Nahual RPG Playtest v02 Eng
Nahual RPG Playtest v02 Eng
Nahual RPG Playtest v02 Eng
NAHUAL
ROLE-PLAYING GAME
Beta
v0.2
CLEMENT+ESPINOZA
PRESENTATION
I.
Nahual:
Angel
Hunters
“When
our
Spanish
ancestors
first
arrived
in
this
continent
they
were
not
alone,
with
them
came
their
gods
and
their
armies
of
angels.
For
our
Indian
ancestors,
angels
were
not
the
incense
sellers
of
today.
They
were
the
harbingers
of
destruction.
Between
the
sword
of
Cortés
and
St.
Michael
the
Archangel's
there
was
no
difference,
and
neither
made
a
clean
cut
to
the
roots.
The
brujos
resisted.
Nahuales,
the
most
powerful
shamans,
took
on
the
task
of
fighting
the
invading
angels.”
—Edgar
Clément.
Operación
Bolívar
Nahual
is
a
Mexican
role-‐playing
game
set
in
the
universe
created
by
the
comic
book
artist
Edgar
Clément,
started
in
the
graphic
novel
Operación
Bolivar.
Players
are
angel
hunters,
descendants
from
the
powerful
brujos
nahuales.
They
have
the
dormant
gifts
that
enable
them
to
touch
the
gods
and
their
harbingers,
but
their
memory
is
lost,
impoverishing
the
greatness
of
these
wonders.
Sometimes
they
do
not
know
such
gifts
exist,
let
alone
the
scale
of
these
powers.
Many
just
struggle
for
survival,
other
look
for
answers,
they
all
agree
on
one
thing:
a
nahual
lives
to
hunt
down
angels.
Angelero
The
angeleros
are
angel
hunters
and
merchants.
Their
trade
is
to
kill
angels
to
sell
them
in
carnitas:
buche,
maciza,
tripitas,
pásele
joven,
what
are
you
ordering!
But
not
only
that,
every
part
of
the
angel
is
profitable;
like
the
blood
for
making
the
Chin-
gueré
drink,
or
the
bones
for
the
prized
Angel
Dust.
If
the
customer
prefers,
he
can
also
buy
the
whole
angel
in
one
piece
or
even
alive!
Customer
asks,
customer
gets.
However,
killing
and
butchering
angels
is
not
easy,
to
do
so
requires
cold
blood.
Many
cannot
stand
the
job
and
go
crazy
or
commit
suicide.
Killing
angels
may
seem
disgusting,
and
it
is,
but
the
angeleros
were
born
to
do
this,
they
are
beings
branded
by
fate.
Diablero
The
diableros
are
dedicated
to
catching
devils
or
demons,
who
are
but
fallen
angels.
However,
unlike
angels,
demon
meat
is
no
longer
good
for
eating,
it
is
in
fact
poisonous!
That’s
why
the
diableros
catch
the
demons
alive
and
enslave
them.
While
the
angeleros
are
hunters
and
merchants,
the
diableros
are
tamers
and
slaveholders.
Captured
devils
are
trained
as
pit
fighters
in
clandestine
palenques,
as
hitmans
or
for
heavy
duty.
Diableros
have
to
be
disciplined
and
good
for
labor,
because
demons
are
tamed
with
discipline
and
hard
work.
The
lazy
mind
is
the
devil’s
workshop,
my
granny
used
to
say.
So,
there
is
no
choice,
hay
que
chingarle!
—2—
Shaman
The
shamans
are
in
a
quest
for
power
and
knowledge.
For
what
purpose?
That
depends
on
each
person.
Their
sole
interest
is
to
become
great
brujos
nahual
and
don’t
give
a
shit
about
everything
else.
They
don’t
care
about
material
possessions,
nor
look
for
a
place
in
society,
because
they
know
that
all
these
are
insignificant
next
to
infinite
greatness
of
the
Nahual.
They
are
owners
of
secrets
and
ancient
traditions
that
allow
them
a
fucking
great
communion
with
their
nahual.
Untethered
and
freed
of
responsibilities,
shamans
know
themselves
better
than
anyone.
And
because
they
have
forgone
the
material
world,
it’s
easier
for
them
to
break
its
bindings.
The
shamans
are
above
all
ascetics
and
spiritual
beings.
The
Nahual
We
all
have
our
nahual:
is
the
innermost
part
of
the
unconscious,
the
wildest
in
each
of
us.
The
nahual
is
infinite.
Is
the
energy
that
permeates
and
connects
the
Cosmos.
Is
everything
that
surpasses
our
comprehension.
When
you
awaken
the
nahual
and
recognize
it,
unimaginable
powers
are
acquired.
The
degree
of
awareness
of
the
nahual
is
known
as
Nahuality.
It
is
a
state
of
the
conscious
mind
in
which
the
shackles
of
matter
are
broken,
to
a
greater
or
lesser
extent.
To
be
able
to
shapeshift
and
access
the
various
levels
of
Nahuality,
you
have
to
commune
with
your
nahual
and
let
it
open
the
doors
of
infinity,
thus
allowing
you
to
alter
the
laws
of
physics.
However,
being
able
to
control
the
nahual
is
no
easy
task.
For
many,
it’s
a
lifetime
journey.
The
Archetypes
The
Hard
Nobody
messes
with
the
Hard.
He’s
explosive
and
never
fucks
around.
Always
strikes
first
and
asks
questions
later.
The
Hard
is
a
killing
machine,
and
when
things
get
ugly,
you
better
want
him
on
your
side.
But
you
gotta
be
careful,
because
he’s
a
stubborn
bastard,
tetchy
and
quick
to
violence.
The
Shield
When
you
know
that
someone
watches
your
back,
life
is
easier.
The
Shield
will
always
be
there
to
save
your
ass.
He’s
a
defender
who
puts
the
safety
of
others
before
his
own,
always
looking
after
the
weak.
But
hey,
be
careful
about
going
bully
in
his
presence,
because
then
you’ll
know
what
it
is
to
love
God
in
the
land
of
the
Indians.
The
Opportunist
Watch
out
for
the
Opportunist!
You
better
keep
an
eye
on
him,
because
he
never
lets
go
the
slightest
change
to
take
advantage,
seeking
only
his
self-‐interest.
Sometimes
—3—
he’s
a
team
player,
but
if
something
turns
out
against
his
convenience,
he
will
flinch.
The
Opportunist
doesn’t
like
direct
confrontation
unless
he’s
got
the
upper
hand.
Remember:
el
que
agandalla
no
batalla!
The
Seducer
There's
something
about
the
Seducer.
Before
you
know
it,
you'll
be
doing
anything
for
him.
He
has
quite
a
silver-‐tongue
and
his
presence
is
pretty
hard
to
ignore.
The
Seducer
hates
to
get
his
hands
dirty
and
whenever
possible
he
avoids
direct
confrontation,
making
someone
else
do
the
job
for
him.
His
art
is
having
other
people
do
what
he
wants,
while
they
think
is
their
idea.
The
Nerd
If
you
got
a
question,
ask
the
Nerd.
That
smart-‐ass
is
a
walking
library.
Also,
with
all
those
gadgets
and
techie
stuff
he
can
be
useful.
Hacking
and
manipulating
electronics
are
his
specialty.
But
not
only
that;
the
Nerd
also
knows
one
or
two
interesting
things
about
angels,
demons
and
nahuales.
How
does
he
know
so
much?
Hell
if
I
know!
Go
and
ask
a
Nerd.
The
Leader
Being
the
Leader
ain’t
no
easy
job.
Many
believe
that
is
just
a
matter
of
barking
orders
and
slacking
around,
your
thumb
up
your
ass.
But
no!
A
true
Leader
knows
how
to
organize
and
inspire
people,
comes
up
with
strategies
and
carries
over
his
shoulders
the
responsibility
of
getting
the
job
done.
Maybe
that’s
why
the
Leader
also
knows
how
to
impose
his
will,
so
things
are
done
the
way
he
wants.
Here
nomás
sus
chicharrones
truenan!
The
Sneaky
You
can
never
know
what
the
Sneaky
is
planning.
He
is
a
quiet
fellow
and
doesn’t
like
attention.
Cold
and
calculating,
he
always
waits
for
the
right
moment
to
act,
knowing
that
patience
is
his
best
weapon.
If
the
Sneaky
wants
to
fuck
you,
it
will
be
already
too
late
when
you
find
out.
So
handle
him
with
kid
gloves.
If
you
wrong
him,
you’ll
never
know
when
payback
is
coming.
The
Tumbler
Warning!
Seeing
the
Tumbler
in
action
can
cause
nausea
and
headaches.
He
is
a
quick
and
pretty
elusive
acrobat.
An
authentic
chapulín.
His
hand
skills
and
excellent
coordination
make
him
prefer
finesse
over
brute
force.
However,
as
much
as
he’s
skillful
he’s
also
a
clown.
The
Tumbler
loves
to
show
off,
and
that
often
gets
him
in
trouble.
—4—
BOOK
FIRST
The
Game
System
I.
The
Basics
Setting
Up
Tabletop
role-‐playing
games
are
group
activities,
so
in
order
to
play
you’re
going
to
need
a
group
of
friends,
four
or
more
preferably,
including
you.
One
of
these
players
will
have
the
role
of
Marakame1,
Master
of
Ceremonies.
This
book
is
addressed
to
that
player.
And
that’s
you,
you
are
the
Master
of
Ceremonies.
The
other
players
will
create
characters
and
you
will
tell
their
stories
together.
Print
a
few
character
sheets,
one
for
each
player.
If
possible
print
a
copy
of
each
character
booklet
too.
Print
also
the
Marakame
help
sheets.
You
can
download
all
these
materials
here:
[url]
You
are
also
going
to
need
pencils,
erasers,
blank
sheets
or
notebooks
and
some
six-‐
sided
dice,
at
least
5
or
6.
Some
snacks
and
drinks
will
be
good
too.
The
Conversation
The
essence
of
every
role-‐playing
game
is
the
conversation.
You
and
the
other
players
talk
about
these
fictional
characters
and
the
situations
they
face,
you
describe
them
and
bring
them
to
life
by
talking
about
them
and
like
them.
Maybe
the
players
talk
about
their
characters
in
third
person,
like
a
storyteller
seeing
a
character
from
afar,
or
maybe
they
talk
like
them,
in
first
person,
getting
completely
into
the
role
of
their
characters.
Both
ways
are
fine.
You
as
the
Marakame
will
be
in
charge
of
describing
the
scenarios
and
the
actions
of
the
rest
of
the
cast.
To
play
Nahual
is
to
create
stories
where
the
player
characters
are
the
protagonists
and
all
players
take
part
as
storytellers.
This
is
the
maxim
of
narrative
role-‐playing:
to
discover
how
the
situations
evolve,
thanks
to
every
player
ideas
and
the
help
of
the
rules,
creating
the
story
right
there,
at
the
moment.
As
the
master
of
the
ceremony,
you
must
let
the
conversation
unfold
naturally.
Let
the
players
take
their
turn
in
the
conversation,
but
not
exactly
taking
turns
one
by
one.
There
are
no
turns,
nor
any
particular
talking
order
in
Nahual.
Sometimes
they
will
interrupt
each
other,
talk
all
at
once,
or
someone
will
monopolize
the
conversation.
All
that
is
fine.
All
these
rules
do
is
mediate
that
conversation.
They
kick
in
when
someone
says
particular
things
about
the
character
and
its
actions,
helping
delimit
the
1
The Marakame is the name of the Huichol shaman who presides over the peyote ceremony. Making a
comparison with that hallucinating journey, I've taken that name for the Master of this other ceremony,
the hallucinating journey that is an RPG session.
—5—
consequences
of
the
conversation,
and
defining
what
the
players
can
say
next
according
to
those
limits.
Easy,
right?
Moves
and
Dice
Those
particular
things
that
make
the
rules
kick
in
are
called
moves.
The
moves
are
the
backbone
of
the
game
system.
Everything
works
around
them.
There
are
basic
and
secondary
moves
that
every
character
can
use.
And
there
are
special
moves
for
each
type
of
character.
You
also
have
your
Marakame
moves
that
help
you
interact
with
the
characters
and
make
their
lives
more
interesting.
When
a
player
describes
the
actions
of
the
character
and
these
match
a
move,
then
and
only
then
the
dice
are
used.
The
rule
for
moves
is:
to
do
it,
do
it.
