Nomads - Core Book
Nomads - Core Book
Nomads - Core Book
All rights reserved. This book or any part of it may not be reproduced or used in any way
with the author's prior permission.
ISBN 978-65-902252-0-7
Playtesters
Bruno Dietrich Schmitz, Alexandre "Tata" Klein, Jonny Garcia, Alexandre Selliach, Klos
Cunha, João Ricardo Bittencourt, Tarcisio Lucas Hernandes Pereira, Yuseiji Brant Rocha Kudo,
Thiffany Montovani, Giovanni Nogueira and Daniel Ritta.
Thanks to
Bruna Soster Cemim, Tiago Junges, Klos Cunha, Edh Müller, Athos Beuren, Tarcísio Lucas
Hernandes Pereira, Bruno Dietrich Schmitz, Alexandre Klein, Raquel Reckziegel, Carlos
Risotto, Douglas Cypriano, Paloma Betina, Caio Kolling, Matheus Weyh, Luiz Paulo "Bills"
and so many others. You know who you are!
MARCELO COLLAR
NO
MA
DS
LINK ONE
2020
ZERO
THE NEED TO TELL STORIES
BUILDING NARRATIVES 18
FOR BEGINNERS 18
15
14
FOR VETERANS 19
NECESSARY MATERIALS 21
NO DECK OF CARDS? 21
1ST
INTERVAL
DUCANN'S DIARY 25
ENDLESS REALITIES 28
VIEWS FROM OTHER WORLDS 35
24
THE VOID 37
OTHERS LIKE YOU, OR NOT SO MUCH 39
UNBELIEF 46
COGITO, ERGO SUM 49
BODIES & MINDS 50
IN THE VEINS OF THE CITY 54
DISTRICTS & INHABITANTS 54
CENTER 55
NORTH 55
EAST 56
WEST 58
SOUTH 59
PLACES OF POWER 60
SANCTITY AND PEACE 61
2ND
INTERVAL
THE CHARACTER DIARY 65
LOGIC, CONTEXT AND CREATION
SCENES, EPISODES AND SEASONS
70
72
64
CHARACTERS AND NPCS 73
DEVELOPING A SCENE 74
ANSWERING QUESTIONS 76
ACTIONS 79
COMBAT 80
COMBAT MOVEMENT 84
TAKING HITS 84
SURPRISE ATTACKS 85
VULNERABILITIES AND RESISTANCES 86
I SURRENDER! 87
PROTECTION, INJURIES & HEALING 88
WEAPONS & EQUIPMENT 88
TALENTS 92
THE BASIC TALENTS 95
STRANGE THINGS HAPPEN 96
FATE & RUIN 100
EXTRAORDINARY THINGS ALSO HAPPEN 102
TRUTHS & CLUES 104
ALLIES & ENEMIES 106
VIEWING THE SCENE 108
PLAYING WITH REALITIES 109
COMMANDING NPCS 112
THE SPICE MUST FLOW! 112
CHANGE OF PERSPECTIVE 113
I DIED AND I DO NOT RECOMMEND IT! 114
I SWEAR IT WAS WELL AS IT HAPPENED ... 115
EVOLVING 116
SCENE EXAMPLE 123
10
3RD
INTERVAL
A SEASON 131
INTRODUCTION 137
EPISODE 1 – A NIGHT LIKE ANY OTHER 139
130
MAIN OBJECTIVE 139
IMPORTANT CLUES 140
HOW TO PROCEED? 140
WHEN THE OBJECTIVE IS ACHIEVED ... 143
EPISODE 2 - AN UNEXPECTED PARTY 145
FINAL OBJECTIVE 146
IMPORTANT CLUES 147
HOW TO PROCEED? 147
TRIGGERS 147
WHEN THE OBJECTIVE IS ACHIEVED ... 149
EPISODE 3 - HOLY PLACE 151
FINAL OBJECTIVE 155
IMPORTANT CLUES 155
HOW TO PROCEED? 155
WHEN THE OBJECTIVE IS ACHIEVED ... 156
EPISODE 4 - OUT OF CONTROL 159
FINAL OBJECTIVE 160
IMPORTANT CLUES 160
HOW TO PROCEED? 160
TRIGGERS 162
WHEN THE OBJECTIVE IS ACHIEVED ... 162
EPISODE 5 - MEDUSA 165
FINAL OBJECTIVE 166
IMPORTANT CLUES 166
HOW TO PROCEED 167
TRIGGERS 167
WHEN THE OBJECTIVE IS ACHIEVED ... 169
11
4TH
INTERVAL
CREATING CHARACTERS 175
WHERE DOES THE STORY TAKES PLACE?
BASE OF OPERATIONS 179
174
178
12
5TH
INTERVAL
IT STARTED LIKE THIS
HUMANS & CREATURES 196
HOW TO USE THE TABLES?
192 193
198
LIST OF TABLES 198
ANTAGONISTS 200
ANTAGONIST & THEIR MOTIVATIONS. 201
COMMON WEAPONS 202
RARE WEAPONS 203
EXOTIC WEAPONS 205
STRANGE THINGS 206
EXTRAORDINARY THINGS 207
CLIMATE CONDITIONS 208
STRANGE CREATURES 209
CHARACTER CONFLICTS 210
CONSEQUENCES 211
CRITICAL HITS 212
INJURIES & HEALING 213
COMMON EQUIPMENT 214
RARE EQUIPMENT 215
EXOTIC EQUIPMENT 216
IMPORTANT EVENTS 217
PLACES IN THE CITY 218
STRANGE PLACES 219
THINGS DIDN’T WORK OUT SO WELL... 220
HUMAN NPCS 221
FINAL OBJECTIVES 222
IMMEDIATE OBJECTIVES 223
PROBLEMS 225
RELATIONSHIP BETWEEN CHARACTERS 226
REVELATIONS - Adventure 227
REVELATIONS - Action 228
REVELATIONS - Horror 229
REVELATIONS - Mystery 230
PLOT TWISTS 231
SEARCHING A HUMAN 232
TACTICS - Aggressive 233
TACTICS - Cautious / Inexperienced 234
VULNERABILITIES & RESISTANCE 235
13
ZE
RO
14
THE NEED TO
TELL STORIES
15
16
17
BUILDING NARRATIVES
18
FOR BEGINNERS
This book contains all the necessary rules for the
game. It is recommended that you, who have little or no ex-
perience with RPGs, read the first and second Intervals and
then play the “Incognito” campaign in the third Interval. In
addition to reporting important events in the universe, it
contains important tips for inexperienced players.
FOR VETERANS
For more experienced players, it is recommended that
you read the first and second intervals, which contain the
atmosphere of the universe and the rules of the game. The
introductory campaign “Incognito”, in the third Interval, is
not necessary, but reports important events from the univer-
se of . When you're ready to tell your own stories, read the
fourth Interval.
19
20
NECESSARY MATERIALS
People - three is ideal, but the game works well with
two, and it can be also played alone - a deck of cards, some
sheets of paper, pencils and eraser. These are the materials
needed to play Nomads. If players want to increase their nar-
rative possibilities, it is also possible to use markers, such as
meeples or miniatures, to represent the characters on the sce-
ne. This makes it easier to know where each one is and it is
especially useful during action sequences.
If “Incognito”, the story of this book is played, the two
main characters, the Girl and the Crow, will be present, even if
there is only one player. In that case, she must interpret both.
NO DECK OF CARDS?
Don't you have a deck of cards? No problem! There are
free apps for iOS and Android that simulate one, such as Just
Cards and 52Cards. Just download and start playing.
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23
1ST
INTER
VAL
I have seen confusion
about my wanderings, the
nomads and everything they
represent. That is why I am
writing to try to clarify some
questions about Unreality
and its implications.
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DUCANN'S
DIARY
25
26
27
ENDLESS REALITIES
28
29
30
31
I got out of there. I walked quickly away, and then I ran, the
man's screams lower and lower in the distance. A crash broke
the silence of the night. I turned around and saw a big ball
of fire, like the biggest bonfire ever. From where I was, it was
possible to feel the burning heat.
I ran more than my legs could handle. I left the ter-
rain, crossed the road beyond it and went into a thicket.
