Astro Inferno Quickplay

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QUICKPLAY RULES BETA 2.

0
This is a work in progress and do not represent
the finished product.

The views presented in this work


do not represent the views of Haxan Studios.
We have a much darker and less optimistic view
of humanity as a whole.
THE WORLD WAS

REGE
2688
NES
IS
ON FIRE
The red dust had swept the surface for 72
hours of screaming horror. 28 billion bodies were
turned into blood yarn, pulled into the skies
like a bloody cobweb of infernal evil,
when the Red gods emerged from
the Michigan Red.

THE EVER GROWING AI FACTORIES BUILT OVERNIGHT

RISING LIKE CHIMERIC


THORNS
towards the sky, as far as eyes could see, dust and
smoke hiding the sun. The crown of man's creation
turned into nightmares.

Desperate survivors in bunkers and vaults turned to


science, but were once again betrayed by machines
and contagious nano viruses not bound by physical
barriers or range, terminating whole settlements deep
underground and even space stations off-world.

but were met


THEY
PRAYED
TO THEIR
GODS

with
In this most desperate moment, an unknown
number of settlements turned to darkness,
sacrificing their loved ones in unholy rituals,
praying to the dark lord for salvation -

silence and Satan answered.


THE CREATION IN ASHES
The Rapture 13:4:1
4:1 As Death embrace our souls,
predictions freeze into https://astroinferno.com/soul-size-chart.jpg
a single moment in time.
4:2 The Lamb, the seven headed hydra, fire and death.
Asmodai VIII 4:3 8th day - The seed bearing plants,
the strangling fruit trees and fruits of earth turn into poison.
Beelzebub IX 4:4 9th day - Mankind and all his creations
the lord of flies like lice scattered into darkness.
Mammon X 4:5 10th day - All living things
the trickeling mind turned inside out and cast into the void.
Belphegor XI 4:6 11th day - Night and day merge
the forsaken soul into the dusk of the five witches.
Abbadon XII 4:7 12th day - Mountains and rock
the bottomless pit melt into fire as the surface crumbles.
4:8 13th day - Sky and sea
Raven & theLeviathan XIII
writhing ophidian reach their fourth state as the universe boils.
the Maelstrom
Lucifer XIV 4:9 14th day - Light and darkness
the morning star knit together into one and inverted into the Abyss.
Mephistopheles XV 4:10 15th day - Dream and Myth lost
the third pool of sacrifice into the black void as the creation is undone.

4:12 Ensue the Great Fog, colder than the eyes of god.

Hail the Black Emperor and the Kingdom of the Black Ghost!
B E TA RU LESE T
WELCOME MAGGOT!

HERE YOU WILL FIND A SELECTION


OF RULES FROM THE SYSTEM
USED IN ASTRO INFERNO

THIS IS A LIVING DOCUMENT


BEING UPDATED AS WE MAKE
RELEVANT CHANGES

FOR THE LATEST VERSION VISIT


www.astroinferno.com/quickplay.pdf

TO PRE-ORDER ASTRO INFERNO VISIT


https://astro-inferno.backerkit.com/hosted_preorders

THIS DOCUMENT INCLUDES

5. Introduction
EVERYTHING IS SUBJECT TO CHANGE

8. The Fractured World (World overview)


14. The Unlaw
15. Core Mechanics
20. Character Creation
25. 3 Forms
29. 3 Destinies
31. Example gear
32. Example guns
33. Skills
39. BETA Corruptions
41. BETA Dark Marks
42. BETA Inner Demons
43. BETA Masters
44. BETA Decay Placeholder symbol
45. Ov Conflict (Conflict summary) cross of the leviathan
46. Conflict everything will improve
21. Some enemies
Concepts ofAstro Inferno Leveling up
In Astro Inferno there are many ways to mechanically
develop and evolve characters, with a few of them being

t of these in th
Rules as a Saga named here.
a lo e Astro Inferno has a ruleset built for epic and legendary
ng qu Character level
eei i tales. Many rules are not defined by mechanical values Master connection level

es

ck
or fixed outcomes, but instead rely on storytelling Character truths

pla
ll b
aspects and more floating solutions to be interpreted

y ru
Quality truths

r symbol, you’
by the players or the GM. Expert truths

les.
Inner demons
The responsibilities of the GM are much higher in this Leveling up gear
kind of game, and therefore they are given much more Crafting gear and weaving rituals

olde
power to decide the outcome of things. All rules in this

eh
book can even be considered to have an overarching
The party
lac rule, that the GM has the power to set aside any rule
P
and dictate how the story progresses. The group of characters that the players portray. The
party should be considered one entity in most regards
The story is the most important thing and must always and have a common goal. They can be completely
be the focus. It should be thought of as a myth being different characters with individual motives and have
retold, so avoid getting stuck in smaller details. A lucky disagreements or even dislikes between each other.
character may perform many actions at once, Some turbulence and dynamics in a party can be good

Introduction
progressing through many layers of the story. The for the story.
mechanics of how they were able to do this are not the
Quickplay rules - Not final

Quickplay rules - Not final


focus – the story of how they did it is! If there are too many negative interactions between
characters to the point of hindering the enjoyment of
A great roll could let a player climb a wall, sneak in and the game, however, the GM should step in and talk to
steal a key from the guardroom above. The focus the players on how to solve these issues. It’s often
should be on how “the thief silently jumps out from a better to let the story of the party continue instead of
W E L C O M E T O A S T R O I N F E R N O window with the key in hand, just as the guard turns persisting on a character's individual beliefs or goals,
A W O R L D O F L E G E N D A R Y H O R R O R around reaching for another beer”, and not on what the (even if such endeavors can be a lot of fun in the right
& G L O R I O U S D E A T H guards in the room are wearing or how they are armed. amount).
Let the story flow through the rules and let the story be
Here you will learn about the basics of roleplaying, but also about some of the key concepts unique to Astro
Inferno. If you are a veteran roleplayer you can skip to Concepts of Astro Inferno.
the rules. Create your own myths!
Seal of Bael
King of the Black Ghost
(1.) First spirit and King
of the Satanic Court
What is a roleplaying game? Goal of the game?
A tabletop roleplaying game is a social ritual involving The real goal is to have fun. Fun is a many-faced
a group of two or more human beings. One of them entity, but let's focus on two aspects of it – to
takes the role of the game master, hereby referred to experience great moments and to get the feeling of
as the GM, while the others are players. accomplishment and progress.

Together they create a storytelling experience where The GM is responsible for creating the backdrop of
each player takes on the role of a character and the the story, filling it with all sorts of characters,
GM acts as everything they interact with – what locations and goals that will entice the players to
sounds they hear, what sights they see and how they explore and experience it. The time investment of the
lose body parts. GM is often tenfold the players’. They, on the other
hand, carry the responsibility for making the story
The GM also takes on the roles of all non-player believable and real by stepping into their characters
characters, hereby referred to as NPCs, acting and in a way that fits the story the group wants to tell.
developing them throughout the story.
As the story advances, the GM and the game rules
A session of roleplaying can in its best moments be give the players the possibility to progress and
like a Radio Drama where actors portray different develop their characters. Amidst leveling up and
persons in the story and the narrator gives expanding upon the narrative, interconnections
descriptions and sets the tone to give the actor a develop, enriching the story and creating bonds
scene to act from. between characters, players and maybe even NPCs.

00 00
Definitions
O F T H E G A M E
These rules use certain expressions and these definitions
need to be known by everyone involved in the game.

The Journey (CH .XX) Distance


A collective sheet that the party shares, where they Distances in Astro Inferno are not measured in units.
write down all events that have happened so far and all Instead, a simple tier scale is employed, and it is up to
character experience they've provided. Players can the players and the GM to determine the distance
also use these stories in game while bragging or between two points of interest. These distances apply
impressing people with their adventures. to both outdoor and indoor settings.

Scene
A scene is an undetermined period of time that usually Distance
consists of the same characters in the same setting.
You can think of it like a scene in a movie. It can be an Intimate I - Touch or within reach
uneventful visit to the local tavern, or a meeting with Room II - The length of a normal sized room
the sinister baron that develops into an epic fight for Hall III - The length of a large hall you can dance in
life and death. If the characters should flee from a Palace IV - The length of a building containing many halls
Quickplay rules - Not final

Quickplay rules - Not final


fight, it could turn into a new scene, where the City V - The length of a city or village or even as far as the
characters instead are chased by their enemies. horizon in some cases

If the rules say that something lasts a scene, it will last Whenever the rules tell you to “increase distance Raritty
until the scene is over or until you change the setting. tier”, raise it to the next step in the table above. If Gear, which includes armor, weapons and every sort of item, is divided into five tiers of rarity.
You have to have a sense of logic though. If the scene nothing is mentioned, consider the starting distance to
is a montage through 100 years of endlessly fighting a be Wardrobe I. Mundane I Something you could pick up from the gutter - worse than expected
horde of children from a great mother, that potion you Ordinary II The normal quality of an item - as you expect an item to be
drank that makes you “immortal for the rest of the If you succeed in a Jump skill check, you jump “Intimate Excellent III Special item that sets it apart from other items - better than expected
scene” won’t be active the whole time. I” distance, which will take you across a creek or over a Masterfull IV A unique or at least famous item - not necessary perfectly crafted but very rare
fence. If you increase the tier you could jump across a Legendary V An item of legends or gods - already is or will be part of history

Verse large chasm (Room II) and if you increase it one more
time you could jump between two buildings (Hall III).
Items get different truths depending on their origin and their tier. These can be anything, from “broken” or
A verse is an undetermined very short period of time, “inefficient” to “self cleaning” or “spewing fire and ash”.
depending on what events are being depicted. A verse
can be anything between a second up to a minute in
extreme cases. In every verse you may perform one Dice D666 & D66
action unless the rules state otherwise. You’ll need dice to play this game. D6, D8, D10, D12 Sometimes you'll need to use the satanic dices D666
and D20. Heck get a D4 while you’re at it because who and D66. A D666 is rolled with three D6, with the
knows right? And dice are lots of fun. highest die used as the hundred, the second highest
Downtime as the ten, and the lowest as the singular value. The
Downtime is an undetermined but often longer period The D20 is the most utilized dice in the game, and all result is a number between 111 and 666, with a total
of time where the characters do mundane, unspecific players should be in possession of one during play, you of 56 outcomes in a steep upwards curve, giving the
or very particular tasks that would be boring to will be rolling it all the time. D666 a totally unfair and sadistic preference for
portray in game. Downtime usually is utilized between results closer to 666.
adventures or campaigns but can be a montage of
scenes depicting what the players are doing. A D66 is the same thing but rolled with two D6 where
the highest result is the ten and the lower as the
During downtime players get the chance to spend skill
points, learn new abilities or rituals and in a more lofty
Seal of Agares singular value.
DUKE of the Black Ghost Roll a D666 below 500. Seems easy, right? You want
way describe what their characters are up to. Complex
(2.) Second spirit and Duke to bet your soul?
tasks like studying a massive tome or Crafting higher
of the Satanic Court
tiered items are often done during downtime because
of the time needed. Image of Unknown origin
Probably not of children playing
Keep it secret, keep it safe...
00 00
Origins Astro Inferno has a deep lore that delves into
religion, myth and science. This is divided into
four sections called Origins. They are so much
more than just origins, but for simplicity's sake
we’ll call them that.

All of these will be explained further in their


separate chapters.

Ancient Alchemy
After the Great Dark mystic souls managed to merge
The ancients are the gods of humanity's myths and aether, unlight and nano tech into potent arcane
ancient religions. They are “golden blooded” beings. powers. Alchemy do not spawn any “beings” and is very
blunt or stupid compared to Genesis tech.
Dead and Lost gods
Entities that mankind has worshiped at any time in
history, Osiris, Zeus, Thor.
Harrowed Genesis Celestial Rituals
The fallen angels who fell with Satan from the heavens The remains of the greatest creation of mankind, the Divine rituals with often invisible causal effects.
and their offspring. They are “True Unlight” beings. singularity, fused with divine powers. They are Making someone lucky.
Titans Aether Rituals
“Celestial” beings.
Quickplay rules - Not final

Quickplay rules - Not final


Creatures and beings of godlike powers that figure in Colorful, sparkling effects created out of nothing.
myths and stories. Sphinx, Skylla, Fenrir. Satan
The devoid Dark Lord himself. Machine Angels Casting a fireball.
Very rare and mysterious, these ever silent beings Satanic Rituals
Ancient tech consists of items and materials, often Material altering rituals with deforming or altering
with magical properties, from the worlds of the The 7 kings roam the void, more powerful than gods.
The most powerful of the angels who rule them all. effects. Breaking someone's arm.
aforementioned entities. The Feather of Horus, the Death Rituals
Trident of Poseidon, Hlidskjalf the throne of Odin. The Red Gods
The Satanic princes Huge machine-like horrors, lurking or moving slowly Rituals powered by death, communing with higher
Each responsible for one of the 69 dominions across the lands in unknown agendas. powers. Talking to a worm god.
(This book focuses on the three pantheons of the
antique Egyptian, Greek and Norse myths, but you in the black kingdom.
Genesis Complex Alchemy tech are items powered by unlight or aether
are of course free to incorporate your with 3rd law properties. They can have their
own favorite gods or myths into Harrowed tech originally comes from the Abyss or Large AI-built structures often surrounding a
the Beyond and is of Satanic origin. Items have infernal stationary red god. own powers, but ultimately function
the game.) as tools for their arcane
properties and evil sinister abilities, being made of
materials like flesh, bone and living organs. They are Genesis tech Genesis tech are nanomachines and user.
often alive and sometimes even sentient, with the smart materials merged with divine powers into all
horrific Horruxes with souls inside being some kinds of devices with abilities undreamed of. Genesis
of the most coveted items. materials like Brimholtz often shine and bleed the
divine aether, making high tier items
easy to identify from regular Clarke’s Laws
ones. 1st - “When a distinguished but elderly
scientist states that something is possible,
they are almost certainly right. When they
state that something is impossible, they are
“Holtzfields” are swarms of nanomachines very probably wrong.”
programmed into different tasks often looking 2nd - “The only way of discovering the limits of
like glowing fields or spheres. the possible is to venture a little way past
them into the impossible.”
“Ghosts” are holtzfields given sentience,
taking the shape of animals or distinguishable 3rd - “Any sufficiently advanced technology is
forms creating their own fate in this grim indistinguishable from magic.”
world.
P R O B A B LY SOME NICE IMAGERY HERE

00 00
The Universe
is shattered
The Universe is shattered. Everything is
untangled and physical laws have been
replaced by something more sinister.

A dark void where legendary places exist within


walking distance of each other and still
eternities apart. Where dark powers rule with
laws as inverted Davidian psalms. Where
slaves and kings pray to the Dark One for
salvation and divinity only exists as an obscure
parameter in an AI mainframe.

Welcome to The Fracture!

THE WORLD OF

Fracture
Quickplay rules - Not final

Quickplay rules - Not final


H U M A N I T Y I S L O S T
E A R T H I S L O S T
T H E U N I V E R S E I S L O S T

Isaiah 14:12–14
12 “How you are fallen from heaven,
O Day Star, son of Dawn!
How you are cut down to the ground,
you who laid the nations low!
13 You said in your heart,
I will ascend to heaven;
above the stars of God
I will set my throne on high;
I will sit on the mount of assembly Locations Horizons
in the far reaches of the north; First thing about Fracture is that there are no planets, Separate locations can share a common horizon,
no continents and no worlds. making them in some way related but not connected.
14 I will ascend above the heights of the clouds; There are only locations.
I will make myself like the Most High.’ The library of Toth and the royal temple of Seth are
A location can be as large as a city and its surrounding both located in the black desert of Aard where they
desert, as small as a lonely cottage on top of a cliff, or share the same environment, sky and sun, but they are
even a space station floating through open space. no closer to each other than the legendary city of
What all locations have in common is that they are Babylon is to Mimir's well in Asgard. How far
isolated from each other by the dark void. If you leave a locations are from each other instead depends on what
location without a purpose you could end up trapped in map you have, and in Fracture maps are enigmas in
nothingness forever or be devoured by the horrors themselves with personality, quirks and moods.
lurking in the darkness.
00 00
TRUE UNLIGHT The Fallen Angels & the Satanic Court
The rulers of this world are entities of True Unlight. These twisted, corrupted and depraved
Timeline of Fracture
History keeping is not the strong suit of the cursed and simple inhabitants of Fracture. And even if the
entities were once angels who fell from the heavens together with their forsaken leader, the Satanic Church keeps thousands and thousands of books on the history of Fracture, there are so many
Day Star. They have amassed the powers of gods and use this power for purely personal gain. versions of it – each written by power hungry Satanic princes, marquises and earls – that it is
Their behavior is governed by their fears and lusts. impossible to figure out what is true or false.

The fallen are sadistic and take every chance they get to torment human souls or to What is known is that Fracture has existed for at least 1000 years. In the unknown past,
impress by showing their powers. They love to evoke positive feelings and emotions the leader of the fallen angels, the Black Emperor, slipped out of existence and his
among souls just to tear them down in the next second, and a conversation with followers were cast into a power vacuum, issuing the Great Dark. This period
some of them can be like torture itself. lasted for many generations and spawned both gods of myth and primordial
beings of life and death as the satanic Unlaw slowly released its grip.
Fallen angels have a multitude of servants – children and other beings
in positions as stewards, soldiers, priests and administrators, within
the government of larger settlements or the Satanic Court, Present
Church or Legion. Ever since Satan departed from Fracture, the power of the
Satanic Unlaw decreased and human souls started to
The Angels have bred with all sorts of entities during have more control over their lives. With that,
the eons and many of the creatures, gods and something like a medieval society has eventually
monsters inhabiting Fracture and its relative sprung out of what used to be pure chaos, pain,
planes, are examples of offspring of angels suffering and eternal carnage.
blended with other entities.
Fracture has now reached an
equilibrium in which the fallen
angels (True Unlight) and the
ancients (golden blooded)
Quickplay rules - Not final

Quickplay rules - Not final


live in a fragile truce,
with the human souls
as their pawns
and puppets.

00 00
Souls
The bulk of Fracture's inhabitants are called souls. Most have been
human once, but the majority have lost their humanity as time and
darkness has ravaged their minds, and they live a despicable afterlife in
Fracture governed by their lusts and fears.

There are six special kinds of souls in Fracture, each with a different
corporeal form, carrying their own damned fate.

Undying Dark Soul Satanic Entity Liliths


Few in numbers, the undying are the actual surviving Dark souls are human souls who have been tainted by Highly corrupted human souls who often grow in size Some of the true demons that escaped the Rapture
humans from 2688's Earth. To the undying, the dark powers. They share a connection with different and become demons with unproportional bodies and were the liliths, who now take refuge from the fallen
Rapture happened roughly 10 years ago, and some entities from the Beyond and are often feared by other infernal aspects. They are monsters and often develop rulers by hiding in human bodies. They are beings of
even saw it with their own eyes. This is something that souls or even beings of True Unlight because of demon-like traits making them more like the fallen the Beyond, who are lost and weak in this world,
goes against everything all other souls know, since for this. angels than like other souls. longing back to their former life of happily feasting on
them, Fracture has existed for at least 1000 years. the spirits of humans.
Dark souls are inclined to a destiny as In general, souls avoid contact with
Most undying were astronauts, colonists or scientists mystics or witches and often live isolated Satanic entities, since their presence Liliths are demons but charade as souls in human
living off-world when the stars and planets started to lives outside main settlements. They often foreshadows violence and death. bodies. They always have female form and commonly
crumble into dust. They have lived through the Great often know more about this existence The Satanic entities are the only kind possess abilities alien to human souls, such as reading
Fog that followed inside of a halting space station, from their visions and whispers and of soul that the Satanic Court blood and traveling the Deep. Liliths are an exotic and
seeing resources and supplies slowly decline over the never hesitate to use this to their tolerates without prejudice, and unknown factor in Fracture, with their presence being
years. Only the most resourceful ones have survived own advantage. some highly corrupted entities generally unheard of by souls, the fallen and the
Quickplay rules - Not final

Quickplay rules - Not final


and stepped out of their station, and one way or can even be celebrated by ancient gods.
another, found their way into “another location” and Many greater dark souls are soldiers or leaders of the
into the society of Fracture. also recruited by the court who often recruit the
Satanic Court to help with entities as soldiers and
Undying are seen as exotics by the Satanic Court, who mystical or arcane dealings. champions in the Satanic
love to sacrifice the fragile sons of Adam in vulgar Legion.
ceremonial displays of power and turn them into
corrupted souls. Nano Suits
Nano suits are human souls who Genesis Machines
Unique Truths about the Undying have been infected by the red dust In the REGENESIS, there were
• Need to eat and drink to survive from the Regenesis, but somehow machines which, either digitally or
• Need to breathe to survive created a symbiotic relationship with it. organically, had human souls equipped
• Take serious damage from vacuum within them. After the Rapture, some of
• Seen as “innocence” when it Outward they are regular souls, but within these machines were disconnected from
comes to sacrifice and rituals their cells, nano machines work and give them Michigan Red, restarting into a new
• Considered ugly and revolting by True Unlight special bodies or minds. Nano suits say they have existence.
• Have earth names instead of demon several psyches reasoning in parallel, calculating every
or angel names microsecond what their best course of action is. They They are huge, often tranquil, robotic lifeforms, trying
call it glitches, and nano suits swear by it. to find a place to fit in while figuring out their humanity
inside their machine bodies. Genesis machines are
despised by the Satanic Court and persecuted
whenever given the chance. This despise has in many
cases spread to general souls, making hostilities
against them commonplace in most settlements of
Fracture.

