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The Spark Roleplaying Game

A Storytelling Game about building worlds &


challenging your beliefs within them.

Designed and written by Jason Pitre

Published by Genesis of Legend Publishing


The Spark Roleplaying Game First Edition, July 2013
Credit
Developmental Editor: David A. Hill Jr.
Copy Editor: Queenie Thayer
Assistant Editors: Gus Belanger, Mark Richardson, Eve Corbin
Lead & Cover Illustrator: Gabriel Verdon (3, 58, 65, 90, 121, 124 146, 168)
Additional Illustrations: David Sondered (50, 62, 88, 180)
Printer Friendly Version Icons from Noun Project: Dima Yagnyuk, Thomas Weber, Brendan Lynch, Scott Lewis,
Edward Boatman, Cor Tiemens, Christoffer Skog, Mike Wirth
Chapter Logo Illustrator: Gregory Puzon Jr.
Sheet Design: Mark Richardson
Most illustrations removed Other work including writing, game design, layout and illustrations by Jason Pitre

The maps are retained. Support and Playtesting


Joshua Hillerup, Christine Bellemare, Phil Brown, Emily Burton, Jessica Cohen,
Rob Donoghue, Jeremiah Frye, Bryan Girard, Dave Gordon, Valerie Haycock, Matt
Hobbs, Shane Ivey, Michael Knight, Andy Mizobuchi, Rob Mizobuchi, Mark Richardson,
Each sheet at the end of the book has been expanded to full size. Greg Stolze, Tymen VanDyke, Amber Viescas, Jesse Watson and Jeff Wikstrom.

Additional thanks to the countless playtesters at CanGames 2011, Grand Roludothon 2011,
All printed page numbers and references are valid, though the GenCon 2011, Dreamation 2012, CanGames 2012, GenCon 2012, Metatopia 2012 and
Dreamation 2013. Special thanks for the crew of the Walking Eye Podcast.
hyperlinks and bookmark information has been removed in the PDF.
Thanks to all of the playtesters for challenging my Beliefs!
If you print this double-sided, this will come to 54 pages. Special thanks to Eve, my tolerant and supportive partner.
This work is dedicated to all the teachers in my life.

On Sharing, Remixing & Selling

From the date of publication until June 2023, this text is licensed
under a Creative Commons 3.0 Attribution license. This means
you are free to:

Share to copy, distribute and transmit the work


Remix to adapt the work
and Sell to make commercial use of the work

Under the following conditions:


Attribution Attribute this work to Jason Pitre of Genesis of Legend Publishing
Moral Rights Be respectful of the work, and dont use it to do harm.

On July 1st, 2023, this text will be released into the public domain.

Printed and bound by Gilmore Printing Services in Ottawa, Canada


Environmentally responsible printing on EarthChoice Opaque Offset 30% paper.
Physical Book ISBN: 978-0-9917888-1-1 Electronic Book ISBN: 978-0-9917888-0-4
Chapter 1
Introduction

What is Spark?
Contents
What you Need
The Game Moderator
The Players
Setting Boundaries
The Fundamentals
Starting Up

1
What is Spark?
Spark is a roleplaying, storytelling game. In this game, you play the roles of the
most important characters in a fictional world. You cooperate to tell a story of
heroic deeds and personal struggles.
Create fictional characters and use them to explore a rich Setting.
Collaborate with your friends to tell a dynamic story.
Explore the themes and issues that matter to you.
Make meaningful choices and drive the story forward.
Shakespeares Romeo and Juliet is a tale of two youths torn between family,
loyalty and romantic love. Moby Dick, by Herman Melville, focuses on the cost An illustration of a roleplaying group sitting around a table, with
of vengeance. Samwise Gamgee in The Lord of The Rings explored themes of
bravery and sacrifice in his loyal service to Frodo Baggins.
an imaginary scene illustrated above them.

The Spark RPG helps you tell those kinds of stories by those kinds of
characters. Its about examining motivations, convictions, and perspectives
through play, and learning a bit about ourselves in the process.

Build your World


The Spark RPG is about imagining, building, and exploring fictional worlds.
It gives you all of the tools and guidance you need to create an evocative and
engaging Setting. It shows you how to find inspiration and collaboratively build
a world with your friends. Most importantly, it teaches you how to create a
place that each of you find compelling.

The game is purpose-built to foster creating dynamic, custom Settings. You can
work together to create a world that interests all of you, one that gives you a
context for rich stories.

Challenge your Beliefs


You tell a story about a group of individuals with their own firmly held
convictions. These characters struggle with each other and the world to uphold
their Beliefs.

The more you challenge your Beliefs, the more Influence you gain and the more
Conflicts you can win during play. By changing yourself, you can change the
world. Its a game about self-reflection and personal growth. A game that helps
you explore real life issues and learn a little bit more about yourself.
2
Contents
Chapter 1 Introduction Chapter 6 NeoNihon
You have already started reading the This chapter contains the first premade setting. Its
Introduction, where I explain in depth what the Shogunate Science Fiction with great mountaintop
game is about and what youll need to play. Pages 01 to 14 Pages 124 to 145 human colonies, genetically-engineered peasants and
shinto androids.

Chapter 2 Setting Chapter 7 Quiet Revolution


After that, I show you how you can use a published This chapter contains the second premade Setting. A
Setting or collaboratively create your own. gritty, modern Montral Police Drama set in that
Pages 15 to 48 Pages 146 to 169 city of culture, crime, and contradictions. As members
of the Montral police force, you are asked to with
resolve problems within the community.
Chapter 3 Characters
Each of the players creates their own Character in Chapter 8 The Elemental Kingdom
that setting who interact with each other.
This chapter contains the third premade Setting.
Pages 49 to 74 Its a Fantasy under Siege by hordes of elemental
Pages 168 to 189 monsters. Only the four Elemental Orders, wielding
their corrupting magics, can preserve the Kingdom.
Chapter 4 Gameplay
The Gameplay chapter explains the rules and
procedures of play, including how you resolve We finish off with Contributions where you can
conflicts. Pages 75 to 98 find some extra content for your game provided
Pages 190 to 206 by the generous Kickstarter backers. Theres also a
ludography, copies of all the sheets you need to play,
and an index to help you search the book.

Chapter 5 Guidance
Is this your first time reading a roleplaying game?
Guidance follows, helping you fill your games You can find a great introduction to this type of game online over at:
with fun. This is full of helpful advice and essential http://www.gregstolze.com/HowtoPlay.zip
techniques for running the game. Pages 99 to 123 Check it out and come back here, then we can continue!

4 5
What you Need
People 3-6 to play the game Stuff Dice, tokens, pencils and sheets
Youll need between three and six people interested in the game, Youll need a few things as well to play.
yourself included. One person will fill the role of the Game
Moderator (GM), while the others will be Players. The game
can easily accommodate missing a player or two for any given The Game Moderator will need a GM Sheet, a Faction
episode. Sheet, a Belief Sheet, and a Setting Worksheet.
Pg. 200-205
Each player will need their own Character Sheet and
Overview Sheet.

Time 2-5 hours per episode A few spare pieces of paper and some index cards
In Spark, you play through a series of scenes. Each scene occurs in
A pen, and a few pencils with erasers.
a time and place known as the Platform, where a Tilt forces the
players to get involved. In the process of dealing with the Tilt, all
of you will work to answer the scenes underlying Question. More Pg. 80 About 50 simple tokens to represent Influence. Coins,
about scenes in Chapter 4. flat marbles or poker chips can work well for this.

Every time your group gets together to play the game its called A standard set of polyhedral gaming dice (D4, D6, D8,
an episode. Each episode will typically take 2-5 hours to play, D10, D12, D20) for each person. You can usually find
consisting of a series of scenes. these at local hobby stores or comic book shops.

A season refers to a short series of 2-5 episodes that focus on a Our website (www.genesisoflegend.com) has copies of the
major plot element or narrative arc. sheets in PDF format. Alternatively, you can photocopy the
ones found in the back of this book at 140% of the size.
A series refers to the total number of seasons that you wish to tell
together. Usually, a series will focus on the same characters and the
same Setting.

6 7
The Game Moderator The Players
One member of your group needs to take the role of Game Everyone else in the game plays a Protagonist Character (PC). The
Moderator (GM) who will lead the game and control the Setting. text refers to the player with the masculine pronouns (he/his) to
Typically, the person who knows the game best takes this role. The make the examples more clear, but players may be of any gender.
text refers to the GM with the feminine pronouns (she/her) to make
the examples more clear, but a GM may be of any gender. Each player creates a character with their own Beliefs, histories,
personalities and capabilities. They interact with other characters
As GM, you guide the players into telling dynamic, character- and with the Setting through the eyes of their characters.
focused stories. The Setting is your avatar, a character with a The players keep the game moving forward and bring drama
personality and a history for you to express during play. Think of a to the table. If Spark is a movie, each player is both actor and
game of Spark as a movie; you are the director, producer, and most screenwriter. He will:
of the minor characters. Dont worry; the game comes with all the
tools you need to moderate the game. You will:
Portray most Non-Protagonist characters (NPCs). Create a character and their three driving Beliefs.
Create the Agendas of the major Factions. Portray that character, deciding what they say and do.
Express the character of society, based on Setting Beliefs. Portray certain other characters, when appropriate.
Shape and control the Setting directly during play. Collaborate to build scenes and affect the world.
Interpret and explain the rules of the game. Enter into Conflicts to support or refute Beliefs.
Make judgments and arbitrate when appropriate.

As a GM, these are your guiding principles: As a player, these are your guiding principles:
Keep the story moving. Share your energy and creativity.
Say yes or roll the dice. Take risks and escalate Conflicts.
Ask the players questions. Be good to each other.
Challenge their Beliefs. Challenge their Beliefs.
Pg. 101 Pg. 104
The Guidance chapter explains these principles in further detail. The Guidance chapter explains these principles in further detail.

Throughout the text, we will be providing a


In the example text, Brian, Chris
series of examples showing how the game
and Dave are the players.
works. In this, Angela is the Game Moderator.

8 9
Boundaries
Spark is a game about challenging values and Beliefs; this means its Please Try Another Way
subject matter will take players to vulnerable places, and address
Sometimes during play, people make decisions that make others
very sensitive topics. Some content in a game can trigger discomfort
uncomfortable or detract from the fun of the game.
or past trauma, so be considerate. Make yourself aware of everyones
boundaries. Respect them. In response to any declaration, anyone can say the key phase;
Please try another way. When this happens, the other person
Before you play, you need to establish common expectations. There
must make a different declaration so you can move forward with the
are two types of games: Soft Games and Hard Games.
game. You dont need to justify or explain why you might use that
key phrase, just acknowledge it, and move forward. If you want to
Soft Games chat about it, that works well after the game.

A Soft Game is a teen-friendly mode of play that works well in


game conventions or in local game stores. Mild profanity, abstract
violence, or sensual behaviors are fine, but no sex, drugs or rock-n-
roll. A Soft Game is equivalent to a US movie rated PG-13.

Opting In
Hard Games
Hard Games deal with mature subject matter and adult topics, better Spark helps you explore Beliefs and perspectives. Sometimes the best
for private situations with close friends. Harsh profanity, consensual way to do that is by dealing with potentially sensitive or triggering
sex between adults (off camera), explicit violence, and illicit drugs subjects in fiction. This may involve sensitive topics like:
are fine in Hard Games. A Hard Game is equivalent to a US movie Explicit Consensual Sex Forced Religious Conversion
rated R.
Slavery Graphic Violence
Sexual Assault (Rape)
Torture
Child Abuse
Angela: How would people feel about playing a Hard Animal abuse
Game? Were in private and Im comfortable Ethnic Cleansing
dealing with this kinds of material with all of you.

Brian: Adult subject matter is fine by me.


Dave: I would personally be interested in dealing
CHRIS AND DAVE AGREE. with the topic of slavery. Would each
of you be comfortable with this?

Chris: So long as its a story about slaves fighting


for their freedom, thats fine by me.

ANGELA AND BRIAN AGREE, AND THEY MOVE FORWARD.

10 11
The Fundamentals Starting Up
The Inuence Economy Running a One-Shot or a Convention Game
Spark is a game about challenging and examining your Beliefs, either I tend to run a lot of one-shot sessions of Spark and I have found two
by supporting them or acting against them. When you do challenge different good formats.
your Beliefs, you get Influence. You can then spend this Influence
to win Conflicts, to avoid the cost of victory, or to inspire others to Setting creation sessions usually work for about 2-4 other people in
change their Beliefs. a two-hour time slot. You only need a copy of the setting worksheet,
an index card, and a couple of pens for this game.

The Core Mechanic Single episodes let you dive into normal gameplay. You can either
download a quickstart bundle of prepared sheets from our website or
Conflicts in Spark can be reduced to a single, basic procedure. If you make your own characters for one of the published settings. These
are ever stuck in the game or uncertain what the rule is, just follow usually work best in a four-hour timeslot.
these steps.
1. Discuss the problem and explain your intentions.
2. If everyone agrees that something should happen, it does. Starting a Season or a Series
3. If people disagree, everyone rolls the relevant dice and the Ready to start running a longer-term game?
person with the highest number gets their way.
Pg. 18 Decide if you want to use a Published Setting, or if you want to
Pg. 28 make your own Custom Setting. Custom Settings take a bit more
The Basic Structure work to create, but they can be more rewarding during play.
The game consists of a series of scenes. You start by Framing your Each player makes their own Protagonist Character, with some
scene, where you determine which Question you are trying to contributions from the other people at the table. Each player narrates
answer in play. Pg. 80
a prelude scene for their PC
Pg. 82 Pg. 50
Collaborate, making bold declarations until a Conflict ensues. After that, start framing your first scene and continue on from
During Conflicts, you roll dice to find out who gets their way, then Pg. 86 there!
return to Collaboration. When you have answered the Question of
the scene, Close the Scene. Pg. 90

Keep framing scenes, collaborating and entering into Conflicts until


you are out of time for the episode.

Most important of all, have fun!

12 13
Chapter 2
Settings

Setting Overview
Using Published Settings Creating Custom Settings
1. Give an Introduction 1. List your Favourite Media
2. Gather Inspirations
2. Select you Setting Beliefs
3. Describe the Genre
3. Rank the GMs Attributes
4. Establish Facts
4. Select your Factions 5. Create a Title
5. Record the Faces 6. Create Setting Beliefs
7. Rank the GMs Attributes
6. Create the Ties
8. Create the Factions
7. Select Initial Agendas 9. Create the Faces
Extra Setting Content 10. Create Ties
11. Create Agendas

14 15
Set ting Overview
The first half of the chapter shows you how to use one of our Custom Settings
existing Settings in about 20-30 minutes. You can find published
Settings at the end of this book and links to other ones on our The second half of this chapter walks you through the process
website. of creating your own Setting. Building a Setting is an easy,
Pg. 28 collaborative, and creative process that usually takes 2-3 hours
during your first episode.
NeoNihon: Shogunate Science F iction Regardless of which process you choose, each Setting will have
The Japanese colonization ship landed on the idyllic extra-solar similar components.
planet of Shi Tateyama in 2236. They found a planet of extreme Pg. 124
mountains, nearly boiling sea-level temperatures and harsh, Every Setting requires three Beliefs that define the world.
corrosive tempests. That was why they genetically engineered and Whenever the GM confirms or refutes one of these Setting Beliefs
indoctrinated peasant farmers, capable of surviving in the lowlands during a Conflict, shes rewarded with Influence. She records the
and of feeding the mountaintop human colonies. Setting Beliefs on the GM Sheet and the Belief Sheet.

Factions represent the major organizations and groups that act


within the Setting. Each Faction upholds a particular mandate,
Quiet Revolution: Montral Police Drama based from the Settings Beliefs. At the beginning of each episode,
A gritty, modern police drama set in a city of culture, crime, and Factions have a chance to accomplish certain short-term agendas.
contradictions. As members of the Montral police force, you are Pg. 146 During play, you create or modify the ties between Factions. These
asked to resolve problems within the community. You need to keep Factions are also represented by Major NPCs known as Faces. The
culture clashes from turning violent. You are forced to enforce the GM has a separate sheet for the Factions.
politicians laws. You have to keep the city from tearing itself apart.
Published Settings might also have additional content to inspire play.
They might include short written histories, maps, illustrations, lists
The Elemental Kingdom: Fantasy under Siege of potential threats, lists of names or other story hooks. They will
Once, the kingdom was a place of peace and respect, the capital also have lists of evocative sample Talents that players can use in
a gleaming wonder of white marble and golden statues. It was the character creation. If a setting has supernatural powers or advanced
greatest realm the world had ever known, until the invasion. technologies, this is where youll find them.
Pg. 168
Now the Kingdom is under siege. Elemental monsters threaten to
overwhelm us from every border. Only the four Elemental Orders,
wielding corrupting magics, stand between us and total destruction.

16 17
Using Published Set tings
Published Settings are great if you want to start playing quickly. Over the Step 2: Select your Setting Beliefs
span of about 20 minutes, you Give the Introduction, explaining what the
Setting is all about. Select your Setting Beliefs from the four provided, Each of the published Settings has four potential Beliefs. You will
and then use those Beliefs to Select your Factions. You Create Ties need to pick any three of them for your particular game, to focus
of relationship between the different Factions and then Select Sample gameplay on what you find most interesting. This means that each
Agendas that each of the Factions work towards in the first episode of the game can involve different themes and Factions.
game.
The GM makes this selection and copies those Beliefs down on both
When you use a published Setting, the GM can do all of the preparation her GM Sheet and the Belief Sheet.
ahead of time, or you make these decisions as a group during the first session.

Step 1: Give the Introduction


Each published Setting starts with an overview, a short description of what
the Settings all about. You can share the text ahead of time with the group,
or you can read it aloud at the table. This will give everyone the context they
need to make decisions during character creation.

Angela: If we used a published Setting, like maybe the Angela: So the next step is to select three of
one for The Elemental Kingdom, we would the four potential Setting Beliefs. The
start by reading this introductory text: potential Setting Beliefs are:
Empathy is weakness
The Kingdom is under siege. Elemental monsters
threaten to overwhelm us from every border. Only Outsiders are stealing our land
the four Elemental Orders, wielding their corrupt Anger is the ultimate power
magics stand between us and total destruction. Everyone has a price

Once, the kingdom was a place of peace and Since Im not in the mood for corruption
respect. The capital was a gleaming wonder of white and emotional cruelty, I will reject the
marble and golden statues. The provinces were first Belief. That means we have the
vibrant cultural centers, with each city specializing in three Beliefs leftover for our game.
unique arts and sciences. It was the greatest realm
the world had ever known, until the invasion...

18 19
Step 3: Rank the GMs Attributes Step 4: Select your Factions
The GM has four attributes with which to portray the Setting. The The Setting has a dozen different Factions; major organizations and
Body attribute represents physical aspects of the Setting, the Heart groups that interact with a setting Belief. There are three different
represents the social, the Mind represents the intellectual and the Factions associated with each Beliefs, which means that you can
Spark represents the dramatic. In specific, the GMs Spark helps her select from nine different Factions.
frame scenes and gives her a static bonus in all Conflicts.
Select one of those Factions for every person in the game, with at
Every Setting has one attribute that is particularly strong and one least one Faction that is associated with each of your Beliefs. If the
that is particularly weak. As a group, make suggestions to the GM, GM hasnt selected these ahead of time, go around the table and let
but she has final say on her four attributes. each person make one choice.

How she assigns her attributes helps her adjust the style of game play; Angela: Perfect! Since we have four people in the game,
a strong Heart might mean that the Setting is full of courtly drama, we need to pick four Factions from the nine
while a weak Body might mean that the society does not demand or ones that fall under our chosen Beliefs. Either
I could pick them all, or we can go around the
reward physical capabilities. table choosing them. We should have at least
one Faction associated with each of the Beliefs.
When she has made her decision, she marks the Settings strong
The Resilient Order (Belief 2)
attribute at Great (D10) on the GM sheet. She then marks the weak
The Mountain-Herders (Belief 2)
attribute at Poor (D6) and the two remaining attributes at Good
The Provincial Lords (Belief 2)
(D8). More information on these attribute levels, including how to
The Radiant Order (Belief 3)
mark them, is available in Chapter 3.
Pg. 58 Pg. 173 The Charred Ones (Belief 3)
Angela: Ok, at this point I assign my Attributes. I decide The Desperate Refugees (Belief 3)
which kinds of Conflicts I want to emphasize. The Whispering Order (Belief 4)
I feel like trying something different. This is a The Tempting Winds (Belief 4)
violent Setting so I want a Great Body (D10) that The Merchant League (Belief 4)
can physically threaten the PCs. I will set the
Heart at Poor (D6), with both Mind and Spark Brian: And the Setting explains their mandates, histories,
at Good (D8). The NPCs will be weak socially, NPCs, and all that stuff? I think the Resilient Order
so you can easily convince others to help you sounds fun, since theyre all about delving into
fight off the fearsome Mountain Herders. dungeons to stop mountain-herding dwarves.

Chris: If we have Dwarf-killers, lets make sure


we also include dwarves. The second
Faction is the Mountain-Herders.
One Great
Attribute (D10) Dave: Since we need to have Factions for the other
two Beliefs, I propose that The Desperate
Two Good Refugees are making things interesting.
Attributes (D8)
Angela: Ok. Hmm, we have the inscrutable elves, but I think
One Poor one oppressive race is enough. The Whispering
Attribute (D6) Order is nice too, but lets go for the Merchant
League instead for a bit of political intrigue.
20 21
Step 5: Record the Faces
Each Faction is represented by a potent NPCs called a Face. The GM
uses these Faces to interact with the PCs and express the will of
their Factions.

Each Face has already been created, so the GM just needs to copy the
relevant information onto her GM sheet. Each Face has a Name, two FACES
strengths, and one weakness that need to be transcribed in this way.
Name Larcia, the Eternal Aegis
Faction The Resiliant Order
Angela: Ok, we have four Factions, each of Strengths Immortal, Indestructible
which has their own face. Weakness Heart of Stone

Larcia, the Eternal Aegis Name Stonetender Thomek


Larcia was a young scholar who had joined Faction The Mountain-Herders
the Resilient Order over a hundred years ago.
A Dwarven artifact shield transformed her into Strengths Speaking Stones, Moving Mountains
an ageless, indestructible, living statue. Weakness Open Skies

Name Berthegund
Stonetender Thomek
A young Dwarf of a few hundred years, he is one Faction The Desperate Refugees
of the scouts that raises new mountain territory for Strengths Angry Mobs, The Healing Arts
his people. He does his best to tend for his thirty-
seven children, but it can be a challenge at times. Weakness Homeless Outsider

Name Kamal, the Arms Dealer


Berthegund
Faction The Merchant League
A brave woman who led her five surviving children
to this new southern land. She was once a great Strengths Trade Networks, Enlightened Self-Interest
healer of her people and uses her skill to barter Weakness Love of Luxury
with the other refugees for the necessities of life.

Kamal the Arms Dealer


Kamal is a perfumed gentleman of impeccable
taste in clothing and possessing a vast arsenal of
weaponry. He is the Merchant Leagues representative
for trade and logistics with the Elemental Orders.

22 23
Step 6: Create Ties
Factions interact with each other as they pursue Angela: This is one of the few steps that is identical to the
their Agendas. A tie can bind each specific one during custom Setting creation. Ill say that the
pair of Factions, if the two organizations have Resilient Order are at war with the Mountain-herders.
some kind of relationship or interaction. Brian: Ill make one up this time. The Resilient Order and
the Mountain-Herders have another tie of
In a two-player game, there can be up to 3 ties
Angela: Sorry Brian, you can only have one tie between
In a three-player game, there can be up to 6 ties any specific pair of Factions. You can still create the
In a four-player game, there can be up to 9 ties Resilient Orders tie with another Faction though.
In a five-player game, there can be up to 15 ties Brian: Oh, sorry about that. How about the Resilient
Order is recruiting the Refugees? They never
These ties will guide the GMs choice of Agendas and how the Faces have enough men and women to hold the line.
behave. Most of the time, you will only have a handful of ties written The Desperate Refugees are being recruited.
Pg. 78
in at the start of the game, but you can create more in play during
the Advancing Phase of each session. Chris: The Merchant League has betrayed the Refugees.
They withheld essential supplies when it mattered, and
it destroyed that province. The Desperate Refugees
Here are a few sample ties, but you are encouraged to make up your
plot revenge against the League, for that reason.
own based what you have created. If the GM hasnt created these
ahead of time, go around the table and let each person create one Dave: Very interesting. Lets say that The Mountain-
Tie. Keep track of the ties on the Faction sheet, like in the example Herders secretly fund the Merchant League, while
to the right. the League supports the Mountain-Herders.

Mutual ties are the same for both sides.


Faction A and Faction B are close allies.
Faction A and Faction B are bitter enemies.
Faction A and Faction B are at outright war.
Faction A and Faction B are ambitious rivals.
Faction A and Faction B are strange bedfellows.

Asymmetrical ties happen when one side acts on another.