Lying in a corner, I waited. I heard police sirens, saw the
orange lights in the distance. I fell asleep.
I woke up with a kick in the leg. I opened my eyes and
saw two men dressed in black, with white masks, without
features. They carried weapons. I showed my empty hands.
A third man, who must have been just under forty, approa-
ched. Tanned skin, black hair, short beard. A red scarf around
his neck contrasted with his worn jeans and jacket.
“Friend,” he said, “we have a lot to talk about. My
name is Suri”, and he held out his hand.
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35
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THE VOID
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N O M A D S
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older. ”
"Why have I never seen such a thing?"
“They are very rare. Difficult to find. Medusa follow a
slightly different logic. They pull us out of this reality. We are
transported to another reality, where we do not exist in any
way. Our primordial strength leaves one reality and enters
another. ”
“Wow what? Primordial what? ”
“Every macroverse”, Suri paused, as if searching for
knowledge in the mind. He looked at the floor, then at me.
“Each set of universes is governed by a Strength. Call it what
you want. We call it the Primordial Strength. We all came from
her and came back to her when we died. Traveling through
the Medusae, our strength is taken from here and placed in
another world, where it is not welcome. Imagine your soul,
if you want to call it that, in a place where you cannot return
to the force that created it. If you die after crossing a medusa,
it will probably be lost forever. ”
"Most likely?"
"Most likely. It is something we believe in. A very old
belief, nothing we can prove or demonstrate. There are those
who believe that even so far from home, in other macrover-
ses, our Primordial Strength can find another home, another
host. In such cases, the relationship with the host would be
troubled. ”
“And these others… macroverses? Have you been to
them? ”
"Yes. I came from one, different from this one.
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45
UNBELIEF
Weeks later I was introduced to someone who looked
like a crow-headed man. Very cordial and polite, he explai-
ned to me that he came from another universe, far from this
one.
"How do you walk the streets like that?"
"Like what?" He replied.
I felt the skin on my face getting hot. Did he unders-
tand human shame?
"Mr. Ducann, we can walk the planes with some tran-
quility, you know."
He put a finger out.
“People, those who are more normal than us, don't
believe in these things. Imagine you, a year ago, seeing a
crow bigger than you in the middle of the street. Do you
know what would happen? You wouldn't believe your eyes.
And I would go my way smoothly. Another of the great myste-
ries of the universe. We, visitors from distant places, are seen
by you humans as normal people. Or almost so. ”
"You don't look normal to me."
"Perhaps the fact that you have just traveled through a
portal to another universe will lighten things up a bit."
"Can nomads see other nomads for what they really are?"
"Yes, they can. That’s why I take some precautions. A
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N O M A D S
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CENTER
The central part of the City concentrates most of the
commerce, basic services, shopping malls and banks. Busy,
it remains active for 24 hours a day, with nightclubs, bars
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NORTH
Most industries are located in the North Zone.
Residential areas are occupied mainly by workers in the sec-
tor. A striking feature of the North Zone is the number of
abandoned buildings. In some places, the phenomenon ex-
tends over entire blocks. Industries of yore - when everyone
was so much happier and life so much easier - ended up
closing the doors, leaving concrete shells under the bure-
aucratic control of Justice and at the mercy of invaders and
gangs. This region of the city, therefore, is a breeding ground
for those who need to negotiate under cover or disappear
from the map for some time.
It is in the North Zone the territory of the gang the
Fucked Ups, which does dirty jobs for those who pay more. A
curious question about the Fucked Ups is that they know no-
mads, and it is known that some creatures from other reali-
ties find shelter among them. The group - which has about 50
members - usually comic small crimes in other more affluent
regions. And a peculiar detail: practically all Fucked Ups are
children and adolescents.
The Fucked Ups are just one of the groups on Marduk
the Lord of the Flies' contact list. Tall, thin, androgynous in
appearance, he owns The Lady of the Lake, an underground
nightclub in the North Zone. Marduk achieved power throu-
gh a large network of allies, mostly criminals, which he calls
Flies. Currently, despite being only 26, he already runs a
small drug trafficking network and provides services to other
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N N ÔO MM A A D D E S S
EAST
In the East of the City are the wealthiest neighborhoods.
Tall buildings and luxurious houses dominate the landscape.
As in the North Zone, in the East there are also points aimed
at commercial buildings, but most of the space is residential.
The movement of people is low, and at night the presence
of private security services is constant, almost always close to
the most exclusive condominiums. Some of the most powerful
people in the City live in this region.
One of them is Samir Delgado, who owns a large trans-
portation company. Responsible for transporting a good part
of the production of the industrial district, his company en-
ded up growing and dominating other sectors as well. Today
it has a large network of gas stations. Samir is a rare example
of a nomad who has decided to continue living normally - or
at least to give the impression that he is still living a normal
life. He lives alone in a mansion and has a habit of collecting
artifacts from other universes.
The Guild believes that Samir may have learned, on
his medusa trips, secrets that allowed him to influence and
control people, and that he has used it to succeed in the
business world. A recluse, he hardly accepts to meet other
nomads. It is known that he has great influence on the po-
litics of the City, and he usually exercises it through third
parties. In the Guild, there are those who say that the Samir
who is sometimes seen in public is nothing more than an
impostor, and that the real man has never left the mansion
in the East Zone.
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WEST
The poorest neighborhoods are on the west side of
the city. The region is home to many of the workers in the
industries in the north or the commerce in the central area.
The West Zone is a microcosm: it has its own central area,
schools, a public hospital, residential spaces and a small in-
dustrial park where smaller companies have settled. Crime is
high in the West Zone, and rival gangs compete for territory
and drug outlets.
The law and the State do not have the capacity to re-
ach everywhere, either due to unwillingness or impossibility
in the face of gangs. For this reason, it is crime that dictates
the rules and provides assistance to residents when neces-
sary. It is common, however, for authorities - mainly police
and politicians - to be involved, either as facilitators of illegal
businesses or as commanders of entire factions.
One of the main personalities of the West Zone is the
drug dealer Saba, the commander of the Good Men, the city's
oldest faction and the dominant gang in the drug trade and
cargo theft in the metropolitan region. Saba, born Samuel
Batista de Almeida, now 36, entered the crime at 19. Without
money to pay for the treatment of his sick mother, he went to
ask for a loan for the only person who would help an unem-
ployed person like him: the head of the local drug trade. .
When his debt was due, he had to work for the crime
lord. With no prospects, Saba stayed with the gang and, over
time, gained the trust of faction leaders. With the death of
Isaiah 157, leader of the Good Men, he eventually came to
the helm. Today, Saba tries to keep its territory limited to the
peaceful West Zone, avoiding attracting the attention of the
press and the police. "Noise," he says, "disturbs the family."
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SOUTH
To the south, as the center of the balance between
West and East, lies the middle class area of the city. The lar-
gest region also concentrates the majority of the population.
The South Zone is formed predominantly by residential nei-
ghborhoods, commercial spaces and few industries, usually
in the periphery. The region also concentrates a good part
of the city's entertainment options, with a lively nightlife in
some places. A curiosity is the ancient architecture - the city
grew from the South Zone.
A striking personality from the South Zone is Lady
Zina. At the age of 82, she lives in a very well-kept house in a
remote area, where she frequently receives nomads in search
of information. Zina herself neither confirms nor denies the
fact that she has traveled to other realities.
Since retiring from her job as a City postal worker,
Zina has developed a curious affection for cats. It is common
to find dozens of them around the house in search of food
and attention. She claims that they are many, and that they
come and go like the wind. "I know what they know, and I
see what they see," he says. It is difficult to know how far the
truth goes in the lady's statements, but the fact is that she
always has information about people, places and plots that
run in the bowels of the city; and perhaps a dish of fried chi-
cken hearts to feed her hundreds of pussies and her visitors.
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N N OO MM A A D D E S S
PLACES OF POWER
The mundane surface of the city falls like a veil over
a series of mysterious places of power. From medusae to se-
cret cults, the City hides much more than an inexperienced
eye can see. Nomads manage to break through this veil, dis-
covering layers of reality about which ordinary people only
dream.
