tools: hydraulic
hammers, chainsaws, drills, knuckle knuckles, etc. You must get close to your opponents, but
you do not consume ammo.
Choose your targets and roll a number of dice equal to your POWER. For each Hit, choose an
option:
• Annihilate your targets.
• Enemy attacks do not penetrate your armor. Additionally, you can perform a feat of super-
strength.
• You maintain a certain precision and caution. You do not cause collateral damage. You don’t
end up covered in the remains of your targets.
• You keep ammo and you must not reload yet.
TACTICAL ADVANCE
Activate your sensors and strategically move into danger. Roll a number of dice equal to your
STYLE. For each Hit, choose an option:
• You detect any threat in your surroundings, and receive data on its position, trajectory,
weak points and weapons.
• They detect you, but weaker enemies will flee (if you let them).
• Grant cover to your allies. You secure protection and a diversion.
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PSI POWER STYLE
Your POWER starts at (4), Distribute 5 points among your other Attributes.
UPGRADES
Give something valuable to a Butcher to unlock one of the following Upgrades.
S IMPROVED MOBILITY: you can use your thrusters to take big leaps or fly.
S IMPROVED ARMOR: you become completely immune to fire, low-caliber weapons,
underwater pressure, rust, fluid leaks, and radiation.
S AUTONOMOUS NANO-REPAIR: you have several nano-bots that activate when taking
damage. After a long rest, repair any damage you have, although you cannot restore lost
limbs.
S S S S S S SUPERIOR ARSENAL: raise your POWER in (1). You can take this option up
to (6) times.
XP
You gain 1XP after each dice roll made with your Special Actions. When reaching (6) XP you
must invest them to choose your STYLE or PSI and increase them by (1) point permanently.
Neither STYLE or PSI can exceed a value of (6).
DEHUMANIZATION
Each time you acquire an Upgrade, you must choose a new Dehumanization condition.
S LOSS OF TOUCH: you may be aware of your surroundings, but you can no longer feel the
caress of the wind or human warmth.
S REJECTION: people no longer see you as a person, but as a war machine or a monster.
Nothing differentiates you from an autonomous tank.
S WEIGHT: you carry a very heavy amount of metal. You cannot make big leaps, the ground
gives way to your weight and you are difficult to carry.
S UNCOUTH: Unless you are extremely focused, you cannot perform fine precision
movements.
S DISCONNECTED: you cannot manipulate the forces of the Stygian channels and you have
a particular weakness to them.
If you get into trouble because of your Dehumanization, you gain +1XP. If you get a Main
character in trouble because of your Dehumanization, they get +1XP. When all options are
unlocked, you do not continue to gain Dehumanization.
BELONGINGS
Choose 3 options, all of them are something valuable.
S TOOLS [built into your body]
S BODY PROTECTION [integrated into your body]
S HEAVY VEHICLE [armored, slow]
S HAVEN [armored workshop]
S REMNANTS CREDITS [reward]
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FAUSTUS
Faustus is a Playbook in which you will play an
improved character that accepted a deal for power
under a high cost. Starts with more power than the
rest of the characters, but as they gains XP, they
will weaken until they finally dies.
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FAUSTUS
Your body was altered to release your full potential in exchange for your life expectancy. Your
tissue became more resistant, every organ in your body works with maximum efficiency. The
side effects did not take long to appear: your hands are shaking, you can no longer dream and
you have stopped menstruating.
ACCELERATED PROCESSES
At a critical moment, you can make the surroundings start to move slowly. Roll a number of
dice equal to your PSI. For each Hit, choose an option.
• Detects everything in the area. You can see in the dark, track by smell, and hear even the
smallest movement.
• Perform a feat of super-reflexes.
• You become immune to a Charon effect and also cause confusion and nausea to whatever
is projecting that effect.
DISINHIBITION
Release a chthonic wave shock into your body. Roll a number of dice equal to your POWER.
For each Hit, choose an option:
• Perform a super-strength and / or a super-speed feat (which perhaps may cause
annihilation).
• You instantly recover yourself from any injury. You cannot restore lost limbs. Get rid of any
virus, disease or poison in your body.