Faction A is secretly funding Faction B, who is funded


Faction A is subtly infiltrating Faction B, who is oblivious
Faction A has cruelly betrayed Faction B, who is vengeful
Faction A is violently subjugating Faction B, who is subjugated
Faction A is subtly manipulating Faction B, who is manipulated

24 25
Step 7: Select Initial Agendas Extra Setting Contents
Agendas are one-sentence statements of intent, describing a major Published Settings, like the ones at the end of the book, have some
but short-term goal that Factions hope to achieve. Each Faction extra content to help you play.
has three sample agendas, so you select one of those for each of the
Geography: Settings contain a broad overview of the major
Factions for your first game. If the GM hasnt selected these ahead of
time, go around the table and let each person make one choice. geographic areas within the Setting. They often provide a map as
well, showing the locations of significant settlements and major
Take a new Index card, write #1 in the top right corner and write landmarks.
the names of each Faction. Beside each name, write down the
Society: While you only need the Setting Beliefs to play, this short
relevant agenda.
section gives you some context about the culture and history of the
Give the GM one Influence per player. You are ready to move on to Setting.
Character Creation in the next chapter.
Sample Talents: Settings will often have lists of Broad, Common,
Pg. 50 and Deep Talents which are appropriate in the Setting. These may
help define some of the racial, cultural, professional, or supernatural
Angela: This is the last step. Each of these Factions aspects in the Setting. For instance, if Tea Ceremony is a Broad
has three sample agendas and we need Talent, it indicates that understanding of the ritualized serving of tea
to select one for each of them. is very significant in the setting.
Chris: So we dont even need to create the agendas?
We just pick one of the three options? People: Lists of names that are appropriate to the Setting, suitable
for PCs and NPCs alike. If you need to come up with a name on the
Angela: Exactly. Once again, I could do it myself fly, this is a great resource.
before the game but I prefer to do it as a
group. I will start by picking the Agenda
Places: Lists of place names that are appropriate to the Setting. This
for the Mountain-Herders; Raise a new
mountain, blocking a major trade route. is handy for creating agendas or creating Platforms.

Brian: Ok. One of the Desperate Refugee Mysteries: Every setting has its own mysteries, questions you
agendas seems fun; Create a shanty can answer through play. If the GM is ever stuck for ideas, these
town outside the city of Jerica.
Mysteries are a great place to start.
Chris: The Resilient Order will Delve into the great
mountains and steal the dwarven forge. Art: The Setting may have illustrations or art, so you can get a
better sense of what the Setting looks like. Settings may also have
Dave: The Merchant League will Deliver a
poems or short fiction in them as well to help convey their mood.
shipment of enchanted weapons to a
provincial village for almost nothing.

Angela: And thats it. I start with 4 Influence,


one for each of us.

26 27
Creating Custom Settings Step 1: List your Favourite Media
Building a Setting is an easy, collaborative, and creative process Go around the table, and ask each person to name one
that usually takes about 2-3 hours of the first episode. Youre often of their favourite pieces of media. This could be a book,
asked to go around the table in this process so everyone gets an equal a movie, video game, comic, poem, or a song. Its ok if
contribution. other people dont know the media, so try to make them
unique.
1. You start by listing your favourite Media.
2. Explain the Inspirations from your media. Write these down on the Setting worksheet or on a blank piece of
paper under the heading of Media.
3. Use those inspirations to Describe the Genre.
4. Establish Facts about the Setting.
Angela: Apparently, each of us is supposed to pick
5. Create a Title to focus your vision. some kind of cool media that we love. Think
of books, music, movies, TV shows, or video
6. Create a list of potential Setting Beliefs and choose three. games. To start things off, I will pick Firefly.
7. Rank your GM Attributes. Brian: Um, how about Kurosawas The Seven Samurai?
8. Create Factions based on those Beliefs. Chris: Cool. Im definitely in the mood for some
Shadowrun action, so I will throw that in the mix.
9. Create Ties of relationships between the Factions.
Dave: Ok, how about a little indie video
10. Create Faces that represent your Factions. game called Geneforge?
11. Create Agendas which those Factions will work towards. Brian: Never heard of it. Whats it about?

Angela: Thats fine Brian, you dont need to


know all the media at this point. Well
Angela: You know, I liked using The Elemental get to that in this next step.
Kingdom, but I would love to try making our
own Setting. Are you guys ok with that?

Dave: Certainly. How much time would this take?

Angela: It says about two to three hours, more than the


published settings, but its a bit more rewarding.
There are eleven steps to this, compared to the
seven that we had with the published settings.

Brian: Lets go for it!

28 29
Step 2: Gather Inspirations Step 3: Describe the Genre
Go around the table again. Now, everyone explains what As a group, consider all of the inspirations and
they like the most about their choice. Write these down decide on some single genre for your Setting.
concisely in a numbered list on the Setting worksheet under Here are a few common genres you can pick from,
the heading of Inspirations. Each person can add more though this isnt a comprehensive list.
Inspirations to the list if they want.
ALTERNATE HISTORY FANTASY
This step is all about gathering ideas and brainstorming. You assemble a MODERN ROMANCE
list of ingredients that you would like to include in the Setting. The more MYSTERY HORROR
ingredients, the more material you have available to define the world. You SCIENCE FICTION SUPER-HERO
arent obliged to use all of your inspirations.

Once you have your genre, you get to explain what exactly makes
your Setting different from others within the genre. Create a
Angela: Now that each of us has contributed a media, we get
to create Inspirations and explain what we like about single adjective or noun that describes those differences. The best
each of them. Personally, I love the anachronistic descriptors are emotional, cultural, or philosophical.
Sci-Fi nature of Firefly. You know that scene where
they are unloading a herd of cattle from the hold of Be sure to consider your boundaries, since they may restrict
their space ship? Its a western in space, which is cool. potential genres. If Graphic Violence isnt appropriate for your
Brian: Ok. I love the feudal Japanese society in The
game, dont pick a genre like Splatterpunk Horror.
Seven Samurai. Its more concerned with wealth
and honour than the well-being of the peasants. This step provides a common vision to interpret your inspirations
and establish Facts. Write the genre and descriptor on the Setting
Chris: Cool cool. I love the oppressive megacorps that Pg. 10 worksheet.
are feuding with each other in Shadowrun.

Dave: Geneforge is all about a group of wizards doing Angela: Now we come up with our genre along
magical genetic engineering. They literally create with another word or two that describes our
a new intelligent race known as the Serviles, some spin on it. With Anachronistic Sci-fi, Aliens and
loyal and some rebellious. I believe that genetically- megacorps, it seems to be Science Fiction to me.
engineered servant race would be a good inspiration.
Chris: Sounds good. Could we make it
Angela: Great. We now get a chance to add a few more Japanese Science Fiction?
inspirations into the pot of things we would generally
Brian: Hmm, a bit more precise? Shogunate
like to see in the game. The spiritual portion of
Science Fiction, since that explains this
Shadowrun and the Japanese society tend to make me
is more feudal and less Anime?
think of Kami. If no one has a problem with that, I will
add it in. Add in some aliens and I think we are done! Dave: Shogunate Science Fiction appeals to me.

30 31
Step 4: Establish Facts
Brian: Then that means Technology is hard to build or maintain.

Chris: Ok. I will link Kami and Anachronistic Sci-Fi to state that The
In this step, you establish Facts about the Setting. planet is dotted with small wooden Shinto shrines.
Each Fact expresses two different inspirations on the
worksheet. Dave: I do not understand. Could you explain that link?

Chris: Not a problem. The Kami are the spirits in the Shinto
Go around the table, with each person trying to find patterns or religion that was founded in Japan. Shintoism tends to have
associations in the list of Inspirations. When someone thinks up some roadside shrines everywhere to various Kami. I thought that
interesting, evocative Fact about the world, they propose it to the group. some simple wooden shrines in a science fiction Setting
When the group unanimously agrees on a Fact, write it down on the would be anachronistic but still associated with the Kami.
Setting worksheet under the heading of Facts along with the numbers of Dave: Yes, that makes sense now. I would like to build
the inspirations. off Angelas Fact and make a link between the
megacorps and the genetically engineered servant
The best Facts are concise and specific. Dont feel obligated to come up race. The planets atmosphere is unpleasant and
with names for organizations; that comes later. Just work on making up the colonists are not suited to manual labour, so
evocative names for places, events or things. they made a slave race to do the grunt work.

Angela: Um, I am not comfortable with a slave race. Could we


Once you have two Facts per person, some common themes will emerge. make them more like peasants or serfs instead?
This step helps you express the unique character of your Setting, and
ensures that the worlds filled with content that the group is interested Dave: Peasants? That works well. The megacorps created a race
of genetically engineered peasants called henomin.
in.
Angela: Ok, then. How about The colonists imposed a feudal
Be considerate of the quieter members of the gaming group. This process Japanese social structure on the henomin.
is very engaging and exciting, which can lead to some people dominating
Brian: I like your idea of a metal-corroding and unpleasant
the conversations. atmosphere. I propose a link between anachronistic
science fiction and the feudal Japanese structure;
Angela: Im trying to make some kind of association out of The human colonies are built on the arid high
Anachronistic Science Fiction and Feudal Japanese mountain tops, shielded from the storms.
Society. I remember that the explanation for the
primitive tech level in Firefly was that colony planets Chris: Then maybe the The peasants labour in the
wouldnt have the industrial capacity to maintain harsh low lands near the corrosive seas.
or build high tech. Why would a shogunate
Dave: I think that the aliens are the only thing left over at this
science fiction Setting have limited tech?
point. I would like to link them to the genetic engineering
Chris: One of the things that limited shogunate-era Japan and say Humans are the alien colonists to this world,
was a lack of good steel. Their island didnt have and the natives are unhappy being invaded.
much iron ore, and what they had was lousy.
Brian: So wait, the humans are the aliens? Neat!
Angela: Thanks! I propose a Fact that This planet
Angela: And I think thats all of the Facts we
is extremely poor in metals.
need. Lets pull this together.

32 33
Step 5: Create a Title
This is a step where you get to step back and look at the Angela: Ok. This step is quick and should help us get a
setting on a whole. Consider all of the Facts and look more coherent Setting. Each of us creates some
to see if any common ideas emerge. This step helps titles for the Setting that describes the world in
broad, I will start by throwing in Bushido Colony.
you discuss all of the Facts and come to a common
understanding of what the Setting is all about. Brian: Ok, how about NeoNihon?

Try to express that with a short and evocative Title for the Setting. Chris: The storms corrode metal, right?
How about Ruststorm?
Suggest one to three word titles for the game and select the best one.
Dave: Ok. I propose The Sony Prefecture.
You should be able to express the core concept of your Setting by
stating your Title, followed by Genre Description you came up with in Brian: Not bad Dave, not bad.
Step 3. Angela: Those are some good ideas. Now we need to
pick which title we think is the strongest.
Title: Genre Descriptor
Chris: Honestly, I think NeoNihon sounds great. The
mix of a Greek prefix and a Japanese name
is fun and communicates the cultural blend
that I love from good cyberpunk. Cool!

Some good examples of titles would be: Brian: Yup, its roughly translated as New
Japan if my memory serves.
NeoNihon: Shogunate Science Fiction
Dave: NeoNihon is fine by me.
Quiet Revolution: Montral Police Drama
Angela: Great. That means our setting is
Elemental Kingdom: Fantasy under Seige NeoNihon: Shogunate Science Fiction.

The Seedlands: Tribal Horror Brian: Im posting that on Twitter!

Nordpunk: Norse Urban Fantasy

The Elightened Man: Renaissance Super Heroes

The Solar Imperium: Military Science Fiction

Sig, the City of Keys: Extraplanar Fantasy

34 35
Step 6: Create Setting Beliefs
Games can help us explore and understand The GM picks her three preferred Beliefs, writing them on the GM
ideas in meaningful ways. Beliefs announce Sheet and the Belief Sheet. While she can choose the Beliefs that she
which concepts, opinions, and dramatic themes proposed, she should show discretion and only choose the three that
we want to explore during play. The GM is best express the Setting.
rewarded for challenging the three Beliefs
Pg. 54 Any Player can use leftover Beliefs during Character Creation if any
that define the Setting. These Setting Beliefs
of them are suitable. There is more in-depth discussion on Beliefs in
express the biggest concerns and problems of
Character Creation, with a list of sample Beliefs.
the society. Each of the Factions created in the
next step is rooted in one of these Beliefs.
Angela: Ok, now that we know what the major
First, establish a list of potential Beliefs that fit the Setting. The GM elements of the Setting are, we need to come
will then get a chance to select any three of those and set them as the up with the themes that we will focus on in
Beliefs of the Setting. this world. Each of these should be a short,
subjective, and controversial statement. They
Go around the table twice, with each person proposing two different have The needs of the many outweigh the
Beliefs based on the Settings title and Facts. As you propose Beliefs, needs of the few as an example here. I will
the other people ensure that they follow all the principles and dont start with that one, just to get the ball rolling.
violate any of your boundaries. Write these candidate Beliefs on the Brian: Ok, how about Technology
Setting worksheet. will tame this world?

Chris: Sounds good to me. Hmm. How about


Emotional displays are a sign of weakness?

Dave: Very stoic Chris. I propose that The


Setting Beliefs must follow the following principles: greatest honour is to be of service to
your clan. I suspect the peasants consider
A good Belief should be a simple, declarative statement. the megacorps to be feudal clans.
Assume that the Belief is the kind of thing that someone could Angela: Great! How about We are nothing
blurt out in a heated argument. without our traditions?

A good Belief should be subjective, and preferably Brian: Ok. The natives must be destroyed.
philosophical. The basic assumption of the game is that Chris: Ouch. That doesnt violate any boundaries,
overwhelming evidence is enough to convince someone to but thats evil. I propose a more down-key
change their Beliefs. Things that are obviously true or false The secrets of this world will destroy us.
dont make for good Beliefs.
Dave: The last proposed Belief is The will
of the kami must be obeyed.
A good Belief is meaningful and controversial to a significant
number of people. Players should be able to influence society ANGELA CHOOSES
on a whole, and Beliefs that others care about helps. WE ARE NOTHING WITHOUT OUR TRADITIONS
THE GREATEST HONOUR IS TO BE OF SERVICE TO YOUR CLAN.
THE SECRETS OF THIS WORLD WILL DESTROY US.
36 37
Step 7: Rank the GMs Attributes
The GM has four attributes with which to portray the Setting. Angela: Ok, at this point I get to assign my
The Body attribute represents physical aspects of the Setting, Attributes. This lets me decide which
the Heart represents the social, the Mind represents the of the players attributes will be
more or less effective in Conflicts.
intellectual and the Spark represents the dramatic. In specific,
the GMs Spark helps her frame scenes and gives her a static Chris: Could I ask for lots of social Conflicts?
bonus in all Conflicts.
Dave: I would rather have physical
threats deemphasized.
Every Setting has one attribute that is particularly strong and one
that is particularly weak. As a group, make suggestions to the Brian: Nah, lets get lots of physical threats
GM, but she has final say on her four attributes. out there. If the secrets of this
world will destroy us, I want to
How she assigns her attributes helps her adjust the style of game have some physical challenges.
play; a strong Heart might mean that the Setting is full of courtly Angela: Dont worry Brian, I can threaten
drama, while a weak Body might mean that the society does not you with knowledge just as easily.
demand or reward physical capabilities. Thanks for your advice guys.

I will say that the Heart is strong


When she has made her decision, she marks the Settings strong
and Body is weak. That means that
attribute at Great (D10) on the GM sheet. She then marks the Heart is set at Great (D10), Body is
weak attribute at Poor (D6) and the two remaining attributes at set at Poor (D6) and the other two
Good (D8). More information on these attribute levels, including are set at Good (D8). Expect that
how to mark them, is available in chapter 3. Pg. 58 most of the Major NPCs will be
more social, but physically weak.

One Great
Attribute (D10)
Two Good
Attributes (D8)

One Poor
Attribute (D6)

38 39
Step 8: Create the Factions
In this step, you collaboratively create one Angela: Now that we have our three Setting Beliefs, we
create the Factions. Factions are major groups that
Faction for each person in the game. Do this by
you will have to deal with regularly. At this point,
going around the table twice so that everyone has we need to create four Factions; one per person in
a chance to contribute to creating these groups. the game. First, we go around the table and each
person creates an evocative name. I will start and
The first time around the table, each person gets name one of Factions as The Hostile Natives.
to create a name for one of the Factions and write these down on
Brian: Cool. Um, how about the Peasant Mercantile Guild?
the Faction Sheet. The Factions name will give you a sense of their
identity and resources. Consider the Facts you have established, the Dave: We should give them an actual name,
genre you have written down and any other cultural references when if they are a different species.
you come up with the names. Just focus on making evocative names, Brian: Ok. How about the Henomin Mercantile Guild?
and worry about the mandates afterwards. If I remember my rusty Japanese, Henomin
translates to something like Mutant Peasant
The second time around the table, each person gets to create a
mandate for one of the previously named Factions. Every Faction Chris: I want more Seven Samurai, so I will name one
of the Factions the Village of Kanata.
has a mandate that describes their common purpose, why they
exist, and what they hope to achieve. Mandates are broad mission Dave: Makes sense. I will name the last Faction,
statements that either confirm or refute part of a Setting Belief. The Shrine Tenders. What do we do next?

Angela: Now that we have the names, we need to create their


Each of these Factions is pursuing their own goals. While PCs may
mandates. These are mission statements that confirm or
not necessarily be members of any given Faction, they will often be refute one of the setting Beliefs somehow. We go around
influenced by their actions. the table again choosing these mandates, but lets switch
directions so that Dave isnt stuck going last again.

Dave: I wanted to have a Shinto element to the world. Let us


give the Shrine Tenders a mandate To maintain the roads
and shrines for travelers, which confirms the first Belief.

Chris: Sure. I will give the Hostile Natives a mandate to Destroy


the invading Two-legs, confirming the third Setting Belief.

Brian: That implies they dont have two legs normally, which is
cool. Kanata has a mandate to Become respected and
invaluable to the colonies, confirming the second Belief.

Angela: Very nice, I can work with that. Lets finish off the
Factions by giving the Mercantile Guild a mandate
to Ensure the henomin are granted equal rights
to true humans, refuting the first Belief.

40 41
Step 9: Create Faces
Each Faction is represented by a potent NPCs called a
Face. The GM uses these Faces to interact with the PCs
and express the will of their Factions.

Each Face has a name, two strengths, and one weakness.


When the GM has a Conflict, she can increase the size of her die FACES
when a strength applies and must decrease it if a weakness applies.
Name The Envoy
Each person claims one of the NPC Faces. They create a name, two Faction The Hostile Natives
strengths and one weakness for their NPC. Write these onto Index Strengths Slaughter, Acid Storms
cards and pass them along to the GM for her use. Since the GM is
the one playing the Faces, she gets to veto or reinterpret them as she Weakness Human Communication
sees fit. She then copies the approved Faces from the index cards
onto her GM sheet. Name Speaker Sakhalin
Faction The Henomin Mercantile Guild
Strengths Subtle Persuasion, Networks of Contacts
Angela: Ok, we have four Factions and we need to Weakness Physically Frail
make NPCs that I will use to interact with your
characters. I want to make the face of The Name Ando1573
Hostile Natives. The Envoy has a strength
in Slaughter, and in Acid Storms. It has a Faction The Shrine Tenders
weakness in Human Communication. Strengths The Kami, Messenger
Brian: Ok, The Henomin Mercantile Guild is mine! The Weakness The Laws of Robotics
Face is Speaker Sakhalin. She has strengths
in Subtle Persuasion and in Networks of Name Headswoman Suki
Contacts, with a weakness of Physically Frail.
Faction The Village of Kanata
Chris: The Shrine Tenders for me. Ando1573
Strengths Sympathetic, Spotless Reputation
is an android with strengths in The
Kami and in Messenger with a Weakness Haunted by her Traumatic Past
weakness in The Laws of Robotics.

Dave: Ive got The Village of Kanata! Ok, I am


picturing the scarred Headswoman Suki.
She has strengths in Sympathetic and in
Spotless Reputation, with a weakness
in Haunted by her Traumatic Past.

42 43
Step 10: Create Ties
Factions interact with each other as they pursue Angela: Now we are creating the diplomatic ties between
their Agendas. A tie can bind each specific each of the Factions. We have a list of suggested
pair of Factions, if the two organizations have ties we can use. We can only have a single tie
between two specific Factions, so Kanata and The
some kind of relationship or interaction. Guild only have one tie between them. I will declare
that the Henomin Mercantile Guild is funding the
In a two-player game, there can be up to 3 ties village of Kanata who is loyal to the guild in turn.
In a three-player game, there can be up to 6 ties
Brian: Ok, that makes sense. The Hostile Natives are
In a four-player game, there can be up to 9 ties bitter enemies with the Shrine Tenders.
In a five-player game, there can be up to 15 ties
Chris: I can make these up, right? How about
These ties will guide the GMs choice of Agendas and how the Faces the Shrine Tenders are subtly infiltrating
the Henomin Mercantile Guild, who
behave. Most of the time, you will only have a handful of ties written
Pg. 78 are oblivious to the infiltration?
in at the start of the game, but you can create more in play during
the Advancing Phase of each session. Dave: Let us make this interesting. The Village of Kanata
are strange bedfellows with the Hostile Natives.
Here are a few sample ties, but you are encouraged to make up your
own based what you have created. If the GM hasnt created these
ahead of time, go around the table and let each person create one
Tie. Keep track of the ties on the Faction sheet, like in the example
to the right.

Mutual ties are the same for both sides.


Faction A and Faction B are close allies.
Faction A and Faction B are bitter enemies.
Faction A and Faction B are at outright war.
Faction A and Faction B are ambitious rivals.
Faction A and Faction B are strange bedfellows.

Asymmetrical ties happen when one side acts on another.


Faction A is secretly funding Faction B, who is funded
Faction A is subtly infiltrating Faction B, who is oblivious
Faction A has cruelly betrayed Faction B, who is vengeful
Faction A is violently subjugating Faction B, who is subjugated
Faction A is subtly manipulating Faction B, who is manipulated

44 45
Step 11: Create Agendas
Now that you know the long-term goals of the Angela: Here is the last step. Well work together to create
Factions and their ties, its time to come up the short-term goals, known as Agendas, for each
with their Agendas. Agendas are one-sentence of the Factions. Well go around the table one
more time, with each of us creating an agenda. I
statements of intent; each describing a major but have some guidelines, but generally its the kinds
short-term goal they hope to achieve. of things that a company or political party could
Pg. 78 achieve in a couple of months. For example, I
Agendas must be based on the Factions mandate and their ties. No would start by saying that the Village of Kanata
two Agendas in the same session can be mutually exclusive, since has an agenda to Repel Saika bandit attacks.
they can all succeed. Factions achieve these things off screen between
Brian: Ok. Lets deal with the aliens. A unit of Clan Sesei
episodes. troops is found dead, their skulls removed.

The scope of each agenda depends on the nature of the Faction. If Chris: Very nice and creepy. The Shrine Tenders
you have a Faction named The US Army, they may be able to take Build a new grand shrine in the ruins
control of an entire city with a single agenda, while The Hillboro of a disused communications tower.
Pg. 111
Community Association would be lucky to purchase a community Dave: I believe that the Guild wants to
garden. Create an impartial trade tribunal
for guild-colony negotiations.
Take a new index card, write a #1 in the top right corner, and write
Angela: Thats it for Setting Creation. I will start with
the names of each of the Factions. Beside each name, write down four Influence, since there are four of us in total,
their relevant Agendas. and well move on to Character Creation.

Give the GM one Influence per player. We are ready to move on to


Character Creation.

Agendas #1

Village of Kanata - Repel Saika bandit attacks

The Hostile Natives - A unit of Clan Sesei troops is found dead,


their skulls removed.

The Shrine Tenders - Build a new grand shrine in the ruins of a


disused communications tower.

The Henomin Mercantile Guild - Create an impartial trade tribunal


for guild-colony negotiations.

46 47
Chapter 3
Characters

Character Creation

Initial Concepts

Beliefs

Attributes

Talents

Personal History Questions

Prelude
48 49
Character Creation
Overview The Process
Once you have a Setting, each player creates a During character creation, each player will:
Protagonist Character (PC). The players work
together to make a group of dynamic, passionate
individuals who can work together or apart. The
players play the roles of their people who take risks, 1. Come up with an initial concept, focused on one specific
and stand up for their Beliefs. This chapter shows you Pg. 52 agenda, and name for their character.
the process for making those kinds of characters.

Characters are motivated to challenge their Beliefs


Pg. 54 2. Create 3 Beliefs that drive their respective characters, with
during play. When pursuing their goals, the PCs
the assistance of the other people in the group.
might enter into a Conflict with the GM or with
another player. Resolve those Conflicts by rolling dice
based on their Attributes and adding in a bonus based
on their Talents. 3. Assign 7 Attribute levels across their characters Body, Heart,
Pg. 58
Mind, and Spark Attributes.
Grab a Character Sheet to keep track of your PCs
Beliefs, Attributes and Talents. You can find a copy
of the Character Sheet at the end of this book or on
the website. In this chapter, we explain what each of 4. Create 7 Talents that represent their characters skills,
Pg. 62
the different traits represent and help you create your knowledge, and experience.
characters. The process should take about an hour
from start to finish.