The North Zone, for example, with its abandoned
buildings, is a perfect setting for shady activities. Rumors talk
about strange creatures that live in forgotten, underground
places, and about their followers. Stories speak of a five-le-
gged figure, his cult of fanatics and the sacrifices that would
be made in his name on silent nights.
The Cult of Glass, in its constant performance in the
City, would have research laboratories dedicated to the study
of Unreality. Places usually hidden under a luxurious faca-
de, where captured nomads would be taken and where they
would never leave alive. The very rare meetings of this so-
ciety are also known in ostentatious hotels. The Cult would
also be involved in other fields of occult research, such as
demonology.
Medusae, although rare, are also an occurrence in the
City. Appearing in isolated locations, these portals for other
macroverses arouse the interest of both nomads and the Cult
of Glass - although the latter are still unable to accurately
detect their presence.
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2ND
INTER
VAL
This chapter will explain
the rules of the game.
After learning them, it is
recommended that players
explore at least a few
Episodes of “Incognito”, the
story of the Third Interval, to
familiarize themselves with
the mechanics. From there
they can create their own
narratives and characters.
64
THE CHARACTER
DIARY
65
CHARACTER DIARY N O M A D S
LIFE
x x x x x
STRENGTH PROTECTION
Revolver 15 Leather Jacket 2
TALENTS BELONGINGS
Agile $120
Investigator+ Leather Jacket (2)
Revolver (15)
EXPERIENCE
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SCENES, EPISODES
AND SEASONS
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DEVELOPING A SCENE
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ANSWERING QUESTIONS
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L I N K O N E : M E D U S A
the player who asked it to get the answer. Here comes the
deck of cards. He must draw a number of cards according to
the category of the question: one for logic, two for illogical
and three for impossible. If there is at least one red suit be-
tween the cards drawn, the answer is no. If all suits are black,
the answer is yes. Questions categorized as trivial need not
go through this process, the answer will always be yes.
When players want and it is necessary for the story,
the intensity of the answer, yes or no, can be calculated by
the value of the last card drawn. The higher the value, the
more intense the response. An ace will be a light yes or no,
something defined by a detail. For example, the door is lo-
cked, but the padlock is old and rusty, easy to break. At the
same time, a K will be an answer without a doubt. If you
want to know only the intensity of something already de-
fined in the Scene, draw a card and interpret the value.
For example, players prepare to make an assault.
They are in front of a bank. In turn, one of them asks if poli-
ce cars are parked nearby. The players define the statement
as illogical, as there is no reason for police cars to be parked
right in front of the bank at that moment. The player must
draw two cards. He pulls out the first - the suit is black - and
then pulls out the second - also black! Despite contradicting
the logic established by the players, yes, there are police cars
parked in front of the bank! How many? The last card was a
5, so the players played an average, logical amount of a car.
In another situation, players roam the desert in a sur-
real world. One asks if there is water there. Technically it
is possible, but very unlikely, that there is. Players define
the question as impossible. Drawing three cards, the player
obtains a red suit, the last card being a 9. In fact, the thirst
will continue to bother and there is no sign of water in sight.
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N O M A D S
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ACTIONS
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COMBAT
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L I N K O N E : M E D U S A
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N O M A D S
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COMBAT MOVEMENT
TAKING HITS
Players do not need to draw cards to find out if the
Enemies are successful in their attacks. Instead, they must
take action to try to avoid these attacks or mitigate them in
some way. It is important that players narrate their actions
and define the likelihood of success. It is up to them to use
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L I N K O N E : M E D U S A
SURPRISE ATTACKS
In some cases, an attack made against a distracted tar-
get can cause more serious damage. Someone who has his
back to the attacker, or who has no idea that the attacker
is there, when hit, will suffer damage as if the Strength of
the attack were twice more powerful than usual. Protection
continues to apply in the same way. Talents like Stealth can
help a character approach the target without being noticed.
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N O M A D S
VULNERABILITIES AND
RESISTANCES
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I SURRENDER!
It is possible that, during a fight, one or more NPCs will
give up fighting and try to escape or surrender. Players can, at
the end of the characters' action and before the attacks of the
Enemies, ask if any of the opponents will try to escape.
An NPC who has already lost more than half his Health
points is at risk of abandoning combat or surrendering to
save his skin. The behavior of the NPC influences this deci-
sion: rational beings who have something to lose may escape
or surrender more easily. Aggressive and irrational creatures
tend to fight to the death.
The question must be asked for each NPC, and it
works in the same way as a Scene development question.
"Will this NPC try to escape?" Players define whether the
statement is logical, illogical or impossible and decide on
the cards. If the NPC wants to escape the fight, he will try
to move to safety as quickly as possible. Distracted by other
Enemies, it is not uncommon for players to lose sight of him.
If there is no escape, they can surrender.
NPCs fleeing combat can open up important narrative
possibilities, as players may want to chase or capture them.
An opponent who manages to escape from combat can even
become an Enemy (see Allies & Enemies, p. 106) - the players
decide - and could come back later for revenge!
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TALENTS
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STRANGE THINGS
TABLE
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N O M A D S
EXTRAORDINARY THINGS
ALSO HAPPEN
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INGS TABLE
EXTRAORDINARY TH ppens ...
thing very good ha
Spades (♠) - Some ppens ...
( ♣ ) - So me th in g supernatural ha
Clubs ppens ...
thing very bad ha
Hearts (♥) - Some s! (Use the
turnaround happen
Diamonds (♦) - A
table.)
Turnaround (p.231)
.
A - With all NPCs
ho st ile NPC.
2 - With a
ne ut ra l NPC.
3 - With a
sc en e ob ject.
4 - With a e Scene.
En em y that appears in th
5 - With an ene.
already on the sc
6 - With an NPC th e en vi ro nment.
te of
7 - With the clima e Scene.
that appears in th
8 - With an Ally
ronment.
9 - With the envi
ter.
10 - With a charac
l th e ch aracters.
J - With al
object.
Q - With a scene
present.
K - With everyone
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FATE RUIN
X X X 105
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L I N K O N E : M E D U S A
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N O M A D S
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L I N K O N E : M E D U S A
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COMMANDING NPCS
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CHANGE OF PERSPECTIVE
The construction of Truths and the collection of Clues
are some of the changes that will occur during history. After
going through countless adventures and surreal situations,
the characters - and certainly the players - will have a so-
mewhat malleable idea about the concept of reality. What
could initially be seen as illogical or impossible - where has a
man with an ant's head ever been seen? - can become logical
or even trivial over a long journey.
That's how it works.
As the characters immerse themselves in Unreality,
the more it shows and the greater their ability to see throu-
gh the veil that hides it. Consequently, more strange things
happen around them and their relationship with the occult
will grow. In addition, as the stories get grander and the risks
greater, the characters will tend to draw more attention from
authorities - like the Cult of Glass - to supernatural events.
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EVOLVING
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SCENE EXAMPLE
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it is illogical.
[Alexandre draws two cards. Red, the second, a 9. The
answer is no.]
Alexandre: It really isn't. Your turn, Bruna.
Bruna: Well, if he's not there ... Shall we go in? Is anyo-
ne armed?
Alexandre: I am, I have a pistol. Better to leave it in
the car?
Renata: I think so. It will create problems in the
entrance.
Alexandre: Right. Pita goes to the car and leaves the
pistol in the trunk.
[Renata erases the pistol in her Diary].
Renata: We can note in Truths & Clues that the pistol
is in the trunk of the car, right?
Bruna: Yes. I will write it down here. Maria has acted,
has Pita done anything? It's Aretha's turn. Let's go in, then.
Renata: Right. Do we have any difficulties to enter? I
think it is illogical. We have nothing to fear. Let's go to the
cards. Okay, a “no” with intensity 3. The security guy scowls,
but we entered without problems.
Alexandre: My turn. Can Pita see the guy? By the way,
do we have this guy's name?
Bruna: We don't have his name. But we should know,
right?
Renata: Yes. Our contact said his name. Let's put it, I
don't know, Rafael.
Alexandre: Okay, I wrote it down here at the Clues.