That
is,
for
a
move
to
count
as
such
and
for
the
player
to
roll
the
dice,
the
actions
of
the
character
must
match
that
move;
and
every
time
the
character
does
something
that
counts
as
a
move,
even
if
the
player
doesn’t
want
to,
the
move
is
triggered
and
the
dice
are
rolled.
Most
of
the
times
the
move
will
seem
vague,
all
you
have
to
do
is
make
it
clear:
“…shit,
I
try
to
escape
without
been
noticed,
I’m
acting
under
fire?”
“Yep,
you
are.”
However,
there
are
two
ways
in
which
the
actions
and
the
move
don’t
match
completely.
It’s
your
job
as
Marakame
to
take
care
of
these.
First
is
when
the
player
says
only
that
the
character
makes
a
move,
without
describing
the
actions.
For
example:
“I
try
to
seduce
him.”
Your
answer
should
be:
“Ok,
what
do
you
do?”
Remember
that
the
game
is
first
and
foremost
a
narration,
and
for
the
characters
to
act
the
players
have
to
describe
their
actions.
Second
is
when
the
player
describes
the
actions
of
the
character
and
they
match
a
move
without
the
player
realizing
it
or
without
intending
for
it
to
be
a
move.
For
example:
“I
get
close
to
her
and
whisper:
—This
is
good
for
you,
more
than
it
is
for
me,
so…
it’s
your
call.”
Here
your
answer
should
be:
“Ok,
are
you
trying
to
manipulate
her?”
You
should
not
ask
these
questions
to
let
the
player
decline
the
roll,
you
ask
so
the
player
can
know
that
the
actions
of
the
character
count
as
a
move,
and
rectify
if
that’s
what
the
character
will
do
or
not.
Another
example:
“I
push
him
aside
and
walk
in.”
“Ok,
so
you’re
trying
to
intimidate
him?”
Legal
action:
“What!
No,
no,
if
he’s
not
letting
me
thru,
whatever,
I’ll
find
another
way
in.”
Illegal
action:
“No,
I
just
push
him
aside
and
walk
in,
I
don’t
want
to
roll
for
that.”
Remember
the
rule
for
moves
is
to
do
it,
do
it,
so
the
dice
must
be
used.
Perfect!
But
then,
how
are
the
dice
used?
The
Dice
Pool
Each
move
designates
an
attribute
whose
numeric
value
defines
de
number
of
six
sided
dice
(d6)
that
a
player
must
use.
This
amount
of
dice
is
known
as
the
dice
pool.
Every
4,
5
or
6
in
a
die
is
a
hit,
every
1
in
a
die
removes
a
hit
and
generates
1
point
of
frustration
(see
p.XX).
The
amount
of
hits
determines
the
effectiveness
of
the
move.
If
you
get
no
hits
its
a
fail.
If
you
get
1
hit
is
a
weak
success,
from
2
to
3
hits
is
a
strong
success
and
with
4+
hits
is
an
epic
success.
Every
move
lists
what
happens
in
a
weak,
strong
or
epic
success.
Some
also
indicate
—6—
what
happens
in
a
fail.
For
those
that
don’t,
just
say
to
the
player:
“…in
a
fail
I’ll
tell
you
what
happens,
and
I
promise
you’re
not
gonna
like
it.”
Modifiers
There
are
different
modifiers
to
a
move
roll.
These
are
mainly
divided
into
two
types:
dice
and
hits.
Dice:
when
a
roll
is
modified
by
dice,
they
are
accompanied
by
the
word
forward
or
ongoing,
this
indicates
how
long
the
modifier
is
applied.
Forward
means
the
dice
are
added
or
subtracted
from
the
very
next
move
made
by
that
player,
after
that
the
modifiers
are
gone.
Ongoing
means
the
modifier
stays
active
for
several
rolls,
in
general
a
condition
to
apply
them
is
indicated,
or
a
specific
duration.
A
negative
dice
modifier
cannot
reduce
a
dice
pool
below
1
die.
That
means
no
matter
how
many
negative
dice
a
roll
gets,
a
dice
pool
will
always
have
at
least
1d6.
Likewise,
there’s
a
maximum
of
dice
per
dice
pool.
Sometimes,
because
of
a
modifier
or
with
a
special
attribute
for
example,
your
dice
pool
will
exceed
10d6.
In
those
cases
the
exceeding
dice
are
lost
and
you
only
use
10
dice.
Hits:
this
type
of
modifier
is
indicated
by
a
number
followed
by
the
word
hit
(+1
hits,
-‐2
hits).
This
modifier
grants
hits
to
a
roll,
this
are
extras,
regardless
of
the
dice
pool
of
the
roll.
E.g.,
if
a
player
has
a
dice
pool
of
3d6,
3
dice
are
rolled
and
afterwards
the
hits
from
the
modifier
are
added
or
subtracted.
The
1’s
in
a
roll
can
only
remove
hits
from
dice,
not
from
modifiers.
Unless
noted
otherwise,
a
hit
modifier
is
only
applied
once.
Inverted
moves
Some
moves
are
considered
inverted,
because
it’s
better
for
the
player
to
fail
the
roll
or
to
get
as
least
hits
as
possible.
The
rules
for
rolling
and
counting
success
are
the
same,
and
each
move
will
list
the
outcomes,
considering
a
fail
as
the
best
result
for
the
player,
and
the
epic
success
as
the
worst.
The
1s
on
each
die
still
eats
hits
away,
but
in
a
inverted
move
no
frustration
is
accumulated.
Attributes
Attributes
define
what
the
characters
are
made
of.
They
are
the
qualities
that
the
characters
use
to
make
their
moves.
Every
attribute
ranges
from
2
to
6,
representing
the
number
of
six-‐sided
dice
(d6)
added
to
the
dice
pool
when
using
a
move.
The
basic
attributes
are
4
and
are
listed
here:
Fury
Aggression,
brute
force,
stamina,
tetchiness,
stubbornness.
The
capacity
for
violence
and
physical
potency.
—7—
Nerve
Patience,
cold
blood,
resolve,
mental
toughness.
Capacity
to
stay
calm
and
manage
one’w
own
behavior.
Wit
Cleverness,
mental
agility,
insight,
expertise
in
something.
Awareness
of
the
environment
and
attention
to
detail.
Creative
spark.
Passion
Fervor,
self-‐esteem,
sensitivity,
empathy,
intuition.
Force
of
personality
and
attraction.
That
special
je
ne
sais
quoi.
Special
Attributes
There
are
two
special
attributes:
Nahuality
and
Tonal.
These
attributes
will
be
constantly
fluctuating
depending
on
the
character
actions
(See
Behaviors
below).
Nahuality
The
Nahuality
represents
the
degree
of
conscience
of
the
nahual.
As
one
becomes
aware
of
oneself
the
Nahuality
increases.
The
bigger
the
Nahuality,
the
stronger
the
connection
with
the
Nahual,
and
bigger
also
the
power
unleashed.
Tonal
The
Tonal
represents
the
structure
of
the
world,
the
conscious
mind,
the
rational
thinking.
Is
what
keeps
the
nahual
on
a
leash,
but
also
hinders
its
natural
flow.
Is
what
the
angelero
looses
when
he
slaughters
an
angel.
The
Tonal
erodes
every
time
the
nahual
gets
out
of
control.
Ethos
The
Ethos
of
your
character
represents
the
traits
and
behaviors
that
define
its
nature
and
personality.
It
has
three
components:
Belief,
Instincts
and
Vice.
The
Belief,
as
the
name
implies,
is
that
in
which
your
character
believes
with
particular
fervor.
Maybe
your
character
believes
in
many
things,
but
this
in
particular
represents
its
strongest
belief,
on
top
of
which
its
world
is
build
upon.
The
Instincts
are
behaviors
and
ways
of
conducting,
involuntary
or
too
strong.
They
are
automatic
responses
or
impulses
that
trigger
when
your
character
reacts
to
specific
elements
or
circumstances.
The
Vice
of
your
character
is
embodied
by
one
of
the
Seven
Deadly
Sins.
This
don’t
necessarily
means
your
character
is
a
religious
man,
or
that
he
is
more
or
less
susceptible
to
any
other
of
the
sins.
It
just
means
that
this
sin
in
particular
affects
him
more,
like
a
soft
spot,
its
Achilles’
heel.
In
general,
your
character
Ethos
determines
the
flow
or
obstruction
of
your
Nahual’s
power.
When
you
repress
it
or
ignore
it,
the
Tonal
is
stimulated,
and
when
you
embrace
it
or
let
it
be,
the
Nahual
is.
For
more
details
see
the
Secondary
Moves
and
Ethos
chapters
below.
—8—
The
Frustration
Pool
When
a
move
is
used,
every
1
in
any
die
increases
the
frustration
pool
by
1
(and
removes
1
hit,
if
any).
This
pool
will
be
usable
in
different
ways,
explained
afterwards.
The
most
common
way
is
to
buy
a
d6
for
1
point
of
frustration
to
be
added
to
certain
moves.
At
the
end
of
the
session,
the
accumulated
frustration
may
burn
the
character,
eroding
the
Tonal.
Damage
and
Wounds
When
a
character
is
dealt
damage,
the
player
marks
that
damage
in
the
wound
scale
in
the
character
sheet.
The
wound
scale
has
7
boxes.
The
first
3
boxes
are
normal
wounds.
The
next
3
are
considered
critical
wounds.
The
last
box
is
a
mortal
wound.
When
this
box
is
marked
the
character
is
incapacitated
and
on
the
edge
of
death,
if
the
wounds
are
not
attended
or
more
damage
is
inflicted,
the
character
will
die.
Normal
wounds
heal
very
quickly.
Critical
wounds
will
take
much
longer,
although
eating
angel
meat
or
some
of
the
powers
of
the
nahual
can
speed
this
process.
A
mortal
wound
will
leave
a
permanent
mark
on
the
character
unless
healed
by
supernatural
means.
See
chapter
N
for
more
details.
Bonds
Bonds
represent
relationships
between
the
characters.
It’s
a
value
that
determines
how
much
they
know
each
other.
It
doesn’t
say
if
they
get
along
well,
nor
how
long
they
know
each
other
or
if
they
have
a
good
or
bad
relationship.
It
simply
represents
that
you
know
that
person,
her
reactions
and
manners.
Your
Bond
with
other
character,
written
in
your
character
sheet,
indicates
how
much
you
know
her,
the
one
written
on
her
sheet
indicates
how
much
she
knows
you.
This
relationship
is
asymmetrical.
You
can
have
a
Bond
4
towards
that
character,
and
she
can
have
a
Bond
2
towards
you.
This
means
you
know
her
better
than
she
does
you.
Character
Progress
Throughout
the
game
sessions,
the
players
will
obtain
experience
points
(XP)
useful
to
make
improvements
to
the
character,
by
buying
new
moves
or
increasing
attributes.
The
XP
is
gained
in
three
ways:
using
a
highlighted
Attribute,
when
a
Bond
with
a
character
gets
to
7
or
0,
and
when
a
move
says
so.
(See
p.
XX
for
more
details
about
the
progress
of
the
characters).
The
goal
of
the
game
It
is
usually
said
that
role-‐playing
games
have
no
goals
in
particular
or
victory
conditions.
In
most
cases
that
is
true,
but
not
completely
with
Nahual.
Above
all
we
can
say
that
the
main
goal
of
the
game
is
to
tell
stories,
between
all
the
players.
Remember
that
as
Marakame
you
are
only
a
enabler.
Do
not
pre-‐write
the
—9—
story,
play
to
find
out
what
happens.
The
story
is
written
in
real
time,
while
you
play.
The
rules
will
help
you
with
that.
Also
every
player
will
have
as
main
goal
trying
to
get
the
character
knowledge
of
the
Nahual
to
the
maximum.
This
goal
is
important
because
the
system
of
behaviors
is
aimed
at
putting
the
characters
in
situations
that
lead
to
interesting
stories.
Besides,
the
more
Nahuality
a
character
has
the
cooler
things
the
character
can
do.
Last
but
not
least,
you
as
Marakame
have
one
single
goal,
to
fulfill
your
Agenda,
which
is:
a)
Make
the
world
of
Nahual
seem
real,
b)
make
the
players’
characters’
lives
interesting,
and
c)
play
to
find
out
what
happens.
Don’t
worry.
The
complete
Book
Three
is
dedicated
to
you
and
to
help
you
fulfill
your
Agenda.