5. Answer 4-6 Personal History Questions, describing the


Pg. 68 characters relationship with other PCs and with the Factions,
earning Influence for each question answered.

Pg. 72 6. Narrate a short prelude for their character.

50 51
Initial Concepts
The Focus Agenda Angela: Ok, first, we pick one of the Agendas that
we want to focus on. All of the PCs will
You have a broad Setting, full of interesting Factions and complex need some reason to interact with that.
motivations. Before you can start creating a character, find a central
Brian: Ok. How about the Hostile Natives focus
focus for the group. Collectively look at the Faction Agendas that you agenda? A unit of Clan Sesei troops is
have generated. Try to figure out which Faction agenda you collectively found dead, and their skulls removed.
find most interesting. If you have a hard time limiting it to a single
agenda, the GM will pick which one to focus on. Circle that agenda on Angela: Ok. Now that you have that step ready,
you need to create your concepts.
the index card to indicate its the focus.
Theres a list of questions here.
When you create character concepts, come up with reasons for your Brian: My concept is an ex-Sesei Ronin who is
PCs to interact with either the agenda or Faction. Maybe they want to cursed with love. Love interests are very
stop the agenda, or interfere with the Factions efforts. Maybe they are inconvenient for a stoic wandering Ronin.
working for the Faction and want to support that goal. The only thing Chris: Nice. I am thinking of a one of those Henomin
that matters is that everyone gets involved. This binds the characters peasants, but that doesnt seem to be enough.
together and works as a group template.
Angela: Is your character defined by their profession?
How do you interact with that agenda?
Character Concepts Chris: Hmm. How about he is the headsman
Every character starts with a concept, a quick sentence that describes them. for Kanata village? That Faction and the
Hostile Natives are strange bedfellows,
Are they defined by their profession? so he might have a hand in this.
Are they defined by their relationships?
Dave: That sounds interesting. I believe that
Are they defined by a particular personality trait? my character will be a Shinto Android,
Are they defined by challenging a Setting Belief? the one who found the bodies.

If you are having a tough time, consider adapting a character from Angela: Shinto? An Animist android? Why?
another piece of media. Modern fiction, ancient epics, television shows,
Dave: It is a quirk of the artificial intelligence
movies, video games, and even music offer interesting characters. process; they always pick up some kind
Imagine what one of those characters would be like if they grew up in of religious inclination. Mine believes
your Setting. Once you have a concept, explain it clearly to the group in the Ghost in the Machine.
and write it on your Character Sheet.
Angela: That is hilarious! Ok, here is the hardest
step. Tell me your characters names.
Naming Brian: Hmm. Im thinking Shimura the Samurai.
Create an evocative name for your character. Consider what culture Pg. 144
Chris: Gisaku the Village Headsman.
your character comes from. Try to use a name that reflects your Pg. 166
character concept. Some published Settings include lists of example Dave: And this unit is Ando357, Ando for short.
names that you can refer to. Pg. 188
52 53
Beliefs What are Bad Beliefs?
MY FAITH IS IRONCLAD; I WILL OVERTHROW THE KING AND SEIZE HIS THRONE FOR
What are Beliefs? MY OWN PURPOSES!

Games can help us explore issues that matter to us. Beliefs announce This is not a good Belief, because it is not a simple, declarative
which perspectives, opinions, and dramatic themes we want and subjective statement; goals are not Beliefs.
to examine during play. This is the core of the Spark RPG, to
Challenge your Beliefs.
PUPPIES ARE CUTE.
Every PC needs three Beliefs. These are statements that the While its a simple subjective statement, its not meaningful or
character agrees with, and that the player wants to explore during controversial. No interesting story will emerge by challenging
play. Beliefs should be the three most important ideas, questions, or a Belief that isnt important to individual characters or society.
themes that motivate your characters. By creating a Belief, you are
telling the GM that you would like to see it challenged during the THE WORLD IS FLAT.
game.
While a declarative and potentially controversial at times, this
When you enter into Conflicts that directly confirm or refute a is objectively false. The obvious exception being any Setting
Belief, you might gain Influence. You will be able to spend this that has a world that might actually be flat
to succeed in other Conflicts, to reduce the cost of victory, or to
inspire others to change their Beliefs. During the course of the play, Examples of Good Beliefs
these Beliefs will evolve and change. GOD IS DEAD
THE ENDS JUSTIFY THE MEANS

Principles for Good Beliefs YOU CAN ONLY DEPEND ON YOURSELF


INFORMATION WANTS TO BE FREE
A good Belief is a simple, declarative statement. A Belief is the
kind of phrase that your character would blurt out in a heated MANKIND IS INHERENTLY GOOD
argument. EXISTENCE IS SUFFERING
More Sample VIOLENCE IS NEVER THE ANSWER
A good Belief is subjective and philosophical. In Spark, Beliefs from YOU ONLY DESERVE WHAT YOU CAN KEEP
overwhelming evidence is enough to convince someone to change Kickstarter Backers
their Beliefs. Things that are obviously true or false dont make for BEAUTY IS SUBJECTIVE
on Pg. 192
good Beliefs. EVERYTHING HAS A SPIRIT
GOVERNMENT CAN NEVER FIX PROBLEMS
A good Belief has meaning and is controversial to a significant HEALTHCARE IS A RIGHT
number of people. Players should be able to influence society on a
whole, and Beliefs that others care about helps. ALCOHOL IS A MORAL POISON
GREED IS GOOD
LOVE IS BETTER THAN ANGER
HOPE IS BETTER THAN FEAR
OPTIMISM IS BETTER THAN DESPAIR
54 55
The Process of Creating Beliefs
Angela: Ok. now we make three Beliefs for each of the
Work together to create your characters Beliefs. Each player states characters. We go around the table three times with
the Belief aloud, so other people at the table can give feedback. Work each of you proposing a Belief for your own PCs. We
together to ensure you follow the principles and respect Boundaries. just vet them to make sure they are short, subjective,
Keep the Beliefs strong and snappy! and controversial statements. You can grab any of
those proposed Setting Beliefs for your character.
Sometimes its better to ask someone else to examine a subject on Brian: Makes sense, so long as we are the ones picking our
your behalf. Other people might be happy to respectfully explore a own character Beliefs. I propose that my stoic ronin
given idea, subject or theme with their own character Beliefs. believes that Emotions are a sign of weakness.

When you are happy with the Belief you chose, write it down on Chris: Nice. My village headsman is annoyed by his lot in
life. His Belief is that My people deserve respect.
your Character Sheet and on the Belief Sheet. Go around the table
clockwise three times, repeating the process. When everyone has Dave: My android thinks that Emotions are
three Beliefs chosen, the Belief Sheet is complete. more important than facts.

Brian: That is going to challenge my character right


Create Beliefs that
off the bat. Very nice. My second Belief will
Challenge the Setting be that We are nothing without honour.
Clash with a Factions mandate Angela: That seems awfully close to the Setting Belief.
Supports another characters Belief
Brian: Ok, true. Lets go with The honourable
Refutes another characters Belief life is the only one worth living.

Chris: Lets make this personal. Men will never


hurt my little sister Suki again.

Brian: Ouch. Thats going to cause conflict.


Players Beliefs At your own risk
Dave: Let us go for some expressions of faith. The
The most meaningful games of Spark happen when you bring will of the kami must be obeyed.
personal issues and perspectives into the game. If you make a
character Belief that supports or refutes one of your personal Beliefs, Brian: Ok, if you are going to be the defensive
you can explore it and learn a bit more about yourself. brother, I should match you. Suki, my
love, is worth any sacrifice.
Lets say that as a player, I considered nationalism to be a problem Chris: Thats great! My third is straight from The
with society. I could make a character whose Beliefs were Seven Samurai. Danger always strikes
Nationalism always leads to tyranny, or Patriotism is the greatest when everything seems fine.
virtue. This would help me gain a deeper understanding of the Dave: Andos last Belief is that Respect must be earned.
topic, and let me examine other perspectives on the issue.
Angela: Perfect. I have written those
down on the Belief Sheet.

56 57
Attributes
Attributes represent characters natural capabilities and are used to resolve The Body Attribute - Physical
Conflicts during play. Each of the four Attributes (Body, Heart, Mind,
and Spark) are used in different circumstances, but they are fundamentally The Body represents you in all physical Conflicts. High Body
similar. Athletic characters should have high Body Attributes, social attributes are common among athletes, explorers, warriors,
characters should have high Heart, scholars should have high Mind and and physical labourers.
supporting characters should have high Spark.
Characters use their Body for acts of strength, dexterity or
Each Attribute has a die rating (D4, D6, D8, D10, D12, D20), meaning that is the stamina. The Body lets characters resist violence and endure
size of die you roll during conflicts. Sometimes I refer to them as Attribute levels bodily injury.
in the text for ease of explanation, but each Attribute level is equal to one die step.

A twenty-sided die (D20, level 6) is Epic, representing superhuman


capabilities. Characters are unlikely to have Epic Attributes.
The Heart Attribute - Social
A twelve-sided die (D12, level 5) is Excellent, representing maximum
The Heart represents you in all social and emotional Conflicts.
human capability.
High Heart attributes are common among politicians,
A ten-sided die (D10, level 4) is Great, well above average capability. socialites, aristocrats, and artists.

Characters use their Heart for acts of charisma, emotional


An eight-sided die (D8, level 3) is Good, slightly above average capability. manipulation, or social composure. The Heart lets characters
resist social aggression and emotional abuse.
A six-sided die (D6, level 2) is Poor, slightly below average capability.

A four-sided die (D4, level 1) is Terrible. Every character starts with


Attributes at level 1.
The Mind Attribute - Intellectual
The Mind represents you in all mental and perceptual
Conflicts. High Mind attributes are common among scholars,
scientists, occultists, and artisans.

Characters use their Mind for acts of intelligence, memory, or


perception. The Mind lets characters resist mental strain and
confusion.

58 59
The Spark Attribute - Dramatic Angela: Now you decide where you allocate your
Attributes. You all start with the D4 level in your Body, Heart, Mind,
The Spark Attribute represents the powers of luck, and Spark. You have another 7 points to allocate between them, to
destiny, and greatness of vision. Higher Spark scores helps a maximum of D12.
a player shape the story, rather than necessarily succeed Remember that we already generated the GM
as a character. High Spark attributes are common among Attributes during setting creation. I have a
heroes, companions, innovators, and leaders. D10 Heart, D8 Spark, D8 Mind and D6 Body.

Brian: Body is physical, Heart is social, Mind is


A high Spark will help you act first in the Advancing Phase. Pg. 78
mental and Spark is what again?

A high Spark will increase your chances of framing Angela: Spark is a bit of a metagame stat. It lets you do
Pg. 80 more storytelling, helps you influence NPCs, and
scenes, helping you create interesting situations that
favour your characters capabilities. generally makes you more like a GM than a player.

Brian: Sounds interesting. So I get seven levels? I


When you direct NPCs in Conflicts, your Spark die assign three levels in Shimuras Body, one
determines how effective those characters are. Pg. 86
in Heart, one in Mind and two in Spark.
That should give me a total of D10 Body,
Lastly, you can absorb Harm to your Spark instead of any Pg. 96 D6 Heart, D6 Mind, and D8 Spark.
other Attribute.
Chris: For me, I assign no levels in Body, two in
Heart, one in Mind and four in Spark. That
should give Gisaku a total of D4 Body,
D8 Heart, D6 Mind, and D12 Spark.

Dave: My android will be rather different. I assign


Attributes at Character Creation two levels in Body, two in Heart, two in Mind
and one in Spark. That should give me D8
Every Attribute starts at level 1, which is why the D4 symbol on the Body, D8 Heart, D8 Mind, and D6 Spark.
character sheet is already filled in. You get 7 additional Attribute
Angela: Sure, that looks good to me.
levels that you can divide between your Body, Heart, Mind and
Spark. When you add an attribute level, fill in the outline of the
appropriate die with pen, and leave a white circle in the middle.

You are unlikely to have any Epic Attributes (level 6 D20) at


character creation and you cant save any Attribute levels for later.

60 61
Talents
Talents at Character Creation
What are Talents? Each character starts with seven Talents that represent their
Talents represent skills and abilities that a character has gained technical skills, academic knowledge or even physical training.
during their life. These include specific fields of knowledge or Players can either create their own Talents or chose from the lists in
particular types of tasks. a published Setting. The GM will help you decide if any given Talent
is Broad, Common, or Deep in scope.
Talents add a bonus to a characters die during a Conflict:
Determine what specific kind of action your character is best at.
If you have a Broad Talent that applies to the Conflict, Choose one Broad Talent, one Common Talent, and one Deep Talent
add 1 to the result of your roll. that would help you in doing that thing. You then get another four
If you have a Common Talent that applies to the Conflict, Talents to give your character other options for solving problems.
add 2 to the result of your roll.
Dont worry if you put a Talent in the wrong category, it wont break
If you have a Deep Talent that applies to the Conflict, anything. Because you can mix and match your Talents in Conflicts,
add 3 to the result of the roll. try to make them as diverse as possible. Aim to have two Broad,
three Common and two Deep Talents for your Character.
This means that the bonus from Talents will vary from +0 (if
no Talents apply) to +6 (If one Broad Talent, one Common
Talent and one Deep Talent apply). You can only use one of
each category of Talent in any given Conflict roll. For Science Fiction settings, consider using the Talents for
the NeoNihon Setting as a reference.
Pg. 142

For Modern settings, consider using the Talents for the


Quiet Revolution Setting.
Pg. 164

For Fantasy settings, consider using the Enchantment Talents or


Mundane Talents for the Elemental Kingdom Setting.
Pg. 186

62 63
Broad Talents Deep Talents
Broad Talents represent general understanding of a wide-ranging Deep Talents represent specialization on a particular sub-discipline
topic. Someone might acquire these Talents through book learning or application of skill. Usually unique and limited in scope, they
or general life experience. Broad Talents may be things like: provide significant advantages. They require a high level of formal
English Mle
training or some specialized experience. Some good Deep Talents are:

Science Evasion
Golden Age Science Fiction Scimitars
Politics Wilderness
Vegetative Genomics Avoiding Gunfire
Law Thaumaturgy
Voter Suppression Swamp Herbs
Engineering Religion
Small Claims Court Demons of the Seventh Circle

Bridge Repair Marriage Ceremonies

Common Talents
Common Talents represent a focus on a particular subject matter.
When in doubt, assume that any Talent is Common in scope.
Acquiring this normally requires either formal training or years of
practical experience. Some examples of Common Talents are:

Literature Swords

Biology Dodging

Elections Wetlands

Civil Law Conjuration

Infrastructure Catholicism

64 65
Angela: Now you know your natural capabilities and the Angela: Villages as Broad, Leadership is Common and
circumstances that help you. Heres where you Confidence Building as a Deep? Sounds good
figure out your trained skills and experiences. to me. Your pep talks must be impressive.
These personal traits are useful in Conflicts.
Dave: For my turn, I believe my Broad would
Brian: Ok, so how does this work? be Observation, followed by Emotions,
and then People-watching.
Angela: You need to create seven Talents. You propose
them and Ill tell you if they are Broad, Common Angela: Sounds good! Do you think you
or Deep. Broad Talents help you a little bit in a can take it from here?
variety of different circumstances. Deep Talents
Brian : I think so. Literature and Haiku?
help you a lot on rare occasions, and Common
Talents are somewhere in the middle. You can Angela: I think that literature is Broad and Haiku is a
combine one Talent from each of the categories, Deep. We can change it later on if we need to.
so you can stack one Broad, one Common
and one Deep together on a single roll. Brian: Im thinking Reconnaissance
and Environmental Suits.
Brian: How do we get started then?
Angela: Both are Common, so you can combine
Angela: He recommends that you figure out one specific them with your Military and Daisho skills if
activity that your character is best at, then get appropriate. I think that comes to seven in total.
one Talent of each category that would suit.
Chris: I think Trade would be a Broad.
Brian: Ok. So cutting people to ribbons with my Daisho? Storms and Improvised Weapons
sound like Common Talents.
Angela: Yes. Daisho sounds like a Deep
Talent, since its specific. Angela: Sure!
Brian: So would Swords be the Common? Chris: Then lets finish that off with
Wayfinding as a Deep Talent.
Angela: Yes, that sounds about right. In what context
were you trained to use your swords? Dave: I think my Android is a messenger. He has
Athletics as a broad and Running as a Common.
Brian: I was trained by the Sesei military. Wait, can
I just have Military as a Broad Talent? Angela: That makes sense.
Angela: Yup. It will cover everything from your Dave: What would Aikido and Shinto Shrines be?
mle combat to military etiquette.
Angela: Aikido is a Common, Shinto Shrines are Deep.
Chris: My turn then. How about Villages,
Leadership, and Confidence-Building? Dave: Excellent. I believe that is my last Talent.

66 67
Personal History Questions
PC Relationship Angela: Ok. Now that we have that out of the way, we
Go around the table, with each player answering one of the get to figure out each of your personal histories.
Relationship Questions from the list below. Keep going around, until Think of each of these key parts of your characters
backstories. You are figuring out exactly what
each person has answered two or three questions about different
your character thinks about the other PCs and the
specific PCs. Factions at the very start of the game. You need
to answer two or three of the PC Relationship
What common friend or foe do you and another PC share? questions and two or three Faction Baggage
questions. Lets start with the PC Relationships.
Which family member do you both care about?
Brian: Ok, how about Shimura is in love
How would you suffer if another PC comes to harm? with Gisakus little sister Suki.
What do you hope to gain from another PC? Chris: Gisaku hopes that Shimura will protect his village.

What favour did another PC do for you? Dave: Ando trusts Shimura implicitly.
Its in his programming.
What personal sacrifice did you make for another PC?
Brian: How about this? Shimura trusts Ando, because the
Why do you trust a PC with your life? android saved his life when an acid storm struck.

Angela: Thats fine, but since you are declaring


Often these questions relate to actions on the part of other PCs. The what Ando does, Dave gets a veto.
other player gets to approve any such answers, ensuring that it fits
Dave: I have no problem with that.
the character concept and that the player is comfortable with that
having happened in the past. Chris: We can do that? Shimura did a favour for
Gisaku by slaying a band of Sesei soldiers.

Brian: Veto. Shimura might stop them, but wouldnt


kill his former comrades in arms.

Chris: Ok. Shimura intimidated the band of


Sesei soldiers and kept them away from
Kanata village, as a favour for Gisaku.

Brian: Fine by me.

Dave: Ando hopes to get a great shrine to


the Kami built in Gisakus village.

Chris: Love it.

Brian: I will get a third one. Shimura could never


face Suki if he let Gisaku come to harm.

68 69
Faction Baggage
Go around the table, with each player answering one of the Baggage Angela: Ok. How about Faction Baggage?
Questions from the list below. Keep going around, until each Brian: Shimura adopted his Belief that the
person has answered two or three questions about different specific honourable life was the only one
Factions. worth living, when Sesei ordered him
to slaughter the village of Kanata.
Why do you hate a Faction?
Chris: Gisaku unfailingly obeys the Henomin
Why do you trust a Faction with your life? Mercantile Guild because its the only
route to power for his people.
Why do you unfailingly obey a Faction?
Dave: Ando is passionate about the
Why have you vowed to destroy a Faction? Henomin Mercantile Guilds mandate,
because that might lead to rights
Why are you afraid of a Faction? for other artificial forms of life.

Why did you abandon a Faction? Brian: Shimura trusts the Kensei
implicitly, since they raised him
Why are you passionate about a Factions mandate? and taught him all he knows.

Chris: Gisaku is afraid of the Kensei, as these ronin


How did a Faction inspire you to take up one of your Beliefs?
could slaughter his people on a whim.

Each player will start the game with one Influence per question they Dave: The village of Kanata has inspired Andos
Belief that emotions are fascination,
answer, to a maximum of six. since they are an emotive people.

Angela: That sounds good to me!

70 71
Prelude
The last step in character creation is the prelude. The GM
Angela: Now we are ready for the preludes. Each of
picks a Catalyst; a single person, place, event, or thing that the you gets to narrate a short scene where you
group will converge on. The GM always chooses something or try to reach some catalyst, which relates to
someone related to the focus Agenda that you chose earlier. the agenda. You need to figure out why you
During the prelude, each player creates a reason why the are heading there and show off a bit as you
character would try to interact with the catalyst. travel there. The catalyst will be the mountain
shrine where the Sesei band was last spotted.
Each player uses this time to show off their characters expertise Brian: Lets go with this. Shimura sits with a calligraphy
without dice getting involved. The GM may portray NPCs, but the brush in hand, surrounded by half-written
player has full narrative control. Try to make brief action sequences, love poems to Suki. He receives a coded Sesei
quickly expressing the characters capabilities and personality. broadcast on his suit. The message is that the
Each little prelude scene ends just before the character reaches the Kitsune Band has gone missing near the Shrine
of Shattered Mountains. Shimura goes still for a
Catalyst. moment. He realizes what he needs to do and
plans his visit to the shrine, strapping on one of
After you finish all of these scenes, the GM recaps everything each of his fathers swords. He tosses the poem
established during the preludes. If you have time left in the into the hearthfire and steps out of his hut.
episode, you can move directly into framing your first scene in
Chris: Gisaku sees Shimura heading to the shrine
the first chapter.
and gestures at some trappers to follow the
Pg. 80 Sesei warrior. Rubbing his creaking knees, he
orders villagers about and gathers his gear.
Something is up, and he must follow the
ronin to ensure the safety of the village.

Dave: Ando races along the Shinto Trail, only slowing


to give offerings to the small shrines that
dot the path. He runs along the tops of a
stand of black bamboo and scrambles up the
sheer cliff. You can see him pausing to watch
Kanata Village intently, with his optics systems
honing in on the two figures departing.
Ando remarks to his internal records that this
is unexpected and is now hot in pursuit.

Angela: Perfect! That finishes character creation


and we can start our first real scene!

72 73
Chapter 4
Mechanics

How to Play the Game


Phase 1: Advancing
Phase 2: Framing
Phase 3: Collaboration
Phase 4: Conflict
Phase 5: Closing
Phase 6: Reflecting
Consequences

74 75
How to Play the Game The Structure
Start each episode by Advancing the Factions. These groups have
Overview their own Agendas and goals that theyre trying to accomplish. The
The players and the GM roll dice to frame the scene, creating a players help decide which Factions will complete their Agendas
Pg. 78 and how the world on a whole will change. From then on, you will
Platform, Tilt, and Question. Everyone in the scene cooperates to
tell the story, making bold declarations of what happens next. If collectively play through a series of scenes. The group tells scene
someone disagrees with a declaration, they can challenge it and pull after scene, collaborating and entering into Conflicts.
out the dice for a Conflict.
Pg. 80 Start by Framing the scene, where you decide where the action will
Everyone in the Conflict can either make a declaration of what they take place and why the scene is important.
would like to happen, or support someone elses declaration. Each
person determines which attribute die theyre using, rolls that die, Pg. 82 Next is Collaboration, where everyone cooperates to tell the story
and adds the bonus from Talents to the result. The highest number by making bold declarations of what happens next.
wins the Conflict, paying price of victory in Influence or Harm, and
gets their chosen declaration. In some scenes, someone may disagree with declarations. If that
Pg. 86 happens, they pull out the dice to resolve their Conflict. After they
When everyone is satisfied that you have answered the scenes finish the Conflict, they get to move back to Collaboration.
Question, you can end the scene and frame the next one. The group
continues to tell scene after scene, collaborating and entering into When the Question of the scene has been answered, you begin
Pg. 90 Closing the Scene. During this phase, characters can heal or retire,
Conflicts.
and theyre rewarded with Influence for addressing their Beliefs.

Once youve closed the scene, either frame another scene or move
Set up Pg. 94 to Reflecting. This last phase gives the players a chance to inspire
Place the Faction sheet and the Belief sheet in the middle of the table each other to take up new Beliefs.
so that everyone can see them. The Belief sheet has sections for each Scene Scene Scene
participant, listing their three Beliefs publically. Place an Influence
token on each of the icons to the left of those Beliefs. These tokens Scene Scene
Advancing Reflecting
may be removed during the Closing phase of play, when people earn
Influence

In Each Scene
FRAMING COLLABORATION CLOSING

CONFLICT

76 77
Phase 1 Advancing Angela: Now that were in the second episode, we
need to determine what happened with the
Agendas. Remember our Factions are:

The Faction map describes the most significant major organizations The Village of Kanata - Uncover a conspiracy of
dishonourable henomin on the colonies behalf.
in the Setting. Each Faction has an evocative name and exists to
fulfill its mandate. Factions can also have diplomatic or historical The Hostile Natives - A unit of Clan Sesei troops
ties with one another. Each episode, Factions attempt to achieve is found dead, missing the top of their skulls.
short-term goals known as Agendas. The Henomin Mercantile Guild - Create an impartial
trade tribunal for guild-colony negotiations.
The GM will normally create the Factions Agendas between
episodes. If a player used a Claim option on a Faction last episode, The Shrine Tenders - Build a new grand shrine in
they get to create that Factions Agenda instead. Each episode will the ruins of a disused communications tower.
Pg. 111
have its own unique, numbered index card with the Faction names EVERYBODY ROLLS THEIR SPARK DICE TO DETERMINE THE ORDER. BRIAN
and their associated agendas. Over the course of the campaign, ROLLS THE HIGHEST, FOLLOWED BY CHRIS, DAVE, THEN ANGELA.
the GM collects a series of these cards that will form the historical
record of the Setting. Brian: I will block the Henomin Mercantile Guilds
agenda. I would rather not deal with trade
An Agenda is a one-sentence statement of intent. Each one describes tribunals at this point. Can you cross out that on
a major but short-term goals the Factions hope to achieve. Agendas the Agenda card Angela? There are too many
must be based on the Factions mandate and their ties. Since all of vested interests to set up any impartial tribunal.
the Factions can accomplish their goals in an Episode, make sure that Angela: Sure. Chris?
the Agendas are not mutually exclusive. Factions achieve these things
off screen between episodes. This step helps drive play, since the PCs Chris: I think I will claim The Hostile Natives next agenda.
need to react to these major events. Its always nice to have control of an alien race.