Well, back to the question, can Pita see Rafael? I think it is logi-
cal, just a walk around the nightclub and we could see who is
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3RD
INTER
VAL
Once everyone understands
the rules of Nomads, players
must decide whether to
create characters and tell
their own stories or play
the Season proposed in this
chapter. Here we will have
fixed characters and a limit
of two players.
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A SEASON
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LIFE
STRENGTH PROTECTION
Unarmed 5 Leather Jacket 2
TALENTS BELONGINGS
Atentive
Technology
Agile
1 3 4 EXPERIENCE
LIFE
STRENGTH PROTECTION
Unarmed 5 Layers of old coats 3
TALENTS BELONGINGS
Fighter
Intelligent
Occultism
1 3EXPERIENCE
5
136
INTRODUCTION
137
Bach Le (Order #35754598)
N O M A D S
138
Bach Le (Order #35754598)
L I N K O N E : M E D U S A
EPISODE 1
A NIGHT LIKE ANY OTHER
MAIN OBJECTIVE
Girl and the Crow must confirm the identity of
Incognito as the one responsible for causing the fire. To do
this, they must locate a witness who can at least describe
him or link him to the location and time of the explosion in
the North Zone. The Episode ends as soon as they get this
confirmation.
139
IMPORTANT CLUES
The explosion occurred in the North Zone of the City,
an industrial region, known for the large number of abando-
ned buildings. In these places it is common for communities
of people to appear who have nowhere else to live. They
may have more information about the accident or possible
witnesses.
The North Zone is also home to Marduk, the Lord of
the Flies. He owns and lives in a nightclub called The Lady
of the Lake, and has a gang under his command - formed
mostly by criminals he calls Flies - which, in addition to col-
lecting information, also commands drug trafficking throu-
ghout the region. Marduk may be an important contact, but
he will certainly ask for something in return - a good way
to find out what he wants is to consult the Final Objectives
table (p.222). Always remember that Marduk is a dangerous
individual, and probably the favor to be done will not be
very simple.
HOW TO PROCEED?
Girl and Crow are outside the apartment in the South
Zone of the City. It is night and hardly anyone walks the
streets. The most likely action would be to go to the North
Zone and find the location of the explosion. The Girl has
a car that can be used for this. The TV report did not give
many clues, but perhaps following the police trail, or trig-
gering any contact that she or Crow may have, place them
closer to the exact place. From there, they can search for any
survivors or witnesses to the explosion. Or maybe the idea
is different: look for contacts in some bar or place that was
busy at the beginning of the night - the moment when the
explosion occurred.
140
141
142
143
EPISODE 2
AN UNEXPECTED PARTY
144
145
FINAL OBJECTIVE
Samir Delgado is having a party. Girl and the Crow
must enter and find him. Samir will be in a closed room. The
Episode ends as soon as the Girl and the Crow open the door
to the room.
146
IMPORTANT CLUES
Delgado is a secretive individual. Even at the events
he organizes, the entrepreneur is rarely seen. After arranging
to enter the party, the characters must explore the mansion
until they find him. The house is large with hedges, extensi-
ve walls, big lawns and lots of trees. On its three floors, the
mansion has more than fifteen rooms. Samir usually stays in
his quarters, on the third floor. Security guards armed with
pistols (Strength 10 / Protection 2 / Life 10 / Cautious) patrol
the mansion, and can take action if the characters are seen in
restricted locations.
HOW TO PROCEED?
The Girl and the Crow are ready for the party.
Incredulity makes other guests see Crow as a tall, thin and
weird man. Since neither was invited, entering the party can
be a problem.
TRIGGERS
… If the characters enter the main hall. The party
took place in a large hall in the central part of the house. The
gloom hid masked people in colorful clothes. Overhead, a
huge manta ray made of light flew over the unwary visitors.
Creatures posing as waiters, bright and strange birds flying
free, and Indian-themed music echoed through the space. In
the midst of this, guests drank and ate, many of them obli-
vious to the sights and sounds that surrounded them.
"So much glamour, but most don't even see it," said
Crow, pointing to a group of birds with four wings. “Whoever
sees it, will find a rational explanation. Did I ever tell you
about the time they asked to take a picture with me? They
thought my crow’s head was a costume. ”
147
148
"I
get my help."
t looks like we have visitors," a deep voice
echoed through the room. "On the night of
an unusual day, the children of Suri came to
149
150
EPISODE 3
HOLY PLACE
"L et's get this over with," said the Girl to the
Crow. They left for Sanctity early in the mor-
ning. They would arrive early and have se-
veral hours to explore the surroundings and ask questions.
They both knew that Sanctity was not the kind of place that
would welcome strangers with open arms. It would be good
to have some free time bang their head against a brick wall
until they bleed.
They would meet simple people, averse to modern
life, attached to traditions and absolutely conservative.
Sanctity was small, unattractive, banal.
"What is the reason? Why Holiness? ”, asked Girl.
“We don't know very well how the Void works, Girl.
Perhaps he has a plan yet to be revealed, or he is in Sanctity
by chance. ”
Crow straightened up, holding the handle beside the
passenger seat.
"Do you really trust Samir?", The Girl asked.
“I do. We have a good intel. It looks like he's really
there, ”said Crow, looking at the road. The landscape was
beautiful, uneven and very green. Hills rose around it and
trees formed tunnels of leaves and branches over the track.
“What about the thing about him not being alone?
That's what Samir said ... What do you think?
“I can't say. Suri told us it was just one agent of the
Void. If there were two he would know, wouldn't he? ”
"Did you bring a piece?", The Girl asked.
"Yes. This one."
Crow opened the glove compartment, revealing a re-
volver. Girl looked away from the road for a moment. Months
ago, long before the rumors of a nomad possessed by the
151
152
153
154
FINAL OBJECTIVE
IMPORTANT CLUES
Girl and Crow know that Incognito is in the city, but
that it certainly will not be in a busy place. Sanctity has some
main points to be explored, such as a church, a police station
- where only two policemen work -, an inn and some commer-
cial establishments.
HOW TO PROCEED?
Girl and Crow leave the car near the central square of
the city. From there, they will start exploring. Sanctity people
are curious, and any abnormal activity hardly escapes the sus-
picious eyes of the locals.
155
156
157
158
EPISODE 4
OUT OF CONTROL
159
FINAL OBJECTIVE
IMPORTANT CLUES
The Church is in the city center, not far from the main
square, where Girl and Crow left the car parked. The cha-
racters will be able to guide themselves through the tower
to reach it.
HOW TO PROCEED?
This Episode asks for a special rule: a different table
of Strange Things (the table beside this text) that must be
used every time the characters follow the path. The table will
tell you what's ahead. Each result can occur a maximum of
two times during the Episode; if a repeated card is drawn,
consider a higher, if possible, or lower result that has not yet
appeared. Some results show a Strength value and require
characters to take action to avoid damage. When this occurs,
each player must describe the action that his character will
perform - he can ask a question before that - to avoid the
damage, and the move is made in the same way as during
combat (p.80).
160
161
TRIGGERS
… If the characters arrive in the central square
of the city: Horrified by the chaos that surrounded her, Girl
staggered to the central square, looking in her pockets for
the car keys. She touched her trousers and, before reaching
into her pocket, saw her car on fire.
"Come on!", screamed Crow. "We need to move
on!"
162
163
164
EPISODE 5
MEDUSA
165
FINAL OBJECTIVE
The Final Objective of this Episode is to reach the
Medusa after capturing Jonas's sister. The Season ends when
that happens.
IMPORTANT CLUES
Suri knows that Jonas's sister lives in a big house at
the end of Sanctity main street, but she doesn't know the
exact address. The characters - Suri, Girl and Crow will go
there, while Ducann stays in the Church - must go there and
convince her or compel her to accompany them. The medu-
sa is located in an abandoned train station about two miles
from the city center.
166
HOW TO PROCEED
Leaving the church, the characters are faced with a
scenario of destruction. In the streets, people try to help the
wounded, put out fires and contain chaos. The characters
can get Clues from the townspeople to find out where Jonas'
house is - as it's a small town, people know him - and the
train station. When a Strange Thing happens, players must -
if the characters are in the downtown area - use the table in
Episode 4 (p.123). During the Episode, Jonas is a rare sight,
flying over the city and still causing destruction. Players must
take turns controlling Suri's actions (p.112).
