Astro Inferno Quickplay
Astro Inferno Quickplay
Astro Inferno Quickplay
0
This is a work in progress and do not represent
the finished product.
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.
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 -
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!
5. Introduction
EVERYTHING IS SUBJECT TO CHANGE
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
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.
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
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.
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
00 00
The Universe
is shattered
The Universe is shattered. Everything is
untangled and physical laws have been
replaced by something more sinister.
THE WORLD OF
Fracture
Quickplay rules - Not final
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
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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
00 00
Beta rules 2.0 - Not final
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.
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
00 00
S T E P 1
Preparations
Characters are created in four steps.
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
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
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.
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
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
KNIGHT
MOVEMENT [SPD] SKILL
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.
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
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.
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
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
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
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
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.
The Form
Quickplay rules - Not final
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.
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
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.
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.
SataniC
THE HERALDS - IV - DEATH SONG
00 00
Sulphur
The Soul
Without body or spirit
Destiny
Beta Ruleset 2.0
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.
00 00
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
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
00 00
BETA
Starting Sets Choose one set of starting gear and note it down on the character sheet.
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
Starting Gear
1D3 Wine of Sodom (Nice year)
BETA 2 Demonic Flare (Loud)
Scribe set 5 Luxury Food (& candles)
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
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
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
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
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
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
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
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
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
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
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.
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
†
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
00 00
Faith Undying only
Your faith never left you, and you still have hope of a greater power
lost in all this darkness.
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
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
Masters
VALHALLA
Nornheim
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
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
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
cont
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
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
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
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
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
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
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.
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
Legionaries Arachnite
Book 2: chapter XVI - Adversaries
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
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
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
Truths
Features Quirks
PA I N P O I N T CHARACTER TRUTHS
AFFINITY [CHA] TIER SKILL ARCANE ARTS [SPR] TIER SKILL CRAFTS [COG] TIER SKILL
INFERNAL SURVIVAL [DRV] TIER SKILL LITERACY [COG] TIER SKILL MOVEMENT [SPD] TIER SKILL
PERCEPTION [CHA] TIER SKILL SHADOWRY [SPD] TIER SKILL CONFLICT [PHY] TIER SKILL
BLOOD AETHER
TIER NAME CONDITION & WEAPON DESCENT TRUTH LEVEL/UXP
TRUTH FRAGMENTS
ARMOR
BODY
M O D I F I C AT I O N S LEVEL/UXP
WOUND TRUTHS & SCARS
[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
LEGENDARY
3 4
CORRUPTIONS
1 2 3
4 5 6
7 8 9
10 11 12
13 14 15