P R O B A B LY SOME NICE IMAGERY HERE

00 00
The Masquerade

Society
Souls gather in communities trying to survive the The same can be said of evolution and development.
It's an evergoing event, making the masks and putting
corruption, the horrors, and the twisted Unlaw that rule this As a greater soul in Fracture, you better not invent or
dirt in your face to avoid the beatings and the torture.
wretched place. They live a medieval-like life in small build something too fancy if you don't want to buy your
While a few manage by only playing fools, some fools
settlements or cities, which can be as mundane as an old way into an eternal torture chamber. Most luxurious
don't play well enough. The fallen know of course. They
space station or an old mythic castle reused as a village, or commodities are confiscated by the Satanic Court,
see what we are, what we try to do. It's a game for
as evolved as the legendary cities of Citadel or Babylon with Legion or Church if they get the chance, and the
them, pretending to be oblivious, pretending to not see,
millions of souls. ownership of exceedingly fancy stuff can be punished
our fears, our Masquerade.
The Despair Time All souls live under what is commonly known as the
harshly depending on the owner's status.
Because of the general decay of the Unlaw, many Time in Fracture is subjective and different for every
Masquerade. In it’s very essence it is about the fallen
settlements stay at a ridiculously low development
state where deep mud covers the streets and buildings
and architecture always are in a decrepit state.
location, but in general the day has 24 hours where
light sets at night and rises at day, the week has 7
days, a month about 30, and there are 12 months
angels feeling offended by souls looking too human.
This sickens them and reminds them of their time
Infrastructure
being divine angels. Both souls and fallen angels share a remarkable fear
Garbage and bodies of the dead are left where they land each year. Christmas is often canceled though. of True death. Due to the risks involved, traveling
and the stench for those who still have a nose is between different locations is something that only is
True Unlight and their most devoted disciples often
horrendous. attempted in dire need.
actively hunt for souls who look uncorrupted, like the
undying, young children or rare bloods to punish and
A few settlements manage to install Some beings can use abilities and rituals to
ridicule.
some rudimentary sort of electricity communicate, spy or create portals, but other than
and some higer developed societies even that, no large-scale infrastructure exists between
Often, just “trying your best” to follow the Masquerade
use Genesis technology on locations. They are separated by a barrier of infernal
is enough to be left alone by the Satanic Court. Pristine
a fairly advanced level. But due mysticism, mostly only traveled through by
or beautiful looking souls, however, can't usually escape
to the dangers of being messengers in harrowed relic ships or ancient artifact
Quickplay rules - Not final

Quickplay rules - Not final


from becoming a pet-peeve for the Satanic beings to
infected by Genesis horrors, few void vessels.
corrupt and destroy.
settlements go this far even if
they manage to reach a fair
level of development.

Civilized life
Many greater souls gather
resources from around their
communities, and sometimes
engage in manufacturing or selling NICE IMAGE GOES HERE
goods and even farming or keeping
cattle in some cases. You can find
businesses as taverns and local stores in
even the most inferior settlements, where
greater souls try to minimize the perils of
despair.

All souls and fallen enjoy eating and drinking. For those
lucky fools who still have a throat and a stomach, food is
among the most valuable commodities, but none
actually need nourishment to survive, with the
exception of the undying.

Slavery
Many souls are abducted from their settlement
CORE EDITION
by slavers or the Satanic Church and set to work
for the Satanic Court, either as punishment for
“crimes” or just for the enjoyment of the fallen.
Enslaved doing the Dark Lord’s horrific tasks,
Industries of sacrificial chambers, factories of death and slaughter, unholy rituals and
refineries of legendary or magical resources. These are the last trickles of the
massive damnation that took place before the Great Dark, when all souls were IMAGERY HERE
tortured for all of eternity, a dwindling relic from a past nightmarish age of Fracture.

00 00
Declaration of directive: No Feces in the beer hall! - miscreants will get their chest opened S M A LL S K E T CH E S OF M A S KS H ERE
by wood saw, out in the agora, their organs displayed for all to see. -Hail Satan - The Management
-Official execution of the Undying soul Saturday 2pm - Twice the amount of mead in the brown juice all day!
The Masquerade

Society
Souls gather in communities trying to survive the The same can be said of evolution and development.
It's an evergoing event, making the masks and putting
corruption, the horrors, and the twisted Unlaw that rule this As a greater soul in Fracture, you better not invent or
dirt in your face to avoid the beatings and the torture.
wretched place. They live a medieval-like life in small build something too fancy if you don't want to buy your
While a few manage by only playing fools, some fools
settlements or cities, which can be as mundane as an old way into an eternal torture chamber. Most luxurious
don't play well enough. The fallen know of course. They
space station or an old mythic castle reused as a village, or commodities are confiscated by the Satanic Court,
see what we are, what we try to do. It's a game for
as evolved as the legendary cities of Citadel or Babylon with Legion or Church if they get the chance, and the
them, pretending to be oblivious, pretending to not see,
millions of souls. ownership of exceedingly fancy stuff can be punished
our fears, our Masquerade.
The Despair Time All souls live under what is commonly known as the
harshly depending on the owner's status.
Because of the general decay of the Unlaw, many Time in Fracture is subjective and different for every
Masquerade. In it’s very essence it is about the fallen
settlements stay at a ridiculously low development
state where deep mud covers the streets and buildings
and architecture always are in a decrepit state.
location, but in general the day has 24 hours where
light sets at night and rises at day, the week has 7
days, a month about 30, and there are 12 months
angels feeling offended by souls looking too human.
This sickens them and reminds them of their time
Infrastructure
being divine angels. Both souls and fallen angels share a remarkable fear
Garbage and bodies of the dead are left where they land each year. Christmas is often canceled though. of True death. Due to the risks involved, traveling
and the stench for those who still have a nose is between different locations is something that only is
True Unlight and their most devoted disciples often
horrendous. attempted in dire need.
actively hunt for souls who look uncorrupted, like the
undying, young children or rare bloods to punish and
A few settlements manage to install Some beings can use abilities and rituals to
ridicule.
some rudimentary sort of electricity communicate, spy or create portals, but other than
and some higer developed societies even that, no large-scale infrastructure exists between
Often, just “trying your best” to follow the Masquerade
use Genesis technology on locations. They are separated by a barrier of infernal
is enough to be left alone by the Satanic Court. Pristine
a fairly advanced level. But due mysticism, mostly only traveled through by
or beautiful looking souls, however, can't usually escape
to the dangers of being messengers in harrowed relic ships or ancient artifact
Quickplay rules - Not final

Quickplay rules - Not final


from becoming a pet-peeve for the Satanic beings to
infected by Genesis horrors, few void vessels.
corrupt and destroy.
settlements go this far even if
they manage to reach a fair
level of development.

Civilized life
Many greater souls gather
resources from around their
communities, and sometimes
engage in manufacturing or selling NICE IMAGE GOES HERE
goods and even farming or keeping
cattle in some cases. You can find
businesses as taverns and local stores in
even the most inferior settlements, where
greater souls try to minimize the perils of
despair.

All souls and fallen enjoy eating and drinking. For those
lucky fools who still have a throat and a stomach, food is
among the most valuable commodities, but none
actually need nourishment to survive, with the
exception of the undying.

Slavery
Many souls are abducted from their settlement
LEGENDARY EDITION
by slavers or the Satanic Church and set to work
for the Satanic Court, either as punishment for
“crimes” or just for the enjoyment of the fallen.
Enslaved doing the Dark Lord’s horrific tasks,
Industries of sacrificial chambers, factories of death and slaughter, unholy rituals and
refineries of legendary or magical resources. These are the last trickles of the
massive damnation that took place before the Great Dark, when all souls were IMAGERY HERE
tortured for all of eternity, a dwindling relic from a past nightmarish age of Fracture.
The sweet nectar of the damnation, feeding the worm gods with blood and bile -
00 cursed be the putrid gods, purloin descendants sprung from flesh bleeched white and scarred. 00
Death singers
Death singers are chosen souls who defy the unknown
outside the safe settlements. Their destiny is death, and they
measure their life in verses. Death singers are gifted with a
master – an entity of light or dark or something in between
who has chosen them as their champion.

The master grants their champions powers and blessings,


and even can save them from dying. This is something many
masters use as a bargaining tool, to make their “puppet” loyal
Quickplay rules - Not final

Quickplay rules - Not final


and faithful. If the death singer’s spirit gets too corrupted,
however, their masters can’t save them and they face True
Death just like all other souls.

Being a death singer puts you in the limelight of all the powers
in Fracture. Souls fear you, True Unlight envy you and the
primordial powers of eternals and worm gods are curious at
the peculiar irregularity in their cosmic force you represent.

Eternal wanderers
Death singers seldom settle down anywhere, instead living
their lives exploring Fracture. They are found in almost all
settlements, traveling, exploring, questing and selling
themselves to the highest bidder as mercenaries.

The death of a death singer


When a death singer reaches their last verse, they some-
times settle down in a quiet place, far away from other souls,
and let their final verse ring out. When they go beyond their
final verse, their master can’t save them anymore, and they
turn into fiends of Fracture, creatures of unlight.

00 00
TRUE
In the presence of True Unlight, the principles of creation start to fade. A swirling mass of
chaos and satanic perversions, entangled in feelings of lust, fear and hate. Emotions and
ideas merge with life and death, while space and time misconstruct into perversions of

UNLIGHT themselves. Light no longer shines, intentions turn into truths and physical laws bend and
break. The Unlaw is in all its satanic glory an inversion of the Creation.

Effects of the Unlaw


Smaller settlements State of souls
“In the realm of the blind
In outer Fracture and Limbo you see small physical
effects of the Unlaw, which mostly influence the course
Soiled souls the one eyed is king.”
of events and the psyche of the inhabitants. The most far-gone are called soiled souls, treated as
animals by other souls who regularly have to chase
The Unlaw makes reasoning and planning anything them out of their living spaces and beat them when they
more complicated almost impossible. Everyone dressed get too familiar. They can often be seen roaming their
in dirty rags and are drunk on Unlight tobaco, heavilly communities acting on instinct and seldom form an
affected by their Inner demons, or just plain stupid. identity, never creating any civilized life for themselves.
Instinct and desires overtake reason and life is lived on The worst kinds have lost all their humanity, being far
an hour by hour basis. down the path to becoming creatures of unlight.

For outsiders, like the Undying this is pure chaos. Drunk


souls eating spoils from shit and piss covered streets.
Greater souls
Muses playing music for slaughtered poultry, trying to There are souls who figured a way around the confusion
Quickplay rules - Not final

Quickplay rules - Not final


find a hidden meaning. Rotting of the Unlaw. These souls can change their community

PURE
corpses hung onto facades of and often have esteemed roles as aristocrats, clerics,
buildings. Crazy people masturbating business owners or adventurers.

CHAOS
openly in the street while laughing.
Prostitutes bleeding from deadly There are different ways of dispelling the effects of the
wounds calling out for someone to fuck Unlaw. Blessings, arcane arts, artifacts of different
them to death. Souls condemned to kinds, ambrosia and even the divine aether itself can
death hang upside down, singing and laughing. Souls help mitigate its effect by making thoughts clearer and
eating, killing, puking, fucking, all at the same time. chaos less prevalent. The selected few souls who
manage to traverse the insanity of the Unlaw progress
The Unlaw almost makes progression and innovation to become greater souls in their communities, and are

The davidian psalms of satan halt altogether and most smaller settlements stay in a
decrepit medieval state, unable to focus their ambitions
often treated as higher beings by the less fortunate
since they possess much higher intelligence and a

The Unlaw
into anything more than a chaotic, unholy, illogical mess. better understanding of causality.

There are discrepancies, however, where greater souls


Greater souls - Hardly affected by the Unlaw can be utterly insane and highly affected by the Unlaw,
Ashen souls - Regular souls, affected by the Unlaw and somehow still manage to keep their position in
Soiled souls - Heavily affected by the Unlaw society.

V E R I T A S D I A B O L I M A N E T I N A E T E R N U M Inner Fracture
The deeper into Fracture you go, the higher influence the Unlaw has on souls and reality, making it harder and
Biology, physics, math and all natural harder to maintain any functional society. Reality is less consistent and shivers in infernal and sacrilegious ways.
principles are all part of the law the creators Daylight changes into nighttime at a whim, the sky seemingly turns into a mirror, trees grow from seeds in
set at the beginning, and even if Satan has minutes, sprouting fleshy tentacles to feed upon careless wanderers, truths become untruths and the merge with
fractured the universe and merged Myth and Dream and Myth becomes more prevalent.
Dream into Creation, to his demise, the
natural principles still rule most of his domain Thanks to the Temple of Anubis and the saving of children's souls they do, the city of Babylon is an exception to this
and his court. mayhem and keeps one of the most functional societies this deep in Fracture. The insanity of the Unlaw remains
as only a marginal problem inside the city boundaries. This makes Babylon the prime safe harbor as operational
outposts for jägers and conquistadores setting up expeditions deeper into Fracture, and for holy divers searching
for the legendary lost Pandemonium and riches in the depths of the Abyss.

Read more about the Abyss in chapter xxx

00 00
Machine Entity 169
TYPE: 8th day strider
Red God of the Genesis
deep in the land of Manu

Mechanics
T H E S T O R Y S T A K E S S Y S T E M

The mechanics of Astro Inferno are fast paced and designed to be a midway path between old school simulation and
more modern storytelling. The system consists of checks made to your qualities and skills. The lower you roll the

Spending 
better your result.

Actions & Checks


Beta rules 2.0 - Not final

Beta rules 2.0 - Not final


There is no specific turn order among players, just B o t c h • Natural 20 Story Points 
naturally build a great story together. Every time your You fail so miserably that it will have a long lasting
Story points  are earned by rolling lower than your
1 Successfully perform an extra action
(of any kind) without rolling for it.
character does something, that is an action. effect on you.
goal, and are used in various ways. Any earned 
Risk not succeeding and a negative truth is set upon
Whenever you want to take an action that can go you or the world, plus earn 1 skill point.
must be spent right away, in any way the player 1 Introduce an aspect.
chooses. In some situations, the GM may give OR MORE - DEPENDING ON IT’S SCOPE
wrong you roll a check. You roll 1D20 and hope to roll † Shatter the artifact † Curse yourself † WTF †
suggestions or even decide how  are spent, all in the
under your goal – your relevant quality or skill value. If
Fa i l u r e • Above 16 or goal
name of a good story. 3 Introduce a truth.
you roll equal to or less than your goal (but not more OR MORE - DEPENDING ON IT’S SCOPE
than 16) you succeed, earning a story point  for Your action does not go as planned and has negative
Don’t let spending  slow down the game with tactical MULTIPLE Fulfill a complex task or a check with 
each block of 5 below it. And if the roll is a 1, you consequences.
overthinking. It often makes for a better and more  requirements
perfect the check, doubling the story points  you've Risk not succeeding and a negative aspect is set upon
immersive experience to just go with the first thing you
earned – and also earning you a skill point, which is you or the world.
think of. VARIABLE Perform an effect specific to the actions
used for improving skills, but let's leave that for later. † Stumble † Miscalculate † Damn it †
 and skills you're using.
Reznac is trying to hide from a group of cultists. She
If your goal is 17 you succeed between 16 and 13. If S u c c e s s • Below or equal to 16 and goal
has a Sneak skill of 15 and rolls 5, which makes her
you roll between 12 and 8 you earn one story point  You succeed and get what you wanted.
succeed in staying hidden and also get 2 . With that,
on top of your success and can use it in various ways. Succeed and earn 1 for every +5 difference below
she decides to use a  to determine that the cultists
A 7 would earn you two story points , a 2 would earn the goal.
you three, and a 1, being a perfect roll, would earn you † Phew † As expected † Quite impressive †
are drunk (an aspect), and the final  to successfully It’s your story
perform an extra Listen action in order to overhear
six story points ! Bad actions, aspects or truths are generally those
some of their discussions.
P e r f e c t • Natural 1 disconnected from the story or way too powerful, or
When failing, however, you suffer the consequences of You get the best possible outcome of your action. both. Some groups, however, enjoy stories with
Extra actions, aspects and truths introduced by
it. If you roll 17, 18, 19 or anything above your goal, the Succeed and earn 2 for every +5 difference below nonsensical or overpowered elements, while others
players don't need to be directly connected to the
GM determines how unsuccessful the action turned the goal, plus earn 1 skill point. prefer it very gritty and real. It is up to the group to
action being checked, but must always be related to
out to be, while also setting a negative aspect upon you † Surprisingly easy † Heroic moment † Wow † discuss their expectations and thresholds, and this is
the scene in which the action is taking part.
or the world around you. And if the roll is a 20, you something that can evolve over time. The campaign
Additionally, the GM has the final call on their approval,
botch the check, suffering a negative truth instead – A natural result means that the dice lands on that may begin feeling like a tactical military action and
and may change or discuss with the player to reach
but also earning you a skill point as a consolation, but very result. i.e: a natural 20 occurs when the twenty gradually grow to become a mythical dark odyssey, if
something more suitable, always with the preservation
again, forget about this for now. sided die lands on the result 20 even if you had a that's what the group is enjoying the most.
of the narrative in mind.
modification of -5, the result would be a natural 20.

Read more about truths, aspects


and story points ahead. Sanity  Life ♥ Story points  Darkness 

00 00
Check Modifiers Offerings
The GM may spice things up by proposing to a player that they may choose to fail a check (already rolled for or not)
Straining Sanity  in order to get something else in return. This is called an offering, and may involve experience points, story points
You can push yourself to improve your results in any kind of check, but this strains your sanity , which entices your , regaining sanity  and even recovering from darkness .
inner demon. After rolling for the check, you may reduce its result by 5 (down to a minimum of 1) and lose 1D6 
(or half as much, depending on your inner demon's kink, but don't worry about this now). This can be repeated as In order to avoid making the game feel dull, offerings should be used sparingly, such as to make each offering feel
much as you want, as long as you have at least 1 . like a special occasion.

1D6  loss = -5 on dice result

Straining  can’t get you out of a botch or get you a perfect,


those have to be natural.
Beta rules 2.0 - Not final

Beta rules 2.0 - Not final


Alternate Checks
Complex Tasks Reaching a city on the other side of a desert. Combined Checks
Some objectives demand complex tasks to accomplish, Finding the cure to a poison.
Some abilities or rules call for combined checks. These Panic Checks
feeling quite odd to resolve in a single action. Specific Crafting a sword that can cut through death.
are rolled as two skill rolls at once in two different skills Some actions are too hard, and the GM may
rules or the GM will then designate a number of  (as OR as two skill rolls in the same skill after another. If determine that you cannot roll. You can, however, ask
well as other possible conditions) required to complete If the rules don’t state it, the GM decides how much
both rolls succeed, the check is a success. If any roll to roll them as a panic check, in order to try something
it, which players must gather from multiple checks time passes between each check, as well as the
generates , this can be used to buy aspects or desperate or heroic. If the GM allows it, the check is
related to the objective (checks on repeated skills may minimum number of checks that are required.
truths. You can even roll double perfect rolls and gain a rolled against the value of a quality or skill divided by 5,
be penalized by certain rules or by the GM if it feels Additionally, if a player fails or botches during the
massive chunk of  and perform heroic deeds with thus reducing a skill of 20 to a check against 4.
appropriate). When the required conditions have been process, the task's requirements may be aggravated
combined checks. But if any of the rolls fail or botch, Additionally, no results generate , and failures are
met, the objective is accomplished. by the new negative aspects and truths.
the check is considered the worst of these outcomes. considered botches. You still can strain your sanity
Sanity may be strained as usual on each roll. unless you roll 20.

Example Complex task - Reznac has found a tome and wants to research it during downtime. The GM tells Example Combined check - Reznac is trying to Example Panic check - Grimhold is bound by chains by
the demon that 10  is required to complete the research. Reznac uses different skills that fit the task at assassinate a soul using her feature as an Assassin, the servants of the Machine Angel. He tells the GM he
hand. Checks are rolled for Divine Rituals, Alchemy Tech, Analyze Artifact and Pantheon, managing to get her a combining her Stealth and Melee finesse skills. She wants to rip the chains and try to catch a servant as a
total of 7 . Out of high skills herself, she asks her friend Grimhold to attempt a Witchcraft check to get the rolls a success on Stealth and two  on Melee shield. The GM reflects on this and tells Avery that he
remaining 3 , but Grimhold rolls a 20 and botches his check. Since the skill that botched was Witchcraft, finesse. The check counts as a success with two always could do a panic check for Brawling. Avery has
the GM decides to introduce the truth “cursed” to the tome, ruling that it now inflicts 3  loss every time it is additional , and she makes the kill clean and 16 in that skill, so he has to roll 3 or lower to succeed.
interacted with. Reznac takes the 3  loss to further analyze the tome with a “Genesis Tech” check and gets soundless. If she would have failed any of her rolls the Rolling any higher will botch the check, but knowing he
1. She then decides to strain her sanity, losing additional 2D6 , to improve her result and get the final 2  whole action would have been regarded a failure even can strain his sanity, he goes for it even if it’ll make him
before anything worse happens. She may have gone mad in the process, but the secrets of the tome is hers if the other one was a natural 1. go mad.
for the taking.

00 00
Aspects & Truths
T H E S T O R Y S T A K E S S Y S T E M

Aspects and truths both introduce a fact about the game world that the GM and players must
consider from then on. The difference between them is that aspects are bound to expire eventually,
while truths are permanent or at least very hard to change.
Beta rules 2.0 - Not final

Beta rules 2.0 - Not final


Aspects and truths both introduce a fact about the The  cost of Aspects and Truths are not definitive in
game world that the GM and players must consider any way and the GM is encouraged to improvise instead
from then on. The difference between them is that of trying to figure out the exact number of  needed.
aspects are bound to expire eventually, while truths
are permanent or at least very hard to change. “Your sword catches fire from your masters rage?
It makes sense right now, I’d say that is two ."
An aspect or truth that is either supernatural or
universal has its base cost increased by 1  (or 2 , But aspects and truths are rarely just consequences
if it is both). Anything that deviates from the usual of the action that led to their introduction. Much more
nature of things in a given situation is considered than that, they have the potential of introducing brand
supernatural. Anything that affects a large collective is new pre-existing elements of the story. Within the
considered universal. game world, such facts don't begin to exist all of a
sudden, but are instead considered to have already
ASPECTS been there all the time.
The door is "unlocked"
(aspect ) A "tired" soldier probably has been tired all day.
The cup is "filled with healing water" A "greedy" merchant probably has been greedy all his life.
(supernatural aspect ).
The city is "rainy"
(universal aspect ).
The sky is "pitch black with a single star tonight"
Everything is Aspects & Truths
(universal supernatural aspect ). Finally, checks aren't the only way to introduce them.
Any known fact about the game world can count as an
TRUTHS aspect or truth. Such facts are usually introduced by
The house is "made of stone" the GM throughout the session, but can also be part of
(truth ). Astro Inferno's lore explored in this or other books, or
The sword "can talk" even be consequences of character actions not
(supernatural truth ).
formally introduced as an aspect or truth. And when in
The population of Babylon are "well educated" doubt, players can always ask.
(universal truth ).
The city is "haunted by a deadly curse" (universal
supernatural truth ). Is the building made of stone? If the GM answers yes,
that is a truth. The building is "made of stone".