• Detects everything in the area. You can see in the dark, track by smell, and hear even the
smallest movement.
KILLING MACHINE
Draw your weapons and roll a number of dice equal to your STYLE. For each Hit, choose an
option:
• Deal damage to your enemies or annihilate them, depending on the weapons you carry.
• Dodge any attacks that can be dodged.
• Take as little time as possible. If it can be instantaneous, it is.
• It is as discreet as it can be.
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XP
You gain 1XP after each roll made with your Special Actions. When obtaining (6) XP you must
invest them in a Degradation immediately.
DOOM CLOCK
Whenever there is a threat and your decision is to wait or stay on the sidelines, gain +1XP. If
you get any other Main character in trouble for acting fast and reckless, they gain +1XP.
DEGRADATION
Your body starts up much more powerful than anyone else’s, but at a price: You will die soon.
You do not know when, but soon. You don’t want to get XP. If the effect of any condition of
another Main character were to grant you XP, you can reject it and reduce your XP by (1)
instead, but you XP can never fall below (0).
S SHAKING: you develop muscle spasms, joint pain and stiffness, and a constant shaking
with repeated involuntary blinking. Reduce your STYLE by (1).
S NEUROLOGICAL DAMAGE: you have problems concentrating and retaining information.
You are constantly distracted and cannot keep your thoughts focused. Reduce your PSI by
(1).
S WEAKEN TISSUE: your bones lose rigidity, your muscle mass is consumed, you can no
longer produce as much adrenaline and testosterone as before. Your white and red blood
cell count is lowered. Reduce your POWER by (1).
S PRONE TO DISEASE: your immune system weakens, your internal organs deteriorate. You
can no longer use your Disinhibition to instantly recover from any injury or eliminate any
virus, disease or poison in your body.
S DRUG DEPENDENCE: you require different medications to maintain yourself. Invest
something valuable to get a set of medicaments that will last you a month. You must receive
doses of different sedatives and tranquilizers in order to be able to keep up. Otherwise you
suffer from fever, tremors, and various discomforts. If for any reason you do not receive your
daily dose, gain +1XP.
S COMPLETE FAILURE: several of your organs infarct simultaneously. Your heart can no
longer keep up with the demands that your body makes. Die where you are. Get another
Playbook.
BELONGINGS
Choose 4 options, all of them are something valuable.
S POWERFUL WEAPON [can cause annihilation]
S SURVIVAL KIT [military]
S BODY PROTECTION [military]
S HOVERCRAFT [very fast, military]
S REMNANT’S CREDITS [salary]
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IRON MAIDEN
Iron Maiden is a Playbook where you will play a
character with a powerful high-tech armor like no
other in this world. Your armor has its own Attributes
and they can join yours when you wear it and use its
Special Actions.
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IRON MAIDEN
You wear a one-of-a-kind cyber-suit, it may have come from the Heavens, it may have come
from hell, but now is here and it has chosen you. Some may want to give your armor a name,
but it is your second skin and part of your body. It has survived these Ages, but their capacities
are reduced. With a good investment it is possible to return it to its maximum potential.
Where is it from?
S Developed in a secret project by The Remnants.
S Created as an icon of excellence during the Golden Age.
S Sent through an early Breach as salvation for humankind.
S Lost on a Breach during a great battle.
RUN ANALYSIS
Activate your sensors. Then roll a number of dice equal to your PSI (+COMPUTER). For each
Hit, choose an option:
• You detect every threat in your surroundings, and you receive data on its position,
trajectory, weak points and weapons.
• Detects damage caused and begins the proper reparations.
• Establish an effective navigation route.
• Your analysis is fast and does not leave you in a vulnerable position for long.
CHTHONIC ARTILLERY
You can deploy a special mounted cannon. Spend (1) Battery point, describe how the chthonic
waves charge and declare your target. Then roll a number of dice equal to your POWER
(+ARSENAL). For each Hit, choose an option:
• Emit a powerful, precise beam that annihilates everything in a straight line.
• All survivors are stunned by the deafening sound and brilliant explosion.
• The shot does not make you move back or change your position.
• You can resist the impact of any enemy attack.