—10—
choose 3. If it’s weak (1), choose 2 options:
• You dominate your enemy completely.
• You suffer little harm (-1 damage). Otherwise you suffer normal damage.
• You inflict terrible harm (+1 damage). Otherwise you inflict normal damage.
• You impress, dismay or frighten your enemy.
Harass
When you want to harass someone to make him do what you want, roll Fury. This involves imminent
violence and physical engagement with the person being intimidated. If your success is epic (4+),
they get no choice and do what you want. If it’s strong (2-3), they can choose between forcing your
hand and suck it up or yield and do what you want.. If it’s weak (1), they can choose 1:
• Get out of your way.
• Lock themselves up in a secure place.
• Give you something they think you want.
• Back off slowly, hands where you can see them.
• Tell you what you want to know (or what you want to hear).
Seduce/Manipulate
When you want to seduce or manipulate someone to get something from them, roll Passion.
For Non-Player Characters: If your success is epic (4+) the non-player character does what you want
without asking anything in return, and becomes obsessed with you. If it’s strong (2-3), they ask you to
promise something first, but later you choose if you keep your promise or not. If it’s weak (1), they ask
you to promise something first, if you do you must keep your promise. Also they need a concrete
assurance right now.
For Player Characters: If your success is epic (4+), choose both options, but if they do it they mark 3
points of experience instead of 1. If ir’s strong (2-3), choose both. If it’s weak (1), choose 1 option:
• If they do it, they mark experience.
• If they refuse is acting under fire.
• What they do after that is up to them.
Read a sitch
When you want to read a tense situation, roll Wit. If you get a success you can ask the Marakame
questions from the list below. Every time you act on the answers you get +1d6. If your success is epic
(4+), you can ask 3 questions, whatever you want, not limited to the list. If it’s strong (2-3), you can ask
3 questions from the list. If it’s weak (1), you can ask 1.
• Where is my best escape route / way in / way past?
• Which enemy is more vulnerable to me?
• Which enemy is the biggest threat?
—11—
• What should I be on the lookout for?
• What’s my enemies true position?
• Who’s in control here?
Read a person
When you want to read a person during a tense interaction to discern its intensions, roll Wit. If your
success is epic (4+), you get 3 holds, and you are not limited to the questions of the list. If it’s strong
(2-3), you get 2 holds. If it’s weak (1) you get 1 hold. While you interact with this person you may
expend your holds to ask its player one of this questions (1 question per 1 hold):
• Is your character telling the truth?
• What is your character really feeling?
• What does your character pretends to do?
• What does your character wishes me to do?
• How can I get your character to ______?
Help/Interfere
When you want to help or interfere with someone who is making a roll, roll Bond. If your success is
epic (4+), you apply +2 hits (help) or -3 hits (interfere). If it’s strong (2-3) or weak (1), you apply +1
hit (help) or -2 hits (interfere); but when it’s weak you expose yourself to fire, danger, retribution or
pay some price.
—12—
• Choose 2 from the weak success list.
Rage
When you unleash frustration and turn it into rage to act violently, you can spend 1 points of frustration
to add +1d6 forward to any move that uses the Fury attribute (maximum +3d6 per move).
End of session
At the end of every session:
• Choose a player character you think that knows you better than it used to, if you think there’s
more than one pick whichever you like. Tell that character’s player to add +1 to its Bond with
your character. If this takes it to 7, then it’s set back to 2 and that player character marks 1 point
of XP.
• For each point of accumulated frustration roll 1d6, if you get at least one hit, you loose 1 point
of Tonal. (Your frustration points stay as they are, so if you don’t release frustration in multiple
game sessions, each time the chances to loose Tonal will increase).
—13—
BOOK
TWO
Dramatis
Personae
I.
Trades
The
trades
in
Nahual
RPG
are
like
an
extra
skin
to
add
to
the
characters,
another
layer
that
gives
them
special
characteristics
and
unique
moves
related
to
each
trade.
The
available
trades
are
three:
angelero,
diablero
and
shaman.
This
trades
correspond
to
the
main
tasks
relevant
to
the
most
representative
elements
in
this
setting:
the
angels
and
the
nahual.
Each
trade
interacts
in
its
own
way
with
this
elements.
The
angelero
hunts
angels
to
commercialize
them.
The
diablero
catch
demons
or
devils
(i.e.,
fallen
angels),
to
tame
them
and
enslave
them.
And
the
shaman
is
obsessed
with
the
control
and
understanding
of
the
Nahual.
Unlike
the
character
concepts,
the
same
trade
can
be
picked
by
more
than
one
player
on
the
same
group.
This
is,
there
can
be
a
hard
angelero,
a
sneaky
angelero,
a
leader
diablero
and
an
opportunist
diablero,
all
in
the
same
party.
There
can
even
be
a
group
of
only
angeleros
or
only
diableros.
That
choice
is
up
to
the
players
depending
of
what
kind
of
story
they
want
to
tell.
Remember
that
in
Nahual
RPG
the
story
is
created
by
all
the
players,
in
real
time,
as
you
play
to
find
out.
Story
Now!
Angelero
The
angeleros
are
angel
hunters
and
merchants.
Their
trade
is
to
kill
angels
to
sell
them
in
carnitas:
buche,
maciza,
tripitas,
pásele
joven,
what
are
you
ordering!
But
not
only
that,
every
part
of
the
angel
is
profitable;
like
the
blood
for
making
the
Chingueré
drink,
or
the
bones
for
the
prized
Angel
Dust.
If
the
customer
prefers,
he
can
also
buy
the
whole
angel
in
one
piece
or
even
alive!
Customer
asks,
customer
gets.
However,
killing
and
butchering
angels
is
not
easy,
to
do
so
requires
cold
blood.
Many
cannot
stand
the
job
and
go
crazy
or
commit
suicide.
Killing
angels
may
seem
disgusting,
and
it
is,
but
the
angeleros
were
born
to
do
this,
they
are
beings
branded
by
fate.
An
angelero
must
be
very
familiarized
with
his
trade,
knowing
about
the
qualities
and
properties
of
the
angelic
matter,
as
well
as
the
different
ranks
and
types
of
angels.
By
default
an
angelero
character
knows
his
trade
well
enough,
learned
from
another
angelero
or
on
its
own.
If
you
wish
to
have
an
initiation
story
with
rookie
characters,
talk
with
your
players
about
it,
so
you
can
create
together
the
characters
history
and
decide
how
much
they
know
about
the
trade.
—14—
The
tough
life
of
an
angelero
The
must
difficult
and
significant
part
about
the
angelero
trade
is
known
as
tablajeria,
which
is
the
adequate
killing
and
cutting
of
the
angel,
i.e.,
the
butcher
job.
Killing
an
angel
can
be
traumatic,
but
cutting
it
into
pieces
can
eat
away
your
soul
and
drive
you
into
madness.
Tablajeria [inverted]
When you butcher an angel to profit from it’s parts, roll Tonal to try to bear the trauma of such an action,
and see how much product you were able to get (represented by barter points). If you fail, you
butcher the angel without any setback. You get 12 barter points. If your success is weak (1), the
experience has taken its toll on you. You have a +1d6 forward to your next angel butchering. You get 8
barter points. If its strong (2-3), you weren’t able to bear the trauma and you loose 1 points of Tonal.
You get 4 barter points. If your success is epic (4+), the trama has been so strong that you loose 2
points of Tonal, and the next time you interact with an angel you do so under fire. You get only 2 barter
points.
Angelic
products
The
main
resource
of
an
angelero,
and
its
main
income
source,
is
the
angelic
products.
The
meat,
the
blood
and
the
bones
are
the
must
profitable
parts
of
the
angel.
When
creating
a
character,
at
the
beginning
of
a
game
session
or
after
an
ellipsis
in
the
narrative,
the
angelero
player
can
use
the
Tablajeria
move
to
get
barter
points.
Those
points
can
be
used
to
buy
angelic
or
mundane
objects
from
the
list
of
equipment
(see
p.XX).
Diablero
The
diableros
are
dedicated
to
catching
devils
or
demons,
who
are
but
fallen
angels.
However,
unlike
angels,
demon
meat
is
no
longer
good
for
eating,
it
is
in
fact
poisonous!
That’s
why
the
diableros
catch
the
demons
alive
and
enslave
them.
While
the
angeleros
are
hunters
and
merchants,
the
diableros
are
tamers
and
slaveholders.
Captured
devils
are
trained
as
pit
fighters
in
clandestine
palenques,
as
hitmans
or
for
heavy
duty.
Diableros
have
to
be
disciplined
and
good
for
labor,
because
demons
are
tamed
with
discipline
and
hard
work.
The
lazy
mind
is
the
devil’s
workshop,
my
granny
used
to
say.
So,
there
is
no
choice,
hay
que
chingarle!
When
the
diableros
catch
a
demon
to
train
it,
they
have
to
establish
a
special
connection
first.
It’s
not
necessary
to
make
this
connection
to
catch
the
demon,
but
it’s
a
requirement
for
the
training.
There’s
hundreds
of
ways
to
capture
a
diablo,
depending
of
the
type
and
rank.
However,
every
demon
has
one
of
the
Seven
Deadly
Sins
thru
which
it
exerts
its
influence.
When
the
connection
is
made,
the
diablero
—15—
will
be
tempted
by
the
demon’s
sin.
A
virtue
must
be
used
to
resist
this
temptation.
Thereafter,
the
taming
of
the
demon
is
a
struggle
that
requires
all
the
diablero’s
self-‐
discipline
and
asceticism,
in
order
to
subdue
it.
Pact with the devil
When you want to make a pact with the devil to establish a connection and be able to train it, roll
Passion. With any success you get a new Bond that represents how strong is your connection with that
particular devil, letting you try to train it or control it. If the success is epic (4+), you get Bond 6. If its
strong (2-3), you get Bond 4. If its weak (1), you get bond 2. If you fail, the demon gets loose from
any bindings it had, and charges enraged against you.
Once the Bond is stablished, the Marakame will tell you which is the Deadly Sin of the demon you are
trying to tame. You must counter it with the corresponding Virtue (see below). Hereafter this virtue will
be part of your character Ethos.
The
sin
and
the
penance
A
diablero
training
a
demon
is
constantly
tempted
by
it.
Each
demon
has
a
Deadly
Sin
to
exert
its
influence.
This
sin
can
be
the
same
the
character
has
as
Vice
but
not
necessarily.
The
following
is
a
list
of
the
Seven
Deadly
Sins
and
the
actions
that
represents
them:
Lust:
uncontrollable
sexual
desire
(an
object
of
the
desire
or
a
particular
sexual
preference
must
be
defined).
Sloth:
always
make
the
smallest
possible
effort,
get
what
you
want
without
moving
a
finger.
Gluttony:
irresistible
addiction
to
something
(food,
drink,
drugs,
etc.)
Wrath:
violent
reaction
to
the
slightest
provocation,
use
of
unnecessary
violence.
Envy:
not
bearing
that
others
have
something
you
don’t,
or
that
they
are
treated
better
than
you.
Greed:
to
acquire
possessions
no
matter
what,
complete
lack
of
charity.
Pride:
not
bearing
any
insult,
being
told
what
to
do,
or
being
under
the
supervision
of
others.
To
counteract
the
influent
of
the
demon
in
training,
the
diablero
must
interpose
a
proper
Virtue.
The
following
list
shows
the
virtues
with
its
corresponding
deadly
sin:
Against
Lust,
Chastity.
Against
Sloth,
Diligence.
Against
Gluttony,
Temperance.
Against
Wrath,
Patience.
Against
Envy,
Kindness.
Against
Greed,
Charity.
Against
Pride,
Humility.
Since
the
corresponding
virtue
is
now
part
of
the
character
Ethos,
you
have
to
give
—16—
the
same
treatment.
The
only
difference
being
that
when
the
player
chooses
between
standing
firm
on
its
Virtue,
or
surrendering
to
temptation,
one
of
these
two
moves
kicks
in:
Resist
the
temptation
or
Succumb
to
sin.
Resist the temptation
When you resist the temptation interposing your Virtue, you get 2 points of frustration and 1 point of
Tonal.
Succumb to sin
When you can’t stand the temptation and succumb to sin, you release 4 points of frustration and loose
1 point of Tonal. Also you get a –1 to your Bond with your devil and mark 2 points of experience.