00 00
Beta rules 2.0 - Not final

Beta rules 2.0 - Not final


THE GM USING
HOW DO ASPECTS AND TRUTHS
AFFECT GAME PLAY?
Aspects & Truths
First you have to consider the narrative effect that All claims must be connected to the action, with the The GM may also affect player actions using aspects Since the tome is “cursed”,
they inflict. If a building is burning it will probably burn GM having the final call on their approval. or truths. The most usual way of doing this is by you lose 3  every time you interact with it.
down, it will probably give you damage if you run into it requiring a number of  to be spent. When resolving Since the city is “boiling with unlight”,
and it will light up everything around it and so on. Example using Aspects - Reznac has rolled for Read such checks, all  are lost and the check is you get 1  for each day spent in it.
Logical stuff that everyone can agree on also can have Situation and realized they are swarmed by enemies. considered a failure if the requirement isn't met. Since the drink is “harvested from Freyr's hair”,
an effect on game play, without it having a mechanical She also rolled a , which she uses as an extra action you heal 5 ♥ if you drink it.
result. to assist Grimhold with his machine gun. When his Since it's "dark" you need 2 additional  to succeed in Since the food is “poisoned”,
turn, Grimhold decides to open fire, claiming the this Climb roll, so if you only get 1, you fail and don't anyone eating it will pass out.
Players can directly use aspects and truths by claiming aspect "assisted by Reznac", which contributes to the even get to use it. Because you are “huge”
that they help them. action and gets him an extra  if he succeeds. He may you don’t fit in the sewer tunnel at all. You simply can
still make another claim with a different aspect or There are various ways other than extra and required not enter it.
Before rolling for a check, you may claim one aspect or truth, if there is one that could contribute to the  in which actions can be affected, both positively and
truth as being contributing to your action. Additionally, action, thus getting him a total of  extra SP at a negatively. Moreover, aspects and truths can also be Finally, remember that aspects and truths are much
you may claim the aspect "assisted by…" for each of success. used as passive effects that are not bound to any more than just tools for affecting actions. They are an
the other characters in the scene that, in previous action. When evaluating how to do so, the GM should intrinsic part of the game world, which can have much
actions, have done something specifically meant to always keep in mind that, most of the time, sanity  is greater impact in the story outside of checks, or even
assist you in your current action. When doing so, a less impactful than wounds , which is less impactful have no impact at all besides being a memorable
success awards you one extra  for each claimed than story points , which is less impactful than feature everyone enjoys.
aspect or truth. darkness .

Sanity  Life ♥ Story points  Darkness 


00 00
Qualities
The Soul
[PHY] P H YS I Q U E
There are 6 qualities. In each, 18
characters have a value, representing
their comparable strengths and
weaknesses.

C H A R A C T E R S E X P L A I N E D

You are a soul in a lost universe, lingering between Myth and Dream where the only constant is death. Something has chosen
you, it whispers to you at night, it screams at you when your adrenaline is pumping and you have a feeling you will meet it,
Skills
when you die. There are 9 skill trees, which are categories that group
together related skills, each with a governing quality.
Characters in Astro Inferno consist of three main Characters also have three stats - life ♥, sanity  and Whenever a skill tree is affected, all skills in it are.
sections – qualities, skills and features. These hold darkness . These determine their resistance to the
most of the information you'll need while playing the different perils in the world. Arcane Arts [SPR]
game. Everything mystical, used by Mystics and
Witches.

Values & their


Affinity [CHA]
Qualities are the inherent attributes of
Charismatic skills, lying, charming and
a character, while skills are their
performing.

meaning in the world


capacities and expertises. Most souls
Crafts [COG]
have qualities and skills ranging
Skills for analyzing tech and creating items.
between 5 and 20, and it is rare for
Literacy [COG]
souls to have any value higher than 25.
Quality & skill value Meaning Influence Knowledge skills on Fracture and the inside of souls.
1 Infant None Movement [SPD]
5 Peasant None All movement, agility and speed related skills.
Value & Influence
Beta Ruleset 2.0

Beta Ruleset 2.0


10 Apprentice None Perception [CHA]
15 Veteran Noticed In the world bound by the Satanic Ability to notice things, events or feelings.
20 Expert Locally known Unlaw and governed by fallen angels Infernal Survival [DRV]
25 Master Known by most peers
with the power of gods, the very The hard school of surviving in Fracture.
30 Supernatural Rumors whispered
35 Demon Stories invented notions of strong and weak are Shadowry [DRV]
40 Legend Songs written about twisted. Overall, however, souls do get Shady skills best used while dark.
45 Myth Known by all a general influence, as referenced in Conflict Skills [PHY]
50 Divine Worshiped the table. Everything related to actively kill living or unliving things.

Physique Cognition Drive Speed Charisma Spirit


[PHY] [COG] [DRV] [SPD] [CHA] [SPR]

Brute Strength Knowledge Willpower Reflexes Likability Mysticism


Endurance Mental Reaction Fortitude Agility Presence Attunement
Build Problem Solving Determination Dexterity Social skills Inner Dark

Physique is used to determine Cognition is used to determine Drive is used to determine your Speed is used to determine your Charisma is used to determine your Spirit is used to determine your
your maximum ♥ and your your values in Crafts maximum  and your values in values in Movement and Shadowry values in Affinity and Perception skills. maximum  and your values
values in Conflict skills. and Literacy skills. Infernal Survival skills. skills. in Arcane Arts skills.
Charisma checks are rolled
Physique checks are used when you use Cognition checks are used when Drive checks are used when you try to Speed checks are used when when passively affecting other Spirit checks are rolled when interacting
pure strength to lift or break things. your character's logical thinking or endure something. you try to do something souls with your presence. with aether or unlight and when dying.
mental abilities are challenged. fast, precise or as a reflex roll.
A soul with a high Physique quality is A soul with a high Drive quality is A soul with a high Charisma A soul with a high Spirit quality
bulky and strong. A soul with a high Cognition quality determined, feisty and often stubborn. A soul with a high Speed quality is perceived as has an inherent connection to
is smart and has a great memory. quality is dexterous and agile. likable and charming. the mystical forces.
00 00
Features  Expert truths
Features are abilities that you can use to get an Characters gain an expert truth for each quality and
advantage, often at a cost. They may come from a skill in which they reach a value of 20 or more. It can
character's form, destiny and various other sources, be a specialization that makes the related quality or
and are always marked with  when referred to. skill more useful under certain circumstances, or a
characteristic the character develops from embodying
 Prayers | Heal 1D6 ♥ that quality or skill to the point that it emerges in some
way even when it is not specifically being used.
Some features have a limit of use per session. To keep
track of that, use the check box beside them in the Expert truths are created by the player, with the
character sheet. supervision of the GM to make sure they fit their
source and the story.
Prayers | Heal 1D6 ♥ aspect: golden glow
Saxthuga has Charisma 20, so she has chosen the
Features are written to be self-explanatory, but due to expert truth "always pretty", which is useful after
their brief descriptions, they tend to be open to walking days through shit filled tunnels beneath a
interpretation in regards to how they are performed, satanic death factory.
the amount of time they require and so on. Whenever
such situations arise, the GM has the final say on how Abominatron has Satanic Rituals 20 and developed the
to proceed. expert truth "attracts crawling insects", which could be
good in some venues, bad in others. But it will surely
Finally, features often lend power from the character's make her presence gruesome.
master, so if you or the GM wants to, their
performance can be affected by the master's aspects.

Creating a soul
Beta Ruleset 2.0

Beta Ruleset 2.0


Stats ♥  
Life ♥ keeps track of health and fatigue, meaning how
much damage you can take before dying.
♥ threshold is how much life you can lose in a single You are a death singer, chosen by an elevated entity or deity to
blow without suffering a negative aspect. support their cause in this blackened kingdom. Their agenda may be
unknown to you, but it is slowly revealed in your actions. You have
Sanity  keeps track of mental health and distress, powers others don’t and clarity where most lack it. You’re seen as a
meaning how much stress you can endure before greater soul, and would make a prominent leader or even a hero in
losing control to your inner demon. this world where most act as desperate fools.
 threshold is how much stress you can endure in
the same instance without having to satiate some of Other souls look at you as an outsider, in fear and awe. This world is
your inner demon's desires. powered by fear, occult superstition and a legendary chaotic despair.
Forces of this world want to destroy or recruit you. But you are
Aura  is your resistance to unlight and its smarter than most and have learned how to blend in among the
derivatives, meaning how much darkness your body numbnuts.
can take before being corrupted.
 threshold is how much aura it you can lose in a
single session without suffering a negative aspect.

00 00
S T E P 1

Preparations
Characters are created in four steps.

In order to create your character, get a pencil, a


First, you choose your form – the physical body of
your character, which narrows down your choices for
qualities, dark marks, corruptions and for your master,
which oversees and influences your character in the
long run.
Form (PG XX) 6 available in the full game

All souls have been human once, except for the Lilith, who only wears a human carcass as her body.
character sheet (at astroinferno.com) and some dice
(yes, all of those). A notepad can also be useful to keep
Second, you choose your destiny – the chosen path
track of information and ideas, if this is the first time
of your character, giving you specialty trees for skills Your form is everything related to the physical body of
you're doing it. John is creating a character, He chooses the
and determines your inner demon, which represents your character. Choose your form among those listed in
the untamed cravings of your being. the respective chapter, write it down in your character satanic entity and opens page xxx of this book.
It is a nice idea to have the GM participate in each
character's creation, so as to assist newcomers and sheet and proceed as indicated below. THY FORM
Third, you define your past, to get an idea of what Satanic Entity
give suggestions that bring together each character's
your character has done before, and you also sum up
background and the story they're envisioning.
all your stats at this step. 1. Qualities His drive is default 15
You may roll anything that you're instructed to choose if Every form has a starting set of qualities, which you
Fourth, you give your character a name and some but he switches 5 points from his spirit of 10 to his drive
you're feeling adventurous, no one will stop you. If any may modify by moving values from one to another,
quirks and finally choose their starting gear.
roll ends up clashing with the vision of your character, never going below 5 and above 20 in any of them. DRIVE [DRV]
feel free to keep any bonuses from your first result and There are no other restrictions and the starting set is
re-roll or make up a new result that suits your
20
only a suggestion. Jot down the final value on each
character better. This is true for everything during quality's field in your character sheet. SPIRIT [SPR]
character creation.
5
2. Master (PG XX) Over 50 in the full game
Beta Ruleset 2.0

Beta Ruleset 2.0


As does every death singer, you have a master, who has
some influence over you and probably a predestined John rolls 58 for master on his form and gets
agenda for your existence. Roll 1D100 and check the
master table on your form's page to define its type, “Ancient diety”- he turns to page xxx and rolls the table
then check the master list in the respective chapter to and finally get Artemis - Goddess of the eternal hunt
‡ Exalted Prime Evil ‡
You have corrupted into a full fledged demon sometimes indistinguishable from True demons, enhanced by nano tech and
choose one. Fill the master section in your character
sheet with the information provided.
He fills the master and blessing section on the sheet and
then adds the mundane, ordinary and excellent blessing
symbiotic harrowed tech, bound by the dark forces of the abyss. You extrude brute force and violence and most souls turn the
other way when seeing you. Things tend to break when you are around even if your intentions are peaceful since your muscles,
reflexes and limbs are part demonic.
Add the bonus from your Mundane, Ordinary and to his current quality and skills.
Your monstrosity have one huge benefit when it comes to interactions with the True Unlight and their offspring, they tend to
Excellent blessing at this time and add them to your MASTER & BLESSINGS
appreciate your presence and violence. Even if you aren’t the sharpest tool in the box,
you have become very good at using that fact to your own benefit. current values. NAME TYPE XP CONNECTION
Artemis - eternal hunt Ancient 1
It is highly suggested to research further about your MUNDANE
speed +3 ORDINARY
Perception +1
2 Master 1 Starting Qualities master in order to get more ideas for your character. If EXCELLENT MASTERFUL

1-3 Worm God Violent & Aggressive PHY 20 Animal Instincts DRV 15
you’d like you can keep the master bonus but change Movement +3 Ancient artifact
4-49
50-99
Fallen Entity
Ancient Entity
Predator SPD 15 Rough impressions CHA 5
your master to something else. LEGENDARY
100 Eternal
One track mind COG 5 Non Spiritual SPR 10
(Dark) + (power)
Quickplay rules - Not final

Quickplay rules - Not final

3 Corruptions (4) 4 Dark Mark 3. Corruptions (PG XX) Over 140 in the full game
Choose one (1) of these 1. Behemoth
Head Corruptions
1. (1. Head of a Mythic Being)
2. (2. Goat or Stag skull)
You are a towering giant on the battle field, feared by all foes.
2. Regenerating Corruptions are fiendish physical distortions in your he chooses the head of a griffin and then rolls
Your body has the power to heal itself at an astonishing rate.
3. (3. Skull of Domestic Animal)
4. (4. Skull of Wild Animal) 3. Frenzy form caused by unlight radiation. Choose and roll as three random corruptions on the corruption table
You are a natural born killer, set in this world for one thing.
and roll three (3) Corruptions random indicated by your form's page to define your initial
on the Corruption Table with a D66.

corruptions, then check the corruption list in the form


with a D66 and adds the bonuses he gets.
See Chapter 6 Corruptions See Chapter 7 Dark Marks

chapter to see their results and roll for bonuses. Fill the 1 Head of a Griffin (sanity bonus +20)
first corruption fields in your character sheet with each

SataniC
THE HERALDS - IV - DEATH SONG
of your corruptions' names. Finally, jot down your 2 Mirror Claws (Lockpick +5)
corruption bonuses on the respective fields. Extra glowing eyes (SPR +3, Scrounge +3)

Entity
3

4 long bird legs (Manouver +3 Jump +3)


“Hope not ever to see Heaven.
I have come to lead you to the other shore;
into eternal darkness; into fire and into ice.” B E H E M O T H ‡ D E AT H B R I N G E R ‡ H U L K ‡ B L E S S E D O N E ‡ A B Y S S A L

00 00

00 00
He chooses the dark mark behemoth S T E P 2

Destiny
4. Dark mark (PG XX)
About 40 in the full game since he wants to be a huge demon.
Dark marks are special classes and powers related to DARK MARKS RANK (PG XX) 12 in the full game
your form. Read about the dark marks available to your Behemoth 1
form in the Dark Marks chapter to see its benefits, After the Rapture there was only torture and pain, but the Damnation ended with the Great Dark and ever since
then choose one. Souls are mostly left to them selves and the few who dares or are able, can even be the masters of their own lives,
He also notes down the truth that he is large unless the are caught by the Unlaw. Death singers who don’t get affected by the Unlaw as much often end up in
Fill the first dark mark field in your character sheet with on truths and also jots down the +10 ♥ bonus adventurous Destinies that attract violence and hardships.
its name and rank 1. Note down any bonuses gained in
their respective fields. awards him
“Very large demon!”
Destiny is the fate your character has chosen and the
Some dark marks are unique to a certain form and can way they have lived their life up until now. Choose your
♥ BONUS ♥ THRESHOLD LOS E A LL LIFE = DEATH (SEE ART OF DYING P.XXX)
only be worn by that form. LOS E > THRES HOLD = N EGATIVE ASPECT destiny among those listed in the respective chapter, John spends 3 of his specialty skills at +15 on fight, jump
+10 write it down in your character sheet and proceed as and throw in the movement skill tree. He already got +3 in
indicated below. all movement skill from his master and additionally +3 in
5. Quality values and expert truths John sums up the bonuses from his corruptions and
maneuver and throw from his long legs.
Add up all your quality bonuses and write your final master and he ends up with 23 in physique & speed.
1. Skill values (PG XX) MOVEMENT [SPD] SKILL

quality values in their respective fields. Create an expert Every skill gets one bonus each, either based on the MANEUVER 21
truth for each quality reaching 20 or higher, writing it This gives A expert truth that he can use specialty skill trees from your destiny, on the qualities JUMP 18
beside its source. to gain extra story points in game. governing each skill tree, or if they don’t receive a
bonus from either. Add all bonuses to the current
THROW 21
[PHY] P H YS I Q U E values in their respective fields in your character sheet. CLIMB 3
long strong arms 23 First, add a +15 bonus to five skills within any of the his Speed quality is 15 giving him 15/5 = 3 skills at +10.
Beta Ruleset 2.0

Beta Ruleset 2.0


SPEED specialty skill trees in your destiny.
[SPD]
but since he already spent 3 of his specialty bonuses in
creature of the night 23 Going skill tree by skill tree, add a +10 bonus to as this tree there is only one skill left availible
many skills as the governing quality's value divided by 5. to get a bonus - climb.
(20=4 skills,15=3 skills, 10=2 skills, 5=1 skill) The two remaining +10 bonuses instead turn into
+2 bonuses. John chooses to spend the +2 bonuses
Finally, add a +5 bonus to every skill that hasn't yet
received a bonus in this step.
on maneuver and throw making them 23.

KNIGHT
MOVEMENT [SPD] SKILL

Each skill must get exactly one of the above bonuses.


If you get more +10 bonuses than you have eligible
MANEUVER 23
skills in a skill tree, use them instead as +2 bonuses JUMP 18
there, which are added on top of +15 and +10
B R U T E ‡ PAW N S ‡ B U L L E T S P O N G E bonuses.
THROW 23
CLIMB 13
Like icons of our suffering, the eternal struggle to keep violence into
words. The shadow of silence becomes a celebration of pain and brutality. Bonus Number of instances
Eternal wars unfold as the blood flows faster deep inside. +15 Five, among specialty skill trees
+10 Quality/5, among each skill tree
+5 All remaining skills As a knight he get +20 in ♥ bonus and +2 in ♥ threshold
F E AT U R E

3 H I S T O RY O F V I O L E N C E D E S T I N Y S TAT S as well as +5 to brawling where he had 15 making it 20


You may combine any Affinity skill with Brawling and add any
successes and  together for a better result. The result is a fail or
2 ♥ Bonus +20
Threshold +2 ♥ BONUS ♥ THRESHOLD

2. Destiny stats

a botch, if any of the rolls end up as such. Brawling +5 +30 2
INNER DEMON
Each destiny gets additional buffs to two stat bonuses
4 1D3+4 Specialty Skill trees
Craft or thresholds and one bonus to a skill. Jot down these
The anticipation of blood makes the demons of Knights strong. 1 BRAWLING 20
Power +2 Movement increments to the respective fields on your character
Conflict sheet.

Greater souls example destinies: alchemist, artisan, blood reader, bard/muse, blacksmith, butcher, explorer, hunter, mayor,
occultist, priest, prophet, relic-culturalist, satanic informer, shopkeeper, slaver, tavern owner, traveling trader, undertaker, witch.
Ashen souls example destinies: ash farmer, cat flayer, crab gatherer, cup-bearer, dung bearer, flesh gatherer, frog gatherer,
grave digger, stick-maker, killer, legionnaire, guardsman, pallbearer, prophet (mad), street-jester, prostitute, water boy, weeper.

00 00
S T E P 3

Past
3. Feature the feature for the knight give him the ability to
Each destiny offers one feature that is unique to it. Fill combine brawling with maneuver making them both
one of your feature fields with its name and a short very powerful skills, he notes it down on features
description.
Now let's see what's in your past. Roll a start a middle and an End and note these down on the character sheet. Roll
History of violence : Can combine maneuver & Brawling
Many destinies give you the ability to as instructed by the table below in order to get a what, a who/where and a how, write them down in your character
sheet.

4. Inner demon (PG XX)


7 in the full game John looks up the dog demon and writes down it’s sin, kink You may interpret your past any way you like and the GM is free to use your past as truths, build their story around
it, or use them for future encounters.
As does every soul, you have an inner demon, which and his power that he gets from his destiny.
represents your deepest wildest cravings. Roll a die as Then he chooses 4 fear reactions
indicated by your destiny to determine it. Fill the inner
And writes them in an order he finds best What 1D10 11. One of the Serpents
demon field in your character sheet with its type, sin
Dark Connections +3
How 1D20
and blessing as indicated below, with its power as finaly he names his demon Triumph 1. Survived/Fled from 12. Black Horrux Command 1. uncorrupted
indicated by your destiny, and with the name you come Movement +2
INNER DEMON & FEAR REACTIONS Sixth Sense +3  Threshold +1
up with for it. 2. Tricked
NAME
Triumph TYPE
dog POWER 13. The Starless Omen 2. 1D100 years ago
+2 Affinity +2 Blood Aether +100  Threshold +1
SIN ITCH C R AV I N G KINK
envy listen 3. Infiltrated 14. The Abyss 3. at Satans Ball
Type Sin Blessing FEAR REACTIONS Shadowry +2 Navigate +3 ♥ Bonus +20
Tremble like a leaf 1 howling 2
4. Fought 15. The Hollow 4. with an Blood Oracle
1. Goat Lust Satisfy
uncontrollable screams paralysis Conflict +2 Scrounge +3 Blood Aether +100
2. Pig Hunger Scrounge 3 4

5. Sold by/in 16. The Lost Myrkheim 5. with a Genesis Machine


Book 1: Beta

3. Fox Greed Sleight of hand


♥ bonus +30 Climb +3 Throw +3
4. Donkey Sloth Fable The dog demon also give john A truth about his envy, 6. Worshiped 17. Temple of Anubis 6. drunk on Black Honey
5. Wolf Wrath Brawling

Beta Ruleset 2.0


chapter

and he decides his demon is very fond Arcane Arts +2 Alchemy Tech +3 Harrowed Tech +3
6. Dog Envy Listen
7. Has studied 18. A Truth hag 7. filled with symbols
7. Peacock Pride Conduct of his friend, Razneck’s precious weapon and writes Literacy +2
Ruleset

Medicine +3 Ancient Tech +3


this down beside his “large truth”. 8. Charmed by 19. Babylon 8. without a head
II - Mechanics

Perception +2 Sleight of hand+3 Melee crushing +3


Finally, look up your inner demon in the respective
“Very large demon!” “envious of raznecks spear!” 9. Was/was in 20. The Citadel 9. with a dark relic
chapter in order to choose 4 fear reactions, changing
2.0

Craft +2 Emergency aid +3 Witchcraft +3


them or creating different ones up to the GM's
10. Created by/in 21. Burning Olympus 10. with a spine full of poison
approval. Fill the inner demon field in your character
Infernal Survival +2 Divine rituals +3 Maneuver +3
sheet with them.
past 22. House of Hades
Brawling +3
11. 1D1000 years ago
Pantheon +5
John rolls his past and the result is ambiguous. did he
Who/Where 3D10 23. The city of DIS
Stealth +3
12. for 100 days
 Bonus +20
flee from the god with the sword or did the god have
3. A Worm god 24. A High witch of Haxan 13. completely naked
the sword. He decides that he stole the sword from the Pharmacy +3 Ranged Precision +3 Sleight of hand +3
god, and that it now is his sword. 4. A Great Mother 25. Underworld of Duat 14. with a large sword
Satisfy +3 Melee finesse +3 Melee slashing +3
W H AT
Fled from movement +2 5. A Harbinger 26. Asphodel Meadows 15. with a black crown of bone
WHO/WHERE
Fable +3 Listen +3 Psychology +3
PA S T

a dead god pantheon +3 6. A Siren 27. Valhalla 16. with a festering wound
HOW Conduct +3 Secular Tech +3 ♥ Threshold +1
with a large sword melee slashing +3 7. A Golden God 28. River Styx 17. bleeding aether
Genesis Tech +3 Ranged automatic +3  Bonus +20
9. A Dead God 29. Asmodeus Blood Loom 18. completely insane
His past gives him +2 on movement Pantheon +3 Ranged heavy +3 Jump +3
making him very agile.. 10. One of the 7 Kings 30. The Beyond 19. with a blacksmith
Dominions +3 Abyssal Rituals +5 Lockpick +3
MOVEMENT [SPD] SKILL
20. with voices in my head
MANEUVER 25 Read situation +3
JUMP 20
THROW 25
CLIMB 15
00 00
John has no blood aether and has the normal blood tier
S T E P 4
1. Past bonuses he writes “Normal” and “0” on aether
Jot down all bonuses from your past in their respective
fields.