AERIAL MANEUVERS
Fire up your thrusters and declare your trajectory. Then, spend (1) Battery point and roll a
number of dice equal to your STYLE (+BOOSTERS). For each Hit, choose an option:
• You evade any attack with super-speed. You are extremely precise, discreet and careful.
• Perform a feat of super-strength and reach a key point with super-speed.
BELONGINGS
• SURVIVAL KIT [Old World’s]
• BODY PROTECTION [your Second Skin]
• HAVEN [secret workshop]
• INTEGRATED TOOLS [versatile]
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THE SECOND SKIN
Your cyber armor is one of a kind. Only you or a specialized Butcher are able to repair or
modify it and only you are able to wear it without problems. Although you can spend entire
days in the armor, you need to go out to feed, go to the bathroom and sleep. While wearing
your armor, when you use your Sonic Artillery, Aerial Maneuvers or Run Analysis, you roll a
number of dice equal to the sum of the character’s Attribute values with the Second skin‘s
Attributes.
PSI COMPUTER
POWER ARSENAL
STYLE BOOSTERS
Distribute (6) points between PSI, POWER and STYLE. Distribute (3) points between
COMPUTER, ARSENAL and BOOSTERS. PSI, POWER and STYLE can’t exceed (6).
BATTERY UPGRADES
You start with a maximum You can invest something valuable with a Butcher to
Battery reserve equal to (3). unlock a Second Skin Upgrade:
When you run out of Battery, S LIFE SUPPORT: now you can dive to any depth and
after describing the effect of your enter and move through outer space without problems.
Special Actions, your Second Skin
S S S S S S SYSTEMS REPAIRED: choose between
shuts down. You can recharge
COMPUTER, ARSENAL or BOOSTERS and increase
your full Battery on your own in
a few hours or you can recharge that Attribute by (1). You can take this option up to 6
your Battery immediately by times. None of these Attributes can exceed (4).
connecting it to an alternative S S S EFFICIENCY: increase your maximum Battery
power source. by (1). You can take this option up to 3 times.
XP
You gain 1 XP after each roll made with your Special Actions. When obtaining (6) XP you must
invest them to choose PSI, POWER or STYLE and increase it by (1) point permanently.
ICON
The Iron Maiden is a symbol of the past. But what kind of symbol? You perform amazing
stunts. Your potential allies look up to you, your enemies get frustrated. Choose an option:
S Hope: your priority is to help those in need and protect the weak. You must bring justice
and peace.
S Might: your priority is to destroy the enemies of the planet and never show weakness.
You must bring fear and order.
If you get in trouble for fulfilling your Icon’s vision, get +1PX. If you cause trouble for a Main
character, they gains +1PX.
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LEGION
Legion is a Playbook subject to constant changes.
You will play as a character possessed by different
Personalities that will take control at different
times. Each Personality alters the Attributes of
the Legion, making you role-play your character in
a different way and solve problems with different
approaches.
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ATTIRE
LEGION
At some point in your life, the Stygian Channels crossed in your mind,
[choose one]
S Clown.
bombarding your psyche with Chthonic Waves. It was agonizing. Your
S Harlequin.
mind was fragmented long ago and now each part is independent.
S Ninja.
ORIGIN [choose an option] S BDSM.
S Your mind was invaded by something beyond a Breach. S Beggar.
S An experimentation conducted by The Remnants.
S A cosmic accident altered your brain. S Other.
XP
You gain 1XP after each roll made with your Special Actions. When obtaining (6) XP you
must invest them to choose one of your Attributes and increase them by (1). None of your
Attributes can exceed a value of (6), unless they are affected by a current Personality.
STYGIAN TRICKS
When you need it, your unconscious performs a chthonic effect. Roll a number of dice equal to
your PSI. For each Hit, choose two options:
• You cannot be mentally controlled or invaded.
• Move a small, light object closer or farther away with telekinesis.
• Detect if there is any danger, although you don’t know exactly where.
• Animals do not see you as a menace.
FRENZY
Describe how you dance, scream, howl, laugh and moan to enter into a frenzy and unleash
your most basic instincts. Roll a number of dice equal to your POWER. For each Hit, choose
an option:
• You annihilate your enemies, you can’t mitigate it, and if something can explode, it does.