The devil’s work
Al least once per day, while your character is off-screen, you should dedicate time to your demon,
working on its harnesses and bindings, cleaning its cage, training it, etc. After this devil’s work, roll
Bond. If your success is epic (4+), you can add +1 to your devil Bond or +1 to your Tonal, your choice.
If its strong (2-3), you get +1d6 forward in your next roll for this move. If its weak (1), your work was
ok, but barely enough, you must put more effort the next time. If you fail, your work was mediocre and
without real effort. Mark 1 fail, if this is the third fail you mark, you get -1 to your devil Bond and erase
al the marked fails.
As
with
the
regular
Bonds,
if
your
devil
Bond
gets
to
7,
you
mark
1
point
of
experience
and
the
Bond
goes
backs
to
1.
However,
if
the
Bond
gets
to
0,
it
breaks
and
you
need
to
try
to
establish
it
again.
If
your
demon
was
not
somehow
restrained,
it
will
attack
you
immediately.
Dancing
with
the
devil
Diablero
characters
can
benefits
from
their
diablos,
if
they
are
willing
to
take
the
risks.
Using
a
devil
is
always
playing
with
fire,
no
matter
how
well
trained
it
is,
the
devil
is
a
wild
beast
whose
only
intentions
are
to
satisfy
its
instincts
and
shred
its
diablero
apart,
in
that
order.
The
must
direct
option
for
a
diablero
is
to
use
the
devil
to
make
aggressive
moves,
like
Harass
or
A
la
brava
esé.
In
those
cases
the
player
will
use
the
devil
attributes,
and
the
devil
will
be
the
one
receiving
and
inflicting
harm.
See
page
XX
for
more
details
on
the
different
kinds
of
devils
and
its
attributes.
As
well
as
the
rules
to
use
them
when
making
moves.
—17—
Shaman
The
shamans
are
in
a
quest
for
power
and
knowledge.
For
what
purposes?
That
depends
on
each
person.
Their
sole
interest
is
to
become
great
brujos
nahual
and
don’t
give
a
shit
about
everything
else.
They
don’t
care
about
material
possessions,
nor
look
for
a
place
in
society,
because
they
know
that
all
these
are
insignificant
next
to
infinite
greatness
of
the
Nahual.
They
are
owners
of
secrets
and
ancient
traditions
that
allow
them
a
fucking
great
communion
with
their
nahual.
Untethered
and
freed
of
responsibilities,
shamans
know
themselves
better
than
anyone.
And
because
they
have
forgone
the
material
world,
it’s
easier
for
them
to
break
its
bindings.
The
shamans
are
above
all
ascetics
and
spiritual
beings.
There’s
many
types
of
shamans
in
the
universe
of
Nahual
RPG,
greedy,
corrupt,
mercenaries,
mediocres
and
more.
However,
the
shaman
character
is
a
particular
kind
of
shaman.
His
only
ambition,
if
any,
is
power.
While
a
diablero
is
ascetic
out
of
necessity,
the
shaman
character
is
by
its
own
conviction.
Matter
and
its
bindings
are
of
no
interest
to
him,
so
they
don’t
want
any
material
goods
or
wealth.
However,
that
doesn’t
mean
the
shaman
is
a
good
soul.
Not
necessarily.
A
shaman
character
wants
to
control
the
Nahual,
to
understand
it
and
to
get
his
power.
Be
it
for
doing
good,
to
help
his
family
or
an
entire
village,
or
for
subdue,
control
and
impose
his
will.
Frecuent flyer
You are very used to the effects of the hearts of the heaven and the earth, so the result is more stable.
When you want to boost the nahual with one of these methods, you roll 2d6 instead of 1d6 and choose
the die that best suits your needs.
—18—
II.
Archetypes
Archetypes
define
the
characters
concepts.
Their
personality,
obsessions,
what
they
are
good
for
and
what
they
aren’t.
Each
Archetype
is
unique
and
represents
a
particular
kind
of
character:
the
tough
guy,
the
smarty,
the
one
that
always
gets
away
with
it,
etc.
During
the
first
session
you
must
choose
which
Archetype
you
want
to
play,
talk
with
the
other
players
and
come
to
an
agreement,
because
duplicates
are
not
allowed.
Each
Archetype
indicates
the
attributes
modifiers,
behaviors
and
unique
moves.
Anatomy
of
the
Archetypes
Attributes
During
character
creation,
each
Archetype
lists
four
groups
of
different
attributes
values.
Pick
those
you
like
the
must
and
write
them
down
in
your
character
sheet.
Trades
Unlike
Archetypes,
the
Trades
can
be
duplicated
between
player
characters.
Even
an
entire
party
can
share
the
same
Trade.
However
each
member
will
be
unique
depending
on
its
Archetype.
A
Hard
Angelero
is
not
the
same
as
an
Opportunist
Angelero,
as
well
as
a
Shield
Diablero
is
very
different
from
a
Sneaky
Diablero,
and
so
on.
So,
depending
on
its
Trade,
your
character
will
get
a
special
move,
unique
to
its
Archetype.
Moves
All
characters
have
access
to
the
basic
and
secondary
moves,
also
they
get
Nahual
and
Trade
moves.
However,
the
moves
unique
to
your
character
are
defined
by
its
Archetype.
During
character
creation
you
would
choose
two
moves,
but
you
need
to
pay
attention
because
there
are
some
that
require
a
specific
Behavior
to
choose
them.
Also,
you
will
be
able
to
buy
more
moves
with
experience
points,
as
the
game
progresses,
so
don’t
worry
if
you
can’t
make
up
your
mind
during
character
creation.
—19—
The
Hard
Nobody
messes
with
the
Hard.
He’s
explosive
and
never
fucks
around.
Always
strikes
first
and
asks
questions
later.
The
Hard
is
a
killing
machine,
and
when
things
get
ugly,
you
better
want
him
on
your
side.
But
you
gotta
be
careful,
because
he’s
a
stubborn
bastard,
tetchy
and
quick
to
violence.
ATTRIBUTE
MODIFIERS
I. Fury
5,
Nerve
3,
Wit
2,
Passion
4
II. Fury
5,
Nerve
3,
Wit
4,
Passion
2
III. Fury
5,
Nerve
2,
Wit
4,
Passion
3
IV. Fury
5,
Nerve
2,
Wit
3,
Passion
4
TRADES
Angelero
Cold blooded
When you cut an angel into pieces you get -1 hits to your Tonal roll.
Diablero
Survival of the fittest
When you make a pact with the devil, you rely on your brute force rather than your empathy to impose
yourself. Roll Fury instead of Passion.
Shaman
Beast within
When you unleash your nahual, you get +1 Fury and harm+1, extra to the regular modifiers of the
level you reached.
MOVES
Battle-hardened
When in battle and acting under fire, roll Fury instead of Nerve.
—20—
Who’s the Boss
When in battle and focused on fighting the strongest enemy, you get +2d6 ongoing in your rolls
related to that foe.
Merciless
When acting a la brava esé or trying to harass someone, you get +1d6 ongoing.
Predatory Instinct
When you read a sitch, roll Nahuality instead of Wit.
Blood thirst
When you inflict harm, you inflict +1 harm.
Unleashed fury
You get +1 to Fury (meaning Fury 6).
—21—
The
Shield
When
you
know
that
someone
watches
your
back,
life
is
easier.
The
Shield
will
always
be
there
to
save
your
ass.
He’s
a
defender
who
puts
the
safety
of
others
before
his
own,
always
looking
after
the
weak.
But
hey,
be
careful
about
going
bully
in
his
presence,
because
then
you’ll
know
what
it
is
to
love
God
in
the
land
of
the
Indians.
ATTRIBUTE
MODIFIERS
I. Fury
4,
Nerve
3,
Wit
2,
Passion
5
II. Fury
4,
Nerve
2,
Wit
3,
Passion
5
III. Fury
5,
Nerve
3,
Wit
2,
Passion
4
IV. Fury
5,
Nerve
2,
Wit
3,
Passion
4
TRADES
Angelero
Angel Hands
When using angelic products or a nahual power to heal others, add +1 to the amount of wounds you
can heal.
Diablero
Guardian Devil
You can use your devil to make a Martyr move. Even if you don’t have that move.
Shaman
Earth Skin
When you wear the skin of your nahual, you get resistance+1, extra to the regular modifiers of the level
you reached.
MOVES
Bodyguard
After the Bonds between characters are set, identify with whom do you have the biggest Bond.
Whenever you act to protect or aid that character you get +2d6 ongoing.
—22—
Martyr
When an ally is about to receive harm, you can interpose yourself to receive that harm instead, if you
do, you get resistance +2 and +1 hit for your roll if you decide to suck it up.
Protective Instinct
When you act under fire while protecting someone, roll Passion instead of Nerve.
Resilient
When you are protecting others you get resistance+1.
Take it easy!
When you want to harass someone to persuade them from their violent intentions, roll Passion instead
of Fury. If they force your hand, you do only 1 harm. If you get an epic success (4+) you unarm your
opponent (if armed) and destroy the weapon in an astonishing feat. If there are other hostile beings,
1d6 of them cease on their intensions, impressed by your feat.
—23—
The
Opportunist
Watch
out
for
the
Opportunist!
You
better
keep
an
eye
on
him,
because
he
never
lets
go
the
slightest
change
to
take
advantage,
seeking
only
his
self-interest.
Sometimes
he’s
a
team
player,
but
if
something
turns
out
against
his
convenience,
he
will
flinch.
The
Opportunist
doesn’t
like
direct
confrontation
unless
he’s
got
the
upper
hand.
Remember:
el
que
agandalla
no
batalla!
ATTRIBUTE
MODIFIERS
• Fury
2,
Nerve
3,
Wit
5,
Passion
4
• Fury
2,
Nerve
4,
Wit
5,
Passion
3
• Fury
3,
Nerve
2,
Wit
5,
Passion
4
• Fury
3,
Nerve
4,
Wit
5,
Passion
2
TRADES
Angelero
Who are you working for?
When another player uses the move Tablajeria, you kindly offer your help. Make them roll for the
Finders keepers, losers weepers move (even if you don’t have it). If your victim fails, you can steal half
the Barter from Tablajeria.
If there are no other angelero players, you and the Marakame must create and NPC for your kind
endeavors. The Marakame will define the amount of Barter you get if you succeed.
Diablero
Wits over Will
When you make a pact with the devil, you rely on your wits and cunning rather than your willpower to
dominate your devil. Roll Wit instead of Passion when you use this move.
Shaman
Alebrije’s Luck
You have exceptional luck, some alebrije spirit must be watching over you. Once per game session, you
can re-roll a move if you don’t like the results. If the new roll is worst you can choose to keep the old
one.
—24—
MOVES
Fear doesn’t ride a donkey
When you are in danger and you want to live to tell the tale, name your escape route and roll Wit. If
your success is epic (4+) you escape and you can take with you something of your choice. If its strong
(2-3), you are gone with the wind. If its weak (1), you can go or stay, but if you go it costs you: leave
something behind, or take something with you, the Marakame will tell you what. If you fail, you’re
caught vulnerable, half in and half out.
Sharp
When you read a sitch and you act on the Marakame answers, you get +2d6 ongoing instead of +1d6.
Opportunistic
When you interfere with someone who’s rolling, roll Wit instead of Bond. Asshole!
—25—
The
Sneaky
You
can
never
know
what
the
Sneaky
is
planning.
He
is
a
quiet
fellow
and
doesn’t
like
attention.
Cold
and
calculating,
he
always
waits
for
the
right
moment
to
act,
knowing
that
patience
is
his
best
weapon.
If
the
Sneaky
wants
to
fuck
you,
it
will
be
already
too
late
when
you
find
out.
So
handle
him
with
kid
gloves.
If
you
wrong
him,
you’ll
never
know
when
payback
is
coming.
ATTRIBUTE
MODIFIERS
• Fury
3,
Nerve
4,
Wit
5,
Passion
2
• Fury
2,
Nerve
4,
Wit
5,
Passion
3
• Fury
3,
Nerve
5,
Wit
4,
Passion
2
• Fury
2,
Nerve
5,
Wit
4,
Passion
3
TRADES
Angelero
Frequent Client
When you use the moves Sneak Attack or Eyes of the Hunter against any angel, you get +1 hit (this
accumulates with the +1 from Sneak Attack, making it +2 hits against angels).
Diablero
Haste is of the Devil
When you make a pact with the devil or do your devil’s work, you rely on your patience and cool head
rather than your willpower to dominate your devil. Roll Wit instead of Passion when you use this move.