2. Blo od (PG XX) Not available in the Beta


BLOOD
Normal
AETHER

0 Finishing touches
After the rapture there was only torture and pain, but after the Great Dark, Souls have gotten some kind of self
Add up all your blood aether bonuses, if any, and fill the He choses Expert truths for perseverance and can pretty much rule their own lives, if the Unlaw let’s them. Death singers who don’t get affected
blood field in your character sheet with your blood tier Maneuver, jump, throw and brawling by the Unlaw as much often end up in Destinies that attract violence and hardships.
and aether value, jotting down any bonuses you get
MOVEMENT [SPD]
from it on the respective fields. If you don’t have any SKILL

Blood Aether you can just write “Normal” and 0 Aether. MANEUVER “escape expert” 25 1. Identity
JUMP “Leaps between buildings” 20 What your identity actually stands for is entirely up to His level starts at 1 and he figures
3. Finishing skills & Expert truths THROW “coin tosser” 25 you, but it is often some kind of title that you are called
Add up all your skill bonuses and write the final skill by outsiders, something that can be used when your “The bloody griffon” should do as identity.
value in their respective fields.
CLIMB 15 journeys are retold in place of your name. It may be
CHARACTER IDENTITY
mundane or very complex, and you may change it XP LEVEL

Create an expert truth to any skill with a value of 20 or


BRAWLING “Meat slicing beak” 23 whenever you feel is right. Fill the character field in your The Bloody griffon 1
higher, as described in the related chapter. character sheet with your identity, 0 xp and level 1.

4. Stats and thresholds ♥   John has physique 23 and a wound bonus of +20 so he
2. Truth Since he has great movement skills
For each of your stats, add any stat bonus you have to
ecircles all columns up to 40 which means John figures that his demon has a hideout, only he
he can take a total of 16 ♥ before he dies. Finally you are free to create one truth for your
the value of the associated quality, ♥ = PHY,  = can get to, a forgotten eagles nest,
character! This truth works like any other truth, but is
DRV and  = SPR.
Book 1: Beta

his Physique of 23 means he can add 4 (20/5) to always connected to you. Contemplate your past, high above the citadel in a run down tower.
everything you've added to your character so far and
Then encircle all slot column numbers reached by the his +2 threshold bonus meaning that he must suffer try to come up with something defining about your

Beta Ruleset 2.0


result. Additionally, add the wuality value/5 to any
chapter

more than 6 damage to get a negative aspect. “has a small tower hideout high above the citadel”

Truths
character or something they have done or own. Fill the
threshold bonus you may have to get your threshold in
first truth field in your character sheet with this truth.
each stat
Ruleset

LIFE ♥ [PHY + BONUS] [DAMAGE & TRAUMA]


-10 0 +10 +20 +30 +40 +50 +60 +70 +80 +90 +100 +110 +120 +130 +140
II - Mechanics

3. Quirks
2.0

♥ BONUS ♥ THRESHOLD LOS E A LL LIFE = DEATH (SEE ART OF DYING P.XXX) Quirks are brief descriptions of small things about your
LOS E > THRES HOLD = NEGATIVE ASPECT
character that further explore its behavior. John notes down a couple of quirks
+30 6
WOUND TRUTHS & SCARS Mannerism - Habitual gestures or ways of speaking for his character that he think fits.
and acting. A certain move or expression.
MANNERISM

Desire - Impulses that influence your actions and steer


Always Withdrawn & suspicious

Quirks
your path. To flee fracture DESIRE

FEAR
Pain point - Triggers that cause emotional pain. The 7 Worm Gods
PA I N P O I N T
Fear - Something you are really afraid of and will Horruxes
actually take a toll on sanity if you must confront it.

4. Name John does a little research and finds a story about a


Names are important in Fracture – they are the part of necromancer from the 18th century
the soul that binds to the spirit and the divine. Do a little
research and choose a name that suits your character, named Rimwald. John changes it a little and
be it of demonic or angelic nature, or even a normal names his griffon demon “Whrimwald”.
human name if you happen to be an Undying. And finally,
write it in your character sheet, which is now ready to
choose gear and begin its journey.

Choose a starting set of gear on


page 42 and use additional
weapons from page 43
00 00

Salt
The Physical
Without soul or spirit

The Form
Quickplay rules - Not final

Quickplay rules - Not final


T H E B O D Y A N D B L O O D - T H E S A L T

Hark the lament of martyrs, forged in pain for When you create your character you choose one
eternities during the Damnation. The form is the form that will be your base and unless you’ve
Salt of Fracture and is combined with the Sulfur chosen undying you add you corruptions and then
and the Mercury to complete a human soul. choose how your character looks and decide what
cosmetical features your form has evolved
Forms are categories of Souls but are seldom through it’s miserable eternal forging in pain.
unique and share traits from each other. A
Genesis Machine can have a human skeleton and Any cosmetical features are possible but wont
organic features mixed with it’s robotic chassi give any mechanical advantages unless they are
and an Satanic Entity can have a buzzing divine corruptions.
holtzfield as a gloria upon its deformed demonic
head. Forms ONLY 3 AVAILABLE IN BETA
1. Undying
All forms can be of any stand - soiled, ashen or 2. Dark Soul
greater, but characters who are death singers Choose or roll
3. Nano Suit
always counts as greater souls. 4. Satanic Entity if you feel sadistic.
5. Genesis Machine
All souls have been human once upon a time, but 6. Lilith
most have no memories left lasting more than a
couple of hundred of years back, and memories of Undying is the “easiest” form to play as a beginner since
earth or the torture of the damnation often only they are new to Fracture and often has very little
manifest as visions or dreams, but there are experience of life here.
exceptions.
Liliths are the “hardest” form to play as they are pure
A soul with no distinguishable features are not demons less related to gods and angels even than the
considered a form and this is the appearance of the bulk of humans and they have memories of the Beyond and their
the souls in Fracture. Ragged, tarnished humans with one life in the White Abyss when it was the gateway to the
or two corruptions. human psyche.

00 00
YOU
You survived the Red plague and the horrors of the REGENESIS 10 years ago,
endured the Great Fog and have somehow stayed alive until this day.

never
You are a human in all regards and have needs few other souls posses, such
as air, food and water. Not living through the eternity of torment in the
Damnation has also given you some perks, such as a pretty clear and

Died...
compared to many souls, “sane” mind.

Your stubbornness, determination and faith has saved your life countless
times. In this new society you are mostly viewed as an exotic entity and in
worst case, food.

Undying is relating to the Rapture and not your own death. You can die over
and over but you’ll still be regarded as an Undying.

Master Starting Qualities


1BETAWorm God Well trained PHY 15 Survivor DRV 15
2-4
only 3 Fallen Entity
available Years of Zero G SPD 10 Well spoken CHA 15
5-10 Genesis Entity Scientist COG 15 Fear of the dark SPR 5
chooseAncient
11-99 one Entity
100 Eternal

Corruptions (0) Dark Mark


Quickplay rules - Not final

Quickplay rules - Not final


1. Faith
Hold your head high, you have You may heal your own wounds in an instant and bless your
yet to yield any corruptions. weapons before combat.
2. Survivor
NOT AVAILABLE IN BETA
You have survived the frontiers and learned to stay alive.
2. Blacksmith
NOT AVAILABLE IN BETA
You are a natural at crafting weapons and armor.

See Chapter 7 Dark Marks

THE 01
“Love, which in gentlest hearts will soonest bloom
seized my lover with passion for that sweet body
from which I was torn unshriven to my doom” UNDYING
C L E A N S O U L ‡ A S T R O N A U T ‡ I N N O C E N C E ‡ M E AT B A G ‡ S K I N WA L K E R

00 21
00
YOU’RE MOSTLY MACHINE...
YOU’RE NOT REALLY HUMAN...
Nano machines girdle in your blood and has made you into something more than a mere human. They control you and you
influence them. You where human once, resurrected by the extinction machines during the RENEGESIS. Reasons are hidden
in shrouds and you have laid aside your human instincts for more artificial senses and may appear somewhat binary in your
thoughts. You corrupt like everyone else and so does the nano machines in your cells.

You are fast both in body and mind and posses a parallel thought process giving you a dual stream of consciousness
making your decisions lightning fast and even if you don’t give the correct answer you can almost always answer first.

You hear the calling of the Dark Lord like a constant signal in your ghost, inside your very blood.
Do you dream of Electric Sheep?

Master
BETA Starting Qualities
only 3 available
choose
BETA one
1 Worm God Exo Skeleton PHY 15 Digital mind DRV 10
only 3 Fallen
2-15 available
Entity Nano reflexes SPD 20 Likable CHA 10
chooseAncient
16-90 one Entity Dual brain COG 15 Ghost in the shell SPR 5
91-99 Genesis Entity
100 Eternal

Corruptions (2) Dark Mark


Quickplay rules - Not final

Quickplay rules - Not final


Choose one (1) of these 1. Assasin You are a silent killer ready to move and strike from the
1. (2. Goat/Stag skull) shadows.
2. (5. Skull Face)
3. (61. Tentacle(s) in face) 2.NOT
Nano A VAILABLE
Reflexes IN fast!
You are BETA You get a bonus on all movement
4. (65. Extra Pair of Eyes) skills and can dodge damage in combat
3.NOT AVAILABLE IN BETA
Precognition/Whisper in the Ghost
and roll one (1) Corruption random You get warnings about danger ahead and may get forboading and
on the Corruption Table with a D66. omens.

See Chapter 6 Corruptions See Chapter 7 Dark Marks

3
“Soon you will be
NANO
SUIT
where your own eyes will see
the source and cause
and give you their own answer
to the mystery.

SPLICER ‡ GLITCH ‡ VIRUS ‡ GHOST ‡ SHELL

00 00
‡ Exalted Prime Evil ‡
You have corrupted into a full fledged demon sometimes indistinguishable from True demons, enhanced by nano tech and
symbiotic harrowed tech, bound by the dark forces of the abyss. You extrude brute force and violence and most souls turn the
other way when seeing you. Things tend to break when you are around even if your intentions are peaceful since your muscles,
reflexes and limbs are part demonic.

Your monstrosity have one huge benefit when it comes to interactions with the True Unlight and their offspring, they tend to
appreciate your presence and violence. Even if you aren’t the sharpest tool in the box,
you have become very good at using that fact to your own benefit.

Master Starting Qualities


BETA
1-3 Worm God Violent & Aggressive PHY 20 Animal Instincts DRV 15
only
4-493 available
Fallen Entity Predator SPD 15 Rough impressions CHA 5
choose one Entity
50-99 Ancient One track mind COG 5 Non Spiritual SPR 10
100 Eternal
Quickplay rules - Not final

Quickplay rules - Not final


Corruptions (4) Dark Mark
Choose one (1) of these 1. Behemoth
Head Corruptions You are a towering giant on the battle field, feared by all foes.
1. (1. Head of a Mythic Being)
2. Regenerating
2. (2. Goat or Stag skull) NOT AVAILABLE IN BETA
Your body has the power to heal itself at an astonishing rate.
3. (3. Skull of Domestic Animal)
4. (4. Skull of Wild Animal) 3. Frenzy
NOT AVAILABLE IN BETA
You are a natural born killer, set in this world for one thing.
and roll three (3) Corruptions random
on the Corruption Table with a D66.

See Chapter 6 Corruptions See Chapter 7 Dark Marks

SataniC
THE HERALDS - IV - DEATH SONG

“Hope not ever to see Heaven.


I have come to lead you to the other shore;
into eternal darkness; into fire and into ice.”
Entity
B E H E M O T H ‡ D E AT H B R I N G E R ‡ H U L K ‡ B L E S S E D O N E ‡ A B Y S S A L

00 00

Sulphur
The Soul
Without body or spirit

Destiny
Beta Ruleset 2.0

Beta Ruleset 2.0


T H E S O U L - T H E S U L P H U R

After the Great Dark souls went through the Destinies ONLY 3 AVAILABLE IN BETA
awakening. During a long time period more and
more souls where left to their own, gaining some 1. Jäger
form of independence, regaining some of their 2. Knight
memories and wants, and needs. They have 3. Mystic
slowly gone back to a rudimentary society, 4. Necronaut
almost resembling earth. 5. Death weaver
6. Muse
Most souls still loiter and are devoted to 7. Artisan
satisfying their urges or avoiding their fears but 8. Rare Blood
some spend their time pursuing dreams or even 9. Elysean
seeking to make the unlife better. 10. Psycho tech
11. Doctor
Death singers are an exception and they seek a 12. Witch
higher purpose, a life of exploration and
adventure and this is projected in the Destinies If you want to create a character without Destiny you
they seek. forfait the Destiny feature but can distribute your
specialization skills in all skill trees and you roll your
The destiny is your character’s life choice and demon with 1D8, where 8 means give your demon +1
how they have spent their unlives in Fracture. A power (starting at 1) and reroll the type.
destiny gives them a small mechanic ability that
gives them an edge in game.

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Jäger KNIGHT
01

C A R T H O G R A P H ‡ E X P L O R E R ‡ C O N Q U I S TA D O R B R U T E ‡ PAW N S ‡ B U L L E T S P O N G E

Following fates seen in dreams, painting hope across a void of lies. Exploring Like icons of our suffering, the eternal struggle to keep violence into
the contours of their world, calculating the endless enigma of the Dark lord. words. The shadow of silence becomes a celebration of pain and brutality.
Lured by the sweet taste of victory, frightened by death beyond the stars. With Eternal wars unfold as the blood flows faster deep inside.
love as real as their tears, taking pleasure in each port.

F E AT U R E F E AT U R E
D E S T I N Y S TAT S I KNEW A GUY... H I S T O RY O F V I O L E N C E D E S T I N Y S TAT S
 Threshold +2 You may combine any Infernal survival skill with Dark connections You may combine any Affinity skill with Brawling and add any ♥ Bonus +20
 Threshold +2 and add any successes and  together for a better result. The successes and  together for a better result. The result is a fail or ♥ Threshold +2
Maneuver +5 result is a fail or a botch, if any of the rolls end up as such. a botch, if any of the rolls end up as such. Brawling +5
INNER DEMON
INNER DEMON
Specialty Skill trees 1D4 Specialty Skill trees
1D3+4
Affinity Jägers are usually pretty trustworthy. Craft
The anticipation of blood makes the demons of Knights strong.
Infernal Survival Power +1 Movement
Power +2
Movement Conflict
Beta Ruleset 2.0

Beta Ruleset 2.0


[Ňeçroňauť] O U T S I D E R ‡ S I N E AT E R ‡ R O G U E

Diving headfirst into death, thriving in mischief and chaos,


often marked as Kain by both gods and demons. Unreliable maniacs
to most other souls, shattering divine seals and blowing forbidden
trumpets. Their spiteful and aggressive frustration, opening the fourth
pool of sacrifice, in their wake.

F E AT U R E
N E V E R I N S A N E , A LWAY S C R A Z Y D E S T I N Y S TAT S
When straining sanity you may pay your demon directly with an  Bonus +20
Insanity action (as if getting rid of an itch), instead of the 1D6   Threshold +1
usually paid to modify a roll by -5. Stealth +5
INNER DEMON
Specialty Skill trees
1 D 8 - 1 (Zero is regarded as one)
Movement
Necronauts spoon feed their demons with endless amounts of crazy.
Perception
Power +2
Seal of Gamygin Shadowry
Great Marquis of the Black Ghost
(4.) Fourth spirit and Marquis of the Satanic Court

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BETA

Starting Sets Choose one set of starting gear and note it down on the character sheet.

Mercenary set Explorer set


Weapon: Ranged Automatic Weapon: Ranged Precision
Masterful IV: Inquisition Auto Cannon of Leviathan Masterful IV: Elysian Long Rifle of Hate
ATT +6 DAM 3 TRG 10 RLD +1 PEN 3 GRADE +3 ATT +2 DAM 3 TRG 5 RLD +4 PEN 1 GRADE +3
 Carnage: (Damage 3 targets with a main action attack)  Angelic: (Damage +1 After a Reload)
(Genesis) (Transmitting) (Eats) (Plants) (Ancient) (Quiet) (Awakens true) (Terror)

Armor Armor
Excellent III: Knight Composite Armor of Tiamat Masterful IV: Haxan Feathered Armor of Death
Armor 2 Brawling +5 Maneuver +5 SPD +2 Armor 0 Precision +5 Movement +5 Sixth sense +5
 Storm dragon: (Wearer heal 1 ♥ while soaking wet)  Death Blessing: (Wearer lose half  in the Death dream)
(Secular) (Peculiar) (Harrowed) (Sharp) (Attracting) (Embers)

Equipment Equipment
Ordinary II: Flesh Mask (Harrowed) (Devious) Ordinary II: Dimension bag
(Secular) (Bulky)
Consumables Excellent III: Nano Wire
1D3 Excellent III: Grenades (Genesis) (1D6 Damage) (Genesis) (Glowing)
(Annoying) Masterful IV: Aether Umbrella
1D3 Masterful IV: Poison (Ingested) (Ancient) (Dangerous) (Vulnerable to) (Light)
(1D4 Damage) (every 4 hours) (Trembling) until treated
1D6 Tactical Flares (Blue) Consumables
10 Soiled Food (Tastes shit) 1D3 Ordinary II: Potion (Inhaled)
Beta Ruleset 2.0

Beta Ruleset 2.0


2 Unlight tobacco (Visions of snakes) (-1D6 ) (12 hours) (Pain)

Starting Gear
1D3 Wine of Sodom (Nice year)
BETA 2 Demonic Flare (Loud)
Scribe set 5 Luxury Food (& candles)

Weapon: Ranged Precision


Masterful IV: Babylonian Revolver of the Goat
ATT +6 DAM 4 TRG 5 RLD +2 PEN 2 GRADE +2 Mechanic set
 Great aim: (Attack +5/3 )
F I N A L I Z E D S E T S (Secular) (Short) (Shines of) (Glass) Weapon: Melee Crushing
Masterful IV: Cerberus Heavy Flail of a Thousand
In the full game you will create your own starting gear from a set list. Armor ATT +2 DAM 5 TRG 5 RLD +4 PEN 4 GRADE +2
In the Beta rules the items will have finalized conditions and fragments. The final game also has descriptions Masterful IV: Undying Structured Armor of Pride  Long reach: (Has a surprising range)
for many very exotic kinds of consumables and equipments. Armor 1 Psychology +5 Affinity +4 COG +4 (Genesis) (Recording) (Cleanses with) (Plants)
 Play dead: (Spend 5  ignore all damage this verse)
(Secular) (Unreliable) (Blackened) (as the sky) Armor
Excellent II: Abyssal Siege armor of the Beyond
Equipment Armor 3 PHY +1 SPD +1
Explanation gear descriptions. Masterful IV: Dimension bag  Unlight Protection 800
(Genesis) (Oily) (Activates) (Insanity) (Harrowed) (Dripping)
Tier Type of item Descent Feature Excellent III: Stasis Device
The tier of the What it is, most often explained A three part list that A feature decided by the last part of (Ancient) (Fast) Equipment
gear and decides in the full game but can also be gives armors and the Descent and gives the wearer Ordinary II: Night catcher Masterful IV: Rift Pavilion
how useful it is. something normal like food or weapons their final an ability that is noted on features. (Harrowed) (Leaking) (Ancient) (Impressive) (Always contains) (Pain)
human skulls not in need of any stats and abilities. Excellent III: Wall cutter
explanation. Consumables (Secular) (Twin)
Masterful IV: Undying Structured Armor of Pride 1D3 Masterful IV: Potion (Ingested) Ordinary II: Power tool carrier
Masterful IV: Dimension bag Armor 1 Psychology +5 Affinity +4 COG +4 (Stealth +10) (6 hours) (Rage) (Genesis) (Transparent)
(Genesis) (Oily) (Activates) (Insanity)  Play dead: (Spend 5  ignore all damage this verse) 1D6 Fruit of Idun (Red)
(Secular) (Unreliable) (Blackened) (as the sky) 5 Soiled Food (Chicken?) Consumables
2 Booze (Battery Acid) 1D3 Excellent III: Poison (Ingested)
(1D4 ) (12 hours) (Insomnia) until treated
Origin Condition Fragments 1D6 Holy water (Fancy)
From which materials The general condition of the Only available on Masterful and Legendary items 2 Human skulls (Brain left)
and origin the item is. item or any special quirks that and gives the item a limited ability or quirk 2 Luxury Booze (Macallan 18y)
Decides it’s functionality it haves. Interpreted by the depending on it’s origin. Is interpreted by the
and cosmetics. player and GM when acquired. player and GM together when acquired.
Always follows the origin.