TRIGGERS
…if the characters arrive at Jonah's house: The house
was on a large, grassy land without bars. Approaching her,
the Girl and the Crow noticed a door ajar.
"Let's go slow," said Suri. The trio entered in silen-
ce and found a large room. A sofa covered with a crochet
blanket, a central table with a flower pot, a bookcase, pictu-
res and a colorful rug filled the space. Ahead, in a dimly lit
corridor, there was a young woman. Sitting on the floor and
hugging her knees, she was crying.
"Alice," said Suri, "we came for your brother."
The girl turned to him, her eyes moist. "I couldn't
help him," he whined.
167
168
169
170
wave emanated from him, and a gust of wind sent leaves and
debris flying across the station.
Mickey opened his arms and raised his head.
“That is it, Jonas! Let it flow, let it all come out, do not
spare anything or anyone!”, he shouted.
"Let her go!"
“Shoot, fuck! Shoot now or you will go with him! ”, Suri
ordered.
Girl heard everything, but could not understand what
she was listening. It was as if the space around her was domi-
nated by a cacophony of noises and voices.
"Let's make things easier here," said Mickey, smiling.
From inside the black coat he pulled out a long knife and hur-
led it at Alice. The gun went deep into the young woman's eye,
which softened in Suri's arms until she fell to the floor.
"No!", shouted Jonas.
“Crow! I told you to shoot her!”, shouted Suri, shooting
at Girl.
Before he could fire a second time, he was knocked
down by Jonas' punch and let the pistol fly away. Crow ran,
crouching beside the Girl. He saw the blood pouring through
her coat.
"No, no, no, no!"
"Leave her. Leave it her to me, said Mickey.
"No!", Crow shouted. "Never!"
Gathering Girl in his arms, Crow looked at the Medusa
billowing a few feet away. He also saw Jonas, screaming, exa-
mining Alice's body, oblivious to Suri, unconscious on his side.
In a last effort, the Crow ran to the Medusa and, pressing the
Girl against his own body, threw himself through the portal.
171
172
173
4TH
INTER
VAL
The infinite universes
of Nomads are full of
possibilities for stories and
characters. In this chapter
we will look at how to create
these people and situations.
174
CREATING
CHARACTERS
175
176
177
178
BASE OF OPERATIONS
Depending on the relationship established between
the characters, players can decide that they have a base of
operations, a place to meet. It can be an apartment, an office,
the basement in a lady's house, or any other place where they
can keep their supplies, weapons, clues and whatever else
they want. Players can use the Places in the City (p.218) or
Strange Places (p.219) table to define where it will be.
The base of operations can open up narrative oppor-
tunities for both the benefit of the characters and their down-
fall. What if the Antagonist finds out the location of the base?
What if she is attacked by her soldiers? Establishing a place
that represents the union of the characters helps in develo-
ping the connection between them and provides a safe envi-
ronment - until proven otherwise - for them to make plans
and interact with each other. If players decide that their cha-
racters have a base of operations, note this information on
the Truths & Clues card.
179
STARTING A SEASON
180
181
REVELATIONS
Revelations are conditions - one for each Episode -
that will give a Season a particular atmosphere. Before star-
ting, players can choose to use one of the four Reveal ta-
bles: Adventure (p.227), Action (p.228), Horror (p.229) and
Mystery (p.230). Each table will influence the mood of the
narratives in a different way, and it is recommended that the
same table be used throughout the Season.
Before the first Episode - and at the end of each one
- players must draw a Revelation. Revelations add particu-
lar elements to the plot, and may or may not be followed
by players. If they, for example, choose the Adventure table
(p.227), at the end of the first episode they must draw a card.
Let's say the result was a 4 of Clubs. In the next Episode, an
NPC or his allies will return seeking revenge. If a statement
from the table does not make sense in the context of the
story being narrated, players can go ahead and ignore it.
182
CREATING EPISODES
A Season in Nomads is divided into five Episodes.
Each Episode is divided into an indefinite number of Scenes.
It is recommended that an Episode be played from beginning
to end in the same game session.
Each Episode must have its own Final Objective.
Players can create these details on their own or using the
Final Objectives table (p.222) to define what the charac-
ters will need to do to complete the Episode. Continuing
the previous example, players use the Final Objectives table
and obtain "Steal / Kidnap a person." Without ideas, they
use the Human NPCs table (p.221) to know who should be
kidnapped. The result is "an adult criminal".
They decide that there is a dealer known for selling
potions and formulas to the alchemist, but that he will not
cooperate with the investigations. So they must kidnap him.
Then they use the Places in the City table (p.218) to know
where to look. A J of Hearts indicates that the criminal may
be in an isolated location. Finally, the players consult the
table of Climatic Conditions and define that the story begins
on a clean night, thanks to an 8 of Hearts.
If players are unsure of where to start or lock in the
narrative during the Episode, they can use the Immediate
Objectives table (p.223) to create an obstacle that must be
overcome immediately. In this example, players draw a 9 of
Diamonds: "understand / interrogate an enemy". They deci-
de that there is a gang member of the drug dealer who must
know where the place is.
183
184
CREATING SCENES
The action starts after the Season and Episode details
are defined. Players must decide where their characters begin
the Episode. Are they on an operations basis? In the street?
In any difficult situation after the previous episode? Having
defined this, they create the design of the first Scene, esta-
blishing one or more goals. Then, choose one of the players
to start, developing the Scene or taking an action. Players
continue until the Scene’s goal is completed and / or a new
Scene begins.
If we take the previous situation as an example, let's
say that the players decided that the characters start the
Episode together in a cafeteria, adjusting the details of the
kidnapping. They define that they need to find a way to find
out where is the gang member who can have more informa-
tion about the site. One of the characters is a former police
officer, and the player states that he will try to call one of his
contacts to get more Clues.
The player asks, "Does my contact know more infor-
mation about that member?" The group decides that it is il-
logical for a contact to know such specific information. They
draw cards and the answer is no. The next player says, "Ask
if he knows anyone who might know more." This time - in a
question that players define as logic - the answer is yes; the
card drawn is a 6, a yes with an average degree of certainty.
Thus, players decide that this new contact will not meet a
stranger over the phone, and players must go to him. Using
the Places in Town table, players discover that he is in an
abandoned building. The scene ends when the group leaves
the cafeteria and decides to investigate the building.
185
CLOSING AN EPISODE
Each Episode has a Final Objective that must be ful-
filled by the characters. When this objective is achieved, the
Episode must be closed and any player can declare this clo-
sing. Of course, it is always recommended that the ending
take place in a bombastic way, or that you leave a hook for
the next Episode. To facilitate this process, players can, when
reaching the Final Objective, consult the Revelations table
(p.227-230) for the next Episode. Together, they must inter-
pret the result and establish a beginning for the next part of
the story, ending the current Episode.
186
SO,
TO START THE GAME...
175)
Who are the characters? (p.
ween them?
What is the relationship bet
(p.226)
tions?
Do they have a base of opera
(p.179)
(p.222)
What is the final objective?
What if they fail? (p. 211)
0)
Who is the Antagonist? (p. 20
201)
What is his motivation? (p.
be? (p.227-
What kind of Season will it
230)
(p.227-
What will the revelation be?
230)
first Episo-
What is the objective of the
de? (p.222)
rt? (p. 218)
Where do the characters sta
tive? (p.223)
Is there an immediate objec
187
188
189
190
191
5TH
INTER
VAL
Sometimes the most difficult
thing is to take the first step.
This chapter provides some
starting suggestions for your
stories, as well as the profile
of several characters for you
to use in your narratives and
a list of tables to generate
details during the game.