• Dodge any attack that can be dodged.
• You do not cause collateral damage, nor do you end up covered in the remains of your
targets.
• Heal all your wounds, but you do not restore lost limbs.
PREDATOR
Describe how you enter into the dark. Roll a number of dice equal to your STYLE. For each Hit,
choose an option:
• If your prey has a weak point that you can attack, annihilate them. Then, disappears without
attracting attention.
• They feel a presence, but they can’t find you. Weaker enemies will flee or be distracted.
• Detect everything in the area. You can see in the dark, track by smell, and hear even the
smallest movement.
BELONGINGS
Choose 4 options, all of them are something valuable.
S WEIRD WEAPON [S Bat. S Mace. S Flaming sword.] S LAIR [dark, hidden]
S SURVIVAL KIT [stolen] S BODY PROTECTION [improvised]
S HOVER-BIKE [very fast, panache] S CREDITS [Remnant’s reward]
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PSI POWER STYLE
Distribute (9) points among your Attributes.
PERSONALITIES
You have different Personalities that take control of your body at different times. All of them are quite
cartoonish, dramatic and hyperbolic. Choose one of your personalities to be the Dominant (the one you
start with). When the Legion is subjected to danger or something messes with their mind, roll a die. This
results defines which Personality becomes Dominant. Every time you change your Personality, you use
the set of Attributes proper to that Personality. You get +1XP every time you get in trouble for role-
playing your current Personality. If you get another Main character in trouble, they also receive +1PX.
Your different Personalities may have different genders, sexual orientations or beliefs.
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PALADIN
Paladin is a Playbook where you will play with a
mysterious vagabond heroine, who master the
Stygian channels. You have a powerful sense of
duty, which you follow no matter what.
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PALADIN
You are a living legend, champion of the weak, warden of order, and you live only to
fulfill your Duty. You have the ability to summon the forces of the Stygian channels
to produce a great sword of flaming energy from nowhere, known as the Stygian
Sword.
CUSTOMIZATION [choose one from each]
• ENERGY COLOR: S Purple. S Green. S Red. S Blue. S Golden. S Orange.
S White. S Black.
• APPEARANCE: S Knight. S Monk. S Samurai.
• NAME YOUR SWORD: S Caladbolg. S Excalibur. S Fragarach. S Hrunting.
S Kusanagi. S Masamune. S Muramasa. S Tyrfing. S Saingeom.
XP
You gain 1XP after each roll made with your Special Actions. When obtaining (6) XP
you must invest them to choose one of your Attributes and increase them by (1)
point permanently. None of your Attributes can exceed a value of (6).
BELONGINGS
Choose 4 options, all of them are something valuable.
S SURVIVAL KIT [vital stuff]
S BODY PROTECTION [ancient]
S HOVER-BIKE [very fast]
S CYBER-STEED [fast, autonomous]
S HAVEN [temple, humble]
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PSI POWER STYLE
Distribute (9) points among your Attributes.
ENERGY
You have a reserve maximum of Energy points equal to your PSI. You recover all your
Energy points with a few minutes of meditation in complete serenity. If you run out
of Energy points, you simply cannot Channel Chthonic Waves.
COMBAT TRAINING
In the face of danger, describe your posture and roll a number of dice equal to your
STYLE. For each Hit, choose an option:
• Deal damage with your weapons or body. If you summoned and used your Stygian
Sword, you annihilate your target.
• Dodge any attack that can be dodged. If you have your Stygian Sword, you can
cut and deflect projectiles.
• Your movement clouds the sensors of machines, making you invisible to them.
• You detect the position and weaponry of all your enemies.
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PLAGUE VIII
Plague VIII is a Playbook that allows you to control
technology through your connection to the Stygian
Channels thanks to your body made up of small
machines.
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PLAGUE VIII
Your Core is an organ that combines your heart and brain. It is a chthonic reactor that allows
you to feed and control The Insects, a group of small machines that make up the rest of your
body.
XP
You gain 1XP after each roll made with your Special Actions. When reaching (6) XP you must
invest them to choose one of your Attributes and increase them by (1) point permanently.