Dave: I will create a tie between the Henomin Merchant


Each player rolls their Spark die and, in descending order, gets to Guild and the Village of Kanata. The Mercantile Guild
choose one of these three options: Pg. 58
becomes a patron of their client state, Kanata. Ill
mark it on the index card and the Faction Sheet.
Block: Prevent a Faction from fulfilling its agenda. Narrate
how and why the Faction doesnt achieve its goal. Angela: While hunting the local fauna, a pair of Kanata villagers
Strike out the agenda on the Faction card. encounter a band of revolutionary Henomin who are
building a settlement in one of the Shinto shrines. After
Claim: Choose a Factions next agenda. a frantic escape, they report to headswoman Suki.
Tie: Create a new tie between two Factions, Angela: A group of Sesei troops stopped reporting
or alter an existing one. Narrate how this after a particularly nasty acid storm struck
tie is established. Write the new tie on the their encampment. When a recovery team
Faction card and the Faction Sheet. was dispatched, it found the troops brutally
murdered with their skulls partially removed.
Every unblocked Agenda succeeds. The GM narrates a short vignette
that shows exactly how the Factions get what they want. Angela: The Shrine Tenders move into the first
communication tower established decades ago
by the exploration team. They built a magnificent
shrine to the great Kami within that tower.
78 79
Phase 2 Framing Control Major Characters
Any player who doesnt get to frame the scene can share control of any
At the start of every scene, you create the initial situation. The group Major NPCs during the scene. If a player-controlled NPC enters into a
starts by generating a Platform, describing where, and when the Pg. 112 Conflict, use that players Spark Attribute for the roll.
scene is taking place. Next up, the Tilt will define some event or
action that will force the characters into action. Third, determine
what Question you wish to answer with the scene. Angela: Ok, so we start each scene with the Framing
phase. I normally do this myself in other games,
but its collaborative here. Each of us rolls our
The Roll Spark die and the people with the three highest
results get to choose what the scene will be
First, Roll Spark dice and compare results, rerolling in the case of ties. focused on. If one of you doesnt get to frame
The highest roll chooses between the Platform, Tilt, or Question. The Pg. 58 a scene, you can introduce and control Major
second highest chooses one of the two remaining options. The third NPCs instead. So, everyone roll your Spark dice!
highest roll gets what remains. Other people can give suggestions, but Angela rolls her D8 and gets a value of 8.
the person who won this dice roll gets the final say. Brian rolls his D8 and gets a 4.
Chris rolls his D12 and gets a 11.
Dave rolls his D4 and gets a 2.
Create the Platform Chris: So I have the highest number. This means
The person framing the Platform describes where and when a scene I need to choose between the Platform,
takes place in two to three sentences. By creating the Platform, they Tilt, and Question? I know exactly what I
want for the Platform, so I will claim it.
control the pace of play and how much time passes between scenes.
Cut right into the action and try to end scenes as quickly as possible. Angela: Looks like Im next. I get to choose between the Tilt
This keeps the scenes short and snappy by cutting out the boring bits. and Question, right? I have no idea, so Ill go with
the Question and hope to be inspired by one of you.

Brian: Since I have the third highest score, I get the Tilt. Ok.
Create the Tilt
Dave: Excellent. I believe that this means I get to create
The person framing the Tilt uses two to three sentences to describe and control Major NPCs during the scene, since I
what event or action forces PCs to interact with the scene. By didnt get to frame the scene. That works for me.
creating the Tilt, they can guide the types of actions encouraged in Pg. 116
the scene. The Tilt must be logical and consistent with the Platform. Chris: Now we go through creating those three
elements of the scene. The Platform is the
rubble of Koru Village, at dusk. Its three
days after you repelled the Saika attack.
Create the Question
Brian: The Tilt is that, we see a corrosive
The person framing the Question states in a single sentence what you storm that threatens to destroy any
are trying to determine with the scene. This scene is important to evidence in the ruined village.
the story because of the Question, and the best ones challenge many
Angela: The Question; Who is responsible for
Beliefs. The Question must be related to the Tilt. When you are the destruction of Koru Village?
done, move on to Collaboration.
80 81
Phase 3 - Collaboration Bold Declarations
Roleplaying is a conversation. Everyone at the table gets a chance to In Spark, you can use a declaration to make someone give you what
share their opinions and contribute to the story. Most of the time, you want or do what you want. You always get your way unless
everyone cooperates and builds off each others ideas. Occasionally, someone else opposes you. Other people can always stop you, if they
someone will disagree and interrupt the conversation. You resolve are willing to pay the price.
that Conflict by rolling dice and letting the winner speak next.
By making a declaration, you are essentially asking the other person
At the beginning of each scene, the GM gets the first opportunity how much the issue matters to their character. Each declaration is
to make a statement or a declaration. During the scene, each of you a bet that the other person wont oppose you. This can take a bit of
gets a chance to speak in the voices of your characters. You will practice to master.
be able to ask questions to other characters to learn more about
their perspectives. During Collaboration, you are encouraged to Remember that you cant Harm someone else directly; you can only
ask questions and build off the answers. This process is sometimes try to take them out of the scene. They can only suffer Harm if they
known as free roleplaying. Pg. 88 choose to improve their result in a conflict or to pay the price of
victory when they win a conflict.
Sometimes people will make basic statements about their PCs
thoughts and simple actions. The GM gets to do the same with her Indirect Declarations
NPC, narrate the current situation or explain something about the
Setting. Statements may include: Players will normally make declarations about other PCs directly
during play. If another player disagrees, then the two players enter
A physical action that wont affect another character. into Conflict and resolve the issue.
Thinking, remembering or describing something.
Speaking in the voice of your character. Some situations need a more delicate touch. Its sometimes best
to act indirectly by making declarations that compel some NPCs
Asking questions about other characters.
to act on your behalf. The GM will then be able to make her own
The GMs explanation of a truth about the setting. declarations with those NPCs against the other PC, hopefully with
Periodically, you will make bold declarations of actions that fewer hard feelings.
could affect other characters. When you make a declaration, you
are announcing that you want something to occur in the fiction. Collaborating with NPCs
Declarations may include:
There are three different types of NPCs that can be controlled
A physical action that may affect other characters. during a scene. Most other characters are Minor NPCs who anyone
Compelling other characters to do something. may control by making statements and declarations on their behalf.
Forcing someone to answer a question in the fiction.
Major NPCs are more significant, reoccuring named characters
Taking a character out, removing them from the scene. with their own strengths. They can only be contolled by people who
Establishing something new about the Setting. Pg. 112 didnt get a chance to frame part of the scene.
If someone else doesnt want a declaration to happen, they can say The GM has the exclusive right to control the Faces, making
We are in Conflict and move to the Conflict Phase. statements and declarations on their behalf.
82 83
The Format of Declarations Statements = (S) Declaration = (D)

Each statement or declaration should encompass a single idea or Angela: The wind is starting to pick up and it whips
action. Declarations about PCs actions should be made in the first pebbles off the nearby heaps of rubble. (S)
person.
Chris: Ando, could you please search the rubble
I RUN DOWN THE PATH, as fast as you can, looking for tracks? (D)

I BREAK INTO THE BUILDING. Dave: Certainly, Headsman. (S)

Chris: Lord Shimura-san, could I beg your favour and


By contrast, declarations about NPCs or the setting should be made ask for your tactical expertise to figure out what
in the third person. caused this destruction? Your noble weapons
are beyond my humble knowledge. (S)
ANDO RUNS DOWN THE PATH.
Brian: Why should we waste the time, Gisaku?
LIGHTNING STRIKES THE BUILDING. We know it was the Saika that did this
foul deed. I will help find the tracks with
the android, so we can track down and
Objective Truths end those dishonourable dogs. (D)

During play, each statement and unopposed declaration will establish Angela: Does Gisaku want to allow Shimura to do this?
something as being objectively true. Likewise, the declaration made Chris: No, I dont want to assume that these
by the person winning a Conflict is also true. Every new statement are mere bandits. We are in Conflict
and declaration needs to be consistent with what you have already
THE GROUP RESOLVES THE CONFLICT, AND CHRIS
established during play.
DECLARES THAT THE TRACKING EFFORT STOPS WHEN
A LONE VILLAGER EMERGES FROM THE RUBBLE.
Use other peoples ideas as springboards. Build on someone elses
declaration with one of your own by saying Yes, and. Try to Angela: The villager asks Shimura, Are
reincorporate details that you established earlier in the story to you going to kill me? (S)
encourage a sense of continuity. Brian: No, of course not. It was the Saika who
attacked your people, not me. (D)
All Conflicts are final. If you lose a Conflict, you cant repeat the
same declaration for the remainder of the scene. This applies equally Angela: I could conflict with that, but I will let that
to the players and the GM. stand. Brian just established that it actually
was the Saika who attacked the village.

Angela: The villager looks at Gisaku. Please, find


Closing the Scene the Saika scum. They stole my daughter
and you have to get her back! (D)
If the Question of the scene has been answered, you may say, And
we move on. to move to the Closing the Scene phase. Chris: Wait Brian just manipulated this guy,
who then made a declaration against me.
Clever. At least this means the Question has
been answered And We Move On

84 85
Phase 4 - Conflict Gather Dice
When someone in the game wishes to block someone elses When you provide your own Declaration in a Conflict, you gather
declaration, they start the Conflict phase. Begin by picking your Attributes die:
declarations, then gather dice, and then roll the dice to see who got
For physical Conflicts, you would use your Body die.
what they wanted.
For social or emotional Conflicts, use your Heart die.
Pg. 58
Each of the two people who started the conflict get to propose For mental or abstract Conflicts, use your Mind die.
potential declarations, what they would like to happen next. Anyone If a player is using an NPC for the conflict, use their Spark die.
else in the Conflict can either support an existing declaration, or
For every person supporting your declaration, increase the size
create one of their own. Everyone determines what dice they are of your die by one level to a max of D20.
rolling, adds their bonus, and compares the totals. Everyone rolls
If you are portraying an NPC and one of their Strengths
their dice, and the person who rolls the highest wins the Conflict. applies, increase the size of die by one level.
The winner pays the price in Influence or Harm, and gets their
If you are portraying an NPC and their Weakness applies,
chosen declaration. decrease the size of die by one level.

Picking Declarations Determine Bonus


The first step of every Conflict is to figure out what people would If a PC has a Broad Talent that applies, add +1.
like to happen, if they win the Conflict. You will always have at least
If a PC has a Common Talent that applies, add +2.
two different declarations to choose between; the one originally
Pg. 62 If a PC has a Deep Talent that applies, add +3.
proposed and the alternative declaration made by the person who
started the Conflict. The GM gets a static bonus on all of her rolls equal to the
number of levels of Spark she has. If she has a Spark Attribute
Each other person can choose to: of D8 for instance, then all of her rolls have a +3 bonus.

Support an existing declaration. Your bonus will vary between +0, if no Talents apply, and a
Propose a new declaration. maximum of +6 if one Broad, one Common and one Deep apply.
Sit on the sidelines and abstain from the conflict.

If they make their own declaration, they roll dice to see if they Rolling Dice
achieve their goal. Everyone in the Conflict with their own Declaration rolls their dice.
They add their Bonus to the number they got on their die to get their
If you support another persons declaration, you wont need to roll at score.
all, but you increase the size of die they will use by one level.
Anyone can boost their score after rolling by choosing to suffer
Harm to a relevant attribute or spend Influence. For each level of
Harm they take, they gain +2 to their score, while each point of
Influence spent gives them +1 to their score.

86 87
Pick Declarations
Simple Victory
Brian: I will find the tracks of the Saika so I can
The person with the highest score gets their Declaration while the others dispatch the dishonourable dogs.
dont. The winner of the Conflict must pay the price of victory; either
spending 1 Influence or suffering 1 Harm. Chris: Shimura will determine what actually
caused the destruction in this village.

Dave: I support Gisaku.


Escalated Victory Gather Dice Angela: Well, I will also participate. My declaration is
If there is a tie between winning participants on a roll, then you trigger that the storm strikes you in the village.
Escalation. Repeat the conflict phase entirely. Whoever wins this second roll
gets both their declarations. They must then pay double the normal price of Shimura is in a Conflict involving his perception and
understanding, so he selects his D6 Mind.
victory;
2 Influence, or Gisaku is using his Heart Attribute of D8. Since Ando is
supporting, he increases that by one level to a D10.
1 Influence and 1 Harm, or
Angela is using her Body Attributes, since the storm
2 Harm.
Determine Bonus is a physical threat. She selects her D6 Body die.
If there is another tie, repeat this process and double the costs for the winner again.
Shimura uses his Military Broad Talent (+1) and his
Reconnaissance Common Talent (+2) on the roll, for a total of +3.

Gisaku uses his Villages Broad Talent (+1),


Leadership Common Talent (+2) and his Confidence-
Building Deep Talent (+3) for a total of +6.

Angela uses her Spark Attribute of D8, which gives her a


+3 bonus since that is the third level of her Attribute.

Roll the Dice


Brian: I roll 2 on my D6, add my +3 bonus
for a total of 5 for Shimura.

Chris: I roll 1 on my D10, add my +6 bonus


for a total of 7 for Gisaku

Angela: And I get a 5 on my D6 and add my +3


bonus for a total of 8 for the storm.

Chris: I choose to suffer 1 Harm to Gisakus Heart,


which increases my score by 2 and brings it up to
9. This means that Gisaku wins the Conflict and
Shimura is convinced of the error of his ways.

I think I need to spend 1 Influence to


pay the price of victory, right?
88 89
Phase 5 - Closing Angela: Now that we are done with the scene, we need to
figure out which of the Beliefs have been challenged
When someone says And we move on during Collaboration, you during play. Remember that this can mean either
stop making declarations and start considering who has challenged supporting your Belief with your actions, or working
against it. Well go through each of the Beliefs with
their Beliefs.
Influence markers on the sheet here, and announce if
we think that we have challenged any given Belief.
If something goes awry during play and you cant actually answer the
scenes Question, the GM can also choose to end the scene. For instance, I have supported my Belief that
The secrets of this world will destroy us. If
you all feel confident that I did act in a way
that supported that, I get to take this Influence
token off the sheet and put it in my pool.
Claim Inuence
Brian: Ok. Shimura refuted Emotional displays
The GM and each of the players get to claim Influence when they are a sign of weakness.
challenge their Beliefs. This Influence can help them in Conflicts, or
Dave: I dont think that really applies. You did that
when they inspire others to change Beliefs. indirectly, but your character was still rather stoic.

You will usually challenge your Beliefs by entering into Conflicts Brian: Curses. Well, I think that I confirmed that We are
that support or refute them. That said, sometimes Beliefs will be nothing without our honour, since I was trying
examined during Collaboration and this can count, if the group to hunt down the honourless mercenaries.
agrees. Angela: Certainly. You can take the Influence off that entry.

Examine each of the entries on the Belief Sheet that have Influence
markers on them. If someone thinks they have directly confirmed or GM : Angela
refuted one of their Beliefs, state it aloud to the rest of the group. If We are nothing without
everyone at the table is confident that Belief was indeed challenged, our traditions
that person takes that specific Influence token off the sheet and puts The greatest honour is
it in their personal pool of Influence. Angela to be of service to
your clan

The secrets of this


world will destroy us

PLAYER 2 : Brian
Emotions are a sign of
weakness
An Influence Token
We are nothing
without honour
Brian
Suki, my love, is worth
any sacrifice

90 91
Chris: I only have one Belief with an Influence token
Refresh Beliefs on it, that My people deserve respect. I
think I confirmed that by trying to find out
Challenge their Beliefs of other people at the table, and you will what really happened to the village.
be rewarded. Whenever the Influence tokens have been removed
from all three of a persons entries on the Belief Sheet, a refresh is Dave: I believe you are right. If I understand the rules
triggered. correctly, you would take the Influence off that
Belief, refill the three entries, then everyone
else gets one Influence from the supply.
A refresh means that everyone else in the game receives one
Influence token from the supply. Once thats done, refill the original Brian: Sweet! I get paid out because he challenged his Belief?
players three entries with Influence tokens from the supply.
Angela: You helped set it up by framing the scene and you
supported him examining his Beliefs, so sure!

Remove Harm Chris: Im fine with that!


At the end of each scene, each person can remove one Harm from Angela: Once we are done with Daves Beliefs, each of us
one of their Attributes. If someone has a Harm on a D4 attribute, can remove one Harm from one of our Attributes.
that must be the first one removed.
Chris: Perfect, so then Gisaku takes a Harm
off his Heart attribute.
This represents the natural recovery process and is the only way to
remove Harm during play.
Player : Chris
Danger always strikes
when everything
seems fine
The
Men will never hurt my
Supply little sister Suki again

My people deserve
respect

Brian

Angela Brian Dave Chris

92 93
Phase 6 - Reflecting
Inspiration Angela: That was a good episode, guys. I know that you
all have a lot of Influence stored up over the last
When you finish the last scene of the episode, go through this last step. few games, so you can get a chance to spend that
Each person at the table may spend 12 Influence to Inspire another Player to by Inspiring people to change their Beliefs.
change a PCs Belief.
Chris: I would like to inspire Shimura. Im picturing us
Perhaps the Player is no longer interested in exploring the subject of one of standing infront of the mountain shrine, looking
into billowing acid clouds that cover the land. You
their Beliefs. The character might have fully accepted a Belief and ceased to know, Shimura, that there will come a time when you
examine it critically. Maybe the character has had an epiphany and rejected wont be able to keep on the honourable path.
their previously held Belief. No matter which reason, they need to rewrite
one of their Beliefs. Brian: That will never come to pass. My honour keeps me safe.

Chris: Safe, and far from the woman you love.


The two people involved play through a small little scene. Its a chance for Your honour causes nothing but suffering
the two characters to talk about the Belief and explain why its no longer for yourself, and for poor Suki.
relevant.
Brian: I can be with her.
At the end of the scene, those two people get to work together to create a Chris: Not if your honour binds you to serve the colonies.
replacement Belief. The two of you can discuss the exact wording and create That sounds good to me. Brian, I was thinking that
a new, mutually acceptable, Belief. This replacement Belief still needs to be Shimura might drop his We are nothing without
declarative, subjective, and controversial as per the usual guidelines. Write it our honour and replace it with Love conquers all.
on the character sheet and on the Belief sheet. Be sure also to mark the single Brian: Hmm, its a good Belief and all, but I want Shimura to
hollow circle on the Belief sheet, so you can keep track of who has changed continue grappling with his issues of honour. How
Beliefs for the purposes of Evolution. about I replace that Belief with Honour enslaves us.

Chris: Awesome! Each of us gets another Talent, so I


will pick up a common Talent of Romance.
Growth
Only by challenging your Beliefs can you learn and grow. When a player Brian: And I will pick up a Deep Talent of Mercenary Contracts
inspires another player to changes a Belief, both of those characters gain a Angela: Since everyone has changed one Belief at this
new Talent. If the GM inspires a player, she can add another Strength to one point, we get Evolution. Everyone gets one
of her Major NPCs. more Attribute level, including myself. We can
also replace one of my Setting Beliefs.

Dave: I propose that we replace We are nothing without


Evolution our traditions with Technology will tame this world.
When every player has changed one of their Beliefs, the world itself changes
in a fundamental way. As a group, you decide which of the Setting Beliefs is Brian: I like it!
no longer relevant, and what you would like to replace it with. At this point, Angela: I will work on adjusting the Factions before the next
everyone in the game gains one Attribute level permanently. The GM also game. Good game and I will see you next week!
gets a chance to alter any of the Factions to suit the new setting Belief. This
can happen multiple times over the course of a campaign.
94 95
Consequences Being Taken Out
In some scenes, characters might be Taken Out of play, temporarily
Suffering Harm incapacitating the character. Mechanically, this means you cant make
You can always choose to suffer for your Beliefs. During Conflicts, declarations or participate in Conflicts for the remainder of the scene.
you can choose to suffer Harm and get a +2 to your score after you Characters can be Taken Out by a successful declaration, or by filling the D4
roll. If you win a Conflict, you can also choose to suffer Harm rather level of any attribute with Harm. You can return to play the next scene.
than pay Influence. Harm is expressed in the fiction, usually as a
physical injury, emotional distress, or mental exhaustion.

When you suffer Harm to an attribute, locate the largest die of Retiring from Play
that attribute with an empty circle. Place a Harm mark within When characters suffer significant Harm during the game, the player
that circle, indicating that die is unavailable. Each level of Harm gets the option to retire them from play. Within the fiction, the
effectively drops your Attribute by one-step. character has gained some significant problem that prevents them from
continuing as a protagonist of the story. Exactly what problem removes
If you ever fill the D4 level of any Attribute with Harm, you must them from play depends on what kind of trauma they suffered.
choose to be Taken Out of the scene, or to permanently Retire from Here are a few examples:
Play.
Shattered Body: Death, Permanent Paralysis, Crippling Injury.
You heal one level of Harm at the end of each scene. If you are Taken Broken Heart: Suicide, Permanent Exile, Severe Anxiety.
Out by Harm, you need start by removing the Harm from your D4 Lost Mind: Coma, Delirium, Memory Loss.
Attribute. Faded Spark: Destiny Achieved, Courage Lost, Identity Assimilated.
Before your character fades into the background, they get a chance to
Angela: So the Saika bandit got a tie up loose ends. Immediately erase all Harm on your Character Sheet.
score of 7 and you only got
a 6. He is going to find and
This will be your final scene, but until then you can act at full capacity.
kidnap your little sister Suki. Make it dramatic and memorable.

Chris: I would rather suffer Harm! Try to make a replacement character before the next episode, with the
I suffer Harm to my Mind, same number of attributes levels and Talents as your previous character.
because I absolutely exhausted You can also keep all of the Influence you have accumulated.
myself trying to find a way
to sneak past the bandits. Angela: So the alien tried to force Ando to flee and you took
That boosts my score to a Harm to your Heart Attribute instead. That filled your
8, which means I win. D4, so you can choose to be taken out permanently
and retire your character from the game.
Angela: Ok, I wont take Harm. You win
this Conflict, but you need to Dave: I think that I have completed the arc for Ando
mark an X in the highest level of the Android. I will retire it from play and go
your Mind Attribute. Since you out in a blaze of glory. It has suffered so much
have a D8 in Mind, that means emotional trauma that it isnt taking the necessary
you are effectively reduced to precautions for self-preservation. It stands up to
MIND MIND
a Mind of D6 until that heals. the alien and holds it at bay while the others flee.
I already have a concept for my next character.
96 97
Chapter 5
Guidance

Why Guidance Matters

The Seven Principles

How to GM Spark

Advanced GM Techniques

98 99
Why Guidance Matters The Seven Principles
Its remarkably easy to write a set of procedural rules for an Keep the Story Moving
RPG. Procedural mechanics are easy to test, produce reliable
results and are easily taught. Keep everyone engaged in the story. Accept player input and build
off it to keep things exciting and dynamic.
This chapter is here to express the more subtle aspects of
Pg. 8 When players make declarations or suggest something, run with
play; how to make some judgment calls and how you can use
the rules to bring out a compelling story. This is where can it. When you react, build on their ideas by saying, Yes, and
express my personal style of play, and explain what techniques Alternatively, offer them what they want for a price just high enough
I have found that make the game shine. that its a real choice to accept or reject the offer.

The first part is an explanation of the Seven Principles that When things slow down too much for your liking, blow things up!
were mentioned in the introduction chapter. This section It doesnt have to be physical; an emotional outburst, men with
explains the key responsibilities and expectations for the GM machine guns or impossible evidence are equally good at getting
and players alike. people moving. Sometimes you do need the pace to slow. For
everything else, there are ninjas!
The second part of the chapter, How to GM Spark, teaches
the Game Moderator how to fulfill her role and guide the Angela: The soldiers burst into the room,
Setting. It explains how to use Factions in play, how to with rifles in hand.
manage NPCs and gives her a host of techniques to manage
the flow of play. Brian: Could the solders be injured somehow, maybe
with acid burns on their environmental armour?
Lastly, we provide Advanced GM techniques. These are Angela: Yes, and they yell at you, Is there another
suggestions rather than set rules, but I have found them useful exit? The aliens are coming!
for my own games.
THE GROUP ESCAPES THE ATTACK, AND THE
PACE OF GAME PLAY SLOWS DOWN.