Shaman
Lord of the Night
When you wear the skin of your nahual, you can use the move Under the Night’s Veil, even if you don’t
have it. In case you do, you get +1 hit extra to the regular benefits of that move.
MOVES
Sneak Attack
When you attack a la brava ese from a vantage point and unseen, you get +1 hit.
—26—
Calculating
When you read a sitch, you get +1d6 ongoing.
Perfect plan
When you read a sitch and act under the Marakame answers, you get +2d6 ongoing instead of +1d6.
—27—
The
Nerd
If
you
got
a
question,
ask
the
Nerd.
That
smart-ass
is
a
walking
library.
Also,
with
all
those
gadgets
and
techie
stuff
he
can
be
useful.
Hacking
and
manipulating
electronics
are
his
specialty.
But
not
only
that;
the
Nerd
also
knows
one
or
two
interesting
things
about
angels,
demons
and
nahuales.
How
does
he
know
so
much?
Hell
if
I
know!
Go
and
ask
a
Nerd.
ATTRIBUTE
MODIFIERS
• Fury
2,
Nerve
5,
Wit
5,
Passion
2
• Fury
3,
Nerve
4,
Wit
5,
Passion
2
• Fury
2,
Nerve
4,
Wit
5,
Passion
3
• Fury
2,
Nerve
3,
Wit
6,
Passion
2
TRADES
Angelero
Gift of Tongues
You know so many languages that it seems you have the divine gift to speak in tongues. This includes
dead or extinct languages, as well as the angelic Enochian language.
Diablero
Observer v6.0
When you want to get detailed information about something or someone, call you Observer v6.0 and
roll Wit. If your success is epic (4+), the Observer arrives immediately and gives you details about it. If
it’s strong (2-3), choose 1. If it’s weak (1) choose both:
• The Observer needs considerable time to get the intel.
• The intel is not enough or it lacks details.
If you get a fail, the Observer is out getting drunk, partying or is repairing itself. You must wait until the
next day to call it again.
Observer
v6.0
The
Observer
is
a
little
cyborg
devil
that
the
Nerd
diablero
has
hacked
and
gain
control
for
its
personal
use.
They
are
designed
as
spies
from
hell,
and
work
excellent
as
an
intel
source.
Unfortunately,
the
Nerd
usually
profits
from
some
bugs
in
some
faulty
models
to
be
able
to
hack
them.
This
bugs
make
the
Observer
a
little
bit
unpredictable
and
not
always
efficient.
And
also
they
have
a
curious
personality,
difficult
to
handle.
—28—
Shaman
Meditation
When you spend at least one hour on meditation, roll Nerve. If your success is epic (4+), you gets 3
holds. If it’s strong (2-3) you get 2 holds. If it’s weak (1) you get 1 hold. When you unleash your
nahual, you can expend your holds to eliminate hits from your roll (1 hold for 1 hit).
MOVES
Your mouth full of reason
When a character comes to you for advice about something important, tell them what you honestly
think about it. If they use your advice they et +1d6 ongoing in their rolls to deal with that matter, and
you mark experience.
Multitasking
You have the capacity and the knowledge to carry out 2 Trades, choose a second Trade and apply its
benefits.
Machine Language
You know the electronic systems and devices, that it seems you speak their language. When you want
to hack any electronic system, roll Wit. If your success is epic (4+), you get what you wanted plus an
extra, the Marakame will tell you what. If it’s strong (2-3), you get what you wanted. If it is weak (1),
choose 1:
• You get what you want, but they discover your intrusion.
• You don’t get what you want, but none notices your intrusion into the system.
Mind Palace
When you consult you accumulated knowledge to solve a problem or find an answer, roll Wit. If your
success is epic (4+) or strong (2-3), you immediately get concrete and accurate information about
the matter (also in an epic success you get +1d6 ongoing when you use such information). If it is weak
(1), choose 1:
—29—
• It takes you longer than you expected to search thru your mind palace, but you get what you
need.
• You get only partial or vague information.
• You don’t have the answer, but you know who does or where to find it.
—30—
III.
The
Nahual
We
all
have
our
nahual:
is
the
innermost
part
of
the
unconscious
mind,
the
wildest
in
each
of
us.
The
nahual
is
infinite.
Is
the
energy
that
permeates
and
connects
the
Cosmos.
Is
everything
that
surpasses
our
comprehension.
When
you
awaken
the
nahual
and
recognize
it,
unimaginable
powers
are
acquired.
The
degree
of
awareness
of
the
nahual
is
known
as
Nahuality.
It
is
a
state
of
the
conscious
mind
in
which
the
shackles
of
matter
are
broken,
to
a
greater
or
lesser
extent.
To
be
able
to
shape
shift
and
access
the
various
levels
of
Nahuality,
you
have
to
commune
with
your
nahual
and
let
it
open
the
doors
of
infinity,
thus
allowing
you
to
alter
the
laws
of
physics.
However,
being
able
to
control
the
nahual
is
no
easy
task.
For
many,
it’s
a
lifetime
journey.
—31—
The
mask
(see
The
visage
of
the
Earth
below)
and
the
hallucinogenic
drugs
help
to
boost
the
nahual,
allowing
access
to
grades
above
the
natural
level
of
Nahuality.
Item
Boost
Mask
+1
to
Nahuality
Alebrije’s
blood
+2
to
Nahuality
The
Heart
of
the
Earth
(peyote)
+1d6
to
Nahuality
The
Heart
of
the
Heavens
(angel’s
+1d6
to
heart)
Nahuality*
*The
boost
to
Nahuality
obtained
by
the
Heart
of
the
Heavens
can
vary
depending
on
the
rank
of
the
angel.
Totemic
Animals
The
moment
the
nahual
is
awakened,
each
person
chooses
a
form
to
use
as
focus
and
connect
with
the
infinite
energy
of
the
Nahual.
In
general
this
form
is
a
vertebrate
animal,
which
has
a
strong
significance
to
the
person
that
wants
to
unleash
the
nahual.
This
animal
is
the
shape
achieved
with
the
transformation.
This
resource
is
only
needed
while
the
apprentice
is
learning
to
control
the
nahual,
the
more
powerful
brujos
have
gained
a
superior
knowledge
of
the
Nahual,
and
so
they
no
longer
need
a
particular
totemic
animal.
This
brujos
can
take
various
animal
forms
or
even
a
mix
of
two
or
more
animals.
—32—
transformed
to
the
Third
Stage
of
his
nahual.
“Using
his
eagle
vision”,
says
Temo’s
player,
“Temo
wants
to
know
what
are
the
dealers
doing
down
there.”
The
Marakame
then
asks:
“Is
he
reading
a
sitch?”
“No.
I
just
want
to
know
how
many
are
they,
and
if
they
are
armed.”
The
Marakame
considers
the
situation,
and
decides
that
the
aspect
named
by
Temo’s
player
(eagle
vision)
is
enough
to
give
a
description
of
the
dealers,
as
if
Temo
were
down
there.
No
roll
needed.
If
the
player
wanted
to
read
the
sitch
instead,
the
Marakame
may
have
granted
a
+1
hit
bonus;
or
maybe
not,
considering
that
being
able
to
read
a
sitch
from
such
a
distance
away
was
enough
benefit
from
that
nahual
aspect.
In
this
stage
the
sensation
is
similar
to
being
drunk
or
high.
Regarding
anatomical
changes,
the
face
starts
to
show
animal
features.
The
iris
grows
in
diameter
and
the
pupil
dilates
almost
to
the
edge
of
the
iris.
At
first
glance
we
see
a
common
person,
with
some
weird
features
but
nothing
else.
In
this
stage
the
nahual
can
use
guns,
drive
cars
and
make
all
kind
of
regular
things,
but
awkwardly,
as
if
being
drunk.
When
wearing
a
mask
the
changes
are
not
visible.
The
physical
strength
augments.
Also
the
sensorial
activity
increases.
In
particular
the
hearing
and
smell
senses.
The
nahual
can
see
at
night
and
the
light
makes
him
uncomfortable
(in
a
bright
light
environment
it
will
be
acting
under
fire
all
the
time).
The
vocal
chords
suffer
alterations
and
the
voice
becomes
deep
and
cavernous.
Modifiers
+1
Fury,
+1
Wit.
Second
Stage
(Nahuality
6)
In
the
second
stage
the
drunken
sensation
increases.
If
out
of
control
the
experience
can
feel
like
a
bad
drug
trip.
—33—
If
the
nahual
is
wearing
clothes
when
transformed,
this
start
to
merge
with
the
skin,
through
them
the
environment
can
de
felt,
and
if
hurt
the
clothes
can
“bleed”.
Regarding
body
changes,
the
back
starts
to
curve.
The
eyes
are
now
black
spheres,
apt
for
seem
in
utter
darkness.
And
even
though
words
can
still
be
articulated,
this
are
more
grunts
than
anything.
The
physical
strength
keeps
increasing;
the
nahual
can
do
considerable
jumps
and
the
climbing
skills
improve.
The
skin
acquires
a
hardness
that
makes
it
immune
to
piercing
and
slashing
weapons
if
they
are
not
applied
with
enough
strength.
Modifiers
+2
Fury,
+1
Wit,
Resistance
+1
(against
slashing
and
piercing
weapons)
Third
Stage
(Nahuality
9)
The
nahual
is
very
sensitive
to
the
movement
around
him.
In
this
stage
the
nahual
can
inflict
deadly
wounds
just
with
mere
intention,
as
well
as
making
its
victims
ill
with
mere
intention.
If
the
nahual
is
controlled,
it
can
also
heal
others.
When
the
nahual
is
wearing
a
mask,
this
blends
with
the
skin,
as
does
the
clothing
too.
Some
nahuals
feel
uncomfortable
with
the
sensation
and
tear
their
cloths
off,
or
prefer
to
get
naked
before
unleashing
the
nahual.
The
body
is
completely
bent
and
walking
is
done
like
that
of
the
great
apes:
sometimes
in
two
legs,
sometimes
in
all
four.
This
is
because
the
legs
are
now
transformed
into
hind
legs.
This
change
gives
the
nahual
higher
speed
and
agility.
The
jumps
now
have
a
great
potency.
The
thumb
has
retracted
enough
to
the
point
of
being
almost
useless,
so
is
virtually
impossible
to
manipulate
tools
anymore.
—34—
to
articulate
words.
Modifiers
+3
Fury,
+2
Wit,
Resistance
+2
The
nahual
shape
is
now
completely
animal.
Although
is
far
from
beign
mistaken
with
a
human,
this
animal
form
still
shows
some
vague
human
features,
like
the
fingers
and
torso.
The
sensorial
capacities
are
at
its
peak,
and
the
strength
is
now
greatly
enhanced:
the
nahual
can
tear
down
a
car
barehanded.
The
jumps
now
cover
great
distances.
It
can
heal
or
make
ill
with
mere
intention.
Not
just
a
single
person
but
small
villages.
It
can
intervene
the
dreams
and
modify
some
behaviors.
Someone
who
controls
this
stage
can
now
become
the
leader
of
an
important
group
of
people.
During
the
Colony
these
were
the
most
wanted
brujos
nahuales,
because
their
influence
could
start
revolts
of
entire
villages
against
the
control
of
the
Criollos.
Modifiers
+5
Fury,
+3
Wit,
Resistance
+3
Fifth
Stage:
The
Dragon
(Nahuality
24)
At
this
stage
all
the
laws
of
nature
can
be
broken.
Very
often,
the
shape
of
the
totemic
animal
is
contaminated
by
features
of
another
animal
(a
jaguar
with
wings,
a
deer
with
the
skin
of
a
raccoon,
a
bear
with
antlers).
This
kind
of
alterations
are
depicted
by
the
Native
American
totems
and
they
were
the
ones
giving
birth
in
ancient
times
to
myths
and
legends,
like
Quetzalcoatl,
the
feathered
serpent.
With
the
control
of
this
stage,
the
brujo
nahual
can
intervene
the
dreams
of
whole
communities,
and
guide
the
will
of
the
people.
Without
control
of
these
high
levels
of
power,
the
nahual
is
just
a
brutal
entity,
destroying
everything
on
its
path.
—35—
Modifiers
This
stage
is
beyond
any
attribute.
The
Marakame
will
tell
you
the
extents
of
your
power.
At
this
stage
the
power
of
a
god
is
awakened.