None of your Attributes can exceed a value of (6).
OVERLOAD
Channeling chthonic waves can burn or melt your body if you abuse your internal reactor. If
you reach a number of points in your Overload higher than your PSI, all your Insects fall inert
to the ground and your Core is exposed, but you gain +1XP. To reduce the Overload to (0)
you must avoid using your Special Actions for several minutes or subjecting yourselves to
immediate cooling.
BELONGINGS
Choose 3 options, all of them are something valuable.
S SURVIVAL KIT [made by yourself] S BODY PROTECTION [customized]
S HAVEN [secret workshop] S REMNANTS’ CREDITS [counterfeit]
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RECONFIGURATION
Send part of your Insects to a target. Then roll a number of dice equal to your PSI. Take one
option for each Hit obtained:
• Separate each of its/their components into individual pieces instantly. This can cause
annihilation, whether it’s a machine or not.
• If your target is a machine, repair it. If you use it on disassembled components, you can
rebuild them to form another device.
• If your target is a machine, reveal all its secrets. Additionally, you can reset it to do your
bidding.
• If your target is a machine, you can consume it to restore your lost Insects.
• You act fast and you are not left vulnerable to a threat.
ENERGY CANNON
Focus on your Energy Cannon and describe how it reconfigures itself. Then roll a number of
dice equal to your POWER. Take one option for each Hit obtained:
• It emits a powerful beam that deals cause annihilation concentrated on a single point,
capable of tracing an incredible distance.
• Launches a large number of small energy projectiles that annihilates multiple simultaneous
targets that are not well-armored or protected.
• Generates an energy protection barrier that blocks any enemy attack.
DISSOLUTION
Separate the Insects that make up your body in a cloud. Then roll a number of dice equal to
your STYLE. Take one option for each Hit obtained:
• Regroup somewhere else quickly and stealthily.
• Pass through an obstacle through its small gaps and cracks.
• Any danger that your Insects can dodge, passes through you.
• Get a complete picture of the surroundings.
CREATIONS
All your creations have their own energy generator, with virtually infinite life, but that must be
left to rest for a time after excessive use. Using your Reconfiguration you can create things
like:
• Survival gadgets: such as Geiger counters, water filters, computers, camcorders, wave
shields, flashlights, etc.
• Powerful Weapons: such as rocket launchers, particle beam cannons, energy swords, etc.
None of them rival your Energy Cannon.
• Experimental machinery: as something to open or close a Breach.
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WITCH
Witch is a Playbook in which you will find a type of
character very similar to a dark fantasy magician,
sorceress or priestess. Her powers come from an
incomprehensible force. Her Special Actions are
very close to being spells.
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WITCH PSI
Unlike other Charons affected by chthonic waves and
pollution you developed more than just Charon powers. You
POWER
have the ability to channel and link to a Deist force, who can
be seen as an Elder God to superstitious minds. You have
STYLE
studied and cultivated your powers to the point of having
Distribute (9) points
control over the matter around you. among your Attributes.
XP BELONGINGS
You gain 1XP after each roll made with Choose 3 options, all of them are something valuable.
your Special Actions. When reaching (6) S SURVIVAL KIT [foraged]
XP you must invest them to choose one of S BODY PROTECTION [makeshift armor]
your Attributes and increase it by (1) point
permanently. None of your Attributes can
S ABOMINATION MOUNT [S flying S fast S fierce]
exceed a value of (6). S HAVEN [hidden in the wilds]
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SUPERNATURAL CALL
Focus on channeling your Supreme Entity and describe what you visualize in your
mind. Then roll a number of dice equal to your PSI. Take one option for each Hit
obtained:
• Open or close a Breach. Your Supreme Entity chooses the destination, but it will
be something that benefits you in some way. Additionally, you can constrain and
return one or more creatures back to their world by force.
• Detect any anomaly in the vicinity and reveals information such as its position,
size or instinct. For example: Abominations, Charons, Nodes, Breaches, recently
arrived creatures from another world, etc.
• You are not completely vulnerable to near danger.
• You can mentally communicate with someone you know from a distance,
regardless of their language. It even allows you to use your Enchantments with
them, but with a reduced effect.