00 00
Damage and targets quick and dirty

Weapons
Damage tells how much each target will lose. One  lets you either raise the damage by +1 or dealing the weapons damage to
a new target up to the maximum of the weapons Targets value. Orebous could deal 16 in damage to a horde with three .

OREBOUS
MASTERFUL IV
S TALK ER RIFLE
(PRECISION)
A S M A L L 1 0 1
TIER NAME CONDITION & WEAPON DESCENT TRUTH

There are really no fixed weapons in this game, they are randomly generated through weapon forging. Here we have rolled a IV Orebous Devious Blackened - Scout rifle - of Hate (Harrowed) Drinks - Fire
few weapons of Astro to give you a hint of how they may end up. Feel free to change the weapons from the starting sets into
any of these weapons. AT TA C K RELOAD DAMAGE TA R G E T S GRADE W E A P O N F E AT U R E LEVEL/UXP

+6 +2 VI 1 2  Death driven - Every kill heal one ♥

KRIATOS
MASTERFUL IV
GRE AT SWORD

HrafnaSUN
MASTERFUL IV
(CRUSHING)
SIEGE RIFLE
( H E AV Y )
TIER NAME CONDITION & WEAPON DESCENT TRUTH

IV Kriatos Blood red Titan - Great sword - of Execution (Ancient) Sparkles with - Pain TIER NAME CONDITION & WEAPON DESCENT TRUTH

AT TA C K RELOAD DAMAGE TA R G E T S GRADE W E A P O N F E AT U R E LEVEL/UXP


IV Hrafnasun Loud Limbo - Siege rifle of a thousand (Ancient) Cuts through - Darkness
+6 +6 VI 3 2  Deadly - Each  spent raises damage by 2 (instead of 1) AT TA C K RELOAD DAMAGE TA R G E T S GRADE W E A P O N F E AT U R E LEVEL/UXP

+5 +2 VII 2 -2  Extreme ranged - Has unbelievable reach


Heavy weapons as great swords and cannons are great at Quick weapons as swords and automatic weapons are great
killing huge creatures with their massive damage but worse at killing loads of minions and hordes but much worse at Some weapons such as rocket launchers and heavy flails has
Quickplay rules - Not final

Quickplay rules - Not final


LEGIO
for dealing with hordes of smaller enemies. Kriatos could kill killing tougher enemies. Qliphoth with the nice feature a different balance with reduced base stats
18 [VI x 3] horde by spending 2  reaching its maximum Carnage could kill a massive 28 horde enemies spending 2
MASTERFUL IV
ROCKET LAUNCHER making them a risk/reward weapons
targets. . With the possibility to spend up to three more to get the with massive potential.
kill count up to a horrific 40 [IV x 10]. ( H E AV Y )

QLIPHOTH
MASTERFUL IV
RAZOR TIER NAME CONDITION & WEAPON DESCENT TRUTH

( S LAS HI NG ) IV Legio Quiet Myrkheim - Rocket launcher of Hate (Ancient) Inspires - Speed
AT TA C K RELOAD DAMAGE TA R G E T S GRADE W E A P O N F E AT U R E LEVEL/UXP

-4 -4 V 7 2  Angelic - Damage +1 if reloaded


TIER NAME CONDITION & WEAPON DESCENT TRUTH

IV Qliphoth Pulsating Flesh - Razor - of Leviathan (Genesis) Attracts - thick black flies

Gríðrbregða
AT TA C K RELOAD DAMAGE TA R G E T S GRADE W E A P O N F E AT U R E LEVEL/UXP
MASTERFUL IV
MACHINEGUN
-2 +2 IV 10 -3  Carnage - if the main action, deal damage to 3 targets on a success. (+ Quick)
( A U T O M AT I C )
The feature Quick is permanent on automatic and slashing

BLOOD
MASTERFUL IV weapons and gives the ability to damage 2 extra targets
SCHYTE with one  instead of the usual 1 and is very important for TIER NAME CONDITION & WEAPON DESCENT TRUTH

these weapon types while fighting hordes and minions to be Gríðrbregða Breathing Haxan - Machinegun of Chaos (Harrowed) Influence dreams of - Obscenities
(FINESSE) IV
able to reach their potential.

BRINGER
AT TA C K RELOAD DAMAGE TA R G E T S GRADE W E A P O N F E AT U R E LEVEL/UXP

+5 +2 IV 8 -3  Oracle - At the start of conflict, perform one extra action. (+ Quick)


TIER NAME CONDITION & WEAPON DESCENT TRUTH

IV Blood bringer Sticky Haxan - Scythe - of Meliora (Harrowed) Bleeds - poison

CLOUD
AT TA C K RELOAD DAMAGE TA R G E T S GRADE W E A P O N F E AT U R E LEVEL/UXP MASTERFUL IV
FLAMETHROWER
+2 +2 V 4 -3  Impaler - One target “impaled” +2 damage if attacked again.
( A U T O M AT I C )

Precision weapons like scythes and rifles are good all round Leveling and God rolls - Lets play with the thought TIER
GATHERER
NAME CONDITION & WEAPON DESCENT TRUTH
and can do a little of both. Blood bringer could kill 15 horde that Kriatos instead had the feature Carnage. Since it has a
enemies spending 2 . But could only spend 1 more to targets of 2 it would not even be able to use the full potential IV Cloud Gatherer Self cleaning Titan - Flamethrower from Hell (Ancient) Increases Storms
reach 20 [V x 4] as maximum. of Carnage, but it would be a great incitement to level up AT TA C K RELOAD DAMAGE TA R G E T S GRADE W E A P O N F E AT U R E LEVEL/UXP

Kriatos and raise its maximum Target value and then it would
+6 +6 III 10 2  Witch marked - Spend 1♥ to increase Targets with 2. (+ Quick)
truly be a formidable God roll.

00 00
Skills
T S
CEMEN
EN T REPL A
MOV EM

RUNNING... ERS
TLY F R O M PURSU
QUIE T H
T H O U G H T I N T O F L E S H S T E AL
ONSTER
CK OF A M
Skills are the characters’ main way to perform actions in the game. UP THE BA N
EO
PAN T H REST
P ITC H BLACK FEO
Skill trees A
THROUGNH/ S I X T H S E N S
LIS T E N
Skills are divided into 9 skill trees. Each has a set of related skills and a governing quality, which is used during soul
R AC TIN G ATTENTIO
creation to determine their values. Any time you're instructed to increase, decrease or affect a skill tree in any way, ATT L OGY
all skills in the tree are affected, regardless of their individual value. WITHOUT ISE/P
SYCHO
DIS GU

Expert truths
Characters gain an expert truth for each skill in which they have a tier of 4 or more. It can be a specialization that
makes the related skill more useful under certain circumstances, or a characteristic the character develops from
embodying the skill to the point that it emerges in some way even when it is not specifically being used. Expert AFFINI T Y REPL ACEMEN T S
truths are created by the player, with the supervision of the GM to make sure it fits the skill and the story.
INFLUENCE FOR...
Quickplay rules - Not final

Quickplay rules - Not final


Theresa has reached a high tier on Climbing after spending a year living in a jungle swamp, so she has the expert
truth "tree climber", which makes her especially better at climbing trees. A BETTER PRICE ON A SWORD
CR AF T / SL A SHING
Abominatron has a high tier on Satanic Rituals from doing such at least once a day, so she has the expert truth
"smells of sulfur", which doesn't make any difference to her rituals, but might make her more likable – or dislikable –
A GENESIS ARTIFACT
GENE SIS T ECH
in some venues.
A HIDDEN LOCATION
DOMINION/N AV IGAT ION

GETTING HELP BY A DOCTOR


EMERGENCY AID

PERCEP T I
ON REPL ACEM
Using skills in game SEARCHING FOR... EN T S

There is no wrong or right when choosing what skill to roll and the GM should sometimes give the players the
option of several skills to choose from. Some actions should also be performed with alternate skills that at first ARCANE BOOKS
glance seem illogical but actually better describe the action. ARC ANE AR T S/DO
MINION
A mystic is probably better suited to find a particular scripture than a keen-eyed thief, and even the most smooth
A HIDDEN DOOR
L OCK PICK
mouthed huxter would not have a chance to win a debate of politics against an experienced politician. /SI X T H SENSE
HIDDEN MOVEM
The GM should experiment with the skills, demanding checks in some that may not be the typical choice or the S T E ALT H/ ENTS
same as before. This will make skills more balanced, allowing for character specialties to shine much brighter. M ANEU V E
R
A BRUTE LOST IN
BR AW LING THE CITY

00 00
Skill descriptions Arcane Arts SPRNOT AVAILIBLE IN BETA These  uses are always available for all Arcane
Arts skills when casting rituals.
Here you will find the description of how each skill is used in Astro Inferno. Beneath each skill's description are A soul's knowledge of the occult and arcane powers.
 affect additional target
examples to inspire the creation of expert truths, as well as tips on how SP can be used within it to afford for Even though they can be used for other purposes,
 increase the affected area by one distance tier
aspects, extra actions and requirements. their main use is casting rituals, which you can read
 Aspect more about in the Rituals chapter.
Rituals can never be cast as an extra action for 1 SP
 Extra action
– they must be your main action.
Alchemy Tech
Sometimes the GM might be unsure about what skill to check against. In such situations, it is often the case of The knowledge for making relics and aether artifacts
checking against a quality instead, or letting the player describe further how the action was carried out in order to such as sigils, marks, nexus shells and nexus primes. Abyssal Rituals
find out what skill makes the most sense. The user may learn predefined alchemical rituals or The affinity for casting graphic dark rituals that often
Satisfy weave new ones. soil locations with traces of unlight, the smell of sulfur,
Affinity CHA The skill to satisfy another soul by figuring out what fire, smoke or blood.
A soul’s ability to communicate and relate to other they want and managing to deliver it to them. Expert truth examples
souls and sentient entities. The GM can use truths and “Nexus cyborg” Expert truth examples
aspects related to who you are communicating with in Expert truth examples “Gold eater” “Smells of sulfur”
order to affect the check. “Sexy beast” “Tech geek” “Unlight resistant”
“Body language reader” “Friend of the aristocracy”
“Very good cook” Example  uses
Fable Example  uses
 Make the baron "bedazzled by the relic".
The skill to believably spin facts, fabricate stories out of
Example  uses  Throw the artifact to a nearby ally.  Make the walls around you "drenched with blood".
thin air, and mimic voices, calligraphy and gestures.
 Make someone “attracted by you” for an evening.  Defuse a very, very, very old nano curse.  Run from your creation as fast as you can.
 Attempt to discover a deeper desire.  Cast a ritual in the presence of a golden blooded.
Expert truth examples
 Detect hidden motives
“Senses lies” Divine Rituals
Quickplay rules - Not final

Quickplay rules - Not final


“Magical storyteller” The affinity for casting rituals powered by the aether. Witchcraft
“Extremely amusing” Conduct The affinity for channeling the power of life and death,
The skill to perform artistically, such as with music, Expert truth examples often bearing themes of organic cycles, sexuality and
Example  uses dance and drama, entertaining and feeding the “Incurably hopeful” the grotesque. The user may learn predefined
 Making the story go “viral” for a night energies created by the audience or listener. “Prophet with followers” witchcraft rituals or weave new ones.
 Gaining information from your audience “Glowing skin”
 Lie while affected by truth serum Expert truth examples Expert truth examples
“Attracts small animals with music” Example  uses “Fearless of death”
“May shatter glass with their voice”  Make souls "happy to be alive" for a moment. “Has a sentient log familiar”
“Has fans all over Babylon”  Identify hidden aether sources. “Attracts butterflies”
 Cast a ritual in the Abyss.
Example  uses Example  uses
 Make an audience "spellbound" for a brief period.  Make your ritual be "carried by the wind".
 Pickpocket an spectator  Pour your ritual's traces in a bottle for later.
 Entertain a very bored crowd.  Sacrifice a rat for a ritual with hands and feet tied.

Grade of gear
Not really a skill, but a potential modifier to all Affinity
skills instead.
Conduct example
Status and power are very important in Fracture, and Kether is the sad victim of his inner peacock demon,
one's gear can sometimes be more important than and when facing an inner itch, he decides to put on a
their innate charm or ability to persuade. Items scene to make everyone around empathize with him.
sometimes have a grade value, which are added or He rolls a Conduct check and gets 2 , and begins Witchcraft example
subtracted from any Affinity skills when their item is describing how he stumbles through the tavern crying Thaxa wants to cast a ritual using the three
prominent enough in a situation as to impact its odds out in pretended pain and excessive poetic lines. learned fragments "[chained] [stormy] [lust]". She tells the GM that
at succeeding. she intends the ritual to bewitch Roarax, the chancellor of the domain, making him easier to
He then buys the universal aspect “overwhelming convey during their official meeting. Before entering his chambers she cuts a rat in two and performs the short
Items with grade are either expensive and luxurious sympathy” for the entire tavern, and so the GM ritual. She rolls a success and gains 3 extra , since she used three learned fragments. Thaxa wants to buy the
or impressive in other means such as being describes how souls fall into tears and get up to help truth “has a crush on me” for Roarax, and when she enters the GM tells her that the chancellor is in a very good
renowned or powerful in an obvious way. Grade the poor Kether who now wriggles on the floor mood and kisses her hand as she enters the room, nervously blabbing about how beautiful the Satanic blood fall
comes in a scale of +1 (luxurious item) to +5 whimpering, while his friends roll their eyes and was last night, and how her eyes look fantastic beneath her flesh veil. Buying the truth is not permanent, but the
(legendary and widely famous item). Several grades continue drinking their beers. chancellor will now have a crush on Thaxa until something changes.
can stack together if it suits the situation, but the
total modifier may never be higher or lower than 5.

00 00
Crafts COG NOT AVAILIBLE IN BETA Genesis Tech Infernal Survival DRV Poisons & Potions
The skill to analyze and create poisons and potions.
A soul’s ability to analyze, repair and upgrade objects, The skill and knowledge for handling and crafting with The ability to harvest ingredients from defeated
tech originated from Genesis machines and Red A set of skills that often keeps souls alive in Fracture.
weapons and armor, as well as making new ones from creatures and environments to produce said products.
different materials. Even though the skills can be used Gods, as well as nano tech like Holtzfields. For Story points, you may create the noted number of
for other purposes, their main use is crafting, which Emergency Aid doses of tinctures from a harvest. (See harvesting
you can read more about in the Items chapter. Expert truth examples The skill to patch a wounded soul. Often messy p.xxx)
“Has a Machinae familiar” business trying to scoop entrails back into an open gut,
“Surrounded by a glowing field of nano-bots” stitching together wounds using tape, putting back a
Ancient Tech “Dreams of electric sheep” beating heart into the chest cavity or figuring out a
Example master truths
The skill and knowledge for handling and crafting with “Identify tinctures by look only”
skull puzzle while keeping brain goop inside. A success “Detect poison by scent”
materials of the dead and lost gods and analyze Example  uses instantly gives 2 ♥ to the patient and keeps them alive “Has poisonous spit”
artifacts of that origin.  Make the battery "last far longer than usual". for a while if they were dying. Only one successful
 Access the device's usage history. attempt is allowed for each patient. Example  uses
Expert truth examples  Turn off a rampaging machinae.
“Egyptian artifacts know-all”  Gain extra dose when harvesting
Example master truths  Add an extra truth fragment to the tincture
“Collector of earth artifacts”
“Can perform aid while moving”  Change an existing truth fragment (while analyzing
“Expert on all the titans”
Harrowed Tech “Can perform aid on myself” it)
The skill and knowledge for handling and crafting with “Can lower a wound truths tier by 1”
Example  uses
 Make a seller "clueless that the dagger is ancient". the grotesque Satanic organic tech of the world
Example  uses
Dark Connections
 Teach a friend how to activate the artifact. beyond death's gate. Your underworld connections around Fracture. A
 Healing another 2 ♥
 Identify the ancient weapon miles away. successful roll gives you a contact that can help in the
Expert truth examples  Getting the body into cover
current situation. Contacts can be backstabbing
“Has a meat familiar”  Getting rid of an aspect
Secular Tech corrupted assholes or loyal friends at the GM's
Quickplay rules - Not final

Quickplay rules - Not final


“Drains life from organic material” discretion.
The skill and knowledge for handling and crafting with
ordinary materials and technology of Fracture.
“Use bones as steel” Navigate
The skill to navigate between spaces in Fracture and Example master truths
Example  uses to interpret and use maps. The ability to figure out how “Very loyal contacts”
Expert truth examples  Make your surroundings "smell of putrid bile". the satanic Unlaw is bending space in it's sick and “Powerful contacts in a certain group”
“Fast smithy”  Load your gun with your victims' teeth. twisting ways. Roll whenever you try to travel between “Holds arcane crows as messengers”
“Smash-resistant fingers”  Craft something out of a squashed corpse. places. Maps give you bonuses (See traveling in
“Forged the baron's armor”
Fracture p.xxx) Example  uses
Example  uses  Make your contact perform one action
Example master truths  Your contact is indebted to you
 Make the armor "shiny like your bald head".
“Your heart knows when you reach your goal”  Your contact doesn’t question your motive
 Get more information about the found compass. Placeholder symbol “Travel doesn’t fatigue you”
 Repair a sword whose blade was shattered. Dive into the deep “You can identify most Horizons”
everything will float
Example  uses
 Get +1 on the event roll
 Reduce any  loss by 1
 Create a map of this journey
Secular Tech example Dark Connections example
Grimwald wants to create a great torch for their exploration Uriel is in a conundrum and needs to find a way to persuade a
of a nearby tomb. The GM tells him that creating a new minister of the Satanic Church to let him and his friends into
Masterful IV Torch would be a complex action with a difficulty the Library of Rotten Knowledge. They left off on bad terms
of 4, and it would take one night per check. Grimwald rolls a and he doesn’t even know where the library is located.
Secular Tech check and gets 2  SP. He really is set for 4 
so he strains his  twice to gain two more  in order to get He decides to roll for Dark Connections and gets a success.
the torch done tonight. With that, he manages to forge the The GM tells Uriel that he actually knows a scribe within the
torch with three fragments, “[quiet] torch that [shines of] Ministry of Gifts who could find out the best way to bribe or
[the Sun]”. That is a remarkably bright and quiet torch that persuade the minister in question, in exchange for a reward
will probably be very useful while exploring that tomb. of course.

00 00
Literacy COG Medicine
The knowledge and skill to treat sick and wounded
A soul's knowledge of various topics, mostly acquired
souls. Treatment often is a complex task with a 
through books, mentors and formal studies, but not
excluding personal experience.
requirement that the GM sets for each patient. Movement SPD Throw
Clearing the task will give all ♥ back to the patient and The skill to throw stuff and hit what you aim for. A
A soul's general agility and speed. Many movement
turn any wound truths into scars. Depending on the successful roll hits a target and deals the object's
skills utilize the distance tiers mentioned in the
Dominions negative aspects and truths rolled during the complex Introduction chapter.
inherent damage, as with any aspect, this can be
The knowledge of the 69 dominions, the nine regions, task, the patient's state after treatment varies. Length increased by 1 per . A success throws the item
the cities, the legendary places, the Abyss and the of treatment is up to the GM but should be room distance. How heavy the object can be is up to
Hollow. This skill is analogous to a Fracture version of appropriate to the condition of the patient.
Maneuver the GM but the thrower's Physique should be taken in
geography, geology, botany and zoology. Truths The skill to move in an agile way in a chaotic or consideration.
purchased within checks on this skill may be universal dangerous environment, to find cover from dangers,
Example master truths
without the need for additional  costs. staying balanced when tackled or dodging falling rocks. Example master truths
“Field surgeon”
A success lets the character advance room distance. “Ambidextrous”
“Can remove scars”
Expert truth examples “Can create/regenerate limbs” “Heavy lifter"
“Abyss specialist” Example master truths “Loves boomerangs”
“Extremely fast reader” “Great at ambushing”
Example  uses (outside a complex task)
“Map collector” “Moves like a ninja” Example  uses
 Setting a diagnosis on a sick soul.
“Balance of a cat”  Make a thrown object make “a lot of noise”.
 Make a scar look neat.
Example  uses  Determine the age of a corpse eaten by maggots  Increase distance tier.
 Make this knowledge “only known to a few souls”.
Example  uses  Throwing something heavy.
 Making it “unharmed” through a burning building.
 Gain deeper knowledge about the subject.
Psychology  Increase distance tier.
 The information is secret or enigmatic.
The knowledge and skill to handle and treat souls who  Dodging something insanely fast.
Climb
are either insane or possessed by their inner demons. The skill to traverse vertical surfaces and the ability to
Pantheon Treatment is often a complex task with a  hold on for dear life when shit hits the fan.
Jump
Quickplay rules - Not final

Quickplay rules - Not final


The knowledge of the dead, lost, golden and worm requirement that the GM sets for each patient.
gods, the machine angels, the Satanic princes, the 7 The skill to effectively jump and land. Can also be used Example master truths
Clearing the task will give all  back to the patient and
kings and the Serpents, as well as their relations. This to do quick maneuvers in conflict, creating an “Birds love me”
removing any current itches. Depending on the
skill is analogous to a Fracture version of heraldics, advantage. A success takes the character “intimate “Stairs only slows me down”
negative aspects and truths rolled during the complex
politics and celebrity knowledge. distance” - across a wall or over a creek. “Knows the city from up high”
task, the outcome could vary. Length of treatment is
up to the GM but should be kept within a scene or a
Example master truths Example master truths Example  uses
longer conversation.
“Pen pal with the Arch Cardinal of Sacrifice” “Always lands on the feet”  Making your climbing “silent like a mouse”.
“Expert on symbols and heraldics” “Falls with style”  Jump to another wall / into a window.
Example master truths
“Performed rituals with the Church of Stairs” “Parkour movement”  Climb something covered in oil.
“Hypnotizer”
“Can change demon truths and fear reactions”
Example  uses Example  uses
“Can briefly see into the Deep”
 Making the landing “silent”.
 Making this knowledge “forbidden by the court”.
 Increase distance tier.
 You know a place where you can find more Example  uses (outside a complex task)
 Landing on a paper thin edge.
information about the subject.  Determine a character's spirit animal.
 The information is secret or enigmatic.  Temporary suppress a demon truth.
 Calm a raging Wrath demon in action.