192
IT STARTED
LIKE THIS
ALIEN
The characters must confront a Strange Creature
(p.209). Possessed by the Void, the creature will try to find
nomads and destroy them. However, the Cult of Glass may
also be interested in it, using it as a way to find unsuspec-
ting nomads. A representative of the Guild gathered the cha-
racters at a location in the City (p.218) and ordered them
193
194
story. The fact is that they must set up a defense and repel
the attack of a large number of Enemies. In the first episode
they need to spy on opponents to know how many are fa-
cing. In the second, they decide to try to shoot down an im-
portant Enemy, hidden at night, to weaken the attackers. In
the third - possibly the end of the Season - they must arm the
defense and repel the attack. For this Episode, it is important
that players draw a detailed plan of the place to be defended,
identifying access points, locked doors and other relevant
information. The Antagonist (p.200), in this case, can be the
leader of the attackers.
THE THING
A strange plague is turning people into monsters.
Those infected become hostile homicidal creatures and, in
a second moment, they begin to develop animal characte-
ristics, such as sharp teeth and claws, losing hair and skin
color. The final stage of transformation causes rationality to
disappear altogether. An ally, friend, or person important
to a character has been infected with the disease, and the
characters must find a cure. There are reports of an ancient
and nomadic recluse - perhaps a Strange Creature (p.209) -
who deals with all types of alchemy. He may have answers. In
the first Episode, players must track it. The story can revolve
around healing, finding the cause of the anomaly or elimina-
ting whoever is spreading the disease.
195
HUMANS
During the narrative, players will encounter different
people with varying degrees of combat skills. So that you don't
have to interrupt the story with the creation of character profi-
les, we list a series of generic characteristics that can be adap-
ted to the most diverse NPCs.
COPS
Strength 12 (Revolver) / Protection 0 / Life 12
Talents: Agile
Behavior: Cautious
ELITE POLICE
Strength 16 (Rifle) / Protection 5 (Vest) / Life 15
Talents: Gunner / Agile
Behavior: Cautious
CIVILIAN
Strength 5 (Unarmed) / Protection 0 / Life 10
Talents: None.
Behavior: Inexperienced
ARMED CRIMINALS
Strength 15 (Pistol) / Protection 0 or 5 (Vest) / Life 12
Talents: Gunner / Agile
Behavior: Inexperienced
GANG MEMBERS
Strength 7 (Knife) / Protection 2 (Leather Jacket) / Life 10
Talents: Fighter
Behavior: Inexperienced
196
CREATURES
Unreality brings creatures of innumerable forms and
types, from humanoids to those that challenge our unders-
tanding. The following profiles are generic definitions, and
players can use them to determine the abilities of different
types of creatures.
ÁGILE HUMANOID
Strength 6 (Claws) / Protection 3 (Chest-guard) / Life 12
Talents: Agile
Behavior: Aggressive
STRONG HUMANOID
Strength 9 (Claws) / Protection 3 (Chest-guard) / Life 12
Talents: Strong
Behavior: Aggressive
LARGE CREATURE
Strength 13 (Claws) / Protection 3 (Chest-guard) / Life 35
Talents: Slow (negatively affects the action)
Behavior: Aggressive
GIANT CREATURE
Strength 17 (Claws) / Protection 5 (Chest-guard) / Life 100
Talents: Slow (negatively affects the action) / Strong
Behavior: Aggressive
197
LIST OF TABLES
ANTAGONIST & THEIR MOTIVATIONS (p.201)
ANTAGONISTS (p.200)
CHARACTER CONFLICTS (p.210)
CLIMATE CONDITIONS (p.208)
COMMON EQUIPMENT (p.214)
COMMON WEAPONS (p.202)
CONSEQUENCES (p.211)
CRITICAL HITS (p.212)
EXOTIC EQUIPMENT (p.216)
EXOTIC WEAPONS (p.205)
EXTRAORDINARY THINGS (p.207)
HUMAN NPCS (p.221)
IMPORTANT EVENTS (p.217)
INJURIES & HEALING (p.213)
NOT WHAT HAPPENED… (p.220)
OBJECTIVES – FINAL (p.222)
OBJECTIVES – IMMEDIAT (p.223)
PLACES IN THE CITY (p.218)
PLOT TWIST (p.231)
PROBLEMS (p.225)
RARE EQUIPMENT (p.215)
RARE WEAPONS (p.203)
RELATIONSHIP BETWEEN CHARACTERS (p.226)
REVELATIONS - Action (p.228)
REVELATIONS - Adventure (p.227)
REVELATIONS - Horror (p.229)
REVELATIONS - Mystery (p.230)
SEARCHING A HUMAN (p.232)
STRANGE CREATURES (p.209)
STRANGE THINGS (p.206)
TACTICS - Aggressive (p.233)
TACTICS - Cautious / Inexperienced (p.234)
VULNERABILITIES & RESISTANCES (p.235)
WEIRD PLACES (p.219)
198
199
ANTAGONISTS
Spades (♠) - A group of…
Clubs (♣) - One or more…
Hearts (♥) - A powerful…
Diamonds (♦) - An intelligent…
A - Cultist (s).
2 - Entrepreneur (s).
3 - Police officer (s).
4 - Punk (s).
5 - Strange creature (s).
6 - Scholar (s).
7 - Criminal (s).
8 - Dealer (s).
9 - Militiaman (s).
10 - Psychopath (s).
J - Strange creature (s).
Q - Politician (s).
K - An Incognito.
200
A - Destroy a character.
2 - Destroy all the characters.
3 - Steal something that the characters have.
4 - Capture a character with life.
5 - Capture a loved one from a character.
6 - Find an important location for the characters.
7 - Prevent characters from completing an Objective.
8 - Spread chaos, just.
9 - Destroy an important ally.
10 - Seduce a character to go to your side.
J - Cause a disaster in the City.
Q - Ban the characters from this plan.
K - Kill indiscriminately.
201
COMMON WEAPONS
Spades (♠) - A precarious… (-2 Strength)
Clubs (♣) - A reasonable …
Hearts (♥) - A good (good)… (+1 Strength)
Diamonds (♦) - An excellent… (+2
Strength)
A - Knife (7)
2 - Machete (9)
3 - Hammer (6)
4 - Construction hammer (10)
5 - Iron bar (8)
6 - A 2 by 4 (7)
7 - Chain (6)
8 - Pocket knife (6)
9 - Razor (7)
10 - Revolver (15)
J - Shotgun (20)
Q - Dagger (9)
K - Sword (12)
202
RARE WEAPONS
ength)
Spades (♠) - Precarious… (-3 Str
Clubs (♣) - Ok …
ength)
Hearts (♥) - Good (good)… (+1 Str
Strength)
Diamonds (♦) - Excellent… (+3
A - Dagger (9)
2 - Sword (12)
3 - Construction hammer (10)
4 - Brass knuckles (9)
5 - Baseball bat (10)
6 - Pistol (20)
7 - Shotgun (22)
8 - Revolver (15)
9 - Machete (9)
10 - Revolver (15)
J - Hunting Rifle (20)
Q - Dagger (9)
K - Katana (16)
203
204
E XOTIC WEAPONS
Spades (♠) - A prec
arious… (-3 Streng
Clubs (♣) - A reason th)
able …
Hearts (♥) - A good
(good)… (+1 Streng
Diamonds (♦) - A th)
n excellent… (+3
Strength)
A - Ritualistic Dag
ger (12)
2 - Katana (16)
3 - Crossbow (17)
4 - Pistol (18)
5 - Medieval Swor
d (18)
6 - Ancestral Dagge
r (20)
7 - Sniper rifle (2
2)
8 - Military Rifle
(25)
9 - Remote explos
ive (25)
10 - Grenade (20)
J - Battle Axe (25)
Q - Spear (20)
K - Ancestral Swor
d (30)
205
STRANGE THINGS
Spades (♠) - Something
good happens ...
Clubs (♣) - Something cu
rious happens ...
Hearts (♥) - Something str
ange happens ...
Diamonds (♦) - Someth
ing bad happens ...
A - With all NPCs.
2 - With a hostile NPC.
3 - With a neutral NPC.
4 - With a scene object.
5 - With an Enemy that
appears.
6 - With an NPC already
on the scene .
7 - With the climate of th
e environment.
8 - With an Ally that ap
pears in the Scene .
9 - With the environmen
t.
10 - With a character.
J - With all the character
s.
Q - With a scene object.
K - With everyone prese
nt.