• Restore your body, healing your wounds. You can restore lost limbs, but it takes
a long time.
ENERGY CONDUCTOR
Absorb the radioactive energy that has remained residual on the planet and describe
how you channel this power. Then roll a number of dice equal to your POWER. The
surroundings are irradiated and / or contaminated, but take one option for each Hit
obtained:
• Emit a Chthonic beam that can cause annihilation. You cannot hurt beings made
of energy, but you can hurt intangible beings.
• Emit a shock wave that repels what is around you. A barrier is momentarily raised
around you.
• Radiation and residual contamination is not so terrible.
ENCHANTMENT
Expand your mental waves to distort the cognition of susceptible living beings. This
only works with very naive people, plants or beasts. You choose if what they see is
mesmerizingly attractive or terrifyingly sinister. Then, roll a number of dice equal to
your STYLE, choose an option for each Hit obtained:
• Make them submissive and obedient. You can make them flee in terror or defend
you at all costs, unless you order otherwise.
• They don’t become inconveniently obsessed with you.
• You become completely imperceptible, even if they notice that something is out
of place.
• This effect lasts for a while, even if you leave its presence.
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CHRONICLES
FROM BEYOND
THE BREACH
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BREACH XF6 - “HOUSE OF CAPRICORN”
“The solid-looking ground sank under our feet, burying us knee-deep. The terrain
was cold, mossy, organic, possibly more fungus than dirt. Something appeared
submerged in the water, moving quickly. We didn’t give it a chance to get close
enough to reveal what it was. But when we shot into the water, it stopped. The
water was bubbling when we stopped the fire.”
fire.”
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BREACH YYY - “RAKKSHA”
“The gleaming sands not only contained ground stone, but there
was also a large amount of metal filing. We disarmed one of the
automatons guarding the entrance to the citadel to examine its
records. The language was indecipherable, as was the computer
code, but the images showed visual records of the metal
buildings being disintegrated.”
“The Temple was the only thing in this world, that seemed to
contain water. Upon reaching the large reservoir, the water pool
began to swirl to form a Breach through the liquid vortex.
From this opening, emerged a figure adorned with clothes
embroidered with minuscule details. We decided to call her
The Priestess.”
Priestess.”
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BREACH BETHA/S - “THE FOREST OF PUSTS”
“We could barely keep up. The ground moved incessantly as if something was
crawling under it. But it was nothing more than the pulsating roots of the tree we
were walking on. As we reached the edge of the cliff, we came across fluorescent
lights. We mistakenly think that they could be the electronic lighting of some city.
Although there was a group of buildings, that what glittered were the capsules of
pus from the infection that consumed this entire forest.”
“We could not find the exit from this forest, so we waited for the sun to rise. But
the dawn never manifested itself. At that moment, we realized that the tall treetops
were woven into the sky, blocking the sun... If there is such a thing in this world...”
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BREACH SPNM - “LAND OF THE MONARCHES”
“We crossed the Breach lock and loaded, but were only greeted by deep silence. The
grassland was covered in an aura of calmness. The toxin metrics identified the air
as clean. The bravest among us took off their masks first.”
“A large but not intimidating butterfly fluttered naively among us. I reached out
to let it perch on my finger, which it did. It did not show any kind of hostility. I was
calm, until my partner pointed to my Geiger counter. It showed a tiny increase. This
insect emitted a negligible level of radiation. And it wouldn’t have been a problem, if
it wasn’t because the amount of them that began to settle on my armor...“
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BREACH 3C - “CROWN”
“We hear a very powerful sound. We weren’t sure if it was an explosion, thunder or
the landing of a war vehicle.”
“Our group was separated when the earth opened between us. The rocky plates in
the ground moved, breaking apart and allowing other new rock formations to rise.
They rose like spikes, looking to impale us.”
“When the movements stopped, a great stone arch had formed in front of us. It
contained an incipient Breach within. It threatened to open itself at any moment.”
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BREACH V - “NONKLATU”
“I broke my shackles just before the drill from the blood
extractor entered my eye socket. It didn’t take long for the
slave guards to sound the alarm.”
“I estimate that there are not enough cattle in this world to keep their
army well fed.”