The
nahual
can
now
make
dimensional
jumps,
including
in
the
fourth
dimension.
The
nahual
can
travel
trough
time.
This
is
known
according
to
what
some
of
the
most
experienced
brujos
were
able
to
foresee,
however
there
is
no
account
of
anyone
being
able
to
control
this
stage.
It
is
unknown
if
the
power
granted
by
this
level
allows
the
creation
of
a
cosmos
or
if
this
is
just
a
limited
divine
power.
A
failed
attempt
to
reach
this
transformation
results
in
the
nahual
becoming
pure
energy
that
merges
with
the
universe,
losing
all
individuality
to
become
one
with
the
Cosmos.
Modifiers
This
stage
is
beyond
any
attribute.
The
Marakame
will
tell
you
the
extents
of
your
power.
Nahual
Moves
BASIC
MOVES
The visage of the Earth
When you want to carve the visage of your nahual to create a mask, roll Tonal. If your roll is
successful (1+ hits), you get +1 to Nahuality when using the mask. Plus, if your success is strong (2-
3) you apply a -1 hit to your roll to unleash the nahual. And if is epic (4+) you get the strong success
benefits, and you also you get +1d6 ongoing when you listen the whisper of the nahual while wearing
the mask.
You must have the required tools and enough materials to cover your face. A minimum of one hour of
work is required to make the roll. If you want to invest more time on it, add +1d6 to the roll per extra
hour; however, no matter how long you work, only a maximum of 4d6 can be added to the roll.
—36—
one or two questions about your character. You must answer truthfully. If your success is epic (4+),
along with the detailed information from the Marakame, you also get a +1d6 ongoing as long as you
act on the information received. If its strong (2-3) the Marakame will give you details about it. If its
weak (1) the Marakame will give you only a general impression. If you already know everything there
is to know about that particular situation, the Marakame will tell you so.
ADVANCED
MOVES
The
advanced
moves
can
only
be
played
at
the
Third
Stage
or
higher,
and
only
if
your
transformation
is
controlled.
Nahual strike
When you focus your power to throw a nahual strike, pay 3 points of frustration and roll Nahuality. If
your success is epic (4+), choose all 3. If its strong (2-3), choose 2. If its weak (1), choose 1:
• You throw your strike with perfect control, with no harm to you (otherwise you suffer 2 damage).
• You inflict terrible damage (+1 damage). Otherwise you inflict normal damage.
2
This
particular
move
ignores
the
1d6
minimum
dice
pool
rule.
—37—
• You inflict a lethal disease upon your target.
The nahual strike looks like a small ball of fire a little less than a foot in diameter. Being made of pure
energy the strike ignores any point of resistance of the target. The nahual strike inflicts 4 points of
damage.
Power pass
When you and another nahual want to make power passes, to increase the power of a nahual strike,
roll Tonal. If your success is epic (4+), choose 3. If its strong (2-3), choose 2. If its weak (1), choose
1:
• You make your pass without hurting yourself (otherwise you suffer 2 harm).
• You throw your pass with perfect control (+1d6 ongoing for whoever receives your pass).
• Your pass is strong (+1 damage).
The power pass is a way of team work to make a more powerful nahual strike. The nahual who starts the
cooperation throws the strike towards the partner nahual, who in turn receives it and redirects it using
the side of the hip (like the pre-Hispanic ball game). Each pass increases the speed and power of the
strike. However this is a dangerous practice, because if there is any mistake when receiving the pass,
the strike can hit directly the person who made the mistake, suffering the accumulated points of
damage.
In the end, the person making the final blow uses the Nahual strike move instead, applying all the
corresponding modifiers.
Healing Hand
When you put your hand skin against skin on someone hurt, roll Tonal. If your success is epic (4+) you
heal 3 wounds or a mortal disease. With a strong (2-3) you heal 2 wounds. With a weak (1) you
choose 1:
• You heal 2 wounds, but you are affected, you suffer 1 wound.
• You heal 1 wound.
—38—
IV.
Ethos
The
Ethos
of
your
character
represents
the
traits
and
behaviors
that
define
its
nature
and
personality.
This
nature
is
intimately
related
to
the
power
of
the
Nahual,
and
thru
it
you
can
tap
its
true
potential.
The
way
you
play
your
character
Ethos
allows
the
Nahual
to
flow
or
to
be
contained.
When
a
situation
in
the
story
its
related
to
one
of
the
elements
of
your
Ethos
your
character
has
to
react
to
them.
If
you
wish
to
increase
your
Tonal,
you
have
to
resist
your
Ethos,
by
ignoring
that
in
which
you
believe,
ignoring
your
instincts
or
resisting
the
temptation
of
your
vice.
On
the
contrary,
if
you
want
to
strengthen
the
Nahual
and
increase
your
Nahuality,
you
must
give
yourself
to
your
Ethos,
by
standing
up
to
your
belief,
by
following
your
instincts,
or
by
succumbing
to
your
vice
temptation.
Once
you
have
made
this
choice,
you
should
apply
the
corresponding
move
(see
Secondary
Moves
in
the
Book
First)
Belief
As
the
name
implies,
your
Belief
is
that
in
which
your
character
believes
with
particular
fervor.
Maybe
your
character
believes
in
many
things,
but
this
in
particular
represents
its
strongest
belief,
on
top
of
which
its
world
is
build
upon.
During
character
creation,
you
should
define
your
Belief,
this
is
completely
open
and
can
be
virtually
anything.
However
you
must
have
in
mind
that
your
belief
is
another
vehicle
for
your
character’s
development.
With
it
you
are
sending
a
hint
to
the
Marakame,
telling
him
what
kind
of
situations
you
want
for
making
your
character’s
life
not
boring.
Think
about
this
when
you
define
your
belief.
If
for
example
you
have
Martha
is
the
love
of
my
life,
the
Marakame
will
try
to
find
ways
to
test
that
belief,
maybe
making
you
suspect
that
Martha
is
cheating
on
you,
or
gets
you
into
situations
where
you
have
to
choose
between
Martha
and
an
important
deal.
Whatever
it
is
your
belief,
you
can
rest
assured
the
Marakame
will
find
ways
to
test
it
and
make
you
reassert
it.
Sample
beliefs
If
you
don’t
cheat,
you
won’t
progress
/
No
one
is
completely
evil,
nor
completely
good
/
Better
ask
for
forgiveness
than
ask
for
permission
/
The
world
belongs
to
the
brave
/
Violence
begets
violence
/
A
man
with
our
word
is
worthless
/
Ain’t
no
problem
a
drink
can’t
drown
/
Brain
is
better
than
brawn
/
Angels
does
not
exist
/
Marcelo
is
my
best
friend,
I’ll
do
anything
for
him
/
Money
can
buy
anything
/
You
can’t
trust
women
/
Men
are
all
assholes
Instincts
The
Instincts
are
behaviors
and
ways
of
conducting,
involuntary
or
too
strong.
They
are
automatic
responses
or
impulses
that
trigger
when
your
character
reacts
to
specific
elements
or
circumstances.
The
instincts
of
your
character
are
determined
by
its
Archetype,
following
is
a
list
of
the
Archetypes
with
options
for
Instincts,
—39—
during
character
creation
you
should
pick
2.
If
you
think
of
an
Instinct
not
listed,
you
can
talk
about
it
with
the
Marakame,
but
you
should
have
in
mind
that
the
Instinct
must
not
contradict
the
Archetype,
the
Hard
is
not
known
for
thinking
things
before
acting,
so
the
Instinct
“I
always
think
before
acting”
is
not
appropriate
for
that
Archetype.
The
Hard
-‐I
never
let
anyone
insult
me.
-‐If
it
doesn’t
open,
doesn’t
react
or
doesn’t
work:
I
break
it.
-‐I
always
draw
my
gun
at
the
first
sign
of
trouble.
-‐I
always
strike
first
and
ask
questions
later.
-‐I
never
let
someone
else
fight
my
battles.
The
Shield
-‐I
always
watch
for
the
weaker.
-‐I
never
trust
wealthy
people.
-‐The
safety
of
my
buddies
is
above
my
own.
-‐I
never
let
anyone
being
abused
in
my
presence.
-‐I
always
lend
my
hand
to
those
who
need
it.
The
Opportunist
-‐If
no
one
is
watching
me,
I
take
advantage
of
it!
-‐When
in
trouble,
I
ask
for
help
to
the
one
who
won’t
deny
it.
-‐Better
to
run
away
and
live
to
fight
another
day.
-‐Whenever
there’s
a
chance
I
say
a
lie.
-‐I
always
hide
at
the
first
sign
of
trouble.
The
Sneaky
-‐If
anyone
do
me
wrong,
they
pay.
-‐I
never
do
a
frontal
attack
and
without
a
plan.
-‐I
never
let
emotions
cloud
my
judgment.
-‐I
trust
no
one
but
myself.
-‐I
never
reveal
everything
I
know.
The
Nerd
-‐Technology
is
the
solution
to
all
my
problems.
-‐Nothing
is
more
precious
than
knowledge.
-‐I
never
mess
with
Samson.
-‐I
always
prefer
to
deal
with
machines
instead
of
people.
-‐I
love
to
brag
about
my
superior
intelligence.
Vice
The
Vice
of
your
character
is
embodied
by
one
of
the
Seven
Deadly
Sins.
This
don’t
necessarily
means
your
character
is
a
religious
man,
or
that
he
is
more
or
less
susceptible
to
any
other
of
the
sins.
It
just
means
that
this
sin
in
particular
affects
—40—
him
more,
like
a
soft
spot,
its
Achilles’
heel.
During
character
creation
you
should
choose
one
of
these
sins
as
your
Vice:
Lust:
uncontrollable
sexual
desire
(an
object
of
the
desire
or
a
particular
sexual
preference
must
be
defined).
Sloth:
always
make
the
smallest
possible
effort,
get
what
you
want
without
moving
a
finger.
Gluttony:
irresistible
addiction
to
something
(food,
drink,
drugs,
etc.)
Wrath:
violent
reaction
to
the
slightest
provocation,
use
of
unnecessary
violence.
Envy:
not
bearing
that
others
have
something
you
don’t,
or
that
they
are
treated
better
than
you.
Greed:
to
acquire
possessions
no
matter
what,
complete
lack
of
charity.
Pride:
not
bearing
any
insult,
being
told
what
to
do,
or
being
under
the
supervision
of
others.
—41—
V.
Bonds
Bonds
represent
relationships
between
the
characters.
It’s
a
value
that
determines
how
much
they
know
each
other.
It
doesn’t
say
if
they
get
along
well,
nor
how
long
they
know
each
other
or
if
they
have
a
good
or
bad
relationship.
It
simply
represents
that
you
know
that
person,
her
reactions
and
manners.
Your
Bond
with
other
character,
written
in
your
character
sheet,
indicates
how
much
you
know
her,
the
one
written
on
her
sheet
indicates
how
much
she
knows
you.
This
relationship
is
asymmetrical.
You
can
have
a
Bond
+2
towards
that
character,
and
she
can
have
a
Bond
0
towards
you.
This
means
you
know
her
better
than
she
does
you.
In
general
Bonds
will
be
added
to
other
attributes
to
create
dice
pools.
Sometimes
the
Bond
will
be
negative,
meaning
that
dice
are
subtracted
from
the
dice
pool.
During
character
creation,
players
will
take
turns
to
indicate
the
others
the
value
of
the
Bond
towards
their
characters.
Also,
on
the
other’s
turns,
players
will
apply
modifiers
to
the
Bonds
according
to
their
Archetypes.
This
can
seem
a
little
confusing
at
first,
but
later
we’ll
review
this
thoroughly
during
character
creation.
The
Hard
On
your
turn,
choose
1
or
both:
•
One
of
the
characters
has
seen
what
are
you
capable
of.
Tell
that
player:
Bond
+2.
•
One
of
the
characters
once
left
you
bleeding
and
did
nothing
for
you.
Tell
that
player:
Bond
-‐2.
Tell
everyone
else:
Bond
+1.
You’re
not
that
complicated.
On
the
other’s
turn:
•
Choose
which
character
you
think
is
the
smartest.
Whatever
number
that
player
tells
you,
add
+1
and
write
it
next
to
the
character’s
name.
For
the
rest,
whatever
number
they
tell
you,
give
it
-‐1
and
write
it
next
to
their
character’s
name.
In
general,
you
don’t
care
to
much
about
other
people.