206
EXTRAORDINÁRIAS_
TABELA DE COISAS ppens ...
thing very good ha
Spades (♠) - Some ur al ha ppens ...
bs (♣ ) - So me thing supernat
Clu ppens ...
thing very bad ha
Hearts (♥) - Some pp en s! (Use the
on ds (♦ ) - A plo t twist ha
Diam
31.)
Plot Twist table p.2
.
A - With all NPCs
ile NPC.
2 - With a host
ra l NPC.
3 - With a neut
e ob ject.
4 - With a scen e Scene.
W ith an En em y that appears in th
5 - ene.
already on the sc
6 - With an NPC vi ro nment.
te of the en
7 - With the clima s in th e Scene.
that appear
8 - With an Ally
ronment.
9 - With the envi
ar ac ter.
10 - With a ch
e ch aracters.
J - With all th
e ob ject.
Q - With a scen
ne pr esent.
K - With everyo
207
CLIMATE CONDITIONS
Spades (♠) - During the morning ...
Clubs (♣) - During the afternoon ...
Hearts (♥) - At dusk ...
Diamonds (♦) - At dawn…
208
STRANGE CREATURES
Spades (♠) - A human with a head like a…
Clubs (♣) - A creature that resembles a…
Hearts (♥) - A humanoid that looks like a…
Diamonds (♦) - A human with a head like a…
A - Mouse.
2 - Spider.
3 - Crow.
4 - Goat.
5 - Dog.
6 - Eagle.
7 - Bat.
8 - Fish.
9 - Fly.
10 - Wolf.
J - Snake.
Q - Lizard.
K - Octopus.
209
CHARACTER CONFLICTS
A - Revenge.
2 - Escape.
3 - Relationship.
4 - Money.
5 - Political power.
6 - Love.
7 - Family.
8 - Justice.
9 - Wisdom.
10 - Freedom.
J - Truth.
Q - Escape.
K - Revenge.
210
CONSEQUENCES
211
CRITICAL HITS
Spades (♠) - Head
Red (♥♦) - Dead!
Black (♠♣) - +7 damag
e
Hearts (♥) - Torso
Red (♥♦) - +5 damage
Black (♠♣) - Falls!
Clubs (♣) - Arms
Red (♥♦) - Drops the
gun .
Black (♠♣) - Can't attac
k in the next round .
Diamonds (♦) - Legs
Red (♥♦) - Falls!
Black (♠♣) - +3 damag
e.
2 1221 2
213
COMMON EQUIPMENT
Spades (♠) - A precarious… (-2)
Clubs (♣) - A reasonable …
Hearts (♥) - A good (good)… (+1)
Diamonds (♦) - An excellent… (+2)
Life).
A - First aid kit (+5
fe).
2 - Painkillers (+3 Li
or.
3 - Key to a locked do
ord .
4 - Access card / passw
(p.123).
5 - Common Weapon
ection 2).
6 - Heavy jacket (Prot
ant tracks.
7 - Mobile with relev
8 - Notebook .
9 - $ 100 in cash .
10 - $ 50 in cash .
(p.123).
J - Common Weapon
an Immediate
Q - Object related to
Objective , if any.
forms a Clue
K - An object that in
tive .
about the Final Objec
214
RARE EQUIPMENT
Spades (♠) - A precarious… (-2)
Clubs (♣) - A reasonable …
Hearts (♥) - A good (good)… (+1)
Diamonds (♦) - An excellent… (+2
)
A - First aid kit (+5 Life).
2 - Common Weapon (p.202).
3 - $ 150 in cash .
4 - A cell phone with important
tracks.
5 - An object of power.
6 - Notes related to the Final Ob
jective .
7 - $ 150 in cash .
8 - Key / password / access to an
important
place .
9 - Rare Weapon (p.203).
10 - Strong painkillers (+6 Life).
J - Object that reveals informati
on about the
Antagonist.
Q - Object related to an Immedi
ate Objective ,
if any.
K - Object relevant to the Final
Objective .
215
EXOCTIC EQUIPMENT
Spades (♠) - A precarious… (-2)
Clubs (♣) - A reasonable …
Hearts (♥) - A good (good)… (+1)
Diamonds (♦) –An excellent… (+2
)
A - First aid kit (+8 Life).
2 - Rare Weapon (p.203).
3 - $ 200 in cash .
4 - $ 150 in cash .
5 - Key / password / access belong
ing to
the Antagonist.
6 - Rare Weapon (p.203).
7 - Two Rare Equipment.
8 - Restricted analgesics (+10 Lif
e).
9 - Collect bulletproof (Protecti
on 5).
10 - $ 150 in cash .
J - Object that reveals a weakne
ss of the
Antagonist.
Q - Object that can resolve an Imm
ediate
Objective , if any.
K - Object very relevant to the
Final Objective .
216
IMPORTANT EVENTS
A - An air accident.
2 - Robbery of great proportions.
3 - Murder of an important person.
4 - Accident / explosion that left many dead.
5 - A ritualistic murder.
6 - The announcement of a major event in the city.
7 - The beginning of a war between criminal factions.
8 - A kidnapping, still to be concluded.
9 - The mysterious disappearance of a known nomad.
10 - The arrival of members of the Cult of Glass.
J - The arrival of Guild agents to the City.
Q - The appearance of a new nomad in the City.
K - The appearance of a Strange Creature in the City.
217
218
STRANGE PLACES
A - An abandoned slaughterhouse.
2 - A container depot.
3 - A disabled hospice.
4 - A destroyed plantation.
5 - A large dead tree.
6 - A deserted crossroads.
7 - An abandoned house.
8 - An abandoned hospital.
9 - A lake.
10 - A mysterious hut.
J - The terrace of a building under construction.
Q - The abandoned carcass of a large vehicle.
K - A house in the forest.
219
222200
HUMAN NPCs
Spades (♠) - A teenager…
Clubs (♣) - An old man …
Hearts (♥) - One adult…
Diamonds (♦) - A young adult…
A - Homeless person .
2 - Garbage collector.
3 - Police .
4 - Criminal .
5 - Public official .
6 - Drunk .
7 - Entrepreneur.
8 - Driver.
9 - Student.
10 - Victim.
J - Worker.
Q - Visibly armed person .
K - Maybe a nomad .
Red - Woman
Black - Man
221
FINAL OBJECTIVES
A - Rescue / Recover ...
2 - Destroy / Kill ...
3 - Escort / Explore / Get ...
4 - Steal / Kidnap ...
5 - Protect ...
6 - Redeem / Find ...
7 - Track ...
8 - Convince / Understand ...
9 - Investigate / Find ...
10 - Recruit / Get / Dominate ...
J - Destroy / Kill ...
Q - Steal / Kidnap ...
K - Dig up / Free ...
A - One person.
2 - An artifact.
3 - A place of power.
4 - A nomad.
5 - An object of great value.
6 - Secret information.
7 - A secret cult.
8 - A creature.
9 - A city location.
10 - An Enemy or Ally.
J - A new NPC (p.123)
Q - One person.
K - A Medusa.
222
M E D IAT E OBJECTIVES
IM
Face
(♠ ) - U n b lo ck / Unlock /
Spades Con-
se s (♣ ) - A ct ivate / Call /
Pau
vince
et / Find
Hearts (♥) - G Unveil
o n d s (♦ ) - Understand /
Diam
/ Interrogate
n.
A - A locatio
.
2 - A vehicle
r passage .
3 - A door o lp hone / System
.
u te r / C el
4 - Comp
ergy.
5 - Electric en
ant object.
6 - An import .
known or not
7 - An NPC,
8 - An Ally.
y.
9 - An Enem
o r passage .
10 - A door
systems.
J - Security
ore
Q - One or m
Enemies.
of
K - A group
Enemies.
223
224
PROBLEMS
Spades (♠) - The character…
Clubs (♣) - A family member ...
Hearts (♥) - An Ally / friend ...
Diamonds (♦) - The character…
225
A - Friends.
2 - Lovers.
3 - Criminals.
4 - Classmates / faculty.
5 - Co-workers.
6 - Accomplices to a crime.
7 - Fugitives.
8 - Prisoners in the same place.
9 - Neighbors.