Angela: The leader of the unit of Sesei soldiers turns to


Shimura. We lost a dozen men to that attack.
Men that would have survived if we had our
most experienced recon scout. What could have
brought you to betray your unit Shimura?

100 101
Say Yes, or Roll the Dice Ask the Players Questions
The default assumption is success. A declaration made will always We learn by playing, and we play to learn. Asking questions in the
succeed, unless someone blocks it by starting a Conflict. Only start game helps us establish common expectations and lets us explore
Conflicts that help further the story or develop the characters. more about the story. Whenever a player acts in a way that you dont
Pg. 8 Pg. 8 expect or understand, ask them why they are doing so. Dont block
When you do need to roll the dice and start a conflict, listen to them, but enquire on their intent, reasoning, and motivation. Ask a
what the dice tell you. All dice rolls are public and shouldnt be question in this format: Why are you doing X, given that Y?
changed during play; you can always add bonuses (from Harm or
Influence) if you dont like the outcome. Ask leading questions that have heavy implications. These questions
let you propose something about the story, and give the players a
chance to interpret or modify it.
Angela: The soldiers burst into the room,
with rifles in hand.
Examples of leading questions:
Brian: Commander, I chose to stop the
atrocity your men were committing. WHY DID YOU ABANDON THE CHURCH?
Dont question my honour! WHY WERE YOU SO ANGRY WITH KEVIN?
Chris: Commander, I believe that this honourable HOW DID YOU FEEL WHEN LUKE RAN AWAY FROM HOME?
man saved your life. I understand that this is
a stressful time and Shimura will be happy
to accept your apology for your outburst.
This is a declaration and likely a conflict. Angela: So why did Shimura succumb to the
intimidation, given that he has clearly
Angela: No, its fine. You are successful, and the been physically threatened in the past?
commander seems to deflate. He closes his
eyes and apologizes through clenched teeth. Brian: He has always been a bit of a lone wolf, and
for the first time he realizes that other peoples
THE COMMANDER TURNS ON THE GROUP THAT EVENING lives would be at risk if he made a mistake.
AND TRIES TO THREATEN THE RONIN, IN RETRIBUTION.
ANGELA IS SURPRISED BY WINNING THE CONFLICT. Angela: If he had been such an independent sort, why did
he join the organized Sesei force in the first place?
Angela: Ok, I totally didnt expect to win that
one. Um, I declared that you would be Brian: He was caught up in the romance of it. Join
taken out from the intimidation. We the army they said. See the world, they said.
could reroll that, or just say you won?
Angela: What was the grizzly event that
Brian: No. We rolled that fair and square, and I can shattered your romantic illusions?
always spend influence or get harm if I want
to win. How about my stoic ronin is shaken to Brian: It was when I had to dig the mass
the core, and feels powerless for the first time grave. I dont want to talk about it.
in his life and fails to protect the group. This
Chris: That is good stuff man.
will definitely make him reconsider things!

Angela: That makes sense. Thanks for being a good sport.


102 103
Challenge Their Beliefs Share Your Energy and Creativity
The game asks you to challenge your Beliefs, and those held by Share your ideas. Theyre not a limited commodity and the more you
others. When you do so, either by supporting or by refuting any share, the more you come up with.
given Belief, you earn Influence. Help the other people at the table
Pg. 8 Pg. 9 Share your plots and keep open secrets. While your characters might
do the same. This is the one principle shared by the players and the GM.
Pg. 9 not know whats going on, the players certainly should. Secrets are
Find the two other Beliefs around the table that your character or only interesting because you can discover them during play.
the Setting would disagree with. Confront them and try to change
them. Stand up for your Beliefs, and try to convince others to follow Help the other players reveal their secrets. Help them trigger their
what you believe. plots. If you share your secrets with the other players, they will be
able to act intentionally in a way that will threaten to reveal those
Look at the Influence tokens on the Belief Sheet. When someone secrets. It will drive the story forward and your characters will learn
only has one Influence left on their portion of the sheet, guide the in the process.
story to challenge that Belief. Engineer situations that will challenge
multiple Beliefs at the same time; it will make the game more
Chris: I would love to have a scene dealing with
rewarding for all involved.
my villagers. It would be great if Shimura
could do something that proves that helping
Angela: So at this point, Ando only has an
the villagers was the right thing to do.
Influence token on his Belief that Emotions
are more important than Facts. Brian: Sounds good to me.
Dave: Excellent. Shimura. You appear to have recently Dave: Ok. You know that the Kami whispered
experienced severe emotions. Have you come to to me that a storm would destroy the
regret betraying your military unit and your own village on the night of the triple moon?
honour, in favour of meaningless peasants?
Brian: I didnt. Suspect that will cause
Brian: Shimuras eyes snap open in an expression some problems for you.
of outrage, How dare you speak to me,
you silicon wretch! You have not earned SHIMURA AND GISAKU DIVE INTO THE SESSION AND ORDER
the privilege to speak to me, let alone THE VILLAGERS TO START BUILDING DEFENSES AGAINST THE
berate me for protecting the innocent! INEVITABLE ATTACK BY THE HOSTILE NATIVES. THEY INTENTIONALLY
IGNORE THE THREAT OF A STORM, SPECIFICALLY TO INCREASE
THE SCENE ENDS AND THEY EVALUATE BELIEFS. THE PRESSURE ON ANDO TO REVEAL HIS SECRET.

SHIMURA REFUTED HIS BELIEF THAT EMOTIONS ARE A SIGN OF WEAKNESS


WITH HIS RIGHTEOUS OUTBURST. HE ALSO CONFIRMED THAT THE HONOUR-

ABLE LIFE IS THE ONLY ONE WORTH LIVING, AS HIS OUTBURST SHOWED
HOW MUCH THE DISHONOR COMMENT AFFECTED HIM.

ANDO CONFIRMED HIS BELIEF THAT EMOTIONS ARE MORE IMPORTANT


THAN FACTS, BY INTENTIONALLY PROVOKING THE SHIMURA TO DETERMINE
THE RONINS TRUE EMOTIONAL STATE.

104 105
Be Good to Each Other Take Risks and Escalate Conicts
You are all here to have a good time. Ask what your fellow players Be vulnerable. Let your guard down and push your boundaries. The
what they are looking for in the game. Ask your GM what she is story will be more personally meaningful that way and it can help you
enthusiastic about. Make sure that all of your moves and decisions learn more about yourself.
work to support the other people you are playing with. Pg. 9 Pg. 9
Be decisive and bold by playing your Beliefs to the hilt. Play chicken
Some people may be here to explore certain philosophical ideas or with the other people at the table and dare them to accept your
concepts. Help them explore the subjects that they are interested in. declarations. It doesnt matter if you make a good decision or a bad
one; so long as you challenge Beliefs and take risks, you will earn
Others want to build an intricate and detailed story. Throw in your Influence.
dramatic reversals and passionate characters to push the story forward.
Be daring. Take risks. Every risk you take can earn you Influence and
Some want to immerse themselves in their character deeply. Try to you can never be forced to retire your character against your will.
minimize the discussions out of character to help them stay in their Push the envelope, escalate Conflicts, and go big.
PCs head.

Fundamentally, make sure that everyone in the group is having Brian: Gisaku, I. I love Suki. I truly do, with all of
a good time. You may want to encourage conflicts between the my heart. I want to save her and her people
from the hardships of the lowlands.
different characters, but make sure that you are making the game
rewarding for the GM and for the other Players. Chris: You are human. Your kind has never done a
kindness to the Henomin. I cant let you threaten
my little sister again. You have done enough.
Dave: Chris, I believe you wanted to focus on
your character as a father figure, right? Brian: I will do anything to be with her! Please
tell me who has harmed her, and I will cut
Chris: Yes, if I could. them down like the dogs they are!
Dave: Perhaps my android tries to learn from Chris: The General Yoshi of Clan Embei was the
Gisaku. It doesnt understand your one who hurt Suki. Slay him, and I might
attachment to your village or even the allow you to stay with my little sister.
idea of family. Would that be good?

Chris: Absolutely. Thanks Dave.

106 107
How to GM Spark
The Game Moderator has a lot to do in Spark. She has to: The GM Establishes Truths About the Setting
Portray most Non-Protagonist Characters (NPCs). While Spark is a highly collaborative game, the GM does have the
Create the Agendas of the major Factions. the ultimate control over what is true in the Setting. The Setting is
Express the character of society, based on Setting Beliefs. her character, to use as she sees fit.
Shape and control the Setting directly during play.
She has the power to establish things in the world that cant be
Interpret and explain the rules of the game. blocked by players. This lets her portray the Setting convincingly and
Make judgments and arbitrate when appropriate. give more context for the characters.

She can explain historical facts about the world, or cultural details
important to the story.
Fortunately, the GM also has a set of tools at her disposal that help
her drive the story. She can introduce characters of importance to the world and explain
She can establish truths about the Setting. their relationships.
She controls the spotlight.
She can declare things about the environment or the landscape. She
She can set the Agendas. can declare that a wall collapses, that a storm approaches or that the
She portrays and drives the NPCs. river is fast-running.
She can frame the scenes.
This power ends when it has direct effects on the player characters.
While she can say the river is swift and strong, the players may enter
in a Conflict to keep their characters from being swept away by the
current.

Chris: We can force the city to help us!

Angela: Chris, that might be hard. The Henomin


are artificial beings created by the human
colonists. The colonies have never worried
about their servants before, and your social
status is not high enough to intimidate them.

108 109
The GM Controls the Spotlight The GM Sets the Agenda
Give every player about the same amount of attention in the game. Pay The GM has the most control over the Setting by declaring what
attention to the amount of time that each player is acting and try to Agendas each of the Factions pursue each episode. Since at least one
give everyone time to shine. She also needs to try to give players some Agenda will be successful each session, she can always shape the
time to relax and recover after particularly intense scenes or Conflicts. story by her choices.

Make sure to give the quiet or shy players a chance to contribute, since The GM creates the Agendas for each of the Factions between
they tend to be overlooked. episodes. These goals must work toward the mandate and consider
the Factions ties. She must ensure that no two Agendas are mutually
Ask questions to a player to give them the spotlight. A few good exclusive, since they could all potentially succeed.
questions that I tend to use are:
Agendas typically allow a Faction to
What do you do?
How does that make you feel? Pg. 46 Pass a law.
What do you think about that? Take control of territory.
Make an important discovery.
Alternatively, you use body language to give the spotlight to a Build something new.
particular player. If you stare and make eye contact with a particular Destroy something important.
person, the other people at the table will often reflexively follow your Pg. 78 Protect something under threat.
gaze. Do so to prompt a specific person to make declarations and seize
the spotlight.
She can create Agendas that threaten the status quo and force the
players to make meaningful choices. This is how she builds the
Angela: Turns her body to face Dave. What is Ando doing? context for interesting stories.
Brian: Shimura snarls out at the alien.
Angela: Here are the Agendas for this episode.
Angela: I think its Andos actions that really
matter in this situation, Brian. THE HOSTILE NATIVES: BUILD A STRANGE HIVE-LIKE
STRUCTURE IN THE RUINED VILLAGE OF KORYO
Dave: Thank you. Ando bows deeply and begins to pray
to this planets Kami, asking the alien winds to carry
our words of harmony to these native beings. HENOMIN MERCANTILE GUILD: INCREASE THE FEEDS ON
EMBEI GOODS IN RETRIBUTION FOR ABUSE OF A HENOMIN
VILLAGE.

VILLAGE OF KANATA: DISCOVER A WAY TO COMMUNICATE


WITH THE HOSTILE NATIVES.

THE SHRINE TENDERS: ESTABLISH A NEW, GREAT SHRINE ON


THE EDGE OF COLONIZED TERRITORY.

110 111
The GM Portrays and Drives the NPCs
The GM interacts with the players via Non-Protagonist Characters (NPCs). Major NPCs
They are her masks, her weapons, and her tools for building a compelling story.
She declares what they do and speaks in their voices. If this game was a movie, Major NPCs would be featured actors.
They are the characters that the players cared about and named
She needs to grab onto NPCs with zeal. If there is an opportunity for you to during play. You collectively begin to look beyond surface
introduce an NPC, do so. They are the levers she has to affect the world, so she appearances to see their motivations, personalities, and histories.
cant hold back.
Each Major NPC has their own name, description, and a strength
There are three different types of Non-Protagonist Characters. The countless written on the GM sheet. The area of strength can be a skill,
everyday characters that interact with the PCs are considered Minor NPCs. circumstance, or item that helps that character during conflicts.
Over time, some of those characters might develop into Major NPCs who will When the GM enters into a conflict with a Major NPC where their
be more important in the story. Lastly, the GM has exclusive control over the strength applies, she increases the size of her attribute die by one
Faces; characters who represent one of the different Factions during play. level.

Anyone who does not Frame a scene can control any Major NPCs within.
Minor NPCs
Robert OConnell is a wiry, jittery young police officer
If this game was a movie, the Minor NPCs would be extras. Both the GM with weary eyes. He uses his intimate understanding
and Players have the ability to use Minor NPCs in Conflicts. Minor NPCs of Gang Violence to police the streets.
are everywhere in the mundane world. They are your shopkeepers, your foot
soldiers, and your innocent bystanders. Mayoor Ramji is an Indian-Canadian gentleman with
fine mutton chops and a dry cough. His reputation
Players will only get a surface impression of these characters. Give them as a Professional Arbitrator is impeccable.
unique descriptions, interesting mannerisms and memorable behaviours. Minor Marian Williams is a curvy woman with a resonant
characters are nameless and aimless by nature. The Players can choose to voice and large gold earrings. Shes one of the
elevate any Minor NPC into a Major NPC by creating a name for them during best Trauma Surgeons in the country.
play.
Rep. Maria Rodriguez (D.) is one of the leading political
figures in Congress. She is deliberate and soft-spoken woman,
A wiry, jittery young man with weary eyes.
always wearing a power suit. She is one of the few people in
A broad-shouldered, muscular man with a tattoo on his forehead. congress who knows how Washington D.C. really works.
A gentleman with fine mutton chops and a dry cough.
A chubby man in a wheelchair, constantly smiling.
An androgynous person, confident and beautiful, in a red dress.
A teenage girl wearing second-hand clothing, staring into space.
A curvy woman with a resonant voice and large gold earrings.
A deliberate and soft spoken woman, wearing a power suit.
An older woman with silvered hair and remarkable laugh lines.
112 113
Faces NPC Advice
If this game was a movie, Faces would be the supporting actors. These Before you invent a new NPC, consider reusing an existing Major
characters represent and speak for one of the Factions in the game. NPC or a Face. Minimize the number of characters so you can
They may be the leaders of organizations, or merely foot soldiers in an establish stronger connections. If you need to create a character on
army, but they are the embodiment of their Factions ideals. the fly, imagine an individual defined by the clash of two different
character Beliefs.
Each Face has a name, a description, two Strengths, and one
weakness written on the GM Sheet. Angela: You, um, encounter a true human Shinto
priest on the road, with a weary smile
The strength can be a talent, circumstance, or item that helps that and a black bamboo walking stick.
character during conflicts, increasing the size of the GMs attribute
Chris: Gisaku asks, Have you, by chance,
die by one level. Conversely, the weakness is a talent, circumstance
found Saika up the road?
or item that hinders the character during conflicts and decreases the
size of the GMs attribute die by one level. Angela: He actually looks you in the eye and smiles wider.
This might be the first human you have ever
The GM starts with a set of Faces, either created by the group or met who gave you that respect on first sight.
found in a published Setting. The GM has exclusive control over the Pg. 42 ANGELA CREATED AN NPC THAT SUPPORTS GISAKUS
Faces and cant normally delegate this responsibility to the players. BELIEF THAT MY PEOPLE DESERVE RESPECT AND CLASHES
WITH ANDOS BELIEF THAT RESPECT MUST BE EARNED.

Robert OConnell is a wiry, jittery young police officer


with weary eyes. He represents the Chicago PD Faction. He If a player isnt playing for more than ten minutes, try to draw them
understands Gang Violence and Bureaucracy, but his illegal
Drug Habit threatens his career.
in again by offering to let them play any spare Minor or Major NPCs.
Just because their character isnt there, doesnt mean the player
should be bored!
Rep. Maria Rodriguez (D.) is one of the leading political
figures in Congress, and represents the Federal Politicians Angela: Dave, in know that you just retired Ando but I
Faction. She is deliberate and soft-spoken woman always would like to keep you involved. Could you play
wearing a power suit. She understands Washington D.C., Lieutenant Hitoshi this scene? Hes one of the
and is a renowned Social Justice Advocate. That said, major characters with strength in Intimidation.
her Minority Status as a Hispanic woman often gives her
difficulty in the house. Dave: Certainly. You have ten seconds to put
down your weapons and surrender
before I let my men obliterate this shanty
village! Ten. Nine. Eight. Seven.

Each Faction has its own Face, so you can find more examples in
chapters 6, 7 and 8.

114 115
The GM Frames the Scenes
Spark has competitive scene framing and the GM often has a chance to
establish part of each scene.

The Platform The Question


By creating the Platform, she controls the pace of play and how much By creating the Question, she focuses the scene on exploring
time passes between scenes. and challenging certain Beliefs. The best Questions are ones that
challenge many different Beliefs.
Angela: The next scene takes place moments
later as you cross the corrosive river.

Angela: The next day, you stand together on the Angela: Will you be able to safely guide all the
rocky mountain ridge overlooking the villagers through the marshlands?
peaceful village of Otawa below.
Gisakus Belief that Danger always strikes
when everything seems fine.
Angela: Six months later, you stand in the newly
constructed fortifications around Otawa village.

Angela: Two years ago, Ando and Shimura first encountered Angela: How will you help the village avoid starvation?
each other at the Blackwater Shrine.
Gisakus Belief that My people deserve respect
Andos Belief that Emotions are
more important than facts
The Platform
By creating the Tilt, she guides the types of actions encouraged in the
scene. She can encourage the kinds of situations that will challenge Angela: Will Shimura reveal his love for Suki?
multiple Beliefs. Likewise, she can make the Tilt appropriate for the Shimuras Belief that Suki, my love, is worth any sacrifice.
PCs Talents. Shimuras Belief that Emotions are a sign of weakness
Gisakus Belief that Men will never hurt
Angela: Unfortunately, it seems the only way forward my little sister Suki again.
would be through a marshland. (Gisakus Wayfaring Andos Belief that Emotions are
Talent and Shimuras Reconnaissance Talent)_ more important than facts

Angela: The numbers have just come in; the village wont
survive another rainy season without help from
Angela: What secret will Shimura share with Ando?
outside. The Embei taxes are just too high for
any food surplus. (Gisakus Villages Talent) Shimuras Belief that The honourable
life is the only one worth living
Angela: The fortifications were completed just in time, as Andos Belief that The will of the
Saika bandits attack! (Shimuras Military Talent) Kami must be obeyed.

Angela: The Kami whispers to Ando to watch Shimura


intently. (Andos Shinto Shrines Talent)

116 117
Advanced GM Techniques
Here are a number of useful tips, tricks, and techniques for the GM
Describe the World
to use. None of these is necessary to run the game, but they can
make for a richer play experience. Make the setting feel real for your players by describing the little
things. By telling the minor details, players can feel like everything
else in the setting has an equal level of detail. Tell them the origin of
Create Opportunities the silk cloth and how much a desert trader would charge for it. Its a
small thing, but it implies a rich and interconnected world.
Spark really benefits from improvisational GM techniques during
play. The players have a lot of power to change the direction of the Think beyond the visual elements of the setting. Describe the rough
story, so its not terribly useful to create complex plans. Instead, texture of the cloth, the cloying musk of cologne, the sound of the
make your life easier in the future by creating opportunities. bronze gongs or the peppery flavor of the tea. Engage all the senses.
Prepare a handful of pre-determined events between NPCs, without Its often more effective to imply certain things about the world,
accounting for any PC actions. You might tell the players that Joe rather than saying them outright. Describe a character trembling
and Bob are fighting and let them decide how that situation resolves. with clenched fists, instead of directly stating they are angry. Show,
dont tell.
Leave gaps, with questions unresolved and hints at nebulous
threats. You can use these gaps to help you come up with NPCs, Angela: Walking into the shrine, you smell the
dialogue and events on the fly. Set up potential Platforms, Tilts, and lingering incense and burnt plastic. The
Questions for future scenes. bamboo structure creaks in the constant
winds that you feel come from the southeast.
Think about whats happening offstage and in the background. If the Thats when you notice the bodies.
PCs kill a mugger, consider what repercussions they might face in
the future. If they do a kind deed to a beggar, perhaps someone in Places with Personality
the city will remember them favourably.
One of the best ways to keep the setting feeling vibrant is to
have rich and distinct locations within it. Make sure that each of
Angela: While you are arguing, you hear an explosion the different places in the setting has a unique symbol, motif, or
in the distance and a column of rising smoke metaphor that makes it stand out from the others.
to the southeast. What do you do?

Angela: The colour of the smoke seems to be


The gentrified neighbourhood might be represented by rust. The
a strange hue. You wonder why that crumbling brown bricks, the shuttered factory with rusty bars on
might be. (Angela writes it down) the windows and the old diner with flaking paint are good ways to
express the rusty nature of that place.
Angela: Remember that the Village of Hoju helped
you after the Sesei attack? It looks like
Maybe your city is like a passionate lover, sizzling hot with clouds of
some form of brutal retribution.
steam escaping from the sewer manholes. Fast rhythmic dance beats
echo in the dark alleys, with throngs of people dancing long into the night.

118 119
Speak with the Body
Remember to describe the NPCs body language whenever possible.
These subtle cues can tell the PCs a great deal about the NPCs mood
and personality.

Even better, as you roleplay the various NPCs, consider your own
body language. Keep your back straight for important or arrogant
characters. Lower your shoulders and avoid eye contact for shy or
submissive ones. These little cues will help you get into character
more quickly.

A good technique for portraying NPCs is to imagine one particular


body part that defines them. The merchant who has a nose for deals,
the technician who is always fiddling with things with her nimble
fingers and the lusty warrior are all great examples of characters led
by their bodies.

THE NOBLE REPRESENTATIVE KEEPS HER DISTANCE, WITH CROSSED ARMS


An image of a female GM standing tall, back straight and
AND AN UPWARD GAZE. arms crossed, looking down on the male player who has
THE GM IS PLAYING A SUBMISSIVE SERVANT CHARACTER WHO IS COW- slumped shoulders. There is an illustration above them with a
ARDLY AND FEARFUL. SHE HUNCHES HER SHOULDERS AND LOWERS HER regal queen standing before a kneeling knight.
GAZE.

ROKU CURIOUS TO A FAULT. HIS ROAMING EYES EXPLORE EVERY MINUTE


DETAIL OF THE WORLD, AND HE IS DRIVEN TO LEARN MORE ABOUT THE
WORLD AROUND HIM.

120
Draw Relationship Maps The Love Letter
It can be challenging to understand the motivations of each NPC in Think of the character sheet as a love letter to the GM. By
the game. Its often useful to grab a blank sheet of paper and sketch creating their characters, the players are expressing exactly
out a relationship map between the various characters in the game. what they are interested in playing with. Every Belief,
Attribute and Talent can express something different about
Draw a rectangle for each of the Faces or Major NPCs in the what the player is looking for in the game.
game and a circle for each PC. Whenever two characters have
a relationship or some common history, you should draw a line Beliefs tell you what kind of personal or philosophical
connecting them on the map. Write a couple words beside those challenges are most compelling to those players.
lines, describing the specific kinds of interactions.
Attributes tell you what kind of approaches the players want
This will highlight the various motivations and perspectives of your to use during conflicts.
NPCs, and help you manage a complex social network.
Talents tell you what kind of obstacles the players want to face.

Read those love letters carefully and take care. Build obstacles
that the players find engaging, relevant, and surmountable.
Shimura
Blood Enemies ANGELA LOOKS AT GISAKUS TALENT IN CONFIDENCE BUILDING AND
Commander SHIMURAS HIGH BODY ATTRIBUTE. SHE DECIDES THAT SOME ALIEN MENACE
IS ASSAULTING THE VILLAGE AT NIGHT, AND THAT THE WOODCUTTERS ARE
Lovers Kurosan
Abuser TOO FEARFUL TO DEFEND THEMSELVES. SHE GIVES AN OPPORTUNITY FOR

Terrified BOTH CHARACTERS TO WORK ON RESOLVING THIS OVERALL PROBLEM.