The
Shield
On
your
turn,
choose
1
or
both:
•
One
of
the
character
once
fought
with
you,
shoulder
to
shoulder.
Tell
that
player:
Bond
+2.
•
You
once
saved
the
life
of
one
of
the
characters.
Tell
that
player:
Bond
+3.
Tell
everyone
else:
Bond
+1.
You’re
an
open
book.
On
the
other’s
turn:
•
Choose
which
character
you
think
is
the
weakest.
Ignore
the
number
that
player
tells
you
and
write
+3
next
to
that
character’s
name.
For
the
rest,
whatever
number
they
tell
you,
add
+1
to
it
and
write
it
next
to
their
—42—
character’s
name.
You’re
always
willing
to
watch
over
others.
The
Opportunist
On
your
turn:
•
One
of
the
characters
has
been
a
victim
to
one
of
your
scams.
Tell
that
player:
Bond
+3.
•
One
of
the
characters
saved
your
ass
from
a
big
trouble
using
violence.
Tell
that
player:
Bond
+2.
Tell
everyone
else:
Bond
+1.
Everyone
knows
you’re
not
to
be
trusted.
On
the
other’s
turn:
•
Choose
which
character
you
think
will
never
let
you
down.
Whatever
number
that
player
tells
you,
ignore
it.
Write
+3
next
to
that
character’s
name
instead.
For
the
rest,
whatever
number
they
tell
you,
give
it
-‐1
and
write
it
next
to
their
character’s
name.
You
always
look
for
yourself
first,
not
caring
too
much
for
the
others.
The
Sneaky
On
your
turn:
Tell
everyone:
Bond
-‐1.
You
keep
yourself
secret.
On
the
other’s
turn,
choose
1
or
both:
•
You’ve
been
watching
one
of
the
characters
carefully
for
a
while,
in
secret.
Whatever
number
that
player
tells
you,
ignore
it.
Write
+3
next
to
that
character’s
name
instead.
•
One
of
the
characters
quite
evidently
dislikes
and
distrusts
you.
Whatever
number
that
player
tells
you,
ignore
it.
Write
+3
next
to
that
character’s
name
instead.
For
the
rest,
write
down
the
number
they
tell
you
next
to
their
character
name.
The
Nerd
On
your
turn:
•
Choose
the
character
you
think
is
the
weirdest.
Tell
that
player:
Bond
+1.
Tell
everyone
else:
Bond
-‐1.
You’re
kind
of
weird
too.
On
the
other’s
turn:
•
One
of
the
characters
has
bullied
you.
Whatever
number
that
player
tells
you,
ignore
it.
Write
+3
next
to
that
character’s
name
instead.
For
the
rest,
whatever
number
they
tell
you,
give
it
-‐1
and
write
it
next
to
their
character’s
name.
You
have
more
important
things
to
learn
and
understand.
—43—
VI.
Character
creation
This
section
will
guide
you
step
by
step
through
the
process
to
create
a
character
for
Nahual
RPG.
During
the
first
session,
all
the
players
shall
create
characters
together,
because
this
process
is
just
another
piece
of
the
game
and
part
of
the
conversation.
The
characters
in
Nahual
RPG
are
linked
together
and
have
common
history
defined
by
the
Bonds.
This
is
why
everyone’s
participation
is
required,
under
the
coordination
of
the
Marakame.
Before
start
every
player
should
have
one
copy
of
the
character
sheet,
as
well
as
the
obvious
pencil
and
eraser.
1.
Choose
your
Trade
As
mentioned
on
the
chapter
I
of
this
Second
Book,
the
trades
in
Nahual
are
three:
angelero,
diablero
and
shaman.
The
angelero
hunts
and
trades
angels,
the
diablero
catches
and
enslaves
devils
and
the
shaman
is
specialized
in
the
Nahual.
Choose
the
one
that
you
like
the
must,
it
doesn’t
matter
if
more
than
one
player
chooses
the
same
trade.
2.
Choose
your
Archetype
Unlike
Trades,
there
can’t
be
repeated
Archetypes
between
characters.
In
a
Nahual
story
there
aren’t
two
Hard
characters,
or
two
Opportunists.
So
you
players
should
come
to
an
accord,
and
if
two
or
more
players
want
to
play
the
same
Archetype,
they
should
talk
about
it
and
come
to
a
civilized
solution,
or
if
they
are
childish
or
stubborn
they’ll
have
to
use
the
dice
and
let
luck
decide.
Following
is
a
list
of
the
Archetypes,
with
a
brief
and
straightforward
description
to
help
you
pick
up
one.
The
Hard
You
are
good
in
a
fight,
tough
and
stubborn,
also
tetchy
and
quick
to
violence.
You’ll
strike
first,
ask
questions
later.
The
Shield
You
take
care
of
the
weak,
putting
their
safety
before
your
own.
You
have
the
means
and
strengths
to
achieve
this
goal.
The
Opportunist
You
take
advantage
of
any
opportunity,
looking
for
your
interests
first.
Always
avoid
confrontation
unless
you’ve
got
the
upper
hand
The
Seducer
You
care
about
your
look.
You
get
what
you
want
by
manipulating
others
with
your
looks
or
charm.
You
don’t
like
direct
confrontations.
—44—
The
Nerd
You’re
pretty
smart,
and
have
great
interest
and
mastery
in
technology.
You’re
quite
a
bookworm.
No
social
or
physical
aptitude.
The
Leader
Natural
born
leader.
You
know
how
to
organice
people
and
inspire
them.
You
know
how
to
impose
your
will.
Good
strategist.
The
Sneaky
You
keep
to
yourself,
wanting
to
be
unnoticed.
Cold
and
calculating.
You
don’t
want
to
attract
to
much
attention,
and
have
patience
to
strike
when
unexpected.
The
Tumbler
You’re
an
acrobat,
swift
and
agile.
Quiet
elusive.
You’re
quick
with
your
hands
and
well
coordinated.
Preferring
subtlety
over
brute
force.
3.
Choose
your
group
of
Attributes
Each
Archetype
enlist
four
groups
of
Attributes,
choose
one
and
write
its
values
on
your
character
sheet.
4.
Choose
your
moves
First
of
all
choose
the
special
Trade
move
granted
by
your
Archetype.
Next
you’ll
choose
2
from
your
Archetype
moves.
Remember
that
some
have
a
Behavior
requirement.
This
3
moves
are
unique
to
your
character.
Don’t
forget,
however,
that
all
characters
have
access
to
the
basic,
secondary
and
Trade
moves.
5.
Define
your
nahual
Each
Archetype
defines
the
kind
of
nahual
your
character
has.
The
Hard,
the
Shield
and
the
Opportunist
are
hunter
nahuals.
The
Sneaky,
the
Seducer
and
the
Nerd
are
dreamer
nahual.
The
Leader
and
the
Tumbler
can
be
one
or
the
other,
choose
the
one
you
like.
Next
define
your
totemic
animal.
Remember
that
this
animal
is
the
representation
of
your
nahual
and
have
a
special
significance.
Think
about
the
reasons
your
character
is
connected
to
that
animal,
because
it’s
an
essential
part
of
your
character
background.
6.
Determine
Nahuality
and
Tonal
Now
is
time
to
determine
your
character’s
Nahuality
and
Tonal.
Choose
is
your
character
is
inclined
toward
the
Nahual,
the
Tonal
or
Balance.
If
you
are
inclined
towards
the
Nahual
roll
2d6,
take
the
highest
dice
roll
and
add
+3
to
that
number,
this
is
your
initial
Nahuality.
Your
initial
Tonal
is
4.
If
you
are
inclined
towards
the
Tonal
roll
2d6,
take
the
highest
dice
roll
and
add
+3
to
that
number,
this
is
your
initial
Tonal.
Your
initial
Nahuality
is
4.
—45—
If
you’re
inclined
towards
Balance,
both
attributes
(Nahuality
and
Tonal)
will
have
a
base
value
of
4.
Roll
2d6
and
take
the
lowest
dice
roll
and
add
it
to
either
the
Nahuality
or
the
Tonal.
7.
Define
your
Ethos
Define
the
Belief
of
your
character,
then
pick
2
Instincts
from
the
options
presented
for
your
Archetype,
or
if
you
prefer
to
define
them
by
yourself,
you
can
talk
about
it
with
the
Marakame.
Next
you
pick
a
Deadly
Sin
as
your
character’s
Vice.
Remember
that
the
Ethos
defines
the
personality
of
your
character,
and
with
it
the
Nahuality
and
the
Tonal
will
be
developed.
8.
Name
your
character
Choose
a
name
for
your
character,
or
nickname,
or
both.
From
now
on
the
other
players
and
the
Marakame
will
address
you
using
this
name.
9.
Describe
your
character
Describe
your
character,
both
its
looks
and
its
personality.
Also
define
how
it
is
its
physical
transformation.
If
your
character
is
a
diablero,
also
describe
its
devil.
10.
Define
your
Bonds
Everyone
presents
its
character
by
saying
its
name,
trade,
description,
personality
and
nahual.
Do
the
same.
Write
down
the
name
of
every
other
character
and
go
through
the
table
again,
one
by
one,
to
define
the
Bonds
as
indicated
in
the
chapter
IV
of
the
Second
Book.
11.
Highlight
Attributes
Check
the
Bonds
of
your
character
to
see
with
who
you
have
te
highest
value
(is
there’s
any
ties,
choose
the
one
you
prefer
among
the
ties),
ask
that
character’s
player
to
pick
one
of
your
attributes
and
highlight
it.
The
Marakame
will
highlight
another
one.
Whenever
you
roll
using
that
Attribute,
you
mark
experience.
12.
Ready
to
start
Once
every
character
is
defined,
take
a
little
break.
Bring
some
drinks
and
snacks,
some
may
want
to
go
to
the
restroom,
or
maybe
just
stretch
the
legs.
The
Marakame
will
use
this
pause
to
recap
a
what
she
has
learned
about
your
characters.
Once
the
pause
is
over
and
everyone
is
back
on
their
seats
with
dice,
pencils,
and
character
sheets
at
hand,
the
Marakame
will
start
the
game
following
the
instructions
in
the
chapter
The
first
session.
—46—
BOOK
THIRD
The
Marakame:
Master
of
Ceremonies
I.
The
Marakame:
Master
of
Ceremonies
This
section
is
dedicated
to
you,
the
Marakame,
Master
of
Ceremonies,
the
game
master
in
Nahual.
Here
you
will
find
the
rules
you
need
to
respond
to
the
characters
actions,
and
will
help
you
to
create
the
frame
within
which
the
story
of
the
player
characters
will
be
told.
Such
rules
are
the
agenda,
the
principles
and
the
moves.
The
agenda
is
the
goal
you
and
your
friends
are
aiming
for
when
you
sit
around
the
table
to
play
Nahual.
The
principles
are
guidelines
to
achieve
your
agenda.
And
your
moves
are
the
actual
actions
that
will
help
you
succeed
in
your
agenda
and
make
the
story
walk.
As
mentioned
before,
the
agenda,
the
principles
and
the
Marakame
moves
are
also
rules,
like
the
attributes,
the
dice
pool,
the
frustration
pool,
etc.
The
players
use
this
rules
to
give
life
to
their
characters,
you
will
use
your
rules
to
give
life
to
the
world
of
Nahual
and
manage
the
game,
always
with
your
agenda
in
mind.
Agenda
•
Make
the
World
of
Nahual
seem
real.
•
Make
the
players’
characters’
lives
not
boring.
•
Play
to
find
out
what
happens.
Everything
you
say,
you
should
do
it
to
accomplish
these
three
goals
and
nothing
more.
It’s
not
your
goal
to
beat
the
players,
nor
it’s
to
cheat
on
their
characters,
or
deny
them
what
they
want,
or
kill
them.
It’s
not
your
goal
to
have
everything
under
your
thumb.
And
it’s
certainly
not
to
tell
a
pre-‐planned
story.
Nahual
is
a
game
without
losers
or
winners.
You
are
not
playing
against
the
players,
you’re
playing
with
them
to
tell
a
story
together.
Play
to
find
out
what
happens.
Your
job
is
to
be
a
counterpart
to
the
player
characters,
to
answer
the
player
questions,
and
describe
the
environment
with
great
detail
to
make
the
world
of
Nahual
seem
real.
To
give
life
to
the
non-‐player
characters,
be
it
allies
or
foes.