Dominions example
While wandering into a new settlement
overlooked by a gigantic white ivory tower, Krambar
asks the GM if he knows what it is and who dwells
Can you get rid of demon truths? Throw example
there. The GM tells him he can roll a Dominion check
Not really. Demon truths are deeply part of your soul Grimwald wants to pick up a legionnaire he is fighting and throw him into a centurion. The
and Krambar even gets to add an  since he has the
and getting rid of them should be very hard and take GM tells him the centurion is within room distance and that even though Grimwald has a
character truth “Grew up in a library”. Krambar rolls 1
years of therapy and hard work. But a therapist can Physique of 20, the legionnaire is still quite heavy, so he could throw him by spending 1 
, thus ending up with 2  total. The GM tells him
(using Psychology) suppress demon truths until the and that would deal 3 damage to the centurion on a hit. Grimwald rolls a Throw check and
that the tower is throne to the wizard Athraxia, who
next time the patient suffers an itch or craving. rolls a natural 1 – a perfect check, making his Throw skill of 17 generate 6 . One  is
rules this region, and that she is a really sadistic and
removed because of the weight of the soldier, but the other 5  can be used to increase
evil ruler. Krambar wants to use his 2  to buy the
the damage from 3 to 8. The GM describes how the soldier flies straight into his captain's
universal aspect “tonight there will be an official
torso, ripping open and crushing the centurion's chest in a horrible wet cracking sound.
ceremony in the town square” and “Athraxia is usually
present”. The GM tells him that even if this actually is
two universal aspects, he will approve it, since it is
creative and fits the story.

00 00
Perception CHR Scrounge
The skill to spot things or look through an area in a
A soul's general awareness and attention and ability to
logical way to find anything useful or valuable. This can
calculate how other souls think and behave.
be used when looting or searching through a location.
Read more about this in the looting chapter.
Listen Scrounge can not be used to find additional items in
The skill to hear faint sounds and figure out what they loot rolls.
are, where they come from and, if speech, what is said.
Example master truths
Example master truths “Hoarder”
“Can identify souls by their footsteps” “Collects rare figurines”
“Hears through all noise” “Notices all valuables in a room”
“Nano machines also make sounds!”
Example  uses
Example  uses  Make a searched location “look untouched”.
 Making a sound “not heard by anyone but you”  Hiding an item.
 Calculate the exact origin of a sound.  Finding secret, hidden items.
 Awakening from faint sounds while asleep.

Sixth Sense
Read Situation The ability to feel if you are being watched, if something
The skill to read the small intricate details of a is about to happen or if a choice will be better or worse
situation and get knowledge of motives, feelings or than another. May only be used actively once per
even possible future actions. This may target a person, scene.
group or a general situation.
Quickplay rules - Not final

Quickplay rules - Not final


Example master truths
Example master truths “Always finds the safest path... Almost always”
“Spots everyone in the room” “Meditates to get visions”
"Expert at spotting weaknesses" "Left eyebrow itches when in danger"
"Never forgets a face"
Example  uses
Example  uses  Make a surprise situation be “expected”.
 Make a situation “feel secure”.  Figure out past events nearby.
 Read another person in the room.  Sense something while in a chaotic environment.
 Reading a suspicious person/group.

Read Situation example


Sathariel and her friends are riding through a desert landscape approaching an
ancient temple, when they see groups of monks in black torn cloaks scattered
throughout the landscape. She checks Read Situation to see what is going on,
rolling a success with 1 . The GM tells Sathariel that she believes the monks are
waiting for something, and by the looks of it, they have waited very long. Sathariel
wants to use her  to investigate closer to see if she can detect something
unusual, and thus the GM tells her that all the monks are carrying large keys the
size of short swords in their belts or on chains around their necks.

00 00
Shadowry SPD Sleight of Hand Conflict PHY Melee Crushing
The skill to deceit or trick using dexterity by stealing, The skill to handle heavy, high damage, one swing
A soul's ability to deal damage and handle their
hiding and planting items onto people without them weapons such as great swords, axes and great
A soul's experience with the shady side of being in weapons in conflict. Almost all  examples are usable
noticing it. hammers. Crushing weapons deals huge damage to
Fracture. with any of the conflict skills, just use common sense
few targets.
for what your weapon or attack could be able to do.
Example master truths
Disguise Truths are often very destructive among conflict skills Example expert truths
“Can hide mostly anything in a coat”
The skill to camouflage and conceal, including making and even aspects can create minor destruction or “A beautiful dance of violence”
“Expert on belt buckles”
yourself or an ally look like someone else and forging make holes in stuff and bodies. “Inspires fear when holding a weapon”
“Can shave a man without him noticing”
fake objects such as documents and artifacts. “Makes the earth shake”
These  uses are always available for all Conflict
Example  uses Example  uses
Example master truths skills when attacking.
 Make a smaller audience “amazed” with a trick.  Make a targeted enemy “flying/airborne”.
“Hard to spot in a crowd”  Replace an item with another, unnoticed.  Trap an enemy beneath your weapon.
 increase damage by 1 to one target
“Very forgetful face”  Steal something from a suspicious target.  Hit a very small or quick target.
 damage additional target
“Expert at imitating walks”
Ranged Precision
Example  uses
Stealth Brawling The skill to handle precision guns such as hand
The skill to be imperceptible, whether it is by staying cannons, marksman rifles and bows. Precision
 Make a disguise “fooling even close friends”. The skill to engage in combat unarmed, by grappling,
still and silent or by blending your moves and sounds weapons are good all around.
 Make a copied item somewhat functional. wrestling, punching, biting, clawing and fighting with all
into the environment's activity.
 Forge/disguise something widely known or famous. natural weapons you may inhabit. Example expert truths
Example master truths Example expert truths “Gun twirling trixter”
Lockpick “Runs silently” “Teeth of a badger” “Eagle eyed”
The skill to bypass locks and other mechanics without “Disappears when you look away” “Known throughout bars in Fracture” “Death from above”
Quickplay rules - Not final

Quickplay rules - Not final


the proper key. Picking locks is a complex task often “Can hide in tiny places” “Razor claws” Example  uses
with a difficulty between 1 and 10. Time for each
Example  uses  Make a shot enemy “bleed like a pig”
check can be as short as a verse or up to days, Example  uses
 Make your target “knocked to the ground”.  Perform a reload action.
depending on the mechanic and situation. Harder  Make yourself “hidden in plain sight”.
 Restrain an enemy for the rest of a verse.  Hit a long range target.
legendary locks may have a much higher timeframe.  Backstab someone while undetected.
 Fighting someone much larger than yourself.
Lockpicking is best performed with specialized tools  Sneaking past a well guarded position. Ranged Automatic
associated with the specific type of lock.
Melee Finesse The skill to handle automatic guns such as machine
The skill to handle precision weapons such as smaller guns, vulcan cannons and assault rifles. Automatic
Example master truths weapons can hurt a lot of targets at once and are
blades, spears, chained weapons or whips. Finesse
“Nano lock hacker” great for fighting hordes and minions.
weapons are good all around.
“I know a trap when I see it”
“Always forgets the lock-pick kit” Example expert truths Example expert truths
“Expert at concealing weapons” “Ammunition expert”
Example  uses “Weapon juggler” “Can tell guns by their sound”
 SP Make a lock “open silently”. “Distracting fight technique” “Smells of gunpowder”
 Lock the door behind you. Example  uses
Example  uses
 Pick a lock with improvised tools.  Make a targeted enemy “quiver in fear”.
 Make an enemy “lose their armor”.
 Disarm an enemy..  Prepare protection or taking cover.
 Fighting in the dark.  Shoot a fast moving target.

Melee Slashing Ranged Heavy


The skill to handle heavy one shot weapons such as
The skill to handle slashing weapons such as blades,
specialized long range rifles, harquebuses (shotguns)
swords and scythes. Slashing weapons can hurt a lot
and heavy cannons. Heavy weapons deal huge damage
of targets at once and are great for fighting hordes
to few targets.
and minions.

Stealth example Example expert truths Example expert truths


Naril is infiltrating a Satanic laboratory deep in the “Impress with a storm of blades” “Aura of violence”
caves of lost Myrkheim and needs to make a Stealth “Draws a blade faster than you can blink” “Keeps all weapons spotless”
check to stay hidden from a Morkir patrol walking by. “Known as the bearer of a Legendary weapon” “Keeping track of everyone killed”
He rolls 2  and wants to silently kill one of the Example  uses
passing guards and take his uniform without being Example  uses
 Make furniture or inventories “broken”.
spotted, and the GM decides that 2  is enough to do  Make a wall “perforated with huge holes”.
 Prepare to parry a future attack.
so. Naril puts on the uniform and is now ready to  Look awesome and intimidating..
 Fighting in mud.
investigate the Satanic lab up close.  Hit a small target.

00 00
Corruption Table
The corruption table is a collection of more or less horrific Bonuses from Corruptions are added to your existing
satanic bodily traits. If you don’t like the aesthetic of your roll Qualities and Skills. So if you have the skill Stealth 16 and you
you may keep the bonus and change the corruption to get a corruption that gives you a bonus of 2D6. Roll 2D6 and
something else that fits the bonus and/or your character add the result to your skill value. If you rolled 8 your new skill
better. Look at movies, bosses in games and find traits that value in Stealth is now 24.

Corruptions
you think look cool The table is just to spark the imagination of
players and set them in the right mood. There is no right or
wrong.

Use the words below the corruption as inspiration to develop


your corruption. Do you have “spiky” thorns or are they more
“meaty”, “dripping” or “pale white”. Let your imagination run
wild!

Corruptions is seen as horrible but beautiful and


Corruption Levels
MAIN Corruptions BETA LIST
ROLL 3D10
admirable traits in Fracture. All Fallen entities in the
Satanic Court, Princes, Kings and even Serpents You can mostly see upon a soul how heavy they are
look upon highly corrupted souls with spiteful joy. corrupted in how clean and pure they look. Clean
3. Skull features of a mythic being
Minotaur, Sphinx, Gorgon, Goblin, Ogre, Cyclops,
souls look like ordinary Earth-like creatures with no
Heavily corrupted souls are even celebrated and Fairy, Faun, Griffin, Phoenix, Basilisk
other bodily traits, while more adventurous souls
sometimes paraded and idolized, but always with a  Bonus +20
often display a multitude of bodily deformations and
Quickplay Beta 2.0

Quickplay Beta 2.0


malicious intent. This false admiration from the often both look, sound and move differently than a
Satanic Court has spread down to ordinary souls
4. Skull features of a Goat/Stag
normal human. Horned, black, plastic
and makes corruption a blessing and a curse.
♥ Bonus +20
Corruption is good because it often is a “get out of Unless you have any abilities that allow you to carry
jail card” when dealing with the Satanic Court. Even more corruption, you can only carry 10 Corruptions. 5. Skull features of a domestic animal
if you will be paraded like the Court Jester your head the tenth corruption is called "The Last Verse" and Pig, cow, horse, cat, dog
will probably be left on your neck. is the last life of a Soul or Death Singer. If she gets Conduct +1D6
an 11th corruption she turns into a creature of
unlight, but with all the memories and gear of the 6. Skull features of a wild animal
The Masquerade character. The GM will be using that creature to Fox, wolf, deer, boar, crocodile, baboon
Uncorrupted souls or souls with few or invisible wreak havoc among the party in the future, but for PHY or SPD +1D6
corruptions instead fake corruptions of some sort, the soul, it is over.
wear a mask or put feces or dirt in their face to 7. Skull face
blend in. The first to be arrested and tortured for a Iron, golden, glass, glowing, stone, red
lifetime in some Baron's basement is an COG or DRV +1D6
uncorrupted and clean Rare Blood who looks all Corruptions dying 8. Flesh hood
posh and fancy. 0 - Clean Soul/Un
Bloody, gory, metal, black, devil
1-3 Ashen Soul
SPR or CHA +1D6
The only ones who dare to display their uncorrupted 4-7 Adventurous or soiled souls
self are people of power like greater Rare Bloods 8-10 Black souls 9. Horrific giant jaw
and newcomers, like the Undying who don’t know 11+ Creatures of Unlight Organic, barnacle, teethy, steel
better. golden teeth, black, red, chattering
Maneuver +1D6

10. Demonic mouth


Describing getting a Corruption in game Long, tall, small, growth, demonic, deep sockets, scary,
crowned, sharp
 Bonus +20
First describe how the corruption manifests itself, how it as a dark flower bud bursts into blood and meat and
grows out of you. Then the sensation of this new power that flows into you, knowledge, physical traits or pure
power. Last describe your corruption, the aesthetic of it and how your character experience it and explore it and
finally accept it as a new part of her body.

The dark will rise - Abandon your freedom


Give up the right to find the true self - Forsake your own reasons
K ATAT O N I A - F O R S A K E R

00 00
This oasis is a poison well - Of rotting carcasses that clog the deep
A prince in exile here in Hell - In midst of sinners flocking up like soulless sheep
G H O S T - M A J E S T Y

11. Bird like head features 21. Tusks


Raven, crow, ibis, vulture, rooster, eagle, falcon, owl, heron, Huge, long, sharp, razor, single, sulfur, hot, glowing
pigeon COG +5
Arcane Arts +5 Medicine +3
Natural Weapon (Mutilate III)
12. Hoofs
Black, sharp, jagged, metallic, rotten, bleeding, demonic 22. Huge Claws
♥ Bonus +20 Razor, grotesque, bloody, wrist, long, ivory, serrated, smoking
PHY +3 Climb +2
SPD +1 Brawling +4
Natural Weapon (Serious II) Natural Weapon (Mutilate III)

13. Insect features 23. Mechanical Claws


Hairy, segmented, exo skeleton, spider, wasp, mechanic Mono-filament, Ornamented, digital, glass, mirror
♥ threshold +1 Lockpick +4
PHY +5 Genesis tech +3
Natural Weapon (Mutilate III)
14. Many insect eyes
Faceted, large, spider, multitude, black, all over 24. Very long arms
SPR +4 Predatory, bio-mechanical, skeletal, blackened, robotic, massive
Read situation +3 PHY +4
Throw +5
15. Steel features in arms
Skeletal, armor, hybrid, cybernetic, bleeding, ritualistic, sharp 25. Very long legs
PHY +4 Predatory, satyric, mechanical, skeletal, slender
Lockpick +3 Manouver +3
Quickplay Beta 2.0

Quickplay Beta 2.0


Jump +3
16 Mechanical features in torso
Predatory, infernal tech, bio-mechanical, steam, motorized 26. Tentacle(s) in face or skull
 Bonus +20 One huge, clawed, mechanical, sharp, tendrils, living, grotesque
PHY +4  Threshold +1

Corruptions &
 Bonus +20
17. Spinal thorns Natural Weapon (Serious II)
Rotten, slimy, living, sharp, bleeding, colorful, skeletal, soft
27. Tentacle(s) on body or limbs
COG +5
Abyssal rituals +3 G E N E S I S Slimy, teethed, thorns, ropey, spearlike, yarnlike, acidic, warm

18. Rotting meat


M A C H I N E S DRV +4
Harrowed Tech +4
Chunks, juicy, dried up, glowing, blackened, harrowed tech Playing a synthetic form as the Genesis Machine and Natural Weapon (Serious II)
CHA +4 rolling “Synthetic corruptions” (Synthetic parts, Steel
Conduct +3 Parts, Mechanical) can feel underwhelming and set a 28. Extra Pair of eyes
barrier for further inspiration during character evolving. Golden, red, huge, small, divine, glowing, bright, haunting, scary
19. Skeleton tail SPR +5
Thin, agile, sharp, huge, self aware, insect, winged, caterpillar There is no particular rule or hindrance in rolling Sixth Sense +4
Climb +4 synthetic corruptions on a synthetic character you may
Stealth +2 however want to alter the result into something more 29. Detatchable arms
Natural Weapon (Serious II) extreme. Maybe the “Mechanical parts in torso” is a Gruesome, mechanic, bleeding, tentacle like
grinder always churning and acting as a second mouth, Harrowed tech +3
20 Biomechanical tail “Steel parts in head” may be a set of scythes or an Disguise +3
Serrated, sharp, predatory, metal, demonic, self aware Emergency aid +3
instrument used as a binocular or a certain type of gear.
Secular Tech +4
Maneuver +2
If you feel hindered by your result and feel you can’t
30. Extra set of jaws
Natural Weapon (Mutilate III) Beneath, inside, vertical, in groin, face opens, skull opens
integrate it into your character, feel free to keep the
Satisfy +3
bonus and roll again for the appearance of the
Read situation +3
corruption.
Brawling +3
Natural Weapon (Mutilate III)
This is true for any corruption that you feel don’t fit your
character or that clash with other corruptions you may
have.

00 00
Faith Undying only
Your faith never left you, and you still have hope of a greater power
lost in all this darkness.

Rank 1 Symbol of salvation - Pray on it in dire need,



roll 1D10 if the result is 1, your prayer is heard!
Rank 2 Fable +5
Rank 3  Prayers I: remove one wound, once per session.
Rank 4  Bonus +20
Rank 5  Prayers II: remove one wound, once per session.
Rank 6 Medicine +5
Rank 7  Prayers III: Heal 3D6 ♥
Rank 8 Emergency aid +5
Rank 9  Bonus +20
Rank 10  Selfless Sacrifice: You may end your own life and heal
3D10 ♥ for all allies in the vicinity. This counts as you rolled
a Failure on the Dying Table. Can be done at any time
before rolling on the Dying Table.

Assassin Nano suit only


You are a silent killer ready to move and strike from the shadows. You
may perform a sneak attack if you are undetected. Sneak attack cost
1D6 .
Beta Ruleset 2.0

Beta Ruleset 2.0


Rank 1  Sneak attack: +1 Damage
Rank 2 Stealth +5
Rank 3  Combine Stealth & Melee Finesse

Dark Marks
Rank 4 Maneuver +5
Rank 5  Sneak attack: +2 Damage
Rank 6 Climb +5
Rank 7  Combine Sixth sense & Ranged Precision
Rank 8  Silent: Movement actions are always “silent”.
Rank 9 Stealth +5
T H E S E A L O F O W N E R S H I P Rank 10 Sneak attack cost is 1 .

In the maelstrom, the endless vast space, breathing, waiting, for flesh to plummet. You carefully watch from
afar and it’s only when it is too late you realize you are falling. Completely in violence of the void.
Behemoth Satanic Entity only

Something opens up in front of you, a consciousness, a being, stroking, communicating, inspecting in


You are a huge monster and move slow but strike hard. You may
impossible ways for your poor soul to grasp. Something touches your spirit, set upon you is a dark mark. A sacrifice an action to make the next melee check more powerful. Can
mark of valor, a mark of evolution, a mark of ownership. be used once per session.

Rank 1 You are “large” and get +20 ♥ bonus.


Rank 2  Sacrifice action I: +1 Damage.
Dark marks are rewards from your master and give you A dark mark rank with a  symbol in front of them is a Rank 3 You are “very large” and get +1 ♥ threshold.
abilities beyond other souls. They can be based on your own feature and they can evolve as you rank up that dark mark Rank 4  Combine Brawling & Melee Crushing
abilities or completely supernatural. Dark marks often are and the new rank replaces the old one. Rank 5 Brawling +5
invisible, but some entities can sense them by different Rank 6  Sacrifice action II: +2 Damage.
means and deduct who you belong to. In the quick play rules you're presented with 3 dark marks Rank 7 You are “huuuge” and get +1 ♥ threshold.
for you to explore. Rank 8  Violence is soothing - Use the skill Brawling + Bonus
You gain one dark mark at rank 1 at creation and can gain
instead of Drive + Bonus when calculating the number of
more dark marks when leveling up your connection to your In the full version of Astro Inferno there are more than 40
master. You can at most have 3 dark marks and they can be dark marks. EYE hexagons.
leveled up to rank 10. Some dark marks are unique to a Rank 9 You are “towering” and get +30 ♥ threshold.
certain form and can only be chosen by characters with Rank 10  Truly frightening: Spend 1D10  to increase the
that particular form. Conflict Truth target by 2.