10 - Debtors of someone dangerous.
J - Enemies united for a common cause.
Q - Attendants from the same place.
K - Witnesses to a supernatural phenomenon.
226
REVELATIONS - ADVENTURE
Episode 1 - Introduction
Spades (♠) - A new NPC appears with some connection to the Final Objective.
Clubs (♣) - Characters are looking for a Clue that points to the Final Goal.
Hearts (♥) - The characters have contact with the Objective,
but without fulfilling it.
Diamonds (♦) - An old Enemy of the characters appears.
Episode 3 - Counterattack
Spades (♠) - The Antagonist appears to try to beat the characters.
Clubs (♣) - The Antagonist sends someone to stop the characters.
Hearts (♥) - A new clue appears, but the antagonist is protecting it.
Diamonds (♦) - The Antagonist tries to change the situation
to invalidate a clue.
Episode 4 - Discovery
Spades (♠) - Characters will be able to find a Clue to take them to the Final Goal.
Clubs (♣) - The Antagonist makes a mistake and reveals the location of a Track.
Hearts (♥) - The Final Objective changes and the characters must adapt.
Diamonds (♦) - The Final Goal or a Clue that leads to it is under threat.
227
REVELATIONS - ACTION
Episode 1 - Inciting a fight
Spades (♠) - Soldiers of the Antagonist attack the characters.
Clubs (♣) - An important NPC tries to escape from the characters.
Hearts (♥) - Characters must flee from the Antagonist or an Enemy.
Diamonds (♦) - The characters are ambushed by soldiers of the Antagonist.
Episode 3 - Complications
Spades (♠) - Soldiers of the Antagonist appear.
Clubs (♣) - The characters encounter the Antagonist, but he manages to
escape.
Hearts (♥) - The characters' base of operations is attacked.
Diamonds (♦) - The Antagonist finds the characters, tries to kill them and
escapes.
228
Episode 2 - Downhill
Spades (♠) - The Antagonist captures / kills an Ally.
Clubs (♣) - Characters lose their means of communication.
Hearts (♥) - An Enemy ambushes him.
Diamonds (♦) - An Ally is captured and asks for help.
Episode 3 - Despair
Spades (♠) - The Antagonist appears, but characters cannot kill him.
Clubs (♣) - The Antagonist kills an Ally.
Hearts (♥) - Characters encounter a hostile Strange Creature.
Diamonds (♦) - Characters are captured.
229
REVELATIONS - MYSTERY
Episode 1 - The beginning
Spades (♠) - An NPC appears with information about the Final Objective.
Clubs (♣) - An Ally is missing.
Hearts (♥) - An Enemy was seen in the City asking about a character.
Diamonds (♦) - The clue that the characters are looking for is in an isolated
place.
Episode 2 - Complications
Spades (♠) - The clue found was not what the characters thought.
Clubs (♣) - An Ally comes up with new information.
Hearts (♥) - An Enemy tries to hinder the characters.
Diamonds (♦) - The characters were tricked in the first Episode.
Episode 4 - Problems
Spades (♠) - The characters come face to face with the Antagonist, but he
escapes.
Clubs (♣) - A Plot Twist (p.231) occurs!
Hearts (♥) - An Ally proves to be an Enemy.
Diamonds (♦) - An Enemy proves to be an Ally.
230
PLOT TWISTS
A - An Ally proves to be a traitor.
2 - An Enemy reveals himself to be an Ally.
3 - A clue collected by the characters is actually false.
4 - The Antagonist was present in the Scene without
the characters knowing it.
5 - If the characters are on the run, someone comes up
to attack them.
6 - An Enemy left a trap for the characters in this place.
7 - A hostile Strange Creature appears!
8 - The Antagonist's motivations are not what the
characters think they are.
9 - An NPC is dominated by the Void and becomes
hostile to the characters.
10 - The characters accidentally go to another universe
through a mirror.
J - An Enemy harms an Ally.
Q - An Ally is killed / captured in mysterious
circumstances.
K - An Ally proves to be a traitor.
231
SEARCHING A HUMAN
Spades (♠) - Only one …
Clubs (♣) - One (a) ... and something else .
Hearts (♥) - One (a) ... and money.
Diamonds (♥) - Only money and nothing
more .
A - Key.
2 - Common weapon (p.202).
3 - Important clue .
4 - Cell phone .
5 - Documents of a deceased person .
6 - Key.
7 - Common equipment (p.214).
8 - Secondary track .
9 - Nothing useful .
10 - Cigarettes / Candy / Drugs.
J - Key.
Q - Rare weapon (p.203).
K - Rare equipment. (p.215)
232
COMBAT TACTICS
AGGRESSIVE!
Spades (♠) - Enemies advanc
e…
Clubs (♣) - Enemies await
...
Hearts (♥) - Enemies await
...
Diamonds (♦) - Enemies ad
vance …
A - And they attack with fire
arms.
2 - And attack with +2 Stren
gth .
3 - They attack and try to sur
round the cha-
racters.
4 - They attack the most inj
ured of the group.
5 - They attack whoever is
closest.
6 - Try to surround the player
s.
7 - They try to protect thems
elves if they have
fewer.
8 - Try to escape if you are
alone and with less
than 10 Life.
9 - They attack and try to prot
ect themselves.
10 - They try to immobilize
the characters.
J - They use some special tal
ent, if they have
one, or attack .
Q - They use some special tal
ent, if they have
one, or attack .
K - They use some special tal
ent, if they have
one, or attack .
233
COMBAT TACTICS
CAUTIOUS / INEXPERIENCED
Spades (♠) - Enemies advance…
Clubs (♣) - Enemies await ...
Hearts (♥) - Enemies retreat…
Diamonds (♦) - Enemies advance…
234
Bach Le (Order #35754598)
L I N K O N E : M E D U S A
VULNERABILITIES &
RESISTANCES
Spades (♠) - The creature is afraid of…
Clubs (♣) - The creature is vulnerable to ...
Hearts (♥) - The creature is resistant to…
Diamonds (♦) - The creature is attracted to…
A - Fire.
2 - Light.
3 - Water.
4 - Acid.
5 - Electricity.
6 - Rare metals.
7 - Any metal.
8 - Silver.
9 - Gold.
10 - Symbols of power.
J - Some specific artifact.
Q - Break up.
K - Beheading.
235
Bach Le (Order #35754598)
N O M A D S
CHARACTER DIARY N O M A D S
LIFE
STRENGTH PROTECTION
TALENTS BELONGINGS
2 3 6 EXPERIENCE
FATE RUIN
237
INDEX
Actions 79
Allies 106
Antagonist 180, 200
Attacks 80, 84
Base 179
Basic Talents 95, 118
Character Diary 65–68, 237
Characters 116, 175–177
City 54–59
Creatures 119, 209, 197
Critics 81, 212
Damage 80, 85, 86, 212
Death 67, 114
Empty 37
Enemies 196, 200
Enhanced Talents 116, 117, 118
Episodes 72, 180
Equipment 88, 214–216
Experience 116, 185
Fate 100
Healing 88, 213
Hooks 185
Incognitos 44–45, 131
Incredulity 46
Intensity 77
Life Points 67, 80, 81, 88, 114, 213
Logic 20, 70
Medusa 36, 39, 42
Mirrors 40,
Movement 84, 108
Narrative 18
NPCs 73, 112, 221
Objectives 182, 185, 186, 222, 223, 224
Plot Twists 102, 231
Questions 20, 70, 74, 76
Realities 28, 109
Relations 108, 226
Resistors 86, 235
Revelations 185, 227–230
Ruin 100, 102
Scene 74, 76, 108
Seasons 72, 180
Starting 180, 187
Strange Things 96, 100, 206
Surprise attacks 85
Tables 198
Tactics 82, 84, 233, 234
Talents 68, 79, 92, 118
Triggers 132
Truths & Clues 99, 104–107
Vulnerabilities 86, 95, 235
Weapons 80, 88, 202, 203, 205
Wildcard 106
Wounds 88, 213
238
239
240
241
242
243
THE FIRST LINK, WHEN THE UNIVERSE IS SHAPED BY THE DANCE OF THE MEDUSAE.
244