“They looked humanoid, but when they died, the only thing that remained were
their bones and the blood taken from my comrades.”
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BREACH FTM - “THE JUKYARD”
“The central fortress did not appear to have any cracks, joints or seams of any kind.
But, at synchronized intervals, the walls of this place moved, opening a corridor to
its interior. The mechanical automatons emerged with little coordination, clumsily
moving to the scrap piles of the wastelands”
“The automatons took everything they could carry in their arms and dragged it into
the building. Passing through the huts of its, until that point, invisible inhabitants.”
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BREACH CLN6 - “THE COURT”
· Intruder detected...
· Keep distance...
· Starting analysis...
· Results: 58% Biological organism / 41% Artificial
organism / 1% Unidentifiable material...
· Recognized Breach residual energy...
· Reporting to central computer...
· Act according to protocol...
· Gathering troops...
· Recognized weapons of massive damage...
· Initiating combat mode...
· Tracking position...
· Unit 9 destroyed.
· Units 18, 27 and 114 destroyed.
· Position detected, initiating
counter-response...
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BREACH YU54 - “HERETIKA”
- “Hostile organism detected. I request confirmation to
engage in combat... Radio? RADIO? Heck... Shoot... SHOOT I
SAID!”
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- “Not down! Not down!”
- “Enemy taken down.”
- SURROUNDED!
- REINFORCEMENTS!
- “OPEN FIRE!”
- RETREAT!
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BREACH RN3 - “CALCINED STEPPES”
“We ask to be forgiven for what we did to this world.”
“The horizon is blinding, but you must keep your eyes open.”
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BREACH ET4 - “ETNA”
STARTING TRANSLATOR
“...She lives at the top of the mountain, between SIERCUS and BRODJAR. The
trail is among the dead and black trees. It must be traversed with care. If you
glance up, you can lose their eyes from the glare. You also have to watch out for
the [UNTRANSLATABLE] that may come out between the trees. But it seems
that you can defend yourselves with your weapons. Fight and hide quickly. She
can see anything from anywhere, does not matter how far away you are. It is
hard to escape the sight of your [UNTRANSLATABLE]. I can show you the way,
but you must assure me of what...”
---------
“AHAHahahAHAHHhhhhhhRRRRGGGAGAGRGAGAARHAAAA”
“AHHHHHAHHHHAAAHHHH”
“ARRRRHAAAAGGG”
ENDING TRANSLATOR
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BREACH 65M - “CALIBRASSIC PERIOD”
“More than 65 million years ago, prior to the existence of humanity, dinosaurs
ruled the Earth. This was a time stripped of compassion where sheer power
and rapid adaptation guaranteed survival. Thanks to the fossils that these large
reptiles left us, we can have an approximation of what their life, appearance,
behavior and environment were like. We are even able to reconstruct a
very exact approximation of what their physical structure was. Old World
discoveries show us that some theories were wrong. For example, we can
assure that these dinosaurs wore a unique plumage over their scales.”
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BREACH HFT - “CARCOMA”
An extensive volcanic landscape, of sharp black rock. Larger volcanoes erupt
regularly, but emitting a unique substance rather than lava. This appears as a
kind of corrosive agent that easily disintegrates organic material, but with a
very slow effect. The landscape is full of the remains of previous expeditions,
which have had the misfortune to crash on the acid pools or have had to make
forced landings after being blinded by smoke and clouds of acid rain. The
explorable terrain is made up from mountain peaks that protrude above the
acid level...
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BREACH 444 - “_)·/(!”
“·&º/(“(/@@&/(·$)(/º(·/º$/(·&$=”=$=)
(·º¬:_*/*-/*-*·$)($”#/(·$/(&”)($/&·/)(&)
(“·/¬¬&)(/)=·”=)$·)º/)=·”&$!$!=()”·?$·”
º¿=·)”º($”&º·¿=$!”·*^¨Ç¨^*?==()
(/·/*-/*-/*-$º=$)?=º·)
º/$(=)/º
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BREACH 92 - INTI
A suspended fortress divided into two
large mirrored sectors. The installation has
automated mechanisms in constant movement
whose function is uncertain, but it seems to affect
the distribution of energy in it and maintain control
of the doors of the internal sectors. The corridors seem
endless, some rooms are built with non-Euclidean geometry
and some sectors seem to be completely abstract. In certain
spaces, gravity can be reversed, totally or partially, and in other
spaces, there is a space-time de-synchronization. Further testing is
required at the installation site.