Suki Renzei531 IN A SIMILAR WAY, SHE NOTICED ANDOS BELIEF THAT THE WILL OF THE
Bodhisattva KAMI MUST BE OBEYED. SHE CREATES A ZEALOUS HERMIT, WILLING TO DO

HARM TO INNOCENT HENOMIN AT THE BEHEST OF THE KAMI. SHE GIVES


Sister DAVE A TOUGH ETHICAL CHOICE, JUST WHAT HE WAS LOOKING FOR.
Hiroshi
Religious
Differences
Drinking Teacher
Brother Buddies

Trusted
Gisaku Ando

122 123
Chapter 6 Overview
The Japanese colonization ship landed on the extra-solar planet
NeoNippon of Shi Tateyama in 2236. Like the other corporate nation-states
fleeing old earth, Japan used remote planetary surveys to target
their colonization efforts. This planet seemed to be just what they
Shogunate Science F iction were looking for; a paradise with abundant water, a comfortable
climate and a vibrant biosphere. Once the colonists awoke from
their decade-long cryo-freeze, they found the planet was far
less pleasant than planetary surveys indicated. It was a planet of
extreme mountains, nearly boiling sea-level temperatures and
harsh, corrosive tempests. The rain corroded most metal and
unusual electromagnetic characteristics at sea level fried most
electronics. The Colonial Board of Directors made the decision to
settle on the cooler, dryer, and safer mountain peaks, with each
corporation founding their own colony.

The planet was poor in metals, with the rain dissolving most of
the natural ore deposits. Earth-born livestock couldnt survive
and the only arable land was in the harsh lowlands. The scientists
produced genetically engineered humans called henomin to labour
for the colonies. These henomin were sent down to the lowlands
to grow rice, extract protein from the seas, and grow iron-hard
black bamboo. Wandering, devout androids delivered messages
between villages, shrines, and great colony.

124 125
Geography
The Colonies are modern cities built into the cool and dry mountain peaks,
where the humans can live in comfort. While far less advanced than the great
terran cities, each of the colonies is home to over a million citizens.
Shikura Environmental Systems Incorporated (SESI) controls Matsue
Colony, the domed city.
The immense Fukuoka Colony, controlled by Moto Bioengineering
Incorporated (EMBEI), is the economic centre of the planet due to their
extensive lowland territories.
The underground Akaishi Colony was founded by Nakumura, so
they could shield their sensitive electronics from the atmospheric EM
radiation.
Kita City is the political centre of the planet, founded by Shirane on
the highest mountains peak.

The Lowlands are nearly inhospitable for humanity. The average


temperatures and humidity levels are equal to the most oppressive tropical
jungles on old Earth. Worse still, acid storms ravage the landscape on a
frequent basis. The local life forms are bizarre fungal-animal hybrids with
toxic flesh. Only the genetically engineered henomin and the pious androids
built from rare terran alloys can survive and work in this harsh environment.

Independent Outposts are scattered across the landscape. They are


diverse and widespread; smaller human corporate laboratories, Shinto
shrines, Buddhist monasteries, secluded dojos and trading posts.

126
Society Setting Beliefs

Shi Tateyama is home to two distinct societies; the corporate CHOOSE 3 OF THESE BELIEFS FOR YOUR GAME.
meritocracy of the mountain top colonies, and the feudal society of
SELECT A NUMBER OF FACTIONS UNDER THOSE CHOSEN BELIEFS
the lowlands. The colonies rule over the lowlands, wielding high EQUAL TO THE NUMBER OF PEOPLE IN THE GAME.
technology to impose their will on their servants below. Pg. 19

The original colony ship was a commissioned in a joint venture by


four of the biggest Japanese MegaCorps. Technology will tame this world

Shikura Environmental Systems Inc. (SESEI) Moto Bio-Engineering Inc.(Clan Embei)


Moto Bio-Engineering Inc. (EMBEI), Shikura Environmental Systems Inc. (Clan Sesi)
Nakumura Sensors Inc. (Nakumura) The Dreamers
Shirane Exploitation Inc. (Shirane)

These Megacorps, commonly referred to as Clans, hold nearly total We are nothing without our traditions
control over life in the cities. For those who seek political power, The Village of Kanata
they need to either earn promotion through merit, or by purchasing The Kensei
sufficient shares in their corporate clan. There are never enough
resources to go around, and the four clans are constantly engaging in The Shrine Tenders
corporate espionage and small scale military maneuvers.

The henomin have a rather different society. The human colonists The greatest honour is to serve your clan
needed a way to keep their artificial servants docile and obedient.
They chose to use the idealized imagery and stories of Japan on Old The Village of Otawa
Earth to maintain control. Those henomin were indoctrinated as The Henomin Merchant Guild
feudal peasants in service to the noble human clans. They are taught Shirane Exploitation Inc. (Clan Shirane)
the importance of honour, service, and obedience to their superiors.
In turn, the human clans promised to protect them from external
threats. Unfortunately for the henomin, the humans rarely hold up
The secrets of this world will destroy us
their end of the deal.
Nakumura Sensors (Clan Nakumura)
The Saika Mercenaries
The Hostile Natives

128 129
Moto Bio-Engineering Incorporated (Embei) Shikura Environmental
Systems Incorporated (Sesi)
Setting Belief:
Technology will tame this world Setting Belief:
Technology will tame this world
Mandate:

To Terraform Shi-Tateyama via genetic engineering Mandate:

To enable human access to the inhospitable lowlands


Profile:
Moto Bio-Engineering Incorporated based out of Fukuoka Colony, Profile:
specializes in genetic engineering and the biological sciences. They are Shikura Environmental Systems Incorporated, based out of Matsue Colony,
responsible for the creation of the henomin servants, the iron-hard black specializes in fabricating environmental suits and vehicles capable of
bamboo, and the cultured rice necessary for human survival on Tateyama-4. surviving the storms.

Initial Agendas:
Create the first vat-bred henomin with additional improvements.
Initial Agendas:
Engineer new servitor race, the Kappa, to better fish the seas.
Initiate peaceful trade deals with the Henomin Mercantile Guild.
Send an expedition to gather new samples of indigenous life forms for study.
Seize the prosperous Baku hills from Clan Embei.
Protect the village of Kanata from attack, for a price.

Embei Yukiko Mikisama Kurosan, Shikura Commander

A bitter and cynical scientist, trying A weathered, scarred solder clad in an


desperately to feed Fukuoka. ornate prototype environmental suit.

Strengths: Military Strategy,


Strengths: Indigenous Botany,
Prototype Environmental Suit
Bioengineering Technology
Weakness: Civilian Etiquette
Weakness: Henomin Empathy

130 131
T he Dreamers T he Village of Otawa

Setting Belief: Setting Belief:


Technology will tame this world We are nothing without our traditions

Mandate: Mandate:

To help synthetic life in their search for enlightenment To survive at any cost

Profile: Profile:
A quirk of the artificial intelligence process has resulted in faith being instilled in The henomin village of Otawa is the primary source of the genetically
all artificial intelligences as they gain sentience. The majority embrace the Shinto modified iron-hard black bamboo for Embei Prefecture. As one of the few
faith, identifying as Kami embodied in android forms. A strong minority remain sources of building materials capable of surviving the lowland storms, the
as disconnected AI systems following the noble eight-fold path of Buddhism. bamboo is essential for the survival and expansion of colonial civilization.

Initial Agendas:
To soothe the angered Kami of Mt. Fujan. Initial Agendas:
Convert the faithless citizens of Matsue Colony to the Shinto faith. Acquire desperately needed medical supplies from Fukuoka.
Improve the legal standing of artificial intelligences in the colonies. Repel Saika bandit attacks.
Barter a portion of the lumber to the Henomin Mercantile Guild for
legal representation.

Rinzei531 Bodhisattva
Headsman Gisaku
A disembodied intelligence, re-purposing communication
technologies to speak in a soothing yet rational tone. A weary yet defiant henomin leader, driven
by duty to his village and family.
Strengths: Philosophy, Artificial Intelligence
Strengths: Village Hardship, Defiance
Weakness: Tangible Solutions
Weakness: Peasant

132 133
T he Kensei T he Shrine T enders

Setting Belief: Setting Belief:


We are nothing without our traditions We are nothing without our traditions

Mandate: Mandate:

To wield the honourable sword in service To maintain the roads and shrines for travellers

Profile: Profile:
The Kensei were originally the policing forces for the early colonies, whose A network of roadside Shinto shrines dot the countryside where travelers
duties included enforcement of laws in the lowlands. Unfortunately, harsh might pay respects to the Kami. The caretakers, known as the Shrine
corrosive rain tended to degrade firearms and other advanced technologies. Tenders, maintain and expand this network to bring good fortune to human
The Kensei sought an alternative. They took up swords, fashioned from colonist, android, and henomin alike. The Shrine Tenders double as a mail
dwindling supplies of exotic Terran alloys. They took up bushido and have service, connecting the lowlands to the colonies through couriers.
to this day served with honour. They are equally respected and feared by the
henomin.
Initial Agendas:
Build a new grand shrine in the ruins of a disused communications tower.
Initial Agendas:
Hunt down the warlord Koryna and bring her to justice. Forge diplomatic letters between two different clans.
Exact ruinous taxes from the village of Otawa. Pass along secret, coded messages between henomin villages.
Investigate the destroyed village of Yakirana

Kensei Haruka

A fearless and brash ronin, dangerously


eager to prove himself.
Ando1573

Strengths: Honourable Duels, Reconnaissance One of many messenger-androids, seeking


wisdom on the roads between villages.
Weakness: Politically naive

Strengths: Human Emotions, Messenger

Weakness: The Laws of Robotics

134 135
T he Henomin Mercantile Guild T he Village of Kanata

Setting Belief: Setting Belief:


The greatest honour is to serve your clan The greatest honour is to serve your clan

Mandate: Mandate:

Ensure the henomin are granted equal rights to true humans Become respected and invaluable to the colonies

Profile: Profile:
The first henomin merchant cooperative was formed twenty years ago in Kanata is a coastal village, with the women tending the rice and the men fishing
response to a particularly intense famine. Since that time, it has grown into the wild seas. The Council of Kanata has pronounced that they need to curry
a social safety net for the disenfranchised villagers. Recently established favour with each of the noble Clans. They seek the approval, attention, and
as a formal guild, they have begun to wield their little economic power to affection of the various colonies so they might improve their lives.
support equality and respect for the peoples of the lowlands.

Initial Agendas: Initial Agendas:


Create an impartial trade tribunal for guild-colony negotiations. Increase farming yields through some risky experiments.
Establish a Black Market. Domesticate the local wildlife to help in fishing efforts.
Convince the colonists that torturing henomin is dishonourable. Uncover a conspiracy of dishonourable henomin on the colonies behalf.

Speaker Sakhalin Headwoman Suki

Sakhalin is a henomin grandmother, Suki is a henomin woman with pride shining in her
pleasantly plump with wise eyes. eyes and scars marring her once-beautiful face.

Strengths: Subtle Persuasion, Network of Contacts Strengths: Sympathetic, Spotless Reputation


Weakness: Physically Frail Weakness: Haunted by her Traumatic Past

136 137
Shirane Exploitation Incorporated (Shirane) Nakumura Sensors Inc. (Nakumura)

Setting Belief: Setting Belief:


The greatest honour is to serve your clan The secrets of this world will destroy us

Mandate: Mandate:

To keep the peace and protect civilization To establish open communications and information gathering

Profile:
Profile:

Shirane Exploitation Inc. founded the first colony city on the planet; The Nakumura Sensors Corporation was originally a telecommunications
the Kita City is on the summit of the planets highest mountain. The start-up on old earth that diversified to computer systems, cybernetics, and
Megacorp established the city as the capital of the new civilization, remote sensing technologies. They manage the massive communication relay
a bastion of education, of culture and of law. Shirane maintains its and satellite systems necessary to interact with old Earth. They are the eyes
position as the dominant political force by controlling the Great Library, and ears of the colonies and use their expertise to try to see through the storms.
the Planetary Board of Directors and the Supreme Court. As a result,
Kita City has also become a hotbed for political intrigue and corporate
espionage.
Initial Agendas:
Fake messages from Earth are forged by Nakumura when the real ones cease.
Initial Agendas: Establish a relay in the unexplored territories to found new henomin villages.
The Supreme Court rules against Clan Nakumura for theft of
Clan SESEI schematics. Determine the precise source of the anomalous electromagnetic interference.
An obscure text from great library hints that earth knew about the
inhospitable nature of Shi-Tateyama prior to sending the colony ship.
The Planetary Board of Directors passes a motion declaring the Saika
mercenaries to be enemy combatants in the eyes of the law.

Nakumura Atsushi, Sensor Technician


Chuganji Ryoko, Chief Negotiator
A middle-aged woman with shocking blue A short and heavyset human male, with a dozen
hair, multiple facial piercings, a Nakumura X different electronic devices strapped to him.
31-Cybereye implant, and a soothing voice.
Strengths: Sensor Systems, Jury-rigging
Strengths: Political Favours, X 31-Cybereye Implant
Weakness: The Lowland Acid Storms
Weakness: Drug Abuse

138 139
The Saika Mercenaries T he Hostile Natives

Setting Belief: Setting Belief:


The secrets of this world will destroy us The secrets of this world will destroy us

Mandate: Mandate:

Achieve complete military dominance of the planet Destroy the invading Two-legs

Profile: Profile:
Some call them mercenaries. Others call them bandits, killers, and These sentient beings are native to Shi Tateyama and are fighting back
criminals. In any case, the Saika are spread across the lowlands with tendrils against the two-pillar alien invaders. Fortunately, for them, they are all but
of influence extending into the colonies. For those with credits or in need of unknown to the human population. Their goals are unknown, but they are
a scapegoat, they are just what you need. clearly displeased at humanity for trespassing on their territory.

Initial Agendas:
Seize control of several mining villages. Initial Agendas:
Commit an atrocity on a village that refused to pay the protection money. A village is destroyed, with acidic burns left on the rubble.
Defend a village from an attack, in exchange for new recruits. A unit of Clan Sesei troops is found dead, their skulls removed.
A shrine-tender has located a bizarre purple artifact, seemingly shaped
out of some entirely unknown material.

Kikuchiyo the Cruel The Envoy

Exactly what you would expect from a half-starved A swarm of tentacles, bound together like tumbleweed.
boy, raised by blackmailers, who got his hands The Envoy is the most sympathetic of the native beings
on a pulse cannon. Kikuchiyo is a lean hedonist and seeks a diplomatic solution to the two-leg problem.
with several cybernetic augmentations.
Strengths: Slaughter, Acid Storms
Strengths: Banditry, Atrocities Weakness: Human Communication
Weakness: War Criminal

140 141
Sample Talents

Broad Talents Deep Talents

Androids Henomin Philosophy Artificail Intelligence Systems Lowland Territories

Arts Lasers Politics Appraising Goods Moral Instruction

Athletics Law Religion Black Bamboo Logging Native Ecology

Colonies Logging Science Black Markets Native Sentients

Commerce Mle History C31 Laser Sniper Rifle People watching

Cultivation Military Villages Communications Relays Plasma Grenades

Engineering Observation Weather Confidence Building Poisons

Evasion Persuasion Wilderness Cybernetic Prototypes Policy Analysis

Daisho (Paired Swords) Resource Scarcity


Common Talents
Dirty fighting Rice Farming
Construction Sociology Shinto
Fishing Native Life Sensor Engineering
Aikido Implants Spears
Formal Duels Shino Purification Rituals
Artisan Karate Stealth
Henomin Genetic Tailoring Shinto Amulets
Barter Laser Rifles Storms
Historical Rebellions Storm Shelters
Biology Leadership Swords
House Construction The Storm Kami (Oni)
EnviroSuits Medicine Synthetics
Hover Transports Trade Logistics
Electronics Oratory Tactics
Human Genecrafting Wilderness Exploration
Emotions Outposts Travel
Listening to Kami Wristlocks
Etiquette Propaganda Treaties

Herbalism Reconnaissance Harvesting


142 143
People Places

Fukuoka Colony The Takahashi Dojo


Major Corporate Clans
Matsue Colony Shirane Platinum Mines
SESEI EMBEI Nakumura Shirane
Akaishi Colony Colony The Oversoul Mainframe
Minor Corporate Clans
Kita City The waterfall shrine
Yamato Futaba Ashai Mitsui
Edo Outpost The infested shrine
Honda Meiji Daikin Orix
Shinai Monastery The writhing forest
The Village Kanata The acid shores
F emale Given Names
The Village Otawa The corroded cave network
Asami Keiko Natsumi Satomi The Village Bunaka The wrathful river
Erika Mieko Noriko Shoko The Village Furinaka Signals Outpost 23
Karin Mina Rumi Toshiko

Kasumi Mayako Reika Yumi Mysteries


Why have the colonies lost extra planetary communication?
Can there be peace with the native sentiments?
What destroyed Ashikaga Colony, and could it strike down another
male Given Names human settlement?
What is this ancient alien artifact that the henomin woodsman
Akimitsu Hiro Kanesuke Raizo discoverered?
How will Kita City survive being struck by a hundred-year storm?
Daisuke Ichiro Ken Tadashi
What are the incredible capabilities of the exotic element discovered on
Shi Tateyama.
Genjiro Isami Mitsugi Tetsuo

Hakaru Jiro Nariyuki Yasuki

144 145
Chapter 7 Overview
Montral is the second largest city in Canada and its cultural capital. Its the
Quiet Revolution political heart of the francophone province of Qubec. Its the second largest
French-speaking city in the world, just after Paris.

Montral Police Drama Its an economic powerhouse, with a Gross Domestic Product of over one hundred
billion dollars a year and population just under four million.

Its citizens come from every corner of the world, bringing a variety of languages,
faiths, and traditions. Ethnic minorities and immigrants bring a cultural richness and
diversity to the city. Organized crime preys upon an open-minded, tolerant society.

The city has its own share of problems though. That cosmopolitan diversity has
led to tension in the streets between different linguistic, religious, and cultural
groups. That open-minded and tolerant society gives organized crime the
opportunity to thrive.

As members of the Montral Police force, youre asked to resolve problems within
the community. Your unit is assigned to the most sensitive cases, where tact and
discretion can make all the difference.

You research, negotiate, arbitrate, and investigate. Protect the innocent citizens
of the city from the criminal element. Find a way to keep the city safe. Nothing is
simple in this city, and there are no easy answers.

Disclaimer: This is a fictional portrayal of the City of Montral, created for


the purposes of starting discussions about complex social issues. No disrespect is
intended toward the real City of Montral, its communities, or to its inhabitants.

146 147
Geography
The French settlement of Ville-Marie first began as fortified village on a
large island in the St. Lawrence River in the 1600s. Control of this river was
essential to the european colonial powers, and Ville-Marie provided that
control, The settlement, built in the shadows of Mt. Royal, expanded over the
years. Centuries after the first village was founded, it was renamed the City
of Montral.

It was one of the biggest cities in the new world and one of the great ports
of the fur trade. Both France and Great Britain fought for control of this
strategically important city. Now its a modern metropolis.

Old Montral consists of the original settlement of Ville-Marie. It is


home to Notre-Dame Basilica, the Old Port district, and countless heritage
buildings.

Westmount was an enclave of wealthy Anglophones of British ancestry, on


the southwest slope of Mount Royal. It has become more diverse over the last
decades.

North of downtown is Outremont, home both a wealthy French


community and a large Hasidic Jew population.

Cte-des-Neiges/Notre-Dame-de-Grce are adjacent neighbourhoods


both ethnically diverse and home to a large student population.

Le Plateau was originally a working class neighbourhood that gentrified and is


now home to upscale restaurants, nightclubs, and boutiques.

Ville Saint-Laurent is also ethnically diverse area, home to large Lebanese


and Muslim populations.

Le Village is the heart of the citys gay and lesbian communities, promoted
as a tourist attraction.

The Montral Mtro, the subway system, makes travel between the various
neighbourhoods easy.

148
Society Setting Beliefs
France first founded the settlement on the modern island of CHOOSE 3 OF THESE BELIEFS FOR YOUR GAME.
Montral and built wooden fortifications to defend its interests.
SELECT A NUMBER OF FACTIONS UNDER THOSE CHOSEN BELIEFS
When France lost the Battle of Qubec, on the Plains of Abraham EQUAL TO THE NUMBER OF PEOPLE IN THE GAME.
during the Seven Years War, the British seized control of the Pg. 19
territory.
Absolute power corrupts the best natures
As a response to the occupation by the English-speaking British
forces, the people looked to the Roman Catholic Church for support. Government of the Day
The Church stepped into the forefront, preserving the French International Corporations
language and culture. The British State and the Catholic Church Organized Crime
maintained control over the society for centuries.

In the 1960s, the Quiet Revolution was sprung and Qubec changed
overnight. The francophone identity replaced the catholic religion Those who bend do not break
as the central element of society. The citizens attempted to declare The City Bureaucracy
independence from the British state, and this sovereignty movement
Association of Small Businesses
continues to divide society. This new society declared the womens
rights, secularism, and the primacy of the French language as The New Quebecers
fundamental values.

In the fifty years that followed, Montral has thrived. Immigrants You are your culture
from across the globe have flocked to this city, each bringing their
own distinct culture. Some embraced these newcomers, while The Catholic Conservatives
others feared their influence on society. The immigrants were forced Society of Religious Understanding
to choose to integrate, assimilate, or remain apart from Qubec Guardians of the French Language
society.

You are police, asked to keep the peace, at any price. You are asked
to keep culture clashes from turning violent. You need to enforce the The World must change
politicians laws. You have to keep the city from tearing itself apart. The Student Movement
The Sovereignty Movement
The First Nations Community

150 151
Gouvernement du jour Multinationales
Government of the Day Bill 101 International Corporations
Setting Belief: Setting Belief:
Absolute power corrupts the best natures Absolute power corrupts the best natures

Mandate: Mandate:

To win the next election To make maximum profits

Profile: Profile:

The Government of Qubec is a powerful institution. It creates laws, acts Montral is an excellent market for our many products and services. Its healthy
on a provincial and national scale and controls the provincial bureaucracy. retail sector, high population density, and publically funded healthcare increases
It collects the taxes, runs the public healthcare system and funds education, our revenue while decreasing our insurance costs. While the regulatory burden
along with regulating the cities, including Montral. is high, sufficient political influence should improve our profit margins.

Thats a lot of power, and the politicians are happy to seize it. The ruling The International Corporations are here for one thing: profit. They are
political party works hard to improve public opinion, buy votes, and gather ardently federalist, as it reduces trade requirements. French language laws
campaign donations. impose an additional burden, unnecessary in other markets. Corporate
taxes need to be reduced as much as possible.

Initial Agendas: Initial Agendas:


Pass a new law, increasing tuition fees. Crush a potential union before it starts.
Provide tax breaks for resource extraction industries. Undercut the local merchants to reduce competition.
Build a new bridge in Montral to make it easier for suburban Offer to carry products from Montral manufacturers, if the
commuters. wholesale prices are low enough.

Chris Smith, Walmarde Canada,


The Honourable Lucien Lavoie,
Regional Executive
Prime Minister of Qubec
Mr. Chistopher Smith is a Californian native who
The Honourable Lucien Lavoie is an experienced politician
moved up to Canada to head the new Walmarde
who began his career running a non-profit arts organization
regional office. While he is a handsome fellow, his
before his election to the National Assembly, fifteen years
ago. He is now the official leader of the Province of Qubec. poor skills in French often make his life difficult.

Strengths: Public Opinion, Sovereignty Strengths: Corporate Representative, Logistics


Weakness: Election Irregularities Weakness: Minimal French

152 153
Crime organis La bureaucratie de la ville
Organized Crime The City Bureaucracy
Setting Belief: Setting Belief:
Absolute power corrupts the best natures Those who bend do not break

Mandate: Mandate:

To maintain control over the city To fearlessly advise and faithfully obey

Profile:
Profile:
Organized crime is a powerful force in Montral, and for good reason. The The politicians run the city and they use the bureaucracy to do it. The civil
Sicilian Mafia runs the city from the shadows. It uses construction companies servants keep the libraries open, repair the roads, and enforce bylaws. They all
to launder their money. It extorts small business owners and torches anyone joined for the best of reasons; to support their communities and feed their families.
who fails to pay up.
Their role is to advise their political masters and implement the decisions
The biker gangs are at open war, ensuring a steady flow of illicit drugs and of the elected officials. This really means that passionate, dedicated and
guns into the city while reaping great profits for their efforts. Organized educated professionals are stuck writing acronym-laden memos and running
Crime likes things just the way they are, and will do anything to keep an iron programs designed by committee. The bureaucrats are stressed, depressed
grip over the city. and wish they could fix a broken system.

Initial Agendas: Initial Agendas:


Earn millions of dollars from the drug trade. Delay a construction project for environmental reasons.
Smuggle automatic weapons into Montral. Extend the metro system of public transit.
Secure influence over a prominent provincial minister. Create a new cultural centre in an economically depressed area.

Luigi Dizzuto, The Sicilian Don Gabrielle Toulouse-Lautrec

They say the Don is untouchable. His people are in every Gabrielle recently joined the city administration as a junior
industry and his blood money is in every politicians pocket. community outreach officer. She earned her masters degree
He is a slightly overweight and balding man who doesnt in sociology at lUniversit de Qubec a Montral, specifically
care about appearances. Hes too busy controlling this city. focusing on immigrant communities in Qubec. She took the
job so she could foster cultural understanding in the city.