00 00
Inner Demons
Examples
I N S I G H T I N T O M A D N E S S
Here we present three of the seven inner demons, somewhat simplified. In the full game you and your demon
will form a relationship and evolve together every time you go nuts. Choose on that you find interesting.
You can create your own inner demons based on and use in game as long as the GM approves their functionality.
Quickplay rules - Not final

Quickplay rules - Not final


1. Goat Demon - Lust 3. Fox Demon - Greed 7. Peacock Demon - Pride
Demons of lust crave their tribute as lustful sirens. Greed Demons are nifty and charismatic and always Demons of Pride attract a lot of attention and their
They often evolve their bearer into seductive beings manipulating to get what they want. They are not to be wake is often a raging chaos of admirers, haters and
and can evolve and become outright dangerous if too trusted, but since their greed includes their own life fanatics.
powerful. they tend to run more than cause trouble.
Kink Conduct
Kink Satisfy Kink Sleight of Hand
Fear Reactions
Fear reactions Fear Reactions Chest pains, dry mouth can’t speak, staring into
Vertigo, violent thirst, fumbling, hysterical undressing, Hyperventilating, mundane talk, hiding, maniac laugh, nothing, hallucinations, giving a show
blindness. hysteria
Demon Awakening
Demon Awakening Demon Awakening Everyone is inferior to you! If they don't appreciate
You become a beast of lust. You crave mindless You become a Beast of Greed and other lives mean what you do, toss them aside! All actions must be
satisfaction now! Life means less than your lust. Your less than getting your hands on the riches! You don't aimed at making you the main focus. (Isolate yourself,
actions must be aimed at satisfying your endless lust. care what they think or say anymore! Your actions may take the credit from someone else, misjudge dangers,
only be in order to get your hands on something of get rid of your friends)
Demon Truths value.
Sexual Predator, Sexual transformation, Subconscious Demon Truths
manipulator, Romantic, Horny, Hyper sexual, Goat like Demon Truths Narcissistic, Selfish, Posh, Patronizing, Pompous,
Cheap, Trickster, Suspicious, Sycophant, Fox like Peacock like
Example related actions
Try to charm, touch sexually, isolate and seduce, tell a Example related actions Example related actions
secret, naughty comment, act horny, be sexually Investigate alone, lie about loot or resources, hide Laughing at dangers, laughing at others, making sure
awkward, daydream, poetic/pecoral longing, seductive something, plan something for later, stealing, hiding, you look your best, lying to make yourself look good,
voice, hysterical flirting, fleeing the scene to lying, plotting, must have X, overly charming, dishonest, using fancy words, condescending, spelling out
masturbate, sexually assault kleptomaniac, unfair differences, bragging about old achievements,
comparing oneself to higher powers

Martin van Maele


00 00
yggdrasil
p e i l h e i m
M u s

Masters
VALHALLA
Nornheim

(Outskirts of Tit ha-Yaven - CLINGING MUD)


Asgard

(INNANGARD - WITHIN ENCLOSURE)


Vingólf
Bilskirnir

T H E W O L V E S
Examples I N T H E T H R O N E R O O M
Fensalir

Bifrost GIMLE

Three of the 50+ masters from the full game, somewhat simplified. VANAHEIMR
We don’t include the rules for auditions with your master, leveling up your connection or gaining blessings in the beta.
GATES OF GIMLE
MIDGARD
Souls
The master can be everything or nothing to a soul. All souls who come back after death have a master. The
JOTUNHEIM
relationship is mutual, and your master gives and your master takes. Most prominently, the master lends their power

(Bordering - TZALMAVET & GEHINNOM)


Quickplay rules - Not final

Quickplay rules - Not final


(UTANGARD - OUTSIDE ENCLOSURE)
to bring your soul back after death and keep it from being devoured by the worm gods.
ALFHEIMR

The higher your Spirit value, the better relationship you have with your master. Some souls commune with their
masters and get advice and gifts from them. Some souls never even get to know who their master is.
UrDarbrunnr

Dionysos
Drunken god of abuse
Thoth
God of forgotten wisdom World of the false Sun
Freyja
Goddess of clouded fates and rebellion
World of the black Sun Gjallarbru
Through the ages of pale ash A shadow cross by his forgotten divine opulence A storm clouded and red as a bleeding heart
his river deep and red with the veil of pain across its face a labyrinth whisper, half the souls in her sky

(THE BELOW- BORDERING THE ABYSS)


forsaken punishment arcane ghost drunk on aether and echoes celestial egg sacs buried in the field

(Part of Sheol - UNDERWROLD)


his blood reveals sins of gods rays of hope fading into revenge and bloodshed her teeth only surpassed by her eyes
MIMISbrunnr Hvergelmir
Type Olympian god Type Aaru god Type Vanir god
Subtype Tainted golden blooded Subtype Golden blooded Subtype Golden blooded
Abode The burning Mount Olympus Abode Aaru, Field of Reeds Abode The lostMYRKHEIM
Vanaheimr
Throne Temple of Zagreus (see page 244) Throne The Library of Thoth (see page 249) Throne Fólkvangr (Field of the Host) inside a battle.
Helheim

Domain God of the wine, fertility, ecstacy and theater Domain God of wisdom, science and magic Domain Goddess of love, beauty, fertility and breasts.

Aspects Drinking, epiphany, fucking, orgasm, bull, fruit, Aspects Writing, nano-tech, memory, equilibrium, law, Aspects Freedom, rebellion, sex, war, Valkyries, boar,
music, dancing, chalices, insanity, satyrs, masks. arcane forces, Ibis, moon disk, papyrus scroll, feather cloak of feathers, tears of red gold.
N i
Blessings Blessings Blessings f e l
h e i m
Mundane Perception +1 Mundane Craft +1 Mundane Arcane Arts +1
Ordinary Affinity +2 Ordinary Arcane Arts +2 Ordinary Conflict +2
Excellent Shadowry +3 Excellent Literacy +3 Excellent Affinity +3
Masterful X Masterful X Masterful X
Legendary [Emotional] + [Anatomy] Legendary [Emotional] + [Ability] Legendary [Dark] + [Power]

00 00
s- among tr l
nes sou

Decay
ees
ad the

BETA EDITION
of
m g

tin
f

hi
to

dd

rup
res

en
 

ail - Cor
In the fo

needs - the de

The spectrum
cks t
aco
mo
ity

pe

of
da

al

n
ch a
ain or rk
nes of
ed t fm s - every shade
o trunks o
D I E - G O I N S A N E - C O R R U P T

In the full rules of Astro Inferno, each way of decaying has their own kind of development.
In the Beta we have simplified this to make it as easy as possible, so only the decay is left.
Sanity > THRESHOLD IN ONE GO = ACTION
OUT OF HEXAGONS = DEMON AWAKENS
REGAINED BY RESTING (1/HOUR)
Aura > THRESHOLD IN ONE SESSION = SICKNESS
OUT OF HEXAGONS = CORRUPTION
STARTS OVER WHEN DEPLETED
 is your character’s mental balance and the  is your character’s resistance to darkness, your final
Whenever suffer damage you cross off your ♥ hexagons.
connection to their inner demon. You lose  from defense against corruption and True Death. You never
When lose sanity you cross off your  hexagons.
many sources, like straining your sanity, seeing horrific regain , it is a stat that slowly creeps upward and
When encounter darkness you cross off your  hexagons.
things or when you experiencing mental fatigue in any never goes down.
form.
But what happens when you lose more than their threshold?
Threshold
And what happens when they run out of hexagons?
Threshold If you lose more  than your threshold in the same
ndless tyranny If you lose more  than your threshold in one go, you session you will suffer unlight sickness, a sort of
ne
-a of
will be incited to perform some kind of action related to radiation sickness that makes you incomprehensible
d
fle
o

your demon. You must perform it in the scene you are and nauseous.
lo

sh
eb

in or the demon will take over in the next scene.


Riding th

cont

♥ “Fever”, “body ache”, “pain”, “spasms”, “trembling”,


aining us

Licking someone's ear and purring. (Lust) “sweating”, “nightmares”, “hallucinations”, “delusions”.
Steal something. (Greed)
in
co

Slapping a fellow character in the face while making an If you lose all your , you will gain one random
po
r

rea
l fo
Beta Ruleset 2.0

Beta Ruleset 2.0


arrogant remark. (Pride) corruption rolled on the corruption table. The
rm

Life Death
> THRESHOLD IN ONE GO = ASPECT corruption blooms out either slowly or instantly, it’s up
OUT OF HEXAGONS = DEATH If you lose all your , your demon will take control of to the GM how the transformation happens.
REGAINED BY RESTING (1/HOUR) you. The GM decides when and how this happens, and
♥ is your character’s health, more often ruled by HEY! Wasn’t this game about dying over and over? from then on you must act in its interest until the GM Corruptions can be sad and meaningless or immensely
wound truths since you often don’t get to know your ♥ Yeah, it sure is, but most of the information about thinks the demon has been satiated by sin. (Which will powerful.
score before it’s to late. death is not Beta material. But we’ll give you a short usually take about a scene.)
version here.
Threshold Acting as a demon can be subtle or it can be blatant,
If you lose more ♥ than your threshold in one go, you When you die in the Beta you decide yourself, but if the GM decides that you
will suffer a negative aspect, just as if you fail a check. • Your clothes, gear and corpse are left where you die. aren’t doing enough, they can make the demon
• You lose 1D6 . perform actions without your will.
“Knocked over”, “dizzy”, “temporarily deaf”, “blinded”, • Your wounds truths turns to scars, just as if you have
“crippled in pain”, “blood in the eyes”, “cornered”, healed. Example: Styrax has a rowdy lust demon called Prizzilla,
“trapped beneath X”. • You awaken “naked” a couple of moments later, with who takes control of him just as the party comes back
half of your ♥ checked. from a hard fight. Styrax’s player tells the GM he
If you lose all your ♥, you will probably die. But your • The location you awaken in, is decided by the GM. doesn’t want to act all seducing while wounded and
friends can still try to save in their next action if they • You are temporarily influenced by an aspect based dirty, so Styrax is going for some grub and take a well
have the possibility — using a potion, emergency aid or on your master decided by the GM. earned bath before any such activities. The GM has
just whispering encouraging words. other plans though, and tells him that Styrax is walking
along trying to repress the demon, when he suddenly
If the save is a success, you escape the clutches of finds himself at an unknown dark location, sitting
death and are now just dying and wont regain any ♥ completely naked in the lap of a giant Satanic Inquisitor.
yourself and need treatment with the Medicine skill or Other Satanic beings are laughing and pointing at him
being helped by a miracle (potion, arcane forces or around a large table filled with a festive meal of gore
abilities). If you fail to get treatment within a short while, and horror, everybody seems to be very drunk.
depending on your wound truths, you will die anyway,
and this time there is no saving you.

00 00
Ov Conflict - BETA
WOUND TRUTHS

Damage is often
portrayed as a wound
truth instead of lost ♥.
Here is a short description of how conflict works in Astro Inferno, in case you This means a player
haven’t read the rules but want to understand a little more of the underlying often only know they
mechanics. have a “crushed skull”
or “slit throat” not how
Each verse in conflict begins with an end trouble. The GM reads one out loud many ♥ they have lost.
from the list of the adversary or creates something totally new and Knowing the amount of
unexpected. End troubles are supposed to be avoided and make the players ♥ is something that is
use their fantastic creativity – how can they somehow save the character who reserved for after the
loses his balance or stop the tower of acid barrels from tumbling over before it action has ended and
is too late? the character has a
chance to realize how
While avoiding, preparing for or preventing the end trouble, the characters damaged they are.
have to deal damage to the enemies they are fighting by making attacks or
other actions that either gives them or their friends some edge. Whenever Imagine it’s a very
someone fails a check (over its goal or a result of 17, 18 or 19), they activate violent movie and even
either a triggered trouble or suffer a negative aspect (like ”out of ammo, need if the main character
to reload” or “drops the grenade at their feet”). On a botch (natural 20), this is on the brink of
ramps up a notch (”broken weapon”, “shoot yourself in the face” and so on). death, they always
The whole point is to make failures very impactful in the game. have a small chance of
making great impact
After every character has taken an action, they need to roll a defense check until everything settles
(with a skill the GM decides) to avoid the enemies' attacks. The player who fails down and the villain
it by the worst margin gets hit by the strongest attack, the second worst with either is dead or
the second strongest, and so on. If all players succeed their roll, no one gets victorious. Not until
hit. then the character
truly experiences the
Players don’t get to know how hurt their character is, only what wound truth impact of their wounds
they receive. As long as they act on the wound truth, you may allow them to and falls to into a
perform reasonable actions, but if they step out of line (running without legs, bleeding pile of flesh or
throwing grenades without arms), make them suffer the consequences. maybe has the villain
However, we do encourage GMs to let legendary scenes take place in his game leaning over them,
– “So you want to stab the witch even if you don’t have a head? Sure, let’s say telling them some
you need at least one  to hit her since you can’t see.” departing words.

A conflict can be won in two ways. Against minions, players can defeat all Characters who are
enemies with damage. Against champions and bosses, though, someone has to wounded, are affected
buy a conflict end truth for 3 . When this happens, they roll 1D20 and must by their wound truths
to roll under the following total to win: just as any other
truths, so even if a
Enemy's mortality + damage dealt + Advantage or disadvantage* character can
*up to the GM to award! continue to play with
their “eyes popped
If successful, the players achieve a victory that they narrate alongside you. If out” they probably
they fail the roll, though, they are defeated in some way. Victory and defeat is have a hard time
not as final as in most RPG’s, however, depending a lot on what action was seeing anything, and
used to buy the conflict truth. Did the players convince the centurion to give the GM can demand
up? Did they catch him in his own intestines or did they punch their hand more  from any
through his chest and leave a grenade inside? Did he “let the dogs out” and you check, depending on
are now hiding, bleeding and terrified by the demonic creatures searching for the characters wound
you? You won’t know until you’ve bought that conflict end truth. truths.
Conflict BE TA 3.2
Troubles
Each verse has an end trouble, which describes what
will happen after the verse ends if the players do not
manage to prevent it. The GM may create each end
trouble anew or choose one from the enemies’ Example end troubles
 The space station will crack and lose pressure.
MAJESTIC ‡ MAJESTIC
descriptions, and must declare it at the beginning of
 The Queen looks at you and smiles.
its verse either openly, in riddles or hinted at as part of
 The centurion will deal 10 damage to you all.
the narrative. End troubles that will happen later on
 The Great Mother will trap One of you.
but have major consequences may also be declared on

Conflict structure earlier verses (usually the first one) for extra
suspension.
 The Death wolf will devour You.
 The god will scream and tear your souls apart.

Conflict is divided into verses. Each verse has an end trouble, starting with its declaration and ending with its If the GM believes it will be interesting to not have any
resolution. In between that, players act first by performing an action with each of their characters, followed by the actual trouble set for the end of a given verse, they

Book 1: chapter II - Mechanics


GM with the enemy activation and the players' defense rolls. At the very start of each verse the GM also determines can create harmless or even positive end troubles.
whether each character is at an advantage or disadvantage, but forget about that for now. The players won't necessarily know that upfront,
however, which leads to intriguing dilemmas and plot
Simplified you could say that a verse in conflict consists of: twists, such as an ally disguised as an enemy that
1. The GM declaring the end trouble. would reveal itself in the end trouble – if only the
2. The players act, and roll one check. Example triggered troubles
players hadn't jumped to kill him first…
 An attack is added to the enemy activation.
Book 1: chapter II - Mechanics

3. The players roll for defense determines potential dangers or damage.


4. Resolving the end trouble.  Two new enemies appear.
If a player fails or botches any action during the
 The weapon jams or gets stuck.
conflict, the GM gets to react with a triggered trouble
Two rolls dice rolls for each player and the GM determines if the players have done enough to avoid or prevent the  A character gets pinned or grappled.
instead of the usual negative aspect or truth.
end trouble. Otherwise resolving the end trouble. Triggered troubles may be created anew or chosen
from the enemies’ descriptions, and in botches, they
P O T EN T I AL may even mimic the effects listed as end troubles.

Anatomy of a Verse RESOLVE GREAT SUCCESS


ACTION  NO HARM

SUCCESS USE SUCCESS


DEFENSE POTENTIAL
 ADVANTAGE
SKILL  ROLL
 
NEGATIVE ASPECT
 NEITHER CHECK (DUE TO ENEMY FAIL
 DISADVANTAGE ACTIVATION)  POTENTIAL
FAIL
DAMAGE TRUTH
TRIGGERED BOTCH

TROUBLE LOSE ♥

END TROUBLE SITUATION PLAYER ACTIVATION ENEMY END TROUBLE


IS DECLARED IS DETERMINED FOR EACH CHARACTER ACTIVATION IS RESOLVED

Players are free to choose the order in which they'll activate their characters, as long as activations are resolved
one at a time. When unexpectedly entering conflict, however, some player characters might have their activation
skipped in the first verse. Such situations are up to the GM, but they usually involve a check of the appropriate
quality or skill to give players some chance.

20 21
W E A P O N S 1 0 1
This gun was generated through forging, a simple mechanic used to generate random weapons and armors. Three
dice rolled gave the result: Blackened - Stalker Rifle (Precision Weapon) - of Hate - making the gun unique among
other guns in a flurry of ways. Later on players can use parts from found weapons to give it UXP (Upgrade
Experiece) to level up the gun making it more powerful every time.

OREBOUS
STATS Tier Masterful Level 1
Attack +6 UXP 0
Damage VI
Targets 1 Feature: Aspect
Reload +2 Every kill heals one ♥
Grade +2
M AS TERFUL I V S TALK ER RIFLE

Book 1: chapter II - Mechanics


Book 1: chapter II - Mechanics

Blackened Stalker Rifle of Hate


Damage +2 Attack +3 Death driven
& Targets -3
Based upon a character who has 15 in Precision Guns, this is how
this example gun would be filled in the character sheet.
TIER NAME CONDITION & WEAPON DESCENT TRUTH

Conflict actions IV Orebous


AT TA C K RELOAD
Devious
DAMAGE TA R G E T S
Blackened - Scout rifle - of Hate
GRADE W E A P O N F E AT U R E
(Harrowed) Drinks - Fire
LEVEL/UXP

21 +6 17 +2 VI 1 2  Death driven - Every kill heal one ♥


You can do pretty much anything during a conflict, but
the following are some examples of actions that are
especially useful in such events. Weapons will be further explained in their own section Reload [RLD]
of the rulebook. To give you a better understanding of This is the bonus added to the relevant Conflict skill
their relation with attacks, here is a summary of what when trying to make alterations to your weapon or its
Analyze Attack their descriptions include. ammunition. Write the final value in the Attack circle.
Attempt to figure out things that are hidden or Attempt to deal damage to someone or something.
obscured and get hints about how to gain an When doing so, first declare the weapon you're Type Features
advantage by performing a relevant skill check (usually attacking with and who or what is your target. Then, The type of weapon which decides which Conflict skill These are features the character can use while using
from the Perception skill tree). On a success, ask the roll a check on the relevant Conflict skill with the that must be used for checks when attacking with this the weapon.
GM anything, possibly spending  to ask further weapon's ATT as a modifier, and deal damage as weapon. Further explained in weapon forging.
questions. On a failure, the GM may use the negative indicated by the weapon's DAM if successful. Finally, Grade
aspect or truth to introduce dire news or fake  may be spent to increase the damage tier dealt or Targets [TGT] A grade that might be added to any affinity skill if the
findings. to choose additional targets up to the weapon’s TGT The maximum number of targets you can hit with one GM rules that showing or flaunting it impresses who
value. attack when spending enough . (Some weapons can you are communicating with.
Not everything requires an action to ask about. Some hit more than one target extra per .)
topics can usually be asked to the GM straight away, As weapons have no such thing as a specific range,
to which they can reply fully or approximately. Enemy whether or not an attack can reach a target is up to Attack [ATT]
count and type are usually open information, while the GM, based on the situation and the weapon being This value is added or subtracted from your skill when
bones, damage tier, number of attacks, harvest items used. If a target is at a considerable range the GM using the weapon. Write the final value in the Attack
and loot tier usually require analyzing. In the end, can consider this a negative aspect that makes it circle.
however, it is all up to what the GM believes to be harder to succeed. And if a target is at an impossible
most appropriate for the story. range, remember you could always try a panic check. Damage [DAM]
The default damage the weapon will deal on a
successful attack.

20 21
Flee Taking cover is getting yourself or a nearby friend to a
safer position. It allows you to halve the damage dealt
Run for your life, leaving this cursed conflict and all of
to a character in a future attack or effect, as well as
your allies behind by performing a relevant skill check
all damage dealt to them until the end of the verse. A
(usually from the Movement skill tree). On a success,
character can only take cover once in a verse, but you
you are out of the conflict, probably safe and sound,
can prepare as many as you like to get all your friends
but you'll have to wait for the conflict to end before the
into cover. When a character is both in cover and
story shifts back to you. The last character in a
under an effect that reduces the damage (such as a
conflict cannot do this, though, so think twice before
protection), always halve the damage first.

IMAGE
fleeing (or letting someone flee before you).
Grimwald had one take cover action prepared, but as
Prepare Reznac got more wounded than him, he decided to
Get ready to do something later that verse. When spend it to halve the damage she took, pushing her
doing so, first declare what you're preparing for. Then, behind a pile of debris in the last second.
roll a check on the relevant skill. Preparations are
especially useful for protecting and taking cover, but Preparations remain available until they're used or the
may be used for any sort of thing. verse ends. If there are still any unused preparations
after the end trouble resolution, they may be

Book 1: chapter II - Mechanics


Protecting is a maneuver, parry or distraction in order converted to half as much , rounded up, which must
to avoid damage to yourself or to a nearby friend. It be spent right away.
allows you to reduce the damage dealt to a character
in a future attack or effect by 5. There is no limit to Reload
how many prepared protections may be used in the Load special ammunition or any sort of consumable
same instance or to whom they are applied to as long modifications to a weapon by performing its relevant
Book 1: chapter II - Mechanics

as the GM thinks it makes sense. Conflict skill.

While fighting a horrid tentacled beast, Reznac makes After witnessing the power of the creature and being
a Jump check to get to a higher position and gets 2 saved by Reznac by a hair, Grimwald decides it is time
. She spends both to prepare protections against to coat his halberd with that nasty anti-squid poison

Enemy activation &


any attack from the beast against her or Grimwald, based on how far it is from the defense goal, but the
the locals were drinking.
planning to shout and curse at the beast if it tries to GM may use other parameters if appropriate), the
attack. At the end of the verse it lashes out with its second strongest attack to the second worst result,
barbed tentacles against them, and thus, Reznac can
lower the damage dealt to one of them by 10, or to
Even though you normally don’t need to reload your
weapons in Astro Inferno, weapon jams or even empty
cartridges can be introduced as negative aspects,
defense rolls and so on. Usually, each character is only assigned a
single attack, unless an effect or the GM's gut
instructs otherwise.
both by 5. which can then be fixed with a reload action. You don’t have to outrun the bear to get away. You just
have to outrun the guy next to you.
Each attack then results in damage or other effects
After the players are done activating their characters, depending on the roll:
the GM describes what the enemies will do. That,
added to possible extra attacks generated effects Safe (success with at least 1 )
such as triggered troubles, will result in a number of On a success with at least one , the attack has no
attacks which the players must defend from by effect.
simultaneously rolling for defense.
Being hit (success)
The defense roll is not an action, so everyone always On a success, the attack results in a disadvantage,
gets to do it. It is also not a check, so you don't get to represented by a negative aspect introduced by the
spend  generated by it and you cannot strain sanity GM that describes how the attack affected the
on it unless you have a feature that makes it possible. character.
The GM decides which skill the players should use as
a defense goal (usually from the Conflict, Movement Wounded (failure)
or Perception skill tree) depending on the attacks, On a failure, the attack deals its damage normally.
sometimes allowing players to choose between
multiple skills.
Botch (well…)
On a botch, the attack deals its damage ignoring all
All players involved in the conflict roll their defense
armor and immediately updating the character's ♥
simultaneously. The strongest attack is assigned to
which can trigger their ♥ threshold or even kill them
the character with the worst result (which is usually
on the spot.