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BREACH 56 - ANTÜ
A suspended fortress divided into two
large mirrored sectors. The installation
has automated mechanisms in constant
movement whose function is uncertain, but it
seems to affect the distribution of energy in it
and maintain control of the doors of the internal
sectors. The corridors seem endless, some rooms are
built with non-Euclidean geometry and some sectors
seem to be completely abstract. In certain spaces, gravity
can be reversed, totally or partially, and in other spaces,
there is a space-time de-synchronization. Further testing is
required at the installation site.
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BREACH YX - “ORGCYB”
On our planet, we realized that we could improve our biological
bodies through artificial modification. We achieved this through
implants and mechanical prostheses that guaranteed us new
tools, better armor, greater resistance, integration to digital
systems... But what would happen in a world where the dominant
civilization was inherently mechanical? Wouldn’t they try to improve
their bodies like we do? Wouldn’t they replace parts of their industrial
body with fast-regenerating organic tissue? Wouldn’t they implant
smart camouflage skin? Wouldn’t they take advantage of the flesh that
nature grants on other worlds?
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BREACH BM - “FRAGCARANDÁ”
· Its roots have the perk of absorbing certain unique
chemicals from the soil of their world of origin.
· Its fruits contain a highly explosive agent, product
of the absorption of chemicals from their natural
environment.
· These fruits can be encapsulated with our
technology to contain the explosive and allows
us to extract it from the BM tree.
· The capsules work as particularly powerful
grenades and their cultivation is much
more efficient than the production of
artificial grenades in the traditional way.
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Do you feel what we do to you?
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BREACH LY - “WARLOCK’S HOME”
The legend speaks about a group of heroes from another world were able to
confront the Warlock who lives in the Demon Castle and defeat him using
their special weapons, leaving him into a torpor of 500 years. Our prophecy
describes that those heroes will one day return to defend the Kingdom and
free us from the yoke of the Sorcerer and his army of beasts, demons and
monsters.
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BREACH LXX - “NOSJTHEJ”
A superior species in every way: strength, endurance, size, speed, intelligence.
Possibly, they were at the top of their food chain. Their weaponry, although
now destroyed, appears to have been more efficient and destructive than ours.
The hieroglyphs on its monuments speak of a warrior culture, unstoppable
and disciplined. We can learn a lot from them. This titanic planet must be at
least twice the size of our Saturn. Although they seem to have become extinct,
destroyed by an unknown force, we must expand the perimeter and continue
searching. But beware: such formidable soldiers must have an enemy of equal
level....
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BREACH 666 - “INFERUS”
19:11 - THE SKY OPENED WITH FIERCE FLAME, ROARING THE VOICE OF WAR.
21:8 - THE WEAK AND SICK FELL BEFORE THE STRONG AND UNMERCIFUL.
12:9 - PURGED OUT THE ABYSS, THEY CLAIMED THE EARTH FOR THEMSELVES.
20:4 - NO THRONE COULD HALT THE IRON AND FLAME WEAPONS.
19: 7 - REJOICED IN THE BLOOD OF THE DEAD, ASKED FOR MORE.
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BREACH CLV349 - “THE FUTURE”
- Survival chance: 0,76%.
- Radiation
Radiation:: 10.000 MsV
- Contamination
Contamination:: Total.
- Temperature
Temperature:: 55ºC - 68ºC
- Range
Range:: 510.072.000 km²
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NEW PLAYBOOK
XP
You gain 1 XP after each roll made with your Special Actions. When obtaining (6) XP you must
invest them to choose one of your Attributes and increase it by (1) point permanently. None
of your Attributes can exceed a value of (6).
BELONGINGS
S
S
S
S
S
S
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PSI POWER STYLE
Distribute (9) points among your Attributes.
ENERGY
SPECIAL ACTIONS
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