Strengths: Sicilian Mafia, Legally Untouchable


Strengths: Sociology, Ethnic Minorities
Weakness: Criminal Rivals Weakness: Burnout

154 155
Association des petites entreprises Les Neo-qubcois
Association of Small Businesses The New Quebecers
Setting Belief: Setting Belief:
Those who bend do not break Those who bend do not break

Mandate: Mandate:

Take care of our families Integrate into Qubec society


Profile:
Profile:
Its hard to run a small business, especially in this city. You need to work
long hours, selling your wares and dealing with the never-ending piles of The New Quebecers are immigrant peoples who fled to Montral to secure a
paperwork. The landlord keeps raising the rent, and he gets paid first. Next better life. Some were refugees from war-torn countries; others were merely
are the utility companies, taxes, and your part-time employees. You get to seeking greater prosperity. In any case, they are all here to stay.
keep the crumbs left over at the end of the day. These people recognize the need to integrate into Qubec society and adopt
Thats why we formed the Association. We pool our resources to fight the those values. The necessity of the French language, secular governance, and
city when we need to. We pay our protection rackets as a group, and lose less women rights are the norms of Qubec society, and thus they need to adapt to fit in.
money in the process. We vet our employees, and hire the good people who
need a job. We take care of our own. We take care of our families.

Initial Agendas: Initial Agendas:


Pay the protection racket to the mob. Teach their children to speak in French at home, rather than their
ancestral language.
Establish a new profitable tourism initiative. Abandon a religious practice to fit in with mainstream society.
Successfully petition for lower business taxes.
Support their daughters admission into university.

Marcel Ct Jamila Hachem

A older gentleman, owner of a popular British pub known Jamila is a warm and accepting mother of two teenage
as Le Norman. His establishment is next to the precinct, children. She has spent the last twenty years teaching
and many of the police officers are loyal patrons. her two daughters to fit in with Qubec society to the
detriment of her native traditions, faith, and language.
Strengths: Police Patrons, Barkeep Strengths: Qubec Culture, Lebanese Community
Weakness: Rebellious Son Weakness: Assimilated

156 157
Les conservateurs catholiques Socit de dialogue intereligieux
The Catholic Conservatives Society of Religious Understanding
Setting Belief: Setting Belief:
You are your culture You are your culture

Mandate: Mandate:

Conserve our catholic heritage and values Foster religious tolerance and diversity

Profile:
Profile:
The Quiet Revolution of the 1960s changed Qubec society dramatically. Montral is a cosmopolitan place, and that diversity is its great strength.
This new society was secular, nationalist, and ardently feminist. This Faction Dozens of distinct religions and faiths intermingle, and each has its own
represents the vocal yet rare minority who rejected the revolution and seeks places of worship.
to push back the clock.
The Society was created to encourage interfaith discussions and religious
Qubec society has been corrupted since the revolution. The people have tolerance in the city, after the burning of a synagogue several years ago.
abandoned the Holy Roman Church, which had guided them for centuries. Working to broker peace between the different religious groups, it advocates
Debauchery has replaced fidelity, leading to thousands of broken homes. for a spiritual role in the increasingly secular society.
Childless couples have replaced large, joyful families. Traditional marriage
between man and woman has been abandoned, replaced by unnatural unions.
We must restore our society to its former glory and allow the church to
guide it again. Initial Agendas:

Organize a multi-faith theological conference.


Initial Agendas: Publish a book on religions common ground.
Start a debate on abortion in national media. Arrange for a spiritual advisor to help the police diffuse religious tensions.
Raise funds to restore a cathedral in Old Montral.
Volunteer for politicians against same-sex marriage.

Father Gabriel Paradis Judith Cohen

Father Paradis was the priest for a small community in Judith is a middle-aged woman of Jewish descent who
northern Qubec for forty years before he moved south to founded the society. She is enthusiastic, optimistic, and
Montral. His mission, post-retirement, was to encourage passionate about learning about other faiths. She splits her
traditional marriage between man and woman. time between charitable works, and writing non-fiction
books concerning commonalities between religions practices.
Strengths: Oratory, Faithful followers
Strengths: Radiant Smile, Diplomatic
Weakness: Arthritis
Weakness: Overly Trusting

158 159
Les gardiens de la langue franaise Le mouvement tudiant
Guardians of the French Language The Student Movement
Setting Belief: Setting Belief:
You are your culture The world must change

Mandate: Mandate:

To protect and promote the French Language To encourage universal education

Profile:
Profile:
The French Language unifies modern Qubec society. It ties the nation Montral is an educated city, with four major universities and a host of
together, and helps establish a distinct society in North America. Our colleges. There are over 400,000 students in the city, studying everything
language and our culture are deeply intertwined, and we need to protect from philosophy to quantum physics.
them both.
The student activism culture is strong in the city. There is a long tradition
French is the language of public institutions, of work, of teaching, of the student body declaring strikes and protesting social justice issues. The
communication, and business within Qubec. Immigrating peoples need students have captured media attention and can bring the city to a standstill
to make efforts to learn the language, so they can integrate with Qubec when united under a common cause.
society. Their French-language contributions will add to our cultural
Raising tuition fees is a bad idea.
richness, and we are eager to help them learn.

Initial Agendas: Initial Agendas:


Elect politicians with a strong platform on defending the French language. Launch an attention-grabbing protest downtown.
Ensure that the children of immigrants cant transfer into English language schools. Embarrass the government of the day.
Gather funding for French language movie production. Make a remarkable scientific discovery.

Bruno Lvesque Marie-Lourdes Mervil, Student Union President

A former movie star in the Qubec cinema scene with A meticulous young Haitian woman who leads her student
several awards to his name. After the car accident, union with passion and reason in equal measure. She is
he began to use his fame to defend the French currently studying Political Science at Concordia University.
language and French arts scene within Montral.

Strengths: Famous Actor, Activist Strengths: Activism, Social Media

Weakness: Wheelchair Weakness: Poverty

160 161
Le mouvement souverainiste La communaut des Premires nations
The Sovereignty Movement The First Nations Community
Setting Belief: Setting Belief:
The world must change The world must change

Mandate: Mandate:

Secure independence for Qubec Build a better future for Aboriginal Peoples

Profile:
Profile:
For some, the ideal world is of an independent Qubec. They seek to
separate from Canada and create a new sovereign nation, representing their This is all the traditional territory of the First Nations peoples. When the
citizens on the world stage and expressing the common values of the Qubcois. European settlers arrived, they depended on the locals to teach them how to
survive the harsh climate. They signed treaties that exchanged European goods
There have been two referendums, in 1980 and 1995 respectively, where for the right to use the land. There was peace, once.
the provincial governments sought a mandate to separate from Canada. This
Faction represents those continuing to fight for sovereignty. The peace was broken when the Europeans began to persecute the Indians.
They stole land, destroyed families, and dragged children into residential
schools to take Indian out of the child. It was a dark time, and First Nations
Peoples still suffer the effects of colonialism.

Initial Agendas:
Claim the funding from the federal government to distribute Initial Agendas:
international aid. Teach a new generation of youth to speak Cree.
Challenge federal legislation that conflicts with Qubec values. Settle a land claim with the crown to reclaim lost territory.
Unleash a media campaign to promote sovereignty. Block a proposed development project that would harm First Nations territories.

Pierre Bergeron Elder Marie Stacey


Pierre is an experienced lawyer and former minister from the Marie Stacey is a respected elder of the Mohawk people.
provincial government of Qubec. He continues to advocate Her history is tragic, but she has overcome her history to
for independence and engages in extensive lobbying. educate the new generations about the old traditions.

Strengths: Constitutional Law, Political Connections Strengths: Teaching, Traditional Medicines


Weakness: Political enemies Weakness: Discrimination

162 163
Sample Talents

Broad Talents Deep Talents


Business Performing Arts Philosophy Dirty Money English Expressions

Fine Arts Literature Politics Graffiti Art Forensic Accounting

Athletics Law Religion Playoffs Witness Statements

Medicine Linguistics Chemistry Paramedic False Confessions

Sociology Policing Physics Lebanese-Canadian Referendum 1995

Psychology Crime Crafts Anglophone Mosques

Engineering Observation Weapons Jewish Community Nanomaterials

Computers Persuasion History Mohawk Community Fiber Analysis

Construction Companies Genetics

The Metro Glass Sculpture

Common Talents Undercover Tasers

Accounting Acting Aristotle Molire Batons

Drawing Classical Literature Sovereignty Extortion Tear Gas

Hockey Criminal Law Islam Sexual Assault Heritage Sites

Trauma English as 2nd Language Material Sciences Murder Church History

Ethnic Groups Investigation Forensics

Mental Illness Interrogation Glasswork

Infrastructure Justice Police Weapons

Social Media Debate Quebec History

164 165
People Places

Montral Family Names McGill University Place-des-Arts


Tremblay Morin Blanger Phipps Concordia University Pierre-Elliot-Trudeau Airport
Gagnon Fortin Leblanc MacDonald Universit de Montral Jean-Talon Farmers Market
Roy Gagn Ahmed Abbott Universit du Qubec Montral Notre-Dame de Montral Basilica
Bouchard Ouellet Lopez Arsenault Centre Bell Chinatown
Gauthier Pelletier Awashish Nguyen Montral Biodome The Islamic Centre of Quebec

Mount Royal Park Chez Par, a high class strip club


Female Given Names Mount Royal Cemetery Qubcor Media Offices
Anne Louise Hlne Annik
Notre-Dame-des-Neiges Cemetery The Old Port of Montral (Heritage)
Catherine Charlotte Rosalie Marjolaine
Underground City The modern industrial Port of Montral
Marie-Claude Mlanie Isabelle Eleni
Ubisoft Montral The Old Brewery Mission for the Homeless
Marie-Pierre Sylvie Lise Sadia
Montral Microbeweries Schwartz Deli

Mysteries
Male Given Names What happened to the dozens of aboriginal women reported missing?
Who was responsible for the arson of four synagogues, and what was
Joseph Louis Serge Marcel their real agenda?
Why have the organized crime families abandoned the Plateau area
Pierre Andr William Thomas completely?
What group has been paying off the mayor, and which decisions were
Jean Paul Gilles Maurice influenced over the last two years?
Charles Franois Yvon Moustafa Which side will win the upcoming referendum for independence?
What great legacy project will city hall be undertaking, and who will
pay the price?

166 167
Chapter 8 Overview
The Kingdom is under siege. Elemental monsters threaten to overwhelm
The Elemental Kingdom us from every border. Only the four Elemental Orders, wielding their
corrupt magics stand between us and total destruction.

Fantasy Under Siege Once, the kingdom was a place of peace and respect. The capital was a
gleaming wonder of white marble and golden statues. The provinces were
vibrant cultural centers, with each city specializing in unique arts and
sciences. It was the greatest realm the world had ever known, until the
invasion.

The monsters destroyed the nations on our borders, through violent


invasion and subtle subversion. The desperate refugees rushed into the
provinces, who are under attack themselves by the elemental foes.

The monsters wield terrifying elemental sorceries, directly creating or


manipulating the essences of the world. The relentless Dwarves commend
the mountains themselves and shape ore into supernatural artifacts. The
cruel Orks wield blades of flame and hurl bolts of fire. The beguiling
Elves whisper great distances and hide themselves in the winds. The
corrupting Snatchers can travel the waters and warp their bodies like
water.

Only the four Orders, those who have learned the secrets of elemental
enchantments, offer any hope to the people of the Kingdom. They invoke
the flames rage, the deceptive waters, the enduring stone, and the
perceptive winds to guard our borders and keep the monsters at bay.

168 169
Geography

To the North, the relentless Dwarves command the very


mountains. The Remulan Empire was the first to be crush by the
creeping northern mountains. The Resilient Order fights back,
delving deep into the mountain tunnels to slay their stone-skinned
foes and steal the powerful Dwarven artifacts.

To the East, the Orkish hordes assault our defense. They drove
forth thousands of refugees from beyond the mountains. Only the
Radiant Order, manning the Ashen Wall, can keep the beasts at bay.

To the South is the fallen Odysan kingdom, destroyed by the


corrupting influence of the Elves. These monsters whispered
promises and forged oaths with Odysans, leading to a brutal civil
war. The eastern forest has reclaimed much of their civilization,
with mad cults inhabiting the ruins of a once great kingdom. The
Whispering Order is vigilant to prevent the same from happening to us.

The West has been taken by the Snatchers. The once great Hellan
Republic, the center of culture and philosophy, has been corrupted
beyond recognition. Cursed artifacts and poisoned waters have
transformed these proud peoples into new Snatchers. The Flowing
Order roots out Snatcher corruption, so we may keep our humanity.

170
Society Setting Beliefs

The society of the Kingdom was once the envy of the CHOOSE 3 OF THESE BELIEFS FOR YOUR GAME.
world. Each province had its own unique and distinct
SELECT A NUMBER OF FACTIONS UNDER THOSE CHOSEN BELIEFS
culture, which strengthened the realm on a whole. The EQUAL TO THE NUMBER OF PEOPLE IN THE GAME.
various cities set aside their many differences for the Pg. 19
greater good of the realm. There was no strife between
noble and peasant, native and foreign dignitary. Justice,
peace, tolerance and understanding were the pillars that Empathy is weakness
supported our realm. The invasion changed everything. The Flowing Order
The Warped Snatchers
We are faced with external foes and internal strife. Her The Queens Court
Majesty Dzenana, blessed be her name, does her best to
hold the nation together. The scheming courtiers in the
capitals and the provincial lords are in constant conflict.
Its a society driven by fear and ambition. Empathy is Outsiders are stealing our land
in short supply, replaced instead with paranoia and The Resilient Order
xenophobia. Everyone is angry, hurt, and scared.
The Mountain-herders
The Provincial Lords
Only the four Orders offer any hope to the people of
the Kingdom. Their prayers, once directed to the Five
Divines, are now focused on those orders of men and
women who fend off the monsters. The orders give them Anger is the ultimate power
a reason to trust, a reason to care, a sense of safety and The Radiant Order
a productive way to channel their pain. They are the
symbols of hope, in a dark world. The Charred Ones
The Desperate Refugees

Everyone has a price


The Whispering Order
The Tempting Winds
The Merchant League

172 173
The Flowing Order The Warped Snatchers

Setting Belief: Setting Belief:


Empathy is weakness Empathy is weakness

Mandate: Mandate:

To guard against the decay of human civilization To free the humans of civilizations restraints

Profile: Profile:
The first of the Elemental Orders, the Flowing Order protects humanity from the The Snatchers were once human; many of them converted citizens of the fallen
corrupting influence of the Snatchers. Its members are concentrated on the western Hellan Republic. These monsters are small, emaciated frog-like creatures, with
border, patrolling the many rivers to hunt down any Snatchers before they can sharpened teeth and a mad strength.
corrupt any more victims. They also fill a counter-espionage role, using Hydrologos They seem driven to destroy civilization itself. They sabotage our industries,
enchantments to track down and eliminate any Snatcher-tainted agents. disrupt our commerce, and corrupt our citizens into new Snatchers. Worse
still are the river cults, groups driven to acts of obscenity and perversion in the
The Queen has given the Flowing Order sanction to enforce her laws on the
commoners, functioning as a rudimentary policing force for the kingdom. name of heretic gods. The Snatchers threaten to rip apart the fabric of society.

Initial Agendas: Initial Agendas:


Protect the granaries from external threats. Poison the water supply of the southern provinces.
Escort a foreign trade ship into harbour safely. Sabotage the forges of the Northern provinces.
Purge the snatcher-tainted village of Resan. Corrupt the village of Kyjan, turning the children into new Snatchers.

Thales Perakles of the Nine Fingers

A young, androgynous member of the Flowing Order, tasked Once the respected leader of the Hellan republic, he was
with observation and infiltration of large groups. Only the transformed into the most cunning and dangerous Snatcher.
sea green eyes remain when Thales takes on a disguise.

Strengths: Infiltration, The Rite of Stolen Faces Strengths: Hellan Republic, Cult Leaders

Weakness: Hellan Immigrant Weakness: A Missing Finger

174 175
The Queen's Court The Resilient Order

Setting Belief: Setting Belief:


Empathy is weakness Outsiders are stealing our land

Mandate: Mandate:

Maintain the Queens rule over her kingdom To slow the mountains advance

Profile: Profile:
Her Majesty Dzenana rules from her palace in the heart of the capital, the city of The Resilient Order holds its ground. They are the unmoving guardians of
Veceric. She is a kind-hearted monarch who toils to protect her people from the the north, the only thing standing between the Dwarven mountains and the
monstrous hordes. human lands.

The Queens Court focuses on eliminating any internal threats to their own power Members of the Order wear grey and black colours, arming themselves with
or to the queen. The various nobles act to maintain the status quo and keep the hammer and axe. They can only succeed in slowing the mountain advances
provincials subservient. They wield their power without concern for the citizens by delving deep into the Dwarven warrens and slaying the monsters within.
wellbeing.

Initial Agendas: Initial Agendas:


Restore the Cathedral of the Five Divines to divert public sentiment to Delve into the great mountains and steal the Dwarven forge.
spiritual matters. Seize a Dwarven warren, slaying all of the Dwarven inhabitants within.
Replace the governor of the Southern Province with a more loyal Reinforce the provincial defenses with Petralogos enchantments.
servant of the Queen.
Divert money from the war to build a new royal academy for the young
nobles of the capital.

Lord Egzon the Golden Larcia, the Eternal Aegis

Lord Egzon is the Queens most trusted advisor since the Larcia was a young scholar who had joined the Resilient
Kings death. This xenophobic lord currently holds the Order over a hundred years ago. A Dwarven artifact shield
title of Lord Treasurer and has agents everywhere. transformed her into an ageless, indestructible, living statue.

Strengths: Political Status, Informant Network Strengths: Immortal, Indestructible


Weakness: Elven Oaths Weakness: Alone Forever

176 177
The Mountain-herders The Provincial Lords
Setting Belief: Setting Belief:
Outsiders are stealing our land Outsiders are stealing our land

Mandate: Mandate:

To gain new territory for our people To keep our people and our land safe

Profile: Profile:
The Dwarven race was born with the first mountain. They were driven as a The Lords are desperate. They have monsters rushing over their borders,
people by the compulsion to build, grow and expand. They crafted countless desperate refugees draining their resources and incessant demands from the
artifacts, delved as deeply into their mountain homes as they could and Orders. Whats worse, the capital refuses to give them much needed support
multiplied. When they ran out of room or resources, they were driven to to keep their people safe.
raise new mountains out of the bedrock so they could expand their territory.
The Lords do what they must to protect their domains, no matter what the
consequences may be.
They never even noticed when they destroyed the Remulan Empire. The
Kingdom has been far more troublesome.

Initial Agendas: Initial Agendas:


Raise a new mountain, blocking a major trade route. Offer citizenship to provincials who serve one of the great Orders.
Divert the major rivers away from the eastern farmlands. Repair the battered provincial fortifications.
Create a new fleet of war machines. Redirect all of the Kingdoms taxes to local defense.

Stonetender Thomek Vladko the Great, Duke of Svetlar Province

A young Dwarf of a few hundred years, he is one Duke Vladko is the eldest of the Provincial Lords,
of the scouts that raises new mountain territory for with no legitimate heirs to his title. He uses his
his people. He does his best to tend for his thirty- wry smile to mask his true emotions and give
seven children, but it can be a challenge at times. his people some measure of confidence.

Strengths: Speaking Stones, Moving Mountains Strengths: Provincial Resources, Shielding Smile
Weakness: Open Skies Weakness: Deeply Indebted

178 179
The Radiant Order The Charred Ones

Setting Belief: Setting Belief:


Anger is the ultimate power Anger is the ultimate power

Mandate: Mandate:
To guard the Ashen Wall from Ork invasion Devour the humans and burn their kingdom

Profile: Profile:
The Radiant Order is the largest of the four Elemental Orders, thanks to the The Ork race is defined by their hunger and their rage. They are a crude
terror spread by the Ork hordes. They guard the eastern frontier and slaughter people, led by brutal warlords and cruel shamans. Nomadic by nature, they
wave after wave of the brutal monsters. destroy all the land in their wake. They are driven to overwhelm the Wall of
Ashes and sate their hungers.
The Wall of Ashes is the greatest defense that the kingdom can muster against
the horde. Repeated invasions from the fire-wielding Orks have left a barren The Orks are roughly man-sized creatures with flattened faces, long arms, broad
wasteland of scorched earth all along the border. Without cover to hide the shoulders and skin the colour of ash. They are carnivores and cannibals to a one,
Orks, the humans use stone artillery towers to strike down any invaders. with sharp fanged maws and rending claws. Whats worse is the liquid flame
coursing through their veins, burning their foes when they are injured.
Initial Agendas: There can be no reasoning and no peace with the Ork.
Protect the Ashen wall from an overwhelming Ork assault.
Recruit more soldiers for the Kingdom, at spear-point if need be.
Initial Agendas:
Destroy a major Ork camp and the war machines within.
Raze the village of Marj, leaving no survivors.
Discover the horrific hellblossom rite, fueled by Ork-sacrifice.
Recruiter Raifa Dispatch a half-breed emissary to negotiate human surrender.

Raifa is one of the most successful recruiters for the


war effort. She travels from city to city, speaking of the
glory of defending the kingdom and the desperate Warlord Kurk-Margus
need for more women and men at the wall. The Warlord Kurk-Margus is massive in stature and
wielding a brutal Morningstar. He slew the last leader
Strengths: Oratory, The Radiant Order of the Radiant Order in single combat and devoured
Weakness: Hot-tempered him on the battlefield in front of his men.

Strengths: Massive Stature, Berserker Rage


Weakness: Burning With Hunger

180 181
The Desperate Refugees The Whispering Order

Setting Belief: Setting Belief:


Anger is the ultimate power Everyone has a price

Mandate: Mandate:

To build a new home for our families To keep the Kingdom unified and strong

Profile: Profile:
They lost almost everything. They lost their homes, their possessions, and their The Whispering Order may be the smallest of the four Elemental Orders, but
holy sites to the monsters. They could only take their families, the clothes off they are never overlooked. Their order was originally founded by the church of
their back and a handful of mementos of their former lives with them as they fled. the Five Divines and many clerics fill their ranks.

When they arrived in the Kingdom, they were greeted with suspicion and Members in the order walk openly in society and wear distinctive white capes
abuse. They live in makeshift settlements and try to find a way to rebuild that mark them as agents of the crown. The members of the Order are the law,
their lives in this strange new land. They try to bury their anger, pain and travelling across the Kingdom and hunting down any human traitors. At the
loss by building a better future for their people. Sometimes it works. same time, they also freely offer council and advice to any one who wishes it.

Initial Agendas:
Initial Agendas: Acquire a new foreign ally to support us in the war.
Create a shantytown outside the city of Jerica.
Convert one of the Snatchers into a useful ally through Aerologos.
Build a shrine to the Hanged Father in the Capital.
Disappear Lord Nyron, whose son bargained with elves.
Petition the Queens Court for settlement rights within the kingdom.

Berthegund Paroh Hasan

A brave woman who led her five surviving children A portly, scholarly man with a remarkably sympathetic
to this new southern land. She was once a great demeanor. As a former cleric of the Five Divines, he retains
healer of her people and uses her skill to barter with his former title of Paroh and maintains strong ties to his flock.
the other refugees for the necessities of life.
Strengths: Five Divines, Scholarly Research
Strengths: Angry Mobs, The Healing Arts
Weakness: Out of Shape
Weakness: Homeless

182 183
The Tempting Winds The Merchant League
Setting Belief: Setting Belief:
Everyone has a price Everyone has a price

Mandate: Mandate:

To offer the humans tempting bargains To maintain the trade network

Profile: Profile:
The elves are terrifyingly helpful. They forge oaths, bargains and pacts Where trade crosses borders, armies do not. The merchant league uses the
with humanity as a matter of habit and ask for trivial actions in return. The trade networks to keep the provinces united, to supply the Elemental Orders
inscrutable elves have a perfect understanding of chaos and consequence and and to maintain the military. In exchange for their diligent efforts, they manage
over a long timescale, those actions inevitably lead to disaster. to extract just enough money to feed their families. At least, thats the theory.

The Odysan Empire fell into civil war because of a series of small bargains. An War is good for business, and the League is populated with many
overly full wineskin, a particularly aggressive boar, an overturned applecart unscrupulous merchants who profit greatly by the chaos. Invariably, these
and a stolen genealogical tome led to the year of the three Emperors. merchants acquire more and more political power.

Initial Agendas:
Initial Agendas:
A shipment of enchanted weapons is delivered to a provincial village for
Offer great riches to the third son of every cobbler in the provinces. almost nothing.
Shoot down a Whispering Order patrol in the creeping wood. The Radiant Order has its supply lines cut after failing to protect a merchant.
Deliver a dire prophesy to the owner of the Hanged Goat Inn.
A black market is built in the depths of the Capital with countless
artifacts liberated from the monsters.

The Three Promises Kamal the Arms Dealer


Three golden-haired elves who are always found together, Kamal is a perfumed gentleman of impeccable taste in
finishing each other sentences and giving priceless advice. clothing and possessing a vast arsenal of weaponry.
He is the Merchant Leagues representative for
Strengths: Prophesy, Illusion trade and logistics with the Elemental Orders.