Every
story
is
powered
by
one
or
more
conflicts.
Create
those
conflicts
so
the
characters
can
—47—
respond
to
them,
making
their
lives
not
boring.
After
all,
hunting
angels,
catching
devils,
and
trying
to
control
your
nahual
are
not
precisely
days
in
the
park.
However,
when
you
present
the
conflicts,
you
should
do
it
with
utter
honesty
and
impartiality.
Remember,
do
not
play
against
the
players.
Be
strict
with
the
truth,
be
scrupulous
about
it,
even
generous.
The
players
depend
on
you
on
that
to
make
their
choices.
Do
not
set
them
up.
Do
not
act
like
a
mean
teacher
trying
to
fuck
their
students.
Players
are
not
being
tested,
they
are
narrating
and
living
a
story
together.
Always
say
Remember
what
I
said
in
previous
chapters
about
role-‐playing
games
being
a
conversation?
So
what
you
say
as
Marakame
is
important.
The
job
of
the
players
is
to
say
what
their
characters
are
doing,
saying
and
feeling,
also
is
answering
to
your
questions.
Your
job
is
to
say
the
rest,
to
fill
the
gaps
and
talk
for
the
rest
of
the
characters
in
the
story,
your
are
playing
all
the
extras,
creating
the
scenery,
managing
the
scenes.
It’s
not
your
job
to
write
the
story,
remember
you
are
playing
to
find
out.
So
during
the
conversation
always
say:
•
What
the
principles
demand.
•
What
the
rules
demand.
•
What
your
prep
demands.
•
What
honesty
demands.
The
principles
•
Taint
all
with
corruption
and
insecurity,
but
spice
it
with
humor!
•
Address
yourself
to
the
characters,
not
the
players.
•
Make
your
move,
but
misdirect.
•
Everyone
has
a
price.
•
Name
everyone,
make
everyone
human.
•
Ask
provocative
questions
and
build
on
the
answers.
•
Put
them
behind
the
eight
ball,
but
give
intermittent
rewards.
•
Be
a
fan
of
the
player
characters.
•
Think
offscreen
too.
—48—
a
price,
if
you
can
pay
it.
Corruption
lies
deep
in
all
social
layers.
Think
about
this
when
you
build
and
describe
the
world
around
the
player
characters.
But
don’t
forget
to
spice
it
with
a
bit
of
humor,
irony
and
Mexican
picardía
from
time
to
time.
Laughter
is
a
blowoff
valve
in
this
corrupt
and
oppressive
society.
Address
yourself
to
the
characters,
not
the
players.
“Toluco,
what
do
you
do
when
the
diablo
jumps
on
you?”
Instead
of
“Juan,
what
is
the
Toluco
doing
when
the
diablo
jumps
on
him?”
Involve
the
players
by
talking
to
their
characters.
This
will
help
them
dive
into
the
fiction
and
achieve
the
suspension
of
disbelieve.
Make
your
move,
but
misdirect.
Everytime
you
use
a
move
you
do
it
for
real
world
reasons:
someone
failed
a
roll,
a
player
is
using
a
move
that
ask
you
to
respond,
everyone
is
staring
at
you
waiting
for
you
to
say
something;
so
you
pick
a
move
and
do
it.
However,
misdirect
by
using
the
game
fiction.
Maybe
your
move
is
separate
them,
but
don’t
say:
“Lucy
you
failed
your
roll,
so
now
you
and
the
Tlacuache
got
separate.”
Instead,
maybe
say:
“ok,
Lucy,
you
try
to
snatch
Tuerto’s
gun
—this
was
Lucy’s
move—
but
while
you
struggle,
th
car
door
opens
and
the
Tuerto
throws
you
out
with
a
kick,
while
you
fall
and
roll
on
the
street,
you
see
the
car
getting
away
with
the
Tlacuache
still
in
the
rear
seat”.
You
see?
The
effect
is
the
same,
the
characters
got
separate,
but
you
ingeniously
disguised
the
reason.
Misdirect
by
making
seem
is
the
fiction
that
choose
your
move
for
you.
And
correspondingly
always
choose
a
move
that
flows
logically
with
the
game’s
fiction.
Everyone
has
a
price.
Corruption,
taint
everything
with
corruption.
Always
make
the
non-‐player
characters
go
for
their
own
interests.
If
the
players
present
them
a
good
offer,
a
bribe,
a
good
deal
for
them.
Take
it.
Likewise,
always
tempt
the
player
characters,
put
them
one
against
the
other.
This
will
allow
interest
twist
in
the
plot.
Conflict.
There’s
this
saying
in
Spanish:
“el
que
no
transa
no
avanza”,
if
you
don’t
cheat,
you
won’t
progress.
Name
everyone,
make
everyone
human.
When
you
creat
your
characters,
start
always
with
a
name.
Many
will
be
extras
and
they
may
not
appear
again
in
the
story,
even
so
the
players
will
want
to
know
who
are
their
characters
talking
to.
Besides
yo
never
know
when
an
extra
will
turn
into
a
main
character.
Remember,
you’re
playing
to
find
out.
Once
this
happens,
go
further.
Who’s
this
character?
What
does
she
likes?
What
is
she
afraid
of?
What’s
her
favorite
song?
Do
not
feel
overwhelmed
and
don’t
worry
to
get
every
single
detail
at
once.
Start
with
a
fw
details.
A
personality.
A
must
of
all
motivations
and
goals
related
to
the
story
and
the
player
characters,
not
as
a
group
but
individually,
to
feed
the
conflicts.
—49—
Ask
provocative
questions
and
build
on
the
answers.
One
of
the
mechanisms
that
will
help
you
play
to
find
out
is
asking
questions
to
the
players,
build
on
their
answers.
You
can
start
with
simple
stuff.
How
is
the
barrio
you
live
in?
Who
of
you
know
each
other
since
long
ago?
However,
as
the
game
advances,
ask
more
direct
and
intimate
questions
about
the
player
characters
experiences.
What
does
the
angel
heart
tastes
like?
What
does
it
feel
kissing
that
angel?
How
do
you
feel
when
you
unleash
your
nahual?
What
does
the
cage
of
your
demon
smells
like?
Why
do
you
hate
so
much
the
priest
of
your
home
town?
Once
you
have
the
answers,
start
building
the
world
with
them.
Add
details,
put
in
your
touch
to
share
your
vision
of
the
world.
But
never
forget
your
agenda,
and
always
pay
attention
to
your
principles.
Two
thing
particularly
interesting
to
ask
is
when
the
player
characters
either
listen
to
the
whisper
of
the
nahual
or
unsleash
it
for
the
first
time.
Make
the
players
know
that
each
experience
is
unique,
and
encourage
them
to
add
their
personal
touch,
to
let
their
imagination
run
wild.
After
that
first
time,
always,
always
add
details
of
your
own.
Put
them
behind
the
eight
ball,
but
give
intermittent
rewards.
Taint
everything
with
corruption,
but
also
with
insecurity.
Put
the
player
characters
behind
the
eight
ball.
Take
their
answers
and
twist
them
against
them.
But
don’t
forget
you
are
not
trying
to
beat
them
or
fuck
them,
but
to
make
their
lives
interesting.
And
don’t
limit
yourself
to
the
player
characters;
everyone
is
fair
game.
Even
the
must
important
of
your
non-‐player
characters,
specially
the
must
important
one!
Don’t
grow
attached
to
them.
If
this
happens,
think
immediately
how
to
eliminate
it,
in
an
interesting
way
to
the
story.
However,
from
time
to
time,
give
the
players
what
they
want
or
need,
even
go
a
little
beyond.
But
do
it
when
they
aren’t
expecting
it.
That
way
they’ll
be
hoping
maybe,
just
maybe,
this
time
everyone
will
march
on
wheels.
Be
a
fan
of
the
player
characters.
The
player
characters
are
the
protagonists
of
the
story.
It’s
them
the
ones
that
should
save
the
day
or
doom
it.
Be
their
fan,
get
excited
when
the
Hard
blows
the
brains
out
of
the
karibu
that
was
kicking
their
asses,
or
when
the
Sneaky
puts
down
the
four
guards
without
being
noticed.
Imagine
the
player
characters
are
the
main
characters
of
your
favorite
TV
series.
Cheer
them
up
and
worry
about
them.
Yes,
put
them
behind
the
eight
ball,
but
also
make
their
lives
not
boring.
The
worst
you
can
do
is
being
constant
with
the
adversities.
Remember
to
give
intermittent
rewards.
The
clash
of
forces
in
a
story
must
be
always
a
give
and
take.
Having
only
good
stuff
happening
is
boring,
but
also
is
having
only
bad
stuff.
And
don’t
forget
to
let
the
player
characters
shine.
The
players
choose
their
archetype
and
trade
because
they
wanted
to
do
cool
stuff
with
them.
The
Hard
is
—50—
supposed
to
kick
ass,
the
Leader
is
supposed
to
manage
the
situation,
the
Nerd
is
supposed
to
be
a
smartass,
the
Seducer
is
supposed
to
be
irresistible.
Let
them
shine,
do
not
embarrass
them.
There’s
nothing
more
frustrating
to
the
players
than
having
their
character
suck
at
what
it
was
supposed
to
be
good
at.
And
if
the
players
work
hard
to
get
something,
give
it
to
them.
Think
offscreen
too.
To
make
the
world
of
Nahual
seem
real,
think
also
about
the
things
happening
offscreen.
When
you
have
to
make
a
move,
think
also
what
are
your
NPCs
doing
behind
the
curtains.
Is
there
anything
important
that
will
have
future
repercussions?
Give
them
live
by
making
them
take
the
initiative.
If
the
player
characters
are
making
a
mayhem
at
the
entrance
of
the
main
antagonist
hideout;
she’s
not
going
to
seat
there
in
her
office
waiting
for
them.
Marakame
Moves
•
Separate
them.
•
Capture
someone.
•
Put
someone
in
a
spot.
•
Trade
harm
for
harm
(as
established).
•
Announce
off-screen
badness.
•
Announce
future
badness.
•
Inflict
harm
(as
established).
•
Take
away
their
stuff.
•
Invoke
a
character
Ethos.
•
Activate
their
stuff’s
downside.
•
Tell
them
the
possible
consequences
and
ask.
•
Offer
an
opportunity,
with
or
without
a
cost.
•
Turn
their
move
back
on
them.
•
Make
a
move
from
one
of
your
fronts.
•
After
every
move,
always
ask:
“what
do
you
do?”
Whenever
there
is
a
pause
and
the
players
are
looking
at
you
waiting
for
you
to
say
something,
pick
a
move
and
do
it.
The
moves
are
self-‐explanatory
and
direct
on
their
meaning.
“Separate
them”
means
just
that,
separate
one
or
more
player
characters
from
the
rest.
Do
not
forget
though
your
agenda
and
your
principles
whenever
you
make
your
moves.
Misdirect
when
you
do
it,
obviously
don’t
say
it’s
name
and
choose
a
move
that
follows
logically
from
the
game
fiction.
And
always,
always,
after
every
move
ask:
“what
do
you
do?”
—51—
Which
move
to
choose?
Choose
always
a
move
that
is
a
logical
consequence
to
what’s
happening
in
the
game
fiction.
It
doesn’t
have
to
be
necessarily
the
one
that
fits
exactly
but
at
least
it
has
to
make
some
sense.
In
general
limit
yourself
to
a
move
that
a)
sets
you
up
for
a
future
harder
move
and
b)
give
the
player
characters
some
opportunity
to
act
and
react.
A
start
to
the
action,
not
its
conclusion.
However,
when
a
player
gives
you
an
opportunity
on
a
gold
plate,
take
it
and
make
a
move
as
hard
and
direct
as
you
like.
What
is
an
opportunity
in
a
gold
plate?
When
a
player
fails
a
roll
for
example,
or
when
you’ve
beign
building
up
to
a
hard
move
and
the
players
do
nothing.
But
unless
the
players
give
you
a
chance
in
a
gold
plate,
limit
yourself
to
moves
that
set
up
other
moves,
your
own
or
the
player’s.
Nahualli
RPG
by
Miguel
Angel
Espinoza
is
licensed
under
a
Creative
Commons
Attribution-‐NonCommercial-‐ShareAlike
3.0
Unported
License.
Based
on
works
at
http://angelero.deviantart.com/
and
http://www.apocalypse-‐
world.com/.
ESTAMOS
EN:
¡APÓYANOS!
—52—