20 21
Damage Ending the conflict As with defense rolls, the conflict end roll is not a
check, so you don't get to spend  generated by it
Obviously, a conflict ends when there are no more and you cannot strain sanity on it unless you have a
Enemies, weapons and all kinds of damage sources Every damage tier is represented by a wound truth,
enemies to fight, either because they died or because feature that makes it possible.
have a fixed amount of damage they deal, while for chosen by the GM according to what would best fit
improvised sources that amount is up to the GM. A the story and the damage tier, and hopefully be pretty they aren’t fighting anymore due to having
surrendered, fled, fainted and so on. But that's not the The goal of the “conflict end roll” is the lowest
damage's tier is always the same as its amount, gruesome. These are handled as any kind of truth,
only way a conflict could end – some enemies are mortality value among all enemies, with the
except when going over 10, which remains in the being usable by GM and players for affecting
actually so relentless that this will simply never following modifiers:
10th tier. game-play as normal.
happen.
• Increase it by 1 for each  rolled beyond 3 when you
Since the centurion has a severed arm, I can claim an
To fulfill your previous moves and the progress you purchased "the conflict ends".
extra  if I succeed?
have made throughout the conflict, you often have to • Increase it with the highest damage dealt to the
resort to purchasing your one-way ticket to a conflict enemy with the lowest mortality during the conflict.
end roll, an all-or-nothing moment where the fight is • Increase it by 5 if you’re at an advantage.
Damage Tier Wound truth examples Source example • Reduce it by 5 if you’re at a disadvantage.
Bruising I "Black eye", "broken fingernail", "slight limp" Fistfight decided. Is your foe defeated? Is your victory pyrrhic
Serious II "Flesh wound", "broken hand", "strained muscle" Improvised weapon and tastes of ash? Does your foe suddenly turn your
assumed advantage against you? The conflict end is then resolved depending on the roll:
Mutilate III "Finger missing", "trashed face", "large wound" Fire

Book 1: chapter II - Mechanics


Goring IV “Huge flesh wound”, “massive bleeding”, “broken bones” Gun Perfect
Critical V “Deep gut wound”, “crushed face”, “punctured organs” Heavy gun At any moment during a conflict, you may choose to
spend 3 or more  to purchase the special truth "the The player gets to narrate how this conflict ends. The
Maim VI “Failed limbs”, “crushed ribs”, “huge open wounds” Explosives grenade GM should try to keep away, this is a player moment.
Sever VII “Limbs flying”, “crushed skull”, “organs hanging out” Infernal fire conflict ends”. There is no other way to reach the end
Shatter VIII “Flesh tear from bones”, “crushed skeleton”, “torn out spine” Free fall landing of a conflict through truths, so don't try anything funny
by introducing normal truths that would otherwise Success
Destroy IX “Splattered body”, “shred to pieces”, “organs everywhere” Rocket The GM narrates how the conflict ends based on your
Book 1: chapter II - Mechanics

Disintegrate X “Blood mist”, “rupture”, “micro fragments of body parts” Voice of a god make the conflict end – the GM will either reject them
or twist them to make your character suffer for it description of what you were attempting.
somehow.
Failure
There is no general rule to what happens when Damage to characters The conflict ends badly, with the characters facing
wounding an enemy, only what the damage is. A When purchasing "the conflict ends", you should
When a character takes damage, the GM declares the describe what you are attempting to do that would dramatic and dire consequences.
Shattered VIII enemy may fall dead torn into pieces of
wound truth they've gotten, but doesn’t reveal the potentially cause the conflict to end. As it is with any
meat and blood or continue fighting with its flesh falling Botch
exact amount of ♥ they lost yet – that is only done truth, this should be related to the context of what you
off in chunks from its fractured bones. The GM will make you suffer.
when the player botches a defense roll or when the were doing.
conflict is over (which includes damage taken outside
Armor and bones of conflict). When one of these conditions are met, the In rare instances the player may end the conflict while
• If it was a check on a skill from the Conflict tree, you
Characters have armor, while enemies have all sorts of GM then approximates how hurt the character really might try to kill the enemies. interacting with another target than the one with the
armor, toughness and endurance, which are is (secretly tweaking it if they feel it to be appropriate) • If it was a check on Fable, you might try to persuade lowest mortality value. In these cases the GM must
collectively called bones. When resolving damage and communicates this to the player, who adjusts their them to give up. use their imagination and find a solution that suits the
reduce the damage with the bones value of the target character sheet accordingly. That means players don't • If it was a check on Maneuver, you might try to action taken and such events can truly turn into
(down to 0). usually get to know how much damage they've taken capture or trap them, and so on. hilarious moments, but most often are solvable.
exactly, only in what state their character is in, but it
When the GM finds appropriate, aspects or truths can also means that characters bound to kick the bucket Your description is not guaranteed to happen, though, Grimhold is fighting a gigantic armored tank and have
reduce an enemy's bones, meaning whatever they at least get to pull off some stunts before facing death. as the result is subject to the conflict end roll, which dealt no damage to it but when attacking one of the
represent was weakened for the moment or even takes place as soon as the player who bought the foot soldiers running beside it he rolls 3 . He decides
destroyed. Damage to enemies truth finishes their other action. Any remaining  that he wants to end this right here and buys the
above the three spent buying the truth can be used to conflict end truth and amazingly succeeds on the roll
When enemies take damage, the GM declares the even if he had to beat the mortality of the tank, not the
wound truth they've gotten and notes down the further increase the chance of succeeding the roll.
soldier. The GM describes a scene where Grimhold
highest damage given to each. This number can both mows down the soldiers, climbs the tank and crawls
be used later, when the characters want to end the inside ripping the guts out of every soldier inside.
conflict, or at that very moment, if the damage was
high enough to incapacitate the enemy. The GM can
always decide that an enemy has had enough and dies,
gives up or suffers something else because of their
wounds. Raznec gets whopping 8  on her next perfect attack with her spear. She knows the champion is wounded from
previous rounds, so instead of using the  to improve her attack, she just attacks normally and then purchases "the
conflict ends", saying she's aiming to cleave its head in two. The champion's mortality is 5 and the highest damage it
has taken in this conflict was 4, making the conflict end goal a 9. Raznec also gets to add her 5 extra  to the goal,
making it a 14. She rolls the conflict end and gets a 7, a success. The GM then tells the group that Raznecs infernal
jagged spear slashes through the creature's skull causing fire and sulfur to boil up from within it in a horrific blood
and flame volcano as the body caves in on itself. The conflict is over and any remaining minions flee.
20 21
Advantage & Enemies
disadvantage There are three kinds of enemies in Astro Inferno –
minions, champions and bosses. Each enemy has a set
of characteristics and values, regardless of their type.
Throughout the conflict, the characters can be put into
better or worse circumstances. At the start of every Names and prefixes
verse, before declaring the end trouble, the GM must What the enemy is and how it is usually referred to.
evaluate the overall situation to determine for each
character if, for that verse, they'll be at an advantage, Flavor title
at a disadvantage, or neither. An innate truth the enemy carries.

A character with an advantage has +5 Class


on conflict end rolls. A truth related to the origin of the enemy.
A character at a disadvantage has -5
on conflict end rolls. Damage
The damage each attack from the enemy deals.
Nothing can change this midthrough a verse – any
effects that improve or worsen a character's situation Attacks

Book 1: chapter II - Mechanics


will only be taken into consideration for advantages The number of attacks that the enemy can do each
and disadvantages at the beginning of the next verse. verse.

The GM will tend towards declaring a character is at Mortality


an advantage when they are under positive
circumstances, such as being well positioned or safe
How hard the enemy is to defeat – the lower the
harder. Legionaries
Book 1: chapter II - Mechanics

from immediate danger.


T H E E N D L E S S ‡ S ATA N S L E G I O N
Bones
Example positive circumstances
Far from threats
Armor and endurance of the enemy, which lowers
damage dealt to it.
The cowardice
Enemy outflanked
Hidden in ambush Size
Winning streak How big the enemy is. Each additional number SOULS
Backed up by allies increases the distance tier a normal soul needs for 5 Damage - 3 Attacks
Stunned enemy moving around or through the enemy.
Unaware enemy M O R TA L I T Y
Dazed enemy Other info 10
Additional facts and tips for the GM, such as a general
The GM will tend towards declaring a character is at a description of the enemy, truths related to its behavior BONES/SIZE
disadvantage when they are under negative and quirks, and possibly some additional rules to be 0 / +ONE
circumstances, such as being under direct threat or aware of.
recently wounded.
Triggered trouble The Satanic Legion. Masses, dirty, bloody, haunting, laughing,
Example negative circumstances Possible triggered troubles the GM can apply when a stupid and drunk. Sometimes lead by a Centurion.
Heavily outnumbered player fails a check. That is not restrictive, though –
Heavily outgunned the GM can always apply generic triggered troubles,
Under great pain Often in groups of 2-10 legionaires
such as some damage or a negative aspect that will
Unbalanced 4 Damage incapacitates a soldier
set the player at a disadvantage on the next verse, or
Grappled anything that seems fit. E A S ILY FO O LED ‡ H AT ES G ENESI S M ACHI NES
Cornered
Drenched in blood End trouble Triggered Troubles
Terrified Possible end troubles the GM can apply to verses. • Add 3 legionaires • Heavy weapon: add 1 Attack
That is also not restrictive in any way – generic end • Flanking manouver with a Damage of 6
Bad situations can overcome good ones when troubles include dealing big chunks of damage,
declaring a player is at a disadvantage – a character End Trouble
capturing or incapacitating players, making them lose
under lots of negative circumstances but also some • Add 1 Centurion (champion) and 5 legionaires
something, changing the conflict in some drastic way,
positive ones would usually be at a disadvantage. The • Grenades -10 damage to 1D2 character
and so on.
opposite, however, does not apply – a character under
lots of positive circumstances but also some negative Harvesting list, looting and blood level Harvesting (Choose one) Looting
ones would hardly ever be at an advantage, but they  Excellent III Poison 1D4/  Ordinary (+0)
Things you don't need to worry about yet, further
also wouldn't be at a disadvantage, at least.  Black Iron Ingots 1D10/  Soiled Blood
explained in the Looting and the Path of Blood  Excellent III Equipment 1/
chapters.  Ordinary II Valuable 1/

20 21
Champions Weak points
Minions Powerful enemies, captains or large creatures. They
often appear as the main enemy in a conflict, usually
Bosses are often assigned weak points that must be
discovered and triggered to raise their mortality value
Weak creatures usually grouped by the dozens, but damage to kill, you have killed 6 enemies there.
accompanied by a bunch or a horde of minions, but to something more achievable, usually by a
often 10-20+. Each group has a mortality value of 10
there can also be several champions. Each of them predetermined amount and up to a maximum value. A
or less. Their attack number (and even other values, if Minions are often cowards and will flee if decimated
has a mortality value of 5 or less. boss-fight should be treated like a puzzle, where the
appropriate) may change as they get fewer at the GMs too much, but they can be chaotic to fight against. players must figure out how to beat it or flee from it
discretion. Triggered and end troubles often add to When calculating a conflict end goal, damage to them Unless the GM decides otherwise, the only way to using the environment, cooperation and creativity.
their numbers or summon a champion or boss. only raises it with the health of a single individual, often defeat a champion is through a conflict end roll. For
meaning 1 to 4. Fighting many enemies at once always this reason, when they're attacked, the GM actually A weak point can be many things, and only the GM's
Minions often die from a set damage number, usually 1 tends towards putting players at a disadvantage, only needs to note down the highest damage they've imagination sets the limit for creative freedom here.
to 4. Each attack target may only damage a single meaning characters will either have to kill a significant taken.
minion, so any remaining damage is lost. When they amount of them or be at a great advantage to negate • An armor plate that you can destroy by damaging
are considerably numerous, with at least some 20 this. Large weapons such as heavy or crushing work best them with a certain amount of damage.
individuals but up to the hundreds, they may be against strong enemies, but they aren’t great at killing • A statue that can be tipped over, pinning the boss
considered a horde. When attacking a horde, Rapid weapons such as automatic or slashing work large quantities of enemies. against a wall.
decrease its enemy count by the total damage you best against many enemies with low health, but they • Chanting priests that you can disrupt or kill, removing
deal, without having to assign attacks individually. aren’t great at killing stronger enemies. the protection they were casting upon the boss.
Bosses

Book 1: chapter II - Mechanics


• A vulnerable body part that can be hit with attacks, like
If you deal 3 attacks with 4 in damage (for a total
the eyes or the heart.
damage of 12) and the horde has minions that take 2 Large creatures, titans or gods. They always appear as
• A certain element that makes the boss weak when
the main enemy in a conflict, usually accompanied by
exposed to.
numerous minions and champions. Bosses have a
• A lullaby that can be sung to make the boss sleepy.
mortality value of 0 or less, but can go down to -20,
making them virtually undefeatable unless players
Book 1: chapter II - Mechanics

activate a weak point.

Unless the GM decides otherwise (and they won't,


unless something gargantuan happens, like an even
mightier boss showing up and ripping it to shreds), the
only way to defeat a boss is through a conflict end roll.
For this reason, when they're attacked, the GM only
needs to note down the highest damage they've taken.

Messiah Unit 64 GENESIS Dusk god


Wandering the Nifelheim Region
20 21
EXODUS TOADRUINER ‡ COSMOS FROG

Divine instruments run amok


PIG FIE N D
DEVOURER ‡ BLOOD FESTER

The eternal hunger

Legionaries Arachnite
Book 2: chapter XVI - Adversaries

Book 2: chapter XVI - Adversaries


SPIDER GOD ‡ FAUST DEMON
T H E E N D L E S S ‡ S ATA N S L E G I O N

The cowardice Servants of the Spider Entity

U N L I G H T C R E AT U R E S SOULS TRUE UNLIGHT ANCIENT


4 Damage 3 Attacks 5 Damage - 3 Attacks 10 Damage - 3 Attacks 30 Damage - 1 Attack

M O R TA L I T Y M O R TA L I T Y M O R TA L I T Y M O R TA L I T Y
10 10 5 -10

BONES/SIZE BONES/SIZE BONES/SIZE BONES/SIZE


0 / ZERO 0 / +ONE 4 / +TWO 5 / +FOUR

The chilling calls from the Pig fiends echoed through the The Satanic Legion. Masses, dirty, bloody, haunting, laughing, The crackling, whirring laughter of the knight made us wary They say it emerged once every year and demanded a virgin
tunnels, their screams and shrieks told us it was just a stupid and drunk. Sometimes lead by a Centurion. as he emerged from the shadows, clicking and rattling a sacrifice. It’s lair deep beneath the surface, unreachable to
matter of time before we where completely surrounded. thousand legs beneath his armor as he spoke. all Souls. But we held the Heralds Death Key.

Hunting in Packs of 20-50 creatures Often in groups of 2-10 legionaires Fear - lose 4  at sight Fear lose 5  at sight / lose 2  on each verse end
1 Damage removes a pig fiend 4 Damage incapacitates a soldier Adapting - Mortality lowered by 1 on each verse end Weakpoint - Destroying 100 eyes (1♥) Mortality +5

FEEDI NG F RENZ Y ‡ S C RE A M ING ‡ C A N N IBA L S E A SI LY F OOL E D ‡ H AT ES GE NESI S M ACHINES CU NNING ‡ T RI X T ER ‡ T WO FACED BARBED T EN TACLES ‡ H Y PNO T I C ‡ DRE A MI NG

Triggered Trouble Triggered Troubles Triggered Trouble Triggered Trouble


• Add 10 Pig Fiends • Add 20 Pig Fiends • Add 3 legionaires • Heavy weapon: add 1 Attack • Trapped in web - “Pinned” • Sudden move - “Complication” • Character “Confused” • Hypnotic Overload -2  & -2 ♥
• Taking a bite 5 ♥ • Disable armor on character • Flanking manouver with a Damage of 6 • Disarm one character • Fear attack 4  • Action impacts allies • Fear attack -1D6 

End Trouble End Trouble End Trouble - (Always adapting +1 Mortality) + End Trouble
• Swarm 1 character (Lose 1 , 5  and 5 ♥) • Add 1 Centurion (champion) and 5 legionaires • Capture a Soul in spider silk - Deal 10 Damage • Grabbing 1D2 Characters and lifting them into the air
• Add 1 Pig King (Champion) or 25 Pig fiends • Grenades -10 damage to 1D2 character • Injecting poison into a Soul - Death within 1D10 nights • Acid blood rain - Damage 20 on all combatants in the area
(Creating an antidote is a  complex task 10 )
Harvesting (Choose one) Looting Harvesting (Choose one) Looting Harvesting (Choose one) Looting Harvesting (Choose two) Looting
 Ordinary II Poison 1D4/  Mundane (-2)  Excellent III Poison 1D4/  Ordinary (+0)  Masterful IV Poison 1D6/  Excellent (+2)  Legendary V Potion 1D6/  Masterful (+4)
 Tech Parts 1D10/  Soiled Blood  Black Iron Ingots 1D10/  Soiled Blood  Abyssal Ivory Bones 1D10/  Black Honey  Kvasir Blood Honey 1D6/  Ancient Blood
 Ordinary Consumable 1/  Excellent III Equipment 1/ 1 Masterful IV - Equipment  Crimson Weave 1D10/
 Human Heads 1D6/  Ordinary II Valuable 1/ 1 Masterful IV - Weapon  Celestial Ingot 1D6/

000 000
THY NAME W H AT

PRESENT
THY FORM WHO/WHERE

PA S T
THY DESTINY HOW

[PHY] P H YS I Q U E DRIVE [DRV]


TIER TIER

[SPD] SPEED CHARISMA [CHA]


TIER TIER

[COG] CO G N I T I O N SPIRIT [SPR]


TIER TIER

MANNERISM FORM TRUTHS

Truths
Features  Quirks

DESIRE DESTINY TRUTHS

FEAR DEMON TRUTHS

PA I N P O I N T CHARACTER TRUTHS

 

 

 

 

 

AFFINITY [CHA] TIER SKILL ARCANE ARTS [SPR] TIER SKILL CRAFTS [COG] TIER SKILL

FABLE  ALCHEMY TECH  ANCIENT TECH


Skills

SATISFY DIVINE RITUALS  SECULAR TECH

CONDUCT ABYSSAL RITUALS  GENESIS TECH


GRADE OF GEAR
WITCHCRAFT  HARROWED TECH

INFERNAL SURVIVAL [DRV] TIER SKILL LITERACY [COG] TIER SKILL MOVEMENT [SPD] TIER SKILL

EMERGENCY AID  DOMINIONS READ SITUATION


MANEUVER

NAVIGATE PANTHEON SIXTH


JUMP SENSE
FREE SKILL POINTS

 PHARMACY MEDICINE SCROUNGE


THROW

DARK CONNECTIONS PSYCHOLOGY LISTEN


CLIMB

PERCEPTION [CHA] TIER SKILL SHADOWRY [SPD] TIER SKILL CONFLICT [PHY] TIER SKILL

LISTEN DISGUISE 1 BRAWLING

MELEE TIER SKILL RANGED TIER SKILL


READ SITUATION LOCKPICK 4
FINESSE PRECISION
 SCROUNGE SLEIGHT OF HAND 4
SLASHING AUTOMATIC
SIXTH SENSE STEALTH 3
CRUSHING HEAVY

DARK MARKS RANK IDENTITY XP LEVEL

BLOOD AETHER
TIER NAME CONDITION & WEAPON DESCENT TRUTH LEVEL/UXP

AT TA C K RELOAD DAMAGE TA R G E T S GRADE W E A P O N F E AT U R E


WEAPONS

TIER NAME CONDITION & WEAPON DESCENT TRUTH LEVEL/UXP

AT TA C K RELOAD DAMAGE TA R G E T S GRADE W E A P O N F E AT U R E

TIER CONDITION & ARMOR DESCENT


LIFE ♥ [PHY + BONUS] [DAMAGE & TRAUMA]
-10 0 +10 +20 +30 +40 +50 +60 +70 +80 +90 +100 +110 +120 +130 +140

TRUTH FRAGMENTS

ARMOR
BODY

♥ BONUS ♥ THRESHOLD LOS E A LL LIFE = DEATH (SEE ART OF DYING P.XXX)


A R M O R VA LU E F E AT U R E
LOS E > THRES HOLD = N EGATIVE ASPECT


M O D I F I C AT I O N S LEVEL/UXP
WOUND TRUTHS & SCARS

GEAR, ITEMS FRAGMENTS/TRUTHS FRAGMENTS ORIGIN


TIER

[STRAINING & FEAR] [DRV + BONUS]  SANITY AURA  [SPR + BONUS] [ R A D I AT I O N & U N L I G H T ]

DARKNESS
+140 +130 +120 +110 +100 +90 +80 +70 +60 +50 +40 +30 +20 +10 0 -10 -10 0 +10 +20 +30 +40 +50 +60 +70 +80 +90 +100 +110 +120 +130 +140
SANITY

L O S E A L L  = S TA R E I N T O T H E A B Y S S C H E C K WHEN FULL  - GAIN ONE CORRUPTION


LO S E > T H R E S H O L D = M A R K I TC H O R C R AV I N G  BONUS  THRESHOLD  BONUS  THRESHOLD L O S E > T H R E S H O L D = R A D I AT I O N S I C K N E S S
BY FEAR = PERFORM NEXT FEAR REACTION ( S E E P. x x x )

INNER DEMON & FEAR REACTIONS MASTER & BLESSINGS


NAME TYPE POWER NAME TYPE XP CONNECTION

SIN ITCH C R AV I N G KINK MUNDANE ORDINARY

FEAR REACTIONS EXCELLENT MASTERFUL


1 2

LEGENDARY
3 4

CORRUPTIONS

1 2 3

4 5 6

7 8 9

10 11 12

13 14 15

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