Weakness: Can Never Speak a Lie


Strengths: Trade Networks, Enlightened Self-Interest

Weakness: Love of Luxury

184 185
Sample Enchantment Talents Sample Mundane Talents
Broad Talents
Flowing Order - Water Enchantments
Monsters
Broad: Hydrologos Scholarship Provinces
Athletics The Orders Mle
Common: Trust, Change, Identity, Life

Deep: Stolen Faces, Healing Waters, Invisibility, Mind Wilderness Evasion Missiles
Ripples, Transformation, Water-Breathing, Charm Trade Politics Armour

Common Talents
Resilient Order - Stone Enchantments
Broad: Petralogos Fortifications Spears Foreigners
Common: Resolve, Durability, Weight, Stasis Philosophy Bows Orks
Deep: Unmovable, Unbreakable, Unstoppable, Eternal, Tireless, Climbing Breastplate Elves
Oppression, Slowing, Binding, Weaken, Shatter
Riding Etiquette Dwarves
Barter Herbalism Snatchers

Radiant Order - Flame Enchantments


Deep Talents
Broad: Pyrologos
Routing Armies Dwarven Tunnels
Common: Anger, Fear, Purification, Destruction

Deep: Flames Rage, Ignite Terror, Purifying Flame, Light,


Butterfly Effect Cult Infiltration
Destructive Blow, Holding Warmth, Fires Focus
Dwarven Artifacts Political Favours

Snatcher Transformation Hellan Culture


Whispering Order - Wind Enchantments
Mounted Archery Remulan Engineering
Broad: Aerologos
Spear Charges Odysan Politics
Common: Communication, Speed, Promises, Detection

Deep: Far-sending, Wind-Running, Oath-forge, Blink, Dodging Blades Medicine


Oathbreakers Curse, Long Sight, Whispering Winds
Siege Machinery Food Shipments

Small Unit Tactics Royal Bloodline

186 187
People Places
Female Citizens
Veceric, the Capital City Svetlar Province
Ana Jasminka Milena Sanja
Dijana Jovana Mirjana Selma Pavko City Krapina Province
Elena Katarina Nada Sonja Drazet City Skadar Province
Emira Manda Natasa Vesna Bragor City The Vojislan Mines

Krunilo City The Kreksad Forest

Male Citizens Veles Village The Wall of Ashes

Aleksandar Davor Jovan Murat Kretar Village The Odysan Wood


Asim Dragen Lazar Nermin Ostin Village The Thessalon Ruins
Baltazar Dzevat Marko Pedrag
Kjarn Farmsteads The Legios Stronghold
Berne Ivan Milan Stipe

Female Refugees Mysteries


Why has the Dragon risen in the southeast, and what hunger drives
Adonia Miloslava Eliza Justina her?
Calista Svetlana Ilyana Romana What woke the demonic Malarok deep in the eastern Dwarven
mines?
Hespera Vera Nora Rhea
Who has found the Hellan Crown in the southwestern frontier, and
what is it whispering?
What is the Kreep and what can stop it from spreading to the
Male Refugees northwestern farmlands?
Acheron Dobromir What caused the elemental monsters to strike our neighbouring
Andrei Crassus nations and what does it want?
Dimitrios Radek Kristo Flavian Who will be the first to find the lost heir to the royal bloodline?
Vasilios Zelislav Petko Marius

188 189
Contributions

This Game wouldnt have been possible without the generous support of the
many Kickstarter backers. In addition for backing the game, they have also
contributed extra content that you can use in your own games.

Kickstarter Backer Names Keiran Sparksman Morgan Weeks Seth Clayton


Ken Finlayson Moustafa Chamli Shale Crom
Consider using one of these names when you create an NPC during play! Kyle Forrester Nat woodelf Barmore Shane The Pain Emmons
Adam Kicktraq Clark Chris Snyder Ian McFarlin Lane Howe Nathan Lax Simon Ward
Adam Hegemier Christian A. Nord Ingo | obskures.de Larry Olivier Murith Sophia Brandt
Adam Koebel Christine Pitre J. Derrick Kapchinsky Level 99 Games Ong Wei Cong Sophie River Cooper
Adam Miller Christopher Pocket Earnhart Jack Gulick Lexi Gable Owen Thompson Stefan Ohrmann
Adam R. Easterday Christopher Coulter James Graham Liam Murray Patrick Brewer Stephen Joseph Ellis
Adam Rajski Christopher Just James Myers Lionel Davoust Paul Andinach Steve Bergeron
Adam Surber Dane Ralston-Bryce Jason Blalock Magpie Games Paul Burrows Steve Dempsey
Adam Windsor Danny Keen Jason Corley Marcus Cope Pete Hurley Ted Childers
Alex Wyatt Dave Hill Jason Tranter Marissa Kelly Peter Aronson The Book Guy
Alicia Smith David Yoda Odie JayAngryProphet Mark Diaz Truman Peter R. Brooks The Dan
Amber Viescas David A. Hill Jr. Jeffrey J.A. Fuller II Mark Richardson Peter Tidd The Toxic Wombat
Amos Hayes David Hoberman Jeffrey Wikstrom Mark S Petri Leinonen Theo Clarke
Ana The Littlest Ninja Silva David Lacerte Jennifer Zenduck Lewis Mark Shocklee Philippe Debar Thom Walker
Andreas Skyman David Terhune Jennifer Fuss Martin Greening Professor Thronberry Thomas Kelley
Andrew Curtis Del Benjamin Jeremiah Frye Matias Dahlbck R0N1C Thomas P. Dahmen
Hull White Del Johnston Jeremy Kostiew Matt Blair Rafael Torrubia Tim Jensen
Andrew Tmesis Merchant Delbert W. Saunders Jeremy Morgan Matt Leitzen Rakshukin The Knowing TJ Mathews
Andrew Whittle Donald White Jerome L Matthew Broome Randy Topliffe Tom Flanagan
Andy Hauge Drnuncheon Jerome Larr Matthew Coverdale Rex Lupis Tom Ladegard
sa Roos E. Damon Jesse R. Davis Matthew Edwards Richard Vidiian Greene Tomohisa Naka
Ben Cyril Erickson Eden Brandeis Jessica Cohen Matthew Jackson Rishi Agrawal Tonya Bezpalko
Ben Kramer Edouard Contesse JKPrince Matthew Karabache RJ Stewart Travis S. Casey
Ben Plopper Edward Saxton Joab Stieglitz Matthew McFarland Rob Justice Trent Ax_kidson Boyd
Beth Tsai Emile de Maat Joe Beason Matthew Nielsen Rob Masters Trent Stephens
Brandon Oosterhoff Emperor Norton Joe Sosta Matthew Orwig Robert Rees Tristan Valentine
Brian Forester Eric M. Paquette John LeBoeuf-Little Matthew W. Sutton Robert Slaughter Troy Lenze
Brun7 Kollektivet Flavio Faz IV John Poole Mauro Ghibaudo Rolling Intentions Crew Tucker McKinnon
Bryce Perry Flavio Mortarino Jonathan Buddha Davis Mendel Schmiedekamp Ron Wilhelm Ty (Troll) Sawyer
Calaway Rohloff Freyki Jonathan Moore Michael C. LaBossiere Ryan Aech Vicki Hsu
Calvin Shafer Gabriel Velarde Joseph Oliveira Michael Mockus Ryan Percival Wesley Dryden
Cart Reed Gabriel Verdon Josh Albritton Michael P. Lamoureux-Sauve Sadric01 Willow Palecek
Charles Wlad Andrusyszyn Gregory Sanders Josh Crowe Michael Stevens Sage LaTorra Xavid
Charles Crowe Guillaume Nocker Josh Rensch Michelle King Scott Yolgie
Cheryl Trooskin-Zoller Herman Duyker Junius B. Stone III Michelle Lyons-McFarland Scott Dunphy Zachary Erfman
Chris Angelini Ian Reth Kitley Justin Lee Mike Pitre Scott Johnson Zero Ninja
Chris Jensen Romer Ian Cunningham Kat L. Mopsothoth Seth and Rachael Blevins

190 191
Kickstarter Backer-Created Beliefs Kickstarter Major NPCs
ABHOR NOTHING BUT HATE Shawn Jeffries CONGREGATION OF TRUE BELIEVERS
GOOD DEEDS ARE THE BEST PRAYER
Shawn Jeffries, a late middle aged pastor and
OMNITHEISM EVERYTHING IS DIVINE true believer in the prosperity gospel.
ABORTION IS MURDER
MAN IS HIS OWN WORST ENEMY
Job "Wyrm" Mac Kenize PHOTOGRAPHIC MEMORY
THERE ARE NO PARADOXES DUE TO OUR FREE WILL
A bookish librarian with interesting facts
THERES ALWAYS A SILVER LINING
A LIFE WITH LAUGHTER IS A LIFE WORTH LIVING
GOOD AND EVIL ARE ABSOLUTE Kellna Thornblood EXTREMELY INTUITIVE

LUCK GUIDES EVERY ACTION Slight build, pale complexion, plainly & neatly clothed, average
features, with a wild mass of hair dyed bright green.
SWEET FICTIONS BEAT BITTER TRUTHS.
PURIFICATION CAN ONLY COME FROM SUFFERING
WAR DOES NOT DETERMINE WHO IS RIGHT - ONLY WHO IS LEFT
WHAT YOU GIVE IS WHAT YOU GET RETURNED. Kickstarter Faces
PRACTICALITY DOES NOT OVERRIDE MY IDEALS The Sensei FACE OF THE THE GREEN RONIN FACTION
HOW FAR WILL YOU GO FOR YOUR OWN GOOD The Sensei is an authoritarian Henomin male, wiry and
I BELIEVE IN THE POWER OF THE NOW old but still fit for his age. He is missing his left arm.
LIFE IS NOT SPECIAL, IT IS COMMON Strengths: Strong Beliefs, Experience of Old Age
Weakness: One-handed
WE LIVE IN THE BEST OF ALL POSSIBLE WORLDS
THE STARS KNOW OUR FATES!
THE EYES ARE DOORWAYS TO THE SOUL Lucifer FACE OF THE FALLEN FACTION

ALL GOVERNMENTS SHOULD BE RUN BY FRIENDLY AIS The penultimate fallen angel, commonly
known as the Morningstar.
THERE IS A KIND AND LOVING GOD AND HE CARES ABOUT ME, PERSONALLY
Strength: Divine Knowledge, Infernal Decisions
WE NEED TO STOP PROPAGATING THE HUMAN RACE, WE HAVE DESTROYED OUR WORLD ENOUGH
Weakness: Vain Pride
HUMAN HAPPINESS CAN ONLY BE ACHIEVED THROUGH PERSONAL FREEDOM & RESPONSIBILITY
EVERY HUMAN HAS A SOUL; NO ROBOT HAS A SOUL
Veridius Moon FACE OF THE SEEKERS
YOU ONLY DESERVE WHAT YOU HAVE THE STRENGTH TO PROTECT
Veridius has been given many gifts, to help this Faction seek
EAT, DRINK AND BE MERRY, FOR TOMORROW WE DIE
eternal life. He has embraced rather unorthodox methods of
A PERSON IS ONLY RESPONSIBLE FOR THEIR OWN ACTIONS problem-solving as he inevitably descends into middle age.
NO ONE IS BEYOND REDEMPTION Strengths: Regenerative Abilities, Indestructible Sword
TRUE IMMORTALITY IS THE ONLY AND ULTIMATE GOAL Weakness: Extreme Arrogance

DEMOCRACIES DONT GO TO WAR WITH ONE ANOTHER


192 193
Kickstarter Factions

The Comprador Scum The Green Ronin


Belief: Eat drink and be merry, for tomorrow we die. Belief: The secrets of this world will destroy us.
Mandate: Learn Silass weaknesses through Mandate: To preserve the natural environment
compromising his aide.
Description: The Green Ronins are a group of eco-
Description: The hedonistic, amoral elite who can terrorists who oppose the terraforming
get you anything and will do anything, efforts. Most of them consider the Henomin
because the world is ending. Eat drink as the new generation of humans. They
and be merry, for tomorrow we die. try to free the Henomin and sabotage
the Clans technological efforts.

The Strengi The Fallen


Belief: Might makes right Belief: No one is beyond redemption.

Mandate: To push themselves to be greater than everyone. Mandate: To return to glory at the End of Days

Description: A tribal group whose culture deems superiority Description: The host of fallen angels, full of
to be a moral obligation. They have many terrible glory and tragic beauty.
rituals of dominance and self improvement,
driven to be greatest of all the tribes.

The Ladder The Seekers


Belief: A person is only responsible for their own actions Belief: True Immortality is the only and ultimate goal

Mandate: Give the homeless a chance to reintegrate into society Mandate: Seek any and all ways to extend
life, no matter the cost.
Description: A small homeless shelter devoted to giving the
indigent a chance to reintigrate into the working Description: The Seekers are a relatively disorganized
world. Has a fairly strict requirement for evidence group of individuals, united by their search for
of progress for continued residency. Their motto is: True Immortality, the state of indestructible,
The Ladder will get you out, but only if you climb. unchangeable perfection. They seek eternal
stasis, as taught by their prophet, The Immortal.

194 195
Ludography
3:16 Carnage Amongst the Stars, by Gregor Hutton. (BoxNinja 2009) Mage: the Ascension, Revised Edition, by Dierdre Brooks, John
Chambers, Lindsay Woodcock. (White Wolf Publishing, 2000)
A Penny for my Thoughts, by Paul Tevis (Evil Hat Productions, 2009)
Microscope, by Ben Robbins (Lame Mage Productions, 2011)
Advanced Dungeons and Dragons 2nd Edition, The Complete Priests
Handbook. By Aeron Allston and Mark Bennett. (TSR, 1990) Mystic Empyrean, by David B. Talton Jr. (Lvl99 Games, 2011)

Amaranthine, by David A. Hill, Jr. and Filamena Young. Play Dirty, by John Wick. (Wicked Dead Brewing Company, 2006)
(Machine Age Productions, 2011)
Play Unsafe, by Graham Walmsley (Thieves of Time, 2009)
Apocalypse World, by D. Vincent Baker. (Lumpley Games, 2010)
Polaris, by Ben Lehman (TAO Games, 2005)
Archipelago, 3rd Edition, by Matthijs Holter. (Nrwegian Style, 2012)
Shock: Social Science Fiction, by Joshua A.C. Newman
Burning Empires, by Luke Crane. (Burning Wheel, 2006) (Glyphpress, 2006)

Burning Wheel Gold, by Luke Crane. (Burning Wheel, 2011) Smallville RPG, by Cam Banks, Jospeh Bloomquist, Roberta Olson and
Josh Roby (Margaret Weiss Productions, 2010)
Dog Eat Dog, by Liam Burke. (Liwanag Press, 2012)
Sorcerer, by Ron Edwards. (Adept Press, 2002)
Dogs in the Vineyard, by D. Vincent Baker. (Lumpley Games, 2005)
Swashbuckers of the 7 Skies, by Chad Underkoffler (Evil Hat
Dread RPG, by Epidiah Ravachol. (The Impossible Dream, 2006) Productions, 2009)

Fate Core System, by Leonard Balsera, Brian Engard, Ryan Macklin and The Dresden Files RPG: Your Story, by Leonard Balsera, Genevieve
Mike Olson. (Evil Hat Productions, 2013) Cogman, Rob Donoghue, Fred Hicks, Kenneht Hite, Ryan Macklin, Chad
Underkoffler and Clark Valentine. (Evil Hat Productions, 2010)
Fiasco, by Jason Morningstar. (Bully Pulpit Games, 2009)
The Extraordinary Adventures of Baron Munchausen,
Hillfolk, by Robin D. Laws (Pelgrane Press, 2013) by James Wallis (Hogshead Publishing, 2008)

Houses of the Blooded, by John Wick. (John Wick Presents, 2008) The Kobold Guide to Board Game Design, by Mike Selinker
(Kobold Press, 2011)
How We Came to Live Here, by Brennan Taylor. (Galileo Games, 2010)
Things we Think about Games, by Will Hindmarch and Jeff Tidball.
In a Wicked Age, by D. Vincent Baker (Lumpley Games, 2008) (Gameplaywright, 2008)

Lady Blackbird, by John Harper (One.Seven Design, 2010) Unknown Armies, 2nd edition, by John Tynes and Greg Stolze
(Atlas Games, 2002)

196 197
STEP 1 STEP 4 STEP 6
List your Favourite Media Establish Facts Create Setting Beliefs
GAME MODERATOR GAME MODERATOR

PLAYER 1 GAME MODERATOR

PLAYER 2 PLAYER 1

PLAYER 3 PLAYER 1

PLAYER 4 PLAYER 2

PLAYER 5 PLAYER 2

PLAYER 3
STEP 2
PLAYER 3
Gather Inspirations
PLAYER 4
GAME MODERATOR
PLAYER 4
PLAYER 1
PLAYER 5
PLAYER 2
PLAYER 5
PLAYER 3

PLAYER 4 STEP 7 Rank the GMs Attributes


See GM sheet
PLAYER 5
STEP 8 Create the Factions
See Faction sheet
STEP 3 STEP 5
Describe the Genre Create a Title STEP 9 Create Faces
See GM sheet
GENRE TYPE
STEP 10 Create Ties
See Faction sheet
DESCRIPTOR
STEP 11 Create Agendas
Index Card

Created using symbols from The Noun Project collection SPARK SETTING WORKSHEET Latest SPARK RPG resources are available from
http://www.genesisoflegend.com/
SPARK FACTION SHEET
NAME NAME
1 2
MANDATE MANDATE
1:2 2:1
1:3 2:3
1:4 2:4
TIES 1:5 TIES 2:5
1:6 2:6
NAME NAME
3 4
MANDATE MANDATE
3:1 4:1
3:2 4:2
3:4 4:3
TIES 3:5 TIES 4:5
3:6 4:6
NAME NAME
5 6
MANDATE MANDATE
5:1 6:1
5:2 6:2
5:3 6:3
TIES 5:4 TIES 6:4
5:6 6:5
e Noun Project collection Latest SPARK RPG resources are available from
egend.com/
SPARK
GM: Setting:
Genre: Descriptor:
SETTING BELIEF 1 INFLUENCE
POOL
uence when you challenge
one of your Beliefs, or all three of
someone elses Beliefs have been
challenged
SETTING BELIEF 2
SETTING BELIEF 3 uence when you win
ict, or when you Inspire
someone to change one of their
Beliefs.
ATTRIBUTES FACES
Name
Faction
Strengths
Weakness
Name
10 10 10 10
Faction
Strengths
Weakness
Name
Faction
Strengths
Weakness
Name
Faction
Strengths
Weakness
Name
Faction
Strengths
Weakness
Name
Faction
Strengths
BODY HEART MIND SPARK
Latest SPARK RPG resources are available from Weakness
egend.com/
SPARK BELIEF SHEET
GM : PLAYER 1 :
SETTING BELIEF 1
SETTING BELIEF 2
SETTING BELIEF 3
PLAYER 2 : PLAYER 3 :
PLAYER 4 : PLAYER 5 :
e Noun Project collection Latest SPARK RPG resources are available from
egend.com/
SPARK
PLAYER: Concept:
CHARACTER: Setting:
BELIEF 1 INFLUENCE
POOL
Gain influence when you challenge
one of your Beliefs, or all three of
someone elses Beliefs have been
challenged
BELIEF 2
BELIEF 3 Spend Influence to gain a +1 bonus
after a roll, when you win a Conflict,
or when you Inspire another character
to change one of their Beliefs.
ATTRIBUTES BROAD TALENTS (+1)
10 10 10 10
COMMON TALENTS (+2)
DEEP TALENTS (+3)
BODY HEART MIND SPARK Latest SPARK RPG resources are available from
http://www.genesisoflegend.com/
SPARK
Overview of a Scene
FRAMING CONFLICT
1. Everyone rolls their Spark die. In descending order, each 1. Each person chooses to propose a declaration, support a
player chooses one of the following options. declaration, or abstain.
2. e person with the highest score chooses to seize the 2. Each person proposing a declaration selects their relevant
Platform, Tilt or Question. attribute die, increase one-step per person supporting them.
3. e person with the second highest score chooses one of the 3. Each person rolling adds a +1 bonus if a Broad Talent
two remaining options. applies, +2 if a Common Talent applies and +3 if a Deep
Talent applies (Max of +6 for one of each)
4. e person with the third highest score chooses what
remains. 4. Roll dice.
5. Every player who does not frame part of the scene may 5. er
control Major NPCs. Harm to gain +2 per level.
6. e person with the highest score gets their declaration and
must pay the price of victory (1 Influence or gain 1 Harm)
COLLABORATION 7. In case of a tie, the tied individuals repeat steps 2-5.
1. rst person to speak. Whoever wins this new roll gets both their declarations, and
pays double the price of victory. Repeat for further ties.
Anyone is able to make basic statements that may not
ection, dialogue or
questions. CLOSING
Anyone is able to make provocative declarations that may 1. uence token and determine
ect other characters, take a if its been challenged.
character out a scene, force someone to act, force someone to
answer a question or establish a new fact about the setting. 2. Give the tokens to the owners of those challenged Beliefs.
ict after a declaration by saying
ict 3. If all three of someones Beliefs are empty, give everyone
ll that portion of the Belief sheet.
If the question has been answered, anyone may end the
scene by saying And we move on. 4. Remove on Harm from each persons attribute, if applicable.
SCENE DYNAMICS
FRAMING COLLABORATION CLOSING
CONFLICT
Latest SPARK RPG resources are available from
egend.com/
Glossary & Index Faction: A major group or organization
Selecting Factions Pg. 21
within the setting, Ties to other
Selecting Agendas Pg. 26 factions and a unifying Mandate. Creating Factions Pg. 40
Agenda: A one-sentence statement of intent
describing a major but short-term Creating Agendas Pg. 46
goal a Faction hopes to achieve. Blocking Pg. 78 Framing: The phase of play where three Framing Phase Pg. 80
people collaboratively create the Framing Advice Pg. 116
GM Advice Pg. 111 initial situation in a scene.

Advancing: The beginning of each episode PLATFORM: Description of where


where the players determine which and when the scene takes place,
Factions achieve their Agendas, who Advancing Phase Pg. 78 including who is present.
creates new Agendas, and how the
TILT: Description of an event
ties between Factions change.
or action that will force the
characters into action
Attribute: A trait the represents the characters
Attribute Levels Pg. 58 QUESTION: A single question that you
inherent capability to perform a type
of action, associated with size of die GM Attributes Pg. 38 are trying to answer with the scene.
(D4, D6, D8, D10, D12 or D20).
GM: The Game Moderator. The single Game Moderator Role Pg. 8
BODY: The attribute for physical Conflicts. person playing the game responsible
for portraying the setting and How to GM Spark Pg. 108
HEART: The attribute for social guiding the majority of the NPCs.
and emotional Conflicts.
Harm: A temporary decrease in an Conflict Phase Pg. 86
MIND: The attribute for mental
and perceptual Conflicts. Attribute as a result of a Conflict. Consequences Pg. 96

SPARK: The attribute for dramatic Influence: A resource earned by Earning Influence Pg. 90
and narrative control. challenging Beliefs. Spending in Conflicts Pg. 87
Inspiring new Beliefs Pg. 94
Belief: A declarative, subjective and Selecting Setting Beliefs Pg. 19
controversial statement that the Creating Setting Beliefs Pg. 36 NPC: Non-Protagonist Characters.
people playing the game seek to Character Beliefs Pg. 54 Characters in the fiction who NPC Overview Pg. 112
challenge and explore during play. Example Beliefs Pg. 54, Pg. 192 are not under permanent Controlling Major NPCs Pg. 75
control of any player.
NPCs in Conflicts Pg. 86
MINOR: Nameless and
Closing: The end of the scene where you Closing Phase Pg. 90
insignificant characters, memorably
distribute Influence and remove Harm. for their behaviours.

Collaboration: Free roleplaying, with each person Collaboration Phase Pg. 82 MAJOR: Named characters
making statements and declarations. with their own motivations,
personalities, and histories.
Conflict: When two or more people disagree Conflict Phase Pg. 86
what should happen and they roll FACES: Named, significant, and
dice to determine the final outcome. GM-exclusive characters that
represent individual Factions.
Glossary & Index Continued
Mandate: Broad mission statements
that either confirm or refute Creating Mandates Pg. 40
part of a Setting Belief

Player: A person participating in the


game, portraying a single Player Role Pg. 9
Protagonist Character.

PC: Protagonist Characters An Character Creation Pg. 50


important fictional character
with Beliefs, Attributes and
Talents, portrayed by a Player.

Settings: Fictional worlds with their own Published Settings Pg. 18


Factions and NPCs, portrayed by
the Game Moderator during play.
Custom Settings Pg. 28

Talent: A skill, ability or other learned


capability possessed by a Talents Pg. 62
Protagonist Character.

BROAD: A general understanding


of a wide-ranging topic.

COMMON: A focus on a particular


subject matter, the default.

DEEP: A specialization on a particular


sub-discipline or application of skill

Ties: The diplomatic relationships and Create Ties Pg. 24


common history set between
any two different Factions.

Every hardcopy of this game includes electronic copies of the game in PDF, Epub and Mobi formats.
Email us at genesisoflegend@gmail.com or ask your retailer about Bits and Mortar.

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